• Invasion - The day you ACTUALLY get fucked up by mobs (no really)
    75 replies, posted
[release] [h2][1.0.0][/h2][h2]Invasion Mod Beta 0.7.2(With SMP) [/h2] [i]-Armor recommended[/i] [h2]>>Updated 25th/Nov - SP version 0.7.2 for Minecraft 1.0.0<<[/h2] Welcome! Have you in the past built fortifications, prepared your base, crafted armor and secured your chests, then noticed that no threat ever shows up? This mod seeks to fix that. If you feel the regular mobs just aren't quite up to the challenge and you want to really test your defenses, then try this out. It also enables some useful recipes and items. Invasion Mod gives you the ability to initiate an attack on the location of your choosing. The difficulty steadily ramps up and the mobs are engineered to deal with base defenses. Normal random mobs are unchanged, but the behaviour of all invading mobs has been extensively revamped. Most mobs have new abilities and in this relatively early stage there are two new mobs with [i]substantially[/i] more powerful mobs on the way, geared towards new roles. Besides this defense, there are also rewards in it for the defenders - some new items and handy recipes currently. Again, we want to expand this drastically, especially with 1.9 and consumables. [i]The area you set up at will certainly take a bit of a beating, but there is no "massive destruction" or silly unfair mechanics that will destroy your work. Creepers are far worse. This includes the nexus(it does not damage any blocks). Still, you can back up your map if you want.[/i] ---------------------- [b][h2]Update Info[/h2][/b] [h2]>Download Section Below<[/h2] Client for 1.0.0 is now out, with just plain Modloader. So get risugami's modloader delete your meta-inf, and away! The usual detailed instructions are below with the downloads section SMP will come when modloaderMp gets updated, as I don't have the right to post a 1.0 version of that. You will need to grab the next version of the client to play SMP when the time comes. Notes for version 0.7.2 - Updated for Minecraft 1.0.0 - Smoothed out a lot of pathfinding around or on ladders, especially zombies and pig engineers - Improved spider climbing a little - Mobs should recognise trap doors and fences - **Reverted mobs inheriting from normal mobs** In Minecraft 1.0.0, the player is unable to be damaged by anything of type EntityMob when in peaceful mode. Damage scaling is done too with easy/normal/hard/etc. These things completely break the mobs spawned in an invasion and it's not readily apparent to a player what the cause is. Thus, the need to revert this(it fixes other subtle problems too). It may cause friendly entities from other mods not to attack if they rely on a certain check. For one, Turret Mod is unaffected by this since one of the recent versions, but you might want to ask other mod authors to check for against the IMob interface instead (if they don't already). Notes for version 0.7.1 - Fixed a client bug that could, in single player, make the first wave far too long, as if they stopped spawning. Sorry to anyone who experienced this. Notes for version 0.7.0 - New block strength system! Most materials are much stronger against mobs trying to break them(about three times longer to break for the hardest materials). Also, mobs hurt themselves a little when they try to claw through blocks by hand, by a maximum of about one third their hp after a couple blocks. Details: -Most building materials have a base strength of [b]5.5[/b], including stone, cobblestone, bricks, stone bricks, mossy cobblestone, wood, planks, sandstone for desert builders, nether brick, etc. -Soft blocks like sand and gravel have a base strength of 2.5. Dirt is soft, but receives a 50% bonus for not falling. -Obsidian is the hardest [i]individual[/i] block, at 5.5 strength + 40%: [b]7.7[/b] strength. Obsidian also has a 50% chance to completely deflect a boulder! However... -Certain especially sturdy construction materials get stronger the more blocks of a similar type they are touching. For each adjacent block, the bonus received is +10% strength stacking up to +50%. These materials can reach [b]8.25[/b] strength when there are a lot of them making up a structure, but don't deflect anything. -Stone, cobblestone(mossy too) and stone bricks all share this bonus for being so sturdy. That is, stone+stone or stone+cobble, for example. -Bricks stack with its own type -Nether bricks stack -Sandstone stacks for those of you who are desert builders You may opt to use obsidian to protect areas from boulders, for example. Walls and other big parts of your structures built from stone or those other materials can be just as strong though, if not slightly stronger in main sections. Most other blocks are medium strength, with some being very weak like sand or gravel. The mobs know this. - New item, Searing