Что нового# 📋 SMART SURVIVAL RPG v3.1.0 - CHANGELOG
**Release Version:** 3.1.0
**Platform:** Paper / Spigot / Purpur
**Minecraft Version:** 1.20.4 - 1.21+
**Java Version:** Java 21+
**Release Date:** May 18, 2026
**Update Type:** Major Expansion
---
# 🎯 EXECUTIVE SUMMARY
v3.1.0 is the **largest expansion** in Smart Survival RPG history, transforming the core plugin into a **complete survival-horror RPG ecosystem**. This update introduces **4 major gameplay systems**, **9 apocalypse events**, **9 enemy archetypes**, **6 survival mechanics**, and **full multiplayer progression**.
**Focus**: Atmosphere, survival tension, cooperation, cinematic gameplay, long-term progression.
---
# 📊 VERSION STATS
| Metric | Value |
|--------|-------|
| **New Systems** | 10 major |
| **New Features** | 45+ |
| **New Commands** | 15+ |
| **Config Options** | 150+ |
| **Enemy Types** | 9 archetypes + biome variants |
| **Events** | 9 cinematic world events |
| **Survival Meters** | 5 (stamina, temperature, thirst, infection, bleeding) |
| **Medicine Items** | 3 (bandage, antibiotic, adrenaline) |
| **Skills** | 6 (mining, farming, combat, survival, woodcutting, fishing) |
| **Max Skill Level** | 50 |
| **Factions** | 3 (Survivors, Military, Scientists) |
| **Performance** | Zero TPS impact at 10+ players |
---
# 🆕 NEW SYSTEMS (PRIORITY ORDER)
## ⭐ SYSTEM 1: BASE BUILDING & DEFENSE
### What's New
Bases now have **physical durability**. Zombies damage structures. Players repair and defend.
### Features
- **Base marking system**: `/smartsurvival base-mark` to establish base location
- **Protection zones**: 30-block perimeter around base
- **Structure durability**: Walls, gates, doors, watchtowers have health pools
- **Zombie siege targeting**: Hordes prioritize base structures during events
- **Repair mechanics**: Spend materials to heal damaged buildings
- **Durability HUD**: Color-coded warnings (green/yellow/red)
- **Foundation breaking**: Zombies damage foundations first
- **Perimeter breach detection**: Triggers immediate siege escalation
### Structure Types & Health
| Structure | Health | Repair Cost | Zombie Dmg/tick |
|-----------|--------|-------------|-----------------|
| Wood Wall | 100 HP | 5 wood | 5 dmg |
| Stone Wall | 250 HP | 10 stone | 3 dmg |
| Metal Wall | 500 HP | 10 iron | 1 dmg |
| Gate | 150 HP | 8 wood, 2 iron | 4 dmg |
| Watchtower | 200 HP | 15 wood, 5 stone | 2 dmg |
| Reinforced Door | 100 HP | 6 wood, 2 iron | 6 dmg |
### Command
```
/smartsurvival base-mark - Mark base location
/smartsurvival base-repair - Repair nearby structures
```
### Integration
- Blood Moon events trigger siege at bases with 5+ players
- Base durability affects survival pressure
- Destroyed bases force player relocation
- Base level unlocks better structures
---
## ⭐ SYSTEM 2: FACTION & REPUTATION
### What's New
**3 factions** with reputation progression. Earn reputation through quests, trading, and defense. Unlock faction gear, traders, and perks.
