Mega Walls - The Class Point Update (2024)

Mega Walls - The Class Point Update (1)

Hi all! As we mentioned in our most recent Minigame Developer Update, a Mega Walls update has been in the works for a while now. Today, we're excited to be releasing the update, which aims to introduce a plethora of new content while also improving some outdated parts of the game!

This update includes:

  • 3 New Classes
  • 50+ New Skins
  • 4 New Maps
  • Class Points Revamp
  • Playstreak Mechanic
  • Prestige Revamp, including Prestige V
  • Warcry Revamp
  • Draw Revamp
  • Private Game Support
  • Gameplay and QoL Changes
  • Bug Fixes
  • Competitive Ban Changes

Read on to see what exactly this update has in store!

3 New Classes

The three latest classes to grace Mega Walls aim to hit three different niches, allowing players who play for fun, clutch support moments, or final kill records to have some new options to pick from. As with all previous classes, these seek to introduce some exciting new gameplay avenues, so we're excited to hear your feedback on how the classes fit into the game and which balancing changes you'd like to see.

Sheep

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Sheep is a new Control/Support class that can be purchased for 15,000 coins. Players using this class will want to stick around for as long as possible, using their strong support and utility options to cause mayhem on the battlefield.

Sheep's skill, Wool War, grants Regeneration II to the Sheep for up to 8 seconds and turns all blocks they touch into wool. Allies who tread on the wool will also receive Regeneration II.

Its first passive, Dyed Disguise, helps it confuse enemies by briefly switching the team color of its nametag upon venturing into an enemy base. When this is triggered, the player will receive a message indicating what team they swapped to.

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The class's second passive, Thick Coat, allows it to periodically nullify the next attack from another player. By combining these two passives, players can really run rings around unprepared enemies!

Sheep's gathering talent allows it to sometimes find Magical Wool throughout the game, which can be placed down to serve as powerups for teammates. Depending upon the color of the wool, allies can pick up these powerups to receive Healing, Speed, or Energy.

Angel

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Angel is a mythic Fighter/Support class that can be purchased for 7 Mythic Favor. While capable of pocketing a teammate throughout the game, Angel also excels at holding its own ground in a 1v1 and remotely healing allies.

The class's skill, Divine Intervention, will affect the caster, the lowest HP ally within 10 blocks, and the player holding the caster's Halo regardless of how far they are from the caster, briefly giving Absorption I, empowering attacks, and delaying the deaths of those affected.

When a player affected by Divine Intervention would otherwise die, a 5-second timer will begin. If the player fighting for their life can get a kill or assist before the timer reaches 0, their life will be saved! Angel is also capable of healing themselves with Retribution and Generosity, with the former giving Regeneration and Resistance upon being damaged consecutively by the same attacker. Generosity distributes health among those who participate alongside an Angel in killing an enemy.

Dragon

Dragon is a new Damage/Ranged class that can be unlocked for 9 Mythic Favor. Its skill, Scorching Breath, shoots 20 fireballs over a 2-second period, dealing damage upon impact. Landing 10 fireballs will set the enemy alight!

Hellfire, Dragon's first passive, can be toggled by left-clicking with a Bow in hand, allowing the player to consume 25 Energy and give their next shot arrow the flame effect.

Dragon's second passive, Frenzied Flames, plays into its fiery theme, rewarding players for setting their enemies on fire by healing them for up to 150% of all fire damage inflicted and granting Resistance I for a short time.

Dragon's Gathering Talent, Dwarven Gold, rewards it with pieces of Dwarven Gold for getting kills and assists. The more Dwarven Gold you have in your inventory, the more your abilities are empowered! If you obtain 30 pieces of Dwarven Gold in a game, your kit's sword will be replaced with the legendary blade, Avarice. However, as punishment for your greed, all Dwarven Gold in your inventory is destroyed upon death.

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54 New Skins to Collect!

One particularly fun area of Mega Walls is the Skin system. Not only does it incentivize players to unlock and try out as many classes as possible, but it also provides a sense of progression beyond simply winning or losing any game. With this update, we have added at least 2 new skins to each existing class, and a lot more to the new classes too, totaling to a whopping 54 new skins for you to collect!

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Along with these new skins, we have also updated skins that were previously exclusive to seasonal periods to now be obtainable year-round!

4 New Maps!

With this update comes 4 new maps that you can check out below!

