
Plate Havoc
Random events roguelite where you survive endless events that get more severe, collect clocks, purchase upgrades and obtain curses overtime.
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Список изменений
Plate Havoc | Splintered Worlds - Phase 1 / 3 [26.2+] (R7.5)
Additions
- 10+ Upgrades.
- 10+ Curses.
Difficulties
- Added 3 difficulties to select.
- Sunlight - Chiller, less frequent events. Double Cyclathron Yield. Get Oak Effigy upgrade; one-use extra life. Curses every 2 Cycles.
- Moonlight - Base difficulty.
- Eclipsed - Changed mechanics for Events and Cards. Cheaper shops and greater rewards. Deeper Curses start by Cycle 5.
Changes
Gameplay
- Players now have 0.6x Air Drag.
- Time is now capped at 1000s max.
- Time will be multiplied back into a positive number if negative.
- Losses do not occur if there are respawning players.
- Any instance of movement detection is now based on keyboard inputs instead of current player speed
- Intermission has been changed:
- Time is now 25 seconds.
- Paused on singleplayer
- Players can choose to accelerate the time if half the players vote via the sprint key.
- Starts the game immediately if all players voted.
- Time is now 25 seconds.
- Balance changes and price adjustments.
- Players get a 0.5s selection delay when moving to a new card type or when a selection has been made.
Technical
- The following function data is now contained inside of
plate_havoc:data functionsticktick_spectatorset_plateon_actionlast_standend_conditionleaderboard.sort_typeleaderboard.credit_loopleaderboard.credit_start
- Game now restarts if gametype loading exceeded 45 seconds.
- Active Card Types dont reset when the cycle ends.
- Renames to visual game end data.
plate_havoc:ui game.end.queue->plate_havoc:ui game.end.inputplate_havoc:ui game.end.visual->plate_havoc:ui game.end.output
- Spectator Energy has been moved out of base.
- Added
init_statusto extension format - Boolean. If the initial status when being loaded for the first time should be true/false. Defaults to true. - Added
#Playing plate_havoc.statusscore - Controls if systems for events, cards, player behaviour and end conditions should run. plate_havoc:data functions.leaderboard.sort_typeis now a compound withtypespecifying result entry data. (cycle=<entry>.data.cycle.scaleis optional.- Moving around during intermission will make prevent any dialog popups.
- Changing card types no longer force opens the dialog for players that have the
plate_havoc.dont_force_dialogtag.
Modifiers
- Modifiers has moved to the gametype format as
modifiersstatus| Boolean. If modifiers can appear. Enabled by default.chance| Int. Chances of a modifier. Defaults to 5.attempts| Int. Attempts at getting any modifier. Defaults to 3.
Card Data
costis now Compound.- Added
base- Former function ofcost, being the price of cards. Optional. - Added
scale- Scale applied on the pricing of additional stacks. Defaults to 1. - Added
solo- Price on solo. Prioritized overbaseand used byscaleif used. Optional.
- Added
rewardis now Compound.- Added
base- Former function ofreward, being the reward given upon selection. Optional. - Added
scale- Scale applied on the reward of additional stacks. Defaults to 1.
- Added
namecan now be a translatable key, prioritized before setting name as text.- Exclusive changed:
exclusiveis now Compound.values- Former function ofexclusive, list of all cards to remove upon selection.hidden- If the card should be hidden from display when hovering over the exclusive list of associated cards. False by default.
- The card now automatically adds itself if not present to any of the exclusive card's exclusive list.
- Can be bypassed if
allow_one_waysis set totrue
- Can be bypassed if
- Removes other exclusive cards in selection when picked.
- Requirements changed:
- Added
advancementtype.- Contains
value- Check if any player has specified advancement unlocked. - Removes itself upon succeeding.
- Contains
- Renamed
cycletovalueintype:cycle - Renamed
intensitytovalueintype:intensity countno longer required inside ofneededentries fortype:card
Card Type Data
- Added
multiple_of->requirements- List containing all requirement types.type:cyclevalue- Replaces function ofmultiple_ofmin- Integer. Minimum Cycle requirement. Optional.
type:functionvalue- String. Points to function.
- Added
function- Runs specified function. colour->colours- Compound containingcolorandshadow_color.
Seeds
- Now relies on macros and the usage of /random.
- Data is stored in
plate_havoc:data seedstorage..valueis the seed.min(for ranged) andmaxis expected in a compound structure when using the PRNG functions.
- Data is stored in
- More random though is still replicatable in the right conditions.
Custom Attributes
- Added
values- Moved
basetovalues - Added
min- Lowest the value can be. Optional. - Added
max- Highest the value can be. Optional.
- Moved
- Changed the
storagetype inupdate- Added
scale- Scales the score for the output. - Added
numeric_type- If output should be an Integer, Float, Double, Long or Short or Byte.
- Added
End Conditions
- Improved handling of a game over.
- Added card function type:
plate_havoc:prevent_end- Added function:
plate_havoc:misc/cards/running/types/run_one- Runs the oldest active card, removing it.
