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Behind the Scenes - August

Hegemon Owner posted Aug 1, 18

This month we're mainly focusing on two things:

- Improving backend systems for more optimizations and features 
- Updating everything to 1.13

Lots of behind the scenes backend stuff that will not translate to gameplay in the short term but very worth doing.

We are also making good progress on Innsbruck with the addition of several new merchant houses as well as preparation of integrating the Bank and the Church from the previous Innsbruck design into the current design, lots of construction work coming!

Hope everyone is having a great summer break!

Behind the Scenes - July

Hegemon Owner posted Jul 12, 18

Apologies for the late Behind the Scenes update but we wanted to wait for some critical features to be in place before announcing it to everyone.

Earlier this month we implemented the much anticipated custom equipment system which also includes the toolbelt which is a very nice quality of life feature for everyone, you can place up to 4 tools in your toolbelt and they will be as if in your inventory when crafting.

Builds wise we are working on Innsbruck and added a new structure as well as two more planned structures for the town. We will also begin work on one more Hamlet, a burg and monastry.

Code wise we hope to make a start on the revamping of the objectives system, and continue working out the bugs in the equipment system and polish off rental and rent customization systems and make a start on farming.

Art wise we are going well we ordered some pretty nifty GUI buttons and also armour set art so look forward to a texture pack update soon! 

Development Plan

Hegemon Owner posted Jun 9, 18

Hello folks, this is going to be a long post, so long that it would be more fitting as this month's Behind the Scenes post.

As you all know in the last few weeks we have been working extremely hard to completely rewrite the way NPCs are handled, from how they are created, their animations, their pathing, their AI, the way we apply apperances, their display names and such were completely overhauled and had to be tied into all our existing custom features (which is the difficult bit).

We're happy to announce that this is finally finished! All bugs are sorted and now we are moving onto new features. As you all know the first step of combat overhaul has been complete with weapon stats completely changed and also lots of things optimized quality of life wise, with weapon reach and such greatly buffed, attack speeds increased for more action paced combat and most recently weapons having different rolls, which makes weaponsmithing and armoursmithing much more interesting!

The next step is the following (quite a large task as well)
- Hitsplats to show your damage
- Displaying recently hit mob's life
- Boss fights
- Implementing the new formulas on live
- Rebalancing mob stats according to new formulas
- Creation of tonnes more mobs

This also includes our plan to make the Tournament Grounds up and running we have aproximately 10% of the skins required for that area complete.

More details on this game mechanic to come soon, heres a sneak peek of one of the tournament champions that you will be able to summon and challenge (for great prizes, cluescrolls and decorative armour sets)!

Another major update for this month will be the custom equipment, custom enchant and abandoned vaults system. Custom equipment allows equipping more things beyond vanilla, such as gloves (recipes to be released soon), amulets, rings, trinkets and of course the toolbelt.

Custom enchantments are things such as "1% chance to mine double the ore", "3% chance to snatch the bait off the fish", "1% chance to use less coal in smelting" and so on. These can be found as rare drops or rewards for the abandoned vault system.

Abandoned vaults will be a new system, where through combat, fishing and pickpocketing you can recieve "Clue Scrolls" which lead to where a NPC has hidden a key to a bank vault they own. You will be able to open these at any bank and recieve awesome prizes such as money, materials, items, gear and of course items with the new custom enchant on them.

Thanks everyone for your continued support!

Heres a video on when the Hegemony was just in the prototyping stage and we were using completely public plugins and were just starting on prototyping the custom items system - so way before even when the server was only just a furnace, and we would only open for short tours where we would spawn in some custom items like fruit one week, meat the next:

Behind the Scenes - June

Hegemon Owner posted Jun 1, 18

Brief news this month, we're mainly working on the following:

- Complete overhaul of AI for mobs and NPCs
- Custom Equip System
- Abandoned Vaults (Treasure Trails)
- Custom Enchants
- Building a Monastary

Lots of exciting stuff coming! Expect more substancial news in the coming days and this behind the scenes post as just a quick filler.

Crafting Rolls

Hegemon Owner posted May 18, 18

As part of the huge Combat Overhaul we have been working on, we have implemented our updated items and crafting system.

Certain items now can be crafted with random rolls between a pre-defined range, meaning grinding weapons and armours is less monotonous, based on the rolls the item could have a modifier such as Masterwork, Tempered, Balanced, Chipped, Rusted and Cracked for weapons, Lordly, Reinforced, Thick, Rusty, Battered and Cracked for armours, so that you can easily tell if an item is good or not.

You can deposit these items in bank, and choose to filter them based on a stat so you can find your swords easily! Check out the video below:

2 bugs to fix before we open this weekend
i agree. you guys put in so much work for us <3
Just wanted to say I appreciate you guys working hard for us!
Jakub check discord daily
This week will be a weekday opening due to WE 2.0 delays
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