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Veil Origins

ВЕРСИИ (21)

alpha

Veil Origins 1.1.0

1.1.0
13 окт. 2026 г.110Minecraft: 26.2neoforge
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Что нового
## v1.1.0 - The Companion & Polish Update (2026-10-13) ### Added #### New Origins (7) - 28 Total - **Emberling** - Small fire-spirit origin with ember abilities - **Stormborn** - Lightning and storm caller - **Luminary** - Light-wielding radiant origin - **Sandstalker** - Desert predator with sand-based abilities - **Deepdweller** - Deep-dark dweller with ambush and warden-touched powers - **Blightborn** - Corruption and disease origin - **Hexweaver** - Curse and hex caster with mirror/amplify magic #### Technomancer Drone Companions - **Drone Controller item** - Deploy and command your personal drone squad - Right-click air: deploy a drone of the selected type - Sneak + right-click air: cycle drone type (utility, combat, scout, repair) - Right-click a drone: cycle its mode (follow, stay, aggressive, harvest, patrol, passive) - Sneak + right-click a drone: check its charge and mode - Sneak + click a beacon or lodestone: mark a squad recharge station - **Utility Drone** - Allay-style helper that follows you, orbits nearby, and fetches dropped items back to your feet - **Combat Drone** - Ranged defender; guards an area in AGGRESSIVE mode - **Scout Drone** - Fast, long-range flier; light bodyguard duty - **Repair Drone** - Passive medic that restores nearby allied drones - **Owner Defense System** - All combat-capable drones retaliate against whatever hurts you - hostile mobs AND other players - and assist against your targets - **Charge System** - Drones drain charge while deployed and recharge near a marked beacon or lodestone station; low-charge drones return to their owner - **Friendly-Fire Guard** - Drones can never attack you, your other drones, your tamed pets, or your companions #### Skill Tree Enhancements - **OR-prerequisites** - Skills can now require "any one of" a set of prerequisites (`requiresAny`) - Skill tooltips show a "Requires one of:" line for OR-grouped prerequisites #### Ability Dashboard - **Locked ability indicators** - Skill-gated abilities now display a lock state so you can see what to unlock - **Scrollable passives panel** - The passives list no longer clips at 6 entries; mouse-wheel scroll with a scrollbar and overflow hint ### Changed - **Full localization** - All user-facing text moved into `en_us.json` (messages, tooltips, GUI labels, config names) - **Drone deployment simplified** - Drones behave like allay-style companions: they follow, fetch, and defend - no port infrastructure required ### Fixed #### Skill Tree Deadlocks (CURSEFORGE REPORTS) - **Fixed 10 apex skills being permanently unreachable** - Convergent apexes required skills on BOTH sides of mutually-exclusive branches - Affected apexes across starborne, tidecaller, voidtouched, crystalline, cindersoul, deepdweller, hexweaver and more - Verified: 561 skills, 0 unreachable in every supported version #### Summons & Companions - **Fixed summoned minions and companions attacking their owner** - Target interception at the AI source; wild undead and minions can no longer acquire the owner as a target - **Fixed Necromancer undead re-acquiring the player between sweep ticks** - `LivingChangeTargetEvent` interception #### Origin Passives - **Fixed Starborne flight not returning after death** - Passives are now re-equipped on respawn #### UI - **Fixed origin selection carousel overflowing the screen at GUI scale 4** - Cards now fit-scale to the window - **Fixed ability dashboard overflow** - Passives panel now scrolls #### Earlier Hotfixes Rolled In - Dedicated-server classloading safety for client-only screens and handlers - Per-player cooldown isolation (abilities no longer share cooldowns between players) - Spore cloud behavior rewrite - F-keybind firing the wrong ability - Origin data sync on login/respawn/dimension change - Riftwalker XP sources and dimension persistence - Phantom insomnia for bed-blocking origins - HUD scale option respected by all overlays - Mojibake/encoding issues in displayed text ### Technical - Added `AbstractDroneEntity` base with modes, charge, orbit-follow, friendly-target guard - Added `UtilityDroneEntity`, `CombatDroneEntity`, `ScoutDroneEntity`, `RepairDroneEntity` - Added drone AI goals: `DroneFollowOwnerGoal`, `DroneOwnerHurtByTargetGoal`, `DroneOwnerHurtTargetGoal`, `DroneAggressiveTargetGoal`, `DroneGuardGoal`, `DronePatrolGoal`, `DroneHarvestGoal`, `DronePickupItemGoal`, `DroneMoveToWaypointGoal`, `DroneHoverGoal` - Added `DroneControllerItem` + `DroneAbility` for the Technomancer - Added drone models and renderers with per-type textures - Added `requiresAny` support to `Skill`/`SkillTreeData` and unlock evaluation - Added locked/unlocked reconstruction of skill-gated abilities on the client - `audit_tree_deadlocks.py` - structural analyzer proving 561/561 skills reachable per version - All version branches verified green: 26.2, 1.21.11, 1.21.10, 1.21.1
alpha

Veil Origins 1.1.0

1.1.0
13 окт. 2026 г.50Minecraft: 1.21.11neoforge
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Что нового
## v1.1.0 - The Companion & Polish Update (2026-10-13) ### Added #### New Origins (7) - 28 Total - **Emberling** - Small fire-spirit origin with ember abilities - **Stormborn** - Lightning and storm caller - **Luminary** - Light-wielding radiant origin - **Sandstalker** - Desert predator with sand-based abilities - **Deepdweller** - Deep-dark dweller with ambush and warden-touched powers - **Blightborn** - Corruption and disease origin - **Hexweaver** - Curse and hex caster with mirror/amplify magic #### Technomancer Drone Companions - **Drone Controller item** - Deploy and command your personal drone squad - Right-click air: deploy a drone of the selected type - Sneak + right-click air: cycle drone type (utility, combat, scout, repair) - Right-click a drone: cycle its mode (follow, stay, aggressive, harvest, patrol, passive) - Sneak + right-click a drone: check its charge and mode - Sneak + click a beacon or lodestone: mark a squad recharge station - **Utility Drone** - Allay-style helper that follows you, orbits nearby, and fetches dropped items back to your feet - **Combat Drone** - Ranged defender; guards an area in AGGRESSIVE mode - **Scout Drone** - Fast, long-range flier; light bodyguard duty - **Repair Drone** - Passive medic that restores nearby allied drones - **Owner Defense System** - All combat-capable drones retaliate against whatever hurts you - hostile mobs AND other players - and assist against your targets - **Charge System** - Drones drain charge while deployed and recharge near a marked beacon or lodestone station; low-charge drones return to their owner - **Friendly-Fire Guard** - Drones can never attack you, your other drones, your tamed pets, or your companions #### Skill Tree Enhancements - **OR-prerequisites** - Skills can now require "any one of" a set of prerequisites (`requiresAny`) - Skill tooltips show a "Requires one of:" line for OR-grouped prerequisites #### Ability Dashboard - **Locked ability indicators** - Skill-gated abilities now display a lock state so you can see what to unlock - **Scrollable passives panel** - The passives list no longer clips at 6 entries; mouse-wheel scroll with a scrollbar and overflow hint ### Changed - **Full localization** - All user-facing text moved into `en_us.json` (messages, tooltips, GUI labels, config names) - **Drone deployment simplified** - Drones behave like allay-style companions: they follow, fetch, and defend - no port infrastructure required ### Fixed #### Skill Tree Deadlocks (CURSEFORGE REPORTS) - **Fixed 10 apex skills being permanently unreachable** - Convergent apexes required skills on BOTH sides of mutually-exclusive branches - Affected apexes across starborne, tidecaller, voidtouched, crystalline, cindersoul, deepdweller, hexweaver and more - Verified: 561 skills, 0 unreachable in every supported version #### Summons & Companions - **Fixed summoned minions and companions attacking their owner** - Target interception at the AI source; wild undead and minions can no longer acquire the owner as a target - **Fixed Necromancer undead re-acquiring the player between sweep ticks** - `LivingChangeTargetEvent` interception #### Origin Passives - **Fixed Starborne flight not returning after death** - Passives are now re-equipped on respawn #### UI - **Fixed origin selection carousel overflowing the screen at GUI scale 4** - Cards now fit-scale to the window - **Fixed ability dashboard overflow** - Passives panel now scrolls #### Earlier Hotfixes Rolled In - Dedicated-server classloading safety for client-only screens and handlers - Per-player cooldown isolation (abilities no longer share cooldowns between players) - Spore cloud behavior rewrite - F-keybind firing the wrong ability - Origin data sync on login/respawn/dimension change - Riftwalker XP sources and dimension persistence - Phantom insomnia for bed-blocking origins - HUD scale option respected by all overlays - Mojibake/encoding issues in displayed text ### Technical - Added `AbstractDroneEntity` base with modes, charge, orbit-follow, friendly-target guard - Added `UtilityDroneEntity`, `CombatDroneEntity`, `ScoutDroneEntity`, `RepairDroneEntity` - Added drone AI goals: `DroneFollowOwnerGoal`, `DroneOwnerHurtByTargetGoal`, `DroneOwnerHurtTargetGoal`, `DroneAggressiveTargetGoal`, `DroneGuardGoal`, `DronePatrolGoal`, `DroneHarvestGoal`, `DronePickupItemGoal`, `DroneMoveToWaypointGoal`, `DroneHoverGoal` - Added `DroneControllerItem` + `DroneAbility` for the Technomancer - Added drone models and renderers with per-type textures - Added `requiresAny` support to `Skill`/`SkillTreeData` and unlock evaluation - Added locked/unlocked reconstruction of skill-gated abilities on the client - `audit_tree_deadlocks.py` - structural analyzer proving 561/561 skills reachable per version - All version branches verified green: 26.2, 1.21.11, 1.21.10, 1.21.1
alpha

