Hey y'all, it's me again to talk about the one thing I know how to talk about.
The 1.19/1.20 Beta is finally out for Bedrock CubeCraft! And that means that another version of CubeCraft Lucky Islands has had some sweeping changes to make things fresh! But nothing's perfect, not even my babies.
I'll only be talking about potential changes and updates to Bedrock Lucky Islands. A lot of these ideas could carry over to Java LI though.
To start, I want to talk about adjusting some of the items newly introduced to Lucky Islands Bedrock.
Lightning Wand
This one is taken pretty much straight from a suggestion I made a whole while back! (and my ego has never been higher.) Unfortunately though, there is one glaring issue I want to address about this item, and that the effect is really annoying to play against. As soon as a player uses the wand, whatever block is selected (even from a really big range!) immediately gets struck by lightning. And that lightning deals huge damage, as well as likely igniting any nearby players on fire. There is no time to react to this, and I want to fix it.
Now, the Lightning Wand:
Yeah, this item got sort of butchered in the transition from concept to release. The original Infini-Carrot concept was meant to be an item with much more depth than the average food item, but I can certainly see how much of that depth is pretty unnecessary and time-consuming development-wise.
However, despite the appearance of the Infini-Tato as a glistened Baked Potato, the player only receives the hunger points (as well as the pitiful saturation) of a regular Potato. Considering there are so many other foods that are plentifully available (especially now that the Food Lucky Block exists), there really isn't much point to the Infini-Tato, which is quite sad. As a result, to make this item no longer a giant catfish:
This is probably my favourite item added in the new Lucky Islands update for both versions! It's super simple but has a ton of applications. With that being said, there is a non-gameplay thing I want changed about it, that clarifies a mechanic that may or may not be (but ideally is) intended.
These are items that definitely has uses (well, not so much for the Goat Horn), but in my opinion, these drop far too often, and eventually take up way too much inventory space. As a result, I would like for the following changes to be implemented:
In Java Lucky Islands, this effect was notoriously overpowered and really annoying to play against. However, this seems to no longer be the case! Well, at least for Bedrock. It might possibly be a bug, but there was one change made to this effect that makes it way more tolerable. If a player who has the flight effect hits another player, then they lose the flight effect! As I've said, I'm not sure if this is intentional, but it absolutely should be implemented. Now, this effect has returned to its intended purpose of just providing insane mobility, rather than to transform into a giant irritation. To make some QOL tweaks and make this mechanic more apparent to the player:
This item is probably the most underwhelming of the items found in the Rainbow Lucky Block, which is quite unfortunate, since there's a lot of potential for an item like this. And let's unleash that potential! I've mentioned this before elsewhere, but I think that this item doesn't really make sense for one that can only be obtained at mid, either early on or by someone with gear that'll likely win them the game. This item makes sense as one that's for stealing from the rich and giving to the (relatively) poor. So, let's give them a chance to obtain this useful comeback tool!
I've mistakenly assumed in the past that this item wasn't in Lucky Islands, and suggested to see it in the Rainbow Lucky Block.
Despite it being quite powerful (though somewhat balanced by being quite rare), the Totem of Undying is indeed a drop, but only rarely from regular Lucky Blocks. I think that this is a bit odd, and with the changes to the Yoink Rod, I think that the Totem of Undying should take its place as a Rainbow Lucky Block exclusive. As a result:
Okay, that's all the new items, but there's a few extra things I'd like to see adjusted.
Knight (boss) and Pig King (boss)
These two bosses have a similar change I'd like to see incorporated, both in order to increase the reward for killing one. For the Knight:
In a similar fashion to the bosses mentioned previously, I'd like to see Blessed Lucky Blocks incorporated further into the Blessed mode. Though, this change would only make sense under the assumption that Blessed Lucky Blocks are just Lucky Blocks with all the negative drops removed. If that is the case:
Okay, with that all out the way, let's talk about the part you're most definitely here for: the part where I talk about Lucky Islands ~kit design~!
Let's talk kits!
