Hi!
We just rolled a new update to SurviveTheNight, here's what we've done:
⇒ DELIVERY SYSTEM
We're introducing you to a new supporting system: Deliveries
You'll find a new item in the last slot of your STN Menu: A minecart chest skull.
Clicking on it will allow you to access your deliveries, basically items that have been given to you as a reward for special events or as a refund from bugs/wipes.
Once you have unclaimed rewards, you will receive a little message upon joining an instance reminding you that you're able to claim some items.
With this, we also refunded all wiped Chests of Feathers you had prior to the item ID bug (the bug that turned all Chests of Feathers into Bags of Digging Speed).
Refunded Chests of Feathers depend on the amount you had prior to STN v3, Chests of Feathers that have been dropped since the release have not been tracked.
That's everything for tonight, enjoy grinding!
Hi!
We just rolled a new update to SurviveTheNight, here's what we've done:
Bugfixes:
- Fixed most creatures not spawning properly
- Adjusted some drop chances of the Obsidianized Drakgoo:
- Recipe: Draconic Helmet: 2%-5.56% -> 0.5%-1.39%
- Recipe: Draconic Chestplate: 2%-5.56% -> 0.5%-1.39%
- Recipe: Draconic Leggings: 2%-5.56% -> 0.5%-1.39%
- Recipe: Draconic Boots: 2%-5.56% -> 0.5%-1.39%
- Fixed Sewer death timer being stuck at 11 seconds
- Fixed the Forge not properly giving out items
- This issue seemed to occur when forging multiple items while you're offline.
If you still encounter issues regarding the forge, please create a bugreport!
- Fixed Sewer Daily Quests not saving properly
- Fixed Sewer Daily Quests overwriting regular Daily Quests
- Fixed being able to break Jungle Logs when the bridge hasn't been built
- Fixed some issues with Daily Quests
That's it for today!
There are still some known issues, you do not have to report them if you encounter these:
Known Issues:
- Dungeon Duo servers only allow one player, Duo dungeons are basically dead
- Issues with the mining system:
- You're able to turn all barrier blocks into stone
- You're able to slightly change block data if the mining has been interrupted
- Mining becomes an issue if you're mining with a tool that changes or recently changed its description/data on it
We're currently working on a system to properly refund items, if you lost any items due to the Forge, they'll most likely be refunded within the next couple of days using that new system!
Hi!
I'm here to inform you about the recently rolled patch to STN fixing some important bugs.
Bugfixes:
- Fixed Scarlett teleporting inside her friends rather than looking at them when she's introducing you to them
- Fixed being able to place Miniaturized Portable Stickmen
- Fixed the 45th slot in Bank Storage Pages and Storage Pages always being wiped upon server swapping
- Fixed Magical Fish not loading in on other instances than the one you ate it in
- Fixed the Dungeon Guard not giving the next quest after completing the first dungeon
- Fixed Lucián not accepting 10 Barkless Birch Logs
- Fixed some recipes not working
- Fixed Compressed Wood Axe recipe sending an empty message rather than its actual drop message
- Fixed Dungeon Guard not detecting you being in a party
- Fixed Chest of Feathers having an incorrect item ID
- Fixed Creeper Orb rewards not going into multiple lines in chat
- Fixed being able to talk to Leander multiple times when giving him his coal
- Fixed being able to interact with some villagers in rare scenarios
Thank you for all the bugreports so far! There might be more patches in the next couple days!
Hi!
It's been a very long time since STN was even available to the public!
Once again, thank you so much for your patience! And here we are, presenting STN Version: 3.0!
We have done some Devlogs over the past 6 months going into detail with a couple of our systems and what we have changed, if you are interested, make sure to check them out here!
⇒ IMPORTANT
Edition items have lost their data due to database merging!
This affects the following:
- Part of the Server
- High Level Boots
- Geeky Goofguard Helmet
If you had any of these items and want your editions back, make sure to contact us either ingame or in discord!
We will be refunding and reupdating your items until September 21st, 2024!