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Class Points Revamp

Class Points are an important part of this update, and we have added more ways for you to gain them!
Note: Faceoff has a cap of 10 Class Points per game and cannot unlock achievements.

Class Point SourceStandardFaceoff
Final Kill/Assist1 Class Point1 Class Point
Wither Damage1 Class Point per 200 wither damage1 Class Point per 300 wither damage
Defensive Kill/Assist (can activate 3x per game)1 Class Point per 6 defensive kills/assists1 Class Point per 9 defensive kills/assists
Wither Tap (damage a wither within 15s of it dying)1 Class PointN/A

In addition to the above, which are awarded throughout the game, you will also sometimes receive some class points as a post-game bonus, depending upon the outcome of the game.

Class Point SourceStandardFaceoff
Active Player (Be in the game when it ends, having won or been final killed)2 Class Points1 Class Point
Overwhelming Victory1 Class Point for every 3 surviving members of your team1 Class Point for every 5 surviving members of your team
Last Wither Alive2 Class PointsN/A
Game Win10 Class Points4 Class Points
Playstreak (Triggers upon maxing playstreak)5 Class Points5 Class Points

Playstreak Mechanic

Any game where you're alive is winnable, but it doesn't help when your teammates leave early. To disincentivize early leaving, we are changing how logouts work and introducing a new mechanic called Playstreaks!

Playstreaks

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Playstreaks build up as you play games without leaving. If you play 3 games in a row without leaving your team behind, you'll receive some bonus class points for your efforts.

Changes to Logouts

It is widely known that players sometimes log out to preserve their statistics when they think a game is lost. The following changes seek to make this less viable:

  • If a player's logout is killed when their Wither is still alive, they will receive a death. Their logout will respawn in their team's spawn, being invulnerable until their Wither dies.
  • If a player's logout is killed when their Wither is dead, they receive a final death.
    • If a player is the last player remaining on their team and logs out, they'll immediately receive a final death, a loss, and their team will be eliminated from the game. All remaining logouts from the eliminated team will vanish and grant a loss to their owners.
  • Players who log out instead of taking a final death will not receive end-game benefits, such as wins or bonus Class Points that are awarded at the end of the game. Their playstreak will also be reset. However, they will keep all progress made before they logged out.

As usual, players can log in and continue playing at any time, provided their logout is still alive.

Prestige V + Prestige Revamp

As part of this update, we're touching up the Prestige system and introducing some long-awaited features! While we didn't want to introduce a bunch of new features solely for Prestige V on account of it being particularly difficult to obtain, we've sprinkled some improvements and other exciting new features among the other prestiges.

Firstly, Prestige II will now receive 4x coins from Warcries! As we look to increase the relevance of Warcries as part of our Warcry revamp, we felt this was a good incentive to add to Prestige II to keep Warcries relevant even for players who are well-versed in the game and don't have a particular need for coins.

Prestige I

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Prestige I remains functionally unchanged, though players will now need 250 Class Points to unlock it.

Prestige II

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Prestige II's Skill Aura is getting a revamp, with players now being able to preview different particle effects through the prestige menu. In addition to this, players may now select "default" as their Skill Aura, allowing them to go right back to their roots!

In addition to Skill Aura, Prestige II will now receive a new perk that grants it 4x coins from Warcries. As we seek to make Warcries more relevant than ever before, we would look to give continued incentive for veterans with hundreds of thousands of coins stockpiled to keep using them.

Prestige III

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Prestige III's prestige skins remain unchanged, but players with this prestige will now gain access to the Class Points Showcase feature! When enabled, this feature will show your total class points with your class when you type in the pregame lobby!


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You may be wondering why the Spider's tag comes in several different colors - Prestige IV only gives a Gold tag, right? Not anymore, time to move onto Prestige IV changes!

Prestige IV

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Prestige IV will no longer gain bonus coins

Designer Note: Following community feedback, we are looking into restoring the +1 coin from all sources to Prestige IV, and adding a stronger version of the same perk to Prestige V!

Upon reaching Prestige IV, you will now gain access to the Prestige Tags menu for that class! We felt that while the Prestige Tag menu is an awesome new feature, players first gain the ability to customize their tags at Prestige IV, so we'd rather introduce this feature at that prestige than take it away from some clearly dedicated players.

Here's a first glance at the menu!

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As you can see, almost every single color within Minecraft can now be used as a class tag. However, each color has a separate class point requirement, so you'll have to play a lot of your favorite class to unlock some of the tags. A list of all class tags can be found below!

