Infinite_Card-beta-07011401.jar
Curse Maven Snippet
What's new
Changelog - beta-07011401
Date: 2026-07-30 Status: candidate
Added
- Added Siege as a formal mode alongside Adventure, Competitive, and Expedition. Players can build a temporary outpost, deploy creature-card defenders, and survive three enemy waves alone or with one invited teammate.
- Added six defender roles, shared command points, session-owned construction, tactical Bread and TNT cards, a protected core, shared revives, and a final Ravager wave.
- Added one-time starter identity access. A player entering Siege without a supported warehouse identity receives one standard Zombie card, but must still explicitly select it in the warehouse.
- Added a 90-second reconnect grace period for one disconnected teammate and a 10-minute safety cleanup when the entire party remains offline.
Changed
- Made Siege available in formal mode rotation without exposing its debug commands, test items, or preview resources.
- Reduced enemy Vex attack frequency from once every 12 ticks to once every 24 ticks and core attack frequency from once every 20 ticks to once every 40 ticks, halving their sustained pressure in waves two and three without weakening defender Vexes.
- Kept wave difficulty and shared resource limits unchanged when a disconnected teammate times out, allowing the remaining player to continue the existing defense.
- Allowed identity defender cards to deploy additional instances after their normal cooldown, with the usual command-point cost for every deployment.
- Made the core every enemy's default objective. Player and defender attacks, or a friendly unit entering two-block detection range, now create an eight-second reactive aggro override; nearby players take priority over nearby defenders before enemies return to the core.
Fixed
- Equipped managed enemy Vexes with iron swords, Pillagers with crossbows, and Vindicators with iron axes so their intended attacks remain visually readable and ranged vanilla attack goals receive the required equipment. Replaced two Pillagers in waves two and three with normal Vindicators while keeping each wave's total unit count unchanged.
- Restored bows for Skeleton defenders and added runtime equipment repair after session restoration. Replaced enemy Vex random-flight AI with session-authoritative pursuit and attacks so Vexes no longer flee into the arena boundary and enter teleport loops.
- Prevented disconnected players who already left a session from being restored a second time when the remaining team later finishes, avoiding stale snapshots overwriting newer inventory state.
- Added deferred player restoration and temporary-outpost cleanup for disconnect timeout exits.
Known Limitations
- Siege currently uses one outpost layout, a fixed six-defender/two-tactical-card preset, and three fixed waves.
- Siege currently has no permanent mode reward or long-term progression track, and the last-result summary is not retained across a full server restart.
- Runtime automation primarily covers rules and NBT backing; death, cross-dimension recovery, disconnect timing, world restoration, Vex combat, and two-player Ready still require owner playtesting.
Validation
- Strict source resource validation passed with 48 manifest path entries and 0 warnings. No Gradle task or release build was run by Codex; runtime QA and formal-output validation remain owner release gates.
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