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Luigi's Mansion 3

2018.09.14 00:01 Luigi's Mansion 3

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2012.06.12 18:02 mattmagician Welcome to the Mansion.

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2023.06.08 00:38 AutoModerator Watch Spider-Man: Across the Spider-Verse Online Free ReddiT@

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The highly-anticipated film has been the talk of the town for nearly six months, with numerous trailers both enhancing the collective excitement and planting seeds of doubt.
While the casting choices for characters like Luigi (Charlie Day) and Bowser (Jack Black) instantly became fan-favorites, Chris Pratt as the voice of Mario has been a casting choice laced with perpetual skepticism.
We usually get a big family release for Easter and this year it’s Spider-Man: Across the Spider Verse, which is out now in cinemas. Here’s how you can watch Spider-Man: Across the Spider Verse right now, and whether the film is available to watch from home.
When Is the Release Date of Spider-Man: Across the Spider Verse
Spider-Man: Across the Spider Verse is now in theaters everywhere. To find when and where you can watch the movie near you. he Super Mario Bros Movie will be exclusively available in cinemas from April 5, 2023.
It was originally set for release on April 7, but Universal moved it forward so it could hit more than 60 markets on the same day. For audiences in Japan, it’ll arrive in theaters on April 28.
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There are currently no platforms that have the rights to Watch Spider-Man: Across the Spider Verse Movie Online.MAPPA has decided to Spider-Man: Across the Spider Verse the movie only in theaters because it has been a huge success.The studio , on the other hand, does not wish to divert revenue Streaming the movie would only slash the profits, not increase them.
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Right now, Spider-Man: Across the Spider Verse. is playing only in theaters, which means the only way to watch the movie is to purchase a ticket at your local movie theater. You can find a showing at a theater near you via Fandango.
How to watch Spider-Man: Across the Spider Verse for free
A silver lining to Spider-Man: Across the Spider Verse being delayed a bit longer, more chance for new moviegoers to experience the original Creed III for themselves — or for fans of the movie to watch it for the eighth hundred time, no judgement.
The third Spider-Man: Across the Spider Verse doesn’t have a streaming premiere date set just yet, but the film will most likely be available to stream on Amazon Prime Video or HBO Max at some point in the future.
Spider-Man: Across the Spider Verse had its theatrical release on April 5, meaning the best way to watch it for the time being is at the movie theaters. For those who live in the U.S., you can purchase tickets through AMC, Fandango, Cinemark, Atom Tickets, and MovieTickets.com. Those who live in the U.K. can purchase tickets through Curzon, Vue, Showcase Cinemas, Odeon, Picturehouse, and Empire Cinemas.
Spider-Man: Across the Spider Verse Streaming Release
There’s been no official announcement regarding Spider-Man: Across the Spider Verse’s streaming release. However, given it’s a Universal film, Spider-Man: Across the Spider Verse will eventually be released on Peacock rather than Netflix, HBO Max, or Disney+.
As for a potential release date, we know the Universal-Peacock deal requires movies to be released on streaming no later than four months after their theatrical debuts. Universal’s past two movies to hit Peacock — Knock at the Cabin and M3GAN — were added to the service 49 days after their debuts. This, theoretically, puts Mario’s streaming release date as early as May 24 and as late as August 5.
Is Spider-Man: Across the Spider Verse Available On Amazon Prime Video?
Universal Pictures has not yet announced when Spider-Man: Across the Spider Verse will be released on streaming platforms. However, it is safe to assume it will be streaming on Prime Video since Amazon now owns Universal pictures, as of 2022. It looks like the movie will be in theaters for around 45 days before it becomes available on Amazon’s Prime Video or any other streaming platform.
We’ll update this space when we have more information about when it’s due to arrive on streaming. Spider-Man: Across the Spider Verse is currently screening in the US, the UK and plenty more markets around the world after releasing on Wednesday, April 5.
Will Spider-Man: Across the Spider Verse Be On HBO MAX?
No, Spider-Man: Across the Spider Verse will not be on HBO Max since it’s not a Warner Bros. movie. The company previously released its movies on the streamer and in theaters on the same day. However, they now allow a 45-day window between the theatrical release and the streaming release.
While we don’t yet have a confirmed streaming release date for Spider-Man: Across the Spider Verse, we can look at other Universal releases in 2023 to get a sense of when it might be available to watch at home.
Will Spider-Man: Across the Spider Verse Be On Netflix?
No, Spider-Man: Across the Spider Verse will likely not be on Netflix any time soon, seeing as it will go directly to Disney+ after its theatrical run.
A similar timeline would put the rental release date for Spider-Man: Across the Spider Verse in the UK in early May, but it’ll then be another month or two until you can buy and own a copy of the movie.
Is Spider-Man: Across the Spider Verse Available On Hulu?
Viewers are saying that they want to view the new movie Spider-Man: Across the Spider Verse on Hulu. Unfortunately, this is not possible since Hulu currently does not offer any of the free episodes of this series streaming at this time. It will be exclusive to the MTV channel, which you get by subscribing to cable or satellite TV services. You will not be able to watch it on Hulu or any other free streaming service.
When Will Spider-Man: Across the Spider Verse Be on Disney+?
While a streaming release date for Spider-Man: Across the Spider Verse has not yet been announced, Disney typically sends their movies to Disney+ around 45 days after the theatrical release — and more specifically, on the Friday after that mark. With this strategy, we could be watching Avatar: The Way of Water from the comfort of our homes by early April 2023.
What is Spider-Man: Across the Spider Verse About?
Spider-Man: Across the Spider Verse is an animated, feature-length film based on Nintendo’s iconic video game property. Here’s the official synopsis from Universal Pictures
submitted by AutoModerator to SpiderManAcroshdfre [link] [comments]


2023.06.08 00:37 TerribleHelicopter45 He snapped because I didn’t play a card until T6 and guess what?

He snapped because I didn’t play a card until T6 and guess what?
biggist brain
submitted by TerribleHelicopter45 to MarvelSnap [link] [comments]


2023.06.08 00:22 ArborianSerpent Ranked timer is still too short.

So after taking a break from Master Duel for a season, I'm back and the timer is as frustrating as I remember.
I'm on Melffy Spright now most of the time. I can set up my board just fine in 60 seconds or so, more obviously if it looks like my opponent has like Ash and I have to try playing around it. I don't think that's some crazy number. What takes time is using my interactions on my opponent's turn; deciding which plays are bait and which are real, deciding which interruption to use first to keep my options open, thinking about what they might have in hand based on how they're playing.
That shit takes time. I don't want to have to just roll the dice on what interrupts to spend on what and let my opponent full combo because I left a starter in their hand that I could have countered if I didn't have to speedrun the game. That fucking sucks.
"Skill issue"
So what? I'm not trying to be a pro player. I just wanna play the goddamned game. It's a game, btw, in case some of you forgot. It's supposed to be enjoyable, and losing to timeout when you're about to hit for lethal is just the worst feeling in the world.
If you're the type of person that has an aneurysm any time someone doesn't want to memorize every card in the game and develop a new set of reflexes for every random tier 3 1/2 pile on ladder, maybe you're the problem, actually.
submitted by ArborianSerpent to masterduel [link] [comments]


2023.06.08 00:21 Captain_Fidget Book of the Raven, help!

