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Releases
v4.32.1
Changes
- Guilds are found by id through an index (#243).
FactionManager.getGuildByStringwalked every realm's guilds on each call, and Dowsing asks for a node's guild several times per node on every node pass. The index gives the same answer as the walk (first match in realm order, ignoring case) and is rebuilt whenever a guild or realm is added or removed. Calls off the server thread still use the walk. - The vehicle upkeep bank warning lists the personal vehicles once per pass, not twice per online player.
No gameplay or config change.
Full Changelog: v4.32.0...v4.32.1
Downloads
simplefactions-4.32.1.jarSHA256SUMS— SHA-256 checksums.build.json— Build metadata.
v4.32.0
Changes
- Battles are now planned from players' availability. Instead of voting on the first battle day and then on each day's hour, players mark every upcoming date and start time they can fight, in game with
/war vote <war id>or on the war's website page. - Day lock: 48 hours before a date's battle window opens, the date becomes a battle day if enough of each side (
war.availability.min_per_side, 3, or the whole side if smaller) can come at the same time. Otherwise it is "no battle". - Time lock: 24 hours before the window opens, the start time is fixed to the hour most of both sides can make. The battle is set on its province at 16:00 on the battle day, so retreat, installation picks and intel keep their timing. Battles can be on consecutive days.
- After three dates in a row without a battle (
max_days_without_battle), the third becomes a battle day anyway. If one side marked nothing that day, the battle is autoresolved. Postponements are gone. - Raids are possible every day once the buildup is over (one per side per day), not only on battle days.
- Reminders, in game and as Discord DMs through the website: when nothing is marked before a day lock, when a battle day is set, and 3 hours before its time lock. "None of these days work for me" stops them.
- Running wars keep their votes: day and hour votes become marks, and a voting or scheduled war keeps its battle day.
- New config
war.availability(days_shown,day_lock_hours_before,time_lock_hours_before,min_per_side,max_days_without_battle,vote_url). The oldbattle_votingand buildup day-vote keys are ignored. - Staff:
/war admin schedule <war> availability | lockday | unlockday | sethour | skipday | castvote;/war admin buildup <war> setdaylocks a battle day. - Needs TFMCWeb with war availability (v1.4 contract) and the factions cog's war posts update.
- Battle availability: vote on days and times ahead, day locks 48 h before, time 24 h before by @Drefvelin in #242
Full Changelog: v4.31.0...v4.32.0
Downloads
simplefactions-4.32.0.jarSHA256SUMS— SHA-256 checksums.build.json— Build metadata.
v4.31.0
Changes
- Let staff switch control victory off for one field battle by @Drefvelin in #241
Full Changelog: v4.30.0...v4.31.0
Downloads
simplefactions-4.31.0.jarSHA256SUMS— SHA-256 checksums.build.json— Build metadata.
v4.30.0
Changes
- Mercenaries under contract now vote on the first battle day and the battle hour for the faction that hired them, in game and on the website. Their vote counts for the hirer's side and stops counting when the contract ends. A mercenary whose own faction is not in the war can open the war's vote menu.
- Players who have not voted get a clickable reminder when their character is played, and 24, 3 and 1 hours before a vote closes.
- New
/war vote <war id>opens that war's vote. - Only current voters count toward a vote's quorum: a vote left by a former member or an ended contract no longer helps it pass.
- Let mercenaries vote on battles and remind players who have not voted by @Drefvelin in #240
Full Changelog: v4.29.0...v4.30.0
Downloads
simplefactions-4.30.0.jarSHA256SUMS— SHA-256 checksums.build.json— Build metadata.
v4.29.0
Changes
- Campaign battles no longer shrink regiments when they end. Each side's deaths become wounds, split by the lives each force brought, militia first, then law and paid slots in proportion.
- Law slots are full again after every battle. Wounded paid slots cannot fight, cost no upkeep and are lost when the war ends.
- Mercenary companies take wounds shared by all their contracts and heal over time (
war.battle_military.mercenary_heal_percentandmercenary_heal_hours). They never lose slots. - Levies are worked out live at each battle and include militia. A subject defending its own province brings all of its militia.