- Added function:
- Respawning players will prevent a game over.
- Added card function type:
Bossbar Overhaul
- Various changes to
barinplate_havoc:ui.queue->.global.snbt- SNBT to be displayed globally.- Added
.global.data- Information about the bossbar..colourmoved to.global.data.colour
- Added
.global.data.style- Bossbar style. .visual.visible->.output- Output of.global.snbt- Removed
.visual.activeand.visual.inactive
- Changes to base format.
- Entries in
.extrashould havemeta,textand onlyextrato include SNBT.
- Entries in
- Added support for individual bars.
- Players now have individual bars with the ability for player-specific text components.
- Non-alive players can see the bossbars of other players by spectating them.
- Individual bars can be edited by adding an entry in
.players[].data.modifiers - Bars can be edited globally by adding an entry in
.global.modifiersand/or.global.snbt - Format of global and player modifiers are the same:
data modify storage plate_havoc:ui bar.global.modifiers append value {meta:"plate_havoc:solo",id:players,type:remove,affect_meta:"default"}data modify storage plate_havoc:ui bar.players[].data.modifiers append value {meta:"plate_havoc:solo",id:players,type:remove,affect_meta:"default"}
- Any changes can be applied running one of following functions.
function plate_havoc:misc/ui/bar_visuals/player/apply/allfunction plate_havoc:misc/ui/bar_visuals/player/apply/init_datafunction plate_havoc:misc/ui/bar_visuals/player/apply/init_snbt
- Players now have individual bars with the ability for player-specific text components.
- Modifiers
meta- String of modifier.id- Points to a.global.snbtentry with specified value.tags- A list of all tags for the modifier to be group edited.affect_meta- SNBT attached to an ID to affect.type- Behaviour of modifier, can beremove,addoroverride.remove- Remove specified meta.add- Add in SNBT to an IDoverride- Override SNBT of specified meta in an ID.
- Non-alive players can see the bossbars of other alive players by spectating them.
- Changes visually:
- Text is now replaced by icons.
- Upgrade: "Glacier Player" displays an oak-coloured heart if it hasnt been used during a cycle.
- Timer gets hidden upon intermission in rogue.
- Player count only displays current number of players upon intermission in rogue.
- Cyclathrons is referred to as "€" for short.
- Cranked displays its timer only for alive players
- Task Manager displays its timer only for players assigned a task.
Results and Leaderboard Overhaul
- Both have been overhauled and are now linked together:
- Entries in
plate_havoc:leaderboard data_functionsnow usefunctioninstead ofdata. - Added
plate_havoc:leaderboard player_data_functions- Used for getting individual stats. plate_havoc:data functions.leaderboard.sort_typenow specifies data path instead of a function. (cycle=<entry>.data.cycle)- Info can be categorized into 2 parts:
top_bar- Displays at the top, separated by " | " for each entry.info- Global run information, separated by line breaks.
- Entries in
- Leaderboard entries raised from 5 to 25
- Changes visually:
- Results are now displayed through dialogs instead of chat.
- Information split into 3 categories: Top Bar, Global Info and Player Info.
- Cards now display their function when hovered over.
Visual / Audio
- Moody ambience can randomly play during intermission
- Music is entirely muted in the default void biome.
- Failing to meet the purchase requirements of a card will play a sound.
- Card Type Subtext is now displayed on the status bar.
- Number of extra jumps is now shown every time an extra jump is used
- Number gets coloured red if no extra jumps remain.
- Cards with exclusive cards will have a yellow asterisk (*), showing all cards that will be locked upon selection.
- Shortened the tutorial to one dialog.
- Clocks are now highlighted yellow instead of gold.
- Most event messages are now coloured.
- The colours have a meaning and are there to easily communicate info to the players.
Misc
- Renamed the Player Motion datapack to avoid conflicts with other datapacks using Player Motion.
- GU updated to v1.2 https://github.com/gibbsly/gu
- Extensions menu pauses game.
- Several single entities now use set UUIDs as selectors to save performance.
- Summoning a temporary marker is now replaced with a set UUID marker to save performance.
- Several optimizations to scoreboards.
Fixes
- Render distances below 8 makes the plate not clear.
- Dead players can use their survivor abilities.
- Fire still ticked.
- Active game loop still running despite changed status mid-function.
- Vote Requirement being repeated due to using count of alive instead of total.
- Clock collection range did not work correctly.
- Clock hitboxes no longer extend one block.
- Players cant get leaderboard credit despite meeting requirements.
- Bounce Pads used up an extra jump.
- Bases of some entity attributes would not get cleared.
- Bounce Pads made extra jumps take one additional jump before usage.
Removals
- Removed data for
game.end
Known Issues
- Hitboxes reliant on
dx,dyanddzwill always go 1 block more in the positive axis.
Файлы
Plate Havoc.zip(1.52 MiB)
ОсновнойМетаданные
Канал релиза
Release
Номер версии
7.5
Загрузчики
Версии игры
26.2
Загрузок
15
Дата публикации
24.08.2026
