Loka Wiki

Update Log[]

This page should be kept up to date regularly, but for the most recent changes visit the forums official Artifact update thread. Dates here are displayed as Day/Month/Year.

2016[]

13/04/16[]

  • /horse should no longer set already-dead horses to other things, or revert them to normal.
  • Lots of fixes to how Industry chest handling works:
    • Placing, breaking, replacing industry chests should work properly now.
    • Smoke stacks for Industries now function to tell you whether your industry is empty or full, with black smoke over the offending chest(s) and white smoke indicating things are good to go.
    • Holos for industry chests broken will go away, rather than stay where they used to be.

11/04/16[]

  • Due to the massive nerf that 1.9.1 had on combat damage (nobody can kill each other anymore), we've made an across the board 33% increase in ALL PvP damage. In short, Damage done by players to players only was increased.
  • Territory Generators and Inhibitors now have a about a 15-20 block buffer zone wherein they cannot be modified.
  • With this, whenever you place a new TGen or Inhib, the entire 15-20 block buffer zone will be immediately regenerated to a clean-world state before the building is warped in. This is, in essence, to prevent wall cheeses.
  • Mobs no longer spawn in Battle Zones (when the fight is active, anyway. They'll still spawn if the inhibitor is still onlining)
  • Because we have not yet implemented the Mercenary System, third parties to the fights can now attack golems once again.
  • Fixed some incorrect strength calculation for fights.
  • You must have over 900 points to be eligible for capital. Additionally, null is no longer in the lead for capital. Sorry, null.
  • If you have one fight available per day, that really means one now, not two...
  • Various regeneration system tweaks and optimizations (It's getting really good now)
  • The aggressive foliage of Loka is now beginning to take back dead towns. Towns that are dead will now have their trees and leaves grow back, their torches and fires burn out, and overall look pretty baller.
  • Splashing water around boats was causing some strain on the server, so we turned it off.
  • Random read-only "chunks" that could not be edited have been fixed (thanks spunkie!)
  • Collecting blood no longer destroys your potentially stacked glass bottles.

08/04/16[]

  • New! /g perm - Town owners now have the ability to modify permissions for nearly every command/action in their town down. By defining a permission's level, you can give that member level and above access to that command. The current list of permissions is the following so far:
    • Add/Remove members
    • Edit the town Tag
    • Edit town MOTD
    • Edit town Banner
    • Edit town alignments
    • Place TGens
    • Place Inhibitors
    • Set town portal
    • Set member titles
    • Toggle mob spawning
    • Create/Edit Zones
    • Create/Edit Industries
  • Note that for perms like editing members or titles, you can only edit members who have a lower level than you. So level 2 members can't edit titles or remove other level 2 or higher members, for example.

06/04/16[]

  • Beetroot has been added to the Swamp in Garama
  • Remnants of the fallen will now remain for a bit after death.

05/04/16[]

  • Town Chests can no longer be placed into chests of any kind.
  • It is no longer required for a player that has just been added to your town to make the trek to your town in order to use its town portal. Given that town owners have /tpahere now, the minute you add a new player to your town, they will be able to use the Town Portal at spawn to reach your town for the first time.
  • More fixing of Regeneration stuff.
  • In order to catch special fish, you must fish in water that is at least 3 blocks deep. There is now a message informing you about this.
  • /quests should now once again show you quest information in Books.

02/04/16[]

  • The daily limit on Territory Generator placements has been removed for the weekend.

01/04/16[]

  • April's Conquest Changes are now live!
  • ALL CONQUEST BUILDINGS HAVE BEEN RESET. Town owners should get notifications about this and have been refunded the cost of all of their territories.

31/03/16[]

  • Updated Loka to Minecraft 1.9.2
  • certain special recipe for a commonly sought-after item has started to be caught up by various fisherman across the world.