- New staff tools:
/war admin losses,/war admin armyand/war admin wounds./battle lives <battle> <side> set|add|remove|autonow works before a campaign battle starts. - Track war losses as wounds and settle them when the war ends by @Drefvelin in #239
Full Changelog: v4.28.0...v4.29.0
Downloads
simplefactions-4.29.0.jarSHA256SUMS— SHA-256 checksums.build.json— Build metadata.
v4.28.0
Changes
Members are marked inactive after four weeks offline (was 21 days). An inactive member stays in their guild but adds no prestige, does not count toward new county claims, levy caps, guild stability shares or movement strength, and gives up council seats, candidacies, votes, succession, movement and cause leadership and an appointed Spymaster post. The realm leader stays leader and guild leaders keep their guilds. Pair with Dowsing 3.4.0 so inactive members also stop counting toward nodes.
- Inactive members (four weeks offline) give no prestige and give up their offices by @Drefvelin in #238
Full Changelog: v4.27.0...v4.28.0
Downloads
simplefactions-4.28.0.jarSHA256SUMS— SHA-256 checksums.build.json— Build metadata.
v4.27.0
Changes
- Field battles with capture points can be won by control (#237). The side holding more points than the enemy gains control, faster the larger its share, and four times faster when it holds every point. A point counts once it is at least 50% captured. The first side to 1000 control wins. Running out of lives or retreating still loses. Tune it under
battle.controlinconfig.yml(target,per_second,all_points_multiplier). - The capture point sidebar shows friendly and enemy control, with ▲ on the side that is gaining. Both sides get a chat notice at 50%, 75% and 90%. Battle stats give the win as "control of the field".
- When the time cap ends a field battle, more control wins before lives are compared.
- A running battle now saves where its capture points stand, and its control. Before, a server restart put the points back to their starting owners, and a staff restart left the live points as they were.
- Sieges are unchanged.
Full Changelog: v4.26.0...v4.27.0
Downloads
simplefactions-4.27.0.jarSHA256SUMS— SHA-256 checksums.build.json— Build metadata.
v4.26.0
Changes
- Match default vehicle upkeep to Main by @Drefvelin in #197
- feat: send coalitions to the website's coalition map mode by @Drefvelin in #196
- War buildup and war monitoring: buildup freeze, first battle day vote, war history, Discord and web actions, and no more stuck wars by @Drefvelin in #236
Full Changelog: v4.25.0...v4.26.0
Downloads
simplefactions-4.26.0.jarSHA256SUMS— SHA-256 checksums.build.json— Build metadata.
v4.25.0
Changes
Battle and war stats (#232)
- Tracked in every running battle, per character: kills, assists, deaths, team kills, damage dealt and taken, healing (skill heals credited to the healer; lifesteal and potions as self-healing), seconds of crowd control on enemies (Slowed, Frozen, Weakened, Silenced, Wounded, stuns and roots), and logouts. Damage and crowd control on your own side are kept apart as friendly fire.
- Credit for indirect damage: hits on players seated in vehicles, vehicle weapons (with VehicleFramework 2.18.1), TNT and clouds, and fire, poison, falls and blasts after an enemy hit.
- When a battle ends, fighters get one clickable line.
/battle statsopens a menu:- your record over all battles
- your battles
- each battle's report, with your ranks in kills, assists, damage, healing and crowd control
- wars, with wins and your totals
- Players see side totals and their own numbers. Staff also see every battle, the class shares and every fighter's line (
/battle stats <id> table). - Saved and archived: stats are kept in the running battle's file and archived once per finished battle in
BattleStats/. A war ending or a raid called off mid-fight is archived too. - MythicMobs is a new soft dependency, for heals and crowd control.
Staff war tools (#232)
/faction vehicle disableturns off vehicle click modes. A transfer click on a vehicle already berthed at that installation now lets you mount it, instead of failing until the mode times out./warband forcevehicle <warband>|disable: right-click vehicles to let that warband's battle side use them./battle vehicles <battle> on|offand an "All vehicles usable" switch in/battle edit: an emergency override of the installation rule.- Lives editor in
/battle editwhile a battle runs, with a double confirm and a correct warning: lives limit respawns, and only deaths cost regiments. /war admin forceinstallation <battle> <faction> <installation>commits an installation to the battle until the battle day ends.
Full Changelog: v4.24.0...v4.25.0
Downloads
simplefactions-4.25.0.jarSHA256SUMS— SHA-256 checksums.build.json— Build metadata.
v4.24.0
Changes
- Battle rule: refill mana on respawn, off by default by @XxFran10xX in #231
Full Changelog: v4.23.0...v4.24.0
Downloads
simplefactions-4.24.0.jarSHA256SUMS— SHA-256 checksums.build.json— Build metadata.