Minecraft TU14 on Xbox360 today and on PS3 tomorrow!

TU14_01_CarpetsEmerald

Hello Minecrafters!

This has been way too long for us to present but it is finally here! TU 14 for Xbox 360 and Playstation 3 will be out later today on Xbox 360 and tomorrow on PS3. I hope you will enjoy it. Make sure you hook up your console to the internet to enjoy the latest update ;)

Here is the full change log. I hope you will enjoy it and for you guys asking about the Xbox One and Playstation 4 edition: It is being worked on as we speak! I got no proper dates yet, but hopefully soon we can tell you!

 

New Items:

-Emerald
-Emerald Ore
-Block of Emerald
-Ender Chest
-Tripwire Hook
-Enchanted Golden Apple
-Anvil
-Flower Pot
-Cobblestone Walls
-Mossy Cobblestone Walls
-Wither Painting
-Potato
-Baked Potato
-Poisonous Potato
-Carrot
-Golden Carrot
-Carrot on a Stick
-Pumpkin Pie
-Night Vision Potion
-Invisibility Potion
-Nether Quartz
-Nether Quartz Ore
-Block of Quartz
-Quartz Slab
-Quartz Stair
-Chiseled Quartz Block
-Pillar Quartz Block
-Enchanted Book
-Carpet

Other Features:

- Added new recipes for Smooth Sandstone and Chiseled Sandstone.
- Added new Mobs – Zombie Villagers.
- Added new terrain generation features – Desert Temples, Desert Villages, and Jungle Temples.
- Added Trading with villagers.
- Added Anvil interface.
- Added sideways log placement.
- Changed placement of half blocks and other blocks on half blocks.
- Changed placement of upside down stairs and slabs.
- Wooden Buttons and Wooden Pressure Plates can be activated with Arrows.
- Can dye leather armor.
- Can dye wolf collars.
- Can control riding a pig with a Carrot on a Stick.
- Added different villager professions.
- Villagers spawned from a spawn egg will have a random profession.
- Furnaces can use wooden tools as a fuel.
- Ice and Glass panes can be collected with silk touch enchanted tools.
- Nether mobs can spawn in the Overworld from Portals.
- Creepers and Spiders are aggressive towards the last player that hit them.
- Mobs in Creative mode become neutral again after a short period.
- Remove knockback when drowning.
- Doors being broken by zombies show damage.
- Ice melts in the Nether.
- Cauldrons fill up when out in the rain.
- Pistons take twice as long to update.
- Pig drops Saddle when killed (if has one).
- Sky color in The End changed.
- String can be placed (for Tripwires).
- Rain drips through leaves.
- Levers can be placed on the bottom of blocks.
- TNT does variable damage depending on difficulty setting.
- Book recipe changed.
- Boats break Lily Pads, instead of Lily Pads breaking Boats.
- Pigs drop more Porkchops.
- Slimes spawn less in Superflat worlds.
- Creeper damage variable based on difficulty setting, more knockback.
- Fixed Endermen not opening their jaws.
- Added new Host Options for flying, invisibility and invulnerability for remote players.
- Added teleporting of players (using the player menu in-game).
- Furnace will return an empty bucket when fuelled by a bucket of lava.
- Updated Bonus Chest content with more items.
- Added new tutorials to the Tutorial World for new items and features.
- Updated the positions of the Music Disc Chests in the Tutorial World.
- Updated all texture packs and mash-up packs with new TU14 additions.
- Changed the gray wool texture for City to be more like a road surface

Fixes

-Fixed a crash with Maps in Item Frames which happened when players were in the Nether or The End
-Fixed Chest locks showing through walls at a distance
-Fixes a couple of crashes related to the player’s banned level list
-Some lighting fixes
-Fix to Blazes so they go on fire before shooting fire charges
-Fix to allow drinking milk in Creative mode
-Fix to allow split screen players to see Splash Potion particles
-Fix to stop the held item being replaced with the first item in the Quick Select on exiting The End.
-Fixed an issue with throwing an Ender Pearl while travelling to The Nether or The End
-Fixed the active time for Wooden and Stone Buttons.
-Fixed a crash with Dispensers and Fire Charges
-Fixed a crash with local profiles in the Help & Options menu
-Corrected the leaves obtained using silk touch on Jungle trees


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Take the Fight to the Sea with Battlefield 4 Naval Strike


Starting tomorrow, Battlefield 4 Premium members on consoles will be able to experience the ultimate sea-to-sea warfare. The third expansion pack for Battlefield 4, Naval Strike takes the intense and dramatic water-based combat introduced in Battlefield 4 to four all-new maps set in the South China Sea while introducing a new game mode and vehicle.

