Minecraft: Pocket Edition adds new Strangers skins, villager trading, and a bunch of tweaks and bug fixes in 1.0.4

Minecraft: Pocket Edition adds new Strangers skins, villager trading, and a bunch of tweaks and bug fixes in 1.0.4

Mojang’s Sisyphean quest to port all the features of the desktop version of Minecraft to the Pocket Edition continues. The latest update, 1.0.4, brings in NPC villager trading stalls and a new set of skins for the Biome Settlers. A bunch of other fixes and tweaks have been added in to smooth out gameplay and generally tidy up. The 1.0.4 update is now live on the Play Store, though it might take a day or two to roll out to your specific phone or tablet.

Trading with villagers in Minecraft is more or less the same as it is in any RPG: players can trade with specific characters to swap goods for money or vice-versa. Most villagers specialized in one particular resource, with more options unlocking as the player trades more and gains reputation with the specific merchant. The rules for which villagers can sell which resource are surprisingly complex – check this wiki article for the full breakdown.

The Strangers skin pack is a collection of vaguely horror-inspired outfits for the blocky settlers. They’re available in the in-game store for two bucks.

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The other big change is that the Pocket Edition and the Windows 10 version of Minecraft are now compliant with the standardized add-on format. Existing add-ons on your custom servers should still work, as they’ll be automatically converted to the new format. In addition, the add-ons can be used to modify sound effects, music, and the core user interface.

Here are the rest of the smaller changes:

  • The models for the Shulker and Ender Dragon can now be edited using Add-Ons
  • Husks are now a little bit taller than Zombies
  • Baby Villagers now have adorable, larger-sized heads
  • Addition of CDN for downloading optional content, reducing game file sizes
  • Added low render distance options for older devices
  • Clicks are now registered when quickly right-clicking items in the inventory
  • Field of View will now increase properly when sprinting and Field of View is set to max in the settings
  • The Nether Star can no longer be destroyed by explosions
  • Capes will no longer appear when wearing Elytra
  • Fixed the hitbox on Stone and Wooden Buttons so they can no longer be stepped on by players and other mobs
  • Zombie Villagers of different variants now keep their professions when importing a world from 0.15.9 or earlier
  • Destroying a painting no longer destroys the block behind it
  • Ridden mobs (e.g. Spider Jockeys) can now be pulled into Minecarts
  • Villagers will no longer wander too far away from their Village and run slower when attacked.
  • Achievements no longer unlock in Survival if Behavior Packs are used
  • Several achievements fixed and will now unlock
  • Several texture issues fixed
  • Several crash issues fixed
  • The game no longer needs to be restarted before a shader pack is applied
  • Villagers will no longer do farming work if they’re not a farmer
  • Villagers are less greedy and will no longer immediately pick up items thrown at them. They’ll even throw food for other Villagers

Minecraft: Pocket Edition adds new Strangers skins, villager trading, and a bunch of tweaks and bug fixes in 1.0.4

Why Lego Worlds is more than just ‘minifig Minecraft’

Why Lego Worlds is more than just ‘minifig Minecraft’

A whole new building world, we sit down and chat with associate producer Chris Rose

After nearly two years of development, Lego finally has its very own sandbox building game called Lego Worlds on Xbox One, PC, and PS4.

Considering the Lego brand is so heavily associated with making and creating and the company is hardly new to the world of video games, it seems odd that we’re now only just seeing a creativity-focused game like Lego Worlds being released.

We sat down with the game’s associate producer Chris Rose to ask just why it’s taken developer TT Games so long to enter the open world building genre, how the game stands apart from its competitors, and what we can expect to see from it in the future.

More than Minecraft

We decided to get the obvious question out of the way first, and asked Rose how he feels about the natural comparisons to Minecraft – the unparalleled gaming success story that, at least initially, took its cues from the Lego toys.

“It’s not just Minecraft” Rose told us “there are a lot of building type games out there now […] we understand that we’re always going to get comparisons to all of them.”

It’s interesting that Lego has allowed the creative building game market to become so busy before entering the fray itself. But according to Rose this was simply a matter of waiting for “the technology to catch up” with their plans.

Though this wait has allowed Minecraft to become arguably the market leader, Rose says it was a wait that was for the best as it’s allowed TT Games to develop their game in a way that helps it to stand out.

“I think some of the biggest differences is what we call the terrains,” said Rose.

“Things like the brick resolution. What we mean by that is obviously a lot of the building games are just cubes, giant boxes and cubes, where we’ve kind of waited for technology to kind of catch up with us a little bit and we’ve got lots of slopes and more natural looking formations as a result.

It’s paid off really well, I mean, the terrain generation has been the single biggest challenge and yet the most rewarding thing to see in action so that’s a really big difference. The world’s definitely a lot more natural than maybe we could have done a while ago, so it’s good that we’ve waited for the tech to catch up.”

Though it seems odd to think that something tied to the Lego brand would wait to achieve more natural rather than blockish shapes – the words “Lego” and “block” are basically synonymous – Rose is right in saying that it helps the game visually stand apart from its main competition.

Make ’em laugh

Not only that, he says the Lego brand always has its distinct sense of humor behind it.

