2.2
Compatibility
Changes
[2.2]
Replace the jar in
plugins/; the resource pack updates automatically.
Added
Interface and visuals
-
Full scoreboard (Tab), aligned in columns.
Allies Enemies Agent and name ✔ ✔ Credits current credits credits at the start of the buy phase Weapon weapon in hand – Health HP + shield – K / D / A ✔ ✔ Ultimate ✔ – -
Tactical minimap for Sky Smoke, Dark Cover, Orbital Strike and From the Shadows: a rendered top-down map of the level with a cursor, the sites, teammates and smokes.
-
Smokes really hide players:
- smokes and walls are opaque, tinted 3D models, visible from afar;
- an enemy inside or behind a smoke disappears from your screen at any distance.
-
Agent heads worn by every player when full agent skins are turned off (
agents.full-skin: false, see Agents). -
Lobby shop and Radianite:
- agents to unlock;
- 6 weapon skin collections (Prime, Reaver, Glitchpop, Ion, Elderflame, Oni) on 18 weapons, i.e. 108 models.
Game modes
- Swiftplay: first to 5 rounds, side swap after 4, economy and spike, no overtime (
modes.swiftplay). - Replication:
- during agent select, everyone votes for an agent (duplicates allowed);
- the whole team then plays the most-picked agent;
- first to 5 rounds (
modes.replication).
- Escalation:
- two teams, respawns, no abilities;
- each level forces a weapon: Odin, Ares, Phantom, Vandal, Spectre, Judge, Bulldog, Guardian, Sheriff, Marshal, Operator, then the knife;
- 3 team kills per level (1 on the knife level). First team to finish wins, otherwise the furthest team after 10 minutes (
modes.escalation).
- Spike Rush:
- first to 4 rounds;
- same random weapon for everyone;
- full abilities;
- every attacker carries a spike.
- Deathmatch:
- free-for-all with 1.5 s respawns;
- free weapons for 10 s after spawning;
- a kill heals you;
- 40 kills or 6 minutes.
- Team Deathmatch: two teams with agents and respawns, 100 kills or 9:30.
- Competitive:
- ranks from Iron to Radiant, with 5 placement games;
- RR based on result, performance (combat score) and team level gap;
- leaving costs RR.
- Hosts pick the mode when creating a game.
/vc map setmode <map> <mode>sets a map's default mode.
Agents (29 total)
- 13 new agents: Breach, Astra, Fade, Tejo, Clove, Deadlock, Veto, Iso, Chamber, KAY/O, Vyse, Yoru and Waylay.
- One new original agent: Miks (M-Pulse, Harmonize, Waveform, Bassquake).
- New status effects:
- suppressed: no abilities;
- hindered: lower fire rate, slowed;
- jammed: no primary weapon;
- immune: no negative effects.
- Two-step anchor abilities (Rendezvous, Gatecrash, Refract, Crosscut, Arc Rose): the first use places the anchor, the second uses it.
- First-person piloting for Sova's Owl Drone, Skye's Trailblazer and Tejo's Stealth Drone:
- you become the creature, while your body stays behind and can be killed;
- left click = creature action, right click = return to your body.
- Full agent skins: during a match, the player's whole skin becomes the agent's (not just a head). The original skin is restored back in the lobby (
agents.full-skin). - SkinsRestorer support (optional):
- agent skins are signed through MineSkin, so the player also sees their own agent skin (F5 view, arms);
- signed skins are created in the background on startup and cached in
data/agent-skins.yml; - any agent's skin can be replaced with a skin image URL or a Minecraft username (
agents.skins.<agent>).
Abilities
-
Manual activation: keys 5–8 select the ability, and left click uses it. Nothing fires just by switching slots.
controls.instant-abilities: truerestores the old behaviour. -
White flashes: a full-screen white overlay that fades in 4 steps. You can't scope while flashed.
-
Hold-to-throw with trajectory preview:
- hold left click to see the arc (visible only to you), release to throw;
- right click = underhand lob;
- Sova's bolts go further the longer you hold.
-
Visible cooldown: the signature ability icon stays in the hotbar with Minecraft's cooldown sweep while it recharges.
-
Destructible utility: enemy bullets destroy deployed utility.
Utility HP Turret 125 Spycam 70 Leer, Interceptor 60 Sonic Sensor, Chokehold, Trademark, Shear 40 Alarmbot, Trapwire, Nanoswarm 20 -
Enemy ultimates: enemy ult points are shown in the scoreboard, with a chat alert and a sound when an enemy ult is ready.
