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Plugin versions

Every update to every RandomBayan plugin, newest first. The plugins are sold to other server owners in the shop.

Generated 2026-10-17 from each plugin's changelog (or its commit history). Newest first in each plugin.

RandomBayan Paths (current: 1.21.5)

RandomBayan Paths
RandomBayan Paths
Every ability icon
Every ability icon

v1.21.5 - 2026-10-17

  • Gravity swords: while one is in your main hand, F and Shift+F use the sword's powers (RandomBayanBosses) instead of your path ability. Put it away and they're Paths' again.

v1.21.4 - 2026-10-17

  • New path: Mahoraga (Divine General), the Owners' path, with one ability: Summon Mahoraga (10 min cooldown).
    • What it does: everyone within 50 blocks is pulled into Mahoraga's shrine (RandomBayanBosses runs the fight: an adapting boss, no PvP, keep inventory). The summoner earns no reward; #1 by damage gets a Paper of Reflection and #2 gets coins.

v1.21.3 - 2026-10-16

  • Shadow Sword: stronger than netherite - 8.5 attack damage plus Sharpness V (was 7.5, no enchantment).
  • Monarch: the hound army has 50 health (was 100).
  • Path icons and the paid-rank chat badges show as pictures: the server pack put them behind Minecraft's built-in fallback fonts, so a vanilla symbol showed instead (the "gibberish"). They now come first.

(superseded) Unreleased (config + pack, 2026-10-16)

  • Monarch: the hound army has 50 health (was 100).
  • Path icons and the paid-rank chat badges show as pictures: the server pack put them behind Minecraft's built-in fallback fonts, so a vanilla symbol showed instead (the "gibberish"). They now come first.

v1.21.2 - 2026-10-16

Path icons next to names, a Prideborn fix, and lighter effects for Bedrock.

Compared to v1.21.1:

  • Prideborn - Bow Before Me: the kneeling players can be hit again (the head-bow teleport that interfered is gone; the gold ring still shows the kneel).
  • Bedrock players get lighter effects: ability particles near a Bedrock player are sent to them at about a third of the amount (bedrock.particle-factor), which their devices handle much better. Java players see everything as before.

v1.21.1 - 2026-10-11

Compared to v1.21.0:

v1.21.0 - 2026-10-11

Dimensions & Dungeons and the Pet Merchant arrive (the new RandomBayanRifts and RandomBayanPets plugins), paid ranks get their badges, and the stun, I AM ATOMIC and duplicate-tag problems are fixed.

Compared to v1.20.0:

  • Stuns: a stunned player can be hit again. Slothborn's Time Lock and Time Collapse (and every other hold) teleported the target back to its spot every few ticks, which made attacks on them fail; the hold now simply stops them walking and jumping.
  • I AM ATOMIC: the voice line is one continuous cut of the scene, slow as in the video, so "I... am... atomic" comes through whole and "atomic" is clear (the old clip had lost the "am"). When two Shadows cast at once, neither is knocked off or shown the other's titles any more, and both blasts land.

Added

  • Dimensions & Dungeons:
    • a rift portal opens every hour (anyone may enter);
    • inside is a generated dungeon of 4, 7 or 10 rooms in one of seven themes, with a random boss at the end;
    • Rift Shards buy swords in the Rift Shop;
    • Dimension Papers open your own rift.
  • Pets:
    • the Pet Merchant at spawn, with stock that changes every 30 minutes;
    • pets follow you and give a small boost, and some can be ridden;
    • the Baby Fire Dragon grows up and, as an adult, can fly.
  • Badges: COMMON, RARE, EPIC, LEGENDARY, MYTHIC and CUSTOM have their own badges in tab and chat.

v1.20.0 - 2026-10-11

FFA and duels arrive (the new RandomBayanArena plugin), and each fight can be played with or without Paths.

Compared to v1.19.0:

  • Abilities can now be switched off for one player for the length of an "offpath" arena fight: actives, passives, the Hellfire, Ranger and Wingless perks, and Ascension all count as locked. Restrictions such as the Assassin's Strength cap stay on.

Added

  • FFA: /ffa queue onpath or /ffa queue offpath. With 3 to 6 players, everyone goes to a random spot in the warzone. At 1 heart you're out and sent back with everything you had. The last one standing wins 2 Bayan Coins.
  • Duels: /duel <player> onpath|offpath, then /duel accept. The winner gets a Bayan Coin. Friends can watch with /duel spectate <player>, but only around the duel.
  • Tridents work in combat again, with no cooldown.

v1.19.0 - 2026-10-10

I AM ATOMIC says the whole line, in sync. Wingless gets stronger, and Prideborn and Lustborn now control players instead of just debuffing them. The Builder Zone opens (with the Zones, Claims and Market updates).

Compared to v1.18.0:

  • I AM ATOMIC's voice started after the "I" and ran ahead of the titles, so players only heard and saw "AM, ATOMIC." The clip now starts with the "I", and each title lands on its word (speech recognition found the "I" at 2.07 s in the scene).
  • Shields: a raised shield could make the blast look like it did nothing. The shield is now knocked down for 5 s before the blast lands.

Changed

  • I AM ATOMIC:
    • a white ring at 30 blocks marks where the full 8 hearts reach (the magenta ring wall is the 70-block edge);
    • everyone hit sees how much damage they took and why.
  • Wingless:
    • every cooldown 25% shorter: Ground Spike 13s, Rupture 22s, Wind Step 22s, Earth Shatter 112s, Absolute Force 180s;
    • Earth Shatter now deals up to 4 hearts;
    • Absolute Force's blast is 7 hearts through any armour, diamond or netherite (it's short range).
  • Prideborn (Overlord, Absolute Pride and King's Domain unchanged):
    • Bow Before Me replaces Kneel: every enemy within 7 blocks kneels for 2.5s - frozen, head bowed, unable to attack or use abilities; 1 heart.
    • Thorn of Pride replaces Royal Decree: a golden thorn rises behind you and strikes up to 4 enemies within 10 blocks with golden lightning for 1.5 hearts each; you gain Strength I and Resistance I for 6s.
  • Lustborn (Lust's Domain unchanged):
    • Charm: the target walks toward you for 2.5s and can't attack or use abilities.
    • Temptation: pulls the target in for 1 heart and holds them for 1s.
    • Mesmerize: the target is frozen, blinded and dazed for 2s and can't act.
    • Irresistible: everyone within 8 blocks is drawn in and rooted for 1.5s; 2 hearts.

v1.18.0 - 2026-10-09

A new path, Hellfire; I AM ATOMIC rebuilt with its real voice line; the Monarch's shadows now rise out of the ground.

Compared to v1.17.0:

  • I AM ATOMIC's voice played too quietly and out of sync (only a faint "atomic" near the end). The line is now its own loud clip, and the "I," "AM," "ATOMIC." titles land on the words.
  • I AM ATOMIC's look: the giant sword and the white flash are gone. The Shadow holds a normal-size sword, and the whole 70-block circle lights up.

Added

  • Hellfire (a Sinner path, six abilities at 0/5/10/15/20/30 kills): "The flames don't burn me. They obey me."
    • Infernal Blood (passive): fire hurts half as much; lava and magma don't hurt at all, and standing in lava heals 1 heart every 2s.
    • Flame Charge: launch up to 8 blocks as a burning projectile; the first enemy hit takes 1 heart, knockback and fire.
    • Infernal Barrier: 5s of rotating flame pillars around you; touching them costs 1 heart, knockback and fire. It collapses into a burst.
    • Infernal Dash: a 5-block living-flame dash, immune to knockback; 1.5 hearts to anyone passed through, and the path burns for 2s.
    • Magma Wave: magma erupts 12 blocks forward and 5 wide: 3 hearts, knockback, Slowness and fire. The ground is never changed.
    • Hellfire Sacrifice (ultimate): give up 3 hearts of max health for 30s of Strength II, Resistance I and Fire Resistance. Every hit explodes in flame and every 5th deals 1 more heart. When it ends, Final Release: 3 hearts around you, max health back.
  • The Descent, the quest that makes anyone Hellfire: kill 30 players, bring 20 Sinner's Hearts, 10 Angel Wings and 30 Soul Fragments, and be at the top of your path. Hellfire is also sold in the store.
  • Sinner's Heart: every Sinner drops one when killed by a player (with the same 1-hour cooldown per victim as Angel Wings and Human Organs).

Changed

  • I AM ATOMIC:
    • Purple strings sweep the circle and lightning cracks along its edge.
    • A magenta ring of light rises at 70 blocks and a web of light covers the ground.
    • The Shadow's sword circles their head and leaves the halo.
    • A pillar of light with rays rises while the voice plays.
    • It goes dark, then one slash down cuts a thin line across the screen, and the blast goes off with the anime's sound.
    • The blast now reaches 70 blocks (8 hearts through any armour within 30; 8/7/5/4 hearts by armour beyond).
  • Monarch: every summon (Shadow Extraction, Army of the Dead, Shadow Legion) shouts ARISE. The shadows claw up out of black pools, starting small and growing to full size, before they fight.

v1.17.0 - 2026-10-09

Playtest round: I AM ATOMIC no longer launches you into the sky and gets the full anime cinematic, the Monarch picks their own army, and Wingless is toned down.

