Template:1.9, known as The Combat Update[1], is an upcoming update to Minecraft with no set release date. Dinnerbone has stated that many of the features he has shown for 1.9 are not “100% final”, so things may change later.[2] Dinnerbone also stated that snapshots will be starting 'soon', and at the Minecon "Behind the Scenes" panel, Searge said that snapshots will begin as soon as the new combat mechanics have been implemented, which might be in 1-2 weeks.[3]
Planned additions
General
- Might include model changes within the NBT data.
- Would be implemented via resource packs.[6]
- Will make better use of code so that map/mod makers can create better/new mobs.[7]
- Same as the block data changes in 1.8.
- Subtitles which display for each sound for the hard of hearing/deaf.[10]
- Displays status effect icons ordered by time left
- Positive effects are on the top row, negative effects on the bottom row
- Effects that are about to run out blink
Gameplay
- Dominant hand option
- An option for players to change their dominant hand on their player model[3][12][13][14][15][16][17]
- Dual wielding
- Only the main hand can be used for attacking[18]
- Bows can be used even when something is in the other hand[3][19]
- The other hand is invisible in first person view when not holding something[3][20]
- Key to swap items between hands, default: F[3][21]
- If the item in the main hand doesn't have a right-click action, the other item will be used; Workaround for placing blocks while holding tools with right-click action[3][22]
- The off-hand slot is displayed next to the hotbar, possibly on the off-hand side[3]
- Some attributes and enchantments will apply to the off-hand item, while others will not.[24]
- Levitation status effect[3]
- Recieved when player is hit by shulker projectile
- Makes player float into the air
Blocks
- New block type.[25]
- Grass Path[26][27]
- A 15/16 block tall grass-like “path”. It features a somewhat similar texture to the grass block.
- Chorus plants[3]
- Tree/cactus-like arrangements of new purple block
- Drop when supporting block is destroyed, like cacti
- Drop edible chorus fruit items
- Can be farmed by planting the chorus fruit flowers on top of the plants
- Flowers don't drop when the supporting block is destroyed so you need to hand-pick them
- New purple blocks[3]
- Derived from the chorus plant
- A brick block with slabs and stairs and a chiseled brick block.
- End stone bricks[28]
- Slabs and Stairs [29]
- White glowing pole blocks
- Placable horizonally and vertically which produce white particles[29]
Items
- Chorus fruit
- Obtained from chorus plants
- 4 new arrow types.[30][31][32]
- The gold colored arrow is the spectral arrow,
- NBT tag for entities to disable outlines[3]
- The glowing is a status effect - you can find out whether you're glowing from a spectral arrow using the status effect HUD[3]
- Green arrow is the poison arrow[3]
- Grey arrow is the invisibility arrow[3]
- Arrows can be tipped with potions which will be applied on hit[3]
- Each differently tipped arrow is available in the creative menu, just like enchanted books
- Effect is applied on hit
- Shields[30]
- Will be used for blocking instead of a sword. [33]
- Can be used to attack and defend at the same time.
- Can use two shields at the same time[3]
- Shields can have customizable patterns, like banners[3]
- Used to block attacks from the side the shield is held on
World generation
- End city dungeon
- Added support to rotate and mirror structures.[35]
- End gateway portal
- In order to access the portal, you must throw an enderpearl.
- Used to access other islands after defeating the Ender dragon the first time.[3]
Mobs
- Shulker[3]
- Short for "Shell Lurker"
- It can hide in it's shell, making it appear as a block.
- Appears in the End city dungeons
- Opens up and shoots projectiles which only move along the x/y/z axis
- Using commands, they can be made to be part of a team to attack other teams and can be used as defense mobs
- Launch projectiles, which run across the X, Y, or Z axis, though they can change axis.
- Projectiles can be knocked away by attacking them.
- Getting hit by one causes damage and provides a levitation status effect which makes players travel upwards
Planned changes
General
- Switch away from using fixed-function OpenGL to using Shaders.[36]
- Removed/moved the Super Secret Settings and Broadcast Settings
- Models can be put together based on BlockState attributes - As a result, the vanilla set of block models was reduced by almost 300 models[3]
Gameplay
- Proper support for multiple bosses’ health bars, so they show at the same time without obstructing each other.[37][38]
- New cloud rendering system.[39]
- Rearranged the survival inventory and the creative "survival tab" to accommodate the new shield slot.[42]
- Now shows in the top right of the screen[3]
- Good effects on the top, bad effects on the bottom, left-most effects expire sooner
- Effects that are about to run out will blink
Commands
- Allows for mirroring/rotating structures
Blocks
- Can now dual wield[38]
- Will have a new UI[43]
- Will contain tab to complete.
