SkyBlock Version/2616027: Difference between revisions
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'''But first, what is a Pet?'''<br> | '''But first, what is a Pet?'''<br> | ||
[[Pets]] are creatures you can summon, they will follow you around and give you stats and perks.<br> | [[Pets]] are creatures you can summon, they will follow you around and give you stats and perks.<br> | ||
When you unlock a new Pet, it will be {{color|gray|Lvl 1}}. By playing SkyBlock with your pet, it will level up to a maximum of {{color| grey|Lvl 100}}. Pets are linked to a skill - for example, a [[Pets|farming pet]] will mostly earn experience through farming. | When you unlock a new Pet, it will be {{color|gray|Lvl 1}}. By playing SkyBlock with your pet, it will level up to a maximum of {{color| grey|Lvl 100}}. Pets are linked to a skill - for example, a [[Pets|farming pet]] will mostly earn experience through farming. Leveling a pet will increase the stats it gives you, as well as improve its perks.<br> | ||
[[Pets]] can be different rarities, from {{Common}} to {{Legendary}}. A higher rarity pet will give you more perks! | [[Pets]] can be different rarities, from {{Common}} to {{Legendary}}. A higher rarity pet will give you more perks! | ||
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* Increased mobs respawn rate by {{color|green|30%}} if there are '''30+''' players in the lobby | * Increased mobs respawn rate by {{color|green|30%}} if there are '''30+''' players in the lobby | ||
* The Minion Upgrade button is now directly on the main Minion Page | * The Minion Upgrade button is now directly on the main Minion Page | ||
* Active events now display on scoreboard (only cake, spooky and zoo for now) | * Active events now display on the scoreboard (only cake, spooky, and zoo for now) | ||
* [[Telekinesis]] now works on exp orbs with swords | * [[Telekinesis]] now works on exp orbs with swords | ||
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* Added game setting to disable Auction House messages | * Added game setting to disable Auction House messages | ||
* Can now add "K" or "M" when withdrawing/depositing money for thousands or millions. | * Can now add "K" or "M" when withdrawing/depositing money for thousands or millions. | ||
* Added drop protection on small/medium backpacks, radiant/ | * Added drop protection on small/medium backpacks, radiant/mana flux power orb. | ||
* Added a title screen message on Special Zealots notifications | * Added a title screen message on Special Zealots notifications | ||
* The Minion Collection Menu now shows all tiers of every | * The Minion Collection Menu now shows all tiers of every minion when clicking on them | ||
* Added a way to view all minion recipes from the minion menu itself | * Added a way to view all minion recipes from the minion menu itself | ||
* Added more Dark Auction servers | * Added more Dark Auction servers | ||
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* Improved respawn timers on the first [[Farming Island]] | * Improved respawn timers on the first [[Farming Island]] | ||
* [[Melon]] and [[Pumpkin|pumpkin]] gold values are now balanced to be similar in strength | * [[Melon]] and [[Pumpkin|pumpkin]] gold values are now balanced to be similar in strength | ||
* Fixed snow blocks giving too much | * Fixed snow blocks giving too much XP and enchanted snow blocks not giving enough | ||
* Buffed the [[Ink Wand]] (a lot) | * Buffed the [[Ink Wand]] (a lot) | ||
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* Fixed some items not giving XP for fishing minion, ice minion, rabbit minion, wheat minion | * Fixed some items not giving XP for fishing minion, ice minion, rabbit minion, wheat minion | ||
* Fixed [[Spider's Boots]] not working on private islands | * Fixed [[Spider's Boots]] not working on private islands | ||
* Fixed diamond spreader deleting diamonds when minion is full with automated shipping | * Fixed diamond spreader deleting diamonds when a minion is full with automated shipping | ||
* Fixed [[Tarantula Helmet]] counting {{Strength}} twice | * Fixed [[Tarantula Helmet]] counting {{Strength}} twice | ||
* Fixed [[Flycatcher]] not speeding up minion unless the minion has fuel | * Fixed [[Flycatcher]] not speeding up minion unless the minion has fuel | ||
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'''Team Experience'''<br> | '''Team Experience'''<br> | ||
While Solo mode may be released eventually, we want to encourage players to find a party and develop a strategy together before entering. Some of the best memories players can make, are with their friends, having an adventure together. Hypixel used to be known for its adventure maps many years ago, this is the experience we want to bring back, and more. There is a strong chance we will | While Solo mode may be released eventually, we want to encourage players to find a party and develop a strategy together before entering. Some of the best memories players can make, are with their friends, having an adventure together. Hypixel used to be known for its adventure maps many years ago, this is the experience we want to bring back, and more. There is a strong chance we will provide players with a way to find groups for dungeons, as we still don't want solo players to be left completely stranded. | ||
