Unclaimed Reward Alert: Players are now notified on join when they have unclaimed Battle Pass rewards.
Notification Click Action: Clicking the reward notification now opens the configured reward menu.
Notification Sound: Reward notifications now support configurable sounds.
Disable Click Action: Server owners can disable the notification click action by setting the target menu to null.
OTHER
Improved Error Logs: Log messages now include clearer context and full exception details when something fails.
Startup & Shutdown Logs: Logs for startup, shutdown, dependency loading, data loading, schematic generation, and player data are now easier to diagnose.
Asset Error Reporting: Failures related to files, worlds, and custom head textures now report more useful details.
WIKI & DOCUMENTATION
Wiki Structure: Setup, FAQ, gameplay, and reference pages are now easier to navigate.
FAQ Expansion: The FAQ now covers server-owner questions about monetization, VIP rewards, BungeeCord support, resource packs, and multiple games.
Installation Guide: The introduction page now includes clearer installation guidance and a direct link to requirements.
Configuration Readability: File paths across configuration pages have been simplified for easier reading.
Outdated Content Removed: Legacy and outdated setup guidance has been removed from the wiki.
Forum Thread: The forum thread has been cleaned up — oversized formatting removed and grammar improved.
Useful Links: VoxelShop and BuiltByBit links have been added to the Useful Links page.
Critical Damage: Critical attacks are now based solely on the player's critical hit chance. Jumping and other vanilla Minecraft behaviors no longer determine whether a hit is critical.
Critical Damage Configuration: Added settings in combat.yml to customize how the critical damage multiplier is calculated. Server administrators can now easily tune critical hit strength to fit the server's balance.
Armor Damage Reduction: A custom armor and toughness damage reduction system has been added, designed with the high stat values obtainable from anvils in mind.
Armor Behavior Configuration: The following can now be configured in combat.yml: how strongly armor and toughness reduce incoming damage, the minimum damage value after reduction, and which damage types are affected by armor.
Default Armor Damage Types: By default, armor now reduces only melee and projectile damage. All other damage types can be individually enabled or disabled in the configuration.
Damage Statistics: Damage statistics now display the raw damage value before armor reduction, making it easier to compare attack strength and evaluate build performance.
New Config File: Added combat.yml to keep combat settings separate from the main configuration and easier to find.
Shield Blocking: Added the ability to enable or disable shield blocking individually for different damage types, such as melee, sweep, projectile, minion, or augment attacks.
Shield Durability: Added a separate setting that defines how much durability a shield loses after blocking a specific type of attack.
Shield Cooldown: Added the ability to set a separate shield cooldown for each damage type.
Shield Disable: Added the ability to set how long a shield is disabled after blocking a specific type of attack. A value of 0 or lower disables this effect.
Rank Icons: Solo and Teams leaderboards now display each player's rank icon next to their name.
Player-Based Placeholders: Leaderboard lines can now use placeholders tied to the specific player shown on that line, rather than just plain names and values.
Improved Layouts: Updated the visual design of Solo and Teams leaderboard entries to be cleaner and easier to read.
Live Refresh Timer: Replaced the static "refreshes every 30 min" label with a real countdown showing exactly when the next update is due.
More Reliable Holograms: Improved leaderboard visibility so holograms behave more consistently when players move between worlds, switch areas, or reconnect to the server.
AUGMENTS
Augment Levels: Augments can now have multiple levels, allowing them to grow stronger instead of being selected only once.
Augment Upgrades: Subsequent augment selections can now offer an upgrade to an augment the player already owns.
Max Level: Each augment can now have its own maximum level configured individually.
Value Scaling: Augment values can now increase with each additional level.
Auto-Fill Values: Missing level values are now filled in automatically.
AUGMENT ROLLING
Mixed Tiers: A single augment set can now contain different tiers across different slots.
Roll Types: An augment slot can now roll a standard augment, a new augment, or an upgrade.
Upgrades Only: It is now possible to create effects that force all subsequent augments to be rolled exclusively as upgrades.
