Minions & Hunger - A collectible competitive card game! FREE VERSION icon

Minions & Hunger - A collectible competitive card game! FREE VERSION -----

A competitive collectible card game like no other!




This is a simple update to bring M&H to 1.21! Hover text has been disabled for now while I come up with a proper solution. This build will ONLY work in 1.21! Use older builds for older versions of Minecraft.
----------, Jul 12, 2024

Additions
+ New Config Option! Disable Tooltip Hover, this by default is disabled. This can fix an issue for specific servers where games start immediately. This is meant to be a temporary fix.

Changes
+ Player decks are now stored to the player. This will eliminate decks being lost.
+ Updated to most recent version of 1.20.4

Notes
This build is a mixed bag. I lost a lot of my personal data recently due to a hard drive failure. Thankfully I was able to decompile and rebuild M&H after quite the amount of bug fixing as decompiling is never a clean process. However this means that this build is very unstable. I fixed nearly 800+ errors on decompiling and some code was straight up removed so
please use this build with caution! The silver lining is since I've released the last build for M&H, my other projects have come along too and I have ported a useful feature for item serialization. This has basically allowed me to now stored players decks to their player files instead of giving the deck back to them when the leave the server. This can actually fix a few logical errors with certain server setups.

Also if you haven't backed up any of your treasured data I highly recommend it! I just got a second personal drive to but data on for cold storage for projects like this to prevent this from happening again! And it will be on a github for myself too. You will be happier you did rather then waiting! Cheers!
----------, Apr 3, 2024

Fixes
+ Fixed an issue with dealer dan's inventory closing shortly after opening it.
----------, Feb 1, 2024

Balance Change
+ Allies now spawn randomly in the build area rather then on top of you. This also means when they respawn they dont respawn at their death location, rather randomly across the map. This can help with them respawning on top of you in your base or when you in the middle of fighting mobs or out in the wilderness and the respawn in the middle of nowhere. I will likely add cards to allow you to change how this mechanic works.
----------, Jan 27, 2024

Additions
+ New Config Option - Boss Win Commands, this list of commands will fire off when a boss is beaten.

Changes
+ You can now spectate a game without having a deck in the editor.
+ All game modes now warn you if you don't have a deck or enough cards to play in them now. This use to be done at matchmaking button.
+ Win Commands in the config will now only fire for any game mode besides boss games.

Fixes
+ Players now teleport into a world first and then have their game mode switched when spectating a game. This will help some world issues with game modes.
----------, Jan 26, 2024

You can now clone maps by using the /mh clone target-map-name command!

This will help cut map creation time in half for maps that are identical! This was a feature that I am surprised that I did not add sooner!
----------, Jan 22, 2024

Fixes
+ Fixed a paper issue causing unsafe park errors to be thrown on enable instead the chunk gathering is done on a async thread now which prevents this from happening.
----------, Jan 20, 2024

Changes
+ When creating a map, the map editor opens immediately.

Additions
+ Using /mh maps map-name, this command will open said map, using - as a space and this is case sensitive.
----------, Dec 21, 2023

Just an update to bring the version up to 1.20.4!

Additions

+ New config option, "Force Basic Version", when using this option you can skip version checking and force the basic version to be used. This allows you to use whatever version of minecraft your using but to force the basic version in case for some reason the most recent build isnt working with the version of the plugin your using.
----------, Dec 19, 2023

Fixed an issue that would throw some errors on paper when creating the map borders.
----------, Dec 4, 2023

Just a small update brining the plugin up to date!
----------, Nov 4, 2023

Fixes
+ Dealer Dan now despawns and spawns based on player distance, this fixes issues with him not respawning and is now performant.

Balance Changes
+ Minion's with custom names will no longer be visible until they are closer to the player. This prevents nametag spam with certain decks.
----------, Jul 8, 2023

Additions
+ Updated to 1.20.1!
+ A new "Basic Version" now runs if an unsupported server version is running. This allows the plugin to work on ANY version of MC at a limited capacity.
+ Basic Version runs without mob pathfinding and without Chat Card Hover Text. The pathfinding is a big hit to gameplayer, but very small maps will actually work fine.

Fixes
+ ChatInput for map creation now removes any coloring on input. This fixes map saving / loading issues for plugins that change chat message color.
+ ChatInput changes also applied to the collection view and to matchmaking.
+ Player inventorys will now work with miltiverse inventories.
+ MH Player objects can now load when being used automatically which should resolve some issues accross the plugin when the server is reloaded or a player doesnt register they file somehow.

Changes
+ All *Veins* cards updated with the amount of nodes they spawn, their description was also updated.

Summary
This update brings the plugin to 1.20 with some other fixes and a new fallback version of the plugin called *Basic*, this allows the plugin to fallback to a working version that isn't yet supported. So lets say 1.21 comes out, this will allow server owners to update to 1.21 right away and not have M&H running, instead when they update the plugin will enter basic mode, this basically turns off our mob pathing and Chat hover text for cards. The AI being disabled is a big deal as it will make mobs dumb and use vanilla pathing, so this obviously wouldnt be a permanent solution rather a temporary thing until the plugin is updated. However its worth noting that in really small maps the AI will still be able to path find using vanilla pathing and vanilla activation distances so if your server changes this they will essentially act just like your other mobs. This gives M&H some future proofing and lets people continue to use it even when I have yet to update it! :)
----------, Jul 5, 2023

Fixes
+ Fixed a bug with shared pain causing NPE errors.
+ Fixed a onSecond issue with Mason.

Balance Changes
+ Merchant Signal is now considered a "Merchant" card.
+ Fletcher now trades emeralds for 3 less emeralds. 6 -> 3
+ Enchanter Elise now sells experience bottles for emeralds
+ Roaming Merchant recipe amount changed. Generally more value now.
+ Emerald & Gold Veins mana changed from 2 -> to 1

Changes
+ Updated Mason description to show everything they do.
+ Ancient Protector & Dogmeat description updated with them always following you.
+ All Merchants updated description with what they take for Emeralds.
----------, Jun 1, 2023

Additions
+ New Card! Trade Escorts, an Epic card that allows your merchants to stay 60 seconds longer! (Stacks as well)

Balance Changes
+ The Holy Books passive has been buffed from a 33% chance max to dodge damage to 33%+(5%*peons) maxing at 80.
+ Missionary Merchant now sells the Missionary Merchant for 3 Emeralds.
+ The Hooded Figure now buys raw beef and raw porkchop for emeralds.
+ Dealer Dan, Missionary, Trading Guild Leader & Roaming Merchant will now buy a small amount of gold for emeralds.
+ The Mercenary Leader will now buy a small amount of emeralds for gold.

Changes
+ Mercenaries now take upkeep based on when they were summoned, apposed to the start of a round.

Known Issues
+ Middle clicking is still not working thanks 1.18!
+ This version will only work with Version 1.19.4 (Backwards compatibility is disabled)
+ Bosses will not play Merchant and Ally cards, they have been disabled for bosses for now.

Summary
This update I wanted to make sure all the merchants had a way to get their trading material so you could have a way to trade with them always. I also wanted to focus a little more on The Holy Book play style. Its now possible to go infinite with it to some extent and it is generally stronger now. I also did some changes to Mercenaries so that they take upkeep based on when they were spawned as apposed to taking it at the start of a round, Because playing one at the end of the round would make it immediately leave or take upkeep.
----------, May 28, 2023



Additions

+ MHAPI has a new method for getting all ongoing games. Should make things a little easier for devs.
+ NEW Card! Holy Skirmisher, which is a ranged Varient of the Inquisitor, it is purchased from the Missionary in game.
+ NEW Card! Peon, Ally you can get from the Missionary. Similar to a Mercanery, but takes faith each round.
+ New sounds added to map editor

Fixes
+ Players no longer have the freeze effect upon joining the server.
+ Fixed a major issue with map startup, this should fix an issue causing the plugin to not enable properly.
+ Fail safe added for maps that could not load, allowing the rest to load rather then stopping the plugin entirely.
+ Ranged Allies will now target mobs again
+ Mercaneries no longer respawn after leaving due to no gold.

Balance Changes
+ Minions no longer take magma block damage.
+ Dogmeat rarity change from Epic to Legendary.
+ Minions will now target Allies if they are nearby and a player isnt nearby to attack.
+ Ranged allies have double damage then their vanilla counter parts.
+ Stationary ranged allies will now stay in place and not run, they still can return to their spawn though.
+ The Miner, Mason & Shepherd now have slowness 2. This prevents them from running all over the place. Protect them!
+ All Merchants also have slowness 2 now. They cannot be used perfectly as bait now for minions & beasts
+ Enchanter Elise now always sells brewing stands and nether wart.

Changes
+ Maps are now loaded 1 second after the plugin has enabled. This makes custom worlds on other plugins work with this better.

Known Issues
+ Middle clicking is still not working thanks 1.18!
+ This version will only work with Version 1.19.4 (Backwards combatability is disabled)
+ Bosses will not play Merchant and Ally cards, they have been disabled for bosses for now.

Summary
This update is a big update for M&H. The first stable build of Merchants & Allies is out! Theres a new tutorial video thatll be up soon to! The focus of this update was to iron out major issue with startup and fix some issue with cards and Allies AI. Of course balance changes were made and more will come after some testing so expect some more minor bug fixing and balance changes in the coming days! After that I will be focusing on another resource for some time and then I'll be back to M&H.

While making the M&A trailer, it hit me that the plugin was released over 4 years ago. And in development for almost 5. Crazy how much time I've put into this. I love this project and love hearing people playing it. If you have a server running it or need help let me know! Stay tuned!
----------, May 27, 2023

Just a simple update to bring M&H up to version 1.19.4.

This build is still experimental however, updates will be coming shortly to the Merchant & Allies expansion soon!
----------, Mar 23, 2023

WARNING: This version is fairly untested! Do to the amount of cards added and new mechanics im certain there is many more bugs that have not been caught during my testing! Please report any bugs you find!

Additions

+ When getting cold the screen freezing effect will now occur when your is at 35 heat or lower.
+ New config option! Start commands! These commands will run at the start of the game for each player! (By default all players are given a piece of dirt for example purposes.)
+ Map icons can now be set in the map editor! All maps can now have an icon set. However it is not required!

Fixes
+ When spectating if you leave the border you are instead teleported to the person you selected to spectate.

Balance Changes
+ The freezing effects from normal minecraft apply now starting at 35 heat, this slows you down and can eventually damage you.

Changes
+ Updated to 1.19.3
+ The tip setting is ignored after a player has played 3 games. However the tempature warning tip will always be there unless the tips setting is disabled.
+ When setting a maps linked map it will now reopen the edit screen.

Known Issues
+ Middle clicking is still not working thanks 1.18!
+ This version will only work with Version 1.19.3 (Backwards combatability is disabled)
+ Bosses will not play Merchant and Ally cards, they have been disabled for bosses for now.

Summary
This is just a small update to bring the plugin up to date, I wanted to add in some smaller things that have been requested and some things i've wanted to do for some time. Feel free to make suggestions as I do check them when it comes time to update the plugin!
----------, Jan 19, 2023

WARNING: This version is fairly untested! Do to the amount of cards added and new mechanics im certain
there is many more bugs that have not been caught during my testing! Please report any bugs you find!

Fixes
+ Chest can now be broken and not dupe items forever.
+ Fixed NPE error in console for mason.
+ Mana can no longer go over 10 from the round starting, however it can still
go over 10 from cards like blood pact.
+ Ancient Protetector will now spawn at full HP. (Was spawning with 4 lol)
+ Netherrack and other corruption blocks cannot be gathered by the Miner Ally anymore.
+ Treason name display fixed for converted allies.
+ Treason only converts one Ally now not all of them.
+ Treason should actually work now.
+ The Holy Book will now generate faith and no longer throws a NPE error in console.

Changes
+ Loot Crates should no longer spawn ontop of barrier blocks.

Known Issues
+ Middle clicking is still not working thanks 1.18!
+ This version will only work with Version 1.19.2 (Backwards combatability is disabled)
+ Bosses will not play Merchant and Ally cards, they have been disabled for bosses for now.
----------, Oct 28, 2022

WARNING: This version is fairly untested! Do to the amount of cards added and new mechanics im certain there is many more bugs that have not been caught during my testing! Please report any bugs you find!

Additions
+ New Set, Merchants & Allies! Includes 50 new cards for premium!
+ Updated to 1.19.2
+ New keyword Ally
+ New keyword Merchant
+ You can search a set name in the search by text field to filter cards by Set.
+ When a player has debug mode enabled with an OP in the game start timer is reduced to 3 seconds.
+ Minions now *rise* from underneath the ground when spawned from normal summons.
+ Minions will not suffocate when *rising*
+ New API event, MHGameSecondEvent, this fires for every game every second, it returns the game object MHGame related to the tick.

Fixes
+ Return button for admin panel now works properly.
+ Rigged keyword added to Erosion, Redstone veins & Rift portal. (Was working just not showing on cards)
+ Block hps now apply for supplied start.
+ Commands ran from on win or on lose are not sent from the console, this was an over site sorry!
+ Resources gathered changed to Ores gathered at the win screen tags.
+ Husks! Now works as intended.

Balance Changes
+ Chest items are now dropped when broken.
+ Furnace items are now dropped when broken.

Changes
+ Minions pathiing has been updated, minions have their pathing done evenly over a second rather then randomly. This should result in a smoother performence.
+ Siege Minions now have their movement delayed over the second as well. This could prevent alot of tps in late games with a lot of minions.

Known Issues
+ Middle clicking is still not working thanks 1.18!
+ This version will only work with Version 1.19.2 (Backwards combatability is disabled)
+ Bosses will not play Merchant and Ally cards, they have been disabled for bosses for now.

Summary
Its been a minute since we've had any updates, but this is a big one! The first expansion! Granted, this is and early release, so its not going to be perfect nor balanced! The base set took over 4 years to get to a fairly
balanced state were decks and archtypes are so close in performence that there is no obvious outliers in balance anymore. With this being said, there are 50 new cards being brought to the table! Merchants! These cards let you summon a merchant for a short time that you can trade with. They can trade items and even cards. Then we have Allies! These cards are friends that you can summon onto the battlefield to protect you and your base! They can also do cool things like gather resources for you!
There will be alot of patches coming out soon to balance things out and some other features will be getting some long overdue love like spectating. But for now this is a nice early release for everyone to check out! Thanks for your patience! Happy summoning!
----------, Oct 26, 2022

Fixes
+ Deck Info will no populate at 10 cards and not 11.
+ Deck Info will now populate at 10 of any cards including duplicates, before it wasnt.
+ Deck Info should now properly account for duplicates.
+ Deck Info now updates immediatly after a change.