28/03/16[]

  • New class of fish added: Gargantuan Fish. See if you can catch any!
  • Haldii, brother of Frodii has setup shop in Frodii's shack at Spawn. Show him any fish you caught to see if you've caught theBiggest Fish on Loka! The player who possess the biggest overall catch on Loka will earn the title of Angler so long as they remain the biggest catch leader!
  • We have taken steps to prevent autofishers from working. Because of the current and future plans for loot acquired by fishing, autofishers will very quickly break the fishing economy. As a result, it should no longer be possible to autofish.
  • Many server crash/stability fixes.

26/03/16[]

  • Show your best fish to Haldii at Spawn to see if you've caught the Biggest Fish on Loka!
  • Logging back onto Loka when you were riding a horse no longer deletes your horse.
  • AddedTitle system! Titles are slowly being reintroduced into Loka. Most of the ones you'll see thus far are due to victories in past seasons of Arenas/Battlegrounds
  • /here will now properly show you're in the Nether and The End as well as indicate where the boat/airship for both are.

23/03/16[]

We have implemented a Strength Decay System for Conquest that works as such:

  • At the moment your last TGen is either destroyed or you delete it, you will incur a big penalty in strength followed by a constant strength decay. The Math, in short, goes like this:
    • Whenever you lose your final TGen or delete it, we calculate an immediate 2-day full lump sum of decay and apply it. Then the decay goes into effect at a constant level until you bring a TGen back online.
    • In terms of calculating the decay, each day that you have more than 0 Strength and no TGens, we calculate your decay as though you lose a fight to a 900 rated town every day with a defending TGen count of 21. The 21 number is irrelevant, really, as it's just used to determine K Factor (we use 50 for decay). We then take that daily number and divide by 72 so that your strength is decayed a small bit every Minecraft day (there are 72 minecraft days in a real-life day; this is also how Guard Food and Town Balances work, btw).
    • As an example, a town with 1100 strength that loses its final tgen will lose 74 strength in addition to the actual loss they had in the first place. After that, they'll lose 34 the next day, 32 after that, 30, etc.
  • Decay can be seen in /g info if you have any (your Strength will be [Red])

21/03/16[]

  • Territory Battle Zones now exist from the moment the Inhibitor was placed (unchanged) to 5 minutes after the battle is over,regardless of whether the Inhib is up or not.
  • An expiring Battle Zone will inform all players within it periodically as to its time left.
  • Inhibitors no longer instantly delete after a TGen is destroyed.
  • TnT no longer damages friendlies and monsters.
  • TnT damage should be slightly less unpredictable and potentially less one-shotty.
  • Overall particle effects during Conquest have either been turned down or, in some cases, turned off. Hopefully this helps with some FPS lag
  • Towns marked as friendly now display as a darker shade of Blue so you can tell them apart from actual Allies
  • Greatsword of the Horseman no longer has its health and speed attributes. Too OP.
  • If your town is hooked up to Discord, your town will receive a notification whenever an Inhibitor is placed in your territory.

19/03/16[]

Three new automatically learned custom recipes have just been added. It is now possible to craft:

  • Cobwebs
  • Saddles
  • Iron Horse Armor

Please see /rb to see how to craft these items. More will come in the future!

16/03/16[]

  • When creating a town, there is no longer a period after you plant the schematic and before you finish the town where you're unable to use /home, /tpa, etc.
  • /here now shows where the nearest port is on your continent.
  • Power Shards given by Frodii should now work when attempting to buy from Arbre and should as well now stack with other Power Shards. If you have "bad" ones, ask an admin to replace them for you.
  • Loads of small lag fixes and optimizations.

09/03/16[]

  • New: /report - Use this to report possible bugs, griefs, funny business. This reaches out to all admins and serves as a nice way to get help on things.
  • /g motd clear - can now be used to clear your town's message of the day.

08/03/16[]

  • Doors fixed!
  • Golem Charged Effect increased from 10s to 15s
  • Weakness Tower decreased to Weakness 1
  • Beacon/Inhibitor button press notification range increased from 8 blocks to 30 blocks
  • Beacon Cooldown increased from 5m to 8m

02/03/16[]

  • Some very powerful Guards have been hired to watch over the docks. It would be unwise to test them.