Veil Origins 1.1.0

1.1.0
13 окт. 2026 г.14Minecraft: 1.21.10neoforge
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Что нового
## v1.1.0 - The Companion & Polish Update (2026-10-13) ### Added #### New Origins (7) - 28 Total - **Emberling** - Small fire-spirit origin with ember abilities - **Stormborn** - Lightning and storm caller - **Luminary** - Light-wielding radiant origin - **Sandstalker** - Desert predator with sand-based abilities - **Deepdweller** - Deep-dark dweller with ambush and warden-touched powers - **Blightborn** - Corruption and disease origin - **Hexweaver** - Curse and hex caster with mirror/amplify magic #### Technomancer Drone Companions - **Drone Controller item** - Deploy and command your personal drone squad - Right-click air: deploy a drone of the selected type - Sneak + right-click air: cycle drone type (utility, combat, scout, repair) - Right-click a drone: cycle its mode (follow, stay, aggressive, harvest, patrol, passive) - Sneak + right-click a drone: check its charge and mode - Sneak + click a beacon or lodestone: mark a squad recharge station - **Utility Drone** - Allay-style helper that follows you, orbits nearby, and fetches dropped items back to your feet - **Combat Drone** - Ranged defender; guards an area in AGGRESSIVE mode - **Scout Drone** - Fast, long-range flier; light bodyguard duty - **Repair Drone** - Passive medic that restores nearby allied drones - **Owner Defense System** - All combat-capable drones retaliate against whatever hurts you - hostile mobs AND other players - and assist against your targets - **Charge System** - Drones drain charge while deployed and recharge near a marked beacon or lodestone station; low-charge drones return to their owner - **Friendly-Fire Guard** - Drones can never attack you, your other drones, your tamed pets, or your companions #### Skill Tree Enhancements - **OR-prerequisites** - Skills can now require "any one of" a set of prerequisites (`requiresAny`) - Skill tooltips show a "Requires one of:" line for OR-grouped prerequisites #### Ability Dashboard - **Locked ability indicators** - Skill-gated abilities now display a lock state so you can see what to unlock - **Scrollable passives panel** - The passives list no longer clips at 6 entries; mouse-wheel scroll with a scrollbar and overflow hint ### Changed - **Full localization** - All user-facing text moved into `en_us.json` (messages, tooltips, GUI labels, config names) - **Drone deployment simplified** - Drones behave like allay-style companions: they follow, fetch, and defend - no port infrastructure required ### Fixed #### Skill Tree Deadlocks (CURSEFORGE REPORTS) - **Fixed 10 apex skills being permanently unreachable** - Convergent apexes required skills on BOTH sides of mutually-exclusive branches - Affected apexes across starborne, tidecaller, voidtouched, crystalline, cindersoul, deepdweller, hexweaver and more - Verified: 561 skills, 0 unreachable in every supported version #### Summons & Companions - **Fixed summoned minions and companions attacking their owner** - Target interception at the AI source; wild undead and minions can no longer acquire the owner as a target - **Fixed Necromancer undead re-acquiring the player between sweep ticks** - `LivingChangeTargetEvent` interception #### Origin Passives - **Fixed Starborne flight not returning after death** - Passives are now re-equipped on respawn #### UI - **Fixed origin selection carousel overflowing the screen at GUI scale 4** - Cards now fit-scale to the window - **Fixed ability dashboard overflow** - Passives panel now scrolls #### Earlier Hotfixes Rolled In - Dedicated-server classloading safety for client-only screens and handlers - Per-player cooldown isolation (abilities no longer share cooldowns between players) - Spore cloud behavior rewrite - F-keybind firing the wrong ability - Origin data sync on login/respawn/dimension change - Riftwalker XP sources and dimension persistence - Phantom insomnia for bed-blocking origins - HUD scale option respected by all overlays - Mojibake/encoding issues in displayed text ### Technical - Added `AbstractDroneEntity` base with modes, charge, orbit-follow, friendly-target guard - Added `UtilityDroneEntity`, `CombatDroneEntity`, `ScoutDroneEntity`, `RepairDroneEntity` - Added drone AI goals: `DroneFollowOwnerGoal`, `DroneOwnerHurtByTargetGoal`, `DroneOwnerHurtTargetGoal`, `DroneAggressiveTargetGoal`, `DroneGuardGoal`, `DronePatrolGoal`, `DroneHarvestGoal`, `DronePickupItemGoal`, `DroneMoveToWaypointGoal`, `DroneHoverGoal` - Added `DroneControllerItem` + `DroneAbility` for the Technomancer - Added drone models and renderers with per-type textures - Added `requiresAny` support to `Skill`/`SkillTreeData` and unlock evaluation - Added locked/unlocked reconstruction of skill-gated abilities on the client - `audit_tree_deadlocks.py` - structural analyzer proving 561/561 skills reachable per version - All version branches verified green: 26.2, 1.21.11, 1.21.10, 1.21.1
alpha

Veil Origins 1.1.0

1.1.0
13 окт. 2026 г.448Minecraft: 1.21.1, 1.21.2, 1.21.3neoforge
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Что нового
## v1.1.0 - The Companion & Polish Update (2026-10-13) ### Added #### New Origins (7) - 28 Total - **Emberling** - Small fire-spirit origin with ember abilities - **Stormborn** - Lightning and storm caller - **Luminary** - Light-wielding radiant origin - **Sandstalker** - Desert predator with sand-based abilities - **Deepdweller** - Deep-dark dweller with ambush and warden-touched powers - **Blightborn** - Corruption and disease origin - **Hexweaver** - Curse and hex caster with mirror/amplify magic #### Technomancer Drone Companions - **Drone Controller item** - Deploy and command your personal drone squad - Right-click air: deploy a drone of the selected type - Sneak + right-click air: cycle drone type (utility, combat, scout, repair) - Right-click a drone: cycle its mode (follow, stay, aggressive, harvest, patrol, passive) - Sneak + right-click a drone: check its charge and mode - Sneak + click a beacon or lodestone: mark a squad recharge station - **Utility Drone** - Allay-style helper that follows you, orbits nearby, and fetches dropped items back to your feet - **Combat Drone** - Ranged defender; guards an area in AGGRESSIVE mode - **Scout Drone** - Fast, long-range flier; light bodyguard duty - **Repair Drone** - Passive medic that restores nearby allied drones - **Owner Defense System** - All combat-capable drones retaliate against whatever hurts you - hostile mobs AND other players - and assist against your targets - **Charge System** - Drones drain charge while deployed and recharge near a marked beacon or lodestone station; low-charge drones return to their owner - **Friendly-Fire Guard** - Drones can never attack you, your other drones, your tamed pets, or your companions #### Skill Tree Enhancements - **OR-prerequisites** - Skills can now require "any one of" a set of prerequisites (`requiresAny`) - Skill tooltips show a "Requires one of:" line for OR-grouped prerequisites #### Ability Dashboard - **Locked ability indicators** - Skill-gated abilities now display a lock state so you can see what to unlock - **Scrollable passives panel** - The passives list no longer clips at 6 entries; mouse-wheel scroll with a scrollbar and overflow hint ### Changed - **Full localization** - All user-facing text moved into `en_us.json` (messages, tooltips, GUI labels, config names) - **Drone deployment simplified** - Drones behave like allay-style companions: they follow, fetch, and defend - no port infrastructure required ### Fixed #### Skill Tree Deadlocks (CURSEFORGE REPORTS) - **Fixed 10 apex skills being permanently unreachable** - Convergent apexes required skills on BOTH sides of mutually-exclusive branches - Affected apexes across starborne, tidecaller, voidtouched, crystalline, cindersoul, deepdweller, hexweaver and more - Verified: 561 skills, 0 unreachable in every supported version #### Summons & Companions - **Fixed summoned minions and companions attacking their owner** - Target interception at the AI source; wild undead and minions can no longer acquire the owner as a target - **Fixed Necromancer undead re-acquiring the player between sweep ticks** - `LivingChangeTargetEvent` interception #### Origin Passives - **Fixed Starborne flight not returning after death** - Passives are now re-equipped on respawn #### UI - **Fixed origin selection carousel overflowing the screen at GUI scale 4** - Cards now fit-scale to the window - **Fixed ability dashboard overflow** - Passives panel now scrolls #### Earlier Hotfixes Rolled In - Dedicated-server classloading safety for client-only screens and handlers - Per-player cooldown isolation (abilities no longer share cooldowns between players) - Spore cloud behavior rewrite - F-keybind firing the wrong ability - Origin data sync on login/respawn/dimension change - Riftwalker XP sources and dimension persistence - Phantom insomnia for bed-blocking origins - HUD scale option respected by all overlays - Mojibake/encoding issues in displayed text ### Technical - Added `AbstractDroneEntity` base with modes, charge, orbit-follow, friendly-target guard - Added `UtilityDroneEntity`, `CombatDroneEntity`, `ScoutDroneEntity`, `RepairDroneEntity` - Added drone AI goals: `DroneFollowOwnerGoal`, `DroneOwnerHurtByTargetGoal`, `DroneOwnerHurtTargetGoal`, `DroneAggressiveTargetGoal`, `DroneGuardGoal`, `DronePatrolGoal`, `DroneHarvestGoal`, `DronePickupItemGoal`, `DroneMoveToWaypointGoal`, `DroneHoverGoal` - Added `DroneControllerItem` + `DroneAbility` for the Technomancer - Added drone models and renderers with per-type textures - Added `requiresAny` support to `Skill`/`SkillTreeData` and unlock evaluation - Added locked/unlocked reconstruction of skill-gated abilities on the client - `audit_tree_deadlocks.py` - structural analyzer proving 561/561 skills reachable per version - All version branches verified green: 26.2, 1.21.11, 1.21.10, 1.21.1
alpha

