All updates

Version 0.14.0

Breaks compatibility
  • Self-defence works. For three releases every killing wrote a mark, including a killing in answer to being attacked.
  • A hunt ends when the quarry falls, whoever or whatever felled them - and anybody may end one, while only a seat is paid for having run one.
  • The cell stands in the world: six pylons and a red curtain you can walk through, for the hunters and for the hunted alike.
  • Past the line the air turns sulphurous. Three bands, and a respirator is the answer to two of them.
  • Something out there is worth the walk: named blades, a metal that drops nowhere else, armour that is found rather than made, a pearl that calls a boss - and every boss in this pack, none of which stands on the charted side any more.
  • Update your client. An old one will not get in - what travels on the wire has changed.

The client has to be updatedThis release changed the pack, and a client older than it is turned away at the door. Update the pack in the launcher before you next join.

The full list of changes

Five things that were promised and did not happen

  • Self-defence never once worked: the bout was forgotten a line before the question was asked, so the answer could only ever be no. Killing somebody who had attacked you wrote a mark like any other.
  • A night's logout settled a blood-debt by erasing it. The hunt window stopped while you were away and the day the debt stood for did not, so what the person you killed was owed quietly stopped existing.
  • Coin could be put on a head nobody could catch. A pool is only ever won by a catch and a catch needs a window still running, so coin on a cold mark was locked until the debt itself lapsed.
  • The strip told everybody standing in the Dark Zone that a border was ahead of them. The only boundary anywhere near was the one behind them. It names the half on the other side now, which is true from either side.
  • Four questions about where a person was standing asked which chunk they were in. In the sixteen blocks where a chunk straddles the line, the black market refused a sale to somebody the strip had already told they were past it.

The catch is honest

  • A hunt ends when the quarry falls, whoever or whatever felled them. Only a seat could end one before, so a group that was not the bench could kill the same person every ninety seconds for twelve hours and nothing ever closed it.
  • Only once a reading has been taken. A killing buys up to a minute before anybody is told where you are, and a death inside that minute was dealt by somebody already standing beside you.
  • What a seat buys is the reading and the share, not a monopoly on the kill. The pool goes to whoever ended it; nobody takes coin off a member of their own body, and the window still closes.
  • Catching a fugitive settles something at last. It collects exactly what the Safe Zone would have collected, each part through the service that owns it, and the seat takes the first rung's share out of what is left.
  • A lawful catch is no longer a crime. A reaper who ran a renegade down inside a city collected twenty-five marks and a complaint the holder could take to a bench; the holder still gets the line, and nobody gets a price for it.
  • A killing is remembered for thirty days. It used to stop existing the moment its debt was settled, so somebody who had killed ten people and paid read like somebody who had killed nobody by the next morning. Profiles say how many killings and how many times the person was caught.

A game for three

  • The cell is a place. Six pylons at its corners and a curtain of the same weave the line wears - a boundary that marks and does not block. You walk through it; what changes when you cross it is who is being told where you are.
  • The hunted read the same grid: the cell they are standing in, which is where they will be reported at the next reading rather than where they were reported at the last.
  • The person who was killed sees the person who killed them, for as long as they are owed. The debt is theirs before it is anybody's.
  • And it is theirs to forgive. Every other obligation here may be written off by whoever is owed it; the one that came out of a killing could not.
  • A reaper may hunt under the flag. Their cell goes to everybody they are hunting, in the reaper's own colour rather than a quarry's red, and a catch made while it is up pays twice the rung.
  • The reapers' page explains the manhunt its own map draws, and the strip tells a reaper what they are hunting and how far the nearest cell is.

Half a world with a far side

  • The Dark Zone goes three bands deep, at a thousand and two thousand blocks past the line, and a cache holds more the further in it stands.
  • The strip names the band and counts the blocks. A cache says when it will fill again, and an empty one says how long is left rather than saying nothing at all.
  • Caches are the mod's now and read the line themselves. A box named for a cache in the Safe Zone was a weekly loot fountain, a cellar included.
  • The black market's prices are indexed like every other price here. Four steps up the ladder it had been selling at a fortieth of what it read.
  • That counter refuses to say what it sells off the line as well as to sell it, its board closes when you walk back across, and what is different about it is said once at the head instead of beside every price.

