Mental v2.11.0-beta
Pre-release
Pre-release
Immutable
release. Only release title and notes can be modified.
⌖ Paper 1.9.4 → 26.x
⌖ Folia
⌖ Java 8+
⌖ zero dependencies
- Fixed: standing in lava, fire or a sweet-berry bush no longer spam-damages you.
This affected servers running the Combat Test 8c i-frame rule, which briefly
shrinks the invulnerability window so fast weapons re-hit sooner. That window is
a single field every damage source shares, and the hand-back meant to restore it
waited on the hurt counter — which a hazard re-arms every few ticks, so it never
fired and the shortened window stayed pinned for as long as you stood in the
hazard. The hand-back now keys off the hit that shrank the window, so a hazard
cannot defer it and the window always returns after its own duration. - The same fix covers the hit-timing override API added in 2.10.0-beta. It shares
the window mechanism and had inherited the same problem, so a plugin holding a
live override on a player standing in a hazard could pin that player's window
too. Both paths now restore through one guard. - Combat Test 8c i-frames now match 8c across the whole window. 8c makes the entire
invulnerability window difference-damage: a stronger re-hit deals only the
difference with no knockback, a same-or-weaker one deals nothing, and a fresh hit
lands only once the window fully elapses. Mental previously reproduced only the
first half, so a mid-window re-hit landed fresh — twice as permissive as 8c. - Shields block projectiles again on the 8c rule. Arrows and other projectiles are
absorbed in full inside 8c's 148° block cone (piercing arrows still get through)
instead of falling back to vanilla's wider cone, and a crouch-blocking player is
no longer left with no projectile protection at all. - Getting hit no longer drops what you were holding up. The 8c hit-interrupt now
cancels only eating and drinking, as 8c does — a raised shield, a drawn bow, a
spyglass or a charging trident all survive the hit that most needed them. - Bow accuracy under sustained fire follows 8c's real curve. Fatigue ramps smoothly
between 3 and 10 seconds of held draw rather than snapping between two values,
and a fresh full draw carries 8c's small baseline spread. - Mushroom stew, rabbit stew and beetroot soup eat in one second on the 8c rule,
matching 8c. Suspicious stew deliberately keeps its normal speed. - Two 8c settings that did nothing now work: the charged-attack miss recovery and
the charged reach bonus were both editable in the GUI but never read. Defaults
are unchanged, so only servers that retuned them will notice. - Known gap, unchanged this release: Mental's emulated crouch-block does not yet
reproduce 8c's small self-knock toward the attacker. A natively raised shield
already does. Composing that knock through the delivery core is genuine
combat-core work, deliberately left to its own round rather than shipped
half-applied.
Full changelog — click to expand
- chore(release): 2.11.0-beta — ct8c decompile-verified fixes; version, highlights (
389f17a) - test(ct8c): scope the full-window diff-damage opener to a stageable tier (
b7552d7) - feat(ct8c): make the whole i-frame window difference-damage (8c full window) (
2212a62) - fix(ct8c): stop the i-frame shrink leaking into environmental damage (
ece3a23) - docs(ct8c): reflect the decompile-verified fixes in the user doc (
f72463d) - fix(ct8c): honor the missRecoveryTicks and chargedReachBonus knobs (
993f391) - feat(ct8c): give the bowl stews the 20-tick eat duration (
891f3b2) - fix(ct8c): interrupt only eating/drinking on a hit, not any raised hand (
c0b047d) - feat(ct8c): block projectiles through the 148° shield cone, in full (
b289355) - fix(ct8c): replace the step-function bow fatigue with 8c's exact ramp (
5a3a048)
MENTAL by @owengregson