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Shotbow
Oct
18
![[IMG]](https://i.imgur.com/RoN25xk.jpg)
Today, we're happy to roll out a new change to the Shotbow Shop that will make it easier to gift packages to players, and also will significantly speed up the rank upgrade process for Emerald and Obsidian upgrades.
Gifting & Rank Upgrades
Before today, if you wanted to buy a rank for a friend, you would enter their username in the Shotbow Shop, along with your payment info. However, if you wanted to count this purchase towards Emerald and Obsidian upgrades in the future, Shotbow Staff wouldn't be able to associate this purchase to your account, since it was under their username. That's why we have a long, tedious process for rank upgrade requests, which involves digging up the Transaction ID of each purchase you made for a friend.
The Emerald and Obsidian ranks were meant to be a thank-you to those who were generous enough to give to others, but the current process to apply for the upgrade is painful and tedious, and the approval process is manual on our end.
For this reason, we are adding a "Benefactor" field to all Shotbow Shop purchases. Starting now, when you purchase a rank for a friend, you will enter their username as normal, but you'll also be prompted with a second field to enter your username as the Benefactor.
The Benefactor will receive the credit for the purchase, and when the Benefactor has accumulated enough purchases, they will be upgraded to Emerald and Obsidian automatically.
New Purchase Process
When you purchase on the Shotbow Shop, you will be granted with the same prompt as before. In this prompt, you should enter the username of the person who is receiving the gift.
![[IMG]](https://i.imgur.com/oyz5Yw7.png)
On the next screen, you should enter your username. The credit for this purchase will go to this person (the Benefactor). If you are purchasing a package for yourself, enter your username a second time.
![[IMG]](https://i.imgur.com/JAaM4QT.png)
Credits
Each user has a dollar amount of "credits" spent on Shotbow. Each purchase is either Premium or Cosmetic credits. Premium credits count towards Silver, Gold, and Platinum upgrades. Both Cosmetic and Premium credits count towards Emerald and Obsidian upgrades.
Please refer to this table for how Credits are granted for premium purchases.
![[IMG]](https://i.imgur.com/bbI6NHs.png)
In addition, any Cosmetic purchase will give credits to only the Benefactor by default.
All individual purchases will continue to function as normal, but now Emerald and Obsidian upgrades will be handled automatically.
Old Emerald and Obsidian Purchases
If you have been purchasing for others to save up for Emerald or Obsidian before this date, don't worry! You can still use your old Transaction IDs in combination with this new system. You can continue to use the Rank Upgrade Request form until the end of 2020. In 2021, we'll still allow you to upgrade using Transaction IDs, but you'll have to send us a support ticket (via the Contact Us form at the bottom of this webpage).
Closing Words
This is a new system; if you experience any bugs, please contact us on this thread or by sending us a support ticket via the Contact Us form below.
Thanks for flying Shotbow!
Oct
14
日本語版 Español
Annihilation Update - Wise Neon (2.9.0)
Hi Everyone!
It's that time again and we are happy to present you with yet another Anni update, Wise Neon!
Most of these changes are based on community feedback. A lot of thought and reasoning has gone into them so please give them a chance before passing judgement. As always, nothing is set in stone and things can be tweaked where necessary.
Many thanks to everyone who offered suggestions and reported problems.
Note:
Knockback is currently being worked on. Once we have a working version there will be play tests to get community feedback, followed by further tweaking if necessary.
Changelog
NEW - Beacons
Bard
Builder
Enchanter
Farmer
Immobilizer
RiftWalker
Scorpio
Scout
Spy
Vampire
Credits:
As always, many thanks to:
Our amazing devs, Mosh, Galap and MissHilevi, for their hard work and dedication in bringing us these updates. A special thanks to MissHilevi who is responsible for the bulk of this update.
My wonderful Co-Lead and technical guru, JTGangsterLP6, who manages bug documentation and update-testing.
The Anni admin team for all their hard work, testing and bug hunting.
And all of you who offered suggestions, reported problems and gave support along the way.
