squadtpconquest-1.20.1-forge-0.5.0.jar
Curse Maven Snippet
What's new
squadtp-conquest v0.5.0
Joint release covering both the 1.20.1 (Forge) and 1.21.1 (NeoForge) lines.
Changes
- Capture speed now scales with the number of holding players. A capture point used to
progress at a flat rate regardless of how many of the holding team's players were actually
standing in the zone. It now multiplies by the holder's player count, capped by the new
captureRateMaxPlayersconfig (default 5) so a large group can't capture arbitrarily fast. Also added to/conquest config. - Personal kill confirmation, shown above the hunger bar: "Killed <name> (<N>m)" appears for your own kills, alongside the existing top-right kill feed (which now also shows the distance). Positioned over the hunger bar rather than the health bar, since health can grow a second icon row (past 10 hearts, or with absorption) that would otherwise collide with it.
- The scoreboard's team columns now survive WAITING. Previously, a player who left their combat team after the match ended (to go do something else) had their still-intact round score silently vanish from both team columns - the last match's "results" screen lost half its data the moment anyone stopped being on Team A/B. The final team assignment is now snapshotted when the round ends, so the breakdown stays intact until the next round actually starts.
- The round-start countdown now names your own team: a combatant sees "Get Ready! You are Team A" (colored, naming their own side) instead of a plain "Get Ready!" that never told anyone which side they'd landed on.
/conquest config homeZoneKillSecondsadded for live, no-restart tuning of the enemy-zone execution timer (previously toml-only).
Assets
squadtpconquest-1.20.1-forge-0.5.0.jar— Minecraft 1.20.1 / Forge 47.xsquadtpconquest-1.21.1-neoforge-0.5.0.jar— Minecraft 1.21.1 / NeoForge
This mod has no additional files