Items
- The bow in your hotbar now shows an arrow when being drawn.[3]
- Arrows in the off hand are prioritized over arrows in the rest of the inventory slots.[45]
- Can now be thrown in creative mode
- Can no longer be used for blocking.[33]
World generation
- End island
- A set amount of differently-sized pillars are arranged in a circular fashion[3]
- The tallest pillars have iron bars around their ender crystal[3][47]
- The exit portal is pre-generated, but without the dragon egg and portal blocks
- Infinite number of islands in the end
Mobs
- Revamped boss fight inspired by the Console Edition.[48][49]
- The dragon can be respawned as often as you want by placing player-made craftable ender crystals[3]
- The dragon breathes fire/purple particles on players and mobs[47][3]
- The dragon will defend the obsidian pillars more the further the fight progresses[3]
- Every dragon drops dragon breath, but only one dragon egg can be obtained[3]
- Hostile mobs
- Will have animated arms and bows.[52][53][54][55]
- Act a bit more like the player.
- Arms are normally down, but they will bring them up to aim when aggravated.
- They now have the same drawing animation as the player, indicating when they are going to attack and with how much force.
- Act a bit more like the player.
- More different textures for mobs[3]
Planned fixes
- 24 issues fixed
- From released versions before Template:1.9
- MC-417 – Arrows first bounce back then appear at correct location
- MC-669 – Failing to place blocks in creative mode causes an animation
- MC-849 – Eating a food item / drinking potion / curing zombie has a chance of also consuming a second food item / potion without any animation
- MC-1537 – Sometimes doors in strongholds are misplaced
- MC-1720 – Dropped items bounce on stairs, cauldrons, carpets and full/locked hoppers
- MC-1956 – Arms misplaced in skeletons with a bow
- MC-2310 – Villager/Player getting killed by zombie through a closed door
- MC-3059 – Bow and arrow can fire through doors and fences
- MC-4272 – Zombie Pigmen don’t attack in groups when fighting other mobs
- MC-4474 – Boss health bar temporarily viewable after respawn and loading another world
- MC-4504 – The hitbox of brewing stands is missing the blaze rod
- MC-10447 – Pick up framed enchanted items with “Pick Block (MOUSE 3)” doesn’t give you the enchanted item
- MC-12456 – Fences won’t attach to layered snow blocks
- MC-12549 – 1.5 Odd mob ‘magnetized attraction’ behavior
- MC-14525 – Name tag doesn’t work on entities with right click ability
- MC-16204 – New creative GUI showing detailed effects, does not show on some potions and bows
- MC-28479 – Chest interface not closed when chest is blocked from opening
- MC-42841 – Incorrect creative instant health damage value
- MC-52802 – Mob head takes a fraction of a second to change to selected head
- MC-54486 – Glass panes and iron bars don’t connect to graphically opaque blocks that are registered as transparent. e.g. slime blocks, end portal frame blocks and monster spawner blocks
- MC-55942 – Nether Wart hitbox is incorrect on multiplayer (Untested on singleplayer)
- MC-67163 – Damage value for objective
stat.mineBlockis missing - MC-68062 – Boss health bar only visible when looking at boss
- MC-75082 – End music will stop every time the ender dragon loads out of view
Trivia
- This has been the longest span of time between the release of a major update to Minecraft and a snapshot for the next major update, with 3360 days now having elapsed since the release of 1.8 on September 2, 2014.
