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  • v2.0.0

    Release: Vantage 2.0.0
    Vantage 2.0.0
    
    - Now considered stable
  • v1.1.0-beta.5

    Release: Vantage 1.1.0-beta.5
    Vantage 1.1.0-beta.5
    
    Added
    - Vantage Stats: opt-in, off until you turn it on, one category at a time. Records what your own client sees and mirrors your own profile from the menus you open; syncs to a page only you can share unless you make it findable. Identity is the same check every Minecraft server makes when you join; your session goes to Mojang and nobody else. Nothing about another player, no chat, no coordinates. /vt stats opens the status screen; /vt stats delete removes everything here and on the server and says how many rows went; /vt stats export writes what this computer holds.
    
    Changed
    - The Dark Monolith tracker keeps per-profile totals across restarts.
    - Vantage no longer asks for a Hypixel API key and deletes the one you had; the profile viewer reads Hypixel through Vantage's own service, which fetches on demand and caches for hours.
    - The dead SkyCrypt fallback is gone; a missing profile section now names the one true reason.
    
    Fixed
    - The tree gift tracker counted Forest Whispers and Heart of the Forest XP twice.
    
    Note for this build
    - Until the maintainer's Hypixel application is approved, /pv reports that the profile service is not reading Hypixel yet. Prices, the Bazaar, auctions, item data and the mayor are unaffected.
    - If the service has not switched its stats routes on when you enable Vantage Stats, it records locally and uploads once it has; nothing is lost.
  • v1.1.0-beta.4

    Release: Vantage 1.1.0-beta.4
    Vantage 1.1.0-beta.4
    
    Fixed
    - Clicking a chat line works again. Highlighting a marked player and replacing
      words in chat rebuilt the line from its colour codes, which loses every click
      - so a party invite from a marked player arrived as dead text. Both edit the
      line in place now, and any chat rewrite that loses a click has it put back
      before the line reaches you.
    - Copy Chat no longer eats a link: following a link wins, and a left click on
      the plain part of a line with an [ACCEPT] in it copies instead of doing
      nothing.
    
    Changed
    - Waypoints work outside SkyBlock - a Hypixel SMP, any other server, your own
      singleplayer worlds - scoped to the world and dimension they were put in the
      way they are scoped to an island in SkyBlock. Existing waypoints keep their
      island.
    - The board switches itself off in Hypixel lobbies.
    - Coordinates shared in ordinary <Name> message chat are picked up too, and the
      party-and-guild restriction only applies on Hypixel.
    - Navigation and the route finder follow, so a marker off SkyBlock is one you
      can walk to.
  • v1.1.0-beta.3

    Release: Vantage 1.1.0-beta.3
    Vantage 1.1.0-beta.3
    
    ### Changed
    - **The route finder is a new engine.** Asking for a route to anywhere used to mean a line that detoured round a
      carpeted corridor, could not enter a building with a door, hopped fences nobody can jump, and gave up entirely
      when the destination was beyond the loaded chunks. It now reads every block's real collision shape, so carpets,
      slabs, stairs, trapdoors, heads, fences, walls, panes and doors are what they are in the game: a carpet is a
      sixteenth of a block, a fence is a block and a half, a wooden door or a gate is something you open on the way
      through, an iron door is a wall on the side it fills.
    - **Routes to far destinations.** A destination that is not loaded yet gets a route to the edge of what is, in
      its direction, which extends by itself as you walk and the world arrives.
    - **Routes to things you cannot stand on.** A chest in a wall, a soul in the air, a burrow under the grass: the
      route ends at the nearest place anyone can stand and counts as complete, instead of "closest approach" in
      orange to a destination you are in fact standing in front of.
    - **It can jump and swim.** Gaps of up to three blocks are jumped when nothing walks across them (*Jump gaps*),
      drawn as an arc; water is swum through and dived into; ladders and vines are climbed all the way, not just their
      first block. *Longest drop* sets how far a route will ask you to fall.
    - **The line starts at your feet, not where you asked.** The part of the route behind you is no longer drawn, the
      distance on the destination is what is left to walk, and a block changing on the route, straying from it, or
      reaching the end of one that stopped short all find it again - with the old line kept up until the new one is
      ready, so it never blinks.
    - **The line stays out of the ground.** It climbs a one-block step as a ramp that reaches the top at the edge,
      where it used to pass through the face of the block - measured over long routes, between a twentieth and a
      quarter of the old line was inside the terrain. Corners are rounded inside the corner rather than swung wide
      through the wall beside it. The flowing band and the dashes are measured in blocks along the route, so they move
      at one speed everywhere, and a new *Chevrons* style points the way outright.
    - **No frame pays for a search.** Searches run on their own thread over a copy of the chunks they touch, three
      to seven times cheaper than before on top of that, so a long route arrives in tens of milliseconds where it
      used to take seconds of two-thousand-node slices on the client thread. *Explain the current route* says in chat
      what a search cost and how it ended.
  • v1.1.0-beta.2

