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13th of November - A’therys PTS Towns Update

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A’therys PTS v1.1 - The Towns Update


 

It’s been a while since we’ve last spoken of the A’therys Public Test Server (https://bit.ly/3iSbFNF), but now we have news to share. On the 13th of November, 2020 we will be updating the testing server with the A’therys Towns plugin. Towns and Skills are without a doubt the focus of gameplay for many among us. You’ve played with the beginnings of the RPG plugin, which, while not quite yet, will be updated in the future. Now it’s time to play with the Towns plugin, to find and to iron out as many bugs we’ve missed in-development as possible. With the addition of the towns plugin for testing, you will see some slight changes come to the island of Soltair.

 

To facilitate these changes, the Public Test Server will return to a whitelisted status from the 6th of November until the 13th of November, once we are ready on the 13th, we will re-open with the below changes in effect. 

 

Primary Update

    We will not have towns creatable on the current adventure island, instead you will find transport on the north and south ends of the adventure island that will take you to a new land for you to conquer with your town members. On each end of the island, you will find a boat, speak to the captain aboard and they’ll ferry you to this new land where you can set up camp.

 

    Once you’ve arrived in this new land with friends, you’ll be able to party up and create a town of your own, build fantastic monuments with Conquest Reforged, and communicate with others in your nation to go on raids against whoever you deem to be your enemy. More detail on towns below in the section titled “Towns: A Brief Overview”.

 

 

With the inclusion of towns comes a battle for resources. While within the survival world, players will now drop all items in their inventory. Keep-inventory will still be on in the adventure world.


In both worlds, players will drop a portion of their wallet when they die. However, players will be able to store currency in personal banks which will not be dropped on death.

 

To help with regaining the items you’ve lost, we will be expanding the inventory of equipment shops in each capital.

 

In order to create a more balanced testing environment and give everyone a fresh start for Towns, all items, exp, currency and other data will be wiped from players. This will be the last time we wipe all data for the foreseeable future on the Public Test Server.

 

Additional Updates

 

    A few of the problems we’ve received feedback on include the help command and starting out having to grind for your first skill. These issues will be fixed in this coming update. You’ll be able to use /help and additional in-game tools to guide you, and we will be changing starting experience to allow you to select a starting skill as soon as you enter the server.

 

The island of Soltair has many smiling faces in the capitals, but interacting with them doesn’t do much. This update will add better equipment shops and quests given out by many of the inhabitants around the island. Speak with these NPC’s and you’ll be greeted with a mouse-clickable dialogue prompt where they’ll ask you for assistance if needed.

 

    One set of quests given will be Bounty Quests, given by the Sage in each capital. They’ll give you the coordinates and a laundry list of enemies to defeat. Complete their quest and you’ll be rewarded with a Bounty Token, redeemable for high-tier armor and weapons, which were previously gated behind grinding boss mobs.

 

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Towns: A Brief Overview

 

    The A’therys Towns plugin is the first usable Towny clone for sponge. The features are very similar to Towny as used in previous versions of A’therys with one big exception. It’s completely custom for our needs.

 

    In past versions of A’therys with Towny you would need an admin to approve your town’s placement, this is not necessary with A’therys Towns. Yourself and a party of companions simply need to set out into the world, find a good spot away from other towns, within your nation of choice, and claim your town.

 

    Mayors of towns may grant permissions to individual players or add them to premade roles in your town. If the mayor needs an assistant to manage members joining the town, the mayor may assign as many as they want.

 

    In addition to granting roles to members of the town, the mayor may also grant plots to residents, making them the plot owner and giving them access to set their own permissions within their plot. They may grant allies, neutral towns, individual players, or everyone permission to build, destroy, open chests, use buttons and levers, their permissions are fairly customizable.

 

    In the past there were rules on how long a town could be around with everyone in the town being inactive, which would require an admin to check the last online information for each member of a town and to clear the town. With A’therys Towns, we have a different way of doing this, Nation Taxes. Towns have tax upkeep that skims a portion of the money they leave in their Town Bank to the Nation Bank. These taxes will increase with your town’s active population and the total area of land your town has claimed. If your town fails to pay their tax contribution for an extended period of time, the town will be disbanded and free for raiders to pick through the ruins.

 

    Raiding is a fun time for everyone involved, is it not? You don’t have to answer, we have raiding built in to the towns plugin. Towns in enemy nations can become the target of raids. Players in your town with sufficient permissions will be able to pay a fee to summon a for-hire mage when near an enemy town, which has a set amount of health and lasts for a specific duration. If a town member dies near the raid area, they will respawn at the mage, and it loses health. Once the duration or health reaches zero, the raid is over and town members will respawn as normal.
 