01/03/16[]

  • New Fishing! You can now fish up various sizes and weights of fish! What they're used for, we dunno! Somethin'! Probably fishing tournaments!
  • Claimable Zones should now work to setup now. Put a sign on a Stone Brick block within a zone to toggle the zone as claimable (usable by town leaders).

2022[]

12/01/22[]

  • Infested Tiles
  • Infested Territories use our new Custom Biome Tech, allowing us to literally change the color, sky, ambient particles, and ambient sounds inside of a biome.
    • Two kinds of Infested Territories:
      • Yellow Wilderness - You will keep your gear if you die, but will drop any Unstable Loot you have gathered from monsters.
      • Red Wilderness - Typical wilderness, all gear drops. However, monsters here are both tougher, but also drop more loot. More risk, more reward!
  • 7 New Achievements related to Infested Territories. Go get 'em!
  • Vanilla mobs that spawn underground now have highly decreased drop rates.
  • Infested Territories spawn on Neutrals only.
    • Up to 5 can spawn on each continent. One per biome, 1 Red, and the rest are Yellow Infested Territories
      • Will not spawn adjacent to docks, each other, oor towns.
    • You cannot make a town on one.
    • You cannot place an inhib on one.
    • Infested Territories will rotate every 2 weeks, starting on Truce drop, then 2w after that.
    • Monsters that spawn, beyond the usual, can include Evokers, Vindicators, Slimes, and low chances to spawn Phantoms and Skeleton Horse jockeys!
    • Infested Monsters have natural fire immunity.
    • Passive mobs do not spawn.
    • Neutral Mobs, Extra Drop buffs, and Looting do not work in Infested Territories.
    • Ghast shrines drop twice as much gunpowder.

16/2/22[]

  • Mid-February Conquest Update
  • All reins requests for Reinforcements are now handled in a GUI.
    • Rejecting a player requesting for you is now permanent and they will not be able to request again unless you unblock them from the Rejected menu.
  • Every time you swing a sword/axe, your shield will incur a 1 second cooldown and cannot be raised during that time.
  • Module Updates:
    • Laser - Now respects Line of Sight and can no longer shoot through walls/ground/etc.
      • It's a bit shocking to get railed by this before you even see where the tgen/laser mod is.
    • Spectral - Spectral Lockdown now lasts only 10% of the base warp time (24s for Rivina, 48s everywhere else).
      • And you can no longer get Lockdown Debuff if you're destroying the Spectral mod's lamp.
    • Debilitating Aura - Increased the debuff time of DA from 8s -> 12s
    • Vicious Attack - The range of players affected by the attack/knockup has been increased from 5 blocks -> 8 blocks.
      • NEW: Whenever a player gets a charge from killing a Golem, one available defending Golem will perform an instant Vicious Attack on the charge-getter. This can only occur once for the duration of your Charge.
      • Also I think the knockback on this never used to actually work, but it does now, so that's fun.
    • Tactical Rush - Buff lasts now 2x longer and is a % of warp time, Healing Circle lasts 2x longer.
      • NEW: The Healing Circle that spawns when an attacker dies now Refreshes Speed II and Strength II to Full Duration (1m30s) as long as you stand on the circle.
    • Chain Reaction - Stun length of Golem increased by 5s.
      • NEW: When a Golem is Stunned, the defending TGen's Laser and TnT Modules are now disabled (like with Golem Override) for the length of the Golem stun.
    • Shield Wall - Any attackers with Shield Wall will not incur the Shield Cooldown (newly added from above section) when swinging a weapon.

