BF4 Class Week: The Engineer


We’re kicking off something we’re calling BF4 Class Week. Over the next several weeks we’ll be highlighting each of the four classes in Battlefield 4 including Pro Tips straight from the team at DICE, Community Missions and more.

The first Class Week is all about RPG’s and Repair Tools as we celebrate the iconic Engineer.

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The Chinese Engineer from Battlefield 4 wearing their characteristic gas mask.

Capable of both immense vehicle destruction and invaluable repair work, there is one cog that really holds the Battlefield 4 squad machinery to place: the Engineer. The Engineer has been present in all Battlefield games, although with somewhat different designs and weapon loadouts.

The deadly mechanic’s place in the rock-paper-scissors gameplay of Battlefield has been the same: Engineers destroy enemy vehicles and take care of their own. Engineers can of course be deadly in close-quartered infantry battles too, and those skilled with the PDW’s can rack up a good amount of kills that way.

Below you’ll find some tips on how to master the Engineer class and help your BF4 squad to victory. There are many more tactics that could be mentioned, and we encourage you to share your wisdom in the comments.

 

Engineer Community Mission: Destroy 1 Million Vehicles with the M2 SLAM

To show the world the resourcefulness of the class in question, Engineer fans can now take on a Community Mission designed for their favorite class – and perhaps their favorite gadget. We want you to collectively destroy 1 million vehicles with the M2 SLAM in one week. So equip that gadget, hit the Battlefield, and let enemy vehicles know who’s in town!

This Community Mission will take place across all platforms and will be active between September 16th,9AM PDT and September 23rd, 2AM PDT. If you are successful, we’ll award everyone with an exclusive Engineer wallpaper, handed out on the Battlefield Blog. Mission progress can be tracked on Battlelog.

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Top 4 Engineer Pro Tips

Bring the right tools: Bring your IGLA or Stinger if there is a lot of air activity, or your RPG or mines when it’s tank season – and be prepared to switch it up if (or perhaps we should say when) the Battlefield changes.

Hit ‘em where it hurts: To immobilize or destroy enemy vehicles with your rockets and missiles, it’s not just a matter of getting a hit, but also knowing where to hit. The back and top of vehicles have less armor, so that’s where you should aim. It also helps if you hit the vehicles at a perpendicular angle.

Stay undetected: The ability to bring down tanks, IFV’s, and air units with your mighty gadgets is useless if the enemy sees you coming. Find good cover, use silencers, flank tanks instead of attempting frontal assaults, and use your friendly vehicles as cover when you’re repairing them.

There’s no “I” in Engineer: Well… there is. Sorry about that. Nevertheless, our point is that teamwork is essential for the Engineer. Having Support players nearby when you run out of mines and missiles is extremely helpful, and a Recon can also help you demolish enemy vehicles if he or she brought a portable laser designator.

Good luck, and see you on the Battlefield!


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Yes, we’re being bought by Microsoft

Yes, the deal is real. Mojang is being bought by Microsoft.

It was reassuring to see how many of your opinions mirrored those of the Mojangstas when we heard the news. Change is scary, and this is a big change for all of us. It’s going to be good though. Everything is going to be OK. <3

Please remember that the future of Minecraft and you – the community – are extremely important to everyone involved. If you take one thing away from this post, let it be that.

We can only share so much information right now, but we’ve decided that being as honest as possible is the best approach. We’re still working a lot of this stuff out. Mega-deals are serious business.

Why did you sell Minecraft?
Minecraft has grown from a simple game to a project of monumental significance. Though we’re massively proud of what Minecraft has become, it was never Notch’s intention for it to get this big.

As you might already know, Notch is the creator of Minecraft and the majority shareholder at Mojang. He’s decided that he doesn’t want the responsibility of owning a company of such global significance. Over the past few years he’s made attempts to work on smaller projects, but the pressure of owning Minecraft became too much for him to handle. The only option was to sell Mojang. He’ll continue to do cool stuff though. Don’t worry about that.

There are only a handful of potential buyers with the resources to grow Minecraft on a scale that it deserves. We’ve worked closely with Microsoft since 2012, and have been impressed by their continued dedication to our game and its development. We’re confident that Minecraft will continue to grow in an awesome way.

Minecraft means many different things to millions of people across the world, and to each and every Mojangsta. We feel that this is the best way for everyone – you guys included – to benefit.

