TheBridges 1.0 - It's been a while but I delievered!
The beta phase is over. TheBridges 1.0 is the full production release: a complete rewrite and polish pass across teams, sudden death, bridges, bosses, refills, progression, setup UX, scoreboards, and runtime stability.
This release turns the plugin from a promising beta into a fully server-ready Bridges platform built for real public use.
Release Changelog
Core Release
- TheBridges is now considered a full 1.0 production release.
- Large-scale polish pass across gameplay, administration, progression, setup, and match flow.
- Many systems were refactored to behave more predictably under real server conditions.
- Focused heavily on stability, consistency, cleaner lifecycle handling, and production readiness.
Teams System
- Reworked team identity to use stable canonical team names like Team Red instead of player-based naming.
- Prevented normal players from leaving teams once assigned.
- Locked team switching after assignment unless the player has explicit override permission.
- Improved reconnect and disconnect handling so players no longer lose team membership incorrectly.
- Hardened team flow for real match environments and tournament-style stability.
Sudden Death
- Rebuilt Sudden Death to behave as an actual endgame phase instead of a deathmatch arena.
- Removed fake Sudden Death center, Sudden Death spawn system, and related map setup clutter.
- Sudden Death now plays out naturally on the real map.
- Water rising was redesigned and improved significantly.
- Added admin-set initial water rise level via map command.
- Water rising now fills cleaner, expands from center outward, and prioritizes relevant areas.
- If no initial water level is set, fallback selection uses real spawn-based logic.
- Water is now properly lethal and damages players consistently while in liquids.
- Sudden Death duration was extended for better pacing.
- Added true collapse escalation after Sudden Death timeout:
- lightning pressure near players
- random water spawning near survivors
- bosses spawning on team, solo, and center anchor locations
- Removed unwanted boss spawn messaging during Sudden Death and forced-spawn pressure moments.
Bridges Generation
- Rebuilt bridge geometry generation to eliminate fragmented, incomplete, and inconsistent builds.
- Greatly improved diagonal bridge generation and directional consistency.
- Switched from coarse snapped bridge planning to a more continuous sampled footprint approach.
- Improved bridge surface filling so bridges are fully built instead of stitched in broken spans.
- Added post-build integrity reconciliation to fill any missing planned blocks.
- Hardened runtime placement so temporary placement failures do not permanently create holes.
- Improved replaceability logic for passable clutter such as grass, snow layers, torches, vines, and similar blocks.
- Made bridges far more natural, visually coherent, and structurally believable in all directions.
- Added underside support ribs and stronger structural shaping.
- Added end abutments so bridges feel anchored into terrain rather than abruptly floating.
- Improved defense/detail placement to stay more consistent regardless of angle.
- Deterministic material choice now prevents visual palette shuffling between bridge spawns.
- Deterministic bridge seeding improves consistency and debugging.
- Bridge generation timing was slowed slightly for a better visual reveal.
Bridge Animation and UX
- Improved bridge reveal pacing so bridges spawn more cleanly and more dramatically.
- Segment reveal animation was upgraded to use the hardened placement path.
- Bridge animations now place more safely and consistently across all animation modes.
- Added live bridge build progress to scoreboard:
- active build state
- percent complete
- block progress
- estimated remaining time
- bridge count/status
Bridge Setup and Map Admin UX
- Bridge setup is now dramatically easier for admins.
- Added a much more guided setup flow for bridges.
- Added support for a dedicated bridge wand/tool for position selection.
- Admins can now create bridges using simple position marking instead of raw coordinate entry.
- Added bridge position commands that use current player location.
- Added improved setup prompts and HUD guidance.
- Added live bridge editing flow and easier bridge management.
- Added auto-bridge generation options from map/team layout.
- Map setup GUI now better exposes bridge configuration and setup progress.
- Overall map setup is much less manual and much more production friendly.
Ore Replacer
- Removed impractical cuboid size limitations.
- Ore replacement now works on large cuboids and large maps.
- Improved runtime behavior and scalability.
- Ore processing now prioritizes gameplay-relevant areas first:
- map center
- center objectives
- team spawns
- solo spawns
- Ore replacement now expands from the middle outward instead of scanning from arbitrary corners.
Water / Liquid Damage
- Liquids now properly damage players.
- Water now damages on contact every few ticks as intended.
- Better UX and gameplay feedback for dangerous water interaction.
- Sudden Death flood pressure is now actually meaningful and match-ending.
Pre-Bridges Combat Rules
- Pre-Bridges no longer blocks all damage globally.
- Only player-vs-player combat is restricted there.
- Environmental and non-PvP damage behavior is cleaner and more intentional.
Boss System
- Boss spawning and cleanup were significantly improved.
- Bosses now spawn more safely and more reliably.
- Boss health handling was corrected.
- Rage behavior and boss damage logic were fixed.
- Boss targeting now better respects alive-player state.
- Spectators and invalid targets are ignored more consistently.
- Reward overflow behavior was improved.
- Sudden Death boss integration was made cleaner and quieter.
- Added boss count visibility to scoreboard during Sudden Death.
- Progression support was expanded around boss-related gameplay.
Chest Refills
- Refills were improved to behave properly for Bridges match flow.
- Chest refill handling now resets actual relevant loaded chests rather than just bookkeeping state.
- Better consistency for center refills, full refills, and match resets.
- Improved hologram/state refresh behavior tied to chest reset flow.
Scoreboard / UI
- Added better live scoreboard support for Bridges-specific systems.
- Improved bridge build progress presentation.
- Added Sudden Death water wave scoreboard data:
- current water Y
- next target Y
- next wave timing
- wave progress
- Added Sudden Death boss alive count support.
- Improved segment and runtime presentation across match states.
- Better focus-card behavior so high-priority endgame data is shown when it matters.
End Phase / Match Shutdown
- Fixed the issue where end flow appeared to skip immediately into restarting.
- Reworked end lifecycle so end handling is cleaner and more predictable.
- Unified end/restart behavior under a single end-phase driven flow.
- Reduced duplicated countdown behavior and simplified terminal phase handling.
- End-of-match flow is now more production-safe and easier to reason about.
Libby / Runtime Dependency Loading
- Fixed library-loading problems with runtime dependencies like XSeries, FastBoard, and AnvilGUI.
- Cleaned up the build/runtime strategy so Libby becomes the proper source of truth.
- Removed problematic mixed relocation/runtime-loading behavior.
- Improved startup verification and failure behavior for missing critical libraries.
Challenges, Achievements, and Quests
- Progression systems were rebalanced around actual Bridges gameplay instead of a narrow survival-games style loop.
- Better support for mining, routing, building, bridge pressure, center control, bosses, travel, and crafting.
- Expanded Bridges quest pool with more prep/build/control-oriented objectives.
- Increased default quest assignment count for a fuller progression experience.
- Improved starter quest selection to better reflect the real Bridges match loop.
- Curated the default challenge pool to better fit competitive Bridges play.
- Added missing Bridges-relevant challenge coverage.
- Reduced the default reliance on overly gimmicky challenge rolls.
- Added new boss-focused achievement support.
- Hardened challenge registration so difficulty buckets cannot silently fail due to bad config metadata.
- Added self-healing challenge registry rebuild behavior if challenge pools ever come up empty.
Production Readiness
- Many legacy or misleading systems were removed where they no longer matched actual Bridges gameplay.
- Reduced hidden admin friction across setup and map creation.
- Improved deterministic behavior for generation systems.
- Improved match-state consistency and terminal-state safety.
- Better separation between display/config metadata and runtime gameplay truth.
- Numerous fixes aimed at making the plugin safer for large public servers, events, and long-term operation.