v0.15.0 Patch Notes
What's new in v0.15.0
Bug Fixes
- Fixed XP gains silently stopping after server restart - Players on permission setups where OP or a wildcard node grants every permission would stop receiving XP after a restart — every block break, mob kill, or other XP trigger silently awarded 0 XP while quest progress continued to work. The player-specific level cap lookup introduced in 0.14.3 was collapsing to level 1 whenever the permission provider answered
truefor broad matches, which made the max-XP threshold equal 0 and the "already at max level" branch fire on every award. No config change needed. Servers withenableSkillPermissionsturned off also benefit: the cap lookup no longer runs when skill permissions are disabled
Configuration
- Decimal XP values - XP map entries in
xp-maps.jsonandmob-kill-xp.jsonnow accept fractional values (e.g.0.5,2.5,1.25). Useful for fine-tuning XP curves where integer-only values felt too coarse — you can now set a block to give half XP per break or dial a mob to an exact decimal. The admin UI pages for XP Overrides and Mob Kill XP now parse decimal input, and so does/mmoconfig. Integer values still display cleanly without a.0suffix. Existing integer-only configs load as-is — no migration needed
Skill Tree Rewards
- Combo finisher damage bonus - New
COMBO_DAMAGEreward type grants a % damage bonus on the final hit of a combo chain. Every melee weapon skill (Swords, Daggers, Polearms, Staves, Axes, Blunt, Unarmed) ships with four combo damage reward options built into its default tree, unlocking at levels 15, 30, 50, and 80. Stacking every tier grants +89% bonus damage on combo finisher hits. Because combo damage only procs on every 2nd hit (Axes), 3rd hit (Swords), or 4th hit (other melee), tier values are higher than flat damage rewards at the same milestone: 10% / 18% / 26% / 35%. Per-skill targeting also means server owners can author additional combo rewards on any combat skill's tree with independent bonuses - Per-skill combo pacing baked into defaults - Axes finish faster than everything else so heavier weapons feel punchy: Axes finish on every 2nd hit, Swords on every 3rd, and every other combat skill (Daggers, Polearms, Staves, Blunt, Archery, Unarmed, custom skills) finishes on every 4th. Combo window is 3 seconds across the board. Server owners can override any of these per-skill via
skillComboWindowMs/skillComboFinisherHitCountmaps inskill-tree.json - Combo % on the Skill Overview page - The horizontal buffs bar on
/getxpnow displays your current combo bonus for the equipped weapon's skill alongside DMG, CRIT, STEAL, BLK, and FALL — so you can see at a glance how much extra damage your next combo finisher will land - Combo finisher notification - A pink "COMBO +N" notification now pops when a combo finisher triggers, showing the exact bonus damage added. Previously the bonus was applied silently, which made the mechanic easy to miss
Player Settings
- Fine-grained combat notification toggles - The Settings page now has five individual toggles for each combat notification type: critical hits, lifesteal, defense blocks, fall damage reduction, and combo damage. The existing Combat Effect Notifications toggle still works as a master override — when off, every combat notification is suppressed. Players who like seeing crits but find lifesteal spam noisy can now silence just that channel
Looking for technical details? View full developer changelog for v0.15.0