September 12
Season 1: Patient Zero
1.8 combat. A pass that counts the clock instead of the scoreboard. Twenty classes you
can earn without paying for anything. And a long list of things that were quietly lying
to you.
Combat is 1.8 now
- You need Minecraft 1.21.11 or newer. Older clients are turned away at the
door. The reach change only reaches a 1.21.11 client, so a mixed lobby would mean some
players quietly hitting further than others.
- No attack cooldown. 1.8 sword damage, armour, crits, regen and sword
blocking.
- 1.8 reach — 3.0 blocks, with 1.8's hitbox margin.
- Knockback is one fixed vertical value whether you are standing, falling or
rising. Sprinting no longer adds lift. Horizontal is harder per hit, but sprint
contributes less — W-tapping matters much less than it did.
- Combos cannot juggle you. There is a height ceiling per combo.
- Knockback resistance finally works against melee. Husk's Deadweight and
Ravager's Thick Hide were doing nothing at all before this.
- Knockback is lag-compensated, so a bad connection takes the same hit a good one
does.
Ranked
- Rating is survivors only. Nothing you do after you are infected counts for or
against it — but how long you lasted does, so being caught early still costs you.
- Only rounds with 6+ real players and 4+ starting survivors count. Ten rounds to
place.
- The number you see mid-match is Performance, not Rating. It always was; it
was just labelled wrong. Rating moves once, at the end of the round.
- Infected no longer get performance feedback they cannot act on.
- Your rating rolls up or down on screen at the end of the round, in your
tier's colour.
Cosmetics
- 10 Orbs — particles that circle you in the lobby. Hazard Ring and Bloom
on the free track; Ember, Frost, Spark and Toxic Rings, Void Sphere, Soul Orbit, Halo
and Nebula on premium.
- Hats, masks and crowns are lobby-only. They were never meant to be worn into
a round.
- Orbs and morphs are mutually exclusive — picking one clears the other,
instead of both fighting over you.
- Boosters have their own section in /cosmetics, holding both cookie and
mastery boosters.
Quality of life
- XP shows in chat the way cookies do, batched every 8 seconds so it never
spams. It carries a 2× tag while a Mastery Booster is running.
- /pass also answers to /battlepass, /outbreakpass, /bp,
/obp and /bpass.
- The pass opens by itself the first time you join the season.
- /stats now lists the perks a player owns.
What resets, and what does not
- Podiums and leaderboards are seasonal. Your lifetime stats are untouched and
still yours.
- Season Carry — a share of every cookie you spent climbing carries into
the next season, so a season's grind is never worth nothing.
- Claim your pass rewards before the season ends. Rewards are claimed by you,
tier by tier — anything left unclaimed when the season rolls over does not carry
across.
The Outbreak Pass — 100 tiers
- Progress is time played, not rounds. Three hours of live round time per
tier, which is 300 hours for the whole track. This was the single worst thing
in the season: with six players the horde can wipe the survivors in under a minute,
while a full lobby runs the clock out — and both ticked the counter by exactly
the same amount. The pass ran up to four times faster the emptier the server
got, and it quietly paid you for ending rounds quickly.
- Nobody loses a tier to the change. Everyone is seeded from the rounds they
had already played, so the tier you see is the tier you had.
- Lobby and hub time pay nothing — only the live round. Everyone in a round is
credited the same, survivor or infected: this measures showing up, and Rating and
cookies already measure how well you played.
- 28 quests, worth 41 free tiers. Clear the board and the pass takes about
177 hours instead of 300.
- Every quest starts at zero the day you join the season. Nothing you did
before Season 1 counts, and nothing arrives half-finished. The wording used to say
"this season", which read like a season total and made the bar look broken to
anyone who knew their own stats.
- The free track pays cookies on every single tier and ends in the
Outbreak Survivor title, which you keep for good.
- Four premium weapon skins, and everyone in the round sees them: Combat Stim
(tier 50) reskins the Adrenaline Shot, Gilded Shuriken (tier 68) and
Toxic Shuriken (tier 75) reskin the throwing knife, and the Flame Blade
(tier 100) reskins the Pyrokinetic Blade.
The Lab — earn classes by playing
- /lab — all twenty rank-gated classes, what each one costs you in play,
and how far along you are. The road always existed; it was hidden in a tooltip on an
icon you had to already know to hover.
