This thread will be used to announce major changes to Colonizations, either plugin-based or rule-based.
Update Thread
#1
Posted 02 July 2015 - 09:57 PM
#2
Posted 09 July 2015 - 12:12 AM
Spike guns have all been buffed, ammo prices for both beam and spike guns have been halved across the board.
#3
Posted 10 July 2015 - 09:03 PM
Added the Daisy-class skiff to the shipyard, built by Blackdutchie.
#4
Posted 11 July 2015 - 12:50 AM
The docking arms around Symphorium have been altered to prevent people from getting their ships stuck on it.
Added Cyborg profession. Professions differ from classes in that they are not mutually exclusive; instead, you can join a profession as any race or specialization. You cannot leave a profession without a full class reset.
Cybernetic ponies are individuals that have had Mana Cores installed in their bodies. The Mana Core converts their natural metabolic energy into magical energy. Cyborgs enjoy increased mana regen and mana pools, but at the cost of being permanently afflicted with the Hunger effect. They gain access to a variety of special weapons and armors with effects that drain mana that can be toggled on or off. Becoming a cyborg requires a quest; speak to Doctor Mechanica in the building across the street from the Technology Building (where the technology store and repair shop is located) to initiate the quest.
#5
Posted 12 July 2015 - 01:46 AM
Added Guardian profession. Guardians specialize in setting up temporary mini-turrets that autonomously attack mobs and support players. Each turret lasts for 10 minutes. Turrets cost money, but there is no limit on how many turrets can be placed at a time. There are four turret types; Beam, Heal, Gravity, and Force. Beam fires lasers at mobs, Heal fires healing beams at players, Gravity suspends mobs in the air, and Force pushes mobs away. Speak to Moonlit Sprinkle in the Symphorian base on the surface to initiate the quest.
#6
Posted 15 July 2015 - 05:30 PM
Added Commander and Dracoknight professions.
Commanders command a Servitor, a personal NPC that acts as a bodyguard. The Servitor can be ordered to follow or guard a location, and can switch between several different combat modes such as melee or ranged. The Servitor will not naturally heal and must be taken back to the store to be repaired. Servitors have 500 health, 9 armor, and 10 strength, and are effective tanks for fighting against mobs. The Commander quest may be started in the building next to the Cyborg laboratory.
Dracoknights possess the ability to use dragon roars. There are three different roars, each an AoE cone spell that deals increasing damage and has stronger effects when used in quick succession, but also with increasing mana cost (i.e. the flaming roar does more damage and burns for longer each time it is used in quick succession). Dracoknights get a mana pool of 60 (added to any existing mana pool), but their mana is continuously drained over time (races with mana regen to begin with will instead not regen mana). Instead, Dracoknights generate mana by striking enemies with melee attacks. There is no quest to become a Dracoknight; instead, speak to Red Steel on the surface northeast of the Symphorian base.
#7
Posted 17 July 2015 - 03:55 AM
Added pets.
You may choose from a dog, cat, bat, slime, silverfish, or cave spider. All pets have identical stats, but may have different behaviors. Pets by default will follow you around and attack hostile mobs. Pets may be ordered to guard an area. They have 50 health and 2 strength, but are not targeted by hostile mobs. However, they will take environmental damage. Pets heal slowly over time, but the owner may also feed them to regain health. Pets may be refunded for half the cost. Speak to Butternite in the Happy Friends Pet Store in the Symphorium South Plaza.
#8
Posted 20 July 2015 - 05:09 AM
During a plugin update, Exotic Garden plants placed in the world have broken.
If you want replacements, do not destroy any broken ones you have. Get an admin and have them do a count of each with you.
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