Changelog
Map 1
Every feature, fix, and balance change shipped for Map 1.
A full player housing system with tiered cell blocks, ore generators, upgradeable guards, vaults, and forges.
Cell Blocks

- Added the Cell Block system — player-owned prison cells organized into 5 security tiers: Low, Medium, High, Maximum Security, and VIP.
- Each tier is color-coded: White (Low), Red (Medium), Gold (High), Cyan (Max Security), and Lime Green (VIP).
- Cell tiers have level and prestige requirements that scale with tier difficulty.
- Cell prices scale by tier — higher security means a higher price tag.
- Each player can own 1 cell at a time.
- Cells are labeled with a block letter and number (e.g. A-1, B-5) for easy navigation.
- Cells include a teleporter to quickly travel to your cell.
- Cells support an upgradeable vault system for secure storage.
Ore Generators

- Added Ore Generators — placeable items inside cells that passively produce resources over time.
- 8 generator types available, matching the ore progression: Coal, Iron, Lapis, Redstone, Gold, Diamond, Emerald, and Netherite.
- Higher-tier generators produce rarer resources but at slower rates.
- Generators produce Crood Ore (crude ore blocks) that can be mined to collect items.
- Cell tier determines the max number of forges you can place.
- Added Forges and Forge Fuel — forges convert fuel into energy over time.
- Generator items are purchasable from the /shop under Cell Items.
Cell Guards

- Added Cell Guards — NPC defenders that protect your cell from intruders.
- Guard tiers are based on your cell block tier and can be upgraded with money.
- Guards have upgradeable health, damage, and speed stats.
Raids
- Added Cell Raids — gangs can schedule raids against other gangs' cells using /raid schedule <gang>.
- Raids are scheduled 24 hours in advance, giving both sides time to prepare.
- When a raid starts, all gang members are automatically joined as attackers or defenders.
- Dying during a raid means you lose your items. You respawn and can rejoin, but you'll need to regear.
- Attackers must fight through defenses, break into the cell, and raid generators, forges, and other valuables.
- Defenders must hold their cell and protect their upgrades until time runs out.
- Raid duration scales with cell tier — higher-tier cells have longer raid windows.
- Loot value is calculated based on the cell's generators and crude ore stockpile.
- After a raid, the defending cell has a cooldown before another raid can be scheduled against it.
- Gangs can activate a Raid Shield to temporarily prevent incoming raids.
- Use /raid to open the Raid Browser and spectate ongoing raids from a spectator hallway.
- Raids end when the attackers secure the loot and escape, the timer expires, or after 5 minutes of inactivity.
Cell Security
- Higher-tier cells have stricter entry requirements but offer better forge limits, vault upgrades, and stronger defenses.
- Cell security rating is tied directly to the tier — higher tiers mean stronger guards, more generator slots, and better protection.
Two endgame bosses in the Netherite Mine with phased combat, unique abilities, and scaling difficulty.
Baal

- Added Baal — a Wither Skeleton boss that spawns in the Netherite Mine.
- Baal has 3 phases that unlock new abilities as its health drops.
- Baal's abilities include Infernal Pursuit (marks and chases a target with bonus damage), Soul Tether (binds a player with damaging chains), and Ashen Collapse (eruption zones that explode after a telegraph).
- Baal punishes player stacking with a Void Burst knockback pulse and regenerates health if left idle.
Moloch

- Added Moloch — a Piglin Brute boss that also spawns in the Netherite Mine.
- Moloch is larger and hits harder than Baal, with a focus on area denial and heat-based debuffs.
- Moloch's abilities include Orebreaker Slam (massive AoE shockwave with molten patches), Smelter's Wrath (cone attack that applies heat stacks), and Core Overheat (arena-wide damage pulse in Phase 3).
- Moloch's Heat system stacks debuffs — at higher stacks you get slowed, fatigued, and start taking damage over time.
General
- Both bosses scale with player count — more players means more HP and damage.
- Both bosses have loot tables with multiple rolls on kill.
- Max 3 players can hit a boss at the same time.
- Bosses create a walled arena on spawn to contain the fight.
