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Moon Spire

月尖塔为Minecraft添加了卡牌对战元素,允许你使用卡牌来挑战生物!Moon Spire adds card battle elements to Minecraft, allowing you to use cards to challenge creatures!

Автор: yinfires7732обновлён 7 июн. 2026 г.
ПриключенияМеханики игрыМобы

Описание

Short Summary / 简短摘要

中文: 月尖塔 为 Minecraft 提供牌组构筑式回合制战斗与登塔挑战。玩家可通过传送门进入塔大厅,规划路线、挑战房间、管理塔内卡组,并依据敌人意图制定出牌策略。

English: Moon Spire adds deck-building turn-based combat and tower runs to Minecraft. Enter the tower lobby through a portal, plan routes, clear rooms, manage a run-specific deck, and make tactical plays around enemy intents.

中文简介

月尖塔 是一个基于 NeoForge 的 Minecraft 1.21.1 模组,围绕牌组构筑、回合制战斗和登塔路线选择构建新的冒险玩法。它将卡牌、费用、状态、敌人意图与战斗反馈融入 Minecraft 世界,使战斗从即时操作扩展为更强调资源管理和战术判断的流程。

玩家可以向拥有有效卡组的生物发起挑战,进入专门的回合制卡牌战斗;战斗开始时,附近10格内符合条件的玩家和敌对生物也会一同加入。每回合提供固定费用,手牌、抽牌堆、弃牌堆和被消耗的牌共同决定可用行动。攻击、格挡、流血、守护、抽牌、弃牌和消耗手牌等效果会通过卡面、敌人意图、头顶状态与战斗动画呈现,帮助玩家清晰判断当前局势。

玩家还可以搭建 月尖塔传送门 进入准备大厅,并从那里开始登塔挑战。传送门由黄色混凝土外框和打火石点燃生成;进入塔前的位置会被保存,离开塔时可返回原处。登塔过程中,玩家在路线图上选择下一间房,依次经历战斗房与篝火房,使用独立的塔内生命和塔内卡组推进挑战,并将战斗奖励加入本次登塔卡组。

制卡台 允许玩家将装备转化为可使用的卡牌,让 Minecraft 物品进入卡组循环。模组也提供面向整合包作者和服务器管理者的开发者工具;在配置文件中开启开发者模式后,可在游戏内按F8编辑卡牌、卡面、怪物卡组和战斗 UI 布局,搭建与编辑整座月尖塔,相关数据位于版本根目录下的moonspire文件夹。

主要特性

  • 牌组构筑式回合制战斗系统。
  • 通过黄色混凝土门框和打火石创建月尖塔传送门,进入或离开塔大厅。
  • 登塔路线图、战斗房、篝火房、塔内生命和塔内卡组成长。
  • 玩家可以挑战拥有卡组的生物,并在多人战斗中与其他玩家同步行动。
  • 抽牌堆、弃牌堆、消耗牌堆和手牌管理。
  • 费用系统、目标选择、敌人意图和战斗状态反馈。
  • 格挡、流血、守护、力量、再生、迅捷、中毒、烧伤、虚弱、缓慢等状态与关键词。
  • 通过制卡台将装备转化为卡牌。
  • 击败怪物获取卡牌。
  • 卡牌、怪物卡组、卡面资源和战斗 UI 布局,甚至包括能够自定义整座尖塔的开发者编辑工具。

联动

  • 安装 JEI 时,可以在 JEI 中查看制卡台转换用途,并预览物品会转换成的卡牌。

未来计划

  • 为更多生物添加卡组,丰富挑战内容。
  • 增加更多卡牌和状态效果,扩展战斗策略。
  • 优化战斗动画和反馈,让战斗更流畅有趣。
  • 添加遗物与药水系统,提供更多战斗外的策略层面。
  • 添加卡牌的升级与获取系统,让卡组构筑更有深度。
  • 制作更多模组的联动卡组与生物挑战,丰富模组间的互动。
  • 继续扩展登塔房间、生物、卡牌和塔机制,让月尖塔挑战更加丰富。

适用环境

  • Minecraft: 1.21.1
  • Mod Loader: NeoForge
  • License: Apache-2.0

English Description

Moon Spire is a Minecraft 1.21.1 mod built for NeoForge. It adds an adventure layer focused on deck-building, turn-based combat, and route-based tower runs. Cards, energy, statuses, enemy intents, and combat feedback work together to turn encounters into decisions about resources, timing, and target priority.

Players can challenge creatures with valid battle decks and enter a dedicated turn-based card battle. When combat starts, eligible players and hostile creatures within 10 blocks can join the same fight. Each turn provides a fixed amount of energy, while your hand, draw pile, discard pile, and exhausted cards shape the available actions. Attacks, Block, Bleed, Guard, card draw, discard, hand exhaustion, and other effects are presented through card faces, enemy intents, overhead statuses, and battle animations, making the combat state easier to read.

Players can also build a Moon Spire portal to enter the preparation lobby and start a tower run. The portal is created from a yellow concrete frame lit with flint and steel; the entry position is saved so players can return there when leaving the tower. During a run, players choose rooms on a route map, clear battle rooms and campfire rooms, progress with separate tower health and a tower-only deck, and add battle rewards to the current run's deck.

The Card Forge converts equipment into playable cards, bringing Minecraft items into the deck cycle. Moon Spire also includes developer tools for modpack authors and server administrators: after enabling developer mode, press F8 in game to edit cards, card faces, monster decks, and battle UI layout. The related data is stored under the moonspire folder in the version root directory.

Key Features

  • Deck-building turn-based combat.
  • Create Moon Spire portals with yellow concrete frames and flint and steel to enter or leave the tower lobby.
  • Tower route maps, battle rooms, campfire rooms, tower health, and tower-deck progression.
  • Challenge creatures with battle decks and fight alongside other players in synchronized multiplayer battles.
  • Manage your hand, draw pile, discard pile, and exhausted cards.
  • Energy, target selection, enemy intents, and clear combat feedback.
  • Keywords and status effects such as Block, Bleed, Guard, Strength, Regeneration, Haste, Poison, Burn, Weakness, and Slowness.
  • Convert equipment into cards through the Card Forge.
  • Defeat monsters to obtain cards.
  • Developer tools for cards, monster decks, card-face resources, and battle UI layout.

Integrations

  • Optional JEI integration shows Card Forge conversion uses and previews the card each item can become.

Future Plans

  • Add card decks to more creatures and expand the range of challenges.
  • Add more cards and status effects to broaden combat strategy.
  • Improve battle animations and feedback so combat feels smoother and more engaging.
  • Add relic and potion systems to create more strategic layers outside direct combat.
  • Add card upgrade and acquisition systems to give deck-building more depth.
  • Create more cross-mod decks and creature challenges to enrich interactions between mods.
  • Keep expanding tower rooms, creatures, cards, and tower mechanics so Moon Spire runs become richer over time.

