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Trial-DUNGEON

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beta

STAT Mod 1.2.1

1.2.1
13 июл. 2026 г.223Minecraft: 1.21.1neoforge
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Что нового
# Changelog ## [1.2.1] - 2026-07-13 ### Added - **Adventurers' City (floor 0)** expanded with denser districts, decorated interiors, a protected duel arena, spectator stands, PvP isolation, bounty/merchant NPCs, and dedicated warrior, archer, and mage training grounds with real training dummies - **Room encounters** on combat floors: enemies now spawn progressively when players enter each required room instead of loading the whole floor as one global wave - Explicit normal, elite, and boss roles for dungeon health scaling ### Changed - Dungeon monster health now scales from **x3 at floor 1** to **x15 at floor 100**, continuing through the Abyss up to x25; elites receive x1.25 and bosses x1.5 - Combat floors are completed only after every required room encounter is cleared - STAT Mod version advanced to 1.2.1 for Minecraft 1.21.1 / NeoForge 21.1+ ### Fixed - Long Iron's Spellbooks casts being repeatedly cancelled when another mod refreshed durability or components on the same equipped casting item - Tensura spell metadata queried before registry initialization no longer remains cached as an incorrect instant, zero-tick cast - Dungeon health modifiers no longer stack or fully heal damaged mobs when reapplied --- ## [1.2.0-public] - 2026-07-12 — First public release (Modrinth + CurseForge) ### Added - **Trial Dungeon**: endless procedural dungeon dimension — 100 rotating themes across 10 arcs, serpentine room-chain floors, giant open-sky boss arenas with a 40+ boss altar roster, treasure vaults, secret rooms, ultra-secret relic sanctuaries, command-block traps - **Dungeon Rush**: kill combos, jackpots, flawless-floor bonuses, personal records - **Dungeon points economy**: kills → points → currency exchange; physical FDP currency (coins & notes), magic banker, SDM shop bridge with detailed catalog - **Dungeon mage mobs** with real caster AI (modeled on Iron's wizard AI): kiting with player-facing backpedal, spell telegraphs (sound + particles), line-of-sight checks, distance-scaled cast cadence, hit retaliation, squad cohesion — and counterplay: hitting a casting mage interrupts its spell - Natural mage squads from floor 3+ (wither mages 15+), always escorted by a tank knight and an archer - Team co-op dungeon conquest (FTB Teams): shared unlocks, assist points - PlayerRevive, Waystones, Lootr, L2 Hostility dungeon integrations ### Fixed - Custom mage spawn eggs: NBT now nested under NeoForgeData + spawn-guard authorization (mobs previously vanished on spawn) - Mage AI lost on chunk reload/restart (goal re-attached via in-memory guard) - Invalid Iron's Spellbooks spell ids (ice_storm → blizzard, summon_skeleton → raise_dead) - Natural mage wave conversion was dead code with a full modpack installed --- ## [1.2.0] - 2026-06-21 ### Added - Unified magic tree — Iron's Spellbooks Phase 1 (common trunk + Fire school active) - 8 magic schools structurally present (locked, pending Phase 2) - Arcane and school point system with persistence - IronSpellEventBridge for event-driven spell casting - Puffish Skills mirror UI for magic tree - `/magic` command for tree management - Magic node unlock/gating with race affinity cost adjustment - Client-side magic tree cache with sync on join ### Fixed - Audit M1 — 10 critical/important/minor fixes from code review (065d57a) - SwordSoaringClientModEventsMixin cleanup - Magic state sync on player join/respawn ### Changed - Port NeoForge 1.21.1 finalized (zero Forge residuals in src/) - Perk gating integrates with Tensura skill level - Build CI targets JDK 21, NeoForge 1.21.1 --- ## [1.1.0] - 2026-06-04 ### Added - Full config externalization: XP rates, perk thresholds, skill levels, thirst rates, weapon XP, cooldown multiplier - `README.md` with installation, commands, and progression documentation - `CHANGELOG.md` (this file) ### Fixed - **StatPassiveSkill UUID collision**: Each stat+tier now has a unique UUID, preventing passives from overwriting each other - **LevelUpHandler**: Particle effects now trigger correctly per milestone level - **FatigueHandler**: Config values are now read once at load instead of every tick - **System.currentTimeMillis()**: Replaced with server game ticks in `StatActiveSkill` and mana blocking for deterministic cooldowns - **ThirstHandler**: All thirst rates are now configurable - **PerkTickHandler**: Added early return when player has no perks ### Removed - Stale `META-INF/mods.toml` at project root (WeaponsOfMiracles artifact) ### Changed - Perk tier thresholds now read from config (were hardcoded 20/50/80) - Skill unlock levels now read from config (were hardcoded 20/50/80/100) - XP formula multiplier configurable (was hardcoded 50) - Weapon mastery max level configurable (was hardcoded 50) --- ## [1.0.0] - 2026-05-27 ### Initial Release - 23 character stats across 5 categories - 60+ Epic Fight custom skills - 42 perks (3 per stat) - Fatigue system with 7 debuff thresholds - Thirst system with dehydration effects - Weapon mastery for 13 weapon types - Mana pool system - 48-minute day cycle - Adrenaline potions and effect - Full French and English localization - `/statmod` admin command with list/get/set/xp/reset - Character Screen (P) and Perk Screen (O) - HUD: fatigue bar, global level overlay, combo counter - ParCool integration - AAA Particles integration
beta