A new command that lets you bottle your XP into tiered, tradeable items.
XP Extract

- Added /xpextract — extract XP from your character and convert it into tradeable XP Bottles.
- Use /xpextract <amount> or /xpextract all to preview the extraction, then confirm within 30 seconds.
- A 25% tax is applied — the bottle receives 75% of the extracted amount.
- You can only extract XP above your current tier's floor level, so you won't drop below your tier.
- If you're holding an existing XP Bottle, the extracted XP is added to it instead of creating a new one.
- XP Bottles can be traded to other players or consumed by holding right-click to drink.
XP Bottle Tiers

- XP Bottles come in 6 tiers based on your level when extracting.
- Simple (Gray) — Level 1–29.
- Uncommon (Green) — Level 30–49.
- Elite (Blue) — Level 50–69.
- Ultimate (Yellow) — Level 70–89.
- Legendary (Gold) — Level 90–99.
- Godly (Red) — Level 100+.
- Higher-tier bottles hold more XP since they're extracted at higher levels with more XP available above the floor.
A new high-stakes loot system where GKit Flares fall from the sky as mineable world events.

Added(17)
- Added the G-Kit system with 5 kit types: Booster, Arcanist, Bedrock, Vanguard, and Bloodline.
- G-Kit Flares are obtainable from various loot tables and reward sources throughout the game.
- Using a flare launches a colored concrete block from the sky with particle trails and sound effects. The block takes 30 seconds to land.
- Once landed, any player can mine the block open over 10 seconds to receive randomized loot from that kit's loot table.
- Non-fractured flares have a 10% chance to drop a GKit Beacon instead of normal loot. Beacons permanently unlock that kit type.
- Fractured Flares always give loot directly from the kit's table with no beacon chance.
- Mystery Flares pick a random kit type when activated — you won't know which one until the block falls.
- Once a kit is permanently unlocked via a beacon, you can claim loot from /gkit on a 24-hour cooldown per kit type.
- Added G-Kit Levels and Level Up Beacons. G-Kits can now be leveled up to Level 3, with rewards increasing at each level. Levels are reset on map resets, but permanently unlocked G-Kits are not affected.
- Added a 5-minute despawn timer on G-Kit flare loot. If no one mines the landed block within 5 minutes, it despawns.
- Added /gkits as an alias to /gkit.
- Added a sound effect when rolling a kit in /gkit.
- Added a loot preview in the /gkit menu — right-click any kit (even locked ones) to see a sample roll. Reroll to preview different outcomes.
- G-Kit flares always announce in chat when mined.
- Each kit type has its own unique loot table. Preview possible drops from /gkit before using a flare.
- PvP kit gear and Bedrock pickaxes scale their material tier based on your current level.
- Players can override their tier preference in /toggles to request lower-tier gear if desired.
Fixed(1)
- Fixed a bug where flares could fail to place and consume the item.
Automated competitive mining events and rare ore spawn events that keep mines active and rewarding.
Mining Competitions

- Every 20 minutes, a mining competition automatically starts across all mine tiers.
- Players compete by breaking ore blocks in their tier's mine for 10 minutes.
- Competitions are tier-specific — only blocks matching your tier's ore count (Coal, Iron, Lapis, Redstone, Gold, Diamond, Emerald, Netherite).
- Each comp randomly picks 2 booster types from XP, Energy, Ore, and Shards as rewards.
- Top 3 players receive boosters for 10 minutes: 1st gets 1.5x, 2nd gets 1.3x, 3rd gets 1.2x.
- Comp boosters stack additively with existing global and personal boosters (e.g. 3x global + 2x personal + 1.5x comp = 4.5x total).
- Block counting includes normal mining, Power Ball, Fracture, and other enchants, but does not count blocks broken by Shatter.
- Use /comp to see the active competition for your tier, including the leaderboard, boosters at stake, and time remaining.
- Mining comps also appear in /events.
- When a comp ends, the top 10 results are broadcast to all players in that tier.
Ore Rushes

- A rare ore block spawns somewhere in the mine with a chat announcement showing its exact coordinates.