Requirements

  • Minecraft: 1.21.1
  • Mod Loader: NeoForge
  • License: Apache-2.0

Галерея

对战界面/Battle Interface月尖塔传送门/The Moon Spire Portal登塔路线/Route to the top of the tower

Последние версии

Все версии →
beta

Moon Spire 1.1.6

1.1.6
7 июн. 2026 г.321Minecraft: 1.21.1neoforge
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### 中文更新日志 #### 新增内容 - 新增塔附魔台。篝火房会生成附魔台,玩家可以在休整阶段消耗青金石为塔内卡组中的卡牌附魔。 - 新增青金石塔内材料,并加入默认材料体系和奖励来源。 - 新增 8 种可叠加卡牌附魔:锋利、火焰附加、破甲、忠诚、横扫之刃、保护、快速装填、耐久。 #### 修复内容 - 修复塔附魔台使用原版附魔台方块实体校验时可能崩溃的问题。塔附魔台现在使用专用方块实体并保留原版书本动画。 - 修复开发者中心保存反馈可能先于服务端确认显示成功的问题。保存现在必须等待服务端确认,路线规则、怪物组容量、资源上传或写盘失败都会显示明确失败反馈。 - 修复被编辑的内置房间可能继续覆盖内置模板的问题。保存被改动的内置房间时会复制为自定义房间,并更新相关引用。 #### 玩法系统 - 篝火房现在同时提供篝火、制卡台和附魔台。篝火、制卡台和附魔台都可以重复打开,房间只有在玩家按 N 主动确认后才会完成。 - 附魔台会为当前玩家卡组抽取最多 3 个可用附魔选项。同一房间重复打开会保持本房间选项,刷新选项或成功附魔后会重新抽取。 - 每次附魔消耗 1 个青金石,为 1 张适用卡牌叠加 1 级对应附魔;刷新附魔选项同样消耗 1 个青金石。青金石不足时不能附魔或刷新。 #### 卡牌与牌组 - 锋利提高攻击伤害;火焰附加让攻击命中的目标获得烧伤;破甲提高攻击带格挡目标时的伤害;横扫之刃让单体攻击额外波及其它敌人。 - 保护提高卡牌获得的格挡量;快速装填在打出时抽牌;忠诚让本回合打出的牌有机会返回手牌;耐久让带消耗的牌抵消消耗。 - 忠诚和耐久在战斗中使用战斗副本等级。忠诚会在作用方回合结束时恢复到本场战斗基础等级,耐久不会自动恢复,战斗结束后这些战斗内消耗不会写回永久卡牌。 - 战斗中的卡组、手牌、抽牌堆和弃牌堆查看会显示当前战斗副本的实时附魔状态;已消耗的牌不再出现在战斗卡组视图中。 #### 界面与反馈 - 新增附魔台界面,支持查看本次附魔选项、青金石数量、附魔说明,并从可适用卡牌列表中选择目标卡牌。 - 卡牌现在会显示紫色附魔行、动态附魔提示和附魔闪光效果,附魔后的基础伤害或格挡数值会在卡面上直接反映。 - 优化篝火房关键选择期间的返回逻辑。玩家从附魔台、制卡台等界面打开顶部背包、卡组、地图或暂停菜单后,关闭附加界面会回到当前关键选择。 - 优化制卡台界面和卡牌网格行为。制卡台只保留底部完成按钮,顶部卡组入口在战斗中会更稳定地切换或关闭当前卡组视图。 #### 开发者与整合包工具 - 内置篝火房结构补放塔附魔台;缺失附魔台的默认篝火房在加载、保存或生成时会自动补齐。 - 默认材料新增 `minecraft:lapis_lazuli` 青金石,说明为用于制作卡牌与附魔的材料。 - 内置洞穴战斗房新增青金石战后材料掉落;内置宝箱房新增两条彼此独立的青金石宝箱材料掉落。 - 奖励配置中“概率掉多个”继续按多条独立掉落实现,每条概率独立掷骰;概率字段使用 0 到 1 的小数语义。 #### 技术实现 - 卡牌附魔现在写入卡牌 NBT、网络同步、复制、渲染缓存和服务端战斗结算流程,确保永久卡牌和战斗副本状态分层处理。 - 服务端权威校验附魔台距离、当前选项、卡牌归属、附魔适用性和青金石消耗,客户端只负责展示选择与反馈。 - 开发者房间保存会正规化被编辑的内置房间并补齐缺失内置房间,减少旧房间覆盖、内置模板缺失或默认结构不一致造成的运行时差异。 - 开发者中心保存改为以服务端回执作为成功依据,并在保存失败时保留当前表单内容,避免失败保存误清空管理员正在编辑的数据。 ### English Changelog #### Added - Added the tower Enchanting Table. Campfire rooms now generate an enchanting table, letting players spend Lapis Lazuli during rest rooms to enchant cards in their tower deck. - Added Lapis Lazuli as a tower material and connected it to the default material and reward systems. - Added 8 stackable card enchantments: Sharpness, Fire Aspect, Armor Piercing, Loyalty, Sweeping Edge, Protection, Quick Charge, and Durability. #### Fixed - Fixed the tower Enchanting Table potentially crashing when vanilla enchanting-table block-entity validation was used. The tower Enchanting Table now uses its own block entity while keeping the vanilla book animation. - Fixed Developer Center save feedback potentially reporting success before server confirmation. Saves now wait for the server result, and route-rule, monster-group capacity, asset-upload, or disk-write failures show clear failure feedback. - Fixed edited built-in rooms potentially continuing to overwrite built-in templates. Modified built-in rooms are now copied into custom rooms and related references are updated. #### Gameplay - Campfire rooms now provide the campfire, Card Forge, and Enchanting Table together. All three can be opened repeatedly, and the room only completes when the player confirms completion with N. - The Enchanting Table rolls up to 3 available enchantment options for the current player's deck. Reopening the same room keeps its options, while refreshing or applying an enchantment rolls new options. - Each enchantment costs 1 Lapis Lazuli and adds 1 level of the chosen enchantment to 1 valid card; refreshing enchantment options also costs 1 Lapis Lazuli. Options and refresh are disabled without enough Lapis Lazuli. #### Cards And Decks - Sharpness increases attack damage; Fire Aspect applies Burn to attack targets; Armor Piercing increases damage against targets with Block; Sweeping Edge makes single-target attacks also hit other enemies. - Protection increases Block gained from cards; Quick Charge draws cards when played; Loyalty can return played cards to hand this turn; Durability can prevent Exhaust on cards that would be exhausted. - Loyalty and Durability use battle-copy levels during combat. Loyalty restores to the battle's base level at the acting side's turn end, Durability does not automatically restore, and these combat-only level changes are not written back to permanent cards after battle. - In-combat deck, hand, draw-pile, and discard-pile views now show the current battle-copy enchantment state; exhausted cards no longer appear in the in-combat deck view. #### UI And Feedback - Added the Enchanting Table screen, including enchantment options, Lapis Lazuli count, enchantment descriptions, and a valid-card picker for the selected enchantment. - Cards now show purple enchantment lines, dynamic enchantment tooltips, and enchantment glint, and enchanted base damage or Block values are reflected directly on the card face. - Improved return behavior during campfire-room critical choices. When players open the top backpack, deck, map, or pause menu from enchanting or forging screens, closing the attached view returns to the current critical choice. - Improved the Card Forge screen and card-grid behavior. The Card Forge now keeps only the bottom Done button, and the top deck entry more reliably toggles or switches combat deck views. #### Developer And Modpack Tools - Built-in campfire room structures now include the tower Enchanting Table; default campfire rooms missing the table are filled in during load, save, or generation. - Added `minecraft:lapis_lazuli` as a default material, described as a material used for card crafting and enchanting. - Added a Lapis Lazuli post-battle material drop to the built-in cave battle room, and added two independent Lapis Lazuli chest material drops to the built-in chest room. - Reward configurations continue to represent "chance to drop multiple" as multiple independent drop entries, with each probability rolled separately; probability fields use decimal values from 0 to 1. #### Technical - Card enchantments are now included in card NBT, networking, copying, render caching, and server-side combat resolution, keeping permanent cards and battle-copy state separated. - The server authoritatively validates enchanting-table distance, current options, card ownership, enchantment applicability, and Lapis Lazuli cost; the client only handles presentation and selection feedback. - Developer room saves now normalize edited built-in rooms and append missing built-in rooms, reducing runtime differences from old room overrides, missing templates, or inconsistent default structures. - Developer Center saves now treat the server acknowledgement as the source of truth and preserve the current form on failure, avoiding accidental loss of administrator edits after failed saves.
beta

