Releases: Dans-Plugins/Medieval-Factions
Releases · Dans-Plugins/Medieval-Factions
Medieval Factions v3.4.2
Changes in Medieval Factions v3.4.2
- added a config option called "minutesBeforeInitialPowerIncrease"
- added a config option called "minutesBetweenPowerIncreases"
- added a config option called "warsRequiredForPVP"
- added a config option called "officerLimit"
- fixed scheduled power increases not referencing the config in both execution and printing
- fixed players being able to open chests in enemy territory if they were holding a shield or a food item
- fixed /mf rename making factions no longer own their claimed chunks/locked blocks
Medieval Factions v3.4.1
Changes in Medieval Factions v3.4.1
- Fixed access lists for locked blocks not getting loaded correctly upon restart. Players should no longer get locked out of their own chests or doors.
Medieval Factions v3.4
Changes in Medieval Factions v3.4
- Faction owners now have a ** displayed next to their name in the output of the /mf members command.
- Faction officers now have a * displayed next to their name in the output of the /mf members command.
- Players with the "mf.config" permission can now use /mf config show and /mf config set (option) (value) to manage the config in-game.
- Fixed version mismatch handling. Instead of attempting to rename the config and save the defaults, the plugin will now add any missing config options to your config.yml without touching config options that are already present and it will update the version in the config.yml to the correct version. This means that any future config option additions should seamlessly get added to the config.yml in future updates.
Medieval Factions Release 18
Changes in Medieval Factions v3.3
- The saving/loading system has been completely overhauled by Pasarus. Instead of using .txt files, we now use .json files for storage. This means that saving/loading is now dynamic and future changes to what gets saved and loaded should not break anyone's saves. In addition to this, a conversion system was programmed to convert old save files to the new save format, meaning saves should not get broken on this update.
- Another major overhaul handled by Pasarus was to change any instance of referencing player data from names to UUIDS. Previously, we used names for everything, meaning that if a player changed their name, they wouldn't be in their faction anymore for instance. This will no longer be a problem.
- If there a version mismatch with the config.yml, it will be saved as config.yml.old and the default values will be loaded into config.yml. This is to ensure that whenever something new is added to the config.yml, nothing will break.
- Fixed claimed chunks appearing to be cross-world.
- Fixed /mf resetpowerlevels not referencing the initial power level in config.yml.
- Fixed autoclaim exploit where players were able to claim above their demesne limit if they moved through chunks fast enough.
- Fixed faction home not getting destroyed upon the chunk getting claimed by an enemy faction.
- Fixed /mf who showing incorrect number of claimed chunks.
- Fixed factions remaining as enemies to other factions when they got disbanded via the /mf leave command.
- Ladders are now placeable on faction territory by default (this can be changed in the config).
- Allowed players to use /mf members (faction) if they are not in a faction.
- Added a message to inform players when a command is not recognized by the plugin.
- Added the /f, /factions and /medievalfactions aliases for /mf.
- Players are now informed they're not in a faction when they use /mf info without being in a faction.
- Those with the "mf.disband.others" permission can now disband other factions with /mf disband (faction).
- Those with the "mf.unclaimall.others" permission can now unclaim all of the land of other factions with /mf unclaimall (faction)
- When a player is bypassing, they can now use /mf unclaim to unclaim specific chunks.
- Food can now be eaten while in enemy faction territory and looking at a block.
- Shields can now be used while in enemy faction territory and looking at a block.
- Changed the default initial power to 5, the default max power to 20 and the default hourly increase amount to 2.
- Prevented players from transferring their faction to themselves.
Medieval Factions Release 17 (Working)
Changes in Medieval Factions v3.2
- projectiles no longer work on players whose factions you're at peace with.
- projectiles no longer work on players in the same faction.
- added a config.yml
- added a config value for the initial power level of players
- added a config value for the maximum power level of players
- added a config value for the hourly power increase amount
- added a config value for whether mobs will spawn in faction territory
- config.yml gets saved in a folder called "./plugins/MedievalFactions" and I cannot change this, so now everything saves to "./plugins/MedievalFactions" instead of "./plugins/medievalfactions" and code is provided to update saves with old versions to the new version so nothing gets broken/lost.
Medieval Factions Release 16
Changes in Medieval Factions v3.1
- added the /mf bypass command with permission 'mf.bypass'
- if playing have bypass toggled, they will be able to open locked chests and affect claimed land.
Medieval Factions Release 15
Changes in Medieval Factions v3.0
- added the /mf chat command, allowing players to toggle faction chat.
- when in faction chat, messages get sent to everyone in that players' faction instead of to everyone on the server
- made the faction chat color gold
Medieval Factions Release 14
Changes in Medieval factions v2.9
- the maximum power for players is now 50
- players now gain 10% power when they kill others
- players now lose 10% power when they die
- if players die in faction territory and aren't killed by a player, they won't drop their items
- monsters no longer spawn in claimed chunks
- fixed some commands being case sensitive
Medieval Factions Release 13
Changes in Medieval Factions v2.7
- Players can now view the laws of their faction with /mf laws
- Players can now view the laws of another faction with /mf laws (faction name)
- Players can now create laws with /mf addlaw
- Players can now delete laws with /mf removelaw
- Players can now edit a law with /mf editlaw (number) (edited message)
- The list command now displays power, population and land information. It is also sorted by power.
Medieval Factions Release 12
Changes in Medieval Factions v2.5
- added the /mf lock command, letting players lock chests and doors.
- added the /mf unlock command, letting players undo their locks.
- added the /mf grantaccess command, letting players share their locks with a player.
- added the /mf checkaccess command, letting players check who has access to their locks
- added the /mf revokeaccess command, letting players stop sharing their locks with a player.
- only allowed locking things on claimed land.
- prevented players from interacting with locked blocks unless they have access and alerts them as to why they were stopped.
- disallowed players from breaking locked blocks unless they are the owner.
- made locks go away when land is unclaimed or conquered.
- made locks go away on block break.
- prevented players from turning locked single chests into double chests unless they are the owner.
- prevented players from bypassing locks with hoppers.
- fixed a bug where the names of allies and enemies weren't getting renamed when they needed to.
- fixed a bug where allies and enemies weren't disappearing when they got disbanded.
- fixed a bug where cumulative power levels kept increasing/decreasing despite players meeting their maximums/minimums.