After DM'ing the two first Candlekeep stories and having a great time, I blindly committed to running The Book of the Raven as a one-shot, now I've sunk so much into trying to make the plot make sense that I'm gonna fix it, dammit. I'm a BRAND NEW DM, this is only the 5th session I've attempted to run, any advice helps.
I decided to remove Shadowfell from the end and replace it with the lair of a night hag that corrupted Lady Brantifax, who killed her bedridden daughter to get a fresh start before moving back to the city. I changed the raven to be Sylphene's soul and made her very distinguishable. I'm struggling with a few loose ends, though.
Act 1
I love Candlekeep, and I want the characters to begin there, with a clear starting objective.
A white raven with blue eyes (Sylphene) drops off the book, and sits on a PC's shoulder the rest of the journey, she is adorable and I'm hoping they bond with her enough to solve her murder. They are hired by the Avowed to discover the origins and importance of the book and map. I'm not really sure why the Avowed would care very much about this book.
Here's the issue with the book: I don't really know how to include the Vistani more into the story now that I've removed the portal from the story. I included a nice encounter at the end of Act 2 where the PCs have dinner with a Vistani caravan, and the matriarch hints that she is there to destroy evil relics for the wereravens and are meeting them at the top of Wyrm's Mark to perform a ritual and cast them into the volcano. She also gives some context about the raven that delivered the book that is now traveling with them. Maybe the hag is trying to open a portal and they are trying to stop her? Maybe they can come save the PCs if they insist on fighting the hag? Maybe I nix them altogether, but I have to replace the book with something else, hopefully more relevant.
On their journey, they stop in Baldur's Gate at the Wide where they are either unwittingly sold the hag's heartstone (if they don't buy it, a Scarlet Sash snatches it from the vendor's hands). Foreshadowing for Act 3, the hag has secretly corrupted the wereraven, and wants to create a coven with her and Sylphene (she has reanimated Sylphene's body and wants to reunite her soul as the third member in the final act). They also encounter Lady Brantifax destitute and begging in Baldur's Gate, they get her physical description from a family portrait at the estate.
Act 2
This is a lot of travel, opportunities for a chase and encounters. There's also opportunity to refine their objective, but I'm not sure how to do it.
They finish the day camping with the Vistani, who give them some clues about the white raven being a restless soul.
I'm thinking maybe having the hag approach them in their dreams that night to strike a bargain, but for what, idk.
Act 3
As they start traveling, they meet the hag in-person, but she is in the form of a beautiful woman. If they have her heartstone, she will try to bargain for it, if not, she offers to give directions and gives them a coin to summon her whenever they're in trouble.
If they end up trying to fight the wyrm or troll, she'll show up and offer to help. Now they owe her.
A wolf appears and the spectre of Brorn shows up and chases it away. When they arrive at the manor, he is guarding it, but allows the PC's to pass after interacting with the Sylphene raven.
In the Brantifax mansion, I'd like to make it clearer that they need to reunite items around the mansion with the graves.
In a family portrait in the den, they see that Baron and Lady Brantifax are both blonde with blue eyes, Sylphene had albinism, but the youngest Heleuth had red curly hair and green eyes. The hag's coins are found inside the quarters of the gardener, who has red hair. Another coin is in Lady Brantifax' desk along with journal entries that mention a dirty old neighbor peddler woman that she once confided in.
For the final reveal, I feel like it's shaky at best. I think I'm leaving the Scarlet Sash encounter and objective pretty much the same, aside from the revelation that one wereraven has been corrupted when the characters spot her holding a coin. Just saying their founder made a map to find the place seems like a really weak resolution to the main objective. Depending on who has the hag's heartstone, she will either have delivered it to the hag's secret lair, try to steal it from the PC's, either way revealing the main conspiracy (which I think is that the hag has made a coven to open a portal to Shadowfell???).
Sylphene's grave is now a staircase down to the hag's lair, she has reanimated Sylphene's body and turned Baron Brantifax's into an undead dog minion. They need to negotiate with the hag, but if they don't care about Sylphene, then idk if it'll be worth it. I was thinking about introducing a risky game if they don't want to dialogue. I don't even know if they'll be willing to ascend into the lair, tbh, not sure how to handle that one. Final untangling of the plotlines here has also been challenging.
Resolving the Candlekeep objective: There's still no concrete explanation for the Vistani book, its importance, or who drew the map.
Resolving the murder mystery objective: If they explore the estate enough, there will be a lot of clues about the sequence of events that corrupted the Brantifax family. I need to think of a way to get them interested in reuniting the items to let the souls rest. If they don't care, then I think the final objective won't be as big of a deal.
Resolving the BBEG objective: They can fight and kill the hag, negotiate a deal, or steal the heartstone back and ask the Vistani matriarch to destroy it.
I've invested so much into this already, it's ridiculous. Thanks for any help!
submitted by Captain_Fidget to CandlekeepMysteries [link] [comments]


2023.06.07 23:16 no_stigma Error 1331 all day after downloading update. I was in the middle of the Lindsay event and was waiting to use my LV4 time charger until this morning

Error 1331 all day after downloading update. I was in the middle of the Lindsay event and was waiting to use my LV4 time charger until this morning
Guess building that 16 hour charger was a waste of time. Any one else have this problem?
submitted by no_stigma to MergeMansion [link] [comments]


2023.06.07 23:02 Eris_The_Impish [BotW] Does Anyone Else Share This Opinion?

I think BotW had some critical failings that bled into TotK. I'm going to point out what those failings are, and would legitimately like to know if anyone agrees with me on this matter.
This is not to say that I disliked BotW, it just isn't anywhere near on par with some of Nintendo's past Zelda titles as far as I'm concerned.
Note: there will be spoilers from BOTW, TotK, Ocarina of Time, Twilight Princess, Skyward Sword, and Wind Waker, as well as some non-Zelda games that I think did a concept that could be used well in/blend well with future Zelda titles. I will be making a passing reference to Age of Calamity. I do not intend to go too deep into spoiler territory, so I'd say that there are mild, very mild, spoilers for, but mostly references to, all of the mentioned games.
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Failing 1: Background.
From what I can tell, BotW and TotK take place in a timeline where Demise was killed by the original hero rather than just sealed away prior to Hyrule's founding, meaning that the events of Skyward Sword and the timelines we're familiar with never took place. Then Ganondorf came into being in time to be present at Hyrule's founding and was sealed away by the Sages.
If that interpretation is inaccurate, please correct me.
I don't mind the concept of a new timeline. That's not the part that bugs me; it's the less abstract parts of the past where things begin to fall apart.
Specifically regarding the Champions. Especially Mipha.
They were Link's comrades-in-arms, yet the memories he recovers of them are just enough to get a glimpse of a fragment of their personalities and see something they could do with their powers.
Ironically, the one we see the most sides to is Revali, allegedly the least close to Link. We get to see a little more about their personalities in Age of Calamity, but still not really enough to call the Champions anything but side characters when they were supposed to be main characters.
They had to have hung out at least a little in their downtime; how else do you build trust between your fellows? Mipha, in particular, was canonically Link's bestie, so it's extremely odd that we only saw a couple of memories that had her in them.
The Champions are main characters, but get treated like side characters. They're pretty much entirely forgotten by TotK, which seems strange to me. Especially in Mipha's case, as she still had relatives living who remembered interacting with her.
This issue extends into the Sages of TotK, but it's not as glaring an issue.
The Sages in Ocarina of Time could be treated side characters because they WERE side characters. The main characters in OoT were Link and Navi. Zelda was a plot device but we didn't really get to know much about her, so I'd still call her a side character. Same goes for Ganondorf.
Link's past, however, is always something to be treated with care. Saria, Aryll, the Ordon children, and the other students at Skyloft's Knight Academy all got special attention paid to them because they were important to Link. Focusing solely on Zelda, without giving Link any personal motivation beyond duty, actually relegates Link to a side character in his own adventure!
The amnesiac route, unless special attention is paid to the player character's personal interests, makes the main story a chore. An example of a good amnesiac player character would be the Fateless One from Kingdoms of Amalur: Reckoning (or Re-Reckoning, depending on which version you have). The Fateless One was endlessly curious, and every dialogue option involving the game's main antagonists makes it clear that the Fateless One has a vested interest in figuring out why they're being hunted.
Link, by contrast, asks some questions occasionally but mostly just goes, "oh, okay", and seems relatively uninterested in Hyrule's plight beyond duty. We have no incentive to care about the main story, because the most expression Link shows is a grin while cooking and the most he investigates regarding the happenings of Hyrule is during side quests.
If they wanted to do something markedly different with Link's origins, then they could have taken a page out of Dragon Age's book- let the player pick Link's background. Dragon Age: Origins, in particular, let the player play through a quest line exclusive to the origin that the player picked.
It would be very easy for Nintendo to implement something like that, too; have baby Link be washed up on a river bank for some reason and let the player pick from two or three options as to who finds him. This could result in different play styles, different starting regions, and even different questlines exclusive to a Link raised in a different environment.
For example, they could have a Link raised by thieves come back from a heist to find his entire gang has been arrested. They could have a Link raised by witches flee his coven because Ganondorf took over, wanting their magic for himself. A Link raised by mercenaries could become fascinated by Hyrule's knights and sneak out to watch them train, only to get in trouble when he's caught. Even more brazen an idea, a Link raised by monsters could start off as a genuine enemy of Hyrule and switch sides at some point- possibly due to a betrayal or new perspective.
Don't all of those possibilities sound interesting? They all give a solid personal reason for Link to begin his journey and individual questlines that, theoretically, the player could choose.
It would definitely be a departure from what we're used to with Zelda games, and depending on how well Nintendo pulled it off, a welcome one.
To summarize this first failing; pushing aside the supposed main characters and not making Link's past his own past (instead making it Zelda's past with Link in the background) lead to a main story that feels very impersonal to play through.
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Failing 2: World Structure
I'm just going to come out and say it: Nintendo had no business crafting an open world. While branching out can be a good thing, Nintendo went about it in a way that makes each replay less and less rewarding.
Large spaces in BotW and TotK serve no purpose, it takes forever to get places, and I'm sure almost all of us have wandered into an area that we weren't ready for and been killed instantly on multiple occasions. I'm going to elaborate on these in order.
Large, empty spaces are a recurring issue for open-world games. So much so that you will almost certainly walk past something interesting without realizing it, because in-depth investigation typically results in "I see a lot of grass". The best fix for this that I've seen in games I've played is something I'd call "Controlled Open-World". Ocarina of Time, Twilight Princess, and Wind Waker are good examples of this; you have to unlock an area first, but then you have free reign to do as you please. In Ocarina, I've actually left Dodongo Caverns in the middle and gotten the Zora Sapphire before the Goron Ruby, and the well in Kakariko can be completed as soon as you reach Kakariko as an adult and get your hands on the Song of Storms. Twilight Princess and Wind Waker are less likely to let you do things out of order, but their worlds are still remarkably open once you unlock certain items to access certain areas that you couldn't before.
Twilight Princess, in particular, has the best Hyrule Field in the series, with tons of nooks and crannies to discover things in but not enough to overwhelm.
The best example of Controlled Open-World I've seen in games I've played as a whole, however, is Dragon Age: Inquisition. You have a home base, and from that home base you fast travel to the different areas, none of which really feel empty the same way places like the average Hyrule Field do, with quests and things to discover. This setup also helps to add to how massive the world the Dragon Age games takes place in feels. Something like that would work wonderfully in a Zelda game; it could also let you explore, to some extent, some of the lands around Hyrule for more world building, should that route be taken.
That also would solve the taking forever to get places issue (another problem that plagues open-world gaming as a whole). It'd be one thing if we didn't have a quest log- that forces us to look around the area instead of pulling us towards a bright ping on the map- but with a quest log and quest markers you're constantly looking back at the map to see how much longer you have until you reach your destination.
While the "accidentally wandering into high-level areas" thing is fine for other games (Elden Ring, for example, was made by FromSoftware, so you expect to die even in areas you ARE ready for), Zelda games have a history of being fair. Some open-world games will level the entire world around the player's level in order to prevent wandering to your death.
That approach, however, would not work for Zelda games because Zelda games do not have a typical leveling system. Instead, work in prerequisites for certain areas or have certain enemies start spawning in the world after a set amount of story progression.
I should not have been able to approach a Lynel in BotW with four hearts on my first playthrough. They could have made a speedrun mode, unlocked after beating the game the first time so you know how it works, that allows for things like that, but being able to run into a Lynel that early on no matter what is not fair to the player, with how terrible the weapons you can get towards the beginning of the game are.
The player should be aware, through environmental cues if nothing else, that they are not ready for the area they're in. Whether they proceed or not afterwards is their choice, but there should be something to indicate a difficulty spike.
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Failing 3: Loot
The problem I have with the loot system of the most recent Zeldas is in the Spirit Orbs, Slate/Arm abilities, and Champion/Sage powers.
The issue I have with Spirit/Light Orbs is that I liked the Heart Piece system. You solve overworld or dungeon mini-puzzles or beat an enemy to get a Piece of Heart. I honestly don't know what possessed Nintendo to make Spirit Orbs serve as both Pieces of Heart and Pieces of Stamina. I don't dislike the shrines- I just think they should have had the Spirit Orbs do something else, which will be elaborated on in Failing 4, and then have the player solve overworld puzzles in order to increase Hearts and Stamina.
My issue with the Slate/Arm abilities is that there's no pacing. You start the game with everything you need. If you started off with basic stuff and then obtained more advanced applications later (say in TotK you started off being able to fuse wooden items to your weapons then later gained the ability to use stone, then metal, then monster parts), that would be fine. There, however, is only one ability that gets an upgrade (in the form of a secondary ability) throughout both games, which makes the Slate/Arm abilities, while insanely useful, a handout. I will admit that the Slate abilities were much less overpowered than the Arm abilities, but having to upgrade them would have made them feel like a reward to have.
The issue I have with the Champion/Sage powers is that they're generally much less useful than the Slate/Arm abilities (being much more situational, whereas the Slate/Arm abilities could be used anywhere to achieve almost anything), but they're the ones that you had to put in effort to get. The Sage powers in particular seem to be a downgrade to the Champion powers; Mipha's Grace was a literal lifesaver, for example, and Sidon's power pales in comparison. The Sages' avatars are an excellent concept, but their low attack rate means that the only one I've seen actually take out enemies is Tulin.
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Failing 4: Gameplay
This sounds more all-encompassing than it actually is. There are only a few aspects of gameplay that I actively dislike, but they are very different from one another so I can't put them all under a more narrow label.
The quickest dislike to explain would be food. While a good concept, and I do like crafting things, we are allowed so much food in BotW and TotK that it renders everything except one-hit-kills a non-issue. In previous titles, your limited supply of healing/magic meter meant that you had to be strategic about your approach to things and added a layer of tension that is just absent from most of BotW's encounters.
I'm not the first nor the last to complain about weapon durability. What Nintendo should have done here, aside from not having weapons (specifically the Master Sword) degrade at all, is add items to repair your weapons that can be found in chests or shops, or let Link unlock weapon schematics so he could build his own from raw materials.
Finally, combat. Oh boy. As far as combat goes, I'm of the opinion that the best system in the series belongs to Twilight Princess. There was a bit of versatility there, but the depth of swordsmanship that the Hero of Twilight unlocked put the rest to shame. The issue with BotW and TotK? There's no mastery.
Every weapon type has a single moveset, even if they "handle (slightly) differently". That's it; no special combos, no technique, nada. Just very simple moves. This makes combat in BotW and TotK very shallow; you can't pull out a dungeon item to change the tide of battle, because there are none. Most players rely on solely their weapon and a Champion/Sage power or two, with the really good players switching between their Slate/Arm abilities and their weapon with impeccable timing.
While I get that this is what Nintendo intended for us to do, Link not having more involved weapon usage is a huge waste.
Going back to the origins thing all the way back towards the beginning here, a different origin could work with differing weapon types- a warrior-raised Link could be our typical sword-and-shield hero, a thief-raised Link could wield a dagger in his off-hand (increased offensive potency, more precise parry timing), and a witch-raised Link could use a magic rod in his off-hand (increased attack potency and from a range, with more precise parry timing and reduced parry-stun window). Then again, Nintendo is probably never going to go for off-hand offense. Not for Link, anyway.
Going back to what I was saying about Spirit/Light Orbs, I think they should have been used to collect weapon skills. Maybe we could have found an ancient training hall and delivered the Orbs there in order to obtain extra combos with a weapon type of our choosing (or for bows, extra damage bonuses) or increased durability for whatever weapon type we desire that is available (or shields, even). This would have made combat a lot more enjoyable for me, and for others who like more in-depth battle systems, and generally speaking would make less of the overworld chests and puzzles missable because instead of just Korok seeds or shabby weapons, you could be missing a Piece of Heart or Piece of Stamina.
.
Sorry that this was so long, but now that you've made it to the end, what are your thoughts?
Some of my points may seem contradictory to one another, but generally speaking, I'm saying that the execution of a lot of what BotW and TotK had just didn't mesh well with other mechanics or concepts.
Do you agree or disagree with what I have typed here?
Is there anything you think was a critical failing if BotW/TotK (save the final prize for seed collecting) that I did not mention here?
submitted by Eris_The_Impish to zelda [link] [comments]


