Releases: enjarai/trickster
Releases · enjarai/trickster
2.0.0-beta.2c for 1.21
- It appears that the serialization fixes from 2.0.0-beta.2 weren't actually saved to git. This has been rectified. The issue is most certainly resolved now. (@StellarWitch7)
2.0.0-beta.2b for 1.21
- Fixed (hopefully) all remaining issues with map fragments by using a more reliable third party HAMT implementation.
2.0.0-beta.2 for 1.21
- Fixed an error in the serialization of running spells which has surfaced for the second time due to poor documentation. (@StellarWitch7)
- The offending function has been renamed and documentation clarifying its purpose has been added.
- Made the Folding Distortion support iteration over map fragments. (@StellarWitch7)
- Added a Creative-only variant of Knot which has infinite mana. Possible texture improvements pending. (@StellarWitch7)
- Fixed an issue where two registries with the same identifier were being loaded, causing issues on Neoforge. (@StellarWitch7)
2.0.0-beta.1b for 1.21
- Fixed a rare issue causing spells to fail when inserting map entries.
2.0.0-beta.1 for 1.21
- Redesigned the mana system significantly, making mana a semi-limited resource. (@enjarai and @StellarWitch7)
- Players and entities no longer have mana pools.
- Bloodcasting is no longer possible.
- Instead, mana is contained in items called Knots.
- These gemstones encased in glass orbs hold a certain amount of mana based on their rarity.
- Some Knot types may have unique properties that manipulate mana in special ways.
- Most Knots can be passively recharged under moonlight.
- Knots charge most strongly under a new or full moon, but may not charge at all on some phases inbetween.
- Mana over time is now measured in Merlins.
Merlins = Gandalfs / Tick
- Many trick costs have been rebalanced to accommodate these changes.
- Multiple tricks have also been added to automatically move mana around between knots.
- Introduced Spell Constructs. (@enjarai and @StellarWitch7)
- These artificial spellcasting devices directly replace in-world spell circles, which have been removed.
- Spell Constructs do not have an up-front mana cost, but must be crafted instead.
- Once crafted, a spell can be inscribed onto the Construct.
- When placed in the world, this spell will be cast persistently until completion.
- If a mana source is required, a Knot may be inserted into the Construct.
- Also introduced Modular Spell Constructs. (@enjarai and @StellarWitch7)
- These variations of the normal Construct contain four slots for Spell Cores.
- Instead of casting a spell directly, Cores must be inserted containing the spells to be cast.
- All inserted spells will be cast and run concurrently.
- All cores share the same crowmind and mana pool from the provided knot.
- Multiple tricks have been added to delegate to and manipulate other cores on the same Construct.
- This allows for practical and persistent multithreaded spell design.
- These variations of the normal Construct contain four slots for Spell Cores.
- Added Macros. (@Master-Bw3, @enjarai, and @StellarWitch7)
- A list of Macros may be defined by inscribing a map of patterns to spells onto a common ring.
- When wearing this ring, any pattern defined in the map can be drawn while spell-scribing to invoke the corresponding spell.
- The given spell will be cast and given the circle the pattern was drawn in as an argument.
- The spell may then construct a new circle using meta-programming to replace the given one.
- A few changes were made to support this.
- Any fragment can now be inscribed onto an item, not just spells.
- Map fragments were added.
- Wards and the Closure Stratagem have been tweaked to make use of this.
- Pattern literals were added.
- Removed shadow blocks. (@StellarWitch7)
- This feature has been moved to a separate addon mod due to Sodium incompatibilities.
- Added internal caching for pure tricks. (@StellarWitch7)
- Significantly increased viable spell depth, making it effectively™ infinite. (@StellarWitch7)
- Impulse cost scaling now accounts for multiple casts within the same tick. (@StellarWitch7)
- As a consequence, tricks may now internally attach arbitrary data to a spell which persists for the remaining executions in the current tick.
- Added a trick to guarantee a spell's full execution within a single tick. (@StellarWitch7)
- Fixed a couple things which appeared to cause incompatibility with Connector. (@unilock)
- Might not be everything, given #64 changed a lot.
2.0.0-alpha.39 for 1.21
- Undid Sodium compat changes temporarily due to a crash on world load. (@enjarai)
2.0.0-alpha.38 for 1.21
- Added Flecks, a way to display lines and other features in the world using spells. (@Vlue, @enjarai, @StellarWitch7)
- This system will be expanded upon in the future.
- Added scroll shelves, a way to nicely display and store scrolls in your base. (@enjarai)
- Implemented a weight system for fragments. (@enjarai)
- Overweight fragments may cause a spell to fail.
- Weight limits are set quite generously, and are subject to change based on feedback.
- Modified a bunch of trick signatures to be chainable. (@StellarWitch7)
- Fix being able to die from mana overuse in creative mode. (@enjarai)
- Fix scrolling in the hat ui only working for offhand hats. (@enjarai)
- Partially fixed compatibility with Sodium for shadow blocks. (@enjarai)
- Some behaviour is still inconsistent between vanilla and Sodium, but we plan to address this.
- Implemented a temporary solution for Surveyor (used by Antique Atlas) compat. (@enjarai)
- Added a keybind for modifying any spell on any item in creative mode. (@Awakened-Redstone)
2.0.0-alpha.37 for 1.21
- Added 16 colors of dyed spell scrolls. (@enjarai)
- Added two extra hat types. (@enjarai)
- These function exactly the same as the Top Hat, just with a different aesthetic.
- Added a third person animation when taking off and putting on a hat. (@enjarai)
- Added a HUD element showing the currently selected scroll when holding a hat in your offhand. (@enjarai)
- Generally polished hat interactions.
- Updated multiple textures courtesy of @Crephan.
- Fixed a bug letting players save ephemeral fragments within lists. (@enjarai)
- Tweaked how bloodcasting damage is applied, making it less forgiving. (@enjarai)
- Fixed a slight oddity in the spell editor, where one could interact with a fake root as if it is the real root. (@StellarWitch7)
2.0.0-alpha.36 for 1.21
- Solved scroll and mirror UI not updating the item most of the time (again). (@StellarWitch7)
2.0.0-alpha.35 for 1.21
- Solved scroll and mirror UI not updating the item most of the time. (@StellarWitch7)
- Fixed inconsistency in the distortions section of the book and made constants revisions. (@StellarWitch7)