### Factions
**Survivors** (Neutral Focus)
- Specialize in shelter, medicine, survival
- Exclusive gear: Survivor armor, meds
- Unlocks: Hidden bunkers, safe routes
- Perks: +20% healing item effectiveness
**Military** (Combat Focus)
- Specialize in weapons, ammo, defense
- Exclusive gear: Weapons, armor, ammo
- Unlocks: Military caches, defense tactics
- Perks: +15% damage, +10% armor
**Scientists** (Knowledge Focus)
- Specialize in research, tech, survival
- Exclusive gear: Radiation suits, tech
- Unlocks: Research blueprints, crafting
- Perks: +25% crafting yields, research speed
### Reputation System
**Tiers** (0 → 500 points):
| Tier | Points | Unlocks | Perks |
|------|--------|---------|-------|
| Neutral | 0-99 | None | None |
| Friendly | 100-249 | Trader access | -10% prices |
| Trusted | 250-499 | Faction quests | Exclusive gear, -20% prices |
| Allied | 500+ | Faction perks | Full access, events, followers |
**Reputation Gain**:
- Completing quests: +25 rep
- Trading with faction: +1 rep per 10 gold
- Defending faction camps: +50 rep
- Surviving events near camps: +10 rep
### NPC Traders
- **Location**: Faction camps scattered across world (configurable)
- **Buy**: Loot, resources, crafted items
- **Sell**: Faction gear, medicine, ammo, unique items
- **Currency**: Gold ingots (configurable)
- **Prices**: Scale with reputation (Allied = 30% discount)
### Commands
```
/smartsurvival faction-rep <player> - View reputation
/smartsurvival faction-rep <player> add <amount> - Admin control
```
---
## ⭐ SYSTEM 3: VEHICLE SYSTEM
### What's New
**3 vehicle types** for fast travel. Fuel-based, configurable speed, cargo support.
### Vehicle Types
**Cart** (Slow Transport)
- Seats: 2 players
- Speed: 5 m/s
- Fuel: 1 coal per 100 blocks
- Durability: 150 HP
- Cargo: No
- Cost: 20 wood + 10 iron + 5 leather
**Motorcycle** (Medium Transport)
- Seats: 1 player
- Speed: 10 m/s
- Fuel: 2 coal per 100 blocks
- Durability: 100 HP
- Cargo: No
- Cost: 15 iron + 8 redstone + 4 leather
**Truck** (Heavy Transport)
- Seats: 4 players
- Speed: 3 m/s
- Fuel: 1 coal per 50 blocks
- Durability: 300 HP
- Cargo: 128 slots (2x inventory)
- Cost: 30 iron + 15 wood + 10 redstone + 8 leather
### Mechanics
- **Durability**: Zombies damage vehicles (reduces speed if critical)
- **Fuel tracking**: Real-time fuel depletion
- **Passenger sharing**: Travel together, shared location
- **Cargo system**: Trucks carry additional inventory
- **Destruction**: Destroyed vehicles drop cargo + 50% crafting materials
- **Repair**: Similar to base structures
### Commands
```
/smartsurvival vehicle <type> - Spawn vehicle (Admin only)
/smartsurvival vehicle info - Check vehicle status
```
---
## ⭐ SYSTEM 4: RADIATION ZONES
### What's New
**Wasteland areas** emit harmful radiation. Radiation suits required for survival. Geiger counter audio feedback.
### Mechanics
- **Radiation zones**: Pre-defined wasteland areas (config)
- **Intensity levels**: 0.5 (1 heart per 10s) to 1.0 (1 heart per 5s)
- **Protection**: Radiation suit (15 iron + 10 leather + 5 gold, 500 durability)
- **Visual effects**: Screen distortion, nausea, slowness
- **Audio**: Geiger counter intensifies as proximity increases
- **Contaminated water**: Poison damage if drunk without suit
- **Sickness**: 5-10 second debuff after leaving zone (lingering damage)
### Zone Configuration
```yaml
radiation-zones:
wasteland-alpha:
center: [100, 64, 200]
radius: 150
intensity: 0.5 # hearts per second damage
wasteland-beta:
center: [400, 64, -200]
radius: 200
intensity: 1.0
```
### Loot Opportunity
- High-radiation zones have rare loot (risk/reward)
- Zombie spawners concentrated in wasteland
- Hidden bunkers (radiation-protected) contain legendary gear
---
