⏩ Updated to Minecraft version 1.20.1 ⏩
- All known issues in the beta have been resolved
- Moving forward, 1.19.2 is no longer supported
- Servers can't load worlds that were created before the worldgen datapack was integrated into the mod
- To resolve this, just delete the datapacks folder in that world
- To load them in single player, choose "Safe Mode"
- Servers can't load worlds that were created before the worldgen datapack was integrated into the mod
🐇 New cheatcode: thebeastofcaerbannog 🐇
- Not even Ghasts are safe from it
🛠️ Bug Fixes 🛠️
- Fixed camera centering on the tutorial world
- Mounted piglins now heal from nether terrain
- Anchors are now saved correctly on server restart
⚙️ Quality of Life ⚙️
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Added commands to send resources to allies:
- /sendfood <playername> <amount>
- /sendwood <playername> <amount>
- /sendore <playername> <amount>
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GUI scale in RTS camera now matches your options, but cannot be higher than 3
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Ravagers that are mounted no longer automatically aggro onto buildings
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This prevents them hurting themselves from their own splash damage
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Spiders now have a button to toggle whether they climb on walls or not
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All cheats are now enabled by default in sandbox mode
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Healing Fountains now heal 1% of hp per second instead of a flat rate, up to a maximum of 1hp/s
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Dripstone is now mineable by workers, worth 1 ore each
⛲ 💖 Healing Fountains 💖 ⛲
- Sandbox neutral building
- Grants Regeneration I to all nearby units
- Cannot be captured or destroyed
🔵 Neutral Transport Portals 🔵
- Sandbox neutral building
- Teleports units just like piglin transport portals but links cannot be changed except in sandbox mode
- Cannot be captured or destroyed, and all players can use it
🦙 Llamas 🦙
- Sandbox neutral ranged unit
- Low range but high movement and attack speed
🛠️ Bugfixes 🛠️
- Production % numbers no longer tick up when the game is paused in singleplayer
- Player research is now reset upon being defeated
- Fixed enemy illagers getting stuck in and under ice blocks when spawning over water
- Units no longer automatically attack bridges and passive vanilla mobs when neutralAggro is true
⚙️ Quality of Life ⚙️
- Alliances are now saved between server and client restarts
- Transport portal links are now saved between server restarts
- Selecting all military units no longer selects garrisoned units
- Enemy buildings and units placed in sandbox become neutral instead of being destroyed after exiting sandbox
- Buildings built by workers and any unanchored units will still be destroyed
- You can now manage anchors on enemy units in sandbox
🛠️ Bugfixes 🛠️
- Your start block is unreserved if you log out, change RTS or vanilla gamemodes or disable RTS camera
- All start blocks are disabled if the game is started in a different gamemode
- Fixed building outlines being weird when below Y level 0
⚙️ Quality of Life ⚙️
- You can now start the game with start blocks with only one player
- Added /gamerule slantedBuilding which lets players build regardless of flatness
- This will also carve out terrain to fit the building, so be warned!
- Survival and adventure players can now use allied transport portals
- /gamerule neutralAggro is now true by default
▶️ Starting Position Blocks ▶️
In creative mode, place RTS Start Blocks to mark where players can start in a custom map. Players can reserve positions with a specific faction and you can see where and what faction other players have chosen.
If a map has these blocks, the usual starting method is instead replaced with a simultaneous start with a countdown.
You can have a max of 16 positions in a single map in any colours.
🐻❄️ Neutral Animals 🐼🐺
Added Polar Bears, Grizzly Bears (reskin of polar bears), Pandas and Wolves to the sandbox unit menu.
♟️ End Portals ♟️
Added an End Portal building to the sandbox building menu.