    Release: Vantage 1.1.0-beta.2
    Vantage 1.1.0-beta.2
    
    ### Changed
    - **Obsidian Glass: a new look for every screen and HUD element.** The interface is rebuilt on a neutral obsidian
      canvas instead of navy, and every surface is a slab of clear liquid glass: a bevel where light bends in at the
      edge, a bright corner facing the lamp, and a tinted one on the far side where the light leaves. Buttons, fields,
      dropdowns and tabs are capsules, icon buttons are circles, toggle and slider knobs are beads that stretch toward
      where they are going, and the menu's selection is one lens that slides between categories on a spring.
    - **Three new Appearance options, all live.** *Glass opacity* (0 to 100 %) sets how much of the world shows through
      every sheet, from clear glass held together by its rim to solid. *Glass depth* sets how thick the glass reads.
      *Roundness* takes every corner from precise to bubbly. The window you are looking at follows them as you drag.
    - **Themes.** Glacier's blue is still the default, now as light on a near-black canvas rather than as navy paint.
      Obsidian, violet on black, is new; Ember, Verdant, Rosé and Graphite are retuned onto near-neutral canvases, and
      Amethyst folds into Obsidian (a profile that had it chosen moves there).
    
    ### Fixed
    - **Word spacing.** The interface's typeface took its space from Minecraft's pixel font, so every gap between words
      was nearly twice as wide as the type was drawn for. It uses its own now, and every line of text sits tighter.
    - **Things that did not fit their control.** The colour swatch in a colour field was a square crossing the rounded
      end it sat in; it is a disc concentric with it. The alpha bar's checkerboard no longer pokes out of its ends, the
      hue bar has round ends like the bar under it, the number field's step flash follows the field's shape, and the
      Vet list's selection rail sits inside its row.
    - **HUD editor panels are readable again over a busy HUD**: they float over the live HUD with nothing blurred
      behind them, so they wear the solid popup glass whatever your glass opacity.
    - **HUD positions survive an update again.** When a HUD element's id changed between versions, the step that
      carried its saved position and scale across had stopped running after an earlier merge. It runs again.
    - **Mining.** The powder-rush streak never noticed a chest being opened, block strengths were not refreshed when
      the mining data was, and anything that depends on a Double Powder event or the Glacite cold timer had been
      reading a fallback value since it was written. All three read the real thing now.
    - **Options that did nothing are gone**: two particle-hider switches (fireballs, fire blocks) and one
      foraging-tutorial switch were in the menu and read by no code.
    
    ### Under the hood
    - A sweep over the whole tree cut dead code and folded duplicated helpers into one place each, and the nine
      stand-alone check programs are a JUnit suite that runs on every pipeline.
  • v1.1.0-beta.1