2023.06.07 22:37 Purtle [PIL] #964 6/7/2023

Purtle's Internet Lineup for June 7th, 2023 4:38pm
Pics:
Clips:
Videos
Articles/News/Other
submitted by Purtle to Purtle [link] [comments]


2023.06.07 22:32 liebestraumes [USA-CA] [H] Pokemon, Ace Attorney, Shin Megami Tensei, Yu-Gi-Oh!, JRPGs for DS, 3DS, GBA + PS4 [W] PayPal

Selling off a majority of what was left of my collection. Items are all adult-owned from a smoke and pet free home.
I'm also looking to purchase: Persona 5 Strikers (Switch), THEATRHYTHM Final Bar Premium Digital Deluxe, Final Fantasy Pixel Remaster Collection I-VI (Switch) if anyone has any of those available.
Payment is through PayPal F&F.
https://imgur.com/a/RuLGpKy
https://imgur.com/a/2xUZeG4
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Switch:
Code: Realize, Guardian of Rebirth (Collector's Edition, SEALED) - $70
Cytus Alpha (Launch Edition) - $55
Danganronpa Decadence (Collectors Edition, SEALED) - $100
LA Noire (SEALED) - $45
Root Letter Last Answer (Day One Edition, SEALED) - $40
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DS:
999: Nine Hours, Nine Persons, Nine Doors (bought from Aksys booth at Anime Expo a long time ago, was given the alternate cover art with purchase) - $120
Ace Attorney: Apollo Justice - $40
Ace Attorney Investigations: Miles Edgeworth - $70
Cooking Mama 3 Shop & Chop - $13
Crafting Mama - $13
Final Fantasy The 4 Heroes of Light - $40
Maplestory DS (JPN) - $30
Nodame Cantabile (JPN) - $20
Phoenix Wright: Ace Attorney - $30
Phoenix Wright Ace Attorney: Justice For All - $35
Phoenix Wright Ace Attorney: Trials and Tribulations - $30
Phoenix Wright Ace Attorney: Trials and Tribulations (Cart Only) - $15
Princess Debut - $50
Super Mario 64 DS - $28
Shin Megami Tensei Strange Journey (Launch Edition) - $85
Style Savvy - $25
The World Ends With You - $45
Yu-Gi-Oh! 5DS Stardust Accelerator World Championship 2009 (NO MANUAL) - $25
-
3DS:
Animal Crossing Happy Home Designer - $20
Bravely Default - $38
Cooking Mama Sweet Shop - $25
Corpse Party Back to School Edition - $145
Fire Emblem Awakening - $45
Fire Emblem Conquest - $45
Luigi's Mansion Dark Moon - $15
Mario Kart 7 - $20
Miitopia - $25
Naruto Powerful Shipuden (Spine has spelling error, "NARTUO") - $35
Pokemon X - $35
Pokemon Y - $35
Pokemon Alpha Sapphire - $45
Pokemon Omega Ruby - $45
Professor Layton vs. Phoenix Wright Ace Attorney - $170
Radiant Historia: Perfect Chronology (Launched Edition, SEALED) - $170
Rune Factory 4 - $30
Shin Megami Tensei: Devil Survivor 2 Record Breaker (Launch Edition, SEALED) - $130
Shin Megami Tensei: Devil Summoner Soul Hackers (Launch Edition, SEALED) - $170
Shin Megami Tensei IV (Collector's Edition) - $130
Shin Megami Tensei Strange Journey Redux (SEALED) - $80
Stella Glow (Cart Only) - $40
Style Savvy Fashion Forward - $120
Style Savvy Trendsetters - $25
Theatrhythm Final Fantasy Curtain Call - $20
Yokai Watch (Sealed) - $30
-
GBA:
Barbie 12 Dancing Princesses - $5
Cartoon Network Collection, GBA Video - $8 each
Disney's Party - $5
Frogger's Adventures - $5
Golden Sun - $40
Mario Party Advance - $25
Yu-Gi-Oh! 7 Trials of Glory - $10
Yu-Gi-Oh! Destiny Board Traveler - $5
Yu-Gi-Oh! Dungeon Dice Monsters (Label damage) - $8
Yu-Gi-Oh! Reshef of Destruction - $10
Yu-Gi-Oh! The Eternal Duelist Soul (x2) - $8
Yu-Gi-Oh! The Sacred Cards (with manual) - $10
Yu-Gi-Oh! Ultimate Masters World Championship 2006 - $25
Yu-Gi-Oh! World Championship Tournament 2004 - $10
Yu-Gi-Oh! Worldwide Edition: Stairway to the Destined Duel (label damage) - $8
Yu-Gi-Oh! GX Duel Academy - $25
-
PSP:
Yu-Gi-Oh! 5DS Tag Force 5 (Damaged Case) - $40
-
PS4:
Final Fantasy VII Remake, Deluxe Edition (SEALED) - $65
PlayStation 4 500 GB Console - $165 shipped, includes two controllers and all cables.
submitted by liebestraumes to GameSale [link] [comments]