Bow. Has the same power and charge time as a regular bow, up to those critical arrows. But, by holding on an extra bit longer, the searing bow charges up one step further, unleashing an arrow that can penetrate through even a whole line of targets, setting them all on fire, appropriately spewing a trail of embers in its wake. See the items section for recipe and more details. - Recipes to convert flux into redstone or iron - Added heart particles to infused swords as a healing effect - Mobs will try and navigate water now and not get stuck - Updated drops slightly - Fixed shift-clicking an item causing a crash on the nexus gui - Fixed boulders and zombies clawing through walls not having sounds in single player - All mobs who can climb ladders are now much better at it - Pig Engineers are significantly better now in every area of what they could do, including now being able to deal with big water and lava moats and other water/fire hazards. They will also now properly ladder up walls and deal with ledges like they were supposed to. - Now able to change the nexus range to accomodate larger bases. Range is roughly the distance in blocks at which mobs spawn. In SMP, simply have an op use the '/range [x]' command. It will affect the most recently right-clicked nexus. In single player, for the moment(because there are no commands possible), you can place a stack of dirt blocks in the nexus to control the range. 2 to 8 blocks corresponds to 32 to 128 range. The range is visible as the number in the bottom right corner of the nexus interface. Notes for version 0.6.1 - Boulders should no longer 1-shot the nexus. - Pig engineers can't replace bedrock with wood now - Turret Mod and hopefully others will now recognize attackers as mobs. Previously turrets had to be set to "other" - Added a little bit of safety if another mod removes a nexus block directly ---------------------- I personally consider this still in the beta stages but don't get me wrong - there is a huge amount going on here already and the basic premise of the mod is fully functional. Features that we are currently working on and/or planned you can read nearer the bottom. You can get the downloads further down, including SMP, [s]here[/s] [b]further down[/b]. (Can we use anchors here?) Don&#8217;t forget the installation instructions because there is sound too. We are working on just being able to drop the mod into your mods folder and so far no base classes have been modified at all. An explanation of what&#8217;s going on in this mod is just below, including recipes. [b][h2]Info[/h2][/b] [b][h2]Nexus[/h2][/b] The nexus is the central block of the entire mod. Crafting a catalyst and putting it into the nexus's item slot will begin to activate it. Once fully activated, it will begin to generate rift flux, a useful resource, by using minecraft's dimensional space, similar to how portals to the nether or aether work. Disengaging this process is extremely unsafe - it cannot be deactivated! In fact, the block will become unbreakable during this state, though it can be damaged. The other side of this is that mobs will begin to spawn a certain distance away, attracted to the nexus. Mobs will attack players and, given the chance, the nexus itself. If the nexus ever reaches 0%, the activation is broken and the invasion ends in a nasty way to all living things in the area, so be warned!(to clarify, it doesn't damage any blocks, just living things, and remains afterwards) A nexus is pretty tough though, and its damage state is highly visible. Also, only one nexus can be activated at once. In the case of exiting and reloading the game (given minecraft was able to save), both SMP and SP nexuses should be restored to the state you left it in. [IMG]http://i.imgur.com/2wWx2.png[/IMG] Here's a quick overview of the nexus interface. A catalyst in the left slot will begin to activate the the nexus, progress being the red bar. This nexus is already active and "locked in". The slot on the right is where rift flux is generated, along with its progress bar too. Wave number is the current intensity of the attack while nexus level is the the furthest wave this nexus has ever reached. It also tracks the total number of mobs' demise since it was placed. [IMG]http://i.imgur.com/SLWeH.png[/IMG] Making a nexus involves taking an obsidian block as a base and crafting it with three redstone and a phase crystal. Nexus [img]http://i.imgur.com/4p33l.png[/img] To make the important phase crystal needed, you will need one diamond and some redstone. Don't worry, a nexus is good at generating resources back. Phase Crystal [IMG]http://i.imgur.com/BRjQN.png[/IMG] [b][h2]Rift Flux[/h2][/b] This material is slowly generated by the nexus when it is active and can be used to craft things such as diamonds or infused swords currently. Armor and more items will come. You