Veil Origins Alpha 1.0.6-1.21.1-R1

1.0.6-1.21.1-R1
23 янв. 2026 г.5,7 тыс.Minecraft: 1.21.1neoforge
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# Fixed: Config Registers
alpha

Veil Origins Alpha 1.0.6-1.12.1

1.0.6-1.21.1
23 янв. 2026 г.65Minecraft: 1.21.1neoforge
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Что нового
## v1.0.6 - The Enhancement Update (2026-01-23) ### Added #### Origin Toggle Configuration System (INS-9) - **Server-side origin enable/disable system** - Server owners can now control which origins are available - Configuration file: `origins-config.txt` in server root directory - Auto-generated on first server startup with all origins enabled by default - Simple boolean format: `origin_name=true` or `origin_name=false` - Covers all origins: base mod, official DLC, UGC DLC, sub-mods, and extension mods - Origins identified by internal name to ensure uniqueness across all mods - No client-side modifications required - Disabled origins won't appear in origin selection screen #### Skill-Enhanced Abilities (INS-5) - **Mycomorph - Fungal Network GUI** - Waystones-style teleportation system - Visual network map showing all fungal nodes - Labeled nodes with custom names - Click to teleport between connected nodes - Unlocked via skill tree progression - **Werewolf - Wolf Pack Ability** - Summon wolf companions - Enhanced by perma_wolf, feral, and berserker skills - Wolves fight alongside you and follow commands - Skill tree unlocks increase pack size and wolf strength - **Vampire - Enhanced Bat Form** - Improved transformation - Mist form skill adds phase-through-walls capability - Nosferatu skill enhances bat speed and damage - Additional skill bonuses for stealth and lifesteal - **Technomancer - Drone Summons** - Deploy combat drones - Turret mode for stationary defense - Drone army skill increases max drone count - Drones attack enemies and defend the player - **Umbrakin - Shadow Step** - Teleportation ability - Short-range teleport with stealth bonuses - Enhanced by shadow skills for longer range - Leaves shadow trail effect - **Riftwalker - Enhanced Dimensional Hop** - Improved teleportation - Blink skill reduces cooldown - Teleport skill increases range - Dimensional mastery adds invulnerability frames - **Necromancer - Enhanced Raise Dead** - Improved undead summoning - Undead mastery skill increases minion count - Death army skill adds skeleton archers - Minions persist longer and deal more damage ### Changed #### Skill System Architecture (INS-5) - **Unified skill effect system** - Skills now properly modify abilities at runtime - `SkillEffectHandler.hasSpecialEffect(player, "effect_id")` checks for active skill effects - `SkillEffectHandler.getCooldownReduction(player)` calculates total cooldown bonuses - Origin abilities check for skill effects and modify behavior accordingly - Skill tooltips now show activation hints and requirements ### Fixed #### Skill Tree Functionality (INS-5) - **Fixed skills not applying to abilities** - Skills now properly enhance and modify origin abilities - Root cause: Abilities weren't checking for unlocked skills at runtime - Added skill effect checks to all ability activation code - Skills now unlock new features, improve stats, and add special effects - Properly syncs skill effects between server and client ### Technical - Added `FungalNetworkScreen.java` - GUI for Mycomorph teleportation network - Added `FungalTeleportPacket.java` - Network packet for fungal node teleportation - Added `WolfPackAbility.java` - Werewolf wolf summoning ability - Added `DroneAbility.java` - Technomancer drone deployment system - Added `ShadowStepAbility.java` - Umbrakin teleportation ability - Updated multiple ability files with skill effect checks - Enhanced `SkillTreeScreen.java` with activation hints in tooltips - Added `SKILL_ABILITY_ENHANCEMENT.md` documentation - Registered new abilities in origin definitions - Implemented packet handlers for new network messages
alpha

Veil Origins Alpha 1.0.6-1.21.11

1.0.6-1.21.11
23 янв. 2026 г.601Minecraft: 1.21.11neoforge
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Что нового
## v1.0.6 - The Enhancement Update (2026-01-23) ### Added #### Origin Toggle Configuration System (INS-9) - **Server-side origin enable/disable system** - Server owners can now control which origins are available - Configuration file: `origins-config.txt` in server root directory - Auto-generated on first server startup with all origins enabled by default - Simple boolean format: `origin_name=true` or `origin_name=false` - Covers all origins: base mod, official DLC, UGC DLC, sub-mods, and extension mods - Origins identified by internal name to ensure uniqueness across all mods - No client-side modifications required - Disabled origins won't appear in origin selection screen #### Skill-Enhanced Abilities (INS-5) - **Mycomorph - Fungal Network GUI** - Waystones-style teleportation system - Visual network map showing all fungal nodes - Labeled nodes with custom names - Click to teleport between connected nodes - Unlocked via skill tree progression - **Werewolf - Wolf Pack Ability** - Summon wolf companions - Enhanced by perma_wolf, feral, and berserker skills - Wolves fight alongside you and follow commands - Skill tree unlocks increase pack size and wolf strength - **Vampire - Enhanced Bat Form** - Improved transformation - Mist form skill adds phase-through-walls capability - Nosferatu skill enhances bat speed and damage - Additional skill bonuses for stealth and lifesteal - **Technomancer - Drone Summons** - Deploy combat drones - Turret mode for stationary defense - Drone army skill increases max drone count - Drones attack enemies and defend the player - **Umbrakin - Shadow Step** - Teleportation ability - Short-range teleport with stealth bonuses - Enhanced by shadow skills for longer range - Leaves shadow trail effect - **Riftwalker - Enhanced Dimensional Hop** - Improved teleportation - Blink skill reduces cooldown - Teleport skill increases range - Dimensional mastery adds invulnerability frames - **Necromancer - Enhanced Raise Dead** - Improved undead summoning - Undead mastery skill increases minion count - Death army skill adds skeleton archers - Minions persist longer and deal more damage ### Changed #### Skill System Architecture (INS-5) - **Unified skill effect system** - Skills now properly modify abilities at runtime - `SkillEffectHandler.hasSpecialEffect(player, "effect_id")` checks for active skill effects - `SkillEffectHandler.getCooldownReduction(player)` calculates total cooldown bonuses - Origin abilities check for skill effects and modify behavior accordingly - Skill tooltips now show activation hints and requirements ### Fixed #### Skill Tree Functionality (INS-5) - **Fixed skills not applying to abilities** - Skills now properly enhance and modify origin abilities - Root cause: Abilities weren't checking for unlocked skills at runtime - Added skill effect checks to all ability activation code - Skills now unlock new features, improve stats, and add special effects - Properly syncs skill effects between server and client ### Technical - Added `FungalNetworkScreen.java` - GUI for Mycomorph teleportation network - Added `FungalTeleportPacket.java` - Network packet for fungal node teleportation - Added `WolfPackAbility.java` - Werewolf wolf summoning ability - Added `DroneAbility.java` - Technomancer drone deployment system - Added `ShadowStepAbility.java` - Umbrakin teleportation ability - Updated multiple ability files with skill effect checks - Enhanced `SkillTreeScreen.java` with activation hints in tooltips - Added `SKILL_ABILITY_ENHANCEMENT.md` documentation - Registered new abilities in origin definitions - Implemented packet handlers for new network messages
alpha

