astral_dice-1.3.3+neoforge_1.21.1.jar
Curse Maven Snippet
What's new
Astral Dice 1.3.3 Changelog
Released: 1.3.3 — a balance and bug-fix release with no new items. Four main things: (1) four "on being hit" effects can no longer be farmed with environmental or self-inflicted damage; (2) the skill rules of the Fengshui Master, Cult Leader and Secret Detective Signs were reworked; (3) the action bar's broken colouring and missing text are fixed; (4) a batch of wording and handbook corrections.
Note! The prerequisite mod StarEngine Lib is bundled inside this mod (embedded 1.0.5) — you no longer need to install it separately. If your mods folder still contains a manually downloaded starengine_lib-*.jar, delete it: the old file would override the embedded one. Note! On 1.20.1 the Mixin runtime can be Mixin Booster ≥0.1.3 or Sinytra Connector — pick either one (since 1.3.2-hotfix; previously Mixin Booster was mandatory).
Balance & Quality Updates
- Fengshui Master Sign "Perfect Helper" now fills Recharged Energy to the maximum: applying Baize's Blessing to a player wearing the Boss Sign no longer grants just +1 stack — it tops that player's Recharged Energy straight up to the 5-stack cap.
- Cult Leader Sign "Divine Descent": the Fox Light bonus becomes a "Pursuit" extra damage instance: when the player carrying Divine Descent attacks a hostile target it triggers "Pursuit", and that attack additionally deals (the caster's own attack-power snapshot + the current Fox Light stacks) as damage.
- This bonus no longer counts towards Attack Power and is settled separately after the hit lands — so it is no longer reduced by the target's defense and no longer participates in "Full Power" and similar multipliers. It used to be added to Attack Power; this also removes the risk that merely opening the card screen spent a Fox Light stack.
- Consumption is unchanged: 1 Fox Light stack is still spent only when attacking a new target, later attacks on the same target keep triggering Pursuit without spending another stack, and attacking a new target with 0 stacks adds nothing.
- Secret Detective Sign, "Investigation Stage": the old "Invisibility" is replaced by a new "Concealment" effect: while it is active mobs cannot target you (the check looks only at this effect, no longer at vanilla invisibility); the moment you deal effective damage to a mob (melee / ranged / magic — any kind of attack counts) Concealment is removed immediately, and your dice battles then add damage equal to the target's Mark layers, until the Investigation bonus ends. All four stage durations are unified at 1:00 (previously 0:15 / 0:20 / 0:30 for stages I / II / III). The new effect reuses the vanilla invisibility icon.
- "Fate's Guide" gains a new ability: your combat dice roll is always 6 while it is active: same convention as the Padman Sign's "next roll is 6" — with no dice equipped it is still 0. The tooltip ability list was revised accordingly (the
1./2./3./4.numbering becomes dashes, with the new entry inserted after the second one). - Baize's Blessing / Divine Descent now start their timer on any landed attack: the 2:00 countdown used to require a melee weapon attack; it now starts on any attack — melee or ranged (arrows / projectiles / spells, i.e. any damage caused by you) as long as it actually lands (the damage really is applied), and the target must still be a legal Dice Blessing target. The timer still starts only once and never resets.
- Slime Sign: area healing removed from the active skill: the whole "centred on them, apply Instant Health to players / pets / rideables within 16 blocks" clause was deleted. The area part now only applies Slowness (1:00) to hostiles; the main effect (the target gains +3 Healing + Instant Health) is unchanged.
- Big Bowl of Stew: friendly-creature healing removed, healing points raised to 2: it no longer heals friendly creatures when the blessing ends; healing points go from 1 to 2, and the wording now explicitly says "you and all friendly players within 16 blocks".
- Text clean-ups: the duplicated "it is dodged by the Gunsmith; dodging triggers an automatic counterattack that includes Weakness Insight layers" in the Gunsmith Sign's "Broken" active and passive descriptions now reads "it is dodged and triggers a counterattack" (mechanics unchanged); "Unwavering"'s description now simply reads "defense +4" instead of "armor +8 per stack (equal to +4 defense in dice battles)" (text only — the underlying attribute is unchanged); the Charge card dropped its redundant "must be placed in the card slot before the blessing" parenthetical.
Bug Fixes
- Fixed the action bar's broken colouring and missing text:
- Missing text: the two success messages of the Secret Detective Sign's "Covert Operation" and the Astrologer Sign's "Weak Mark" referenced language keys that were missing on all three version lines, so confirming a target showed a raw key instead of a sentence. They are now supplied in Chinese, English and Japanese.
- Broken colouring: 11 action bar messages carried their own colour codes while the sender coloured the whole line yellow, producing a visible "yellow front half, grey back half" seam (Hanna / Fengshui / Sherry / Cult Leader / Mamushi / Mouse Rescue and others). All embedded colour codes were removed; the whole line now takes its colour from the outer style.
- Inconsistent palette: following the rule that refusal / blocking messages must be red, 11 such messages that were still yellow are now red (the three Ninja Sign "not cast" notices, Oasis Queen's temporary-card cap / not enough free slots, Business Sign with nothing to exchange, Sherry Sign blocked ground / no target, Hanna Sign ender pearl blocked, Cult Leader descent already in effect, Mamushi Sign forced cooldown). "Current Core" changed from aqua to red when charging is insufficient and yellow when the cooldown is finished; the Mamushi forced-cooldown colour also differed per line and is now red everywhere.
- Two parallel channels merged: the airbag trigger, the wallet deposit / withdraw feedback, the card inventory's "you need a die equipped" and the client-side "out of plays this round" were drawn through the vanilla overlay (white, at a different position from every other message) while roughly 60 other messages went through this mod's own action bar — the same piece of UI rendered by two different systems. All four now go through the mod's action bar and are coloured (yellow for the airbag / wallet, red for "need a die equipped" / "out of plays").
- Four "on being hit" effects can no longer be triggered by environmental or self-inflicted damage; they now require a hostile attack:
All four keyed off "the player took any damage", so fall / cactus / fire / drowning / starvation and other environmental damage, plus this mod's own "Misfortune Talisman" self-inflicted true damage every 2:00 (its damage source has no entity and counts as nobody's attack) and any self-damage, all triggered them — a player could farm the rewards without ever meeting an enemy (Star Coins have no cap, so it was farmable):
- the Buffer Shield (healing-school chip): +2 Healing / +3 Star Coins on being hit;
- the Mouse Shield's counter: any creature's attack consumed its single counter charge — including a teammate player's, a tamed pet's or an unangered neutral mob's — and the counter was then dealt back to the ally;
- the Slime Sign's "Cell Division": +1 Healing layer and −10s active-skill cooldown on being hit;
- the Vampire Sign's "Drain" (the taking-damage clause): heals half of the damage taken. All four now require a hostile attack, on three conditions that must all hold: there is an actual attacker (ruling out environmental damage and entity-less true damage), the attacker is not you, and the attacker is a hostile target for you (hostile mobs, neutral mobs except tamed pets, angerable tameable animals, and non-teammate players who have actively attacked you). The last three effects' descriptions and their handbook entries were updated to match. NOTE: the Hanna Sign's "Witch's Float" is not part of this — its text already says "any melee attack on you is dodged", which was confirmed to be intended, so it is unchanged.
- Plus a batch of wording and handbook corrections.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
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