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Shadows Above all

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shadowmonarch-0.3.48_MANY FIXES.jar

File nameshadowmonarch-0.3.48.jar
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NyonXDNyonXD
Uploaded
Oct 21, 2026
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23
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2.8 MB
Mod Loaders
NeoForge
File ID
9282201
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:shadows-above-all-1753185:9282201"

Learn more about Curse Maven

What's new

# Changelog — Solo Leveling: Shadow Monarch

Changes made since version 0.1.0. Newest first.

> **Existing worlds:** when a config *default* changes, the world's saved config
> (`<world>\serverconfig\shadowmonarch-*.toml`) keeps the old value. Edit the file, or delete it so it is
> recreated with the new defaults.

---

## 0.3.48
- **Fix: landing a ridden shadow dragon killed its rider ("hit the ground too hard").** A flying creature gathers fall distance all the way down while it flies (Ice and Fire does not reset it), and vanilla hands a mount's fall damage on to each of its riders. A flying shadow mount now takes no fall damage while ridden, and neither does its rider. Falling after you dismount still hurts as usual.

## 0.3.47
- **Fix: grown shadow dragons could not be mounted at all ("nothing happens").** Whether a creature can be ridden was decided once per TYPE, from the size of the first creature of that type the mod inspected. Creatures that grow (Ice and Fire dragons: a hatchling is 0.3 blocks wide, a grown one 3.4) were all judged by that first one, so a world that first met a hatchling made every ice dragon "too small to ride". A native body is now judged by its own hitbox (type config allow/deny lists still apply).

## 0.3.46
- **Diagnostics: every right click of a player on a shadow body is logged** (`[ShadowMonarch/Mount]` in the log): what was hit (a dragon part counts as the dragon), native or proxy body, whether the player commands it, sneaking, mountable, its mount profile, and whether riding started. A click that another mod cancelled first is logged too.

## 0.3.45
- **Fix: right click on a shadow dragon kept you off it.** A dragon shadow saved in the world before 0.3.42 still carried Ice and Fire's corpse state (`ModelDead`), and Ice and Fire throws every rider off a "dead" dragon right away. Native bodies now leave any death / corpse state of their mod (a public `is...Dead()` / `set...Dead(boolean)` pair) when built and every second while out, so old shadows are fixed too (they also stop lying down).
- Proxy shadows (the generic shadow body) can be mounted whatever you hold, like native ones since 0.3.43.

## 0.3.44
- **Possessed dragons really fly.** A possessed creature that flies its own way (Ice and Fire dragons: its own flying state) takes off with Jump, with its own flying pose and wing animation, climbs / dives where you look (Space up, Shift down) and lands when it comes down near the ground. It used to only hop. Riding a flying shadow uses the same take-off and landing (a step or a fall no longer counts as taking off).
- **Fix: a shadow dragon's breath comes out of its mouth, not its back.** Ice and Fire aims breaths from the creature's eye position, which is the middle of the body (metres behind the head on a big dragon). A shadow with a head part of its own (any multipart creature with a `head...` part) now has its eye on that head, so breaths leave the mouth and a possessed dragon sees from its head. Wild creatures are untouched. (First mixin of the mod: `Entity.getEyePosition`.)

## 0.3.43
- **Fix: right click mounts a shadow dragon (or any rideable shadow) whatever you hold.** Mounting needed an empty hand, so a click with a sword or food in hand did nothing. Items never act on a shadow anyway, so the click now always mounts (Shift + click still does not).

## 0.3.42
- **Fix: shadows no longer lie in their death pose.** A creature keeps the death state it was captured in (Ice and Fire dragons: `ModelDead`, `DeathStage`), so a shadow dragon came back as a corpse. Death-state keys are now stripped from captured looks, and existing shadows are cleaned when their body loads.

## 0.3.41
- **Fix: riding a shadow dragon seats you on its neck, like a normal tamed dragon.** The shadow look redrew the creature from a pose its own renderer had already scaled, so Ice and Fire dragons (and any renderer that scales before drawing) came out scaled twice: a giant dragon with the rider lost inside. The pre-applied scale is now undone. Riders drawn by a shadow's renderer (Ice and Fire draws its rider on the neck) keep their own colours instead of the shadow tint, and get no outline.
- **Dragon breath is a possession skill:** a creature's own "breathe / shoot at a point" method (Ice and Fire: `stimulateFire`) becomes a **Breath** skill. Pressing it makes the creature turn to the aimed point and breathe there for 5 seconds with its own breath (warm-up, flames, sound; grown Ice and Fire dragons spit fire charges instead, as in Ice and Fire). Fire, ice and lightning dragons all get it.
- **Possession camera for big creatures:** in third person (F5) the camera now backs off with the possessed creature's size, so it shows the whole dragon or giant instead of sitting inside it.
- Tested in-game (first monitor): riding a grown fire dragon shadow, F5 shows the rider on its neck at normal size; possessing it, the Breath key makes it breathe fire and the third-person camera shows the whole dragon. Without a window: Breath makes a possessed fire dragon really breathe; a possessed ice dragon's breath hurt its target.
- Not confirmed yet: the fire dragon's breath hurting a target in the automatic test (the ice dragon's did).

