Reign of Nether RTS

Reign of Nether RTS

Mod

Minecraft reimagined as a real-time strategy game

Client and server EconomyGame MechanicsManagement MobsWorld Generation

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🛠️ Bugfixes 🛠️

  • Heroes no longer reset their levels when unloaded
  • Unit ability cooldowns no longer reset when unloaded
  • Fixed a crash when selecting an unloaded unit from a control group
  • Fixed the Royal Guard not changing size for other players when using Avatar
  • Husks are no longer infectious like drowned
  • Fixed a UI bug where hero experience showed 0 if you were 1 exp away from levelling up

⚙️ Quality of Life ⚙️

  • Players and their allies now are notified when a friendly hero dies
  • Hero revive costs are now configurable via .toml files

⚖️ Balancing ⚖️

💀 Necromancer

  • The Necromancer and its zombies no longer burn under sunlight but are instead slowed
  • Blood Moon enemies now decay over 30s after the blood moon ends regardless of time of day
  • Raise Dead zombies now begin to decay over 30s after 1min
  • Raise Dead zombies now have helmets and a sword of higher tiers with each rank
  • Raise Dead cooldown raised from 60s to 75s

🧑‍ Royal Guard

  • Avatar now gives the Royal Guard increased move speed and slowness immunity (including against spider webs)
  • Mace slam radius increased from 2.5 to 3.0

🐷 Piglin Merchant

  • The Piglin Merchant has been working out and now more reliably climbs up steep hills

All Heroes

  • Heroes can now only have a max of 3 wither stacks on them (normally 6 stacks against regular units)
  • Exp required to level up has been raised by 20%

Heroes Beta

The time of heroes is upon us! Each faction has found a worthy champion for their cause. To play with heroes, set /gamerule allowHeroes to true and build your faction's altar during a game.

MONSTERS: The Necromancer (Spellcaster)

VILLAGERS: The Royal Guard (Tank/Bruiser)

PIGLINS: The Piglin Merchant (Support)

Heroes are modelled after the Warcraft 3 system

  • Trained and revived upon death at a special altar building for each faction
  • Level up to 10, gaining stats and a skill point with each level
  • 3 regular abilities with 3 ranks each, and 1 ultimate at level 6

🔷 Essential Mod Partnership 🔷

🛠️ Bugfixes 🛠️

  • Fixed poison spiders not having correct stats
  • The idle worker button now shows your faction-specific worker

🛠️ Bugfixes 🛠️

Fixed huntable animals not dropping any food

Units can now only pick up and eat cooked/prepared foods. Raw foods are only worth food resources and cannot be eaten. This includes all fruits and vegetables except golden apples and carrots.

🦸 Enabled the Royal Guard hero in sandbox 🦸

  • See ⁠sneak-peeks for details of their abilities

🔷 Heroes now have and use mana for spellcasting 🔷

  • This works pretty much like mana in any other game

🥩 Hurt units automatically pick up and eat food to heal 🥩

  • Heals at a rate of 5hp per hunger point
  • Eg. cooked beef is worth 4 hunger points for players, and heals units for 20 hp
  • This does not impede movement or attacks

🛠️ Bugfixes 🛠️

  • RTS Start Blocks that are removed via command are no longer tracked
  • Fixed Ravager Artillery arrows not damaging buildings
  • Fixed the Drowned production button not working correctly

⚙️ Quality of Life ⚙️

  • Items that are edible or worth resources are now much more visible in RTS camera
  • Placed units can now have their relationship modified in sandbox mode
  • RTS Units are no longer permanently stuck in powder snow
    • Instead, they fall a max of 1 block into it, then it converts into regular snow so they can escape

🛠️ Bugfixes 🛠️

  • Unit owners are now saved much more reliably between server restarts
  • Fixed a crash when putting a worker unit in a spawner
  • Mob spawners for vanilla units no longer have uncapped spawns at any range
    • This was causing significant lag in generated worlds with dungeons

⚙️ Quality of Life ⚙️

  • Exiting RTS camera while in sandbox will now always put you into creative mode instead of spectator
  • /rts-reset now puts everyone into spectator mode
    • ops can still manually change player gamemodes during a match if they want to
  • Double-clicking ungarrisoned units no longer selects garrisoned units and vice versa

🦸 🏛️ Added Hero Altars to Sandbox 🏛️ 🦸

Hero Altars are where each faction trains and revives their heroes. Training a hero for the first time is free but revival costs 100 food + 50 per hero level. Dead heroes are saved between server restarts but deleted on /rts-reset.

