Beta phase 3 update 6

Updated the server to 1.5.2, so go ahead and upgrade! This is large a bugfix update and also contains a bit of new content to explore.

Bank Interest
The biggest change in this update is that banks can now provide an interest rate for money left inside the town’s treasury. Four upgrades have been added to the bank with increasing interest rates. In order to generate interest on coins, they must first remain inside your town’s treasury for one day. Then, interest will be generated on that money on a daily basis.
The amount of coins you generate interest on is labeled as “principal” which can be see in “/town info”. When town taxes are collected, the amount of money left over in your town’s treasury will be marked as “principal”. Your principal will go down if your town’s treasury dips below the principal amount. You will only generate interest on principal. This is designed to prevent players from depositing/withdrawing money quickly to get interest, without risking their treasury to spies.

The Market
In order to facilitate buying and selling of civs and towns when they go in to debt. I’ve created a new market command which will let civ leaders and advisers buy civilizations and towns that have gone up for sale due to not paying their debts. The price of each civilization/town is based on their score. In the future, the market command may help facilitate in-game trades between players. To use the market, type “/market”

Nether Portals
As we’ve discussed on the forums we are disabling normal nether portal creation for various reasons. Most importantly, they’ve been disabled so that the world is not made artificially smaller. Additionally balancing reasons make nether portals difficult to deal with when defending your city. Now nether portals can only be created by creating the nether portal structure. To build a nether portal type “/build nether portal”

changelist:

* Updated to Minecraft 1.5.2
* Fixed being able to duplicate mission books using shift click
* Trommels no longer load chunks when their chests are unloaded, instead it remembers how many seconds went by since last load and runs that many times when the chunk loads again. This should reduce lag.
* Added /market command to buy towns and civilizations
* Mission Reports are now dropped when spies die. The mission report contains a list of all missions performed by the town.
* Fixed walls accumulating their cost and overcharging during construction.
* Players are no longer able to use mission books if they are not a spy. They shouldnt be able to get them without being a spy anyway.
* Admins no longer trigger scout tower and culture border messages
* Goodie bonuses that effect spy missions have been properly added.
* Civs that become vassals will now cancel wars with other nations.
* Fixed espionage missions not charging anything.
* Added netherportal structure, players can no longer build nether portals on their own and must construct the nether portal structure.
* Re-arranged information shown in /town show and /civ show. You can no longer see a town's hammer/culture rate without using a spy.
* Implemented bank interest, added 4 bank interest upgrades, and implemented goodies that effect bank interest.
* Sabotage can now target wonders for double the cost and fail chance.
* Added town upkeep information to investigate mission
* structure distance is now calculated from the structures center instead of its corner, this should make finding the nearest structure more consistent.
* Added time of mission to the investigate town mission.
* Now calculate trade good position for trade outpost tower rather than structure corner. Should be easier to pirate now.
* Town investigate mission book was made prettier
* Added some admin tools to help stop lag when things get desperate. Admins can now disable trommels towers or growth to try to stop lag in emergencies.
* Added scores to both towns and civilizations, scores are used to determine the cost of towns and civs when the go up for sale.
* Added "/town top5" and "/civ top5" which shows the top 5 towns and civilizations by score respectively.
* Civs are no longer notified when its own members enter its borders.
* Unused beakers are now converted into culture and distributed to all towns in the civilization.
* Respawn time when all control blocks are up has been increased to 30 seconds from 10 seconds.
* Civilizations can no longer be founded within 5 culture blocks of another civ.
* Towns can no longer claim town chunks within 5 culture blocks of another civ.
* Fixed not being able to build fishing boats sometimes.
* Fixed not being able to pirate fishing boats.

Server Remains on Minecraft 1.5.1

If you logged into Minecraft today, then you either took the chance of updating to 1.5.2, or remained on the previous revision. For those who didn’t update, congrats. For those who did update, don’t fear.

