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Releases: ZeroniaServer/RocketRiders

Version 1.1.3

15 Nov 23:59
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This release fixes some critical bugs in Version 1.1.2.

Changes/Tweaks

  • Added random start/lose splash messages as suggested by the community.

Fixed Bugs

  • Presence of normalOff, lightningOff, heavyOff, and/or utilOff tags were not considered for Tetris bag item RNG purposes, creating item bottlenecks.
  • There was a missing blackstone slab at -56 207 76.
  • Base swaps in Swap Mode took the full minute instead of 20 seconds when the game entered Sudden Death by both teams winning in the exact same tick.
  • Attempting to spawn Obsidian Shields near flags in CTF Mode left area effect clouds behind.
  • Players could not launch Stinging Shields from their spawnpoints.
  • Stinging Shield projectiles could travel outside the world border.
  • Stinging Shield projectiles did not play a sound/particle effect when their spawn was cancelled (falling into void, hitting roof, etc.).
  • Fireballs that stopped moving after initially being launched still emitted particles.
  • Fireballs that stopped moving after initially being launched could be hit by players during the end-game phase.
  • Cluster Fireballs behaved weirdly when the game ended.
  • Cluster Fireballs behaved weirdly when the game entered Sudden Death.
  • Cluster Fireballs would not properly despawn when their starter fireball died and they became still.
  • Fireballs could forget their owners between the game ending and Sudden Death starting.
  • Players could spawn on Yellow base at the very beginning of a Chase Mode game, instantly winning the game.
  • Forfeit timeout in 1v1 Duel Mode did not reset properly when the game was forcibly stopped.
  • Players could get into an infinite kill loop by jumping into a nether portal when the game ended in 1v1 Duel Mode.

Version 1.1.2

12 Nov 23:17
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This release fixes several bugs in Version 1.1.1 and prior.

Changes/Tweaks

  • Increased Knight Shield durability by another 4 points in Crusade Mode.
  • Added new random start/win/lose splash messages as suggested by the community.

Fixed Bugs

  • Archers who lost in Crusade Mode got a Shooting Saber with the wrong name color during the end game phase.
  • Modifier list only said "Minute" when Minute Mix was enabled.
  • The game tried to give players who joined midgame in Chase Mode extra arrows when the Hardcore Modifier was on.
  • Chase Mode lead bossbar could say someone who just joined/respawned was in the lead.
  • Chase Mode lead bossbar did not account for when bases were shorter due to the Hardcore Modifier.
  • Players who joined midgame when the Hardcore Modifier was on would briefly respawn in the Lobby, triggering breach prevention measures.
  • Players joining the game when the Hardcore Modifier was on would briefly see the Lobby bossbar above any other gamemode-specific bossbar.
  • /function game:forcecountdown did not adjust the bossbar maximum correctly when run in singleplayer.
  • game:restartcountdown function ran excessively.
  • Marker entities for Crystal Crafters in Powerups Mode stayed longer than necessary/accumulated over time.
  • Respawning as a Knight in Crusade Mode gave you a Knight Shield with less durability.
  • 12v12 games were possible by default (should have been 6v6 only)
    • If updating from 1.1.0 or 1.1.1, run the following command to limit games to 6v6:
      /scoreboard players set @e[tag=Selection] PlayerCap 6
    • In general, this will always correspond to maximum team size.

Version 1.1.1

07 Nov 22:58
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This release fixes a handful of bugs in 1.1.0 and adds a couple tweaks/quality of life changes.

Tweaks/Changes

  • Knight Shields in Crusade Mode have twice the previous durability.
  • Added new random splash messages as suggested by the community.
  • Rocket Residers Modifier can no longer be used with Crusade Mode.
  • Clutter Collector and Collision Control Modifiers can no longer be combined.
  • Improved appearance of chat messages in CTF and Crusade Mode.