STAT Mod 1.2.0

1.2.0
12 июл. 2026 г.25Minecraft: 1.21.1neoforge
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Что нового
# Changelog ## [1.2.0] - 2026-06-21 ### Added - Unified magic tree — Iron's Spellbooks Phase 1 (common trunk + Fire school active) - 8 magic schools structurally present (locked, pending Phase 2) - Arcane and school point system with persistence - IronSpellEventBridge for event-driven spell casting - Puffish Skills mirror UI for magic tree - `/magic` command for tree management - Magic node unlock/gating with race affinity cost adjustment - Client-side magic tree cache with sync on join ### Fixed - Audit M1 — 10 critical/important/minor fixes from code review (065d57a) - SwordSoaringClientModEventsMixin cleanup - Magic state sync on player join/respawn ### Changed - Port NeoForge 1.21.1 finalized (zero Forge residuals in src/) - Perk gating integrates with Tensura skill level - Build CI targets JDK 21, NeoForge 1.21.1 --- ## [1.1.0] - 2026-06-04 ### Added - Full config externalization: XP rates, perk thresholds, skill levels, thirst rates, weapon XP, cooldown multiplier - `README.md` with installation, commands, and progression documentation - `CHANGELOG.md` (this file) ### Fixed - **StatPassiveSkill UUID collision**: Each stat+tier now has a unique UUID, preventing passives from overwriting each other - **LevelUpHandler**: Particle effects now trigger correctly per milestone level - **FatigueHandler**: Config values are now read once at load instead of every tick - **System.currentTimeMillis()**: Replaced with server game ticks in `StatActiveSkill` and mana blocking for deterministic cooldowns - **ThirstHandler**: All thirst rates are now configurable - **PerkTickHandler**: Added early return when player has no perks ### Removed - Stale `META-INF/mods.toml` at project root (WeaponsOfMiracles artifact) ### Changed - Perk tier thresholds now read from config (were hardcoded 20/50/80) - Skill unlock levels now read from config (were hardcoded 20/50/80/100) - XP formula multiplier configurable (was hardcoded 50) - Weapon mastery max level configurable (was hardcoded 50) --- ## [1.0.0] - 2026-05-27 ### Initial Release - 23 character stats across 5 categories - 60+ Epic Fight custom skills - 42 perks (3 per stat) - Fatigue system with 7 debuff thresholds - Thirst system with dehydration effects - Weapon mastery for 13 weapon types - Mana pool system - 48-minute day cycle - Adrenaline potions and effect - Full French and English localization - `/statmod` admin command with list/get/set/xp/reset - Character Screen (P) and Perk Screen (O) - HUD: fatigue bar, global level overlay, combo counter - ParCool integration - AAA Particles integration