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Moon Spire

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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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### 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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### 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.
release

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.
release

Moon Spire 1.0.2

1.0.2
18 мая 2026 г.27Minecraft: 1.21.1neoforge
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### 中文更新日志 #### 新增内容 - 新增击败怪物后的卡牌奖励机制,战斗结算后可以直接获得对应卡牌。 #### 卡牌与牌组 - 新增多组怪物专属卡组,覆盖卫道士、掠夺者、幻翼、恼鬼、唤魔者、劫掠兽、女巫、蠹虫、史莱姆、末影人、凋灵骷髅、末影螨、潜影贝、监守者、烈焰人、恶魂、僵尸猪灵、岩浆怪、疣猪兽、僵尸疣猪兽、猪灵和猪灵蛮兵等敌人。 - 怪物卡组、意图预览和奖励生成继续共用同一套注册与回退流程,新增内容可以更稳定地接入现有战斗体系。 #### 界面与反馈 - 卡牌放大和缩放过渡更平滑,减少界面跳动。 - 战斗界面、制卡台、奖励页和开发者中心现在会更好地自适应不同分辨率。 #### 开发者与整合包工具 - 开发者中心现在也会使用自适应布局,小窗口下更容易操作。 #### 修复内容 - 修复部分文本显示错误。 - 修复死亡后残留动画的问题。 - 修复卫道士的意图显示错误。 #### 兼容性 - 本版本继续面向 Minecraft 1.21.1。 - 本版本继续面向 NeoForge 21.1.228。 - 本版本需要 Java 21。 ### English Changelog #### Added - Added a card reward for defeating monsters, so battles can directly grant the matching cards after resolution. #### Cards And Decks - Added more monster-specific decks covering vindicators, pillagers, phantoms, vexes, evokers, ravagers, witches, silverfish, slimes, endermen, wither skeletons, endermites, shulkers, wardens, blazes, ghasts, zombified piglins, magma cubes, hoglins, zombified hoglins, piglins, and piglin brutes. - Monster decks, intent previews, and reward generation still share the same registration and fallback pipeline, so new content fits the existing battle system more reliably. #### UI And Feedback - Card zoom and scale transitions are smoother, reducing UI jumping. - The battle screen, Card Forge, reward screen, and Developer Center adapt better to different resolutions. #### Developer And Modpack Tools - The Developer Center now uses the shared adaptive layout, making it easier to use in smaller windows. #### Fixed - Fixed text display errors. - Fixed lingering death animations. - Fixed vindicator intent display issues. #### Compatibility - This release still targets Minecraft 1.21.1. - This release still targets NeoForge 21.1.228. - This release requires Java 21.
release

Moon Spire 1.0.1

1.0.1
14 мая 2026 г.19Minecraft: 1.21.1neoforge
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### 中文更新日志 #### 新增内容 - 新增 JEI 联动展示。安装 JEI 时,制卡台转换会显示为 JEI 分类,玩家可以查看装备、弓弩、箭和光灵箭等物品会生成的卡牌。 - 新增弓、弩、箭和光灵箭的专用转换牌,弓弩牌会消耗箭牌并在世界中播放蓄力、装填和飞行表现后结算。 - 新增多种战斗状态与状态图标,包括备箭充足、引信、发光、凋零、潮蚀、麻痹和荆棘。 - 新增更多怪物专属牌组和内置怪物牌,覆盖僵尸、骷髅、蜘蛛、洞穴蜘蛛、苦力怕、溺尸、守卫者和远古守卫者等敌人。 #### 调整内容 - 强化怪物出牌 AI,让怪物能更好地评估伤害、防御、状态施加和自爆等效果。 - 统一普通近战攻击、远程弓弩、骷髅拉弓、三叉戟投掷、激流冲刺和苦力怕自爆等世界战斗动画的表现路径。 - 优化卡组、牌堆、怪物卡组和开发者列表的缓存与可见区域渲染,减少打开列表、滚动和悬停卡牌时的卡顿。 - 调整卡牌效果描述与关键词提示,默认目标不再显示多余“目标”文字,效果描述中的关键词也会高亮并显示对应说明。 #### 修复内容 - 修复卡牌效果搜索栏无法正常使用的问题。 - 修复战斗中视角被中间方块或战斗锁定状态卡住的问题。 - 修复死亡、假死亡和外部死亡保护交互导致的延迟、残留显示或永久假死问题。 - 修复卡牌描述、卡图、世界头顶文字和基础 HUD 内容在模态遮罩上方穿透显示的问题。 - 修复弓弩动画手持物品闪烁、姿态残留、重复挥手和命中结算时机不稳定的问题。 - 修复多人战斗中结束回合、出牌等待、手牌选择确认和旧快照乱序到达可能造成的输入或结算延迟。 - 修复删除或缺失开发者自定义卡后,旧卡牌、旧 id 或无效怪物卡组覆盖在重进后复活的问题。 #### 玩法系统 - 手牌上限固定为 10 张;抽牌超过上限时,额外抽到的牌会直接进入弃牌堆。 - 多怪物战斗中,当前选中或指向哪只怪物,就显示哪只怪物自己的意图和预览数值。 - 右键查看参战单位牌组时,会显示被查看单位当前真实战斗牌库,并包含正在使用或结算中的牌。 - 直接伤害命中会显示更稳定的冲刺、停顿、受击方向和击退表现;效果伤害仍只显示伤害数字、音效和受击反馈,不会触发出牌挥手。 #### 卡牌与牌组 - 弓转换为远程消耗箭造成伤害的卡牌;弩转换为更高伤害、保留并在保留时降费的远程卡牌;箭和光灵箭转换为可被消耗的箭牌。 - 苦力怕牌组加入点燃引信、嘶嘶逼近和火药外壳,并通过引信状态触发无世界破坏的自爆结算。 - 溺尸获得三叉戟投掷、引雷投掷、激流冲刺和鹦鹉螺壳牌组;守卫者和远古守卫者获得潮蚀、麻痹、荆棘和光束相关牌组。 - 怪物默认牌组允许重复牌;无效的非空覆盖被清理后,有默认牌组的怪物会回退到代码内置牌组。 #### 状态与关键词 - 凋零会降低战斗内生命上限,最低降至 1,回合结束时衰减;生命上限恢复后不会自动恢复生命。 - 潮蚀会在目标获得格挡时先抵消格挡;麻痹会削弱目标后续攻击牌的基础伤害;荆棘会在受到攻击伤害时反伤攻击者。 - 备箭充足会在回合开始时生成箭牌;引信会在回合结束时倒计时,归零后触发自爆;烧伤可以引爆带有引信的目标。 - 远程、消耗箭、箭、给予发光和保留时减少耗费接入卡牌描述、关键词提示、怪物意图和战斗结算。 #### 界面与反馈 - 卡组、抽牌堆、弃牌堆、消耗堆和实体牌库查看使用更稳定的连续滚动、可拖动滚动条和可见区域缓存。 - 放大卡牌和关键词提示会更稳定地跟随原卡位置,不再被强行拉回屏幕中心,也不会在原小卡与放大卡之间来回闪烁。 - 开发者中心、卡面应用选择器和卡牌网格的搜索、滚动、确认弹窗、遮罩层和底层输入阻断更加一致。 - 战斗世界头顶反馈会跟随实体真实或视觉移动,凋零后的有效生命上限、状态层数和伤害预览会与实际结算保持一致。 #### 开发者与整合包工具 - 开发者中心怪物页新增初始状态编辑,可为怪物配置凋零、荆棘等战斗开始时自动应用的状态。 - 卡牌效果编辑器支持获得引信、给予凋零、给予潮蚀、给予麻痹和获得荆棘。 - 卡面页新增删除、重置和应用流程;卡面应用选择器支持搜索、批量选择、应用和完成。 - 保存开发者数据后,服务器会把最新卡牌、卡面和怪物数据同步给在线玩家,非管理员只刷新本地缓存而不会自动打开开发者中心。 - 开发者数据加载、保存和删除流程会清理无效卡牌引用、旧怪物卡组覆盖和已删除的自定义卡,避免旧内容复活。 #### 技术实现 - 战斗快照增加序号并让客户端忽略倒序旧快照,减少手牌选择、结束回合和出牌确认后的旧状态回弹。 - 大型战斗牌库内容改为按需请求和按实体、牌堆版本缓存,避免常规快照携带过多牌库数据。 - 世界战斗动画复用更多原版持物、使用物品、骷髅拉弓和激流旋转状态,同时在动画结束、退出战斗或换世界时清理临时状态。 - 新增访问转换配置用于客户端战斗视觉临时读取和写入原版使用物品、激流旋转等字段;这些字段只用于表现,不参与权威伤害或碰撞结算。 #### 兼容性 - 本版本继续面向 Minecraft 1.21.1。 - 本版本继续面向 NeoForge 21.1.228。 - 本版本需要 Java 21。 - JEI 为可选联动;未安装 JEI 时,核心制卡台和卡牌战斗流程不受影响。 ### English Changelog #### Added - Added JEI integration display. When JEI is installed, Card Forge conversions appear as a JEI category showing the cards produced by equipment, bows, crossbows, arrows, spectral arrows, and other supported items. - Added dedicated converted cards for bows, crossbows, arrows, and spectral arrows. Bow and crossbow cards consume arrow cards and resolve after draw/loading and projectile travel visuals. - Added more battle statuses and status icons, including Abundant Arrows, Fuse, Glowing, Wither, Tidal Erosion, Paralysis, and Thorns. - Added more monster-specific decks and built-in monster cards for enemies such as zombies, skeletons, spiders, cave spiders, creepers, drowned, guardians, and elder guardians. #### Changed - Improved monster card AI so monsters can better evaluate damage, defense, status application, and self-destruct effects. - Unified the presentation path for normal melee attacks, bow/crossbow shots, skeleton bow draw, trident throws, riptide rushes, and creeper-style self-destructs. - Optimized caching and visible-area rendering for decks, piles, monster decks, and developer lists to reduce stutter while opening lists, scrolling, and hovering cards. - Adjusted card effect descriptions and keyword tips so default targets no longer show unnecessary target wording, and keywords inside effect text also highlight and show details. #### Fixed - Fixed the card-effect search box not working correctly. - Fixed the battle camera or battle lock getting stuck around blocks in the middle of combat. - Fixed delayed death, fake-death cleanup, and interactions with outside death protection that could leave stale displays or permanent fake-death state. - Fixed card descriptions, card art, overhead world text, and base HUD text rendering through modal overlays. - Fixed bow/crossbow held-item flicker, lingering poses, duplicate swings, and unstable hit-resolution