Many of the changes we have made in this update have come from you the community, and our wonderful Admin team who continue to strive to make Anni the best it can be.
We have plans for many more exciting updates and new features, so stay tuned!
Annihilation Update - Wise Neon (2.9.0)
Hi Everyone!
It's that time again and we are happy to present you with yet another Anni update, Wise Neon!
Most of these changes are based on community feedback. A lot of thought and reasoning has gone into them so please give them a chance before passing judgement. As always, nothing is set in stone and things can be tweaked where necessary.
Many thanks to everyone who offered suggestions and reported problems.
Note:
Knockback is currently being worked on. Once we have a working version there will be play tests to get community feedback, followed by further tweaking if necessary.
Changelog
NEW - Beacons
- Due to popular demand Beacons can now be activated and used again. Yay!
![[IMG]](https://i.imgur.com/ZhuA9Ab.png)
- The Bard Box now persists after death (like TP's and Tinkerer pads).
- We've added a recall feature so you no longer have to find your Bard Box and break it.
- There is now a 15 second overall cool-down before you can select a new song, to prevent spamming effects.
![[IMG]](https://i.imgur.com/VHACaw7.png)
- Building a defense should come with a reward for your hard work. We increased the amount of XP Builder earns from placing blocks by reducing the cool-down from 2.0 to 1.5 seconds.
![[IMG]](https://gamepedia.cursecdn.com/minecraft_gamepedia/thumb/8/8d/Enchanting_Table_JE1_BE1.png/32px-Enchanting_Table_JE1_BE1.png?version=7979904382441d0b8ac041880fc92f7a)
- Until now Succubus ignored the extra enchanter levels that would normally be converted to HP during combat. We've raised the level at which Enchanter XP is converted to prevent this from happening. Enchanter XP is now converted into HP once Enchanters health drops below 7 HP, that way all levels are fully converted before a Succubus can use their Life Drain ability at 6 HP or less. Previously levels were converted once HP dropped below 2 HP.
![[IMG]](https://i.imgur.com/IJVl3Oh.png)
- 1./ Crop Immunity:
- Crops that are being grown by a Farmer now have immunity from non farmer team mates for 80 seconds from the time they are broken.
- Non farmers team mates are sent a message advising them to use farmer to break crops.
- Enemies can still break crops at any time.
- 2./ Feast Ability:
- Gives players feedback for the Feast ability, in the form of:
- Area of effect particles (similar to famine).
- A chat message notification (similar to famine).
- A new sound effect.
- 3./ Farmer drop and inventory changes:
- Decreased the drop rate of apples - Enchanted golden apples have become much more common and are no longer mainly used to rush/end games, an increasing number of players use them at mid and to mine rush. Strong items are necessary to break stalemates, but should be difficult to obtain.
- Increased the drop rate of iron ore.
- Added a chest to Farmers spawn items.
![[IMG]](https://i.imgur.com/q56EPEy.png)
- Increased the Absorption hearts which a player receives upon being immobilized from 1 1/2 (3 HP) to 4 (8 HP). This will bring it in line with Swapper.
- Scaled the time which a player is immobilized for, based on their armor points: A player that wears full diamond (20 armor points) is immobilized for the full 5 seconds, a player who doesn't wear any armor (0 armor points) is immobilized for 2 seconds.
- Invisible players who don't wear any armor at all can no longer be immobilized - defending used to be a skill that required your undivided attention, listening for footsteps and looking for particles. AFK defending as Immobilizer has been getting increasingly common. Not only does this takes the skill and the fun out of defending, it also takes the skill and fun out of solo invis rushing.
![[IMG]](https://shotbow.net/forum/images/blaze_rod.png)
- In addition to the recently added notification which alerts the riftee of an incoming rift, we have now also added the 10 second countdown to their chat.
![[IMG]](https://i.imgur.com/lbmtCry.png)
- Can now be used in more situations, the hook is no longer cancelled if there is a block behind the Scorpio.
- The hook now breaks on first contact if there is no room for the hooked player, or if the player is changing class, and gives the Scorpio a chat notification telling them why it has failed.
