Changelog

What changed in each release of Vantage, newest first. The newest release is 2.0.1; every jar is on the releases page.

Compact, user-facing notes per release. The full record of a release's polishing work lives under docs/review/, and every commit body explains its own why.

2.0.1 — 2026-09-30

Fixed

  • Vantage Stats in 2.0.0 barely uploaded, and some of what it recorded was wrong. Both are fixed, and nothing it recorded is lost. From your first death to a mob nothing more went up: the diary called it "Killed by a mob", words the mod's own privacy filter refuses because they are how another player's name gets into a title, and the whole upload waited behind that one entry - every upload after it too, for as long as you played, with nothing on screen to say so and not one line in the game's log, which Vantage's own lines never reached. The import of what Vantage already knew stopped on the same words. Now the death reads "A mob", an entry the filter refuses is kept back on its own while everything else goes, uploads go every five minutes rather than every ten, leaving a world while one is under way still sends what the leave added, and the status screen and the log say what was sent and why anything is waiting. When the service turns entries away it names all of them at once and only those stay behind, a number it turns away is not offered again for the rest of the session, and what is kept for a bug report has the words that tripped the filter blanked, so another player's name is never in it. Entries already waiting on your computer are repaired and sent the next time you start the game - the deaths, a grind's note that was cut off mid-command, and the dungeon map and menu star counted among a session's drops - and the import finishes, trying again at your next warp if it could not; if its window has closed, the status screen's Account tab says so beside Import history again, which runs it without counting anything twice. What is recorded is also closer to what happened: skill experience counts every gain, not just the few that moved the percentage, and Runecrafting and Social level on their own tables; items going into your sacks count once rather than twice, in the Grind Ledger and in Sack Message Prices' value as well; gear you equip, buy or take from your stash is no longer loot - hunting and fishing included - and nor is the dungeon map, while a boss's drops picked up just after closing a menu that hands you nothing, such as the Batphone, still are; slayer loot needs a slayer quest, and the slayer profit tracker counts only while one runs, wherever you fight it; a reconnect is no longer a profile switch that closed your grind sessions; the event log saves when you leave a world; dungeon sessions count their runs, a failed run is no longer a clear, and a death in a dungeon is a death rather than a failed run; kills include the ones your own Kill Combo says you made; a purse reading of nothing has to hold before it becomes the day's low; the sidebar's areas - The Forge, the Hub's, the Crimson Isle's - get their own time instead of "other". And more reaches your page: the Heart of the Mountain's and the Forest's levels, a finished tree's included, a number for each Bestiary mob dated to when you read it, your Crimson Isle faction, Kuudra runs and minibosses, each Jacob's contest's own score, and Dark Auction lots you win and what they cost - from the line that names the winner, only when the winner is you.

2.0.0 — 2026-09-26

  • Now considered stable

1.1.0-beta.5 — 2026-09-26 (Beta)

Added

  • Vantage Stats. Opt-in, off until you turn it on, and one category at a time. Vantage records what your own client sees — what you killed, mined, farmed and fished, where the hours went, what dropped and what it was worth at the time — and mirrors your own profile from the menus you open. It syncs to a page only you can share, in the mod's own look, unless you choose to make it findable by name. Turning it on proves the account is yours with the same check every Minecraft server makes when you join it; your Minecraft session goes to Mojang and to nobody else. Nothing about another player is ever recorded, there is no chat and there are no coordinates, and /vt stats delete removes everything, on this computer and on the server, and tells you how many rows went. /vt stats opens the status screen; /vt stats export writes everything this computer holds to a file you can read, without going online.

Changed

  • The Dark Monolith tracker keeps its totals. Monoliths, coins, mithril powder and Rock the Fish now count per profile and survive a restart, where they used to start again from nothing every launch. Reset clears the current profile's totals.
  • Vantage no longer asks you for a Hypixel API key, and deletes the one you had. Hypixel's developer policy asks that keys are not entered into mods — "any publicly available mod, regardless of it being allowed on the Hypixel Server" — and Vantage had a field for one, sent from your game client. The field is gone, and any key already stored is removed from your config the next time Vantage loads. If you had one, it says so once in chat rather than letting a setting vanish without a word.
  • The profile viewer reads Hypixel through Vantage's own service instead. It holds one registered application key, fetches a profile only when somebody asks for one and keeps the answer for hours, so /pv needs nothing set up. It sends the profile viewer only what the profile viewer draws: co-op partners' inventories, the bank's transaction log and everything else nobody reads never leave Hypixel.
  • The dead SkyCrypt fallback is gone. sky.shiiyu.moe has answered a Cloudflare 403 to the mod since SkyCrypt v1 was archived, so the "keyless" path was a slower way to fail. A profile page that is missing a section now says the one true reason — that player has that API toggle switched off — instead of suggesting you add a key.