However, we are delaying the launch of Battlefield 4 Naval Strike on PC. We’ve detected an issue and it needs to be solved. Quality is our number one priority and we will not release Battlefield 4 Naval Strike on PC until we feel it meets the highest quality level possible. We are also working on a larger update to release alongside Battlefield 4 Naval Strike on PC that will address the issue of Tablet Commander not working correctly. Once we have a confirmed date for PC, we’ll be sure to update those players on our official channels. We appreciate your patience and look forward to seeing everyone on the Battlefield.

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Four all-new maps:

• Lost Islands: Blow open a crashed passenger plane and capture fishing villages across these tropical islands.
• Wave Breaker: Drop a submarine on your foes as you infiltrate a naval base or rush between shipping docks and rocky islands on this massive map.
• Nansha Strike: Wage war across stormy seas in the largest ocean stretch in a Battlefield map yet.
• Operation Mortar: Storm an abandoned cliff-side resort, or get lost in the breathtaking vistas in this map.

Battlefield 4 Naval Strike also lets you re-live the classic Titan Mode of Battlefield 2142, with the new Carrier Assault game mode. Your objective is to destroy the enemy team’s carrier before they infiltrate and destroy yours. You start out fighting a big-scale war with sea, land, and air vehicles controlling the map, and then everything evolves into an infantry-focused, close quarter fight inside both carriers at the same time! Lean more about Carrier Assault in this blog post on Battlefield.com.

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Water-based combat has always been a vital part of the all-out war in Battlefield, and with the introduction of the amphibious hovercraft vehicle, your possibilities to dominate the sea will be even greater. Additionally, you can wreak havoc with five new weapons, two additional gadgets and ten assignments.

Own more, be more with Battlefield 4 Premium. Become a Battlefield 4 Premium member for early access to themed digital expansion packs, new weekly content and exclusive personalization options, all at a great value. Learn more at http://www.battlefield.com/battlefield-4/premium.


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Battlefield 4 Naval Strike: All Four Maps Detailed


Four all-new maps focused on intense naval warfare await you in Battlefield 4 Naval Strike. To give you a detailed tour of these wet and wild vistas, we hand over to lead gameplay designer Gustav Halling.

The four all-new maps in Battlefield 4 Naval Strike were designed with a simple premise in mind: to expand on what players loved with the naval warfare from Battlefield 4. It’s our hope you’ll enjoy the new maps immensely, whether you’re trying out the new Carrier Assault mode or piloting the new Hovercraft. Naturally, we have also crafted the surroundings with infantry and non-naval vehicles in mind. So without further ado, let’s go through the four maps of Naval Strike.

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Lost Islands

Starting with Lost Islands, this map focuses around a crashed airplane located near the center of the map. The map itself contains several small islands surrounding the crash site that can be traversed using quad bikes around the whole map, or by using boats (including the new hovercraft) to take shortcuts across it. The key to master this map is to control the plane at the crash site, which can be blown open to give infantry some much needed cover. Another special area of this map is the cave blanketed by a waterfall, as it provides visual cover for patrolling boats and helicopters.

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Nansha Strike

Nansha Strike is a very boat heavy map with several bases spread out in the water to battle it out on, while at the same time allowing total infantry control of the middle areas. The central area provides a lot of cover for infantry and is a death trap for water vehicles if they try to enter it via the small rivers. The surrounding bases can be captured from the water, with some offering big bases in the middle of the sea for infantry. This is where the more powerful vehicles spawn, which makes them key to own and control.

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Wave Breaker

Wave Breaker has a unique submarine base hidden in the middle mountain which allows for tight close quarter combat, but it also has wide canals where it’s possible to do drive-bys with the attack boats to add extra mayhem to the mix. The middle area has many different Levolution possibilities. You can for instance bring down a submarine from its support and turn off the lights in the surrounding corridors. It’s also possible to stop boats from entering the area by closing the four flood gates and blocking the direct path from the bases on the two sides. The middle island will give players intense fights in Deathmatch modes.