timing. - Fixed multiplayer end-turn, card-use waiting, hand-selection confirmation, and stale snapshot ordering cases that could delay input or resolution. - Fixed deleted or missing developer custom cards, old card IDs, and invalid monster-deck overrides coming back after reload. #### Gameplay - The hand limit is now fixed at 10 cards. Cards drawn above the limit go directly to the discard pile. - In multi-monster battles, the selected or aimed monster now determines the displayed intent and preview values. - Right-clicking a combatant deck now shows that unit's current real battle deck, including cards currently being used or resolved. - Direct damage now has more stable lunge, hit pause, hurt direction, and knockback feedback; effect damage only shows damage numbers, sound, and hurt feedback, without triggering card-play swings. #### Cards And Decks - Bows convert into ranged cards that consume arrows for damage; crossbows convert into higher-damage retained ranged cards that reduce cost while retained; arrows and spectral arrows convert into consumable arrow cards. - Creeper decks now include Light Fuse, Hissing Approach, and Gunpowder Shell, using Fuse to trigger a self-destruct that does not break world blocks. - Drowned now have Trident Throw, Channeling Throw, Riptide Rush, and Nautilus Shell decks; guardians and elder guardians now use Tidal Erosion, Paralysis, Thorns, and beam-related decks. - Default monster decks now allow duplicate cards. When an invalid non-empty override is cleaned up, monsters with built-in defaults fall back to their code-defined decks. #### Statuses And Keywords - Wither reduces battle max health down to a minimum of 1 and decays at end of turn; restoring the max health does not automatically heal the unit. - Tidal Erosion reduces future Block gain, Paralysis lowers the base damage of later attack cards, and Thorns reflects damage back to attackers when attack damage is taken. - Abundant Arrows creates arrow cards at start of turn. Fuse counts down at end of turn and triggers self-destruct at zero. Burn can detonate a target that has Fuse. - Ranged, Consume Arrow, Arrow, Glowing, and Retain Reduce Cost now participate in card descriptions, keyword tips, monster intents, and battle resolution. #### UI And Feedback - Deck, draw pile, discard pile, exhaust pile, and entity deck views now use more stable smooth scrolling, draggable scrollbars, and visible-range caching. - Enlarged cards and keyword tips now stay anchored to the original card more reliably, no longer snap toward the screen center, and avoid flickering between the small and enlarged card. - Developer Center screens, the card-face application selector, and card grids now handle search, scrolling, confirmation modals, overlays, and blocked base input more consistently. - Overhead battle feedback follows real or visual entity movement, and Wither-adjusted max health, status stacks, and damage previews better match actual resolution. #### Developer And Modpack Tools - Added initial effect editing to the Developer Center monster page, allowing monsters to start battles with statuses such as Wither or Thorns. - Added support in the card-effect editor for Gain Fuse, Apply Wither, Apply Tidal Erosion, Apply Paralysis, and