The server will be updated as soon as Bukkit and other major plugins get imported over to the new version. While we do this, the server will remain on version 1.5.1.

To download the previous version so you can still play, download the minecraft 1.5.1 jar from here.

Beta Phase 3 update 5

Hey all,

This update brings you Espionage. After this update, we’ll have all of the core features from Civ18 implemented and will soon be ready to launch. There will still be a few more beta phase 3 updates to fix bugs, and to add new features on top of Civ18 which need a bit of testing before launch. Some of you who have been watching our subreddit may have seen that we have a new tech tree that implies that bows, iron, TNT and diamond will be technologically restricted. This will in fact be the case. Bows and TNT will be restricted as well as Iron/Diamond weapons and armor, but tools will remain as-is. The armors power will be re-balanced to make leather more useful and provide a more linear progression of gear acquisition. I encourage you to read the comments which explains the decision in more detail and ask questions there.

Robosnail, Precurrsor, Grey Corbin and I are hard at work preparing for the official launch of CivCraft. Once we launch, we will no longer be wiping the world, and we will begin to advertise again so that you’ll see more people connecting to the server. This community has been civil, respectful and helpful to newcomers in the past, and I’m sure you’ll continue to make this place an open and welcoming community to all who wish to visit. :) Thank you guys, you’ve been the best!

Now, on to the content for this update!

Barracks and Units
Previously in Civ18, you became the unit and were stuck being that unit until you died. Now, the unit and its functionality is attached to an item, and the presence of that item in your inventory will bestow that unit’s powers to you. Losing or destroying the unit item results in that unit being lost. If you die with a unit item on your person, that item is destroyed and the unit is lost. you can drop unit items, but you can only pick up one unit item at a time. Units are trained at the Barracks and cost coins and hammers to produce once the required technology is researched. This update will come with two units, the Warrior and the Spy.

Warrior
The warrior is the most simple of units. Currently, it gives you a straight up bonus to your attack. Each attack you make to mobs or other players will have it’s damage increased by 40%. While it may seem like a lot, damage done must represent a whole number, and will be rounded down. Thus attacking without a weapon results in no damage increase, and attacking with a diamond sword results in a 2 damage increase (9 instead of 7). Damage from bows are not effected. These numbers are subject to balance changes and more perks will probably be added to the warrior in the future.

Spy
Just like in Civ18, the spy allows you to perform espionage missions. The spy is now represented as a unit item, but unlike the warrior when you pick up a spy item your inventory is also filled with special enchanted books, each titled with a different spy mission. To start a spy mission, pull out the book and right click. If your town has the required coins and you meet all the criteria necessary to start the mission, a 20 second countdown will begin. Stand still for those 20 seconds and the mission will be performed.
Like in Civ18, each mission has a fail chance and a compromise chance. First, we determine if the the mission is a success or not by comparing a random number to the fail chance. If the mission fails, we then check to see if you’ve become compromised by running a new random number against the compromise chance. If you become compromised, your spy unit is destroyed and your activity is announced globally.

Espionage
Some minor changes were made to particular missions to make them easier to use and to make them more applicable. Spy levels have been removed, and town counter-measures and mission success rates are being re-balanced. Here is a list of notable changes to missions:

  • Investigate Town – No longer shows town hall coords since that is useless. Instead will show town’s treasury, hammer rates, culture rates, etc. Most of this information will be removed from /town show so that you must spy in order to see it. /town show will mostly show the town’s members since that is what it’s mostly good for.
  • Steal Treasury – Costs a lot more to start, and will now steal a percentage of the town’s treasury rather than a flat amount. Banks in your town will now provide an interest rate for money left in the treasury, so towns have incentive to keep it there. You must be within 100 blocks of the town hall to use this.
  • Subvert Government – Now picks a random government, available to the civ, to switch to. You must be within 100 blocks of the capital town hall to use this.
  • Pirate – Piracy now allows you to pop-off trade goodies from trade outposts and take them home. They’ll remain in your possession until the trade goodies reset, which will be about 3 days in CivCraft 1.0. You must be within 10 blocks of the trade outpost to use this.
  • Sabotage – This mission can destroy any structure now except for the town hall, it uses the nearest structure to the player and attempts to destroy it. Must be within 100 blocks of a structure to destroy it. Can attempt to destroy wonders, but at a higher cost and higher fail rate.
  • Compromise Spies – has been removed, since it no longer means anything since spies can change players.

