DungeonRun 8.0 — It's back! (type /go dungeonrun)
After several seasons of downtime, I am very happy to bring back Dungeon Run to the WilderCraft community. Launch date is soon!
- Greatly improved reliability — no critical bugs found 2 weeks before release
- Earn a free key daily — all ranks have a % chance of earning a daily key
- Wild: 10%, Sapling: 25%, Treant: 33%, Fairy: 50%, Dryad: 70%, Guardian: 100%
- Super-fast game starts in 20 seconds vs 2+ minutes before!
- New elite mobs
- 6 types: Cursed, Sturdy, Deadly, Extra Quick, Ignited, Frozen
- Buffs nearby mobs or curses nearby players
- New rare loot
- BackStab Dagger, FireWand, Healing Staff, Shield Smasher, Grappling Hook, Rapid Fire Bow, Sword of Zeus
- All bosses upgraded — with at least 1-2 new abilities
- Toxic Sludge: bomb, flood, knockback
- Halloween: pumpkin bolt
- Keep: soul firewall
- Nether: firewall
- Ice: snowspike, snowblast
- New /stuck command sends you back to dungeon spawn if you get trapped
- New effects —particles, sounds and other nice details
- Enderchest keys — Manages DungeonKeys automatically via echest
Bug fixes and new features
- [mobs] Mobs spawn in walls (6+ years old bug)
- [doors] Floating door buttons (6+ years old bug)
- Massive code refactor, the largest code rewrite I’ve done for WilderCraft yet… 10,000 lines of code so far!
- Improve lag performance by 20x in some cases
- Puzzle rooms are announced to the gamers (Thx Tarzansam and Badger!)
- Fixed roof respawn issue
- Worlds auto-cleanup is superfast now
- Greatly improved boss code reliability
- Greatly improved player and stats tracking code
- Totally overhauled game stats tracking internal system for greater precision and fewer bugs
- [loot] Smithing table now may contain armor trim, netherite sword and ingot loot (Thx ChipperTheFrog!)
- [loot] Brewing stands may now contain potions
- [loot] Removed OP enchanted books since they don't work
- [items] Prevent Staff of healing from being placed
- [items] FireWand tracks player damage now
- [code] /quit and /stuck should work much better
- [loot] Reduce armor spam drops
- Game duration time now displays seconds played too
- [keys] Dungeon Keys are no longer clickable (annoying!)
- Improved /dr command (short for /dungeonrun) for players and staff
- Improved scoreboard sidebar stats and display of goals
- Updated deprecated Minecraft API code (for maxhealth, button checks, fumble weapons, mob health)
- [loot] Limit special chest to 1 per room no matter what
- [loot] Prevent glass from being taken from holo chest
- [mobs] Delay mob spawning slightly to create more interesting encounters
- [rooms] Tons of small build fixes in rooms
- [mobs] Mob signs that failed previously now spawn mobs
- [themes] Refactor dungeonTypes so it's way easier to add new themes!
- [build team] Refactor _tall is automatically added to name when saving
- [build team] add /dr schem saveRoom command for magic!
- [build team] Fix auto delete worlds to not wipe dungeonplots (Thx The_End2!)
- [build team] mob signs checking is automatic in creative mode
- [build team] /dr schem check looks for lime wool in corners and will give you a pass/fail check if your room is okay to save (auto runs before saveRoom as well)
The team and I have spent the last month working on a complete overhaul of the codebase and rooms. Here's the full set of changes, bugfixes and enhancements we've added. We're in the final stages of bugtesting so expect a release announcement launch date very soon!
- Use /store to buy DungeonRun keys (must be on /go dungeonrun to receive them!)
- Use the NPC at spawn to transfer your dungeon keys from survival to /go dungeonrun, automatically!
- Type /go dungeonrun to visit the new server game lobby.