![[IMG]](https://i.imgur.com/CKef3RR.png)
- Added reasons to Scouts "Unable to grapple" text notification (i.e. while on fire, in deep water).
![[IMG]](https://i.imgur.com/FYYZbqY.png)
- Spy used to be a very popular defense class but is rarely used for defending since the extra backstab damage was removed. We've re-added this popular feature to give it more versatility. This also allows spy to use it's flee ability to double back and come up behind an enemy to deal more damage.
![[IMG]](https://i.imgur.com/nUimuGU.png)
- Added a clock to Vampires spawn kit, as well as a clock at each base. That way it's clear when the passive ability begins and ends since it's not based on light levels but rather on the day night cycle. Suggested by Quiglet in the Nifty Boron update thread.
- Fixed a bug that caused saturation to deplete too fast while regenerating health.
- Fixed a bug that allowed Shields to block 100% damage.
- Fixed a bug where damage from Thor's hammer, poison and the wither effect were affected by unenchanted armor.
- Fixed a bug that allowed Farmer to get afk drops.
- Fixed a bug where farmer crops keep growing if broken by an enemy.
- Fixed a bug where base level regeneration potions had the same duration as their extended version.
- Fixed a bug where Alchemists brew stands that were blown up by Engineers bunkerbuster were not returned to the Alchemists inventory.
- Fixed a bug which rendered many temporary potion particles invisible (e.g. golden apples, Bard's BuffBox, Tinkerer's PowerPads).
- Added functionality to prevent falling blocks going through webs (they now pop into their item form)
- Various Admin related fixes and other nerdy dev stuff.

As always, many thanks to:
Our amazing devs, Mosh, Galap and MissHilevi, for their hard work and dedication in bringing us these updates. A special thanks to MissHilevi who is responsible for the bulk of this update.
My wonderful Co-Lead and technical guru, JTGangsterLP6, who manages bug documentation and update-testing.
The Anni admin team for all their hard work, testing and bug hunting.
And all of you who offered suggestions, reported problems and gave support along the way.
Many of the changes we have made in this update have come from you the community, and our wonderful Admin team who continue to strive to make Anni the best it can be.
We have plans for many more exciting updates and new features, so stay tuned!
Oct
08
by Marine_PvP at 8:20 PM
日本語, Español, Français, Русский, Deutsch
![[IMG]](https://i.imgur.com/A3MWxhM.png)
Hi everyone!
GG used to be a home of MineZ pvpers who wanted to warm up/practice PvP or simply wanted to have fun fighting other players without having to gear up. However, a few years later, the gamemode was abandoned due to not having active devs working on it and gamemode features being outdated over time, such as items and knockback system not synced to MineZ. Since I have joined the development team, I have been working on rewriting most of GG's code base and I am happy to finally announce that the new reworked GG is ready to be released!
My vision on GG is not just a MineZ PvP practice server, but also a gamemode that has objectives, goals, and (optional) competition. Just like KOTH, I am planning to add more events that players can compete and enjoy.
Since there are many new features introduced, balance changes will be a must. I do not believe the current system is perfectly balanced, and will start changing it as soon as we get a good amount of feedback from you guys.
By playing GG, you are also helping improve the knockback system, which is one of the biggest problems of the newer version of Minecraft gameplay. Give us a lot of feedback on the knockback on forum and Discord. Let's work together and one day we will be able to have a very nice, 1.7 like knockback
Before I end, I'd like to give a special thank you to Robert and Adam for doing a bunch of reviews of my work and wmn for building an awesome spawn and a KOTH for us!
I'll see you at the release!
Thank you for flying Shotbow
- Marine
![[IMG]](https://i.imgur.com/A3MWxhM.png)
Hi everyone!
GG used to be a home of MineZ pvpers who wanted to warm up/practice PvP or simply wanted to have fun fighting other players without having to gear up. However, a few years later, the gamemode was abandoned due to not having active devs working on it and gamemode features being outdated over time, such as items and knockback system not synced to MineZ. Since I have joined the development team, I have been working on rewriting most of GG's code base and I am happy to finally announce that the new reworked GG is ready to be released!