can also find glowing remnants on some attackers that you can craft together into rift flux. Glowing Remnants to Rift Flux [IMG]http://i.imgur.com/JGmnX.png[/IMG] One use is to craft them into diamonds, though it still takes significant effort given the rate of flux generation. Rift Flux to Diamond [IMG]http://i.imgur.com/Zob70.png[/IMG][IMG]http://i.imgur.com/4THfB.png[/IMG][IMG]http://i.imgur.com/FVypl.png[/IMG] You could also use them to make our first new original item, the infused sword. Infused Sword [img]http://i.imgur.com/ZZmLf.png[/img] This adds a special on-use effect to a diamond sword. Hitting mobs charges it up, which happens quite quickly. When charged, activation by right-click will instantly heal you for 3 hearts. We&#8217;ve found this item really helps in a pinch and helps keep up with a lot mobs. You can also use it anywhere in minecraft. Searing Bow [IMG]http://i.imgur.com/mtrol.png[/IMG] A bow with a new feature: You can hold back longer to charge up a fiery arrow that pierces through a number of enemies(if you can line them up) while setting them on fire. Though, against single targets the only real bonus is setting them on fire if you decide to, at the cost of more time to shoot. Without charging all the way, you can shoot an arrow at the normal time for a plain bow to shoot and the arrow will be the same. After that, no more direct damage is gained except a small bonus with the special. Nexus Catalyst [IMG]http://i.imgur.com/1irsR.png[/IMG] This item is essentially the fuel for the nexus. It is a one-time cost to activate the nexus, putting it in its generating state until it takes too much damage. [b][h2]Mobs[/h2][/b] These are the mobs that will try to kill you. The bulk of the attack forces right now are traditional minecraft mobs, except with all-new behaviour and a purpose behind it. Not everything works 100% but, as mentioned, armor is still recommended. I can't give an ETA, but expect the nether to play a part in this, as well as the End. Also expect completely new avenues of attack. Are you sure that's firm ground you're standing on? Zombie Grunt [IMG]http://i.imgur.com/XukHJ.png[/IMG][IMG]http://i.imgur.com/040p6.png[/IMG] - Almost a regular zombie, can claw through blocks and is (relatively) tough up-close. Will get tougher later on. Spider [IMG]http://i.imgur.com/1msR7.png[/IMG][IMG]http://i.imgur.com/Jsk4E.png[/IMG] - Scales walls with ease. Fast predator and higher tiers can even pounce over distances. Skeleton [IMG]http://i.imgur.com/NuUhE.png[/IMG] - Tries to support from range with its bow --the unnamed siege mob-- [IMG]http://i.imgur.com/FVlD8.png[/IMG] - Beefy, boulder-throwing siege mob. Very dangerous when left alone. - Also has a destructive slam on an 8 second cooldown that can really hurt walls - His art and exact mechanics are currently being looked at, compared to other mobs being worked on. He's here for now though. Pig Engineer [IMG]http://i.imgur.com/3OQGq.png[/IMG] - Attemps to defeat terrain obstacles and prefers not to attack a player - Places blocks to try and get over moats of fire, lava or just any hazardous obstacle he can manage - Places ladders to create paths upwards and is the only mob that can tunnel directly upwards - Each pig engineer has building materials but can run out! dl [b][h2] Download and Installation[/h2][/b] This mod is installed pretty much how you're used to if you have used a lot of other mods, except there is a sounds folder too. [b][h2]Single Player - Special version for just SP (please read)[/h2][/b] Remember to always make backups! This version is not for modloaderMp because it isn't out yet, therefore Modloader 1.0 is the only requirement past deleting your meta-inf. [b]Requirement 1[/b]. Not installed a mod this way before? Find your minecraft.jar and delete the META-INF folder before you forget. Black screens just aren't fun. If you need help locating your minecraft.jar and minecraft install folder, [url="http://www.minecraftdl.com/what-where-open-minecraft-jar/"]check this amazingly clear guide[/url]. [b]Requirement 2[/b]. Download Risugami's ModLoader 1.0.0 on [url="http://www.minecraftforum.net/topic/75440-v18119p5-risugamis-mods-everything-updated-prerelease-included/"][b]this page[/b][/url] if you don't already have it. Install it by extracting its contents into your minecraft.jar file. Now to install this mod: [url="http://www.mediafire.com/?152dd1a3ya849zt"]Download (1.0.0) Invasion Mod [b]Client[/b] 0.7.2 here.[/url] 1. Open it, take the folder called 'invsound' and extract it, putting it in './minecraft/resources/newsound'. So you should have '.../newsound/invsound/' with the sound files in it. If the mod doesn't complain to you in-game about it, you did it right. 