Runecraft 1.3.0 Patch Notes

## Wiki

* Updated **Commands** to include changes to the !team command
* Updated **Food** to include changes to Carrots, Beetroots, and Potatoes

## General

**RuneCraft has been updated to work on versions 1.20.# (Note that this means RuneCraft will no longer work on version before 1.20.# or after 1.20.#)**

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Changes

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* The first time a player loads into a world they are now given complementary Stat Tracker, Settings menu, and Prayer book

## Blocks

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Bug Fixes

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* Emerald blocks will no longer appear as missing textures in worlds
* Mining a mob head with silk touch will no longer duplicate it
* Llama heads will no longer clip through the players head model when worn

## Commands

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Changes

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* Added **!credits** command

## Combat Options

Combat options have been a requested feature for a while. Choose how you want to gain your combat XP. Using combat options players will be able to set how they want their combat XP to be gained for any weapon style. By default, all players have shared XP distributions.

* To access the combat options, interact with gear in your inventory when you first load into the world. This gear can be crafted later using a book. Additionally, players can interact with a Smithing table while holding a combat weapon and crouching.
* From here, select between "Melee" and "Ranged" combat options
* For Melee, you will 3 options to choose from:
	+ Attack (Attack)
	+ Defense (Defense)
	+ Shared (Attack, Defense)
* For Ranged, you will have 2 options to choose from:
	+ Ranged (Ranged)
	+ Shared (Ranged, Defense)
* Note that you cannot disable Constitution XP from combat.

With these changes in place, it now opens up the opportunity for players to create a "pure." A pure player is one who focuses on maxing out a single skill. For example, a player could decide they want to focus all of their XP into Defense instead of Attack. This mean a player could have level 120 Defense with an Attack level of 1.

## Combat XP

Combat XP has received some adjustments with the combat options. Overall, the amount of XP a player gains from combat skills is reduced, this was to incorporate a balance between all of the skills. The following are the calculations for combat experience:

\*combatExperiencePool = damageDealt \* 7

constitutionExperience = damageDealt \* 3

*\*When allocating the "shared" style of combat experience, the experience rewarded to those skills is combatExperiencePool/NumberOfSkillsReceivingExperience ex. If you did 10 damage to an entity and you have 3 skills sharing the XP, you would get (10 \* 7)/3 XP per skill, or roughly 23 XP per skill.*

## Damage Indicators

Damage indicators have been added to RuneCraft to give the world a bit more style!

* 4 types of damage indicators
* Red - Melee damage
	+ A slightly altered background is displayed on critical hits
* Green - Ranged damage
* Purple - Magic damage
* White - All other damage

## Food & Related

I heard your feedback. Since there is still yet to be a dedicated farming skill, farm lovers were being impacted heavily by the food changes. These changes aim to improve my relationship with farmers.

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Bug Fixes

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* Raw and cooked Cod now properly restores health

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Changes

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* Carrots, Beetroots, and Potatoes now stack to 64 and only restore 1 health

## HUD System

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Bug Fixes

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* Fixed an issue causing a players health text to display as '0' when at low health
* Resolved an issue causing equipment with identifier lengths longer than 30 to not have their armor values displayed properly

## Items

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Bug Fixes

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* Corrected error messages when using a Shovel/Axe that a player does not meet the requirements for

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Changes

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* Swords no longer cut Bamboo faster
* Axes now cut Bamboo faster

## Stamina System

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Bug Fixes

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* Players will no longer be given the benefits of wearing graceful equipment when they do not meet the level requirements

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Changes

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* Optimized several aspects of the stamina system

## Menu

The Menu is a handy gear crafted with any book using a crafting table.

