Beast Tide
A Beast Tide (兽潮) shares the sky with the Celestial Events but is not one the celestial scheduler draws — and it is the only one of them that comes for you rather than changing the sky overhead. Where Spirit Tide, Meteor Shower, Blood Moon, Starfall Convergence and Heavenly Schism are server-wide phenomena the scheduler picks at random, a Beast Tide is a siege: waves of beasts assault a specific sect hall or Cave Abode, and its defenders have to destroy the beacon the beasts are fighting for before the ground gives way. Its warning phase borrows the celestial slot, so the sky changes while a tide is inbound, but the tide chooses its own target and its own moment.
You do not start a Beast Tide against anyone. It is scheduled against a site by the Beast Tide's own timer, not by the celestial scheduler — the beasts arrive when that timer says so, and the people who live there decide whether to show up and defend it.
The assault
| Value | Key | |
|---|---|---|
| Waves | 5 | Tide-Wave-Count |
| Time between waves | 45 seconds | Tide-Wave-Spacing-Seconds |
| Beacon health | 500 | Tide-Beacon-Max-Health |
| Warning window before waves begin | 5 minutes | Tide-Warning-Duration-Minutes |
| Last stand after the final wave | 30 seconds | Tide-Resolution-Delay-Seconds |
| Lethal | no, by default | Tide-Lethal |
Five waves land 45 seconds apart. v0.11.0 Each wave draws from its own spawner, so the assault really does escalate: the first two waves are Fodder, the next two Bruisers, the last Elite, and each tier is scaled up a little more (1.0×, 1.15×, 1.3×; Tide-Wave-Scale-Multipliers). Beasts spawn at least 14 to 16 blocks out from the beacon, never on top of it.
A boss Tide Lord joins the final wave, scaled 1.8× (Tide-Lord-Scale-Multiplier). v0.11.0 It spawns on a tested patch of ground where the final wave's beasts stand, so it has to fight its way in. If no spot fits, the Lord is skipped for that assault. With Tide-Lethal at its default, the tide can knock defenders down but not kill them outright; a server owner can flip that.
(TideConfig.java)
The beacon
v0.11.0 The beacon is a real, visible thing: a blood-red totem with fire on it (the Cultivation_Tide_Beacon model), planted at the target's arrival point, or at its center if it has none. Its remaining health floats above it as digits. Setting Tide-Beacon-Model-Id to blank removes the model and leaves an invisible hitbox, and Tide-Beacon-Nameplate-Enabled turns the digits off.
Striking the beacon is how a siege is won, and it does not need the beasts dead first.
Ground held
The defenders also have Ground held, a pool starting at 100 (Tide-Assault-Integrity-Max). A breach is a live tide beast that gets within 8 blocks of the target (Tide-Breach-Radius-Blocks). Each beast counts once, and only after it has existed for 3 seconds (Tide-Breach-Spawn-Grace-Seconds), so a fresh spawn can never breach by being born close. A breach costs a base 20 (Tide-Breach-Integrity-Cost-Base), more for a heavier beast. A site that lets several heavy beasts through can run out of Ground long before the wave clock does. A well-defended one never lets a breach happen at all.
The Tide HUD
v0.11.0 While a siege runs, a panel shows the state of the fight:
- the phase: the warning countdown, Wave N of M, the final wave, the Tide Lord's arrival, and the last stand with its timer
- the beacon's health and the Ground held
- how far away the beacon is and in which direction
- your own share: beasts slain and beacon damage dealt
Defenders (sect members at a hall; the owner and trusted players at a Cave Abode) see it anywhere in the siege's world. Everyone else sees it within 64 blocks of the beacon (Tide-Hud-Radius-Blocks). Tide-Hud-Enabled (true) switches it off.
Winning and losing
| Outcome | Happens when | Effect |
|---|---|---|
| Win | The beacon is destroyed, at any point | +50 contribution to every member of the defending sect (a hall only; a Cave Abode has no sect to pay) |
| Loss | Ground held reaches nothing, or the beacon is still standing 30 seconds after the final wave | −30 contribution from every member of a defending sect (a hall only), and the site's Spirit Vein tier is suppressed for a time |
A win is a win however much Ground was lost on the way. A loss does not just cost contribution: the vein the site sits on is weakened for a while afterward (1 tier step for 60 minutes by default), so a hall or abode that keeps losing its tides feels it in its cultivation output too.
Defender rewards
v0.11.0 Defenders are paid in Spirit Stones, and the payout is tallied as they fight.
| Source | Pays | Key |
|---|---|---|
| Each tide beast slain | 1 stone, scaled up for bigger beasts (the beast's size multiplied by itself, so about 1.3 for a Bruiser and 1.7 for an Elite) | Tide-Reward-Stones-Per-Kill, Tide-Reward-Kill-Scale-Exponent (2.0) |
| The Tide Lord | 12 stones | Tide-Reward-Stones-Per-Lord-Kill |
| Beacon damage | 1 stone per 20 points | Tide-Reward-Beacon-Damage-Per-Stone |
When the siege ends, a won siege pays the total ×1.5 (Tide-Reward-Win-Multiplier), and a lost one pays 50% of it (Tide-Reward-Loss-Payout-Percent). No defender is paid more than 60 stones for one siege (Tide-Reward-Max-Stones-Per-Defender; 0 means no cap). Tide-Defender-Rewards-Enabled is the master switch.
Only defenders are paid: sect members at a hall, the owner and trusted players at a Cave Abode. Tide-Reward-Allies-Paid (false) pays anyone who fights instead. A siege that scatters, is abandoned, is stopped by an admin, or is vetoed by another mod pays nothing.
Stones arrive automatically. If your inventory is full, they wait for you, and /tide claim collects them once there is room. A player in a test profile is not paid until they leave it.
Scheduling
| Value | Key | |
|---|---|---|
| Interval between assaults | random, 540 – 1080 minutes (9 – 18 hours) | Tide-Interval-Min-Minutes / -Max-Minutes |
| Same site picked again | not for 540 minutes, win or lose | Tide-Retarget-Cooldown-Minutes |
| Concurrent assaults | at most 1 | Tide-Max-Concurrent-Assaults |
v0.11.0 These waits are three times what they were: the old values were 180 – 360 minutes for the interval and 180 for the cooldown. An existing config still on those old defaults is moved to the new ones automatically; a value you changed yourself is left alone.
/tide opens the board for your own hall or abode, with the status and countdown, and the per-target cooldown and suppression state.
| Command | Does |
|---|---|
/tide | Status and countdown for your site's next or current Beast Tide |
/tide claim | Collect Spirit Stones earned defending a tide that could not be delivered at the time |
/tide trigger, /tide stop | Start or end a tide by hand admin |