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Official Update Thread

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Staff member
Some long-standing bugfixes:
  • (Hopefully) fixed the bug in which chunks remained unloaded/broken when teleporting to Conquest fights. This was very difficult to reproduce, but we were unable to reproduce with some testing after a potential fix. So cross your fingers!
  • Fixed various bugs surrounding deleting industries. Some things won't fix but for new industries (physics blocks like ladders dropping upon deletion, etc).
  • Standing on blood (on Andesite) no longer blocks charging a lamp in Conquest.
  • Breaking locked doors/gates will now also unlock them, rather than leaving the block location in a locked state.
  • Fixed prayers breaking if you disconnected during one.
  • And more!


Staff member
End Crystal Changes
No more one-shotting, and no more hiding underneath 'em.
  • After heavy discussion among admins and various players on all sides of current conflict(s), we have decided to nerf End Crystal explosions. It seems to be generally accepted that it's Just Not Fun that there's a 1-shot bomb in the game whereby the user can entirely avoid death. As a result, there are two primary changes, and one fix!

  • End Crystals no longer one-shot players in god armor. At most they should deal up to around 7 hearts of full damage if you're at point blank range.
  • In addition, standing one block below the crystal no longer shields you from extra damage. EC explosions are now radius based (about 4 blocks) and anyone within that distance will take damage based on proximity to the crystal.
  • On the plus side, due to reworking their explosion, players who get kills with them should get credit for the kill now!
Some Lag Fixes
  • Thanks to the big fight yesterday, a couple of notable causes of lagspikes were identified and have been fixed, with some additional fixes/optimizations incoming over the next day or two.
  • The first was the neato helix-particle effect that plays every time a player beacon-warps to a fight. There is already one lagspike here when players teleport caused by Just 1.13 Things that we can't really resolve. However, the effect was poorly written and was causing a notable lagspike on the entire server each time we played the effect, and has been resolved. This should hopefully smooth out the Big Lag that happens when players warp in to fights.
  • The other was that we do a Lot Of Fancy Things™ with regards to how we intercept the packets that describe how players see each other (armor pieces, weapons, etc). This is the tech that turns diamond armor to colored leather for our battle zones. We've done a lot of optimizations here and hopefully this should draw a lot less on the server.
    • In Technical Terms (for those interested):

      Anytime a player sees another player in-game, Minecraft sends up to 6 packets for a player (1 for every armor piece, main and offhand) JUST to show their gear. This can obviously greatly scale in big fights as 40 players are getting packet updates about each other, whenever they see each other and every time you take damage. It can get crazy-town.

      We now cache the potential fake armor we send to players, since 99% of the time it's only one of 4 possible things, Attacker Leather Armor, or Defender's armor, and then the enchanted or non-enchanted version based on your personal /profile setting that toggles on/off seeing Enchanted armor.

    • The expectation isn't that this provides a notable smoother experience in Conquest fights as there are other causes for TPS loss, simply due to having a lot of players online, but it's possible that these "micro-optimizations" will smooth things out, especially as they have a greater effect the more players are involved.
  • Due to rewriting these systems, some bugs around seeing Enchants on armor when you toggled it off should now also be fixed. NOTE: If you aren't already doing this, and have FPS issues in Conquest battles, go to /profile and turn OFF seeing Enchanted Armor. This can help FPS in fights, especially big ones.