- This is a capturable and invulnerable building that produces Endermen
⚓ Neutral Unit Changes ⚓
- Neutral units placed in sandbox now have an anchor position they retreat to if idle or are >30 blocks away from it
- In sandbox, you can select a neutral unit to change, remove or reset to their anchor position
- All neutral units now grant instant resources equal to 25% of their cost when killed (this includes units from a defeated player)
🛠️ Bugfixes 🛠️
- Fixed being unable to start sandbox mode when a world border is set
- Fixed being unable to upgrade multiple libraries, labs or castles at the same time
🛠️ Bugfixes 🛠️
- Fixed a crash when a player wins by Beacon control
- Magma cubes are no longer slowed during the day
- Rate-limited the number of packets sent when dragging the minimap to prevent being kicked
- Fixed a tooltip error in the wave survival helper
⚙️ Quality of Life ⚙️
- The camera more accurately centers on units and buildings at different Y levels
- Fire and lava blocks in Basalt Springs no longer damage piglin units
- Webs in spider lairs no longer slow down monster units
- Added /gamerule beaconWinMinutes to control how long it takes to win with a beacon
- You can now control-click a unit instead of double-clicking to select all nearby units of the same type
- You can now use /rts-camera instead of F12 to toggle the RTS camera
- You can now specify a resource when using the greedisgood cheatcode (eg. "greedisgood food 100")
⚖️ Balancing ⚖️
- Worker units can no longer capture beacons
- Beacon auras now affect allies
- All enemy units and portals are destroyed upon a Beacon victory in Wave Survival
🛠️ Bugfixes 🛠️
- Fixed Beacon Wealth aura granting too many resources
- Fixed pillagers sometimes not loading their crossbows correctly
- Neutral units are no longer killed when using /rts-reset
- Fixed Beacons being capturable by neutral units
⚙️ Quality of Life ⚙️
- Library auto-enchant speed increased
- Added an exit-sandbox button at the top right
- It does the same thing as /rts-reset
💠 Beacon 💠
The beacon is inspired by the Age of Empires II Wonder, a building that, when fully upgraded, will tick a countdown to victory.
It provides friendly units and players a selection of auras which can be activated after upgrading it:
- 💵 Level 1: Wealth: Grants a trickle of free resources
- ⛏ Level 2: Haste: Workers in range build faster
- ❤ Level 3: Regeneration: Units heal over time
- 🛡️ Level 4: Resistance: Units take less damage
- ⚔ Level 5: Strength: Units deal more damage
Only one aura can be active at a time.
When built in Wave Survival or Classic mode, it starts as a Stone Beacon and must be upgraded to add auras and achieve victory.
When placed in Sandbox, the beacon is fully upgraded, invulnerable and can be captured by any player with the largest nearby army. - Beacons can't change ownership if the original owner still has any units within a 20-block range
🏗️ Sandbox Mode 🏗️
Sandbox mode is a gamemode where mapmakers can:
- Place capturable neutral buildings
- Place any building without workers
- Spawn any units from any faction
- Set allegiance of whatever you're placing (owned, neutral, enemy)
- Toggle cheats with buttons instead of typing
Tips for using sandbox mode:
- Using /rts-reset won't destroy any neutral buildings placed in sandbox mode, use /rts-hard-reset to do this
- You can control and delete neutral and enemy units
- If you're in multiplayer, choosing to start sandbox mode will lock everyone else into sandbox as well
🛠️ Bugfixes 🛠️
- Fixed a bug where allying players caused alliances to rapidly switch
- Fixed camera centering inaccuracies when sensitivity is changed
⚙️ Quality of Life ⚙️
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Added a GUI to easily modify gamerules before a game starts
- You can still use /gamerule commands if you prefer that
- All players can see the menu, but only server ops can make changes
- Any changes made will be reflected on all clients
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Added /gamerule allowBeacons to let workers build beacons
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Right-clicking a mountable unit now mounts a ranged unit onto it
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Right-clicking a garrison will garrison ranged units into it
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Fire and lava blocks in Flame Sanctuaries no longer damage friendly piglin units
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Moved F6 option (hiding leaf blocks) to bottom right map menu
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All players are now notified when an alliance is created or disbanded
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In wave survival, all players are allied by default
- You can still use /disband to remove an alliance
🛠️ Bugfixes 🛠️
- Fixed crash on launching a dedicated server
- Fixed spell cast cycling for witches
- Fixed portals building at the same speed on all terrain (it now builds 20% faster on nether terrain and 60% slower on overworld terrain compared to previous patches)
- Fixed frame drop when right-clicking a building with a worker, including using Call to Arms
⚙️ Quality of Life ⚙️
- Added cheatcode 'slipslopslap', which gives monsters sunlight immunity The library now shows the range of enchanting when selected
⚖️ Balance ⚖️
- Enchant Quick Shot buffed to Quick Shot II (now 0.5s faster firing)
- Cost raised by 10 wood, 5 ore
- Portals and Sculk Catalysts now have 50% resistance against sonic booms
Features
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New Gamemode: Wave Survival
- See #Wave Survival Full Release for details
- Play it by using the new gamemode selector at the top right next to the faction buttons
- Thanks to all @Wave Survival Early Access testers for your support and feedback!