2. Now, go to the other folder called 'inv mod client' and, like with ModLoader, extract the [i]contents[/i] of it into your minecraft.jar. The .class files should go with all the others in minecraft.jar. Now you're done! [b][h2]Server for SMP - 1.8.1 Only[/h2][/b] Requirement 1. Download SDK's ModLoaderMp [b]Server[/b] 1.8.1 on Flan's page [b][url="http://www.minecraftforum.net/topic/182918-181-19pre5smp-flans-mods-planes-ww2-guns-vehicles-playerapi-moods-mputils-teams/#MLM"]here[/url][/b]. Extract this into your minecraft server.jar. [url="http://www.mediafire.com/?how1ck3kv2ie8ha"]Download (1.8.1) Invasion Mod [b]Server[/b] 0.7.0 here.[/url] 1. Extract the contents of the download into your minecraft server.jar. Done. Note: In SMP, there are some commands for increased control. An op can use the command '/invasion end' to turn off a nexus if it's needed. You also can change the nexus range for larger bases with the command '/range [x]' where x is between 32 and 128. This is number of blocks in distance from the nexus that spawn points will be looked for. [b][h2]Older Versions[/h2][/b] [url="http://www.mediafire.com/?jo2fwduc34teywq"]Download (1.8.1) Invasion Mod [b]Client[/b] 0.7.1 here.[/url] update [b][h2]Updates and feature stuff[/h2][/b] Priority New Stuff - More textures and tiers and remodelling certain mobs with placeholder art - More new mobs with new roles - Continue adding capability to deal with more advanced defenses/weird terrain Features Planned - Significant scoring/progression measurements and rewards - Ways to benefit from different blocks and special blocks/tools - More items and recipes - Support for pets and other summons/friendlies - Animations - Aesthetics to enhance atmosphere, for example changing environmental effects - Different flavours of defending for different environments. Example: Start of survival mode. Can you balance the concerns of building up from scratch with stronger and stronger attacks? Things being worked on (reasons why this is beta and how your input is valuable!) - Improving pacing - Tweaking behaviour to get intended result - Nexus range being easily changable and a range test - Server commands coming back - Finding bugs - Fixing edge-cases - ie weird pathfinding and behaviour situations - Reducing use of sprite indexes - Adding more sounds and other art [b][h2]Caveats/Other Info[/h2][/b] This [i]is[/i] a work in progress, beta, etc. I will list some things here that might help. There are some other things that just haven't made it into the scope yet. - Any problems while in-game, I would love to get some kind of description of the circumstances. - You may have trouble item editing flux. This is because it uses item damage for the future. - Spawning mechanics. The spawner will try and find enough valid spawn points around the nexus at a decent range out. The default is currently around 45 blocks, plus or minus tolerance out/in upwards/downwards (BIG tolerance up/down). If you are having issues, keep this in mind. You can change the range in-game. If the spawner cannot find enough space, don't worry, you will get a message and it won't start. - Sometimes pathfinding/destruction works in funny ways. There are no doubt ways of building that completely defeats mobs. Tell me! This is what the mod is for - to try and make good competition. - Sky bases. Right now I expect a floating base or [i]significant[/i] air space around a nexus will just break the mod, in that the mobs don't have all the tools they need to physically get there. This situation was known from day 1. Don't worry; we have plans. Mobs [i]are[/i] good at dealing with solid blocks though, including underground. [b][h2]Finally, so you know who else works on this, credit to[/h2][/b] Elsee, for design and working on art/modelling/sounds/etc Lieu(me, I guess), for design, code and again art/modelling/sounds/etc The legal tag I have to provide: This mod is all our own work, copyright. You may use it for any personal use whatsoever. You may use any information about this mod, screenshots, gameplay, etc in any way you want. You may not sell this mod or anything relating to this mod and you may not make any money from the mod&#8217;s download. This post is the only official download source right now. If you want to bundle this mod with others or have changes you&#8217;d like to share, simply ask for permission. [/release] Looked cool, made thread. hopefully this lasts as long as the BC one I made did. well that one I think is dead. I oughta update the op for that too, once 1.0.0 comes out. anyways guys have fun anyways mod looks cool so I made thread looks cool [editline]25th November 2011[/editline] oh and by the way I replaced every [size=blahblah][/size] with [noparse][h2][/h2] [/noparse]so some text is a bit too big. oh and video overview [media]http://www.youtube.com/watch?v=fQ2ruk4yYHY[/media] [media]http://www.youtube.com/watch?v=SzV9Sxc8F4I[/media] not made by me
Sounds cool!
