Alliances that share territory borders now "lock" each other and no longer create an unfortunate unlocked border.
Upon setting up an inhib or registering for a beacon warp, you are now prompted to confirm fighting for the town you're in at that point. You cannot reset this until a new Conquest cycle!
/g vulnerable or /g alliance vulnerable to set the 8 hour window in which you or your alliance can be attacked. This can currently be set frequently while it's new and people get used to it. After a week, however, this will change to only being settable in the truce period most likely.
/c ranks as well as inspecting towns via the towns room will also show all towns' windows of vulnerability.
By default, all towns and alliances are vulnerable from 3pm - 11pm server time until changed.
Small Regen fixes (mostly surrounding placing blocks in territories and then breaking them). This should fix things like shulker boxes not dropping after you place them in territories
Zones with owners now ignore zone level with members. As long as a player is an owner of that zone, the zone level itself is irrelevant except for build perms for higher level members.
Multi-step Gathering Jobs now available - With gathering jobs (and the other types coming soon), it is not possible to add multiple items required to complete the job. This is one of a few final steps before Jobs can become almost a "done" feature. Please report bugs you might find!
Added word wrapping to Job Description text provided that newlines are provided already. This will help your job tooltips to automatically format nicely rather than having the description line go sailing off to the right/left forever.
When you dismount a horse in foreign protection, you will be dismounted to the horse's location, rather than next to it.
Fixed Haru being able to win 9 fights simultaneously.
Jobs can now have an expiration time set. This defines how much time a player has to do the job before it automatically expires, is removed from their jobs list, and returned to your pool so other (more active) players can pick up the job.
Also fixed a variety of various Jobs issues and formattings, etc.
In /c list, town leadership can now Shift-Click TGens in order to release them to the wilds:
This consumes a daily attack.
Releasing a territory costs the same amount as taking a neutral for your town/alliance.
After being released, a territory cannot then be attacked for 2 hours.
Fixed the bug where you had to abandon your job and then pick it up again in order to do a job multiple times over.
Fixed being unable to create Travel jobs.
Repeatable jobs can now be set to -1, meaning they can be infinitely done, rather than setting to 1m. 0 still means one-time only.
Jobs can no longer be browsed-for/accepted at Town NPCs. This may come back in some form later, but you'll need to assign your town jobs to signs. This should help people wanting to truly separate out their jobs via zones, etc. Plus it's just an extra confusing click that you can do on an NPC.
1.11.2 is coming soon (after Christmas) and looks like it may provide some framework by which I can not only fix but even improve Arcanum enchants \o/
Our MinecraftForums feature ends today, so the amount of new joins will drop considerably. This will be a good time for all towns to have some breathing room on new members, get their infrastructure setup, enjoy a slightly more quiet break over the holidays and then we'll get back to aggressive advertising after the new year once we fix more bugs, polish more features, and the like.
Also remember that December 24-26 is an official server Truce period, so enjoy the holiday without worrying about getting attacked.