Veil Origins Alpha 1.0.6-1.21.10

1.0.6-1.21.10
23 янв. 2026 г.87Minecraft: 1.21.10neoforge
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Что нового
## v1.0.6 - The Enhancement Update (2026-01-23) ### Added #### Origin Toggle Configuration System (INS-9) - **Server-side origin enable/disable system** - Server owners can now control which origins are available - Configuration file: `origins-config.txt` in server root directory - Auto-generated on first server startup with all origins enabled by default - Simple boolean format: `origin_name=true` or `origin_name=false` - Covers all origins: base mod, official DLC, UGC DLC, sub-mods, and extension mods - Origins identified by internal name to ensure uniqueness across all mods - No client-side modifications required - Disabled origins won't appear in origin selection screen #### Skill-Enhanced Abilities (INS-5) - **Mycomorph - Fungal Network GUI** - Waystones-style teleportation system - Visual network map showing all fungal nodes - Labeled nodes with custom names - Click to teleport between connected nodes - Unlocked via skill tree progression - **Werewolf - Wolf Pack Ability** - Summon wolf companions - Enhanced by perma_wolf, feral, and berserker skills - Wolves fight alongside you and follow commands - Skill tree unlocks increase pack size and wolf strength - **Vampire - Enhanced Bat Form** - Improved transformation - Mist form skill adds phase-through-walls capability - Nosferatu skill enhances bat speed and damage - Additional skill bonuses for stealth and lifesteal - **Technomancer - Drone Summons** - Deploy combat drones - Turret mode for stationary defense - Drone army skill increases max drone count - Drones attack enemies and defend the player - **Umbrakin - Shadow Step** - Teleportation ability - Short-range teleport with stealth bonuses - Enhanced by shadow skills for longer range - Leaves shadow trail effect - **Riftwalker - Enhanced Dimensional Hop** - Improved teleportation - Blink skill reduces cooldown - Teleport skill increases range - Dimensional mastery adds invulnerability frames - **Necromancer - Enhanced Raise Dead** - Improved undead summoning - Undead mastery skill increases minion count - Death army skill adds skeleton archers - Minions persist longer and deal more damage ### Changed #### Skill System Architecture (INS-5) - **Unified skill effect system** - Skills now properly modify abilities at runtime - `SkillEffectHandler.hasSpecialEffect(player, "effect_id")` checks for active skill effects - `SkillEffectHandler.getCooldownReduction(player)` calculates total cooldown bonuses - Origin abilities check for skill effects and modify behavior accordingly - Skill tooltips now show activation hints and requirements ### Fixed #### Skill Tree Functionality (INS-5) - **Fixed skills not applying to abilities** - Skills now properly enhance and modify origin abilities - Root cause: Abilities weren't checking for unlocked skills at runtime - Added skill effect checks to all ability activation code - Skills now unlock new features, improve stats, and add special effects - Properly syncs skill effects between server and client ### Technical - Added `FungalNetworkScreen.java` - GUI for Mycomorph teleportation network - Added `FungalTeleportPacket.java` - Network packet for fungal node teleportation - Added `WolfPackAbility.java` - Werewolf wolf summoning ability - Added `DroneAbility.java` - Technomancer drone deployment system - Added `ShadowStepAbility.java` - Umbrakin teleportation ability - Updated multiple ability files with skill effect checks - Enhanced `SkillTreeScreen.java` with activation hints in tooltips - Added `SKILL_ABILITY_ENHANCEMENT.md` documentation - Registered new abilities in origin definitions - Implemented packet handlers for new network messages
alpha

Veil Origins Alpha 1.0.5

1.0.5-1.12.1
7 янв. 2026 г.273Minecraft: 1.21.1neoforge
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## v1.0.5 - The Progression Update (2026-01-06) ### Added #### New Origin Selection Screen - Card Carousel - **Replaced radial menu with card carousel** for origin selection - 8 origin cards displayed in horizontal carousel with smooth scrolling - Cards scale based on distance from center (3D depth effect) - Each card shows: origin name, impact level (stars), description, abilities, passives - Color-coded accent bars based on origin theme - Navigation: arrow keys, mouse scroll, click arrows, or click cards directly - Shuffle button (R key) to get new random origin options - Smooth animations and hover effects #### New Ability Dashboard - **Completely redesigned ability menu** with comprehensive origin information - **Three-column layout:** - **Left Column - Origin Info & Stats:** - Origin name with theme color accent - Impact level with stars (★☆☆, ★★☆, ★★★) - Full description (word-wrapped) - Resource bar with origin-specific name (Blood, Rage, Soul Energy, Heat, etc.) - Stat modifiers display (Health, Speed, Damage) with +/- percentages - **Center Column - Abilities:** - Detailed ability slots with icon, keybind badge, name - Description and stats (cost, cooldown) - Status indicator (READY in green, countdown in red) - Color-coded accent bar showing ability state - Hover highlighting with origin theme color - **Right Column - Passives & Progression:** - List of passive abilities with thematic icons - Level display - XP progress bar with current/needed values - Skill points available - Unlocked skills count - Press [T] from ability menu to jump directly to skill tree - Smooth open animation #### Complete Skill Tree System - **22 Unique Skill Trees** - Each origin has a detailed skill tree with 25-35 skills - Tiered progression (Tier 1-5) with level requirements - Mutually exclusive branches for meaningful choices - Synergy skills that require multiple paths - Forbidden skills with powerful effects but drawbacks - Ascended skills that transcend origin weaknesses - **Skill Tree GUI** - Press the skill tree keybind to open - Zoomable and pannable tree view - Color-coded branches (Offense, Defense, Utility, Elemental, etc.) - Visual indicators for unlocked, available, and locked skills - Detailed tooltips with effects, requirements, and exclusions - Click to unlock skills with skill points - **Skill Effects System** - Skills now apply real gameplay effects - Attribute modifiers (health, armor, speed, damage, attack speed) - Special effects (lifesteal, stealth damage, summons, etc.) - Resource modifiers (regen rate, max resource) - Cooldown reduction bonuses - Damage type bonuses and resistances #### Complete Progression System - **Origin Leveling (1-50)** - Gain XP through combat, exploration, and origin-themed activities - XP scales exponentially with level - Each level grants +1 Skill Point - Milestone rewards at levels 10, 25, and 50 - Level 10: 10% cooldown reduction - Level 25: 15% ability power increase - Level 50: Unlocks Legendary Ability and Hybrid Mode - **Prestige System (0-10)** - Reset to level 1 with permanent bonuses after reaching level 50 - Each prestige grants +5% to all origin stats permanently - Cosmetic aura changes with prestige level - +10% XP gain bonus per prestige level - Maximum 10 prestiges per origin - **Skill Points** - Earned on level up, used for skill tree talents - 1 skill point per level (50 total before prestige) - Persists across sessions and server