MAIN 1.0.6 CHANGES
🎉 Features 🎉 New Monster Building: Sculk Catalyst
- Costs 125 wood
- Like in vanilla, nearby units which die spread sculk blocks
- Warps day to night in a 25- block radius, which can be extended up to 50 blocks with more sculk
- When attacked, destroys nearby sculk blocks before taking damage (effectively giving it +1 hp per sculk)
- Can be upgraded at a Lab (with a Stronghold) to allow wardens to split sonic booms into 3 random nearby enemies within a range of 20
🛠️ Bugfixes 🛠️
- Fixed a crash when using the idle workers button
- Fixed survival players not being able to deposit into stockpiles on non- English languages
- Iron golem spawn egg texture is fixed
- Survival players can no longer use F12 cam
- The hotkey for bridges has been changed to C to avoid an overlap with Build/Repair
- Fixed a crash when you build over a ledge with no floor
- Podzol, mud, moss and mycelium now convert to nether terrain (as nylium)
- Added a hard stop on opening the creative menu while in F12 cam
- Disabled "being revealed" messages when your capitol is destroyed if fog of war is disabled
- Farm water now turns magma below it into cobblestone and soulsand into soulsoil to prevent becoming a bubble column
- Workers no longer take damage from berry bushes and cacti
- Building blocks no longer drop items for survival players when mined
- Can no longer delete Creepers as this allowed circumventing their fuse timer
- Fixed undead burning too early or too late
- Defeated players now lose all of their research upgrades
- Adjusted camera so it doesn't start underground on most maps
⚙️ Quality of Life Features ⚙️
- Tree logs now become affected by gravity whenever any log is broken
- This applies to all log blocks, wood blocks and nether stems
- this is enabled by default but can be toggled using /gamerule doLogFalling
- /rts- fog now works from command blocks (no warnings are given)
- Sources of night warping now have a range indicator, toggleable by clicking the clock, and the exact range for sculk catalysts is written next to the building name
- Night warping areas are now cylinders instead of a sphere (this means it has unlimited vertical range)
⚖️ Balancing ⚖️
- Capitols now spawn animals closer and immediately spawn some nearby upon being built (within a 40 block radius)
- Piglins may now build basic portals on overworld terrain, but doing so takes twice as long
- The Advanced Portals upgrade removes this penalty
- Default max population has been raised from 100 to 120
- Bridges now take 1/2 damage from explosions
- Witches now throw regeneration potions instead of healing
- Natural monster unit regen is doubled to 1hp per 6s if you are near a night warp source AND it is true night
- Warden Health has been increased from 120 to 150
- Iron golem ore cost ↓ 50, wood cost ↑ 50
- Ravager food cost ↑ 50, build time ↑ 10s
- Hoglin health ↑ 5, attack speed ↑ 0.1, ore cost ↑ 25, build time ↑ 5s, population ↑ 1
- Ghast ore cost ↓ 50, damage to buildings ↑ 2
CHANGES SINCE 1.0.6 BETA
🛠️ Bugfixes 🛠️
- Fixed crash related to placing buildings
- Fixed crash on the title screen for some languages
- Fixed ticking entity crash related to Pillagers
- Fixed a crash related to building ticking
- Fixed Zombies spawning as neutral baby zombies
- Fixed some building block bugs in Barracks and Town Centres
- Two or more Sculk Catalysts that are too close to each are no longer indestructible
- Sculk Catalysts show how much extra HP they have on their health number
- Sculk is removed more consistently upon deleting a catalyst
- Sculk can now spread on dirt paths and tall grass
- Sculk spread is capped at 200 total blocks (2x what is needed for max night range)
- Can no longer build Portals on leaves
- Falling logs now break if they fall into buildings
⚙️ Quality of Life Features ⚙️
- Night circle borders that are overlapping can now be hidden by clicking the clock
- Night circle borders are now highlighted in green when their source building is selected
- Visible borders have been shrunk so the line itself is (usually) safe to walk on
- New /gamerule neutralAggro used to allow treating of all neutral mobs as enemies
- Allows attacking neutral mobs using attack move or when a military unit is idle
- Unfortunately due to an annoying bug this currently does not work with right click
- This includes all modded and vanilla mobs and defeated players' units
- Excludes vexes and huntable animals
- Random animal spawns around your capitol are now much more consistent
📜 Miscellaneous 📜
- Added Discord invite, Lilypad.gg link and RoN version to the main menu
- Laboratories now require a Graveyard to be built
- Chickens are now worth 75 food
Bugfixes
- Camera issues in worlds where the ground is far from Y=64 have been solved, thanks @Boobcat!
- Layered snow now correctly shows on the minimap, also thanks to @Boobcat!