Compared to v1.16.0:

  • I AM ATOMIC launched the Shadow about 1000 blocks up, so nobody saw the animation. The "hover" used Levitation at level 256, which in this version is a rocket. The Shadow is now held in place six blocks up.
  • Wingless hit too hard: about 8 hearts from Absolute Force through diamond Protection IV in testing.

Changed

  • Shadow - I AM ATOMIC, rebuilt from the anime scene:
    • Purple circuit light crawls over the ground and pillars of light rise in a wide ring as the Shadow lifts six blocks.
    • The ground quakes: chunks of the surface tear loose and float up, turning (visual only, terrain is untouched).
    • A halo forms over the raised Shadow Sword, and the voice line plays (resource-pack sound) with "I," "AM," "ATOMIC." on screen.
    • Everything goes dark into a violet sphere, a thin beam falls, and the screen burns white with black shards (Java) as the blast goes off.
    • Damage over 60 blocks: 8 hearts through any armour within 30 blocks. From 30 to 60 blocks: 8 hearts with no, leather, gold or chain armour, 7 with iron, 5 with diamond, 4 with netherite (what most of your armour pieces are made of).
  • Monarch - new 7th ability, Shadow Legion (unlocks at 35 kills): a menu where you choose exactly which shadows rise - Hounds, Mages, Knights and Archers - up to your army size (10, +1 per iron golem and +2 per warden slain, max 20). A Hound takes 3 slots. Your last pick is remembered. It replaces Army of the Dead and Shadow Extraction while out; use it again to dismiss, and if every shadow falls it recharges (5 min).
  • Wingless:
    • Ground Spike and Rupture: 3 hearts (were 4.5).
    • Earth Shatter: at most 3 hearts per target per cast, however many waves land.
    • Absolute Force: the blast deals 4.5 hearts (was 6). Its punch bonus no longer applies to ability hits.

v1.16.0 - 2026-10-06

Playtest fixes: abilities hit the same through diamond, a cinematic I AM ATOMIC, a real Monarch army, easier and stronger final forms, and the Void skin for every path.

Compared to v1.15.0:

  • Armour: ability damage on diamond still varied with Protection. Now the hearts an ability lists land the same on no armour, iron or diamond (any Protection). Only netherite reduces it: about 1 heart, or about 1.6 with Protection IV.
  • Monarch's shadows: they despawned on a timer and looked like zombies. They now stay until you dismiss them and wear shadow armour.

Changed

  • Shadow:
    • Shadow Assault: you blink around your target between cuts.
    • I AM ATOMIC: you rise into the sky while a giant shadow sword slowly descends above you. "I, AM, ATOMIC." appears one word at a time, then the ground below explodes.
    • Shadow Sword: a longer sword with a new, more detailed texture.
  • Monarch:
    • Shadow Extraction and Army of the Dead are toggles: use once to raise, again to dismiss. Shadows never despawn; if they all fall, the ability recharges.
    • Shadow Extraction: a Shadow Mage, Minions and Archers.
    • Army of the Dead: Mages, Knights, Minions, Archers and a giant Shadow Hound (iron-golem size and health).
    • A growing army: it starts at 10 shadows, +1 for every iron golem and +2 for every warden you slay, up to 20.
    • Monarch's Domain: raises 4 shadow pillars, 2 on each side.
    • The shadows wear hooded shadow armour with glowing eyes instead of looking like zombies.
    • Radiant Burst: 3.5 hearts. Strike stays 3 hearts and the final radiance 4.
  • Wingless: Earth Shatter deals 4-5 hearts in total.
  • Angel Knight: Holy Strike 4 hearts; Knight's Judgment 5 hearts (6 to Sinners).
  • Final forms - easier and stronger:
    • Every final-form quest needs about half as much.
    • Awakening Trial bosses go down about 20% faster.
    • The retry wait is 15 minutes.
    • The forms are reworked: the damage forms (Demon Slayer, Godslayer, Worldbreaker, Blood Lord, Abyssal King, Demon Sovereign) hit much harder. Lightbringer is the healer and support. Ophanim and Divine Oracle control the fight with real damage.
    • Every form ability now flares with a sigil in the form's colour, and ultimates with a pillar of light.
  • Void skin, per path:
    • Humans wear a void aura on head and body after each ability.
    • Angels turn corrupted: dark gold over black.
    • Wingless gets dark sculk and deepslate spikes seeping darkness, and a black hole that bursts at the end of Earth Shatter. Absolute Force brings a great black hole down onto you before it explodes.
  • Crafting: a cobweb recipe (5 string in an X).

Fixed

v1.15.0 - 2026-10-05

Two new store paths (Shadow and Monarch), the Void skin, abilities that finally hurt armoured players, a stronger Wingless, and dashes that work in a fight.

Compared to v1.14.1:

  • Ability damage used to land about a quarter of its listed damage on full diamond (a 4-heart Ground Spike did about 1 heart, half a heart with Protection). Every path's ability damage now ignores half of armour and Protection.
  • Dashes and blinks (Wind Step, the Assassin's Shadow Step, the Demon Slayer dash) silently did nothing while combat-tagged. They work in a fight now.

Added

  • Shadow, a store path (Sinner), inspired by Cid Kagenou:
    • Shadow Sword: summon a blade stronger than diamond for 60s.
    • Shadow Step: a 15-block shadow dash.
    • Shadow Domain: a 10-block zone of darkness and slowness.
    • Shadow Assault: a 4-hit flurry.
    • Shadow Cloak: 10s of true invisibility.
    • I AM ATOMIC: a charged 15-block explosion.
    • Skills unlock with kills (0/5/10/15/20/30), or all at once if bought that way.
    • The Shadow Sword can't be dropped, stored or kept: it fades after 60s, on death, on logout or on a path switch.
  • Monarch, a store path (Sinner), the Shadow Monarch:
    • Shadow Extraction: 5 soldiers.
    • Dominator's Touch: 3 hearts and a pull.
    • Shadow Exchange: swap places with a soldier.
    • Monarch's Domain: buffs your army, slows enemies.
    • Army of the Dead: 10 soldiers.
    • Arise: after defeating a player, call them into your army with /rqarise <player>. They answer with /arise accept or /arise deny. Up to 2 Arisen; you can never hurt each other, and /monarchexc <player> swaps places with one, even in combat.
  • Void skin (Legendary, ₱500), a skin for every path:
    • every ability falls into the void: black and violet, smoke and ink;
    • a shadow trail while you sprint;
    • void rings on dashes and void spheres on shields;
    • a black hole crowning every ultimate.

Changed

  • Wingless is stronger:
    • Ground Spike: 4.5 hearts, 18s cooldown (was 4 hearts, 20s).
    • Rupture: 4.5 hearts, 30s cooldown (was 4 hearts, 35s).
    • Wind Step: now deals 1.5 hearts where you land, 30s cooldown (was 45s).
    • Earth Shatter: up to about 9 hearts, 150s cooldown (was about 6.5 hearts, 180s).
    • Absolute Force: 6 hearts, a 25% punch bonus, 240s cooldown (was 5 hearts, 20%, 300s).
  • Other light hitters were raised a little:
    • Shield Bash (Guardian): 2 hearts (was 1.25).
    • Royal Decree (Prideborn): 2.25 hearts (was 1.5).
    • Holy Chain (Angel Warden): 1.5 hearts (was 1).
  • /ascension and /ability now work while combat-tagged.
  • Buying an Ascension now also finishes the Ascension quest, so nobody is left "on the quest" with an Ascension already in hand.

Fixed

  • Dashes and blinks work while combat-tagged.
    • Products: wingless/shadow/monarch [all], ascension [type], ascension-paper, paper reflection|rebirth|destiny, skin, premiumscroll, premiumslot, gems.
    • Use it instead of /pathadmin test, which is for testing only.
    • JustCombat cancels PLUGIN and COMMAND teleports while tagged, which ate every ability dash.
    • Ability moves now use AbilityUtil.abilityTeleport with its own cause; commands, /home and /spawn stay blocked.

v1.14.1 - 2026-10-05

Hotfix: quest NPCs could be pushed around by abilities.

Compared to v1.14.0: abilities that push or pull people could shove the quest NPCs (final-form NPCs and the Ascension NPC) off their spots. They now stay exactly where staff put them.

Fixed

  • Push, pull, knock-up and pin effects no longer move quest NPCs or decoy clones.
  • If anything else moves a quest NPC (an explosion, a wind charge), it snaps back to its spot within a quarter of a second.

v1.14.0 - 2026-10-04

New: the Premium Scroll, for keeping more than one path.

Compared to v1.13.5: a path could only be replaced. A new paper or a bought path such as Wingless threw away the one you had. With the Premium Scroll you save paths in slots and switch between them whenever you're out of combat. Each path comes back exactly as you left it.

Added

  • Premium Scroll (shop, ₱200). Opens with /premiumscroll and comes with 3 slots. You can buy a 4th (₱350) and a 5th (₱450).
  • The menu works like a homes menu:
    • click an empty slot to save the path you're playing;
    • click a saved slot to switch to it;
    • press the red button under a slot to delete it (click twice).
  • A saved path keeps everything: its kills and tier, its final form with the Full/Half choice, and its cooldowns. Cooldowns keep running while a path is stored, so switching never skips one.
  • Your Ascension, skins and quests are yours, not the path's. They stay with you on every path.
  • Rules:
    • no switching in combat;
    • no switching during an Awakening Trial or the Path Spin;
    • 60 seconds between switches.
  • Switching away from a path you haven't saved asks you to confirm, because that path would be lost.
  • A deleted slot is gone for good. The only way back is to be on that path again and save it again.
  • Buying a new path or using a paper never touches your saved slots. The new path just starts unsaved.

