日本語版, Español Annihilation Update - Nifty Boron (2.8.0) As promised, now that Annihilation has moved to a 1.12.2 base and all major bugs have been ironed out, we are now back to our regular schedule of "small but frequent" updates. And as such we are pleased to announce a brand new content update, Nifty Boron! This update addresses the most controversial class balance issues, and provides changes that will hopefully leave the meta in a better place. Most of these changes are based on community feedback, and a lot of thought and reasoning has gone into them. And while some changes may seem small, we ask you to please give them a chance before passing judgement. As always, nothing is set in stone and things can be tweaked where necessary. Changelog Class Changes: Alchemist Reducing the duration of Tier 3 potions in a previous update helped in making Alchemist rushes more manageable, 2 players can now no longer take out a team on their own. But the problem with larger groups still remains. It's not uncommon to see very large, heavily geared rushing groups with Tier 3 potion effects. That kind of rush can be near impossible to counter, there needs to be a limiting factor. We've made the following changes to address this while retaining the team aspect of Alchemist, i.e. not forcing Alchemist to brew 2 sets of potions: Alchemist Tier 3 splash now only gives Tier 3 effects to the Alchemist that splashes the potion. It now gives the Tier 2 equivalent (with T3 durations) to everyone else that is splashed. These changes are intended to go hand in hand with the recent rework of enchanted golden apples. Builder Engineer can make short work of defenses that may well have taken most of the game to build, this can be very demotivating for builders. In their original concept (although this did not make it into the final implementation), Delay Blocks could defuse Engineer's TNT. This has now been added giving some much needed counter-play to Engineer. That, along with the recently added Team Doors, will allow builders to create highly defensible and practical defenses that can endure. Changes are based on community feedback across multiple forum threads, including this poll. Any Engineer C4 or Nuke placed within the effective radius of a Delay Block (5 blocks) is automatically defused. Delay Blocks do not defuse Dynamite. Dasher Added two more block types that Dasher cannot dash onto. Changes are based on community feedback in the Optimistic Hydrogen Update. Block types added are: Red brick stairs Red brick slabs RiftWalker Prevented RiftWalker from being able to rift to: Invisible players Vanished Spies Vampire bats, by default (see Vampire class changes) Added a chat notification to alert if a rift cannot be made due to the above Added a chat notification for the person being rifted to, alerting them of an incoming rift. Particles and sounds for rifts is something that was discussed by the team. There are a couple of problem with this: a) rifts are not consensual, it could potentially expose somebody's secret base or compromise their rush, and b) clans often use RiftWalker to travel to secret brew/loot rooms which they may not necessarily want the rest of their team to know about. We believe that these changes will prevent unannounced visitors, while still requiring vigilance by defenders. If this proves not to be enough we can re-visit RiftWalker in a future update. Vampire Probably the most controversial class due to its ability to bypass defenses, the Vampire Bat's fast untimed flight also afforded it the ability to; be an immediate counter to sky bridges; undermine team-oriented classes such as RiftWalker and Transporter; and circumvent game-play on sky based maps. It would have been difficult to fix all of these things without removing much of the fun. The general consensus from the community was remove/rework, and that's what we've done. This class has undergone a complete re-vamp! We have removed the bat-form and re-implemented it as a strong nighttime combat class. And as some of our veteran players may already have guessed, this is the very popular retro version of Vampire, with the addition of a brand new active ability. Comes with a stone sword. At night, every hit you deal gives you a 30% chance of stealing half a heart (1 HP) and healing yourself with it. You take 25% more damage during the day (light levels are not taken into account). In addition, it now has a new ability called "Blood Sense". This is an active ability, which when used plunges the Vampire into darkness as it enters a state of sensing rather than seeing, allowing it to detect its enemies life force. Enemies will begin to glow, visible only to the Vampire; unless they are sneaking, invisible or vanished Spies. Comes with a class item called Blood Sense. This ability can be activated whether there are enemies nearby or not (so use it wisely). Will reveal enemies within a radius of 10 blocks horizontally, and 5 blocks vertically. This ability lasts for 13 seconds, with a 60 second cool-down. Note: Enemies who enter the effective radius after activation will not be revealed. Succubus's little known passive life drain on hit has been removed. This ability is now uniquely with Vampire. Other changes: Boss Items Boss items with the mending enchant (e.g. Boots of Grace) will now be repaired by mined XP. Class Changer Prevented all movement while in the class selector GUI. Players changing classes are now immune to movement (e.g. Scorpio hook, Wizard Whirlwind etc), in the same way that they are immune to damage while re-spawning. It's not fair to be Scorpio voided while you are in your class selector GUI. Fortune Enchant The drop rates for diamonds for all levels of this enchant have been slightly reduced. It was very easy to get large amounts of diamonds with fortune 3 in a very short space of time. This change will increases the time players spend at mid, prevent teams from gearing too quickly or uncontested, and make mid gameplay more challenging. Note: This only affects Diamonds. Private Brew Stands Private brew stands that you buy from the shop are now no longer SoulBound. They still work as a private stand for the player that places it. Can be dropped or put in chests for other players to use. Bug Fixes Fixed a bug that caused players affected by BloodMage's Corrupt ability to re-spawn with only 8 hearts (16 HP). Fixed a bug that sometimes caused the class-ability timer to get stuck when you rejoined a game. Fixed a bug where rejoining a game gave you an extra set of spawn tools. Fixed a bug that caused Builder's Delay Blocks not to work. Fixed a bug where if a Scorpio died while hooking an enemy, that enemy was sent to the Scorpios spawn. Fixed a bug that allowed Immobilizer to work on vanished spies. Fixed a bug causing Immobilizer sound to be global instead of local, can no longer be heard over long distances. Fixed a bug that prevented Scout's grapple from working in 1 block deep water. Randomized enchanting, the first enchant is now no longer always the same. Prevented tree leaves from growing into the void. The square brackets around the team character in global chat are now white rather than grey, for consistency. Various Anni lobby bugs caused by 1.12, such as missing hot-bar items, chat tags etc. Various Admin related fixes and other nerdy dev stuff. Credits: As always, many thanks to: Our amazing devs, Mosh, Galap and MissHilevi, for their hard work and dedication in bringing us these updates. And also Robertthegoat, Lazertester and Adam for their assistance. My wonderful Co-Lead and technical guru, JTGangsterLP6, who manages update-testing and finds bugs that nobody even knew existed. 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!