Murder Mystery v0.3 is live! New maps, features + more

A new patch has been released for Murder Mystery adding 2 new maps with new features plus other fixes and balance changes, available to test now in the Prototype Lobby. For information on what changes are included, check out the details below.

For more details on the Prototype Lobby, visit the Introduction thread.


▶ New Maps

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Hypixel World

  • Ride rollercoasters to escape in this abandoned theme park. Can you survive the Haunted House?
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Library
  • Raw magic runs strong through the hallowed halls of this ancient library. Spend gold at cauldrons to mix up random potions - the effects could help you, or harm you!

▶ General Updates
  • When a player dies, they leave behind a dead body
  • Murderer's Sword Throw ability now has a 1.2 second delay + slowness effect before firing
  • Gold Spawning has been updated to a new system on Hypixel World and Library to prevent gold spawning outside the playable area. Old maps will be updated over time
  • Changed 'Detective' message color from green to blue
  • If Murderer leaves in first 30 seconds, a new Murderer will be selected
  • When Murderer collects 10 gold pieces, they now receive a one-shot bow (like innocents)
  • Changed "Spectator Chat" to "Dead Chat" and updated related messaging
Developer Notes: Previously the Murderer's sword throw fired instantly. This was overpowered, as the Murderer could effectively kill anyone within 10 blocks of them almost instantly, making areas like the tunnels on Transport very dangerous. We've changed the sword throw so there is now a slight slowness and a delay, bringing the ability in line with bow shots (which require charging).

The Murderer also now receives a bow at 10 gold. Previously the Murderer couldn't receive a bow, so if a player was holding a bow they were confirmed innocent. This is no longer the case - the Murderer can get a bow and blend with innocents. Watch out for those betrayals!


Thanks to members of the Murder Mystery subforum for feedback which resulted in changes like "Dead Chat" and Detective name color change.

▶ Bug Fixes
  • Fixed issue with some signs spawning as 'null signs' (weird characters)
  • Fixed bug where players could reach unintended locations on Archives
  • Fixed bug where scoreboard would sometimes fail to show for players
  • Fixed issue where players would sometimes not die in the void
  • Fixed bug where you could have 2 bows at once as innocent
  • Fixed issue where some players would get caught in rapid transport tubes on Transport
  • Fixed bug where tutorial book would sometimes stay in inventory

We hope you enjoy all these new changes - the 2 new maps are some very inventive work from members of our Build Team! We have 2 more new maps in production, plus a few other nifty features for MM v0.4 which we will start work on soon :D
Continue reading...

Hypixel is looking for Java Developers

Hey all,

The Hypixel Server is currently looking for Java Developers with Minecraft experience to join our team. We need more talented people to help us create new games and systems for our awesome community.

If you're interested in applying, you can check out more details on our jobs page: https://hypixel.net/jobs

Thanks for reading!
Continue reading...

Ranked SkyWars - Season 13 Update

Calling all tryhards!

We've got a great new Ranked SkyWars update with changes to the core mechanics that will make a big difference in experience for both new and veteran players. For information on what changes are included, check out the details below.

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▶ General Updates
  • Added Matchmaking (see below)
  • /who in Ranked now shows rating
  • Ranked SkyWars Leaderboard on website works again
  • New Ranked Rewards (see ingame for current season)
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  • Masters Division
    • Head Rocket Kill Effect
    • Final Smash Kill Effect
  • Diamond Division
    • Sad Puppy Death Cry
    • Monster Burp Death Cry
    • Grumpy Villager Death Cry
    • Bazinga Death Cry
  • Gold Division
    • Green Star Particle Trail
    • Note Particle Trail
    • Heart Explosion Kill Effect
  • Removed Trophy from rewards list (see comments)
Developer Comments: There was a massive call for new rewards for ranked so we've added a selection of the best into rotation with this update. You won't unlock them all in one season so there's plenty to keep you grinding! We removed the Trophy rewards as we couldn't figure out a positive way to display them that felt fun.