  • On the same vein, the similar tech we use to "Fudge CIT packs" is also complex and will be rewritten to address the same issues. This version of the packet interception happens for players everywhere else (outside of a Battle Zone), so heavily populated areas like spawn, etc where players are seeing each other are also subject to these inefficient packet rewrites. This will be optimized and added soon.
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Staff member
Bugfix week!
In the absence of Mag/Crypt over the next two weeks for holidays/etc, we're focusing on buggos rather than new features.
  • The World Capital Policy of Climate Engineering (Neutral) has been changed.
    • Instead of being able to grow any crop of your choosing in town, which could frankly be used to insane effect to harvest unimaginable amounts of a single crop, the policy has been changed entirely.
    • Now, upon choosing a crop, The World Capital + it's allied towns' Windmill Industry will ONLY generate that crop resource.
    • Eldritch has opted for Pumpkins this month and as such all towns in their alliance will generate Pumpkins in their Windmills.
  • Trying to [Click to Join] a match is no longer a button you can only press once. Generally we allow you to consume [Click To Do A Thing] buttons once to prevent spam, abuses, etc. However, joining duels and the like is not one of these circumstances, especially if you're waiting to get out of combat before you join. You may now freely spam this button to get into your duel if it didn't work the first time.
  • Also fixed a bug in which the Hub server didn't properly track players logging off, and thus wouldn't remove them from the queue thereby still matching them with players giving the other opponent an automatic win
  • Also fixed (hopefully) a bug where failing to join a match still let you join later, into the the wrong pvp world.
  • You can no longer place End Crystals on Lingering Death Bedrock.
  • The distance Pearls can fail was increased from 100 -> 150, because some of you can apparently throw real far.
  • Fixed Stripped wood variants not being subject to normal Biome Restrictions.
  • And more!
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Staff member
Get Boosted
  • Let's face it, we want your boosts. So we'll give you some stuff when you boost us, so that we can boost you, so that you can be boosted (animal, even).
  • Discord announced the cool Server Boosting feature, and we on Loka want them sweet treats so we can spiffify (a real word) the graphx on our server.
  • If you have Nitro, and you Boost Our Discord, we'll reward you with some Sweet Stuff:
    • An Epic Title - Boosted! Like, Boosted Cryptite
    • An Epic Kill Message - Boosted Animal Cryptite actually killed Magpieman using [Good Sword Very Cool]
    • Another Epic Kill Message - Magpieman sent Cryptite crying back to their discord after being hit with [Very Big Sword]
    • We will love you very much!
  • Note: These boost rewards only apply as long as you're boosting us. If you remove your boost (pls don't), you'll lose the rewards above as well.
  • The more boosts the merrier and the better stuff we get and the more EMOJIS we get and the more BYTES we get in our VC channels! What more could you want! Don't answer that
Also Some Bugfixes
  • Fixed some Bugs around using the hotbar-swap inventory actions when using Void Storage (aka you can't cheat anymore and stick stuff in there you shouldn't be able to).
  • Fixed things like Special Arrows (spectral, etc) devolving into Uncraftable Tipped Arrow or whatever. You should be able to nicely organize your arrows in VS if you want.
  • You can no longer kill yourself/teammate for a Conquest Battle's First Blood, jib
  • We're working on fixing a variety of the town mastery buggos
  • And more!

Go Forth and Boost!
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Staff member
Town Mastery Fixes
With more updates coming soon!
  • Mastery is one of those systems that have been left to languish for years and we haven't taken a stab at adding new-block support for some time. As well, because of The Great 1.13 Block Data Change, a lot of things stopped counting for XP. Until now!
  • There're too many specific item-fixes to list, but in short, things people frequently missed out on credit for like farming, logging, etc have been fixed.
  • Also Shift-Clicking when crafting now gives you proper credit for all the things you crafted.
  • Support for new blocks that've come out since around 1.8 are coming soon.
  • We're also in the process of rebalancing how much credit things are worth, as well as fixing a few things that can be easily abused for quick town-leveling.
  • In the future, as we add blocks, there will be changes to your town levels.
    • Your final town level will not be affected, however your individual categories for levels may go up/down based on the changes.
  • Some of these fixes are already in, and some will be coming out over the coming days as we track down and isolate/update various pieces of the system.


