Changelog
Last updated Oct 28, 2026
Changelog
1.2.4
Docs
- Wiki restructured to match SoapsUniverse style (Config Reference, intent pages, Troubleshooting, Upgrading).
Added
- Stair pack preview: sneak + scroll (or
/sf schematics next/prev) cycles through schematics in the pack.
Changed
- Fog of War uses deeper Darkness (no Blindness) so vision stays short without also blocking critical hits.
- Abyss Watchers shares the vision vote family so it no longer appears beside Fog of War or Darkness in the same vote.
/sf schematicscycles Schematics → Templates (full play kits) → Stair packs; stair packs can be previewed like schematics (Right Click edits).
Fixed
- Fog of War, Darkness, Abyss Watchers, and Flood Fog actually darken vision - Night Vision no longer cancels them, and milk cannot wipe them for the rest of the run.
- No Sprint stops sprinting reliably after the weakness starts.
- Potion weaknesses re-apply after spending a life (death no longer leaves a gap until the next sustain tick).
- Spectators no longer keep weakness potions or attribute cuts after they are knocked out.
- Voting No Weakness (or skipping/disabling voting) clears any leftover weakness from a prior run.
- No Crits undoes the critical bonus on base damage only (enchanted hits are not over-nerfed) and also covers critical arrows from the player.
- No Healing strips Absorption and Regeneration from golden apples so gapples cannot soft-heal around the rule.
- Flood Fog only appears on climb rooms when rising flood is on (no longer duplicates Darkness on clear-mode climbs).
- Schematic Browser packs/schematics toggle click sound only plays once.
- Choose stair pack lists real stair packs only by default (no longer mixes in Floor drop / Climb up room kits).
Improved
- Potion weaknesses (Slowness, Weakness, vision) refresh each floor and stay sustained through the run.
1.2.3
Added
- Optional
chanceon reward entries (0–1 or 0–100%) gates an entry before weight. Leave it out for weight-only picks. Always entries ignore chance. - Entry
display,amount(fixed or min/max →{amount}),repeat(fixed or min/max, separate from tablerolls), gates (permission, party size, floors, kills), andfirst-clear-onlyper player and room. - Reward command prefixes
title:,actionbar:,sound:, andparty:(clear-party chat), plus existingmessage:/broadcast:. /sf rewards test <table> [player] [times]dry-runs a table without running commands.- Sample tables casual, standard, and hardcore with vanilla, EssentialsX, and crate examples.
Changed
- Entry key
alwaysreplacesguaranteed(still granted once before weighted picks). - Reward
entriesare a map keyed by name (no list, noidfield).
1.2.2
Added
- Room packs work as templates: starter schematic, weighted mid floors, optional end (last) floor, linked stair pack, and Starter→1 stair pin. Middle floors still weight-roll.
/sf schematics(wand Room packs): confirming a room kit applies the full template (Direction & climb, starter catalog, stairs) and shows starter / end / stair pack on the floor picker.- Create a pack → Add schematic: Left adds a weighted floor, Right sets starter, Shift+Right sets the end floor.
- Optional end-schematic on room kits forces the last floor at paste and in the editor ghost.
Changed
- Room packs list in
/sf schematicshides linked stair packs as separate floor packs; they show under the Climb clear kit (↳ Stairs) with Right Click to edit. Unlinked stair packs still appear so nothing is lost. - Bundled default kits keep starter / stair / end roles documented on the pack; Climb with stairs still links
CLIMB_UP_STAIRS_PACKwith Starter→1MAIN.
Fixed
- Shift + click clearing starter corners in the wand also clears entry, lobby, and exit spawn markers.
Improved
- Room packs lore in
/sf schematicslists starter, each floor schematic, and end floor (stair packs list their stair schematics).