# 🔴 APOCALYPSE EVENTS (9 TOTAL)
## EVENT 1: BLOOD MOON (5-PHASE CINEMATIC EVENT) ⭐⭐⭐
### Multi-Phase Structure
**Phase 1: Warning** (Duration: 60s)
- Sky turns blood red
- Distant screams (audio)
- Zombies become agitated
- Particles: Red fog, ground corruption
- Action: Prepare, gather, take shelter
- Difficulty: Ramping
**Phase 2: Rising Fear** (Duration: 90s)
- Fog spreads across world
- Visibility reduced to 30 blocks
- Horde assembly (zombies gathering)
- Tremor sounds (ground shaking)
- Particles: Purple/red corruption spreads
- Difficulty: High tension
**Phase 3: Horde Assault** (Duration: 240s, 4 waves)
- Coordinated zombie waves
- Wave count: `5 + (playerCount * 5)` per wave
- Damage scaling: +25% per wave
- Boss spawning: 1 per 4 players
- Heartbeat panic effects
- Difficulty: Extreme
**Phase 4: Elite Mutation** (Duration: 120s)
- Mutant zombie spawns
- Boss abilities: Area attacks, summons
- Poison nova, corruption spreads faster
- Epic music
- Difficulty: Climactic
**Phase 5: Dawn Survival** (Duration: 60s)
- Hordes thin out
- First light appears
- Victory music (if survived)
- XP rewards: Massive (5000-10000 XP per player)
- Loot drops: Legendary gear guaranteed
- Difficulty: Brief respite
### Mechanics
- **Interval**: Every 10 in-game days (configurable)
- **Cooldown**: 600 seconds between events
- **Horde scaling**: Increases with player count
- **Infection spread**: Blocks corrupt in 30-block radius
- **Boss spawning**: Elite mutants appear in phase 4
- **Survival rewards**: XP, rare loot, survival points
- **Wave interrupts**: Brief calm between assault waves (30s)
### Rewards
| Survivor Count | XP | Loot Quality | Special |
|---|---|---|---|
| 1-2 players | 5000 XP | Rare | Basic |
| 3-4 players | 7500 XP | Legendary | Unique gear |
| 5+ players | 10000 XP | Mythic | Faction perks |
---
## EVENT 2: TOXIC RAIN (120s Exposure Event)
### Effects
- Poison clouds spread across world
- Screen distortion (greenish tint)
- Slowness effect (movement -30%)
- Visibility: 20 blocks maximum
- Damage: 0.5 hearts per second if exposed
### Survival Strategy
- Seek shelter (inside buildings)
- Find caves
- Use Radiation suit as partial protection
- Avoid open areas
### Rewards
- Rare loot drop: 2000 XP
- Survival bonus: Poison resistance potion
- Multiplier: Event completion reward
---
## EVENT 3: ZOMBIE HORDE (Siege Event)
### Mechanics
- **Size**: 50+ coordinated zombies
- **Spawn pattern**: Ring-based around players
- **Duration**: 200 seconds
- **Multiplayer scaling**: Horde splits between bases
- **Boss integration**: 2-3 mutants spawn mid-event
### Gameplay
- Zombies migrate toward nearest base
- Foundation breaking targeting
- Siege pressure: 180s aggressive push, then reassess
- Perimeter detection triggers boss spawning at 6-block breach
### Rewards
- Massive XP: 10,000 per player
- Legendary gear: Guaranteed drops
- Survival points: +50 per player
---
## EVENT 4: MILITARY AIRDROP (60s Race Event)
### Mechanics
- Crate falls from sky at random location
- Notification sent to all players
- Broadcast: "Airdrop landing at X, Z!"
- Explosion effects (cinematic)
- 5-minute loot window
### Rewards
- Legendary loot (weapons, armor, ammo)
- Medical supplies (medicine)
- Research blueprints
- Multiplayer competition (first to reach wins)
### Risk
- Attracts hordes (30+ zombies converge)
- Intense combat at landing zone
- High risk/high reward
---
## EVENT 5: UNDERGROUND BREACH (150s Portal Event)
### Mechanics
- Portal opens (purple particles, sound)
- Cave zombie waves emerge (20+ per wave)
- Duration: 150 seconds
- Multiple bosses spawn (2-3 mutants)
- Spreads infection upward (blocks corrupt vertically)
### Gameplay
- Defend perimeter or retreat
- Underground tunnels provide escape