The /premiumscroll menu

    • premiumscroll admin grant <player> (the scroll, 3 slots);
    • premiumscroll admin addslot <player> (one more slot, up to 5; refused without the scroll).
    • Both work offline and are handed over on the next join.
    • The path being played keeps its existing keys in the player file. The scroll only adds a premium: section, and only for buyers.
    • Tested on copies of all 87 live player files: v1.13.5 and v1.14.0 write identical files. Save, switch away and switch back on real Wingless, evolved (Full) and normal players returns every path key unchanged.
    • v1.13.5 reads a v1.14.0 file with the same path, so a rollback is safe.
    • A saved slot that no longer makes sense (an unknown path, or a form of the wrong faction) is shown as "can't be loaded", kept on file untouched, and can never be switched to.

v1.13.5 - 2026-10-04

Invisible players no longer get exposed by two passive glows.

Compared to v1.13.4: Blood Sense and the Demon Slayer brand put a real Glowing effect on their targets, which outlines a player for everyone, invisible or not. So an invisible player who took a hit near a Blood Hunter, or a Sinner hit by a Demon Slayer, lit up for the whole server. They now skip players who have Invisibility.

Fixed

  • Blood Sense (Blood Hunter) no longer makes wounded invisible players glow.
  • The Demon Slayer brand still stacks on invisible Sinners, but no longer makes them glow.

v1.13.4 - 2026-10-03

Hotfix: abilities that hurt players, the two domain blocks and Demon Sovereign's minions did nothing in open land.

Compared to v1.13.3: every spot that wasn't inside a WorldGuard region was treated as a no-PvP zone. So hostile abilities skipped players anywhere in the open world, Prideborn's and Lustborn's domains fell back to particles, and Demon Sovereign's minions refused to attack players. v1.13.4 only counts a spot as no-PvP where a region really turns PvP off.

Fixed

  • Abilities that damage or affect enemies now work against players in the open world and in the warzone. The peaceful side and the spawn area stay protected.
  • Prideborn's Throne and Lustborn's Domain build their real block domes again instead of only particles.
  • Demon Sovereign's minions (Conscript, Infernal Court, Crown of Ash fire) attack players again.
  • The RandomBayan logos at the top of the scoreboard and tab list showed as a missing-character box, because Minecraft can't draw font images bigger than 256 px. They now show properly (server pack fix; the plugin itself is unchanged by this).

v1.13.3 - 2026-10-03

Hotfix: /pathadmin reset left the Ascension bar on.

Compared to v1.13.2: a reset player who picked a faction again still had their Ascension, its level and a bar that kept its charge, because Ascension is separate from the path. v1.13.3 clears the bar and any awakening on every reset, and lets staff remove the Ascension too.

Fixed

v1.13.2 - 2026-10-03

Hotfix: Ascension auras were nearly invisible.

Compared to v1.13.1: an awakened player's aura was drawn only twice a second, with a few particles, and mostly behind their back or inside their own head, so in first person it looked like nothing was happening. v1.13.2 draws it ten times a second, around the feet and body where you can see it yourself.

Fixed

  • Awakened Ascensions now show a clear aura the whole time:
    • every Ascension: a turning ring at your feet and a spiral climbing your body;
    • Seraphic: golden wings and flames;
    • Crimson: red-and-black spikes pulsing around your feet;
    • Void: a counter-turning rift ring;
    • Tempest: sparks and small lightning strikes beside you.
  • The aura is bigger at the full upgrade (50 uses).

v1.13.1 - 2026-10-03

Hotfix: the Wyrmfire dragon didn't appear.

Compared to v1.13.0: with Wyrmfire equipped, Absolute Force showed no dragon and its 5-heart hit never landed. The bigger dragon asked for a particle larger than Minecraft allows, which stopped the effect on its first frame. v1.13.1 caps every particle size, and the hit now lands even if an effect ever fails.

Fixed

  • Wyrmfire's Absolute Force: the giant dragon head shows and bites, and its damage lands.

v1.13.0 - 2026-10-03

Ability skins, and Wingless back to its own look.

Compared to v1.12.0: v1.12.0 made every Wingless burn, but the fire and dragons were meant to be an optional look. v1.13.0 brings back Wingless's original stone-and-wind effects and moves the fire into Wyrmfire, the first Legendary ability skin. Five more skins launch with it. Absolute Force's Wyrmfire dragon is now big enough to surround the caster.

Every skin

Added

  • Ability skins, cosmetic only (damage and cooldowns never change), bought once and kept forever, and giftable:
    • Basic (₱150): Inferno, Frost, Verdant. New colours for every ability.
    • Deluxe (₱250): Eclipse, Abyssal. New colours, particles and a signature sound.
    • Legendary (₱350): Wyrmfire, Wingless only. Fire spikes, rings of flame, the fire dragon, and a giant dragon-head bite.
  • /pathskin to wear or swap your skins.

Changed

  • Wingless looks the way it did before v1.12.0 again. The fire look is the Wyrmfire skin.
  • Wyrmfire's Absolute Force dragon is about twice as big, gapes wider and turns as it rises, so its jaws close around everyone near the caster.

v1.12.0 - 2026-10-03

Wingless burns, and Path Ascension arrives.

Compared to v1.11.1: Wingless's abilities were grey stone and white wind. Now every spike is wreathed in fire, Rupture leaves rings of fire, Earth Shatter ends with a fire dragon, and Absolute Force is a flaming dragon head biting out of the ground. The damage and cooldowns haven't changed. Path Ascension is also new: a power separate from your path, with its own bar and an awakening.

The Ascension bar above the HUD

Added

  • Path Ascension: four Ascensions (Seraphic, Crimson, Void, Tempest). Fill the bar by fighting players, then /ascension to awaken: stronger, with an aura, until the rainbow bar runs dry. Every 5 awakenings levels it up (longer awakenings), and 50 is the full upgrade. /ascension info shows yours.
  • Somewhere in the world, a figure decides who is worthy of an Ascension.

Changed

  • Wingless is fire-themed: flaming spikes (magma and stone), a ring of fire after each Rupture ring, fire paths beside Earth Shatter and a fire dragon rising from its last spike to face you, Absolute Force's dragon-head bite, a flame trail on Wind Step, and flames at your feet.

v1.11.1 - 2026-10-02

Fixes from the first playtest: missing item textures and HUD clashes.

Compared to v1.11.0: coming to randombayan-smp from bayancraft-real or corrupted-smp left that server's resource pack loaded, and its item models showed as purple-and-black squares (the iron sword in the path menu). Other plugins' messages also replaced the ability bar. v1.11.1 removes the leftover packs on join and shows those messages next to the ability bar instead.

Fixed

  • Joining from another server no longer keeps that server's resource pack, so items like the iron sword look normal again.
  • Messages from other plugins (newbie protection, combat timers, ender pearl cooldowns, teleport countdowns, mcMMO) no longer wipe the ability bar. They appear as a short tag after it for a few seconds.

v1.11.0 - 2026-10-02

Bedrock ability icons, store papers and the Path Selector.

Compared to v1.10.0: Bedrock players could not use the HUD icons, because their page clashed with another server's pack. v1.11.0 gives Bedrock its own pages, so once the Bedrock pack is installed they see the same icons and emblems as Java players. It also makes every store paper deliverable to offline players and adds the Paper of Destiny, which lets you choose your exact path.

The Paper of Destiny

Added

  • Paper of Destiny (Path Selector): pick any path of any faction instead of spinning for one. The Path Spin still plays and lands on your pick. Kills reset to 0, and it can't be used on a final form or Wingless, just like reroll papers.
  • Bedrock players get the ability icons, final-form icons and class emblems once the new Bedrock pack is installed on the proxy.

Fixed

v1.10.0 - 2026-10-02

Class emblems on the HUD and the website.

The class emblems

Compared to v1.9.0: v1.9.0's HUD showed only the ability icons, so nothing on screen said which class you were. v1.10.0 adds a class emblem left of the ability row, with your faction badge and class name. There are 34 new pieces of art in all: an emblem for every class and final form, plus the three faction badges. Abilities, data and balance are unchanged.

Added

  • Class emblems left of the ability row: your class's crest (your final form's gold crest once you've awakened), your faction badge (Human shield, Angel halo, Sinner horns) and your class name. While an ability description is showing, the name steps aside for it.
  • The website shows every emblem on its class and form card, faction badges on the faction headings, and a full emblem gallery with a HUD example.

v1.9.0 - 2026-10-02

Sinner final forms, final-form icons on the website, and a tester reset command.

Icons of all nine final forms

Compared to v1.8.1: v1.8.1 had six final forms (Human and Angel), and the Sinner NPCs said "Coming soon". In v1.9.0 all nine forms are live. The Sinner wave brings Demon Sovereign (the first ability set with mobs fighting for a player), Blood Lord and Abyssal King, each with its own Awakening Trial under a red glass dome. Staff also get a one-command way to replay the faction pick and Path Spin.