Fixed Bugs

  • Players who joined midgame when modifiers were enabled could print secondary messages listing enabled modifiers to everyone.
  • Having a modifier selected/enabled and then switching to a gamemode where it was disabled/locked did not turn the sign red.
  • You could only hold 2-3 Canopies at a time when Item Stacking was enabled in Capture the Flag Mode.
  • Chase Stairs looked broken when the Hardcore Modifier was enabled.
  • Crusade Mode kit armor stands could be pushed by missiles.
  • Restoring default game rules while Crusade Mode was enabled could blank out the Item Stacking sign.
  • When Team Blue won Crusade Mode, the wrong players had their weapons removed/replaced.
  • Base Customizer could have been unlocked when Crusade Mode was enabled.
  • Enabling Hardcore Modifier and then switching to Crusade Mode and back left Hardcore disabled.
  • Repeat Settings sign went from 4 to 2 to 1 to 0 between rounds.
  • A debug print was left in the ifenabled function for Crusade Mode in case Canopies were disabled.
  • Pling sound may not have played when switching from Normal to Chase Mode.
  • Players who were killed to update health while joining teams with Hardcore Modifier on could get warned for breaching the Lobby.
  • Splashes thrown inside non-solid blocks now try to place their liquid one block above.
  • Players could join teams before the full "The game is ready to play!" message was announced.
  • Spectators constantly gained/lost night vision while the Sonar Modifier was active.
  • "Flag Restored" messages were always gold.

CubeKrowd Specific Bug Fixes

  • Other modes had Item Stacking on after Crusade Mode was enabled.
  • Players could remove their helmets in Crusade Mode.
  • Parkour boots were enchanted with Curse of Binding.
  • Players on teams could enter the Parkour via /parkour commands.
  • Warnings about no gamemodes enabled/installed played for the first few seconds after a lobby rebooted.
  • 1v1 Duel Mode lobbies printed out Game Rules information.
  • "Game rules cannot be configured in this gamemode" message played for players who newly joined a 1v1 Duel Mode lobby.

Version 1.1.0

06 Nov 20:28
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Our biggest update yet, packed full with new features, improvements, and bugfixes! Download today or play now on CubeKrowd!

Crusade Mode

A new, long-awaited gamemode has arrived to Rocket Riders! In Crusade Mode, players may choose between three kits - the Knight, the Archer, and the Mage - which each receive different weapons, armor, missiles, and utility items that favor different styles of play. Players must destroy the two crystals in front of each base castle in order to expose a single portal behind that base. There is also a platform in the middle that allows players to launch missiles at the crystals with ease and fight in close range. Once one team's portal is destroyed, the game is over. Special thanks to Kurusa for the initial inspiration for this gamemode!

New Modifiers

  1. Clutter Collector: Explosions do no block damage between the bases. (Thanks to @Devon7925 for the code contribution!)
    • Incompatible with Molerat/Rocket Residers Modifiers, Crusade Mode, and 1v1 Duel Mode.
  2. Chaos: Special Missiles spawn in regular gameplay.
    • Incompatible with Powerups Mode, Swap Mode, Crusade Mode, and 1v1 Duel Mode.
    • When Surprise Eggs and Chaos Modifiers are both enabled, Surprise Eggs can spawn Special missiles.
  3. Collision Control: Missiles cannot be spawned inside the enemy base.
    • Incompatible with Rocket Residers Modifier, Capture the Flag Mode, Chase Mode, and 1v1 Duel Mode.

Textual Improvements

  • Modifier information no longer prints in chat when cycling between Modifiers in the Modification Room. Instead, it prints upon enabling or disabling the Modifier, consistent with Game Rules.
  • Selected Modifiers are now listed in fewer lines in the game start message, and each Modifier name is hoverable.
  • Added hoverable information for Game Rules in the game start message.
  • Made hoverable text in chat more consistent: you now hover over the name itself instead of the note that tells you to hover.
  • Improved Molerat toggle warning.
  • Improved Repeat Settings chat message.
  • Gamemode Info sign now prints a new line after the info text instead of before.
  • “Game Started!” title text is aqua instead of gray.