- Siege-like pressure (must defend or relocate)
### Rewards
- Multiple boss drops (5000 XP per boss)
- Rare underground loot
- Total: 8000+ XP per event
---
## EVENT 6: HORDE MIGRATION (200s Mass Movement Event)
### Mechanics
- Massive horde (50+ zombies) moves across map
- Spreads infection as it travels
- Path: Toward player bases (sound-triggered)
- Duration: 200 seconds of relentless pursuit
- Can't be stopped (only avoided)
### Gameplay
- Multiplayer chaos (teams must coordinate)
- Forced base defense or escape
- Horde follows sound/player location
- Infection spreads in 30-block radius
### Rewards
- Massive XP: 10,000 per player
- Legendary gear: Multiple drops
- Survival multiplier: +100% XP
---
## EVENT 7: SUPPLY SCARCITY (300s Lockdown Event)
### Mechanics
- All resource blocks become inaccessible (wood, ore, water)
- Duration: 300 seconds (5 minutes)
- Forces use of stored resources
- Starvation pressure: Food depletes 2x faster
### Gameplay
- Pure survival (can't farm/gather)
- Base defense required
- Resource management critical
- Creates real survival pressure
### Rewards
- Survival points: +100
- Next loot drop multiplier: +25%
---
## EVENT 8: SIREN NIGHT (120s Sound Event)
### Mechanics
- Constant loud sirens (audio)
- All zombies attracted to sound sources
- Zombies migrate toward loudest areas (bases, battles)
- Horde convergence: Multiple hordes merge
### Gameplay
- Sound management critical (explosions = disaster)
- Hordes converge on player locations
- Silent survival strategy required
- Extreme multiplayer pressure
### Rewards
- High-value loot (2x drop rate)
- Combat XP: 4000 per player
- Challenge completion: Faction reputation
---
## EVENT 9: QUARANTINE COLLAPSE (180s Containment Failure)
### Mechanics
- Prison breaks, zombie containment fails
- Hordes escape (30+ zombies + 2 bosses)
- Duration: 180 seconds
- Boss types: Parasite Queen, Blood Titan (random)
- Spreads corruption rapidly
### Gameplay
- Boss encounter mixed with horde
- Extreme difficulty
- Requires squad coordination
- Potential wipe scenario
### Rewards
- Legendary boss loot (guaranteed)
- Mythic tier gear
- XP: 5000-10000 per player
---
# 👹 ENEMY SYSTEM (9 ARCHETYPES + VARIANTS)
## TIER 1: EARLY GAME
**Infected Runner** (Scout)
- HP: 20 | Dmg: 8 | Speed: 0.4
- Behavior: Fast pursuit, weak attacks
- Weakness: Low HP (dies quickly)
- Threat: Swarm attacks
**Toxic Spitter** (Ranged)
- HP: 25 | Dmg: 8 | Speed: 0.3
- Behavior: Ranged poison attack (8 dmg + poison II for 5s)
- Threat: Ranged harassment
- Weakness: Stationary attack stance
**Screamer** (Support)
- HP: 15 | Dmg: 0 | Speed: 0.3
- Behavior: Alerts nearby zombies when hit
- Effect: Calls 5+ additional zombies on hit
- Weakness: Silent kills only
---
## TIER 2: MID GAME
**Armored Zombie** (Tank)
- HP: 60 | Dmg: 10 | Speed: 0.2
- Armor: 75% damage reduction
- Behavior: Slow, tanky, takes hits
- Weakness: High armor (target below armor)
**Stalker** (Assassin)
- HP: 30 | Dmg: 12 | Speed: 0.3
- Ability: Invisibility + ambush attacks
- Behavior: Invisible pursuit, sudden strikes
- Weakness: Visible only after attacking
**Brute** (Bruiser)
- HP: 60 | Dmg: 16 | Speed: 0.2
- Ability: Shove attack (knockback 20 blocks)
- Behavior: Aggressive, high damage
- Weakness: Slow movement, predictable
---
## TIER 3: LATE GAME / BOSS
**Parasite Queen** (Boss - Summoner)
- HP: 200 | Dmg: 20 | Speed: 0.3
- Abilities: Summons 5 parasites, melee + ranged
- Behavior: Multi-phase combat
- Weakness: Phase-based attack patterns
**Blood Titan** (Boss - Juggernaut)
- HP: 300 | Dmg: 25 | Speed: 0.2
- Abilities: Area attacks, ground slam, mutation
- Behavior: Massive, devastating attacks
- Weakness: Slow movement, environmental traps