▶ Balance Changes

Rating Changes
  • Matchmaking
    • You are now grouped approximately according to your rating
    • Matchmaking is stricter the lower your rating is to help new players
  • Safezones
    • First safezone increased from 0-100 to 0-250
    • All other safezones removed
  • Doubled rating gain globally
  • Cleanup/Janitoring (see comments)
    • If you have 2 kills in a game you will not lose any rating
Developer Comments: Janitoring is of the biggest frustrations in any competitive mode. With the removal of safezones this change will help reward skilled players, even if they don't win.

Important Note: We waited 3 days to launch this change to seed the leaderboard and make matchmaking fair, particularly for new players. Future matchmaking will be based upon previous season ratings as well as current. If the current leaderboard players don't play/are unreachable in the new meta their rating will be scaled slightly, for now no changes will be made.


Chest Balancing
  • Island Chests
    • Initial island chests now have a chance to spawn a Speed Potion
    • This spawn is about 20% rarer than a golden apple
  • Ender Pearl
    • Ender Pearls now spawn in 1st refill in center chests
  • Player Tracker
    • Player Trackers now spawn in 2nd refill center chests
Developer Comments: The scout kit is unmatched in its ability to sprint jump off the start island on certain maps - this change adds back the randomness factor for users of other kits and balances that.

We hope you enjoy these changes, I'll see you in the Sky(Wars)!
Continue reading...

New CvC Update - New Maps, Balancing, and More!

We've released a brand new update for Cops vs. Crims which features new maps, improved challenge mode, balancing, and plenty of bug fixes. Check it out live on the network or read the full list of changes below!


▶ New Maps

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▶ General Updates

General Features
  • Join game NPCs have been added in the lobby
  • Game stats page has been added
  • Confirmations for the shop have been added
  • Players now drop the bomb if they do not move once the round has begun
  • Players now have customizable prefixes in the lobby
  • Wallsbangs have been improved so damage is reduced based upon the block type and number of blocks a bullet has passed through
  • You can now use the /resource command ingame to receive the resource pack
  • Defusal mode now shows the final score at the end of the game
  • Decoy grenades now have random delays
  • Fall damage re-enabled but at a reduced rate
  • Buying a gun that you don't already have drops any gun that occupies the slot to make space
  • Smoke bombs now put out fire

New Mode: Challenge Mode
A party of 8-16 players can pick their favorite mode and map through the NPC in the lobby and play a private match of Cops Vs. Crims. This replaced the previous command /pchallenge and features several improvements.

Notable Features:
  • Everyone has to select a team, if you don't choose a team you'll be put as a spectator, teams cannot be empty
  • Coins, statistics, achievements, quests, challenges and karma are disabled
  • Cost reduction, starting money upgrades disabled
  • Starting money tweaked for overtime
  • Defusal: if you die you're frozen at the place where you died, money cap decreased, more rounds + tiebreaker (randomly chosen 1v1)

Quests Changes
  • TDM Daily: From 30 kills -> 300 points
  • Weekly: From 200 kills -> 100 Defusal kills and 2000 TDM points

▶ Gameplay Changes


Gun Balancing
  • Pistol: Range increased very slightly.
    Although it is a free gun, the pistol is extremely weak from a medium to long range, even for headshots. Increasing the range a tiny bit would mean less headshots are needed to kill a player in some scenarios.
  • Magnum: Range increased, damage to head armor increased slightly. TDM points per kill increased from 14 to 16.
    For a price of $700, there is not much that separates it from a regular pistol. By buffing the magnum's range, we hope to make it distinct from the pistol, and a possible buy option in Defusal when your team's economy is low.
  • Shotgun: Tighter bullet spread.
    This is due to many complaints of the shotgun being useless because of its large bullet spread.
  • SMG: TDM points per kill increased from 12 to 14.
    The SMG is often overpowered by a rifle or carbine. Increasing its point gain in TDM would give it a more proportional reward.
  • Rifle: Range decreased, damage to head armor decreased very slightly.
    Due to its long range capability, players with a maxed out rifle damage upgrade can kill with one headshot from about 59 blocks away. We felt this is heavily unbalanced when compared to the M4, which has a higher cost price.
  • Carbine: TDM points per kill increased from 7 to 9.
    Given that the rifle can kill in one headshot in TDM and the carbine cannot, it seemed ridiculous for the carbine to have a 30% less point gain.
  • Sniper: Will be able to one-shot a player without body armor, scope to be made more user-friendly.
    There have been many complaints about the sniper which state that it is not a viable gun for its hefty cost. We hope that this change will make snipers more useful, and give more reason to purchase body armor.

