New Release! (BTW V4.99999A0C Marsupial?!)
- FlowerChild
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New Release! (BTW V4.99999A0C Marsupial?!)
Version 4.99999A0C Marsupial?! of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added Hardcore Sinkholes as yet another thing you shouldn't worry about, particularly in the nether, where you should really be completely relaxed about the whole thing.
-Added a few new trades to villagers to further flesh out the system in the previous releases.
-Added a chance to find a small number of peasant villagers in abandoned villages, as well as butchers and blacksmiths in semi-abandoned ones. This should give villagers a bit more progression where the basic ones are more likely to be encountered in the early game, and with the more advanced professions only being encountered as your roam further afield. This is to help play off of some of the tutorial aspects in the trades of villagers and to make them feel like a more integrated part of the overall progression. It should also make finding abandoned villages in the early game a bit more interesting and make them more worthwhile to explore. Note that this will not affect already generated villages and will only occur with new ones.
-Changed (increased) the radius at which villages will be semi-abandoned to make them a bit more prominent and fit better with the above addition of different villager types to them. Again, this only applies to newly generated villagers.
-Changed a little something something about priests. This one you should probably worry about.
-Changed skeletons to not be damaged by cactus to make them a little less of a Swiss army knife defense system.
-Changed Bloodwood logs to use the same orientation method on placement as regular vanilla logs.
-Changed snow so that the movement penalty it applies is in addition to whatever modifier the block beneath it applies, instead of overriding it entirely. This means for example that you will move faster on snow above cobble than you will on snow above leaves.
-Removed the cobble and gravel trades for villagers as upon further consideration I became concerned that those trades would actually discourage construction projects (roads in the case of gravel) as there might be a tendency to want to save those resources for trading. I also wanted to limit the possibility of cobble gens being used to generate cash. If your villagers already had such trades available, they'll still be there, but new ones won't be generated.
-Fixed problem that was causing the hunger bar not to wiggle on using a Hand Crank.
-Fixed a potential crash with the villager trading GUI that seemed to be a vanilla leftover.
-Fixed problem where Packed Earth, Dung, and Blight blocks wouldn't rotate on the Turntable in terms of them not transmitting rotation to blocks above them or attached blocks like torches.
-Fixed problem where the Block Dispenser was harvesting cocoa beans as cocoa powder, wouldn't plant cocoa beans when activated, and wouldn't spit out Cocoa Powder as an item.
Enjoy! :)
-------------
If you'd like to say thanks for this release and help contribute to the further development of Better Than Wolves, please consider making a donation:
Download Link
This release contains the following changes:
-Added Hardcore Sinkholes as yet another thing you shouldn't worry about, particularly in the nether, where you should really be completely relaxed about the whole thing.
-Added a few new trades to villagers to further flesh out the system in the previous releases.
-Added a chance to find a small number of peasant villagers in abandoned villages, as well as butchers and blacksmiths in semi-abandoned ones. This should give villagers a bit more progression where the basic ones are more likely to be encountered in the early game, and with the more advanced professions only being encountered as your roam further afield. This is to help play off of some of the tutorial aspects in the trades of villagers and to make them feel like a more integrated part of the overall progression. It should also make finding abandoned villages in the early game a bit more interesting and make them more worthwhile to explore. Note that this will not affect already generated villages and will only occur with new ones.
-Changed (increased) the radius at which villages will be semi-abandoned to make them a bit more prominent and fit better with the above addition of different villager types to them. Again, this only applies to newly generated villagers.
-Changed a little something something about priests. This one you should probably worry about.
-Changed skeletons to not be damaged by cactus to make them a little less of a Swiss army knife defense system.
-Changed Bloodwood logs to use the same orientation method on placement as regular vanilla logs.
-Changed snow so that the movement penalty it applies is in addition to whatever modifier the block beneath it applies, instead of overriding it entirely. This means for example that you will move faster on snow above cobble than you will on snow above leaves.
-Removed the cobble and gravel trades for villagers as upon further consideration I became concerned that those trades would actually discourage construction projects (roads in the case of gravel) as there might be a tendency to want to save those resources for trading. I also wanted to limit the possibility of cobble gens being used to generate cash. If your villagers already had such trades available, they'll still be there, but new ones won't be generated.
-Fixed problem that was causing the hunger bar not to wiggle on using a Hand Crank.
-Fixed a potential crash with the villager trading GUI that seemed to be a vanilla leftover.
-Fixed problem where Packed Earth, Dung, and Blight blocks wouldn't rotate on the Turntable in terms of them not transmitting rotation to blocks above them or attached blocks like torches.
-Fixed problem where the Block Dispenser was harvesting cocoa beans as cocoa powder, wouldn't plant cocoa beans when activated, and wouldn't spit out Cocoa Powder as an item.
Enjoy! :)
-------------
If you'd like to say thanks for this release and help contribute to the further development of Better Than Wolves, please consider making a donation:
Re: New Release! (BTW V4.99999A0C Marsupial?!)
