Leaderboards
- Rank Icons: Solo and Teams leaderboards now display each player's rank icon next to their name.
- Player-Based Placeholders: Leaderboard lines can now use placeholders tied to the specific player shown on that line, rather than just plain names and values.
- Improved Layouts: Updated the visual design of Solo and Teams leaderboard entries to be cleaner and easier to read.
- Live Refresh Timer: Replaced the static "refreshes every 30 min" label with a real countdown showing exactly when the next update is due.
- More Reliable Holograms: Improved leaderboard visibility so holograms behave more consistently when players move between worlds, switch areas, or reconnect to the server.
Combat & Damage
- Unified Damage System: Basic attacks and augment damage now share the same underlying logic, making combat behavior significantly more consistent overall.
- Melee Hit Feedback Restored: Regular melee attacks once again play the correct hit animation and sound.
- Hit-Only Effect Support: Added proper support for effects that trigger a hit without dealing actual damage, allowing certain augments to interact with on-hit systems without removing health.
- Knockback Control: Knockback is now only applied where it makes sense — it no longer affects most augments by default.
- Fixed Knockback Direction: Hits now correctly push targets away instead of pulling them toward the attacker.
- Fixed Silent Effects: Some effects that were supposed to be silent were incorrectly triggering the hurt animation — this has been resolved.
- Fixed Target Dummy Interactions: Melee testing against target dummies during the prep phase now works correctly.
- Fixed DoT Death Prevention Bypass: Certain damage-over-time effects could incorrectly bypass death-prevention augments — this has been fixed.
- Fixed Blade Waltz: Resolved a bug where Blade Waltz would sometimes fail to deal damage.
- Fixed Delayed & Chained Hit Edge Cases: Several augment issues caused by delayed hits and chained effects have been resolved, improving overall combat reliability.
Critical Hits
- Reworked Crit Chance Scaling: Critical strike chance now works as a straightforward percentage — a value of 10 means a 10% chance, rather than behaving as a guaranteed hit. Maximum crit chance is capped at 100%.
- Flat & Percentage Bonuses: Crit chance now correctly supports both flat and percentage-based bonuses, ensuring the displayed value matches actual in-game behavior.
- Crit Damage Multiplier: Added a new Crit Damage Multiplier stat that scales the damage dealt by critical strikes.
- Crit Chance Consistency: Critical hits now work reliably across all attack types, including standard melee.
Augments
New Augments
- Dimensional Travel (Prismatic): Charge up by sneaking, then blink forward — bringing nearby allies with you and sending enemies caught along your path back to your original position.
- Critical Healing (Gold): Your healing can now critically heal based on your critical strike chance. Also grants additional crit chance.
- Critical Rhythm (Gold): Critical strikes build up attack speed over time, allowing aggressive crit builds to ramp significantly during extended fights.
- Double Tap (Gold): Critical strikes trigger on-hit effects one extra time, enabling stronger on-hit combos.
- Healing Subscription (Gold): Increases all healing you receive.
Description & Style Improvements
- Cleaner Descriptions: Reworked a number of augment descriptions to remove unnecessary numbers from the main text, making them easier to read at a glance.
- Consistent Style: Standardized descriptions to use uniform wording, consistent trigger labels, and shorter explanations across the board.
- Readability Fixes: Corrected awkward phrasing, repeated words, and inconsistent lines so augment tooltips feel more polished in-game.
Stats & Attributes
- Custom Stats as Native Attributes: Custom stats now function like standard Minecraft player attributes. This means the augment system and anvil can apply custom effects — such as crit chance or cooldown reduction — in a consistent and predictable way.
- Fixed Anvil Stat Stacking: Resolved an issue where anvil stats would stack incorrectly across rounds, accumulating values on repeated activations instead of applying cleanly.
- Unified Stat Key Naming: Internal stat keys have been standardized, making the whole system more predictable and readable.
Cooldowns
- Fixed Flat Cooldown Reduction: Flat cooldown bonuses are now always calculated in seconds, regardless of the base cooldown duration. This ensures cooldown reductions behave consistently across both short and long abilities.
Progression & Match Rules
- Global Progression Settings: Added a new global configuration that lets you control when rewards and progression count, applicable across all game types.
- Custom Game Controls: Economy, statistics, and ranking can each be toggled independently for custom games.
- Bot Match Controls: Economy, statistics, and ranking can each be toggled independently for games that include bots.
- Independent Rules Per System: Each system (economy, stats, ranking) can follow its own rules — for example, rewards can count in bot matches while ranking does not.
- Cleaner Configuration: The setup now uses simple on/off toggles with clear per-context rules, replacing the previous combined-mode approach that was harder to understand.
Debug & Display
- Custom Stats in Stat Viewer: The stat debug tools now display custom anvil stats alongside standard Minecraft attributes, rather than only showing native values.
- Simplified Custom Stat Display: The display of custom stat values has been cleaned up and made consistent throughout the interface.
- Live Stats Cleanup: Custom stats in the live stat display are now grouped the same way as standard Minecraft stats, instead of appearing as separate repeated lines.