  • Villagers: Shrine of Prosperity
  • Monsters: Altar of Darkness
  • Piglins: Infernal Portal

👻 🔥 Improved vanilla mob spawners 🔥 👻

  • You can now use RoN unit spawn eggs on vanilla mob spawners
  • RoN units spawn at any light level (but won't spawn monster units that burn in sunlight during daytime)
  • Max 3 units per spawner, or 1 for castle-tier units (ghasts, ravagers, wardens). Nearby spawners of the same type raise this limit
  • RoN units spawn without any nearby players, but only if there are no player units in a 30 block range
  • Spawn delay is always 30 seconds, instead of a random time between 10-40 seconds
  • Spawned units are anchored to their starting position (ie. they retreat back there if you run away)

🛠️ Bugfixes 🛠️

  • Readded water and healing potions research for witches to the Library

  • Experience orbs for heroes no longer drop from a lone hero dying and now decay after 2mins

  • Fixed gamerules flyingMaxYLevel and groundYLevel not matching the menu number when updated via command,

  • Wheat that is transformed into netherwart is now fully grown and harvestable

  • Units hit by blaze fireballs no longer delay their fire tick damage

    • This was causing a weird situation where shooting one unit with too many fireballs made them take LESS damage
  • Mounted units no longer ignore direct right-click attack commands

  • Spiders no longer use webs when autocast is disabled

⚙️ Quality of Life ⚙️

  • Witch lingering potions no longer collide with mobs
    • This was causing them to sometimes hit tall mobs and make the effect cloud unreachable

🛠️ Bugfixes 🛠️

  • Fixed building abilities (including library enchantments) only being usable once
  • Fixed duplicate hotkeys on castles
  • Fixed some building upgrades being able to be queued multiple times

⚠️ This version changes the code for building save data, so please back up any old maps before loading them in case there's issues ⚠️

🛠️ Bugfixes 🛠️

Fixed building hotkeys being missing

⚠️ This version changes the code for building save data, so please back up any old maps before loading them in case there's issues ⚠️

🛠️ Bugfixes 🛠️

  • Neutral units now correctly attack non-neutral buildings when /gamerule neutralAggro is enabled
  • Cheats are no longer disabled whenever rejoining a world in sandbox mode
  • Fixed crash related to converting nether blocks
  • Fixed crash when using a Militia spawn egg on a spawner
  • Fixed worker gather targets not saving between server restarts
  • Necromancers can no longer cast blood moon if one is currently active

⚙️ Quality of Life ⚙️

  • Players are now in Spectator mode instead of Creative while RTS camera is active
    • This will reduce the ability for players to cheat by spawning in items
  • Mob spawners are now active whenever any non-neutral unit or survival player is near them
    • Creative players no longer activate spawners
  • Added spawn eggs for all neutral animal units
  • You can now shift-click the "Select all Military units" button to only select units on screen
  • Added a button to toggle full unit control in sandbox mode
    • This is the same as toggling the 'wouldyoukindly' cheatcode
  • Neutral buildings now award resources equal to 25% of their cost when destroyed

New Title Screen and Icon

  • Included in-game, Discord, Modrinth and Curseforge
  • Thanks to @omega9_6 for the design!

Necromancer Hero now available in Sandbox

The first of three heroes to join Reign of Nether, the Necromancer is a summoner, a veritable one skeleton army who can summon zombies and phantoms, collect the souls of the dead and even transform day into night under a deadly blood moon.

Heroes are designed after the Warcraft III system:

  • Max level 10, gaining exp from defeating enemies
  • Each level grants a skill point to assign to a new skill
  • Has 3 regular skills + 1 ultimate (available at level 6)
  • Health and damage scales with level

This hero is mechanically complete but still has some cosmetic changes to be fully complete (projectile model, particles, etc). I won't be including any heroes in regular gameplay until all three are done for balance reasons.

🛠️ Bugfixes 🛠️

  • Units no longer aggro against fish when /gamerule neutralAggro is turned on
  • Players are no longer teleported to their nearest building when logging in

🛠️ Bugfixes 🛠️

  • Vexes no longer aggro against friendly units
  • Other players can now see Militia holding up their swords when attacking
  • Fixed Militia not having a button to convert back into villagers
  • Fixed unit highlights not showing up behind blocks
  • Fixed owned units and buildings sometimes showing up as neutral when logging into a singleplayer world
  • Fixed rubberbanding from moving too fast at high camera sensitivity
    • To do this, the vanilla gamerule disableElytraMovementCheck is now set to true whenever a world starts up

📜 Languages 📜

  • Updated Russian (ru_ru)

⚖️ Balancing ⚖️

  • Slime cost increased back to (40 food, 40 wood, 40 ore)