Miscellaneous Tweaks/Changes

  • Adjusted item RNG in Powerups Mode so only one kind of tipped arrow is given per "Tetris bag" of powerups. This should make tipped arrows a less frequent item, solving issues with inventory management and game balance.
  • Hardcore Modifier now reduces player health to 3 hearts instead of 1 heart. This should make it more playable and possible to jump onto missiles without dying to fall damage.
  • If both teams win in the exact same tick, the game either enters Sudden Death (if enabled) or a new "Everybody Wins!" state occurs wherein both teams earn victory-related rewards.
  • Modification Room signs no longer try to update every tick, saving substantially on server performance between rounds. (As a consequence, some signs may take a little longer to respond to clicks.)
  • Spam clicking signs in the Modification Room no longer plays more click sounds than how many actual actions occur.
  • Added new operator tools to repeat settings forever (use /function custom:repeatforever to enable and /function custom:stoprepeat to disable).
  • Added new random start/win/lose splash messages as suggested by the community.

Fixed Bugs

  • Nova Rockets shot at the end of the game in Chase Mode kept exploding forever during the end game stage.
  • Vortices left over at the end of the game in Chase Mode might have had the wrong particle color.
  • Spectators constantly gained/lost night vision while the Sonar Modifier was active.
  • Players did not glow when the Sonar Modifier was enabled in Capture the Flag Mode.
  • Match Statistics played before the full 5-second tie window had passed.
  • Spawn prevention checks still didn't properly apply to missiles spawned by flag carriers in Capture the Flag Mode.
  • Forfeiting during the spectator period between rounds of 1v1 Duel Mode allowed the remaining player to keep fireworks and elytra for a couple seconds before the game was actually won.
  • Dying at the same time as spawning a missile in an invalid position and respawning far away didn't give you the missile back.
  • Portals were not guaranteed to be placed/lit when the game started.
  • Missiles could be spawned inside obsidian in Chase Mode.
  • Obsidian stairs would not replace themselves in Chase Mode.
  • Enabling Molerat when it was not already enabled and then disabling all Modifiers confused the game into falsely warning you for toggling Molerat before confirming settings.
  • Non-air blocks could temporarily obstruct player spawnpoints, allowing players to respawn in the Lobby for one tick.
  • Area effect clouds could collect over time when Obsidian Shields were spawned against portals.
  • Both teams winning in the same tick could produce unexpected behavior.
  • Losing in Powerups Mode with Elytra equipped would replace your chest slot with an unnamed chestplate.
  • “Team Yellow Won!" chat message was inconsistently colored.
  • "Locked" sign text for disabled items in Swap Mode was not centered.
  • Players could not obtain extra Surprise Eggs when their hotbars were full if Hotbar Limit was enabled.
  • Players with high ping could die once in the void but have it count as multiple void deaths for the "It's Raining Men!" achievement.
  • "Waiting for tie" message lingered in actionbar after Sudden Death started.
  • Cluster Fireballs could enter a state where they rapidly spawned additional fireballs when punched enough times during the end game phase.
  • Blocks could get pushed backwards as a result of spawning multiple of the same missile in the same position, and these would stay between rounds.
  • Modifier functions did not run during the endgame phase.
  • Losers did not get weakness at the end of Chase Mode games.
  • Simple and Clean achievement was given before Tie window finished.
  • Catapults could not be spawned 4 blocks away from the base edge during the first 10 seconds of the game.
  • "No gamemodes enabled" warning did not function correctly.
  • Display signs from before a certain version were not updated to remove needless playsound commands.
  • Developer credits armor stands were right in your face.

CubeKrowd Specific

  • Added warnings when using /join if team joining fails.
  • Fixed a bug where /join let you override team balancing.
  • Fixed a bug where the Parkour "Return to Lobby" pad didn't have particles or function correctly.
  • Fixed a bug where Elytra were enchanted with Curse of Binding.

Version 1.0.6

16 Aug 21:12
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Tweaks/Changes

  • The window for ties has been increased from 4 to 5 seconds.
  • Rewrote the ICBM algorithm for efficiency and reliability.
  • Added new random game start splash messages as suggested by the community.