This update was supposed to contain a lot more content, however after looking at our
planned features and the time STN has been in maintenance for, we decided to split up this update into two parts.
Part 2 should release soon!
⇒ BOWS
The Bowyer has made his way into STN. He has swapped places with the Smuggler and is now officially selling bows instead of the suspicious infinite gold bow.
As well as bows, he is also the current only source of arrows - the little weird things you need to actually use a bow!
Arrows shot with the bow will be able to damage enemies with the new arrow damage indicator.
Arrow damage depends on the power you're shooting the bow with. The longer you hold it and pull it back, the more damage it will deal in the end. Bow Damage is a slight bit lower than the damage you'd deal with a melee weapon with the same stats.
Bows and their damage may receive a rebalancing once we add more bows to STN.
⇒ DARK OAK AREA & FORAGING QUESTS
The dwarfs of the forest decided to open up a very special area for them: The Dark Oak Area
Dark Oak was the only log type missing in STN so we decided to simply just add it!
This area will receive a lot more content with the next content update, for now it's just a new log type that has been added to some already existing recipes!
Peter and his friends found a new home close to the forest.
They will offer you some nice little quests, one of them even including a hunt for a Lost Axe - how exciting!
After completing the questlines, they may even sell you some of the new potions!
⇒ STORAGE & ARROW BAG
We have reworked a lot of storage systems.
Now that bows have been added, you need a place to store your Arrows.
Your STN Menu now contains an Arrow Bag where you may store your arrows in. Upon holding a bow, your STN Menu is being replaced by an Arrow Bag Arrow Stack, which then allows you to use your bow even without storing arrows in your inventory.
Once we add more Arrows, you will also be able to swap through them and select the type of Arrow you want to use using right-click.
For now there is only the default arrow though.
The Amulet bag is no longer capped at 1 page, nor is the Storage.
We realized you're having way too less storage to actually play STN so we upped the default amount of Storage pages by 2.
You may unlock more Storage and Amulet Bag Slots by leveling up your STN Level and donating creeper orbs.
⇒ LOOTSHARE
Lootshare has now officially been added to STN rather than just Sewer creatures!
Up to 3 players may hit an enemy and participate in lootsharing it.
If there are more players, only the top 2 damagers + last hitter will receive loot.
For each lootsharer, you will gain an additional +2 Loot Share Combat Fortune affecting rare drops. So not only do you kill the mob faster, but also more people are getting items and you're having a higher chance to drop items yourself with the extra lootshare combat fortune.
Note: This system only affects creatures that are not playerbound nor boss creatures.
Some drop chances have been lowered due to that, we're monitoring it and adjusting them as needed.
⇒ PLAYERREWARDS
We have added new player rewards again!
One of them being an already known item: The High Level Boots!
The new one might be a bit more interesting for you: A new custom enchantment!
Go play STN and claim it to figure out what exactly it does!
Player Rewards will stay by the end of the month, after that they'll expire and will be replaced with new ones soon after.
Other things added:
- Added a new player stat: ⸙ Foraging Speed
- Added a new player stat: ♧ Foraging Fortune
- Added new Creeper Orbs
- Added new items to the Collector
- All bosses (Boss loot) are now affected by a weight system and not just pure damage anymore
- Creeper Orb rewards now grant +1 Arrow Bag Slot every 5 donated
- Creeper Orb rewards now grant +1 Storage Page every 20 donated
- Added an area discovery message
- Areas no longer spam you with sounds upon entering them once you discovered them for the first time
- Added new damage causes to players and creatures:
- Fire
- Lava
- Drowning
- Suffocation
- Fall Damage
- Arrow Damage
- Poison
- Others
- Added a log guide to the Experienced Dog NPC
- Added new Item Types:
- Deployables: This applies to items such as Foraging Orbs and Health Orbs
- Bow: This applies to bows
- Questitem: This applies to items such as the Rogue's Dagger
- Recipe: This applies to recipes
- Enchanted Book: This applies to enchanted books
- Arrow: This applies to arrows
- Added a notification to players upon joining the server if an event is going on
- Added damage indicators for whenever players take damage
- Added new databases leading into much better performance, especially on joining/leaving the server
- Added a sound to whenever you gain +1 Gold from Golden Cube
- Added scheduled reboots to Limbo instances
- Added a new discord bot to our discord
Balancing/QOL Changes:
- Logs now have a custom block hardness (Affected by Foraging Speed)
- Inverted Burnt Ashes now have a custom block hardness (Affected by Mining Speed)
- Inverted Burnt Ashes now last for an extra 10s
- Laying Logs are now breakable!