References
- ↑ "Darn, I hoped this would go unnoticed for a few days. Well spotted, @3ddeters. http://www.reddit.com/r/Minecraft/co …" – @Dinnerbone (Nathan Adams) on X, April 1, 2015
- ↑ "Worth noting: things about 1.9 that I tweet are not 100% final, that's why there's no snapshots and not much info. Things may change further" – @Dinnerbone (Nathan Adams) on X, May 28, 2015
- ↑ a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag ah ai https://www.youtube.com/watch?v=szAKnJLmCKU
- ↑ "@minecraftiawiz That's a really good idea! Animation and entity models are planned for 1.9. Not sure about model changes via NBT." – @TheMogMiner (Ryan Holtz) on X, September 6, 2014
- ↑ "Ripping apart the entity model system at the moment. External model files and skeletal animations? Yes plz. Much work to be done yet though." – @TheMogMiner (Ryan Holtz) on X, October 9, 2014
- ↑ "@DC_MasterMind It's to make entity models and animations part of resource packs, like block models in 1.8" – @TheMogMiner (Ryan Holtz) on X, October 10, 2014
- ↑ https://www.reddit.com/r/Minecraft/comments/2isrvt/themogminer_on_twitter_ripping_apart_the_entity/cl5ufzr?context=1
- ↑ "Super rough and initial work on closed captions/subtitles: https://gfycat.com/DefinitiveInex … - needs some more work, but I think it's getting there." – @Dinnerbone (Nathan Adams) on X, March 9, 2015
- ↑ a b "Another attempt of how subtitles could work in Minecraft: https://gfycat.com/LinedShyAppalo … - feedback welcome, is it better or worse than last one?" – @Dinnerbone (Nathan Adams) on X, March 16, 2015
- ↑ "And now back to working on subtitles for hard of hearing players :)" – @Dinnerbone (Nathan Adams) on X, March 9, 2015
- ↑ "Whilst watching a talk on accessibility yesterday, I realized how to add captioning ("[creeper hissing]") to MC. Hope it helps some people." – @Dinnerbone (Nathan Adams) on X, March 6, 2015
- ↑ "Seeing a left hand feels really, really weird. http://media.dinnerbone.com/uploads/2015-0 …" – @Dinnerbone (Nathan Adams) on X, May 25, 2015
- ↑ "Minecraft won't be good if people could be left handed...?" – @Dinnerbone (Nathan Adams) on X, May 25, 2015
- ↑ "Also I said "main arm" because I'm introducing a lefty option. You can change your main arm to your left arm. Other people see it too." – @Dinnerbone (Nathan Adams) on X, May 28, 2015
- ↑ "Seeing a left hand feels really, really weird. http://media.dinnerbone.com/uploads/2015-0 …" – @Dinnerbone (Nathan Adams) on X, May 25, 2015
- ↑ "Minecraft won't be good if people could be left handed...?" – @Dinnerbone (Nathan Adams) on X, May 25, 2015
- ↑ "Also I said "main arm" because I'm introducing a lefty option. You can change your main arm to your left arm. Other people see it too." – @Dinnerbone (Nathan Adams) on X, May 28, 2015
- ↑ "You cannot dual wield weapons. Well, I mean, you could, but you can only attack from your main arm so it'll be pointless." – @Dinnerbone (Nathan Adams) on X, May 28, 2015
- ↑ "@GolfhausMC I don't think I'll require it to be empty, as it'd be just a little too frustrating, but I'm not sure yet." – @Dinnerbone (Nathan Adams) on X, June 4, 2015
- ↑ "Only when there's something in the second arm." – @Dinnerbone (Nathan Adams) on X, May 28, 2015
- ↑ "@AndrewR73 Yes. Default is F." – @Dinnerbone (Nathan Adams) on X, June 4, 2015
- ↑ "The way I want dual wielding to work is that it uses the right click action of your off-hand item if your main-hand doesn't have its own." – @Dinnerbone (Nathan Adams) on X, June 4, 2015
- ↑ "For example; if you have a pickaxe in your main hand and a torch in your other hand, right click places the torch." – @Dinnerbone (Nathan Adams) on X, June 4, 2015
- ↑ "@lemoesh I'm currently changing attributes and enchantments so that we can define which ones apply in the off-hand and which ones don't." – @SeargeDP (Michael Stoyke) on X, June 25, 2015
- ↑ "This reddit post made me happy about a new block type we're working on for 1.9... http://i.imgur.com/Rg7HYOw.png" – @jeb_ (Jens Bergensten) on X, March 3, 2015
- ↑ "Popular suggestion by /u/LupusX added, http://i.imgur.com/iIyy941.png ... also for MC:PE" – @jeb_ (Jens Bergensten) on X, January 20, 2015
- ↑ "Here's an image of the thing I was working on earlier today. Optimized for low bandwidth connections." – @SeargeDP (Michael Stoyke) on X, June 15, 2015