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Add a new main menu theme, thanks to @Amphithere564!
Bugfixes
- Ravagers no longer ignore movement commands when attacking enemy buildings
- Fixed a bug causing villagers to become hunters too quickly
- Fixed issues with the F6 option "Hiding Leaves around Units and Cursors"
- Fixed issue of not being able to target a resource if a building border overlapped it
- Fixed Warden sonic booms being invisible
- Ravagers now spawn outside of castles to avoid them sometimes being stuck inside
- /gamerule neutralAggro now works when directly right-clicking to attack
- Panning the camera by holding alt and dragging the mouse is now scaled by the sensitivity setting
Quality of Life
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All units can now queue actions by holding shift
- This applies to all types of actions and all units
- The next queued action is started whenever the unit becomes idle
- Issuing a stop command or any command without holding shift will wipe the queue
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When a player is defeated or surrenders, all of their units and buildings are issued a stop command
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Moved the night circles option to the bottom right map menu
Balancing
- New capitols no longer spawn animals around them upon completion
- They still spawn animals over time, but do not raise the limit of nearby animals
Villagers
- Villagers now require 50% more logs chopped to become regular and veteran lumberjacks
Piglins
- Ghasts can now use transport portals
- Magma Cubes now break any leaves they touch
Monsters
- Mausoleum night radius reduced by 10
- Slimes are now slowed in sunlight just like other monster units
- Slime Pit: -25 wood, -75 ore
- Slimes now break any leaves they touch
🛠️ Bugfixes 🛠️
- Fixed slimes/cubes taking damage when consuming other slimes/cubes
- Autocasting consume no longer looks for tiny slimes (because they won't increase size, only heal slightly)
- Fixed the bloodlust tooltip incorrectly stating a 50% movement speed increase (it's actually 20%)
- Fixed /gamerule improvedPathfinding not working for some new units
⚙️ Quality of Life ⚙️
- Recoloured tridents to fit the piglin colour scheme
- Changed /gamerule groundYLevel to be the minimum camera height instead of the locked height, and default is now 0
- Added /gamerule flyingMaxYLevel (default 320) to limit the height of flying units like ghasts
🎉 Features 🎉
Slimes
- Produced from the Slime Pit
- Costs 40 of each resource, 2 population and 25s build time
- Shrinks as it takes damage, and creates tiny slimes as it does
- Starts off at size 2, but can be raised to size 6 by eating other cubes
- Larger size == higher damage, HP and population usage
- Upgrade to convert killed enemies into slimes (larger enemies produce larger slimes)
Magma cubes
- Produced from Military Portals after building a Basalt Springs
- Same stats and costs and mechanics as slimes, but sets attackers on fire instead of creating tiny slimes
- Upgrade to create temporary magma blocks around it constantly
Villager Professions
- All villagers now level up into professions when they perform specific activities enough times
- Each profession has a standard level and a veteran level (veterans use diamond tools)
- Takes roughly 2-3mins to gain a profession, and another 2-3mins to become a veteran
- Professions cannot be changed once gained
- Farmer: plants crops worth +1/+2 food (carrots and potatoes)
- Lumberjack: chops logs +25%/+50% faster
- Miner: mines ores +25%/+50% faster
- Mason: counts as +1/+2 workers when building or repairing
- Hunter: deals +1/+2 damage to animals
Ghast Upgrade: Soul Fireballs
- Ghasts create temporary soulsand and soulfires which pierce fire resistance
- Researched at the Fortress (350 wood, 350 ore, 150s)
🛠️ Bugfixes 🛠️
- Fixed production queue desyncing with a laggy server (again)