restarts #### Legendary Abilities - **Ultimate powers unlocked at Level 50** - Activated by holding R + Attack - Each origin has a unique legendary ability with powerful effects: - **Veilborn - Veil Mastery**: Become invulnerable and drain life from all nearby enemies - **Vampire - Blood Moon Rising**: Transform into a bat swarm, draining all nearby creatures - **Werewolf - Alpha's Fury**: Summon a wolf pack and unleash a devastating howl - **Stoneheart - Mountain's Wrath**: Create a massive earthquake, becoming invulnerable - **Frostborn - Absolute Zero**: Freeze everything in a massive radius - **Cindersoul - Volcanic Eruption**: Rain fire and destruction on enemies - **Tidecaller - Tsunami**: Summon a devastating tidal wave - **Starborne - Supernova**: Explode with stellar energy, blinding and damaging all - **Skyborn - Eye of the Storm**: Become the center of a devastating tornado - **Umbrakin - Eternal Night**: Plunge the area into darkness, becoming invisible and deadly - **Riftwalker - Dimensional Collapse**: Tear reality apart, scattering enemies - **Voidtouched - Void Singularity**: Create a black hole that pulls and destroys - **Mycomorph - Fungal Apocalypse**: Release devastating spores that infect all enemies - **Crystalline - Prismatic Burst**: Release stored crystal energy in an explosion - **Technomancer - System Overload**: Overclock all systems with an EMP blast - **Ethereal - Spectral Dominion**: Become fully ethereal and terrify enemies - **Dryad - Nature's Wrath**: Summon nature's fury to heal allies and punish enemies - **Necromancer - Army of the Dead**: Raise a massive undead army - **Vampling - Blood Frenzy**: Enter a blood frenzy with speed and lifesteal - **Wolfling - Pack Leader**: Summon wolves and gain pack bonuses #### Origin Hybrid System - **Combine two origins at Level 50** - Activate via command or future GUI - Duration: 300 seconds (5 minutes) - Cooldown: 1 hour after deactivation - Combines first ability and first passive from each origin - Warning messages at 60s, 30s, 10s, and 5s remaining - Cannot hybrid with the same origin #### Passive XP Gains - Origins now gain XP passively based on themed activities: - Cindersoul: XP in the Nether - Tidecaller: XP while in water - Starborne: XP in sunlight during day - Umbrakin: XP at night or in darkness - Frostborn: XP in cold biomes - Skyborn: XP at high altitude (Y > 150) - Stoneheart: XP underground (Y < 50) - Dryad: XP during photosynthesis (sunlight) - Werewolf/Wolfling: XP at night - Vampire/Vampling: XP at night #### New Admin Commands - `/veilorigins setlevel <player> <1-50>` - Set player's origin level - `/veilorigins addxp <player> <amount>` - Add XP to player - `/veilorigins setprestige <player> <0-10>` - Set prestige level - `/veilorigins addskillpoints <player> <amount>` - Add skill points - `/veilorigins info <player>` - Show detailed progression info - `/veilorigins hybrid activate <player> <origin>` - Force activate hybrid mode - `/veilorigins hybrid deactivate <player>` - Force deactivate hybrid mode ### Fixed #### UI Blur Rendering Issue - **Fixed blur rendering over UI elements** in Minecraft 1.21.11 - Default `renderBackground()` adds blur effect that was rendering ON TOP of custom UI - Added `renderBackground()` override to all custom screens to prevent blur - Affected screens: SkillTreeScreen, OriginCardCarouselScreen, AbilityBarScreen, RadialMenuScreen, HudConfigScreen #### Dedicated Server Crash - NoClassDefFoundError: LocalPlayer - **Fixed server crash when players join dedicated servers** - Root cause: Client-only class `LocalPlayer` was referenced in network packet handlers - Created `ClientPacketSender.java` to isolate client-side packet sending code - Created `SyncOriginDataPacketHandler.java` for client-side packet handling - Server now properly handles all network packets without client class references #### "Modifier is already applied" Error on Respawn - **Fixed crash when players respawn after dying** - Root cause: Player entity is replaced on respawn, but UUID stays the same - Changed `PLAYER_ORIGINS` cache from `Map<Player, Origin>` to `Map<UUID, Origin>` - Updated all passive classes to remove modifiers before adding (prevents duplicates) - Added `.copyOnDeath()` to attachment type to preserve data across respawns #### Ethereal Possession Ability - **Fixed possession not working correctly** - Rewrote possession so mob follows player (not player teleporting to mob) - Player moves normally with WASD, possessed mob syncs to player position - Player gets invisibility effect while possessing - Fixed mob AI restoration after possession ends - Properly clears targets, recomputes navigation, gives movement impulse to "wake up" mob #### HUD Sync and Data Bleeding - **Fixed HUD not syncing level, XP, resource bar, cooldowns on dedicated server** - Created `ClientOriginData.java` for client-side cache of synced data - Sync interval changed from 20 ticks to 5 ticks (4x faster updates) - Now tracks and syncs level/XP changes immediately - **Fixed data bleeding between servers/worlds** - Added `ClientOriginData.clear()` and `ClientPossessionHandler.clear()` on login AND logout - Added `VeilOriginsAPI.clearClientCache()` to clear origin cache when switching servers - Client now properly clears all cached data before receiving new server data #### Skill Tree Persistence and Functionality - **Fixed skills not saving/syncing on dedicated servers** - Added `unlockedSkills` field to `SyncOriginDataPacket` (comma-separated string) - Skills now persist in world data via player data attachments - Skills sync from server to client on login, respawn, and skill unlock - **Fixed "Skill not found" warnings on dedicated server** - Root cause: `SkillTrees.initialize()` was called in `commonSetup` which runs asynchronously - Moved initialization to mod constructor to ensure trees are ready before players join - Added `synchronized` guard and logging to prevent double-initialization - **Fixed skills not applying actual effects** - Unified skill system to use `SkillTrees.java` (detailed skills with effects) - `SkillEffectHandler` now properly applies attribute modifiers from skill definitions - Skills apply health, armor, speed, damage, attack speed, and special effects ### Technical - Added `SkillTrees.java` - Registry of 22 detailed skill trees with 25-35 skills each - Added `SkillTreeData.java` - Data structure for skill tree with connections - Added `Skill.java` - Skill node with tiers, branches, prerequisites, exclusions, effects - Added `SkillEffect.java` - Effect definitions (attribute modifiers, special effects) - Added `SkillEffectHandler.java` - Applies/removes skill effects to players - Added `SkillTreeScreen.java` - Interactive GUI for viewing and unlocking skills - Added `ClientOriginData.java` - Client-side cache for synced origin data - Added `ClientPacketSender.java` - Client-side packet sending isolation - Added `SyncOriginDataPacketHandler.java` - Client-side sync packet handling - Updated `UnlockSkillPacket.java` - Uses `SkillTrees` for skill lookup and validation - Updated `SyncOriginDataPacket.java` - Added `unlockedSkills` field - Updated `OriginEventHandler.java` - Uses `SkillEffectHandler` for skill effects - Updated `VeilOriginsAPI.java` - Added `clearClientCache()` method - Updated `ClientEventHandler.java` - Clears all caches on login/logout
alpha