## 0.3.40 — Ride your shadows
- **Mount and fly any big shadow:** right click a shadow you command (empty hand) to ride it, not only horse-like ones. Ice and Fire dragons, amphitheres and other big creatures of any mod. Shift dismounts.
  - **Creatures with riding of their own (tamable, like Ice and Fire dragons):** you become their owner when you mount, so their own mount code takes you, with their own controls (Ice and Fire: hold Space to take off, its "Dragon Down" key to descend, its breath / strike keys). Before, the dragon treated a rider who was not its owner as prey and dropped them.
  - **Any other creature:** while ridden, its AI pauses and it follows your keys like a possessed shadow: W/A/S/D and the camera; a flyer takes off with Space and climbs / dives where you look.
- **Flying creatures of other mods are recognised as flyers** when they keep a flight state of their own (`isFlying` / `setFlying`, e.g. Ice and Fire dragons), so they ride as flying mounts.
- **Clicking a big creature's hitbox part** (a dragon's neck, a wing) now counts as clicking the creature (NeoForge `PartEntity` and mods' own parts with `getParent`).
- **Fix: a grown shadow's hitbox is right on your screen too:** the client now recomputes a shadow body's size when its synced look (a dragon's age) changes it; riders sat at a hatchling's height before.
- Tested in-game (first monitor): right click mounts a grown fire dragon shadow, holding Space takes off, it climbed 37 blocks and flew 150 blocks with the rider on, Shift dismounted. Without a window: a Mowzie's Naga shadow (no riding code of its own) took off and flew 11 blocks; an amphithere keeps its commander as owner and rider.
- Known: Ice and Fire draws its rider on the dragon's neck while the rider's real position (and first-person camera) is the top of the dragon's hitbox, inside the big model; that is Ice and Fire's own way of seating riders.

## 0.3.39
- **Fix: grown creatures no longer come back as babies.** A creature's age was dropped from its saved look when its key looked like a timer (Ice and Fire dragons keep their age in `AgeTicks`), so a grown dragon came back as a hatchling. Age, growth, stage, scale and size numbers are now kept (cooldown / spawn / death counters still are not), and the body's hitbox is refreshed after loading them. Tested: a stage-5 fire dragon comes back at stage 5, same size.
- **Big creatures always come out:** when there is no room for a creature's original body (a grown dragon, a giant, the Ur-Ghast), the summon brings out the shadow's own body instead of failing with "no space". In the 5-mod test, no creature fails to be summoned anymore (10 did before).

## 0.3.38
- **Fix: generals show by their own name.** Igris (a Red Knight shadow) was suggested in commands as `red_knight.…` and named "Red Knight" in server messages; it is now `igris.…` / "Igris" (Beru and the other generals too), matching the army menu.

## 0.3.37
- **Commands: shadow suggestions read by name.** A `<shadow>` argument now suggests `barrel_zombie.f37a2a57` (name, then short id) instead of the bare `f37a2a57`, so the list is readable and sorted by shadow. The suggested text works as typed; a bare id, a full UUID or a custom name still work too. The tooltip (name · level · rank) is still shown when the mouse is over a suggestion.

## 0.3.36
- **Six possession skill keys: Z X C V B N** (B and N are new, rebindable under Controls). Creatures with more than four skills now use up to six. The best travel move (flight, hook, teleport) always gets one of the keys, the last one (N) if needed: Scylla *Anchor Throw, Horizontal Swing, Lightning Explosion, Spear Throw, Summon Snake, Scylla_Flying*; Ignis *Smash, Phase Change, Swing Upperslash, Magic Attack, Strike, Shield Break Strike*.
- The HUD shows the six keys on one line, or on two lines (Z X C / V B N) when the names do not fit the screen.
- Tested without a window across 5 mods (more skills run with the extra keys: Cataclysm 142 → 175) and in-game on the first monitor: all six keys fire, Ignis *Strike* (B) and *Shield Break Strike* (N) hit.
- Dev only: the in-game test never pauses (a lost window focus used to open the pause menu and swallow the keys).