What about the other editions of Minecraft? Will they stop being developed?
There’s no reason for the development, sales, and support of the PC/Mac, Xbox 360, Xbox One, PS3, PS4, Vita, iOS, and Android versions of Minecraft to stop. Of course, Microsoft can’t make decisions for other companies or predict the choices that they might make in the future.

We’re extremely proud of all editions and the awesome things you have achieved through playing together.

Is the game going to change? Will we still be able to make videos, mods, awesome builds, and all the cool stuff we’ve created over the past few years?
Minecraft will continue to evolve, just like it has since the start of development. We don’t know specific plans for Minecraft’s future yet, but we do know that everyone involved wants the community to grow and become even more amazing than it’s ever been. Stopping players making cool stuff is not in anyone’s interests.

What about the Mojang staff? What’s happening to you guys?
Though it’s too early to confirm which of us will continue working on Minecraft or other projects, we predict that the vast majority (if not all) Mojangstas will continue to work at Mojang for the time being.

The founders: Notch, Carl, and Jakob are leaving. We don’t know what they’re planning. It won’t be Minecraft-related but it will probably be cool.

What’s happening to the other Mojang projects, like Scrolls?
We don’t know yet. We’ll share any news as soon as we do.

Will you still be able to tweet about features and interact with the community on a personal level, just like you’ve done over the years?
Yes! That’s not going to change.

How much money was the company bought for?
Microsoft acquired Mojang for a smooth 2.5 BILLION dollars.

Thanks for reading everybody.

Owen – @bopogamel, Lydia – @lydiawinters, and the Mojangstas.


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Hitting the Battlefield with Hardline


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About eighteen months ago, Battlefield Hardline creative director Ian Milham and I exchanged a series of emails. The ostensible reason for our communication was my review of Dead Space 3, which I had greatly enjoyed, for Grantland. So what, I asked, was Mr. Milham working on these days? “Funny you should ask,” he said. “What’s your schedule like?” Having just rolled off a game, I didn’t know whether I wanted to jump into yet another AAA cyclone, but the chance of working with Visceral wasn’t an opportunity I was going to let pass by. A few days later, my co-writer Rob Auten and I were sitting in the Electronic Arts atrium. All day Rob and I had been throwing out guesses as to what project we were going to discuss with Ian. Dead Space 4? Dante’s Inferno 2? Some new IP altogether? Then Ian finally said it: “Battlefield.”

I believe, at this point, Rob and I may have exchanged a dubious sidelong glance. Here’s the deal: I like and play military shooters. Rob does, too. But I was also getting bored with them, and had said as much publicly. As a game writer, especially, the military shooter poses real problems, not only in terms of verisimilitude but in the paucity of potential storytelling scenarios. Simply put, I never wanted to virtually invade China, Russia, or Iran again. We started to tell Ian that we didn’t have much of a desire to write “whisky-tango/target-down”-type dialogue, so good luck with the project. That’s when Ian smiled, held up his hand, and said, “That’s not what we’re doing.”

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Ian started to describe a murky world of crooked cops and ruthless robbers in which, when the story begins, the characters already pretty much know each other. Imagine, he said, a game with 80 percent less exposition than games usually have. Imagine a gameworld in which everyone was equal parts bad and good. The storytelling, he said, had one primary goal: People over plot. Ian didn’t want the characters to talk about “the plan,” or where to go next, or how evil the bad guys are and how awesome the good guys are. Rather, he wanted characters that revealed themselves as messed up, funny, compelling people. Then Ian brought up the crime writer Elmore Leonard. “Something like that,” he said. “Tonally, that’s what I’m looking for.” Leonard is probably best known for having written the novels and stories that Jackie Brown, Out of Sight, Get Shorty, and Justified are based on, but I’ve always viewed him as the single greatest genre writer in the history of American literature. Rob and I looked at each other again and nodded. It looked like we were going to make a Battlefield game after all.

Battlefield Hardline doesn’t reinvent the video-game storytelling wheel. Our goal, however modest it might sound, was to try to achieve a tone that games don’t often have. Our television-episode presentation format gives us the opportunity to be dizzingly meta sometimes, and our wonderful actors gave us the opportunity to bear down into the characters when we needed to. We also tried to approximate Leonard’s signature “goofball seriousness” — a drollness that’s often comic but never silly. If there’s a thing I’m proudest of in this game, though, I’d have to say it’s the ambient thug dialogue, which is the kind of sentence only someone who writes video games will ever find himself saying. Because we wanted our gameplay to encourage players to observe and monitor potential combat encounters before going live with gunfire, we needed a lot of guard and thug chatter. Hardline is stuffed with so much ambient guard and thug chatter — the total game script is well over a thousand pages — I suspect several people on the audio team would pelt Rob and me with spoiled food if given the chance. But all of us at Visceral wanted to breathe at least a little life into every possible corner of the game. So when you sneak around, listen to and watch those guards. I promise they don’t talk about the weather or how they hate being guards. There are Easter eggs galore in their conversations, and other things, I hope, that simply make people laugh.