    For those among you that don’t want to be raided, there is a way out, but it does come with a cost. You may disable PVP in your town, but with the increased protection you’ll be paying a higher percentage of taxes to the nation. If you rack up tax debt, you will not be able to re-enable PVP protections until that debt is paid.

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Towns: How do they work?

 

For testing purposes, to create a town you will need to have three members in your party, including the party leader. When you have enough coin to create a town, and you’ve found a spot to call home, the party leader will select two corners of what they’d like to be the Home plot, with /plot select A and /plot select B. Once the two corners are selected, the party leader will stand where they’d like spawn to be for the town and enter /town create “town”, where town is the name of your town. (Tip: you can use quotes to have spaces in your town’s name.) Once this is done, the party will vote if they wish to create the town here or not.

 

    Once your town is created you’ll have a maximum amount of area you can claim by creating additional plots. Note: Plots are no longer chunk based, you can claim any area greater than or equal to the minimum plot size of 8x8 blocks. If wanted, and if you have enough blocks to claim, you could have a plot which is 8x9 or 12x200. Any variation 8x8 or above is acceptable.

 

    Now, you may ask “If I can have plots of any size, how can I tell where one plot begins and another ends?” you can do so with visible plot borders. This is available by simply toggling /plot border true and /plot border false as displayed in this video made by CodeStripper: https://www.youtube.com/watch?v=TBZaFLSGWzA

 

    As your town grows in active residents, your max claimable area will increase. If your town loses resident activity or town members leave, your max claimable area will decrease. If you have claimed more area than the current maximum allowed,  your town will be in a state of excess where no more plots can be claimed until your claimed area is under your town’s maximum size. Additionally, any area that goes over your maximum will be taxed at a much higher rate than normal.

 

    What marks “active membership”? If players are offline for over a certain amount of time, they will be marked inactive. Inactive members will lower your tax amount, but they will also lower your town’s maximum claimable area. As long as members are active, you’ll be able to benefit from the added area they provide to your town.

 

Towns: Taxes

 

    Every tax cycle (seven days) your town will be taxed. You’ll be able to see the amount of tax to pay on the town info screen. This tax will come directly from the town’s bank. Taxes are an aggregate of the below pieces, specific numbers will come from patch notes at a later date, before the 13th of November.

 

Base Tax: The amount to be taxed regardless of town population or size. 

 

Population Tax: A set amount of additional tax for each active resident.

 

Area Tax: A set amount of additional tax for each block of town claimed.

 

Oversize Tax: An extra tax paid on town area that goes over the maximum size, if players leave your town or go inactive, your town’s maximum size decreases. The plots used over the new maximum area do not disappear, however they will be taxed in excess until either your active population increases to re-allow those plots, or until the plots are returned to the wilderness.

 

No-PVP Tax: If your town has pvp disabled, they will be taxed an extra percentage.

 

Nation Multiplier Tax: Nation heads can set an additional tax multiplier between 0.5 and 1.5.
Ex. If your overall tax is 1000 and your nation head sets the nation tax multiplier to 0.5, your town’s tax at collection time would be 500.

 

Towns: Commands

 

Command

Description

Resident Commands (Anyone)

/resident, /res

Base resident command

/resident info <player>

Displays information about a resident

/resident friend <player>

Adds a player as a friend

/resident unfriend <player>

Removes a player as a friend

Plot Commands (Town Mayor / Assistants)

/plot, /p

Base plot command

/plot info, /plot here

Displays information about the plot you're standing on

/plot select A

Selects corner A for plot manipulation

/plot select B

Selects corner B for plot manipulation

/plot select clear

Clears your currently selected points

/plot border <true/false>

Displays outline for town plots

/plot rename <new name>

Renames the plot at your location

/plot grant <player>

Grants the player ownership of the plot you're standing on

/plot permission

Base plot command

/plot permission info

Lists all permissions for each group in the current plot

/plot permission list

Lists all permissions for plots

/plot permission grant <type> <permission>

Grant permission to plot group

/plot permission revoke <type> <permission>

Revoke permission from plot group

Town Commands (Town Mayor / Assistants)

/town, /t

Base town command

/town info <town>

Displays information about a town

/town create <name>

Creates a town

/town ruin

Deletes your town

/town claim

Claims a plot in the town

/town unclaim, /town abandon

Unclaims a plot from your town

/town join <town>

Joins a town

/town invite <player>

Invites a player to your town

/town leave

Leaves your current town

/town raid

Base town raiding command

/town raid info

Shows current raid point information

/town raid create

Creates a town raid point at the current player location

/town raid cancel

Cancels your active town raid spawn point

/town kick <player>

Kicks the given player from your town

/town paydebt

Pay off your town debt early

/town spawn

Teleports you to the spawn of your town

/town setspawn

Sets the spawn of your town

/town rename <name>

Sets the name of your town

/town describe <description>

Sets the description of your town. You can use colors and styles with the format code (&).