Shared Pool: Augment rolling now fully respects the shared pool across the entire game.
DISPLAY
Level Stars: Augment names can now display stars indicating their current level.
Upgrade Preview: Augment upgrades can now show which value will change upon selection.
All Levels Preview: The augment display can now show values for all upcoming levels, with the current level clearly highlighted.
Config-Driven Names: Augment names and level labels in previews are now fully controlled via placeholders in the config.
CONFIG
Simplified Value Format: Augment level values can now be written in a simpler, more readable format.
Custom Level Icons: Filled and empty level stars can now be set directly in the config.
Post-Leave Exclusion: Players who leave a match are no longer included in further gameplay, including round rewards, end-game rewards, and other match outcome effects.
Spectator Rewards: A player who rejoins an ongoing match as a spectator no longer receives rewards for their teammate's performance, including round rewards and post-match rewards.
REWARDS & PROGRESSION
Reward Gating: Gem, Battle Pass XP, and other reward grants have been tightened to prevent delivery to players who have left the match or are only spectating.
STABILITY
Cross-Match Leakage: Improved handling of players leaving one game and joining another, reducing the risk of effects, data, or behaviors carrying over from the previous match into the new one.
BOTS & NPCS
Bot Compatibility: Improved compatibility between core game systems and bots/NPCs, making player-based mechanics work more reliably with them and reducing erratic behavior.
BUG FIXES
Pre-Start Leave: Fixed an issue where leaving a match before it started did not properly remove the player from the game or return them to the lobby.
Error Messages: Added clearer error messages when map generation fails, specifying exactly what is missing — such as a schematic file or required map points — making it easier to diagnose why an arena or lobby refuses to generate.
LEADERBOARDS
Reload Stability: Improved leaderboard behavior during plugin reloads, reducing the risk of errors after a reload and helping maintain more stable interactions with rankings.
GAMEPLAY STABILITY
Concurrent Refresh Stability: Improved overall game stability in situations where multiple elements refresh simultaneously, which should reduce random issues during matches and special effects.
Transmute Augments: Transmute augments now trigger only once upon selection. They no longer reroll into a new augment when advancing to the next round phase.
Augment Exclusions: Dependencies and exclusions between augments are now evaluated more thoroughly. Augments that shouldn't appear together will be correctly excluded from the selection pool.
Compact Icon Layout: Redesigned the icon layout in the round editor to be more compact and cleaner. The entire configuration section has been shifted up by one row, improving navigation and overall menu aesthetics.
Enable/Disable Toggles: Dedicated Enable/Disable buttons have been added below the main icons (Gold, Augments, Anvils, Mythic Items), allowing instant toggling of each feature for a specific round without needing to edit its value.
Per-Option Reset: Each option can now be individually reset to its default value using the lava bucket icon.
Full Round Reset Button: The full round reset button (milk bucket) now only appears when actual changes have been made to the round relative to the game template.
Augment Tier Visibility: The augment tier selection menu now features clearer visual feedback — disabled tiers are marked with a red block icon, making them immediately distinguishable from active tiers.
Unified Join Command: The /join command now also handles custom game invite codes, replacing the need for a separate command.
Removed Redundant Commands: The separate joincustom and createcustom commands have been removed — custom game management is now simpler and more straightforward.
New Player Menu: Players who haven't created a custom game yet will now see a list of available games and an option to create one, instead of receiving an error.
Consistent Naming: Mixed terminology like draft, arena, and deploy has been replaced with clearer, unified Custom Game labels across menus and messages.
Clearer Player Messages: Feedback messages have been reworded for clarity — for example, Draft created is now replaced with a message confirming that a custom game has been created.
Simplified State Management: Technical terms like deploy/undeploy in the custom game menu have been replaced with more intuitive labels such as open and close.
End Screen Clarity: Post-match messages now display a cleaner result summary instead of mixing LOSS with ELIMINATED.
Rank Change Notification: Players now receive a dedicated message after a match showing which rank they promoted from and to.