Veil Origins Alpha 1.0.5

1.0.5-1.21.11
7 янв. 2026 г.130Minecraft: 1.21.11neoforge
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## v1.0.5 - The Progression Update (2026-01-06) ### Added #### New Origin Selection Screen - Card Carousel - **Replaced radial menu with card carousel** for origin selection - 8 origin cards displayed in horizontal carousel with smooth scrolling - Cards scale based on distance from center (3D depth effect) - Each card shows: origin name, impact level (stars), description, abilities, passives - Color-coded accent bars based on origin theme - Navigation: arrow keys, mouse scroll, click arrows, or click cards directly - Shuffle button (R key) to get new random origin options - Smooth animations and hover effects #### New Ability Dashboard - **Completely redesigned ability menu** with comprehensive origin information - **Three-column layout:** - **Left Column - Origin Info & Stats:** - Origin name with theme color accent - Impact level with stars (★☆☆, ★★☆, ★★★) - Full description (word-wrapped) - Resource bar with origin-specific name (Blood, Rage, Soul Energy, Heat, etc.) - Stat modifiers display (Health, Speed, Damage) with +/- percentages - **Center Column - Abilities:** - Detailed ability slots with icon, keybind badge, name - Description and stats (cost, cooldown) - Status indicator (READY in green, countdown in red) - Color-coded accent bar showing ability state - Hover highlighting with origin theme color - **Right Column - Passives & Progression:** - List of passive abilities with thematic icons - Level display - XP progress bar with current/needed values - Skill points available - Unlocked skills count - Press [T] from ability menu to jump directly to skill tree - Smooth open animation #### Complete Skill Tree System - **22 Unique Skill Trees** - Each origin has a detailed skill tree with 25-35 skills - Tiered progression (Tier 1-5) with level requirements - Mutually exclusive branches for meaningful choices - Synergy skills that require multiple paths - Forbidden skills with powerful effects but drawbacks - Ascended skills that transcend origin weaknesses - **Skill Tree GUI** - Press the skill tree keybind to open - Zoomable and pannable tree view - Color-coded branches (Offense, Defense, Utility, Elemental, etc.) - Visual indicators for unlocked, available, and locked skills - Detailed tooltips with effects, requirements, and exclusions - Click to unlock skills with skill points - **Skill Effects System** - Skills now apply real gameplay effects - Attribute modifiers (health, armor, speed, damage, attack speed) - Special effects (lifesteal, stealth damage, summons, etc.) - Resource modifiers (regen rate, max resource) - Cooldown reduction bonuses - Damage type bonuses and resistances #### Complete Progression System - **Origin Leveling (1-50)** - Gain XP through combat, exploration, and origin-themed activities - XP scales exponentially with level - Each level grants +1 Skill Point - Milestone rewards at levels 10, 25, and 50 - Level 10: 10% cooldown reduction - Level 25: 15% ability power increase - Level 50: Unlocks Legendary Ability and Hybrid Mode - **Prestige System (0-10)** - Reset to level 1 with permanent bonuses after reaching level 50 - Each prestige grants +5% to all origin stats permanently - Cosmetic aura changes with prestige level - +10% XP gain bonus per prestige level - Maximum 10 prestiges per origin - **Skill Points** - Earned on level up, used for skill tree talents - 1 skill point per level (50 total before prestige) - Persists across sessions and server restarts #### Legendary Abilities - **Ultimate powers unlocked at Level 50** - Activated by holding R + Attack - Each origin has a unique legendary ability with powerful effects: - **Veilborn - Veil Mastery**: Become invulnerable and drain life from all nearby enemies - **Vampire - Blood Moon Rising**: Transform into a bat swarm, draining all nearby creatures - **Werewolf - Alpha's Fury**: Summon a wolf pack and unleash a devastating howl - **Stoneheart - Mountain's Wrath**: Create a massive earthquake, becoming invulnerable - **Frostborn - Absolute Zero**: Freeze everything in a massive radius - **Cindersoul - Volcanic Eruption**: Rain fire and destruction on enemies - **Tidecaller - Tsunami**: Summon a devastating tidal wave - **Starborne - Supernova**: Explode with stellar energy, blinding and damaging all - **Skyborn - Eye of the Storm**: Become the center of a devastating tornado - **Umbrakin - Eternal Night**: Plunge the area into darkness, becoming invisible and deadly - **Riftwalker - Dimensional Collapse**: Tear reality apart, scattering enemies - **Voidtouched - Void Singularity**: Create a black hole that pulls and destroys - **Mycomorph - Fungal Apocalypse**: Release devastating spores that infect all enemies - **Crystalline - Prismatic Burst**: Release stored crystal energy in an explosion - **Technomancer - System Overload**: Overclock all systems with an EMP blast - **Ethereal - Spectral Dominion**: Become fully ethereal and terrify enemies - **Dryad - Nature's Wrath**: Summon nature's fury to heal allies and punish enemies - **Necromancer - Army of the Dead**: Raise a massive undead army - **Vampling - Blood Frenzy**: Enter a blood frenzy with speed and lifesteal - **Wolfling - Pack Leader**: Summon wolves and gain pack bonuses #### Origin Hybrid System - **Combine two origins at Level 50** - Activate via command or future GUI - Duration: 300 seconds (5 minutes) - Cooldown: 1 hour after deactivation - Combines first ability and first passive from each origin - Warning messages at 60s, 30s, 10s, and 5s remaining - Cannot hybrid with the same origin #### Passive XP Gains - Origins now gain XP passively based on themed activities: - Cindersoul: XP in the Nether - Tidecaller: XP while in water - Starborne: XP in sunlight during day - Umbrakin: XP at night or in darkness - Frostborn: XP in cold biomes - Skyborn: XP at high altitude (Y > 150) - Stoneheart: XP underground (Y < 50) - Dryad: XP during photosynthesis (sunlight) - Werewolf/Wolfling: XP at night - Vampire/Vampling: XP at night #### New Admin Commands - `/veilorigins setlevel <player> <1-50>` - Set player's origin level - `/veilorigins addxp <player> <amount>` - Add XP to player - `/veilorigins setprestige <player> <0-10>` - Set prestige level - `/veilorigins addskillpoints <player> <amount>` - Add skill points - `/veilorigins info <player>` - Show detailed progression info - `/veilorigins hybrid activate <player> <origin>` - Force activate hybrid mode - `/veilorigins hybrid deactivate <player>` - Force deactivate hybrid mode ### Fixed #### UI Blur Rendering Issue - **Fixed blur rendering over UI elements** in Minecraft 1.21.11 - Default `renderBackground()` adds blur effect that was rendering ON TOP of custom UI - Added `renderBackground()` override to all custom screens to prevent blur - Affected screens: SkillTreeScreen, OriginCardCarouselScreen, AbilityBarScreen, RadialMenuScreen, HudConfigScreen #### Dedicated Server Crash - NoClassDefFoundError: LocalPlayer - **Fixed server crash when players join dedicated servers** - Root cause: Client-only class `LocalPlayer` was referenced in network packet handlers - Created `ClientPacketSender.java` to isolate client-side packet sending code - Created `SyncOriginDataPacketHandler.java` for client-side packet handling - Server now properly handles all network packets without client class references #### "Modifier is already applied" Error on Respawn - **Fixed crash when players respawn after dying** - Root cause: Player entity is replaced on respawn, but UUID stays the same - Changed `PLAYER_ORIGINS` cache from `Map<Player, Origin>` to `Map<UUID, Origin>` - Updated all passive classes to remove modifiers before adding (prevents duplicates) - Added `.copyOnDeath()` to attachment type to preserve data across respawns #### Ethereal Possession Ability - **Fixed possession not working correctly** - Rewrote possession so mob follows player (not player teleporting to mob) - Player moves normally with WASD, possessed mob syncs to player position - Player gets invisibility effect while possessing - Fixed mob AI restoration after possession ends - Properly clears targets, recomputes navigation, gives movement impulse to "wake up" mob #### HUD Sync and Data Bleeding - **Fixed HUD not syncing level, XP, resource bar, cooldowns on dedicated server** - Created `ClientOriginData.java` for client-side cache of synced data - Sync interval changed from 20 ticks to 5 ticks (4x faster updates) - Now tracks and syncs level/XP changes immediately - **Fixed data bleeding between servers/worlds** - Added `ClientOriginData.clear()` and `ClientPossessionHandler.clear()` on login AND logout - Added `VeilOriginsAPI.clearClientCache()` to clear origin cache when switching servers - Client now properly clears all cached data before receiving new server data #### Skill Tree Persistence and Functionality - **Fixed skills not saving/syncing on dedicated servers** - Added `unlockedSkills` field to `SyncOriginDataPacket` (comma-separated string) - Skills now persist in world data via player data attachments - Skills sync from server to client on login, respawn, and skill unlock - **Fixed "Skill not found" warnings on dedicated server** - Root cause: `SkillTrees.initialize()` was called in `commonSetup` which runs asynchronously - Moved initialization to mod constructor to ensure trees are ready before players join - Added `synchronized` guard and logging to prevent double-initialization - **Fixed skills not applying actual effects** - Unified skill system to use `SkillTrees.java` (detailed skills with effects) - `SkillEffectHandler` now properly applies attribute modifiers from skill definitions - Skills apply health, armor, speed, damage, attack speed, and special effects ### Technical - Added `SkillTrees.java` - Registry of 22 detailed skill trees with 25-35 skills each - Added `SkillTreeData.java` - Data structure for skill tree with connections - Added `Skill.java` - Skill node with tiers, branches, prerequisites, exclusions, effects - Added `SkillEffect.java` - Effect definitions (attribute modifiers, special effects) - Added `SkillEffectHandler.java` - Applies/removes skill effects to players - Added `SkillTreeScreen.java` - Interactive GUI for viewing and unlocking skills - Added `ClientOriginData.java` - Client-side cache for synced origin data - Added `ClientPacketSender.java` - Client-side packet sending isolation - Added `SyncOriginDataPacketHandler.java` - Client-side sync packet handling - Updated `UnlockSkillPacket.java` - Uses `SkillTrees` for skill lookup and validation - Updated `SyncOriginDataPacket.java` - Added `unlockedSkills` field - Updated `OriginEventHandler.java` - Uses `SkillEffectHandler` for skill effects - Updated `VeilOriginsAPI.java` - Added `clearClientCache()` method - Updated `ClientEventHandler.java` - Clears all caches on login/logout
alpha

Veil Origins Alpha 1.0.4

1.0.4-R1-1.21.11
2 янв. 2026 г.40Minecraft: 1.21.11neoforge
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Updated to neoforge 21.11.19-beta
alpha

Veil Origins Alpha 1.0.4

1.0.4-1.21.11
31 дек. 2025 г.44Minecraft: 1.21.11neoforge
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this exists there is no changes
alpha

Veil Origins Alpha 1.0.4-1.21.1

1.0.4-1.21.1
29 дек. 2025 г.139Minecraft: 1.21.1, 1.21.2, 1.21.3neoforge
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## v1.0.4 (2025-12-29) ### Updated - **Minecraft 1.21.1-1.21.3 with NeoForge 21.1.216** ### Added #### Vampire Blood System Overhaul - **Blood Bar replaces Hunger Bar** - Vampires now have a blood bar that replaces the vanilla hunger bar - Blood drains slowly over time (faster when sprinting or healing) - High blood (80+) enables natural regeneration - Empty blood causes starvation damage - Blood syncs to hunger level for compatibility - **Blood Bottle Items** - New consumable items for vampires - Empty Blood Bottle - craft from glass bottle - Half Blood Bottle - restores 50 blood - Full Blood Bottle - restores 100 blood - Drinking gives regeneration effect - Only vampires can drink blood bottles - **Bottle Filling Mechanic** - Fill blood bottles while draining animals - Hold empty/half bottle in offhand while using Blood Drain ability - Hold empty/half bottle in offhand while using Blood Drain Gaze passive - Empty → Half → Full progression #### Vampire Ability Blood Costs - **Bat Form** - Costs 25 blood to activate - **Vampiric Leap** - Costs 5 blood per leap - **Blood Drain** - Free (gives +15 blood per drain) #### Custom Resource Bar API - **CustomResourceBar** - New API class for configuring custom resource bars - Multiple styles: ICONS, SOLID_BAR, SEGMENTED_BAR, REPLACE_HUNGER, REPLACE_HEALTH - Configurable positions: HOTBAR_LEFT, HOTBAR_RIGHT, corners, custom - Custom colors (primary, secondary, critical, background, border) - Sprite support for icon-based bars - Animation options (pulse when low, bounce when critical) - Threshold settings for low/critical states - Factory methods: `bloodBar()`, `manaBar()`, `heatBar()`, `hydrationBar()`, `stellarBar()` - **ResourceType** - Updated with custom bar support - `setCustomBar(CustomResourceBar)` - attach custom bar configuration - Factory methods for common resource types - **Creative Tab** - New "Veil Origins" creative tab for mod items ### Fixed #### Vampire Sun Damage - Fixed vampire sun damage not working properly - Now correctly checks daytime (0-12500 or 23500-24000) - Rain provides protection from sun - Visual fire effect when burning #### Keybind Registration - **Fixed potential duplicate keybind registration** - Removed duplicate registration from `VeilOrigins.java` - Keybinds are now registered only once via `@EventBusSubscriber` in `KeyBindings.java` ### Technical - Added `BloodBottleItem` - Custom item class for blood bottle consumption - Added `ModItems` - Registry for all Veil Origins items - Added `CustomResourceBar` - API for custom bar rendering configuration - Added `VampireHudHandler` - Replaces vanilla hunger bar with blood bar for vampires using custom sprites - Updated `ResourceType` - Support for custom bar configurations with factory methods - Added UTF-8 encoding for Java compilation (Unicode support in source files)
alpha