/town motd <motd>

Sets the message of the day of your town

/town color <color>

Sets the color of your town.

/town pvp <true/false>

Enables/Disables PvP Protection in your Town

/town deposit <amount> <currency>

Deposits funds into the town

/town withdraw <amount> <currency>

Withdraws funds from the town

/town permit <player/town/nation> <permission>

Gives an entity a permission

/town revoke <player/town/nation> <permission>

Removes a permission from an entity

/town role add <player> <role>

Add town role to resident

/town role revoke <player> <role>

Revoke town role from resident

Nation Commands (Anyone)

 

/nation, /n

Base nation command

/nation info <nation>

Displays information about the nation

/nation list

Lists all nations

/nation deposit <amount> <currency>

Deposits funds into the nation

 

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All Hail Lord Cuddles and his all powerful alpha updates! Long Live A'therys!

33 minutes ago, Fendrak Ferol said:

If that tax feature makes it to the final server I will not be playing on Horizons. I'm especially talking about the disbanding of the towns part.

I mean, if you're inactive for three+ months, town go bye bye. :)

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41 minutes ago, Fendrak Ferol said:

If that tax feature makes it to the final server I will not be playing on Horizons. I'm especially talking about the disbanding of the towns part.

the town system was the exact same way, except this way it'll be automated instead of having an admin go out of their way. another thing to note is that nation heads have a big influence on how much you have to pay in taxes, so you could always petition for nation heads to lower the tax rate (or dip into politics yourself and run on that) 

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13 hours ago, Fendrak Ferol said:

If that tax feature makes it to the final server I will not be playing on Horizons. I'm especially talking about the disbanding of the towns part.

Wont lie the amount of taxation listed in there is incredibly terrifying and whilst I believe in the idea of taxation do you not feel that this is disincentive from actually encouraging nations to have populous and large towns? The fact the size of your town by area and population is quite terrifying. In a place like A'therys where you are trying to encourage your players to come back and attract new ones, how attractive is it for someone to see a list like that? 

The only ones I like on there is a base tax (everyone should pay for the privilege of having a town), no-pvp toggle tax (you want the protection? then pay for it.), and the nation heads tax (the nation head is in best position to understand thats nations finances); these are all influential or necessary. 

I have little sympathy for those who want to keep a dead town though, so I totally understand that aspect. 

 

I understand that this is the Alpha, but please don't strike down what you have struggled to have, a price for a town yes, but why charge for its successes?  If you launch live with this, I can gaurentee you somewhere down the line this will be one of the first 'concepts' you will likely pull from the server.  

-----------------------------------

That aside a massive well done for the work the dev team has done to get this through to fruition! 

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40 minutes ago, redninja685 said:

Wont lie the amount of taxation listed in there is incredibly terrifying and whilst I believe in the idea of taxation do you not feel that this is disincentive from actually encouraging nations to have populous and large towns? The fact the size of your town by area and population is quite terrifying. In a place like A'therys where you are trying to encourage your players to come back and attract new ones, how attractive is it for someone to see a list like that? 

The only ones I like on there is a base tax (everyone should pay for the privilege of having a town), no-pvp toggle tax (you want the protection? then pay for it.), and the nation heads tax (the nation head is in best position to understand thats nations finances); these are all influential or necessary. 

I have little sympathy for those who want to keep a dead town though, so I totally understand that aspect. 

 

I understand that this is the Alpha, but please don't strike down what you have struggled to have, a price for a town yes, but why charge for its successes?  If you launch live with this, I can gaurentee you somewhere down the line this will be one of the first 'concepts' you will likely pull from the server.  

-----------------------------------

That aside a massive well done for the work the dev team has done to get this through to fruition! 

You might be right. If it turns out area and resident taxes are so horrible, yeah, chances are they get taken off. Or, alternatively, towns might prosper despite them, and the taxes might do their job and help better manage inactive towns.

We don't know. We can't know. Not unless we try it. And hey, we're doing just that. Give it a chance.

 

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5 hours ago, Plum said:

Will macro-mod have server enabled restrictions?

Currently, no. If it's something that comes up as an issue, potentially, but it's not on the radar right now.

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