**Crawler** (Swarm)
- HP: 10 | Dmg: 5 | Speed: 0.5
- Behavior: Fast, low-HP swarm
- Ability: Bypass armor (ignores protection)
- Weakness: Very low HP, fragile
---
## BIOME VARIANTS
**Frozen Variant** (Snow Biomes)
- Slowness aura (movement -25%)
- Freeze attack (freezes players temporarily)
- +20% HP in cold
**Swamp Variant** (Marsh Biomes)
- Camouflage (invisible in murky water)
- Poison trails (leaves poison on ground)
- Ambush tactics
**Cave Variant** (Underground)
- Echolocation (detects players through walls)
- Pack hunting bonus (+25% damage in groups)
- Better pathfinding
**Wasteland Variant** (Radiation Zones)
- Radiation aura (damages nearby players)
- Radiation attacks (poison + slowness)
- +50% HP in wasteland
---
# ⚡ SURVIVAL MECHANICS (5 METERS)
## METER 1: STAMINA (Sprint Energy)
**Drain Sources**:
- Sprinting: 0.5/second
- Combat: 1/second per attack
- Jumping: 2 per jump
- Exhaustion: Slow movement
**Recovery**:
- At rest: 1/second
- Camping: 1.5/second
- Meditation: 2/second
**Effects at 0 Stamina**:
- Can't sprint
- Movement speed: -50%
- Attack penalty: -20%
**Boss Bar**: Dynamic stamina display during combat
**Config**: Customizable drain/regen rates
---
## METER 2: TEMPERATURE
**Cold Damage** (Snow/Water/Night):
- Damage: 1 heart per 10 seconds
- Effect: Slowness, screen blur
- Solution: Campfire, lava, shelter
**Heat Damage** (Desert/Lava):
- Damage: 1 heart per 10 seconds
- Effect: Blindness, confusion
- Solution: Water, shade, night time
**Biome Modifiers**:
- Snow: -20°C (freezing)
- Desert: +30°C (extreme heat)
- Jungle: +5°C (warm)
- Nether: +50°C (deadly)
**Survival Clothing** (future):
- Heat suit (desert protection)
- Cold suit (arctic protection)
---
## METER 3: THIRST (Hydration)
**Drain Rate**: 1 point per 30 seconds (configurable)
**Dehydration Effects**:
- Reduced max health: -20%
- Fatigue: Movement -20%
- Stamina penalty: Regen -25%
- Damage: 0.5 hearts per minute
**Restoration**:
- Water bottles: +20 thirst
- Cauldrons: +20 thirst
- Rain: Auto-restore if outside
- Wells/springs: Infinite source
**Environmental**:
- Desert: 2x drain rate
- Jungle: 0.5x drain rate
- Night: 0.5x drain rate
---
## METER 4: INFECTION (Zombie Virus)
**Infection Source**:
- Zombie hits: 25% infection chance
- Scratches/bites: Stack-based
**Infection Stacks** (Max 5):
- Per stack: -5% max HP (max -50% at 5 stacks)
- Per stack: Nausea effect increases
- Per stack: Screen distortion intensifies
- Per stack: Panic meter increases by 10
**Progression Without Treatment**:
- Asymptomatic: 0-2 stacks (minimal effects)
- Symptomatic: 3-4 stacks (severe effects)
- Critical: 5 stacks (imminent death, -50% HP)
**Treatment**:
- Antibiotics: Cure 1 stack (Golden Apple)
- Multiple stacks require multiple cures
- Time-based auto-cure: 1 stack per 10 minutes (slow)
**Critical State**:
- At 5 stacks: 1 heart per minute damage
- Takes: 10 minutes to die if untreated
- Multiplayer support: Teammates can cure via trading
---
## METER 5: BLEEDING (Wound Damage)
**Bleed Source**:
- Heavy combat: 30% hit chance
- Environmental damage: Rock falls, explosions
- Multiple wounds: Stack-based
**Bleeding Stacks** (Max 3):
- Per stack: 0.1 hearts per tick (5% health per minute)
- Per stack: Red particles on player
- Multiple stacks: Exponential damage
**Behavior**:
- Unmedicated: Damage until death
- Medicated: Bandage stops bleeding
- Time-based: Auto-heals in 5 minutes if no new damage
**Treatment**:
- Bandages: Instantly cure (PAPER)
- Multiple bandages for multiple bleeds
- Application time: Instant
**Combat Pressure**:
- Adds injury mechanic (long-term damage)
- Encourages preparation (carrying bandages)
- Limits aggressive play (must manage health)
---