- The first player to find and break the block earns a large XP and Energy reward.
- Rush blocks are tier-specific and scale their rewards based on the mine tier.
New gameplay systems, commands, trims, NPCs, and user-facing additions.
Added(43)
- Added the /clicklock command.
- Added /tip messaging for /clicklock.
- Added /reclaimshop.
- Added /dust to count dust in your inventory.
- Added booster unpause support via /unpauseboosters.
- Added fast enchanting toggle to /toggles with a faster enchanting animation at roughly 2x the current wormhole speed.
- Added ore and shard boosters as selectable types in /pausebooster.
- Added a 3-second timer and sound effect to /trade.
- Added bundles.
- Added Dusty NPC to trade regular enchantment dust for calcified dust.
- Added a chat message when Cluster Bomb procs.
- Added Outback trim.
- Added Emberfall trim.
- Added Emberfall trim to /trims.
- Added Meteorite Hunter godly enchant.
- Added 2 base prestige perks for meteorites.
- Added mining progress animation for amethyst clusters.
- Added an animation at tutorial level 10 showing the energy reward and what to do with it.
- Added a spawn warning message when calcite items are removed.
- Added night vision for all players.
- Added prestige lootboxes to display in /prestige.
- Added gang limit display to /g who.
- Added /tip for mining 5 levels before tier-up.
- Added a new item: the Quantum Entangler.
- Added Forges and Forge Fuel.
- Added a notification if you have items in /bah collect, /ah collect, or /stash.
- Added read-only access to /pv, /ah, and other GUIs in unsafe zones.
- Added a few new items to the hub and fixed inventory resetting on death and escaping the map.
- Allowed chat in the hub.
- Added a sound effect to claiming money notes.
- Added subsections to /store.
- Added a sound effect to purchasing items on the /store.
- Added notification messages for members leaving and joining gangs, as well as a few other gang-related actions.
- Added Gang Roster System — 8-member roster with 5 active slots. Gangs hold up to 8 members but only 5 can be active at a time; the rest are benched. Auto-rotation when an active player logs off and their 1-hour lock expires. Role hierarchy: Leader > Co-Leader > Mod > Member. 48-hour kick cooldown with a 5-minute batch window. Management via /g kick and /g promote.
- Added leaderboard overtake messages in chat. When a player overtakes someone on baltop, ltop, ctop, gtop, or blockstop, a chat announcement is broadcast to all players.
- Added RooFactor Authentication (2FA) — players can now enable two-factor authentication for their accounts.
- Added a toggle for skipping the contrabands animation so you can open them instantly.
- Added bulk level up for shard satchels — you can now level up satchels multiple times at once instead of one level at a time.
- Added an inventory full warning message that notifies you when your inventory is full while mining or receiving items.
- Added staff /msg penetration — staff messages via /msg now bypass /dnd and /block so staff can always reach players when needed.
- Added Enchantment Slot Expanders — consumable items that increase the maximum enchant slots on armor or weapons. There are two types: Armor Slot Expander and Weapon Slot Expander. Each expander has a bonus slot amount and a success percentage. Applying a higher expander replaces the existing bonus (no stacking). On failure, only the expander is consumed — the target item is unaffected. Bonus slots display on gear lore as Maximum level 50 (+2).
- Added /gtop and cell top leaderboards with payouts: $250 buycraft for #1, $100 for #2, $50 for #3.
- /combine now combines erasers in your inventory.
Fixed(5)
- Fixed a bug where tiered contrabands in loot tables would give a reward from the contraband's loot table instead of giving the contraband item itself.
- Fixed Dusty's nametag rendering incorrectly.
- Fixed a bug where the permanent night vision could sometimes be removed on death.
- Fixed playtime top and blockstop holograms not displaying correctly.
- Ops no longer show on playtime top or blockstop.
Updated(30)
- Refactored the level up message with improved formatting and presentation.
- Made it more clear when you win BAH that you need to do /bah collect to claim your reward.
- Home expander items now use beds as their item icon.
- Chat games have been reworked to be easier.
- Renamed random event triggers to Fortunes Dice.