TDM Changes

  • Sniper challenge will require 3 kills instead of 2.
  • 'Bounty Hunter' character upgrade will only affect Defusal (and not TDM).
  • Selecting a weapon requires you to reload it before you can use it

Defusal Changes
  • 2 -> 3 coins per kill
  • 3 -> 5 coins per bomb plant/defuse
  • 3 -> 5 coins per round win
  • 10 -> 15 coins per game win
  • Particles added near bomb
  • Mid-join coin bonus halved
Resource Pack Improvements
  • Thicker smoke
  • Decreased height of fire slightly
  • Sniper scope improved

▶ Bug Fixes

  • Fixed broken/visible nametags when relogging or joining a game mid-game
  • Removed sound spam when walking through fire
  • When you pick up weapons they now have the same ammo as when they were dropped
  • Improved sniper scope to be more consistent (activate by sneaking)
  • You can now shoot through doors where they are transparent
  • Removed /debugbullettrails from players
  • Fixed grenade registration
  • Reduced rubberbanding
  • Fixed both grenades dropping when trying to drop only one
  • Gun master achievement fixed
  • Is it good now? achievement fixed
  • Fixed being able to buy ammo clip increase without maxed gun
  • Fixed hitboxes of stairs
  • Shooting range working again
  • Guns on the ground disappear when players are teleported, giving a chance to survived players to pick them up after the round has ended
  • Fixed issues with knife skins not working ingame
  • Fixed round win given to crims when the bomb was defused and the defusing player (last alive) was killed in the same moment
  • Fixed grenade duplicating
  • Fixed some map issues
  • Fixed particles going through walls
  • Spawn positions in defusal are now random each round
  • Can now shoot even when the round is over
  • Cannot open/close doors
  • Emerald in lobby now shows coin gain in its lore
  • Wallbangs fixed, replaced with damage dropoff
  • Fixed message saying "purchased" when selecting a weapon in tdm
  • Fixed giving achievements and a kill for dying to your own grenade
  • Killing spree challenge fixed
  • Improved relogging for all modes
  • Taunts / callouts / sprays dont share the same cooldown anymore
  • Fixed Warfare Stylist and Fancy New Toys achievements

▶ Map Changes

Alleyway
  • Breakable boxes added in between 'construction' and A site.
Atomic
  • Entrance to 'secret' moved.
  • Reworked Underground portion of map, including removal of 'Fake B'.
Carrier
  • Removed barriers on top of boxes at B site
  • Increased height of a box under bridge to block vision towards A long.
Overgrown
  • Filled in an unused hidden passage near Crim spawn.
Sandstorm
  • Breakable blocks at mid doors have been replaced with solid planks.
  • Added breakable blocks to enable jumping onto 'x-box'.
Temple
  • Several breakable boxes have been changed to solid planks.
  • Added a pillar in the lower section of the map.
  • Added an extra box in front of 'T-doors' to provide additional cover.
Continue reading...

Duels Update v0.3 now live in the PTL!

A new patch has been released for Duels, available to test now in the Prototype Lobby. For information on what changes are included, check out the details below.

New Map

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We added a new map for the new 4v4 Duels modes featuring a larger area to fight on. Let us know what you think!

▶ General Updates

  • Soup Duels has been removed
Developer Comments: Concurrent player stats and community feedback showed that Soup Duels was one of the least popular modes, so we have removed it. This gives us space to add a new mode: MegaWalls duels
  • Guild Tags now display on all daily leaderboards
Developer Comments: Now you can represent your guild in the daily leaderboards, and work together to dominate the leaderboard.