- This also hopefully fixes the appearance of being over population cap
- Fixed ability cooldown desyncing with a laggy server
- Misc. pathfinding improvements and optimisations
- Fixed militia not showing their headgear
- Vexes no longer attack allied players
⚙️ Quality of Life ⚙️
- Added map and camera options buttons to bottom right (shown when you enlarge the map)
- Camera panning sensitivity
- Map centre lock (prevents map recentering)
- Melee units stop moving once in range of their target so they don't constantly push large mobs
- Changed fire resistance research icon
- Survival/adventure mode players now show on the minimap (larger than regular units)
- Spiders now move towards their target before webbing
- and fixed issues with switching to off-cooldown spiders
- Added /gamerule survivalGriefing (default true)
- Allows survival players to break blocks that aren't for resources or part of a building
- Added /gamerule improvedPathfinding (default true)
- Turns off the pathfinding improvements to reduce server CPU usage
- Added /gamerule groundYLevel (default -9999)
- Set to any positive value to lock the camera height to above this level
⚖️ Balancing ⚖️
- All new capitols may now build workers
- Reworked ore blocks to increase low tier block values, but increased all gather times by 50%
- Piglin ores still give +20% value when converted
- Ore: 40 -> 50 (this means workers drop off after 1 block mined)
- Iron/copper: 60 -> 65
- Gold/emerald: 80 -> 80 (unchanged)
- Diamond: 120 -> 100
Villagers
- Militia range increased to 60 blocks
- Militia: +3 move speed (same speed as most melee units)
Monsters
- Creeper: -3 move speed (same speed as most ranged units)
- Dungeons and spider lairs now only require a graveyard instead of a laboratory
- But Strongholds now require a laboratory
- Drowned now affect convertible enemies with a potion effect and any units that die under this effect will be converted
- This same effect is used for slime conversions too
Piglins
- Fire resistance no longer protects against soulfire
- Blazes: -1 dmg, -1.0as
- Blaze fireballs no longer create fire blocks
📜 Languages 📜
- Added French translations (Thanks to @Ender-Breaker)
🛠️ Bugfixes 🛠️
- Fixed an issue where population was going over maximum on clientside
- If a worker is stuck trying to reach a block out of reach it will find a new target after 5s
- Animals can no longer spawn on barrier blocks
⚙️ Quality of Life ⚙️
- If the server host changed any resource cost configs, this is now shown next to the start buttons
- These are relative to your own configs
- For example, if Zombies officially cost 75 food, you personally changed this to 65, and your server host changed it to 85, the tooltip will show a +20 increase
- Headhunters' tridents appear enchanted if you have the Heavy Tridents upgrade
🎉 Features 🎉
Improved pathfinding accuracy for all units
- Units much more accurately use bridges, avoid falls and climb hills
- Workers auto-search for resources faster and more accurately
- This also increases server CPU usage, so optimisations have also been added (remember to use F7 to track server TPS)
Configurable Unit Costs (Thanks to @d00dlenoodles)
- Includes all costs, population values and build times
- Modify the config at .minecraft/config/reignofnether-common-1.0.11.toml to adjust them
- Server values overwrite client values on login
🛠️ Bugfixes 🛠️
- Bridges are no longer free
- Fixed units sometimes showing other players' movement indicators
- Fixed groups of buildings not evenly splitting production items
- Light and structure void blocks no longer impede unit spawns
- Spectators can no longer cancel units from RTS players' building queues
- Fixed some units randomly spawning as neutral
- Can no longer enter enemy garrisons (can still enter allies')
- Tall grass and other plants with no collision are now ignored by the cursor
- Fixed weird pathing over magma
- To fix this, there is now a new identical block called "Walkable Magma"