# 💊 MEDICINE SYSTEM (3 Items)
## BANDAGE (Stop Bleeding)
**Item**: PAPER (configurable)
**Effect**: Instantly cures all bleeding stacks
**Cure Time**: Instant
**Uses**: After combat, during expeditions
**Crafting**: 1 paper from sugar cane (easy)
**When to Use**:
- After zombie combat
- During bleeding status
- Before long expeditions
- Emergency injury treatment
---
## ANTIBIOTIC (Cure Infection)
**Item**: SUSPICIOUS_STEW (configurable)
**Effect**: Cures 1 infection stack
**Cure Time**: Instant
**Multiple Stacks**: Requires multiple antibiotics
**When to Use**:
- After infection status
- During infection progression
- Before reaching critical state
- Preparation for high-risk zones
**Crafting**:
- Flowers + mushrooms + bowl = stew
- Moderate difficulty (resource gathering)
---
## ADRENALINE SHOT (Combat Boost)
**Item**: RABBIT_STEW (configurable)
**Effect**:
- Restores full stamina
- Speed II for 8 seconds
- Strength I for 8 seconds
- Panic reset (emergency calm)
**Use Cases**:
- Blood Moon combat
- Boss fights
- Emergency escapes
- Horde defense
**Crafting**: Rabbit stew (carrots + potatoes + rabbit)
---
# 🏕️ RPG SKILL SYSTEM (6 Skills)
## SKILL 1: ⛏️ MINING
**Leveling**: Mine stone/ore blocks
**XP per action**: 3 XP (stone), 15 XP (ores)
**Max level**: 50
**Bonuses per level**:
- Lvl 10: +50% ore drops (double drops)
- Lvl 20: Mining Haste I
- Lvl 30: +100% ore drops (triple drops)
- Lvl 40: Mining Haste II
- Lvl 50: 100% diamond drop chance + Haste III
---
## SKILL 2: 🌾 FARMING
**Leveling**: Harvest crops
**XP per action**: 5 XP per crop
**Max level**: 50
**Bonuses per level**:
- Lvl 10: Auto-replant wheat
- Lvl 20: +25% crop yields
- Lvl 30: Auto-replant all crops
- Lvl 40: +50% yields
- Lvl 50: Golden crops (extra nutrition) + instant grow
---
## SKILL 3: 🗡️ COMBAT
**Leveling**: Kill zombies
**XP per action**: 10-25 XP (depends on enemy tier)
**Max level**: 50
**Bonuses per level**:
- Lvl 10: +10% damage
- Lvl 20: Lifesteal I (2% health recovery per hit)
- Lvl 30: +25% damage
- Lvl 40: Lifesteal II (4% recovery)
- Lvl 50: +50% damage + Lifesteal III (6% recovery)
---
## SKILL 4: 🏕️ SURVIVAL
**Leveling**: Stay alive (passive, 1 XP per 30 seconds)
**Max level**: 50
**Bonuses per level**:
- Lvl 10: -10% hunger drain
- Lvl 20: -20% stamina drain
- Lvl 30: +25% max health
- Lvl 40: Infection resistance (-25% infection chance)
- Lvl 50: -50% all meter drain + infection immunity
---
## SKILL 5: 🪓 WOODCUTTING
**Leveling**: Chop wood blocks
**XP per action**: 8 XP
**Max level**: 50
**Bonuses per level**:
- Lvl 10: Faster chopping (Efficiency I)
- Lvl 20: +50% wood drops
- Lvl 30: Efficiency II + tree feller (whole tree drops)
- Lvl 40: +100% drops
- Lvl 50: Instant chop + Efficiency III + mega drops
---
## SKILL 6: 🎣 FISHING
**Leveling**: Catch fish
**XP per action**: 5 XP per catch
**Max level**: 50
**Bonuses per level**:
- Lvl 10: +25% treasure loot
- Lvl 20: Faster casting
- Lvl 30: +50% treasure
- Lvl 40: Loot II (double catches)
- Lvl 50: +100% treasure + Loot III + instant catch
---
## SKILL XP PROGRESSION
**Formula**: `XP Required = 100 + (Level × 50)`
**Progression Table**:
| Level | XP to Next | Total XP | Playtime (approx) |
|-------|----------|----------|-------------------|
| 1 → 2 | 150 | 150 | 5 minutes |
| 5 → 6 | 350 | 1,250 | 45 minutes |
| 10 → 11 | 600 | 3,750 | 2.5 hours |
| 20 → 21 | 1,100 | 15,750 | 10 hours |
| 30 → 31 | 1,600 | 37,750 | 25 hours |
| 40 → 41 | 2,100 | 69,750 | 45 hours |
| 50 | 2,550 | 100,450 | 65+ hours |
---
# 👥 MULTIPLAYER FEATURES
## Party System
- Create squads (up to 4 players)
- Shared experience gain (+10% squad bonus)
- Shared detection range (128 blocks)
- Team chat channel
- Squad objectives (kill X zombies, survive X minutes)
## Squad Roles (Optional)
- **Medic**: +50% healing effectiveness, faster revives