Veil Origins Alpha 1.0.4-1.21.10

1.0.4-1.21.10
29 дек. 2025 г.38Minecraft: 1.21.10neoforge
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## v1.0.4 (2025-12-29) ### Updated - **Minecraft 1.21.10 with NeoForge 21.10.64** - Parchment mappings updated to 2025.10.12 for 1.21.10 ### Added #### Vampire Blood System Overhaul - **Blood Bar replaces Hunger Bar** - Vampires now have a blood bar that replaces the vanilla hunger bar - Blood drains slowly over time (faster when sprinting or healing) - High blood (80+) enables natural regeneration - Empty blood causes starvation damage - Blood syncs to hunger level for compatibility - **Blood Bottle Items** - New consumable items for vampires - Empty Blood Bottle - craft from glass bottle - Half Blood Bottle - restores 50 blood - Full Blood Bottle - restores 100 blood - Drinking gives regeneration effect - Only vampires can drink blood bottles - **Bottle Filling Mechanic** - Fill blood bottles while draining animals - Hold empty/half bottle in offhand while using Blood Drain ability - Hold empty/half bottle in offhand while using Blood Drain Gaze passive - Empty → Half → Full progression #### Vampire Ability Blood Costs - **Bat Form** - Costs 25 blood to activate - **Vampiric Leap** - Costs 5 blood per leap - **Blood Drain** - Free (gives +15 blood per drain) #### Sun Damage Fix - Fixed vampire sun damage not working properly - Now correctly checks daytime (0-12500 or 23500-24000) - Rain provides protection from sun - Visual fire effect when burning #### Custom Resource Bar API - **CustomResourceBar** - New API class for configuring custom resource bars - Multiple styles: ICONS, SOLID_BAR, SEGMENTED_BAR, REPLACE_HUNGER, REPLACE_HEALTH - Configurable positions: HOTBAR_LEFT, HOTBAR_RIGHT, corners, custom - Custom colors (primary, secondary, critical, background, border) - Sprite support for icon-based bars - Animation options (pulse when low, bounce when critical) - Threshold settings for low/critical states - Factory methods: `bloodBar()`, `manaBar()`, `heatBar()`, `hydrationBar()`, `stellarBar()` - **ResourceType** - Updated with custom bar support - `setCustomBar(CustomResourceBar)` - attach custom bar configuration - Factory methods for common resource types - **CustomBarRenderer** - New renderer for custom bars ### Fixed #### Radial Menu Clickability (1.21.10) - **Fixed radial menu not responding to mouse clicks** - Root cause: NeoForge 21.10 changed `Screen` input handling API - `mouseClicked(double, double, int)` → `mouseClicked(MouseButtonEvent, boolean)` - `keyPressed(int, int, int)` → `keyPressed(KeyEvent)` - Implemented GLFW polling workaround in `tick()` method - Uses `GLFW.glfwGetMouseButton()` and `GLFW.glfwGetKey()` for direct input polling - Uses `GLFW.glfwGetCurrentContext()` to get the window handle - Edge detection ensures actions trigger only on key/button press - Menu now correctly handles segment clicks, subsection clicks, and center clicks - ESC key properly closes the menu - R key refreshes origins in origin select mode #### Keybind Registration Issue (1.21.10) - **Fixed duplicate keybind registration causing issues** - Root cause: Keybindings were being registered twice: - Once via `@EventBusSubscriber` in `KeyBindings.java` - Again via `modEventBus.addListener(this::registerKeyMappings)` in `VeilOrigins.java` - Removed duplicate registration from `VeilOrigins.java` - Keybinds are now registered only once via `@EventBusSubscriber` ### Other Fixes - Vampire sun damage now works correctly - Blood bar sprites render properly using `blitSprite` with `RenderPipelines.GUI_TEXTURED`
alpha

Veil Origins Alpha 1.0.4-1.21.8

1.0.4-1.21.8
29 дек. 2025 г.125Minecraft: 1.21.8neoforge
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## v1.0.4 (2025-12-29) ### Updated - **Backported to Minecraft 1.21.8 with NeoForge 21.8.47** - Parchment mappings updated to 2025.07.20 for 1.21.8 ### Added #### Vampire Blood System Overhaul - **Blood Bar replaces Hunger Bar** - Vampires now have a blood bar that replaces the vanilla hunger bar - Blood drains slowly over time (faster when sprinting or healing) - High blood (80+) enables natural regeneration - Empty blood causes starvation damage - Blood syncs to hunger level for compatibility - **Blood Bottle Items** - New consumable items for vampires - Empty Blood Bottle - craft from glass bottle - Half Blood Bottle - restores 50 blood - Full Blood Bottle - restores 100 blood - Drinking gives regeneration effect - Only vampires can drink blood bottles - **Bottle Filling Mechanic** - Fill blood bottles while draining animals - Hold empty/half bottle in offhand while using Blood Drain ability - Hold empty/half bottle in offhand while using Blood Drain Gaze passive - Empty → Half → Full progression #### Vampire Ability Blood Costs - **Bat Form** - Costs 25 blood to activate - **Vampiric Leap** - Costs 5 blood per leap - **Blood Drain** - Free (gives +15 blood per drain) #### Sun Damage Fix - Fixed vampire sun damage not working properly - Now correctly checks daytime (0-12500 or 23500-24000) - Rain provides protection from sun - Visual fire effect when burning #### Custom Resource Bar API - **CustomResourceBar** - New API class for configuring custom resource bars - Multiple styles: ICONS, SOLID_BAR, SEGMENTED_BAR, REPLACE_HUNGER, REPLACE_HEALTH - Configurable positions: HOTBAR_LEFT, HOTBAR_RIGHT, corners, custom - Custom colors (primary, secondary, critical, background, border) - Sprite support for icon-based bars - Animation options (pulse when low, bounce when critical) - Threshold settings for low/critical states - Factory methods: `bloodBar()`, `manaBar()`, `heatBar()`, `hydrationBar()`, `stellarBar()` - **ResourceType** - Updated with custom bar support - `setCustomBar(CustomResourceBar)` - attach custom bar configuration - Factory methods for common resource types - **CustomBarRenderer** - New renderer for custom bars ### Fixed #### Radial Menu Clickability (1.21.8) - **Fixed radial menu not responding to mouse clicks** - Root cause: Custom `handleMouseClick`, `handleKeyPress`, and `handleKeyRelease` methods were not being called - Added proper `@Override` annotations for `mouseClicked`, `keyPressed`, and `keyReleased` methods - Menu now correctly handles segment clicks, subsection clicks, and center clicks - ESC key properly closes the menu - R key refreshes origins in origin select mode #### Keybind Registration Crash (1.21.8) - **Fixed crash on startup due to duplicate keybind registration** - Root cause: Keybindings were being registered twice: - Once via `@EventBusSubscriber` in `KeyBindings.java` - Again via `modEventBus.addListener(this::registerKeyMappings)` in `VeilOrigins.java` - Removed duplicate registration from `VeilOrigins.java` - Keybinds are now registered only once via `@EventBusSubscriber` #### API Compatibility (1.21.8) - Fixed `FMLEnvironment.getDist()` → `FMLEnvironment.dist` for NeoForge 21.8 - Fixed `DeferredRegister.Items.registerItem()` to use direct `Item.Properties` instead of `Supplier<Item.Properties>` - Fixed `KeyMapping` constructor to use String-based categories instead of `KeyMapping.Category` ### Other Fixes - Vampire sun damage now works correctly - Blood bar sprites render properly using `blitSprite` with `RenderPipelines.GUI_TEXTURED`
alpha

Veil Origins Alpha 1.0.3.FQ.R1

1.0.3.FQ.R1
28 дек. 2025 г.2,2 тыс.Minecraft: 1.21.1fabric, quilt
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## v1.0.3-R1-FQ ### Updated #### Fabric Support - **Updated To Fabric** - **Added Quilt Support** ### Fixed - **Size Modifiers Working again** ### Pending - **Game Version Updates Soon** - **Unicode Fonts are spicy fixing**
alpha

Veil Origins Alpha 1.0.3.F

1.0.3.F
27 дек. 2025 г.85Minecraft: 1.21.1fabric, quilt
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## v1.0.3 ### Updated #### Fabric Support - **Updated To Fabric** ### Pending - **Game Version Updates Soon**
alpha