    Release: Vantage 1.1.0-beta.1
    - **Black box.** Vantage keeps the last seconds before every death and replays them: the health you lost hit by
      hit, the defensive abilities that were ready and never fired, the mobs, sounds and splashes around you, and a
      verdict that names the likeliest cause and says how sure it is. `/vantage deaths` opens a per-profile death
      index with a near-miss tab, a weekly card and an optional coin cost per death; a report opens from a row, from a
      key, or on its own the moment you die, with a scrubber, a cooldown Gantt, a "Why do you think that" evidence
      table and an in-world replay of your last track. Nothing is uploaded.
    - **Grind ledger and coach.** Every grind on one clock, ranked by net coins per hour after the keys, fuel and
      deaths it actually cost, re-priced at today's market rather than the day you earned it. A live chip on the HUD
      and `/vantage ledger` for the table, with a session card when a grind ends. The coach watches your live rate
      against your own median for the grind you are on and says so when it has been under your band for a while,
      naming the observable cause when there is one, and tells you when another grind you do has pulled ahead.
    - **Loop analysis.** Measures your mining and farming loop from your own play: a floor heatmap of which ground
      pays you, a time budget split into harvesting, travelling, menus, waiting on regrowth and idle, learned regrowth
      delays with ready rings on your route waypoints, your lap length against your best, and a contention chip when
      someone else is working your nodes. `/vantage loop` opens the report, compares this session with an earlier
      one, and after six laps proposes a shorter loop you can accept as a route.
    - **Commit guard.** Before you queue a run it says what the run will cost you: one card when the dungeon, Kuudra
      tier or slayer you are about to start would swallow an event window you actually turn up for, measured against
      your own finished runs door to door. Take the reminder or dismiss it, mute a pairing for good, and see what is
      armed on the feature page. Hovering a Booster Cookie or God Potion adds a tooltip line saying how much of
      its life would land in hours you actually play.
    - **Director.** Keeps every HUD element enabled but shows only the ones about to cost you something, on a small
      stage under the crosshair, and hides the rest until they matter. Off by default; Stage or Dim modes; hold the
      peek key to see the whole HUD exactly where you left it. Every element that speaks urgency gets a Weight slider
      and a Visibility choice in the HUD editor's inspector, and a weekly miss log (`/vantage director log`) records
      the moments the stage was late.
    - **Bazaar execution planner.** Walks the whole order book for the quantity you are trading and shows the price
      you would really get, the slippage it costs and how to split the trade: a depth ladder beside the Bazaar menu,
      verdict lines on your own open orders, a warning before a costly instant sell, and a holdings board
      (`/vt holdings`) of everything you hold with what selling it would honestly fetch. Nothing on any of it trades.
    
    - New core seams the six features stand on: `FeatureGroup.COMBAT_BLACK_BOX`, `UI_ATTENTION` and `GENERAL_LEDGER`;
      a `LootTracker` registry (`all()`, `byId(directory, id)`) and the `LootTracker.Counted` event posted on every
      recorded count; `Events.PlayerDeath` / `Events.PlayerRespawn`; `HudElement.urgency()` and `urgencyKind()`, which
      the Director's render gate in `HudManagerImpl` reads after the element's own `shouldRender`. The order-book
      walker is `core.api.price.Execution`, the ledger recorder is `core.data.ledger`. The UI smoke test shoots every
      new screen, the Director inspector section in both states, and the three densest generated option pages.
    
    - **Liquid glass.** The whole interface is lit now. Your pointer is a lamp: every sheet of glass catches it
      with a soft highlight under the cursor and a bright edge on the side facing it, buttons lift as you reach
      them and ripple light from a press, toggle and slider knobs are beads of glass, tabs slide with a little
      momentum, and toasts catch a sweep of light as they arrive. The rim light on every panel leans toward the
      backdrop's drifting lamp so the screen is lit by one light. Themes now recolour everything that is on
      screen the moment you switch, HUD included. Two new Appearance options: *Pointer light* (turn the lamp
      down or off) and *Reduce transparency* (near-solid glass for reading over a busy scene).
    - **Polish.** Every screen, control and HUD element in Vantage now holds to the same glass contract. Theme
      colours reach every corner instead of a few showcase panels, spacing and corner radii finally agree with
      each other across menus, and the HUD editor's element list shows real sample lines instead of placeholder
      text so you can see what you are actually placing. Every button, toggle, slider and row now answers to
      your mouse and keyboard with a hover or focus state, so nothing on screen looks dead. Lists and pages with
      nothing in them say why, rather than sitting blank, and separators, section headers and copy read the same
      way from one page to the next.
  • v1.0.12

    Release: Vantage 1.0.12
    Vantage 1.0.12
    
    - UI changes.
  • v1.0.11

    Release: Vantage 1.0.11
    Vantage 1.0.11
    
    - Test
  • v1.0.11-alpha.2

    Release: Vantage 1.0.11-alpha.2
    Vantage 1.0.11-alpha.2
    
    The first alpha: release channels, a tag pipeline that publishes, the update checker on GitLab, and the Vet polish.
  • v1.0.11-alpha.1

    Vantage 1.0.11-alpha.1
    
    The first alpha: release channels, a tag pipeline that publishes, the update checker on GitLab, and the Vet polish.
  • v1.0.10

    Release: Vantage 1.0.10
    Vantage 1.0.10: Vet as a skill, the full tree, levels
    