Added

  • Sinner final forms, 5 abilities each:
    • Demon Sovereign: Dominion, Conscript, Tribute, Crown of Ash, Infernal Court.
    • Blood Lord: Crimson Tide, Blood Pact, Hemorrhage, Sanguine Shroud, Scarlet Reign.
    • Abyssal King: Void Touched, Devouring Rift, Null Step, Abyssal Gaze, The Abyss.
  • Minions for the Demon Sovereign. A conscripted mob or a Hellguard fights for you for 45 seconds and goes after whoever you hit or whoever hits you. It never attacks you, never attacks a player you aren't fighting, and never attacks anyone on the peaceful side.
  • Sinner Awakening Trials: The Tyrant of Ash (kill its court first), The Crimson Count (every hit it lands heals it) and The Hollow King (don't stay at the edge).
  • Sinner form quests: max out your Sinner path, 15 Angel kills, 30 Soul Fragments, and an offering (Ghast Tears, Blocks of Redstone or Ender Pearls).
  • The website shows every final form's icons, on each form's card and in a full grid.

Changed

  • Sinner trial domes are red glass.

v1.8.1 - 2026-09-29

Abilities respect PvP-off areas, for the new peaceful half of the world.

Compared to v1.8.0: v1.8.0 abilities could hit, pull, freeze or debuff any player in range, wherever they stood. WorldGuard only blocked the damage part, and only at the victim's spot. v1.8.1 leaves players alone whenever either the caster or the target stands where PvP is off. That covers the peaceful (west) half, spawn and any safe region. Mobs and trial bosses are unaffected.

Changed

  • Hostile abilities no longer pick a player target when either of you stands where PvP is off. This covers targeted abilities, area attacks and form abilities.
  • Domains (Celestial, Lust's Domain, Ophanim's Throne and the others) don't affect players standing where PvP is off, whether the effect is a buff or a debuff.
  • Prideborn and Lustborn domes no longer build their block shell when it would seal in a player standing where PvP is off. The domain walls still show.
  • Holy Heal can still target players on the peaceful side.

v1.8.0 - 2026-09-28

Awakening choice, Angel final forms, reworked Chain of Earth, faction-coloured trial arenas.

The Angel and Human final-form icons

Compared to v1.7.0: v1.7.0 gave every evolved player their subclass's 5 abilities plus the form's 3. v1.8.0 makes that one of two choices. Winning a trial now opens a choice screen: Full Awaken (the form's 5 abilities only; the old path is gone) or Half Awaken (the old path's 5 plus the form's 3, exactly the v1.7.0 kit). The choice is permanent. The Angel wave (Ophanim, Lightbringer, Divine Oracle) is released with its trials, and each Human form gains the two Full Awaken abilities.

Added

  • Full / Half Awaken choice screen. It appears right after winning a trial, can't be skipped (it reopens until you choose), and asks you to click twice to confirm. Players who evolved before v1.8.0 get it the next time they join.
  • Two Full Awaken abilities for each Human form:
    • Demon Slayer: Blade Dance and Hunter's Instinct.
    • Godslayer: Earthen Prison and Bedrock Skin.
    • Worldbreaker: Meteor Fist and Seismic Stride.
  • Angel final forms, 5 abilities each:
    • Ophanim: Wheels of Fire, Gaze, Seraphic Wheel, Radiant Halo, Throne of Wheels.
    • Lightbringer: Bulwark, Radiant Charge, Aegis, Guiding Light, Dawnbreak.
    • Divine Oracle: Foresight, Fate Thread, Omen, Clairvoyance, Prophecy.
  • Angel Awakening Trials: The Burning Wheel, The Unbroken Sentinel and The Seer.
  • Angel form quests: max out your Angel path, 15 Sinner kills, 30 Soul Fragments, and an offering (Blaze Rods, Gold Blocks or Amethyst Shards).
  • Angel support abilities never heal or buff anyone who has traded blows with you in the last 10 seconds.

Changed

  • Chain of Earth is now a real chain of interlocking links that latches on and slowly drags the target all the way to you, pulling flyers out of the sky on the way. It deals 3 hearts and Slowness III when they arrive. Unstoppable targets snap the chain.
  • Trial arenas: Human trials are domed in glowstone and Angel trials in white glass. Previously every trial used tinted glass.
  • The final-form NPC menu shows all five abilities and marks which ones are Full Awaken only.
  • /path and the tutorial book show whether you took Full or Half Awaken.
  • After Full Awaken, subclass passives that live outside the ability list turn off: Ranger's bow boosts and the Assassin Strength cap.

Fixed

  • Nothing outstanding from v1.7.0's live run: it logged no plugin errors.

v1.7.0 - 2026-09-27

Final forms, wave 1 (Human).

The Human final-form icons

Compared to v1.6.2: v1.6.2 only had quests and the Wingless secret path. v1.7.0 adds the first final forms: a quest, then a solo boss trial, then a permanent form with three extra abilities. It also adds a server-wide particle limiter.

Added

  • Demon Slayer (Slayer's Mark, Sever, Final Breath), Godslayer (Grounded, Chain of Earth, Refusal) and Worldbreaker (Momentum, Sunder, Unstoppable).
  • Form quests at the /secretpath NPCs: max out your Human path, player kills, 30 Soul Fragments and an item offering.
  • Soul Fragments: a tradeable item. Bosses drop them, other hostile mobs rarely do, and spawner mobs never do.
  • Awakening Trials: a 5-minute solo boss fight in a sealed arena. You keep your items if you die, and can retry after 30 minutes. The bosses are the Hollow Demon, the False Seraph and the Stone Colossus.

Changed

  • Reroll papers can't be used by a player with a final form, and Envious can't copy form abilities.

Fixed

v1.6.2 - 2026-09-26

Wingless polish and descriptions on the HUD.

The HUD at tier 0, tier 2 and max tier

Compared to v1.6.1: ability descriptions move from chat to the HUD, and the Wingless spikes are bigger.

Changed

  • Earth Shatter: more and taller spike columns, ending in a 7-block spike.
  • Rupture: four rings of spikes ripple outward after the windup.
  • Wingless spike hits spray red from the victim.
  • Ability descriptions appear under the HUD icons for about 4 seconds instead of in chat.

Added

  • /pathdescription chat|hud true|false: per-player description toggles.

v1.6.1 - 2026-09-26

Assassin Strength cap and new Celestial visuals.

Compared to v1.6.0: a balance rule for Assassins and a visual overhaul for Celestial. The abilities' numbers don't change.

Changed

  • Assassins can hold at most Strength I. Stronger potions are refused and the bottle is kept.
  • Celestial: all five domains are redrawn to match the admin's reference images (comet dome, pressure dome, purple flame vortex, golden pillar, heaven tree).

Fixed

v1.6.0 - 2026-09-26

Quests, Wingless and the secret NPCs.

The Wingless kit

Compared to v1.5.0: the first content beyond the subclass kits: a quest system and the first secret path.

Added

  • /questpath: a clickable quest menu (accept, track, turn in, abandon) that works on Bedrock too. The tracked quest shows as a bar at the top of the screen.
  • Wingless: an Angel who finishes The Fall becomes Wingless, a secret Sinner path with 6 abilities.
  • Angel Wings and Human Organs drop from player kills, beside the body rather than in the grave.
  • /secretpath quest NPCs for all nine final forms, each showing "Coming soon" until its form is released.

v1.5.0 - 2026-09-24

Vanish, Death Strike and sealed domes.

Compared to v1.4.0: fixes to Assassin and to the Prideborn/Lustborn domes found in the v1.4.0 playtest.

Fixed

  • Vanish now keeps armour hidden, even when gear changes or players come into view.
  • Death Strike: a clone of the assassin circles the target and slashes it. Every slash now lands, for 5 hearts unarmoured and 4 in iron or better.
  • Prideborn and Lustborn domes are full spheres. They seal underground, restore water and lava exactly, can't be dug through, and can't be crossed with pearls or chorus fruit.

v1.4.0 - 2026-09-23

Stability release after the v1.3.0 crash.

Compared to v1.3.0: fixes the particle bug that broke 16 abilities and filled the disk with log spam, and adds guards so that kind of bug can't come back.

Fixed

  • 16 abilities that failed because of one bad particle call work again.
  • A failing ability can no longer be fired every tick with no cooldown.

Added

  • Real block domes for Prideborn (gold) and Lustborn (pink glass). They only replace air and are restored afterwards, even after a crash.
  • Assassin: Smoke Bomb is a lingering cloud, Vanish hides armour, and Death Strike becomes a cinematic.

v1.3.0 - 2026-09-21

Path Spin and the first balance pass.

Compared to v1.2.0: a new path-reveal animation, and fixes for every kit the admin reported as weak or broken.

Added

  • Path Spin: after picking a faction, its seven paths reel across the screen before landing on yours. Then you're handed a Path Tutorial Book.
  • Domains get real walls: a rotating wall, a dome cap and a collapse animation. Lust's Domain and Heavenly Prison drag escapees back.