Changes
+ Dated decks will now give a list of changed cards that were in the deck previously.

Known Issues
+ Middle clicking is still not working thanks 1.18!
+ This version will only work with Version 1.19!!!

Summary
This update just brings the plugin up to date with a couple of nic nak changes. Its always bothered players not knowing what cards were changed in their decks so i took some time to give some indication of what cards where changed and how in chat. This is limited still as if a cards name was changed there is no way to know what the card became so i cannot replace those cards in decks yet. It is possible to have the cards that were changed in data other then its name to be added back into the deck but i need to implement this carefully so thatll come in the future. Otherwise I knew Deck Info didnt work properly for awhile, and finally i got around to fixing it up!
This feature is important as it helps figure out what your decks strengths and weaknesses are just with some numbers. Which is really useful for building your deck the first time. Stay tuned for more!
----------, Jun 15, 2022

Additions
+ You can now teleport to a map spawn point, build corners and map corners using the map editor. Im not sure why i didnt add this sooner!
+ Card Effect system / keyword System, cards can have effects represented by one keyword which is used by many cards.
+ New card effect & keyword, RECYCLE! Any card played with this will have a copy placed in your deck at double the price.
+ New keyword, RIGGED. These cards are drawn at the start of the game if your hand has space.
+ New keyword, ONSET. These cards are played at the start of the game.
+ A new admin panel has been added to the /mh command, this is only visible to operators and should be useful for admins!
+ Command book added to the admin panel, this allows admins to view commands in a much cleaner way then relying on chat.
+ Config Editor added to the admin panel, this allows admins to manage SOME config options in the editor. Its great for basics!
+ The search text function in filters now works with card effects / keywords. Recycle, will show cards with Recycle as an effect.
+ Cards will now show their respective tribe if they have one on the card now.
+ A new culling feature has been added to remove old game records over 7 days old. This will only enable once a user has more then 10 records being loaded.
+ New config option, Disable Unique Corruption Blocks, default is false, this turns off magma blocks and soul sand. This is a preventetive option added in case these blocks are still not reseting admins can simply disable it.
+ Metrics System! Admins can now access the metrics system in the admin panel. This first system builds metrics based on whos online at the moment. It will give a good idea of what cards are being played, winning and losing when played and their win ratios.

Fixes
+ While holding shears, hps will be hidden when you are to close to occluding objects, this means things like torche & slabs for example.
+ Achievements now have a scrolling sound.
+ Passive mobs will no longer spawn on top of a logs, glass, bedrock and barriers.
+ Boss maps no longer show an unlinked map as a warning in the editor.
+ Corruption beast spawn with some spacing when summoned from portals

Balance Changes
+ Recycle has been added to the following cards, Zombie, Spider, Husk, Famine, Blizzard, Venom Strike, Starve, Feast, Collapse, Form Skin & Skeleton Squire.
+ Blizzard now additionally applies a heat loss for the next round only towards your opponent.
+ Zerg Rush mana changed from 10 to 16.
+ Zerg Rush when played no longer doubles your minion wave for ONLY the next round, instead the doubled minions are kept
+ Invasive Portal now gives a speed buff potion effect to the caster.
+ The lantern fuel gained from coal was reduced from 5 to 4, and redstone from 10 to 8.
+ Maggots now summon 2-3 silverfish and maggot chance was reduced from 30% to 20%
+ Horde now cost 6 mana instead of 4.
+ Corpse Climb maggot chance reduced by 2% per level. Maxed went from 40% to 32%
+ Corpse Climb at max copies no longer summons 4-8 maggots, it is now 2-4 max.
+ Cave spiders from cards like brood mother no longer have 15 second poison timers. Instead it is 4 seconds.
+ Witch poison length nerfed slightly, should be around 5-6 second on average now rather then 7-8.
+ The first round now has an additional 30 seconds instead of 20.

Changes
+ RIGGED keyword added to Tool Cache, Building Cache, Written Prophecy, Divine Divination & Supply Signal.
+ ONSET keyword added to Laborer Start, Chained Start, Supplied Start & Torched Start!
+ Handbook icon changed to green knowledge book to make it stand out more.
+ Reworked the helpbook, along with adding some new entries to it!


Known Issues
+ Middle clicking is still not working thanks 1.18!
+ This should be fixed but if not an option has been added to disabled the extra corruption blocks thats were sticking around.

Summary
This update really was quality of life, cleaning up and general changes. Though many key changes are done to gameplay through balance changes and the introduction to *keywords* adds a lot to the future. I wanted to further add a way to get an idea of how balanced cards are, for this ive been working on this first metric system which is open to admins now, currently itll build a dataset out of whoever is online at the moment from their recent games to give you cool stats like what cards are played and which have high win and loss ratios. The addition of a in game config editor and an in game admin menu also was something i wish i would have put in sooner but better late then never haha! There was alot added in this update of course but in general this is the finished version, some things will be added to the general plugin itself like the admin menu and the help book but the core of the plugin is in now. This does mean polish, bug fixing, balance changes and new cards are the new content to be expected! I would expect the next patch to be some of those things and hopefully the following update will be Merchants & Allies!
----------, Jun 2, 2022

This update just brings the version of the plugin up to MC's newest version 1.18.2

I also just wanted to give a small update to inform admins that update will be coming to this plugin again! You can expect a normal patch here soon with traditional things like fixes and balance changing etc. Then shortly after I will be working on the first ever card expansion! :)
----------, Apr 5, 2022

Known Issues
+ Middle clicking is still not working thanks 1.18!

Additions
+ /mh resolveb card-name command added, allows admins to force a boss player to play a card. Useful for debug testing in solo games.
+ When holding shears, you will be able to see your placed block HPS represented by colors, green, yellow, orange and red. Note that stronger blocks are needed to view the full color scale, planks for example only have two hp so they show up as orange when at 50% hp even though they can be one shot. This will be very useful in the base building meta ive been pushing.
+ While holding shears, you can left click damaged blocks to heal them by 2 at the cost of a plank, this can repair any type of material stone or wood. This will take some durability from the shears though.
+ LANTERN BUFFS. Holding a lantern in your off hand slot will now consume, redstone, redstone blocks, coal, charcoal and coal blocks from your inventory to fuel it. While the lantern has fuel it will maintain your heat level outside of a heat source. This means your heat will not go down or up but will stay the same. Redstone is 2x more effecient at refueling lanterns and will always be taken first. When outside of your base area your lantern will also burn 40% more fuel. When you have fuel loaded into the lantern it will be glowing in your off hand slot. Lantern fuel is only burned when its needed so if you would lose heat and you have it ready it will pause the heat loss instead. But if you would be heated by a torch the lanterns heat will not be used.
+ Pistons will now do crush damage to mobs when the pistons are clipping into their heads.
+ Breaking any node block except ore will now have a 33% chance to drop 1-2 flint.

Fixes
+ Using /butcher when minions are in game will now consider the mob killed so new ones may spawn.
+ During boss games only the boss team will be spreading corruption in the game. (Your corruption to the boss is virtualized)
+ MASSIVE performence gains for corruption spreading. When corruption has grown to very large sizes the corruption has about 100x less performence usage then it use to have. This was noticable in corruption decks where the corruption would grow to insane sizes. This would cause 2 major issues, a big lag spike every so often causing mobs to freeze and second it would cause a rubberband effect. Both issues have been eliminated. Now the plugins only performence issue is minecrafts poor AI pathfinding.
+ Blocks when destroyed will no longer leave a ghost block to be hit by minions.
+ Dark Conversion, Pigmen & Pigmen Horde will now glow when they are ready to be considered played.
+ Corruption Beasts spawned from rifts will no longer be strength 1 but will have strength equal to their corruption strength. In general this is a very large buff to rift portal and rift surge as long as its played towards mit to late game.
+ You will no longer get notifications for cards that have requirements to be considered played if the requirements have not been met yet.
+ Opening your hand will no longer double open it, reducing the sound effect to just one so it isnt so rough on the ears.
+ Major bug fixed to cards that are drawn at the start of the game, if you played multiple you would draw one and burn the rest. This is now fixed. The rest are either drawn or added to the deck if there is no space left.
+ Possible fix for Full Corrupted blocks from not being removed at the end of games.
+ Border visual bug fixed with blocks rotation being incorrect.
+ Boss games and games with no players left in the lobby will no longer wait 20 seconds to end they will end and cleanup immediatly.
+ Redstone ore can actually be collected now and wont dissapear when touched.
+ Fixed an error from reanimation after a game was over.
+ You can no longer Hit F to swap your hand out of slot 1 into your off hand slot. This would cause you to be unable to play cards. You can no longer swap your hand into your off hand anymore, this was fixed awhile ago but somehow cropped back up again.
+ Block states will now persist! So this mean log orientation, slab direction etc!
+ Hanging blocks like, torches, rails etc should reset now after their supporting block is destroyed!
+ Trap Door spider will no longer spawn directly on top of the player, instead it spawns where it was buried at.

Balance Changes
+ Cows now drop 4x the amount of leather. This will allow players to use leather armor in the very early game.
+ Redstone Veins, Rift Portal & Erosion was changed to, Drawing one copy at the start of the game. While the rest are placed in the deck. Sort of like Building Cache except you only draw one.
+ Starve mana changed from 4 to 3.
+ Rift Surge mana changed from 2 mana to 3.
+ Collapse now does 1 to 2 damage for every block.
+ Erosion now removes 12 ores instead of 6.
+ Siege Engine mana changed from 9 mana to 10. This card is a base ender.
+ Demolition now has a 25% chance to explode on death. When this death occurs, the explosion can damage up to 6 blocks at 1 to 4 damage per block.
+ Dispenser HP changed to 10.
+ String can now spawn in any loot crate, in addition to normal loot spawns at a 33% drop rate and it can spawn 1-8 in one chest.
+ Chickens now drop 6x the amount of feathers, in vanilla is 0-2, so if its 0 you still get zero. But if its 1 you get 6 etc.
+ Starting round 8, minions without names above their heads have a chance to be converted into siege minions, they will do their block normal damage, they simply wont seak out players.
+ If a minion has been alive longer then the round it was summoned on, at the start of every round it has a 33% chance to convert to siege. RIP RUN META.
+ Trap Door spider will now favor burying itself in low light in the build area, however it wont always do this.
+ Blaze fire now goes away after some time.
+ Fully corrupted blocks should reset properly now.

Changes
+ Minions will not suffocate if they are standing on corruption.
+ When starting the game your draw on start cards are drawn first. You will always draw 5 cards at the start of the game, but if you have more then 3 on start cards you would normally discard that card, now at the start of the game you can draw up to 5 cards. If your hand is full you will simply not draw anymore instead. This is ONLY for the starting hand of the game!
+ Feed changed to Feast! And is now an epic, it also costs 5 mana.
+ Feast gives 6 hunger instead of 3.
+ There is no longer a cap on your max mana. This means cards like hunger pact and blood pact can now put you over 10 mana.

Summary
The main goal of this update was to get some of the loose mechanics in the game properly. There was also some long overdue ideas added with this patch like the lantern additions. Which the lantern will 100% be nerfed in the following patch. Early tests show it to be a bit to broken haha but I want to test it more myself before doing any further changes on it. A huge goal of this build was to also destroy run meta and bring in cards that normally don't see play. So you will see card buffs across the board. There will be quite a bit of card changes in the following patch as well. The next patch will be the last patch before the expansion! The goal of the next patch will be additional card changes and a reworked help book that should be able to present information in the game quite a bit better! All of the patches including the upcoming one have been basically solidifying my vision of the game and getting it into a full proper form. I'm very happy to say we are almost there!
----------, Jan 15, 2022

Known Issues
+ Middle clicking is still not working thanks 1.18!

Additions
+ Rifts now have a visual particle effect! (Particles must be enabled to see it)
+ Rifts now play some creepy sounds as you get close to it.
+ Corruption now spawns particles around it.
+ Standing on corruption will play some creepy sounds.
+ Corruption can now spawn Corruption Beasts. These are mobs spawn from the corruption itself. The larger the corruption has grown the more likely a beast can spawn. These beast will also be stronger the larger the corruption is. The attributes the beast is given is random, so the beast could spawn with extra knockback, more hp, or more armor. These beasts do not actively hunt down players though. They act exactly like the Wither Skeleton from Monster Hunt, where the mobs will behave like normal vanilla hostile mobs. These mobs also wont attack buildings. But these mobs can become very very strong. 1 can spawn every 45 seconds at a percent of 1% per 200 blocks of corruption. Here is some timings from a game to give you an idea of how quickly corruption grows right now. Each round the corruption spreads about 600 blocks. Keep in mind there is other cards that can be used to increase this. By round ten your looking at 6000 blocks corrupted. A corruption beast will run the chances of a spawn every 45 seconds. So this means its possible for the corruption to summon almost 3 beasts per wave.
+ Opening a rift will now have a chance to create a few Corruption Beasts around it.
+ Rift Plague will now additionally increase the chance of a Corruption Beast spawning.
+ Corruption now has a chance to convert to soul sand, soul soil and magma blocks when fully corrupted. (No other possible blocks are near it to corrupt)
+ Walking on corruption has a 5% chance to consume hunger while in it. So getting out of it quickly is key.
+ When a passive mob fails to spawn due to corruption, it turns into a Corruption Beast instead.

Fixes
+ Siege Engine no longer AOE attacks every second.
+ Witch Terror was stealing the lowest card rather then the highest this has been fixed!
+ Fatigue mechanic is now working properly.
+ Sacrifice and Bewitch should no longer be glowing in hand when its not considered played if played.
+ When placing two lanterns down they should now work properly. Before only one could be placed.
+ Dealer Dan should no longer despawn when his chunk unloads.
+ Removing all cards from your deck should no longer sound horrible using the remove all key.
+ Middle Click for removing all cards from deck was changed to work with Middle Click being changed to Shift Left Click, by default this will be set to false. Due to 1.18 removing the packet being sent unless the client is holding an item when middle clicking.

Balance Changes
+ Siege Engines attack cooldown is now 8 seconds instead of 4.
+ Skeleton Army mana changed from 8 to 10
+ Skeleton Army changed to legendary.
+ Lanterns now have 4HP.
+ Poison length for Witches slightly increased.

Changes
+ Hunger now goes down by 2+(Current Round/3) So by round 9 players will be losing 5 hunger rather then 2.
+ Heat will now additionally go down every 3 seconds by (Current Round / 5), so starting round 5 your heat will go down 1 per second. This is on top of the normal exponential system.