Awesome! Looking forward to trying it out.
Re: New Release! (BTW V4.99999A0C Marsupial?!)
Flesh out, eh? I do wonder...-Added a few new trades to villagers to further flesh out the system in the previous releases.
O-oh no. When you say there's something to worry about I get really worried.-Changed a little something something about priests. This one you should probably worry about.
This one makes so much sense. They don't have no skin, why would they be hurt by cactus anyways? And of course the gameplay reason you mentioned. Little things like this I really appreciate.-Changed skeletons to not be damaged by cactus to make them a little less of a Swiss army knife defense system.
Thanks, FC, for what looks to be another really solid patch!
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Re: New Release! (BTW V4.99999A0C Marsupial?!)
FlowerChild wrote: -Removed the cobble and gravel trades for villagers as upon further consideration I became concerned that those trades would actually discourage construction projects (roads in the case of gravel) as there might be a tendency to want to save those resources for trading. I also wanted to limit the possibility of cobble gens being used to generate cash. If your villagers already had such trades available, they'll still be there, but new ones won't be generated.
I've been using smoothstone for my roads, is gravel faster?
- FlowerChild
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Re: New Release! (BTW V4.99999A0C Marsupial?!)
It's the same. The nice thing about gravel for roads though is that it sucks for other forms of construction, thus you tend to have a surplus of it laying about.jakerman999 wrote:I've been using smoothstone for my roads, is gravel faster?
- FlowerChild
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Re: New Release! (BTW V4.99999A0C Marsupial?!)
"b" version to correct movement modifiers due to terrain not being applied consistently. All links in OP and otherwise also updated:
Download Link
Download Link
Re: New Release! (BTW V4.99999A0C Marsupial?!)
Man FC is on a roll again. I am assuming that there is gonna be one more release since you haven't hit 5.0 yet.
I like the change to Skellys and Cacti, it makes sense because they aren't fleshy creatures, so they don't really have anything that cacti can hurt.
I like the change to Skellys and Cacti, it makes sense because they aren't fleshy creatures, so they don't really have anything that cacti can hurt.
Re: New Release! (BTW V4.99999A0C Marsupial?!)
Wow new release already, this looks exciting. I wonder what Hardcore Sinkholes could be? I haven't the faintest idea. Oh well, guess I shouldn't worry about it ;), can't wait to try this update out.
Re: New Release! (BTW V4.99999A0C Marsupial?!)
Sinkholes?! What new hell is this!
- ThePowerofTower
- Posts: 99
- Joined: Wed Aug 29, 2012 11:32 pm
Re: New Release! (BTW V4.99999A0C Marsupial?!)
I'll keep some napkins by the computer. Awesome update, man!FlowerChild wrote:Version 4.99999A0C Marsupial?! of Better Than Wolves is ready for download!
-Changed a little something something about priests. This one you should probably worry about.
Re: New Release! (BTW V4.99999A0C Marsupial?!)
I'm scared.
FlowerChild wrote:If you have a suggestion, I recommend that it have pure manna from heaven flowing forth from its vagina to warrant posting it at this point in time.
Re: New Release! (BTW V4.99999A0C Marsupial?!)
Is Marsupial an inside joke or part of the ever growing spiral of madness that Flowerchild has attempted to use to destroy our minds?
BTW Community Server Discord: https://discord.gg/arZpuYW
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- Gilberreke
- Posts: 4486
- Joined: Thu Jul 14, 2011 3:12 pm
- Location: Belgium
Re: New Release! (BTW V4.99999A0C Marsupial?!)
Ah, I was wondering how you'd tackle that issue. That's probably as elegant a solution as you'll ever find. I like it. Especially the butchers are interesting, since I really like what they do to tech progression.FlowerChild wrote:-Added a chance to find a small number of peasant villagers in abandoned villages, as well as butchers and blacksmiths in semi-abandoned ones. This should give villagers a bit more progression where the basic ones are more likely to be encountered in the early game, and with the more advanced professions only being encountered as your roam further afield. This is to help play off of some of the tutorial aspects in the trades of villagers and to make them feel like a more integrated part of the overall progression. It should also make finding abandoned villages in the early game a bit more interesting and make them more worthwhile to explore. Note that this will not affect already generated villages and will only occur with new ones.
Haha, we just found a priest, I'm a bit scared :)FlowerChild wrote:-Changed a little something something about priests. This one you should probably worry about.
I like this one for sureFlowerChild wrote:-Removed the cobble and gravel trades for villagers as upon further consideration I became concerned that those trades would actually discourage construction projects (roads in the case of gravel) as there might be a tendency to want to save those resources for trading. I also wanted to limit the possibility of cobble gens being used to generate cash. If your villagers already had such trades available, they'll still be there, but new ones won't be generated.
Super release, will give it a try ASAP. Probably tomorrow.
Come join us at Vioki's Discord! discord.gg/fhMK5kx
- FlowerChild
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Re: New Release! (BTW V4.99999A0C Marsupial?!)