'''New monster technology'''<br> | '''New monster technology'''<br> | ||
All the monsters in Dungeons are special, and almost all of them will have some kind of interesting mechanic. We do not want mobs to be overloaded with moves, we understand "bad" mobs are important, but they should feel more alive than the vanilla Minecraft AI - not everything should act like a zombie! | All the monsters in Dungeons are special, and almost all of them will have some kind of interesting mechanic. We do not want mobs to be overloaded with moves, we understand "bad" mobs are important, but they should feel more alive than the vanilla Minecraft AI - not everything should act like a zombie! | ||
Mobs in Minecraft, in general, are very limited, which is why we started working on new technologies to create new | Mobs in Minecraft, in general, are very limited, which is why we started working on new technologies to create new kinds of mobs. There is so much we can do with them, we can't wait to show them off, and we really hope to catch you guys off guard with our bosses! | ||
'''Many different difficulty tiers'''<br> | '''Many different difficulty tiers'''<br> | ||
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'''Exploration'''<br> | '''Exploration'''<br> | ||
We want Dungeons to be a constant learning experience. As players run dungeons, they will understand them more and more and become more familiar with the potential layouts. While each Dungeon will have a path going from the entrance to the boss room, players will also be encouraged to venture outside of that path and explore the rest of the Dungeon, solve puzzles, avoid traps, encounter mini-bosses. The more you'll explore the Dungeon, the strongest your team will be when facing the boss.<br> | We want Dungeons to be a constant learning experience. As players run dungeons, they will understand them more and more and become more familiar with the potential layouts. While each Dungeon will have a path going from the entrance to the boss room, players will also be encouraged to venture outside of that path and explore the rest of the Dungeon, solve puzzles, avoid traps, and encounter mini-bosses. The more you'll explore the Dungeon, the strongest your team will be when facing the boss.<br> | ||
{{ImageSize|https://staticassets.hypixel.net/news/5e503d2c1c44b.DungeonPuzzle.png||Medium}} | {{ImageSize|https://staticassets.hypixel.net/news/5e503d2c1c44b.DungeonPuzzle.png||Medium}} | ||
<small>Work in progress</small> | <small>Work in progress</small> | ||
'''Strategy'''<br> | '''Strategy'''<br> | ||
Dungeons will have a learning curve, and while the first couple floors will be simple, you will eventually get your butt kicked, forcing you to go back and improve your gear and skills. | Dungeons will have a learning curve, and while the first couple of floors will be simple, you will eventually get your butt kicked, forcing you to go back and improve your gear and skills. | ||
Five dungeon classes will be introduced on release, each with very specific strengths. | Five dungeon classes will be introduced on release, each with very specific strengths. | ||
'''Almost infinite progression'''<br> | '''Almost infinite progression'''<br> | ||
Every item found in Dungeons will be new and unique. The Dungeoneering skill will not only level up your classes but also buff your Dungeon items, which will allow us to create monsters extremely strong | Every item found in Dungeons will be new and unique. The Dungeoneering skill will not only level up your classes but also buff your Dungeon items, which will allow us to create monsters extremely strong on the last few floors. | ||
'''Rewards'''<br> | '''Rewards'''<br> | ||
Not including drops from mobs, Dungeon Bosses will reward some of the strongest weapons in the game, and powerful item modifiers, such as new reforges, Ultimate Enchantments and more. | Not including drops from mobs, Dungeon Bosses will reward some of the strongest weapons in the game, and powerful item modifiers, such as new reforges, Ultimate Enchantments, and more. | ||
'''And much more'''<br> | '''And much more'''<br> |
Revision as of 01:39, 3 October 2022
You are currently viewing a SkyBlock Version page, which contains information on what was changed with this version. This page is taken directly from the forums and may be incomplete. |
Hello,
We are releasing a SkyBlock Patch today, including Pets and tons of Quality of Life changes.