-
More faithful kits:
- Neon: energy gauge, High Gear toggles the sprint, and crouching while sprinting slides;
- Viper: fuel gauge, Poison Cloud and Toxic Screen are emitters you toggle on and off;
- Jett: Tailwind is prepared first, then the dash is triggered;
- Iso: Kill Contract opens a 1v1 glass arena above the map;
- Chamber: Tour de Force now has a full-screen sniper scope on right click;
- Brimstone: smokes are orange.
-
abilities.yml: price, charges, cooldown, kill recharge and damage per ability, ult cost per agent, global damage and duration multipliers. Applied with/vc reload, no recompiling.
Maps and loading
- On-demand map worlds:
- map worlds stay on disk and are no longer loaded at server startup;
- when a match launches, the server loads the world, preloads the spawn chunks and moves everyone in;
- an unused world is saved and unloaded (
maps.unload-check).
- The waiting room and agent select now happen in the lobby.
- Loading screen: a menu showing every player's card (banner), agent and title, red team at the top and blue at the bottom, while the map loads (
game.loading-time). - Player cards are now real banners: agent color plus a role symbol. They appear in the shop, on the loading screen and in the match summary.
Progression and cosmetics
- Battle pass:
- 30 levels of 1,000 XP, with XP earned every match (win, loss, kills, assists, rounds won, MVP);
- one reward per level, given automatically: Radianite, cards, titles, kill banners, kill sounds, sprays;
/vc passmenu. Changingbattlepass.seasonresets everyone's level (unlocked rewards are kept).
- Kill banners: on each kill, your symbol is repeated once per kill this round, in your card's color. The victim sees your card and title. 8 styles.
- Kill sounds: the pitch rises with each kill of the round, with a special 5th-kill sound. 7 sets, which you can preview in the shop.
- Sprays:
- crouch + F in a match to spray on the targeted wall, floor or ceiling;
- text sprays or the emblem of any of the 29 agents;
- one per round (every 30 s in respawn modes).
- Lobby leaderboards: holograms placed with
/vc leaderboard set <type>, refreshed every minute. Types: rank, kills, wins, ACS, headshots, aces, battle pass. - Shop additions: 14 knives, player cards, 12 titles, kill banners, kill sounds, sprays.
- Daily missions: 3 random missions per day, 150 Radianite each (
/vc missions). - Match summary:
- combat score, damage, first bloods, ACE announcements;
- damage report on death;
- end-of-match menu with every player's stats (
/vc resume).
Team play and social
- Weapon requests: clicking a weapon you can't afford asks your team for it. A teammate who has the money clicks [Buy for …]: they pay and the weapon goes straight into your inventory.
- Parties:
/vc party invite|leave|kick|list|chat;- the party follows its leader into games and stays on the same team.
- Team balancing based on a hidden MMR.
- Chat: rank and title in front of names. Messages starting with
!go to your team only.
Match flow
- Reconnect: a player who disconnects mid-match keeps their slot for 3 minutes and is put back in on return.
- Surrender and remake votes:
/vc ff: surrender, from round 5, 80% yes needed;/vc remake: until round 3, if a teammate left.
- AFK: a player who doesn't move gets a warning at 45 s, then is kicked at 90 s.
- Lag compensation: shots are checked against where the shooter saw the target, up to 200 ms back.
- Footsteps:
- running is audible to enemies, with a sound that depends on the block underneath;
- crouch-walking is silent.
- Permanent radar: a map in the off-hand showing allies, spotted enemies, the spike, the sites and your team's smokes.
Admin
/vc forcestart [map]: starts a match even with a single player. An empty team is never "eliminated", and the match doesn't count for ranked./vc ult add|set <player> [points]: adds or sets ult points (setwithout a number fills the ult)./vc pass addxp <player> <xp>: gives battle pass XP./vc leaderboard set <type> | remove | list: manages the lobby leaderboards.- All agents unlocked by default (
progression.default-agents: [ALL]). - SQLite / MySQL storage (
storage.type), with automatic import fromstats.yml.
Fixed
-
Ability icons:
- Harbor's Cove showed a Gekko icon (missing entry in the resource pack);
- Chamber's Trademark and Rendezvous icons were swapped;
- KAY/O's FRAG/ment and FLASH/drive icons were swapped.
The pack's ability icon table is now rebuilt from the textures that actually exist.
-
Right click to leave a piloted drone or tiger now works (a dedicated remote item is used).
-
Sniper scope: a real full-screen 16:9 scope carried by the helmet. It no longer flickers.
-
Continuous fire:
- holding left click now fires at the weapon's real fire rate;
- weapons can "mine" the targeted block up to 64 blocks away (nothing is ever broken), so the client sends a signal every tick;
- the arm swing animation is hidden.
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:5AxXyQzL:oNdkF2xO"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:5AxXyQzL:oNdkF2xO"
}

