Multiplayer Changelog

## Unimplemented Upgrades

These are things that are to be included in Hybrid Animals, but have not made it yet.

### Depth-based Combat Allowance

Since PvP is rather unfair between players of different power levels, the world depth would be what decides whether or not you could actively deal damage to another player or not. The spawn elevator coordinates have the maximum level difference allowed all the way down to 2, and this number rises parabolically as the depth level increases.

### Clans

This was a feature long-planned and almost made it to the game, though there seems to be refinements to be made before it got through. Basically you can team up with other people in a clan system. There are mostly benefits like clan-exclusive items, though being attacked will be a much bigger concern.

## Unplanned Changes

These include things exclusive to the Club’s idea well and has not been mentioned.

### A change in server types

Changed to be a bit more similar to Minecraft’s. These include Standard, Creative and Minigame.

World size is lowered to 101x101 square chunks, making these 9 times smaller than the current server worlds. This aids performance with the added calculative and terrain-related strain.

**Standard**: You can build, fight and destroy using the intended systems. Resource-gathering is required. Map generation uses an identical process to standard creation. 3 in total, though one is altered to allow for modpack compatibility (This is to rate how balanced a modpack is and if it should be kept afloat in-game instead of completely obliterated)

**Creative**: Building takes higher priority as you design builds. Saves your slot data before entry, as it will become relevant when you eventually log out of it. Map defaulted to Superflat. 2 in total.

**Minigame**: A Public Server used for minigames that cannot be crammed into a single block. Other properties are left blank as this is not a fully worked on thing yet.

### Minor anticheat revamps

**Host-based server clock**: In order to deal with most known stathacks we’ve detected during the war, a host-sided clock will be responsible of calculating server time. Acts as an autoban against cheaters who mess with the server times for damage delay or land claim sabotages.

**The Smite Spell**: Acts as both a high-skill method of damaging players and a way to probe cheaters, as the damage is host-sided when online. View the Magic page for further details (When I eventually added the damn thing into the page)

**Teleporter and Vending Machine nerfs**: Teleporters now have a 5-minute cooldown towards their users, and Vending Machines have a 30% chance to fail in delivering items. These changes prevent overusage of the items, rebalancing them.

**Combat Logging patch**: Since it’s very busted, the Exit button is locked off until 5 seconds has passed since the last time you’re in combat mode.

**Revive-respawn mechanic changes**: Automatically revives the player 30 minutes after they’ve died, no more gem costs. Instead, 1 gem will be costed per respawn with similar side effects.

### Quality-of-life changes (WIP)

**Land Claim reignition:** You can now reignite Land Claims using (Exclusively) Fireballs.

**Clan Teleporters**: Being in a clan allows the placement of special, quantity-limited teleporters by default. These should help significantly when traveling between important locations. The limit increases as the clan size does.

**Mailboxes** you can build to receive public news if you’re feeling old-fashioned.

**Chat Text** no longer affects screen usage for a slightly better building experience.