Summary
This update is pretty big actually. First the small stuff, the game is being heaily pushed into a *base meta* so building a base becomes more and more needed for survival. I don't want it to be round 16 and players are running circles around the minions. This was addressed with a bug fix for fatigue, and also with the additional changes to heat decay and hunger loss being higher at the start of each round. There was also some balance changes of course. Now for the big stuff!
The corruption has had alot of love this update, I wanted the corruption to feel like a bigger impact on the overall gameplay. I think this update achieves that greatly now and it does change the gameplay alot. I think this update is probably one of the biggest changes to the games meta without adding new cards to it. I cannot wait to see what decks people come up with now and how their gameplay will change. The passed few updates have really been trying to hone in on balancing the game and really bringing my vision to reality. There is some more fixes and small changes coming but I don't think we will see any large changes from here on out. With that said 4.0 will release with the new set Merchents & Allies! You can expect this expansion to be released early february!
----------, Jan 5, 2022

Known Issues
+ Middle clicking is still not working thanks 1.18!

Additions
+ You can now see who is in queue and for what team in team games.
+ Key cards that require other cards to work or to be considered played now highlight with an enchantment in the hand view to show they are ready to be played successfully. Example, having Skeleton key in your hand with the Skeleton King played will have it enchanted. However if Skeleton King isnt in your wave then it will not be enchanted. It's important that cards like this still have the ability to be played even if its clearly not what youd want to do. It opens the door of a choice, do i discard this hugely important card to my deck or do i keep it and risk burning a card that isnt the one id rather lose. This is prevelent for Skeleton Key for example as you can run two copies of it. So deciding to play one for hand space is more important then keeping a full hand and burning King's Loot for example.

Fixes
+ Many cards that were "Tribe based" will now be drawn by their appropriate cards. So Skelemancy, Spider eggs and Loot Corpse will actually draw the other tribe based cards. Many were not registered as their respective tribe. This is a big buff and bug fix.
+ Team game UI displayed as team games now instead of casual games.
+ Boss Maps will no longer be shown in casual games under some circumstances.
+ You can now break blocks in the other teams build area. (Invasive Portal Fix)
+ You will no longer be teleported back to your map if the game ended when you were in Invasive Portal.
+ You can no longer break Corruption.
+ Critical bug fix that would prevent replaced blocks from sometimes being invincible.

Balance Changes
+ Polished Andesite, Granite and Diorite blocks now have 8 HP. And their slabs have 4.
+ Stone slabs now have 3 HP instead of 1.
+ Logs now have 3 HP.
+ Zombies! Changed from 3 mana to 2 mana.
+ Horde changed from 6 mana to 4 mana.
+ Famine changed from 4 mana to 3 mana.
+ Loot Corpse changed from 3 mana to 2.
+ Rising Dead changed from 5 mana to 4.
+ X172 virus changed from 6 mana to 5.
+ Maggots spawn chance changed from 20% per level to 30% per level. (Max 60%)
+ Rising Dead change increased from 15% to 20%
+ Skeleton King changed from 5 mana to 6.
+ King's Loot no longer gives cords or shoots a firework.
+ Supply Signal changed, it will now be drawn at the start of the game.
+ Poison potions length reduced by 33%.
+ Poison potions vary in length now, it can be between 4-8 seconds.
+ Invasive Portal now requires one less ritual.
+ Invasive Portal changed from 7 mana to 6.
+ Pistons now have 10 HP.

Changes
+ Pistons can only move blocks that were placed by a player.
+ Minion sieging is now checking every second rather then every 4 seconds. This should result in a much more responsive siege system. And as a result minions should be attacking blocks more often as a result.
+ Minions no longer attack when finding a path, this should increase perfomence since the load is split in two, previously pathing and attacking was done at the same time.

Summary
This update i focused alot on balance changes, with some quality of life additions. The main focus balance wise this update was to attempt to get zombies into the competitive scene. Theyve always been just a little to slow. Hopefully the aggressive buffs allows them to be more favorable!
----------, Jan 1, 2022

Known Issues
+ Middle clicking is still not working thanks 1.18!

Additions
+ Cards like ritual and sacrifice will now show up in red in the played cards section if they did not *count* as played.
+ Dark conversion will give a fail message now.
+ NEW BOSS! Skeleton King! This boss summons a skeleton card each round for free, this can be a skeleton squire, or even a Grim Reaper.
+ 2 new achievements!

Fixes
+ Grim reaper should work again!
+ Minion damage dealt when displayed should be rounded now.
+ Minions spawned from other minions like Brood Mother should no longer throw errors from not having a team.
+ Fixed an issue with ranked games since the boss system was added. Ranked games should start properly now.
+ Building Cache items will now display their block hp!

Balance Changes
+ Trap Door Spider bonus damage reduced from 6 to 3.
+ Minion arrows can no longer friendly fire.

Changes
+ Typo fixes for some card descriptions.

Summary
The goal of this update was just to get some good fixes in for some errors. I want to prep the build to be very clean these next few releases for 4.0 as this will be the end of the main game engines development!
----------, Dec 30, 2021

Known Issues
+ Middle clicking does not seem to work anymore in 1.18 at least on the plugin side, hopefully this will be working properly in the next patch! For now set the option to use Middle Click to false. By default this will be false until fixed, however existing servers will need to change this themselves.

Fixes
+ Mobs will now pathfind correctly!
+ Item Text is now enabled again for when cards are played and in other areas!

Changes
+ Previous compatability dropped.

Summary

I fixed up some of the major things missing from the last major update of MC, i still need to look into some things, as a result the changes are to drastic here to keep supporting versions before 1.18 now, however 1.17 will probably be supported since the changes to the nms structure occured then. For now only use this build with 1.18! Thank you for your patience!
----------, Dec 19, 2021

Known Issues
+ Hovering over cards in chat does not show anything, the hover function was changed in 1.18, i am still coming up with a solution to this.
+ Some AI pathing problems have cropped up, 1.18 changed how nms was handled as a result more time is needed to make sure the AI is working as intended!
+ Middle clicking does not seem to work anymore in 1.18 at least on the plugin side, hopefully this will be working properly in the next patch! For now set the option to use Middle Click to false. By default this will be false until fixed, however existing servers will need to change this themselves.

Additions
+ New Seasonal Set!
+ New API events for when players in game break and place blocks.
+ Updated to 1.18
+ New command, /mh givepack setname
+ New config option, Seasonal Sets
+ Additional Methods added to CardEntry to ease card creation.

Summary

The new seasonal set is in! I wanted to add in something to celebrate a little bit haha! The xmas set has been added! It only has 2 cards! One card gives a chest called a xmas tree, which you can then get ornaments, tree toppers and bulbs! These are acquired from the xmas box loot crate! When played its spawns a normal loot crate with these xmas themed items in them! Place them in the xmas tree and then every round you will generate presents that will be placed inside the tree box! When the presents are dropped you will be give random items! Note that the bigger the present the bigger the item reward! Large Presents can for example give diamond armor! The more ornament & bulbs you have in your tree the better and bigger the presents! The release took longer then needed due to 1.18 changing quite a bit with nms, which is used in a few things. Hopefully i will find solid solutions to the coming versions! For now use this version with knowing some core functions may not work as intended right now!

Enjoy and have a great xmas! :)
----------, Dec 16, 2021

Fixes
+ FIXED NPE when spectating a game that would end.
+ Lightning Storm will now work against AI in boss battles.
+ Meteor Storm will now work against AI in boss nattles.
+ The boss will now pick a card from stacked deck, not well though.

Summary
The goal if this update is to allow the boss to play other cards with their effects. There is only a few cards that still need to have effects added for bosses. Most notable are supply drop cards and book giving cards these will come in for the next patch.
----------, Oct 7, 2021

Additions
+ New Card? Husk?
+ BOSS BATTLES!

Fixes
+ Lightning Storm will no longer keep running if the game ended.
+ Meteor Storm will no longer keep running if the game ended.
+ Fixed a bug with Minion Rush when being played.
+ Fixed a rounding issue in the end game phase display.


Summary
I am very pleased to announce the last major feature that has been added to M&H! BOSS battles! This is a single player mode of the game! So you can test out your decks and even have the bot play your deck against you so you can get a feel for what its like to face your own deck. I think this will be a huge feature for the game as it will allow people to get their feet in the water and learn the game without worrying about other players.

That said there is currently 4 difficulty's. Easy, Medium, Hard and BOSS.

Easy, Medium and Hard are normal bot players. This means they dont cheat. But they will perform better as their difficulty goes up. BOSS difficulty is very unique. These bots will have cheats against you and play at its full capacity. The first boss is..

The Brood Mother, a simple boss but very strong. She discounts all of her cards by one mana. Which doesnt sound crazy until your being swarmed by spiders.

This being said, the BOSS's are virtual! This means you only need ONE map for this game mode. Everything is virtualized for the bot as stated before, but keep in mind the plugin is simulating things like walking from node to node, and walking in the map. The bot does literally need to travel from resource to resource and even needs a furnace to smelt things. I've done my best to simulate the player element here but itll never truly be a crazy good opponent. It's just for fun. The BOSS difficulty boss's should be really fun for experienced players.

This all being said please understand this is the first EXPERIMENTAL build. **I DO NOT RECCOMEND THIS BUILD*** This new feature integrated heavily with many old and existing features this means there is endless oppurnities for bugs! The next following patches will fix this! Also the bot currently cannot fully play some cards correctly, for example divine prophecy needs to be simulated but isnt in yet, the boss also doesnt understand how to play cards in order yet. So he will play skeleton key for example before hes played king's loot. So please take it easy on me before letting me know he's doing things like this i know XD I just need some time to iron it all out and figure out alot of the details.

So besides all that this is really fun. I've enjoyed making it so far and ive also enjoyed playing against the bots. I hope you you enjoy this!

This feature is for premium only. This should really be the cherry on top! I think the plugin deserves premium status. Especially after i have cleaned it up and we hit 4.0! It's been over 3 YEARS since i first started this project. For 10 bucks you get quite a bit! Anyways thank you! I look forward to your reactions and don't lookg forward to the bugs haha! Cya all soon!
----------, Oct 7, 2021

Just a hotfix that was preventing new users from using the plugin properly!
----------, Sep 20, 2021

Additions
+ MCMMO basic compatability added, mcmmo bonus drops will no longer drop when in game.
+ Compatability returned for 1.16 and 1.15 in this version.
+ Config option, Leaderboard Tracking Amount default 50.

Balance Changes
+ All pigmen cards will no longer spawn with swords.

Changes
+ Skeletons no longer have fire resistence, instead they all spawn with leather hats of encouragement!
+ The new leaderbaord system is in, and it is optimized so it should scale much better!
+ Win / Lose commands can now use %PLAYER%, example. /mh givepack %PLAYER%, this would run the command with the player who won or lost with them as the target.

Fixes
+ The new visual border has been optimized! It's footprint is low but always penny pinching! :)
+ Team games no longer add a open game to the casual games indicator.
+ Players can no longer pickup items in MH UI when outside of the collection menu.

Summary
Going forward compatability for previous versions of minecraft will only be trailing by two versions. So in the current state ill support 1.17 - 1.15 in this version. So in 1.19 that version will suport 1.19 - 1.17. The reason for this change is as item and entites change and are added to minecraft making this compatabile for many versions back becomes more complex and id rather just streamline the proccess. So if you use 1.14 then simply download the last version of the plugin that supported 1.14. However using the newest version of minecraft will always be this plugins goal. If this does not follow your server direction ie your version locked to 1.14 or 1.8 then you should consider if this plugin is for you as it will go against that server direction.

The new leaderboard system is in! This feature has been disabled for awhile due to performance concerns i was having with it. Now I have revisted it and should run way better for larger servers! The new system will generate a leaderboard for the first time, however after this the system will only be keeping track of players who are within the top X players using the new config option.

Anyways expect more updates soon!
----------, Sep 17, 2021

Additions
+ MCMMO basic compatability added, mcmmo bonus drops will no longer drop when in game.
+ Compatability returned for 1.16 and 1.15 in this version.
+ Config option, Leaderboard Tracking Amount default 50.

Balance Changes
+ All pigmen cards will no longer spawn with swords.

Changes
+ Skeletons no longer have fire resistence, instead they all spawn with leather hats of encouragement!
+ The new leaderbaord system is in, and it is optimized so it should scale much better!
+ Win / Lose commands can now use %PLAYER%, example. /mh givepack %PLAYER%, this would run the command with the player who won or lost with them as the target.

Fixes
+ The new visual border has been optimized! It's footprint is low but always penny pinching! :)
+ Team games no longer add a open game to the casual games indicator.
+ Players can no longer pickup items in MH UI when outside of the collection menu.

Summary
Going forward compatability for previous versions of minecraft will only be trailing by two versions. So in the current state ill support 1.17 - 1.15 in this version. So in 1.19 that version will suport 1.19 - 1.17. The reason for this change is as item and entites change and are added to minecraft making this compatabile for many versions back becomes more complex and id rather just streamline the proccess. So if you use 1.14 then simply download the last version of the plugin that supported 1.14. However using the newest version of minecraft will always be this plugins goal. If this does not follow your server direction ie your version locked to 1.14 or 1.8 then you should consider if this plugin is for you as it will go against that server direction.

The new leaderboard system is in! This feature has been disabled for awhile due to performance concerns i was having with it. Now I have revisted it and should run way better for larger servers! The new system will generate a leaderboard for the first time, however after this the system will only be keeping track of players who are within the top X players using the new config option.

Anyways expect more updates soon!
----------, Sep 15, 2021

Brining the plugin up to date, right now this version works with ONLY 1.17, download the older versions for compatibility while I work on the fixes for the older versions, however there is no notable differences between this version and the last this version just runs on the new version of minecraft.
----------, Jun 25, 2021

+ Just bringing the plugin up to the newest minecraft version!
----------, May 19, 2021

Additions
+ New Card Husk! This card was in before but has now returned due to new mechanics.
+ Entry system now supports multi minion spawn cards!
+ You can now clear filter text by shift right clicking the filter item!
+ You can now remove all cards from your deck using middle click on the deck in the collection!
+ There is now a deposit all cards button inside of card packs now for fast adding cards!