- Farm water that freezes now melts after a few seconds
- Can no longer place buildings on top of leaf blocks
- Ghast fireballs no longer bounce off of each other
- Fixed another resources desync bug
- Ghasts high up in the air are now a bit easier to target with ranged units
- Evokers can no longer send vexes to attack enemies at unlimited range (now has a range of 20, or 30 in a garrison)
- Stopped iron golems from randomly attacking your own troops
- Ravagers no longer gain bonus movement speed when targeting an enemy (this was unintended vanilla logic)
- Ghasts no longer crash when you command them to move them into a sky block with no floor
- However, they will now simply ignore movement commands into open air
- Reign of Nether's version now correctly shows in the mods menu
- The witch icon is actually a witch now, not a villager
- Tutorial players may now cancel and delete buildings
- Workers may now gather bee nests (worth 100 food)
Quality of Life Features
- You can now CTRL+click the idle workers button (or hotkey) to select all idle workers
- Tab and shift+tab now cycle between both units and building groups (previously done via control group hotkeys)
- Right clicking with a building about to be placed now only cancels the building and does not issue a move command
- Moved controls from /rts-help into /rts-controls
- Added total workers count next to population
- The pillager icon has been given a headband to distinguish them from vindicators
Balancing
- All mounted unit upgrades have been upped in cost and time
- Spider Jockeys: (150 food, 150 wood, 60s) -> (300 food, 250 wood, 100s)
- Hoglin Cavalry: (150 food, 150 wood, 60s) -> (300 food, 250 wood, 100s)
- Ravager Artillery: (250 food, 250 wood, 90s) -> (400 food, 350 ORE, 140s)
- Skeletons, zombies and all their variants have had food costs and build times reduced:
- Zombie: (90 food, 20s) -> (75 food, 18s)
- Skeleton: (70 food, 20s) -> (60 food, 18s)
- Spiders and poison spiders have had their costs increased
- (80 food) -> (90 food)
- Warden health increased from 90 to 120
- Warden damage increased from 6 to 8
- Ravager health decreased from 300 to 250 and movement speed from 30 to 25
- Castles now additionally require a Blacksmith to be built (on top of a Barracks and Arcane Tower)
- When a monster faction joins the game, time of day is now set to noon (5 mins before sunset) instead of sunset. (Zombie villagers are immune to sunburn anyway)
Bugfixes
- Fixed Azalea and Flowering Azalea leaves not being nether-converted
- Regular TNT can now damage buildings with the same damage as regular creepers (20) and can set off other TNTs
- Having many buildings selected no longer has messed up HUD rendering
- Crimson and Warped Hyphae are now gatherable by workers
- Planks and stripped logs are no longer gatherable by workers and will no longer chain-break when broken in the air.
- Units in production queues now pause at 99% in red text if you dropped below max population while it was building
- Non-ops can no longer use /rts-reset
- Resources no longer act strangely (go negative, have doubled costs, etc.) after a match is restarted or a player is defeated
- Research buttons no longer disappear if someone else of the same faction is researching it at the time
- Joining a match no longer causes everyone's clientside buildings to be duplicated (this was causing population issues)
Quality of Life Features
- New command: /rts-lock enable/disable to prevent new players joining the match. Using /rts-reset will automatically unlock the match
- New experimental command: /rts-syncing enable/disable
- Prevents anyone logging in from syncing from server data, and from joining the RTS match, even if the game is unlocked
- New joiners will not be able to select buildings and units will appear neutral until the syncing is re-enabled and they relog
- This also affects existing RTS players who relog, so use at your discretion
- This is a temporary measure to (in theory) prevent login lag spikes until a permanent solution is found
- Pressing alt now cancels your building placement so you don't accidentally place it while dragging the camera
- Vanilla players can now drop off resources into stockpile chests and chests for this purpose have been added to civilian portals (This was actually designed previously, but was only working for villager stockpiles until now).
- New cheat code: thereisnospoon X - sets everyone's hard capped max population to X
- The current max value is now shown on the tooltip to the left of the bed icon
- Like most other cheats, this won't save between server restarts
- foodforthought now allows you to only ignore the soft cap (ie. houses are no longer needed), but does not let you go higher than what has been set with thereisnospoon
Balancing
- Any explosive damage to a garrison now deals a random amount of that damage directly to all garrisoned units
- Reduced ghast health from 60 to 50 to compensate for the above
Language Support
- Added translations for Spawn Eggs names for Russian, Turkish, Simplified Chinese and Traditional Chinese.
Full translations are still in the works!
Bugfixes
- /rts-reset now works from command blocks
- Spiders can no longer spawn out of lairs as vanilla jockeys and crash the game
- Liquid blocks that are part of a building can now be destroyed on damage. This means Flame Sanctuaries are no longer indestructible and damaged wheat/pumpkin farms can dry up.
- Fixed crash related to deselecting and reselecting control groups
- Fixed crash when selecting a nametagged unit
- Enabling F12 cam now forces you out of 3rd person cam so that you don't get rendering issues
Bugfixes
- Grunts are now immune to magma by default
- Workers returning a resource should count towards assigned number
- Farm crops can no longer be trampled
- Fixed the castle's building upgrade not working
- Fixed the pillager mounting ravager upgrade being missing
- Reduced occurrence of sonic booms randomly not working (please tell me if this still happens)
- Removed a duplicate line in the clock tooltip
Quality of Life Features
- Pressing same control group key again will now cycle through the selected unit types
Balancing
- Lowered ghast range from 40 to 30
- Garrisoned ranged units get an additional +10 bonus range against ghasts
- Raised ghast health from 30 to 60 so that groups can still reasonably take down garrisons
- Lowered ghast movespeed from 25 to 22
- Raised iron golem movespeed from 20 to 22
- Warden sonic boom damage increased from 60 to 75. It can now 1-shot all units except iron golems, ravagers and other wardens.
- Warden sonic booms now get +10 range after the target is acquired, so enemies can't run away as easily.
- Reduced watchtower garrison limit from 5 to 3 and bastions from 5 to 4
- Reduced all castle-type building garrison limits from 10 to 7
- Reduced all repair speeds by 25%
- Raised watchtower build times by 25%
- Raise capitols' animal spawn interval from 60s to 90s
- Raise wood cost of all farms by 50
Fixed issue where world generation is stuck at 100%