“I think what’s good is that we’ve kept our humor. It’s one of our biggest things. Every time we make a game we say: where’s the humor? A lot of the character and creature animations are very funny.

“The ostrich in particular. When someone rides on the back of that they do a sort of [makes a bobbing motion] so that kind of humor was there. We’ve kept it like a normal Lego game but we’ve also made enough differences from the other building games out there to make it stand on its own, even within our own game library.”

Having seen the game in action for ourselves, we definitely can confirm it’s not just a Minecraft copy. It’s very distinctly “Lego” in its humor, color palette and general spirit and we agree with Chris when he says “it’s a brand that has changed so much and yet hasn’t changed at all.”

So, though it’s definitely not just another Minecraft build, did TT Games take any inspiration from existing building games when it was developing Lego Worlds? Not really, says Rose.

Self-inspired

“To be honest one of our main inspirations was one of our older games itself. Lego Indiana Jones 2 has a level editor which was our kind of first foray into creation. It was one of the things we always said: how can we be more creative in the game? So we had Lego Indy 2 with this really cool level editor.

“Obviously it was limited because we’re talking [the PS2 console generation] so there’s only so much you can do without effectively running at maybe two frames a second.”

This was, however, he says “a really good first step” and another reason behind TT Games’ decision to “wait for the tech to catch up.”

“Generally speaking we’ve not looked too much at what everyone else is doing. We’ve just kind of know what we want to do. We’ll say ‘we’ve always wanted to do this so let’s do it.’”

Community collaboration

Of course something notable about Lego Worlds is the fact that it’s not just about what TT Games wants to do. The game has been in development for two years and for a large chunk of this time the game has been in Steam Early Access.

It’s unusual for such a big title to be open to the gaming community for such a long period of its development, but TT Games insist it was a good decision.

“It’s been great” said Rose with genuine sincerity, “It’s unusual for us to put ourselves out there so much. It’s taken a bit of risk; people can be quite brutal on the internet so it’s like ‘okay well let’s see what this is like’ and actually, to be honest, they’ve been awesome. We’ve had a really really good community of people come along.”

They’ve had an impact on a huge number of things that are in the final release version of the game, too.

According to Rose, they’ve influenced huge elements such as the game’s camera.

“The game camera completely changed, effectively. We added a first person view and we’ve never done that before, really. Certainly not to the kind of scale where you’re able to run around the entire environment.”

Then there are the smaller and more fun things the community has added. “We’ve got things like dinosaurs. People asked ‘where are the dinosaurs?’ And we said ‘that’s a good point where are the dinosaurs?’ So we put them in the game.”

Interestingly they also forced certain parts of the development process forward. Name, online multiplayer: “ Initially the idea was that it was going to be the last thing we added to the game when we came out of early access but [the community] were just ferocious for it so we thought let’s take a step back and do the multiplayer mode.”

The multiplayer mode at the moment is four player on PC and two player on console. The reason consoles have a lower player capacity is largely out of practicality and though the number might increase in the future it’s not certain just yet when.

“Console player numbers will stay at two players for now. We haven’t done it in a long time so we want to make sure it’s good and then we’ll look at expanding it later once we’re happy with the connection speeds everyone’s getting.”

Future facing

Expanded multiplayer isn’t the only thing that could be added in the future, either.

“‘Even though the game is finished in a sense it’s not finished” Rose told us. TT Games’ plan is to release the game and after a month or so step back in and say “okay, what’s everyone saying? What needs fixing? What can we add? There’s a wall of ideas at the moment.”

Could Lego Batman or Lego Harry Potter be among these additions? It doesn’t look likely at the moment.

“There are a lot of IPs for Lego and we’ve tried to keep this very core to Lego so it’s just our own themes at the moment like Ninjago and City Creator.”

Though the game is out for PlayStation and Xbox now, it’ll also be coming to the Nintendo Switch in the future. Unfortunately, there’s not much to say on that front just yet.

“We’ve only just started so it’s still early. Very very early so we’re not really in a place to comment on that at the moment.”

“I have played a Switch – I played Lego City on the Switch and loved it. But we’ve only really just started looking at the Switch now so again it’s time to step back and say ‘right we’ve got this other thing to look at now.’”

Though Lego Worlds has now been released, it seems like the creation will continue for TT Games for a while to come. But that just seems in the spirit of the thing.

Why Lego Worlds is more than just ‘minifig Minecraft’

Minecraft: Xbox One Edition Content Update 40 Changelog Details

Minecraft: Xbox One Edition Content Update 40 Changelog Details

A very small list of fixes have made their way to Minecraft: Xbox One Edition today, with single fixes to three separate MCCEs. The changes have been detailed in the change log that’s been released with Content Update 40:

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  • Fix for MCCE-4226 – Wrong LOD showing for non-block item icons in the UI.
  • Fix for MCCE-4227 – Nether portals sending players to the wrong portals.
  • Fix for MCCE-4321 – Player may fall through the block below them when jumping in a confined space e.g small tunnel.

The changes are live right now for the Xbox Edition of Minecraft.

