• Inventory Split Incoming

    MassiveCraft will be implementing an inventory split across game modes to improve fairness, balance, and player experience. Each game mode (Roleplay and Survival) will have its own dedicated inventory going forward. To help players prepare, we’ve opened a special storage system to safeguard important items during the transition. For full details, read the announcement here: Game Mode Inventory Split blog post.

    Your current inventories, backpacks, and ender chest are in the shared Medieval inventory. When the new Roleplay inventory is created and assigned to the roleplay world(s) you will lose access to your currently stored items.

    Important Dates

    • April 1: Trunk storage opens.
    • May 25: Final day to submit items for storage.
    • June 1: Inventories are officially split.

    Please make sure to submit any items you wish to preserve in the trunk storage or one of the roleplay worlds before the deadline. After the split, inventories will no longer carry over between game modes.

Ability Terminology Consistency Project: Rollout 1

MonMarty

Nothingburger
Staff Member
Lore
Joined
Jun 29, 2012
Messages
4,441
Reaction score
34,451
Points
673
Age
34
We are in the middle of a major consistency update that should make information a lot clearer when it comes to abilities (what is an Instant Ability, what is Emote Distance ability with an Athletic counter, amirite?) With clearer information, also comes clearer use-cases and some flexibility we can afford ourselves. As a result, we're going to tackle some lore restructures particularly of anti-aberrant and aberrant status to make it feel a little less black and white. For example, Witchbloods should no longer affect all aberrants, but focus on pre-cataclysm warfare with the Arken, thus Mages, Silven, Sorcerers, etc, and not have a kit designed to thotcrush Vampires who came about /after/ Dragons all disappeared (which makes zero sense). As a result, the Witchblood kit has seen a major change, and we expect a major change to also occur for the Sihndar in the upcoming rewrite, as well as a major change in the Crimson Witches, and some of the Vampire Mutations. But this whole system is being rolled out slowly, one per day, so that we have time to properly develop them. We're starting today with Witchbloods. Here is the change log:
  • Venator Combustion (now Entrapment) only works on Mages, Sorcerers and Silven, but has no counters anymore.
  • Venator Silence only triggers on active grip and weapon touch, and only Mages, Sorcerers and Silven.
  • Venator Repentance has been removed from lore for being an anti-fun ability.
  • Venator Blades (now Detection) has been changed to act more like a one-time sonar ability instead of a constant detection, but still detects any Infested-tier Aberrant and higher (not just Mages etc.)
  • Umbra Translocation has been removed from lore for being an anti-fun ability.
  • Umbra Cleanse (now Mindwall) protects against Mind Illusions as well as Object Illusions, and makes Witchblood immune to Target Curses and gives them some defense against Object Curses from Mages.
  • Umbra Scales has been removed from lore for being too complicated.
  • Umbra Tracking (now Hunting) Allows any Witchblood to see the tracking effect, and this also triggers on punches, and also works on all Infested-tier Aberrant and higher (not just Mages etc.)
  • Protego Deflecting has been removed from lore for no longer fitting the kit.
  • Protego Shattering (now Smashing) has been changed to be instant, one-day cast, and done at Emote Range, not just short range.
  • Protego Warding (now Resurrection) has seen some considerable changes. It now affects being killed by any type of lethal attack from even non-aberrant, but instead of resurrecting at the Dais, the character gains 10 second harm immunity before reforming without harm on the spot. One-per-day use.
  • Protego Shielding now cancels any non-harm effect spells from Mages, Sorcerers and Silven, but still halves damage spells and redirects them to the caster.
  • NEW Venator Scalehide gives the Witchblood Dragonscale skin protecting against slicing and slashing damage, while also making them immune to Werebeast and Vampire teeth and claws.
  • NEW Venator Tongues allows the Witchblood to hear and speak Wyrm Tongue while also communicate in one-way instant messaging to Dragons through the Soul Rivers.
So what does this mean? The Witchblood kit was super-overloaded with a lot of redundant abilities, while 12 mutations also seemed a bit much when all other mutation kits are max 10. Witchblood gain 2 abilities useful against even non aberrants, but lose a majority of their anti-aberrant kit to Mage-Silven-Sorcerer only counters. The thought process here is to follow the lore in that Witchblood predate the creation of other Aberrations, and should not have a kit designed to fight them, the Sihndar should instead, who will take up the anti-Werebeast and Vampire niche and have their kits neutered against Mages. Witchbloods gain some usability outside of aberrant fighting, lose some of their anti-Vampire potential, but gain some in anti-mage potential. Some of the un-fun abilities are removed and made place for very clear and informative abilities.
  • NEW Group Mechanics. All Witchblood will be given 3 new free group mechanics. The first one being, if 3 Witchblood are present, they can banish an Arken or Herald for up to an hour from a roleplay event or scene. Another is where at least 2 Witchblood can produce a holographic image of any Dragon they have seen. The third is where at least 3 Witchbloods together can detect the presence of Dragonblood or Dragons near.
  • NEW Aesthetic Mechanics. All Witchblood will be given 3 optional visual mutation mechanics that they can tinker with. The first one being green energy stuff to manifest a visual for their mage-hate, the second weapon aesthetics, and the third a ghostly green Dragon-knight armor and Dragon wings.
The loss of anti-Vampire mechanics offloaded with Aesthetics as well as the fore mentioned Venator Scalehide which is useful to even non-aberrant fights, and Tongues which pulls them more in line with the Ritualism skills. Furthermore, Archblood Arsenal is also added as a Greater Mutation, which obviously has to be acquired IC through progression and Event mechanics.

These changes might be experienced as controversial among the Witchbloods, but we believe that the "7 types of aberrant hunters" are all starting to tip-toe over each other, and some consistency with the lore won't hurt anyone. We're taken away some anti-Vampire power, while adding some anti-Mage power and adding some even non-aberrant useful mechanics and aesthetics and group fup, to offload the loss of hypothetical power index. These kind of changes are expected to roll out across the board for anything with abilities, and finally a crowning piece page that explains all the terms.