Releases: Dans-Plugins/Medieval-Factions
Releases · Dans-Plugins/Medieval-Factions
Medieval Factions v4.0
Changes in Medieval Factions v4.0
- thanks to Caibinus, dynmap support has finally been added, meaning claims will now be displayed on a server’s Dynmap
- added localization support, meaning the plugin is now translatable
- added Spanish as a supported language
- added Russian as a supported language
- added a config option called to enable/disable unlocked door interaction for non members in faction territory
- added a config option called "languageid" for selecting the language of the plugin
- added a config option for whether players chat with prefixes
- added a config option to make faction chats shared by lieges and vassals
- added a config option to allow vassals and lieges to interact with each other’s territories.
- added a config option to allow allies to interact with each other’s territories
- added a config option to set the color of faction chat
- added the '/mf force transfer' sub-command
- added the '/mf prefix set (new prefix)' command
- added the '/mf claim (number)' sub-command, allowing players to claim more than one chunk at a time
- fixed factions not saving in 1.12.2
- fixed auto claiming not working in 1.12.2
- fixed lecterns being able to be interacted with by members of enemy factions
- implemented radius claiming, allowing players to claim more than one chunk at a time with /f claim (number)
- removed legacy support for updating from versions older than v3.3
- created an API for Medieval Factions for other programmers to use
- something to note is that for every command, the original English will work as well as any translated commands
- disallowed the vassalization of a faction if it would result in a vassalization loop
- faction members will now be alerted upon logging in if their faction is below 50% of their max power
- bonus power from vassals is now visible in the output of the info command for liege factions
- a faction’s max power (without vassal contribution) is now visible in the output of the info command
- the config should be able to be edited through both the server files and the config command now
Medieval Factions v3.6.2
Changes in Medieval Factions v3.6.2
- included permissions in the plugin.yml
- made it so that players could use default commands by default
- made it so that ops could use admin commands by default
- fixed armor stands being able to be interacted with and broken in other player's factions
- fixed bypass breaking a locked door not actually unlocking all of the block locations of the door
- prevented hanging entities from being broken in faction territory by non-members
- fixed double chest not being fully locked when a player expands a locked single chest
Medieval Factions v3.6.1
Changes in Medieval Factions v3.6.1
- vassals now contribute power to their lieges
- vassals become vulnerable if their lieges are weakened
- allies are no longer automatically called into wars
- added the /mf invoke (ally) (enemy) command to call specific allies to specific wars
- fixed /mf power (player) being case sensitive
- regular faction members will now get informed that they need to be an officer or owner to claim land when they use the /mf claim command
- vassal and liege references now get removed when a faction is disbanded
- added the /mf force renounce (faction) sub-command to allow admins to forcefully remove vassal and liege references associated with a faction
Medieval Factions v3.6.0.3
Changes in Medieval Factions v3.6.0.3
- A config option has been added to make it so when a faction reaches 0 power upon a scheduled power decrease, the faction is disbanded.
- Allowed conquering without being in a war if every member of a faction is experiencing power decay.
- Major code refactoring to improve coupling, cohesion and visibility.
- removed unneeded legacy code for deleting .txt files for chunks and locks that was causing console prints upon disbanding a faction
Medieval Factions v3.6.0.2
Changes
- fixed the "Gate gateName?" console spam issue
Medieval Factions v3.6.0.1
Changes in v3.6.0.1
- Added the config option 'zeroPowerFactionsGetDisbanded'.
- Factions will now be disbanded if their power reaches zero and the config option 'zeroPowerFactionsGetDisbanded' is set to true.
- Added /mf force power sub-command, allowing those with permission to manually set a player's power.
- Removed a lot of unnecessary print statements, but "Gate gateName?" continues to be spammed in the console. We are looking into it.
- Altered some print statements to show more information.
Medieval Factions v3.6
Changes in Medieval Factions v3.6
- merged /mf forcesave and /mf forceload into one command named /mf force
- added the /mf force peace 'faction1' 'faction2' command
- added the Gates feature, allowing factions to have a number of gates that are removed upon chunk unclaiming or conquering
- players get removed from all locking related lists when they log out now
- integrated bStats with the plugin
- added the Duels feature, allowing players to formally duel other players, receiving the loser's head if they win
- added a config option to make claimed chunks that are surrounded in all four directions by chunks claimed by the same faction unconquerable
Medieval Factions v3.5.1
- merged /mf forcesave and /mf forceload into the /mf force command
- created the /mf force save sub-command.
- created the /mf force load sub-command.
- created the /mf force peace 'faction1' 'faction2' sub-command.
- altered permissions related to the above commands to be mf.force.save, mf.force.load and mf.force.peace respectively
- added a link to the wiki to the /mf command (no arguments)
Medieval Factions v3.5 Release
- added a config option to make the max power level of a faction X times greater than normal
- added a config option to limit the number of officers to 1 + (1 per X members)
- added a config option to make the max power level of a faction officer X times greater than normal
- added a config option for enabling/disabling power decay
- added a config option for how often power decays once it begins
- added a config option for how much power decays once it begins
- added a config option for how long a player has to be offline until power decay begins
- added a config option to set a limit on faction name length
- fixed officer promotion alert for players who get promoted being red instead of green
- fixed players being able to promote a player in their faction multiple times
- fixed locked object coordinates bleeding over into different worlds
- war declarations and peace agreements are now broadcasted to all online players
- players are now informed how much their power increases during the scheduled increase
- the /f power command output now shows max power level in addition to power level
- land claims no longer bleed into the nether by coordinates
- decreased the spacing between fields in the info command output
- players are now alerted upon login if their faction is exceeding their demesne limit
- old config options now get deleted
- the following blocks are now lockable: warped and crimson doors, all types of fence gates, all types of trapdoors, furnaces, anvils and barrels
- players in other factions can now access locked blocks if they are given access no matter what territory it is in
- cleaned up code and created a config subsystem
- factions can now have vassals
- factions can now have a liege
- made factions unable to declare war on vassals unless they have the same liege (basically war can only be declared on independent factions now in most cases)
- fixed players not getting removed from officer list when leaving a faction
- fixed config settings not saving after being changed in-game with the config command
Medieval Factions v3.4.3
Changes in Medieval Factions v3.4.3
- fixed players being able to interact with doors, trapdoors, fence gates, barrels, levers and buttons in enemy territory if they were holding a shield or a food item