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Operation Mortar

Operation Mortar is our vacation paradise turned into a war zone, with wooden huts surrounding the islands. There is an old fort on the top of the mountain, which provides a great overview over the whole map. It also gives the team owning it a fast way to capture the other bases on the main island. In Rush, this levels starts from the bottom of the islands and goes up towards the fort, providing interesting and fun vertical gameplay which will provide a big challenge for attackers.

Coming March 25 for Premium Members

We hope you are excited to get hands-on with these new four maps and the full Battlefield 4 Naval Strike expansion when it becomes available on March 25. Remember to take the poll below and let us know which map you think will provide the best Battlefield battles via land, air and of course sea.

Battlefield 4 Naval Strike is releasing first for Battlefield 4 Premium members on March 25. Get Battlefield 4 Premium.

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Watch the Battlefield 4 Naval Strike Trailer


Take a unique first glimpse at the gameplay of Battlefield 4 Naval Strike.

Prepare for the ultimate sea-to-sea warfare as you’ll be taking the intense and dramatic water-based combat introduced in Battlefield 4 to the next level. Pilot the new amphibious hovercraft vehicle through four all-new maps set in the South China Sea including Lost Islands, Nansha Strike, Wave Breaker and Operation Mortar.

Gear up for battle with 5 all-new weapons and 2 additional gadgets, the 3GL (3 grenade launcher) and the Anti-Heli Mine. You’re going to need all the firepower you can harness if you seek to master the Carrier Assault game mode – a re-imagining of the classic Battlefield 1941 Titan Mode.

Battlefield 4 Naval Strike is releasing two weeks early for Premium members on March 25th. Get Battlefield 4 Premium.


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Battlefield Vietnam: 10 Year Anniversary


10 years have now passed since the DICE classic Battlefield Vietnam saw the light of day. To celebrate this very special 10-year-old, join us for a trip down memory lane, fueled by “Ride of the Valkyries” and reminiscence from some of our developer veterans…

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Roland Smedberg, Björn Hedberg, Patrik O’Shaughnessy, and Oscar Carlén: four of the many DICE vets behind Battlefield Vietnam.

A decade ago, the Battlefield franchise was in its cradle – but the impact of the groundbreaking Battlefield 1942 and its expansions had been heard clearly around the world. Naturally, fans of the game was eager to see what was on the horizon. Development duties for the next Battlefield fell upon the newly opened DICE Canada who on March 14, 2004, released the game that now is hitting the big 1-0: Battlefield Vietnam.

Battlefield Vietnam stayed true to the formula of its predecessor, featuring rock-paper-scissors gameplay, vast maps, and battles at land, sea, and air. This time, players found themselves in the middle of the Vietnam War, playing for either the US (Green Beret) or North Vietnam (NVA) side. Lots of care and fine-tuning went into conceptual design of these new environments, resulting in multiplayer maps like the verdant Ho Chi Minh Trail or the vast Operation Hastings. Mikael Rudberg, producer on Battlefield Vietnam at the time, remembers the foundations of the concept:

“Our so called ‘X’ for the game was ‘The Hollywood Vietnam experience in Battlefield’ – something we believe we managed to meet very well. There were many things that made Battlefield Vietnam stand out; the chance to play 70’s music in vehicles, the tunnels, the procedural under- and overgrowth, and of course the asymmetric factions – e.g. napalm versus punji sticks.”

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In Battlefield Vietnam the four classes to choose from were Assault, Heavy Assault, Engineer, and Scout. The kit of each class was equipped with two different loadouts.

This asymmetry between the two factions, based on the actual war in Vietnam, gave players vastly different conditions when playing for either the Green Beret or NVA side. Even though the US had access to heavy artillery, their enemies had potent counter-measures and other advantages designed to balance the gameplay. For instance, players who preferred the Vietnam side will remember the spawning advantages of the Sipi Holes.

Asymmetrical gameplay was not the only example of how DICE Canada tried out many creative design ideas for Battlefield Vietnam. Patrick O’Shaughnessy, QA Lead at the time, reveals a game mode that was intended for the game:

“There was actually an entirely new game mode that was cut late in the project. It was called Challenge Mode and let you play by yourself to try to complete small missions, like defending a flag against AI attackers for 3 minutes with only a pistol, or capturing all the flags on this map using a helicopter.  It was a lot of fun, even when it was unfinished.”