2023.06.07 22:24 Jaded_Gift9821 Big Brained

Big Brained submitted by Jaded_Gift9821 to MarvelSnap [link] [comments]


2023.06.07 22:06 SubsonicDust Today's rather eclectic haul from various gaming stores

Today's rather eclectic haul from various gaming stores submitted by SubsonicDust to gamecollecting [link] [comments]


2023.06.07 21:44 Bekqifyre What Remains of Edith Finch vs Devil May Cry V

Admittedly curious title...
With much coincidence, I happened to concurrently play these two games in particular and finished both within a night of each other. And since each game could be arguably said to represent one extreme of the Gameplay vs Narrative discussion, I thought I’d have a go at comparing Apples to Oranges.
So let’s start with Devil May Cry V first, simply because it’s easier.
Capcom is on a hot streak. Since Resident Evil 7 happened, which was critically acclaimed, they’ve come up with apparently one brilliant remake after another – apparently, only because I currently have no desire to dip into re-makes – culminating with yet another reported homerun in the latest Street Fighter.
Among that streak was one or two other actual new titles, and Devil May Cry V was among them. After the not-all-that-welcome outing of a DmC game, long-time fans would’ve been pleased to see the old personalities back. Dante with his wise-cracking and his attitude; Nero with his brooding and absolute claw of a right hand; the Ebony and Ivory tag-team of Trish and Lady; and Nico-…
W-wait…who?
We.. uh, pretty much got off the wrong foot, so to speak, between player and character. You’ll have to see for yourself whether you like her. I mean… eh… I can’t quite put my finger on it. Maybe she’s trying too hard to be the ‘bright and cheery’ and fit in with five other characters that are too serious and cool. I dunno. Eh…
Now V on the other hand (no, not the one from Cyberpunk). That’s one guy that immediately has your attention. Not least because he brings a new combat style – of fighting with Familiars – that’s so far removed from the in-yer-face style of Dante and Nero that it’s just… refreshingly different. Basically, one pet is melee, one pet is ranged. Meanwhile, V just stays far away, keeping safe, reading poems, until he’s called on to bring the finishing blow. Which is to say, your eyes have to be pretty much on two parts of the screen at once, minimum. Sort of absent-mindedly mashing some attack out while keeping V alive; or absentmindedly keeping V alive while focusing on attacking the enemy. It’s uh… interesting. It’s like you’re never all there… \cough* *cough**
To sum it up simply, the number of mechanics in play across three different main characters – that’s One V style; Nero with multiple consumable ‘Breakers’, and Dante with 4 Styles and 8 different weapons (which means Gunslinger and Swordmaster mean 4 different things each depending on hardware) – is just an absolutely mind-boggling buffet of options. Eat your heart out, action fans.
To be sure, the whole forced cycling between all three can be disruptive – you’ve barely gotten to grips with one style before you have to reset your mindset. And that’s to say nothing of Red Orb management. Do I keep saving to get stuff for V when I play as him again? Or splurge on who I currently have to control?
It’s like learning three different ‘mains’ in a fighting game. At once. Good luck remembering everything on the first run. Of course, no serious Devil May Cry fan plays it once. So probably you sort yourself out long term. On the whole though? Fantastic. No complaints.
And now the gameplay for What Remains of Edith Finch (What Remains hereafter):
You have a ‘right hand’ / Interact button. You’re also pretty much on rails with limited exploration per segment. That’s it.
That’s not fair though. That’s just Edith herself. Each of the ‘stories’ involve different mechanics which can only be described as ‘simulators’ for whatever the game wants you to feel at that point. Nowhere is this more apparent than in Lewis’ story, where it captures perfectly what the game wants you to feel.
In case it’s not apparent, one game is an aircraft-carrier sized Flagship of action games; the other is not even fit for consideration as an action game. Nonetheless, what it's supposed to do, What Remains managed to do.
But I mean, it’s like Chess-Boxing. And in our case, you fully expected the tables to turn on the other activity right?
On the narrative side, Devil May Cry V is actually not that good imo. Don’t get me wrong – the main plot points in general works. It has important lore points overall for the series. Still, remove the action, and it actually feels boring. Nothing really happens mission to mission in the style of DMC 3 or DMC 4, which are better narrative outings.
And Nico and her DMC van just makes no narrative sense whatsoever. Clearly copying Resident Evil 4’s wtf-are-you-doing-here merchant, but looking ridiculous instead… It’s not a big deal, but it’s surely just slightly irritating at least?
There are precisely two memorable points all game narratively – when you finally find out who V actually is, and at the very climax again on the back of another reveal. Even the ending is rather abrupt and anti-climactic. “Oooh! Ooh! The heroes have finally assembled at full power! What great evil will we vanquish next!? What will we do? Huh? Huh? Huh?” “Gardening. That’s what.” “Oh! Gardening! Right! Right! Makes sense! Like with devil claws and big swords and guns! Blood and thunder! Hellfire and Brimstone gardening!” “No, like Squirrel Girl.”
(I mean, who cares right? It’s Devil May Cry. On to Sons of Sparda mode! Bloody Palace! Yay!)
Now, What Remains of Edith Finch…
… I can’t tell you anything much, in case it ruins the experience. All I can say is that if you’re observant, you’d realize quite quickly that there are plenty of evidence of cut-short lives on display around the house, with some as tragic as a few years old. That doesn’t make it quite the Spencer mansion, but nonetheless kinda spooky in its own right. The game premise is about getting to know all her late family tree again and uncovering the stories of how they lived and died.
I spent the whole time wondering where they were going with this. Like, are we really just going to go through every one’s story and then…? What’s your point? Where is this going? How do we wrap up? What’s the end play? Hope it’s not gardening… And then when it hits you. It works. It wraps up beautifully.
The value of a life isn’t in whether it was long and glorious and did ten thousand different things (and had battles track from 4 previous games, and a cutscene viewer mode!) or if you were short and uniquely memorable and wasn’t meant to do all that much. Each deserved to be met on their own terms and remembered in their own right.
Maybe games are like that too.
(Hope you enjoyed that. I have to apologize to anyone coming in for the WRoEF review and finding out it’s 90% about Devil May Cry V. lol… I kind of feel like I didn’t represent What Remains of Edith Finch that well at all. Maybe you guys can help out in the comments!)
submitted by Bekqifyre to patientgamers [link] [comments]


2023.06.07 21:26 LudwigKoopa1884737 The torn corpse: Jealousy and power work like the Devil and people

My name is Luigi Mario, yes the famous video game icon from the Super Mario Bros series. It's been a decade since Archie Sonic went haywire. 10 years ago my brother Mario died from overdose on mushrooms in which was okay to take but he kept using out of his work setting, me,Toad,Yoshi, and Princess Peach tried to get him some health and or use other power up's but Mario just wouldn't listen. We tried to give him Fire Flowers and Super leaves but he just didn't like it. 3 weeks later Bowser kidnapped the Princess again so this gave Mario a sad excuse to "Power up" on Mushrooms, I tried to fight him the second he pulled out the mushrooms but like the people say "He's a number 1" he instantly gulped the mushroom down and started crushing Goomba's and Koopa's. But after 5 more minutes he got slower then dropped dead. Even though Bowser is an enemy he really never wants Mario to die,it's just a rivalry, 2 weeks after we set up the funeral for Mario, almost every video game character was there for him. Knowing this struck me right in the heart knowing so many loved my brother. But after 3 years I recovered and held a video game con for people to come to meet there favorite heroes and villains. But someone showed up. To my surprise it was "Mario" but something was off and it wasn't just me who noticed,everyone at the con did not speak to this "Mario" but why? Well the reason why, was because it wasn't Mario it was sonic who wore Mario's body out of jealousy of Mario's success and love. Sonic laughed maniacally but as he did this Sonic started coughing up blood as Mario's corpse came to life as Sonic was in his body. All of Mario's wounds healed and his skin turned from pale to a tan-ish peach color,"Just like his original skin color" I thought as Mario was turning back to normal you could here Sonic's scream of pain. Mario looking fresh and brand new looked at me with a death stare saying "Itsa me a Mario." in a dark tone. Mario tried to sprint at me but Scorpion tied Mario down to the ground by chain as Mario screamed and cursed me in Italian while also coughing up blood, Bastion from Overwatch shot Mario dead. After 4 days I came to check the autopsy in which detective Pikachu told me they cut open Mario's corpse to find a dead Sonic with Mario's bones pierced through him, just the description was horrifying but the the room where the corpses were in exploded as I saw a dead Mario and Sonic conjoined body float toward me. The body kept getting faster and faster in which Detective Pikachu called Krato's to come save us. 7 years later we never heard from Kratos again after that every game character came together to fight the dark forces of Sorririo's dead game character army like a zombie apocalypse but with over powered being's.
submitted by LudwigKoopa1884737 to creepypasta [link] [comments]


2023.06.07 20:37 Trillilix How the speedrunner ended

How the speedrunner ended submitted by Trillilix to DarkViperAU [link] [comments]


2023.06.07 20:14 gizzlyxbear Beating Every NA PS2 Game. Games 1-4.

