This is a very big update full of tiny changes! We're about ready to finally start the progress towards Empire's (after the planned Anti Griefing stopgap and 1 more round of performance patches to solve some current lag problems we've been having on SOME SMP's).So, before we go back into a slower update period, I wanted to wrap up many of the small outstanding issues that players have complained about and many bug fixes, and overall quality improvements on the Empire.To begin with, I will start with a section dedicated to Minibosses, specifically Marlix.Marlix ChangesWe've heard from many players on how they usually kill Marlix... And sadly it was that melee was easier. This is not the way we designed and intend the fight to be done. So we've made numerous changes to redesign the fight and balance it more towards an archer battle.Marlix movement has changed, and become much smarter! The Marlix Bat is no longer 'purely random'. The pathing logic has gotten smarter, in that if a player is too far from the Marlix, Marlix will actually move closer to the player! If the player is too close, Marlix will move away! Melee's... Good luck Marlix Movement has been slowed down even moreMarlix pathing now goes a little bit farther distances each move than before, giving less erratic and unpredictable movement, making it easier to aim at him with a bow. It's still random, but less...Marlix now has thorns in case a player does trap him and then melee him down. (Thorns will no longer apply to Arrow damage!)Marlix now attacks a little bit strongerMelee damage on Marlix is nerfed moreMarlix Guardian spawn rate has been drastically reducedMarlix will no longer dismount when hitting waterMiniboss/Survival UpdatesGuardians spawned by Mini Bosses will now despawn after 2 minutes, giving room for a new guardian to spawn. This is to combat players getting Guardians stuck out of risk of the fight and then the Mini Boss no longer summons anymore.Reduced spawn chances for Marlix and Momentus moreIncreased world based respawn from 1.5 hours to 3 hours.Mini Bosses now will despawn 3 hours after they spawn. This will essentially mean only 1 Mini Boss can be alive at any location in a world at a single time. Sorry those who were keeping Pet MiniBosses, we will not be making any exceptions for this.Personal player respawns now are twice as long if you get a spawn too quickly after your respawn timer is up. Too quickly is defined as "Within 1 personal respawn window". Miniboss personal respawn windows are 24 hours, Enraged is 30 minutes. For example, You have Marlix spawn on Nov 1st, 9PM EMC Time. Your next POSSIBLE respawn is Nov 2nd, 9PM EMC Time. If you then get a Marlix spawn on Nov 3rd 8PM EMC time, you will be within that 24 hour window. Your next possible respawn will not be for 48 hours, Nov 5th 8PM EMC time. But if it didn't spawn at 8PM, and instead spawned at 10PM, 25 hours after, then you'll only have the normal 24 hour window, giving you Nov 4th, 10PM EMC time for next respawn. In comparison for enraged, if one spawns 40 minutes after last, the next respawn will be 1 hour, but if it respawns 1hr 10 mins after last, the next respawn will be 30 minutes yet again. This will slow down rates for those trying to 'farm' them.New Features/st(able) get - now if used with no number, will select your last stable slot. Use this to quickly access your last stabled horse instead of having to remember what its slot id is. Additionally, slot ID 0 now is same as first slot, and anything OVER your last slot is same as last. This makes the /st get command only fail if you have no horse.Residence Enter and Leave messages can now be controlled by /ps to move them out of chat and into Sub titles or Action Bar. Still defaults to chat, but if you also want to declutter your chat from them, You now are able to.Supporters can now use /resshout as staff members were able to if they are an Admin/Owner of a Residence. This is same as a normal chat message, but your message will be fully blue in color! This will help you stand out when running events on your Residences.Improvements / Bug FixesInternal code improvements relating to Vault, Mail and Promos. Nothing should be broken, but noting it incase you do find an issue and wonder 'why all of a sudden'. This update switches these systems to use a new technology we recently developed that ensures these features do not cause any TPS loss (lag) on the servers! Before this change, using Vault/Mail/Promo actually caused small lag spikesIssue with /p showing players as online after they disconnected should be resolvedThe "Teleported!" message from RTS signs now shows in action bar instead of chat, decluttering chat since this is such a temporary message.With the increased usage of Action Bar messages (Right above your hotbar), the action bar now pauses between each message for a short moment so that you can see them all and one message won't instantly push another off the screen. This applies to all Action Bar messages, so if 5 players log in at same time, you will see them all instead of just the last 1Placing non shop signs triggering "Invalid Item Type" is now fixed.The heading format for many commands output across EMC that use to look like: === Foo Bar === Now uses solid lines instead of === to look cleaner /vault info - now can also be used as /vault list (a more intuitive name) Additionally, the list has been cleaned up! Added a clickable text to upgrade. Vault List header also now uses the consistent headerNew Players logging still in tutorial who has been over 5 days since they last tried the tutorial will be sent back to start incase they are in an old location from previous tutorials.As mentioned in the Marlix section, We have changed a Vanilla Mechanic. Thorns will no longer damage players when hit by an Arrow. I was really surprised to find this was actually happening... I'm not sure how thorns can travel through the air and find the person who shot the bow... Archers will no longer take Thorn damage. This is not just for Marlix. PvP included will no longer take Thorn Damage.RTS signs teleporting you into the ground (notably the Tutorial) should now be fixed.Animals will no longer leave their Residence in Town! This has been a long time desire, but this should help keep everyone's animals where they belong: home. Bats? Yeah, they stay home now!Fixed bug with being accidently able to set invalid named locations on a residence, and automatically cleaned up any invalid ones. So if you had a bad named loc that you couldn't get rid of, it's now gone.