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Releases: Dans-Plugins/Medieval-Factions

Medieval Factions v4.0

04 Feb 01:57
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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

23 Dec 00:43
449b8a6
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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

18 Dec 05:18
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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

16 Dec 00:50
6e44764
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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

28 Nov 04:56
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Changes

  • fixed the "Gate gateName?" console spam issue

Medieval Factions v3.6.0.1

27 Nov 23:50
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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

04 Oct 20:38
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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

16 Sep 04:25
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  • 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

15 Sep 05:11
cd78971
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  • 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

24 Aug 06:00
172f145
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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