- Mystery Man now allows only 1 purchase per player/IP.
- Updated prestige reroll item names.
- Adjusted global booster display.
- Adjusted /prestige color scheme.
- Changed RooEnergy wording to Roo Energy in additional areas.
- Miscellaneous improvements to the tutorial, including updating many messages and formatting them better.
- Updated wording on many commands.
- Made links in broadcasts clickable.
- Doing [item] with a stack greater than 1 now shows the amount.
- Increased lootbox roll speed.
- Updated lootbox roll sound effect.
- Improved /help significantly and added keyword search.
- Adjusted wording on godly enchant orbs.
- Changed the action bar presentation.
- Dusty and the Nethersmith are now aligned properly.
- Simplified the IRL chat warning message.
- Updated the lore on contrabands.
- Updated the way tab looks.
- Restyled /msg.
- Updated tips.
- Improved the /shop decorations section in anticipation for cells.
- Reworded some instances of +x% energy/xp/shard gain to use the correct schema.
- Restyled /events with improved formatting.
- Changed anchor time from 1 PM PST to 11 AM PST.
- Tips now show every 5 minutes instead of 15.
Removed(1)
- Removed reroll tokens from /shop.
Wormhole, mining procs, ore progression, meteorites, and enchant flow changes.
Added(13)
- Logging back in after logging out with an item in any wormhole now displays a message telling you that your item absorbed a fail since you logged while it was in the wormhole.
- Foliage destroyed by meteorites now regenerates after 3 minutes instead of being permanently destroyed.
- Added a wormhole drop guard: if a delivery is already pending, the new drop is not consumed.
- Added mapping of Fortunes Dice sides to specific events.
- Added a rolling animation for Fortunes Dice.
- Added linear shard drop scaling.
- Added Godly Randomization Scrolls — consumable items that randomize the success percentage on godly orbs.
- Re-added +5 mining tier-up rules.
- Tier-up rule: Wood pickaxe can mine Lapis at Pickaxe 25+ and Player 25+.
- Tier-up rule: Stone pickaxe can mine Redstone at Pickaxe 30+ and Player 45+.
- Tier-up rule: Gold pickaxe can mine Gold at Pickaxe 35+ and Player 65+.
- Tier-up rule: Iron pickaxe can mine Diamond at Pickaxe 40+ and Player 85+.
- Tier-up rule: Diamond pickaxe to Emerald is disabled.
Fixed(40)
- Fixed a bug where less durability damage taken multipliers were truncating durability damage to 0 on every hit, causing items to take no durability damage at all instead of reduced damage.
- Fixed players being able to store calcite-specific items in /pv or /g vault, which was not intended since calcite items are meant to stay within the caverns.
- Fixed a major source of ping lag caused by Powerball sending excessive packets.
- Fixed wormhole showing incorrect pickaxe level.
- Fixed enchanting animation speed changes increasing item spin speed.
- Fixed applying energy above the 32-bit integer limit.
- Fixed Fracture applying incorrectly when mining too quickly.
- Fixed calcite wormhole item loss when throwing another item during an active delivery; the extra drop is now left on the ground instead of consumed.
- Fixed Prismatic Overload orb application; it now applies when Overload is level 1–3.
- Fixed energy overflow deletion when combining into a 2.147b stack.
- Fixed placed meteor flare items and animations persisting across reboot and not functioning.
- Fixed P5 prestige completing early if base stat was selected and the GUI was closed before perk stat selection.
- Fixed zero-energy calcite charges adding energy when thrown into the wormhole.
- Fixed a calcite enchant and its non-calcite counterpart appearing together on the same item.
- Fixed Fortunes Dice consuming the item when event spawn failed.
- Fixed Fortunes Dice being equippable.
- Fixed a long-standing issue where item display entities could get stuck in the wormhole.
- Fixed a rare edge case that could delete items if the server crashed during the wormhole-to-inventory transition tick.
- Fixed a bug where the first enchant in tutorial could fail in rare instances.
- Fixed a bug where Superbreaker sound/animation did not display on meteorites.