Moon Spire 1.1.5

1.1.5
5 июн. 2026 г.50Minecraft: 1.21.1neoforge
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Что нового
### 中文更新日志 #### 新增内容 - 新增金币系统。正式登塔会按所选角色的初始金币开始,怪物战后奖励和商店消费都会围绕当前跑局金币结算。 - 新增商店房间、商人和商店界面。玩家可以在路线中进入商店房,通过商人购买卡牌、遗物、材料、消耗品,或使用商店服务移除一张卡牌。 - 新增塔内消耗品系统和内置消耗品腐肉。腐肉可以作为奖励进入背包,并可在符合条件的玩家回合战斗中使用,恢复生命并获得饥饿。 - 新增初始遗物幸运口袋。持有后,战后的概率型遗物、材料和消耗品奖励只要概率大于 0 就会必定获得。 #### 修复内容 - 修复商店房间中残留商人、重复商人或旧分支商人可能影响当前商店交互的问题。正式商店房现在只保留当前房间登记的有效商人。 - 修复房间生成或跑局状态失效后,分批房间生成任务仍可能继续放置方块的问题。 - 修复卡牌网格在部分卡组、牌堆和商店场景中遮罩、放大预览、标题、滚动条或关键词提示位置不稳定的问题。 - 修复开发者中心部分滚动表单、奖励行、商店配置和怪物页内容在窄窗口或高 GUI 缩放下可能越界、残留或误触的问题。 #### 玩法系统 - 角色初始金币会进入正式跑局,并只向对应玩家同步自己的当前金币。金币变化、购买、删卡和房间完成流程继续由服务端权威处理。 - 怪物可以按各自定义发放金币奖励,默认怪物金币范围为 25 到 75;显式 0 到 0 表示不发放金币。 - 僵尸、尸壳、溺尸、僵尸村民、僵尸猪灵和僵尸疣猪兽现在可以通过默认怪物定义掉落腐肉消耗品。 - 幸运口袋只影响战后概率型遗物、材料和消耗品奖励,不改变金币掷骰、卡牌奖励候选、宝箱随机抽取或角色专属卡替换概率。 #### 界面与反馈 - 正式登塔顶部信息条新增金币显示,并在金币变化时播放数字过渡反馈。 - 背包新增消耗品筛选和消耗品提示;奖励总览新增金币和消耗品奖励条目,消耗品领取后会和材料一样播放飞入背包动画。 - 新增商店和删卡界面,并优化商店商品悬停、购买飞入动画、价格显示和金币不足等失败反馈。 - 改善奖励、商店、删卡和制卡台等关键选择界面与顶部背包、卡组、地图入口之间的返回逻辑,避免关闭附加界面时误完成当前选择。 #### 开发者与整合包工具 - 开发者中心新增商店房支持。商店房保存时需要有效商人,内置默认路线可以自然抽取商店房。 - 房间配置新增商店卡牌、遗物、消耗品、材料池和对应价格范围;可调内容通过列表、网格或可搜索选择器选择,不使用自由文本填写内容 id。 - 角色配置新增初始金币;怪物配置新增金币奖励范围和战后消耗品掉落;房间宝箱和战后奖励也支持消耗品奖励。 - 内置内容的删除改为删除开发者覆盖并恢复默认内容。编辑内置房间时会另存为自定义房间,并同步更新相关大厅、起始房间或塔配置引用。 #### 技术实现 - 开发者数据总表改为轻量元数据文件,卡面、材料、卡牌、怪物、房间、怪物池、塔和角色列表继续按拆分文件保存,减少大型房间数据重复写入。 - 塔房间清理和生成改为分批预算推进,并在生成区域同步稳定后再传送玩家或开放触发区,降低开局、进房和旧区域清理造成的卡顿。 - 客户端新增角色图片、卡图、卡面、材料、遗物、状态图标和战斗快照卡牌的预算化预热,并优化卡牌网格和渲染缓存,减少大列表打开和滚动时的卡顿。 - 玩家卡牌数据的给牌、删卡、清理和同步使用稳定快照,降低大量卡牌变更时网络编码线程读取变化中牌库的风险。 ### English Changelog #### Added - Added the gold system. Active tower runs now start with the selected character's initial gold, and monster rewards plus shop purchases are resolved against the current run's gold. - Added shop rooms, merchants, and the shop screen. Players can enter shop rooms, interact with merchants, buy cards, relics, materials, consumables, or use a shop service to remove one card. - Added tower consumables and the built-in Rotten Flesh consumable. Rotten Flesh can be earned as a reward, stored in the backpack, and used during valid player combat turns to restore health and gain Hunger. - Added the Lucky Pocket starter relic. When held, post-battle probabilistic relic, material, and consumable rewards with a chance above 0 are always obtained. #### Fixed - Fixed leftover merchants, duplicate merchants, or merchants from old branches potentially affecting current shop interactions. Active shop rooms now keep only the valid merchant registered for the current room. - Fixed batched room generation potentially continuing to place blocks after room generation or run state had become invalid. - Fixed unstable masking, enlarged previews, titles, scrollbars, or keyword-tip positioning in some deck, pile, and shop card-grid scenes. - Fixed several Developer Center scrolling forms, reward rows, shop settings, and monster-page controls potentially overflowing, lingering, or misfiring in narrow windows or high GUI scales. #### Gameplay - Character initial gold now enters active tower runs, and each player only receives synchronization for their own current gold. Gold changes, purchases, card removal, and room completion remain server-authoritative. - Monsters can now grant gold rewards from their own definitions. The default monster gold range is 25 to 75; an explicit 0 to 0 range means no gold is awarded. - Zombies, Husks, Drowned, Zombie Villagers, Zombified Piglins, and Zoglins can now drop Rotten Flesh consumables through their default monster definitions. - Lucky Pocket only affects post-battle probabilistic relic, material, and consumable rewards. It does not change gold rolls, card reward candidates, chest randomization, or character-exclusive card replacement chance. #### UI And Feedback - The active tower top information bar now shows gold and animates number changes when gold increases or decreases. - The backpack now has a consumable filter and consumable tooltips. The reward overview now supports gold and consumable reward entries, and claimed consumables use the same fly-in-to-backpack feedback as materials. - Added shop and card-removal screens, with improved shop item hover feedback, purchase fly-in animations, price display, and not-enough-gold feedback. - Improved return behavior between key choice screens such as rewards, shops, card removal, and the Card Forge, and the top backpack, deck, and map entries so closing an attached view does not accidentally complete the current choice. #### Developer And Modpack Tools - Added Developer Center support for shop rooms. Shop rooms require a valid merchant when saved, and built-in default routes can naturally include shop rooms. - Room configuration now supports shop card, relic, consumable, and material pools plus price ranges. Adjustable content is selected through lists, grids, or searchable selectors instead of free-form content id fields. - Character configuration now includes initial gold. Monster configuration now includes gold reward ranges and post-battle consumable drops. Room chest and post-battle rewards can also include consumables. - Deleting built-in content now deletes the developer override and restores the built-in default. Editing a built-in room now saves it as a custom room and updates related lobby, start-room, or tower references. #### Technical - Developer data now keeps the main data file as lightweight metadata, while card faces, materials, cards, monsters, rooms, monster pools, towers, and characters continue saving to split files, reducing duplicated large room data. - Tower room cleanup and generation now progress through batched budgets and wait for generated areas to stabilize before teleporting players or enabling triggers, reducing stutter during run start, room entry, and old-area cleanup. - Added budgeted client warmup for character images, card art, card faces, materials, relics, status icons, and battle snapshot cards, with improved card-grid and rendering caches to reduce stutter when opening or scrolling large lists. - Player card data changes for granting, removing, cleaning, and synchronizing cards now use stable snapshots, reducing the risk of network encoding reading a deck while it is being modified.
beta