Mission reports are no longer generated for each mission, instead a list of missions performed by a spy unit is stored on the server, when that spy is killed a book containing every spy mission performed by that spy unit (and who was using it at the time) is dropped.

changelist:

* Fixed Cottages not generating coins and not consuming bread
* Fixed a bug with trade payments and goodie bonuses not being removed when the item is unsocketed from a town hall.
* Structure blocks should no longer burn away, they may catch fire but should not disappear.
* Added a ladder to the fishing boat template (must be rebuilt)
* Players are now given 2 unpowered redstone torchers when marking down wall locations, to better represent they must place two markers down.
* Walls should now always end on the end position marked.
* Added Espionage missions.
* Added Barracks
* Added Warrior unit.
* Added Spy Unit.
* Added Scout tower.
* Reorganized town upgrade list into categories.
* Walls no longer count toward your tile improvement limits.

Beta Phase 3 update 4

Hey All,

I’ve got another content update for you and re-added wonders as well as a new wonder, the Chichen Itza. The Chichen Itza gives you a powerful defensive edge by giving towers more total health as well as adding a structure health regeneration rate to all of your structures. This makes taking out a tower much more difficult.

Wonders have changed a bit since Civ18. Their cost in coins and hammers have been greatly reduced, but instead they are now destroy-able, and by destroy-able I mean gone. When a wonder is destroyed, the town that built it loses it and any town in the game can then attempt to build the wonder. Wonders have a lot of hitpoints and a high regeneration rate, so it will take at least three players to take down a wonder. Wonders can also be attacked whilst they are being built.

I’ve also created a fancy new way to show destroyed structures. Rather than flashing with fire, destroyed structures will explode and become a pile of rubble. This allows you to identify destroyed structures from a distance, which is particularly useful for towers. The structures’ explosion can damage you, so be aware of that.

Here is a video of me destroying a cannon tower:

changelist:

* Added Wonders
* Added The Pyramids (available with Masonry)
** - Reduces cottages' consumption of bread by 1/4 in the town it is built
** - Increases cottages' coin output by 10% in the town it is built in.
** - Increases culture output from the civilization by 10%
** - Leeches 1% of the culture output from the nearest civilization.
* Added The Colossus (available with Currency)
** - 2% of the 3 closest civilizations' upkeep will get paid to the town that owns the colossus
** - Reduces the upkeep of the host town by 25%
** - Grants 5 coins per day to the Civilization for every culture chunk owned by the hosts
civilizations culture.
* Added The Hanging Gardens
** - Increases crop growth rates by 25% across the civilization.
** - Grants health regeneration of a half heart per second inside the city borders.
** - Grants an additional 10% growth rate bonus across the civilization for each Grapes being used by the civiliztion.
* Added Chichen Itza
** - Grants a 15% health bonus to all tower structures in the civilization.
** - Grants a structure health regeneration rate of 2 HP for all structures in the civilization.
* Walls now protect blocks placed above them as well as below up to y=200
* Buildings now explode into a pile of rubble rather than flash fire when destroyed.
* Players inside enemy territory are teleported back to the town hall when war time starts and stops.

