Guilds-1.3.jar
What's new
📌 Guilds Plugin — Changelog
✅ Version 1.3 — Diplomacy Expansion, Stability Pass, and Versioning Update
Release Date: 2026
Version 1.3 introduces the first public iteration of Guilds diplomacy, plus broad quality improvements and an important compatibility notice related to Hytale version matching.
🤝 New Diplomacy Module (Initial Public Iteration)
This release adds a new diplomacy layer for guild-to-guild relationships.
What this module currently delivers
- Alliance flow via
/guild allywith request/accept behavior. - Enemy declaration via
/guild enemy. - Neutral reset flow via
/guild neutral. - Relationship overview via
/guild relations. - Allied communication channel via
/guild allychatand/guild allytoggle. - Conflict-state foundation linked to diplomacy relationships.
How to enable and configure
Diplomacy is controlled in config.json under diplomacy.
Core switches
diplomacy.enabled: enables/disables all diplomacy commands and relation logic.diplomacy.allianceCooldownSeconds: cooldown after alliance changes.diplomacy.enemyCooldownSeconds: cooldown after returning to neutral from enemy state.
Claim interaction rules
Under diplomacy.claimRules:
allyInteract: allow allies to interact with interactive blocks in allied claims.allyContainer: allow allies to open containers in allied claims.allyCrafting: allow allies to use crafting interactions in allied claims.
Conflict settings (war progression base)
Under diplomacy.conflict:
enabled: enables conflict progression features.minTensionToInvade: minimum tension required to start invasion.tensionOnEnemyKill: tension gained on enemy kills.tensionDecayPerHour: passive tension decay.shieldDrainPerKill/shieldRegenPerHour: war shield balance.objectivePointsPerKill/objectivePointsToWin: objective progression.bypassRegionPvpDuringWar: allows configured PvP exceptions during active war context.postWarProtectionMinutes: temporary post-war protection window.
Optional economy dependency
Under diplomacy.conflict.economy:
enabled: enables diplomacy-related economy costs.allianceCreateCost,allianceBreakCost,declareEnemyCost: operation costs.
Economy costs only apply if both diplomacy economy config is enabled and the server economy bridge/module is active.
Offline protection and takeover behavior
diplomacy.conflict.offlineProtection.minOnlineMembersPerGuild: online-members threshold gate.diplomacy.conflict.offlineProtection.requireShieldDepleted: can require defender shield depletion.diplomacy.conflict.takeover.mode:full | partial | disabled.diplomacy.conflict.takeover.partialPercent: percent used for partial takeovers.diplomacy.conflict.takeover.partialMaxClaims: cap for transferred claims in partial mode.
Dependencies and integration points
- Depends on the Guilds relation/conflict services being active (
diplomacy.enabled=true). - Integrates with claim protection rules through ally permissions (
claimRules). - Integrates with ally chat features (
/guild allychat,/guild allytoggle). - Optionally integrates with economy for diplomacy action costs.
- Conflict rewards/bonuses and takeover rules depend on
diplomacy.conflictsub-configs.
General behavior and what it affects
- Changes how guilds interact politically (alliances, hostilities, neutral resets).
- Affects chat routing/communication for allied guild networks.
- Can affect claim interaction permissions based on relation status.
- Can affect conflict progression variables (tension, shields, objectives, invasion readiness).
- Can affect post-war pacing via protection windows and takeover settings.
Why this matters
The diplomacy module formalizes inter-guild politics and conflict progression, creating a foundation for strategic gameplay where alliances and rivalries have direct gameplay impact.
Current scope and limitations
- This is the first public milestone, not the final diplomacy vision.
- Some edge cases still need balancing and additional validation.
- Minor bugs or inconsistencies can occur while the module matures through upcoming releases.
🛠️ Fine-Tuning and Bug Fixes
Version 1.3 also includes a general pass focused on reliability.
Included in this pass
- Internal fine adjustments to improve flow consistency.
- Stability corrections in existing systems.
- General bug-fix sweep to improve day-to-day gameplay reliability.
⚠️ Hytale Compatibility Notice: Exact Version Matching
From this release cycle onward, Hytale requires the exact game version number for mod compatibility.
Guilds release policy from now on
- Guilds builds will target the latest stable release of the game.
- Guilds builds will not target pre-release game versions by default.
Possible future variant strategy
In the future, alternate builds may be published with explicit naming, for example:
1.3-pre-release
This variant strategy is not active yet at this moment.
🚀 Summary
Guilds v1.3 delivers:
- A new diplomacy module (initial public iteration) with configurable relation and conflict systems.
- Fine-tuning and bug fixes across the mod.
- A clear version compatibility policy aligned with Hytale exact-version requirements.
Thank you for supporting the project!
Developed by CrystalOcean
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