Electroblob's Wizardry - 4.3 - MC 1.12.2
Curse Maven Snippet
What's new

Version 4.3.0 - The Library Update!
General:
^ Updated Forge to 14.23.5.2847
Cosmetic:
+ Added fancy player animations when casting spells! (And a config option to disable them)
+ Added appear and disappear animations for summoned creatures
+ Added a disintegrate animation when entities are killed by the disintegration effect
+ Added a purple overlay to mind-controlled and possessed creatures
+ Added grow/shrink animations for various constructs, and existing grow/shrink animations are now smoother
+ Added a variety of new sounds for existing spells, especially ice spells
+ Added swirling blizzard-like particles to the ice age spell
+ Added new cloud particles to the blizzard spell
+ Added 2 new library-update-themed spell HUD skins
+ Smoke bombs are now 200% more smoky
+ Bottled thundercloud now has an animated texture
+ The arcane workbench tooltip now supports word wrapping for really long item names, and resizes to fit the content
+ The spell HUD now appears to glitch out when under the effects of arcane jammer
+ Added an icon to the wizard trade GUI to indicate undiscovered spell books
+ Added a charge-up meter around the crosshairs for the new wand charge-up mechanic
+ Added config options to show/hide the spell HUD and charge meter
* Retextured the wizardry advancement tab background to look like the new gilded wood
* Retextured ice giants
* Retextured a few spell icons
* Shield now has a new animation
* Book GUIs now have a tinted background, like the rest of the GUIs (why is this not a vanilla thing?)
* Items with mana now have purple mana (durability) bars
* Conjured items now have blue timer (durability) bars
* Renamed the 'No Icon' HUD skin to 'Compact'
* Improved particle interaction for entities with custom hitboxes (e.g. forcefield)
# Fixed issue #454, where empowering presence had no sound
# Fixed issue #497, where mods that render the player on the main menu screen (such as Mine Little Pony) would crash the game when installed with wizardry
# Fixed non-continuous spells only playing their action for a single tick
# Fixed the floating item above the arcane workbench not disappearing for other players when the central item is removed
# Fixed summoned creature particles being off-centre
# Finally fixed the frost ray and wall of frost sounds (to everyone's ears: I can only apologise!)
# Fixed the squelch sound not playing for the slime spell
# Fixed entities still showing the frost layer when invisible
# Fixed colour not being reset properly before drawing sixth sense markers
- Removed a few unused sound files
Blocks:
+ Added gilded wood!
> A new decorative block that comes in all six vanilla wood types
> Crafted with wood planks and gold nuggets
> As well as looking pretty, gilded wood is also used to craft the new library blocks...
+ Added bookshelves!
> An aesthetic and functional way to store all of your spell books! (or other books, I won't judge :P)
> Bookshelves come in all six vanilla wood types and can be crafted with gilded wood and grand magic crystals
> Placing bookshelves near your arcane workbench will magically link their inventories to it, allowing you to access the spell books within from inside the arcane workbench!
> Smart omni-directional shift-clicking support (TM) included!
> Somehow the spell books have become sentient enough to remember which bookshelf they live in, and will return there when put back as long as you don't close the GUI
> A new search bar inside the arcane workbench allows you to locate spells with ease! Search by element! Search by tier! Search by type, mod id, or discoveredness! Search by any combination of these! Search for multiple tiers/elements/types/mod ids at once! Never ever forget where you put that spell book ever again!
> The new search system works in the spells creative tab too, and has a handy tooltip!
> Redstone comparators will output a signal strength equal to the number of filled slots in a bookshelf
> The maximum distance bookshelves can be from the arcane workbench can be changed in the config
> The list of blocks that count as bookshelves can also be changed in the config (although 100% seamless compatibility is not guaranteed, so test mod containers in creative first!)
+ Added lecterns!
> An encyclopaedia of spells, in block form! Keep track of your spells in style!
> Lecterns come in all six vanilla wood types and can be crafted with gilded wood, grand magic crystals and a plain old book
> The book that floats above the lectern allows spell books in nearby bookshelves to be read, without having to go and find them!
> If you do want to go and find a spell book, click the locate button to highlight the bookshelf where it is located
> The new super-duper search works in the lectern too!
+ Added receptacles - right-click a receptacle with spectral dust to light it, and right-click again to extinguish it
+ Added the imbuement altar!
> Found only in the new library ruins, the altar has lain dormant for years whilst the walls around it fell into disrepair... but it can be reawakened by placing receptacles on all four sides
> Used to infuse regular wizard armour with the power of one of the seven arcane elements
> Can also be used to restore ruined spell books and infuse crystals into elemental crystals
+ Added elemental banner patterns, crafted with a crystal of the corresponding element
+ Crystal flowers can now be placed in flower pots
# Fixed hoppers putting spell books into hidden arcane workbench slots
# Fixed dry frosted ice not being very icy
Items:
+ Added 11 new artefacts!