- ↑ http://i.imgur.com/AVe7eaz.png
- ↑ a b http://imgur.com/BDzgMNo,pVJYvKj
- ↑ a b c "After reading a lot of helpful feedback on /r/MinecraftSuggestions, I reworked the new inventory slots a little. https://gfycat.com/CoordinatedCom …" – @Dinnerbone (Nathan Adams) on X, May 22, 2015
- ↑ a b "@rapturedvura Maybe, but I don't see that as a bad thing. More options, more strategy. Spectral arrows are utility, not very good at hurting" – @Dinnerbone (Nathan Adams) on X, May 22, 2015
- ↑ "I made a thing for a thing that @Dinnerbone made. And for the winner, here's the screenshot. Everyone else, ignore it" – @SeargeDP (Michael Stoyke) on X, June 26, 2015
- ↑ a b "@CraftyCore That was only removed because it was a bug. In 1.9, swords don't block; shields do - you can block and hit at the same time." – @Dinnerbone (Nathan Adams) on X, May 28, 2015
- ↑ "Working on upcoming features! A new "dungeon", with blocks and mobs, very different from the other dungeons. I'm happy about it so far =)" – @jeb_ (Jens Bergensten) on X, May 12, 2015
- ↑ "Blocks didn't get support to be rotated in code. Or for mirroring. That would improve structure generation, which we didn't do." – @SeargeDP (Michael Stoyke) on X, May 12, 2015
- ↑ "@MC_News_Germany Planning on switching to using shaders. No more fixed-function OpenGL. Performance boost and extensibility, good times." – @TheMogMiner (Ryan Holtz) on X, September 26, 2014
- ↑ "media.dinnerbone.com/uploads/2015-0 … This may not seem like anything significant, but trust me, it is." – @Dinnerbone (Nathan Adams) on X, January 19, 2015
- ↑ a b "Took longer than expected, but refactoring the entity equipment code makes it more flexible for future additions." – @SeargeDP (Michael Stoyke) on X, June 24, 2015
- ↑ "@TheAkaiyoGaming The cloud rendering code is fricking atrocious and is #1 on my 1.9 hit-list. Until now there was not much to be done." – @TheMogMiner (Ryan Holtz) on X, September 5, 2014
- ↑ "@ENZOREINER Right this moment I'm finishing up death messages on the death screen, for Minecraft PC 1.9 update." – @Dinnerbone (Nathan Adams) on X, April 15, 2015
- ↑ https://www.reddit.com/r/minecraftsuggestions/comments/32dzzt/death_messages_in_death_screen/cqcyrlf?context=1
- ↑ "I also had to rearrange the Creative inventory a little, too, to make the new slots fit. I don't think it's too bad. http://media.dinnerbone.com/uploads/2015-0 …" – @Dinnerbone (Nathan Adams) on X, May 22, 2015
- ↑ http://limitedengagement.net/podcasts/010-the-future-of-minecraft/#more-114 at 1:47:25
- ↑ "Already killed The Ender Dragon on your world? Don't worry, I'll let you kill him again in his new form without resetting The End." – @Dinnerbone (Nathan Adams) on X, January 22, 2015
- ↑ https://twitter.com/Dinnerbone/status/615858912726749184
- ↑ "I was trying to get the arm behind this, but I'm giving up for now. Floating map it is! https://gfycat.com/ThatDescriptiv…" – @Dinnerbone (Nathan Adams) on X, June 10, 2015
- ↑ a b https://instagram.com/p/zcnkUGB7CM/
- ↑ "People guessed what yesterdays screenshot was, so I'll confirm it here. I am redoing the Ender Dragon's boss fight for Minecraft 1.9" – @Dinnerbone (Nathan Adams) on X, January 22, 2015
- ↑ "I am redoing the mechanics to be similar to how it is on Console Edition, but I'm taking it a step further. I have Plans™." – @Dinnerbone (Nathan Adams) on X, January 22, 2015
- ↑ http://www.reddit.com/r/Minecraft/comments/3a0niu/dinnerbone_theyre_not_drawing_back_their_bows_yet/cs86p63
- ↑ "No, it's not an exclusive feature for armor stands. Items in the off-hand render on all mobs, but they don't use them" – @SeargeDP (Michael Stoyke) on X, June 24, 2015
- ↑ "Trying to figure out why skeletons never animate their bow - oh, skeletons are actually zombies, okay then. Has this always been the case?!" – @Dinnerbone (Nathan Adams) on X, June 15, 2015
- ↑ "They're not drawing back their bows yet, but you can tell when a skeleton is about to be hostile! Work in progress. https://gfycat.com/ImmaculateMatu…" – @Dinnerbone (Nathan Adams) on X, June 16, 2015
- ↑ https://twitter.com/Dinnerbone/status/614386358430375936
- ↑ https://twitter.com/Dinnerbone/status/614386558779686912