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Official Update Thread

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Cryptite

Elder
Staff member
Elder
As usual, lots of fixes of bugs, chasing away lag, and polish post update. Here's a catchup!
  • Items popped off Item Frames in Towns will be sent to Town Escrow if they despawn.
    • "Because Minecraft", Items removed from frames have a tendency to go stupid places, into walls, etc. As a courtesy, we'll tag those items and if they should despawn because they get lost somewhere, we'll send them to your Town Escrow.
  • In the Tab list for a fight, a couple changes to the X/Y in the headers:
    • Before a fight, the "Town Name (X/Y)" will show Players Registered/Total Possible Players
    • Once the fight starts, X/Y will then represent Players Alive/Players Registered.
      • Basically no longer useful to see "potential players" once the fight is started.
  • Some "partial" blocks like soulsand/farmland/path blocks, etc no longer cause player blood drops to fail and then just drop redstone.
  • Land Mine Modules on Radars spawn fewer mines, but still quite a bunch.
  • Player kills in Yellow Wilderness will now only broadcast to nearby players.
    • These will typically be hotspots for pvp, so there's no point in spamming everyone with those ganks.
  • Loads of Tab fixes, polish. Also was causing basically all the lag.
 

Cryptite

Elder
Staff member
Elder
March Conquest Update
Not a big one, but some necessary changes

Alignment Synchronization
Meant to do this with the tab update

The ability for towns to set alignments for each other that are not the same is leading to some confusion and isn't something we want to be possible anymore. Since things like Radar Modules, Flying in Territories, etc are actually managed in part by your alignment to another town, it's awfully weird to think you have somebody as friendly who has you as neutral/hostile; especially when you get dropped out of the sky suddenly in their territory.

We realize most use the alignment system just to manage nametag colors and while this is an understandable use of the system, it is not a good enough one to keep it as is. From now on alignments will remain in sync. If a town sets you as hostile, you will both immediately become hostile to each other. The only way to promote relations will be for both parties to accept the change (similar to alliance joins, etc). The whole "alignment hostile -sync thing at midnight" will go away, and is weird, and people get spammed a lot.

As well, towns in an Alliance can no longer independently control alignments to other towns/alliances. Alliances will have alignments to whole other Alliances. As always, Alliances are meant to basically just be big towns, and independent alignments within an alliance is whack.

This update is not yet out but will release in the next few days.

Module Updates
Spectral/Buff stronk, Laser needs a buff
  • Spectral - Spectral Lockdown lowered from 90s -> 60s.
    • 1.5 whole minutes of not being able to get a charge is too much​
  • Buff - Buffed Golems' health has been reduced from 250% -> 200% extra health.
  • Laser - Players taking Laser Damage now also do AoE damage to their nearby allies for a percentage of the target's damage.
    • Radius/% damage are still being tweaked.
    • Laser is terribly weak in any sizable fight whatsoever, we think it needs some more excitement.

Other Updates
  • Towns/Alliances that lose their final Territory will then no longer be able to attack any territories for 48 hours. (includes Neutrals)
  • Fixed Fishing Tournaments being a refuge for gank fights. All sanctuaries should act like the Docks in terms of combat.
  • The cooldown for healing Golems with Iron Ingots has been moved from the individual player to the golem itself.
    • AKA Golems can only be healed once every 1.5s, regardless of who's doing the healing.
  • Coming Soon: Battle Zone Chat
    • We're already limiting Battle Zone death messages to those participating in the fight. It's inconsistent and confusing for uninvolved players to have public chat reacting to battle deaths that they cannot see. As such, anybody participating in a fight will have their public chat redirected to a chat zone that all participants in the fight can see. You will still be able to use /p to fire one-off messages to public chat if you'd like, otherwise it'll default to the Battle Zone chat
  • Coming Soon: Certain blocks (mostly inventory blocks like chests/furnaces/craftingtables, etc) and Water/Lava will no longer be able to be placed/poured in Battle Zones.
 

Cryptite

Elder
Staff member
Elder
Town Alignments
Become friend or foe!
As outlined in the previous post, Alignments can no longer be different between two Collectives (the term we internally use to represent a town OR an alliance). As well, you cannot edit alignments to individual towns in an alliance, only a whole alliance.

All currently set Alignments have been wiped. Everyone will need to re-set all their alignments!

The notable other big change to this feature is the introduction of our new Confirmation GUI:

1615393952228.png1615393960271.png

There are quite a few big and consequential things you can do on Loka that currently are just a small [Accept] [Deny] chat message which is very easy to just click "yes". Town Aligning is the first of many future prompts we will use this new GUI for. Whenever there's a lot of information worth presenting to a player about a "Yes/No" type of action, it's helpful to have a non-chat-based window to read when making big decisions. Other examples of things that will use this new GUI will be things like requesting reins, forming/joining alliances, etc. Suggestions are welcome as well.

In terms of global notifications, we will globally publish when collectives become enemies, but all other changes will only send to online members of the two involved collectives.

There is a new Alliance Perm for Editing Alignments as well. You can individually control which town(s) can change alignments to other towns/alliances.

/town align list has been polished up a bit, and is sorted by alignment. This will become entirely a GUI in the future.