Fixed

  • The tree gift tracker counted Forest Whispers and Heart of the Forest XP twice. It read each gift's reward tooltip twice, so both figures in it were doubled. It reads it once now.

Note for this build

Until the maintainer's Hypixel application is approved, /pv answers that the profile service is not reading Hypixel yet. Everything that does not need a key — prices, the Bazaar, auctions, item data, the mayor — is unaffected.

If Vantage's service has not switched its stats routes on yet when you turn Vantage Stats on, it records on this computer and the status screen says the service is not ready. Nothing is lost: once it is, /vt stats link proves the account and what was recorded uploads.

1.1.0-beta.4 — 2026-09-19 (Beta)

Fixed

  • Clicking a chat line works again. On Hypixel the click is the interaction - a party invite, a warp, the stash pickup, a duel accept - and two Vantage features were quietly removing it. Highlighting a marked player and replacing words in chat both rebuilt the line from its colour codes, which keeps every colour and loses every click, so an invite from a player you had marked arrived as dead text. Both edit the line in place now, and the rule is enforced for every chat feature at once: if a rewrite loses the click the original had, it is put back before the line reaches you.
  • Copy Chat no longer eats a link. With Copy Chat set to left click it used to get first refusal on every click in chat. Following a link wins now, and a left click on the plain part of a line that has an [ACCEPT] in it copies the line instead of doing nothing.

Changed

  • Waypoints work outside SkyBlock. The waypoint board is no longer SkyBlock-only: it works on a Hypixel SMP, on any other server and in your own singleplayer worlds. Markers are scoped to the world they were put in - the game mode, the server address or the save name, and the dimension - exactly the way they are scoped to an island in SkyBlock, so a base in the Overworld does not hang in the sky in the Nether and one server's markers stay off another's. Waypoints you already had keep the island you put them on.
  • Nothing in Hypixel lobbies. The board switches itself off in a lobby, which is a waiting room rather than a place anybody wants markers.
  • Coordinates shared in chat, anywhere. Vantage picked up "x: 12, y: 70, z: -30" only from Hypixel's chat format and only in party or guild chat. Ordinary <Name> message chat counts now, and the party-and-guild restriction only applies on Hypixel, where there are channels to tell apart.
  • Navigation follows. Pointing at a destination and routing to it are no longer SkyBlock-only either, so a marker on an SMP server is one you can walk to.

1.1.0-beta.3 — 2026-09-19 (Beta)

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.

1.1.0-beta.2 — 2026-09-19 (Beta)

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.

1.1.0-beta.1 — 2026-09-11 (Beta)

New

  • 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.

For maintainers

  • 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.

Changed

  • 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.

1.0.12 — 2026-09-06

  • UI changes.

1.0.11 — 2026-09-06

  • Test

1.0.11-alpha.2 — 2026-09-05 (Alpha)

New

  • Release channels. Vantage now ships on three channels: stable, beta and alpha. The update checker reads the GitLab releases list on the channel you follow (Vantage menu → Update checker → Channel) and tells you about that channel and everything more stable than it; the default is the channel your build came from. Release announcements can be aimed at a channel the same way.

Changed

  • Vet polish. The Vet item lands in the skills grid rather than the menu frame; the tree opens on the deepest node you can earn and only mentions panning when there is something to pan; the tree row absorbs short windows; the hot paths behind the HUD bar are cached.

For maintainers

  • A v* tag now builds both jars, uploads them and creates the GitLab Release on its own (release job, tools/release.py). The bot's /release command cuts, promotes and withdraws versions from Discord.