As the trailer above demonstrates, one other unique and iconic aspect of Battlefield Vietnam was the licensed soundtrack. Among others, bands like Deep Purple, Creedence Clearwater Revival, and The Trashmen all contributed to the special atmosphere of the game, and for Battlefield fans it’s hard to hear “The Ride of the Valkyries” withouth thinking about their clashes in Battlefield Vietnam.

“The iconic music really set the tone for me,” says DICE veteran Roland Smedberg, director/editor on Battlefield Vietnam. “Getting to show off the game to those awesome tracks was a great feeling, having grown up watching all those Vietnam movies like Apocalypse Now and Platoon. There is actually a nod to Platoon and the death of Elias in one of the trailers. And of course, we loved using ‘The Ride of the Valkyries’ with tons of choppers, like in Apocalypse Now.”

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“I got so great at flying attack choppers that I was unstoppable when the game launched. For a week. Then everyone was shooting me out of the sky instantly.” – Roland Smedberg, Director/Editor on Battlefield Vietnam.

With addictive gameplay, great map design, exciting vehicles and weapons, and iconic presentation, Battlefield Vietnam has aged well and we hope you share our excitement for this anniversary. Looking back, producer Mikael Rudberg is also proud as a peacock of the final game:

“We were around 35 people that created Battlefield Vietnam in only 11 months, but the final game turned out really well. That is probably my fondest memory from development; to succeed in making a really compelling product that extended the Battlefield universe.”

We hope you have enjoyed this post. Share your best Battlefield Vietnam memories with us in the comments below, and make sure to take the poll. Thank you for reading!

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Minecraft snapshot 14w11b

Update: Snapshot 14w11b has been released to fix some crashes and bugs. Bug fixes:

  • [Bug MC-50572] – Upward facing droppers/dispensers only shoot items west
  • [Bug MC-50948] – Tripwire hook Texture Messed up
  • [Bug MC-50950] – Hopper: java.lang.NullPointerException: Ticking entity
  • [Bug MC-50951] – Flickering world menu
  • [Bug MC-50958] – Name and ID cannot both be blank
  • [Bug MC-50964] – Endermite Spawn Egg has the wrong name
  • [Bug MC-50975] – When ironbars are placed on a block, the lower part is black.
  • [Bug MC-50984] – Dark Oak Sapling name is missing.
  • [Bug MC-50996] – Existing player heads only show the default Steve head
  • [Bug MC-51009] – No podzol in creative inventory
  • [Bug MC-51014] – Hopper: java.lang.ArrayIndexOutOfBoundsException: 7
  • [Bug MC-51016] – EnderMites doesn’t move
  • [Bug MC-51045] – Brewing stand graphic shows different things depending on which angle you look at it
  • (For resource pack makers) generic blocks now load models and not predefined block shapes

We are going to GDC this weekend, so there will be a pause in snapshots for a short while. But before we get on the plane, we wanted you to have the latest changes to play with.

Please report any and all bugs you find in Minecraft to bugs.mojang.com. If nobody reports a bug, we can’t fix it!

Survival changes:

  • Changed minecart physics
  • Made furnace minecart actually useful
  • Improved the general mob AI
  • And some surprises, try to find them

Mapmaker changes:

  • Fixed some minor bugs

Bugs fixed in this snapshot:

  • [Bug MC-47585] – Derailed minecarts sink into the ground
  • [Bug MC-47695] – Minecart hitbox is too tall
  • [Bug MC-50413] – Custom UUIDLeast/UUIDMost pair yields error
  • [Bug MC-50452] – Rails don’t render from below
  • [Bug MC-50838] – Entity UUID WitherSkull
  • And many more that weren’t on the bug tracker so we couldn’t mark them as fixed! Did I mention please report bugs? Thanks.

To get snapshots, open your launcher and press the “New Profile” button. Call it “snapshots” and check the box saying “Enable experimental development snapshots” and save. To switch to the normal version, you can select it in the dropdown at the bottom left corner of the launcher. Back up your world first or run the game on in a different folder (See the “new profile” dialog).

Snapshots can corrupt your world, please backup and/or run them in a different folder from your main worlds.

Cross-platform server jar: https://s3.amazonaws.com/Minecraft.Download/versions/14w11b/minecraft_server.14w11b.jar

Report bugs here:

// The Minecraft and Minecraft Realms teams


This article was automatically syndicated from the following publicly available RSS feed Mojang.

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This content does not belong to Gamers Life Line under any condition and is automatically syndicated for your viewing ease and pleasure.