Moon Spire 1.1.4

1.1.4
3 июн. 2026 г.31Minecraft: 1.21.1neoforge
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Что нового
### 中文更新日志 #### 新增内容 - 新增登塔角色选择流程。正式登塔开始前,玩家可以查看角色立绘、图标、说明、生命上限、初始遗物和初始牌组,并确认要使用的角色。 - 新增开发者角色配置。整合包作者可以配置角色名称、描述、生命上限、初始牌组、初始遗物、专属卡池、专属替换概率、角色图标和立绘背景。 #### 修复内容 - 修复远程客户端或刚保存角色资源后进入角色选择时,角色图标或立绘可能缺失的问题。角色选择会先同步本次可选角色引用的图片资源,再打开选择界面。 - 修复开发者数据保存中较大图片分块到达较晚时可能被误判为资源缺失的问题,并在图片读取、压缩、写入或上传超时时提供更明确的失败反馈。 #### 玩法系统 - 正式登塔现在按玩家确认的角色初始化塔生命、塔内初始牌组和初始遗物。旧塔配置中的塔生命上限仅作为旧数据兼容字段保留。 - 多人登塔会在所有参与玩家完成角色确认后继续开局;通过管理员指令直接开塔时,会默认使用角色列表中的第一个有效角色。 - 角色专属卡池可以按配置概率参与奖励替换,让不同角色在同一套塔路线中拥有更明确的成长方向。 #### 界面与反馈 - 角色选择界面支持左右切换角色、预览初始牌组、查看初始遗物;本地确认后会在确认按钮位置显示全队确认进度。 - 顶部塔生命显示改为更贴近角色生命语境的生命值展示,避免继续使用统一塔配置生命的表达。 - 优化角色选择和开发者角色页的图标、立绘和按钮布局,在不同窗口尺寸和 GUI 缩放下减少重叠、越界和误触。 #### 开发者与整合包工具 - 开发者中心新增角色页,角色数据保存到 `moonspire/developer/characters/characters.json`,角色图标和立绘 PNG 保存到 `moonspire/developer/character_images/`。 - 开发者中心支持编辑角色初始牌组、初始遗物和专属卡池,并通过共享的卡牌、遗物和图片选择流程减少重复配置步骤。 - 角色图片、卡图、卡面和材料图标保存前会进行大小校验和必要压缩;保存失败时会保留本地待上传来源,避免把缺失资源路径误保存为成功状态。 #### 技术实现 - 优化开发者中心、卡面应用选择器、怪物卡组和角色卡组列表的筛选、排序、卡牌实例与渲染内容缓存,减少大列表打开和滚动时的卡顿。 - 优化主战斗界面手牌渲染路径,复用卡牌内容键、数值预览和可见性计算,降低稳定战斗帧中的重复布局和文字提交开销。 - 开发者资源同步会分别组装权威 JSON 与图片分片,避免 JSON 先完成时清掉仍在接收中的角色立绘或图标分片。 ### English Changelog #### Added - Added the tower character selection flow. Before starting an active tower run, players can inspect a character's portrait, icon, description, maximum health, starter relics, and starter deck, then confirm the character they want to use. - Added developer character configuration. Modpack authors can configure character names, descriptions, maximum health, starter decks, starter relics, exclusive card pools, exclusive replacement chance, character icons, and portrait backgrounds. #### Fixed - Fixed character icons or portraits potentially missing for remote clients, or immediately after saving character resources, when entering character selection. Character selection now synchronizes the referenced images for this session before opening the screen. - Fixed large developer image chunks that arrived later during saving being treated as missing resources, with clearer failure feedback for image loading, compression, writing, or upload timeouts. #### Gameplay - Active tower runs now initialize tower health, starter tower decks, and starter relics from the character each player confirms. The old tower max-health field is kept only for old-data compatibility. - Multiplayer tower runs continue only after all participating players confirm their characters; administrator command starts default to the first valid character in the character list. - Character-exclusive card pools can participate in reward replacement by configured chance, giving different characters clearer growth paths within the same tower route. #### UI And Feedback - The character selection screen supports switching characters, previewing starter decks, and viewing starter relics; after local confirmation, the confirm button area shows party confirmation progress. - The top tower health display now uses health wording that better matches character-based run health instead of the old shared tower-config health wording. - Improved icon, portrait, and button layout on the character selection screen and developer character page, reducing overlap, overflow, and accidental clicks across window sizes and GUI scales. #### Developer And Modpack Tools - Added the Developer Center character page. Character data is saved to `moonspire/developer/characters/characters.json`, while character icon and portrait PNG files are saved under `moonspire/developer/character_images/`. - The Developer Center can now edit character starter decks, starter relics, and exclusive card pools through shared card, relic, and image selection flows. - Character images, card art, card faces, and material icons are size-checked and compressed when needed before saving; failed saves keep the local upload source so missing resource paths are not saved as successful data. #### Technical - Improved caching for Developer Center lists, the card-face application picker, monster deck lists, and character deck lists, reducing stutter when opening or scrolling large lists. - Optimized the main battle hand-card rendering path by reusing card content keys, value previews, and visibility calculations, reducing repeated layout and text submission work in stable battle frames. - Developer resource synchronization now assembles authoritative JSON and image chunks independently, preventing early JSON completion from clearing character portrait or icon chunks that are still being received.
beta

Moon Spire 1.1.3

1.1.3
1 июн. 2026 г.41Minecraft: 1.21.1neoforge
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### 中文更新日志 #### 新增内容 - 新增塔内材料系统。材料会保存在当前登塔背包中并同步到客户端,可作为制卡台配方消耗,也可以作为奖励领取。 - 新增制卡台材料配方界面。玩家可以搜索配方、查看所需材料和拥有数量、预览制成卡牌,并在服务端确认后制作卡牌。 - 新增开发者材料、制卡配方和奖励掉落编辑入口。整合包作者可以配置材料定义、卡牌制作材料、怪物战后奖励,以及房间宝箱和战斗后的遗物或材料奖励。 #### 调整内容 - 制卡台从物品栏转换改为塔内材料制作流程,制作时会由服务端校验制卡台位置、休整房间选择状态和材料数量。 - 移除制卡台与 JEI 的配方联动和构建依赖;安装 JEI 时不再显示 Moon Spire 制卡台配方分类。 - 开发者中心、制卡台和选择弹窗的搜索逻辑统一。安装 Just Enough Characters 时支持中文显示名的拼音或首字母匹配,未安装时继续使用普通大小写不敏感搜索。 #### 修复内容 - 修复登塔传送门跨维度返回后仍站在门内时,冷却结束瞬间可能再次触发传送的问题。传送成功后现在使用玩家原版传送门冷却,并在冷却期间持续接触传送门时刷新冷却。 - 修复传送门接触锁在部分失败传送或返回场景中可能使用不稳定接触位置的问题,进入和离开判定会优先使用实际触发的传送门方块。 - 修复开发者中心部分输入框、奖励行和选择弹窗在刷新、长文本或窄窗口下可能显示错位、穿透或无法完整操作的问题。 #### 玩法系统 - 战斗奖励、宝箱奖励和房间战后奖励现在可以包含材料奖励。材料领取、背包同步和奖励完成流程由服务端权威处理。 - 怪物、战斗房和宝箱的遗物或材料奖励改为读取开发者数据。宝箱遗物按权重池抽取,概率型奖励按每条配置独立掷骰。 - 篝火房休整现在可以在右键篝火回血和使用制卡台制卡之间选择;制卡选择必须完成有效制作或在无可制作配方时才能结束。 #### 界面与反馈 - 背包、奖励总览、制卡台和飞入动画统一显示材料图标与数量。材料图标优先使用开发者 PNG,其次回退到来源物品图标。 - 奖励总览支持材料奖励条目,悬停材料或遗物奖励时会显示对应名称、类型和说明。 - 制卡台在正式登塔流程中会避开顶部信息条,并支持顶部背包、卡组和地图入口之间的切换返回。 #### 开发者与整合包工具 - 开发者数据新增材料定义、制卡配方和奖励掉落字段,并会在加载或保存时补齐默认材料、默认制作品、默认怪物奖励和默认房间奖励。 - 怪物页新增战后遗物和材料奖励编辑;房间页新增宝箱遗物、宝箱材料、战后遗物和战后材料奖励编辑。 - 卡牌页新增制卡配方编辑器,真实卡牌可以配置材料行和数量;清空配方后该卡不会出现在可制作列表中。 - 开发者资源同步会携带材料图标指纹,并只补发缺失或变化的材料图标,减少打开或保存开发者中心时的无关刷新。 ### English Changelog #### Added - Added the tower material system. Materials are stored in the current run backpack, synchronized to the client, consumed by card-forge recipes, and claimable as rewards. - Added the material-recipe card forge screen. Players can search recipes, inspect required and owned materials, preview the crafted card, and craft only after server confirmation. - Added developer editing for materials, card recipes, and reward drops. Modpack authors can configure material definitions, card crafting costs, monster post-battle rewards, and room chest or post-battle relic/material rewards. #### Changed - Reworked the card forge from inventory-slot conversion into tower-material crafting, with server validation for forge position, rest-room choice state, and material counts. - Removed the card forge JEI integration and build dependency; JEI no longer shows a Moon Spire card forge recipe category when installed. - Unified search behavior across the Developer Center, card forge, and selection modals. With Just Enough Characters installed, Chinese display names can be matched by pinyin or initials; otherwise search falls back to normal case-insensitive matching. #### Fixed - Fixed tower portals potentially triggering again the moment cooldown expired after a cross-dimension return while the player was still standing inside the portal. Successful portal transfers now use the player's vanilla portal cooldown and refresh it while contact continues. - Fixed portal contact locks using unstable contact positions in some failed-transfer or return cases; entry and exit checks now prefer the exact portal block that triggered the contact. - Fixed several Developer Center input boxes, reward rows, and selection modals that could be misplaced, leak through overlays, or become hard to operate after refreshes, long text, or narrow windows. #### Gameplay - Battle rewards, chest rewards, and room post-battle rewards can now include material rewards. Material claiming, backpack synchronization, and reward completion remain server-authoritative. - Monster, battle-room, and chest relic/material rewards now read from developer data. Chest relics use weighted pools, while probability rewards roll independently per configured entry. - Campfire-room rest choices now allow players to choose between using the campfire recovery and using the card forge; a forge choice can finish only after a successful craft or when no craftable recipe exists. #### UI And Feedback - Backpack, reward overview, card forge, and fly-in animations now share material icon and count rendering. Material icons prefer developer PNGs and fall back to source item icons. - Reward overview now supports material reward entries, with hover details for material or relic reward names, types, and descriptions. - The card forge avoids the active tower top information bar and supports switching through the top backpack, deck, and map entries before returning. #### Developer And Modpack Tools - Developer data now includes material definitions, card recipes, and reward-drop fields, and loading or saving fills in default materials, crafted cards, monster rewards, and room rewards. - Monster editing now includes post-battle relic and material reward editors; room editing now includes chest relic, chest material, post-battle relic, and post-battle material reward editors. - Card editing now includes a recipe editor for real cards, with material rows and amounts; clearing a recipe removes that card from the craftable list. - Developer resource synchronization now includes material icon fingerprints and only sends missing or changed material icons, reducing unrelated refreshes when opening or saving the Developer Center.
beta