1.0.10 — 2026-09-04

New

  • Vantage Vet is a skill now. A "Vantage Vet" item sits in /skills next to Farming and Mining and in the SkyBlock Menu, on your client only, with the same level, bar and percentage layout as the skills around it. Click it to open the Vet screen. Opening /skills also reads every skill level into the tree.
  • The full achievement tree. 206 milestones across thirteen areas, drawn as a tree per area with done, next and locked nodes, progress rings on the grinds, and a tooltip on every node saying how it is earned. New branches for Combat, Skills, the SkyBlock level, collections, the economy, Dojo, Ashfang and active days. Everything you had unlocked carries over.
  • Levels. Fifty Vet levels on top of the tiers, with a level-up line in chat and level progress on the HUD bar.

For maintainers

  • The UI smoke test shoots the Vet screen, and icon stacks are built fail-safe because new ItemStack throws before a world has loaded.

1.0.9 — 2026-09-02

New

  • Vantage Vet. A score for the big things you do in SkyBlock (floors, slayer tiers, Kuudra, trophy fish, contests, powder, souls, events, active hours) and the Vantage features you find on the way. Every milestone names the feature that would have helped, once, when it lands. Tiers from Rookie to Vantage Vet, a HUD bar to the next tier, /vt vet for the screen.
  • The Vet card and free carries. /vt carry <type> copies a signed card that proves you are an active Vantage user; paste it into /carry request on the Vantage Discord for a free carry.
  • Announcement cards. Announcements arrive as a glass card at the top of the screen with the whole text, a chime and a time bar. Toast remains as an option; a Preview button shows the card.

For maintainers

  • The Vet card key is baked at build time from -PvetKey or the VANTAGE_VET_KEY CI variable, never committed. The bot gained /announce, /carry and /triage. The announce-discord job skips commits the bot already announced.

1.0.8 — 2026-09-02

New

  • Chest opening reel. A case-opening spin for powder chests: the strip of possible loot ticks past a marker, slows, and stops on what the chest actually gave you, lit in its rarity colour. Tune spin time, hold, size, position and sounds; there is a Spin button to preview 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. First support for Hypixel's new game: dive readout, loot advisor and run ledger, with the protocol reconstructed and verified offline against fixtures.

Fixed

  • UI toolkit: scrollbar drag matches where it is drawn, click-to-caret uses the UI typeface, wrapping labels re-wrap when their text changes, a vertical divider keeps its height, chroma colours no longer snap every ten seconds, hover edges fade instead of flipping, scaled Component text uses the UI face.
  • HUD: label and value text is measured with the font it is drawn with; bar elements format their text once a frame; cursor tracers no longer grow without bound while the HUD is hidden.
  • Core: an audio-visuals mixin target that did not exist on 26.2, a never-called compat probe, profile names with spaces untypeable in /vt profile, parseDuration choking on 500ms, the search count reading as a total when the list was capped.
  • 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-text chat rules.
  • Audio visuals: the resampler discarded its carry phase, beat times were quantised per push, and the hue pass kept rotating in silence.
  • Mining: the mineshaft sound respects its title toggle, sentinel comparisons agree, the world label no longer prints 0t, per-hour rates stop inflating in the first seconds.
  • Farming: the universal fortune reading resets when it leaves the tab list, empty item ids stay out of the rare-crop tracker, second-tier visitor items cost 160 enchanted crops not 160 raw (an Enchanted Melon Block is 25,600 melons).
  • Rift, slayers, dungeons, events, fishing, foraging, hunting, inventory, onboarding, profile viewer, QoL, visuals: the slayer names say Inferno Demonlord where they meant it, an area alias the Rift helpers already knew, a failed HUD import now leaves an undo point and tells you, a loot tracker that could lose kills while its file loaded, and about forty more one-line corrections listed in docs/review/polish-pass-2026-09.md.

Polish

  • 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 and javadocs corrected to match the code beside them; mixin configs declare Java 25; FEATURES.md gained the Combat section it was missing.

For maintainers

  • 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.

1.0.7 — 2026-08-31

The first tagged build: Aurora, the Lucide icons, optional supersampling, the feature framework (@FeatureInfo, FeatureGroup, FeatureTag) with the generated tracker, and the api/ and bot/ extractions into their own repositories. Notes on the release page.