Minecraft snapshot 14w11a

We are going to GDC this weekend, so there will be a pause in snapshots for a short while. But before we get on the plane, we wanted you to have the latest changes to play with.

Please report any and all bugs you find in Minecraft to bugs.mojang.com. If nobody reports a bug, we can’t fix it!

Survival changes:

  • Changed minecart physics
  • Made furnace minecart actually useful
  • Improved the general mob AI
  • And some surprises, try to find them

Mapmaker changes:

  • Fixed some minor bugs

Bugs fixed in this snapshot:

  • [Bug MC-47585] – Derailed minecarts sink into the ground
  • [Bug MC-47695] – Minecart hitbox is too tall
  • [Bug MC-50413] – Custom UUIDLeast/UUIDMost pair yields error
  • [Bug MC-50452] – Rails don’t render from below
  • [Bug MC-50838] – Entity UUID WitherSkull
  • And many more that weren’t on the bug tracker so we couldn’t mark them as fixed! Did I mention please report bugs? Thanks.

To get snapshots, open your launcher and press the “New Profile” button. Call it “snapshots” and check the box saying “Enable experimental development snapshots” and save. To switch to the normal version, you can select it in the dropdown at the bottom left corner of the launcher. Back up your world first or run the game on in a different folder (See the “new profile” dialog).

Snapshots can corrupt your world, please backup and/or run them in a different folder from your main worlds.

Cross-platform server jar: https://s3.amazonaws.com/Minecraft.Download/versions/14w11a/minecraft_server.14w11a.jar

Report bugs here:

// The Minecraft and Minecraft Realms teams


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This content does not belong to Gamers Life Line under any condition and is automatically syndicated for your viewing ease and pleasure.

Ask DICE: Battlefield 4 Naval Strike


As the release of Battlefield 4 Naval Strike approaches, we have received several questions from the Battlefield community about the expansion. To answer these questions, we hand over to lead gameplay designer Gustav Halling.

What was the main design goal you set out with Battlefield 4 Naval Strike?
The design philosophy behind Battlefield 4 Naval Strike was to expand on what makes naval warfare and water-based vehicles fun in Battlefield 4. We know that there are many fans of Paracel Storm in our community, and with this expansion we wanted to give players who love that map more variations in the naval gameplay.

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What’s the biggest challenge when designing naval-focused maps?
As always when working with water-based maps the challenge is to give naval units a prominent role on the Battlefield, and at the same time give infantry players enough areas to fight around – and also create space for fast transport vehicles. That is why we focused on making a wide variation of vehicle- and infantry-focused bases on all the maps in Battlefield 4 Naval Strike.

What are the four new maps of Battlefield 4 Naval Strike?
You will get to wage war in the tropical Lost Islands map, in the massive level Wave Breaker, through the stormy weather of Nansha Strike, and by the breathtaking vistas in Operation Mortar. Stay tuned for an in-depth breakdown of all four maps here on the Battlefield Blog!

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What kind of Levolution can we expect in Naval Strike? Will there be storms like the one in Paracel Storm?
In Naval Strike we have been focusing on how the player can interact within the levels to create and block paths for vehicles, or make other strategic use of the environments. For example, you will be able to close flood doors to stop vehicles from entering a submarine base and capturing the objective inside. You can also blow up part of a crashed airplane to create new cover for infantry.

As for storms, instead of copying what has already been done in Paracel Storm, you can expect different visual styles and weather on all four Naval Strike maps. There’ll be calm seas, stormy weather and many other weather effects. For instance, on the Mortar Strike map, you’ll start fighting at dawn and the map will be lit up by the resort lights. As the fight rages on, the sunrise will drench the tropical island in beautiful sunlight.

What can we expect for the new Hovercraft and how will the vehicle affect gameplay?
The new hovercraft, or ACV, is a very fast transport vehicle with a driver and a passenger position that travels seamless between water and land. This unique ability has many advantages; you can for instance maneuver away from boats by short cutting through an island instead of going around it. These new abilities are exciting for us to bring to our players and I can’t wait to see what crazy stuff we will see from this vehicle in the game!

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What new gadgets will there be in Battlefield 4 Naval Strike?
First off, we have the new M320 3GL gadget that will give the players the possibility to fire three grenades without reloading. With smaller explosives, the M320 3GL will be great for tight corridors, but it will also require accurate shots to get the kill.