Moon Spire 1.1.2

1.1.2
30 мая 2026 г.43Minecraft: 1.21.1neoforge
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### 中文更新日志 #### 新增内容 - 新增遗物奖励与背包系统。玩家在登塔之旅中可以获得遗物,并通过顶部背包入口查看当前跑局持有的遗物与可叠加数量。 - 新增宝箱房和月尖塔宝箱。宝箱房可以作为路线节点出现,玩家打开房内宝箱后会获得对应奖励。 - 新增训练场维度 `moonspire:training_ground`,用于管理员和开发者在普通世界外进行卡牌战斗测试。 #### 调整内容 - 移除月尖塔以外的正常世界战斗,移除制卡台配方 - 优化登塔路线生成,路线会更稳定地产生分叉、汇合和再分叉,并按每步节点范围生成最终显示节点,减少可解配置被误判失败的情况。 - 调整默认塔路线规则,默认路线现在围绕战斗房、篝火房和宝箱房构成,并让宝箱房自然参与路线选择。 - 优化正式登塔中的顶部信息条,背包、卡组和地图入口现在集中显示,战斗、奖励、地图和背包界面之间的切换更连贯。 #### 修复内容 - 修复登塔传送门重入和跨维度返回时可能被接触锁卡住、误判仍在门内或立刻反向传送的问题。 - 修复准备大厅、房间编辑维度和正式登塔状态可能互相污染的问题,编辑维度中的传送门不再触发正式大厅流程。 - 修复房间编辑中离开编辑维度后保存失败、新建草稿重开界面后误传送、房间工具右键点位不稳定等问题。 - 修复路线保存、开塔和怪物组容量校验在部分无解或边界配置下失败提示不清晰,或可能让客户端/服务端任务异常的问题。 #### 玩法系统 - 登塔奖励现在由服务端权威发放和同步,卡牌奖励、遗物奖励、跳过奖励和奖励完成流程会按当前跑局状态推进。 - 篝火房恢复规则更完整:玩家靠近房内月尖塔篝火后恢复塔生命上限的 25%,同一玩家同一篝火房每局只恢复一次。 - 塔内卡组、奖励加入、背包遗物和离塔恢复流程统一绑定当前跑局;离开登塔流程后再恢复进入前的正常卡组与物品状态。 - 宝箱奖励领取改为服务端确认,只有当前房间中尚未领取的有效宝箱才会发放奖励并推进房间完成。 - 怪物奖励池和箭袋遗物奖励更稳定。怪物奖励池按开战时的有效敌方记录,带有备箭充足的敌人有概率额外提供箭袋遗物奖励。 #### 界面与反馈 - 新增正式登塔顶部信息条,显示当前塔生命,并提供背包、卡组和地图入口。 - 新增背包界面与遗物提示,遗物图标、数量、名称和说明会使用统一的奖励与背包展示方式。 - 优化奖励获取反馈,选择遗物后会显示飞入背包的动画,方便玩家确认奖励去向。 - 优化爬塔地图视口和滚动表现,长路线会优先显示当前进度,节点、连线和点击范围会跟随滚动区域。 - 优化史莱姆跳跃、击退落地、践踏姿态和冲击波等战斗反馈,使动作更贴近实体状态并减少重复或突兀表现。 #### 开发者与整合包工具 - 开发者中心新增或完善大厅、起始房、战斗房、篝火房和宝箱房类型支持,并按房间类型显示必要的出生点、触发区、怪物池、篝火或宝箱要求。 - 塔配置支持每层和每步的节点范围、固定类型、房间类型权重、上下限和允许房间列表,保存时会进行路线可解性与怪物组容量校验。 - 怪物池编辑支持主题默认池、组权重和重复实体条目;空组和无效实体会被安全跳过或提示,不再破坏运行流程。 - 优化开发者数据保存与同步,大型房间、塔配置、怪物池和资源文件会通过分块上传与回传降低断连和静默失败风险。 - 房间编辑会话、草稿房间和编辑垫占用更稳定,重新打开开发者中心或重复进入同一编辑会话不会意外覆盖未保存建筑。 #### 技术实现 - 路线规划拆分为服务端可解性校验和复杂路线生成,并加入合法基础路线兜底、无交叉硬校验和更明确的失败归因。 - 新增遗物背包数据同步和奖励页同步流程,客户端只展示服务端确认的奖励、背包和跑局状态。 - 塔维度、房间编辑维度和训练场维度统一限制自然刷怪、区块生成刷怪、随机刻和未授权掉落物残留。 - 登塔传送门使用真实薄片碰撞进行触发和离门判定,减少固定冷却或整格碰撞造成的误触发。 - 准备大厅缓存和房间生成清理改为更精确的服务端状态判断,避免普通开发者数据刷新导致大厅不必要重建。 ### English Changelog #### Added - Added relic rewards and the backpack system. Players can gain relics during tower runs and inspect current-run relics and stack counts from the top backpack entry. - Added chest rooms and Moon Spire chests. Chest rooms can appear as route nodes, and opening the room chest grants the matching reward. - Added the `moonspire:training_ground` dimension for administrator and developer card-battle testing outside normal worlds. #### Changed - Improved tower route generation so routes more reliably create branches, merges, and re-branches while preserving the final displayed node count from each step's node range. - Updated the default tower route rules around battle rooms, campfire rooms, and chest rooms, allowing chest rooms to participate naturally in route choices. - Improved the top information bar during active tower runs, grouping backpack, deck, and map access so battle, reward, map, and backpack screens switch more smoothly. #### Fixed - Fixed tower portal re-entry and cross-dimension return cases that could leave players contact-locked, incorrectly treated as still inside a portal, or immediately sent back. - Fixed preparation lobby state, room-editor dimension portals, and active tower-run state interfering with one another; editor-dimension portals no longer trigger the real lobby flow. - Fixed room editing issues where saving after leaving the editor dimension, reopening new-room drafts, or using right-click point placement with the room tool could behave unreliably. - Fixed unclear or unsafe failures when route saving, tower starting, or monster-group capacity validation hit unsolvable or edge-case configurations. #### Gameplay - Tower rewards are now granted and synchronized authoritatively by the server, covering card rewards, relic rewards, reward skipping, and reward completion progress. - Campfire-room recovery is more complete: players near a Moon Spire campfire recover 25% of maximum tower health, once per player per campfire room per run. - Run decks, reward additions, backpack relics, and exit restoration now stay tied to the active run; the normal deck and inventory are restored only after leaving the tower flow. - Chest reward claiming is confirmed by the server, so only valid unclaimed chests in the current room grant rewards and advance room completion. - Monster reward pools and Quiver relic rewards are more stable. Reward pools are recorded from the effective enemies at battle start, and enemies with Abundant Arrows can add an extra Quiver relic reward chance. #### UI And Feedback - Added the active tower-run top information bar, showing current tower health and providing backpack, deck, and map entries. - Added the backpack screen and relic tooltips, using a unified presentation for relic icons, counts, names, and descriptions in rewards and the backpack. - Improved reward feedback with a fly-in animation when selecting a relic, making the reward destination clearer. - Improved tower map viewport and scrolling behavior so long routes focus on current progress while nodes, lines, and click bounds follow the scrolled map area. - Improved battle feedback for slime hops, knockback landing, stomp poses, and shockwaves, making actions better match entity state while reducing repeated or abrupt visuals. #### Developer And Modpack Tools - Added or completed Developer Center support for lobby, start, battle, campfire, and chest room types, showing the required spawn, trigger, monster-pool, campfire, or chest requirements for each type. - Tower configs now support per-layer and per-step node ranges, fixed types, room-type weights, count limits, and allowed-room lists, with route solvability and monster-group capacity validation on save. - Monster pool editing now supports themed default pools, group weights, and repeated entity entries; empty groups and invalid entities are skipped or reported safely without breaking runtime flow. - Improved developer data saving and synchronization by chunking large rooms, tower configs, monster pools, and resource files during upload and return sync, reducing disconnects and silent failures. - Room editing sessions, draft rooms, and editor-slot ownership are more stable; reopening the Developer Center or re-entering the same edit session no longer unexpectedly overwrites unsaved builds. #### Technical - Split route planning into server-side solvability validation and complex route generation, with a legal basic-route fallback, strict no-crossing validation, and clearer failure attribution. - Added relic backpack data synchronization and reward-page synchronization so the client only displays server-confirmed rewards, backpack contents, and run state. - Tower, room-editor, and training-ground dimensions now share restrictions for natural spawning, chunk-generation spawning, random ticks, and unauthorized leftover drops. - Tower portals now use the real thin portal shape for entry and exit detection, reducing false triggers caused by fixed cooldowns or full-block collision checks. - Preparation lobby caching and room-generation cleanup now use more precise server-side state checks, avoiding unnecessary lobby rebuilds after unrelated developer data refreshes.
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Moon Spire 1.1.1