- Fixed a bug where Powerball and Fracture could give incorrect XP/Energy while mining 5 levels before a tier.
- Fixed a bug where meteorite shower flares were not spawning meteorites because the active cap was too small.
- Fixed a bug where Efficiency mining speed was not applying properly.
- Fixed a bug where click lock could behave inconsistently between block breaks.
- Fixed a bug where rented pickaxe blocks mined were not counted back unless mined blocks exceeded the current pickaxe total.
- Fixed a bug where block-break progress could disappear from client sync.
- Fixed a bug where Fracture could apply every 2 ticks instead of each tick.
- Fixed a bug where sometimes the first mining damage tick could be skipped and only show at the 3rd mining tick at low mining speed.
- Fixed a bug where Shatter could sometimes fail to play sound/animation.
- Fixed a bug where bandits and meteors could fail to spawn and would not retry.
- Fixed a bug where Meteorite Hunter enchant applied its buff incorrectly in some cases.
- Fixed a bug where Outback trim PvE damage and damage reduction were applying to PvP.
- Fixed a bug where stacked pickaxe prestige reroll items could delete the whole stack instead of one item.
- Fixed a bug where logging out or getting kicked while enchanting could cause item loss.
- Fixed a bug where the action bar XP and energy wouldn't match the real numbers you were gaining.
- Fixed a bug where players couldn't actually place pearlescent froglights in calcite caverns.
- Fixed a bug where prestiging a pickaxe with more than 2.147b energy on it would overflow and delete it.
- Fixed a dupe glitch with Fortunes Dice.
- Fixed a bug where black scrolling Lucky 4 would still require Lucky 3 on the item before applying despite being black scrolled.
- Fixed a bug where in rare cases residual powerballs could regress a pickaxe's prestiges or enchants due to caching.
Updated(35)
- Changed Powerball block-breaking behavior to break the same amount of blocks in a different pattern.
- Powerball animation now uses an item display instead of a small fireball entity.
- Powerball now shoots in all directions instead of 1 aimed shot plus random remaining shots.
- Powerball sound effect was updated.
- Reworked Kinetic Surge to increase Powerball duration (instead of increasing blocks broken from momentum).
- Adjusted Shatter radius scaling with Cataclysmic Shatter.
- Reduced EXP/Energy/Shards from Powerball by 50%; this also applies to Shatter proccing from Powerball 4.
- Reduced early pickaxe block requirements: up to 10x reduction at early levels for Diamond/Netherite, scaling down to no reduction at P10.
- For lower tiers, block requirement reduction is about 15x at low levels and about 5x–2x less at P10.
- Adjusted meteor flare landing time to 60 seconds (previously 180).
- You can now mine emerald meteorites at level 102 using a Diamond pickaxe.
- Fracture no longer propagates off meteorite blocks.
- Shards and contrabands picked up from the ground now prioritize shard satchel storage.
- Shift-right-clicking a shard satchel now opens up to 1,280 shards and 32 contrabands.
- Money notes are now destroyed when inventory is full while mining.
- Logging out while an item is in the wormhole at Calcite now always gives a fail instead of taking the highest percentage. This prevents players from logging out to gamble on better outcomes.
- Reworded the Calcite Caverns command and warp lore to be more informative about how the system works.
- Increased the meteorite spawn region from Y120 to Y165, allowing meteorites to spawn higher in the world.
- Calcite Caverns time has been adjusted: base time is now 10 minutes, max time is 30 minutes, and hitting the threshold grants a 4-minute time gain.
- Logging out while enchanting now always results in a fail outcome.
- Calcite charges now have a max stack size of 1.
- Improved hitboxes on wormhole orbs.
- Ground items now despawn after 300 seconds (previously 60).
- Improved mining feel by reducing latency slightly.
- Updated meteorite energy gain prestige perk to 30–50 (previously 30–51).
- Residual Knowledge now gives 2–5% XP from shattered blocks at Tier 1 prestige and 4–7% at Tier 2 (previously 5–10% and 8–14%).
- Replaced the every-5-level fireworks with a different animation/sound set.
- Changed how the Feed pickaxe enchant works to work more like /feed.