🛠️ Bugfixes 🛠️

  • Fixed sometimes being kicked for sending too many packets when moving a large group of units
  • Fixed ghast fireballs sometimes not doing damage to buildings
    • They were actually doing half of their intended damage for quite a few patches now
  • Fixed the cursor sometimes selecting air blocks next to resources when ordering workers to gather
  • Fixed crash related to saving unit anchors
  • Toggled abilities are now synced if unit states are mixed
    • Eg. if you select a brute with a raised shield and one a lowered shield, clicking the ability only toggles one of them so they become synced
  • Neutral units no longer aggro against neutral buildings
  • Fixed beacon auras sometimes not working
  • During a match, your resources are always shown at the top left regardless of if you have anything selected
  • Wardens can no longer garrison
  • Fixed neutral units not attacking from garrisons
  • Buildings no longer remove blocks from nearby buildings when using /gamerule slantedBuilding
  • Fixed a food duplication exploit when two workers kill the same animal at the same time
  • Fixed the first wave survival wave sometimes being the incorrect faction
  • Fixed unit highlights not being visible behind transparent leaves
  • Fixed transparent leaves options not working when zoomed in too close
  • Fixed /gamerule slantedBuilding not working when using the typed command
  • Fixed start being able to choose more than one start block location
  • Fixed capitols being placed a block too high on negative Y level maps
  • Fixed crash related to building iron golems
  • You can no longer view an opponent's resources during a match unless you are a spectator
  • Evokers now stop their casting animation if their abilities are on cooldown

⚙️ Quality of Life ⚙️

  • Line of sight is now shared with allies
  • You can now send resources to non-allies again
  • /gamerule neutralAggro now also controls whether neutral and modded units are aggressive against player units

⚖️ Balancing ⚖️

  • Bonus damage from ravager artillery arrows reduced by 1

  • Slimes and magma cubes have more HP at all sizes above 1:

    • old: (15, 40, 75, 110, 145, 180)
    • new: (15, 45, 80, 120, 160, 200)
  • Evoker Vexes

    • Can now be autocast
    • Channel time reduced from 4 to 3 seconds
    • Cooldown reduced from 70 to 60s

🛠️ Bugfixes 🛠️

  • Fixed all languages having broken strings

📜 Languages 📜

  • Added Spanish (España) (es_es)
  • Misc language fixes and additions for:
    • Ukrainian (uk_ua)
    • Chinese (Simplified) (zh_cn)
    • Chinese (Traditional) (zh_tw)

🎮 Modded unit controls 🎮

  • All vanilla and modded mobs now have basic movement and attack controls
  • Enabled while in Sandbox or by using the cheatcode 'wouldyoukindly'
  • Attack-move only works against mobs that the controlled mob is naturally aggressive to
    • Disclaimer: sometimes the mob AI interferes with your commands
    • For example, iron golems constantly try to go back to the nearest village

🛠️ Bug Fixes 🛠️

  • Can no longer send resources to a non-RTS ally
  • Fixed unit and building ability tooltips not updating when language is changed
  • Fixed camera moving up constantly when switching to RTS camera
  • Fixed ghast soul fireballs not setting fires or creating soulsand when upgraded

⚙️ Quality of Life ⚙️

  • Workers can now gather modded log blocks such as those from Biomes O'Plenty
  • Huntable animals now show their food value next to their portrait
  • Updated /rts-help list
  • Added packet spoofing prevention on various player actions
  • All units and buildings are now converted to neutral instead of being destroyed when exiting sandbox mode
  • Double-clicking a villager now selects all nearby villagers of the same profession only

⚖️ Balancing ⚖️

🐰 The Killer Rabbit now has increased knockback resistance and attack jump height

🧑‍🌾 Villagers

  • Witches
    • Can now autocast any potion, but only one at a time
    • All potion abilities now have a shared cooldown
    • Added Water potions, unlocked with research costing (250 wood, 250 ore, 140s), which can extinguish mobs and blocks on fire
    • Added Healing potions, unlocked with research costing (350 wood, 350 ore, 180s), which can also harm undead units
    • Extended lingering potions research cost reduced from (250 food, 250 wood, 250 ore) to (0 food, 250 wood, 250 ore)

🐷 Piglins

  • Bloodlust
    • Health cost raised from 10 to 12
    • Attack speed boost raised from 50% to 60%
    • Affected units now regenerate their lost health over 30 seconds
  • Soul Fireballs
    • Cost reduced from (350 wood, 350 ore) to (300 wood, 300 ore)
    • Research time reduced by 10s
    • Soulsand duration raised from 8s to 10s
    • Blazes now do 0 damage on hit (only setting enemies on fire)
  • Wither Skeletons
    • Health raised from 90 to 100
    • Max wither stacks raised from 5 to 6

💀 Monsters

  • Sculk Amplifiers
    • Sonic boom damage is now reduced by 33% (from 75 to 50 damage) when split
    • Sonic boom can no longer be used on unfinished catalysts
  • Slimes
    • Cost reduced from (40 food, 40 wood, 40 ore) to (35 food, 35 wood, 35 ore)
  • Spin web duration raised from 5s to 6s