- The rank requirement is gone. Ranks are bought with cookies and the unlock
price already charges cookies, so it asked for the same currency twice — and it
punished exactly the wrong player, since somebody grinding on a fresh account could
finish every challenge and still be told to go and rank up first.
- Signature challenges. Every road now carries one job that only counts while
one specific class is equipped, always a tier below the one you want — Wither
Skeleton wants infections landed as Skeleton. The mastery gate is shared by a
whole tier, so without this, clearing it once unlocked seven classes at the same
moment. Two of them count the ability: 50 survivors cocooned with Snare Shot
as Bogged, or 50 grabbed with Sand Grip as Husk.
- Everything got harder. Roughly triple on Vanguard, five times on Champion,
seven on Titan. These numbers have no live telemetry behind them yet and will be
tuned rather than defended.
- Locked classes no longer clutter /class. That menu answers one question
again — what can I play right now — and a tile at the end of the row
takes you to everything you can still earn.
- The Outbreak Bank is retired. It matched every cookie you spent climbing
into a second balance that bought class unlocks — which is what the Lab does
now, by playing rather than by accumulating. Two routes to the same thing was one
too many, and the invisible one was the one to drop. Nothing is taken away: classes
bought through it stay yours permanently, and your balance is still the record of
what you spent climbing, which is what the Season Carry is a share of.
Classes: what they actually do
- Every one of the 23 class descriptions was read against its code. Eleven
were wrong. Two described an ability the class does not have: Wither Skeleton
said "wither on hit" when it is a 12-block pull, and Witch said "poison on hit
+ potions" when it is a thrown 4-second hex cloud.
- Five cooldowns were fiction. Breeze claimed 11 seconds against a real 20;
Cave Spider 12, Ravager 18, Blaze 15, and the Spider's Sky Hook 30 against a real 10.
- Corrected omissions that change how you play: Enderman's five-second
telegraph and endgame lockout, Breeze's fall immunity only covering the leap,
Vampire dropping out of bat form on any hit, Slime swelling to
maximum size for 5 seconds after a slam, Creeper's Speed II opener,
Iron Golem being rooted mid-charge, and Cave Spider halving hits on the
survivor you are riding.
- There were two copies of every description and only one was maintained.
There is one now, so a rework updates the tooltip, the Lab and the website together.
- The Tactical Vest works. It made your chestplate render as nothing at all
— the item was being published to your client as a head item, so the
game drew nothing on your body. Never the resource pack.
Menus & readability
- The Barracks is reorganised. Rank, cookies and prestige lost their tiles
— all three are on your name card and on the scoreboard every round. The row
you land on is now the Lab, the Pass, Challenges and Titles.
- Ranked shows the real tier badges instead of coloured wool, and
Legend is dark red: plain red is the colour an infected player wears in tab,
so a Legend in the lobby was being read as someone who had already turned.
- Season 1 has its own mark. The insignia was the biohazard symbol —
which is the server's logo, so a badge meant to say "I was here for the first season"
said nothing but "I play MCInfected". It is an S1 now, deepening through ten
rungs as you climb the pass.
- Armour trims show their own smithing template in /cosmetics. At 16 pixels a
trim overlay on a chestplate is nearly invisible, so all ten read as the same grey
armour.
- The encyclopedia is clickable: a card that describes a screen now opens that
screen. New pages for the Lab, the Outbreak Pass and the shop — and shop prices
are read live from the server, so it can never quote a price the shop does not
charge. It was listing a golden apple the shop stopped selling.
- /season — your pass tier, classes left to earn and ranked standing, on
one card. It also shows once a day when you join.
- Small but constant: /rating's HUD hint read "fullkquietloff", because a pipe
and a lowercase L are the same three pixels in Minecraft's font.
August 28
Season 1 — Full Release
The beta is over
- MCInfected is released. The wipe has run: ranks, cookies, prestige, perks, skills, mastery, bank and stats are back to zero for everyone — the ladder starts today and it starts fair.
- Your beta collection converted, not vanished. On your first join you receive 1 crate per 2 cosmetics you owned, plus your rank's bonus (Vanguard 5 · Champion 10 · Titan 15), your rank boosters again, and every booster you ever bought refunded in full. Rank cosmetics come straight back.