I feel like this isn't getting the attention it deserves. This sounds really fucking awesome.
I played it and its fucking great. The difficulty between waves is a bit big though in my opinion.
I don't know what I prefer. Updates or mods. Both adds really fun stuff to the game, but one breaks the other. Mods can have the tendency to add more stuff to the game, but not "official" and fully stable. I hope the updates comes slower after this 1.0 release but in someway I don't.
Proper mod support that doesn't break between builds would kinda fix that entirely.
[img]http://i.cubeupload.com/2KwMMw.png[/img] Bring it.
-wait, nevermind.-
It looks awesome and all, but is it an actual separate game mode or just a little playable thing during Survival?
little playable thing they fucking RUIN your base destroy every block place ladders etc. a easy way to fix it is to make slabs like sandstone then stone to prevent them from making ladders but they can still break through
happy birthday dude
Sweet castle.
Can they get past lava/water curtains on walls?
uhh, I dont think so, water yes, lava not sure. they can still break the fuck in though, I think through the ground too
needs some towers.
That guy's voice makes my ears bleed.
the only real perfect defense is having the nexus covered in lava. anything else they just break, not very much you can do about that other then run around like an idiot whacking them.
Someone film themselves defending a castle with this and the Castle Defenders mod(or something similar that lets you have NPC soldiers,maybe Tale of Kingdoms armies?) right [U][I][B]NOW[/B][/I][/U]
This mod seems pretty fun - I've always been thinking up ways to make my fortresses harder to break into, and this mod actually lets me put them to the test :D
This looks pretty cool. also [media]http://www.youtube.com/watch?v=SzV9Sxc8F4I[/media]
[url=http://www.leetchan.org][b]LEET. TACTICAL. GAMING.[/b][/url] [i] marl, xx aryan pride xx, savetheinternet, ROBERT "robbie" DOE, boris, moe, mao, quintosh & daspp[/i]
Not again... Mod looks pretty cool though, might give it a try!
Is there any active servers with this mod?
Zombies have surprisingly good pathfinding, far better than the standard Minecraft version. You think Notch would be able to do that, but no. We have to rely on coders in their mom's basement.
[img]http://dl.dropbox.com/u/516743/2011-11-28_13.45.45.png[/img] This is after 15 minutes of cleanup. Jesus [i]fuck[/i] We got DESTROYED. 2 vs the infinite horde, didn't end well for us. Was fucking hilarious, can't wait to go another round with armor. [editline]28th November 2011[/editline] My only complaint is the NPCs dig INCREDIBLY quickly. Those walls are 3 thick stone bricks, the mobs tore through them like a fireball through butter.
I found walls with a lava core were particularly effective.
[img]http://dl.dropbox.com/u/19296530/Things/Minecraft/hah.png[/img] Dedicated to fight spam? Or fight WITH spam.. Hmm.. Anyways, back to ontopic. The only real way to survive is to surround your base/self in lava
What about brick blocks and obsidian?
Yes a mod to test my fortress on!
[QUOTE=sami-elite;33477045]What about brick blocks and obsidian?[/QUOTE] Slightly stronger than cobblestone.
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