v1.2

Details

  • Filename
    Settlers_Bundle_v1.2.zip
  • Uploaded by
  • Uploaded
    Jun 30, 2014
  • Size
    1.91 MB
  • Downloads
    1,177
  • MD5
    20d477a36196b70787f8c6267aac8958

Supported Bukkit Versions

  • CB 1.6.4-R2.0

Changelog

June 30, 2014 - v1.2 Beta

  • Launch of the Settlers Beta test server. PM me for the IP and I'll white-list you.
  • Players now run faster on their own roads. Start sprinting when on your own road to activate faster speed; it lasts until you go off your road.
  • The consequences for rolling a 7 are now active; all chests lose 1/3 of their resources, and players lose 1/2 of their refined resources if they are carrying more than the maximum allowed (defaults to 7). Additionally, the knight moves at random, and slimes spawn by all settlements.
  • New configs for run speed on road and maximum allowed resources to have in your inventory when a 7 is rolled.
  • Different levels of shears have been added to correspond to wood, stone, and iron levels of all other tools.
  • Some lag reducing features around the dice rolls and knight movement.


June 4, 2014 - v1.1 Beta

  • Stone tools (including stone swords and normal shears) now have a chance to drop every time you successfully harvest any of the 5 unrefined resources.
  • New config, tool_drop_chance, to customize the above drop chance out of 100. Defaults to 6.


May 26, 2014 - v1.0 Beta

  • Ports have been added to the settlers_template world, and are fully functional! See the Crafting and Resources page for information on how they work.
  • "Sky numbers" no longer exist; they are now called "tile numbers" and they appear as snow on the ground instead of in the sky. This has drastically decreased lag. "tile_numbers_on" is still an option in the config, but there's no longer a performance boost for turning it off; doing so will just make each number have an equal roll chance and make them invisible to players.
  • You can no longer die from harvesting resources with the wrong tool, though you will still take damage up to within an inch of your life.
  • There is now a configurable cooldown time for playing development cards, except victory points, that is shared by everyone on a team. It defaults to 30s.
  • Fixed the bug where iron doors were popping out of place on settlements and cities (it was road deployment that was popping them off)! Settlements and cities should now be secure from opposing teams.
  • Added some error catching to queuing and game starts; this should be a lot safer to use now.
  • Players will now have their inventory cleared the instant the game starts, instead of at the start of the countdown timer.
  • Cleanup after a game is abandoned is improved; the world will unload and the game instance in memory will be cleared. It will not delete any worlds though, for fear of accidentally deleting the wrong one (when a game ends due to victory, the world is deleted from the world folder). For the abandon-checker to be triggered, the last player in the world must disconnect while in the world.
  • Fixed a bug where players' team uniforms would persist in the lobby between games.
  • Fixed a bug that made it possible to place resources like wood and wool (which is bad because you can never harvest them again once they're placed).
  • When placing a settlement, the player is now teleported to the workbench when the settlement deploys to prevent them getting stuck in the walls and dying.
  • Monsters spawning in the blocked tile now change based on day and night; slimes and spiders in the day, zombies and skeletons at night.
  • Iron ore now only spawns above a certain height in the mountains; you now have to do some mountain climbing to get it. I also made the default difficulty of mining iron easier. It's harder to reach, but easier to mine. Eventually I will make the minimum height of iron ore configurable.


May 12, 2014 - v0.6 Alpha

  • Multiple games at a time are now supported, but you'll have to experiment with your server's capability for how many to allow.
  • Queuing system implemented.
  • Team selection is no longer done by players pre-game. It is now automated at game start, and at the moment teams can't be changed.
  • Need for my lobby world no longer exists, but you still must have a world called settlers_lobby.
  • Several lag-reducing changes, but lag is still present at world creation and in certain other situations. I'm curious to see how a decent server handles this plugin.
  • Implemented many new game features: development cards, automated dice rolls and resource collection, largest army, longest road, resource conversion with crafting.
  • Implemented team chat and world-broadcast commands.
  • Added a few new configs.


April 7, 2014 - v0.1 Alpha

  • Initial Upload

See known caveats section in project description.