1.2.1
Added
- Bundled default room kits for all three play styles: Floor drop (
FLOOR_DROP), Climb up flood (CLIMB_UP), and Climb up with stairs (CLIMB_UP_WITH_STAIRS+ linked stair packCLIMB_UP_STAIRS_PACKwith_1/_2/MAIN, Starter→1 pinMAIN). - Room kits can set optional starter-schematic (lobby hint) and starter-stair (pins Starter→1 when applying Climb clear).
- Room pack play styles (Create a pack): Drop floors, Climb clear mobs (link a stair pack), or Climb rising flood. Assigning the pack sets Direction and flood for you. Room kits can use a single floor schematic.
- Create a stair pack from Choose stair pack while editing Climb clear (or Direction & climb). Auto-named
{room}-stairs, auto climb height from each schematic, Right Click edits the linked pack, and the picker shows whether a pack fits the room. Stairs may differ in width and length; they must fit the room. Save links the stair pack automatically. - Starter stair pin in Direction & climb (Clear + Stair pack): force one schematic on Starter→1; other seams still pick by height. Removed the duplicate Win / Rising Flood shortcut from that menu.
- Rename stair pack from Choose stair pack (Shift + Click): type a new id in chat; room links and linked stair-pack fields update.
- Stairs check on Direction & climb shows live seam OK/MISSING in the item lore (icon and title update); click refreshes instead of dumping chat.
- Choose stair pack no longer shows a duplicate Done beside Back, or a non-clickable hint book; Escape mode no longer shows a dead Connector ghost label.
- Direction & climb layout: 6-row bands (Room / Path or Escape / World) with centered controls, section labels, no empty holes in a group, and Compass for Direction (no double ladder).
- Stair connector ghost merges into the upper floor plate (including Starter→1): carve path through the plate and hide overlapping floor ghosts, same idea as live paste.
- Direction & climb Connector ghost (Off / On): amber BlockDisplay of the After clear path between floors. On follows After clear. Off hides it. Independent of floor schematic preview.
- Choose stair pack picker when After clear is Stair pack (climb-tagged packs by default; toggle show all). Replaces cycling pack ids.
- Connector adjust: Adjust in world. Look slides on the floor (XZ), scroll nudges, and multi-line
/sf connectorclickables cover axis, rotate, seam pickers, reset, done, and cancel. Axis y moves stairs up/down (−1 into the walk floor, +2 into the next plate). Starter→1 overrides save on the room. All connections stay visible (selected brighter). Misses show on the action bar.allapplies the same delta, not a copied absolute. - Stair
climb-heightreaches from the walk floor through the next floor plate (no top gap). Stairs paste on the walk floor and may occupy that upper plate block.
Improved
- Editor ghost previews load and clear faster: higher spawn rate, glow outline off by default, batched remove on leave/finish, glow team torn down once (not per entity), and stair ghosts slide with floors on gap/direction moves instead of vanishing until rebuild. Stair ghosts no longer spawn extra LIGHT filler blocks above the schem.
- Choose stair pack shows pack icons sampled from stair schematics, climb heights in lore, and clicking a pack turns on the amber world ghost so you see the stairs between floors without leaving the menu.
- Direction & climb layout: room basics on one row, After clear / pack / validate / retire on the next, connector ghost + adjust centered below.
- Climb stair placement scores a full footprint and tries four yaw options (open approach toward room center, wall behind), instead of centering a stair on a 1×1 ladder column.
- Direction & climb no longer uses one control for both live After clear mode and ghost force shape; After clear owns Stay / Ladder / Stair pack.
Fixed
/sf finishand leave wand clear amber stair/ladder ghosts again (finish no longer cancels a mid-batch destroy by removing twice).- Starter Gap 0 keeps the stair ghost and merges into floor 1 like other seams: stairs may sit a little into the plate (Y-nudge room), floor ghosts hide only where stair solids enter the upper floor, and connectors rebuild after floors finish moving.
- Stair headroom clears above the stair schematic’s own solids (stairs, planks, landings) through the upper plate — shaped like the schem, not a full square and not stair-tag-only; every schem column opens the plate so Starter→1 is walkable.