RELEASE DATE & TIME
October 10, 12:00 PM CST
October 10, 1:00 PM EST
October 11, 2:00 AM JST
GG will now get regular and small updates like our other gamemodes, and detailed changelogs will be posted in the below thread whenever an update is rolled to live.
The changes that have been made before the full release are posted below.
DISCLAIMER: There might be missing or incomplete features and bugs since this is brand-new code, and I need your help in finding these bugs. Please report any bugs on the following bug report thread! Please also remember that no changes in this thread is final and is subject to change at any time.
GG also has a gamemode specific rule, including a restriction of using alternate accounts.- Any form of xp farming is not allowed
- You may not have more than one account logged on at the same time.
- You may not use alt accounts for storage purpose. This will result in an inventory and storage wipe along with regular punishment.
- The only possible form of alting is when you want to play GG without having to switch to your main account.
Changelog
- GG used to be the last gamemode that was still in 1.9 base, and is finally up-to-date with its version! It has been updated to 1.12.2 base
- Complete rework of the knockback system. I think this knockback is very close to 1.7, and I will continue improving it as we playtest and get feedback.
- Adjusted weapon damage
- Remade PvP kit as the inventory organization and items were quite outdated.
- Players now kit themselves by right clicking kit signs at spawn instead of using a /kit command
- GG now has an economy. You can store, trade, and obtain valuables from various in-game events.
- Enderchest has been added in spawn for storage purpose
- Killing other players now drops the loot except their armor and despawns after 5 seconds.
- You can now drop items, but dropped items will despawn after 5 seconds.
- Arenas have been removed. We're now using a part of MineZ map with a radius of 1000 blocks.
- Eating a food now heals half a heart
- Bleeding and thirst have been removed
- Added a scoreboard that displays useful information such as spawn tag timer and ping.
- Improved spawntag wall system
- Fixed a bug where item stack limiter does not work
- Fixed a bug where players could use offhand
- Grenade, splashs, and grapples now work same as MineZ
- Premium ranks are now displayed in game and tab list.
- KOTH has been added to GG! (/koth)
- KOTH is an event where players try to control the cap zone for certain time. If one successfully caps a KOTH, they will be given a large amount of Shotbow XP and a KOTH key which can be used to open the enderchest in spawn to obtain valuables, such as stacked items or MineZ legendaries.
- Currently there are one EU, one US, and one Asia/AU KOTH opening automatically every day. I am going to make a poll on the forum and the discord about KOTH schedules later.
- I always imagined utility roles like healers being a more viable option in a combat. Unfortunately this isn't true on MineZ. I designed GG version of healer kit to achieve this goal.
- Unlike heal kits on MineZ, GG's heal kit is designed in a combat way such that the cooldown between heals are lower and easier to use in a combat.
- There are 4 types of heals. Regeneration(12s), Absorption(8s), Resistance(8s), Speed(15s). Each heal shares a cooldown but has a different cooldown.
- Simply left click with a shear to change your heal type, and right click other players to give them buffs!
- You can select healer kit by right clicking the kit sign in spawn
- Healers wear full green leather armors, and has a permanent speed I effect.
My vision on GG is not just a MineZ PvP practice server, but also a gamemode that has objectives, goals, and (optional) competition. Just like KOTH, I am planning to add more events that players can compete and enjoy.
Since there are many new features introduced, balance changes will be a must. I do not believe the current system is perfectly balanced, and will start changing it as soon as we get a good amount of feedback from you guys.
By playing GG, you are also helping improve the knockback system, which is one of the biggest problems of the newer version of Minecraft gameplay. Give us a lot of feedback on the knockback on forum and Discord. Let's work together and one day we will be able to have a very nice, 1.7 like knockback
Before I end, I'd like to give a special thank you to Robert and Adam for doing a bunch of reviews of my work and wmn for building an awesome spawn and a KOTH for us!
I'll see you at the release!
Thank you for flying Shotbow
- Marine
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