dota2heroes-forge-1.20.1-1.15.5.jar
Curse Maven Snippet
What's new
1.15.5 - Nature's Prophet Final QA and Treant Rendering
- Cull Nature's Prophet Treants beyond 48 blocks on the client to keep large summoned groups performant without changing server-authoritative AI, combat, persistence, or dedicated-server behavior.
- Harden the Nature's Call live QA fixtures against integrated-server/client tick drift, environmental dummy damage, stale config overrides, unintended benchmark combat, and single-frame FPS noise.
- Harden Sprout world-integrity QA against natural aquifer flow outside the isolated fixture while retaining exact block-state lifecycle validation.
- Revalidate Nature's Call primary/reconnect behavior with 50 Treants at 1.150 ms incremental server p95, 60 median client FPS, exact tick-9 damage, bounded scans, persistence, and unchanged world state.
1.15.4 - Nature's Prophet Wrath of Nature
- Add server-authoritative, rank-scaled Wrath of Nature with an exact named commit and impact schedule, persistent cooldown, deterministic pre-commit cancellation, and post-commit completion after caster death.
- Snapshot at most 128 hostile entities once from bounded, already-loaded chunks; order targets stably, never repeat a target, skip invalidated targets without rescanning, and never force-load chunks.
- Apply additive per-bounce damage through normal mob damage attribution with finite hard caps, armor, resistance, immunity, faction, and invulnerability-frame behavior preserved.
- Add deterministic crowd-aware AI with fixed evaluation cadence, minimum-target threshold, weak-target rejection, priority bonuses, and retry hysteresis.
- Finalize an original non-looping Blockbench cast animation plus a dedicated presentation-only bounce packet with fallback endpoints, deterministic arc seeds, interpolation, distance culling, and particle budgets.
- Add unit/regression coverage, dedicated-server startup validation, and live primary/reconnect acceptance for ordered damage escalation, target invalidation, caster death boundaries, no duplicate impacts, world integrity, low particles, and persistence.
1.15.3 - Nature's Prophet Nature's Call and Treants
- Add server-authoritative, rank-scaled Nature's Call with exact scan, commit, staged summon, and command ticks; failed or obstructed casts do not consume the full cooldown.
- Scan only bounded, already-loaded foliage around a validated cast point and deterministically summon as many Treants as have safe footing and headroom, without replacing blocks, cutting trees, force-loading chunks, or duplicating entities.
- Add owner-aware follow, guard, and assist behavior with stable faction-safe targeting, throttled navigation, safe teleport regroup, persistent owner/mode/lifetime state, and cleanup on expiry or owner loss.
- Enforce deterministic per-owner, per-chunk, global, and hard summon caps, including coordinated cleanup after config reductions, with no Treant loot or XP farming.
- Finalize original Nature's Call and Treant attack/hurt/death animations, synchronized cast/spawn/combat effects with particle budgets and culling, dedicated-server-safe client registration, and exact named melee impact damage.
- Add model validation, unit/regression coverage, dedicated-server classloading validation, and live primary/reconnect acceptance with 50-Treant server p95 overhead of 1.540 ms.
1.15.2 - Nature's Prophet Teleportation
- Add server-authoritative, rank-scaled Teleportation with deterministic AI intents for chase, reposition, escape, and encounter return.
- Validate same-dimension destinations with a bounded deterministic search over already-loaded chunks, world-border/build-height limits, collision, headroom, fluids, hazards, and safe solid footing without replacing blocks or force-loading chunks.
- Channel visible source and destination telegraphs before an exact named commit tick, with explicit pre-commit cancellation, anti-spam lockout, post-commit arrival recovery, persistent cooldown, and a short damage-absorbing barrier.
- Preserve Sprout, aggro, boss state, navigation, health, and Treant regroup contracts across successful movement; reject mounts, passengers, leashes, conflicting actions, invalid targets, death, control, unsafe destinations, and stale reload channels.
- Add original non-looping Blockbench channel/arrival animation, distance-culled particle effects with preset budgets, server-isolated client rendering, unit/regression coverage, dedicated-server classloading validation, and live primary/reconnect acceptance evidence.
1.15.1 - Nature's Prophet Sprout
- Add server-authoritative entity- and ground-targeted Sprout with rank-scaled range, cast time, cooldown, impact damage, radius, duration, collision layout, destructibility, AI weight, and particle budgets.
- Create temporary destructible root-and-leaf collision rings without replacing world blocks; owner and allies pass through while hostile units and projectiles follow explicit collision rules.
- Synchronize a one-shot staff plant/sweep cast with named commit and impact ticks, original growth/hold/wither presentation, distance culling, particle presets, and bounded per-cast effects.
- Add deterministic Sprout AI, fixed target position after commit, direct uncached LOS validation, persistent cooldown/action/ring state, and cleanup on expiry, death, restart, owner loss, or dimension transfer.
- Validate exactly-once impact, targeting boundaries, obstruction/overlap, save/load, destructible escape, low-particle visuals, dedicated-server startup, reconnect cleanup, and exact world-state restoration.
1.15.0 - Nature's Prophet Foundation and Ranged Combat
- Add Nature's Prophet as an original Minecraft-style GeckoLib boss with a spawn egg, boss bar, persistent progression, configurable attributes and drops, bilingual localization, and dedicated-server-safe renderer registration.
- Add deterministic idle, walk, run, ranged-basic, hurt, stagger, and held-death animation selection; the server releases a seed projectile at a named action tick and applies damage exactly once on collision.
- Add the Treant entity foundation with original model/animations, persistent owner and expiry state, allied-faction rules, summon-cap and orphan-cleanup policies, without automatically spawning a Treant or implementing Nature's Call early.
- Reserve stable action IDs and configuration sections for Sprout, Teleportation, Nature's Call, and Wrath of Nature while leaving their mechanics for later releases.
- Add Nature's Prophet level commands, runtime asset/timeline regression tests, dedicated-server startup validation, and real-client visual/gameplay/reconnect acceptance coverage.
1.14.2 - Pudge Meat Shield Safety Cap and Full Scaling
- Hard-cap Meat Shield at 50 stacks in runtime, configuration, and save loading to prevent unbounded size growth.
- Replace the four rank tables with the requested max-health, size, attack-damage, Rot-radius, armor, and armor-toughness gains per valid kill.
- Add stack-scaled Meat Hook damage and correctly prorated Dismember damage-per-second bonuses for each rank.
1.14.1 - Pudge Meat Shield Combat Scaling
- Adjust Meat Shield size gain per kill to 0.20/0.30/0.40/0.50 by skill rank.
- Add cumulative attack-damage gains of 2.0/2.5/3.0/4.0 per valid kill.
- Add cumulative Rot radius gains of 2.0/2.5/3.5/5.0 blocks per valid kill while preserving server-authoritative stack persistence.
1.14.0 - Pudge Meat Shield Progression
- Add rank-scaled Meat Shield max-health gains of 10, 15, 20, and 30 per valid Pudge kill.
- Add rank-scaled cumulative Pudge size gains of 1, 2, 3, and 4 per Meat Shield stack.
- Preserve server-owned kill accounting and persistent synchronized stack state across save/load.
1.13.0 - Bloodseeker Blood Rite and Targeting
- Rebuild Blood Rite around an original synchronized GeckoLib eye telegraph with animated detonation and falling-blood presentation.
- Make Bloodseeker select the valid in-range enemy with the lowest absolute health using deterministic distance and entity-id tie breakers.
- Retain the acquired low-health victim until it is invalid, preventing unrelated attackers from stealing target priority.
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