Since I’m working on collecting every North American PS2 game, I should probably play them, yeah? Will write short reviews every few games.
Game 1: 007: Agent Under Fire (3/5)
Game 2: Seek and Destroy (3.5/5)
Game 3: Are You Smarter than a 5th Grader? - Make the Grade (1/5)
Game 4: Jeopardy! (2/5)
submitted by gizzlyxbear to ps2 [link] [comments]


2023.06.07 19:54 NightCities13 88 Years Later-Game 10-Full Games

Day 1
This year’s arena was based in a giant mansion, with a pool, tennis courts, and hundreds of rooms.
The usual weapons, supplies, and consumables were included in the cornucopia, and the backpacks were also present after a hiatus from the last quell.
When the bell rang, Hermosa and Juan ran forwards, grabbing machetes and a backpack each, before fleeing towards the tennis courts, killing the pair from 9 along the way.
Rosetta and Chayote grabbed a backpack each and ran, while Fabiana and Decimus grabbed a spear and a sword and wreaked havoc upon the other remaining tributes, killing the pair from 8, Rona and Vern from 1, and the pair from 6.
Later that day, Fabiana and Decimus found Chemica and Gerald (both 5) sitting near the perimeter and killed them, and also killed Alis and Lore (both 3) who were near the gardens.
Luckily Fabiana and Decimus passed right by Rosetta and Chayote, who both held their breath.
Hermosa and Juan ate some of their bread and drank a full bottle of water, before taking turns keeping watch that night.
At midnight, the portraits of Rona and Vern from 1, Alis and Lore from 3, Chemica and Gerald from 5, and the pairs from 6, 8, and 9, leaving six pairs left.
Day 2
Hermosa awoke early the next morning, and saw Juan watching two tributes approach them. Hermosa grabbed her machete, and Riveretta and Islet (both 4) walked through the gate into the tennis court. Hermosa and Juan stood up, and right as Riveretta and Islet noticed the two, Hermosa and Juan swiped their machetes, killing them.
Meanwhile Rosetta and Chayote played a game in which they named all of the flowers in the garden, attracting the attention of Pinette and Oaken (both 7). Rosetta saw them coming, and warned Chayote, and Rosetta and Chayote threw knives into the heads of Pinette and Oaken.
Meanwhile Fabiana and Decimus killed Annabeth and James (both 12).
That night, the portraits of Riveretta and Islet from 4, Pinette and Oaken from 7, and Annabeth and James from 12 were shown in the sky, leaving, Fabiana and Decimus from 2, Hermosa and Juan from 10, and Rosetta and Chayote from 11 to fight the next day to be the final pair standing.
Day 3
Fabiana and Decimus overheard Rosetta and Chayote playing their plant identification game, and snuck up behind the two. Right as a huge smile crossed Chayote’s face, Fabiana slammed her spear into his head. Rosetta tried to flee, but Decimus simply cut her down with his sword.
They walked to the tennis courts, where Hermosa and Juan were already waiting for them, and Hermosa threw her machete at Fabiana, hitting her in the head. Decimus’s eyes filled with horror, right as Juan and Hermosa both rushed forward, slamming their machetes into his body.
A final cannon sounded, and eighteen year olds Hermosa Lopez and Juan Torres of District 10 were announced as the victors of the 10th Hunger Games.
Aftermath
Pedro was overjoyed by the victory of his fiancée and brother in law, and Pedro and Hermosa got married in a large wedding, in which their children, Buster and Silvia, were present. Pedro and Hermosa had another son, Santiago, and a daughter named Juanita.
Juan’s daughter, Lucia, was born a few months later, and he and Patricia went on to have two sons Eduardo and Carlos, and another daughter, Sofia.
Hermosa and Juan mentored the tributes of District 10 until their eventual retirement when new victors won the Games.
submitted by NightCities13 to christianblanco [link] [comments]


2023.06.07 19:41 The_Thot_Begoner Why doesn’t Luigi have his own series icon

Like cmon Wario has his own line of games and they gave him his own icon, so why not Luis for the luigis mansion games?
Luis deserves respect.
submitted by The_Thot_Begoner to supersmashbros [link] [comments]


2023.06.07 18:54 justlurking221 Finally made it in!

Finally made it in! submitted by justlurking221 to GanondorfMains [link] [comments]


2023.06.07 18:45 jayypewpew [Bay Area CA,95111 USA][FS] Oath, Power Plants, Marvel United and more

Most games are either like-new or barely played. Payment Preferred: Paypal, Venmo(local), Cash(local). I Will be using pirate ship for shipping.
I can provide pictures if interested. Trying my best to clear out most but open to trades at the bottom. Buy 2+ and get $5 off shipping.
Chat invites work better than PMs for me.
For Sale:
Call to Adventure Epic Origins KS edition[4] - $30
Power Plants Deluxe + Playmat + phantom hoods and crow nest + mini expansions + wooden bits[4] - $50
Marvel United Core, Spiderverse Expansion, Doctor Strange Promo, + wooden insert[4] - $30
Oath with Kickstarter add ons[4] - $50
Selling Imperial Assault core. Few painted miniatures and a few primed ones. I can provide pictures[3] - $25
Meadow with Bigfoot Promo, Cards and Sleeves Pack, Packet P - $50
Paleo with expansion and mini-expansion[4] - $50
Unearth with expansion[4] - $15
Smaller $5 Games
The Alpha[4] - $5
Kombo Klash[4] - $5
Trades I’m looking for:
I know some of these are long shots but I’d be willing to mix and match games/payment
-Power Rangers Heroes of the Grid
-Honk!
-Sub terra + any expansion
-Kabuto sumo
-Mansions of Madness: Suppressed Memories
-Mansions of Madness: Recurring Nightmares
-Cthulhu Death May Die Season 2
-Unspeakable Box
-Black Goat of the Woods
submitted by jayypewpew to BoardGameExchange [link] [comments]


2023.06.07 18:19 mulberrystreet_ Trip Report! 6/5/23.

Reposted because of some errors:) my friend and went to Disney for a day and decided to log our experience.
Entered gates and arrived into Frontierland hub rope drop at 7:45 am.
—Rise of the Resistance (rope drop) 8:07-8:20 13 minutes off 8:39
—Smugglers Run 8:42-9:04 22 minutes off 9:18
—Pirates of the Caribbean 9:35-9:49 14 minutes off 10:07
—Haunted Mansion 10:10-10:27 17 minutes off 10:45
—Indiana Jones (lightning lane) 11:00-11:20 20 minutes off 11:27
park hop!
—Golden Zephyr 12:05-12:17 12 minutes off 12:23
—Guardians of the Galaxy (lightning lane) 12:47-52-1:07 20 minutes off 1:13
—Grizzly Rapids 1:42-1:51 9 minutes off 2:00
—Soarin’ Over the World (lightning lane) 2:08-2:30 22 minutes off 2:38
—Radiator Springs (lightning lane) 3:55- shut down
—Incredicoaster 4:10-4:56 46 minutes off ?
park hop!
—It’s a Small World 5:58-6:19 21 minutes off 6:30
—Matterhorn attempt (closed temporarily) Star Tours 6:45-7:00 15 minutes off 7:07
—Matterhorn (lightning lane) 7:16-7:25 11 minutes off 7:30
park hop!
—Radiator Springs round 2 (only paid lightning lane) 8:07-8:36 29 minutes off 9:03
—Incredicoaster 9:08-9:25 17 minutes off 9:29
park hop!
—Space Mountain (lightning lane) 9:47-10:03 16 minutes off 10:06
—Roger Rabbit's Cartoon Spin 10:16-10:18 2 minutes off 10:22
—Gadgets Go Coaster 10:25-10:28 3 minutes off 10:30
—Thunder Mountain (lightning lane) 10:47-10:54 7 minutes off 10:59
—Jungle Cruise 11:14-11:26 8 minutes off 11:30
—Teacups 11:52-11:56 4 minutes
Left at 12:02
submitted by mulberrystreet_ to Disneyland [link] [comments]


2023.06.07 17:51 British_Victim819 [PC][UNKNOWN/2000s] A Flash and cartoonist mystery solving game

This game was a adobe Flash based game...it had two couples who are stuck in place and had to get out and they never killed anyone....there was one mission in which a scientist was held hostage in his own mansion and also his prosthetic leg was stuck above in roof...both of them usually sneak around enemy or do environmental knockout to enemy....male character was look a like Tarzan...it had cut scenes and also every mission was like level and it had different parts in one was their helicopter got crashed in snow area..
hope you guys find it <3
submitted by British_Victim819 to tipofmyjoystick [link] [comments]


2023.06.07 16:59 sliced_lime Minecraft Java Edition 1.20 - the Trails & Tales Update Has Been Released!

What, is there something special happening today? Hold on, let me grab my calendar book from my chiseled bookshelf.
Oh, it's time for Trails & Tales! How could I forget? Time to equip your new brush and ride your camel off to new adventures!
This update can also be found on minecraft.net.