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  • Weekly guild leaderboard have been added to all of the new team and doubles modes
Developer Comments: The new weekly guild leaderboards will only display in the new team and doubles duels, and will only change when you enter a duel as a full team (e.g. your entire team is in the same guild). The score is determined by the total number of wins minus the total losses. We added this in to add another competitive aspect while we work on other features.

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  • Solo win - loss leaderboards have been added to all of the solo duels modes
Developer Comments: We have added a solo wins minus losses leaderboard to all solo duels modes, which will reset weekly. On this leaderboard, you can compete against other duels players to have the best overall win/loss score! We hope this will add a new competitive aspect to Duels!

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5 New Modes

Five new modes have been added to Duels, including a new kit and a bunch of team modes, the new modes are:


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MegaWalls Duels - Solo, Double and Teams:
The new MegaWalls duels mode allows you to 1v1, 2v2 or 4v4 any player with any maxed MegaWalls class. You can use all of the class abilities and get all of the classes items.

Developer Comments: We have ported over MegaWalls mode into a solo or team duel, and have maxed all of the class abilities and kit items. Currently you can only use the primary abilities (not alternate) and no stats gained in MegaWalls duels will effect your actual MegaWalls stats. As all of the kits don't provide armor and weapons, we have added a base kit which you can see below.

  • 1x Water Bucket
  • 1x Lava Bucket
  • 64x Wood
  • 1x Bow
  • 15x Arrow
  • 1x Iron Sword
  • 1x Iron Axe
  • 5x Cooked Beef
  • Iron Armor
UHC Doubles and UHC Teams:
You can now play UHC Duels as a team of 2 in UHC Doubles or a team of 4 in UHC Teams. The kit items are the same and the layout can be edited in the Layout Editor for UHC Duels.

  • Diamond Armor
  • 1x Diamond Sword (Sharpness 3)
  • 1x Bow (Power 3)
  • 1x Diamond Axe
  • 3x Golden Head
  • 2x Water Bucket
  • 2x Lava Bucket
  • 128x Wood
  • 24x Arrow
  • 6x Golden Apple
  • 1x Fishing Rod
Bug Fixes
  • Fixed losing your win streak if the game ends due to there not being enough players
  • Fixed layout editor not saving your kit properly
  • Fixed item dupe in layout editor
  • Fixed parties gaining exp or guild coins
  • Game won't be counted as a party game if there are no other members in the party other than the leader
Continue reading...

Mega Walls Update is live! - Bug fixes, new features and more!

Here's some great news for Mega Walls fans! A new patch with lots of bug fixes, new additions and balance changes just rolled out - ready for you to play!


▶ General Changes

Log Regeneration (Normal Mode)

During the preparation time in Normal mode broken logs will regenerate shortly after if there is no player nearby. This allows most players to gather the amount of wood they want / need, independently from the map!​

Blood Particles

The blood particles you could already see in the shop are now implemented :)
The /blood command now opens the menu to select which blood effect you want to see when someone takes damage in Mega Walls!​

Double Energy "Bug"

This has been an issue due to Minecraft's combat system since the very beginning. Under certain circumstances you are able to damage a player while he's invincible, which gives the player Energy Per Hit once again.
We enabled support to modify the energy give in this circumstance. You will now get half of your normal Energy Per Hit whenever this situation occurs, so don't be surprised when you suddenly have 30 Energy as an Enderman, for example!
This is an experimental change and there will be a thread in the Mega Walls subforum to vote if you want to keep it, have its values adjusted or remove it again.