More than anything else, working on Battlefield Hardline put to the test a core belief of mine, which is this: Storytelling is the stately presentation of What Happened, and shooters are rarely very good at communicating What Happened. Why? I think because shooter gameplay, and its considerable cognitive demands, constantly competes with the player’s awareness of what’s happening. Shooters are not stately; shooters are narrative rosaries strung with beads of pure chaos. I think that’s what Ian was saying, too, those many months ago, when he talked about “people over plot.” Video games are at their storytelling best when they introduce you to memorable people and give you memorable things to do, and everyone at Visceral did their best to ensure the Battlefield Hardline campaign had plenty of both.

Tom Bissell
Battlefield Hardline Writer

Learn more about the cast and crew of Battlefield Hardline here.


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The Final Stand


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We are ready to start talking about Battlefield 4: Final Stand, and we have a lot to talk about. In the Battlefield 4 Premium video we released a few months ago, we gave players their first glimpse at the high-tech action that awaits. In the weeks ahead we’ll also show you a lot more of that monstrous little drone and the other exciting new toys that will be in Final Stand.

With Final Stand, we knew from the start that we wanted to evolve the Battlefield experience and offer weapons and vehicles that behave differently than anything else on the battlefield. Taking place on the artic landscape of Russia, where the scientists of today are experimenting with technology that will define the battlefields of tomorrow (Battlefield 2142, anyone?), Final Stand will deliver four maps that are unique and distinct. With its military installations set against a wintry landscape, expect intense, infantry-focused combat.

Players will also discover secret prototype weapons and vehicles that further tie into the fiction around Final Stand, and to some extent the Battlefield series. This includes a Battle pick-up rail gun that fires a single round of powerful kinetic energy, and the hover tank prototype, which uses eight experimental jet propulsion engines to nimbly move around the battlefield. We have a few more surprises up our sleeves that we’ll share with you in the weeks ahead.

We definitely had a lot of fun designing these maps and the future-tech weapons and vehicles of Final Stand and hope you guys have as much fun with them as we do. That’s why we want you to start playing them now. Starting today we are going to be testing pre-release versions of the Final Stand maps on the CTE (Community Test Environment).

The amount of feedback we’ve been getting via the CTE has been incredible, and is a tremendous asset to the team here at DICE LA. That’s why we have decided to bring the community into the process even earlier as we reach the finish line of Final Stand.

Starting this week we will run servers with one of the four maps available to play per day – starting Tuesday September 9th.
The number of player slots and servers will be limited – so not everyone with access will get a chance to play this time around.

This is the first time we have ever done something like this at this early stage – and we hope it will mean a more stable and higher quality release in the end!

Taking part in the CTE

We know a lot of players out there want to take part in the CTE, so we have opened up the number of available slots on the CTE.

As previously, you will need a PC Premium account to sign up, visit http://cte.battlelog.com for more information about what is happening on a daily basis during this week.

See you on the Battlefield!

Kristoffer Bergqvist & David Sirland
DICE LA


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Minecraft: Xbox One Edition now available hoo!

pig

Yeay! Minecraft for Xbox One is available to download from Xbox Marketplace! Here are some questions and answers to celebrate.

I’ve bought Minecraft for my Xbox 360 but now I want it on my Xbox One. Help me!

  • If you’ve bought Xbox 360 digitally, or played online with the the disc version, you can upgrade to Xbox One Edition for just $4.99. Log into the Xbox Marketplace to upgrade.
  • You can import your existing Xbox 360 to Xbox One Edition. To do that you’ll need to load up Xbox 360 Edition, upload your world to the Excellent Xbone Extra Cool Cloud  (not the official name), then re-download it from inside Xbox One Edition.
  • You can’t play cross-platform between Xbox 360 and Xbox One. Sad but true.

I’ve never played Minecraft on my Xbox One. I am exotic tree puncher? Where is gunz? 