Staff member
July Conquest Updates
Change ALL the things!
  • July's update intends to try to bring TGen Modules into a better balance and try to change up the strong meta we have right now as well as change the dynamic of the invis meta in a big way. With that, the biggest fight mechanic change is that...
  • Invisibility is toggled OFF if you are wearing any gear in a Battle Zone.
    • We feel strongly that the very common tactic of ensuring your whole team is invisible is damaging to the landscape of Conquest Battles. While there are good reasons to be invis, for example trying to backdoor lamps/golems, beyond that we feel that everyone always being invisible removes a ton of strategy from fights by preventing anybody from potentially shot-calling and calling out targets. Spectral just purging invis off is also a poor mechanic, but is also not the module's greatest strength. Further, many players feel it's disadvantageous to wear their battle helms because it targets them when they want to be using invis. And this problem will only get worse in the future as more helms are released.

      Simply put, we feel it's more fun and adds far more strategy to be able to actually target players in fights, on both sides.

      So, mechanically speaking, Invisibility is now handled thusly:
      • If you have invis, or drink/get invis in any way in a battle zone, it is stored on your Player.
      • If you have even 1 item in an armor slot (elytra, armor, etc), your invis is removed, but saved. This does not include holding items in MH/OH. Only gear slots.
      • If you take all your armor off, Invisibility is restored, and updated to account for the time elapsed since you got Invis.
      • So, if you get 1m Invis, put armor on and 15s later take it back off, you'll have 45s of invisibility left.
      • Joining/Leaving Battle Zones will properly reapply/remove Invis as appropriate; so normal rules of Invis will go into effect if you go out of a battle zone.
  • Alliance Leadership can only be transferred during truce.
    • It gets wonky, and it also is cheesed sometimes when players toss Alliance leadership back and forth throughout the month. As with most other things in the Conquest Cycle, when Truce drops, it's really meant to solidify the landscape for the month so everybody knows who's where, who's leading what, and the like.
  • Balak Buffs can now randomize to any tile
    • Instead of just the inner ring of tiles, all the tiles are available for buffs when randomized. This is just more fun, more RNG, and means more battles in, you know, the other tiles we never see action on.
  • Golem Protectors' respawn time has been increased from 35s -> 45s.
    • After a wipe, way too many charges can be placed by the winning side way too quickly. This isn't likely, or meant to completely undo that, but it might buy one more warp for a side from to time.

Module Updates
We have some far bigger meta ideas for modules in the future, including more unique attack modules. But, for this month, gonna shake things up by moving some numbos around.
  • Slow Module - Standing in the slow pool now also blocks pearling for the duration of the slow.
    • Presently, you get 7s of slow when standing on Slow blocks (prismarine).
    • Now, Ender Pearls go on an immediate, refreshing 7s cooldown for as long as you're standing on the slow blocks as well.
  • Spectral Module - No longer purges Invisibility (because above) and no longer shows players below 50% health.
    • It now just tags charged players.
  • Buff Module - Increased the health of golems from 200% -> 300%
  • Lingering Death - Decreased the length of the bleed from 7s -> 5s
  • Debilitating Aura - Golems now do DBA only when meleed, rather than randomly with an interval.
  • Lingering Death and Slowness communication - We would like to communicate to players in a far more obvious way that they're standing in LD or Slowness. Without the Loka Sound Pack, it's hard to tell it's happening and we could really use better communication here. We have some ideas for this, but they aren't implemented yet and will likely come soon.
  • As for the other modules: Laser, Vicious Attack, and TnT; we're leaving them as is for now. Coupled with previous changes for targeting and the like, we're gonna see how they favor in the balance when viewed with the rest of the changes as a whole.

Go Forth, and be seen!


Staff member
Lingering and Slow Module Lasers
If you see these lasers near you, look down

  • As mentioned in the previous post, in order to improve communication of things happening on the battlefield, both Lingering and Slow modules will fire a laser at the ground where they have a growing block pool.
  • The lasers continue as long as the pool is growing and stops once they do.​
  • Aside from some other bugfixes, this is the only big change for this morning.​


Staff member
Item-Pickup LOS Fix

This didn't use to work

  • There was an unintended issue with the last item-pickup LOS update in which you could no longer pick up items "that your feet could see (vanilla behavior)".