- Stair connector paste uses integer footprint centering so odd-width stairs sit on the block grid and the adjuster can center the middle block.
- Direction Drop↔Climb no longer freezes for seconds with many floor ghosts: teleports are batched, bounds rebuild once, and connector ghosts refresh on the next tick.
- Stair connector ghosts work on editor floors (BlockDisplay-only plates no longer fail footprint). Look-follow uses the same footprint inset as scroll clamp.
- Stair auto-base scoring is geometry-first so editor Adjust and live paste pick the same center; live uses floor spawn pads like the ghost; rotated stairs keep schematic XZ offset; failed connector no longer waits/retires with no path up.
- Gap/direction floor moves slide in place again: a new gap click finishes the in-flight move then continues (no wipe/respawn). Connectors refresh after floors land. Stair auto-place uses room center on every seam.
- Connector stair ghosts rotate block facing/axis (stairs, etc.) with yaw, not only footprint positions.
- Direction & climb / stair-pack picker lore split onto shorter lines so tooltips stay readable.
- Connector adjust nudge moves the stair/ladder by exactly one block on X or Z (no longer re-picks a different auto placement each click).
- Connector adjust all clamps each seam to its floor interior (inset from walls), so a shared move cannot push a connector through the room wall after one seam was already nudged.
- Stair pack paste and ghost sit on the walk floor and may reach into the upper floor plate so there is no top gap. Validate uses that height, runs the same footprint planner, and no longer compares room size to pack size.
- Stair adjust clamps by footprint, not only column inset. Walk Y ignores bad pads. Full-span scoring no longer treats the floor plate as blocking air. Validate uses starter overrides and does not claim full coverage when footprints fail.
- Direction & climb no longer fails to refresh when switching Drop ↔ Climb (ladder ghost NPE on Starter→1).
- Connector rotate also turns ladder facing (ghost + live), not only stair packs.
- Climb stair auto-place prefers inside the room (floor under the footprint, inset from walls, open toward center) instead of hanging on the exterior face.
- Connector ghost also previews the path from the starter room up to floor 1 (same seam as live clear). Validate stair heights includes Starter→1.
- Entry, lobby, and exit wand markers store position only (no look direction).
- Climb stair paste ignores schematic air; per-column headroom through the upper plate (treads from paste). Leaner snapshot, bounded exit-pad material sample, stairs-first ghost, Adjust 2-tick when scroll-locked, stair fallback logs the reason. Optional exit pads still available.
- Climb stair paste picks height from walk Y and uses a higher snapshot budget so live stairs place instead of silent ladder fallback.
- Climb ladders continue through the upper floor plate (ladder + support replace floor blocks, then restore when the connector closes) so the party can climb onto the next floor.
- Climb ladders always place the configured support block behind every rung (including mid-wall); the wall restores when the connector closes.
- Climb clear party-up counts reconnect-grace offline fighters as not upstairs (hole no longer closes early).
- Climb connector wait no longer aborts when everyone is briefly offline during reconnect grace; empty-online pauses instead of cancelling mob spawn.
- Connector wait task cleans up
isBusystate if the tick callback throws (avoids empty-floor softlock). - Floor progression early exits clear
transitioningand pending climb state (no stuck mid-clear after quit during countdown). - Next-floor paste continues during reconnect grace; abort/rollback only when no active fighters remain.
- Floor 1 paste/world failure ends the run cleanly instead of leaving an empty IN_PROGRESS session.
- Last-life wipe no longer ends the run while reconnect-grace teammates still hold fighter slots.
- Deferred climb combat spawn retries when the party is briefly offline at hole-close (no silent no-mob floor).
- Climb reveal, rising flood, and drop hazard timers pause on all-offline instead of stopping for good.
- Drop hazard skips session spectators; victory cannot double-fire; connector cancels on victory.
- Mob validation task cancelled on disable; fire-clear tasks no longer stack per room on rapid session churn.
