~MCME Summer Survival 2024~
This year for the summer survival we have been hard at work preparing and we have
gone above and beyond what we have done before.
For those that didn't join last year, we have turned our map into a giant RPG
with Dungeons, Bosses, Loot and Lore Questions scattered around the map.
We have introduced several new plugins with fun mechanics we are sure you will enjoy,
however some of these plugins require some explanation.
~Classes~
One of the biggest changes we have made is the introduction of classes on top of the
dungeons we had last year, each of our 4 classes allow you access to a selection of
different skills.
The classes are called.
Mage - Ranger - Rogue - Guardian
When you join Survival for the first time you should choose a class.
You do this by running the "/Class Profess" command which opens this interface.
Or you can right click on the Gandalf NPC at spawn which opens the same UI and gives you some starting supplies.
Once in this interface you can hover over each class for a brief description and then click
on your favourite to select it, once you have selected your class you cannot change it
unless you wish to completely restart your class levelling from scratch.
dungeons we had last year, each of our 4 classes allow you access to a selection of
different skills.
The classes are called.
Mage - Ranger - Rogue - Guardian
When you join Survival for the first time you should choose a class.
You do this by running the "/Class Profess" command which opens this interface.
Or you can right click on the Gandalf NPC at spawn which opens the same UI and gives you some starting supplies.
Once in this interface you can hover over each class for a brief description and then click
on your favourite to select it, once you have selected your class you cannot change it
unless you wish to completely restart your class levelling from scratch.
Choosing your skills and Levelling up
when you level up you can choose which skills you want to learn by running the
/Class Skill command which opens the skill GUI, from there you can hover over
the skills to see what they do and left click on it to level up the skill or right click
to unlevel the skill.
With each level up you gain 1 attribute point, which can be spent by opening the
attribute GUI by running the /Class Attr command.
The attributes available are:
Vitality: Increases health by 1 per point.
Spirit: Increases Mana/Stamina Regen per point.
Intelligence: Increases skill damage per point.
Dexterity: Increases Range and Speed per point.
Strength: Increases non skill damage per point.
Recovery: Increases the healing received from food per point.
Finesse: Increases attack speed per point.
/Class Skill command which opens the skill GUI, from there you can hover over
the skills to see what they do and left click on it to level up the skill or right click
to unlevel the skill.
With each level up you gain 1 attribute point, which can be spent by opening the
attribute GUI by running the /Class Attr command.
The attributes available are:
Vitality: Increases health by 1 per point.
Spirit: Increases Mana/Stamina Regen per point.
Intelligence: Increases skill damage per point.
Dexterity: Increases Range and Speed per point.
Strength: Increases non skill damage per point.
Recovery: Increases the healing received from food per point.
Finesse: Increases attack speed per point.
Using your Skills
For all 4 classes there are 2 types of skills Castable and Passive skills.
Castable skills will appear in the last slot on your hotbar and can be cycled through by
left and right clicking with the item in hand, then you cast them by pressing your drop key Q by default.
Passive skills cannot be cast manually, instead they will be cast either by chance or through something happening
to trigger the skill to activate, there are a few exceptions to this.
The Mage class has the Magic Missile skill by default which gets cast when a mage left clicks
with a stick, wooden sword or an item named "Wand"
and the guardian and rogue both have dash skills that use crouch right clicking to
activate the skill, though the guardian does require a shield in their offhand for it to work.
The Ranger has a selection of different shot skills that can be cast in the same way as castable skills
to select which type of shot they want to use.
Skills can also be bound to items using the /Class Bind command and once bound
the skills will be cast when the item is left clicked.
Castable skills will appear in the last slot on your hotbar and can be cycled through by
left and right clicking with the item in hand, then you cast them by pressing your drop key Q by default.
Passive skills cannot be cast manually, instead they will be cast either by chance or through something happening
to trigger the skill to activate, there are a few exceptions to this.
The Mage class has the Magic Missile skill by default which gets cast when a mage left clicks
with a stick, wooden sword or an item named "Wand"
and the guardian and rogue both have dash skills that use crouch right clicking to
activate the skill, though the guardian does require a shield in their offhand for it to work.
The Ranger has a selection of different shot skills that can be cast in the same way as castable skills
to select which type of shot they want to use.
Skills can also be bound to items using the /Class Bind command and once bound
the skills will be cast when the item is left clicked.
~Custom Weapons~
As part of the custom crafting recipes we have created a set of new weapons Daggers and Maces.
Daggers: deal less damage than a sword but do not have an attack cooldown.
Maces: deal more damage than axes but have a very long cooldown.
whilst the Dagger or the Mace may seem like they are very powerful in combat they have both
been tested in comparison to swords and axes and they all manage to defeat the same test
target in similar times.
~Custom Recipes~
I have been hard at work creating many custom crafting recipes for all of the items we have available this year
I will run through some of the important ones here, however they are almost all available in the crafting recipe book
and can be found quite easily.
The example recipes will only be using one resource however they can all be switched out for other resources.
The Mace is the only recipe that has a limitation to this because
Maces cannot be made of wood or stone.