Balance Changes
+ Multi minion spawn cards will now add individual cards.
+ Passive mobs that wonder outside of the map boundries will be teleported randomly back into the map.
+ Supply Cache now is drawn at the start of the game. Similiar to Tool Cache.
+ Written Prophecy & Divine Divination now work the same way as Tool Cache.
+ Witch Terror now steals the highest cost minion card from your opponents instead of a random one.
+ Witching Hour now summons 5 random minions every wave instead of 10 for one wave.
+ Witching Hour now costs 5 mana instead of 2.
+ Sacrifice can no longer sacrifice witch tribe cards this includes Abomination, Witching Hour, Witches
+ Andesite, Granite and Diorite slabs now have 2 HP.
+ Dirt now has 1 HP and coarse dirt now has 4 HP
+ Diamond Blocks now have 40HP

Changes
+ New minion attack system, this should provide some performence improvements as well.
+ Minions should now be a bit more responsive when it comes to hitting blocks!
+ Consistency warning tweaked.
+ Using the /mh command while spectating will now open the spectating screen.
+ Corruption spread now will adjust its spread every 60 seconds. This should help new rifts expand!
+ Sandstone now has 4 HP & Cut Sandstone has 8HP

Fixes
+ que spawn has been adjusted so minions should come quicker during the waves.
+ Additional left door fix
+ Minions now do proper damage to blocks.
+ When players leave while in a queue it will now remove them from the que properly.
+ During countdown if one of the teams does not have players the lobby will end and open the map up again for use.
+ Added a lot of information to most cards.
----------, Mar 3, 2021

Additions
+ New Border system! It is now visible when you get near it!
+ You can now see how many points and achievement is worth!

Balance Changes
+ Zombie Juggernaut bonus damage removed (was 2 extra damage)
+ Zombie Juggernaut bonus speed halfed. (20% to 10%)
+ Zombie Juggernaut bonus armor tripled. (4 to 12)
+ Skeleton Key cost changed from 1 to 2.
+ King's Loot mana changed from 2 to 3.
+ Skeleton Army mana changed from 7 to 8.
+ Skeleton King cost changed from 5 to 6.
+ Swine mana changed from 2 to 4.
+ Rising dead chance changed from 10 to 15.
+ Blood Pact now deals 8 damage instead of 5.
+ Siege Master mana changed from 9 to 5
+ Siege Master now only attacks blocks!

Changes
+ Sapper shouldn't only path towards the player.

Fixes
+ Witch dance will no longer give rituals passed your hand size.
+ Grim Reaper will no longer reanimate minions that are respawning if Grim is already dead.
+ Rising Dead is now working properly.
+ Doors should now remove top blocks after games end.
+ Sand and other falling blocks should regenerate now.
+ When you disconnect from the server while in a game you will be returned to where you joined from.
----------, Mar 2, 2021

Balance Changes
+ Zombie Juggernaut mana changed to 3 from 2.
+ Skeleton Knight mana was changed to 4 mana from 3.
+ Skeleton Squire now has strength which weakens it because its undead.
+ Demolition mana changed to 5 from 3.
+ Skeletons now spawn with fire resistence to help them not be scared of the sun!
+ Andesite, granite and diorite had their block hp changed to 4 from 3.
+ Shield damage reduced by 33%

Changes
+ The shield thee achievement now will consider the amount being crafted!

Fixes
+ Dropping an item on the ground and picking it up will no longer stack the block hp lore.
+ Queued minion cards no longer proccess when you rejoin a game.
+ Map mobs like MONSTER should no longer get removed when your far way from them.
+ All of the spells that apply next turn have been fixed at long last!
+ Minions can break trap doors now
----------, Mar 2, 2021

Fixes
+ Statistics screen now only displays 2 decimel points rather then all of them.
+ Most played map will no longer show unrecorded if possible.
+ Game stats screen now only display 2 decimel points for some data nodes rather then all of the points.
+ Ore gathered will now display properly.
+ Discarded cards will now show properly in chat!
+ Achievements will now check progression and advancement when losing games! Before it was only doing so on won games!
+ Autofill context for commands has been fixed to the correct formants.
+ Zombie juggernaut will not give errors in console when x172 was also played!
----------, Feb 24, 2021

Additions
+ When a card is discarded by any means it will not appear in the chat so
you can quickly know what you lost.

Balance Changes
+ The new default round length is now 130 seconds instead of 120.
+ The first round of every game is now 20 seconds longer.
+ During the first round your heat decay is 2x slower.

Changes
+ Achievements can be unlocked at round 3 or higher now.

Fixes
+ Statistics screen will no longer flood console for players looking at it without any games.
+ Minion particles no longer throw errors if they do not have a tribe.
+ Fixed a few bugs regarding achievements.
+ Statistics is now properly recording your resources gathered!
+ Loot crates should now have hp list on their blocks.
+ Casual games are no longer being displayed as losses in matchmaking.
+ Fixed the roundtimer not being properly set if you had the premium verison
+ Shield Thee and Advanced Production should now trigger correctly!

Summary
This update fixes some bugs we've been encountering on the new tournament server for this week! There is some tweaking i've been doing i feel like players have less time to prepare and deal with minions now since they cant kite them as easily due to heat. So there is some changes here to address this, if these changes shift the game in a negative way i will revert them!
----------, Feb 23, 2021

Fixed a bug allowing players to dupe cards.
----------, Feb 10, 2021

Additions
+ Minions now take 25% less damage whilst on corruption.
+ Minions now deal 50% more damage whilst on corruption.
+ If a resource node were to spawn on corruption, it instead burns the spawn. (Never implemented)
+ Players a recieve a messgae in chat when a node could not spawn due to corruption.
+ If a passive mob were to spawn on corruption, it instead burns the spawn. (Never implemented)
+ Cards can now be removed from the collection view so long as there is no deck currently being edited!
Fixes
+ Removed entry debug messages from console
+ The "New Zombie" card was removed from the card pool, this was an example card showcasing the new card entry system.
+ The collection view now shows the left and right click options when the deck is in the menu. (Not sure when this was disabled by accident.)
+ Fixed a major bug causing achievements not to persist between server resets.

Summary
This update brings a big change to the corruption, your minions will now have a natural buff on corruption. I really want the corruption to be a bigger part of the game. I believe these changes will introduce a few new ways to play the game and some new deck types! I also realized that there was no easy way to trade cards with people so now you can remove cards from your collection!
----------, Feb 10, 2021

Fixes
+ Reminder setting has been fixed to not spam you every round.
+ Particles no longer linger for dead golden minions!
+ Fixed a bug causing some errors at the end of a game.
+ Removed some debug messages from the previous version sorry about that.
+ Game names in the records list should no longer be listed as "Not Recorded" for new games!
+ Fixed a typo in the beginner tips regarding when the effects of heat set in.
----------, Feb 10, 2021

Additions
+ New Card Entry system. This allows the creation of cards far faster then before.
+ Over 20 new achievements to acquire!

Balance Changes
+ Sugar can now spawn in loot crates!

Changes
+ Updated to 1.16.5

Fixes
+ Typo fixes for some cards.

Summary
The new card entry system is a big deal. This in the future will allow developers to create their own cards! This is sort of my future proof idea for the plugin this way their can be new content long after I am not
posting any updates or just during the down time of the major set releases. The premium version is required for all new cards and this includes new cards that will be made in the future by developers!

I also brought in the addition of new achievements which is to support the upcoming tournament! Check the discord announcements for more details! I also just wanted to add some more achievements since 20 just wasn't alot to work with so doubling them seemed like a good start!
----------, Feb 9, 2021

Additions
+ Golden card effects!
+ New config option to disable golden card effects!

Summary

This update just brings in golden card effects! This will be fleshed out more to be more unique per card, but for now there is now general effects for all of the cards! So minions have particles around them based on the type, and spell and supply cards have a neat little play effect!

This finally brings M&H development to my vision! Now this doesn't mean i'm done developing it! There is a lot of extra things i'd like to add to M&H this doesn't just include new cards but new types of gameplay options! But for now the next big thing to look forward to is the first expansion for M&H! Each expansion will have a new large pool of cards and will sometimes include new features. I've had plans for the next card expansion for awhile so I cannot wait to bring that to the table!

Upcoming Show Matches!

I have a tournament type style event coming up! Players will be able to play and earn achievement points on the public server ill be hosting, whoever has the highest point will be able to participate in the show matches!

I am unsure of how many matches I will have at this time but participants will be able to earn a cash prize for winning or losing! :) Stay tuned!
----------, Jan 14, 2021

Additions
+ Player statistics is now enabled! This is an data pool of all of your recent games! This can help you improve!
+ Multiverse is now a soft dependecy for M&H, this should help with M&H loading before Multiverse causing corruption.
- Note that Multiverse is NOT required, however if your using another world managing plugin please let me know so i can add support for it to prevent these issues from occurring.

Changes
+ Games in the game history now show the name of the map it took place in.
+ Games in the game history now have way to see if you lost said game or won.
+ Removed the getcard command, these may have been causing confusion use /mh givecard instead.
+ The help menu was cleaned up for users.
+ The help menu now shows all commands for admins, some useful ones were not shown here like /mh show nodes

Fixes
+ You can no longer get Built in Stone outside of the game.

Summary

This update brings in one of the last major additions, statistics. Players can now get a good feel of all of there games by using the statistics, but using the game history feature players can find specific game cases where they might have lost and could have done better! The last thing to get added in is golden card effects! Which you can expect tomorrow!
----------, Dec 31, 2020

This is a hotfix patch that fixes new players files from throwing NPE errors in console, for some owners this rendered the plugin unusable! It is now resolved though im very sorry about that!!
----------, Dec 30, 2020

Additions
+ Game history button now is enabled! You can now view stats from previous games up to 7 days!
+ The last game command now has a return arrow, it will take you back to your game history.
+ You can no longer lose items, cards or decks by placing them inside M&H UI.
+ New command, /mh giverdeck, gives an OP player a deck with random cards.
+ New command, /mh starterdeck, gives a starter deck one time to players! (Goes straight to the collection view)
+ New config option, Allow Starter Decks - used to disable the new starterdeck command!

Fixes
+ Fixed some UI issues with the achievement screen!
+ Achievement screen now has a back arrow!

Summary

I wanted to help server owners get some of there new players into the game a little easier hopefully the new /mh starterdeck command can have new players skipping the whole making a deck right away and get them playing so they can experience the game first rather then a bunch of setup work first!
----------, Dec 29, 2020

Additions
+ Potential catch added for when games go negative in the countdown, this should cause these lobbies to at least end at -1.
+ Profile screen has been enabled!
+ Settings screen found in profile can be used to enable and disable some new settings!
+ New Setting! Players are now given a warning at 20 seconds if they have enough mana to play a card in their hand.
+ New Setting! Tips! This setting gives you some helpful tips while playing a game!
+ New Setting! Debug mode! This will be used for debugging! Currently it does not do anything but should be useful!
+ Opening the handbook now has a click sound!
+ Achievements! Players can now unlock achievements! They are found inside of the profile menu!
+ Achievements give points so players can compete with who has the most!
+ Admins can disable the broadcasting of achievements when players get them, however only large achievements are broadcasted anyways!
+ 20 new achievements have been added! - These are not your typical achievements!
+ Premieum users can now have players execute commands when they lose and win games. Found in the config as win and lose commands!

Balance Changes
+ Players cannot earn achievements before round 4 under any circumstances.

Changes
+ Players using challenge que will now be informed if they are waiting on a map to be free to play on!

Fixes
+ The losing player in any given match is no sent a random null message in chat!
+ Potential fix for timer going negative at least for challenge que. (Need more data to solve entirely)

Summary

This is a major update! You will notice the player profile is now accessible! There is 4 buttons in there right now however only 2 currently are enabled!

Achievements! I'm super excited about these as now we can have a new competitive way to compete with your friends! I am trying to avoid making them generic so you will see some very interesting and hard ones in there! Player settings are in, I'm still adding more to this section for now I have added a few things you can toggle on and off here.

For new players there's a new tip system during the first round to help guide players with there first game. There's also a reminder for heat attached to this system. It can be turned off by experienced players of course in the settings,

However one thing I don't see anyone turning off is the playable card reminder :) This will be useful for players who are so busy they forget they have cards, and yes this happens more then you think haha!

There is only a couple of things to do now before we hit full release! So I'll leave you with this!

Happy summoning!!!

TODO:
- Player statistics screen
- Player game history screen
- Rework leaderboard system (currently disabled)
- Basic golden card affects
- 4.0 - AKA FULL RELEASE <- All of this will be done, before 2021!
----------, Dec 24, 2020

Fix a major issue with the recent update causing blocks like tall grass to be dropped, coal ore other items being dropped as if your hands had silk touch.

This was fixed by simply changing where I add the data tag for the HP of blocks when the item is picked up rather then when it is broken. I believe this will properly fix this issue!

I normally don't have serious issues like this sorry for the inconvenience!
----------, Dec 6, 2020

Additions
+ You can now view last game stats by using /mh lastgame after a game has ended.
+ Games are now saved inside of a game records folder, under each players UUID.
+ Blocks when destroyed now have their hp listed on the block itself! :D
+ Blocks when smelted now have their hp listed on the block itself! :D
+ Blocks when crafted now have their hp listed on the block itself! :D
+ Use Game Tracking a configuration option to disable game stat tracking, this will help servers with very little memory.

Changes
+ Losing and winning game messages now colored.

Fixes
+ Fixed a potential bug causing players to carry over their exponential heat loss from previous games.

Summary

This update adds in something I have been waiting for a long time. Data tracking! In its current form players can now see stats on their previous game! As a developer this will be useful as I will now be able to collect data on stats like what cards are being played, which ones arent, whats doing the most damage and all sorts of information. As a player it could help you hone in your strengths and weaknesses! This is also a major system needed for the player profile menu, which is what the next release will have!

In there you will be able to control settings for yourself and see information like your previous game history! I have some other idea planned for it to but this was the first step getting there.

With the next update the settings options will have a setting for bedrock users to enable bedrock mode which will give them a decent way to interface with M&H as of right now they cannot open packs with either of the options available.

Once the profile screen is complete, M&H will go through a cycle of bug fixing and then the first expansion will be released! :D
----------, Dec 5, 2020

Additions
+ M&H Handbook is now in the main menu, this menu shows information on the game like block HP, deck styles, tribe & corruption information!
+ New debug command, /mh game debug - > this will be used for advanced debugging.

Balance Changes
+ Iron blocks now have 20HP.
+ Iron trap doors hp reduced from 10 hp to 5hp.
+ Fixed a bug causing materials with the word stone having 8 hp like cobblestone.
+ Stone hp changed from 8 to 6. - Standardizing block health
+ Brick slab hp changed from 4 to 5. - Standardizing block health
+ Sand hp changed from 2 to 1.

Changes
+ Updated to 1.16.4
+ Internal change to the game timer, it has been broken up into several parts for future debugging.

