hexworkshop-1.20.1-0.9.7.jar
Curse Maven Snippet
What's new
Hexcraft Workshop v0.9.7 - Real ARAM set MECHANICS, 5 new Origin-Hunt bonds, UI/animation/code polish
=============================================================================
Apology: the author's ability is limited, this mod is mostly built with AI assistance and may not live up to expectations. It is open source (MIT) and will keep being updated.
- BASE MOD - REAL MECHANICS (as you decided: mechanize + new hooks allowed): the 9 official ARAM Mayhem sets now run on real TFT-style mechanics instead of flat numbers (same 2/4/6/8 tier framework, lower tiers keep stacking):
- Firecracker -> TWIN-SHOT chain fire (the official bounce), then gun damage. - Archmage -> SPELL ECHO double-cast (TFT Mage, mirroring the official "cast refunds cooldown -> cast again"), then spell power.
- Wee Woo Wee Woo -> LOW-HP EMERGENCY SHIELD, then overshield conversion (official low-health heal/shield boost).
- High Roller -> RELIC DROP (the official forger anvils, MC-ified), then coin bonus.
- Snowday -> FROST BITE + mobi speed damage + snow damage (official snowball haste + damage).
- Fully Automated -> RAMPAGE kill streak (the auto-cast loop), then spell power.
- Stackasaurus (stack growth) / Deathknell family (death-defy + last stand) / Make it Rain (bounty) keep their mechanical form.- OFFICIAL 9-SET SCOPE: the DEATH family is merged (Deathknell absorbs Dive Bomb's two members - official Deathknell = Dive Bomb is one set, now 10 members), and the free slot becomes the official 9th set **Make it Rain**: killing elites/bosses drops bounty coins (MC-ified "kills drop 6/12 gold"). 2 new ARAM hexes: Make it Rain, Coin Trail.
- ORIGIN HUNT DLC - 5 NEW TIERED BONDS (5 -> 10): Force Field (NEW hook stand_power - stand still to stack +1% damage layers, reset on moving, 20-cap), Burst (full-HP crit + crit damage), Techwar (spell power + fire chain + mana), Resonance (equip power), Stack Loop (stack growth). 28 new Origin-Hunt hexes (GOLD / weight 7 / source=dlc_niyuan only).
- UI/ANIMATION/CODE POLISH: ARAM set rows show a purple name on the stats page to tell them apart; tiered bond hovers now list members; the draw screen cards get a rarity-colored flash sweep on entry; ComboRow cache keeps source/members in one place.
- CONFIG SCREEN POLISH: every category now starts with a short description entry; the "Forge & Stack Rules" sub-categories default to collapsed (matching other pages); the "Layout" page groups its 6 coordinates into Tip / Status Bar / Tab sub-categories.
- lang: 2360 keys per locale (zh_cn / en_us, UTF-8; +13 config-screen keys; the obsolete "Dive Bomb" set key removed).
FIX ROUND (same build 0.9.7, re-released):- TRANSLATION FIX: the Forge screen showed raw keys `hexcraft.forge.armorpct.name/desc` - root cause: the 3 percent forge traits added in v0.9.0 (Atk% / Def% / Luck%) never got their lang entries. Full key audit found exactly these 6 traits missing (atkpct/armorpct/luckpct x name/desc) and nothing else; both locales now add 6 keys each (力量增幅/防御增幅/幸运增幅 = Might/Aegis/Fortune Surge). lang: 2366 keys per locale; code-literal and JSON-driven keys re-checked, 0 missing.- MAX HEALTH 1024 CAP FIXED (real bug): in 1.20.1 Attribute.sanitizeValue() clamps the FINAL value to [min, max], and MAX_HEALTH's maxValue is exactly 1024.0 - so stacking past 1024 health did nothing (the old "modifiers bypass the cap" comment was wrong). AttributeUnlock now truly lifts the cap: reflection sets maxValue to 1e7 for all 9 base attributes (health/armor/toughness/damage/speed/move/luck/knockback-res/knockback), the same approach as AttributeFix, coexists fine.
- STATS PAGE SCROLL HINT RESTORED: when content overflows and you haven't scrolled to the bottom, a small "▽" appears at the bottom-right of the stats area (auto-hides at bottom). The page height was already computed from content and refreshes automatically.FIX ROUND 2 (same build 0.9.7, stack-cap mechanic):
- STACK-CAP UNLOCK MECHANIC (answers "is the 生效 200 cap real?"): the "permanent stack cap" config now defaults to 0 = in-game rule. During play the default effective cap stays 200; a player who completes a full 8-piece ARAM set / the 10-member Deathknell family UNLOCKS unlimited stacks for THEMSELVES (that bond row turns whole-line prismatic purple with an "UNLOCKED" status; battle-stack caps show as ∞). Room/server owners can set the config to any >0 value to lock the cap at that value, which also disables the unlock. Existing saves: if you see 200 again, set `permanentStackGlobalCap` to 0 (or delete the line and let the mod regenerate it) in config/hexworkshop-common.toml.
- DRAW ANIMATION SMOOTHNESS: background particles 24→14 with a single fill each; card name/desc/owned-badge/stack-suffix are pre-built once when the draw opens (zero per-frame translations or lookups); glow halo fill costs reduced (2px halo + low-alpha skip).