As of writing (and for the longest time), Bedrock Lucky Islands consists of only four very basic kits:
Warrior is probably the worst of the bunch. Literally all maps have wood provided at the spawn islands, so if you really needed a weapon, it's right there! Plus, there are dozens of drops from Lucky Blocks that can give the player a much better weapon.
Chef has its purpose of providing a great food source, but that's about it. Like with Warrior, there's food sources on most maps in the form of Hay Bales and/or Melon Blocks. Though to give some credit to this kit, the steak is better that both of the foods obtained from those blocks. However, big problem, the Food Lucky Block exists. It was a great addition, but it being given to players regardless of the kit significantly devalues the kit solely containing food.
Builder has a similar issue to the Chef kit once again. Logs are plentiful on most maps, so finding building materials isn't an issue. The Blocks Lucky Block exists, so if you just want blocks, this kit in this regard does relatively little to stand out. Despite this, I think this kit is just okay. Because, there are instances where having access to blocks straight away is useful. Additionally, as the only kit with armour, and armour being relatively difficult to find early on, this kit's Leather Chestplate can come in handy, at least for a little bit.
Healer is easily the best kit of the bunch, hands down. Even better than the Java LI equivalent of the kit, funnily enough. Golden Apples are quite hard to come by, and are super useful, even if it's just one given here. The three Healing Splash Potions are also useful in a pinch, and can help to turn the tides of battles.
Now, I'd like to have a try tweaking these kits, and adding a few new ones, so that picking a kit actually has a noticeable impact on the game.
Builder
ā24 Planks, and Bootsā
Contains:
Also, why the randomised wood plank type? For that variety, of course! I don't know, I think it'd just be neat.
Chef
ā4 Steak, 16 Eggs, & Cakeā
Contains:
Healer
ā3 Healing Pots and 1 Gappleā
Contains:
Toolsmith
āStone Tools & Furnaceā
Contains:
Heavy
āChestplate & Leggingsā
Contains:
I'm sure many players would like a kit solely based around armour, since compared to weapons, building materials, and food, armour is quite harder to come by. As a result, I think a basic armour kit is a must.
Wizard
ā2 Magical Wandsā
This is a kit based on the kit with the same name found on Java Lucky Islands. The reason why I chose this kit in particular to port over is because it in particular shows off the new mechanics and items of Lucky Islands, so it's very special in that regard.
Undead
ā3 Spawn Eggs & Monster Immunityā
I've stuck to there only being 7 kits total, since the minigame on Bedrock with the most kits (SkyWars) has 6 kits. I don't believe that the one extra tab is that hard to navigate.
Okay, that's all my suggestions and ideas for now, thanks for reading, and feel free to give feedback!
The 1.19/1.20 Beta is finally out for Bedrock CubeCraft! And that means that another version of CubeCraft Lucky Islands has had some sweeping changes to make things fresh! But nothing's perfect, not even my babies.
I'll only be talking about potential changes and updates to Bedrock Lucky Islands. A lot of these ideas could carry over to Java LI though.
To start, I want to talk about adjusting some of the items newly introduced to Lucky Islands Bedrock.
Lightning Wand
This one is taken pretty much straight from a suggestion I made a whole while back! (and my ego has never been higher.) Unfortunately though, there is one glaring issue I want to address about this item, and that the effect is really annoying to play against. As soon as a player uses the wand, whatever block is selected (even from a really big range!) immediately gets struck by lightning. And that lightning deals huge damage, as well as likely igniting any nearby players on fire. There is no time to react to this, and I want to fix it.
Now, the Lightning Wand:
- When the Lightning Wand is used, the blocks selected (or pointed to) by the player have particle effects created over them to indicate that lightning will attempt to strike on them.
- Lightning then strikes the blocks after 1 second.
- Multiple Lightning Wands can be used at a time.
Yeah, this item got sort of butchered in the transition from concept to release. The original Infini-Carrot concept was meant to be an item with much more depth than the average food item, but I can certainly see how much of that depth is pretty unnecessary and time-consuming development-wise.
