SLHS-1.0.10-FIX.jar
Curse Maven Snippet
What's new
SLHS — Guild Team Deployment & Quality of Life Update
This update improves Guild Teams, multiplayer Gate deployments, Raid Parties, Alliance Mode and several UI systems introduced in SLHS 1.0.10.
It also adds a much more immersive way to raid Gates with your own Guild Team.
Guild Team Improvements
- Fixed real players sometimes being assigned to a Guild Team without appearing in the Team roster.
- Rankers can now browse all Guild Teams.
- Offline players remain assigned to their Team and are displayed as ABSENT.
- Reconnecting automatically restores their availability.
- Fixed Team member count issues such as
6/5. - Improved synchronization between player careers and Guild Team assignments.
Team Transfer Requests
Rankers can now request to join another Guild Team.
- Current Team is displayed.
- Requested Team is tracked.
- Transfer requests can be cancelled.
- NPC Guild Masters can accept or reject requests.
- Player-led Guilds keep manual control over Team changes.
Dynamic Guild Teams
The number of available Guild Teams now scales with Guild size.
Large Guilds can automatically gain additional Teams instead of overcrowding Alpha, Beta, Gamma and the original Team slots.
Guild Master Team Controls
Guild Masters now have more Team management options.
- Guild Masters can choose which Team they personally belong to.
- Teams can be moved up or down in the Team list.
- Team order can be reorganized without recreating Teams.
- Members and Team settings are preserved when Teams are reordered.
Automatic Team Organization
Added a new:
Auto Organize
button for Guild Masters.
SLHS can automatically reorganize Guild members across Teams.
The system attempts to:
- Balance Team size.
- Balance Team power.
- Spread Healers between Teams.
- Spread Tankers between Teams.
- Avoid stacking the same class in one Team.
- Distribute real players across Teams.
- Respect Team member limits.
- Create additional Teams when necessary.
Automatic organization is only triggered manually by the Guild Master.
Hunter List Sorting
Hunter lists can now be sorted by:
- Name.
- Rank.
- Class.
Rank sorting follows:
GOD → NATIONAL → SS → S → A → B → C → D → E
Gate Deployment Rework
Guild Team deployment has been improved for Teams containing real players.
Real Players Now Count in Their Team
Real online players now count toward Gate Team requirements.
Example:
4 NPC Hunters + 1 Player = 5 Members
Online players also contribute to the Team's estimated deployment power.
Offline players do not count as available members.
Gate Rendezvous System
When a Team containing a real player is deployed, the player now receives the Gate coordinates in chat.
Example:
Team Alpha → A-Rank Gate
Rendezvous: X 1240 Y 68 Z -532
Other online real players assigned to the same Team also receive the coordinates.
This allows players to physically travel to the Gate instead of the raid being handled entirely in the background.
Your Guild Team Now Waits at the Gate
NPC Hunters from your deployed Team now physically appear near the Gate and wait for you.
The new raid flow becomes:
Deploy Team → Travel to Gate → Meet your Team → Enter Dungeon
Hunters waiting at the Gate:
- Stay close to the portal.
- Wait for the player before entering.
- Are protected during the rendezvous phase.
- Are removed if the Team is recalled.
- Enter the dungeon with the player when the raid begins.
More Natural Gate Rendezvous
The visual presentation of deployed Guild Teams has also been improved.
- Removed the rigid cross-shaped formation.
- Hunters are positioned more naturally around the Gate.
- Their positions are semi-randomized.
- Hunters have slightly different orientations.
- Hunters mainly face toward the portal.
- Persistent Hunter names are preserved.
- Persistent Hunter skins and appearances are preserved.
- Fixed deployed Hunters appearing as generic NPCs such as
S Rank FighterorS Rank Healer.
Raid Party Improvements
Solo Raid Party Fix
- Fixed the Start Raid button being unavailable even when the player was READY and allowed to enter Solo.
- Solo-authorized players can now start a Raid Party without requiring another real player.
- Players without Solo authorization still require additional raid members.
Invite Guild Teams to Raid Parties
When Raid Party access is set to:
GUILD
the Party Leader can now select and invite one of their Guild Teams.
- Available NPC Hunters from the Team can join.
- Online real players receive an invitation.
- Offline players remain absent.
- Injured or unavailable Hunters are ignored.
- Teams already deployed elsewhere cannot be invited.
Alliance Improvements
- Fixed Alliance Mode triggering twice from a single right click.
- Fixed Main Hand and Off Hand both toggling the same Hunter.
- Temporary allies are now added or removed only once per click.
Nameplate Flicker Fix
Fixed allied Hunter names flickering between:
GREEN ↔ WHITE
Relationship colors are now kept stable:
- 🟢 Green = Ally.
- 🔴 Red = Hostile.
- ⚪ White = Neutral.
Hunter names and skins remain synchronized while relation colors are displayed.
National Rank Fix
- Fixed National Rank and Canon Hunters displaying their old Guild after joining another Guild.
- Rankings now display the Hunter's current SLHS Guild.
- Canonical affiliation is only used as a fallback when the Hunter does not currently belong to another Guild.
Recruitment UI Fixes
- Fixed the proposed Guild Grade field appearing outside the recruitment window.
- Improved the recruitment contract Grade interface.
- Improved support for translated Guild Grade names.
Controls
Added a dedicated controls category:
SLHS — Hunter Controls
Current controls include:
H— Open Hunter Tablet.G— Toggle Alliance Mode.
UI & French Translation Fixes
- Added missing French translations.
- Fixed several remaining English texts in French interfaces.
- Fixed clipped and incomplete text.
- Improved long text wrapping.
- Improved button sizing.
- Improved Guild Team displays.
- Improved Career UI.
- Improved Emergency UI.
- Improved Application History.
- Improved Gate and Portal debug text.
Dungeon Expansion Fixes
- Improved Gate entry reliability.
- Improved handling of occupied Gates.
- Improved multiplayer dungeon instance handling.
- Fixed cases where completed or invalid Gates could remain unusable.
- Improved Gate cleanup after raids.
- Improved synchronization when multiple players enter the same raid.
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