There is also an update at the bottom of the thread on Dungeon progress, keep reading!
Pets
We at Hypixel, love our pets. Today we are introducing Pets all throughout the game: Pets you can craft, Pets you can loot from monsters, and even some other pets.
But first, what is a Pet?
Pets are creatures you can summon, they will follow you around and give you stats and perks.
When you unlock a new Pet, it will be Lvl 1. By playing SkyBlock with your pet, it will level up to a maximum of Lvl 100. Pets are linked to a skill - for example, a farming pet will mostly earn experience through farming. Leveling a pet will increase the stats it gives you, as well as improve its perks.
Pets can be different rarities, from COMMON to LEGENDARY. A higher rarity pet will give you more perks!
There were 2 pets in the game already who have been incorporated into this system, and we have now added 26 new ones. This means there are now 28 pets!
Twelve of these can be crafted, with recipes unlocked in the Collections.
Each recipe will require Enchanted Eggs, and reward you with a COMMON, UNCOMMON or RARE Pet.
Super Enchanted Eggs can be used with the same recipes, instead of Enchanted Eggs, to craft Epic or Legendary pets.
Some Pets are rewarded from Fishing, killing monsters, slaying bosses, or from the Hypixel Zoo.
Oringo comes from a very far place, every SkyBlock year during the first 3 days of Early Summer, to sell exotic Pets from foreign islands.
The Pets are random every year, but if you miss them don't worry, they will come back!
Quality of Life changes
Quick Crafting
This new VIP and above feature changes your Crafting Menu and shows the 3 most expensive items you can currently craft, with the items you currently have in your inventory. It currently works with almost all items in the game but does not include shift-clicking just yet. You will need to have at least combat level 5 to unlock this feature, as we do not want to confuse new players too much.
Added 2 new Talisman Bag upgrades
Massive Talisman Bag is unlocked at 600,000 Redstone Collection and gives +6 slots
Humongous Talisman Bag is unlocked at 800,000 Redstone Collection and gives +6 slots
Added Coins Trading
Very self-explanatory - you can now include coins when trading between players.
Features you can't miss
- Added a recurring notification when your inventory is full. (Toggleable in SkyBlock settings)
- Increased mobs respawn rate by 30% if there are 30+ players in the lobby
- The Minion Upgrade button is now directly on the main Minion Page
- Active events now display on the scoreboard (only cake, spooky, and zoo for now)
- Telekinesis now works on exp orbs with swords
Other Sweet Features
- Personal Bank only goes on cooldown when it is actually used
- Added game setting to disable Auction House messages
- Can now add "K" or "M" when withdrawing/depositing money for thousands or millions.
- Added drop protection on small/medium backpacks, radiant/mana flux power orb.
- Added a title screen message on Special Zealots notifications
- The Minion Collection Menu now shows all tiers of every minion when clicking on them
- Added a way to view all minion recipes from the minion menu itself
- Added more Dark Auction servers
- Added a jingle when finding a rare drop
Balance/Gameplay Changes
- Only 1 Diamond Spreading is allowed per minion now
- Crypt Ghouls are removed from low-level areas, and they now look stronger.
- Gravel respawns faster in the Spider's Den
- Improved respawn timers on the first Farming Island
- Melon and pumpkin gold values are now balanced to be similar in strength
- Fixed snow blocks giving too much XP and enchanted snow blocks not giving enough
- Buffed the Ink Wand (a lot)
Slayer-Related
- Moved old wolf spawns closer to the castle
- Fly Swatter buffed to 20% and can be sold to merchants for 500k
- Scorpion Foil 2.5x damage multiplier is now multiplicative
- Slayer mini-boss drops are now exclusive to the player who spawned the boss for 5 seconds, then prioritizes killer
- Made slayer bosses tp to the player who spawned in upon falling in the void
Small Stuff
- Don’t let people accidentally sell their backpack to a merchant
Bugfixes
- Jingle Bells spamming is fixed
- Fixed Jingle Bells being able to pull agro from slayer bosses
- Fixed a few Oak Trees unable to be cut down in the hub
- Wounded Potions won't work on allies anymore
- Fixed being able to hit through power orbs
- Fixed cracked piggy bank description, 75% of Coins are saved, not 25%
- Mining blocks with silk touch now gives farming experience
- Fixed Skeleton Emperor not giving Fishing Exp
- Fixed data carryover for silk edge, challenging rod, rod of champions, rod of legends
- Super Compactor 3000 now works on cactus and snowballs
- Fixed some items not giving XP for fishing minion, ice minion, rabbit minion, wheat minion
- Fixed Spider's Boots not working on private islands
- Fixed diamond spreader deleting diamonds when a minion is full with automated shipping
- Fixed Tarantula Helmet counting Strength twice
- Fixed Flycatcher not speeding up minion unless the minion has fuel
Dungeon Progress
We would like to apologize for the lack of information coming from us lately regarding Dungeons; the community is due for a progress update on what we are currently working on.
