Alright, so DeadMines v0.3 Alpha is going to be hitting the public pretty soon. There are a lot of changes in it, so I'm going to go ahead and list off the change log before I release it tomorrow afternoon: DeadMines v0.3a ChangeLog: Zombies: Elite Guard and Guard have been coded in, and can now be spawned regularly (if chosen to in the config) Shade has been buffed significantly (Now spawns 4 clones, and clones will replace themselves if killed. Only way to defeat them all is to take out the Original Shade, which will also kill any remaining clones) Mechanics: Dark Synergy will now degenerate over a set period of time. There is an option to set both 'how often it degenerates', and 'how much it degenerates each tick'. Zombie Lord: Option to spawn as a random event (similar to the Horde, and configurable in a manner that is identical to the Horde), as opposed to the Max Synergy --> Zombie Lord & No Synergy New ability to shoot smoke projectiles every once in a while that spawn Zombie Guards on impact Improved coding for ground-smashing and lunging Now spawns with a group of 3 Elite Guards Is (as voted on in the poll) MUCH MORE DIFFICULT TO FIGHT Config: Can now set the health for each type of zombie Can now choose whether to use eternal night, or keep the normal night/day cycle (with the apocalypse only happening at night) Can now choose whether or not /dm start starts the event instantly, or through a delay Can now set a custom message for the start up, as well as how long the start up is delayed by. Colors are not supported yet, however %delay% can be used to display the delay amount All the aforementioned things such as Zombie Lord config (for selecting spawn method) Under the Hood (stuff that is in the coding, but not yet complete): HUD experiments Infected Tomes Custom Sounds Effects This is probably going to be the most content-packed release I've done yet, so there are probably going to be a lot of bugs. I'll be needing feedback, if at all possible. Thanks. EDIT: My Spout client stopped working yesterday. After several attempts to redownload it, I've come up empty handed. Until I can get this fixed, I can't reliably test my plugin, and won't be releasing it out. Sorry.