  • Default -> 0 Class Points (Default class tag)
  • Dark Gray -> 2,000 Class Points
  • White -> 2,000 Class Points
  • Gold -> 2,000 Class Points
  • Green -> 4,000 Class Points
  • Aqua -> 6,000 Class Points
  • Light Purple -> 8,000 Class Points
  • Red -> 10,000 Class Points
  • Blue -> 12,000 Class Points
  • Yellow -> 14,000 Class Points
  • Dark Green -> 16,000 Class Points
  • Dark Aqua -> 18,000 Class Points
  • Dark Blue -> 20,000 Class Points
  • Dark Purple -> 25,000 Class Points
  • Dark Red -> 30,000 Class Points
  • Black -> 40,000 Class Points
  • Chroma ->50,000 Class Points
  • Custom -> 100,000 Class Points
    • The custom tag allows you to select any mix of colors you want for your class tag in any order!

Prestige V

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Brand new to the game, Prestige V is for completionists and those who are truly dedicated to a single class, requiring 5,000 Class Points and 1,000,000 coins. Unlocking this upgrade will award +1 base coin from all sources, a perk formerly unlocked at Prestige IV, in addition to a new Ender Chest row and a master skin. Prestige V isn't the end, though, as you'll want to keep amassing class points to unlock new class tag colors.

Warcry Revamp

Warcries are a long-underutilized part of Mega Walls and are rightfully receiving a revamp that grants them a monetary upside. Warcries can now be accessed conveniently by sneak + right-clicking your compass and award bonus coins on your next kill involvement! Warcries have a 5-minute cooldown, though this cooldown is reset when deathmatch begins.

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Draw System Revamp

It can be immensely frustrating when you want to close out a game where your team has the advantage, but one team manages to keep running, whether that be on the surface or underground, until the game ends, knowing that they will win when the draw is settled by final kills among living players.

As such, draws are now settled by the following means. If two teams are tied in the first category, then the draw handling will move through subsequent categories until a winner is decided. However, given how specific the first category is, we doubt games will ever be decided by the categories further down the list.

  1. The team whose living players dealt the most damage to other players during deathmatch. Only damage dealt to players in the 30s prior to their elimination is stored.
  2. The team whose living players had the most final kills.
  3. The team with the most players remaining.
  4. The team with the last wither alive before deathmatch.

Designer Note: We are aware of an issue causing the draw system to currently not function correctly. Rest assured, a fix is on its way!

Private Game Support
Challenge mode has been removed in order to make way for official private game support!

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Private Games are the perfect place for GvGs, allowing 2 teams to go head-to-head in a manner akin to face off, and they come with a variety of fun modifiers that you can customize to your heart's content:

  • Energy Gain
  • Wither Rage Duration
  • Permanent Jump Boost
  • Max Health
  • Permanent Strength
  • Permanent Saturation
  • Game Duration
  • Wither Health
  • Time of Day
  • Preparation Time
  • Instant Deathmatch
  • Permanent Speed
  • Class Levels

Gameplay Changes

General Changes

  • Added a new command, /teamchest (alias /tc), that opens a communal Ender Chest.
  • Added a new command, /enderchest (alias /ec), that opens your own personal Ender Chest (equivalent to clicking your ender chest in your inventory, just accessible via command).
  • You may now left-click with compass in hand during deathmatch to see which player on your team is closest to you.
  • To prevent cross-teaming, attacks must now surpass a minimum damage threshold to grant energy.
  • /kill cooldown is now refreshed upon your wither falling below 100HP.
  • Disabled chest spawns after the walls fall.
  • Removed torches from chest loot due to the new "Night Vision" setting.
  • Games may now last for up to 50 minutes (prep time included).
  • Deathmatch Hunger has been intensified
    • Designer Note: Our goal is, in combination with the revamp to the draw system, to disincentivize hiding out underground/in bases by making it harder to keep running and healing for long amounts of time. We will keep an eye on this particular change and want to hear your feedback on whether hunger is too strong or not - if the draw revamp is sufficient at preventing late-game stalling, there is a discussion to be had as to whether this change is still needed.
  • Rewrote and greatly condensed the skill descriptions of all existing classes so that their length no longer feels overwhelmingly long.
  • Added a new icon to each class' menu that details its energy generation capabilities and caveats.
  • Made moving of kit items more intuitive when other inventories are open. You should now be able to move kit items around in your inventory freely when you have a chest, furnace, or other inventory open, but still not be able to move them into the unprotected inventory. Your personal Ender Chest is largely exempt from this logic.

