Added: -> RPG Weapon Box block only valid under competitive -> Hardened iron bars, just iron bars but more likely bullet proof, valid under survival -> Additions to complete Escort Mode (UI, other stuff...) -> G36KA1 -> AI now has visibility tolerances where they will remember the last location of target appeared before losing contact (2s) -> New uav mark (jsut purple) under escort mode
Improved: -> Leopard icon on minimap -> AI names now hidden in minimaps -> Damage scaling of AI changed -> Weapon in escort now dispawns after 400 ticks instead of 200 -> Bullets now has a lot more damage attenuation over distance -> Correctly calculated block and entity penetration and damage deductions -> AI dropped weapon will now always have at least half of 3 times of its max capacity as backup -> RPG7 damage decreased -> No longer try to sync data during player respawn as it is no longer required -> Hardness of iron bars and glass are dramatically reduced -> Tolerace for entity hitbox for bullet raytracing increased from 5x to 10x
Fixed: -> M202 and RPG rockets no longer triggers the projectile indicator -> Leopard health not synced to client -> Some issues in escort mode -> Reload is always not completed on client -> Adding from above, weapons like mosing nagant, remmington they reload capacity + 1 times instead although it does not actually consume anything -> Some world data not correctly sent to client -> Cleared animation data for AI dropped weapons
Added: -> Leopard Entities, not for survival but escort mode -> new Plain Smoke entity, to represent the smoke positions and is now consistent between all players in terms of random position offset and random size -> M1 Garand, M1 Garand R-Lab -> RPG-7 -> Smoke now blocks smart AI visions -> Entities now blocks smart AI visions in some way.
Improved: -> Reduced packet amount -> Some changes in gamemode commands -> setMaxPlayer command extracted from all gamemodes -> M202/GM94 damage removed from server config, use datapacks instead. -> Overall AI damage under various difficulty is increased from factor of 0.15/0.2/0.35/0.4 to 0.4/0.5/0.7/1.0 from peaceful to difficult -> Overall AI spread under various difficulty is increased from factor of 2.2/2.1/2.0/1.9 to 1.6/1.3/1.0/0.2 from peaceful to difficult -> Overall AI movement speed under various difficulty is increased from factor of 0.7/0.8/0.9/1.0 to 0.6/0.65/0.7/0.76 from peaceful to difficult, and is also affected by current running gamemode -> M202 rocket no longer has gravity -> Smart AI max attack ranged changed from fixed to variable by the weapon range -> Smart AI now strafes if they have a fixed target -> Some better network transmissions
Fixed: -> Updated to the latest NeoForge -> Some values of cross world were not saved nor synced -> Under competitive mode upon respawn if player is sneaking then they gets permanent doubled movement speed -> M202 rocket no longer has trails -> AI shooting sound does not have variable pitch -> All on-hit particles were not shown -> All weapons now has at least 15% penetration against blocks, for sure. -> Some problem again with ads -> Special weapons not included in AVA Crafting Table -> Entity raytracing ignoring entities they are in upon spawn
Fixed chance of double reload
Added: -> Scar L -> Oan ptional arg "force" to display image command to prevent image from being deferred under competitive mode
Added: -> AIs (melee attackers), will no longer going straight towards their target, instead, they will have a chance going random walking which goes sides ways towards you
Fixed: -> Uninstalling silencer does not have the progress indicator as when installing -> Addressed an issue caused by NeoForge API, entities does not respect their EntityType settings, fixes client bullet logic where bullet holes and trails should now be correctly displayed in right position
Fixed when assigning an ava scoreboard map of unloaded chunks the boundries were not saved
This patch is essential for the new annihilation map, but unrelated for regular players.
Fixed ava scoreboard map old world border constrains
Fixed: -> Vanilla will always show reloading terrain screen upon respawn which kills the loading screen -> Players' infinity resistance presents after game start -> Client are not notified when /ava removeOfflinePlayersFromTeams is executed -> Failed to save player due to null tag key, for parachuted
Remove runs folder Fixed special weapons recipes Magic
Added: -> Now allows multiple teamspawns -> Target selector to the broadcast command -> Server config: Announce the kill tips or not -> /ava removeOfflinePlayersFromTeams command will remove non-existing players from current avascoreboard teams (a & b)
Fixed: -> Delayed recipe manipulation to fix crafting -> Removed image dimension limits -> multiplayer broadcasiting gamemode status always gets overrided by the second -> Draw animation in multiplayer for other players, uses reload time not draw time -> Try to load client class on server when serializing images -> In competitive mode players are no longer permanently marked as "parachuted" -> Radio hotkeys now has higher priority against competitive inventory selection
Fixed entity not spawned on client
Initial NeoForge port
Fixed mixins not functioning outside dev environment
Fixed a ray trace NPE caused by update of Minecraft API
Fixed external links
Added: -> AVA Client config cannow be accessed through mods config screen
Improved: -> No longer serialize and deserialize ava animation jsons -> Greatly decreased the gun stats syncing packet size by around 30%
Fixed: -> FN TPS was using Remington recipe
Added: -> Barrett M82A3 -> Glock21C -> FN TPS
Fixed: -> Reload while ADS will cause next ads to fail