## 0.3.35
- **Left click (M1) for every creature with its own blows:** when a creature has no plain blow, M1 takes its simplest one instead of falling back to the plain hit. Scylla: *Horizontal Swing* (before: no animation). Creatures with a plain blow keep it (Ignis: *Smash*).
- **A possessed shadow swims like a player:** it sinks slowly on its own, rises while you hold Space, dives with Shift, and when sprinting swims where you look. The possession control now outranks the creature's own "float in water" goal (before, a shadow already floating could ignore your keys).
- **Army shadows dive with you:** when you swim below them, they stop floating and sink after you; when you come back up, they float up again.
- Tested: possessed shadow sank 1 block idle, rose 3 with Space, dove 2.8 with Shift; a shadow dove to the bottom of a 4-deep pool after its commander and came back up when the commander did.

## 0.3.34
- **Fix: your shadows no longer attack your body while you possess another shadow.** The body left behind during a possession was not recognised as yours, so your other shadows (and your allies' shadows) treated it as any creature and attacked it. It now counts as you: never targeted, never damaged by friendly shadows.

## 0.3.33
- **Commands: every shadow suggestion says which shadow it is.** The short ids suggested for a `<shadow>` argument (`/smadmin shadows levelup`, and every other command that takes a shadow) now carry a tooltip with the shadow's name, level and rank (e.g. `994ac51b` → *Zombie · Lv 1 · Soldier*). A shadow's custom name keeps working in place of its id.

## 0.3.32
- **Fix: shadows no longer look like they walk on water.** A shadow in water used vanilla's float rule (swim as soon as 0.4 block is under water), so it bobbed with only its feet in the water and seemed to walk on the surface. It now swims with the water at its waist (up to 0.85 block deep), still shallow enough to step out onto a bank. Tested: feet 0.87 block under the surface on average (was 0.44).

## 0.3.31
- **No more aim assist.** Possession skills and the left click only go to the creature under the crosshair; they never snap to the nearest creature or to the last target. The aim also stops at the first block (no hitting creatures through walls), and never picks your own left-behind body.
- **Native attacks aim at the terrain too.** With no creature under the crosshair, a creature's own attack (anchor, spear, breath, spell...) aims at the exact point you look at: an invisible, hitbox-less marker is placed there for the move and removed when it ends. Scylla's hook now flies to the block you aim at, with nothing to hit there (tested: pulled 5.3 blocks into a wall).
- **Jumping works while possessing.** The body jumps with its own jump strength (plus Jump Boost) instead of going through the creature's AI jump control, which many creatures (bosses especially) never run. Tested: zombie, Scylla, Pyromancer and Ignis jump 1.25 blocks.
- **Left click (M1) = the creature's own basic blow,** with its mod's animation and hit: the plainest melee move the core found (Ignis: *Smash*, Frostmaw: *Swipe*, dragons: *Bite*...). Creatures without one keep the plain hit (vanilla mobs swing their arms).
- **Skill cooldowns on the HUD:** a key on cooldown is grey with the seconds left (`[X] Phase Change 4.4s`). Monarch abilities and adapters show their real cooldowns; a creature's own move cools its key down until the move is over (at least 1 s), so pressing it again no longer restarts it.
- **Automatic GeckoLib support:** the attack animations a GeckoLib creature lets the server trigger become skills (played through GeckoLib, found by reflection: GeckoLib is not required).
- **Spellcasters (Player Animator / Iron's Spells style):** an AI goal holding lists of abilities (attack / defense / movement spells) now gives one skill per ability, cast through the creature (`initiateCastSpell(spell, level)` and similar, found by reflection). Iron's Spells: Pyromancer *Magma Bomb, Firebolt, Fire Breath, Burning Dash*; Cryomancer *Icicle, Cone of Cold, Frost Step*; Dead King *Ray of Siphoning, Blood Slash, Fang Strike* (all three hit).
- Tested without a window across 5 mods (Cataclysm 49 damaging skills, Iron's Spells 16, Twilight Forest 16, Mowzie's Mobs 5, Ice and Fire 2) and in-game on the first monitor (LAN). All 113 automatic tests pass on a clean test world.