⏩ Updated to Minecraft version 1.20.1 ⏩

  • All known issues in the beta have been resolved
  • Moving forward, 1.19.2 is no longer supported
    • Servers can't load worlds that were created before the worldgen datapack was integrated into the mod
      • To resolve this, just delete the datapacks folder in that world
    • To load them in single player, choose "Safe Mode"

🐇 New cheatcode: thebeastofcaerbannog 🐇

  • Not even Ghasts are safe from it

🛠️ Bug Fixes 🛠️

  • Fixed camera centering on the tutorial world
  • Mounted piglins now heal from nether terrain
  • Anchors are now saved correctly on server restart

⚙️ Quality of Life ⚙️

  • Added commands to send resources to allies:

    • /sendfood <playername> <amount>
    • /sendwood <playername> <amount>
    • /sendore <playername> <amount>
  • GUI scale in RTS camera now matches your options, but cannot be higher than 3

  • Ravagers that are mounted no longer automatically aggro onto buildings

  • This prevents them hurting themselves from their own splash damage

  • Spiders now have a button to toggle whether they climb on walls or not

  • All cheats are now enabled by default in sandbox mode

  • Healing Fountains now heal 1% of hp per second instead of a flat rate, up to a maximum of 1hp/s

  • Dripstone is now mineable by workers, worth 1 ore each

  • Base Minecraft version updated to 1.20.1
  • Optimised the minimap performance by a lot
  • Fixed loading stuck at 100% after leaving a singleplayer map and rejoining

⚙️ Bugfixes ⚙️

  • Fixed Pillagers not attacking
  • Healing fountains now remove their water blocks when deleted
  • Beacon win timers are now saved between server restarts

⛲ 💖 Healing Fountains 💖 ⛲

  • Sandbox neutral building
  • Grants Regeneration I to all nearby units
  • Cannot be captured or destroyed

🔵 Neutral Transport Portals 🔵

  • Sandbox neutral building
  • Teleports units just like piglin transport portals but links cannot be changed except in sandbox mode
  • Cannot be captured or destroyed, and all players can use it

🦙 Llamas 🦙

  • Sandbox neutral ranged unit
  • Low range but high movement and attack speed

🛠️ Bugfixes 🛠️

  • Production % numbers no longer tick up when the game is paused in singleplayer
  • Player research is now reset upon being defeated
  • Fixed enemy illagers getting stuck in and under ice blocks when spawning over water
  • Units no longer automatically attack bridges and passive vanilla mobs when neutralAggro is true

⚙️ Quality of Life ⚙️

  • Alliances are now saved between server and client restarts
  • Transport portal links are now saved between server restarts
  • Selecting all military units no longer selects garrisoned units
  • Enemy buildings and units placed in sandbox become neutral instead of being destroyed after exiting sandbox
  • Buildings built by workers and any unanchored units will still be destroyed
  • You can now manage anchors on enemy units in sandbox

🛠️ Bugfixes 🛠️

  • Your start block is unreserved if you log out, change RTS or vanilla gamemodes or disable RTS camera
  • All start blocks are disabled if the game is started in a different gamemode
  • Fixed building outlines being weird when below Y level 0

⚙️ Quality of Life ⚙️

  • You can now start the game with start blocks with only one player
  • Added /gamerule slantedBuilding which lets players build regardless of flatness
    • This will also carve out terrain to fit the building, so be warned!
  • Survival and adventure players can now use allied transport portals
  • /gamerule neutralAggro is now true by default

▶️ Starting Position Blocks ▶️

In creative mode, place RTS Start Blocks to mark where players can start in a custom map. Players can reserve positions with a specific faction and you can see where and what faction other players have chosen.

If a map has these blocks, the usual starting method is instead replaced with a simultaneous start with a countdown.

You can have a max of 16 positions in a single map in any colours.

🐻‍❄️ Neutral Animals 🐼🐺

Added Polar Bears, Grizzly Bears (reskin of polar bears), Pandas and Wolves to the sandbox unit menu.

♟️ End Portals ♟️

Added an End Portal building to the sandbox building menu.

  • This is a capturable and invulnerable building that produces Endermen

⚓ Neutral Unit Changes ⚓

  • Neutral units placed in sandbox now have an anchor position they retreat to if idle or are >30 blocks away from it
  • In sandbox, you can select a neutral unit to change, remove or reset to their anchor position
  • All neutral units now grant instant resources equal to 25% of their cost when killed (this includes units from a defeated player)

🛠️ Bugfixes 🛠️

  • Fixed being unable to start sandbox mode when a world border is set
  • Fixed being unable to upgrade multiple libraries, labs or castles at the same time

Project members

SoLegendary

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Details

Licensed GPL-3.0-only
Published 8 months ago
Updated 5 days ago