Improved Rank Summary: The post-match message can now display rating point changes, current rank, and current rating.
Config Organization: Ranking-related messages in language.yml have been reorganized into one place for easier editing.
Rank Message Customization: Rank name, icon, tier, and color can now each be configured separately for promotion, demotion, and summary messages.
Game Start Message: game.start has been refreshed to be clearer and better explain the rules to players.
Full Editability: All of the above messages remain fully editable via language.yml, allowing server admins to match their preferred style.
SOUNDTRACK
New Format: soundtrack.yml now uses a new, cleaner track-based format.
Multiple Tracks per Section: Each section can contain multiple tracks, and the plugin now selects an entire track at random instead of a single sound.
Layered Sounds: A single track can contain multiple sounds that play simultaneously.
Per-Sound Volume & Pitch: Volume and pitch can now be configured individually for each sound.
Old Format Removed: The legacy soundtrack format has been removed. The new layout is now required.
Header Description: A description has been added to the top of soundtrack.yml explaining how to add tracks and sounds.
Win/Loss Music Split: End-of-game music is now split into separate tracks for victory and defeat.
game.end Replaced: The game.end section in soundtrack.yml has been replaced by game.win and game.loss.
Section Renames: Several section names have been simplified:
team.win → fight.win
team.loss → fight.loss
game.phase → preparation
Preparation Moved: The preparation section has been moved outside of game and is now a standalone top-level section.
LEADERBOARDS
Viewer Entry: Leaderboards can now always show the viewing player at the bottom of the list if they are not within the visible top rankings.
Zero-Score Support: This also works when the player has 0 points, 0 rating, or 0 wins.
True Position Display: The bottom entry now shows the player's actual rank (e.g. #192) instead of a blank entry or ???.
Self-Highlight: The player viewing the leaderboard is now visually highlighted, making it easier to spot their own position at a glance.
Custom Self-Entry Styling: In leaderboards.yml, the appearance of the viewer's own entry and regular entries can now be configured separately — including the symbol next to the name and name color.
Default Config Updated: All existing leaderboards in the default configuration have been updated to support this new display behavior.
Config Layout Change: The leaderboard configuration structure has been updated — setting has been replaced by update, and a new sound section has been added for configuring sounds played when a player clicks a leaderboard.
Click Sounds: One or more custom sounds can now be played on leaderboard click, configurable directly from the config.
BUG FIXES
Leaderboard Click Fixed: Clicking leaderboards to change pages should now work reliably, with no more issues hitting the click area.
Click Handler Stability: Leaderboards remain packet-based, but the click handling logic has been simplified and unified, making it more stable for players.
Improved mythic weapon descriptions to immediately highlight key bonuses and drawbacks.
Stat descriptions are now more readable and consistent across all mythics.
Unified naming conventions for mythic enchant books for better category consistency.
New Tier Items (Gold-based)
Gold Pouch — grants 1,000 gold.
Gold Bag — grants 2,000 gold.
Gold Cache — grants 3,000 gold.
New Mythic Weapons (Bonus/Drawback Mechanic)
Doombringer
Duelist's Blade
Brickwall
Vault Breaker
Stormcaller
New Mythic Potion
Super Absorption
New Mythic Enchants
Added new enchants for swords and bows:
Fire — for swords.
Knockback — for bows.
Ignite — for bows.
AUGMENTS
Tier System
Augment tiers are now defined centrally in game.yml, with unified names and colors in a single location.
Augment color is now derived automatically from its assigned tier — no longer needs to be set individually per augment.
augments.yml has been simplified by removing redundant per-augment color entries.
Custom Game Integration
Augment tiers in round editing can now be selected from a menu instead of typed manually.
This makes round configuration simpler and less prone to typos.
New Augment
Hunter's Aim(Prismatic): After a projectile is fired, if it is still in flight after 1 second, it automatically homes in on the nearest enemy player. Homing only alters the projectile's direction — it does not increase its power or damage. Uses icon 184.