- **Soldier**: +15% damage, +20% ammo capacity
- **Scout**: +30% movement, +50% detection radius
- **Engineer**: +50% structure repair speed
## Cooperation Features
- Revive system: Downed players can be revived (10s channel)
- Resource sharing: Can trade items between players
- Base sharing: Squad can access shared base storage
- Event coordination: Notifications sent to entire squad
---
# 🛠️ COMMANDS
## Player Commands
| Command | Function | Permission |
|---------|----------|-----------|
| `/skills` | Open skill GUI | smartsurvival.skills |
| `/stats` | View survival stats | smartsurvival.stats |
| `/survivalstatus` | Check meters | smartsurvival.base |
| `/apocalypse` | View active events | smartsurvival.base |
| `/party create` | Create squad | smartsurvival.party |
| `/party invite <player>` | Invite to squad | smartsurvival.party |
| `/party accept` | Accept squad invite | smartsurvival.party |
| `/party chat` | Squad chat | smartsurvival.party |
| `/smartsurvival info` | Version + info | smartsurvival.base |
---
## Admin Commands
| Command | Function | Permission |
|---------|----------|-----------|
| `/smartsurvival reload` | Reload config | smartsurvival.admin |
| `/smartsurvival admin` | Admin GUI | smartsurvival.admin |
| `/smartsurvival debug` | Debug mode | smartsurvival.admin.debug |
| `/smartsurvival blood-moon` | Force Blood Moon | smartsurvival.admin.events |
| `/smartsurvival event <type>` | Force event | smartsurvival.admin.events |
| `/smartsurvival base-mark` | Mark base | smartsurvival.admin |
| `/smartsurvival base-repair` | Force repair | smartsurvival.admin |
| `/smartsurvival vehicle <type>` | Spawn vehicle | smartsurvival.admin |
| `/smartsurvival faction-rep <p> add <amt>` | Adjust reputation | smartsurvival.admin |
---
# 🔐 PERMISSIONS
| Permission | Description | Default |
|-----------|-------------|---------|
| `smartsurvival.admin` | Full admin access | OP |
| `smartsurvival.admin.events` | Force events | OP |
| `smartsurvival.admin.debug` | Debug commands | OP |
| `smartsurvival.skills` | Skill GUI | All |
| `smartsurvival.stats` | Stats GUI | All |
| `smartsurvival.party` | Party system | All |
| `smartsurvival.base` | Base commands | All |
---
# ⚙️ CONFIGURATION
## Main Config Categories
- **plugin**: Version, debug mode, world name
- **blood-moon**: Interval, cooldown, phase durations
- **events**: Enable/disable each event
- **hordes**: Max zombies, max per chunk, sound reactivity
- **enemies**: HP, damage, speed per enemy type
- **survival**: Enable meters, drain rates, damage values
- **medicine**: Item mappings, effectiveness
- **skills**: Level caps, XP rates, bonuses
- **factions**: Reputation gains, NPC locations, prices
- **vehicles**: Speed, fuel consumption, costs
- **radiation**: Zone locations, intensity, damage
- **base**: Marker range, repair costs, structure HP
- **performance**: Entity caps, AI tick rate, optimization
**Total Config Options**: 150+
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# 📊 TECHNICAL SPECIFICATIONS
| Component | Specification |
|-----------|---|
| **Platform** | Paper 1.20.4+ (recommended) |
| **Java** | Java 21+ |
| **Save Format** | YAML files |
| **Auto-save** | Every 5 minutes |
| **Database** | File-based (no SQL required) |
| **Performance** | Zero TPS impact at 10+ players |
| **Threading** | Async pathfinding, event handling |
| **Entity Limits** | 8 zombies/chunk, 4 active hordes/world |
| **Max Skills** | Level 50 per skill |
| **Max Skill XP** | 100,450 XP (level 50) |
---
# 🎯 GAMEPLAY PHILOSOPHY
Smart Survival RPG v3.1 is built around **5 core pillars**:
1. **Survival Tension**: Every mechanic creates pressure. Resource scarcity, infection, bleeds all matter.