Minecraft: Xbox One Edition Content Update 40 Changelog Details

Conan Exiles set for Full Release in Early 2018

Conan Exiles set for Full Release in Early 2018

Conan Exiles, Funcom’s survival-based foray into Robert E. Howard’s world of Hyperion, will receive a full release on both PC and consoles early next year following the conclusion of its Early Access period.

Funcom provided the details of the title’s roadmap in its most recent financial report, with the game set to launch on PC, PlayStation 4, and Xbox One in Q1, 2018. Before then, however, the developers will continue to update the game on Steam, with plans to implement new patches every two weeks and more significant updates, including siege machines and mounts, at less regular intervals. In addition, as previously announced, Conan Exiles will launch as part of the Xbox One Game Preview Program in Q3, 2017

At present, the developers plan to incorporate between four and six major updates before launch, with one of them, featuring an entirely new region with different terrain, monsters, and equipment, set for launch alongside the Xbox One Preview.

Conan Exiles has been an unanticipated for Funcom, selling more than 480,000 copies within its first month of availability—almost matching the developer’s estimates for first-year figures—and recouping its development costs of $4.5 million. Funcom expects continued development on the game to cost between five and ten million dollars.

The game itself is a survival title, in much the same vein as DayZ, though it does have some unique features. Furthermore, although Conan Exiles is designed primarily as a multiplayer title, it is not, as with its predecessor Age of Conan, an MMO, and can be played solo.

For more news from the world of single-player gaming, be sure to bookmark OnlySP and follow us on Facebook and Twitter.

Conan Exiles set for Full Release in Early 2018

NEWS SteamWorld Dig 2 Announced, Exclusive to Switch

NEWS SteamWorld Dig 2 Announced, Exclusive to Switch

Image & Form Games has announced the first direct sequel in its highly-acclaimed SteamWorld series, SteamWorld Dig 2, which will release first on the Nintendo Switch.

Unlike previous entries in the series, each of which has fallen into a different genre, SteamWorld Dig 2 will revisit the core gameplay of its predecessor as a platformer-based action-adventure game. A key difference, however, is that the first Dig‘s levels utilised a procedural generation system, whereas in Dig 2 every level has been hand-built. This new approach ensures that the Metroidvania trappings of the game are utilised more effectively than before.

SteamWorld Dig 2 sees Rusty, the player character from the first Dig, step away from the limelight. In his place Dorothy, a shopkeeper from the original game, takes the role as protagonist—accompanied by an as-yet-unconfirmed companion character. The change is less dramatic than it may seem, as Dorothy retains many of the same abilities as Rusty. Additionally, she can gain even more skills as the game progresses.

The game also will adopt a new setting, moving away from Tumbleton to the new town of El Machino, though how this will affect the story and gameplay has not yet been announced.

The SteamWorld series began in 2010, and Dig 2 will be its fourth release. OnlySP’s Gareth Newnham reviewed the previous game, SteamWorld Heist, scoring it 8/10 and saying, “[w]ith a deep and nuanced combat system and a sliding difficulty scale to satisfy pretty much everyone, it’s another fine entry into the SteamWorld series.”

Although SteamWorld Dig 2 is currently being billed as Switch exclusive, previous games in the series have enjoyed staggered releases across multiple platforms. A similar launch schedule should be expected from this latest entry, with other platforms receiving it at a later date.

For more news from the world of single-player gaming, be sure to bookmark OnlySP and follow us on Facebook and Twitter.

NEWS SteamWorld Dig 2 Announced, Exclusive to Switch

Minecraft – 121 million copies sold

Minecraft – 121 million copies sold

We call Minecraft today’s Super Mario because the level of excitement and engagement this game has is just like Super Mario. Based on the cultural formula, the game is not just a game but an educational tool. Too much of our excitement, the sale milestone has just crossed 121 million copies!

From 121 million sold copies, every month 55 million people play this game on average. This is the first official sales and engagement update since June when Microsoft confirmed 100 million sales and 40 million unique monthly players.

Minecraft - 121 million copies sold
Minecraft – 121 million copies sold

Back in the year 2014, Minecraft was taken over by Microsoft for just $2.5 billion. At the time of the deal, Persson mention in the news that “It’s not about the money. It’s about my sanity.”

Minecraft is available on PC and all major consoles, as well as smartphones. Looking ahead, Minecraft and Minecraft: Story Mode is headed to Nintendo Switch. In 2014, Xbox boss Phil Spencer addressed the possibility of developing a Minecraft sequel.

I don’t know if Minecraft 2 if that’s the thing that makes the most sense,

he said at the time.

The community around Minecraft is as strong as any community out there. We need to meet the needs and the desires of what the community has before we get permission to go off and do something else.

A few months ago Minecraft was in the news for its update on Windows Phone on which Marsh Davies spoke to a newspaper, saying that

We stopped shipping Minecraft updates for Windows Phone 8 back in October last year, Of course, players can still carry on building and explore their worlds as they always have, but, to get access to the newest Minecraft goodies, DLC, and other fun stuff, you’ll have to upgrade to the Windows 10 Mobile version of the game.

Minecraft – 121 million copies sold