1.1.1
26 мая 2026 г.115Minecraft: 1.21.1neoforge
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### 中文更新日志 #### 新增内容 - 新增放弃登塔之旅按键,默认使用 R。玩家在塔内世界、路线图、卡牌奖励界面和塔内战斗界面都可以用它放弃整支队伍当前登塔之旅;普通非塔战仍使用 R 取消当前战斗。 #### 修复内容 - 修复多人登塔中离线队员可能阻塞路线投票、奖励领取、战斗房触发、篝火恢复、战斗回合推进或目标选择的问题;当前只等待在线且仍属于跑局的队员。 - 修复全队离线后塔内战斗被清理时可能导致当前跑局丢失或怪物组占用未恢复的问题;成员重登后会按当前阶段继续。 #### 玩法系统 - 塔内战斗房开战时,队伍现在会聚集到实际进入触发区的玩家附近,并使用服务端安全编队落点,而不是回到房间玩家出生点。 #### 界面与反馈 - 优化地面单位受击击退表现,后退时会带有短促跳起观感;创造飞行玩家和空中、悬浮单位仍保持平滑位移。 #### 技术实现 - 登塔等待集合改为只统计在线队员,并在登录、离线、投票、领奖、篝火和战后回调中统一推进等待状态。 - 放弃登塔由客户端发送请求,服务端权威结束整支队伍当前跑局并同步终止对应塔内战斗。 - 断线玩家不再参与战斗存活目标收集、快照发送和塔战结算阻塞,减少多人登塔断线后的卡死情况。 ### English Changelog #### Added - Added an Abandon Tower Run keybind, bound to R by default. Players can use it from the tower world, route map, card reward screen, and tower battle screen to abandon the current run for the whole party; regular non-tower battles still use R to cancel the current battle. #### Fixed - Fixed offline party members potentially blocking route votes, reward claiming, battle-room triggers, campfire recovery, battle turn progress, or target selection during multiplayer tower runs; these waits now only count online members who still belong to the run. - Fixed the current run potentially being lost, or the selected monster group remaining consumed, when a tower battle was cleaned up after the whole party disconnected; returning members can continue from the current run stage. #### Gameplay - Tower battle rooms now gather the party near the player who actually entered the trigger area, using server-side safe formation placement, instead of returning everyone to the room player-spawn point. #### UI And Feedback - Improved grounded knockback feedback so ground units make a short hop while being pushed back; creative-flying players and airborne or hovering units still use smooth movement without the hop. #### Technical - Tower-run waiting sets now count only online members, with shared advancement handling across login, logout, voting, reward claiming, campfires, and post-battle callbacks. - Abandoning a tower run is now requested by the client and resolved authoritatively by the server, ending the current run for the whole party and synchronizing any matching tower battle shutdown. - Disconnected players are skipped for battle alive-target collection, snapshot sending, and tower-battle resolution blockers, reducing stuck states after multiplayer tower-run disconnects.
release