Fixes
+ Corpse Climb bug fixed were an exception was thrown when an assigned corpse climb body was already.
+ Corpse Climb persistence fix, corpse climb could trigger into other games from the game they were played from.
+ Fixed a major bug were maps with lights you could wouldnt lose heat if near them, now you do (as intended)

Summary

I haven't posted an update in awhile as I have a few new projects I started one of which is near to its public release! I haven't forgotten about M&H of course! This patch is a small one but is heading in the direction of the core plugin being complete! I want to get the profile menu in, this will keep track of information for players and will add in some fun stuff like achievements! Players will also have some settings options in here to help them out and the experienced players will be able to toggle things off. After this new menu system is cleaned up and finished im planning on finally working on the Golden card affects :D This should be really useful for server owners looking for a way to monetize their server in a EUILA friendly way :) Once this is in, M&H will finally hit its full state. Then in the future I will be working on the first expansion for M&H which is still far away haha thanks for reading!
----------, Nov 23, 2020

Additions
+ Team Games! There is now a black banner icon for team games in the matchmaking section! (PREMIUM ONLY)
+ Spectating can now see the amount of passives for each team that are currently spawned. (More to this soon)
+ Team Game Minimum, a new config option that controls when team games can start counting down.
+ Max Team Size, a new config option that controls how many players can be on one team.

Balance Changes
+ Natural passive spawns only have one chance per team to spawn.

Changes
+ Updated to 1.16.3!
+ Witch pocket & Sabotage now works on a random player not the first player in a team.
+ Minions when spawned should be assigned a random enemy player to target.
+ When a teammate dies their inventory is now dropped on death.
Fixes
+ Fixed a NPE for rain when a map had not been completed yet.
+ Monster Hunt fixed, it will now draw three cards when killed again.
+ Witch pocket should now play a sound for when a player has their inventory picked.
+ When the player your watching is dead, the display will change to another player if available.

Summary
This was a fairly large addition that didn't take a lot of time to code in since ive been designing M&H with team games in mind. However with that said I have never designed or balanced the game for team games. So some combs may not work as intended and some may not even work at all with different team members using spells and minions in tandum. However i will try my best to balance some parts of the game for team games and 1v1's of course just in favor of 1v1's. I have done a bit of testing on team games but i need to gather more feedback from other players and users that might think differently then we do of course! So please use team games with caution! Team games is a premium feature as I feel the that it is not a part of the main representation of the game and it is more of bonus feature for the plugin itself! Also team games have not been limited in team size. This means you could have as many team members as you want! Though keep in mind the larger the team game the larger the performance impact so make sure to check out the performance section before using team games!
----------, Sep 24, 2020

Additions

+ Updated to 1.16.2!
+ New Main Menu for everything! No need for commands! (Working on fully implementing but mostly in!)
+ New filter! Hide Unused Cards (In Deck) - this has been requested for awhile! It only shows cards in the view that are in your deck!
+ The collection view now has a new icon called Deck Info! This icon will help you get a better understanding of your deck! It shows information like average mana cost, deck consistency and your opening hands mana per card.
+ New debug command, mh game skiptimer, this sets the round timer to 3 seconds left. Useful for debug testing!
+ New debug command, mh game resources, open a basic menu that shows information on the game the admin is in, like resources available in nodes.
+ Spectators can now see information on players nodes, like how many have been spawned so far, and how many of each resource is available like ores and cobblestone.

Balance Changes

+ Feral Undead is now quite a bit faster, the first feral undead was giving a big buff and the rest were weak, now they all provide a conistent buff
however the first card is now weaker then before but is better after the second is played!
+ Husk changed to "Husks!", it is now EPIC and now cost 5 mana instead of 2! It now spawns 3 husks each wave!
+ Starve now removes an additonal ham when played, bringing it to a total of 3 hams or 6 hunger when played.
+ Rift surge mana changed from 3 to 2.
+ Brutality mana changed from 5 to 4.
+ Strength's damage reduction raised from 20% to 30%, makingt he total damage reduction now 60% instead of 40%.
+ Maggot's now stack, this increases the minimum spawn of silverfish when stacked and max, it also increases the chance of maggots proking!
+ Chicken changed to Chickens? it now spawns 1-3 chickens each wave and now costs 3 mana instead of 1.
+ Coal Veins now cost 1 mana, it also now spawns coal blocks!
+ Redstone veins and Lapis Veins now cost 1 mana.
+ Diamond Veins cost 4 mana now.
+ Loot Crate now costs 1 mana.
+ Power Draw now cost 1 mana.
+ Minion Rush now cost 2 mana instead of 3.
+ Rift Plague mana cost is now 2 instead of 3.
+ Rising Dead now cost 5 instead of 6.
+ Zombie Juggernaut now cost 2 mana instead of 3.
+ Skeleton King now cost 5 mana to play instead of 4.
+ Skeleton Kings speed is now halfed, however this will keep him closer to other minions.
+ Skeelton King now reduced minions nearby damage by 40% instead of 20%
+ Grim Reaper is now MUCH slower. He will proc on more minions now as a result and now has a slightly further revive range.
+ A Game of Hunger now cost 1 mana to play.
+ Bewitch now cost 3 instead of 4.
+ Winter Is Here, mana reduced from 10 to 8.
+ Demolition changed from 5 mana to 3, it also plays an explosion sound effect now as well.
+ Siege Master minion cost changed from 7 to 8.
+ Siege Engine went from 6 mana to 9 mana.
+ Siege Engine's extra armor removed.
+ Siege Engine's range tripled, however it can now only hit up to 4 blocks per hit.
+ Siege Engine now damages itself when attacking, however the damage is based on how many blocks it damages.
+ Demonic Swine's Mana reduced from 5 to 3.
+ Sharpen Blades Mana cost doubled from 3 to 6.
+ Corpse Climb now stacks, at 1 stack it now has a small chance to drop flesh or a bone, flint is no longer dropped but will return at a later time.
+ Corpse Climb at 2-3 stacks now has the chance to spawn maggots when broken. At 4 stacks it could reanimate the corpse summoning a zombie at that location.
+ Blizzard now gives melee skeletons a chance to apply slow.
+ Lightning Strike will no longer strike the edge of the build zone.
+ Tool Cache changed from RARE to EPIC.
+ Tool Cache now is drawn at the start of the game on top of your opening hand.
+ Zed slayer changed! It is now Monster Slayer! Instead of killing 15 Zombies you now need to kill 15 Minions to draw 2 cards!
+ Spiders! Changed from spawning 4 spiders to 3.
+ Brood Mother rarity changed from COMMON to EPIC.
+ Tarantula mana increased from 3 mana to 4.
+ Trap door spider range from 10 blocks to 4 blocks instead.
+ Deathweb now has a lower chance to fire per block changed from 50% to 18%, and now stacks. (Epic so max is 36% per block if both played)
+ Orb Weavers mana cost changed from 3 to 5.
+ Orb Weavers chance to create webs reduced from 10% to 8%. Effect still stacks, at max thats 40% to 32% chance.
+ Webs now breaks 0.5 seconds to 2 seconds after being stuck in them, the sweeping edge sound effect will play when this occurs.

Changes

+ All nodes can be fully gathered now, however there is no longer STONE used in the node itself, this will make them stand out more and reduce confusion.
+ Stacked deck's list is now randomized so you no longer can tell the order of your deck.
+ Vivid nightmare is now removed at the round start rather then after the minion wave is spawned. This will probably apply to all wave cards similiar to this later.
+ Fatigue now reduces your heat, hunger and health this effect also stacks over time until you can draw a card. (Currently no way to add cards to your deck though)
+ You no longer lose 1 heat over three seconds.
+ Now your heat loss stacks for every second spent in the cold the first tick does not lose any heat.
+ Example: After three ticks in the cold or 9 seconds you will be losing 2 heat per tick. Then the next 3 seconds increases it to 3. Rip running meta.
+ All light sources return 5 heat, however lanterns will increase your heat gen to 8 if you are within 4 blocks of it. Torches use to give 6 heat before.
+ Diorite, Granite and Andesite now have 3 HP, so you can now get some value from mining a full node :)
+ You no longer use the word clear to clear your filters instead its now "reset" to help admins not wipe their inventories lol. (me)
+ Using /mh now opens the main menu.
+ Using /mh help will now show the old help menu, however the plugins direction is to remove the need for commands.
+ Matchmaking icon in the collection view is now replaced with a return arrow to the main menu.
+ Return arrow in the match making view now returns you to the main menu.
+ Corruption spread will favor spreading towards the opponents build area sooner.
+ Blockdata should now be persistent, things like logs rotation for example should now be maintained, however this needs further testing and is probably not perfect yet.
+ Minions now spawn on a queue system, this allows admins to set how many minions can be on each players map at any given time.
+ New config option "Max Minions Per Player", this controls how many minions are on each players map, minions that cannot spawn because there is to many
will now spawn throughout the wave as other minions are killed. This is a huge performence update. By defualt this amount is 50.
+ Minions can now attack trap doors 1 extra block beneath them to help counter them.

Fixes

+ Invasive portal now matches the description.
+ Black widow should now killed its target instead of only doing 7 damage.
+ Extinction now floors its math instead of ceiling the values of animals, this would result in 100% spawns for some passive mobs.
+ Supply signal should work better now, it will adjust the power of the firework now so it doesnt go to high and make it not visible and it wont get stuck in objects anymore.
+ Iron door HP changed to 10, as the block as a whole does not take damage its the individual block.
+ Feral Undead can now be drawn by Loot Corpse and is now Considered a Zombie card (even though it can apply to skeletons and piglins)
+ Lobby message looks a bit cleaner now :)
+ Decks no longer get deleted when leaving the server during the middle of a game or spectating a game. This was a major issue im happy is fixed now!
+ Deprecation fixes for baby zombies and passengers.
+ Vivid nightmare fixed again, i finally came up with a solid solution to this card mechanically. It should be out of future patch notes now lol.
+ Multicard draw cards like Spider Eggs have been fixed and will no longer burn your entire deck when you don't have space for one of the cards drawn.

Summary
I've been dormant for a bit! However I have a very very good update for everyone here! After the M&H tournament I hosted i learned quite a lot. I learned that spiders were broken balance wise, and i learned that there was a running meta to the game that went against the spirit of the game. So I SMASHED both problems. Spiders are supposed to be stronger mid to late game. But they were strong all of the time. In contrast zombies are a late game deck and skeletons are a early to late game deck. The scaling of each tribe is different based on their cards to give you an idea of my original thoughts behind these decks and why i balance them the way i do. One of my other big focuses was making cards that aren't being used very much a more viable option, i don't believe there should be useless cards in the game, unlike other card games. So PLEASE read the card changes! There is so very many!

The heat mechanic has been drastically changed, you now lose heat faster the longer your out of your build area, this prevents the running meta and encourages the spirit of the game, build a base and survive in it. Or die trying. In the tournament we had 100's of mobs chasing one player. They could just run and run. Which really defeated the purpose of what heat was trying to do! Keep players in their build area. As a result players will find it much more difficult to stay out of their base area for to long. And Lanterns were added! They heat you up super fast when close to them so take advantage of them!
----------, Aug 25, 2020

Additions
+ Doors and Trap doors have slightly more hp, iron doors have 20 HP!
+ Slabs now have a bit more HP overall, wood slabs still have 1HP though, the best slabs are SMOOTH STONE SLABS, at 5HP.
+ Furnaces HP raised from 2 to 3, this prevents sapper from one tapping it, and prevents double Collapse from destroying a furnace.
+ Gravel now only has 1 HP, rejoice corpse climb!
+ Ancient debris is now an allowed block break outside of the build area.

Balance Changes
+ Loot crate and Air Drop crates now give 3 items instead of 2.
+ Skeleton Squire's weapon changed from STONE to WOOD.
+ Invasive portal takes only 3 Sacrifices now instead of 4.
+ Dark Conversion is now a LEGENDARY instead of EPIC.
+ Pigmen's mana changed from 2 to 3.
+ Lightning storm strikes slower, and distance has been adjusted to make more sense,
+ Lightning storm strikes can only damage up to 8 blocks for any one given strike.
+ Crippling cold makes your heat decay by 2 instead of 1. (Your default heat loss is 1 per 3 seconds.)
+ Reanimation chance changed from 15% to 8%. Total chances reduced from 50%, to 32% (Capped at 50% previously)
+ Reanimation mana cost changed from 4 to 5.
+ Building Cache no longer gives planks, however it only gives strong base building materials now.
+ Extinction now removes passive minions when played, however in addition it also limits your oppoennts passive mob spawns to half each round.
+ Extinction now cost 7 mana instead of 5 due to it's new abilities.
+ A game of hunger now makes players lose 3 hunger instead of 2.

Changes
+ You now get a message when you had to discard a card because your hand was full and a cute sound effect to go with it.
+ When your deck has no cards when you draw a card, instead of losing 2 hunger you now lose 6 and you take 2 damage.
+ Added in a debug command, /mh show border, this paints 3 squares around your map showing the map border in red, the resources spawning area in blue and the animals spawn area.
+ Added in a debug command, /mh show nodes, this shows the area that nodes can spawn in, with white glass.
+ Lightning storm sound now only plays to players who are near the strike location rather then the whole server. Not sure why MC doesnt just do this anyways.
+ Nodes can no longer spawn on top of barriers, glass and bedrock, map creators can use this to manipulate node spawns intandom with /mh show nodes

Fixes
+ Air Drops and Loot crates should no longer spawn in the ground.
+ Another possible fix for lightning storm and meteor storm breaking blocks.
+ Netherrack can no longer be destroyed in build areas.
+ You can no longer open the spectate menu while playing a game.
+ You can no longer open the play menu while spectating a game.
+ Possible fix for disconnecting players not getting their decks back.
+ Fixed the team roaster message when starting a game.
+ Nodes should no longer bleed into the build areas.
+ Potential fix for nodes spawning inside roofed maps build areas.
+ Cleaned up round countdown and the lobby view.
+ Spider Eggs and Brood Mother can be drawn from Spider Eggs now (they were added to the spider tribe)
+ Player Summoner's book will no refresh the hand view when played.
+ Redstone torch's, lanterns and campfires now get removed when darkest night is played.
+ You can no longer shift click items in m&h menus, this prevents you from losing them.
+ Fixed falling blocks from bugging out and making players get stuck in them when traveling into them (ghost block fix)
+ Massive changes to node spawning, this should fix alot of node spawning issues in general!
+ When a cards rarity is changed, it will now fire updates on decks using it.
+ Fixed black widow death, kind of. Better fix coming next patch.
+ Minions can now find up to two blocks away from them. This means they will be attacking more things more often.
+ If a minion attacks a block at a distance, it waits twice as long to hit again.
+ Vivid nightmare works but is not perfect yet!