Class Kit Items

Most class kit items will have the Unbreakable tag and Unbreaking enchantment - so they never break and they are glowing so you can differentiate them from crafted items! A big thanks to @GermanWizard for spending his time to help do these changes, let us know if we missed any items :)
Note: This does not apply to the pickaxe you can buy in the shop.​


▶ Class Balancing
The class balancing already took place, but here you get an overview of what had been done!
Discussions take place here: https://hypixel.net/threads/balance-patches-associated-with-the-future-of-mega-walls.1020379/
  • Skeleton
    • Explosive arrow damage reduced to 6
  • Enderman
    • 10 second cooldown added to Soul Charge
  • Herobrine
    • Aqua Affinity returned to helmet
  • Spider
    • Boots gain Protection I & Blast Protection I
    • Sword gains Bane of Arthropods IV
    • Deathmatch EPS reduced to 14
  • Squid
    • Rejuvenate now heals the same amount, but in a shorter time
  • Dreadlord
    • Shadow burst damage reduced to 7
  • Shaman
    • EPH increased to 8
  • Golem
    • Blast Protection on Chestplate replaced with Protection I (at max)
  • Blaze
    • Protection II added to Leggings (max)
    • Added 1 arrow to the kit (was missing)
    • Fossil Fuels Cooldown reduced to 10
  • Pirate
    • Added Absorption I to the Potions
  • Phoenix
    • EPH increased to 12
    • Power I added to the bow
    • Replaced Regen potion with 2 Health Potions (8 hearts) unlocked at kit 5 and 9
    • Added two drinkable Speed II potions (15 seconds) unlocked at kit 4 and 8
    • Cleansing Flames healing reduced to 6 HP
    • Cleansing Flames duration decreased to 25 seconds at max
    • Molten Lava chances increased to 20% at max
    • Inferno cooldown reduced to 20 seconds
  • Moleman
    • EPS in deathmatch set to 2
    • Gunpowder barrel has been replaced by:
      • Stockpile:
        When finding a chest there are 150-300% more iron ingots found inside.
    • Sharpness levels added to all levels of the shovel (allowing the lowest levels to be viable)
▶ Bug Fixes

General Bugs
  • No more invincible and duplicated Timmies when getting kicked
  • Timmies will now be removed and drop items if their team is eliminated, this means you cannot rejoin a game when you are the last one alive on your team
  • When drinking a potion with the same effect already active it does now refresh the timer properly
  • Several particles and sounds were not properly executed (e.g. Creeper ticking, explosions, ...)
  • You cannot apply Slowness to you or any teammates anymore
  • Cleared up /surface and /kill mechanics and shown messages
  • You don't get energy from players that are invincible anymore
  • Bugs with the shop for YouTubers have been fixed
  • Fixed glitching out of Forsaken's pregame lobby by switching classes at a certain spot
  • Faceoff pregame now shows selected class
  • You cannot change your class in the pregame lobby if the countdown is lower than 3 seconds, to avoid issues where players get kicked from the game when the game starts
  • The lines of rekt signs are not inverted anymore

Achievement Bugs
  • Tiered achievements are now properly incrementing and will synchronize with your current stats upon joining the lobby next time
  • Some achievement descriptions updated to now properly reflect how to obtain them
  • Ninja 7s achievement (7 finals with a crafted Iron Sword without dying) fixed, it required those 7 finals to happen consecutively before
  • Gotcha (2 Final Kills with one Dig ability) fixed

Class Bugs
  • Blaze's kit has no more issues saving the kit layout
  • Squids Rejuvenate passive activates at the correct health and now heals the correct amount
  • Pirate's parrots do deal 2 true damage instead of 1
  • Pirate's parrots die when touching blocks and now respawn shortly after (3 seconds or faster) instead of 30-60 seconds depending on their skill level
  • Skeletons salvaging skill now provides 2 arrows instead of 1
  • The abilities from Creeper and Shaman cancel as soon as their owner dies
  • Spiders Leap gives enemies Slowness I instead of II now
  • Spiders dropshock cap is now 14 as previously intended
  • Moleman does now also receive the normal buffs (regen and absorption) from consuming a golden apple
  • Enderman's gathering does not have a chance to find chests anymore
  • Inferno cooldown now starts when shooting a player and not everytime you shoot an arrow
  • Sea legs activates at the right time now
  • Phoenix gathering talent description updated
  • No more rekt signs when the player respawns due to Resurrect
  • Resurrect can only save a player once, as the description says
  • Squid's Inner Ink does not activate on Water Bottles anymore
Continue reading...
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