1.2.0
Added
- Climb mode (
direction: up): floors paste upward, starter stays, floors are not removed after clear. Play stacks match wand previews; reveal does not double-paste; clear-mode does not cascade-clear revealed floors; mobs do not snap into lower segments or flood. GO keeps fighters at entry (no auto-teleport onto floor 1). Editor previews and stacking follow Climb vs Drop when Direction changes. - Proximity reveal (Escape / flood On): upcoming climb segments paste when players approach (
climb-reveal-distance). Clear mode (flood Off) pastes the next floor on clear only, not by proximity. - Rising flood for climb rooms: particles, water, or lava (one layer at a time). Depth damage (air pockets still hurt), overhead fail (message once), flow cancelled, lava does not burn room blocks, leftover fire snuffed on wipe, parkour props kept, column widens with revealed segments. Falling Hazard menus use Rising Flood title, rise vs fall, and in-flood damage. Water/lava styles are climb-only.
- Climb escape vs clear: Rising flood On wins by reaching the top (mobs hinder but do not gate the win). Off clears mobs to advance. Countdown / cleared copy say the next floor opens (not drops).
- Climb clear after-clear path (flood Off): Stay (authored stairs/ladders), Ladder (mid-wall temporary shaft, support material via chat), or Stair pack (full climb-height paste). Flow: connector opens → party climbs up → hole closes → mobs spawn. Optional retire lower floor after everyone is upstairs. Timeout failsafe teleports to a random floor spot without locking look direction.
- Stair connector packs: pack entries use
climb-heightfor the full climb span (Room Settings Validate + Pack weights toggle). Missing stair falls back to a full ladder with a clear message. - Climb spawn timing: Escape spawns mobs when a floor appears. Clear + Ladder/Stair spawns after the party is upstairs and the connector hole closes. Stay spawns when the floor is ready. Late join / respawn prefer pads above the flood.
- Weaknesses.yml pools:
shared/drop/climb; vote filters by room direction. Climb options can speed or harden the flood; flood-only options appear only when rising flood is On. - Climb mob fall damage toggle (
climb-mob-fall-damage, default off) in Room Settings. - Optional lobby wait spawn (wand marker after entry). Type
skipto leave unset; joins use entry. Countdown moves fighters to entry only on the first countdown of a run (not between floors). - Void enclosure (Room Settings): walls and roof (air only; default black concrete) for climb and drop. Seals the starter during wait/countdown, expands as climb floors paste, leaves escape headroom, and does not cut floor blocks when the roof moves up. Wiped on session end (including plugin disable and orphan recovery).
- Expandable
block-protectiontoggles (fire, mob grief, trampling, pistons, dispensers, hangings, outsiders, optional inactive rooms) so rooms stay intact without WorldGuard. - Bundled climb samples:
CLIMB_STARTER_ROOM.schemandCLIMB_ROOM.schem(extracted beside dropROOM/STARTER_ROOM). - Room Settings Climb controls: Direction, reveal, overhead, mob fall, win mode, after-clear, ladder support, void enclosure.
- Room Settings hub: Lobby & party, Lives & combat, Rewards & weakness, Direction & climb, plus a shortcut to Falling Hazard / Rising Flood.
- Clickable
/sf join <room>on the room-created success chat (normal lobby join).
Changed
- Drop rooms (
direction: down) keep the classic descending particle plane and floor-drop loop (Falling Hazard style stays particles). - Wand floor assign no longer auto-reopens the schematic browser after confirm (Shift + Right Click still opens it).
Fixed
- Wand Shift+Left only clears starter corners (not while placing entry/exit).
- Gap adjusters and editor hotbar menus resolve main-hand on left-click; off-hand no longer double-opens GUIs.
- Mob / command chat:
cancelis notdone; command cancel reopens Floor Commands; consume blacklist null-safe. - Wand editor blocks join, spectate, quick join, ready/skip, and host start until you finish or cancel.
- Floor 1 initializes the mob counter like later floors.
- Floors with no spawn pads / zero mobs no longer softlock (auto-advance; empty-floor clear waits out an open climb connector).