LEADERBOARDS
Added pagination to leaderboards — a single hologram can now display multiple statistics and cycle between them on click.
Redesigned the leaderboard layout for improved readability. Each page now shows a refresh countdown, the top player list, the active tab, and a click hint.
Unified SOLO, TEAMS, and ALL MODES leaderboards to share the same style and be easier to configure.
Added new stat pages for RATING, WINS, KILLS, and TAKEDOWNS where applicable.
Fixed page switching on click — clicking a hologram now correctly changes the active page.
Fixed click-through behavior — holograms no longer block interaction with blocks placed behind them.
Fixed TAKEDOWNS display in ALL MODES — values are now calculated correctly.
COMMANDS & ADMIN TOOLS
Tab Completion Improvements
Command suggestions are now cleaner and more consistent.
A clear message is now shown when a command is ready to execute.
The system more clearly indicates when a value still needs to be provided.
Optional arguments are now communicated in a simpler, more intuitive way.
Bug Fixes
Fixed an issue with commands requiring free-text input (e.g., private game invite codes).
/al joincustom now correctly prompts for an invite-code again.
Fixed argument name display in suggestions to be more descriptive and understandable.
General command system cleanup for more consistent behavior in future commands.
CUSTOM GAME & GAME SETTINGS
Reorganized the game settings and custom game system for more consistent and predictable configuration.
Fixed custom game editing — team and round settings are now properly tied to actual game rules.
Improved the custom round system, making custom round modifications more reliable and easier to understand.
Cleaned up player modifier handling — adding gold, rerolls, augments, anvils, and mythics now behaves more consistently.
Fixed game start handling, player and team limits, and bot-related rules.
Improved forced cameo and test mode behavior for more consistent in-game operation.
General readability and stability improvements to the custom game system, making the plugin easier to maintain and expand.
Rank Icons: Solo and Teams leaderboards now display each player's rank icon next to their name.
Player-Based Placeholders: Leaderboard lines can now use placeholders tied to the specific player shown on that line, rather than just plain names and values.
Improved Layouts: Updated the visual design of Solo and Teams leaderboard entries to be cleaner and easier to read.
Live Refresh Timer: Replaced the static "refreshes every 30 min" label with a real countdown showing exactly when the next update is due.
More Reliable Holograms: Improved leaderboard visibility so holograms behave more consistently when players move between worlds, switch areas, or reconnect to the server.
COMBAT & DAMAGE
Unified Damage System: Basic attacks and augment damage now share the same underlying logic, making combat behavior significantly more consistent overall.
Melee Hit Feedback Restored: Regular melee attacks once again play the correct hit animation and sound.
Hit-Only Effect Support: Added proper support for effects that trigger a hit without dealing actual damage, allowing certain augments to interact with on-hit systems without removing health.
Knockback Control: Knockback is now only applied where it makes sense — it no longer affects most augments by default.
Fixed Knockback Direction: Hits now correctly push targets away instead of pulling them toward the attacker.
Fixed Silent Effects: Some effects that were supposed to be silent were incorrectly triggering the hurt animation — this has been resolved.
Fixed Target Dummy Interactions: Melee testing against target dummies during the prep phase now works correctly.
Fixed DoT Death Prevention Bypass: Certain damage-over-time effects could incorrectly bypass death-prevention augments — this has been fixed.
Fixed Blade Waltz: Resolved a bug where Blade Waltz would sometimes fail to deal damage.
Fixed Delayed & Chained Hit Edge Cases: Several augment issues caused by delayed hits and chained effects have been resolved, improving overall combat reliability.
CRITICAL HITS
Reworked Crit Chance Scaling: Critical strike chance now works as a straightforward percentage — a value of 10 means a 10% chance, rather than behaving as a guaranteed hit. Maximum crit chance is capped at 100%.
Flat & Percentage Bonuses: Crit chance now correctly supports both flat and percentage-based bonuses, ensuring the displayed value matches actual in-game behavior.