23/03/22[]

  • Town Zoning 1.5
  • Introduces Zone Flags. With these flags you can change the permission of certain actions in a zone with that correspond with individual member levels.
    • The current zone flags are:
      • interact - Push buttons, flip levers, interact with animals etc.
      • teleport - Pearling, chorus fruit, etc
      • container - Opening any chest/container/brewing stand/etc.
      • shulker - Place, open, and break shulkers
  • Town Zones now operate under a Zero Trust mechanism. This is a common security practice these days on The Internets. What this means is that if a zone is Level 5, then a lower-level town member can do nothing in that zone.
  • Remember you can /town z test 2 to "become" a level 2 member for example and test things.
  • Other zoning updates:
    • All of /town z should support tab-completion now.
    • You can no longer even attempt pearling if you're in a zone with no teleport perms. Previously I guess you could still throw the pearl even though it wouldn't teleport you.
    • You can now edit zones while in test mode without having to drop out of /z test to make a change and then go back in.

29/03/22[]

  • 1.18.2
    • Loka's build heights have been increased to the new 1.17 levels (-64 - 319y).
    • All Continents (only) have had retrogeneration applied. This means that under all continents below y0, new vanilla caves have generated!
  • For the most part, all the things that generate with caves (lush caves, dripstone caves, all the mossy business, etc) have been left in excluding:
    • Geodes/Crystals and Azalea blocks. Azaleas will become native to the Sunset Isles.
  • Melons are no longer a protected resource and can be grown/farmed globally.
  • Replenishing Resources will soon work actually.
    • For flowers, the intent is that you can pick a flower anywhere you find them in the world, it is only when you bonemeal grass that any flowers non-native to the area will be blocked from growing.
    • Within a small radius around any "player-placed blocks" that extends to the sky, no replenishing blocks will regrow. This is to ensure that if you build something small and cool, that any trees you cut down to grow back into it.
  • There is a New Alliance Permission to Manage Reins.
    • This is separate from Calling Reins and simply lets alliance owners choose which towns may accept/reject reins requests.

08/04/22[]

  • Announcing Pre-Warps
  • Having hit some 180+ player fights lately, the time has come to implement Pre Warps. In short, before a battle starts, you can warp to the fight.
    • Once there are 5 minutes left before the fight starts, you will see the option to pre-warp to the fight. Once you have registered to warp, you can then simply click the Chorus Fruit item to warp out to the fight!
    • You cannot return to your town/beacon once you pre-warp!
    • There is a Pre-Warp Region, surrounding the TG/Inhib that extends a bit out beyond the building (indicated by a sphere of intermittent end rod particles).
  • All players in the region have Warp Protection (aka no friendly fire). They also cannot leave the area until the fight stars, fire any projectiles besides Ender Pearls, or tp outside of the region by pearling.
  • At precisely 1 minute left to the fight, the first warp will automatically be triggered.
    • As a result Conquest Fights now truly begin at 0s, rather than a minute later since the warp has moved up a minute.

17/04/22[]

  • Item Signing
  • Ask a player (or yourself!) to sign your item with /sign <player>.
    • Costs 100 Orbs for the player requesting the signature.
    • You can only do this near the player, within your town, or within a sanctuary.
    • Almost all blocks/items are signable.
  • Signature colors are based on the Generation of the Player. The older the player, more "epic" (per our rarity color system) it is colored.
  • There is now a Reserved Bottom Section Items which cannot be modified by players. This new area is where foes slain and signatures (and perhaps future things) will go.
  • Signatures (and foes slain, of course) will automatically update in the case of either a player's name change or a generational color change (rare, of course; only happens when new gens are added).
  • You can only have one signature on an item at a time. You'll be warned about stomping over the old one if you wish to change who's signed it.
  • There is a new setting in /profile to toggle signature requests.
  • Foes Slain are now tracked properly and will survive things like /lore clear.
  • This feature comes with 16 New Achievements! Good luck!

19/04/22[]

  • Part 2 to Lore Changes
  • We noticed quite a few players have very color-specific theming to their lored items that clash with the DARK_AQUA color of all Stat Tracking. So, we decided you can just change that color however you like! Use /lore stcolor to pick any of the 16 Legacy MC colors to use as the colored ST text.
  • Use /lore delete <line> to delete and remove that line of lore.
  • Use /lore line # space to add a blank link.