+ Added spectral dust
+ Added ruined spell books
+ Wands now have a short charge-up time when casting some more powerful spells (defined in the spell properties file)
+ Added spell quick access keys to jump to a specific slot on your wand, bound to Alt+1-8 by default
+ Added item cooldowns to spell scrolls and throwable items (works like the cooldown for ender pearls)
+ Pressing the use item button while holding a mana flask now uses it on the item with the least charge in your hotbar, offhand or armour slots
+ Added tooltip desciptions to mana flasks
+ Added a 1.5x wand progression bonus when levelling up to tiers you have already reached with another wand
+ Non-elemental wands now get 3 bonus special upgrade slots
+ Added a config option to change the progression requirements for wand levelling (yup, I finally gave in, enjoy!)
* Reduced the maximum stack size of mana flasks to 16
* Reduced the default progression requirement for apprentice tier from 2000 to 1500
* Excess progression is now carried over when upgrading wands to the next tier
* When enchanting scrolls, the spell book no longer leaves the GUI until the scroll is removed, allowing blank scrolls to be swapped straight in without having to put the spell book back
* Bottomless provisions now triggers as soon as you have enough hunger to fill, and also works with satiety
* Downgraded talisman of transformation to uncommon rarity
# Fixed issue #428, where selecting the previous spell on a brand-new wand whilst holding another wand in the offhand would cause an ArrayIndexOutOfBoundsException
# Fixed issue #435, where purifying elixir would not remove curses
# Fixed issue #451, where custom currency items with high values would result in unusable trades requiring empty stacks (they are now limited to a minimum stack size of 1 regardless of the value)
# Fixed wizard armour treating crystal shards and grand crystals as regular magic crystals when charging it
# Fixed a rounding error when enchanting scrolls, which occasionally caused them to consume 1 crystal/shard too many
# Fixed continuous spell scrolls not tracking spell modifiers correctly
# Fixed an issue where master tomes of arcana could be applied to master wands, with no effect
Mobs:
+ Added remnants!
> Not-so-friendly animated remains of ancient magic that fly around, and come in 7 elemental varieties
> Fairly easy to defeat on their own, but be careful not to get swarmed!
> Are partly resistant to magic, so bring an alternative ranged weapon!
> Find them guarding the runestone obelisks dotted around the world
> Sometimes drop spectral dust when slain
+ Mobs with an owner now inherit their owner's allies
# Fixed creatures owned or summoned by an ally not counting as allies
Worldgen/loot:
+ Added library ruins!
> A new structure consisting of a square of crumbling walls and a wooden floor, containing some bookshelves
> In the centre is an imbuement altar, with some receptacles missing...
> If you're lucky, a few spell books might have survived amongst the bookshelves, though they might be a bit the worse for wear
> Can be found in both surface variant (in forested biomes only) and underground variant (everywhere)
+ Added fishing loot!
> I was clearing out some old spell books and I may have, erm, 'accidentally' dumped some into the sea - I guess they're finders keepers now so why not see what you can fish out?
> Spell books aren't waterproof so some of them may be a bit damaged, sorry
* Spell books dropped by mobs now have a 50% chance to be ruined spell books
# Fixed the random_spell loot function undiscovered_bias option working the wrong way round (oops...)
# Fixed some artefacts being in the wrong loot table, and added one or two that were missing entirely
# Fixed all remaining cascading worldgen lag, if you still get the warning please let me know!
- Removed blazes, ice wraiths, etc. from obelisk spawners in favour of the new remnants (existing 'mobelisks' won't change)
Spells:
+ Added 16 new spells!
+ The frostbite effect now reduces jump strength as well as speed
+ Ice age now gives players frostbite II for 20 seconds
+ Permanent constructs (mainly sigils) can now be dispelled by their owner by shift-right-clicking with a wand
+ More powerful continuous spells now have cooldowns
+ Wizards can now cast a bunch more (mostly AoE-type) spells
+ All spells that buff allies now work on summoned/tamed creatures as well wherever applicable
+ All constructs now support blast modifiers to increase their area of effect where applicable
+ Added damage modifier support for spells that create non-living vanilla entities (lightning, shulker bullets, throwables), these also now count as player kills
* All radiant damage now sets fire to undead mobs
* Buffed the ward status effect significantly
* Arcane jammer now only has a chance of disabling each spell, which increases with potency (don't try spamming spells to get round this though, it won't work!)