New Features

Archaeology

Decorated Pots

Sniffer

Sniffer Egg

Torchflowers

Pitcher Plant

Camel

Smithing

Netherite Equipment

Armor Trims

Cherry Groves

Bamboo Wood Set

Chiseled Bookshelf

Hanging Signs

Signs

The following changes have been made for both Signs and Hanging Signs. - Sign text can now be edited after being placed in the world - This can be done by interacting with the Sign - Signs with non-text chat components can not be edited - Both sides of the Sign can now have separate text and colors, allowing for further customization options - By default, a Sign will prompt you to input the front side's text when placed - To apply text to the back-side, you must walk to the other side and interact with that face to edit it - Signs can now also be waxed with Honeycomb, preventing any further edits to its text - Opening the sign edit screen in singleplayer no longer pauses the game

Calibrated Sculk Sensors

Vibration Resonance

Playable Mob Sounds

Piglin Mob Head

New Music

Windows Aarch64/ARM64 support

Advancements

New Husbandry Advancements

New Adventure Advancements

Changes

Sculk Changes

Sculk Sensor Phases

Vibration Frequencies

In preparation for the Calibrated Sculk Sensor, vibration frequencies have been greatly simplified to prevent unwanted interference. The following are category descriptions for each frequency and the expected events that they correspond to:
  1. Movement in any medium (land, water and air)
  2. Landing on any surface (land or water)
  3. Item interactions
  4. Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)
  5. Dismounting a mob or equipping gear
  6. Mounting a mob or interacting with a mob
  7. Mobs and players getting damaged
  8. Consuming items (drinking and eating)
  9. Blocks 'deactivating' (door close, chest close, button unpress, etc)
  10. Blocks 'activating' (door open, chest open, button press, etc)
  11. Blocks changing (cauldron water level rising, adding food to campfire, etc.)
  12. Blocks being destroyed
  13. Blocks being placed
  14. Mobs and players teleporting or spawning
  15. Mobs and players dying or an explosion

Step Sounds

Advancements

Technical Changes

Light Engine

The light engine is responsible for calculating the brightness of each block in the world. Light is calculated during world generation as well as updated when a block is changed in the world. Behavior of the light engine has not been changed.

Commands

return

The return command can be used to control execution flow inside functions and change their return value. Effects:
Syntax:
return
Parameters:
  • value: An integer return value

data

  • string data sources now accept negative boundaries, which are interpreted as index counted from the end of the string

Display Entity

Interpolation Changes

  • Previous values are always discarded if interpolation_duration is 0
  • Made sure that render properties are applied at the same time (so block_state is applied at the same time as transformation, i.e. at the next tick after receiving an update)
  • Display entities are not rendered until their initial data is received. That means display entities might not be shown on the first tick.
  • Note: due to how the game handles updates, changes to entities made after summoning might be delivered to clients within a later tick

Rendering Changes

  • item_display items have been rotated 180 degrees around the Y axis to better match the transformation that is applied when rendering items on an Armor Stand head and in Item Frames
    • For reference, the order of transformations applied to model (starting from innermost) is item_transform, rotate Y 180, transformation field, entity orientation (billboard option + Rotation field + Pos field)

Structure post-processors

Capped post-processor

  • A capped post-processor has been added which can limit how many blocks a delegated post-processor randomly transform in a structure
  • This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution
  • The capped post-processor has following required parameters:
    • delegate A post-processor which performs the actual block transformation
    • limit Maximum amount of blocks that the delegated post-processor can transform
    • The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount
    • Either constant or random number generator sampled during post-processing

Rule post-processor block entity configuration

  • Previously a rule could specify an optional fixed output_nbt which would be added to the processed output block entity
  • This field has now been changed to reference a block_entity_modifier
  • Existing block_entity_modifier's are:
    • passthrough Retains existing fields on the block entity
    • This is the default if no block_entity_modifier is specified
    • append_static Similar to previous output_nbt this provides fixed fields to add to the block entity
    • A minor change is that this modifier appends configured fields to the processed block instead of replacing existing fields
    • clear Removes any existing fields on the block entity
    • append_loot Appends a loot table and seed to the block entity through required parameter:
    • loot_table Referenced loot table to add to block entity as LootTable field
    • Field LootTableSeed is also added to the block entity using random seeded by block position

Loot Tables

Random Sequences

The game now uses named random sequences to deterministically produce loot for loot tables. Each random sequence produces a unique sequence based on the world seed and sequence ID, which means a loot table will produce the same results when ran with the same parameters in the same world.
The ID of the random sequence to use for a loot table is specified in a new optional field called random_sequence. If no sequence name is given, loot is drawn using a non-deterministic random source.

reference

New function reference allows functions to call sub-functions (similar to reference condition).
Fields: - name - location of function to call

any_of/all_of

  • Loot condition alternative has been renamed to any_of
  • Added new loot condition all_of that passes only when all sub-conditions pass
    • Has the same syntax as any_of

Advancements

New Triggers

recipe_crafted

  • Triggered when crafting a recipe
  • Conditions:
    • recipe_id - the resource location of the recipe crafted
    • ingredients - an array of predicates for the item stacks used in the recipe
    • A single item stack can only be used to fulfill one predicate
    • Each predicate needs to be fulfilled to trigger the advancement. This allows for separation between recipes that have same identifier but use different ingredients.
    • This field is optional. When not provided, or left empty, only the recipe_id will dictate the success of the trigger

Changed Triggers

  • All fields in placed_block, item_used_on_block and allay_drop_item_on_block have been collapsed into a single location field
  • The new location is similar to the player field - it is a list of loot conditions/predicates
  • All conditions in this list must match for a trigger to run
  • Conditions are evaluated in a new loot context called advancement_location. It has access to:
    • Player as this entity
    • Position of the placed block
    • Block state of the placed/interacted block
    • Held/used item as "tool"
  • Migration guide:
    • Contents of old location field should be migrated to location_check condition
    • Contents of item field should be migrated to match_tool condition
    • Contents of block + state fields should be migrated to block_state_property condition
Example (from make_a_sign_glow advancement):
Before: { "conditions": { "item": { "items": [ "minecraft:glow_ink_sac" ] }, "location": { "block": { "tag": "minecraft:all_signs" } } }, "trigger": "minecraft:item_used_on_block" } After: { "conditions": { "location": [ { "condition": "minecraft:match_tool", "predicate": { "items": [ "minecraft:glow_ink_sac" ] } }, { "condition": "minecraft:location_check", "predicate": { "block": { "tag": "minecraft:all_signs" } } } ] }, "trigger": "minecraft:item_used_on_block" }

Damage Types

  • Players outside the world border are now hurt by the damage type outside_border instead of in_wall
  • Forcibly removing an entity using the /kill command now uses damage type generic_kill instead of out_of_world

Tags

Block Tags

  • Removed replaceable_plants since it was only used as a subset of the blocks for the tag above, and not as universally
  • Added replaceable_by_trees to better express blocks that are replaced when the tree grows through them
  • Added replaceable with all the blocks that can be replaced
    • This tag only represents the internal state of the game, changing this tag does not make blocks replaceable
  • Added sword_efficient to represent blocks that are broken 50% faster by a sword than normal
  • Added maintains_farmland to represent which blocks will not cause farmland to be converted into dirt due to drying out when placed on top of it
  • Added combination_step_sound_blocks that controls which blocks produce a combination of step sounds
  • Added enchantment_power_provider to control which blocks increase the level of an Enchantment Table
  • Added enchantment_power_transmitter to control which blocks are allowed between an Enchantment Table and a Bookshelf (or other Power Transmitter)
  • Added vibration_resonators to control which blocks transmit vibration signals when placed next to Sculk Sensors
  • Added trail_ruins_replaceable for blocks that Trail Ruins can replace when generating
  • Added sniffer_diggable_block to control which blocks Sniffers can dig
  • Added sniffer_egg_hatch_boost to that control on which blocks Sniffer Eggs hatch twice as fast
  • Added ceiling_hanging_signs
  • Added wall_hanging_signs
  • Added all_hanging_signs
  • Added stone_buttons block tag
  • Added cherry_logs block tag
  • Added bamboo_blocks block tag

Item Tags

  • Added villager_plantable_seeds to represent which kind of seeds Villagers can farm
  • Added noteblock_top_instruments to control which blocks can be placed on top of Note Blocks without sneaking
  • Added breaks_decorated_pots to control which tools can break Decorated Pots
  • Added decorated_pot_ingredients
  • Added decorated_pot_sherds
  • Added sniffer_food
  • Added trimmable_armor
  • Added trim_materials
  • Added trim_templates
  • Added stone_buttons item tag
  • Added cherry_logs item tag
  • Added bamboo_blocks item tag

Biome Tags

  • Added has_structure/trail_ruins

Game Events

  • Removed piston_contract game event in favor of block_deactivate
  • Removed piston_extend and dispense_fail game events in favor of block_activate
  • Many game events have new vibration frequencies:
    • 1: step, swim, flap
    • 2: projectile_land, hit_ground, splash
    • 3: item_interact_finish, projectile_shoot, instrument_play
    • 4: entity_roar, entity_shake, elytra_glide
    • 5: entity_dismount, equip
    • 6: entity_mount, entity_interact, shear
    • 7: entity_damage
    • 8: drink, eat
    • 9: container_close, block_close, block_deactivate, block_detach
    • 10: container_open, block_open, block_activate, block_attach, prime_fuse, note_block_play
    • 11: block_change
    • 12: block_destroy, fluid_pickup
    • 13: block_place, fluid_place
    • 14: entity_place, lightning_strike, teleport
    • 15: entity_die, explode