13/05/22[]

  • Introduces Zyre
  • Located over the Museum where the The End Airship Tower is
  • Hover over the Item Frame Map to choose (right-click) between dropping at one of 9 unique zones on Zyre! Alternatively, you can board the boat and be dropped off at a random location.
  • You must have a full diamond set and a diamond sword to go to Zyre!
  • You get one free fall-damage when you jump/pearl off the dropship. Dropships float well off the ground.
  • Once you arrive on Zyre, you cannot stay on the dropship to return back to spawn! The only way out is an escape ship or death.
    • There are 9 Escape Ships found throughout the isle, but only one is active at a time.
      • The exit Airship rotates randomly every 10m to one of the possible locations.
      • The Airship will warn when it’s about to move, not telling you where it will move to until it’s switched ports.
      • Much like other boats, you cannot escape the isle while combat tagged. If you are out of combat, there is a small sanctuary only on the deck of the airship itself.
      • There is a world-wide Compass in your Boss Bar which shows you directions as well as a permanent indicator of where the exit ship is.
    • Full Red-tag FFA PVP Island
    • Over 70+ new achievements (and a lot of hidden ones too!)
    • Rivina-style potion and pearl refunding.
    • The Ocean (Sea of Vanquish) is Corrupted (same as infested tiles).
    • Invisibility potions, elytras, boats, town chests, TnT minecarts, and many of the same placeable blocks forbidden in Conquest cannot be used/placed.
    • All gear (weapons, armor, tools) are tagged as Unstable.
    • Players have permanent, infinite Fire Resistance on Zyre.
    • Cannot pearl onto dropships.
    • All Gear/Weapons dropped on the isle is tagged by who dropped them! Useful for achievements, also for bragging!
    • Radar Powerup - See your 5 nearest enemies on your compass.
    • Month-long stat tracking for Kills/Deaths/Streaks (and more in the future).
  • Also introducing Parties!
  • Join a party, or add members to your party with /party add.
  • Once you join a party, you're automatically added to Party Chat (/ch pt).
  • You may toggle off the sidebar HUD if you'd like with /party hud.
  • Parties must have a leader, and only the leader can invite other players (/party leader).
  • On Zyre, up to 5 of your nearest party members are shown on the compass.

2023[]

07/02/23[]

  • Town Vendors and Logging
  • Create up to 2 Town Vendors in your town; unique town perms:
    • EDIT_VENDOR: Control who can create/edit Vendors
    • ACCESS_VENDOR: Control who can view Vendors at al
  • Use /town vendor to create, edit, move, and delete your vendors.
    • Each Town Vendor can have up to 24 Total Sales in their overall inventory.
    • Freely create Folders in the GUI where you can organize your sales into different categories as desired.
    • Upon creating a new Vendor, a Biome/Continent-specific Skin will be given to your new Vendor.
      • However, you have the ability to choose from any continental skin available. So you're not restricted to a Desert Skin if you'd rather have a Jungle/Savannah skin instead.
  • Provide numeric limits to your sales:
    • Per-Player Total: Define a total number of a sale that a player can buy (Up to 5, for example)
    • Absolute Total: Define a total number that can ever be bought by any players.
  • Create Sales for your that allow them to trade from a few sale types:
    • Regular Minecraft Item
    • Prestige
    • Shards
  • Provide numeric limits to your sales
    • Add a Description to a Sale (with the usual color code inputs) to provide more information, lore, text about a specific sale.
  • Navigate and Edit your Sales quickly with a number of shortcuts and quality of life features
    • Shift-click an item to instantly create Sales, or a Sale to auto-stock it
    • Freely arrange Sales to your liking

01/03/23[]

  • March Conquest Update
  • Mutators introduced with several categories, including Chaos and Light, Medium, or Heavy Mechanic Change.