If you play as Engineer, you will be able to use the new Anti-Heli Mine, an aircraft disabling projectile. This will provide a way to block off small paths for air vehicles and could for example be used to cover a certain area behind the player in order to avoid surprises from low flying helicopters. It is however a challenge to get kills with the Anti-Heli Mines, since pilots can use countermeasures and flare them off, like with any other lock-on weapon.

With naval maps only, how do you balance the gameplay so that all kinds of vehicles still are important?
Battlefield 4 Naval Strike is focusing on naval warfare. Some land vehicles will be there, but they are very limited to give way for vehicles like attack boats, PWC’s, and the new ACV. There will of course also be air vehicles. But as mentioned: with Naval Strike focusing on water-based fights, there will be a limited pool of land vehicles.

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What is the Carrier Assault game mode?
Carrier Assault is our homage to the classic Titan mode in Battlefield 2142, where two teams fight over control over each other’s massive aircraft carriers, by using missiles and infantry attacks. Learn more about Carrier Assault in this blog post.

What will make Battlefield 4 Naval Strike an awesome expansion?
All that you’ve come to love with naval warfare in Battlefield 4 will be even more intense and fast-paced in Battlefield 4 Naval Strike. Whether you’ll be taking insane shortcuts with your Hovercraft or securing a narrow win in Carrier Assault, it’s our ambition that you’ll truly enjoy the all-out war in the South China Sea.

Battlefield 4 Naval Strike is releasing first for Battlefield 4 Premium members late March. Get Battlefield 4 Premium.


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Battlefield 4 Naval Strike: Carrier Assault


One exciting feature of the upcoming Battlefield 4 Naval Strike expansion is the Carrier Assault game mode, where two opposing teams launch attacks on each others aircraft carriers. To explain the ins and outs of Carrier Assault, we hand over to lead gameplay designer Gustav Halling. 

Battlefield 4 Naval Strike - Carrier Assault_WMstages

Carrier Assault is an homage to the Titan game mode of Battlefield 2142, but this time the all-out war rages in the South Chinese Sea, and your objective is to destroy the enemy team’s carrier before they infiltrate and destroy yours. Our goal has been to make Carrier Assault a really engaging game mode, and we truly believe the amount of variety present each round will assure this. You start out fighting a big-scale war with sea, land, and air vehicles controlling the map, and then everything evolves into an infantry-focused, close quarter fight inside both carriers at the same time!

Carrier Assault Explained

So how is a match of Carrier Assault played out? There are two ways of destroying the enemy carrier: either by full map control or assaulting the carrier as infantry. Each round is divided into 2 stages, starting with map control and ending with carrier attack. Both teams start on their own carrier and race to control the missile launchers placed on the map, by capturing the control points near them. This will automatically launch missiles towards the enemy carrier throughout the round, eventually destroying its hull and making it open for infantry attacks.

When this happens for one or both teams, the carrier assault state is started. The team can then either drive a boat out to the carrier and climb aboard, or use the parachute spawn points above it. Once inside, the team must destroy two M-COM stations, which will open up new areas to the carrier, with the engine room being the final one.

Destroying the two M-COM’s, or bringing down the carrier hull’s health to 0%, will win the match for your team.

An Hommage to a Classic Game Mode

Battlefield 2142 and Titan mode veterans will feel right at home with Carrier Assault, with the unique focus of giving players several options to win the match – either through map control or close quarter fighting inside the enemy HQ. The differences in setting and time period do however  make Carrier Assault a fresh experience, and we hope you will get the same thrill out of parachute-spawning down to a carrier as you did when blasting off in a rocket pod towards a Titan.

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Challenges Along the Way

Carrier Assault has been a fun challenge to develop, with many important aspects to be aware of. As fans of the old Titan mode, we really wanted to nail the end game part of the game mode, where both teams are attacking each other’s carriers. From a design point of view, it was important to create that special feeling of excitement that the potential different outcomes of a match generates.
We also wanted to keep control of the map important, so a team which is having trouble pushing through inside the enemies’ carrier can still win the level by defending their own carrier while controlling the missile launchers.

Coming Late March

We hope you will have fun with Carrier Assault when it launches later this month. Please share your thoughts on this game mode in the comments below, and make sure to keep Battlefield 4 Naval Strike on your radar the following weeks. Thanks for reading!

Carrier Assault will be playable in Battlefield 4 Naval Strike, releasing first for Battlefield 4 Premium members late March. Get Battlefield 4 Premium.