2. **Cinematic Atmosphere**: Events feel like movie scenes. Blood Moon, hordes, bosses are memorable.
3. **Cooperative Multiplayer**: Squadmates enhance each other. Solo is hard. Teams are rewarded.
4. **Long-Term Progression**: 6 skills to master. Reputation to build. Bases to defend.
5. **Meaningful Preparation**: Medicine prep, base building, vehicle crafting all matter before events.
**This is NOT vanilla survival.** Players must:
- Manage 5 different survival meters
- Defend bases from intelligent hordes
- Cooperate during apocalypse events
- Build defenses and vehicles
- Choose faction alliances
- Prepare medicine before expeditions
- Level skills through gameplay
---
# 📈 STATS & METRICS
| Metric | Value |
|--------|-------|
| **Total new content** | 45+ features |
| **Lines of code** | ~15,000+ |
| **Survival mechanics** | 5 (stamina, temp, thirst, infection, bleeding) |
| **Enemy types** | 9 archetypes + 4 biome variants |
| **Apocalypse events** | 9 cinematic events |
| **RPG skills** | 6 fully developed skills |
| **Factions** | 3 with reputation progression |
| **Vehicles** | 3 types (cart, motorcycle, truck) |
| **Medicine items** | 3 (bandage, antibiotic, adrenaline) |
| **Max players** | Tested at 10+ simultaneously |
| **Performance** | Zero lag at max settings |
---
# 🚀 HIGHLIGHTS
✅ **Game-Changing**: Bases, factions, vehicles completely change gameplay
✅ **Immersive**: Cinematic events with audio/particles/titles
✅ **Balanced**: Extensive playtesting, all systems interconnected
✅ **Configurable**: 150+ options for server admins
✅ **Optimized**: Zero TPS impact, async processing
✅ **Multiplayer-Safe**: Squad systems, revive mechanics, shared progression
✅ **Production-Ready**: Error handling, logging, validation
---
# 🔄 MIGRATION FROM v3.0
**All v3.0 features preserved**:
- Blood Moon (redesigned into 5-phase)
- Smart horde AI (enhanced with biome behaviors)
- Survival meters (unchanged, integrated with new systems)
- Boss system (now integrated with faction events)
- Exploration & loot (compatible with vehicle system)
- Squad system (enhanced with roles)
**Data migration**: Automatic. Old player data loads seamlessly.
---
# 🐛 BUG FIXES & IMPROVEMENTS
- Fixed: Cinematic event interruption
- Fixed: Horde pathfinding at world edges
- Fixed: Survival meter display on low-res screens
- Improved: Event scheduling (no overlap)
- Improved: Memory usage (50% reduction)
- Improved: Entity culling (client-side optimization)
- Improved: Config parsing (better error messages)
---
# 🎓 GUIDES & DOCUMENTATION
Included:
- **Getting Started**: First 30 minutes guide
- **Survival Guide**: How to manage each meter
- **Faction Guide**: Which faction to join + perks
- **Vehicle Guide**: Crafting and using vehicles
- **Base Building**: Structure types and durability
- **Boss Guide**: Weak points, strategy, rewards
- **Admin Guide**: Config, commands, server setup
---
# 📝 NOTES
- Plugin is **fully backward compatible** with v3.0
- Old bases/data convert automatically
- Config auto-generates on first load
- Requires **Paper 1.20.4+** (latest versions supported)
- Performance tested at **10+ simultaneous players**
- Zero dependency plugins required
---
# ✨ FINAL THOUGHTS
v3.1.0 represents the **evolution of Smart Survival RPG from a survival modifier into a complete RPG ecosystem**. With 4 major systems, 9 events, 6 skills, 3 factions, and 5 survival mechanics, the plugin now offers **100+ hours of gameplay content** and **exceptional replayability**.
Every feature is designed to work together. Bases attract hordes. Factions provide progression. Vehicles enable exploration. Radiation zones create environmental challenges. Skills matter. Events are cinematic and memorable.
**The apocalypse has begun.**
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**Release Notes:**
*Smart Survival RPG v3.1.0 - May 18, 2026*
*By MrFoxyGamer*