Capture the Flag Mode Specific Tweaks

  • Extended range where Obsidian Shields cannot be deployed near flags.
  • Added messages for flags lowering.
  • Tweaked flag status messages to make them stand out more.
  • Added an Overtime period to CTF Mode that automatically starts after 30 minutes. During Overtime, items get given out quicker and Canopy stacking increases to 3. This may be disabled in the Modification Room.

Fixed Bugs

  • Nova Rocket tracker entities were not properly removed during arena clears.
  • Spawning Fireballs/Obsidian Shields on top of a moving missile would put them inside of the moving block.
  • Surprise Eggs would sometimes not spawn any missiles if an entire category's worth of missiles were manually disabled.
  • You could only ever have 4 arrows at a time in Chase Mode, and any subsequent arrows you picked up were deleted.
  • There were unused commands to prevent Canopy duplication in Chase Mode that caused needless lag.
  • Lobby bossbar did not update properly due to a boolean logic error with full teams.
  • Locked join pads did not show a barrier particle upon world load.
  • Fences and white stained glass would briefly disappear during flag lowering animation in Capture the Flag Mode.
  • Throwing multiple ICBMs in the same tick would cause some to instantly explode.

Version 1.0.5

12 Aug 18:17
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Tweaks/Changes

  • Expanded range for Canopy watering and fireball and arrow interactions.
  • Added a new lava interaction with Lava Splashes on top of Canopies.
  • Removed Channeling enchantment from Tridents in Powerups Mode (it didn't do anything anyway).
  • Removed Canopy stacking from Chase Mode.
  • Fireballs will no longer set friendly Canopies on fire (unless there is an enemy on top of it or if a enemy Canopy is close to it).
  • Removed ability for a player attached to a Nova Rocket to explode a nearby Canopy, as it was very rare for it to do anything and it actually caused a bug with kill credit not properly showing up in chat.
  • Nova Rockets will no longer instantly explode enemy Canopies if a friendly player is standing on it (unless there is also an enemy on it).
  • Expanded range for Nova Rockets to instantly explode enemy Canopies.
  • Added new random start/win/lose splash messages as suggested by the community.

CubeKrowd Specific Changes

  • Canopy deployment should be super smooth now! Removed a lot of client desync issues by handling teleportation directly from the plugin side. Thanks to Traks for the help!

Fixed Bugs

  • Paper servers running Rocket Riders could forget teams (these are now added upon world reload).
  • Lava Splashes left behind area effect clouds in the arena due to an entity type selector error.
  • Players could join Yellow team for 1 tick when Chase Mode was confirmed.
  • ICBMs would be killed during the end game phase of Swap Mode, preventing a possible legitimate tie.
  • Trying to pick up multiple arrows in close proximity could delete some arrows.
  • Yellow Fireballs spawned in the exact center of the block but Blue Fireballs did not.
  • Fixed bugs with Nova Rockets not properly giving kill credit sometimes.
  • Nova Rockets in Chase Mode would cause "nova collisions" when hitting a Canopy, even though there are no Yellow Nova Rockets to collide with.

Version 1.0.4

07 Aug 18:32
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Changes/Tweaks

  • Added a prompt to warn players that toggling Molerat causes intense lag and ask them if they're sure they want to confirm settings.
  • Indicated that toggling Molerat causes lag in the modifier description printed in chat.
  • Added random game start/win/lose splash messages as suggested by the community.
  • ICBM functions now exist solely in the rocketriders datapack to potentially be used by other gamemodes (:eyes:).

Fixed Bugs

  • Missile spawn prevention measures did not work correctly for flipped missiles in Capture the Flag Mode, allowing stray structure blocks to exist and collect in the arena.
  • Countdown bossbar stayed at full width when a player left during a 10 second countdown.
  • ICBM awarded kill credit to the wrong players.
  • Bees could still exist in other gamemodes besides Powerups Mode.

Version 1.0.3

05 Aug 23:15
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Apologies again for the closeness of this release; critical bugfixes inbound.