This article was automatically syndicated from the following publicly available RSS feed The Battlefield Blog.

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This content does not belong to Gamers Life Line under any condition and is automatically syndicated for your viewing ease and pleasure.

Minecraft snapshot 14w10c

14w10a
Update: A ‘b’ and ‘c’ snapshot has been released to address various bugs and crashes. Changelog for ‘c’:

  • [Bug MC-3151] – New Mob AI doesn’t take world limit/Void into account for pathing
  • [Bug MC-45346] – Cake’s Hitbox is Off
  • [Bug MC-46432] – Fences connects to Barrier block
  • [Bug MC-47650] – Block drops appear in wrong location or behind walls
  • [Bug MC-48831] – “Cross” and “Flower” Models Display Incorrectly
  • [Bug MC-50219] – “Slightly Damaged Anvil” Faces the wrong way in Inventory
  • [Bug MC-50221] – Exception on server start “Name and ID cannot both be blank” when started with online-mode=false
  • [Bug MC-50276] – Planted Nether Wart appears as purple and black checkerbox .
  • [Bug MC-50280] – Missing cauldron inner side
  • [Bug MC-50288] – Player data cleared after switching to 14w10b
  • [Bug MC-50296] – Cobblestone wall not stacking correctly / Missing Post / Floating Torch
  • [Bug MC-50309] – Pressure Plates use the “pressed down” graphic for their inventory icon
  • [Bug MC-50322] – Z-fighting in iron bars
  • [Bug MC-50335] – Fences partialy lose texture when connected to stonebrick
  • [Bug MC-50349] – Iron Bars are rendered wrong when connected
  • [Bug MC-50351] – Double Sandstone Slab texture broken
  • [Bug MC-50367] – Bad HitBoxes and Eyes positions.
  • [Bug MC-50370] – Model Warning Console Spam When Switching Resource Packs
  • [Bug MC-50373] – Cactus Rendered Too Bright
  • [Bug MC-50396] – Can’t model top and bottom half of doors separately
  • [Bug MC-50432] – Tile Entities in a CLONE … REPLACE FORCE region are replaced by barrier blocks on the second clone operation

And previous changelog for ‘b’:

  • [Bug MC-50219] – “Slightly Damaged Anvil” Faces the wrong way in Inventory
  • [Bug MC-50220] – “Nether Brick Fence” is not rendered correctly in inventory
  • [Bug MC-50221] – Crash report on a server
  • [Bug MC-50222] – Dirt texture on Grass Blocks is green
  • [Bug MC-50223] – 14w10a dedicated server crash at startup
  • [Bug MC-50226] – Jukebox is missing the textures when disc is inside
  • [Bug MC-50229] – Scoreboard team option deathMessageVisibility error message lists wrong options when ran without option parameter
  • [Bug MC-50231] – Failed to load user/ip banlist
  • [Bug MC-50232] – Wheat appears as purple and black checkerbox
  • [Bug MC-50233] – Double Stone Slabs have the “missing texture” texture
  • [Bug MC-50235] – End Portal Frame Texture Bug
  • [Bug MC-50239] – Middle-clicking hydrated farmland gives me a weird 2D dirt block
  • [Bug MC-50241] – Cannot add or set scores of offline or “fake” players
  • [Bug MC-50242] – Powered Repeater
  • [Bug MC-50246] – Bed Bug
  • [Bug MC-50250] – texture of nether wart is broken
  • [Bug MC-50254] – full snowlayer block has a missing model/texture
  • [Bug MC-50256] – Powered repeater doesn’t show edges of torch
  • [Bug MC-50259] – Upward facing dispenser texture bug
  • [Bug MC-50265] – The Nether Brick Fence fail texture in inventory
  • [Bug MC-50267] – Hopper: java.lang.ClassCastException: atf cannot be cast to aoc
  • [Bug MC-50270] – Hopper: java.lang.ClassCastException: atf cannot be cast to arj
  • [Bug MC-50271] – When jukebox plays music disk, the texture disappears
  • [Bug MC-50273] – Hopper: java.lang.ArrayIndexOutOfBoundsException: -1

Once again the majority of our time between this and the last snapshot has been spent on Plugin API related tasks (most notably inventory rewrite, block model format and block state concepting), and as such this is mostly a bugfix & mapmaker snapshot. Don’t worry, we have some cool survival plans soon!