Moon Spire 1.1.0

1.1.0
26 мая 2026 г.19Minecraft: 1.21.1neoforge
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### 中文更新日志 #### 新增内容 - 新增月尖塔传送门。玩家可以用黄色混凝土搭建门框并用打火石点燃,进入准备大厅;离开塔时会返回进入传送门前保存的位置。 - 新增完整登塔流程,包括准备大厅、路线图、起始房间、战斗房、篝火房、塔内生命和塔内卡组。 - 新增塔内奖励成长规则,战斗奖励会加入本次登塔卡组,离开登塔流程后再恢复进入前的正常卡组。 - 新增多人组队登塔支持,同一队伍共享路线选择、房间推进和塔生命,并支持多个队伍同时进行独立登塔。 #### 调整内容 - 默认塔调整为 12 步路线、80 点塔生命,并以战斗房和篝火房构成主要节点。 - 登塔地图改为自下而上展示路线,并优化分支、汇合和再分支生成,使路线结构更接近爬塔式选择体验。 - 路线生成现在严格校验节点数量、房间类型上下限和连线交叉,避免无效路线被保存或启动。 - 塔维度和房间编辑维度默认禁用自然生成、随机刻和未授权掉落物残留,并限制塔内部分右键交互。 #### 修复内容 - 修复传送门落点仍在门内时可能反复触发或立即反向传送的问题。 - 修复准备大厅、编辑维度传送门和正式登塔状态可能串扰的问题。 - 修复准备大厅、起始房间和路线房间生成前旧方块、容器内容、掉落物或经验球可能残留的问题。 - 修复半空出生点、台阶和地毯等不完整方块上的出生点可能被改到错误位置的问题。 - 修复无解路线或怪物组容量不足时,保存塔配置、按 N 开始或使用登塔命令可能失败不清晰的问题。 - 修复房间编辑草稿、离开编辑维度后保存、房间范围修改和房间工具右键设置点位不稳定的问题。 #### 开发者与整合包工具 - 新增房间编辑维度和房间工具,可记录房间范围、玩家出生点、怪物出生点和触发范围,并显示对应颜色的预览框。 - 开发者中心新增房间、塔配置和怪物池相关编辑入口,用于配置准备大厅、起始房间、路线规则、房间候选和战斗房抽取内容。 - 塔配置支持楼层名称、房间数、每步节点范围、房间类型权重、类型数量上下限和允许房间列表。 - 怪物池支持多个组、组权重和重复条目;空组不会参与抽取,无效条目会保留提示但不会导致运行崩溃。 - 开发者数据保存支持大体积 JSON 分块上传与回传,降低大型房间、塔配置或怪物池保存时断连或静默失败的风险。 #### 技术实现 - 登塔跑局改为服务端权威管理,统一维护队伍、投票、路线、房间、塔生命、塔内卡组和恢复流程。 - 多队登塔使用独立坐标分区;没有活跃跑局时会重置历史分配记录,减少开局时同步清理大量旧区域造成的卡顿。 - 房间生成前会在服务端集中清理目标区域,再同步最终方块状态,减少房间生成时的残留和逐块刷新感。 - 保存和启动登塔前会执行路线可解性、房间候选和怪物组容量校验,失败时返回明确提示。 ### English Changelog #### Added - Added Moon Spire portals. Players can build a yellow concrete frame, light it with flint and steel, enter the preparation lobby, and return to the saved entry position when leaving the tower. - Added the full tower-run flow, including the preparation lobby, route map, start room, battle rooms, campfire rooms, tower health, and a run-specific deck. - Added tower-run reward progression. Battle rewards are added to the current run deck, while the normal deck is restored after leaving the run flow. - Added multiplayer tower-run support, allowing one party to share route choices, room progress, and tower health while separate parties run in isolated spaces. #### Changed - Changed the default tower to a 12-step route with 80 tower health, built around battle rooms and campfire rooms. - Changed the tower map to display routes from bottom to top, with improved branching, merging, and re-branching for clearer route choices. - Improved route generation validation for node counts, room-type limits, and crossing-free connections, preventing invalid routes from being saved or started. - Tower and room-editor dimensions now disable natural spawning, random ticks, and unauthorized drop leftovers by default, with additional right-click interaction limits inside the tower. #### Fixed - Fixed portals potentially triggering repeatedly or immediately sending players back when the destination was still inside a portal. - Fixed preparation lobby state, editor-dimension portals, and active tower-run state interfering with one another. - Fixed old blocks, container contents, item drops, or experience orbs potentially remaining when lobbies, start rooms, or route rooms were regenerated. - Fixed midair spawn points and spawn points above slabs, carpets, or other partial blocks being moved to incorrect positions. - Fixed unclear failures when saving tower configs, starting with N, or using tower commands with unsolvable routes or insufficient monster-pool capacity. - Fixed unstable room editing around unsaved drafts, saving after leaving the editor dimension, changed room bounds, and right-click point placement with the room tool. #### Developer And Modpack Tools - Added the room editor dimension and room tool for recording room bounds, player spawns, monster spawns, and trigger bounds with colored preview boxes. - Added Developer Center editing for rooms, tower configs, and monster pools, covering preparation lobbies, start rooms, route rules, room candidates, and battle-room encounter selection. - Tower configs now support layer names, room counts, per-step node ranges, room-type weights, type count limits, and allowed room lists. - Monster pools now support multiple groups, group weights, and repeated entries; empty groups are skipped, and invalid entries remain visible without crashing runtime selection. - Developer data saving now supports chunked upload and download for large JSON payloads, reducing disconnects or silent failures when saving large rooms, tower configs, or monster pools. #### Technical - Tower runs are now managed authoritatively on the server, covering party membership, votes, routes, rooms, tower health, run decks, and restoration flow. - Separate tower parties use isolated coordinate regions; when no run is active, historical allocation records are reset to reduce startup stutter from clearing old regions. - Room generation now clears target areas on the server before syncing final block states, reducing leftovers and visible block-by-block refresh during generation. - Saving and starting tower runs now validate route solvability, room candidates, and monster-pool capacity before applying the configuration, returning clear failure messages when needed.
release

Moon Spire 1.0.5

1.0.5
21 мая 2026 г.21Minecraft: 1.21.1neoforge
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### 中文更新日志 #### 调整内容 - 优化战斗单位条目布局与信息展示,生命、速度、头像和状态信息现在更清晰。 - 优化手牌、牌堆、卡组列表和卡牌预览的显示性能,减少大量卡牌或重复卡牌场景下的界面卡顿。 - 优化开发者中心在编辑大量卡牌、怪物和效果时的列表刷新与输入性能。 #### 修复内容 - 修复联机和服务器环境下保存开发者中心自定义 PNG 资源可能不稳定的问题。 - 修复目标无效、手牌变化或服务端拒绝出牌时,客户端可能提前播放成功出牌动画的问题。 - 修复自定义 PNG 卡图在缩放、旋转或扇形手牌中可能溢出卡图区域的问题。 - 修复部分没有实际击退速度的战斗伤害仍播放击退偏移的问题。 - 修复战斗单位状态图标过多时,条目显示、提示框位置和鼠标判定可能异常的问题。 #### 玩法系统 - 出牌表现现在以服务端判定结果为准;出牌失败时,卡牌会按失败流程返回手牌。 - 优化战斗状态层数变化反馈,获得或失去状态时会显示对应的增减提示。 #### 界面与反馈 - 优化战斗单位列表显示,只保留当前存活单位,并改善指向目标时的列表滚动表现。 - 新增状态层数变化的世界反馈,并优化伤害、治疗、格挡和状态变化同时出现时的显示层次。 - 优化假死亡单位的战斗表现,倒下后会隐藏模型并播放短暂消散反馈,减少残留视觉状态。 - 优化本地 PNG 卡图、自定义卡面和战斗牌堆弹窗的加载表现,资源补齐期间仍会稳定显示已有卡牌内容。 #### 开发者与整合包工具 - 提高单人、局域网和专用服务器环境下开发者中心自定义资源保存的一致性。 - 优化远程客户端自定义 PNG 的上传、保存和预览同步,降低联机编辑资源时的失败概率。 - 优化开发者中心大量效果行的输入框性能,滚动编辑时会保留未保存的输入内容。 - 优化卡牌和怪物搜索列表刷新性能,减少大量数据下的重复刷新开销。 #### 技术实现 - 改善出牌结果确认、状态变化同步和开发者资源同步的底层处理,提高联机战斗与开发者中心保存稳定性。 ### English Changelog #### Changed - Improved combatant entry layout and information display, making health, Speed, portraits, and status information clearer. - Improved display performance for hand cards, piles, deck lists, and card previews, reducing UI stutter with large or repeated card lists. - Improved Developer Center list refresh and input performance when editing large card, monster, and effect sets. #### Fixed - Fixed unreliable saving of custom Developer Center PNG resources in multiplayer and server environments. - Fixed invalid targets, changed hands, or server-rejected card plays potentially showing a successful card-use animation too early. - Fixed custom PNG card art potentially overflowing its art area while cards were scaled, rotated, or displayed in a fanned hand pose. - Fixed some battle damage feedback playing knockback movement even when no actual knockback velocity was produced. - Fixed combatant entries with many status icons causing display, tooltip position, or mouse hit-detection issues. #### Gameplay - Card-use presentation now follows the server's final result; when a card play fails, the card returns to the hand through the failure flow. - Improved feedback for battle status stack changes, showing clear increase or decrease indicators when statuses are gained or lost. #### UI And Feedback - Improved combatant list display so it only shows currently living combatants and scrolls more reliably when aiming at a target. - Added world feedback for status stack changes and improved the display order when damage, healing, Block, and status changes appear together. - Improved fake-death presentation so units hide their model after falling and play a short dissipating feedback, reducing leftover visual states. - Improved loading behavior for local PNG card art, custom card faces, and battle pile popups, keeping available card content visible while resources finish loading. #### Developer And Modpack Tools - Improved consistency of Developer Center custom-resource saving across single-player, LAN, and dedicated-server environments. - Improved upload, saving, and preview synchronization for custom PNGs selected by remote clients, reducing failures during multiplayer resource editing. - Improved input performance for large Developer Center effect lists while preserving unsaved input during scrolling. - Improved card and monster search-list refresh performance, reducing repeated refresh work with large data sets. #### Technical - Improved underlying handling for card-use result confirmation, status-change synchronization, and developer resource synchronization, improving stability for multiplayer battles and Developer Center saves.
release