- Default Storage size is now 3 pages instead of 1
- Decreased Not Spruce Tree's health: 400 -> 210
- Item Changes:
- Gemstone Blade:
- Cooldown of ability is now being triggered even though no enemy was hit
- 2x Damage buff now doubles the damage you had when activating the ability instead of constantly updating
- Unholy Ice:
- Increased Unholy Ice cooldown: 10s -> 15s
- Red Mob Remnant:
- Red Mob Remnants no longer drop on kill but on hit instead, decreased the chance for them
- Grabbing Spoon:
- Buffed Grabbing Spoon: 10% -> 15%
- Creeper-dyed Flesh:
- Changed its detection radius: 12 blocks -> 10 blocks
- Its ability has turned into a rightclick ability
- Enchantment Changes:
- Efficiency:
- Efficiency can now also be applied to axes to grant them some Foraging Speed
- Efficiency can no longer be forged as T2-5, 16 T1 books must be combined instead
- Decreased forge time: 30min -> 15min
- Recipe Changes:
- Pickaxer 400:
- 64x Oak Log -> 64x Dark Oak Log
- Efficiency I Book:
- Added +32x Dark Oak Log to its price
- Pickaxe Sharpener:
- 32x Ore-plated Cobblestone -> 20x Ore-plated Cobblestone
- Items from dungeon item upgrading no longer have to be picked up, there now is an auto-pickup
- Deployables no longer share the same cooldown
- Some achievements can now be unlocked in the Main Lobby rather than just dungeons
- Deployable's cooldowns have been decreased: 60s -> 20s
- If you still have an active deployable somewhere, it's just being removed and replaced with the one you just placed
- The Forge now has a confirmation menu when starting to forge something
- Forger Leander no longer has his anvil in the menu, every anvil use has been moved to Petrified Anvils
- Daily Quests can no longer be completed before talking to the Daily Quest NPC
- Slightly buffed Force to make it consistent with other uses of Force
- Soft Cap of blocks have changed:
- Not Spruce Tree's Body Block: 4 Ticks -> 3 Ticks
- Time display now only shows time units with values greater than 0
- View Recipe menus now allow you to click on items in the recipe to view the recipe of that item
- View Recipe menus now show whether you have the recipe unlocked or not
- Custom Mining System now affects the entirety of STN, not just the mines
- This change was made due to our new foraging system and for more customization on the future.
- Shops no longer close when buying something
Other things changed:
- Massive changes to the map
- Changed STN Level Colors:
- Dark Gray: 0-14.99 -> 0-19.99
- Gray: 20-39.99 (NEW COLOR)
- White: 15-29.99 -> 40-59.99
- Yellow: 30-44.99 -> 60-79.99
- Golden: 45-59.99 -> 80-99.99
- Red: 60-74.99 -> 100-119.99
- Dark Red: 75-89.99 -> 120-139.99
- Purple: 90-104.99 -> 140-159.99
- Pink: 105-119.99 -> 160-179.99
- Blue: 120-134.99 -> 180-199.99
- Aqua: 135-149.99 -> 200-219.99
- Light Aqua: 150+-> 220-239.99
- Lime: 240-259.99 (NEW COLOR)
- Green: 260+ (NEW COLOR)
- These changes have been done as we realized that we already made over half of the colors accessible, therefore we had to add some new ones but also made the gap between unlocking new colors a slight bit bigger.