- lang: 2367 keys per locale (+1 combo.unlocked).
v2 BOND SYSTEM (same build 0.9.7, complete bond redesign - the 6 decisions you made are now live):- ALL 47 BONDS ARE NOW TFT-STYLE TIERED (the old 16 boolean 3-piece bonds are gone): Core 16 (12 members, tiers 3/6/8/10/12), New Archetypes 11 (10 members, 2/4/6/8/10), Stack Master 1 (10 members, 2/4/6/8/10), Origin-Hunt 10 (9 members, odd tiers 1/3/5/7/9), ARAM 9 (2/4/6/8). Server & client both iterate a single allTiered() list; lower tiers still stack into higher ones.
- 11 NEW ARCHETYPE BONDS: Combo / Crit / Burning / Shield / Heal / Summon / Mobility / Mana / Economy / Execute / Survival - members are reused from existing hexes and can serve several bonds at once.- STACK MASTER (your decision C): 10 members at 2/4/6/8/10 - your PERSONAL stack cap now unlocks step by step: 2 pcs 400 / 4 pcs 600 / 6 pcs 800 / 8 pcs 1000 / 10 pcs FULL SET = unlimited (∞). The tier multiplier feeds the same cap pipeline as actual truncation / full-cap burst / stats-page display (one source of truth); server authority stackCapFor is synced, and a config >0 still hard-locks it.
- ONE COLOR PER TIER + FULL-SET PRISMATIC (your decision): TFT-style tier colors white -> silver -> light gold -> deep gold, and when ALL members of a bond are collected the whole row turns prismatic purple and ALL bond effects are DOUBLED (×2) - new prismaticMult=2.0 on every TieredCombo, applied server-side in effect/effectBatch.- NEW HEXES (your decision B): base mod +15 (Abyss 6 / Mastery 2 / Summon 4 / Mana 3 - names avoid link-mod prefixes so the bonds fill without those mods installed); Origin-Hunt +36 (every one of the 10 tiered families grows to 9 members: Berserker/Guerrilla/Bulwark/Field/Burst/Techwar/Stackloop +3 each, Sniping/Hunting/Resonance +5 each, source=dlc_niyuan so they only appear in the Origin-Hunt pool).- BOND TAB (your decision A): the main hex screen's left nav gains a "Bonds" page - a full 47-bond codex (including bonds you don't own yet), grouped Core/New Archetypes/Stack Master/Origin/ARAM, rows colored by tier (grey = unowned, prismatic purple = full set), hover shows members/tiers/missing count/prismatic bonus, scrollable. The stats-page bond box stays.
- lang: 2491 keys per locale (+72 Origin-Hunt name/desc +8 bond-tab keys); jar SHA-256 16015253...DA7A7 (801,008B) deployed to all four copies, hashes match. Late fix: the Summon bond kept 12 members from the skeleton phase (incl. 2 Cataclysm-link members) - now trimmed to 10 so it matches its 2/4/6/8/10 tiers and fills without link mods; the Deathknell family stays at 10 members by design (official Deathknell = Dive Bomb, one set).
v2 MECHANICS PASS (same build 0.9.7 - the 47 bonds stop being pure numbers, "do them all, more is better"):- Answering "every bond is just numbers, they all feel the same": researched TFT and LOL Wild Rift augments (Gunslinger / Mercenary / Burn Bright / Fortune / Steelheart / Dragon's Might / Thornmail+Unbreakable prototypes) and rebuilt the bonds:
- 34 BONDS NOW MIX EXISTING EFFECT KEYS: different tiers of the same bond bind DIFFERENT mechanics instead of just bigger numbers (e.g. Combo = Twin Shot x4 + Rampage; Burning = Fire Chain x4 + Lifesteal - burn-heal, no explosion; Execute = Execute x4 + Rampage; Economy = Coin Bonus + Bounty; Survival = Kill Heal + Death Defy). Zero new hooks, the existing server-side effect aggregator applies them automatically. - 13 MECHANIC BONDS KEEP THEIR FORM: all 9 ARAM sets + Force Field / Burst / Techwar / Stack Master.
- 4 BONDS GET A BRAND-NEW DEDICATED HOOK (each one unique, not a number):
1. CHAIN LIGHTNING (Calamity Hunter full set, Dragon's Might prototype): on-hit chance to arc lightning to nearby enemies (50% damage, 1s cooldown).
2. ASCENSION (Abyss Warden full set, Shurima prototype): after 8 seconds of sustained combat (attacking or taking hits within 2s windows) you ascend and gain bonus damage; 2s out of combat resets it.
3. IRON BODY (Undying Body full set, Wild Rift Unbreakable prototype): any single hit above 10% of max health has the excess reduced by 30% (anti one-shot). 4. THORN ARMOR (Bulwark full set, Wild Rift Thornmail prototype): melee attackers take a % of your damage back (separate from the flat thorns reflect).
- lang: 2496 keys per locale (+5 new effect keys chain_lightning/ascend/ironbody/thorn_armor/tick_gain); jar SHA-256 BCE048DD...308515 (802,119B) deployed to all four copies, hashes match.
This mod has no additional files