Moon Spire 1.0.4

1.0.4
19 мая 2026 г.29Minecraft: 1.21.1neoforge
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### 中文更新日志 #### 新增内容 - 新增僵尸疣猪兽“腐烂践踏”和劫掠兽“践踏压迫”的贴地冲击波与践踏姿态表现,命中时会显示可配置的波纹、前腿下压和头颈动作。 #### 调整内容 - 优化玩家近战冲刺、受击击退和入战落点过渡等战斗位移动画,使客户端表现更平滑,减少服务端位置校正带来的卡顿。 - 统一战斗中的临时手持物显示逻辑,卡图物品不再自动变成主手物品。 #### 修复内容 - 修复普通地面单位半空入战、动作结束或击退结束后高度拉回不正确的问题,战斗锁点会落到下方安全位置。 - 修复创造飞行玩家以及幻翼、恼鬼、烈焰人、恶魂等飞行或悬浮单位在战斗中被错误拉到地面的问题。 #### 玩法系统 - 卡牌的卡图物品和战斗手持物现在分开处理。只有显式配置战斗手持物的卡牌,或由制卡台、指令生成的物品转换牌,才会在出牌时临时显示主手物品。 - 火球、守卫者光束、潜影弹、监守者声波和风弹等生物能力牌默认保持空手,并只播放对应的世界动画、投射物或光束表现。 #### 界面与反馈 - 火球、光束、潜影弹、声波、风弹和普通武器牌的世界视觉反馈更统一,避免不该出现的图标物品占用主手。 - 践踏冲击波可以通过 PNG 和 JSON 配置调整波纹贴图、扩散半径、透明度、层数、旋转和贴地高度。 #### 开发者与整合包工具 - 开发者中心新增战斗手持物选择,并将“物品图标”与“手持物”入口分开,便于分别控制卡面显示和战斗临时持物。 - 优化本地 PNG 选择、文件贴图刷新和卡牌预览缓存,覆盖或重新选择图片后可以更稳定地立即显示。 - 物品图标和手持物选择器改为阻塞式顶层弹窗,搜索、滚动和点击行为不会误触底层控件。 - 开发者模式下按 F8 会重新读取践踏冲击波和践踏姿态配置,并刷新当前冲击波纹理缓存,便于调试 PNG 与关键帧。 ### English Changelog #### Added - Added ground-hugging stomp wave and stomp pose visuals for the Zoglin's Rotting Trample and the Ravager's Trampling Pressure, including configurable ripples, front-leg pressure, and head or neck motion. #### Changed - Improved player melee lunge, knockback, and battle-entry settling animations so client-side battle movement looks smoother and is less disrupted by server position correction. - Unified temporary battle held-item display logic, so card art items no longer automatically become main-hand items. #### Fixed - Fixed regular ground units being pulled to the wrong height after entering battle in midair, finishing an action, or ending knockback; their battle locks now settle on a safe position below. - Fixed creative-flying players and airborne or hovering units such as phantoms, vexes, blazes, and ghasts being incorrectly pulled down to the ground during battle. #### Gameplay - Card art items and battle held items are now handled separately. Only cards with an explicit battle held item, or item conversion cards created through the Card Forge or commands, temporarily show a main-hand item when played. - Creature ability cards such as fireballs, Guardian beams, Shulker bullets, Warden sonic booms, and wind charges now stay empty-handed by default and only play their matching world animation, projectile, or beam. #### UI And Feedback - World visual feedback for fireballs, beams, Shulker bullets, sonic booms, wind charges, and regular weapon cards is more consistent, avoiding icon items appearing in the main hand when they should not. - Stomp waves can be tuned through PNG and JSON configuration for the ripple texture, expansion radius, opacity, layer count, rotation, and ground offset. #### Developer And Modpack Tools - Added a battle held-item selector to the Developer Center and separated the Item Icon and Held Item controls, making card-face display and temporary battle held items easier to configure independently. - Improved local PNG picking, file texture refresh, and card preview caching, so replaced or newly selected images appear more reliably right away. - Item icon and held-item selectors now open as blocking top-level popups, so searching, scrolling, and clicking inside them no longer accidentally hit underlying controls. - Pressing F8 in developer mode reloads stomp wave and stomp pose configuration and refreshes the current stomp wave texture cache, making PNG and keyframe tuning easier.
release

Moon Spire 1.0.3

1.0.3
18 мая 2026 г.29Minecraft: 1.21.1neoforge
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### 中文更新日志 #### 调整内容 - 召唤物与分裂子体在出生时会继承召唤者或父体的水平朝向,减少生成后朝向突变。 #### 修复内容 - 修复战斗中世界目标命中依赖滞后目标结果的问题,改为按战斗相机射线直接命中当前存活战斗单位。 - 修复目标被击退或移动后,世界中的鼠标指向、高亮和点击选中不能立刻跟随新位置恢复的问题。 - 修复旧 hover 蓝框可能残留,以及敌方或友方单位点击后黄色选中反馈不一致的问题。 #### 玩法系统 - 玩家现在可以直接通过世界中的鼠标指向或左键点击来 hover / 选中当前存活目标。 - 敌方与其它玩家方或友方单位都可以保持黄色选中;本地玩家自己仍只显示蓝色 hover,不进入黄色常驻选中。 - 单体友方目标规则保持不变:不包含自己,拖牌目标合法性不改。 #### 界面与反馈 - 条目区与世界实体的目标高亮反馈继续保持同步,蓝色 hover 与黄色选中的显示条件统一。 - 世界实体、目标条目与点击选中反馈在多人战斗里更一致。 ### English Changelog #### Changed - Summoned units and split offspring now inherit the horizontal facing of their summoner or parent when they appear, reducing abrupt facing changes on spawn. #### Fixed - Fixed world target detection in battle relying on stale targeting results; live combatants are now hit directly from the battle camera ray. - Fixed world hover, highlight, and click selection not immediately recovering after a target is knocked back or moved to a new position. - Fixed lingering blue hover outlines and inconsistent yellow selection feedback after clicking enemy or allied units. #### Gameplay - Players can now directly hover or select live battle targets through world aiming or left click. - Enemies and other player-side or allied units can keep a yellow selection outline, while the local player still only uses blue hover feedback and never enters persistent yellow selection. - Single-ally targeting rules are unchanged: self is still excluded, and drag-to-play target validation stays the same. #### UI And Feedback - Target highlighting stays synchronized between list entries and world entities, with unified rules for blue hover and yellow selection feedback. - World entities, target entries, and click-selection feedback behave more consistently in multiplayer battles.