- Skills/Collection Tiers are now displayed as roman numerals
- Replaced the Smuggler NPC with the Bowyer
- Common Rarity has changed color: Gray -> White
- Special Rarity has changed color: Lime -> Blue
- Split up the achievements menu and made it look much much nicer
- Some categories in the forge have been merged with others
- Changed the description of buyback/sell value in a menu
- The emerald in the forger's menu has now its amount set to the amount of items you may claim
- The emerald in the forger's menu has been replaced with a gray dye if there are no items to be claimed
- NPCs related to Scarlett's questline no longer have a shared talk cooldown
- Got rid of the shop open cooldown
- Changed the way creature attributes affect the nametags of creatures
- Made all edition items special rarity
- Crafting system changes:
- Crafting no longer has a cooldown
- You're now able to shift click on the output item to craft all at once
- You're now able to click on the output item if the item on your cursor is the same item
- Improved checking if the dungeon upgrade station was clicked
- Dungeon upgrade station now shows many many more information about the actual item you're trying to upgrade
- Inverted Agarics no longer share the same spawn locations with Spore Diggers
- Changed the way the bestiary menu looks
- Changed the way the questbook menu looks
- Changed the way scoreboards look
- Coins, Sewer Tokens and Daily Gems are being displayed in a shortened format now: 1,325 -> 1.32k
- Anvil Fusing no longer has a cooldown
- Removed region level requirements for:
- Removed Dungeon Role overview from Player Profile View
- Slightly changed some menu designs
- Bonnie no longer spams you with bridge donation messages
- Overall improvements to the STN Creatures system
- Randomized the y-layer of damage indicators
- The STN Level Leaderboard now shows an extra 5 positions
- Slightly changed the name of the Coming Soon NPC (and moved its location again, who would've thought)
- Changed some sounds
- Many visual improvements on items
- Fixed many typos
- Renamed many items and abilites to replace a "-" with a space (STN-Menu -> STN Menu)
- Due to the long maintenance, we decided to reset the STN date to Spring 1st, Year 1
Bugfixes:
- Fixed inventory resets when switching servers
- This used to lead into duping items or wiping items from your profile
- Fixed lags when joining the server
- Fixed lags when leaving the server
- Fixed Prestiged Blooddrop not working
- Fixed issues with staff systems and the Limbo system
- Fixed Blood Orbs (Sewers) spawning in walls
- Fixed rare situations where other players were able to pick up your dropped items
- Fixed hoppers being able to soak in items
- Fixed being able to hit jungle zombies without the jungle bridge being built
- Fixed being able to exceed the dungeon chest experience limit by up to 14 Exp
- Fixed being able to exceed the dungeon exp task experience limit by up to 39 Exp
- Fixed being able to open the banker menu even without completing the banker questline
- Trade System Bugfixes:
- Fixed being able to accept empty trades
- Fixed being able to trade yourself
- Fixed Trade menu sometimes showing outdated accept status of the other person
- Finally removed duplicated STN Menus
- Fixed amulets in amulet bag not counting towards stats while the server was loading it
- Fixed being able to deal +1 extra damage on hit in some cases
- Fixed servers calculating recipes very slowly
- Fixed being able to open vanilla GUIs such as anvils, chests etc. with a potion in hand
- Fixed players in Limbo receiving party follow messages
- Fixed being able to join rebooting instances
- Improved item modifier checking system
Credits:
- Game Design: GGJay & zProxxy
- Game Development: zProxxy
- Map Changes: GGJay & Fertid25
- Small Bugtesting: GGJay & Fertid25
- Help solving some math problems: Eloldur
That's it! Once again, thank you so much for your patience and enjoy playing again!
We have activated a 25% Skill Exp Boost for the time being.
Also don't forget about the amulet event in our discord, it'll end on Sep 21st, 2024!
Please make sure to create a bugreport if you find anything suspicious!
Hi!
This is the fifth devlog! In this thread I will talk about our creatures system (bosses specifically) and how it has been changed!
Introduction
Welcome to the second devlog about creatures.
Before reading this, I'd recommend reading the first devlog about our creatures if you haven't already!
Today I'll talk about our bosses and what has changed!