Changed

  • Angel abilities hit every enemy, with a bonus against Sinners. They used to ignore everyone else.
  • Big reworks for Slothborn (real time control), Glutton, Celestial, Seraph (damage, and no more fall deaths), Divine Saint (3 actives) and Angel Warden.
  • Envious's decoy is a player-model NPC in the caster's skin.
  • Royal Decree, Shield Bash and Hero's Strike push much harder.

v1.2.0 - 2026-09-20

Admin testing tools, Bedrock controls and anti kill-farming.

Every ability icon

Compared to v1.1.1: makes the plugin testable without farming kills, and playable on Bedrock.

Added

  • /ability gui: a tap-to-cast menu for Bedrock players.
  • Anti kill-farm: by default each victim counts once, ever.
  • The public documentation page.

v1.1.1 - 2026-09-20

Config migration fix.

Compared to v1.1.0: new config keys and messages are added to existing configs. v1.1.0 silently skipped 17 of them.

Fixed

v1.1.0 - 2026-09-20

HUD rebuild and audit fixes.

Compared to v1.0.0: the HUD shows your whole kit, and a spec audit fixed a server crash and an item-duplication bug.

Changed

  • The HUD shows all 5 slots: locked, passive, selected and cooldown states, and icons once the resource pack is merged.
  • Abilities that find no target keep their cooldown.

Fixed

  • Two Envious players copying each other could crash the server.
  • Mirror Image decoys dropped real copies of your gear.
  • Quick Shot and Eagle Eye boosted every projectile, ender pearls included.
  • Abilities could be cast through walls.

Added

  • /ability with use, next, list and slot numbers, for Bedrock.

v1.0.0 - 2026-09-20

First release.

The path colour palettes

Compared to before: randombayan-smp's own plugin. Pick Human, Angel or Sinner on first join, get a random subclass (21 in all, 105 abilities), and unlock abilities by defeating players.

Added

  • The three factions and 21 subclasses, 5 abilities each, unlocking at 5 / 10 / 15 / 20 kills.
  • F cycles your ability and Shift+F fires it. /path shows your progress.
  • Reroll papers, and PlaceholderAPI placeholders.

RandomBayan Rifts (current: 1.1.0)

Orc Warcamp
Orc Warcamp
Haunted Keep
Haunted Keep
Spider Nest
Spider Nest
Frozen Shrine
Frozen Shrine
Deep Mines
Deep Mines
Sunken Ruins
Sunken Ruins
Infernal Forge
Infernal Forge

v1.1.0 - 2026-10-16

Admin reports from the first week.

  • Mobs no longer fight each other: rift mobs can't hurt other rift mobs (stray arrows started mob-vs-mob fights) and only ever target players.
  • The Mutant Wither Skeleton fights with its two swords: skeleton bases got a bow (so it shot arrows); now two iron swords. The boss version's arrow volley is a sword charge.
  • No maces in rifts: mace hits do nothing inside a rift (rift.block-mace).
  • Nothing teleports out: vanilla teleporting (the Enderstalker's enderman base) is blocked, and a rift mob found outside its rift is removed.
  • Clear end countdown: after the boss (and when time runs out) a 10 s "Returning home" boss bar with ticks, plus chat at 10 and 3 s (was a silent 30 s).
  • Portals stay open 15 minutes (was 10).
  • Hourly portal ring fixed: its blocks vanished when nobody was near the spot (the chunk unloaded); the ring now rebuilds itself. Portal particles only go to players within 48 blocks.
  • Rift teleports can't be refused any more: another plugin sometimes cancelled the teleport into a rift or home; ours now go through and the log names the plugins at that priority ([tp] ...).

v1.0.3 - 2026-10-12

  • Deaths keep everything, guaranteed: what a player carries is saved when they die in a rift. If keep-inventory was switched off by another plugin it is put back (and logged), and if they still respawn with fewer items the saved inventory and levels are restored ([death] restored ... in the log). Survives a quit before respawning.
  • Staff can watch rifts: players with rbrifts.spectate (default op) may /tp into a running rift without being sent home; they are not counted, don't open rooms and get no rewards. New /rift admin tp <player> and /rift admin list (who is inside each rift).

v1.0.2 - 2026-10-11

  • Portal entry checks the teleport: when another plugin refused it, the player was told "You entered the rift" every tick while still standing outside. Now they get one "couldn't pull you in" message (3 s quiet), the refusal is logged, and the return point / participant list are only set once they are really inside.
  • Messages missing from an older live config fall back to the jar's defaults.
  • Rift end could drop a player into the void: if another plugin refused the teleport home (JustCombat blocks teleports of combat-tagged players) they stayed on the slot while it was cleared. Players are now untagged first, the return point is kept until the teleport succeeds, anyone left in the rift world outside a running rift is sent home every 2 ticks, and void damage there is cancelled.
  • Room gates are now joined iron bars: placed without block updates they were loose thin posts players could slip between.

v1.0.1 - 2026-10-11

  • /rift shop removed for players: the Rift Shop is only at the Rift Keeper at spawn (staff can still open it with the command).

v1.0.0 - 2026-10-11

First release, built from the admins' answers R1-R12.

  • Portals:
    • one per hour (Easy 50% / Medium 35% / Hard 15%) at a random overworld spot, never the Builder Zone or spawn; announced in chat and on Discord; anyone may enter;
    • Dimension Paper per difficulty.
  • Dungeons: generated rooms (4/7/10 + boss) in seven themes. Mobs scale with difficulty, and Medium and Hard add elites.
  • Bosses: 13, each with config attacks and animations. The Cursed One has three phases.
  • Rewards: Rift Shards 3/4/5 plus loot. Rift Shop with six swords (50-150 shards); auras coming soon.
  • Rules: keep inventory; a death sends you home and locks you out; /back is blocked for 2 minutes after a rift death.

RandomBayan Pets (current: 1.2.1)

RandomBayan Pets
RandomBayan Pets
Every pet, by rarity
Every pet, by rarity

v1.2.1 - 2026-10-16

  • The #pet-stocks post lists the pets from Common to Legendary (the dragon last).

v1.2.0 - 2026-10-16

  • Happy ghast flight limit: flies 25 s, then glides down and rests 60 s (per pet now: flight-seconds / flight-cooldown-seconds in a pet's config; the dragon keeps dragon.flight-*).
  • Dragon age is the same everywhere: it was read from the clock of the world the owner stood in (the nether and the rift have their own), so it changed between worlds. Age now counts from a real-time birth stamp (1 Minecraft day = 20 minutes). Existing dragons are moved over automatically on first use from their overworld birth tick (clamped between the dragon's release and now; logged as [dragon] age clock moved to real time ...).
  • Pet pictures: shop and /pet icons are small 3D renders of each pet from the server pack (rbpets:icon/<pet>; Bedrock keeps the vanilla icon), and the Discord stock post shows one card per pet with its picture.

v1.1.0 - 2026-10-12

The dragon the admins asked for, real riding, and pets that move like animals.

  • Riding works: the rider now sits on the pet's model (ModelEngine's own mount on a "mount" seat bone), so they really are on the dragon's back. Before, they were seated on the hidden base mob that clients never see, so the dragon flew off while the rider stayed on the ground (and other pets followed the dragon). WASD steer, jump climbs (flyers) or jumps, sneak descends in the air and gets off on the ground. The adult dragon still flies 20 s, then glides down and rests 60 s.
  • Animations: every pet plays idle / walk (fly / hover for flyers) as it moves; before, no animation played at all. The Fire Dragon got its own idle, walk, hover, dash, breath and sleep animations (tools/models/pet_extras.py in the Paths repo), and sleeps curled up after its owner dies.
  • Dragon ages (admin spec): the same size at every age (scale 0.3, about 2 blocks). Baby walks after you and never attacks; kid and adult fly after you. Adult after 30 Minecraft days (was 20).
    • Kid: when you hit a player it launches at them for 1 heart through armour (10 s cooldown).
    • Adult: when you hit a player it breathes blue flames (sets them on fire) and launches for 3 hearts through armour (60 s cooldown). Stand still 10 s and it circles you; /petdragon around on|off.
    • Attacks only follow hits that already passed every PvP rule (zones, WorldGuard, teams, newbie protection), only on players, never while ridden. A miss costs 3 s, not the whole cooldown. [dragon] log line per hit.
  • Merchant stock on Discord: every new rotation is posted to merchant.discord-webhooks (the stock channels), even if nobody opens the shop.
  • Staff /pet admin dragon age uses the 30-day adult.

v1.0.2 - 2026-10-11

  • A flying dragon only holds its rider back from their own sneak (fly down). Plugins taking the rider off - a rift portal, a teleport - are no longer cancelled; that left the rider stuck and the rift portal re-trying every tick.
  • Pets were invisible at spawn (only hearts): WorldGuard's mob-spawning: deny with block-plugin-spawning: true cancelled the pet's body, and the loop re-tried every second. Pet bodies (and the sleeping dragon) are now let through, and a refused spawn is logged.

v1.0.1 - 2026-10-11

  • The Pet Merchant lists every pet, like the Mysterious Trader: the ones in this rotation's stock are marked IN STOCK and buyable with coins (left-click); the rest show NO STOCK and can still be bought with gems (right-click).
  • Default model pack: the one ModelEngine rebuilt with all 81 models (rb_models_cabdc3ca).

v1.0.0 - 2026-10-11

First release, from the admins' answers P1-P6 and D1-D4.

