6.8 KiB
6.8 KiB
Changelog
This changelog covers all recorded changes after 1.0.0, grouped by release version from the git history.
2.4.4
- Switched Iron's Spellbooks
3.16.2to 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 to3.16.2, GeckoLib to4.8.4, Curios to5.14.1, and Caelus to3.2.0. - 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 Tomeitem 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
2.0.0release.
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 Remembranceas 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
PlayerStatspersistence 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.