Beta Phase 3 update 3

Hey all,

Here is an update that I’ve been working on the past week. It’s taken a little longer than I would have wished, but its added a new way to build walls, which I’m sure you’ll agree is better than before.
Previously, you had to build walls by carefully looking at directions and lining up the structure on the y axis so that they build properly. In addition, the wall templates had to be big and bulky to ensure that they would fit together correctly. Now you can build walls by typing “/build wall” (assuming you have Masonry) and it will switch the item in your hand to a “wall marker”. Simply place down two points within 300 or so blocks of each other and a wall will be “drawn” from the first position to the second position. The wall blocks that are drawn are intentionally minimalistic which will allow your civ/town to customize the wall’s appearance and defensive properties.
Other than that, walls work just like before. They prevent players from digging underneath your defenses by making the blocks underneath the wall unbreakable by non civ members.

changelist:

* Fixed internal error with turrets trying to fire at players in worlds they did not belong in.
* Fixed being able to build buildings below the bedrock
* Fixed town chunks given via building a town hall not setting a default group.
* Fixed culture expand messages showing when no expansion occurred.
* Added Walls
* Fixed players being trapped in boats, and not being able to switch doors with a boat in their hands.
* Fixed control blocks having no hitpoints when they respawn after WarTime ends.
* Fixed Civ names not being displayed properly on cottage ticks.
* Structures now flash with fire when using '/build demolishnearest' command to visually indicate which structure would be demolished.
* Added chat prefixes to Civ and Town messages so you can more easily see which messages are being broadcast where.

Beta Phase 3 update 1

Changelist:

* Can now open and attack doors during WarTime in enemy towns.
* When you logout in the war room. You will no longer be stuck on re-entry. You will instead be teleported to a revive point in the town hall.
* Fixed internal errors while loading bad structure chests
* Fixed Cannon towers not firing at players.
* Added a daily reboot script.

Beta Phase 3 Update

Hey all,

The time has finally come for the 3rd phase of the beta. It’s been a long hard month. Lots of difficult problems needed to be solved in order to get to this point, but I think in the end you’ll agree it was worth the wait.
Phase 3 is going to reintroduce war into CivCraft and the bonus trade goodies we’ve been talking about will come along for the ride. I’ve reworked diplomacy and changed the victory conditions for war which I hope will make things easier to use and more fun for the players.
Since the entire point of doing a BETA is to get some good testing, having WarTime occur only once a week is going to be far too slow, so for this phase we are going to speed things up.

For this phase

* Build time, research time, and coin cost for most structures will be greatly reduced.
* WarTime will occur daily and last extra long. Will probably start at around 10am PST and will end at 7pm PST.
* War balancing and additional war-related features will be added at this time to help us balance things for when open beta occurs.
* Server will be updated to 1.5, so that 1.5 related bugs can be reported and fixed.

Added

----Added Trade Goodies------
* Every Trade Good will spawn a "Trade Goodie" item at the trade outpost when claimed.
* In order to generate coins, the goodie item must be 'socketed' into the town all by placing them into the provided item frames.
* Socketed goodies provide sets of bonuses that increase things like hammers produce, growth rates, cottage rates and trade rates.
* Some bonuses(goodies can contain multiple bonuses) can stack, other bonuses may not. You'll have to work to find the ideal combination for your town.
* Goodies will return back to their trade outposts once every 2 days. This requires you to be minimally active in your town to generate coins and allows you to 'lease' trade goodies to other nations.
* Goodies can be stolen if players transporting them log out, get killed, or drop the item.
* Goodies can only be placed safely in chests, or protected item frames.
* More information can be found on the wiki here.