  • The Pet Merchant: 6 pets in stock every 30 minutes, the same for everyone.
  • Prices: Common 20 / Rare 40 / Epic 70 / Mythical 100 coins. Gems buy any pet any time at 75% of the coin price. The dragon costs 200 coins or 150 gems and appears in about 1% of rotations. Nobody can buy a pet they own.
  • Pets: 24 pets. Every pet except the dragon gives a small boost. One pet out (three different ones with rbpets.slots.3). /pet switch.
  • Riding: the wolf, cassowary, Baby Happy Ghast and adult dragon. The dragon flies for 20 seconds, then rests 60.
  • The dragon: baby, kid (7 days) and adult (20 days). It is never lost: it sleeps 30 minutes where you respawn. It can't be traded. Skins: red, blue, black and gold.
  • Skins: given by staff (/pet admin skin).
  • Model pack: the ModelEngine models are pushed as their own resource pack.

RandomBayan Arena (current: 1.3.1)

RandomBayan Arena
RandomBayan Arena

v1.3.1 - 2026-10-17

  • Duel bets, choose how many: left-click an item in your inventory to bet one, right-click to bet the whole stack (admins: a click on 6 diamonds put all 6 in). The same items stack together in the bet. In the bet area, left-click takes one back and right-click the whole stack. The order is still dupe-proof: out of your inventory and saved first, then into the bet.

v1.3.0 - 2026-10-17

  • Duel time limit: /duel <player> onpath|offpath [onarena|offarena] [5m-30m] (default 10 min; FFA 10 min). A boss bar counts down for the fighters and the duel's spectators.
  • Sudden death instead of a draw when the time runs out with nobody out. The bar turns red, and every fighter loses 1 health every 2 s, ignoring armour (+0.5 every 30 s). Nobody can heal. The lowest drops first; if everyone still standing drops on the same pulse, the chat says Tie! and nobody wins.
  • Duel bets with /duelbet <player> onpath|offpath [onarena|offarena] [time], then accept | deny | view | cancel | claim.
    • Flow: the challenger fills their side in a menu and sends it. The target sees those items (/duelbet view or the chat summary), fills their own side, and accepts, which starts the duel. The winner takes both sides. A draw, tie, cancel, deny, expiry or failed start gives each side back.
    • Allowed items: food, ores, ingots and gems, weapons and tools, armour, totems, golden apples, ender pearls and XP bottles; at most 18 stacks per side.
    • Refused items: containers, and items carrying a Paths, Rifts or Pets key.
    • Dupe-proof:
      • every click and drag in the menu is cancelled and redone by the plugin from the server's inventory;
      • each move saves "taken out" before "put in" (bets.yml, written atomically, plus the player's data), so a crash can lose a move but never copy one;
      • a restart returns every open bet to its owners' claim boxes, delivered on join;
      • a full inventory keeps the rest for /duelbet claim;
      • every move is logged as [bet].

v1.2.0 - 2026-10-16

  • Juggernaut (/juggernaut queue, 6-10 players): one random player becomes the Juggernaut - 30 hearts, a bigger body, glowing - and everyone else hunts them in a built arena (radius 40). Paths are off; hunters can't hurt each other. 8 minutes: the Juggernaut wins by eliminating everyone or surviving. Damage on the Juggernaut is counted: when it falls, #1 picks 10 Bayan Coins or 25 builder coins (a menu; coins after 30 s), #2 and #3 get 5 coins. A boss bar shows its health and the time. Knock-outs, the barrier and going home work like FFA and duels; size and health always reset.
  • Staff test: /juggernaut admin test [@all|players] starts with any 2+ players, no rewards or stats.
  • Placeholders %rbarena_jugg_wins%, %rbarena_jugg_damage% (hearts dealt to Juggernauts).

v1.1.0 - 2026-10-16

The arena revamp from the admins' week of fights.

  • Built arenas (onarena, the default): when a duel or FFA starts, a square stone stadium rises around the fighters ring by ring (~10 s, the fight starts when it's built), walls on the barrier line, lanterns on top. After the fight it sinks away and every block that was there comes back exactly, including whatever players placed, broke or blew up inside. offarena keeps the old open-field fight. /duel <player> onpath|offpath [onarena|offarena], /ffa queue onpath|offpath [onarena|offarena] (the FFA majority decides; a tie builds). Crash-safe: the old blocks are saved before anything changes and restored on the next start.
  • Out means past the barrier: the barrier is a square, but the out-check was a circle, so players near the corners were "outted" while still inside it. Now only crossing the barrier counts. Open-field fights got a bigger barrier (radius 50 -> 56) and a particle fence everyone can see (Bedrock and outsiders don't see a fighter's border); spectators see the border too.
  • Arenas are found faster: a few checked spots are kept ready in the background, more attempts per search (30), and built arenas only need dry, not-too-steep ground. [spot] log line with the rejection reasons.
  • Allowed during fights: /echest, /craft, /anvil (and aliases); /ascension in onpath fights.
  • Never on a claim: arena spots now also avoid player claims (RandomBayanClaims), with a margin.
  • Outsiders stay out: also tamed pets and TNT of outsiders can't hit fighters (and the other way round).
  • Leaderboards: duel and FFA wins per player, onpath and offpath apart: %rbarena_duel_wins_onpath%, %rbarena_duel_wins_offpath%, %rbarena_duel_wins%, %rbarena_ffa_wins_onpath%, %rbarena_ffa_wins_offpath%, %rbarena_ffa_wins% (for ajLeaderboards).

v1.0.1 - 2026-10-11

  • Fighters carry the player metadata rbarena.fighting while in a fight, so RandomBayanPets puts pets away and Rift portals refuse fighters.

v1.0.0 - 2026-10-11

First release: FFA and duels in the warzone (admin answers F1–F4 and DU1–DU3).

  • /ffa queue onpath|offpath: 3–6 players; a 10 s countdown that restarts on every join; a 25 s cooldown between FFAs.
  • /duel <player> onpath|offpath, /duel accept|deny: requests last 30 s; the other player wins if someone quits.
  • The arena: a random warzone spot away from regions and bases, with a 50-block radius and a visible border. Fighters are out at 1 heart and sent back with everything; leaving the circle also puts them out.
  • Rewards: 2 Bayan Coins for the FFA winner and 1 for the duel winner. A duel must last at least 20 s, the same pair is paid once per 30 min, and the cap is 10 arena coins a day. Winners are posted in chat and on Discord.
  • Duel spectators: spectator mode, but only around the duel. They are pushed back out of blocks and from under the floor, and sent home past 48 blocks.
  • Offpath fights switch off RandomBayanPaths for the fighter (metadata rbpaths.suppressed, Paths 1.20.0+).

RandomBayan BuildBattle (current: 1.0.1)

RandomBayan BuildBattle
RandomBayan BuildBattle

v1.0.1 - 2026-10-17

  • No more falling into the void when a match ends or is stopped. Players got their things back while still counted in the match, so Build Battle's own "no teleports out" rule held them in the plot world while it was cleared under them. Nothing was lost: inventories were already restored and that world keeps inventory. Players are now taken out of the match first and sent home by the plugin itself.

v1.0.0 - 2026-10-16

First release, from the admins' Build Battle spec: /bb join (4-12 players), 30 s to pick blocks with /mats (the Builder NPC's ban list applies), a random theme and 1-5 minutes in your own plot of a void world (flight, no damage, building only in your plot), then everyone votes on every build (Legendary 5 to Poop 1, never your own). Top 3 win Bayan Coins and builder coins (10+25, 5+15, 3+10); ties share the place. Everything about the player is saved before and restored exactly after - also after a quit or crash. Staff: /bb admin test with any number of players, stop, theme, reload. Placeholders %rbbuildbattle_wins%, _top3%, _points%, _games%.

RandomBayan Bosses (current: 1.0.1)

RandomBayan Bosses
RandomBayan Bosses
Mahoraga
Mahoraga
Fajita, the Gravity Warlord
Fajita, the Gravity Warlord
Gravity items
Gravity items

v1.0.1 - 2026-10-17

Admin reports after the first live test.

  • Swords in hand: the gravity swords sit in the hand like a real sword, a little bigger, for players and in Fajita's hand. They used to float beside it, and Fajita's was stuck in its arm.
  • Sword keys: while a gravity sword is in your main hand, F and Shift+F use the sword instead of your Paths ability.
    • Ultimate: F = Gravity Pull, Shift+F = Gravity Push.
    • Gravity Sword: F or Shift+F = Gravity Domain.
    • Put the sword away and F is Paths' again. Sneaking no longer triggers anything.
  • Boss health: both bosses have 1000 health (no extra per player).
    • /eventboss health <mahoraga|fajita> <hp> changes it, and also changes the boss that's fighting now.
  • No maces in the boss rooms: mace hits (melee and smash) do nothing there, and the mace stays in your inventory.

v1.0.0 - 2026-10-17

First release: event bosses in their own void world (rb_bosses, VoidGen).