- Void fail uses the room's void Y.
- Cannot wand-edit a room with a live session; cannot join a room open in the editor, or during countdown / celebrate / completed.
- Climb clear: mid-wall ladder preference, sync connector wipe, party-up world checks, retire surviving mid-settle cancel, paste failure rollback, incomplete ladder/stair restore guards.
Improved
- Leaner
gui.ymldefaults and quieter Wand Editor activation copy (lobby, floors, hotbar, climb-aware steps).
1.1.1
Platform
- Confirmed support for Paper 26.1, 26.2, and 26.3 (
api-version26.1). Docs and marketplace listings updated to match. Spigot and Folia remain unsupported.
1.1.0
Platform
- Supports Paper 26.1, 26.2, and 26.3 (
api-version26.1). Spigot and Folia remain unsupported.
Schematic packs
- Weighted schematic packs (min 2 members): runtime rolls by weight; editor preview stand-in. Exact W×L; height may differ.
/sf schematicsopens the browser. Preview:/sf schematics done|cancel|rotate|dist|ylock|undo. Packs:/sf schematics pack create|edit|list|info|delete|validate|menu|browser|save|cancelunderplugins/SoapsFloor/packs/. (/sf schematicand/sf wand schematicsremoved.)- Pack weights GUI: Left Click / Right Click adjust weight (Shift + Left/Right Click ±5), Press F preview, Press Q remove; Add schematic Back returns to weights.
- Empty Packs browser: Create pack… (type id once). Unsaved drafts are not listed for assign.
- Wand: Schematics/Packs toggle → FloorSelector (layer count + start floor) → Confirm; overlapping floors use in-GUI Replace.
- Save pack while wand floor-setup is open hands off to Packs assign; FloorSelector soft-reopens the list after confirm.
- Cycle pack preview: Shift + Scroll Wheel / Shift + Left Click (chat
cyclepreview [floor#]still works). Runtime roll is session-only. - Reject pack larger than starter W×L. Paste stacks under starter by rolled size (taller grows down); full starter backed up.
- Locked floors still sort after free floors; locks stay on the floor slot.
- Victory chat: compact two-line clear (no bold / bar fillers).
- Weakness vote GUI: 5-row suite, spaced options, live timer + your-vote header.
- Fix: re-scan mob spawn pads after every floor paste.
- Instant aggro on floor spawn (nearest fighter + follow range); re-targets after players land (~0.75s / 2s / 4s).
mob-spawning.instant-aggro.apply-to-mythicmobscan disable for Mythic. - Room Settings: Weakness voting On/Off per dungeon (
weakness-voting-enabled). - Wand edit guide: hotbar roles, how to add floors, list/done/cancel.
Lobby session
/sf ready+/sf skipwhile waiting; early lock viaWaitingTimerManager.forceComplete.- Ready actionbar (
Ready X/Y+ seconds); online-only skip votes; re-check after leave/disconnect. /sf spectate <room>(and/sf join <room> spectate);spectator-max; separate from fighter slots.- Reconnect grace (
anti-cheese.reconnect-grace-seconds, default 60).
Hub GUI
- Tighter 4-row hub: Quick Join, Browser, Stats, Leaderboards, Session, Close.
- Admin tucked in the top-right corner; Commands / Leave Session / Settings submenu removed from hub.
- Editor feedback toggle on Admin Control; Previous/Next page arrows hide on first/last page.
Polish
- User-facing copy pass (GUI lore CTAs removed, weakness descriptions and docs follow suite writing rules).
- Move handlers skip look-only ticks for fighters and airborne weakness checks.
Rewards
- Safe default
rewards.ymlsamples (messages + commented SoapsAdminsa economy give/ SoapsQuestsq sigils give). Per-tableappend-to-global. Broadcast one-shot for tables. /sf rewards list|info, Room Settings reward table assign, optionalrewards.roll-summaryafter clears.- Multiplier documented as weighted roll count only (fractional extras). Reload warns on bad table entries.
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