The Adventure Update was a major update to Minecraft focused on fighting, exploration, and adventuring, as well as other aspects. Its content was implemented in Beta 1.8 and Minecraft 1.0. It was announced on June 10, 2011 by Notch and was initially planned to be implemented in Beta 1.7. An early version of the Adventure Update was playable by fans at Mojang's booth at PAX Prime 2011, which was held between August 26th and 28th. Because of the size of the content, the first part of the update was pushed back to Beta 1.8, which became available on the September 14, 2011 and the rest of the update being part of Minecraft 1.0, which was released on November 18, 2011. The pre-releases of Minecraft Beta 1.8 and 1.9 were leaked before their official releases, and Notch approved these leaks on his Twitter.
- For a complete list of known changes, see Beta 1.8 and 1.0.0.
|Changes in Beta 1.8
- New Mobs.
- New Blocks
- New Creative game mode.
- New features in the terrain generator.
- Optionally generated structures
- New, fractal-based biome code; added and removed some biomes while making all of them more vast than before.
- Rivers flowing through/in between biomes.
- Ocean Biomes, that are deeper and much more vast than before.
- Mountain biome
- snow in Taiga and Tundra biomes do not generate for technical reasons. They return in Minecraft 1.0.
- New ocean floor; random mix of sand, dirt, and clay.
- Because of this, clay is much more common.
- New combat Mechanics.
- Hold-to-charge bows.
- Critical hits.
- Players can parry with a sword by holding Right Mouse
- Hostile mobs perform attack animations.
- Mobs killed by players drop tiny flashing Experience Orbs that add to your experience bar.
- New Food System.
- There is now a food meter.
- Food no longer heals directly but indirectly: if the food meter is above 80%, heals about every 5 seconds.
- All food (except Mushroom Stew) are now stackable.
- Food takes 1.6 seconds to consume, accompanied with an animation.
- 5 new food items.
- Eating Raw Chicken or Rotten Flesh has a chance to give the player food poisoning.
- New seeds for farming: pumpkin seeds and melon seeds that produce Pumpkins and Melons respectively.
- A new achievement: "Kill a skeleton with an arrow at 50 meters".
- Added Sprinting
- Mob changes
- Passive mobs will randomly flee if attacked by the player or other mobs (such as Wolves).
- Zombies drop Rotten Flesh instead of Feathers.
- The snout on pigs now protrude from their head.
- Skeletons now hold full-size bows.
- Player-to-mob damage decreased by half a heart. Specifically, sword damage used to be ADDED to the half a heart damage the player does with an empty hand and now isn't. Change reverted 2 years later in release 1.6.2.
- Arrows that hit a mob visually "stick" into the mob rather than just disappear.
- Skeleton arrows originate from about their eyes to the bow, instead of above the head.
- Animals no longer despawn which makes it possible to capture them.
- Shears can now collect Tall Grass and the new Vine
- New improved lighting
- Day/night cycles no longer require chunk updates and is a smooth transition
- The lighting on a block is given a tint based on the most prominent source of light
- Redish from Non-sunlight light sources
- Blue from Moonlight
- Total darkness keeps the same black tint
- Sunlight gives the same white tint
- Non-sky based light now gives a very subtle 'flicker'.
- Main Menu/Options changes
- The Main Menu's background is now an animated scene.
- The version tag is now displayed on the bottom-left rather than the top-left
- New sliders for Field of View and Brightness
- 4 new entries in control list
- "Attack", "Use Item", and "Pick Block" can now be remapped.
- Player list in SMP, defaults to Tab ↹.
- The 'Multiplayer join screen' has been improved, mainly with a server list.
- New texture for Moss Stone to match Cobblestone's.
- Improved sunrise and sunset.
- Clouds change color during sunrise and sunset to match the sky color.
- Horizon, specifically haze, changes color more vividly during sunset and sunrise.
- New particle effects.
- Performing a critical hit on any mob will cause 'sparks' to fly.
- Explosion particles are now shockwaves instead of smoke.
- Tiny stationary bubble particles can be seen when underwater.
- Fog is now thicker and darker deep underground, and gives off particles. Due to this, the void appears black.
- Changes with debug-view (F3)
- Mobs are no longer visibly labeled with their entity ID
- The world's numeric seed is displayed in a field below player position.
- Changing fog by hotkey now requires debug-view to be open in addition with pressing F.
- ⇧ Shift+Clicking the output item in a crafting square will craft all the items at once, and automatically places them in the inventory.
- The version tag appears in-game again.
- User-placed leaf blocks no longer decay.
- Cloud height raised to the top of the map, so clouds can no longer phase through blocks.
- Cloud movement syncs with the game's time.
- Rain and snow both render faster
- Armor bar moved to above hearts, due to food bar.
