SporeWithin-1.1.0.jar
What's new
SporeWithin — Official Changelog v1.1.0
[Added]
- Team Balance & Scaled Difficulty Presets:
- Implemented dedicated difficulty presets tailored for varying team sizes:
SOLO_DUO_TRIO(1.0x baseline),QUAD(1.5x scaling),SQUAD_6(2.0x+ apocalypse), andCUSTOM(manual configuration mode). - Added
DYNAMIC_AUTOmode: dynamically counts living survival players within an active 160-block radius around the mound/base and seamlessly transitions difficulty presets on the fly. - Added the
/sporewithin difficulty <solo|quad|squad6|auto|custom>administrative command and full exposure of all economic, cooldown, and raid scaling variables inconfig/sporewithin-common.toml.
- Implemented dedicated difficulty presets tailored for varying team sizes:
- Reinforced Obsidian (
sporewithin:reinforced_obsidian):- Introduced a high-tier defense block with complete immunity to parasite acid bombardments (
isAcidImmune) and structural pillar collapse protection. - Balanced crafting progression: requires 6 unique anatomical parasite drops (
spore:acidic_gland,spore:armor_fragment,spore:corrosive_sack,spore:plated_muscle,spore:nerves) surrounding 1 vanilla obsidian block to craft 8 Reinforced Obsidian blocks.
- Introduced a high-tier defense block with complete immunity to parasite acid bombardments (
- Cinematic Intro Sequence & Audio Design:
- Added an atmospheric title card sequence, heartbeat effects, and custom audio cues (
ambient.cinematic_intro) upon the inception of the Red Plague.
- Added an atmospheric title card sequence, heartbeat effects, and custom audio cues (
- Plundered Cache & Tactical Marauder Mechanics:
- Overhauled container destruction: broken player chests transform into
PlunderedCacheblock entities (30% consumed by the Hive, 70% securely retained in the vault). - Introduced Stalker Marauders: an agile parasite physically retrieves the plundered container and attempts to evacuate it 20+ blocks beyond the base perimeter.
- Stalker Marauders are highlighted with
GLOWING, the Spore target marker effect, live distance tracking on the player's Action Bar, and a 7-block vertical smoke beacon.
- Overhauled container destruction: broken player chests transform into
- Tactical Hive Raids & Breacher AI:
- Coordinated assault squads featuring Acid Spitters, Chemists, Bussers, and Heavy Breachers (Brutes, Wendigos, Grobers).
- Breachers methodically attack defensive perimeters with real-time block-breaking animations (
destroyBlockProgress0..9).
[Fixed]
- Acid Artillery LOS & Raycasting Overhaul:
- Completely re-engineered Spitter AI utilizing a 15-ray multi-angle trajectory scan. Spitters now verify target visibility and structural validity before firing, eliminating blind corrosive spam into inert natural terrain or cobblestone hills.
- Bio-Points Economy & Mound State Synchronization:
- Replaced legacy day-based evolution timers with a deterministic real-time Bio-Points Economy (
pointsPerSecond). Ensures instant visual model andBlockStatesynchronization for the Mound as it evolves across tiers.
- Replaced legacy day-based evolution timers with a deterministic real-time Bio-Points Economy (
- Subterranean Suffocation & Heightmap Fix:
- Reworked scout and raid squad spawning routines using
Heightmap.Types.WORLD_SURFACEcombined with solid-block collision validation, permanently eliminating mob suffocation and entrapment within underground rock layers.
- Reworked scout and raid squad spawning routines using
- Wall Clipping & Melee Exploits:
- Implemented raycasted melee hit validation for infected mutants, blocking unfair damage dealt through solid walls, glass panes, and barricade seams.
- Raid Retreat & Container Priority Logic:
- Fixed an issue where raid squads would prematurely retreat upon detecting loose ground items. Loot theft now strictly requires breaching perimeter defenses first.
[Optimized]
- Cave Spawning Elimination:
- Completely purged unconstrained subterranean parasite spawns in unlit caves, saving hundreds of CPU cycles previously wasted on unreachable, stalled pathfinding calculations.
- MSPT & Server Tick Stability:
- Achieved exceptional tick loop efficiency: server MSPT remains around ~13.4ms even under full late-game siege conditions with 50+ active raid entities, guaranteeing a rock-solid 20.0 TPS.
- Structural Scan Caching & Memory GC:
- Introduced 40-tick squad-level caching for base pillar and foundation integrity scans.
- Replaced repeated block position allocations with
BlockPos.MutableBlockPosand direct player collection iterations, substantially reducing garbage collection pauses.
All Relations
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