    A "Vantage Vet" item in /skills and the SkyBlock Menu, on the client only, laid out like
    the skills around it and opening the Vet screen on click. The Vet screen shows the full
    achievement tree, 206 milestones across thirteen areas, and fifty Vet levels sit on top
    of the tiers. Jars for Minecraft 26.2 and 26.1.2, built from one tree at this commit.
  • v1.0.9

    Release: Vantage 1.0.9
    Vantage 1.0.9 introduces Vantage Vet, a score for the big things you do in
    SkyBlock and the Vantage features you find on the way, and with it the signed
    Vet card that the Vantage Discord's free carry service reads. Announcements now
    arrive as a card at the top of the screen.
    
    | Minecraft | Jar | Declared range |
    |---|---|---|
    | 26.2 | `vantage-1.0.9+26.2.jar` | `>=26.2 <26.3` |
    | 26.1.2 | `vantage-1.0.9+26.1.2.jar` | `>=26.1.2 <26.2` |
    
    Both require Fabric Loader `>=0.19.3`, Fabric API, and Java 25. They are built
    from one tree at one commit; each jar advertises only the range it was compiled
    against, so the wrong one refuses to load rather than crashing. A `.sha256` sits
    beside each jar.
    
    - **Vantage Vet.** A score that grows with every floor and master floor,
      slayer tiers, Kuudra tiers, trophy fish, contests, garden levels, powder,
      mineshafts, burrows, Hoppity eggs, fairy and Enigma souls, first visits, and
      active hours; and with the small things in the mod itself, from opening the
      HUD editor to spinning the chest reel. Every milestone names the Vantage
      feature that would have helped, once, when it lands. Tiers from Rookie to
      Vantage Vet, a HUD bar to the next tier, and `/vt vet` for the screen.
    - **The Vet card and free carries.** `/vt carry <type>` (or a button on the Vet
      screen) copies a signed card that proves you are an active Vantage user.
      Paste it into `/carry request` on the Vantage Discord and a carrier picks it
      up. Free, always; the bot checks the card, its age, your points and your
      hours before posting.
    - **Announcement cards.** Announcements from the maintainers now drop in as a
      glass card at the top of the screen, with the whole text, a chime pitched by
      kind and a time bar, instead of a toast. Toast remains as an option; a
      Preview button shows the card on demand.
    
    - The Vet card signing key is baked at build time from `-PvetKey` or the
      `VANTAGE_VET_KEY` CI variable and never lives in the tree; a build without
      one signs with a dev key and says so in the log.
    - The Discord bot gained `/announce`, `/carry` and `/triage`; see its README.
    - The `announce-discord` CI job skips commits the bot already announced.
  • v1.0.8

    Release: Vantage 1.0.8
    Vantage 1.0.8 is the polishing release: a find-and-fix sweep over the whole mod
    with 304 verified fixes, plus a case-opening reel for powder chests, an
    announcements channel that reaches every running client, and first support for
    Hypixel's Ravengard playtest.
    
    | Minecraft | Jar | Declared range |
    |---|---|---|
    | 26.2 | `vantage-1.0.8+26.2.jar` | `>=26.2 <26.3` |
    | 26.1.2 | `vantage-1.0.8+26.1.2.jar` | `>=26.1.2 <26.2` |
    
    Both require Fabric Loader `>=0.19.3`, Fabric API, and Java 25. They are built
    from one tree at one commit; each jar advertises only the range it was compiled
    against, so the wrong one refuses to load rather than crashing. A `.sha256` sits
    beside each jar.
    
    - **Chest opening reel.** When a powder chest is lockpicked, a strip of possible
      loot ticks past a marker, slows and stops on what the chest actually gave you,
      lit in its rarity colour. Spin time, hold, size, position and sounds are
      options; a Spin button previews it.
    - **Announcements.** Releases, heads-ups and warnings from the maintainers reach
      every running client once, as a toast and a chat line, and the same commit
      posts them to the Discord server.
    - **Ravengard.** Dive readout, loot advisor and run ledger for Hypixel's new
      game, with the protocol reconstructed and verified offline against fixtures.
    
    Highlights of the polishing pass; the complete ledger is in
    `docs/review/polish-pass-2026-09.md`.
    