* Conjure armour is now a sorcery spell
* Snowball is now correctly classified as a projectile spell
* Intimidate is now correctly classified as an alteration spell
* Arcane lock now locks and unlocks both halves of a double chest at once
* Teleporting whilst riding an animal or vehicle now dismounts the player rather than rubberbanding (unless the new spectral tether artefact is equipped :P)
* Evade no longer works in mid-air, to prevent cheesing with maximum cooldown upgrades
* Mine no longer ignores the playerBlockDamage setting (now if this is disabled, the spell will be useless)
* Telekinesis now has a small amount of aim assist to help with item entity hitboxes
* Reduced the base range of lightning bolt from 80 to 40 to bring it in line with other 'attack from above' spells
# Fixed issue #396, where indirect magic damage would not count as magic damage
# Fixed issue #418, where the mine spell would drop leaves with missing models when used with the moonstone orb
# Fixed issue #460, where freeze and ice age would not freeze liquids properly and were able to overwrite some blocks they shouldn't
# Fixed issue #489, where the game would crash with a ConcurrentModificationException when casting cure effects or remove curse
# Fixed the cooldown bar not displaying properly for continuous spells
# Possession no longer works on decoys, eliminating a rendering crash when possessing them
# Fixed ice age's area of effect being off-centre
# Fixed blink teleporting players inside blocks that are more than 1 block high (fences and walls)
# Fixed ice spikes spawning on non-solid blocks
# Fixed mind controlled entities continuing to attack a target that dies after the mind control wears off
# Fixed mind controlled entities attacking their mounts
# Fixed a couple of similar crashes for certain 'throwable' spells
# Fixed the [Empty slot] spell displaying the 'Spell has been disabled in the config' message despite it not being possible to disable it
# Fixed the mine spell (plus other mods' mining lasers/gadgets/whatever) being able to break arcane-locked blocks that the player doesn't own
# Fixed mobs that can destroy blocks (such as the enderdragon and wither) being able to break arcane-locked blocks
# Fixed earthquake ignoring the playerBlockDamage setting
# Fixed spells that freeze/petrify mobs ignoring the playerBlockDamage setting
# Spells that place blocks will no longer attempt to do so outside the world (above y=255 or below y=0)
# Fixed decay entities not saving to NBT properly
Mod Integration/Compatibility:
+ Added JEI integration!
> JEI will now tell you how to charge and upgrade items and enchant scrolls in the arcane workbench
> It will also transfer the items into the workbench for you, you lazy wizard
> Automatic item transfer even works with the new bookshelf system. Heck yeah.
> JEI will also show information about many of wizardry's items
# Fixed spell book tooltips not showing up in JEI
# Conjured items will no longer show up in JEI, they were never meant to be there anyway
* Spells and other things that affect the world should now interact much better with claim/protection mods and plugins such as WorldGuard (I cannot, however, guarantee it is 100% watertight for all claim mods - the player block damage config option is still there just in case, and it now works on every single spell even if that makes the spell useless)
* Wizardry now requires up-to-date versions of all dependencies if installed, the game will not launch if any dependency is too outdated
Technical/Commands:
+ Added a config option to treat passive mobs as allies, preventing spells from dealing indirect damage to them (useful if you practise your spells on a farm, I guess)
+ Added a separate config option to prevent block damage from spells cast by dispensers
# Fixed syncing issues with the replaceVanillaFallDamage option on servers
# Fixed DamageSafetyChecker console warnings, they should make more sense now
Miscellaneous:
+ Added new chapters to the wizard's handbook relating to the new library update features
+ Added a bunch of advancements to guide players through the new content
+ Added Hungarian translations, courtesy of Bombadil
+ Updated Spanish translations, courtesy of Alsentar
+ Updated French translations, courtesy of Crowller
+ Updated Russian translations, courtesy of MugGod2
* The tiers section of the wizard's handbook now unlocks when a wand is ready to level up, as well as when the player obtains a tome of arcana
* Reorganised the gameplay category of the config file, splitting difficult-related options and minor tweaks off into their own separate categories
* Reorganised the entity and gui texture folders
# Fixed wizardry's keybinds incorrectly warning about conflicts with GUI keybinds
# Fixed issue #440, where the encoding for the traditional Chinese translations was broken
# Optimised various entity update handlers, hopefully fixing issue #484
# Fixed an issue where the game would crash when loading the handbook file due to a null resource manager, things still might not work correctly but at least the game won't crash
Internal/Development:
+ Added a method to check if a spell has a given property
+ Added methods for adding custom book items to bookshelves and specifying a texture to use for them on the block model
+ Added charge-up modifiers for altering the wand charge-up time
+ Removed all references to WandHelper from GuiSpellDisplay and abstracted them behind ISpellCastingItem, giving custom spellcasting items full control over the information supplied to the spell HUD
+ Implemented SpellAreaEffect, used for spells that affect entities within an area, and retrofitted various existing spells to extend it
+ Added EntityScaledConstruct, an extended version of EntityMagicConstruct that stores and syncs blast modifiers (much like what EntityBomb adds to EntityMagicProjectile)
+ Added a getter for SpellBuff#potionSet, as requested :P
+ Added a new method to SpellConjuration, addItemExtras, which allows subclasses to modify the stack after it is conjured
* Split up WizardryUtilities into several categorised utility classes (BlockUtils, EntityUtils, GeometryUtils, InventoryUtils)
* ParticleBuilder now only prints the position warning if all coordinates are exactly zero, rather than just y < 0
* Abstracted all references to WandHelper in GuiSpellDisplay behind ISpellCastingItem, meaning spellcasting items that do not use WandHelper can now work properly with the spell HUD
- Removed usage of the deprecated server-side I18n translation methods in the config
- Removed various deprecated methods that are no longer used, they are all either no longer needed or have newer equivalents
- Removed unncessary reflection for spirit horse
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