Gain Thorns. - Added delete, reset, and apply flows to the card-face page; the card-face application selector supports search, batch selection, apply, and done actions. - Saving developer data now syncs the latest card, card-face, and monster data to online players. Non-admin players refresh local caches without automatically opening the Developer Center. - Developer data loading, saving, and deletion now clean invalid card references, old monster-deck overrides, and deleted custom cards to prevent stale content from returning. #### Technical - Battle snapshots now carry sequence numbers, and clients ignore older out-of-order snapshots to reduce rollback after hand selection, end turn, and card-use confirmations. - Large battle deck contents are now requested on demand and cached by entity and pile version, reducing the amount of deck data carried in routine snapshots. - World battle animations reuse more vanilla held-item, item-use, skeleton bow-draw, and riptide spin state, while cleaning temporary visual state after animations, battle exit, logout, or world change. - Added access transformer entries for temporary client-side battle visuals that read or write vanilla item-use and riptide fields. These fields are presentation-only and do not drive authoritative damage or collision. #### Compatibility - This release still targets Minecraft 1.21.1. - This release still targets NeoForge 21.1.228. - This release requires Java 21. - JEI support is optional. Without JEI, the core Card Forge and card-battle flow are unchanged.
release

Moon Spire 1.0.0

1.0.0
10 мая 2026 г.28Minecraft: 1.21.1neoforge
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### 中文更新日志 #### 发布摘要 月尖塔 1.0.0 是模组的首个正式发布版本。该版本为 Minecraft 1.21.1 引入一套牌组构筑式回合制卡牌战斗系统,并围绕挑战生物、管理牌堆、打出装备转化卡牌、观察敌人意图和编辑卡牌内容建立完整的基础框架。 本版本的重点不是单个战斗技能,而是一整套可持续扩展的玩法底座:玩家拥有自己的卡牌数据,怪物拥有战斗牌组,战斗会在专门的 UI 和世界头顶反馈中展示,制卡台负责把装备转化为卡牌,开发者中心则用于后续调试、整合包配置和内容扩展。 #### 新增内容 - 新增制卡台方块用于把装备转化为卡牌。 - 新增玩家卡牌数据附件,用于保存玩家拥有的卡牌。 - 新增中英文语言文件,覆盖方块、物品、按键、界面、战斗状态、卡牌效果、关键词、状态效果、命令反馈和开发者工具文本。 #### 玩法系统 - 新增牌组构筑式回合制战斗。玩家可以对可交战目标发起挑战,并进入专门的卡牌战斗流程。 - 新增挑战目标按键。玩家指向可交战目标时,可通过按键发起战斗。 - 新增 10 格挑战与参战范围。发起战斗时,附近 10 格内符合条件的玩家和敌对生物会一起加入战斗。 - 新增玩家方与怪物方回合流程。玩家在自己的回合中出牌,结束回合后怪物按自己的手牌和费用自动行动。 - 新增多人同步战斗基础规则。多个玩家参与同一场战斗时,各自拥有手牌、费用、牌堆和结束回合状态。 - 新增结束回合按钮与快捷键提示。玩家可以通过界面按钮或快捷键Q结束自己的回合。 - 新增战斗取消入口。玩家可按R主动取消当前战斗。 - 新增固定费用基础规则。战斗中每方每回合默认拥有固定费用,用于支付出牌成本。 - 新增抽牌堆、弃牌堆、消耗牌堆和手牌管理。玩家可查看对应牌堆,抽牌堆耗尽后会使用弃牌堆继续循环。 - 新增假死亡与战斗结算基础逻辑。战斗中的死亡会先进入战斗内结算和表现流程,再处理真实死亡与击杀归属。 - 新增速度属性与伤害修正。速度可影响直接伤害表现,并与格挡、守护等防御机制共同参与结算。 - 新增格挡规则。格挡用于吸收普通伤害,并持续到拥有者自己的下个回合开始前。 - 新增敌人意图。玩家可以在自己的回合查看怪物计划使用的卡牌或意图摘要,从而提前判断危险。 #### 卡牌与牌组 - 新增卡牌实例系统,支持卡牌唯一 ID、来源物品、名称键、描述键、费用、攻击、防御、效果列表、来源类型、卡图资源、物品图标和卡面模板。 - 新增卡牌来源类型:模组本体、武器、护甲、工具、怪物、自定义和未知来源。 - 新增可转换装备卡牌。制卡台可以把符合条件的装备转化为玩家拥有的卡牌,并保留来源物品展示。 - 新增基础卡牌效果类型: - 伤害。 - 治疗。 - 格挡。 - 流血。 - 守护。 - 力量。 - 扣除力量。 - 再生。 - 迅捷。 - 中毒。 - 烧伤。 - 虚弱。 - 缓慢。 - 抽牌。 - 获得费用。 - 消耗。 - 固有。 - 保留。 - 虚无。 - 消耗手牌。 - 丢弃手牌。 - 新增卡牌目标类型:自身、单体敌方、单体友方、全体敌方、全体友方、全体单位、自身以外的所有单位、自身以外的所有友方、随机敌方和随机友方。 - 新增怪物默认牌组系统。默认敌对生物拥有可用于战斗的怪物牌组。 - 新增僵尸类怪物牌组,包括爪击、腐烂防御和猛扑等怪物卡。 - 新增骷髅类怪物牌组,包括骨箭、侧步和瞄准齐射等怪物卡。 - 新增蜘蛛类怪物牌组,包括扑袭、疾行闪避和撕咬等怪物卡。 - 新增通用怪物备用牌组,包括打击、防守和重击等怪物卡,用于没有专属牌组但属于敌对分类的生物。 - 新增卡牌 ID 规范化逻辑,兼容内置怪物卡、物品转化卡和开发者自定义卡。 - 新增被消耗卡牌在战斗结束前移出当前牌组循环的基础机制。 #### 状态与关键词 - 新增关键词:格挡、消耗、费用、固有、保留和虚无。 - 新增流血状态。单位使用攻击牌时会受到流血伤害,回合结束时流血层数会衰减。 - 新增守护状态。每层守护提供直接伤害减免,层数足够高时可阻止直接伤害。 - 新增力量状态。力量提高造成的伤害,负力量会降低造成的伤害。 - 新增再生状态。回合结束时按层数恢复生命并减少层数。 - 新增迅捷状态。迅捷提高速度。 - 新增中毒状态。回合开始时按层数受到伤害并减少层数。 - 新增烧伤状态。回合结束时按层数受到伤害并减少层数。 - 新增虚弱状态。虚弱会降低造成的伤害,并在回合结束时减少层数。 - 新增缓慢状态。缓慢降低速度。 - 新增状态效果图标资源,包括流血、守护、力量、再生、迅捷、中毒、烧伤、虚弱和缓慢。 #### 界面与反馈 - 新增战斗主界面,展示玩家、敌人、手牌、费用、回合状态、结束回合按钮、抽牌堆、弃牌堆和消耗牌堆。 - 新增卡牌渲染系统,使用统一卡面 PNG 绘制费用、名称、类型、描述、卡图和来源物品图标。 - 新增手牌展示与交互。玩家可以查看手牌、悬停放大卡牌,并根据目标和费用尝试出牌。 - 新增牌堆查看面板。抽牌堆、弃牌堆、消耗牌堆和卡组查看界面使用统一的卡牌网格。 - 新增可滚动卡牌网格,支持内容超出时滚轮滚动和滚动条拖动。 - 新增敌方意图展示,帮助玩家判断怪物回合的行动方向。 - 新增世界头顶战斗信息,包括生命、格挡、速度、状态效果、意图和伤害/治疗/格挡反馈。 - 新增战斗视觉事件。出牌、受伤、格挡获得和治疗会在客户端显示对应反馈。 - 新增战斗 UI PNG 资源层,包括按钮、禁用按钮、悬停按钮、费用图标、牌堆图标、面板、滚动条、提示框、血条、格挡填充、生命填充和牌堆数量徽章。 - 新增默认战斗 UI 布局 JSON,集中描述主要战斗界面元素的位置、尺寸和缩放。 - 新增无模糊屏幕基础类,使月尖塔自定义界面避免使用原版菜单模糊背景。 - 新增制卡台界面,玩家可查看背包中可转换装备并生成卡牌。 - 新增卡组界面,玩家可查看和管理自己拥有的卡牌。 - 新增按键绑定: - 挑战目标。 - 打开卡组。 - 打开开发者中心。 #### 开发者与整合包工具 - 新增开发者中心,用于编辑月尖塔卡牌、卡面、怪物覆盖配置和战斗 UI。 - 新增开发者模式权限限制。开发者工具需要对应权限或配置开启后使用。 - 新增开发者数据目录结构: - `moonspire/developer/ui/` - `moonspire/developer/card_faces/` - `moonspire/developer/cards/` - `moonspire/developer/card_art/` - `moonspire/developer/monsters/` - 新增开发者数据保存与拆分文件输出。卡面、卡牌和怪物覆盖数据可写入独立 JSON 文件。 - 新增卡牌编辑功能,支持编辑卡牌 ID、名称、费用、效果、来源类型、卡图、物品图标和卡面。 - 新增卡牌效果编辑器,支持效果类型、数值、次数和目标选择。 - 新增卡面模板编辑功能,支持卡面图片、费用区域、名称区域、卡图区域、类型区域和描述区域调整。 - 新增卡面应用选择器,可将卡面模板应用到指定卡牌。 - 新增怪物覆盖功能,可为生物配置生命、费用、速度和怪物牌组。 - 新增怪物牌组编辑界面,可为指定生物添加和移除卡牌。 - 新增战斗 UI 布局编辑器,可在战斗中调整 UI 元素位置并保存覆盖文件。 - 新增物品搜索、卡牌搜索、效果搜索和目标选择弹窗,提高编辑效率。 - 新增管理员命令: - `/moonspire clear_deck`:清空玩家卡组。 - `/moonspire give_card <card_id> [target]`:向玩家发放指定月尖塔卡牌。 #### 技术实现 - 新增基于 NeoForge 自定义网络载荷的客户端/服务端同步流程。 - 新增战斗快照同步,用于同步战斗阶段、回合、参战单位、手牌、牌堆、敌人意图、待确认手牌选择和视觉事件。 - 新增玩家卡牌数据同步,用于客户端显示当前玩家拥有的卡牌。 - 新增制卡台打开、装备转化、挑战目标、选择目标、使用卡牌、准备卡牌、结束回合、取消战斗、开发者数据保存等网络载荷。 - 新增卡牌和战斗数据的 StreamCodec 编解码流程。 - 新增资源化 UI 绘制工具,统一绘制普通 PNG、九宫格 PNG、按钮、面板、滚动条、提示框和覆盖层。 - 新增基础本地化分类,所有玩家可见文本通过翻译键显示。 - 新增 Apache-2.0 开源协议文件和中文参考说明。 #### 兼容性 - 本版本面向 Minecraft 1.21.1。 - 本版本面向 NeoForge 21.1.228。 - 本版本需要 Java 21 运行环境。 - 现阶段未声明 Fabric、Forge 或其他加载器版本。 #### 已知说明 - 1.0.0 是初始发布版本,后续内容会继续围绕更多生物牌组、更多卡牌、状态效果、遗物、药水、卡牌获取和月尖塔挑战区域扩展。 - 开发者工具主要面向整合包作者、服务器管理者和内容调试场景,普通玩家默认不需要使用。 - 怪物战斗体验会随着后续专属牌组数量增加而继续丰富;没有专属牌组的敌对生物会使用通用备用牌组。 #### 后续计划 - 为更多生物添加专属卡组。 - 增加更多玩家卡牌和状态效果。 - 优化战斗动画、出牌反馈和世界头顶反馈。 - 添加遗物与药水系统,提供更多战斗外策略。 - 添加卡牌升级与获取系统,让卡组构筑更完整。 - 制作更多模组联动卡组与生物挑战。 - 建立真正的月尖塔挑战区域,提供独特生物、卡牌和机制。 ### English Changelog #### Release Summary Moon Spire 1.0.0 is the first official release of the mod. It introduces a deck-building, turn-based card combat system for Minecraft 1.21.1 and establishes the core framework for challenging creatures, managing card piles, playing equipment-derived cards, reading enemy intents, and editing card content. This release is not centered on one isolated combat skill. Instead, it provides a full foundation that can keep expanding: players have persistent card data, monsters have battle decks, combat is presented through dedicated screens and overhead world feedback, the Card Forge turns equipment into cards, and the Developer Center supports future debugging, modpack configuration, and content expansion. #### Added - Added the Card Forge block for converting equipment into cards. - Added a player card-data attachment for storing cards owned by each