It allows you to:

* Set Combat options
* Set Team options
* set Skill XP Outputs
* Purchase Skillcapes

## Mobs

* Piglins and Piglin Brutes have had their loot tables and equipment updated

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Changes

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* Piglins, Piglin Brutes, and Vindicators have had their loot and equipment updated
* Tamed wolves are now healed the same amount of health as a player would receive from food
* Introduced breeding mechanics to villagers
	+ You can breed villagers with bread
	+ It takes 20 minutes for the villager to grow up
	+ There is a 4 minute cooldown before you can breed two villagers again

## Music & Sounds

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Changes

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* Sound files have been compressed to reduce the size of the add-on
* Music disc Relic now works with the custom jukebox
* Desert and Cherry Grove biomes have had their music updated to include OSRS music. The Desert biome introduces two new tracks from OSRS:
	+ Arabian: https://www.youtube.com/watch?v=Rptxw5O-nww&ab\_channel=OldScapeMusic
	+ Al Kharid: https://www.youtube.com/watch?v=q4D0InGS0DU&ab\_channel=OldScapeMusic

## Skillmaster & Skillcapes

I was not happy with the Skillmaster as it posed several issues:

1. I suck at making entities
2. I suck at making animations
3. He was far too rare in the world
4. I did not want to gate people who had achieved what is the hardest thing to do in RuneCraft behind having to find a Skillmaster to purchase a Skillcape.

As such, the Skillmaster is no longer spawning in RuneCraft and Skillcapes can now be purchased through the Menu item (gear icon).

## Teams

Teams have received a new coat of paint in RuneCraft update 1.3 and now uses colors to define each time. With this, an additional team has been created. Functionally there have been no changes, being in the same team as another player will prevent all damage from either player. Changes to the **Commands** page's team commands have been updated.

* Select between Red, Blue, Green, Orange, and Yellow team
* Players that are part of the same team will not damage each other
* Players can leave the team they are in and change them at any time
* A players team will now be displayed next to their name in chat

## Scoreboard Initialization

Scoreboard initialization has now been recreated in scripting API to be much more fluid and allow modifications easily. No noticeable changes will be made to on the players side, but it will allow me to ensure smooth player experiences across all updates.

## Structures

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Bug Fixes

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* Bastions no longer contain the vanilla golden equipment

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Changes

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* Bastion loot has been reworked to no longer contain any ore/mineral types aside from Black tools/ingots and Iron tools/ingots

## Equipment Unusable System

The item/equipment unusable system has received a major overhaul in 1.3. It has been optimized and made versatile, allowing for easy modifications for future additions.

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Changes

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* Rebuilt the system using the Scripting API
* Players are now given a message when equipping/using an item they do not meet the requirements to use
* The negative effects when using a tool now only apply when a player:
* When trying to equip a piece of equipment that they do not meet the requirements for, it will automatically be unequipped from the slot
* The negative effect applied only lasts 3 seconds, but will persist until the player has switched to a different item
* The negative effects when using a tool now only apply when a player:
	+ mines a block
	+ hits an entity

## Villager Breeding Mechanics

The goal of this change is to provide a short term fix for a long term issue. Currently villagers are unable to breed properly due to the changes to food. These changes provide a feasible way for players to breed villagers and obtain Nitwit villagers to progress the Thieving skill and normal villagers.

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Changes

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* Villagers can now be bred by feeding them bread
* Villagers have a 4 minute cooldown between being able to breed again
* There is a chance for additional villagers to be born when breeding them

## Skills

### Agility

Agility current has an unavoidable bug that creates a 1/3 chance for a player to not receive the appropriate amount of experience from fall damage. This cannot be fixed in the 1.20 version of the game, but the current preview for 1.20.10 provides some new techniques that will allow me to repair this system and make it much more reactive.

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Changes

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* XP Rates for Agility have been increased
* Agility no longer provides fall damage reduction
* Agility now correctly applies a bonus to stamina regeneration every 9 levels

### Woodcutting

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* Bamboo now gives Woodcutting XP when mined

### Prayer

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Bug Fixes

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* Fixed miscellaneous errors that could appear when attempting to bury bones

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* The Prayer orbs are now hidden on the players HUD until the player unlocks their first Prayer at level 5
* A sound is now played whenever a player buries a bone or remains

### Ranged

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Bug Fixes

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* Fixed an issue causing a player to be unable to gain Ranged XP if they had equipped any Ranged gear that they did not meet the level requirements for and unequipped it

## Thieving Rewrite

The Thieving skill has received a complete overhaul to create a better sense of pacing and a non-linear progression path. The goal with this rework is to give players more visibility, more responsiveness, and more choices.