However, despite the appearance of the Infini-Tato as a glistened Baked Potato, the player only receives the hunger points (as well as the pitiful saturation) of a regular Potato. Considering there are so many other foods that are plentifully available (especially now that the Food Lucky Block exists), there really isn't much point to the Infini-Tato, which is quite sad. As a result, to make this item no longer a giant catfish:
- Eating the Infini-Tato feeds (in terms of both Hunger Points and Saturation) for a Baked Potato, rather than a regular Potato.
- The Infini-Tato can appear in the Food Lucky Block, but is rarer than most other foods.
This is probably my favourite item added in the new Lucky Islands update for both versions! It's super simple but has a ton of applications. With that being said, there is a non-gameplay thing I want changed about it, that clarifies a mechanic that may or may not be (but ideally is) intended.
- The description of the Elevator states that it takes the player to the highest available surface when used (rather than just the next higher-up surface).
- A sound effect akin to a teleport warp plays both at where the player uses the Elevator, and at the destination of the player after using the Elevator.
These are items that definitely has uses (well, not so much for the Goat Horn), but in my opinion, these drop far too often, and eventually take up way too much inventory space. As a result, I would like for the following changes to be implemented:
- Chance of the Spyglass dropping from the regular Lucky Blocks (yellow & blue Lucky Blocks) reduced by 50%.
- Chance of the Goat Horn from dropping from the regular Lucky Blocks (yellow & blue Lucky Blocks) reduced by 75%.
In Java Lucky Islands, this effect was notoriously overpowered and really annoying to play against. However, this seems to no longer be the case! Well, at least for Bedrock. It might possibly be a bug, but there was one change made to this effect that makes it way more tolerable. If a player who has the flight effect hits another player, then they lose the flight effect! As I've said, I'm not sure if this is intentional, but it absolutely should be implemented. Now, this effect has returned to its intended purpose of just providing insane mobility, rather than to transform into a giant irritation. To make some QOL tweaks and make this mechanic more apparent to the player:
- After receiving the flight effect, the player will be told in chat that they'll lose their flight effect sooner if they attack a player.
- If they attacked a player, a message will display above the hotbar telling them that they lost their flight effect because they attacked a player.
This item is probably the most underwhelming of the items found in the Rainbow Lucky Block, which is quite unfortunate, since there's a lot of potential for an item like this. And let's unleash that potential! I've mentioned this before elsewhere, but I think that this item doesn't really make sense for one that can only be obtained at mid, either early on or by someone with gear that'll likely win them the game. This item makes sense as one that's for stealing from the rich and giving to the (relatively) poor. So, let's give them a chance to obtain this useful comeback tool!
- The Yoink Rod appears rarely in the regular Lucky Blocks.
- The Yoink Rod no longer appears in Rainbow Lucky Blocks.
- The Yoink Rod's durability is doubled.
- To clarify, the Yoink Rod's durability is still depleted regardless whether or not a target is hit.
I've mistakenly assumed in the past that this item wasn't in Lucky Islands, and suggested to see it in the Rainbow Lucky Block.
Despite it being quite powerful (though somewhat balanced by being quite rare), the Totem of Undying is indeed a drop, but only rarely from regular Lucky Blocks. I think that this is a bit odd, and with the changes to the Yoink Rod, I think that the Totem of Undying should take its place as a Rainbow Lucky Block exclusive. As a result:
- The Totem of Undying no longer appears in the regular Lucky Blocks.
- The Totem of Undying appears in the Rainbow Lucky Block.
Okay, that's all the new items, but there's a few extra things I'd like to see adjusted.
Knight (boss) and Pig King (boss)
These two bosses have a similar change I'd like to see incorporated, both in order to increase the reward for killing one. For the Knight:
- The Lucky Blocks that the Knight drops are changed to be the blue, Blessed Lucky Blocks.
- The Pig King additionally drops multiple blue, Blessed Lucky Blocks, like the Knight.
In a similar fashion to the bosses mentioned previously, I'd like to see Blessed Lucky Blocks incorporated further into the Blessed mode. Though, this change would only make sense under the assumption that Blessed Lucky Blocks are just Lucky Blocks with all the negative drops removed. If that is the case:
- All yellow Lucky Blocks are transformed into the blue, Blessed Lucky Blocks if the Blessed game option is chosen.