- Mapmakers should replace any magma blocks with this to improve pathfinding
⚙️ Quality of Life ⚙️
- Melee units now always attack the nearest target when idle or attack-moving instead of always chasing the first target they saw
- Add /gamerule doUnitGriefing to allow explosive units to break blocks (false by default)
- Range indicators for Town Centres and Laboratories are shown when selected
- Units now attack survival players automatically when idle or attack-moving (unless allied)
- You can now tab and shift-tab to cycle sub-groups of buildings just like units
- Reduced volume of the Call To Arms bell when used by villagers
- Cancelling an unfinished building now shows a resource popup for the refund
- You can now right-click the build/repair button to have workers auto-repair nearby buildings
- Made camera panning sensitivity more consistent across all zoom levels (default zoom sensitivity is unchanged)
- Moving the camera to a unit or building is now more accurately centered
⚖️ **Balancing ** ⚖️
- Farm growth is no longer random and is independent of /gamerule randomTickSpeed
- Capitols after the first take twice as long to build
- All Capitols: +50 wood, +100 ore (starting resources adjusted accordingly)
Villagers
- Evoker Fangs: -1s channel time
- Maiming Enchant: +2s slow duration
Monsters
- Wardens: +25 food, +10s, +1 pop
- Spiders & Poison Spiders: +1 dmg
- Pumpkins now take +1s to gather, and give -1 food
- Mausoleums now only have a night radius after being fully built
Piglins
- Berry bushes now convert into Red mushrooms (worth +10% food)
- Piglin Brutes now use gold swords (no stat changes)
📜 Languages 📜
- Added Vietnamese translations (thanks to @hungtq1016)
Includes all 1.0.11-alpha changes
Bugfixes
- Fixed enemies sometimes spawning in the ground
- Enemy units no longer try to attack bridges or pile up near them
- Ranged units no longer pile up inside buildings
Quality of Life
- Deleting a completed building gives a 50% refund (scaled to how damaged it is)
- Wave difficulty is advanced on each night regardless of if you cleared the previous wave or not
- Waves no longer repeat the same faction two nights in a row
- The spawn warning is now only shown if less than the expected number of units spawned
- If you see one of these warnings, please show me a screenshot of your world
- Added another debug option:
- /debug-next-night - advances to the next night and wave
Piglin wave changes
- Reduced portal count from 1/2 to 1/3 of wave number but with the same total population each wave
- Portals can no longer spawn over water (but they can still spawn on land across water)
- Portals can no longer spawn too close to another portal
- Portals no longer spawn units periodically if there's already too many enemies (2x current wave population)
- Enemy ghasts no longer friendly fire their own portals
Includes all 1.0.11-alpha changes
Bugfixes
- Fixed enemies sometimes spawning in the ground
- Enemy units no longer try to attack bridges or pile up near them
- Ranged units no longer pile up inside buildings
Quality of Life
- Deleting a completed building gives a 50% refund (scaled to how damaged it is)
- Wave difficulty is advanced on each night regardless of if you cleared the previous wave or not
- Waves no longer repeat the same faction two nights in a row
- The spawn warning is now only shown if less than the expected number of units spawned
- If you see one of these warnings, please show me a screenshot of your world
- Added another debug option:
- /debug-next-night - advances to the next night and wave
Piglin wave changes
- Reduced portal count from 1/2 to 1/3 of wave number but with the same total population each wave
- Portals can no longer spawn over water (but they can still spawn on land across water)
- Portals can no longer spawn too close to another portal
- Portals no longer spawn units periodically if there's already too many enemies (2x current wave population)
- Enemy ghasts no longer friendly fire their own portals