pokeisles-valor-remnants-1.0.4.jar
Curse Maven Snippet
What's new
Valor Remnants — Major Raid System Update
Valor Remnants has received a massive overhaul. Raids are now built around persistent dungeon instances, dedicated party roles, Raid Luck, class progression, private loot, resumable runs, Hardcore difficulty, advanced encounters, and recurring raid resets.
Raid Classes
Before entering raids, players can specialize into dedicated Raid Classes. Each class has its own role and its own permanent perk progression. These perks/classes are subject to change/get additions as we test the sytem.
Tank
Stand in front. Outlast the worst.
Tank is built around survivability, protecting the party, and reducing the consequences of dangerous encounters.
Tank perks include:
- Titan Heart — Gain additional maximum health while inside raids.
- Steadfast Fortune — Reduce the amount of Raid Luck lost when you die.
- Last Stand — Survive an otherwise fatal hit, with a cooldown.
- Guardian's Discipline — Disable friendly fire between members of your active raid.
The Tank role has also been expanded by the new raid threat system, giving tanks access to mechanics that help pull enemy attention away from other party members.
DPS
Move fast. Strike faster.
DPS is focused on mobility and maintaining offensive pressure throughout a dungeon.
DPS perks include:
- Battle Tempo — Increased movement speed while inside raids.
- Clean Lines — Disable friendly fire between members of your active raid.
Raid combat now also tracks threat generated through damage, making sustained damage output an actual part of enemy aggro behavior.
Alchemist
Keep the party standing.
Alchemist specializes in potion-based support and healing.
Alchemist perks include:
- Arcane Pitch — Throw splash potions farther.
- Wider Bloom — Increase splash potion effect radius.
- Empowered Healing — Healing splash potions restore additional health to raid allies.
This allows support-focused players to build into a genuine party-healing role instead of every raid member functioning identically.
Raid Perks
Raid Classes are not simply cosmetic roles.
Each class has its own upgradeable perk tree.
Perks can have:
- Multiple upgrade levels
- Increasing upgrade costs
- Class-specific effects
- Passive bonuses
- Raid-only bonuses
- Cooldown-based abilities
Perk progression allows players to specialize further into the role they want to perform during raids.
For example, a Tank can invest further into maximum health and Raid Luck protection, while an Alchemist can improve potion range and healing strength.
Raid Luck
Raid Luck is a run-specific score that represents how successfully your party is progressing through the dungeon.
Raid Luck can rise or fall based on your performance.
Actions that can affect Raid Luck include:
- Clearing combat corridors
- Completing parkour encounters
- Defeating Pokémon bosses
- Defeating physical bosses
- Defeating minibosses
- Defeating trainers
- Player deaths
- Boss deaths
- Parkour deaths
Different encounters can award different amounts of Raid Luck.
Tank players can also reduce the amount of Luck lost on death through their Steadfast Fortune perk.
Why Raid Luck Matters
Raid Luck is more than a scoreboard.
It directly affects the quality of certain raid rewards.
End-of-raid treasure can have reward tiers based on your final Raid Luck. Higher Luck can unlock better guaranteed rewards. Rare rewards can also use formulas where Raid Luck increases their drop chance.
Finishing a raid cleanly can therefore have a meaningful effect on what treasure you receive.
Raid Luck Potions
Special Raid Luck Potions can also exist as raid items.
These can grant additional Raid Luck when redeemed, giving players another way to prepare for difficult runs or improve their final loot potential.
Raid Teams
Players can create persistent Raid Teams for people they regularly raid with.
Raid Teams support:
- Creating a team
- Naming your team
- Inviting players
- Accepting or declining invitations
- Removing members
- Leaving a team
- Renaming the team
- Viewing team information
- Team leadership
Your Raid Team is separate from an individual raid run, making it useful for established groups that regularly tackle content together.
Raid Lobbies
Individual raid runs use their own Raid Lobbies.
A lobby determines who will actually enter that particular dungeon instance.
Lobbies can support different visibility options, including public and team-oriented groups.
This means players are not forced to permanently organize around one party setup.
You can raid with your normal team, join another group, or participate in public raid opportunities depending on the raid.