Veil Origins Alpha 1.0.3

1.0.3
21 дек. 2025 г.95Minecraft: 1.21.1, 1.21.2, 1.21.3neoforge
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## v1.0.3 ### Added #### Unicode Font Handler System - **New `UnicodeFontHandler`** - Custom font rendering system for improved Unicode support - Uses Java AWT to load TrueType fonts with full Unicode character support - Generates bitmap texture atlases for efficient GPU rendering - Automatic glyph caching for performance - Graceful fallback to Minecraft's default font for unsupported characters - Auto-detects system fonts with good Unicode coverage (Segoe UI Symbol, Arial Unicode MS, DejaVu Sans, etc.) - Pre-caches common Unicode ranges: Basic Latin, Latin-1 Supplement, General Punctuation, Symbols, Dingbats - **New `UnicodeFontUtils`** - Utility class for formatted text with Unicode - Symbol text helpers: `checkText()`, `crossText()`, `energyText()`, `diamondText()`, etc. - Status indicators with color-coded symbols - Progress bar generation using Unicode block characters (█░) - Cooldown formatting with automatic time conversion - Decorative elements: separators, boxed titles, bullet points - **Unicode Symbol Constants** - Easy access to commonly used symbols: - ✓ ✗ ⚡ ♦ ♥ ★ ● → ← ↑ ↓ ∞ ☠ ☀ ☽ #### HUD Configuration System - **New HUD Config Screen** - Press **H** to open a dedicated screen for customizing HUD elements - Toggle individual HUD elements on/off with visual ON/OFF indicators - Adjust HUD opacity (0-100%) with visual slider - "Enable All" / "Disable All" quick preset buttons - Changes save automatically - **New Keybind** - `H` key opens the HUD Configuration screen (configurable in Controls) - **Granular HUD Toggles** - Control visibility of each HUD element individually: - Origin Info Panel (name and level display) - Resource Bar (blood, heat, hydration, etc.) - XP Progress Bar - Ability Indicators (cooldown boxes) - Passive Indicators (e.g., double jump ready) - Cooldown Overlays (animated cooldown fill) - Keybind Hints ([R], [V] labels) - Unicode Symbols (✓/✗ vs ASCII) - **Config Screen in Mod List** - Access mod settings from the NeoForge mod list "Config" button #### Vampire & Vampling - New Passives - **Vampiric Double Jump** - Sprint and double-tap jump while airborne to perform a damaging leap! - Deals damage to nearby enemies (6 HP for Vampire, 3 HP for Vampling) - Knocks back enemies hit - Provides forward momentum boost - Visual crimson spore particles and smoke effects - Audio feedback with bat takeoff and phantom flap sounds - Cooldown: 1.5s (Vampire) / 2s (Vampling) - **Blood Drain Gaze** - Crouch and stare at a creature with blood for 5 seconds to drain it! - Works on any creature with blood: large animals, villagers, pillagers, players - Excludes undead (zombies, skeletons), constructs (iron golems), and tiny creatures (bats, chickens) - Progress bar UI while focusing - Crimson particle stream from target to player - Deals continuous damage while healing the vampire - Slows and weakens the target - Bonus effects when fully draining a creature (Regeneration II, Strength I) - Range: 8 blocks (Vampire) / 5 blocks (Vampling) #### Werewolf & Wolfling - Dietary Preferences - **Rotten Flesh Immunity** - Can eat rotten flesh without the hunger debuff - Also provides minor healing (2 HP for Werewolf, 1 HP for Wolfling) - "The rotten flesh satisfies your feral hunger!" - **Raw Meat Preference** - Eating raw meat provides bonus effects - Regeneration (II for Werewolf, I for Wolfling) - Saturation bonus - "The raw meat invigorates you!" #### Vampire & Vampling - Dietary Preferences - **Raw Meat Bonus** - Eating raw meat provides regeneration - "The blood in the meat sustains you!" - Full Vampires also get Strength I boost - **Cooked Meat Weakness** - Cooked meat provides little nourishment - Applies Weakness I effect - "The cooked meat provides little nourishment..." ### Changed - **Code Quality: ChatFormatting** - Replaced all `§` section symbol color codes with proper `ChatFormatting` enum - Affected files: `OriginCommand`, `OriginEventHandler`, `SelectOriginPacket`, `FoodEventHandler`, `HudConfigScreen`, `RadialMenuScreen` - Uses `.withStyle()` and `.append()` for multi-colored Component messages - More maintainable, type-safe, and IDE-friendly - **Unicode Symbol Rendering** - `OriginHudOverlay` now uses `UnicodeFontHandler.getSymbol()` for proper fallback - Automatically falls back to ASCII if Unicode symbol can't be rendered - **Config Split** - Configuration now separated into two files: - `veil_origins-common.toml` - Gameplay settings (cooldowns, damage, abilities, sizes) - `veil_origins-client.toml` - Client-side HUD/display settings - **Translation Keys** - Added translation keys for all config options for localization support ### Fixed #### HUD Config Screen - **Fixed background rendering above buttons** - Corrected render order so widgets display on top of background - **Fixed Unicode minus symbol not rendering** - Changed `−10` (U+2212) to ASCII `-10` #### Config Loading Crash - **Fixed crash on startup: "Cannot get config value before config is loaded"** - Root cause: `onLoad` handler tried to access both COMMON and CLIENT config values when only one was loaded - Now checks which config spec is being loaded and only accesses values from that config #### Multiplayer Origin Synchronization - **Fixed non-host players unable to use origin abilities (R and V keybinds) in multiplayer** - Root cause: Origin data was not being synced from server to client for non-host players - `SyncOriginDataPacket.handle()` now properly updates the client-side origin cache - Added `VeilOriginsAPI.setPlayerOriginClient()` for client-side cache updates without triggering server-side passives - Sync packets are now sent: - When a player logs in - When a player respawns - When a player selects or changes their origin - When origin is set/reset via commands - Added periodic resource bar sync (every 1 second) to keep HUD accurate - Non-host players can now see their origin HUD elements and use all abilities ### Technical - Added `UnicodeFontHandler` - Custom Unicode font rendering with AWT, texture atlas, and glyph caching - Added `UnicodeFontUtils` - Utility methods for formatted text with Unicode symbols - Added `HudConfigScreen` - New GUI screen for HUD configuration - Added `OptionsScreenHandler` - Utility for opening HUD config from various contexts - Added `HUD_CONFIG` keybind (H key) with handler in `KeyInputHandler` - Registered `IConfigScreenFactory` for NeoForge mod list config button - Split `ModConfigEvent` handler to load COMMON and CLIENT configs separately - Added `VampiricDoubleJumpPassive` - Server-validated double jump with client-side input detection - Added `BloodDrainGazePassive` - Crosshair-based drain mechanic with entity type filtering - Added `FoodEventHandler` - Handles dietary effects for wolf and vampire origins - Added `DoubleJumpPacket` - Network packet for double jump synchronization - Entity blood detection uses type ID blacklist for reliable cross-version compatibility - Initialized `UnicodeFontHandler` in `VeilOrigins.onClientSetup()` for early availability
alpha

Veil Origins Alpha 1.0.2

1.0.2
14 дек. 2025 г.91Minecraft: 1.21.1, 1.21.2, 1.21.3neoforge
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## v1.0.2 ### Added #### New Origins - **Dryad** - Nature spirit and forest guardian - Entangling Roots ability - trap enemies with vines, dealing damage and applying heavy slow - Nature's Blessing ability - heal self and allies, grow crops, spawn flowers - Sunlight Photosynthesis passive - regenerate health and freeze hunger in sunlight - Forest Bond passive - move faster in forests, walk through leaves, animals are friendly - Weaknesses: fire vulnerability, damage in deserts/Nether, withers in darkness - **Necromancer** - Master of death and undeath - Raise Dead ability - summon 4 undead minions (zombies and skeletons) to fight for you - Life Siphon ability - drain life from enemies, healing yourself for 50% of damage dealt - Undead Mastery passive - undead won't attack you, minions follow your commands - Death Aura passive - damage nearby enemies, gain buffs at night - Weaknesses: sunlight damage, reduced healing effectiveness, weak near holy places ### Improved - Updated spec documentation with new origins - Total origin count now at 21
alpha

Veil Origins Alpha 1.0.1

1.0.1
6 дек. 2025 г.49Minecraft: 1.21.1, 1.21.2, 1.21.3neoforge
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## v1.0.1 ### Added #### More Origins - Cindersoul - Crystalline - Ethereal - Mycomorph - Skyborn - Starborne - Technomancer - Tidecaller - Vampire - Vampling - Werewolf - Wolfling #### Vampire Features - Blood Drain ability - drain life from nearby enemies - Bat Form ability - transform into a bat with flight, spawns decoy bats for confusion - Night vision in darkness, strength and speed at night - Sunlight damage with helmet protection #### Werewolf Features - Wolf Form ability - powerful beast transformation - Howl ability - buffs self, debuffs enemies - Enhanced abilities at night, extra power during full moon - Natural regeneration ### Improved - Frostborn Blizzard ability now places snow layers and has more intense particles - Frostborn Ice Spike now has blue particles (soul fire flame) - Umbrakin night vision no longer flashes - Starborne Wings of Light flight with hunger drain ### Fixed - Versioning issue (newest versions will have the correct version numbers)
alpha

Veil Origins Alpha 1.0.0

1.0.0
4 дек. 2025 г.49Minecraft: 1.21.1neoforge
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## v1.0.0 ### Supported Versions - Minecraft: 1.21.1 - 1.21.3 - NeoForge: 21.1.x ### Added #### Initial Origins - Feralkin - Frostborn - Riftwalker - Stoneheart - Umbrakin - Veilborn - Voidtouched #### API Handling - Initial API handler for custom origins - Docs coming soon