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Changes

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* Unlocks for the Thieving skill have been reworked
* While attempting to steal from an entity, a bar with 3 sections will now appear above the players hotbar. Every second that passes will play a pop sound, if the player was in range a section of the bar will turn green, if not, it will turn red.
* Players must be within 3 blocks in any direction in order to be considered "within range"
* Two different sounds are now played whenever a player successfully steals/fails to steal from an entity
* XP gains when successfully stealing from an entity have been reworked
	+ Players will no longer gain incredibly high amounts of additional experience by stealing from the next entity they unlock. This is so they don't feel like they are wasting time by stealing from an entity they unlocked earlier on.

Your Thieving level also plays a significant part on your success chance and determining whether an item is enchanted or not along with what enchantments.

The higher your Thieving level, the higher your success chance is.

* **Success chance is calculated as (Out of 100):**

SUCCESS CHANCE = 60 + [ (*YOUR THIEVING LEVEL UP TO* 99 - T*HIEVING REQUIREMENT TO STEAL FROM ENTITY*) \* 0.66] + (10 : IF THE PLAYER MEETS THE REQUIREMENTS TO EQUIP THE THIEVING SKILLCAPE AND IS WEARING IT) + (5 : IF THE PLAYER IS INVISIBLE)

* The higher your thieving level, the higher chance of obtaining more enchantments on an item
	+ **maximum amount of enchantments an item can have is calculated as (Out of max possible enchantments):**

MAX POSSIBLE ENCHANTMENTS = Math.ceil(YOUR THIEVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY ) / 5 <= (MAX POSSIBLE ENCHANTMENTS ? 7 : MAX POSSIBLE ENCHANTMENTS) ? Math.ceil(YOUR THIEVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY / 5) : Max MAX POSSIBLE ENCHANTMENTS

* **The chance to continue enchanting is calculated as (Out of 100):**

*CHANCE TO CONTINUE ENCHANTING = (65 - (YOUR THIEVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY \* 0.5) >= 40 ? 65 - (YOUR THIEVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY \* 0.5) : 40)*

The list of possible enchantments and those values are calculated slightly different from the rest. Base enchantments have been designated Tier 1 and Tier 2, where enchantments like Silk Touch and Looting are considered Tier 2.

* **The chance of receiving a Tier 1 enchantment is calculated as (Out of total possible enchantments weight):**

*TIER 1 ENCHANTMENT CHANCE = TOTAL VALUYE + [200 - (YOUR THIEVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY)]*

* **The chance of receiving a Tier 2 enchantment is calculated as (Out of total possible enchantments weight):**

*TIER 2 ENCHANTMENT CHANCE = TOTAL VALUE + [50 - (YOUR THIEVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY)]*

After the enchantment has been selected, we now need to determine the enchantment level.

* **The enchantment level weight is calculated as (Out of total enchant level weight):**

*ENCHANTMENT LEVEL WEIGHT = (MAX ENCHANTMENT LEVEL \* 100) / [x^2 + (YOUR THIEVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY / 10)^3]*

Treasure enchantments work a little differently in that they are a completely separate calculation. The higher your level, the higher the chance to receive Mending, the lower the level, the higher the chance to receive Curses.

* **The chance of receiving Mending is calculated as (Out of 100):**

*MENDING CHANCE = [YOUR THEIVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY) \* 0.2]^1.1*

* **The chance of receiving Curse of Vanishing/Curse of Binding is calculated as (Out of 100):**

CURSE CHANCE = *15 / [YOUR THEIVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY) \* 0.2]^1.1*

Thanks for playing!