Class Changes

  • Snowman now only starts gaining EPS once it is at 50+ Energy.
  • Werewolf's Blood Lust now has a 2-hit activation threshold (was 3).
  • Pirate's Treasure Hunter can no longer award the same item twice in a row.
  • Phoenix's Phoenix Tears may now be found in every 11/10/9 chests (was 10/8/6)
  • Phoenix's Sun Ray now deals for 100% of damage dealt (was 200%).
  • Phoenix's Spirit Bond now heals lowest ally for 40% max HP and user for 25% (was 50%/40%)
  • Moleman's Dig now maxes out at 7 damage (was 6).

QoL Changes

  • Added some new #rekt holograms.
  • Added a 'Your Mega Walls Profile' NPC to the Mega Walls lobby.
  • Re-added the Digital Kill Messages.
  • /transmute can now be used to transform sand into dirt and vice versa.
  • Removed the miscellaneous shop. All players now have access to /surface and /shout by default.
  • Added some new Mega Walls settings:
    • Wither Health Warning allows you to receive notifications when your wither falls below a certain HP threshold.
    • End-Game Leaderboard allows you to choose whether the top 3 end-game leaderboard consists of the players with the most final kills, final kills/assists, or class points (remains as final kills by default).
  • In addition to the above, we have also added some new settings specifically targeting new players:
    • Skill Notifications sends a notification in chat every 15 seconds when your skill is ready for use.
    • Night Vision is on by default, and gives all players the titular potion effect for the entire game.
    • Hints periodically sends useful messages in chat throughout the game, helping players understand what they should be doing during the prep, midgame, and deathmatch phases.
  • Lastly to the above, we have removed the Wither Health setting. It will now always be shown in HP. Showing health as hearts was confusing and inconsistent with how some health-based achievements are tracked and displayed.
  • Brian the Disco Bear skin now only needs you to contribute to the last final with a jukebox instead of getting it yourself.
  • Your total class points for your selected class can now be seen in the lobby scoreboard, or with the new "/classpoints [class]" command.
  • Where applicable, your class' gathering talent is shown on its pickaxe/shovel, and relevant abilities are shown on your sword/bow.
  • All cosmetics now cost coins instead of mystery dust.
  • Players nicked as default ranks may no longer select skins they would not have access to as a non-donor.
  • Class Points are now shown when hovering over class icons in the Mega Walls lobby, pregame lobby, and inside individual class menus.
  • Revamped the Team Balancer to try and provide a more accurate mix of class types and player skill levels.
    • Please let us know how this change feels, as it's more experimental than some other changes on this list and, as a result, we are willing to act upon community feedback.
  • Made some changes to queue times:
    • Faceoff now requires 10 players to start.
    • Standard now requires 20 players to start (was 30).
    • Standard's accelerated countdown now requires 60 players (was 90).
    • Standard's accelerated countdown period now lasts 90 seconds (was 60).
  • Base coin gain values are now shown when hovering over the Mega Walls shop's emerald.
  • Condensed the defensive kill coin gain message.
  • Adjusted the unlock prices for regular and mythic classes, now having direct correlation with difficulty.
  • Adjusted some existing quests and added 3 new quests:
    • Daily Quest: Aggressor -> Deal 500 Wither Damage
    • Daily Quest: Defender -> Get 10 Defensive Kills/Assists
    • Weekly Quest: Teamwork -> Deal 1,500 Wither Damage and Get 50 Defensive Kills/Assists
  • Redesigned the class collection menus to be more intuitive.
  • Added alternate skill effects for all classes that were previously lacking them.
  • Added purchasable skins for all classes that were previously lacking them.
  • Added a class point leaderboard to the Mega Walls lobby.