Raid notifications can also distinguish between public raid activity and Raid Team activity.
Persistent Raid Instances
Raid runs now receive their own isolated dungeon instances.
- Every run occupies its own physical dungeon space.
- Instances are separated by thousands of blocks.
- Different players cannot accidentally be placed into the same dungeon instance.
- Different raids cannot overwrite one another.
- A player's unfinished raids remain independently saved.
Leaving No Longer Means Losing the Raid
You can leave an unfinished raid and return later.
Valor remembers:
- The raid
- The run
- The dungeon instance
- Boss progress
- Encounter progress
- Raid Luck
- Triggered areas
- Other saved raid state
Returning to that raid resumes the retained run instead of beginning from scratch.
Multiple Saved Raids
You are no longer restricted to having only one unfinished raid.
You might have:
- Raid A unfinished
- Raid B unfinished
- Raid C unfinished
and return to each one independently.
Starting another raid does not delete your other saved runs.
Improved Raid Instance Isolation
The dungeon allocation system has been rebuilt for long-term server use.
All active and retained raid runs now draw from a global instance allocator.
This prevents different raid types or players from accidentally receiving overlapping dungeon locations.
New instances are separated by at least 8,192 blocks.
Inactive retained raids are allowed to unload normally, so having saved raid progress does not mean every old dungeon remains permanently loaded and ticking.
Regular & Hardcore Raids
Raids can now have completely separate Regular and Hardcore versions.
Hardcore raids can feature:
- Stronger enemies
- Higher damage
- Different balancing
- Different encounter tuning
- More punishing mechanics
- Better rewards
Regular and Hardcore versions are maintained independently.
Changes to Hardcore no longer accidentally modify the Regular raid.
Instanced Raid Loot
Raid treasure has been completely overhauled.
Loot is now instanced per player.
If another party member opens a chest, they are taking their copy of the rewards—not yours.
Regular Loot
Standard dungeon treasure.
Each eligible player receives their own private version of the chest's rewards.
Hidden Loot
Secret treasure can be placed throughout raids.
Hidden chests:
- Are individually instanced
- Can be discovered independently
- Have their own claim state
- Do not disappear because another party member found them first
End Loot
End-of-raid treasure supports advanced Raid Luck rewards.
Sophisticated Storage Netherite Chests can be used for the full End Loot reward pool.
The Netherite End Chest supports 132 reward slots.
Guaranteed reward tiers are organized by rows:
- Rows 1–2: 0–24 Raid Luck
- Rows 3–4: 25–49 Raid Luck
- Rows 5–6: 50–74 Raid Luck
- Rows 7–8: 75–89 Raid Luck
- Rows 9–11: 90–100 Raid Luck
Private Loot Interfaces
Raid loot is not simply dumped directly into your inventory.
Opening an eligible raid chest gives you your own private loot inventory.
You manually take the rewards you want from the chest.
If you close it before taking everything:
- Your remaining loot stays associated with that chest.
- You can return to the same chest later.
- Other raid chests remain usable.
- An unfinished End Chest does not prevent you from opening a Hidden Chest.
- An unfinished Hidden Chest does not block a Regular Chest.
Each raid chest maintains its own private loot state.
Rare Luck-Based Rewards
End Chests can contain rewards with individual drop chances.
Rare rewards can use both:
- A base drop chance
- A bonus based on Raid Luck
This allows particularly valuable raid rewards to remain rare while still rewarding players for performing well.
Every player's chance rewards are rolled independently.
Valor Vouchers & Boosters
Valor Remnants supports redeemable Vouchers that can provide temporary or limited Valor-related bonuses.
Depending on the voucher, boosts can be configured as:
- Percentage bonuses
- Multipliers
- Flat additions
Boosts can also be limited by:
- Duration
- Number of reward claims
Voucher stacking can behave differently depending on the voucher, including replacing, extending, or stacking existing bonuses.
Players can view their currently active Valor boosts and their remaining effects.
Raid Reset Vouchers
Raid Reset Vouchers allow a player to reset their personal lock for a specific raid.
The reset system has been substantially improved.
A reset now also refreshes that player's:
- Raid completion state
- Saved raid eligibility
- Regular chest claims
- Hidden chest claims
- End chest claims
- Pending private raid loot
After using a valid Reset Voucher, the raid can genuinely be run and looted again.