  • Minecraft for Xbox One will cost $19:99 from the Xbox Marketplace.
  • It’s a friendly and fun game that’s very popular with cool people across the world.
  • It features sheep, other animals, blocks, and tools. You can build cool stuff. You can go on adventures with friends. It’s really pretty if you catch it at the right time. You probably know this by now, considering you’re on the Mojang blog, and I posted it a few days ago when discussing other versions.
  • Xbox One Edition features bigger worlds and an improved draw distance than Xbox 360 Edition. If this doesn’t mean anything to you, don’t worry. Just load up Minecraft and have fun.

I hate Xboxes! Where’s the Sony love? I am angry about this.

It’s been a busy week! Have fun playing Minecraft and be nice to each other on the internet please.

Owen – @bopogamel and the Mojangers


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Dealing With Cheating on the Battlefield


Cheaters are a big problem in today’s games and especially in first person shooters. It’s my job to fight them in Battlefield as best we can and I’ve noticed frustration coming from the players regarding what’s being done in this matter. I’d like to share some of the work we do on the anti-cheat team.

FairFight

If you don’t already know, we introduced a new anti-cheat software called FairFight for PC that monitors each players’ gameplay and flags the player when they do something suspicious or something that no legit player can do. Creating a new rule takes time. We need to make sure that the rule is configured and tested properly before we start taking any action on it. Rules needs to be analyzed and validated. No legit player will be banned based on having multiple awesome rounds. The rules aren’t built based on solely K/D stats, FairFight takes more than that into consideration. The evidence we collect are solid and there’s no doubt that the player was cheating.

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With FairFight, we can also put out restricted areas – areas where players can go into walls and be hidden and not killed. When a player enters these restricted areas they will get kicked from the server. Restricted areas have been put there by FairFight as a temporary fix until the teams can release proper fixes to the matter. Metro and Locker have had a lot of these glitches fixed since release, and when we find new ones (either ourselves or with the help from the community) we try to get a fix out as soon as possible.

The banning process

Our policy on banning cheaters is very strict – we only ban a player if there’s evidence that he or she is in fact cheating as we don’t want any false positives. I’m not saying that no evidence = no cheating, it’s just that we can’t ban anyone if there’s no solid evidence of it. Suspect players are being monitored a bit closer, and we look for other ways to prove their guilt.

So what kind of evidence could the community look for? It could be abnormal stats or uploading a video on YouTube (please do not do any editing to the video). Players being caught cheating will never just receive a stat reset, they will always get a time-based suspension or a ban. Disputes will always be read and checked against the evidence.

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Keep in mind that cheating players will always tell the world that they are innocent and that their stats on Battlelog might not contain anything suspect. They are instructed by their providers to have normal stats so they can fool FairFight and not get caught. Most cheat distributors have lists telling their clients how to play and not get caught by FairFight. Well, it’s not working. We are catching them.

Reporting

It’s great that the community helps out reporting suspect players, but we’ll never ban a player based on just reports. We use them as guidelines to who we should monitor a bit closer. Around 97% of the reports are players getting reported by someone else just one time. Insanely good players are playing Battlefield and they may come across as cheaters. Some of them may of course be cheating and sooner or later they will get caught. We have had some of the best players at DICE playing, and it’s totally awesome to see their gameplay.

My team and I are working hard every day to make the anti-cheat effort as good as it can be but improvement takes time. Some improvements might be implemented instantly since it’s an easier feature while others might take a longer time. I often read forum threads and take everything you say into consideration since there are great ideas out there and some of them are already implemented. I encourage you to continue to help flag cheaters to us so everyone can enjoy the game.

I hope this shows that we are taking the cheating matter seriously and that it proves that we are improving our efforts to catch the bad guys.

Sincerely,

Sabina Jochnick
Battlefield Anti-Cheat Administrator

 


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Minecraft: Playstation 4 Edition now available woo!

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Yeay! If you’re in Europe, you can download Minecraft for Playstation 4 right now. It’ll be available in the US very soon. Here are some questions and answers to celebrate!

I’ve bought Minecraft for my Playstation 3 but now I want it on my Playstation 4. Help me!