—– Added War/Reworked Diplomacy ——
* I’ve removed Diplomatic Messages, since they were annoying and tricky to use. The advantage is that diplomacy should be much easier to use from the players perspective, the downside is that certain diplomatic actions such as peace treaty requests, will require a leader or adviser to be online at the time of the request to accept it.
* Some new diplomatic states have been introduced, currently the possible states are: Neutral, Hostile, War, Peace, Ally, Vassal, and Master.
* Neutral – default relation between nations, nothing special occurs in this relationship mode.
* Hostile – Defensive towers will fire at players from this civilization.
* War – All the bells and whistles of war, towers attack enemy players, structures can be damaged and blocks can be added/removed during WarTime.
* Peace – Currently, no different than Neutral. Will probably have an expiry time and will notify each civ when members of the town violate the treaty by pvping with each other. TBD. Suggestions welcome.
* Ally – Currently no different than Neutral. May disable pvp between players, may also automatically declare war on any civ who declares war on an ally. Might also be purely symbolic. TBD. Suggestions welcome.
* When conquering a town that is not the capital, it will go into a liberation mode. The liberation mode means that the town is still part of the parent civ, but all taxes are paid to the conquering civ. Upkeep not paid by the town forces the town itself into debt, which eventually results in that town being put up for sale.
* When conquering a town that is the capital, the civilization falls and becomes a vassal, vassals pay a percentage of their income to the master civilization.
* To regain freedom, vassals states must pay a fee and will declare war on their master civilization. At this point the vassal is considered ‘free’ but in a standard war with the master. If the master civilization conquers or forces the old vassal to surrender, it once again becomes a vassal of the master.
* To conquer a town, you must attack “Control Points” located inside the town hall. Each control point is a block of obsidian so that the amount of time it takes to destroy it is uniform.
* As each control block is destroyed, the respawn time for members in that town is increased.
* When players die during WarTime, they will respawn in a sealed off “War Room” located at the top of their town hall. This is done to enforce respawn times. After the respawn time is up, players are teleported into the town hall structure at a random revive point.
* Towers will now “home-in” on players for the “y-axis” this will make them much more accurate, but still dodge-able.
* All structures have hitpoints and can be ‘destroyed’ in war.
* A ‘destroyed’ structure will appear on fire and will not function. You can repair destroyed structures for half of their construction cost using the “/build repairnearest” command.

bug fixes

* Fixed being able to purchase more Library enchantments than you had slots available.
* Fixed days in debt not being reset when debt was paid off
* Fixed exploit with blacksmith being able to deposit items over and over.
* Fixed a bug allowing you to 'join' more than one town at a time.
* Fixed "/build undo" sometimes not removing protected structure blocks
* Fixed TownChunks not being deleted properly when a civ/town is deleted.
* Fixed being able to use library structure before it was finished building.
* Fixed zombies being able to break protect structure doors.
* Fixed upkeep being sometimes reported incorrectly.
* Fixed culture not expanding when town borders expand.
* You must now left click all signs, right click will not activate signs.
* Fixed demolishing a structure not reducing upkeep.
* Fixed mine levelup messages' missing town name.
* Fixed trade outposts paying out money before they were finished.
* Fixed "internal command" error when /build demolish is sent bad arguments.

Upgrade Plan to 1.5

Hey all,

Its that time again. Minecraft version 1.5 aka “the redstone update” came out yesterday and I’m sure you all want to play with the new features. It will take a few weeks for Bukkit to update and for the plugin authors to update their plugins. After which we’ll upgrade the server to 1.5.

There are some complications that 1.5 brings us, particularly with hoppers and chest security. Anybody who can place a hopper underneath a chest will be able to siphon items out of it, even if they themselves do not have permission to access the chest.
To solve this, I’ll have to modify protections to prevent hoppers from being placed in areas without switch permissions as well as check the edges of chunks so that chests that reside on the edge of things will be safe. I’ll do my best to think of all the different ways hoppers can be abused (and droppers as well) and try to prevent them. But to be safe you guys should pro-actively move your most valuable things into ender chests until I am more confident that nothing can be abused.

If you’ve logged in to minecraft today, it will have asked you to update your client, if you did so you will no longer be able to connect to the server since Minecraft updated to 1.5 today.
In the mean time you will have to downgrade to 1.4.7 in order to play.

To do that, download the minecraft 1.4.7 jar from here

The follow this tutorial(sorry for the loud music in it)