1.8.5
Functional changes:
- Loot injection to entity loot tables, now comes with
killed_by_playercondition, to prevent automatic farming - Improve some config loading safety
1.8.4
Functional changes:
- Attempt some compatibility fix with Minecolonies
1.8.3
Functional changes:
- Updated NeoForge dependencies
- "Primary Spell" now show up as "Main Spell" for better clarity
- Add "Missing target" spell casting failure reason, for some spells
- Add "Passive" suffix to passive spell names in tooltips
- Add spell book explanation support
- Add global elemental weakness and resistances, configurable in
config/spell_engine/elemental_weaknesses.json - Fix Power Shot does not apply Mark at close ranges #133
- Fix Mobs panic indefinitely #142 (NeoForge)
- Fix all Poison related skills (by fixing the vanilla Poison effect to scale linearly with amplifier)
- Improve Spell Hotbar interaction with vanilla
Usekeybinding (spell casting and item usage should no longer overlap, offhand blocks are no longer placed after spell casting) - Improve evasion sound effect
- Evasion no longer works while casting spells or using items (configurable)
API changes:
- Remove deprecated
Spell.Active.Scrollstructure definition - Remove deprecated particles with hardcoded colors (such as: magic_white_stripe_float)
- Custom Effect renderers are now automatically scaled with the entity (can be disabled at registration)
1.8.2
Functional changes:
- Fix crash on archery bow-melee swap
1.8.1
Functional changes:
- Fix generic Spell Power base value for existing players
API changes:
- Reworked Spell Container merge logic
- Now ignores
contentTypewhen collecting containers - Accessible spells are filtered by Spell School archetype
- with an additional new field
spell.secondary_archetype
- Now ignores
1.8.0
Project changes:
- Move to Architectury workspace
- Add support for Accessories mod (Fabric & NeoForge)
- Fabric installations can choose between Trinkets and Accessories mod (config/spell_engine/fabric_compatibility.json)
Functional changes:
- Improved beam rendering on vanilla pipeline
1.7.3
Functional changes:
- Fix crash when Custom NPC applies potion effects to player #131
- Fix crash onEvasion for entities
1.7.2
API Changes:
- Add some common sounds
- Add some particles
1.7.1
Functional changes:
- Add spell cooldown reset announcements
- Update loot injection defaults
- Fix
flame_groundparticle frames - Fix rare spell cloud presence sound resolution crashes
- Fix Melee and Ranged spell schools double counting enchantments
API Changes:
- Rework
TAUNTaction- Now called
AGGRO - Options:
SET,CLEAR
- Now called
- Extend
SpellBuilderwith new spell making methods - Vertically rendered
area_...particle effects renamed toaura_... - Improved Spell Area Effect renderer
- Properly follows entity motion
- Aura effects automatically scale with followed entity
- Add new
areaandauraparticle effects - Stash effects are now scalable with the new field:
amplifier_power_multiplier - Allow
DIRECTspell delivery, to perform its impacts with no target, whenarea_impactis present - Add new external Spell Schools (Defense, Health)
- Add new spell trigger:
EFFECT_TICK- Only works for specifically coded Status Effect implementations
- Reference implementation:
TickingStatusEffect
- Add new mechanic: Evasion
- new attribute:
spell_engine:evasion_chance(applied to all living entities) - melee attacks and ranged attacks can be evaded, preventing damage taken
- evadable damage types listed under
spell_engine:evadabledamage type tag
- new attribute:
- Add new spell trigger:
EVASION- triggers when evading an attack
- Add new spell trigger:
DAMAGE_TAKENwith stagePRE- triggers when taking damage, before the damage is applied (damage amount is unmitigated)
1.7.0
WARNING: All players must use the same version, due to networking changes. (Players with Spell Engine 1.6.X, won't be able to connect to servers with Spell Engine 1.7.0)
Functional changes:
- Fixed spell container caching (spells sometimes not showing up on hotbar)
- Fixed projectiles hitting the caster sometimes (chain reaction), fixes #117
- Fixed direct spells delivering additional area impacts
- Fixed granular status effect removal (by spells)
- Improve Spell Registry synchronization (ditching base64), fixes #119