Crit Damage Multiplier: Added a new Crit Damage Multiplier stat that scales the damage dealt by critical strikes.
Crit Chance Consistency: Critical hits now work reliably across all attack types, including standard melee.
AUGMENTS
New Augments
Dimensional Travel(Prismatic): Charge up by sneaking, then blink forward — bringing nearby allies with you and sending enemies caught along your path back to your original position.
Critical Healing(Gold): Your healing can now critically heal based on your critical strike chance. Also grants additional crit chance.
Critical Rhythm(Gold): Critical strikes build up attack speed over time, allowing aggressive crit builds to ramp significantly during extended fights.
Double Tap(Gold): Critical strikes trigger on-hit effects one extra time, enabling stronger on-hit combos.
Healing Subscription(Gold): Increases all healing you receive.
Description & Style Improvements
Cleaner Descriptions: Reworked a number of augment descriptions to remove unnecessary numbers from the main text, making them easier to read at a glance.
Consistent Style: Standardized descriptions to use uniform wording, consistent trigger labels, and shorter explanations across the board.
Readability Fixes: Corrected awkward phrasing, repeated words, and inconsistent lines so augment tooltips feel more polished in-game.
STATS & ATTRIBUTES
Custom Stats as Native Attributes: Custom stats now function like standard Minecraft player attributes, allowing the augment system and anvil to apply custom effects — such as crit chance or cooldown reduction — in a consistent and predictable way.
Fixed Anvil Stat Stacking: Resolved an issue where anvil stats would stack incorrectly across rounds, accumulating values on repeated activations instead of applying cleanly.
Unified Stat Key Naming: Internal stat keys have been standardized, making the whole system more predictable and easier to work with.
COOLDOWNS
Fixed Flat Cooldown Reduction: Flat cooldown bonuses are now always calculated in seconds, regardless of the base cooldown duration, ensuring cooldown reductions behave consistently across both short and long abilities.
PROGRESSION & MATCH RULES
Global Progression Settings: Added a new global configuration that controls when rewards and progression count, applicable across all game types.
Per-Game-Type Controls
Custom Games: Economy, statistics, and ranking can each be toggled independently for custom games.
Bot Matches: Economy, statistics, and ranking can each be toggled independently for games that include bots.
Independent Rules Per System: Each system (economy, stats, ranking) can follow its own rules — for example, rewards can count in bot matches while ranking does not.
Cleaner Configuration: The setup now uses simple on/off toggles with clear per-context rules, replacing the previous combined-mode approach that was harder to understand.
DEBUG & DISPLAY
Custom Stats in Stat Viewer: The stat debug tools now display custom anvil stats alongside standard Minecraft attributes, rather than only showing native values.
Simplified Custom Stat Display: The display of custom stat values has been cleaned up and made consistent throughout the interface.
Live Stats Cleanup: Custom stats in the live stat display are now grouped the same way as standard Minecraft stats, instead of appearing as separate repeated lines.
Witch Potion Fix: Witches now use their potions properly in combat. Harmful potions no longer affect the team that summoned them, while helpful potions still work as expected.
Evoker Summon Support: Evokers now work much better with the summon system. Their special attacks and summoned entities are handled correctly in fights.
Better Summon Ownership: Summoned creatures created by other summons are now treated as part of the same player's army, improving combat behavior and cleanup during matches.
SHOPKEEPER
New Witch Egg: Added a new Witch spawn egg to the Shopkeeper.
New Evoker Egg: Added a new Evoker spawn egg to the Shopkeeper.
Expanded Summon Options: The Shopkeeper now offers more advanced summon choices for players who want stronger or more tactical mob-based builds.
1.21.11 Support: Fully updated the resource pack to support Minecraft 1.21.11 standards.
Item Model Components: Completely migrated away from legacy numeric Custom Model Data (range_dispatch). Custom items now use the modern item_model component system for perfect isolation and zero conflicts with other resource packs.