Fonts

New unihex Glyph Provider

  • New glyph provider for reading Unifont HEX files
    • HEX format describes font glyphs using a bitmap
    • The height of every glyph is 16 pixels
    • The width of glyph can be 8, 16, 24 or 32 pixels
    • Every line is made of two hexadecimal numbers separated by :
    • The first value describes a codepoint - it must have 4, 5 or 6 hex digits
    • The second value describes the glyph as a stream of bits, line by line
  • When rendering, empty columns on left and right side of glyphs are removed
    • Custom glyph widths can be set with size_overrides
  • This provider requires two fields:
    • hex_file - path to ZIP archive containing one or more *.hex files (files in archive with different extensions are ignored)
    • size_overrides - list of codepoint ranges that should have width different from auto-detected (based on empty space in glyph). Fields:
    • from, to - start and end of codepoint range (inclusive)
    • left, right - integers describing the position of the left-most and right-most columns of the glyph in range
      • Any bits in columns outside of this range will be discarded

New reference Glyph Provider

  • New glyph provider that can be used to include providers from other fonts
    • Providers are guaranteed to be loaded only once, no matter how many times they are included
  • Provider has one field id, that describes another font to be included in the currently loaded one
    • Inclusion is performed after all fonts are loaded, so it will include all providers for a given font defined in all datapacks

Removed legacy_unicode Glyph Provider

  • The legacy_unicode glyph provider has been removed
  • This functionality has been replaced by the unihex provider

Quick Play

  • Added support for four new command line arguments that allow the game to be launched directly into a world
  • quickPlayPath takes a specified path for logging (relative to the run directory)
    • If a path is provided the following will be logged upon joining a world:
    • type: is either singleplayer, multiplayer, or realms
    • identifier: represents the world you want to join
      • For singleplayer, the folder name of the world
      • For multiplayer, the IP address of the server
      • For realms, the Realms ID
    • port: represents the server port and is only logged for multiplayer
    • name: The name of the world
    • gamemode: The gamemode of the world
    • lastPlayedTime: The time you joined the world
    • Example:
    • --quickPlayPath "quickPlay/log.json" will resolve into .minecraft/quickPlay/log.json
  • quickPlaySingleplayer, quickPlayMultiplayer and quickPlayRealms all take their respective identifier
    • If one of these arguments is provided, the game will try to launch directly into the given world
    • Examples:
    • --quickPlaySingleplayer "New World"
    • --quickPlayMultiplayer "localhost:25565"
    • --quickPlayRealms "1234"

Telemetry

All Events

  • Added new property: launcher_name
    • This is set based on the minecraft.launcher.brand system property
    • This will help us troubleshoot game launch related bugs more effectively, as we will be able to see whether the issue originated in the Minecraft launcher or a third-party program

Updated Required Events

  • world_loaded
    • Added new property: realms_map_content
    • When loading into a Realms Map Content world (Minigame), the world_loaded event will receive the name of that map
    • This is to help us understand how Java Realms players interact with Java Realms adventure or minimap content

New Optional Events

  • advancement_made
    • This event is triggered when a player completes an advancement, and allows us to see the advancement ID and the time when the advancement was completed
    • This helps us as a studio understand player progress and limits, which informs our game design
  • game_load_times
    • This event is triggered when the game client is loaded
    • Includes the time it took for the client to load
    • This is so that we can work on improving and reducing the time it takes to load the game client

server.properties

  • File is now read in UTF-8 initially, with previous encoding (ISO 8859-1/Latin 1) as a fallback
  • File is now written with UTF-8 encoding

Symbolic Link Validation

To improve safety, the game will now detect symbolic links used inside world directory. For a detailed explanation, check our help article.
  • If the target of a symbolic link is not on the user-configured allow-list, the game will not proceed with loading the world
    • Note: the world directory itself can still be linked
  • The list of allowed symbolic link targets is stored in file allowed_symlinks.txt in the client or server top directory
  • The file consists of entries (one per line) with following formats allowed:
    • Lines starting with # are comments and are ignored
    • [type]pattern, where type can be glob, regex or prefix
    • prefix matches start of path with given pattern (so for /test paths /test, /test/ and /test/foo.txt would match)
    • regex matches regular expression against whole path
    • glob uses OS-specific path matching mechanism (for example *.txt would usually match files with txt extension)
    • Note: paths will use OS-specific separators
    • pattern, which uses default prefix type

Fixed bugs in 1.20

Around 250 bugs were fixed in this release. View the list on the issue tracker.
# Get the Release
To install the Release, open up the Minecraft Launcher and click play! Make sure your Launcher is set to the “Latest Release” option.
Cross-platform server jar:
Report bugs here:
Want to give feedback?
submitted by sliced_lime to MinecraftUnlimited [link] [comments]


2023.06.07 16:59 sliced_lime Minecraft Java Edition 1.20 - the Trails & Tales Update Has Been Released!

What, is there something special happening today? Hold on, let me grab my calendar book from my chiseled bookshelf.
Oh, it's time for Trails & Tales! How could I forget? Time to equip your new brush and ride your camel off to new adventures!
This update can also be found on minecraft.net.

New Features

Archaeology

Decorated Pots

Sniffer

Sniffer Egg

Torchflowers

Pitcher Plant

Camel

Smithing

Netherite Equipment

Armor Trims

Cherry Groves

Bamboo Wood Set

Chiseled Bookshelf

Hanging Signs

Signs

The following changes have been made for both Signs and Hanging Signs. - Sign text can now be edited after being placed in the world - This can be done by interacting with the Sign - Signs with non-text chat components can not be edited - Both sides of the Sign can now have separate text and colors, allowing for further customization options - By default, a Sign will prompt you to input the front side's text when placed - To apply text to the back-side, you must walk to the other side and interact with that face to edit it - Signs can now also be waxed with Honeycomb, preventing any further edits to its text - Opening the sign edit screen in singleplayer no longer pauses the game

Calibrated Sculk Sensors

Vibration Resonance

Playable Mob Sounds

Piglin Mob Head

New Music

Windows Aarch64/ARM64 support

Advancements

New Husbandry Advancements

New Adventure Advancements

Changes

Sculk Changes

Sculk Sensor Phases

Vibration Frequencies

In preparation for the Calibrated Sculk Sensor, vibration frequencies have been greatly simplified to prevent unwanted interference. The following are category descriptions for each frequency and the expected events that they correspond to:
  1. Movement in any medium (land, water and air)
  2. Landing on any surface (land or water)
  3. Item interactions
  4. Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)
  5. Dismounting a mob or equipping gear
  6. Mounting a mob or interacting with a mob
  7. Mobs and players getting damaged
  8. Consuming items (drinking and eating)
  9. Blocks 'deactivating' (door close, chest close, button unpress, etc)
  10. Blocks 'activating' (door open, chest open, button press, etc)
  11. Blocks changing (cauldron water level rising, adding food to campfire, etc.)
  12. Blocks being destroyed
  13. Blocks being placed
  14. Mobs and players teleporting or spawning
  15. Mobs and players dying or an explosion

Step Sounds

Advancements

Technical Changes

Light Engine

The light engine is responsible for calculating the brightness of each block in the world. Light is calculated during world generation as well as updated when a block is changed in the world. Behavior of the light engine has not been changed.

Commands

return

The return command can be used to control execution flow inside functions and change their return value. Effects:
Syntax:
return
Parameters:
  • value: An integer return value

data

  • string data sources now accept negative boundaries, which are interpreted as index counted from the end of the string

Display Entity

Interpolation Changes

  • Previous values are always discarded if interpolation_duration is 0
  • Made sure that render properties are applied at the same time (so block_state is applied at the same time as transformation, i.e. at the next tick after receiving an update)
  • Display entities are not rendered until their initial data is received. That means display entities might not be shown on the first tick.
  • Note: due to how the game handles updates, changes to entities made after summoning might be delivered to clients within a later tick

Rendering Changes

  • item_display items have been rotated 180 degrees around the Y axis to better match the transformation that is applied when rendering items on an Armor Stand head and in Item Frames
    • For reference, the order of transformations applied to model (starting from innermost) is item_transform, rotate Y 180, transformation field, entity orientation (billboard option + Rotation field + Pos field)

Structure post-processors

Capped post-processor

  • A capped post-processor has been added which can limit how many blocks a delegated post-processor randomly transform in a structure
  • This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution
  • The capped post-processor has following required parameters:
    • delegate A post-processor which performs the actual block transformation
    • limit Maximum amount of blocks that the delegated post-processor can transform
    • The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount
    • Either constant or random number generator sampled during post-processing

Rule post-processor block entity configuration

  • Previously a rule could specify an optional fixed output_nbt which would be added to the processed output block entity
  • This field has now been changed to reference a block_entity_modifier
  • Existing block_entity_modifier's are:
    • passthrough Retains existing fields on the block entity
    • This is the default if no block_entity_modifier is specified
    • append_static Similar to previous output_nbt this provides fixed fields to add to the block entity
    • A minor change is that this modifier appends configured fields to the processed block instead of replacing existing fields
    • clear Removes any existing fields on the block entity
    • append_loot Appends a loot table and seed to the block entity through required parameter:
    • loot_table Referenced loot table to add to block entity as LootTable field
    • Field LootTableSeed is also added to the block entity using random seeded by block position

Loot Tables

Random Sequences

The game now uses named random sequences to deterministically produce loot for loot tables. Each random sequence produces a unique sequence based on the world seed and sequence ID, which means a loot table will produce the same results when ran with the same parameters in the same world.
The ID of the random sequence to use for a loot table is specified in a new optional field called random_sequence. If no sequence name is given, loot is drawn using a non-deterministic random source.