  • /eventboss mahoraga|fajita [summoner] (staff, rbbosses.admin): everyone within 50 blocks of the summoner is pulled in after a 5 s countdown. Players in arena fights, rifts or Build Battle are skipped.
    • In the boss rooms: no PvP, no building, keep inventory. Dying or /eventboss leave sends you home, out of that fight.
    • Ending: 15 minutes to win; after a win, 30 s to pick up loot, then everyone goes home. Loot left over goes to the top damage dealer.
    • Damage ranking: the top 3 are announced in chat and on Discord.
  • Mahoraga (summoned by an Owner's Mahoraga path ability, or by staff) has 100 hearts, +25% per extra player.
    • Intro after the anime: darkness and the chant, then a white orb with threads, a beating cocoon, a burst in a white column, and Mahoraga rising from the floor.
    • Adaptation: every 15% of its health taken from one kind of damage (close combat, projectiles, abilities) turns the wheel, and that kind then does half as much as before, down to 10%.
    • Attacks: a Sword of Extermination cleave, a leap at the farthest player, and heavy melee.
    • Rewards (the summoner excluded): #1 gets a Paper of Reflection; #2 gets 15 Bayan Coins and 20 builder coins as coin orbs only they can collect.
  • Fajita, the Gravity Warlord has 200 health and holds the Ultimate Gravity Sword.
    • Announcement: "⚠️ [WORLD BOSS] 🌌 THE GRAVITY WARLORD HAS ARRIVED."
    • Attacks: Gravity Pull (pulls players in and slows them), Gravity Push (a blast with damage), melee; both gravity attacks come faster below 40% health.
    • Glowing drops: Gravity Ore, Gravity Sticks, a Paper of Reflection, enchanted golden apples, enchanted books, diamonds, netherite scrap and XP bottles, plus coin orbs anyone can take.
  • Gravity items:
    • Recipes: 9 Gravity Ore make a Gravity Key; 9 Gravity Sticks make an Ultimate Gravity Stick; 2 Keys plus an Ultimate Stick make the Ultimate Gravity Sword (9.5 damage); 2 Ore plus a Stick make the Gravity Sword (8 damage).
    • Ultimate Gravity Sword: sneak for Gravity Pull; swap it to the off-hand for Gravity Push.
    • Gravity Sword: sneak for Gravity Domain, a dome where everyone else is pinned to the ground.
    • Zones: the powers only touch players the user could hurt there (WorldGuard, the peaceful zone, the arena).
  • Coin orbs: Bayan Coins and builder coins drop like XP orbs: particles, no item. They fly to you and go straight into /store, and each pays once.

RandomBayan BattleRoyale (current: 1.0.1)

RandomBayan BattleRoyale
RandomBayan BattleRoyale

v1.0.1 - 2026-10-17

  • Going home always works: at the end of a match, on /br leave and on join, players are sent home by the plugin itself. The match world's "no teleports out" rule could otherwise have held them there, the same bug that dropped Build Battle players into the void.

v1.0.0 - 2026-10-17

The admin's Battle Royale (BattleRoyaleHD), rebuilt like Build Battle. The original jar is kept in plugins/disabled/; it played in the main world and would have shrunk the survival world border.

  • Queue: /br join, /br leave, /br status.
    • 4-24 players. A 30 s countdown starts at 4 and restarts on every join; at 24 the match starts at once.
    • Not allowed in combat, in an arena or boss fight, in a rift or Build Battle, or outside survival.
  • A fresh world every match: normal terrain with a random seed (rb_br_<id>). It is deleted afterwards, and leftovers are deleted on start. The main world is never touched.
  • Your things are safe:
    • Everything (location, every slot, health, food, XP, game mode, flight, effects) is saved to vault/ the moment you're taken in, and given back exactly when you leave, when the match ends, on your next join after a quit, or after a crash.
    • You start with nothing, and match items never come home.
    • Ender chests, teleports and portals are blocked in the match world.
  • The match:
    • Sky drop: Slow Falling from 180 blocks with a canopy and an altitude readout; steer to where you want to land.
    • Mining, 10 min: border 1000, no PvP; gather and craft.
    • Fight, 15 min: PvP on, and the border closes 1000 → 200. Overtime, 5 min: 200 → 40. Final circle: 40 → 2 until one is left.
    • Supply drops: every 3 min a glowing chest falls; the coordinates go out in chat.
    • Knock-outs instead of deaths: your match loot drops for others and you spectate. Kills are credited to the last attacker within 15 s, so border and fall finishes count.
  • Rewards: 1st 15 Bayan Coins + 30 builder coins, 2nd 8 + 15, 3rd 4 + 10, plus 1 coin per kill (max 5). Ties share the place. The winner is announced in chat and on Discord.
  • Stats and placeholders: %rbbr_wins%, %rbbr_kills%, %rbbr_top3%, %rbbr_games%.
  • Staff: /br admin test [@all|players] (any number of players, phases ×0.2, border 300, no rewards or stats), /br admin start, /br admin stop, /br admin reload. Logged as [br].

Bayan Market (current: 1.5.0)

Bayan Market
Bayan Market
The market menu
The market menu

v1.5.0 - 2026-10-16

  • Wallet API: builder coins (Wallets.Kind.BUILDER) for Juggernaut and Build Battle rewards.
  • api.BuildRules.allowed(Material): the Builder NPC's never-sold list (ores, crystals, unobtainable and PvP blocks), shared with Build Battle's materials.

v1.4.0 - 2026-10-11

  • Wallet API (Wallets) for other plugins (Pets, Rifts).

RandomBayan Zones (current: 1.4.0)

The world: peace, PvP and the Builder Zone
The world: peace, PvP and the Builder Zone

1.3.0 — 2026-10-10

  • The Builder Zone: the split world's strip at z ≥ builder.line-z (17000), both halves.
    • WorldGuard region rbz_builder (created and repaired on start): pvp, TNT, creeper and other explosions, ghast fireballs, dragon damage, fire spread and lava fire denied; every hostile mob in builder.deny-spawn can't spawn; passthrough allow.
    • Spawners can't be placed there.
    • Gold title and particle curtain at the line; locator bar hidden there; placeholder builder.
  • /rtpbuilder (rbzones.rtp.builder, everyone): a random spot in the strip. /rtppeace and /rtpwar stay north of the line.

1.2.0 — 2026-10-09

  • /rtpnether (VIP perk, permission rbzones.rtp.nether): a random spot anywhere inside the Nether border. It scans y 32–100 for solid ground with two blocks of air above, never on the bedrock roof and never next to lava. Same cooldown as /rtppeace, and JustCombat's rtp* block stops it while tagged.
  • Config (optional): rtp.nether-world (world_nether), rtp.nether-edge-margin (200), rtp.nether-max-attempts (30), messages searching-nether and done-nether.

1.1.2 — 2026-10-03

  • Fix: PvP was blocked everywhere outside a WorldGuard region. The attacker-side guard used testState(PVP), which is false both where pvp is denied and where no region sets it at all. So every unclaimed spot, including the whole warzone, counted as "peaceful" for the attacker ("You can't attack players while standing on the peaceful side"). It now blocks only on an explicit DENY, matching WorldGuard's own pvp check.
  • This affects melee and projectile hits, harmful splash potions and clouds, fishing-rod pulls, and the /zones info "PvP here" line.

1.1.1 — 2026-10-03

  • Diagnostics for "can't hit after /rtpwar":
    • every /rtppeace and /rtpwar logs the landing spot and its zone
    • every hit the peaceful-side guard blocks logs the attacker's coordinates, zone and the WorldGuard regions there (with their pvp flag)

1.1.0 — 2026-10-03

  • /rtppeace and /rtpwar.

v1.0.0 - 2026-09-29

First release: one Overworld, a peaceful west half and a warzone east half, separated at x = 0 with free travel between them.

  • PvP: WorldGuard region rbz_peaceful (x < 0, full height) with pvp deny and passthrough allow. Passthrough keeps the region from blocking building. JustCombat already treats any pvp deny area as a safe zone, so combat-tagged players get its red-glass barrier and push-back at the line, and can't pearl across. An attacker-side guard also stops anyone standing on the peaceful side from hurting a warzone player with bows, splash or lingering potions, TNT or fishing rods.
  • Locator bar: the gamerule is on in the Overworld, Nether and End. Peaceful players are hidden from the bar and can't see anyone on it. This uses a transient x0 modifier on both waypoint ranges, which is never saved to playerdata.
  • Border: a title and sound when you cross, and a particle curtain for players within 24 blocks of the line.
  • Ores: each Overworld chunk is processed once, the first time it loads.
    • Peaceful chunks keep 1 diamond ore and the rest revert to stone or deepslate.
    • Warzone chunks grow every ore vein to x1.75, replacing only natural stone next to existing ore.
    • Ships in dry-run mode, which only counts.
  • /zones info (everyone), /zones chunk|stats|region [recreate]|reload (op). Placeholders %rbzones_zone% and %rbzones_zone_plain%.
  • The Nether and End are warzone everywhere. Worlds not listed (the Void lobby) are left alone.

RandomBayan Claims (current: 1.0.0)

The world: claims live in the Builder Zone
The world: claims live in the Builder Zone

1.0.0 — 2026-10-10

  • First release for the Builder Zone (admins' answers B1–B10): wand selection, one claim per player up to 500/700/1250, depth to y 0 or bedrock, trust, full protection, staff tools.