- Increased calcite charge cost to 10m.
- Adjusted the capacity of shard satchels.
- Reworked how Warp Miner works.
- Black Scrolls when removing wormhole enchants (e.g. Overload 3, Lucky 3) now destroy the item instead of providing an orb. Godly or exceptional enchants like Lucky 4 still provide an orb.
- Reworked the meteorite animation to be less buggy.
- Meteorites are no longer locked behind any fund.
- Reduced ore respawn rate multipliers from prestiges.
Removed(2)
- Removed the Doorbreaker trim.
- Removed the block counter from Warp Miner pickaxe lore.
Combat behavior, guard tuning, events, movement, and gameplay rules.
Added(4)
- Added fall damage in combat — players now take fall damage while in PvP combat, adding a new layer of positioning strategy to fights.
- Bandits now glow when you use /pulse.
- LMS now combat tags you for 60 seconds while active.
- Added a chat message when entering and leaving combat.
Fixed(16)
- Fixed extra vertical knockback coming from Pummel that was launching players higher than intended.
- Fixed player fly speed being slower than walking speed, which made flying feel worse than just walking.
- Fixed Unending Frenzy acting like normal Frenzy and removing all stacks instead of a portion.
- Fixed Unending Frenzy resetting like normal Frenzy on hit.
- Fixed jet being usable in combat.
- Fixed a bug where shards opened in unsafe zones could only give money notes.
- Fixed a bug where top-rank /pulse could show players as bandits.
- Fixed a bug where merchant guards were not applying durability damage.
- Fixed a bug where meteorites could spawn underground.
- Fixed a bug where guards were attacking every 1,000ms instead of 500ms.
- Fixed a bug where Monster Hunter did not apply its damage increase to custom enchants on merchant guards.
- Fixed guards damage configs resetting on reboot.
- Fixed a bug where P3 103 players could not use /fly.
- Fixed a bug where global shard/ore boosters were not working as intended.
- Fixed a bug where some players could not open contrabands too close to the wormhole.
- Fixed a bug where pit guards config would be reset on reboots.
Updated(28)
- Increased the radius of Consecration from 2 to 3 blocks.
- Merchants are now slightly weighted towards the tier of the levelcap, making tier-relevant merchants more likely to appear.
- Armoured and Tank enchants have been lowered from level 4 to level 3 and are now classified as ultimate enchants.
- Allowed trapped players to move their head.
- Jet now gives more vertical velocity.
- Increased /fly movement speed slightly.
- Logging out in cavernheart now teleports players to spawn.
- KOTH tier logic now follows levelcap and only randomizes up to levelcap starting day 1 of level 100.
- Island Hunt moved from Fund 5 to Fund 3.
- Island Hunt timer no longer shows in /warp before unlock via /fund.
- Reduced merchant base damage by about 1 across the board.
- Merchants now have less HP.
- Merchant DR no longer applies to the merchant itself, only guards.
- Increased pit guard respawn rate by 100%.
- Outposts now rotate 12 hours offset from levelcap instead of rotating at levelcap.
- Increased outpost cap speed to 2x previous and regen by an additional 2x (4x total regen relative to previous).
- Custom enchants now use generic source-less damage to reduce abnormal knockback sources.
- You can now run more commands while teleporting; most commands no longer cancel teleport.
- Cancelling /tpa or /home no longer applies cooldown.
- Reduced /tpa cooldown to 60s (previously 180s).
- Replaced a deprecated gang upgrade with a shard-focused gang upgrade.
- Merchant guards no longer attack you until you attack them.
- Increased base damage of diamond and netherite weapons.
- TP time from the pit is now 15 seconds.
- Jet cooldown reduced from 180s to 90s.
- Fly takeoff time increased from 3s to 5s.
- Combat tag updated to 30s when hit by a player, 10s when hit by PvE.
- Adjusted the meteor animation.
Removed(3)
- Removed Curse enchant.
- Removed stone weapons.
- Removed the life steal heart animation.
Rank rework, reclaim rules, cooldown adjustments, and rank-linked unlocks.
Added(9)
- Added Reclaim Shop.