Fixed Bugs

  • Jumping into nether portals in 1v1 Duel Mode did not teleport the player out, causing an infinite spam loop and allowing players to enter the Nether dimension.
  • Lobby breach punishment functions were not written correctly and did not work in 1v1 Duel Mode.
  • A win splash message added in 1.0.2 was never possible to view.

Version 1.0.2

05 Aug 21:03
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Apologies for the closeness of this release to the previous one, but we found some other bugs that needed fixing.

Changes/Tweaks

  • Added new random start/win/lose splash messages as suggested by the community.

Fixed Bugs

  • Partially spawned Obsidian Shields left at the end of the game would leave area effect clouds.
  • Obsidian Shields did not spawn marker entities for arena-clearing until the end of their placement animation.
  • Players could still be attached to a Nova Rocket after respawning.
  • Multiple Obsidian Shields could exist in the same block and played duplicate sound/particle effects.
  • Players would still be teleported to their Canopies after the game ended.

Version 1.0.1

04 Aug 22:57
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Changes/Tweaks

  • Changed welcome title to indicate game version (v1.0.1).
  • The world now starts with the Modification Room open so players can easily configure settings before the first game without using /function game:forcestop.
  • Changed Tutorial achievement order to start with the Modification Room.
  • Players who throw Canopies as soon as they respawn have their pearl killed and get the Canopy back.
  • Rewrote Canopy teleportation functions to not use recursive loops and work more efficiently and reliably.
  • Rewrote Vortex/ICBM owner detection functions to make them more reliable.
  • Rewrote missile spawning functions to make them more efficient and reliable.
  • Rewrote missile spawn prevention functions to make them more efficient.
  • Rocket Residers modifier now uses a more efficient location predicate instead of z and dz target selectors.
  • Made spawn egg placement more consistent for non-whole blocks like extended pistons and stairs.
  • Bossbar now indicates when the game is full and instructs players to spectate.
  • Expanded missile antigrief range to prevent spawns behind your own portals.
  • Spawnable items now continue to run their functions during the end game phase.
  • Added new random start/win splash messages as suggested by the community.
  • Attempted a fix for a rare Nova Rocket kill credit failure by extending the name detection range by a block.
  • Increased Powerups Mode Elytra durability by 2.
  • Added visual and sound effects for Elytra breaking in Powerups Mode.
  • Elytra in Powerups Mode will now break when you get too close to the enemy base.
  • You will no longer obtain Elytra in Powerups Mode when you're near the enemy base as they would instantly break.
  • Elytra now give the same armor protection as leather chestplates so you don't lose any armor from the powerup.

CubeKrowd Specific Changes

  • Redesigned Server Mode voting interface and removed voting option 4 to increase variety.
  • Running /leave while in the Parkour no longer removes Parkour control items.

Fixed Bugs

  • Canopies could sometimes not teleport the player.
  • The rail from the Duplex could be placed on blocks that were not end stone.
  • Players could die while on fire and respawn still on fire.
  • Pearls thrown by players who died due to fake deaths (such as jumping into Nether Portals) would still exist upon respawn.
  • Antigrief mechanisms did not work when missiles were spawned in the same tick as each other.
  • Missile flipping functionality for Capture the Flag Mode did not properly identify the player who spawned the missile and could break depending on proximity of teammates.
  • Spawning a Yellow TomaTwo in an invalid position left blocks in the air.
  • Spawning a Rifter in an invalid position could play a bass note sound under certain circumstances.
  • Spawning a Gemini/Bullet in an invalid position displayed text in the actionbar.
  • Antidupe functions still ran whenever an item was given, even when the Item Stacking gamerule was enabled.
  • /function game:forcestart could be run before settings were confirmed and glitched the map out.
  • Nova Rockets that hadn't hit anything yet still exploded nearby enemy Canopies.
  • Multiple Obsidian Shields trying to spawn at the same time interrupted each others' animations and left behind remnants in the arena.
  • useful scoreboard was set to display in the sidebar by default.
  • Picking up an arrow from the ground didn't check first if your offhand was full before replacing your offhand.
  • Players could pick up arrows during the end game phase.
  • The losing team lost their Shooting Sabers during a Sudden Death period.