  • If you’ve bought Playstation 3 Edition digitally, or played online with the the disc version, you can upgrade to Playstation 4 Edition for just $4.99. Log into the PSN store to upgrade.
  • You can import your existing Playstation 3 worlds to Playstation 4 Edition. To do that you’ll need to load up Playstation 3 Edition, upload your world to the Magical Minecraft Cloud Land (not the official name), then re-download it from inside Playstation 4 Edition.
  • You can’t play cross-platform between Playstation 3 and Playstation 4. Sad but true.

I’ve never played Minecraft on my Playstation 3. What Kreeper plox? Why are dig?

  • Minecraft for Playstation 4 will cost $19:99 from the PSN store.
  • It’s a friendly and fun game that’s very popular with cool people across the world.
  • It features sheep, other animals, blocks, and tools. You can build cool stuff. You can go on adventures with friends. It’s really pretty if you catch it at the right time. You probably this by now, considering you’re on the Mojang blog.
  • Playstation 4 Edition features bigger worlds and an improved draw distance than the Playstation 3 version. If this doesn’t mean anything to you, don’t worry. Just load up Minecraft and have fun.

What about Vita Edition? I want to play on my Vita.

  • Minecraft: Playstation Vita Edition should be with us in a few weeks. As soon as we have a more accurate date we’ll let you know. Sorry for the delay. If you already own Minecraft: Playstation 3 Edition you get it for free.

What about the Xbox One Version? When it that out? I’m extremely angry about this.

  • Don’t be angry. Minecraft: Xbox One Edition will be out this Friday. Then you can play it until your fingers drop off. Sorry for the delay, but releasing a game for multiple consoles around the world during the same week is really hard.

That’s it for now! Enjoy Minecraft, and be nice to each other on the internet, yeah?

Owen – @bopogamel and the Mojangers


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Minecraft 1.8 – The Bountiful Update

The 1.8 update is now published to the launcher! Your game should be updated automatically.

See this post for a list of changes and features: Pre-release info

Get the cross-platform server jar here: https://s3.amazonaws.com/Minecraft.Download/versions/1.8/minecraft_server.1.8.jar

Report bugs here:

// The Minecraft Team


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“Payback” Collaboration Trailer – Submit Your Videos


Over the years, the Battlefield™ series soundtracks have made their mark and have emblazoned their melodies in our ears. Battlefield 4™ is no exception.

We are honored to partner with Dimitri Vangelis & Wyman X Steve Angello to bring fans of the artists a unique opportunity to get their Battlefield related videos featured in an official trailer. The icing on the top – the trio is providing their latest hit song “Payback” as the soundtrack (click here to listen). The song title is all too fitting as we all have those formidable foes we seek to exact revenge upon on the Battlefield.

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How to Submit Your Video for a Chance to Be Featured in the Official Trailer:

- Video Requirements: Your video must be of at least 720p resolution and 30 frames per second.

- Audio Requirements: Please provide a video that does not have any background music or copyrighted material.

- Type of Content: Submit any Battlefield 4 gameplay footage (stunts, top plays, epic moments). We are leaving it open to allow you to use your creative mind. Respect the rights of others. Provide only content (1) that is not defamatory, obscene, offensive or indecent, (2) that is not confidential or proprietary and (3) that does not violate or infringe any third party rights.

- Submission Deadline: Tuesday, September 9th at 9:00AM PT

- Submission Method: Email an unlisted YouTube link of your video to battlefieldsocial@ea.com with a subject title of “PAYBACK COLLABORATION TRAILER SUBMISSION”

By providing a video, you grant EA all licenses needed to enable EA’s use of the content for any purpose.  EA’s Terms of Service apply.

 

We look forward to watching the great footage you send in! Be sure to subscribe to the Battlefield YouTube channel to catch the official video once it airs.


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Minecraft 1.8 Pre-release 3 – The Bountiful Update

Minecraft 1.8

Pre-release 1.8-pre3 is now available and fixes the following issues:

  • [Bug MC-61844] – Creepers target Iron Golems, causing terrain damage without interaction of a player
  • [Bug MC-62066] – String duplication glitch
  • [Bug MC-66511] – Creeper’s new Attack Golem AI takes priority over Avoid Ocelot/Cat
  • [Bug MC-69052] – Hang up when move out of 30,000,000
  • [Bug MC-69638] – Combined minecart explosions duplicating destroyed armor stands’ items and creating ghost items

Pre-release 1.8-pre2 is now available and fixes the following issues:

  • [Bug MC-46082] – Crashes when populating a chunk with empty (void) columns
  • [Bug MC-57926] – Thrown splash potions have the colour of water
  • [Bug MC-64521] – Inverted Daylight Sensor doesn’t drop anything when mined
  • [Bug MC-67626] – Item frames do not work outside 524289 x -524288 coordinates
  • [Bug MC-68718] – Placing Redstone dust on certain other objects destroy the object
  • [Bug MC-68726] – Skin is using wrong model
  • [Bug MC-68740] – Cannot Summon Fireball/WitherSkull With/Without Direction (Unable To Summon Object)
  • [Bug MC-68748] – Crash: Command “Summon SmallFireball” on Mobs!