Bug Fixes

  • Fixed being able to move items out from the Kit Layout Editor into the player inventory
  • Fixed bulk crafting (Shift + Click) Iron Swords not correctly identifying additionally crafted swords
  • Fixed being unable to re-select the default Skill Aura
  • Fixed Oasis and Barrage's castle protection extending to bedrock, preventing blocks from being broken underneath
  • Fixed being splashed by potions with weaker effects before the same stronger effect expires increasing the duration of the stronger effect. (e.g. Having Regeneration III with 0:02 seconds remaining and being splashed with Regeneration I increasing the duration of Regeneration III to 0:45 seconds)
  • Fixed Participation Bonus (coins) and Quests that require wins not being awarded if you left after being final killed
  • Fixed being able to move Withers with Shark's "From the Depths" ability
  • Fixed being able to escape the spawn cage on Goldforge by breaking snow blocks below your feet
  • Fixed being able to break the right hand side wall of the Red Team's spawn on Solace
  • Fixed being able to break the castle wall immediately to the right of the Red and Green team's spawn on Solace
  • Fixed being unable to move or place blocks close to the walls on Solace
  • Fixed miscommunication with clients for arrow-related skills not associating spawned arrows with the shooter
  • Fixed shooting players with the Absorption effect not sending the "<player> is on x HP" message
  • Fixed explosions and projectiles not damaging the NPCs of logged out players
  • Fixed Golem's Iron Constitution passive triggering from projectiles outside of the intended arrows + snowballs.
  • Fixed Snowman's Blizzard ability cancelling out externally applied Regeneration potion effects
  • Fixed hostile mobs summoned by Blaze's Call of the Blazes, Creeper's Fission Heart, Hunters' Animal Companion, and Shaman's Wolf Pack targeting and identifying invisible players (such as an Assassin with Shadow Step enabled)
  • Fixed mobs spawned by Hunter's Animal Companion spawning in unsafe or out-of-bounds places
  • Fixed smiley kill effects attempting to render even at distances outside of the client render distance, causing unnecessary network traffic and performance issues
  • Fixed status bars that count (e.g. Spider's Venom Strike, or Golem's Momentum) showing a number that is off by one
  • Fixed the default Cow class skin using the Steve model instead of the Alex model
  • Fixed attempting to purchase a prestige that you already own while having less than the required amount of currency telling you that you are missing x <currency> instead of telling you that you already own that tier
  • Fixed clicking a skull in the Skin Selector in the pregame lobby closing the menu and doing nothing
  • Fixed the Skin Selector in the pregame lobby showing "Click to select!" for purchasable skins that have not yet been unlocked
  • Fixed the "Go Back" button in the Skin Selector going back one menu too far
  • Fixed the various cosmetic menus (War Cries, Kill Effects, etc.) not having a coin display icon
  • Fixed selecting or purchasing cosmetics closing the menu
  • Fixed some menu actions not playing any sounds
  • Fixed Renegade's Rend skill damage message not rounding correctly and having a minor color format issue
  • Fixed Chicken Jockeys from Hunter's Animal Companion only despawning the skeleton and not the chicken
  • Fixed Snowman's bow always having skill aura particles despite not having enough energy to activate Blizzard
  • Fixed purchasing a class prestige or kit/skill upgrade not opening a confirmation menu for expensive upgrades
  • Fixed being able to drop kit items by opening your inventory, it being full, having the kit item on your cursor, then closing your inventory. They will still drop, but will now can only be picked up by the player that dropped it.
  • Fixed class points not being correctly comma-separated in some menus and scoreboards
  • Fixed potion durations in class kit descriptions missing a "s" (seconds) suffix
  • Fixed classes using singular version of "Play Style" in lobby instead of plural version ("Play Styles") as is done in pregame
  • Fixed Blaze's Call of the Blazes skill using incorrect pluralization in skill description
  • Fixed the lobby info board missing punctuation at the end of the third paragraph
  • Fixed many missing translations, translation errors/inconsistencies, and grammatical mistakes

Competitive Ban Update

Many have been wondering whether there will be any sort of competitive ban system changes coming with this update, and we're happy to say that we've decided to make one rather significant change. With the release of this update, permanent competitive bans will no longer be issued and will instead be a maximum of 12 months. This change will be applied retroactively, so prior competitive bans will be adjusted to match this change. We plan on making additional changes to this system, however this will be the only change for the time being.

A Word Regarding Future Updates

With this update, we can say that we are satisfied with the state of Mega Walls, and think the game is set to thrive in the future with the large amount of content and revamps to outdated features done as part of this update. As such, we would like to advise players not to expect any further updates to the game in the future.

However, this does not mean that we will leave the game in any broken states. We will keep an eye on the game following this update, and there is a good chance there will be a small follow-up balancing patch, so please post your feedback in the Mega Walls suggestions forum, as it will be seen! Similarly, we will also jump on any bugs that pop up and get them fixed, but players should not expect for the game to receive new content in the future.

We hope you enjoy this update! As always, be sure to report any bugs here!

Mega Walls - The Class Point Update (2024)
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