player. - Added English and Simplified Chinese language files for blocks, items, keybinds, screens, battle states, card effects, keywords, status effects, command feedback, and developer tools. #### Gameplay - Added deck-building turn-based combat. Players can challenge eligible targets and enter a dedicated card-battle flow. - Added a challenge-target keybind. Players can start combat by aiming at an eligible target and pressing the challenge key. - Added a 10-block challenge and participation range. When combat starts, eligible nearby players and hostile creatures within 10 blocks can join the same battle. - Added player-side and monster-side turn flow. Players play cards on their own turn; after they end turn, monsters automatically act according to their hands and energy. - Added foundational multiplayer synchronized combat rules. Multiple players in the same battle each have their own hand, energy, piles, and end-turn state. - Added an end-turn button and shortcut hint. Players can end their own turn through the UI button or the Q key. - Added a battle-cancel entry point. Players can press R to actively cancel the current battle. - Added the base fixed-energy rule. Each side has a default fixed amount of energy each turn to pay card costs. - Added draw pile, discard pile, exhaust pile, and hand management. Players can inspect piles, and the discard pile is recycled when the draw pile runs out. - Added fake-death and battle-resolution logic. Death during battle first goes through combat resolution and presentation before real death and kill attribution are handled. - Added speed and damage modification rules. Speed can affect direct damage and works alongside Block, Guard, and other defensive mechanics. - Added Block rules. Block absorbs normal damage and lasts until the owner's next turn starts. - Added enemy intents. Players can preview monster plans or intent summaries during their turn to judge incoming danger. #### Cards And Decks - Added the card instance system, including unique card IDs, source items, name keys, description keys, cost, attack, defense, effect lists, source type, art resources, item icons, and card-face templates. - Added card source types: mod, weapon, armor, tool, monster, custom, and unknown. - Added equipment-converted cards. The Card Forge can turn eligible equipment into player-owned cards while preserving source-item presentation. - Added base card effect types: - Damage. - Heal. - Block. - Bleed. - Guard. - Strength. - Lose Strength. - Regeneration. - Haste. - Poison. - Burn. - Weakness. - Slowness. - Draw Cards. - Gain Energy. - Exhaust. - Innate. - Retain. - Ethereal. - Exhaust Hand. - Discard Hand. - Added card target types: self, single enemy, single ally, all enemies, all allies, all units, all other units, all other allies, random enemy, and random ally. - Added default monster deck support. Hostile mobs have battle decks by default. - Added zombie-family decks with monster cards such as Claw, Rotten Guard, and Lunge. - Added skeleton-family decks with monster cards such as Bone Shot, Sidestep, and Aimed Volley. - Added spider-family decks with monster cards such as Pounce, Skitter, and Bite. - Added a generic fallback monster deck with Strike, Guard, and Heavy Strike