Summary
Well after hosting the first tournament for Minions & Hunger i can finally get back on track and start developing new features and fixing things more internally. So far now sit tight and new features coming your way! However I would like to say there is a lot of major system changes and balance changes coming due to the tournament, since players competed for money it was easy to find the cheesy and easy strategies!
----------, Aug 3, 2020

Additions
+ When the game starts you will now see the players under each team, hovering over their names in chat will give you details on that player. Preperation for team games!
+ There is now a countdown sent to the chat during the 20 second wait timer to start!
+ Casual games are now tracked and showed in your stats!
Balance Changes
+ Lightning storm strikes 2x slower and twice less, however it now does more damage at a larger distance.
+ Siege Engine changed from EPIC to LEGENDARY. This card is so strong two copies of it is obsurd.
+ Siege Engine changed from 4 mana to 6 mana. This is a late game card meant to kill bases.
+ Siege Engine's block damage reduced from 10 to 4
+ Brood Mother's mana changed from 3 to 4. However it now spawns 3-4 spiders instead of 2-4.
+ Siege Master's mana cost changed from 4 to 7, this card was insane.
+ Siege Master rarity changed from RARE to EPIC.

Changes
+ Minions can no longer suffocate, this also prevents spiders from suffocating when spawning.
+ Leaderboards has been disabled temporarily to prevent massive lag caused when using it, im redoing how this works currently.

Fixes
+ A game of hunger now stacks correctly!
+ Lightning storm should no longer break blocks completely.
+ Brood Mother now works with venom strike.
+ Several NPE fixes.
+ Fixed a major bug where players could move an item in their inventory with the hand item using the numbers keys.
+ Corrosive web has been fixed! It was only working before if the opponent had played at least one corrosive web, this is fixed!
+ Fixed a few of the UI buttons not making sounds when clicked.
+ Mobs that are left over should not be removed on maps with bounds using any cordinate on 0. However, cords 0,0,0 should never be used as a boundry!
+ Possible fix for deleting maps, i believe deleting the last map in a view would cause your mh maps view to bug.
----------, Jul 30, 2020

Additions
+ Obsidian has 16 HP, which can be obtained from Air Drop & Loot Crate.
+ Brick now has 8HP thats 3 more then cobblestone!
+ Stone Bricks now have 5HP

Balance Changes
+ Brick can be obtained from supplied start.
+ Stone bricks can be aquired from supplied start.
+ Building cache now gives ALOT more blocks, you get stronger blocks overall.
+ Supplied start now gives bricks as well.
+ Loot crate & air drops tables have been heavily buffed

Changes
+ The corruption will now start going towards the player spawn twice as fast (it does not spread faster though)
+ Corruption will favor spreading towards player spawn much faster now.
Fixes
+ Possible fix for summoners book not pulling the correct cards this might fix some other card draw issues as well.
+ Boats should now get removed at the end of the game.
+ Players can no longer remove their deck while in the countdown phase.
+ You can no longer enter the matchmaking menu without a deck inside of your editor. This should help with some confusion.
+ If one game ends it will no longer make everyone stop spectating in other games.
+ When deleting a map it will now longer break your mh maps view.
----------, Jul 29, 2020

Additions
+ New config option for how often player data is saved.
+ New config option for dynamic saving, this option saves players file for people doing a lot of changes versus someone doing little changes to their data,
so someone adding a lot of cards has their collection saved more often then someone who hardly adds any.
Balance Changes
+ Horde was changed to epic from common, its mana went from 5 to 6 mana and no longer plays them for one wave.
+ Starve now additonally removes 2 hams or 4 hunger instantly.
+ Lightning Storm now damages blocks from 3x as far and its minimum block damage is now 2 instead of 1.
+ Reanimation base reanimate chance was nerfed from 25% to 15%
+ Venom strike now applies a short poison regardless of difficulty, easy server didnt have poison at all before this.

Changes
+ Changed the deck full message so that it only fires when clicking on cards rather then also appearing when adding a full deck.
+ When a game ends all animals / monsters will now be removed even if they are not from my plugin, previously i was only removing entities spawned via my plugin.
+ Dropped items, even ones that are not from M&H will now be removed at the end of the game, so for example we shouldnt see doors anymore from them being set to air after starting a new game.
+ Players who full die, which normally shouldnt happen will now properly end the game, however if this happens this will fire of a debug message of mine to help with future issues.
+ Tool Cache now gives golden tools instead of stone, which was giving wood so this card wasnt even right.
+ MHAPI win and lose events now fire if the games are casual however you can use the method .isRanked() on the event :)
+ Venom Strike now applies to the special spiders, so Hunstman for example. It was only applying to normal spiders.
+ Entity cleanup now also happens at the start of the game, this should further help with left over items and entities.
+ Player data no longer saves when changing filters or when changing your collection instead it now save on a timer or when you log out.
+ Fire can now be "destroyed" or extinguished outside of the build area.
+ If you enter queue for another map while waiting for the game to start after finding a match, it will now abort that found match and put you in a queue for the new game.

Fixes
+ Creeper explosions no longer cause NPE errors when blowing up, this caused them to not damage blocks.
+ Fixed a mjaor bug causing minions to spawn but not be attached to their owners, this would cause other errors as well.
+ EntityTarget NPE should now be fixed since players teams were not reset when their game ended!
+ Potentially fixed a strange issue where display cards were not being found.
+ The black widows name is now visible again, it was disabled.. for some reason.
+ Juggernaut can now spawn as a husk when using Famine, a bug prevented this from working.
+ Form skin should work now, there was a bug causing it to send NPE errors which would break the games loop.
+ Players inventories are now closed before a game starts, preventing them from smuggling items in to a game.
+ Players inventorties are now closed when leaving a game, preventing them from smuggling items out of the game.
+ Fixed a NPE error for when incorrect commands were used.
+ Massive tick loss fix when opening the collection! This was using about 350% of a tick when being used, it now has been dropped down to almost nothing.
+ Massive tick loss fix for when clicking the next page button in the collection view, 165% down to almost nothing.
+ Form skin can no longer form withers.
+ Leaderboards now show losses correctly.
+ Possible fix for rain not being disable if set to true
+ Major fix for decks being deleted! When the server would restart, if a player was logged off when it happened they use to lose their deck, this has since been fixed.
+ Yet another fix for death by project based enemies!
+ Casual wins and losses are no longer counted as ranked wins again.
+ Fixed a saving bug spamming console.

Summary
My current focus this week is making sure that the plugin can run more stable in neice areas and making sure to fix as money bugs and exploits as possible!
I'll be hosting the first tournament soon and the discord is popping with players! With this in mind im really focusing on making sure the game is running as smoothly
as it can, and it turns out we can run up to three games at once very well on only a 2G server! So im very impressed so far with its performance! Anyways expect more updates this week!
----------, Jul 27, 2020

Additions
+ Message and sound added for when your deck has reached its limit when adding cards to it.
+ When dieing to a projectile if it was from a minion it will now show it in chat! :)
+ Sabotage now plays a sound when played, it sounds like armor breaking!
+ New config options for indoor maps for support for maps indoors or with a roof.
+ Corruption spreading speed can now be changed using the new config option "Corruption Speed"

Changes
+ When playing a rare card, the chat color was changed in chat to be more visible.
+ When dieing to a rare card, the chat color was changed in chat to be more visible.

Fixes
+ Fixed a 1.16.1 bug causing minions to not spawn properly and breaking them.
+ Killed by message fixed with typo
+ Potential fix for minions targeting non exsisting enemies
+ Typo fix for Messages.yml, warmp is now warm lol.
+ Filter menu trims no longer dissapear.
+ Brood mother no longer goes infinite when being killed. (No longer spawns itself when dieing)
+ Maps indoors or with a roof, now will spawn passive mobs and nodes inside of the area instead of on top of it.
+ Potential fix for deck duping using the collection menu in some cases.
----------, Jul 25, 2020

Additions
+ UIText.yml added for translations! Please give me some time to find missing translations, do not submit them as bugs yet if im missing some areas!

Changes
+ Messages.yml has been moved the the server data folder inside the plugin!
+ Changed icon of return arrow in filters menu to spectral like the rest.
+ Filters screen was given a bit of an update to match the rest of the UI scheme!

Fixes
+ Versions before 1.16 were fixed with errors due to EntityTypes being different for pigmen / piglins.
+ Matchmaking icon and Casual Match clicking makes sounds again when clicked :)
+ Return arrow for casual match makes sound again when clicked :)

I just wanted to fix up some small things and work on getting started with new translation text files! Please be patient as I will try to get as many translations in the upcoming updates, it just takes some time and is a bit mind numbing to be honest haha. Hopefully next update ill have some bigger changes!
----------, Jul 24, 2020

Additions
+ Updated to 1.16.1
+ Casual games have been changed, you can now select a map to play on! This does not apply to ranked or challenges games they are given random games from casual.
+ The collection view now has a diamond sword on the top, you can click this to get to /mh p menu!
+ The matchmaking menu has a return arrow in it, it takes you to the collection view.

Changes
+ When changing a map from ranked to casual o r vice versa it will not be more clear on what is rather then saying true or false.
+ Matchmaking system completely reworked, new queue system tech being used for future game modes.
+ The Messages.yml will now update with defaults over time, in preparation for multi lang support.

Fixes
+ 1.13 should now work with the latest version of it.
+ Compatibility fix for 1.12-1.14 when hovering cards played in chat.
+ When using /mh givecard command it should now work with cards using - in them.
+ Challenging now works for non op players.
Example: /mh givecard Coal-Veins xxxtrigger50xxx true #this will now work!

Summary

Sorry for the delay on this update! It's been some time since posted an update as I was moving and was unable to get to my computer! Anyways i'm very excited to bring the plugin to 1.16.1! I have also brought some major changes to the plugin this update.

I focused on rewriting how matchmaking was handled. I developed some new tech awhile ago for another project and finally updated M&H to use it. As a result i was able to add and change some things to how i wanted them!

Casual Games, you can now select a map to play on! This was a requested feature from some time ago and while i didn't plan on it for ranked games i thought it would be perfect for casual though!
Ranked & Challenge games are still the same as the legacy system, maps are randomly picked.

There will be new game modes coming soon as a result of this system. Team games and PVE!

Both of which will add some new variety to the dynamic however BOTH upcoming game modes will be unranked modes. Team games I have not decided on the max size for them but i have always imagined having 2v2 and 3v3 games possible. The game will be exactly the same accept the boss bar at the top would be an average of the enemy teams health and hunger. Every player would have their own mana and cards of course.

PVE? Well yes but its a little weird. So PVE will allow players to "test" their decks against an AI.The AI will play cards against you and will have an artificial health and hunger. So playing your cards will still have an affect against it. Just not the same way it would against a player. This is a good way for players to practice their decks and practice surviving. The AI will have several decks and will have several difficulties.

I have also updated how multi language support is being handled. Expect new multi language support to be added over time from this patch forward, as a result new added entries will automatically generate when changes are made so make sure to check your language files every time you update if you arent using English as your base language!

More info soon! Thanks for reading!
----------, Jul 18, 2020

Changes
- Witches poison nerfed from 60% length to 30% length.
- Siege Engine cost increased by one.
- Meteor Storm blaze spawn percent reduced from 66 to 40% per meteor.
- Bewitch cost increaed from 3 to 4.
- Ritual & Sacrifice cost changed from 2 to 1.
- Witch dance cost reduced from 5 to 3.
- Lightning storm strikes increased by 3x! It also strikes faster!
- Lightning storm now damages blocks instead of blowing them up, however it damages way more blocks!

Bugfixes
- When a player dies to a Minion it will now actually show what card killed that player!
- Minions will no longer target humans on their team.
- Pigmen no longer aggro the player who summoned it when they attack another pigmen.
- Lightning storm will no longer destroy blocks it shouldnt.
- Lightning storm card text changed to be accurate.

Summary
My goal this patch was to simply balance some of the cards out and get some much needed features out like what minion killed you! I will also be improving the death messages with projectile killers soon!
----------, Apr 29, 2020

9 New Cards

Siege Engine (4) Summons a Ravager that attacks only blocks but does damage to several blocks at once. EPIC
Sapper (2) Summons a Pillager that attacks only blocks. RARE
Demolition (5) Summon a creeper each wave that damages blocks when it explodes. EPIC
Siege Master (4) Summons a Pillager, he destroys blocks in one hit. RARE
Pigmen (2) Summon a pigmen each wave, cost 1 pork to be considered played. RARE
Pigmen Horde (3) Summon 3 pigmen each wave, cost 2 pork to be considered played. RARE
Dark Conversion (5) Kill every pig in the game. For each killed, add a pigmen to your wave. Cost 6 pork to be considered played. EPIC
Demonic Swine (5) If you played a sacrifice and a ritual, summon a powerful pigmen. EPIC
Stacked Deck (3) Pick a card from your deck, draw it and shuffle your deck. EPIC

Changes
- Free version now has more cards available to celebrate!
- Feral Undead does work with pigmen.
- X172 virus works with pigmen as well.
- Vivid nightmare works with pigmen.
- Reanimation works with pigmen.

Bugfixes
- Sharpen Blades should now work correctly.
- Fixed an error with 1.12 not working with panes in most menus.

Summary
I am so very excited to announce that the last cards have been released for minions and hungers classic set! The last few cards introduce a new game mechanic ive been looking forward to for a LONG time! SIEGE, theres now minions that specifically attack ONLY blocks and and top of this there is other minions that can also attack blocks and deal more damage to them while still attacking players! The creeper of course is on of them! It will deal damage to ALL blocks around it when it blows up, it wont straight up leave craters but it does do a lot of damage if unnoticed! There was a new archetype that snuck into the last few card slots, PIGMEN! They are a weird type, as they only have 4 cards of their own, however those cards work with Witch decks, Zombie decks, and even skeleton decks! The cost pork to play as well but they offer the advantage of being stronger than zombies of course and get some benefits that they share with their fellow minions like Feral undead, vivid nightmare and others. A nice utility card was added as well for combo decks like the Skeleton deck, you can use Stacked Deck to fish through your deck for any card you want. This will be super useful for getting that last card you need to pull off that awesome combo! Im so excited to see these cards come into play and what effect they will have on the game!

Future Changes??
The classic set marks the end of new cards for some time! However the next batch of cards will no longer be released in small increments, instead they will be released by each set. The next set of cards will be around 30-50 cards, so look forward to that! For now update until then will be for bugfixing, balance changes and im going to focus more on localization so people can change the in game messages to their own languages. The next set may also introduce the 2v2 gamemade as well! But thats a secret ive kept for awhile and will have very little info until its release available!

