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Ascend/CHANGELOG.md
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# 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`.