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HeavenlyKingdoms Patch #5

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Jun 9, 2019
Markdown (GitHub flavored):
# Heavenly Kingdoms Patch #5

Changes from January 21st

## Added
- Crates
    - Emotes
        - Added roughly an additional 45 emotes to the Emote crate.
            - You can purchase Emote crate keys from the Keymaker at "/warp crates"

- NPCs
    - Keymaker
        - Purchasing Keys
            - You can now purchase Cosmetic Keys from the Keymaker at "/warp crates"
            - You can now purchase Emote crate keys from the Keymaker at "/warp crates"
            - You can now purchase Common Keys using Ancient Nuggets (dropped by Fallen Knights that spawn in the overworld) at "/warp Crates"
        - Upgrading Keys
            - You can now upgrade Crate Keys (currently only Loot and Pet keys) by combining lower tier keys with higher tiers!

## Removed
- Custom Items
    - Diamond Hammer
        - Using it results in an automatic kick in most cases. The recipe has been disabled for the time being.

- Pet Taming
    - The pet taming and training plugin has been removed for the time being. I feel like it's too unpolished at the current stage to offer what was originally intended.
    It will be readded some time in the future.

## Buffed
- Custom Enchantments
    - Enchanting Table
        - Basic + Uncommon Enchantments
            - Chance increased from 20 to 45% per item

- Graves
    - Teleportation cost has been reduced to $250.

## Nerfed
- Custom Enchantments
    - Legendary tier enchantments
        - Now require souls to active their effects.
            - You need an item with the Soul Tracker applied to it to start collecting souls. Certain enchantments, such as Soul Harvest, may collect souls from slain enemies. You can also drag and drop a Soul Gem to apply souls directly if you find one!
        - For up to date info, please see "/ae list" or "/ae info [enchantment]"
    - Fabled tier enchantments
        - Now require souls to activate their effects.
            - Current exceptions: Ascended, Soulbound
        - For up to date info, please see "/ae list" or "/ae info [enchantment]"
        - Void Charge
            - Cooldown increased to 10s.
            - Soul cost increased to 50 from 25.

- Skills & Stats
    - Stats
        - Strength
            - Scaling reduced to 0.3 from 0.6 (now: +30% damage at Level 100).
        - Toughness
            - Scaling reduced to 0.2 from 0.25 (now: -20% damage taken at Level 100).

## Changed
- Custom Enchantments
    - Soul Dash (Unique)
        - Made into a Fabled enchantment.
    - Dash (Fabled)
        - Replaced by Soul Dash
    - Divine Intervention (Fabled)
        - Cooldown lowered to 5 minutes from 15.
        - Still has a Soul activation cost (100) similar to most Legendary and Fabled enchantments.
    - Void Charge (Fabled)
        - Changed to an all Boots enchantment from Elytra.

- Critical Attacks
    - Re-enabled vanilla crits (attack while falling).
    - Custom Enchantments (part of t he Critical Attacks change).
        - Removed the custom enchantments "Critical".
        - Changed the critical damage custom enchantments to trigger off of vanilla crits (still cannot activate while blinded).
            - Unique enchantments have been made into Legendary enchantments.
                - /ae info surgical
                - /ae info trueshot
            - Fabled enchantment have been changed. Now removes Surgical and Trueshot respectively when applied to an item.
                - /ae info fatal
                - /ae info precision

- Scaling Mobs
    - Mob levels now scale with 10% of your combined Skill Levels, up to Level 100.

## Fixed
- Crates
    - Common Crate
        - Enchanted Trident chance is now properly 0.5% (was incorrectly set at 50%)

- Custom Enchantments
    - Vein Miner (Unique)
        - Should now drop exp for all blocks broken, if the block normally drops experience (e.g. Coal Ore).
    - Void Infusion (Legendary)
        - Fixed incorrect description (10/15/20% reduced damage). Now correctly displays 10/20/30% reduced damage.
    - Infused (Legendary)
        - Fixed tier type. Now is properly registered as a Legendary enchantment and not Ultimate.
    - Vigor (Legendary)
        - Fixed tier type. Now is properly registered as a Legendary enchantment and not Ultimate.
        - Fixed incorrect prompt message on effect activation.
        - Fixed incorrect effect (now properly cures Wither).

- Graves
    - Graves were not spawning due to an improper configuration. They should now spawn as usual.

- NPCs
    - Keymaker
        - Fixed the Common Key. It's now usable as intended.

## Known Issues
- Known Issues
    - Connecting to Server
        - Connecting with mods and/or older clients may result in issues joining the server. Older clients should be able to connect though, so we'll be looking into solving this issue.

    - World Generation: Loot
        - Custom dungeons that generate in the world spawn without loot in their chests. Vanilla loot chests (in e.g. Desert Temples or villages) should function normally.

    - Anti-Cheat issues
        - Using enchantments that break blocks in a radius (e.g. Drill, Excavate) will incorrectly detect you as cheating and kick you from the server.
    - Farming custom crops may not give Farmer experience
        - Specifically, this targets crops added by ItemsAdder
    - Dynamic View Distance
        - Due to how the Minecraft Client and Server interact with each other, fog distance may appear much further away than it would normally do. This is likely the best solution at the present.

    - Custom Enchantment: Vein Miner
        - Unique enchantment.
          If using "Custom Enchantment: Experience", only the initial block broken yields the bonus experience.
          Blocks that should be affected by Fortune (e.g. Diamond Ore) may not have the Fortune experience applied to it.

    - Custom Enchantment: Void Charge
        - Fabled enchantment.
          Enchantment may not activate. May need to be completely changed or removed.
          Players who have Void Charge may be refunded a random Fabled Enchantment Book if contacting an admin.

    - ItemsAdder: Repairing Items
        - Wooden and Stone Swords currently can only be repaired in an anvil using Oak Planks and Cobblestone respectively.
          You can still craft them using the vanilla blocks. You can also view the recipes in /ia, under "Swords".
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