Discord
I have created a discord channel where users can report bugs, suggest cards and discuss minions and hunger. You can also find a server list there to that i will place servers in after being contacted by server owners using it! If you want to play a game or just have general questions on how things work please come check it out!

Link Click

Thank you all for your bug submissions and help these past few months! I'm excited for the future of this plugin and look forward to new players thoughts and opinions! :)
----------, Apr 28, 2020

Balance Changes
- Skeleton Knight mana cost increased by 1 mana.
- Skeleton Knight speed buff reduced by 20%
- Laborer start can now give a stone axe or stone sword it still only gives a wood pickaxe.
- Torched start now gives 2-4 torches.
- Supplied start no longer gives planks or gold ore. And it gives way more items now.

Additions
- When cards are played you can now hover over the card name to see what it does in chat!
- Skeleton Squire (1) Summon a armed skeleton each wave. COMMON
- Brood Mother (3) On death this minion summons cave spiders. COMMON
- Sharpen Blades (3) Gain strength for the rest of the game. This effect stacks. EPIC
- Sabotage (3) Destroy a random piece of your opponents armor. COMMON
- Blood Pact (3) Take 5 damage, gain 5 mana this turn. EPIC
- Hunger Pact (3) Lose 5 hunger, gain 5 mana this turn. EPIC
- Erosion (2) Removes up to 6 ores from your opponents map. RARE
- Crippling Cold (3) Heat decays faster, this effect can stack. RARE
- Winter Is Here (10) It becomes so cold, leaving your base becomes nearly impossible. LEGENDARY

Bug Fixes / Changes
- Players can break snow layers outside of the build area.
- Fixed the server operator message spamming players for normal commands.
- Quit command now works when in game!
- New Config Option, Elo Ranking Difference. (150 default) This controls how far in elo players can be in ranked games! 0 disables this!

Hello! This patch I did some changes to the Skeleton Knight and the start cards. The skeleton knight was intended for the skeleton arch type having a cheap skeleton to play early, however it proved to be way to strong. So i added in the squire to fill this role! The start cards i feel arent very used so these changes should help them be played!
Im very excited about the new feature that allows you to see cards info in chat. This should help new players know what is coming
their way!

The 9 new cards add quite a bit! There is extra support cards for specific deck types in the game that feel fitting to have in like
brood mother, squire and sharpen blades.

More of the siege cards were added in, these would be sabotage and erosion! While these are not direct seige cards they are the
indirect version! The direct versions will be coming in the next patch!
The crippling cold and winter is here card are like the game of hunger cards, adding another way to play the game. I feel as though games
dont get to wave 10 so winter is here may be buffed soon! But the idea of forcing your opponent to stay in their base is very interesting and something im excited to play against!

The Pact cards are going to be very interesting, this will allow players to play cards more early then normal at an expensive cost. I imagine these cards may need to be nerfed or changed as time goes on, but for now im very excited to see these cards and what combos
they will help players achieve!

All in all i feel that all of the cards added should really improve the game as a whole and really work with some mechanics i have yet
to really explore with Minions & Hunger!
Until next patch, enjoy starving, minion deaths and now, dieing in the cold ;p
----------, Apr 24, 2020

Fixed an issue with the previous version! Sorry about that!
----------, Apr 19, 2020

- Fixed an issue causing maps that were not ready for use being assigned to new games.
- Added a new command /mh validate, this command will give you a list of maps that are not RFU.
- Player packs can only be opened in their inventory now, this will prevent opening packs in places they shouldnt.
- Reverted a change allowing you to add cards to your collection anywhere.
- You can now add cards to your collection from your inventory only, and from the pack screen! (This prevents adding cards wto your collection in places you shouldnt be able to. While still being helpful!)
- The quit and leave command show the correct message now. They use to show permission denied message when NOT in a game.

1 new card!

Darkest Night (6) - Destroys all of your opponents torches and furnaces! LEGENDARY

My goal with this update is to fix a mistake in the previous patch but also to eliminate some exploits.
I also discovered a major bug causing maps that were not ready for use to be added to the map pool when players were
looking for a game. This could sometimes cause players to get into maps they shouldnt have causing several issues, like
shut down errors, game starting errors and much more. Also as a safeguard to this change theres a new command
call /mh validate, it gives you a list of your maps that are not currently setup correctly!
You can already see this maps in /mh maps, if they are marked RFU!
I decided to release another card today as well! Darkest Night! This card will change the meta a bit.
It is a card like Witch Pocket, where its damaging enough to where you might always consider having a counter to it.
Like building a second furnace but not placing it. Or keeping some extra torches. Blast furnaces also dont get removed
which means if you really want to invest for fast smelting and immunity to furnace removal thats a choice you can take.
But be ready to spend a far amount of time getting there. This card may cost less in the feature for now i felt 6 mana is plenty of time
to be proactive against the card! And if you dislike this card just remember you can ban cards! :) Though I want to avoid users from having to do this!
Stay tuned for new cards! I am planning on doing a card dump here shortly for the next set of cards!
----------, Apr 19, 2020

This update largely fixes some issues that have been reported to me the past couple of days! I also added in some suggestions that have been frequently requested like being able to add cards to your collection at any inventory rather then just yours. So you can open packs and pop those cards right into your collection now! :) Please keep reporting issues and bugs! M&H is getting cleaner every day! :)

- Fixed and issue with chunk unloading that occured when the server had unfinished maps on it.
- Added an alias of /mh quit, you can also use /mh leave for the same result.
- Fixed an issue where sometime players could no leave the game safely, causing their deck to not be returned in some cases.
- A players deck is always removed first before running cleanup. This should help future bugs from not returning your deck.
- Ongoing games will no longer count as won if the server shuts down mid game.
- Fixed an issue where active games on disable would not cleanup in some cases.
- You can now add cards to your collection in any inventory now and not your own.
- New permission mh.admin, this will allow none OP users to use admin commands.
- Added a new command /mh reload, this command reloads the configuration.
- Added a new coommand /mh returndeck, this command will return your deck to you so long as your not in a game.
- Added basic tab completion. This should allow you to see all the commands while using /mh
----------, Apr 18, 2020

I've been away for some time! As i live in the US and about a month ago i was laid off so i've been adapting to the new life! For now nothing major to add to the plugin but i just wanted to make sure users of this plugin knew im still updating this and still working on it and still love this plugin! <3 I decided to release 1 of the cards from the next set of cards for premium users in case their meta's got a little stale this past month!

- Fixed an issue with 1.12 versions not having any items for filters since their material didnt exsist.
- Added a warning message for using commands that are op only.
- Fixed an issue that removed CF boxes from cards with long descriptions!
- Added 1 new Card!

Collapse (3) - Deal 1 damage to all of your opponents blocks. RARE

As you might imagine the next patch of 10 cards are oriented towards dealing damage to your opponent indirectly! Collapse does exactly that. If you use enough of these they could destroy furnaces, crafting tables, walls etc. Another interesting side effect this card has is removing all torches when two are played. Which is pretty strong effect on its own. Being able to play up to 4 of these cards can create some insane damage.

The next few cards related to this concept of messing with your opponent indirectly, like removing their natural resources all the way to directly summoning minions that only attack placed blocks. This is one of the major milestone of M&H that has been missing for quite some time, "Siege" is something not entirely thought of, but since recent changes have steered minions & hungers towards building a base (as intended) to survive, siege will become more powerful!

Anyways I know its just one card but i'll be releasing new cards this month to continue the theme!
----------, Apr 11, 2020

This update isn't a large update game wise, however it does extend the reach of the plugin by adding in support from 1.15 all the way back to 1.12!

So if you have been running 1.15 just for this plugin you could now go back to 1.12 if you really wanted to! There will not be support before 1.12 because the games code back then was not very good and bad coding practices were used which would require entirely new code to be written just to work with dieing version and unsupported by Mojang themselves so be happy to have some backwards compatibility! In the future i will always support up to 4 versions backwards! So when 1.16 comes out, i will support from 1.12 to 1.16, but after that i will drop the last version in new version of M&H so you could use dated versions of M&H but you would miss out on some content.

All in all im sure this will help a lot of users! :)
----------, Mar 15, 2020

Just a hotfix for the previous update preventing some decks from being editable.
----------, Mar 4, 2020

Commands have been changed this update to allow for targets. So you can give items to players without them running a command along withe the console working with some commands! Additionally i've made a much needed change to cards flavor text so that it can be readable for virtually everyone now without GUI scale set to normal.

1. New give card command to get individual cards.
2. All commands can now be given targets so you can run the commands for other people.
3. Additionally the commands that dont need a player to send them can now be ran from the console if they have a target.
This applies to givedeck, givepack & givecard.
4. Card text should be easier to read for longer cards. This is very noticeable in cards like King's Loot!
----------, Mar 4, 2020

This update i really focused on some quality of life things and bug fixing of course. Some users were having problems with middle clicking so i added a useful config option for it.

The new cards! This set of cards introduces a new tribe to the game and a new deck archetype! Witch! The witch cards really add a new mechanic to the game like the skeleton deck did! It adds a new way top play by adding a currency type card for witches based on rituals and sacrifices. The more you play the more powerful cards you can play, and these cards ranges from stealing items from your opponents to stealing minions from their spawn wave! And much more! Im very excited to see people play with these new cards! With that said we are near 86 cards total! Only a few more and we will hit my major milestone of 100 cards! Thanks for playing and PLEASE report any bugs you find free or premium i want your info!

1. Fixed a world issue that would cause users using M&H on other worlds to error.
2. Removed old debug messages (Sorry)
3. Water buckets have been fixed to limit only in game and not in your normal areas.
4. Gravel no longer should stick around.
5. Sand / Gravel will no longer stick around when it falls.
6. Open games is properly represented.
7. Leaderboard now shows top elo and wins properly.
8. You can now click the leaderboard icon to view the top 36 players!
9. New config to toggle the use of Middle Click, it can be instead changed to Shift Left Click if set to false.
10. Spectators can now view any players hand in the game.
11. You can now search for cards in the collection handler, it will keep cards that have the word your searching for in it, either by name, description or by tribe.
12. Dated cards are now automatically removed from decks, this will help with making sure your deck size is actually 30/30 and with balance changing of course.

New CARDS!
Ritual (2) - Currency for Witches, requires a witch in your wave to count as played. COMMON
Sacrifice (2) - Remove a non-witch minion card from your wave. (Must remove something to count as played.) RARE
Bewitch (3) - Transform a random non-witch minion in your spawn wave into a witch. RARE
Witch Terror (3) - If you played two rituals, steal a minion from your opponents wave for yours. RARE
Witch Pocket (5) - If you played two sacrifices, open an enemies inventory for 3 seconds. EPIC
Invasive Portal (7) - Enter your enemies map for 60 seconds, if you have played 6 rituals and 4 sacrifices. LEGENDARY
Twisting Paths (6) - Your opponents minion wave is added to yours minion wave if you played 4 rituals. LEGENDARY
Witch Dance (5) - For each witch in your minion wave add two Rituals to your hand. RARE
Witching Hour (2) - Next wave summon 10 random minions if you have played 3 sacrifices. EPIC
Abomination (4) - A vicious monster is summoned if you have played 4 rituals and sacrifices. LEGENDARY
----------, Mar 3, 2020

My main focus for this update was exploits, bugs and balance changes! I added some new cards that should help
the zombie style decks and skeleton decks to be on the same power level as spider decks. I want to make sure
there is end game cards that will help games come to an end. Feral Undead and the X172 virus cards are great
examples of cards that will end a game in some time. Otherwise a friend of mine found a bunch of ways to
exploit the game so i spent some time fixing those issues of course.

1. Witch poison length buffed by 10%
2. Shields break much faster now.
3. Orb Weavers nerfed from 18% to 10%, making it now 10/20/30/40 when stacked.
4. Diamond Veins mana was changed from 1 to 3. I think this is necessary to make sure the progression is correct.
5. Rift Plague changed from 6 mana to 3. This should not cost this much in the curret meta.
6. Rift Surged changed from 5 mana to 3.
7. Strength changed from 5 mana to 3. This card was worse the brutality. Now its more fair in comparison!
8. New Spell Card! Feral Undead (3) - Your undead minions move faster! RARE (This can stack)
9. New Supply Card! Summoners Book (2) - Draw two spell cards! EPIC (This should be a nice utility card.)
10. New Spell Card! X172 Virus (6) - Your zombies now have knockback resistence. LEGENDARY (This should make the zombie type good!)
11. Minions should no longer target allied minions.
12. Minions will retarget much faster now.
13. Skeleton army changed to have many only melee units.
14. Skeleton army rises slower.
15. Skeleton mana changed from 4 to 3.
16. Maggots mana changed from 4 to 3.
17. Trap Door Spider mana changed from 8 to 7.
17. Corrosive web mana changed from 5 to 3, and now stacks.
18. Slightly reduced the node density.
19. Water buckets cannot be empited anymore.
20. Delayed the Minion spawn rate to prevent performence hits.
21. Zombies have an anti water mechanic now, however its not perfect. WIP
22. You can now break dead bushes and cobwebs outside of your build area.
23. All blocks hps are now 2, fences and slabs are now 1, and cobblestone is 5.
24. Fixed the maps editor displaying the build area warning for not having a linked map with the same gamemode.
25. Fixed fire finally! After testing i was able to get fire to reset properly!
26. Fixed a major issue with map population in the /mh maps command.
27. Fixed Supply lines & Sorcerers books from giving the wrong cards!
28. Fixed a bug with Juggernauts and Feral being played at the same time causing errors.
29. Pistons can no longer push things out of the map boundries.
30. You can no longer create portals inside your build area. Trolls.
----------, Feb 28, 2020

I have been playing a lot myself lately so ive been working on a lot of things i thought needed attention!

One major thing i've worked on this update is making sure that mobs dont give you useful things all the time, like bones and weapons and armor. Another thing is i decided to balance a few cards that were either to strong or to weak. I also took the time to revisit and fix some old mechanics so now we should see better node placement, passive mobs and ores wont be at the edge of the map anymore and balance changes to block hp. Overall i think this update is GREAT for the games the health and is really starting to become polished and working so much better than its first release.

Corruption is an underdog mechanic that ive recently renovated. If you use Rift-Plague, you will notice that your rifts are spreading FAST and even normal rifts now spread corruption faster. Right now corruption doesn't to alot, besides spawn your mobs and other things like deny passive spawns if they try to spawn on it. Later on it will do other things like buff your minions on it, hurt players walking on it etc.

All in all this is a very large update! Expect some more changes in the coming days!

