# Changelog This changelog covers all recorded changes after `1.0.0`, grouped by release version from the git history. ## 3.1.0 - Added a public passive Agility event API so integrations such as skill-tree mods can contribute additional Agility points per player. - Applied passive Agility to both movement speed and Agility-based weapon scaling, with all contributions continuing through Ascend's configured diminishing-return curve beyond the normal investment cap. - Added a public refresh hook so integrations can immediately update a player's movement speed after their passive Agility changes. - Added automated coverage for passive contribution handling and attribute scaling beyond 100 combined Agility. ## 3.0.8 - Increased Agility's default maximum movement-speed bonus from 15% to 25% so the stat retains a stronger mobility identity alongside its weapon-grade damage scaling. - Raised the configurable minimum to 25%, automatically correcting older lower values while keeping higher custom values valid. ## 3.0.7 - Changed armor penetration to ignore the matching percentage of the target's actual armor before Minecraft's armor-and-toughness calculation. - Added a configurable 30% armor-penetration cap and a public per-hit Forge event allowing integrations to increase penetration, change the cap, or disable it. ## 3.0.6 - Added `update.md`, a complete release summary comparing every 100-point attribute and documenting all changes from 2.4.4 through 3.0.5. ## 3.0.5 - Restored the normal maximum Ascend level to 20 while retaining the configurable 1–100 range. - Made the active server configuration override stale maximum-level snapshots stored in existing player data. ## 3.0.4 - Increased Agility's maximum movement-speed bonus from 5% to a minimum configurable 15%, including correction of older configs below that value. - Removed Ascend's Sanity-loss reduction shim; Mind & Motion now remains the sole owner of Willpower's existing maximum Sanity and maximum Tempo capacity bonuses. - Corrected Willpower's Iron's Spellbooks cast-time modifier to use the API's required positive reduction value. - Audited and tested the Iron's Spellbooks mana, mana regeneration, spell power, cooldown, and cast-time attributes plus Mind & Motion's Sanity and Tempo capability setters. ## 3.0.3 - Removed the subtitle from the Ascend Stats screen and reclaimed the unused header space. - Reworded every attribute summary and tooltip with concise, direct descriptions of its gameplay effects, and widened the cards to keep the new text readable. ## 3.0.2 - Fixed Strength and Agility summaries being clipped by shortening their card text and separating all descriptions vertically from the upgrade buttons. ## 3.0.1 - Redesigned the Ascend Stats screen with a wider two-column layout, spacious attribute cards, color-coded stat accents, short role summaries, a dedicated progression panel, and a visible Ascend XP bar. - Improved upgrade controls with clearer maximum-value states, stronger unspent-point emphasis, and full attribute descriptions on card hover. ## 3.0.0 - Replaced the ten-stat model with Vigor, Mind, Strength, Agility, Intelligence, Willpower, Charisma, and Arcane; removed Fortitude and all four dedicated weapon-scaling stats. - Added a shared configurable soft-cap curve, configurable Vigor health, Strength knockback/armor penetration, conservative Agility movement speed, and distinct magic-stat roles. - Moved Iron's Spellbooks mana capacity and regeneration to Mind, spell power and cooldown bonuses to Intelligence, retained Willpower cast-time support, and removed Charisma's generic mana bonus. - Extended the optional Mind & Motion bridge so Willpower reduces Sanity loss through its public capability while retaining the existing Tempo and mental-resilience integration. - Added registry- and datapack-driven weapon scaling with S through E/NONE grades, main-attribute extensibility, vanilla weapon defaults, additive base-damage bonuses, scaling tooltips, and safe optional Mace support. - Added event-based Arcane duration bonuses for finite beneficial effects on self and harmful effects applied to enemies, with separate configurable curves and no per-tick extension. - Added player data format version 2 and a one-time server-side migration that refunds every point invested in Fortitude and the removed scaling stats while preserving retained attributes, level, XP, Knowledge, and unrelated player data. - Updated stats UI, commands, advancement checks, login/respawn/dimension synchronization, localization, and configuration for the new model. - Added automated tests for the soft-cap curve and legacy save migration, including double-refund prevention and new-player behavior. ## 2.4.4 - Switched Iron's Spellbooks `3.16.2` to its current Curse Maven artifact because the legacy API-classifier coordinate is no longer published. - Removed obsolete Caelus and Curios API-classifier dependencies and compile against their current full artifacts. ## 2.4.3 - Updated Forge to `47.4.22`, Iron's Spellbooks to `3.16.2`, GeckoLib to `4.8.4`, Curios to `5.14.1`, and Caelus to `3.2.0`. - Updated Mind & Motion and the Skill Engine development runtime addon to `1.4.5`. - Centralized the Mind & Motion and Skill Engine versions in `gradle.properties`. ## 2.4.2 - Persisted fortitude max-health modifiers so saved current health above the vanilla 20 HP limit is retained when players rejoin. - Restored full modified health again on the first server tick after login or death respawn to prevent later lifecycle initialization from reverting it to 20 HP. ## 2.4.1 - Fixed rejoining players with fortitude bonus health being left at the vanilla 20 HP after their increased maximum health was restored. - Applied server-side