The air past the line

  • Three bands, measured from the line and named on the strip above your hotbar. The near side breathes, so the first step over the line costs nothing. Deeper in the air is sulphurous and an anthralite respirator answers it; the far side asks for a netherite one.
  • A roof answers the air, so people can live out there. A house, a mine, a tunnel or a cave is breathable past the line, and an outpost is a building rather than a supply line. What the air costs is crossing open ground, and a mask is used up only while you are actually out in it.
  • It is Scorched Guns' own sulphur, which this pack already carried for its guns. It yellows your hearts, drags your speed, your jump and your swing down, and past its own thresholds brings nausea, weakness and blindness. A system rather than a number, and nothing new drawn on your screen.
  • The mask is used up answering it, and an anvil puts it back. What a better mask buys is the band you may enter and never the hours you last in it.
  • Nothing stops you walking in bare-headed. The strip above your hotbar says that nothing you are wearing answers the air, and then it starts - which is the same answer this registry gives to everything else.
  • The darkness is gone, and it was worse than useless. It was a vignette that cost nobody anything, and it sat above the poison in the rule file - In Control stops at the first rule that matches, so the poison never ran once, on any world, in any band. What a player past the line actually met was a tint and no consequence.
  • A sulphuric vent is the visible half: a yellow column you can see from a ridge, whose cloud puts out a torch and detonates anything burning near it. It is not what makes the band unbreathable - that is the band - it is what says why.
  • The regions are written out of the world's own rules file rather than typed beside it, so where the poison starts and where the map stops drawing are one line and not two copies of one.
  • A band is now measured on the axis you are furthest outside on. On a world cut by one straight line that is the number it always was, and it is a shape a region can actually be drawn as.

Something out there worth the walk

  • Every boss in this pack stands past the line. Nothing Bosses of Mass Destruction, Mowzie's Mobs or Born in Chaos generates - a keep, a tower, a grave - may stand on the charted side any more.
  • Their density out there is untouched: a chunk on the safe side is refused rather than moved, so the Dark Zone has exactly as many of them as their own mods intended.
  • Four named blades, found in one place: the far side. Every other named weapon that mod ships is switched off, and so is the injection that scattered all forty through every chest in the world.
  • Dark Metal drops from the things that live past the line and from nothing else. Nine pieces make an ingot and an ingot upgrades armour - the first good in this pack that somebody who will not go can still buy from somebody who does.
  • Two sets of armour are found a piece at a time and cannot be crafted at all.
  • One rule decided all of it: monsters may use magic, players may not. A lich throwing lightning is the world, and the world is meant to be frightening. A person holding a wand is a different game.
  • Melee has reach and an arc now, everywhere and not only past the line.

A gate, and what it costs

  • A pearl found in a cache calls waves and a boss at the end of them. Two gates: one at the depth its pearl is found, one on the far side.
  • Nothing that comes out of a gate drops anything when it dies. What the fight is worth is in the chest the gate leaves behind, and it is the same table as the band you opened it in.
  • The whole server is told when one opens, as a cell rather than a coordinate - so whoever wants to know where you are, knows roughly.
  • A cache near the line fills again in a day and a deeper one in a week. The near side is where somebody learns that crossing pays; deeper in, the race for a box is the game.

Smaller things

  • The line rings once as you cross it - the only threshold in this game that changes what the register will do for you, and the only one that said so in silence.
  • A crossing is a visit rather than a second, so somebody working a quarry on the boundary no longer writes a crossing a second into the week's figures.
  • A sentence of the bench no longer lets its convict stand for either roll while they are serving it.
  • The Discord boards print the hunt's week, and say when a window is standing still because nobody is there to serve it.
  • The hunt row said a cell's full width as a plus-or-minus, which reads as a radius and is twice the truth.
  • A potion of flight was three steps from an awkward potion, brought in by a library another mod needed. It is off: this pack refuses waystones and aircraft so that distance costs something.
  • A key on a door is a lock now, and it is the only kind this server has: without the key it does not open, with a pickaxe and a minute it comes down, and the day-book writes down that it came down. The safe is gone with the same sentence - it dropped with the goods still sealed inside it, so it did not raise the price of theft, it cancelled the theft and the goods together.