reference

New function reference allows functions to call sub-functions (similar to reference condition).
Fields: - name - location of function to call

any_of/all_of

  • Loot condition alternative has been renamed to any_of
  • Added new loot condition all_of that passes only when all sub-conditions pass
    • Has the same syntax as any_of

Advancements

New Triggers

recipe_crafted

  • Triggered when crafting a recipe
  • Conditions:
    • recipe_id - the resource location of the recipe crafted
    • ingredients - an array of predicates for the item stacks used in the recipe
    • A single item stack can only be used to fulfill one predicate
    • Each predicate needs to be fulfilled to trigger the advancement. This allows for separation between recipes that have same identifier but use different ingredients.
    • This field is optional. When not provided, or left empty, only the recipe_id will dictate the success of the trigger

Changed Triggers

  • All fields in placed_block, item_used_on_block and allay_drop_item_on_block have been collapsed into a single location field
  • The new location is similar to the player field - it is a list of loot conditions/predicates
  • All conditions in this list must match for a trigger to run
  • Conditions are evaluated in a new loot context called advancement_location. It has access to:
    • Player as this entity
    • Position of the placed block
    • Block state of the placed/interacted block
    • Held/used item as "tool"
  • Migration guide:
    • Contents of old location field should be migrated to location_check condition
    • Contents of item field should be migrated to match_tool condition
    • Contents of block + state fields should be migrated to block_state_property condition
Example (from make_a_sign_glow advancement):
Before: { "conditions": { "item": { "items": [ "minecraft:glow_ink_sac" ] }, "location": { "block": { "tag": "minecraft:all_signs" } } }, "trigger": "minecraft:item_used_on_block" } After: { "conditions": { "location": [ { "condition": "minecraft:match_tool", "predicate": { "items": [ "minecraft:glow_ink_sac" ] } }, { "condition": "minecraft:location_check", "predicate": { "block": { "tag": "minecraft:all_signs" } } } ] }, "trigger": "minecraft:item_used_on_block" }

Damage Types

  • Players outside the world border are now hurt by the damage type outside_border instead of in_wall
  • Forcibly removing an entity using the /kill command now uses damage type generic_kill instead of out_of_world

Tags

Block Tags

  • Removed replaceable_plants since it was only used as a subset of the blocks for the tag above, and not as universally
  • Added replaceable_by_trees to better express blocks that are replaced when the tree grows through them
  • Added replaceable with all the blocks that can be replaced
    • This tag only represents the internal state of the game, changing this tag does not make blocks replaceable
  • Added sword_efficient to represent blocks that are broken 50% faster by a sword than normal
  • Added maintains_farmland to represent which blocks will not cause farmland to be converted into dirt due to drying out when placed on top of it
  • Added combination_step_sound_blocks that controls which blocks produce a combination of step sounds
  • Added enchantment_power_provider to control which blocks increase the level of an Enchantment Table
  • Added enchantment_power_transmitter to control which blocks are allowed between an Enchantment Table and a Bookshelf (or other Power Transmitter)
  • Added vibration_resonators to control which blocks transmit vibration signals when placed next to Sculk Sensors
  • Added trail_ruins_replaceable for blocks that Trail Ruins can replace when generating
  • Added sniffer_diggable_block to control which blocks Sniffers can dig
  • Added sniffer_egg_hatch_boost to that control on which blocks Sniffer Eggs hatch twice as fast
  • Added ceiling_hanging_signs
  • Added wall_hanging_signs
  • Added all_hanging_signs
  • Added stone_buttons block tag
  • Added cherry_logs block tag
  • Added bamboo_blocks block tag

Item Tags

  • Added villager_plantable_seeds to represent which kind of seeds Villagers can farm
  • Added noteblock_top_instruments to control which blocks can be placed on top of Note Blocks without sneaking
  • Added breaks_decorated_pots to control which tools can break Decorated Pots
  • Added decorated_pot_ingredients
  • Added decorated_pot_sherds
  • Added sniffer_food
  • Added trimmable_armor
  • Added trim_materials
  • Added trim_templates
  • Added stone_buttons item tag
  • Added cherry_logs item tag
  • Added bamboo_blocks item tag

Biome Tags

  • Added has_structure/trail_ruins

Game Events

  • Removed piston_contract game event in favor of block_deactivate
  • Removed piston_extend and dispense_fail game events in favor of block_activate
  • Many game events have new vibration frequencies:
    • 1: step, swim, flap
    • 2: projectile_land, hit_ground, splash
    • 3: item_interact_finish, projectile_shoot, instrument_play
    • 4: entity_roar, entity_shake, elytra_glide
    • 5: entity_dismount, equip
    • 6: entity_mount, entity_interact, shear
    • 7: entity_damage
    • 8: drink, eat
    • 9: container_close, block_close, block_deactivate, block_detach
    • 10: container_open, block_open, block_activate, block_attach, prime_fuse, note_block_play
    • 11: block_change
    • 12: block_destroy, fluid_pickup
    • 13: block_place, fluid_place
    • 14: entity_place, lightning_strike, teleport
    • 15: entity_die, explode

Fonts

New unihex Glyph Provider

  • New glyph provider for reading Unifont HEX files
    • HEX format describes font glyphs using a bitmap
    • The height of every glyph is 16 pixels
    • The width of glyph can be 8, 16, 24 or 32 pixels
    • Every line is made of two hexadecimal numbers separated by :
    • The first value describes a codepoint - it must have 4, 5 or 6 hex digits
    • The second value describes the glyph as a stream of bits, line by line
  • When rendering, empty columns on left and right side of glyphs are removed
    • Custom glyph widths can be set with size_overrides
  • This provider requires two fields:
    • hex_file - path to ZIP archive containing one or more *.hex files (files in archive with different extensions are ignored)
    • size_overrides - list of codepoint ranges that should have width different from auto-detected (based on empty space in glyph). Fields:
    • from, to - start and end of codepoint range (inclusive)
    • left, right - integers describing the position of the left-most and right-most columns of the glyph in range
      • Any bits in columns outside of this range will be discarded

New reference Glyph Provider

  • New glyph provider that can be used to include providers from other fonts
    • Providers are guaranteed to be loaded only once, no matter how many times they are included
  • Provider has one field id, that describes another font to be included in the currently loaded one
    • Inclusion is performed after all fonts are loaded, so it will include all providers for a given font defined in all datapacks

Removed legacy_unicode Glyph Provider

  • The legacy_unicode glyph provider has been removed
  • This functionality has been replaced by the unihex provider

Quick Play

  • Added support for four new command line arguments that allow the game to be launched directly into a world
  • quickPlayPath takes a specified path for logging (relative to the run directory)
    • If a path is provided the following will be logged upon joining a world:
    • type: is either singleplayer, multiplayer, or realms
    • identifier: represents the world you want to join
      • For singleplayer, the folder name of the world
      • For multiplayer, the IP address of the server
      • For realms, the Realms ID
    • port: represents the server port and is only logged for multiplayer
    • name: The name of the world
    • gamemode: The gamemode of the world
    • lastPlayedTime: The time you joined the world
    • Example:
    • --quickPlayPath "quickPlay/log.json" will resolve into .minecraft/quickPlay/log.json
  • quickPlaySingleplayer, quickPlayMultiplayer and quickPlayRealms all take their respective identifier
    • If one of these arguments is provided, the game will try to launch directly into the given world
    • Examples:
    • --quickPlaySingleplayer "New World"
    • --quickPlayMultiplayer "localhost:25565"
    • --quickPlayRealms "1234"

Telemetry

All Events

  • Added new property: launcher_name
    • This is set based on the minecraft.launcher.brand system property
    • This will help us troubleshoot game launch related bugs more effectively, as we will be able to see whether the issue originated in the Minecraft launcher or a third-party program

Updated Required Events

  • world_loaded
    • Added new property: realms_map_content
    • When loading into a Realms Map Content world (Minigame), the world_loaded event will receive the name of that map
    • This is to help us understand how Java Realms players interact with Java Realms adventure or minimap content

New Optional Events

  • advancement_made
    • This event is triggered when a player completes an advancement, and allows us to see the advancement ID and the time when the advancement was completed
    • This helps us as a studio understand player progress and limits, which informs our game design
  • game_load_times
    • This event is triggered when the game client is loaded
    • Includes the time it took for the client to load
    • This is so that we can work on improving and reducing the time it takes to load the game client

server.properties

  • File is now read in UTF-8 initially, with previous encoding (ISO 8859-1/Latin 1) as a fallback
  • File is now written with UTF-8 encoding

Symbolic Link Validation

To improve safety, the game will now detect symbolic links used inside world directory. For a detailed explanation, check our help article.
  • If the target of a symbolic link is not on the user-configured allow-list, the game will not proceed with loading the world
    • Note: the world directory itself can still be linked
  • The list of allowed symbolic link targets is stored in file allowed_symlinks.txt in the client or server top directory
  • The file consists of entries (one per line) with following formats allowed:
    • Lines starting with # are comments and are ignored
    • [type]pattern, where type can be glob, regex or prefix
    • prefix matches start of path with given pattern (so for /test paths /test, /test/ and /test/foo.txt would match)
    • regex matches regular expression against whole path
    • glob uses OS-specific path matching mechanism (for example *.txt would usually match files with txt extension)
    • Note: paths will use OS-specific separators
    • pattern, which uses default prefix type

Fixed bugs in 1.20

Around 250 bugs were fixed in this release. View the list on the issue tracker.
# Get the Release
To install the Release, open up the Minecraft Launcher and click play! Make sure your Launcher is set to the “Latest Release” option.
Cross-platform server jar:
Report bugs here:
Want to give feedback?
submitted by sliced_lime to Minecraft [link] [comments]