    So, situations like in the above vid should now work properly while retaining the fix of blocking picking up items "through solid things".​
  • Meanwhile, Group Prayers have also been fixed and now support simultaneous, different group prayers in different locations (if you're into that kind of thing)​
  • Also various performance optimizations.​


Staff member
  • Fixed Laser Modules targeting own-team mercs during reins fights.
  • Fixed a few outliers where players at the end of a fight where a TGen is neutralized causing people (usually mercs) to suddenly be kicked out of the battle zone. This might address a few of the remaining oddities of post-fight-end Battle Zone thingies, but they haven't all been fully explored just yet.
  • Hopefully this fixes problems like SilentStorm getting annihilated by his own side's laser module, logging off, then logging back in in the Dark Forest. It was No Good Very Bad Day for the lad.

  • A chronic 1.13 Paper bug has been patched that was causing animals to disappear mysteriously. Hopefully this means less reports of animals being gone suddenly!


Staff member
  • Removing players from towns now, like, works actually :potato:
  • Maps in VS now display properly as a vanilla, unfilled map instead of whatever real map it is.
  • Fixed/increased the rate of Ghast spawns in the Nether
  • A few various Void Storage fixes
  • The following blocks now count as Road Blocks for towns:
    • Granite
    • Polished Granite
    • Andesite
    • Polished Andesite
    • Diorite
    • Polished Andesite
    • Red Sandstone
    • Mossy Cobblestone
    • Sand
    • Red Sand
    • Clay
    • Cracked Stone Bricks
    • Mossy Stone Bricks
    • Netherrack
    • End Stone
    • End Stone Bricks
    • Prismarine
    • Dark Prismarine
    • Prismarine Bricks
    • Red Nether Bricks
    • Quartz Blocks
    • Terracotta
    • Glazed Terracotta
    • Concrete
    • Concrete Powder


Staff member
  • Removed all Lava particles that play during the Core's lava-floor attack. Magma blocks are more than sufficient to see what's happening and Lava particles are extremely laggy.
  • Extremely reduced the amount of particles that play over the Soulsand core attack. Same reasoning.
  • Adding missing entries in Battle Logs for pure-damage Conquest attacks (lasers, tnt, living bomb, etc). This may make things more accurate but Skuhoo gotta fix that, so


Staff member
Mob Spawning off at Town Level 10
It's all the entities, man

  • In order to further combat TPS loss, and make the server run more smoothly as a whole, all towns level 10 and over will have permanent mob spawning off inside of their town territory.
  • This is no longer toggleable, and /g mobspawning has been removed.
  • Due to the nature of how we prevent mob spawning (for perf reasons), you'll need to step outside of your town territory physically in order for mobs to spawn.
    • Technically speaking, It's cheaper for us to prevent a player even trying to spawn monsters by first checking their territory/town location. The very last event before a mob spawns is when the server has done all the calculations to find a valid spawning point for a mob. We have the ability to cancel spawns before any of this expensive checking is done, and do this as often as possible.
  • The (now deprecated) level 17 town perk of toggling monster spawning will be replaced with something good soon.
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Staff member
Been a few bugfixes over the past 3-4 days so this is just a catchup of what's been fixed up to this morning
  • Fixed bugs in which temp builders could inappropriately mess with Void Storage
  • Added symbols for attackers(⚔) / defenders (☗ ) in Conquest battles in various ways to better tell them apart.
  • Fixed a variety of bugs surrounding Conquest Locks and Reins fights. This should resolve the remaining issues where people who warp to fights get bounced back to spawn.
  • Fixed an edge-case bug that caused players to drop their gear when killed in a Conquest fight.
  • Fixed endermites being able to double-explode as a living bomb. They should pretty much just vaporize now.
  • Many, many more performance fixes across the board. Things are getting better and better.
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