Namespace Cleanup: Removed the need to overwrite default Minecraft items (like diamond or paper). All custom items, models, and definitions are now safely isolated in the arenalegends namespace.
Simplified IDs: Refactored internal item references to be much shorter and more readable (e.g., augment_11201001 → 001).
TEXTURES & FONTS
Rank Icons Update: Renamed cryptic single-letter rank texture files to their full names (e.g., s1 → silver1, u → unranked) for better readability and easier configuration.
GUI Assets Reorganization: Updated shop and GUI asset names to be more consistent and descriptive (e.g., select_anvil, select_augment_gold).
Font Integration: Properly integrated custom font icons (GUI, Teams, Ranks) into the global minecraft namespace, fixing an issue where they appeared as empty boxes in chat, on signs, or in books.
Asset Polish: Unified all references of cards to card across models, textures, and data files.
AUDIO
Sound Naming Consistency: Removed redundant arena_ prefixes from all sound files and sounds.json events, taking full advantage of namespace separation to keep sound IDs clean.
CODE & CONFIGURATION
Item Model System
New Item Model Support: Added native support in the item library for the modern item_model component, so item definitions can now use namespaced model paths like arenalegends:augment_silver/145 instead of legacy numeric IDs.
Backwards-Compatible Model Handling: Updated the shared stack builder to accept both legacy numeric model values and new string-based model references, making the transition safer across existing configs.
String Custom Model Data Support: Added support for string-based custom model data component values, preparing the codebase for newer Minecraft item component workflows beyond legacy integer-only usage.
Config Migrations
Augment Config Migration: Migrated augment definitions from old numeric model IDs to clean namespaced paths such as arenalegends:augment_silver/145, arenalegends:augment_gold/065, and arenalegends:augment_prismatic/124.
Item Skin Migration: Updated item skin definitions to use readable paths like arenalegends:skin/sword_a instead of old numeric values.
Team Icon Migration: Reworked team display icons to use namespaced item models like arenalegends:team/cow/base and arenalegends:team/cow/eliminated, replacing the old generated numeric model formula.
Mythic & Menu Icon Migration: Updated mythic items and menu UI items to use namespaced model paths such as arenalegends:game/a_white/card, arenalegends:game/a_green/anvil, and arenalegends:game/a_orange/gold.
Cleaner Resource References: Refactored multiple internal config references so model assignments are now easier to read, maintain, and map directly to resource pack files.
Fixed private game drafts persisting incorrectly by cleaning them up when the owner leaves or when the plugin shuts down.
Prevented players from creating a new draft while they already have one active.
Added a deploy cooldown for private games after undeploying, and improved deployment handling so deleted or invalid drafts no longer continue through the deploy flow.
ITEMS
Fixed shop item loading and generation to support nested folders inside the items directory, allowing item configs to be reorganized into category-based subfolders without breaking registration.
COMMANDS
Updated private game command naming and related menu/invite messaging to use the new createcustom, joincustom, and configcustom command flow more consistently.
Added full Bungee mode support for game server instances.
Players are now automatically joined to the configured game when entering a Bungee-enabled backend.
Improved backend availability handling so players cannot enter the server while the forced game is unavailable.
CONFIGURATION
Added support for the bungee section in game.yml, including auto-join-game, lobby-server, restart-command, and server-motd settings.
Added placeholder parsing for Bungee MOTD entries using the internal placeholder system.
BUNGEE
Changed quit behavior in Bungee mode so using the return item or /quit now sends players to the configured lobby server instead of manually removing them from the game.
Forced Bungee mode to only allow access to the configured target game.
Restricted automatic instance generation in Bungee mode to the configured forced game only.
Prevented players from joining the backend if the forced game is still unavailable or not yet ready.
Added automatic transfer to the lobby server when a game ends.
RESOURCE PACK
Improved resource pack handling in Bungee mode by delaying pack delivery slightly after join.
Adjusted pack sending logic so the pack can be requested again correctly on later joins when needed.
SERVER
Improved reload and shutdown handling for Bungee backends.