Hello!

It’s time for us to pre-release the next major Minecraft update, the Bountiful Update! This will bring Minecraft to version 1.8, and should be officially be published in the launcher on Tuesday, September 2. This is the update that to date has taken the longest time to create (over 300 days), and is the result of many, many changes.

These changes consist of both new features, and large game structure changes such as replacing the hard-coded “block renderer” with a system that is able to read block shapes from data files, or performance enhancements such as multi-threading the client-side chunk rendering. We hope you will enjoy it!

Here’s a list of the major changes in the game:

  • Added Granite, Andesite, and Diorite stone blocks, with smooth versions
  • Added Slime Block
  • Added Iron Trapdoor
  • Added Prismarine and Sea Lantern blocks
  • Added the Ocean Monument
  • Added Red Sandstone
  • Added Banners
  • Added Armor Stands
  • Added Coarse Dirt (dirt where grass won’t grow)
  • Added Guardian mobs, with item drops
  • Added Endermite mob
  • Added Rabbits, with item drops
  • Added Mutton and Cooked Mutton
  • Villagers will harvest crops and plant new ones
  • Mossy Cobblestone and Mossy Stone Bricks are now craftable
  • Chiseled Stone Bricks are now craftable
  • Doors and fences now come in all wood type variants
  • Sponge block has regained its water-absorbing ability and becomes wet
  • Added a spectator game mode (game mode 3)
  • Added one new achievement
  • Added “Customized” world type
  • Added hidden “Debug Mode” world type
  • Worlds can now have a world barrier
  • Added @e target selector for Command Blocks
  • Added /blockdata command
  • Added /clone command
  • Added /execute command
  • Added /fill command
  • Added /particle command
  • Added /testforblocks command
  • Added /title command
  • Added /trigger command
  • Added /worldborder command
  • Added /stats command
  • Containers can be locked in custom maps by using the “Lock” data tag
  • Added logAdminCommands, showDeathMessages, reducedDebugInfo, sendCommandFeedback, and randomTickSpeed game rules
  • Added three new statistics
  • Player skins can now have double layers across the whole model, and left/right arms/legs can be edited independently
  • Added a new player model with smaller arms, and a new player skin called Alex?
  • Added options for configuring what pieces of the skin that are visible
  • Blocks can now have custom visual variations in the resource packs
  • Minecraft Realms now has an activity chart, so you can see who has been online
  • Minecraft Realms now lets you upload your maps
  • Difficulty setting is saved per world, and can be locked if wanted
  • Enchanting has been redone, now costs lapis lazuli in addition to enchantment levels
  • Villager trading has been rebalanced
  • Anvil repairing has been rebalanced
  • Considerable faster client-side performance
  • Max render distance has been increased to 32 chunks (512 blocks)
  • Adventure mode now prevents you from destroying blocks, unless your items have the CanDestroy data tag
  • Resource packs can now also define the shape of blocks and items, and not just their textures
  • Scoreboards have been given a lot of new features
  • Tweaked the F3 debug screen
  • Block ID numbers (such as 1 for stone), are being replaced by ID names (such as minecraft:stone)
  • Server list has been improved
  • A few minor changes to village and temple generation
  • Mob heads for players now show both skin layers
  • Buttons can now be placed on the ceiling
  • Lots and lots of other changes
  • LOTS AND LOTS of other changes
  • Removed Herobrine

The pre-release is available if you have activated development versions in the launcher.

Sincerely, the Minecraft and Minecraft Realms teams

@jeb_
@Dinnerbone
@_grum
@SeargeDP
@TheMogMiner
@danfrisk
@mamirm
@DMarby
@xlson

PS. If you need the default Steve? skin (oh, I wonder why…), you can download it here: steve.png

Cross-platform server jar: https://s3.amazonaws.com/Minecraft.Download/versions/1.8-pre3/minecraft_server.1.8-pre3.jar

Report bugs here:


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