Custom Weapon Recipes
Dagger Mace
Arrow Material Tiers
Iron Arrows and Diamond Arrows can be crafted using the same recipe as normal arrows
switching out the flint for iron and diamonds respectively.
switching out the flint for iron and diamonds respectively.
Hammers
Hammers are a new type of mining tool that mines slower than pickaxes,
however it mines out a 3X3 area instead.
These can only be crafted using Iron, Diamond and Netherite.
however it mines out a 3X3 area instead.
These can only be crafted using Iron, Diamond and Netherite.
Placeable Custom Inventory Blocks
One of our biggest custom recipe additions is the inclusion of recipes for almost all
custom inventory blocks.
Most blocks can be crafted using the Stonecutter, however there are some that have
shaped recipes on the crafting table, these recipes can be found in the recipe book
as mentioned before.
The Materials that can be put into the stonecutter are: Stone, Sandstone, Oak planks, Birch planks, Wooden Shingles and Quartz.
custom inventory blocks.
Most blocks can be crafted using the Stonecutter, however there are some that have
shaped recipes on the crafting table, these recipes can be found in the recipe book
as mentioned before.
The Materials that can be put into the stonecutter are: Stone, Sandstone, Oak planks, Birch planks, Wooden Shingles and Quartz.
Custom Brewing Recipes
The final set of recipes use a custom brewing system utilising the Cauldron.
There are several different Cauldron recipes created which can be found in the Custom Crafting recipe book
which can be created by crafting together a book and a crafting table.
The Cauldron UI can be accessed by right clicking on a cauldron with an empty hand,
and you can then start to fill the slots with the resources required for each recipe.
the block highlighted in red will change when there is a valid recipe in the cauldron.
and the area highlighted in blue shows the water level for the cauldron which is important for some recipes.
some recipes also require it to be placed over a campfire.
There are several different Cauldron recipes created which can be found in the Custom Crafting recipe book
which can be created by crafting together a book and a crafting table.
The Cauldron UI can be accessed by right clicking on a cauldron with an empty hand,
and you can then start to fill the slots with the resources required for each recipe.
the block highlighted in red will change when there is a valid recipe in the cauldron.
and the area highlighted in blue shows the water level for the cauldron which is important for some recipes.
some recipes also require it to be placed over a campfire.
~Parties~
Some of the dungeons this year are much more challenging than last year, as such we highly recommend
that you team up with others for some of them.
To facilitate this we have added a Parties plugin that integrates with the classes plugin.
To create a party run the command /pt invite [player name] and once they accept
a party will be formed, and any skills that affect allies will then work on your party members.
If you wish to leave the party, you can run /pt leave
When in a party any Class experience gained is shared between the party members
allowing the party to level up at similar rates.
~Bounties~
Is there someone who keeps stealing your loot?
Is there someone who keeps chasing you down and killing you?
If so Bounties are for you!
If you want someone killed why not pay someone else to do it using the /bounty command
you can see and set bounties on other players, all they need to do is kill the player to get the reward.
You can craft Bounty Trackers which allow you to identify the bounties location using the recipe below.
Once crafted you can assign it to a bounty by using the /bounty tracker <Name> command.
or right click the tracker on a bounty poster at a bounty board.
it will return to an unbound tracker once the target is killed.
~Rings~
The final thing to touch upon in this post are the Rings, which work in a similar way to the effect items last year.
Rings are a craftable item that can be combined with catalysts acquired from Bosses that once done grant
potion effects when they are held in your hand or offhand.
There are 4 different Tiers of rings that can be crafted.
Copper - Iron - Gold - Netherite/Mithril
Each ring can support two effects from a selection that varies depending on the rings Tier.
Copper | Iron | Gold | Netherite/Mithril |
Invisibility | Dolphins Grace 1 | Dolphins Grace 2 | Health Boost 5 |
Glowing | Night Vision | Conduit power | Regeneration 1 |
Night Vision | Haste 2 | Haste 4 | Resistance 2 |
Fire Resistance | Jump Boost 5 | Speed 4 | Speed 8 |
Jump Boost 3 | Slow Falling 3 | Slow Falling 6 | Strength 2 |
Ring Catalysts
Catalysts can be acquired by defeating bosses, and to keep this fun I will not be saying which items create which affects
or which bosses to get them from.
I will instead tell you that all Catalysts have a Golden name and a purple lore fragment in their tooltip
and their effects are related to both the bosses you acquire them from and the item the catalyst is based on.
or which bosses to get them from.
I will instead tell you that all Catalysts have a Golden name and a purple lore fragment in their tooltip
and their effects are related to both the bosses you acquire them from and the item the catalyst is based on.
Ring Crafting
Rings can be crafted using a ring of the appropriate material in the crafting table,
very similar to the recipe of a chest, once you have made a ring you can combine it
with a catalyst in a Smithing table to get a ring that grants an effect.
very similar to the recipe of a chest, once you have made a ring you can combine it
with a catalyst in a Smithing table to get a ring that grants an effect.
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