- Added reclaim point scaling per map by rank tier: 5 at Hopper, 10 at Roo, 15 at Wallaby, 20 at Red Roo, 25 at Kangaroo.
- Added +2 homes to all ranks across the board.
- Added rank-based Vote Shop deal locking: deal slots 2 and 3 are locked behind rank.
- Added rank-based double-vote processing support for pending/offline votes.
- Added clarity in /warp messaging to use /calcitecaverns for detailed calcite information.
- Added queue priority for ranks.
- Players' ranks now display in their nametags in the hub.
- Added 3 types of ranks.
Fixed(2)
- Fixed a bug where command cooldowns could reset on relog.
- Fixed home cooldown being lower than intended.
Updated(19)
- Ranks no longer display in a player's nametag if they are not currently in a gang.
- /clicklock now requires Red Roo+ rank to use.
- Adjusted PV limits back to the original 1 per rank. Expanders can give an additional 1 full PV.
- Homes are now 2 max at Joey, expandable to 4 with home expanders. Up to 8 at Kangaroo, expandable to 10.
- PVs are now 1 full PV per rank. Expanders can give an additional 1 full PV.
- Reworked ranks entirely.
- Adjusted /near cooldown to 30s (previously 15s).
- Adjusted /fix cooldown to 60s for all ranks (previously 60 at Joey scaling to 30 at Kangaroo).
- Removed /pulse cooldown.
- Made all prestige reroll items stackable.
- Reclaim Shop item pool includes early-game progression items such as boosters, shard satchels, godly enchants, and G-Kit flares.
- Updated wording on rank papers.
- Rank colors were adjusted slightly.
- Vote Shop now has 3 rotating deals (previously 2), with deals 2 and 3 locked behind rank.
- Moved rotating deals from /voteshop into /vote.
- Netherite pickaxes now require level 102+ (previously P2 102+ or P3 90+).
- Tutorial rewards are now locked by IP.
- Level display now shows prestige before level on [level].
- Corrected labeling on /fix.
Rentals, scripts, vote/shop flow, packet/load reductions, and crash/stability fixes.
Added(1)
- Synced ranks, RooCoins, bans, warns, and other important data across servers.
Fixed(17)
- Fixed a bug causing cash to go straight to player balance while renting a pickaxe.
- Fixed a bug causing cash to go to balance instead of note while mining with a rental.
- Fixed a bug where rental pickaxes could be prestiged.
- Fixed a bug where rental pickaxes could be traded.
- Fixed a dupe in /rentals where mining meteorite/meteor blocks could convert a rental into a real pickaxe.
- Fixed a /pvsee snapshotting issue that could cause dupes/item deletion.
- Fixed a bug where buying too many RooCoin packages could cause some purchases not to apply correctly.
- Fixed a bug where levelcap could regress in some cases.
- Fixed a bug where claim-tax slot behavior in /rentals required clicking a non-obvious slot.
- Fixed Wormhole repaste on restart misforming stairs in the tutorial world.
- Fixed /block not functioning correctly.
- Fixed 3 server crashes.
- Fixed 1 watchdog-timeout-related server crash.
- Fixed some issues with database flush tasks causing lag.
- Fixed a bug with bundles causing IllegalStateException errors.
- Fixed a bug where the GC on the main server could cause lag if the server was running for more than 24 hours.
- Fixed an issue with queue rejoining.
Updated(10)
- Adjusted /rentals system fee to 40% with XP tax scaling by levelcap.
- Rental tax now scales by levelcap: 40% at levelcap tier+, 20% one tier below, 0% two or more tiers below.
- Improved /rentals display to clarify that system fee taxes XP.
- Improved Roo Energy display in KOTH lootbag lore.
- Consolidated booster boss bar behavior.
- Reduced post-reboot join lock from 60s to 5s.
- Reduced packet volume in 200+ spots, mostly around Fracture, Powerball, Superbreaker, and direct mining.
- Reduced unnecessary network traffic during heavy mining.
- Reduced memory allocations in the mining hot path to lower GC pressure.
- Changed the way the queue message displays.