Automatic Raid Resets
Raids can now have their own server-wide reset schedules.
For example, one raid might reset every 3 days while another resets every 7 days.
When a scheduled raid reset occurs:
- Every player's progress for that raid is wiped.
- Boss progress resets.
- Encounter progress resets.
- Raid Luck resets.
- Completion locks reset.
- Loot chests reset.
- Unfinished retained runs are removed.
- Old physical dungeon instances belonging to those runs are deleted.
- Players currently inside are safely removed first.
Other raids are completely unaffected.
This allows raids to function as recurring server content with their own independent reset cycles.
Improved Raid Portals
Raid portals have been rebuilt to work properly with persistent instances.
Portal updates now support:
- Newly added portals
- Removed portals
- Moved portals
- Changed portal destinations
- Updated rotations
- Updated portal variants
Republishing a raid updates its captured portal layout.
Even retained runs can refresh their portal entities from the currently published version without deleting the player's entire saved raid.
Advanced Dungeon Encounters
Valor Remnants now supports much more than a straight boss arena.
Raids can contain:
- Triggered combat encounters
- Mob waves
- Minibosses
- Pokémon bosses
- Physical bosses
- Trainer encounters
- Locked progression areas
- Checkpoints
- Parkour sections
- Dynamic barriers
- Temporary block changes
- Custom functions
- Portal-based progression
- Conditional dungeon events
This gives future raids room to function like full dungeons instead of isolated boss fights.
Threat & Aggro System
Raid combat now includes a proper Threat system.
Enemies can build threat toward players based on actions such as:
- Dealing damage
- Healing allies
- Tank actions
- Other encounter contributions
This allows party roles to matter during combat.
Tanks can actively pull enemy attention, damage dealers generate threat through offensive pressure, and healers can draw attention by keeping the group alive.
Dedicated taunt mechanics also allow Tanks to deliberately control enemies during encounters.
Improved Boss Encounters
Boss handling has been significantly upgraded.
Improvements include:
- Better Boss Engine encounter binding
- More reliable boss IDs and aliases
- Improved Pokémon boss compatibility
- Improved CobbleBoss victory detection
- More reliable boss-stage progression
- Better association between a defeated boss and the correct raid run
Boss progression is far less likely to become stuck because the dungeon failed to recognize a legitimate victory.
Raid Mob Friendly Fire
Raid enemies now have improved ally protection.
Bosses and minions are prevented from accidentally sabotaging their own encounters through friendly fire.
This includes improved handling for:
- Melee attacks
- Projectiles
- Boss/minion interactions
Large encounters should behave much more consistently as a result.
Cleaner Raid Worlds
Natural creatures can be suppressed inside active raid areas.
This prevents random Minecraft mobs or unrelated Cobblemon from wandering into a dungeon and interfering with encounters.
Improved Raid Rules
Individual raids can enforce their own dungeon rules, including support for:
- Adventure Mode
- Keep Inventory
- Flight restrictions
- Elytra restrictions
- Raid-specific respawning
- Safer raid entry and exit behavior
Better Long-Term Raid Infrastructure
Valor Remnants has been rebuilt with multiple simultaneous raids in mind.
Players can now participate in a server where several different raids are available at once without one dungeon overwriting another or forcing players to abandon saved progress elsewhere.
Inactive runs remain inexpensive because their chunks can unload, while completed or globally reset raids can have their old physical instances cleaned from the raid dimension.
In Short
Valor Remnants is now a full persistent dungeon system featuring:
Raid Classes • Class Perks • Raid Luck • Raid Teams • Raid Lobbies • Persistent Runs • Multiple Saved Raids • Regular & Hardcore Difficulty • Private Instanced Loot • Hidden Chests • Luck-Based End Loot • Vouchers & Boosters • Reset Vouchers • Scheduled Raid Wipes • Advanced Portals • Threat & Aggro • Scripted Encounters • Boss Progression • Persistent Dungeon Instances
Raids are no longer simply one-off boss rooms.
They are now built to function as long-form, replayable, role-based group dungeons that can exist alongside many other raids across the server.
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