stat modifiers before the initial login synchronization so the client immediately receives the correct attributes and health state. ## 2.4.0 - Added 20 hidden advancements covering specialized, hybrid, balanced, magic, weapon-scaling, respec, and configuration-based builds. - Added persistent per-character respec counts, previous-build snapshots, and weapon-scaling investment history for stateful hidden advancement conditions. - Renamed several existing advancements, including the root, level 5, maximum-level, maximum-attribute, Knowledge, and shrine advancements. ## 2.3.0 - Added an Ascend advancement tree for reaching levels 2, 5, 10, and the configured maximum level (20 by default). - Added advancements for maxing an attribute, accumulating 100 Knowledge, reading a Moonseye Tome, and successfully using a Shrine of Remembrance. - Made advancement checks use server-authoritative progression data so milestones also work after login, respawn, and admin-granted progression. ## 1.1.0 - Added Ascend admin commands for inspecting stats, setting attributes, granting XP, and resetting progression. - Added configurable progression values and several balance adjustments across leveling and attribute scaling. - Expanded attribute effects, including strength, agility, fortitude, intelligence, willpower, and charisma improvements. - Added Iron's Spellbooks compatibility so Ascend stats can affect mana, spell power, cooldowns, and related spellcasting bonuses. - Added key rebinding support and translation/localization support. - Added data generation support for generated assets and loot data. - Added the `Moonseye Tome` item for granting knowledge. - Added the `Shrine of Remembrance`, including its screen flow, custom block/model assets, network handling, and world generation. - Improved the stats UI and refreshed project documentation. - Fixed multiple early issues, including command handling and shrine worldgen stability. ## 1.2.0 - Fixed command registration so Ascend commands are consistently available. - Added Mind Motion shrine-choice support and the initial compatibility layer for Mind Motion integration. - Updated the shrine interaction flow and packet handling to support compatibility-specific outcomes. ## 2.0.1 - Added `Remembrance Essence`, including its item behavior, client packet, texture, localization, and shrine-related integration. - Improved shrine data generation and structure handling to support the new remembrance flow. - Refined Iron's Spellbooks integration and minor player stat synchronization behavior. - Fixed issues in remembrance essence handling after the `2.0.0` release. ## 2.0.2 - Updated compatibility for the newest Mind Motion version. - Adjusted Iron's Spellbooks compatibility wiring and related dependency setup. ## 2.0.3 - Slightly adjusted Ascend XP scaling. ## 2.1.0 - Updated Mind Motion dependency support again. - Added the `Shrine of Remembrance` as a creative tab item so it can be accessed directly in creative mode. - Reworked melee damage scaling to use separate light, medium, and heavy weapon multipliers based on held weapon type. - Rebalanced strength-derived scaling formulas and related combat stat calculations. ## 2.1.1 - Made Iron's Spellbooks compatibility optional at runtime instead of requiring the full mod as a hard implementation dependency. - Refactored the compatibility code so Iron's Spellbooks-specific attribute access stays behind the optional compat layer. - Adjusted the fortitude tick handling and villager trade XP calculation logic. - Included a small combat-side cleanup in player damage handling. ## 2.2.0 - Added ranged weapon scaling so projectile attacks can benefit from Ascend stat scaling. - Extended weapon magic scaling to handle projectiles more directly and correctly. - Updated the Mind Motion dependency version again. ## 2.2.1 - Enhanced intelligence, willpower, and charisma bonuses with broader gameplay effects. - Added intelligence-based anvil support. - Improved charisma trade handling and merchant compatibility behavior. - Hardened `PlayerStats` persistence and validation to clamp invalid saved values and respect config-driven limits. - Added GitHub issue templates for bug reports, feature requests, and tasks. - Included small infrastructure and polish updates across packet registration, worldgen wiring, Moonseye Tome behavior, and player event handling. ## 2.2.2 - Rebalanced Ascend stat formulas across combat, defense, enchantment, potion, and spell-related scaling. - Simplified and retuned parts of the stat effect implementation, including melee and magic scaling behavior. - Fixed the stats screen so custom configured max Ascend levels display correctly instead of staying at `20/20`. - Synced max Ascend and attribute caps through player stat data so the client GUI respects the server-authoritative config. ## 2.2.3 - Fixed death respawns so players with fortitude bonus health respawn at their full modified maximum health instead of the vanilla 10 hearts. - Fixed stat resets and refunds so removed bonuses immediately clamp current health back down to the recalculated maximum. - Fixed player tick progression logic so fortitude, agility, willpower, and charisma timing is tracked per player instead of through shared server-wide counters. - Hardened player stat synchronization against accidental non-server-player calls. - Fixed player clone capability cleanup after copying Ascend stats to the respawned player. - Removed an unused attack-speed lookup from weapon XP handling. ## 2.2.4 - Fixed spending a point on fortitude so the player's current health increases by the newly gained maximum health instead of leaving the added hearts empty. - Updated the Mind Motion dependency to version `1.4.2`.