This snapshot also has the (hopefully-)final step towards supporting name changes in Minecraft. All server files that are intended to refer to players will be automatically changed to go by UUIDs, and you do not need to do anything. However, this does mean that any third party tool will not work on these files, and will need to be updated to work with them.

Though names changes are technically supported in this snapshot, they will not be available until after 1.8 releases when we will be confident that the majority of active servers have updated to support UUIDs. We will be releasing a Minecraft 1.7.6 version soon to backport these UUID changes for normal servers.

Please report any and all bugs you find in Minecraft to bugs.mojang.com. If nobody reports a bug, we can’t fix it!

Mapmaker changes:

  • Fixed stat.useItem for many items
  • Fixed bounding boxes of item frames and paintings, they can’t overlap anymore
  • Fixed debug rendering of bounding boxes for many entities
  • Added stat.crouchedOneCm and stat.sprintedOneCm
  • Testing for scores now also works in @e entity selectors
  • Fixed potential “infinite” recursion issue with the blockdata command in commandblocks
  • New stat.timeSinceDeath
  • Added scoreboard team property to disable death messages
  • Command /scoreboard players can now filter by NBT data
  • Players in creative mode can now damage entities even if they are flagged invulnerable
  • Improved position handling of item frames and paintings
  • Minor tweaks to the /clone command to make it more reliable

Bugs fixed in this snapshot:

  • [Bug MC-2053] – Inconsistent door texture
  • [Bug MC-3450] – While lying in bed nearby mobs will look above the player
  • [Bug MC-11681] – Players’ nameplates are too low while sleeping in beds
  • [Bug MC-31047] – Use Item Stat Corresponds to Left-click, Not Right-click
  • [Bug MC-44851] – Wither cant be killed with /kill while invulnerable
  • [Bug MC-45375] – Improper Cake Texture
  • [Bug MC-46207] – Phantom floating mobs are generated by any spawner (including natural dungeon spawners)
  • [Bug MC-46223] – @a, @p, @e or @r doesn’t include dead player
  • [Bug MC-46428] – Armor Doesn’t Hide for the player himself In Spectator
  • [Bug MC-46430] – Spectator mode can throw item in every place, but can’t take them
  • [Bug MC-46596] – In spectator mode, mobs can still follow the player
  • [Bug MC-47028] – @e selector does not accept scoreboard parameters in non-player entities.
  • [Bug MC-47431] – Hand shifts to the side when crouching/sneaking
  • [Bug MC-47571] – Fishing line casts below the Player
  • [Bug MC-47646] – Player 2 blocks higher when sleeping in bed and noclip
  • [Bug MC-47656] – Other Player’s arms aren’t moving when watching them mining/placing blocks
  • [Bug MC-47696] – Block sounds are distorted if walking with left and right keys
  • [Bug MC-47744] – Cannot disable experience from villager trades
  • [Bug MC-48160] – Cannot hide potion effect tooltips using HideFlags
  • [Bug MC-48372] – Crash when using /clone on complex structure(command block and pulser)
  • [Bug MC-48476] – Falling sand doesn’t display when summoned
  • [Bug MC-48503] – Placing a Sign with NBT Tags doesn’t apply the tags to sign
  • [Bug MC-48512] – Vines no longer have a back face texture
  • [Bug MC-48544] – Baby cow eye height is misplaced and causes them to suffocate in 1-high areas
  • [Bug MC-49057] – command block T flip flop (command crash game)
  • [Bug MC-49142] – /fill wrong comparator output
  • [Bug MC-49305] – Server Scoreboard “36>16″ Bug
  • [Bug MC-49375] – Brewing Stand CTRL+Middle Click Copy Derp
  • And many more that weren’t on the bug tracker so we couldn’t mark them as fixed! Did I mention please report bugs? Thanks.

To get snapshots, open your launcher and press the “New Profile” button. Call it “snapshots” and check the box saying “Enable experimental development snapshots” and save. To switch to the normal version, you can select it in the dropdown at the bottom left corner of the launcher. Back up your world first or run the game on in a different folder (See the “new profile” dialog).

Snapshots can corrupt your world, please backup and/or run them in a different folder from your main worlds.

Cross-platform server jar: https://s3.amazonaws.com/Minecraft.Download/versions/14w10c/minecraft_server.14w10c.jar

Report bugs here:

// The Minecraft and Minecraft Realms teams


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