RandomBayan ChatTags (current: 1.3.0)

RandomBayan ChatTags
RandomBayan ChatTags

v1.3.0 - 2026-10-16

  • {RBPATH} marker: the player's path icon (RandomBayanPaths %rbpaths_icon%), and hovering it shows the faction and path ("Human: Warrior") with a one-line description. Nothing for players without a path.

1.2.0 - 2026-10-06

  • Team tags in chat use each team's own colour (/team color), like last season. New {color} token in format.

1.1.0 — 2026-10-03

  • Fix: {RBTEAM} showed raw in chat. On Paper 26, EssentialsChat renders through Paper's AsyncChatEvent/ChatRenderer, not the legacy format, so 1.0.0 never saw the marker. 1.1.0 wraps the final renderer at MONITOR and replaces the marker in the rendered line (or removes it for players without a team). The legacy handler stays for formats built the old way.

1.0.0 — 2026-10-03

  • Fills the {RBTEAM} marker in the chat format with the player's BetterTeams team ([Team] ), or removes it when they have none.
  • Why a plugin: BetterTeams adds its chat prefix at HIGH, then EssentialsChat rewrites the whole format at HIGHEST, so the team vanished; and Essentials formats can't use placeholders. This runs at MONITOR, after Essentials.
  • Config: marker, team-placeholder, format.

RandomBayan Perks (current: 1.0.0)

RandomBayan Perks
RandomBayan Perks

1.0.0 — 2026-10-09

  • /echest: a 54-slot ender chest for VIPs (rbperks.echest). The top three rows are the player's normal ender chest; the bottom three are extra storage saved in plugins/RandomBayanPerks/echest/<uuid>.yml. VIPs also get the big view from ender chest blocks (sneak-click opens the normal one; echest.replace-block: false turns this off).
  • Dupe guards: one view per player; the normal ender chest can't be opened while the big view is open; everything is saved on close, quit, kick and death; plugin disable closes every view first; saves go through a temp file.
  • When VIP ends, the player can still take items out of the bottom rows but not put new ones in.

RandomBayan MaceRules (current: 1.0.0)

RandomBayan MaceRules
RandomBayan MaceRules

v1.0.0 - 2026-10-04

Density and Breach can no longer exist on items.

Added

  • Strips Density and Breach from every item a player carries: every 2 seconds, on join, and on item pickup.
  • Removes them from anvil results and from enchanting-table rolls; enchanted books lose them too.
  • rbmacerules.bypass (default false, not even ops) for testing.
  • Works together with the rb_mace_rules datapack, which already makes both enchantments do nothing.

RandomBayan InvisibleKills (current: 1.4.0)

RandomBayan InvisibleKills
RandomBayan InvisibleKills

v1.4.0 - 2026-10-04

The Discord death post hides an invisible killer too.

Compared to v1.3.0: DiscordSRV builds its death post from its own copy of the message, so Discord still showed the real killer. v1.4.0 rewrites DiscordSRV's message before it is posted.

Fixed

  • Discord death posts replace an invisible killer's name with discord-hidden-name (default ▓▓▓▓▓▓▓▓).

v1.3.0 - 2026-10-04

Adds a diagnostic for players losing Invisibility when hit.

Compared to v1.2.0: nothing in any plugin's code or config was found to remove Invisibility on a plain punch, so this logs it at runtime instead.

Added

  • debug-invisibility (on): logs each Invisibility removal or change with its cause and the plugin and method that triggered it, and logs when a player loses Invisibility within one tick of taking damage. It only logs.

v1.2.0 - 2026-10-04

Takes the v1.1.0 Invisibility guard back out.

Compared to v1.1.0: the "invis disappears in combat" reports were Paths passives making invisible players glow, fixed in RandomBayanPaths v1.13.5. Nothing was removing the potion, and the guard would have blocked abilities that strip Invisibility on purpose (Godslayer, the Assassin finisher). Death messages still hide an invisible killer's name.

Removed

  • The Invisibility removal guard and its combat-window-seconds / log-invisibility-removals settings.

v1.1.0 - 2026-10-04

Added an Invisibility removal guard (removed again in v1.2.0).

v1.0.0 - 2026-10-04

Death messages hide an invisible killer's name.

Added

  • When the player who made the kill has the Invisibility effect, their name in the death message becomes scrambled enchanting-table text, hover card included. Runs at HIGHEST so the DiscordSRV mirror shows the hidden version too.

RandomBayan Redeem (current: 1.0.0)

RandomBayan Redeem
RandomBayan Redeem
  • 2026-10-05: RandomBayanRedeem 1.0.0: redeem codes

RandomBayan DiscordMirror (current: 1.5.0)

RandomBayan DiscordMirror
RandomBayan DiscordMirror

1.5.0 — 2026-10-04

  • playerlist in the BayanCraft channel now gets the same tab-list image as the main channel. The mirror fires DiscordSRV's own list-command event for the main channel, InteractiveChat's Discord addon draws the image there, and the bridge copies that bot post across. This is the same path a playerlist typed in the main channel already uses.
  • If no addon answers the event, the plain-text list is sent instead. It no longer shows stray backslashes in names (.liam\_playz3772: markdown escapes inside a code block), and the count uses playerlist-max-display (default 100, matching the image header) instead of 500.

1.4.0 — 2026-10-03

  • Discord↔Discord copying is off by default (mirror-bot-posts, cross-relay-discord-users). The always-on rb-discord-bridge service does it now, and keeps working while the server is down, so e.g. "Server has stopped" reaches BayanCraft.
  • BayanCraft → game lines show (replying to Name) for Discord replies. Webhook copies show the original sender's name.
  • Still here: BayanCraft → game, playerlist in BayanCraft, /say & /broadcast relay.

1.3.0 — 2026-10-03

  • playerlist (DiscordSRV's list command word) now works in the mirror channel too. DiscordSRV only answers it in its own channel, so in BayanCraft it used to be relayed to game chat as a normal message.
  • The reply uses DiscordSRV's own message formats and online list (vanished players hidden) and follows its expiration settings. The request is only deleted if the bot has Manage Messages there.
  • The command is no longer relayed to the game or the other Discord. New config playerlist-in-mirror: true.

1.2.0 — 2026-10-03

  • /say and /broadcast (also bc, bcast, the Essentials e… aliases and the Skript /announce) are posted to the DiscordSRV channel, and so copied to the mirror channel too. This works from the console, and from players allowed to run the command.
  • Colour codes are stripped and no pings are allowed in these posts.
  • New relay-broadcasts config section (commands list, formats, from-players).
  • Built against a clean DiscordSRV 1.30.5 from Modrinth with -proc:none, because the server's DiscordSRV jar is infected (l/M/x trojan).

1.1.0 — 2026-10-03

  • @pings now work across both Discords. Someone in both servers gets pinged in both. Plain @name from game chat or the other Discord is matched against the target server's members (exact, case-insensitive, unique match only).
  • Only user pings are ever allowed: @everyone, @here and role pings stay plain text.
  • Role and channel mentions are rewritten to @RoleName / #channel, because their IDs don't exist in the other server.
  • Mentions of people who aren't in the target server become @Name text instead of a broken mention.

1.0.0 — 2026-10-02

  • Mirrors DiscordSRV's main channel (#randombayan-s1, RANDOMSERVER) into #randombayan-s1-chat (BayanCraft), using the same bot.
  • Copies DiscordSRV's own posts (chat, joins, deaths, embeds) to the mirror channel.
  • Relays Discord users between both channels with a [Guild] label; loop-safe through that label.
  • Shows messages typed in the mirror channel in game chat as [Discord | BayanCraft] Name » msg.
  • All mentions are disabled on relayed messages.

RandomBayan BorderGuard (current: 1.0.0)

RandomBayan BorderGuard
RandomBayan BorderGuard

1.0.0 — 2026-10-03

  • Cancels any teleport whose destination is outside that world's border (RTP, /home, /back, /tpa, …). Border damage killed players instantly after the border moved to 0,0 / 34000. Bypass: rbborderguard.bypass.
  • Respawn points outside the border are replaced with the /spawn main point.
  • Players who log in outside the border are moved to /spawn main one tick after joining.

RandomBayan Network (Velocity) (current: 1.0.1)

RandomBayan Network
RandomBayan Network

1.0.1 — 2026-10-03

  • Security: players now always need rbnetwork.forward (configurable discord.require-permission) for their broadcasts to reach Discord. 1.0.0 skipped the check for commands that aren't registered on the proxy, e.g. a backend /nbc, so any player could post to Discord. The proxy console is always forwarded.
  • build.sh: reproducible from-source build with sha1-checked official dependencies and an l/M/x check of the output.

1.0.0 — 2026-10-03

  • Velocity plugin: players on other servers get join/move/leave notices (MiniMessage formats, server display names, hidden servers, rbnetwork.silent).
  • Forwards network broadcast commands typed on the proxy (/nbc, configurable) to Discord through a webhook, with no pings.
  • /rbnetwork reload (rbnetwork.admin). Config: plugins/randombayannetwork/config.properties.
  • Built for Velocity 3.x (API 3.4.0, Adventure 4.26.1) and 4.x (API 4.2.0, Adventure 5.2.0) from clean Maven/PaperMC downloads with -proc:none. velocity-plugin.json is hand-written.
  • Not installed by us: handed to the .48 proxy admin via HANDOFF.md.