Ok that's it go forth!
 

Cryptite

Elder
Staff member
Elder
Shrine Changes
Bring more friends!

Shrines now scale with the amount of players doing them. There's not too much to report other than a few mechanical changes:
  • Shrines scale with nearby players (caps at 6 players). More mobs will spawn and the shrine's overall health will increase, but will drop more loot overall including in the final Loot Bundle that spawns.
  • Extra shrine loot dropped is not 1:1 for each extra player cause that would be cray.
  • Shrine mobs no longer immediately drop their loot when killed. Rather, every 25% of the Shrine health, a loot bundle will spawn in the area with the collected drops of all the mobs killed.
  • Conflicts with double-drop buff should be resolved due to this change as well.
This is the first pass of helping alleviate the bottlenecked nature of Shrines. We would like to look into adding a variety of Daily Quests as well that could reward pot materials, etc so we can spread players out a bit more than a few hotspots in the Nether.

Things may be tweaked a bit over the coming days as we keep an eye out.

Go Forth!
 

Cryptite

Elder
Staff member
Elder
New Store and Updates and Bugfixes and Stuff
  • Loka has a New (WIP) Store! We've migrated to Tebex (you probably know it as BuyCraft) in order to better accept payments from our international community. It's also a better tool for the job and is a very mature system which is just neato.
    • Many members of our Spanish-speaking community have requested to be able to use paysafecard. It will take some time for us to get this payment option approved (a number of weeks likely), but as soon as that option is available for purchasing orbs, etc, we will notify everyone.
    • The current store buttons on our website redirect to the relevant Orb/Subscriber offer in the new store, so nothing to worry about there.
    • If you are a current subscriber to Loka, you are welcome to continue that subscription through PayPal; but at some point we will likely cut off the PayPal method and require players to migrate over to the new store's subscription service.
    • Visually we are still working on the store and integrating it to our new website (coming soon!).
  • Reports now notify again. We fixed some stuffs and now you should start hearing about changes to your reports once again.
  • The Alliance Permission for calling reins should now work.
  • Regen should hopefully better handle placed-water/lava now.
    • It used to just turn the placed liquids to air without a block update, and, well, that's stupid. So now it should set to air and start draining normally.
  • Slightly reduce the radius around Shrines at which bundles are spawned.
    • This might result in them being on top of Shrines more often, so that's fun.
  • Work towards Server Sharding is underway!
    • TL;DR server sharding is splitting Loka into more pieces. Right now the entire survival experience is one server; sharding will make it so Ascalon/Kalros/Garama etc are their own servers. This is useful in, for example, big Balak fights which currently compete with the server resources it takes to run the other major towns on the server. In the end Balak could have its own dedicated server to ensure maximum performance is preserved for fights there, etc.
    • This will not look like anything for a long while. There may be points at which cross-network communication starts to change, but the vast majority of this work is under the hood.
 
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Cryptite

Elder
Staff member
Elder
Town Zone Updates
A few minor, but heavily requested additions
yavQA8e.gif

  • You may now preview Town Zones!
    • Either in /town z list, or when right-clicking a feather.
    • You'll see a [P] button for Preview; click it to see an outline show by Flame Particles (be sure to have your particles on!)
    • Right click on an area with no zones, relog, or change worlds to stop the preview.
  • You may now test town zones as a specific member level with /town z test!
    • Useful if you want to see what a level 2 member, for example, can do in your town.
    • Type /town z test without a level to reset this or relog.
  • You may now delete town zones from /town z list as well.

Short and sweet, but hopefully helpful.

Go Forth and fix your zones!
 

Cryptite

Elder
Staff member
Elder
Hi there! Loka-Chan here!

lokachan.jpgOver the years Loka has become more and more complex. To attract new players we need to simplify the server to make it more accessible to our ever increasing younger player base. As a result we have stripped back spawn to it's original look. This should help prevent players getting confused by all of the distractions our current spawn entails. To assist with this we have also removed reinforcements from conquest as it was just too confusing for a lot of people. It's hard enough keeping track of who is on your side at the best of times and reins muddles everything further. Hopefully this means players of all intelligence levels can play and enjoy Loka without being overwhelmed.

Nice to meet you all and :loka:Go Forth!





















Art by NightaChan
 

Cryptite

Elder
Staff member
Elder
Bugfix catchup, mostly from oldest -> newest.
  • We no longer show a majority of death messages from /kill due to spam.
  • Fixed players not dropping gear when they were red-tagged in some sanctuaries (like Fishing Tournament zones, etc).
  • Fixed instances of heal potions not healing you when using them in sanctuaries during big gank fights.
  • Fixed some instances where Industry Input/Output holos wouldn't show up.
  • Tossed out the Custom Crafting plugin we used to use in favor of our own again. /rb is back and works as it once did.
  • Fixed a variety of regeneration issues.
    • There should be less lighting issues all over the place (though some still exist).
    • Fixed water aggressively invading the Nether.
  • Hopefully fixed some Ender Dragon loot issues, so dragon is back again.
  • Fixed attacking somebody on Rivina counting as a continental attack
  • Fixed bugs involving buy/selling heads on the Market.
 
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