- Improve "On Cooldown" HUD message, no to be shown right after spell cast
- Update loot injection defaults
- Now include Armor Tier 4, and Armor Tier 5 entries
- Update Dungeons Arise: Infested Temple, Kisegi Sanctuary
API changes:
- Add new spell type
MODIFIER, to allow modifying existing spells in narrow pre-defined waysrange_addto add extra range to spellspower_modifierto add extra power, crit chance, crit damageeffect_amplifier_addto add extra amplifier to status effectseffect_duration_addto add extra duration to status effectscooldown_duration_deductto reduce cooldown durationprojectile_launchto modify projectile launch parameters (count, velocity, etc...)projectile_perksto modify projectile perks (ricochet, bounce etc...)additional_placementsto extend placements of spell cloudsmutate_impactsandimpactsto add additional impacts to the spellstash_amplifier_addto add extra amplifier to spell stashes- spell specific modifiers are stored in a cached manner
- Add Equipment Sets functionality, for creating item set bonuses
- Fully data driven (new data type, stored in DynamicRegistry), defined in data files
- Data file location:
data/NAMESPACE/equipment_set/MY_SET.json - Equipment set bonuses can provide: attributes, spells (active/passive/modifier)
- Supports any kind of equipment (weapons, armors, shields, trinkets...)
- Spell tooltips now automatically work for all token types, in plural mode
- such as:
{effect_duration_1},{effect_duration_2}
- such as:
- Universal pattern matching logic now supports universal negate, such as:
!namespace:pathmatches everything exceptnamespace:path!#namespace:pathmatches all items except ones insidenamespace:pathtag!~my_regexmatches everything except the regex
- Add server side spell container sources
- Synced to players
- Managing its content requires granular add/remove operations and imperative sync
- Spell structure changes:
- Add spell cloud
impact_cap(for trap-like mechanics) - Add new impact action:
TAUNT, forcing entities to attack the caster - Add
area_impact.triggering_action_type, for only matching impact types to trigger area impact - Add
area_impact.execute_action_type, for filtering impact types to execute area impact actions - Add
area_impact.skip_center_target, to skip center target for area impact - Add
impact.chance, to allow random chance for impact to happen - Add new trigger
SPELL_AREA_IMPACTfiring afterarea_impactis executed - Cloud delivery now supports location
- Add spell cloud
- Status Effect
RemoveOnHitAPI reworked, expanded:- Indirect spell damage events (such as area effects) now produce DamageSource that counts as indirect
RemoveOnHitaccepts trigger type, to only be removed upon direct or indirect hitsRemoveOnHitaccepts removal chanceRemoveOnHitaccepts remove stack count
- Update included particle types
- magic/vertical_stripe particles are now animated
- Add
sign_fistparticle type
- Add SpellEngineEffects, for common status effects, such as:
spell_engine:stun
1.6.12
Functional changes:
- Fix orbiting effect renderer stutter (for example: Divine Protection)
1.6.11
Functional changes:
- Fix effect removal out of bounds warning
- Fix passive spells triggering on already dead targets
- Bundles no longer have support for the Quiver slot
- Improve FTB Teams support, thanks to Muon #115
API changes:
- Add Status Effect impact,
amplifier_capfield
1.6.10
Functional changes:
- Friend or Foe logic now supports FTB Teams membership
- Friend or Foe logic extended with additional configuration options
- Update loot injection defaults
API changes:
- Status effect impact type, remove mode, now supports id pattern
- Universal pattern matcher now supports negated explicit match (prefix:
!)
1.6.9
Functional changes:
- Attempt to fix stuck spell casting sounds
- Update spell hotbar Mouse keybind visualisation
- Update translations
- Data tags, for compatibility with the reworked Amplify Spell enchantment
- Data tags, for implicit compatibility with Spell Volatility enchantment
API changes:
- Data gen API, now accepts
magicalparameter for armor tag generation (Spell Volatility)
1.6.8
Functional changes:
- Improve loot injection defaults (DnT combat shrines)
- Add safeguard against collision detection infinite loop
