squadtpconquest-1.20.1-forge-0.6.2.jar
Curse Maven Snippet
What's new
squadtp-conquest v0.6.2
Joint release covering both the 1.20.1 (Forge) and 1.21.1 (NeoForge) lines.
Fixes
- Server crash when a team beacon expires. The server thread died exactly when a team beacon ran out (30 s after placing it by default), which then showed up as a watchdog crash. Fixed.
- Friendly fire stays off. The conquest vanilla teams (
conquest_a,conquest_b,conquest_sq<N>, ...) now get friendly fire turned off on every join, not only when the team is first created, so a leftover/team modify ... friendlyFire trueinscoreboard.datcan no longer keep it on. - Waiting team no longer gets re-equipped. Joining
waitingfrom a team with a classloadout team kit (/class teamkit) used to equip the personal loadout again right after the inventory was cleared.
Changes
- Squad Deathmatch squads are skill-balanced. Players are dealt strongest first into the smallest squad,
ties going to the squad with the lowest rating sum (same rating as
/conquest team shuffle). Invite-only squads are still kept together. - Squad Deathmatch spawns skip water and bedrock. Random spawns and round-start squad anchors no longer pick spots in or on water, or on bedrock.
New
autoAssignOnLogin(defaulttrue). A player who logs in on no team or on thewaitingteam is put on team A or B right away, balanced like/conquest team shuffle. Mid-round they are teleported to their spawn and equipped; in a running Squad Deathmatch round they join a squad./conquest team leave [player]. Leave your team and go back to no team (neutral). Theplayerform is OP-only. The same team-change locks asteam joinapply.
Requirements are unchanged (squadtp 0.3.4 or newer). The waiting-team kit fix needs classloadout 0.9.0 or newer; with an older classloadout only that step is skipped.
This mod has no additional files