- Both Wooden and Stone pressure plates can now be placed on fences.
- Improved chest model with a 3D lock.
- Players with the OP position on a server can switch back and forth between survival and creative mode.
- The game's coding now allows for mods to more easily change the(map) height.
- Holding the left mouse button with a weapon will now only swing once.
- Holding the right mouse button to place blocks is slightly slower than before.
- The ⇧ Shift+Click crash bug from beta 1.8pre2 is fixed.
- Fixed Redstone circuits not working after /time set x glitch is now fixed in SMP.
- Destroying boats and minecarts now creates particles.
- Ghast attack sounds are fixed in SMP.
- The Far Lands had been removed; there is now only ocean.
- There is a memory leak mainly occurring on Linux 32 bit.
- The destruction animation for chests is missing.
- Lighting persists in water even after the light source is removed.
- Experience orbs when dropped don't drop in a stack like items do, so when a player dies when they have a large number of experience, each orb has to be processed individually. This will cause a high amount of lag, especially for SMP servers.
- Double chests placed before beta 1.8 on multiplayer servers all appear to players to be facing the same direction, even when they should be rotated by 90 degrees.
- The Item Selection screen in the new Creative game mode is missing pine and birch leaves, tall grass, double slabs, monster spawner, snow cover, and both huge mushroom blocks.
- NPC villages occasionally spawn over partial water areas and 'float'
- Any Pre1.8 worlds will NOT generate any more land after update. This is because the world thinks that unloaded land is the far lands and puts ocean. Forever.
|Changes in Minecraft 1.0.0
- A proper ending to the game in a realm called “The End".
- New Nether content.
- New achievements.
- Score is stated on death based on total experience orbs held on the player.
- A new game mode. (Hardcore)
- New biomes. (Mushroom biome, tundra reintroduced)
- New items.
- New texture for some blocks.
- Slab-Bug fixed.
- New blocks.
- New mobs. (Ender dragon (Boss Mob), snow golem, mooshrooms, villager mobs, magma cube, blaze)
- Animal breeding.
- Sword rebalance as well as enchantments.
- Improved Armor system, with slightly more durability.
- Mob health rebalance. (Sheep, spiders, zombies)
- New sound effects, including: chest sound, door/gate sound, bow Sound, enderman sound, silverfish sound, explosion sound, egg sound, eating sound, sound when XP orbs are collected, sound of bones cracking after fall damage is taken, sound of a broken tool.
- Item Repair.
- New stronghold content (Portal rooms with the end portal frames).
- Bow now has durability and infinite arrows in creative.
- Lily Pads that can be placed on water and stood upon.
- Many blocks are mined faster:
- Redstone placed on its own no longer has a “plus" format, instead it has a small clump.
- Added a World Type option. (Not used until Minecraft 1.1 introduced Superflat)
Leading up to the release of the Adventure Update, a trailer documenting some of its major features was released on Mojang
's official YouTube channel on September 6, 2011. The trailer was made by Hat Films.
The Adventure Update was widely criticized due to many changes that were perceived as nonsensical, unnecessary, severe, or otherwise deleterious. One of the most criticized changes was the new "biome" system for terrain generation. The previous terrain-generation system was loved for its ability to create unique and amazing features, which in turn was the primary reason why players pushed for the ability to specify and share map seeds. The "biome" system, however, created maps that all looked the same. Ocean biomes in particular were also criticized for being useless and occupying far too much area; future patches significantly reduced the amount of area dedicated to oceans in an attempt to address this issue.
The biggest controversial change to gameplay was the hunger system, which made health-management more complicated without adding any gameplay value. It also sparked debate over whether it had increased or decreased the overall difficulty of the game.
Another controversial and radical alteration of gameplay was related to the spawning of passive mobs. Previously, passive mobs and hostile mobs played by the same set of rules: they would spawn randomly on appropriate terrain under appropriate lighting conditions, and would despawn when the player got far enough away from them. The Adventure Update kept the rules for hostile mobs intact but implemented a separate set of rules for passive mobs: new ones would only ever spawn on newly generated chunks as they were generated, and would never despawn. "Farming" passive mobs required the player to already have 2 or more of the animal that they were trying to farm, as well as food and a lot of time. As a direct result, passive mobs rapidly became hunted to extinction on multiplayer servers, and the items that they dropped became almost impossible to acquire. A common complaint was that it was easier to craft a full set of diamond armor than a full set of leather armor.
The experience system was useless in Beta 1.8; when a use was created for it in the following patch, this use was seen by many players as being too out-of-the-way, too random, and requiring too much new knowledge to be worth the hassle.
Other changes were universally seen as improvements, such as the long awaited Creative mode and passive mobs running away when hit.