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Join me tomorrow at 4.30pm US Central time for a livestream I'm calling Nexus Natters.
I'll be chatting about some potential upcoming changes to Annihilation and giving your an insight into how I approach tweaks, balances and the overall design to the mode.
I'll be covering:
- Balancing mobility classes
- Encouraging more teamwork
- Improvements to Spider class
I hope you will join me for the stream - if it's a success we may run more of these in the future!
See you tomorrow!
Around 6 months ago, there were some permissions issues on our current Shotbow wiki which prevented users from being able edit any pages. Long story short: we were unable to fix the problem, so we moved over to MediaWiki as our main wiki software! Without further ado, here is a link to the new wiki:
Please enjoy the new wiki and feel free to help contribute by adding any information that you might think is pertinent. In the future, we might look at adding an extension so that pages can be translated, but for now English will be the main language of the wiki.
We wanted to thank both the Annihilation Wiki Team and MineZ Wiki Team for getting this new wiki on its feet. You can find both teams on the Official Shotbow Discord.
How can I contribute?
- Standards for Annihilation Classes
- Standards for Annihilation Maps
- Standards for MineZ Locations
- MediaWiki Help
Today I am happy to announce that the latest update to Annihilation has now gone live! Please see below for a full list of changes
A bug where you could brew potions almost instantaneously.
Potion duration of enhanced potions:
Enchanted potion of regeneration - increase from 35 seconds to 70 seconds.
Splash variant - increase from 35 seconds to 50 seconds.
Enchanted potion of strength - increase from 60 seconds to 120 seconds.
Splash variant - increase from 60 seconds to 85 seconds.
Enchanted potion of speed - increase from 80 seconds to 120 seconds.
Splash variant - increase from 80 seconds to 100 seconds.
Alchemist's enhanced potions, whilst powerful, were not seen as useful due to the low duration which often meant tier 1 potions could sustain a team for longer. We hope these increases make Alchemist a more appealing pick for players.
Reduced the amount of hearts you lose on death to 5 (10 health).
Hearts are stored upon class change.
Hearts are lost upon death regardless of your class.
Hearts are not lost upon disconnection.
Playing berserker could be a frustrating experience if you experienced connection issues or you overextended - all your hard work would be lost. We made the above changes to try and make it fairer for players who enjoy the grind to become the tankiest players in Annihilation!
(Note - Your hearts are not transferred when you change class from berserker)
The cooldown of the active from 5 to 10 seconds.
Removed the hunger penalty for use.
Removed the blindness and weakness upon blinking.
In the trio of Scout and Acrobat, Dasher has never been quite up to par. Given this we've made the above tweaks to make the class more potent and less frustrating to play. We hope these changes will make dasher more viable and able to stand shoulder to shoulder with Scout and Acrobat.
We've now added the vanilla mechanic where splashback can happen when using instant damage potions.
When using poison potions there was always the potential for splashback to occur but not with Instant Damage. This meant that teams use tier 2 damage potions without any negative feedback. These potions are incredibly powerful and can completely overwhelm the tankiest of players. It wasn't fun to play against and meant teams would often turtle on maps with a chokepoint entrance - such as Canyon or Coastal. We hope this change broadens the viability and variety of gameplay strategies to defend and attack your nexus.
Due to a legacy combat plugin we use to help emulate 1.8 PvP the enchanting was determined by a seed. This seed was the same per player per map meaning that your enchantments were always the same. We've now made the seed assigned to each player completely random for every map to bring back the randomness of enchanting once more. You'll still be able to see your enchantments in the enchanting UI though
A chat message to communicate when a player is immune to being immobilised.
Reduced the mining fatigue when immobilised to 5 seconds from 10.
The mining fatigue after being immobilised was frustrating so we amended it to match the original stun duration.
When a player has been immobilised they are immune to being immobilised again for 10 seconds. Sadly we never communicated this to the second immobiliser which lead to players questioning if a player was cheating or the class was broken. We've fixed this by adding a chat notification. We hope this more clear and less frustrating for everyone.
Tiers are not lost upon class change.
Tiers are lost upon death regardless of your class.
Tiers are not lost upon disconnection.
Similar to Berserker, playing RobinHood was frustrating upon disconnecting so we ensured your progress is saved. We also allowed players to switch class without losing their hard work - however, if you die your tiers will be reduced no matter what class you play!
(Note - Your bow is not transferred upon changing class from Robinhood).
Grapple has a 25% chance to lose 1 durability per pull.
Fishing rods cannot be used as grapples.
We've increased the grapple's durability slightly and in return removed the ability to use fishing rods as "extra" grapples as we felt this was unfair.
Life drain ability only successful when the target is at 25% health.
This had creeped up to 30% at some point so we knocked it back down to 25% as we felt this was more balanced.
We've reduced the distance to place from a Nexus from 30 to 20. On most, if not all, maps you should not see any distance restriction anymore. We hope this makes it easier for players to brew potions without having to leave the safety of their base.
Particles on friendly bats, visible to team-only.
When in bat form you cannot use splash potions.
Transform cooldown will start when transforming out of bat form due to light.
Fixed being able to transform into a bat during the day.
Due to the potency of splash potions we felt it was unfair for bats to drop them with ease on players with little to no risk. We added a cooldown when bats fly into a lit area as this made it too easy for hit and run tactics that were frustrating to play against. We added particles to indicate if a bat is friendly or not to reduce confusion.
Looting swords could grant an insane amount of drops from the witch which was unintended. After discussing it further we've decided to limit the maximum amount of Glowstone and Gunpowder available from the witch to 4 with a Looting 3 sword, 3 with a Looting 2, 2 with a Looting 1 and 1 with regular damage.
We have also disabled the witch from suffocating to prevent AFK farming of her.
We have taken the latest additions from MineZ's PvP tweaks and applied them to Annihilation. We hope this change makes the combat even more 1.7 / 1.8 like and enjoyable for all!
Some other minor changes include:
- Left clicking an enderfurnace with a sword will no longer open the UI
- Scout grapple no longer hooks itself into your teammates
- Fixed particles for the following:
- Hunter Traps - teammates
- Iceman on ice
- Bloody Mess kill effect
- Ninja Shurikens when hitting blocks
Multiple developers have been involved with this update so many thanks to:
- DocCodeSharp - High priority bug fixes
- Galap - Updated backend systems, succubus and private stand adjustment.
- Skillerfox3 - RobinHood & Berserker changes
- Robertthegoat - Everything else. Which is alot. Seriously, ALOT
We hope you enjoy this latest update to Annihilation
We have fixed several game breaking bugs that were related to this update. These include:
- Potion effects being applied to teammates in incorrect situations - i.e inflicting poison on a teammate as bloodmage or regenerating health off a teammates as succubus.
- Absorption hearts being removed when immobilised.