When we started working on Dungeons we had several ideas on how it should be implemented, and we decided to go with the most impressive one as we believe it'll be worth it in the long run. What this meant sadly was that SkyBlock would not have major updates for a while. However, we really wanted to bring you guys what we think is the best version of what SkyBlock Dungeons can be.
While we rarely spoil projects ahead of time, today we'll explain what SkyBlock Dungeons are:
Randomly generated
Dungeons are small randomly generated labyrinths. Some things will change, but some other aspects will remain consistent because we want to make sure the difficulty is approximately the same every time, good or bad luck should not be involved.
Work in progress
Team Experience
While Solo mode may be released eventually, we want to encourage players to find a party and develop a strategy together before entering. Some of the best memories players can make, are with their friends, having an adventure together. Hypixel used to be known for its adventure maps many years ago, this is the experience we want to bring back, and more. There is a strong chance we will provide players with a way to find groups for dungeons, as we still don't want solo players to be left completely stranded.
New monster technology
All the monsters in Dungeons are special, and almost all of them will have some kind of interesting mechanic. We do not want mobs to be overloaded with moves, we understand "bad" mobs are important, but they should feel more alive than the vanilla Minecraft AI - not everything should act like a zombie!
Mobs in Minecraft, in general, are very limited, which is why we started working on new technologies to create new kinds of mobs. There is so much we can do with them, we can't wait to show them off, and we really hope to catch you guys off guard with our bosses!
Many different difficulty tiers
The Dungeon will have a certain amount of floors, and each floor with a different Boss at the end. Everyone will start on the first floor and will have to beat the floor's boss to unlock the next one. Each floor will be exponentially harder than the last.
Exploration
We want Dungeons to be a constant learning experience. As players run dungeons, they will understand them more and more and become more familiar with the potential layouts. While each Dungeon will have a path going from the entrance to the boss room, players will also be encouraged to venture outside of that path and explore the rest of the Dungeon, solve puzzles, avoid traps, and encounter mini-bosses. The more you'll explore the Dungeon, the strongest your team will be when facing the boss.
Work in progress
Strategy
Dungeons will have a learning curve, and while the first couple of floors will be simple, you will eventually get your butt kicked, forcing you to go back and improve your gear and skills.
Five dungeon classes will be introduced on release, each with very specific strengths.
Almost infinite progression
Every item found in Dungeons will be new and unique. The Dungeoneering skill will not only level up your classes but also buff your Dungeon items, which will allow us to create monsters extremely strong on the last few floors.
Rewards
Not including drops from mobs, Dungeon Bosses will reward some of the strongest weapons in the game, and powerful item modifiers, such as new reforges, Ultimate Enchantments, and more.
And much more
We could go on and talk about the Dungeon Map, exploration-scoring system, salvaging system, shop, dungeon passes, party finder, aggro system, wardrobe, death mechanics and so on, but we have said enough for now!
Are we done yet?
To be completely honest, we do not know when Dungeons will be ready, every day brings a load of new tasks. There are still many mobs on the list, many items, several bosses, many mechanics unfinished. At the end of the day, we want to release when we truly believe Dungeons is a fun and rewarding experience for players.
While we cannot accurately say when we'll be ready for release yet, we believe a rough estimate places dungeons for late March or early April. Please understand that this could change depending on how we feel about the content as it approaches completion.
We're very sorry for the wait, but we really want to do things right!@Dctr - Pets and Quality of Life Changes
@Minikloon - Pets and Quality of Life Changes
@Sylent, HPC and Bugs Team - Testing/QA
Remember that this list is not exhaustive. Developers on this list are often working on other projects.