1. Fixed Grim reaper from reviving itself.
2. Changed block HP for leaves, wool, wooden slabs, and gravel to 1
3. Skeletons now have leather helmets to make sure they keep pathing properly.
4. Your deck is only returned to you if you leave the server or the server is reloaded.
5. Your deck is correctly given to you now rather then duping an exsisting deck in your inventory.
6. Nodes can no longer spawn in the center of trees.
7. Nodes, passives mobs and other random map locations will now be pruned 20 blocks away from the border
this results in everything not spawning close to the border and keeps everything closer to the actual game area itself.
8. Death messages added, they might not perfect quite yet!
9. Nodes consumed by corruption should now properly reset.
10. Armor & Swords can no longer be dropped from mobs.
11. Bones & Iron ingots have a 20% chance to drop like rotten flesh.
12. Witch poison length reduce from 40 seconds to around 12 seconds, however it can be less if your not near the center.
13. Major netherrack fix, and reset block fix, this has been a lingering issue that I believe is completely fixed after several tests.
14. Major optimization to Corruption spreading, saving quite a bit of processing power.
15. Skelemancy mana cost changed from 3 to 2, most of the skeleton cards cost a lot, so this should be cheaper, since you normally cant play more then two early on anyways.
16. Orb weavers chance reduce from 25% to 18%
17. Orb weavers can now stack up to 4 times. (18/36/64/72)
18. Venom Strike mana cost changed from 2 to 4, these little guys were VERY hard to hit and the poison makes them good, even for 4 mana.
19. Meteor Storm blaze chance to spawn on impact changed from 33% to 66%.
20. Meteor Storm mana cost changed from 7 to 6.
21. Swine rarity changed to from Rare to Epic. Swine is very strong, but mostly because the amount you can play.
22. Trap door spider now spawns in the build area rather then a random map area.
23. Trap door spider has heavy armor, higher damage and is faster now.
24. All minions should be a bit more aggresive as a hole towards players.
25. Maps are now given some time to reset, on average it takes about 5 seconds for a long game to reset.
26. Corruption spreads faster now!
27. Node generation has been made a bit more forgiving, resulting in larger nodes.
28. Corruption now favors spreading towards the spawn.
----------, Feb 26, 2020

- Fixed a small issue with mob spawn denying
- Fixed a map creation bug that would caused NPE's.
- Added a config option to toggle if map chunks should stay loaded or not.
----------, Feb 25, 2020

I focused a lot this update on balancing the skeletons further, they were not working in a lot of areas and this should make them viable and great! Now that they are set in stone I will be working on the next batch of cards soon! I also took the time to buff loot crates by adding in some support cards for them! :)

1. Fixed supply drops from not spawning.
2. Skeletons are no longer stuck in place.
3. Grim reaper will fixed and will now spawn.
4. Reanimation can now stack up to 2 times.
5. 2 New cards, Supply Signal & Supply Documents!
- Supply Signal (2) Your air drops will now shoot fire works! - Common
- Supply Documents (2) Your air drops will now display their cordinates! - Epic
6. King's loot will not always display its cordinates.
7. Skeleton's Key will now resolve correctly (It will work)
8. Passive mobs should no longer spawn and suffocate to death
9. Divine Divination & Divine Prophecy fixed!
10. You can now set if a map is ranked or not in the map editor!
11. Quitting a game should now work properly all the time.
12. Added in a default /mh command that will now display all commands! :)
13. Skeleton Army mobs are now minions instead of map mobs.
14. Deathweb will no longer replace placed blocks.
----------, Feb 25, 2020

Fixed an issue that would cause map creation to not work the first time you would create a map.
----------, Feb 25, 2020

Sorry for the dormancy! I finally got through a move in real life so i had some time finally to make an update!

For this update i wanted to focus on some bugs that have been reported and i started work on a messages.yml for both the free and premium version so that players can change the ymls to their preferred language, however the messages yml is still a work in progress!

I also did some play testing with some friends a bit ago and decided the newest archetype for skeletons took way to long to get to. So i decided to reduced the overall cost of most of their cards! Hopefully this should increase their viability. We shall see!

Changes
1. Leaving the game now forfeits the game.
2. Decks should be returned to players correctly now.
3. On reloads or shutdowns players would lose their deck, this has been fixed.
4. There is now a forfeit command, /mh quit, will make you surrender the game.
5. Fire should hopefully be unable to form now, there still needs to be some work done on this.
6. You could pick up a deck from the editor and lose what was in your hand, this has been fixed.
7. A messages.yml has been added to allow you to fix my typos and to translate the text to other languages.
(However i still need to get UI elements, but for now the message.yml covers all player messages!)
Updated to 1.15
(THIS only work for version 1.15!)

Balance Changes

Skeleton Army mana cost reduced from 10 to 7
Skeleton King mana cost reduced from 6 to 4
Skeleton Key mana cost reduced from 2 to 1
A Game of Hunger mana cost reduced from 3 to 2
Grim Reaper mana cost reduced from 6 to 5

Whats Next?

I'm going to keep focusing on some bug fixing changes and making sure to balance the existing cards before our next large card addition! But the next set of cards is Rituals & Sacrifices, the next set of cards will be Witch based cards! :)

Map & Server

You can now download the basic map that i test on along with a full server setup! (You will need to provide your own spigot jar for it)

Enjoy!

-Trigger
----------, Feb 22, 2020

Just another small update keeping M&H up to date!
----------, Dec 5, 2019

Just a simple update that creates the spiders as their own tribe so we can have cool cards like this card for spiders!

Spider Egss (4) - Draw 3 'spider' cards. - Rare

I plan on releasing some updates with 1 card for a bit so i can keep updating the resource and take some time to really look into some bug fixing of course! Itll also stir up any meta's just a tiny bit and i think its a healthy idea i would have liked to see in games like Hearthstone as the meta gets stale really quick in that game! Enjoy! :)
----------, Sep 18, 2019

Just a simple patch to update the plugin to minecraft newest version!
----------, Aug 11, 2019

I really focused on bug fixing this time around and balancing some things out! Keep in mind with this many new cards added i will need to do a bit of bug fixing so please be patient while i iron out all bugs regarding the new cards! Thanks!

The Skeleton Tribe!
The skeletons are now a supported tribe! They are not a zerg arch type like the zombies but more of a slow steady enemy. The tribe comes pact with the ability to do some cool tricks to your skeleton but getting to the late game versus this deck is deadly as the goal is to raise the skeleton army. Which spawns an army of skeletons everywhere on the map. Im sure many players will have fun making this late game deck! :)

V3.5
- Fixed a bug that caused the collection screen to not open.
- Minions now attack the closest nearby block rather then a random one.
- Wood blocks can take less hits from Minions, stone type blocks are much stronger.
- Fixed a map making issue making maps not ready for use.
- Husk flesh drop rate changed to 20%
- Skeleton Knight slowed down and given its armor
- Flora can be destroyed now outside of the build area.
- Spectators can see health and hunger of the person being spectated lol
- Skeleton Tribe added
- Brutality is now working correctly it was adding no damage, but now is working!
- 7 New Skeleton themed cards for the classic set!

Skeleton King (6) - Summon a skeleton king, he empowers nearby skeletons. - LEGENDARY

Grim Reaper (6) - This minion will resummon any minion that dies near it. - LEGENDARY

Form Skin (4) - Your skeletons next wave will form into random minion cards. - RARE

Reanimation (4) - Your skeletons have a chance to reanimate after they die. - RARE

Skeleton Key (2) - Only considered 'played' if you played Skeleton King. - EPIC

Skeleton Army (10) - Summon the skeleton army around the map, requires the King's Crown. - Epic

Skelemancy (3) - Draw two 'skeleton' cards. - Rare

A Game of Hunger (3) - At the start of each wave, all players lose 1 hunger. - Rare
----------, Jun 29, 2019

I am currently working on making it possible to support multiple version of minecraft without using reflection. So i wanted to push this update out as it was quite game breaking. But this bug can effect previous versions as well so for now use the most recent version if your /mh maps menu is missing the shift right arrow. Tomorrow i should have the update which will be backwards compatible for previous versions!

- Fixed Maps not appearing under some circumstances.
- Updated to minecraft version 1.14.3
NOTE: This version will only work with 1.14.3
----------, Jun 26, 2019

This patch focuses on some of the issues in gameplay with balance and with bug fixes of course! Some smaller additions like nodes changing and spectator upgrades snuck its way into this update to! :)

- Fix for leftover netherrack, corruption was being added AFTER the game ended, this has since been fixed.
- Starve now sets your opponents saturation to 0
- Gravel placed from corpse climb should now reset on map reset.
- The top part of doors should reset properly now.
- Leaves can now decay, but will reset in maps like any other block now.
- Resource Nodes have been changed so that they have andesite and diorite as well.
- Break message added for when players try to break blocks your not allowed to like stone outside of their build area.
- Zombies flesh drops 80% less from Zombie minions.
- Spectators now have the display of the person they are spectating.
----------, Jun 25, 2019

I focused on bug fixing for this update and I am working on more bugs as well as I have found a fair amount but none are really game breaking but for now here is what I fixed! I have released a sneak peak card for the upcoming set of cards coming. The next batch of cards in the Classic set are Skeleton based! The Skeleton Knight is a cheap card coming in at 2 mana, it comes with armor and a small speed buff so it will act as a really strong early game card but keep your enemies on their toes in the late game because of their fast speed! They use gold swords as their primary weapon! This card is a good stand alone card, but will work great with the upcoming set of cards!

NOTE: This version only works with 1.14.2!!

- Deprecation Fixes to 1.13.2
- Updated to 1.14.2
- Baby zombies and husks have a reduced chance to spawn now.
- Tarantula speed reduced slighlty by 15%
- Win and Lose messages were added to make the victor more clear!
- Minions will no longer attack blocks placed from last game.

PREMIUM ONLY CARD

- NEW CARD Skeleton Knight (2) - Spawns a skeleton knight each wave - COMMON
----------, Jun 23, 2019

There was a bug that would cause maps to NPE when there was a map with invalid bounds. This has since been fixed.
(THIS VERSION ONLY WORKS WITH 1.14)
- Fixed NPE for invalid map bounds.
----------, May 3, 2019

This update simply brings M&H to 1.14!

Note, if you have a 1.13 version server and you want to use this, you will need to use the previous version to do so!

- Updated to 1.14
----------, May 1, 2019

This patch simply brings the plugin to 1.13.2 with some minor fixes.

- Potential fix for left over nether rack not being reset.
- You can no longer take the panes out of the packs!
- Updated to 1.13.2!
----------, Feb 20, 2019

V3
- Updated to Spigot 1.13.1
- Possible fix for skeleton pathing during the day.
- Spiders should now aggro onto an enemy when they spawn during the day and night.
- Spiders update their targets after some time if lost during the day and night.
- Basic border system added to contain players within the play area.
- Premium users can now control if the Heat System is enabled.
- Premium users can now control if the cold damage.
- Premium users can now control if the Heat System can give hunger when cold.
- MHAPI has been added for developers. However it is very basic at the moment.
- MHAPI new methods, MHAPI.inMHGame(player), MHAPI.getMHPlayer(player), MHAPI.getMHDeck(), MHAPI.getMHCardPack(set, rarity)
- Leaderboard basics! As of right now the leader boards in /mh play, will now show the player with the most wins, and most elo.
This update is about fixing some small issues with the game, making spiders and skeletons more viable
and work the way they were intended. Leaderboards have seen their first entry here as well. I plan to
make it possible to see more then just the highest wins and highest elo. The leaderboard will let you see
ratings from first to last in the future! This is just my first pass!
I have also setup a basic server that uses the MHAPI with a basic
plugin I made to work with the MHAPI. The methods are basic but with the methods I was able to
create a basic lobby that players cannot take damage in if they are not in a game. The server
can bee seen if its online by checking the "private server status" on the top of the main forum
thread. You can also find the IP there. I will have the server up during select times for testing.
If you see the server is up there is a high chance im online so come play with me!
Private Server Info:
When you log in you will be given a deck and 15 card packs. This will let you make a deck!
There is signs that will assist you with setting up! The point of the server is to bug test
and play with some of you live! Keep in mind the test server is using the Premium version! But
all values are left at default config values so it should be a genuine expereince.
----------, Nov 17, 2018

This update I really wanted to add some options to change how players start their game. I think pretty much everyone played the start of the game the same mostly relying on luck. So hopefully these new cards make some meaningful changes to the early game and even impact the mid game. I have also added in a couple of deck predicting cards which I think will be really cool. I hope players enjoy these new cards! These are all premium only cards! Please consider upgrading! Thanks! :)

Here are the new cards! Check out all of the cards in the excel link!

[​IMG]
----------, Nov 5, 2018

I had two extra cards I wanted to add to finish off the spider card arch type! So here they are!
These are premium only cards!

Huntsman (4) - An invisible spider with increased damage. - RARE
Corrosive Web (5) - An invisible spider with increased damage. - EPIC
----------, Oct 12, 2018

Summary

This update brings 5 new cards to premium users! These are focused on spiders! Currently the zombie archetype is about over running your opponent! Spiders on the other hand kill your opponent with overwhelming strength! From instant death to hiding underground and trapping your enemies in a web casing!

New Cards
Deathweb (3) Spell - When your spiders die, they spawn a web around them. EPIC

Orb Weavers (3) Spell - Your spiders attacks have a chance to create webs on their targets. RARE
Tarantula (3) Minion - A deadly spider, it's poisoness and very strong. EPIC
Black Widow (10) Minion - This powerful spider will kill any player it damages. LEGENDARY
Trap Door Spider (8) Minion - This spider is buried somewhere, its very lethal when found. EPIC
----------, Oct 11, 2018

Summary

This update brings 5 new cards to premium users! These are focused on spiders! Currently the zombie archetype is about over running your opponent! Spiders on the other hand kill your opponent with overwhelming strength! From instant death to hiding underground and trapping your enemies in a web casing!

New Cards
Deathweb (3) Spell - When your spiders die, they spawn a web around them. EPIC

Orb Weavers (3) Spell - Your spiders attacks have a chance to create webs on their targets. RARE
Tarantula (3) Minion - A deadly spider, it's poisoness and very strong. EPIC
Black Widow (10) Minion - This powerful spider will kill any player it damages. LEGENDARY
Trap Door Spider (8) Minion - This spider is buried somewhere, its very lethal when found. EPIC
----------, Oct 11, 2018

Resource Information
Author:
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Total Downloads: 5,224
First Release: Oct 4, 2018
Last Update: Jul 12, 2024
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All-Time Rating:
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