    - **UI toolkit:** scrollbar drag matches where it is drawn, click-to-caret uses
      the UI typeface, wrapping labels re-wrap on text change, vertical dividers keep
      their height, chroma colours no longer snap every ten seconds.
    - **HUD:** text measured with the font it is drawn with; bar elements format
      once a frame; cursor tracers no longer grow while the HUD is hidden.
    - **Core:** an audio-visuals mixin target missing on 26.2, a compat probe that
      was never called, profile names with spaces untypeable in `/vt profile`,
      `500ms` mis-parsed as a duration.
    - **Chat:** the calculator ate the comma in `min(1,2)`; a missed divider left
      every Spider's Den message hidden; `$0` was never substituted in plain rules.
    - **Audio visuals:** resampler carry phase, beat timestamps, and a hue pass that
      kept rotating in silence.
    - **Mining, farming, rift, slayers, dungeons, events, fishing, foraging,
      hunting, inventory, onboarding, profile viewer, QoL, visuals:** wrong slayer
      names, a Rift area alias, a failed HUD import with no undo point, a loot
      tracker that could lose kills while its file loaded, second-tier visitor
      items priced 160 times too low, and about forty more one-line corrections.
    
    18 action buttons moved under their page's Actions section, 5 slider defaults
    put on their step grid, option copy unified on one dash, 45 comments corrected
    to match the code, mixin configs declaring Java 25, and a Combat section in
    FEATURES.md.
    
    `tools/announce.py` authors announcements; the `announce-discord` CI job posts
    them through the `DISCORD_ANNOUNCEMENTS_WEBHOOK` project variable. The release
    signing task no longer coerces a Groovy closure to `FileFilter`.
  • v1.0.7

    Release: Vantage 1.0.7
    Vantage is a Fabric mod for Hypixel SkyBlock, covering the union of Skyblocker's and
    SkyHanni's feature sets, implemented natively rather than ported. This is the first
    build to be tagged and published — everything before it lived only in branch history.
    
    ## Which jar
    
    | Minecraft | Jar | Declared range |
    |---|---|---|
    | 26.2 | `vantage-1.0.7+26.2.jar` | `>=26.2 <26.3` |
    | 26.1.2 | `vantage-1.0.7+26.1.2.jar` | `>=26.1.2 <26.2` |
    
    Both require Fabric Loader `>=0.19.3`, Fabric API, and Java 25. The two are built from
    one tree: only the handful of places where Minecraft moved something live in a
    per-version overlay, so these are the same mod at the same commit, not a fork and a
    backport. Each jar advertises only the range it was actually compiled and tested
    against, so the wrong one will refuse to load rather than crash.
    
    ## What's in it
    
    414 features in 100 groups across 17 categories, with 3219 options and 190 movable HUD
    elements. Farming, dungeons and mining are the deepest areas; every area's audit
    backlog is clear, and `docs/TRACKER.md` in the repo carries the per-area breakdown and
    what is still unbuilt.
    
    Recent work in this build:
    
    - **Aurora** — the mod menu rebuilt around a derived theme palette, with live previews
      and an appearance page.
    - **Icons from Lucide** rather than hand-drawn, and optional supersampling for Vantage's
      own screens.
    - **The feature framework** — `@FeatureInfo`, `FeatureGroup` and `FeatureTag`, with the
      tracker and the Discord bot's catalog generated from the annotations, so the docs
      cannot drift from the code.
    - **Multi-version builds** from one tree, which is what makes the pair of jars above
      possible.
    
    ## Verifying a download
    
    Every jar ships with a `.sha256` beside it:
    
    ```
    57e9217077182b6e52e778e15ba2e149fed5ffa6a51d647c6dff5ea6f56f2818  vantage-1.0.7+26.2.jar
    5575da1784774e8234980416e284ea2dfb90247f0f0e9761c79736231658d25d  vantage-1.0.7+26.1.2.jar
    ```
    
    Both jars are built from commit `9a182ff`, stamped into each manifest as
    `Build-Commit` alongside the Minecraft version and build timestamp.
    
    ## Worth knowing
    
    - **The jars are unsigned.** No signing keystore is configured for this repo, so
      `signRelease` checksummed them and stopped there. The checksums above are the
      integrity check; there is no signature to verify.
    - **This release does not reach anyone already running Vantage.** The in-game update
      check polls Modrinth for `vt-vantage`, and that project is still a draft — a project
      stays a draft until a version is uploaded and submitted. Until then the check stays
      quiet by design, and this release is how someone finds the jar, not how they are told
      about it.
    - **Sources jars** are attached for both targets.