2015-07-27 00:00:00 +0000 UTC by FireLordZuko
A new feature and several fixes of bugs and complaints.
Dear players,
Be prepared for a lot of Towny warfare changes, we have pushed a good amount of stuff for you guys to enjoy.
First off, there is a new command now: /town set resetspawn. Whenever an enemy town takes your homeblock during warfare, your town will receive a notification explaining that you can pay 50.000 Yuans to that enemy town to reset your homeblock and your spawn automatically. The mayors or assistants have to be online when the homeblock is taken, or else you will not be able to use this command. The spawn will be set somewhere randomly in the town in a chunk that is not in an outpost.
Next to that, we are trying to reorganize the towns in order for the towns to contain out of one general town area and several outposts anywhere else in the world. This means that we disabled the ability to set homeblocks or spawns on outposts, since players were using this to essentially create shell towns for themselves. Along with this, the chunks will now be detected during warfare on whether the chunk is next to the general town area or in an outpost and will be marked correspondingly.
We also received several small complaints about players putting lava on homeblocks and essentially spawn killing the enemies. Because of this, we introduced a 7 seconds long fire resistance buff on spawning from death. Fire benders will still deal damage through this resistance with fireblast, but blaze and other actual fire ticks will be negated during this duration.
There were some complaints about the lag close to a flag block and the torch on top of a flag block blocking the wool, so we removed the fireworks and the torch on top of the flag. Instead, we added a glowstone block underneath the flag that will revert whenever the flag is removed.
Finally, we made some clear notifications as to when a homeblock is being taken and a warning for warfare when a town creates or joins a nation.
Thanks for reading
2015-07-27 00:00:00 +0000 UTC by FireLordZuko
Kings and Mayors are responsible for their own actions when they appoint someone else to become the new King or Mayor from now on.
Dear players,
We have received your concerns about us interfering with Towny and we agreed that we should take a step back in interfering with Town and Nation related issues. In several cases it has been shown that some mayors hand over their mayor status to another player in their town. This specific player (the new mayor) has lead the town directly to another Nation or an entirely different direction as to where the previous mayor wanted it to be lead towards. In the past, we considered the new mayor to break one of our rules (Rule #9: Do not join or ally towns/nations for the purpose of betraying them in any way, shape or form.), because in our view the new mayor was betraying the previous mayor by changing the town so drastically.
The moderators and the admins discussed this and we came to a conclusion that we will not interfere in these specific situations. When the current mayor appoints a new mayor, the current mayor hands over the entire town to that new mayor. This change in policy also counts for nations and kings. As has been mentioned in our help pages:
WARNING: You can't ask an administrator to give you your mayor rank back.
WARNING: You can't ask an administrator to give you your king rank back.
We hope that this makes all the confusion around this subject disappear and makes everything clear for you. :)
Thanks for reading
2015-07-23 00:00:00 +0000 UTC by FireLordZuko
Rule 9 is removed and is now a part of rule 4, rule 3 is changed and players are now able to warp to their elemental capital!
Dear players,
We would like to announce a couple of changes to the rules for more clarification and for a little more freedom to the players.
First of all, we are removing rule 9 "Do not join or ally towns/nations for the purpose of betraying them in any way, shape or form". The rule caused a lot of confusion to many of our players and we feel like rule 4 "Do not grief for the sake of causing grief (in town protected chunks)" already involves everything we tried to achieve with rule 9. In general: if you break or steal anything in/from a town, you may be punished.
Next, we want to clarify our policy regarding rule 3 "Do not pollute the landscape (keep the map pretty)."It is already common knowledge that sky bases are not allowed. Sky bases are builds that are floating in the sky or builds that are attached to the ground by for example just one dirt block. Your build should be something that can actually stand structurally or generally makes sense. If you are unsure on whether your build is allowed or not, please discuss it with a moderator or an admin. We can give you tips on how to improve your build in order to fit our rules. This rule also applies to ocean bases, these must be fixed to the bottom of the ocean floor.There was also some confusion about the usage of planes and boats, since these are an exception. We have discussed this and we have decided on allowing these builds. From now on, any transport vehicles (like air planes, blimps, boats etc.) or animals (like sky bison, dragons, koi fish, etc.) can float in the sky or in the water without the necessity of being attached to the floor. However, these vehicles or animals still have to follow the other rules. So if you are using these vehicles to benefit yourself during warfare for example, you will still be in violation of our rules and will be punished accordingly.
You can read our rules and their detailed explanation at the rules page on our website.
Finally, we would like to announce the arrival of the /capital command. This command allows you to freely warp to your elemental capital:
- Firebenders: Fire Nation Capital.
- Airbenders: Southern Air Temple.
- Waterbenders: Northern Water Tribe.
- Earthbenders: Ba Sing Se.
Thanks for reading
2015-07-20 00:00:00 +0000 UTC by FireLordZuko
We have enabled baby pets!
Hey everybody,
We tried to enable the permission for players to toggle their pets as babies, but the permissions in the pet plugin has some issues.So instead we enabled the ability for players to purchase baby pets now! The baby pets are located at the pet vendors, just like the regular pets (Pat Musick). These vendors are at the cities Ba Sing Se, Southern Air Temple, Northern Water Tribe and Fire Nation Capital.
The available baby pets are:
- Baby Turtle Duck,
- Baby Koala Sheep,
- Baby Fire Ferret,
- Baby Ostrich Horse,
- Baby Sky Bison,
- Baby Polar Bear Dog (Waterbenders only),
- Baby Catdeer (Firebenders only),
- Baby Badgermole (Earthbenders only).
Note: The Flying Lemur and the Elbow Leech do not have a baby option, unfortunately.
Thanks for reading,
FireLordZukoProject Coordinator / Admin
2015-07-14 00:00:00 +0000 UTC by FireLordZuko
Some clarification changes to Towny Warfare and balancing Project Korra!
Hey everybody,
This announcement is a summary of a couple of fixes/balances in Towny Warfare and Project Korra. These changes have been live for a little over a week now, so we could still adjust some balancing-related changes.
Besides some small bugfixes in Towny, we made the Towny Warfare messages more clear and helpful to the players. The attack message now includes plot names and actual coordinates for players to understand where the war is taking place, the other messages include the actual coordinates for this same purpose.
Next to this, we permanently removed the usability of shears on flag blocks. Shears can still be used on normal wool blocks, it's just that they cannot be used on flags since this was very overpowered during warfare.
And last but not least, we made major changes to the damage of the skills of Project Korra.
Air Blast:0.5 hearts of damage.
Earth Blast:4.5 hearts of damage with a weapon, 3.5 hearts of damage without a weapon.
Note: The speed of the Earth block has been increased as well to make it harder to dodge those attacks.
Fire Blast (damage is including the burning tick afterwards):During day - 5.5 hearts of damage with a weapon, 3.5 hearts of damage without a weapon.During night - 4 hearts of damage with a weapon, 3 hearts of damage without a weapon.
Water Manipulation:During day - 4 hearts of damage with a weapon, 3 hearts of damage without a weapon.During night - 6 hearts of damage with a weapon, 4.5 hearts of damage without a weapon.During full moon - 7 hearts of damage with a weapon, 5 hearts of damage without a weapon.
Please beware that if you get physically hit by the weapon itself during the bending move, you will also receive the damage the weapon itself physically does (1 heart of damage) next to the damage you receive from the bending skill.
Thanks for reading