Saga

Saga is designed to be a complete solution for RPG servers. Saga allows players to form factions for pvp, establish settlements with numerous buildings, develop abilities and unlock skills. Here is a small list of some of features saga will bring to your server:
- Faction Features
- Players can create factions and invite other players.
- Declare wars on factions and sieges on settlements.
- Wages based on the amount of taxes collected from settlements.
- Assign members roles that grant attribute bonuses, abilities and faction permissions.
- Settlement Features
- Ability to create settlements and invite players.
- Protection from outside influence.
- Settlements gain new claim points every minute, based on amount of online members.
- Member roles that grant attribute bonuses, abilities and settlement permissions.
- Building different buildings with various effects.
- Player Features
- Players gain attribute and ability points from killing both mobs and players and by harvesting resources.
- Training attributes provides various physical bonuses.
- Passive and active abilities.
You can view more about the features of saga here.
Keep up to date with the source code and development builds here






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Posted Dec 10, 2012How about a command that will flash the flames outlining the chunk again. The messages telling what chunk your in don't seem to come up all the time and it can make things a bit hard for planning/building.
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Posted Dec 10, 2012Yeah the requirement are really no big deal for me I don't think many people are going to set building to empty land anyways, it was just a thought after reading the exchange between you and CJ. Thanks for the watchtower addition though that will help big time since I use the plugin catacombs and I like to place one for each settlement that resets every 3 days or so and eventually players would realize that a watchtower would make them much easier.
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Posted Dec 10, 2012@rythar
I have thought about those requirements. The problem is what happens when someone sets a building after the construction is complete. Or decides to move it. And scanning for blocks isn’t very efficient.
Will make watchtower only prevent mobs above sea level. Remind me if I forget.
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Posted Dec 9, 2012Yeah I dont really like the idea of generated buildings but I do think it could be a good idea to have requirements for the building effects to become active. Maybe like a certain amount of blocks of various types depending on the building so people are not just setting buildings on empty land and getting the rewards.
Also any chance you could think about having the watchtower only affect mobs above ground if it can be done?
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Posted Dec 9, 2012@CJHacker
Lumber mill also takes logs from a lumber_camp. I'm guessing that is where you got additional wood from. The lumber_mill takes 1 log and converts it to 2 wood.
Storage areas are 2x3. Blocks are placed directly into the world and items go in chests (can't be placed in the world). You can just leave it bare land, but I intended it for players to build the actual building.
The problem with the kind of setup MineZ will have is that there are limited amount of buildings. Each settlement will look the same. I have thought about adding that, but someone needs to crate the actual buildings for me to use. And there must be a lot of different styles.
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Posted Dec 8, 2012Hey andfRe I was playing around with some of the settlement buildings tonight trying to get the hang of them. I noticed something strange with my lumber mill. I gave it 1 log each of oak, spruce, birch and jungle and I got 8 birch, 2 spruce and 2 oak out of it. Plus it kept the 4 logs in my storage chest. I haven't been able to find any good documentation on how these work, but I did a bset lumber_mill and then baddstorage and placed a chest down. In that chest I put the logs. Is that the correct method of doing them? Then I assume we can build a building around the chest if we'd like, or just keep it as a bare plot?
Also, I noticed that the MineZ crew has a new settlements function coming out on their servers that has similar functionality to this. I like their auto build feature where they supply the materials to build the building and it creates it. Any plans on doing something similar?
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Posted Dec 4, 2012Ok thats fine, and yeah 6 chunks should allow some pretty nice arenas to be made.
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Posted Dec 4, 2012@rythar
Cancelling death is a bit messy. Also, it works fairly well with deaths enabled on my test server. So not high on my priority list.
I made it so arenas can be combined. Settlement gets 6 chunks worth of arenas at 250 claims.
If you want you can download the version with that functionality at
www.hot.ee/lostinthecraft/Saga.jar
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Posted Dec 4, 2012Hey, I was just playing with the arenas a bit and thought of a few ideas that could maybe make them better. One would be to cancel pvp death events and just announce the winner then maybe a 30sec cooldown before another fight. Also one chunk is really small for an arena so it would be nice if it could level up like other buildings but for each level you can claim another arena chunk connected to your arena.
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Posted Dec 4, 2012@CJHacker
I will be definitely implementing more non combat oriented abilities. Not sure which ones and when though. There are already some non combat abilities like chop down, dig, heavy swing (puches a hole in stone) and harvest. Also when you increase attributes, tool damage from breaking blocks gets reduced.
Current Ideas for non combat abilities:
leather armour gets damaged considerably less
more wool from sheep
creepers/mobs range reduction
You can't build in claimed settlements. This is because the reason behind settlements is to protect built stuff. Faction gains access to /sspawn command, storage areas and bonus income when it claims a settlement.
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Posted Dec 4, 2012@rythar
Sounds great! My main concern was that I've got a spawn area and some preset buildings on my server that I don't want people to suddenly take over and start building on, but I would imagine that as long as I've got WorldGuard protecting them I should be fine anyway. Are there plans to add more skill related things, like fishing, etc. or are they going to be focused more on combat related attributes? I used to use a plugin that as you gained more experience in fishing, you had a chance to catch other items, etc. Just curious what is on the road ahead. The settlement buildings remind me a lot of what MineZ is implementing. Keep up the great work!
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Posted Dec 4, 2012CJHacker
If people don't want to PvP then they do not join a faction. Everyone can still join a settlement and like andfRe said claiming can only be done in the Town Square but even if a faction claims your Town Square they still cant build or break anything there they only make more money and can loot set building storage areas.
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Posted Dec 4, 2012@CJHacker
Claiming is done by standing in a town_square building. So if you don’t want a settlement to be claimed, then don’t set it.
Also, there are admin options for settlements that can be set with /aenableopt. These options include no claiming and pvp protection.
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Posted Dec 3, 2012Just found this plugin, looks like everything I've been looking for all wrapped up in one! Only thing I don't see, is there a command to set faction safe zones where they can not claim and it's PvP free or is this something I'd have to set up in WorldGuard? I'm excited to see what's coming down the pipe!
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Posted Dec 2, 2012Added attributes table to the project. Does not include tool damage reduction.
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Posted Dec 2, 2012Sweet thank you. I see there are quite a few other nice changes & additions 0.6. I will be installing it shortly
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Posted Dec 2, 2012@rythar
You wanted to config settlement size. Here are the fields you need:
"claimsPerMinute":{"x1":0,"y1":0.0,"x2":10,"y2":0.01},
"initClaims":4,
"maxClaims":250,
First one says that if there are 10 members online, the settlement will get 0.01 claims per minute.
Second is the amount of claims set when a faction is created.
Third is the max amoun of claims possible.
Fields
"minNameLength":3,
"maxNameLength":15,
in both settlements.json and factions.json determine name lengths.
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Posted Dec 2, 2012Released Saga v0.6.
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Posted Dec 1, 2012Ok, I got warding from the git wiki and thought maybe it just wasn't fully in yet.
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Posted Dec 1, 2012@rythar
There is no warding attribute any more. If you have the latest unmodified config, then it shouldn’t show up under /stats.
I will add sell signs at some point. I just need to figure out how the economy will work first.