for hostile mobs without a dedicated deck. - Added card ID normalization for built-in monster cards, item-converted cards, and developer custom cards. - Added the base mechanism for exhausted cards to leave the active deck cycle until battle ends. #### Statuses And Keywords - Added keywords: Block, Exhaust, Energy, Innate, Retain, and Ethereal. - Added Bleed. Units take Bleed damage when using attack cards, and Bleed stacks decay at end of turn. - Added Guard. Each Guard stack reduces direct damage, and high enough stacks can prevent direct damage. - Added Strength. Strength increases damage dealt; negative Strength reduces damage dealt. - Added Regeneration. At end of turn, units heal by stack count and then lose stacks. - Added Haste. Haste increases Speed. - Added Poison. At start of turn, units take damage by stack count and then lose stacks. - Added Burn. At end of turn, units take damage by stack count and then lose stacks. - Added Weakness. Weakness reduces damage dealt and decays at end of turn. - Added Slowness. Slowness reduces Speed. - Added status effect icon resources for Bleed, Guard, Strength, Regeneration, Haste, Poison, Burn, Weakness, and Slowness. #### UI And Feedback - Added the main battle screen, showing players, enemies, hand cards, energy, turn state, end-turn button, draw pile, discard pile, and exhaust pile. - Added card rendering based on a unified card-face PNG for cost, name, type, description, card art, and source item icons. - Added hand-card display and interaction. Players can inspect hand cards, hover enlarged cards, and attempt plays based on targets and energy. - Added pile viewer panels. Draw pile, discard pile, exhaust pile, and deck views share a unified card-grid panel. - Added scrollable card grids with wheel scrolling and draggable scrollbars when content overflows. - Added enemy intent display to help players read monster actions. - Added overhead world combat information, including health, Block, Speed, status effects, intents, and damage/heal/block feedback. - Added battle visual events. Card plays, damage, Block gains, and healing can display client-side feedback. - Added a PNG-based battle UI resource layer, including buttons, disabled buttons, hovered buttons, energy icons, pile icons, panels, scrollbars, tooltips, health bars, Block fills, health fills, and pile count badges. - Added a default battle UI layout JSON for centralizing positions, sizes, and scales of major battle elements. - Added a no-blur screen base class so Moon Spire custom screens avoid the vanilla menu blur background. - Added the Card Forge screen, where players can inspect convertible equipment and create cards. - Added the deck screen, where players can view and manage their owned cards. - Added keybinds: - Challenge Target. - Open Deck. - Open Developer Center. #### Developer And Modpack Tools - Added the Developer Center for editing Moon Spire cards, card faces, monster overrides, and battle UI. - Added developer-mode permission restrictions. Developer tools require the relevant permission or configuration before use. - Added developer data directories: - `moonspire/developer/ui/` - `moonspire/developer/card_faces/` - `moonspire/developer/cards/` - `moonspire/developer/card_art/` - `moonspire/developer/monsters/` - Added