- What survived on purpose: insignias — including the ☢, now the Founder Prestige badge, frozen forever at the depth you earned; donor ranks; friends; your settings; your member-since date.
- The rules are re-issued — everyone accepts v2 on their next join. Punishments are permanent records now: attached to your account, never wiped, never reset.
☂ Battle Buddy rounds
- 1 in 10 rounds, announced when the Mother Zombies release: every survivor is paired with a random battle buddy.
- Every full minute you both survive within 15 blocks of each other pays a cookie drip that climbs from 5 to 10 by the final minute. If either of you falls, it dies with them.
- Make the whistle together without ever being caught apart and you each bank +50 — announced to the whole server as INSEPARABLE.
- Final Stand saves keep the pair alive — you survived, so it counts.
Daily rewards
- /daily — one claim per day, and consecutive days climb a ladder from 50 up to 200 cookies from day seven on. Miss a day and it folds back to day one. Days roll at midnight UTC.
❖ Cosmetic Shards & the store
- Crates bought on the website pay their duplicates in ❖ Shards, a new currency that buys any crate cosmetic outright — 45/120/320/800 by rarity, Legendary trims and leathers 1,200, the Silence trim and Warden morph 2,000. Free playtime crates still pay cookie dupes; real money can never leak into the cookie economy.
- Crate packages are on the site — 5, 12 and 30 — alongside a 30-booster pack, and the store now has a basket: buy several things in one checkout instead of one at a time.
- Gifts are announced properly — "Alice gifted Vanguard Rank to Bob!" instead of pretending Bob bought it himself.
Chroma & the Tag Studio
- Chroma — the four trims no crate carries (Host, Raiser, Shaper, Wayfinder) cycle their colour live, every second, and Chroma Leather walks the entire rainbow. Store exclusive, never a drop. The trim pack also unlocks ⟳ Chroma Cycle on every other trim you own: your unlocked colours become the animation.
- /tagcolour — Champion recolours its chat tag in 6 colours; Titan paints every letter individually from 16, with Rainbow, Fire, Ice and Toxic presets. Brackets are gone from every rank tag, in chat and in tab.
Economy retune
- Infections pay a flat 12 (6 kill + 6 spread). The per-survivor scaling mostly punished normal bites at real lobby sizes — it returns if lobbies outgrow it.
- Survivor Bonus 3 → 5, time played 15 → 20 a minute, Super Spreader 50 → 30.
- MVP cookies need 6+ players — below that the three awards were paying nearly everyone every round, and two accounts could farm them. Small rounds keep the end-card glory, not the cookies.
- Longest Survivor is only awarded when someone was genuinely the last one standing. Survivors winning means everyone survived equally — hiding hardest is no longer an award.
Final Stand, actually fixed
- The window flipped: it now works any time except the last 60 seconds. A free second life inside the final scramble decided rounds on its own — so the perk covers the whole round except the part where it would be strongest.
- The invisibility is now genuinely invisible. It was being defeated three separate ways — the nametag system, the disguise system and a resync sweep were each re-revealing you. All three are dealt with: for 15 seconds you are simply not there.
Fair play
- Freelook / 360 perspective is banned — and for Lunar and Badlion it's switched off automatically the moment you join. The principle is now written into the rules: anything that helps you find, see, or track players beyond what vanilla shows you is cheating.
- Drag clicking is no longer allowed, and sustained clicking around 20+ CPS is treated as machine clicking whatever produces it.
- Soft cheats get exactly one step of mercy: autoclickers, macros, drag clicking, extreme CPS and freelook are a 1-week ban on the first offence and permanent on the second. Hard cheats stay instant-permanent.
Fixes
- Slime no longer reforms instantly — kill both babies within 4 seconds or it reforms at one of them; splits are properly baby-sized, and the Mother Zombie never splits.
- The Weaving drift is gone — web-walking classes no longer phantom-walk in directions you never pressed.
- GoronCity is back in the rotation, and the lobby is out of it (it was appearing on the ballot as a playable map).
- Legendary crate pulls no longer play a chipmunked fanfare; the daily GUI no longer hides Day 4 under the claim button.
- Every class description is finally up to date — in-game cards, the class menu, and the whole website wiki now say what the classes actually do. (Last changelog's honest footnote, paid off.)