Hehe...yeah, I was pondering that one since your stream, and even before then I was feeling that it was a shame that whole "tutorial" aspect wasn't better exploited. The way it stands I played around with the numbers a lot so that I think they come across quite well thematically without blowing the feel of abandoned villages actually being, you know...abandoned :)Gilberreke wrote:Ah, I was wondering how you'd tackle that issue. That's probably as elegant a solution as you'll ever find. I like it. Especially the butchers are interesting, since I really like what they do to tech progression.
I also added in a few small details to help emphasize the effect that I think people will get a kick out of.
Anyways, I've also been feeling for a long while that it was unfortunate that in many LPs and such that I've seen, villages within the abandoned area were often being ignored entirely by players and thus becoming non discoveries. Hopefully this brings back a little more of the "Oooo...a village" sense of excitement to them.
Re: New Release! (BTW V4.99999A0C Marsupial?!)
That almost gave me a heart attack until you said we shouldn't worry about it. What a relief...FlowerChild wrote: -Added Hardcore Sinkholes as yet another thing you shouldn't worry about, particularly in the nether, where you should really be completely relaxed about the whole thing.
There goes that sense of ease...-Changed a little something something about priests. This one you should probably worry about.
Former Drill Sergeant and cranky gamerFlowerChild wrote:For example, I'm feeling such a whim right now, and look forward with anticipation to the feeling of satisfaction that shall come from acting upon it.
Re: New Release! (BTW V4.99999A0C Marsupial?!)
you genius!
new line... new page
its almost like the beginning of the end of a poem, beautiful
new line... new page
its almost like the beginning of the end of a poem, beautiful
-I stopped playing Minecraft a long time ago; BTW is its own game to me
-even after these forums are gone, as long as I have the files, I will continue to play Better than Wolves
-even after these forums are gone, as long as I have the files, I will continue to play Better than Wolves
Re: New Release! (BTW V4.99999A0C Marsupial?!)
stumbled upon the pigman "evil" changes. like them!
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Re: New Release! (BTW V4.99999A0C Marsupial?!)
great, now this is back in my mindFlowerChild wrote:Version 4.99999A0C Marsupial?! of Better Than Wolves is ready for download!
-Changed a little something something about priests. This one you should probably worry about.
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- Sinornithosaurus
- Posts: 107
- Joined: Thu May 30, 2013 9:58 pm
Re: New Release! (BTW V4.99999A0C Marsupial?!)
"A0C"
I'm probably missing something that will look obvious in retrospect ._.
Many thanks for the fantastic update!
I'm probably missing something that will look obvious in retrospect ._.
Many thanks for the fantastic update!
Re: New Release! (BTW V4.99999A0C Marsupial?!)
I love the update. My stomach flipped when I fell into a pit in the desert.
I have a question. The last update you fixed wicker returning 9 sugarcane. How about blocks of flint?
I'd like to use them as a storage block, but maybe it's intended you can't turn them back?
I have a question. The last update you fixed wicker returning 9 sugarcane. How about blocks of flint?
I'd like to use them as a storage block, but maybe it's intended you can't turn them back?
- CryoPhönix
- Posts: 6
- Joined: Thu Jan 23, 2014 9:17 am
Re: New Release! (BTW V4.99999A0C Marsupial?!)
You have to break them with a pickaxe to convert the blocks back to flint.I have a question. The last update you fixed wicker returning 9 sugarcane. How about blocks of flint?
I'd like to use them as a storage block, but maybe it's intended you can't turn them back?
Re: New Release! (BTW V4.99999A0C Marsupial?!)
Thank you Cryo. Oops, I'm silly I didn't check that first. Nevermind =)
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Re: New Release! (BTW V4.99999A0C Marsupial?!)
Is it a intended feature, that tamed wolves do howl now?
I'm pretty sure it wasn't the case in 4.899+ and i can't find it in the changelog.
In case it's intended, can someone give me a hint how to handle the reach of those sounds? Moved my wolves to a unloaded area for now...
I'm pretty sure it wasn't the case in 4.899+ and i can't find it in the changelog.
In case it's intended, can someone give me a hint how to handle the reach of those sounds? Moved my wolves to a unloaded area for now...
Re: New Release! (BTW V4.99999A0C Marsupial?!)
I'm pretty sure they have howled since FC put the feature in. Have you tried the spray bottle? A quick squirt to the face usually stops them. Mine have gotten to the point where just having the bottle in my hotbar will get them to behave.garrak_x86 wrote:Is it a intended feature, that tamed wolves do howl now?
I'm pretty sure it wasn't the case in 4.899+ and i can't find it in the changelog.
In case it's intended, can someone give me a hint how to handle the reach of those sounds? Moved my wolves to a unloaded area for now...
- FlowerChild
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Re: New Release! (BTW V4.99999A0C Marsupial?!)
Yup, tamed wolves have always howled. The thing is they only howl in response (they won't howl unless they hear one first), so what their howling means is that there's a wild wolf somewhere in the vicinity.