84 lines
4.6 KiB
Markdown
84 lines
4.6 KiB
Markdown
# Changelog
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This changelog covers all recorded changes after `1.0.0`, grouped by release version from the git history.
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## 1.1.0
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- Added Ascend admin commands for inspecting stats, setting attributes, granting XP, and resetting progression.
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- Added configurable progression values and several balance adjustments across leveling and attribute scaling.
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- Expanded attribute effects, including strength, agility, fortitude, intelligence, willpower, and charisma improvements.
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- Added Iron's Spellbooks compatibility so Ascend stats can affect mana, spell power, cooldowns, and related spellcasting bonuses.
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- Added key rebinding support and translation/localization support.
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- Added data generation support for generated assets and loot data.
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- Added the `Moonseye Tome` item for granting knowledge.
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- Added the `Shrine of Remembrance`, including its screen flow, custom block/model assets, network handling, and world generation.
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- Improved the stats UI and refreshed project documentation.
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- Fixed multiple early issues, including command handling and shrine worldgen stability.
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## 1.2.0
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- Fixed command registration so Ascend commands are consistently available.
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- Added Mind Motion shrine-choice support and the initial compatibility layer for Mind Motion integration.
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- Updated the shrine interaction flow and packet handling to support compatibility-specific outcomes.
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## 2.0.1
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- Added `Remembrance Essence`, including its item behavior, client packet, texture, localization, and shrine-related integration.
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- Improved shrine data generation and structure handling to support the new remembrance flow.
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- Refined Iron's Spellbooks integration and minor player stat synchronization behavior.
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- Fixed issues in remembrance essence handling after the `2.0.0` release.
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## 2.0.2
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- Updated compatibility for the newest Mind Motion version.
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- Adjusted Iron's Spellbooks compatibility wiring and related dependency setup.
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## 2.0.3
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- Slightly adjusted Ascend XP scaling.
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## 2.1.0
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- Updated Mind Motion dependency support again.
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- Added the `Shrine of Remembrance` as a creative tab item so it can be accessed directly in creative mode.
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- Reworked melee damage scaling to use separate light, medium, and heavy weapon multipliers based on held weapon type.
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- Rebalanced strength-derived scaling formulas and related combat stat calculations.
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## 2.1.1
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- Made Iron's Spellbooks compatibility optional at runtime instead of requiring the full mod as a hard implementation dependency.
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- Refactored the compatibility code so Iron's Spellbooks-specific attribute access stays behind the optional compat layer.
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- Adjusted the fortitude tick handling and villager trade XP calculation logic.
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- Included a small combat-side cleanup in player damage handling.
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## 2.2.0
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- Added ranged weapon scaling so projectile attacks can benefit from Ascend stat scaling.
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- Extended weapon magic scaling to handle projectiles more directly and correctly.
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- Updated the Mind Motion dependency version again.
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## 2.2.1
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- Enhanced intelligence, willpower, and charisma bonuses with broader gameplay effects.
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- Added intelligence-based anvil support.
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- Improved charisma trade handling and merchant compatibility behavior.
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- Hardened `PlayerStats` persistence and validation to clamp invalid saved values and respect config-driven limits.
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- Added GitHub issue templates for bug reports, feature requests, and tasks.
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- Included small infrastructure and polish updates across packet registration, worldgen wiring, Moonseye Tome behavior, and player event handling.
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## 2.2.2
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- Rebalanced Ascend stat formulas across combat, defense, enchantment, potion, and spell-related scaling.
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- Simplified and retuned parts of the stat effect implementation, including melee and magic scaling behavior.
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- Fixed the stats screen so custom configured max Ascend levels display correctly instead of staying at `20/20`.
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- Synced max Ascend and attribute caps through player stat data so the client GUI respects the server-authoritative config.
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## 2.2.3
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- Fixed death respawns so players with fortitude bonus health respawn at their full modified maximum health instead of the vanilla 10 hearts.
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- Fixed stat resets and refunds so removed bonuses immediately clamp current health back down to the recalculated maximum.
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- Fixed player tick progression logic so fortitude, agility, willpower, and charisma timing is tracked per player instead of through shared server-wide counters.
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- Hardened player stat synchronization against accidental non-server-player calls.
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- Fixed player clone capability cleanup after copying Ascend stats to the respawned player.
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- Removed an unused attack-speed lookup from weapon XP handling.
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