Okay, with that all out the way, let's talk about the part you're most definitely here for: the part where I talk about Lucky Islands ~kit design~!
Let's talk kits!
As of writing (and for the longest time), Bedrock Lucky Islands consists of only four very basic kits:
- Builder (16 Stone, Leather Chestplate)
- Chef (4 Steak)
- Healer (3 Splash Potions of Healing, Golden Apple)
- Warrior (Wooden Sword)
Warrior is probably the worst of the bunch. Literally all maps have wood provided at the spawn islands, so if you really needed a weapon, it's right there! Plus, there are dozens of drops from Lucky Blocks that can give the player a much better weapon.
Chef has its purpose of providing a great food source, but that's about it. Like with Warrior, there's food sources on most maps in the form of Hay Bales and/or Melon Blocks. Though to give some credit to this kit, the steak is better that both of the foods obtained from those blocks. However, big problem, the Food Lucky Block exists. It was a great addition, but it being given to players regardless of the kit significantly devalues the kit solely containing food.
Builder has a similar issue to the Chef kit once again. Logs are plentiful on most maps, so finding building materials isn't an issue. The Blocks Lucky Block exists, so if you just want blocks, this kit in this regard does relatively little to stand out. Despite this, I think this kit is just okay. Because, there are instances where having access to blocks straight away is useful. Additionally, as the only kit with armour, and armour being relatively difficult to find early on, this kit's Leather Chestplate can come in handy, at least for a little bit.
Healer is easily the best kit of the bunch, hands down. Even better than the Java LI equivalent of the kit, funnily enough. Golden Apples are quite hard to come by, and are super useful, even if it's just one given here. The three Healing Splash Potions are also useful in a pinch, and can help to turn the tides of battles.
Now, I'd like to have a try tweaking these kits, and adding a few new ones, so that picking a kit actually has a noticeable impact on the game.
Builder
ā24 Planks, and Bootsā
Contains:
- 24x (Random Wood Type) Planks
- Blocks Lucky Block
- Chainmail Boots (Feather Falling II)
Also, why the randomised wood plank type? For that variety, of course! I don't know, I think it'd just be neat.
ā4 Steak, 16 Eggs, & Cakeā
Contains:
- 4x Steak
- 16x Egg
- Cake
- Food Lucky Block
ā3 Healing Pots and 1 Gappleā
Contains:
- Golden Apple
- 2x Splash Potion of Healing I
- Splash Potion of Regeneration I
āStone Tools & Furnaceā
Contains:
- Stone Axe
- Stone Pickaxe
- Stone Shovel
- Blast Furnace
āChestplate & Leggingsā
Contains:
- Chainmail Chestplate
- Leather Leggings
I'm sure many players would like a kit solely based around armour, since compared to weapons, building materials, and food, armour is quite harder to come by. As a result, I think a basic armour kit is a must.
ā2 Magical Wandsā
- (TWO wands randomly chosen out of the following:)
- TNT Wand
- Dragon Fire Wand
- Shield Wand
- Frost Path Wand
- Lightning Wand
- Regen Wand
- Slime Wand
- Splash Potion Wand
- Invisibility Wand
This is a kit based on the kit with the same name found on Java Lucky Islands. The reason why I chose this kit in particular to port over is because it in particular shows off the new mechanics and items of Lucky Islands, so it's very special in that regard.
ā3 Spawn Eggs & Monster Immunityā
- 2x Zombie Spawn Egg (guaranteed to spawn with a Leather Helmet, and name tagged to the player that summoned them)
- Skeleton Spawn Egg (guaranteed to spawn with a Leather Helmet, and name tagged to the player that summoned them)
- Effect: Become immune to all monster damage, and monsters will never target you. (Monsters spawned by the player using spawn eggs will also never hurt their teammates.)
I've stuck to there only being 7 kits total, since the minigame on Bedrock with the most kits (SkyWars) has 6 kits. I don't believe that the one extra tab is that hard to navigate.
Okay, that's all my suggestions and ideas for now, thanks for reading, and feel free to give feedback!
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