developer data saving and split-file output. Card faces, cards, and monster overrides can be written to separate JSON files. - Added card editing for card ID, name, cost, effects, source type, card art, item icon, and card face. - Added a card effect editor with effect type, value, count, and target selection. - Added card-face template editing for face image, cost area, name area, art area, type area, and description area. - Added a card-face application selector for applying face templates to chosen cards. - Added monster overrides for configuring creature health, energy, speed, and monster decks. - Added a monster deck editor for adding and removing cards on a selected creature. - Added a battle UI layout editor for adjusting UI element positions during battle and saving layout overrides. - Added item search, card search, effect search, and target picker popups to improve editing speed. - Added administrator commands: - `/moonspire clear_deck`: clears a player's deck. - `/moonspire give_card <card_id> [target]`: gives a specific Moon Spire card to a player. #### Technical - Added client/server synchronization based on NeoForge custom payloads. - Added battle snapshot synchronization for battle phase, round, combatants, hand cards, piles, enemy intents, pending hand selections, and visual events. - Added player card data synchronization for client-side display of the local player's owned cards. - Added network payloads for opening the Card Forge, converting equipment, challenging targets, selecting targets, using cards, preparing cards, ending turns, canceling battles, and saving developer data. - Added StreamCodec serialization for card and battle data. - Added resource-driven UI drawing helpers for regular PNGs, nine-slice PNGs, buttons, panels, scrollbars, tooltips, and overlays. - Added foundational localization categories so player-facing text is displayed through translation keys. - Added the Apache-2.0 license file and a Simplified Chinese reference note. #### Compatibility - This release targets Minecraft 1.21.1. - This release targets NeoForge 21.1.228. - This release requires Java 21. - Fabric, Forge, and other loader versions are not declared for this release. #### Known Notes - 1.0.0 is the initial public release. Future content will continue expanding creature decks, cards, status effects, relics, potions, card acquisition, and the Moon Spire challenge area. - Developer tools are primarily intended for modpack authors, server administrators, and content-debugging workflows. Regular players do not need to use them by default. - Monster combat variety will continue to grow as more dedicated creature decks are added. Hostile mobs without a dedicated deck use the generic fallback deck. #### Future Plans - Add dedicated decks for more creatures. - Add more player cards and status effects. - Improve battle animations, card-play feedback, and overhead world feedback. - Add relic and potion systems for more strategy outside direct combat. - Add card upgrade and acquisition systems to complete the deck-building loop. - Create more cross-mod decks and creature challenges. - Build the Moon Spire challenge area itself, with unique creatures, cards, and mechanics.