Players are now redirected to the lobby server when the plugin is disabled.
Players remaining on the backend after a reload are now kicked when the plugin is enabled again.
PLACEHOLDERS
Added support for the {GAME_STATE} placeholder in game-based placeholder processing.
Fixed rank statistic placeholders without mode prefixes, such as {STATISTIC_RANK_SYMBOL}, so they resolve correctly based on the player's current game mode.
UPGRADES
Fixed disabled upgrades still applying attribute effects in-game even when they were no longer visible in the upgrade menu.
Introduced the Battle Pass system, allowing players to earn XP by playing games and unlock exclusive cosmetic rewards across free and premium tracks.
Restructured internal code packages by moving event handlers, item builders, and language files to improve codebase organization and maintainability.
Replaced the dedicated GemEconomy handling in favor of a new unified economy system supporting both Gems and Battle Pass XP.
CONFIGURATION
Consolidated and expanded economy settings in the game.yml file under a new economy section, defining separate rewards for gems and battle-pass-xp.
Added comprehensive explanatory comments across multiple configuration files like config.yml, game.yml, and shopkeeper.yml to clarify the purpose of each setting.
Added new game phase command execution triggers in the game.yml file for events like prep-phase-end, fight-cage-end, fight-ring-start, and fight-ring-decrease.
MENUS
Added a new Battle Pass access button to the menu-collectibles.yml file and shifted the layout slots of existing collectible buttons to accommodate it.
Introduced detailed progress trackers in the menu-collectibles.yml file for all collectible categories, displaying unlocked counts and completion percentages.
Standardized upgrade placeholders in the menu-upgrades.yml file by adding an UPGRADE_ prefix to all placeholders.
COLLECTIBLES
Introduced a new unpurchasable item state for all cosmetic menus to handle items that cannot be bought directly with gems but are earned through the Battle Pass or other means.
Changed the display item material for Presence Messages from ALLAY to ALLAY_SPAWN_EGG in the menu-presence-messages.yml file.
When WorldGuard is installed, the plugin attempts to unload worlds generated by games and remove their configurations, preventing the WorldGuard worlds folder from being filled with temporary config files.
Upgrades are permanent stat attribute buffs that persist throughout the game.
Players can progress by spending gems in the Upgrades menu.
Once an upgrade reaches its maximum level, players can Prestige it by spending additional gems.
Prestiging allows for further upgrading, but with smaller bonuses per level.
SCHEMATICS
Added a queue system to the schematic system that loads and pastes schematics one by one.
This prevents situations where the server is overloaded by loading multiple worlds at once, which can cause stack errors.
GAMES
Added a “Generate Instances” setting, which is turned OFF by default.
When enabled, this setting ensures that only one instance of a game is kept alive, preventing server freezes on game start caused by generating new instances.
Added Go Back and Close buttons to the following menus:
Anvil Stats
Augments
Mythics
Shopkeeper
Added a configurable setting to the item builder:
require-previous: If set, the item will only be displayed if the previous menu's name matches one specified in the setting. You can also use "none" to display the item if no previous menu is present.
This update includes many changes to the config files. Your files will likely be missing many new entries. I recommend deleting the following folders: menu and collectibles.
AUGMENTS
New: Rampart Charge
New: Parasitic Mutation
New: Symbiotic Mutation
COLLECTIBLES
You can now specify custom statistic requirements for each collectible.
The game will now actively search for available matchups when your match ends, so you will no longer have to wait awkwardly while other matches are still ongoing.
Added a new system that ensures players are teleported to correct locations.
When a player is teleported, a timer starts ticking. When the timer reaches zero, the game checks whether the player is near the original target position. If not, the player is teleported again.
This will prevent situations where players are sometimes teleported onto barrier blocks and such.
Fixed a bug that caused the Prismatic Roulette augment to throw errors in Teams mode.
Fixed a bug where sometimes the games wouldn't load their spawns (this was due to the fact that if Arena loaded before a world was loaded, the spawns would not load).