Bosses
Bosses in STN are pretty much like every other creature. They have their stats (Health, Defense, Damage etc.), they have a loottable and they have their own behaviour - so what is different compared to "normal" creatures you may ask:
- Loot: Bosses don't just have one drop chance per item, they have multiple (depending on weight and damage ranking)
- Lootdropping: Bosses don't drop loot like regular STN creatures: There is no lootshare system, but instead a lootsystem made specifically for bosses.
- Entities: Bosses are not always LivingEntities. The Not Spruce Tree for example is more like a schematic where you actually have to mine blocks instead of hitting an enemy (which was quite complicated to implement to the current system)
- Spawnconditions: Bosses have certain spawnconditions and don't just spawn like regular STN creatures
- Despawning and damage analysis: Bosses don't just despawn when they die, they usually change the map a slight bit as well. Also, bosses display a damage leaderboard in chat showing the top 3 damagers.
So as you can see, they are a little different to regular creatures and therefore had to receive their own systems - in some parts of the Creature system.
Boss Loot
As already mentioned, bosses have their own loottables including multiple dropchances and sometimes even multiple amounts of the item you're getting.
Each boss drop, the amount and the dropchance is linked to a certain amount of weight (I'll get into that later). Whenever the boss dies, it's calculating your loot weight and then rolling drops depending on that weight.
Example for loot:
new LootTableWeightContainer(Items.NOT_SPRUCE_TREES_BRAIN, new int[][]{{1}, {1}, {1}}, new int[]{12_500_000, 25_000_000, 40_000_000}, true, new int[]{200, 300, 400}, null, 1)
This is an example loottable container for the Not Spruce Tree's Brain.
It can only be dropped when having either 200+, 300+ or 400+ loot weight (new int[]{200, 300, 400}) and is becoming more common to drop the more weight you have (From 1.25% at 200 weight to 4% at 400 weight).
Lootdropping & Loot Weight
We have slightly changed our boss looting system:
Before you'd gain loot purely depending on your position of dealt damage to the boss.
The Obsidianized Drakgoo in fact already had a weight system though, as you could also gain weight by spawning the dragon and help destroying the Healing Pod.
You now get loot weight depending on your damage position:
- 1st: +400 weight
- 2nd: +300 weight
- 3rd, 4th: +200 weight
- 5th - 9th: +100 weight
- 10th+: +50 weight
Then your loot is rolled using your loot weight (as already explained above).
This new system shouldn't be noticeable to you guys as there is no other way of increasing your loot weight for the existing bosses apart from the Obsidianized Drakgoo.
However if we decide to add more ways of gaining loot weight during fights, there is a possibility for 2+ people to roll the best loot from the boss instead of just the top damager effectively bringing more boss drops into circulation.
For example adding new ways could be considered for destroying Spruce orbs from the Not Spruce Tree (The ones that shoot 3 hearts towards the tree).
Added more variants of mobs
Before we could only add vanilla minecraft entities as enemies or NPCs (player skins).
Now we have changed our system so it adapts to more variants of creatures.
We are now able to spawn creatures that don't rely on a single actual entity but is instead made out of vanilla blocks and we're also able to spawn entities that rely on armor stands instead of NPCs. This allows us to spawn creatures that look like a floating head for example.
Damage Analysis
Bosses have a damage analysis when dying.
Basically there is a global message being sent to everyone in the lobby showing which boss died and the 3 top damagers.
This has been slightly changed and improved, colors have been changed so the messages are consistent with others and so on.
For a future update, we are now also able to show your own position additionally to the top 3 damagers, this hasn't been implemented just yet though.
Conclusion
While this system has not yet been sufficiently tested, I am pretty confident this system will be the final way of adding creatures and bosses to STN.
The Not Spruce Tree Boss will receive some more balancing especially with the new Foraging Speed stats (breaking blocks is a little slower than it has been before due to the custom breaking system).
What is your opinion on the weight system becoming a global thing for bosses?
Systems that must still be reworked
This is more like a checklist with systems that will probably receive their own devlog once they're done.
- Items (abt 70%, still missing item abilities)
- Achievements (abt 80%)
- STN Creatures
- Inventories
- NPCs