## 0.3.30
- **Possession camera turns instantly, up and down too, in first AND third person.** The possessed shadow now takes your mouse rotation on your own screen every frame, instead of waiting for the server's synced (delayed, head-limited) rotation. Before, third person lagged and could not look up or down.
- **Multi-stage attacks play to the end.** When a boss attack hands over to its next stage (state-machine bosses such as Cataclysm), that stage now runs too, until the creature is back to idle. Only real follow-ups of the same move chain, never a new attack. Example: Scylla's grappling hook (*Scylla_Flying*): she leaps, hooks the anchor into the terrain and is pulled to it (tested: pulled 5.3 blocks into a stone wall).
- Note: *Anchor Throw* is Scylla's **grab** attack. It pulls the creature it hooks, and when it hits terrain the anchor just comes back (same as the original mod). The terrain grappling hook is *Scylla_Flying*.
- **One movement skill always keeps a key:** attacks fill Z/X/C/V first, but if the creature has a flight / hook / teleport / dodge move and none made the four keys, the best one (flight, hook and teleport before dashes and steps) takes V. Scylla: *Anchor Throw, Horizontal Swing, Lightning Explosion, Scylla_Flying*.
- In-game test (first monitor, real key presses): third-person camera matched the mouse exactly (yaw and 45° down); Scylla Anchor Throw, Horizontal Swing and Lightning Explosion hit; Frostmaw Swipe, Swipe Twice and Ice Breath hit; Ignis Smash and Swing Upperslash hit.

## 0.3.29 — Universal skill core (validated on 4 mods)
The possession skill core stays a universal formula: it recognises *patterns* many mods share, never one mod's code. Validated with Mowzie's Mobs, Ice and Fire, Twilight Forest and L_Ender's Cataclysm.
- **Ability systems** (Mowzie's Mobs and any mod built the same way): a generic "use ability" goal now shows the ability's **real name** (Umvuthi: *Sunstrike, Solar Beam, Roar, Flare*), and pressing the key **starts the ability through the creature** (`sendAbilityMessage`, `startAbility`, `useSkill`... found by reflection), so the creature's own attack runs.
- **Creature animations** (Ice and Fire and other LLibrary-style mods): attacks that are the creature's own animations, not held by any AI goal, are now skills (dragons: *Bite, Roar, Epic Roar*; troll: *Strike Horizontal, Strike Vertical*).
- **Attack assist:** while such an attack animation plays, the shadow steps up to the aimed creature until it is in reach, because those mods only hit what stands close when the blow lands.
- **Smarter Z/X/C/V choice:** life-cycle animations (*Die, Hurt, Activate, Get Up*) and everyday behaviour (mating, roosting, escorting, trading, wandering, looking at a player...) are no longer skills; names that sound like attacks come first; "AI" / "Entity" are removed from names ("Dragon AIAttack Melee" → "Dragon Attack Melee").
- Tested without a window, every creature of the 4 mods: Cataclysm 47 damaging skills, Twilight Forest 19, Ice and Fire 9, Mowzie's Mobs 4. In-game test with real key presses: Umvuthi Roar, Frostmaw Swipe Twice / Ice Breath, Minoshroom Ground Attack, Ignis Smash / Swing Upperslash hit.
- Known limits: bosses that only exist as a "proxy" shadow (Twilight Naga, Hydra, Snow Queen) still only use the mapped Shadow Monarch abilities; very large creatures (Armored Giant, Ur-Ghast, Cyclops) cannot be summoned yet; Ice and Fire fire breath is not a skill yet.
- Dev only: the windowed test world is **opened to LAN** and never pauses when the window loses focus; the window stays on the first monitor. The test world was reset (old one kept as `run/world_backup_2026-10-21`).
- Known issue in another mod: Ice and Fire 2.1.13 (1.21.1 port) crashes the server when a Myrmex Swarmer dies (it has no loot table). The automatic test avoids it by turning mob loot off.

## 0.3.28
- **Possession skills now play the creature's real attack — animation, damage, effects and projectiles.** When a native attack refuses to start (wrong distance, cooldown, phase, internal state), the mod no longer gives up: it puts the creature into that attack's animation and runs the attack's own code for the whole animation. Damage, particles, sounds and projectiles all come from the original mod, so nothing is faked.
- Such a "forced" attack needs a target (aim at a creature; aim assist helps).
- Scylla: *Anchor Throw* and *Horizontal Swing* now hit (before, only *Back Step* worked).
- Pet behaviour goals (follow owner, sit, tame) are no longer listed as skills.
- Tested in-game with real key presses (Scylla, Ancient Remnant, Ignis, Ender Guardian, Maledictus): 11 of 20 Z/X/C/V attacks damaged the target. The rest are movement moves (Back Step, Flying, Charge) or phase changes.
- Tested without a window across every L_Ender's Cataclysm creature plus vanilla mobs: 232 skills cast, 72 dealt damage, only 3 refused.

## 0.3.27
- **Shadow Possession has no range limit anymore.** Like vanilla's spectator camera, your (invisible, hit-proof) player travels with the possessed shadow, so terrain, creatures and sounds load around it at any distance. A **body that looks like you** (skin, armor, held items, name) stays where you were: it does not move, and every hit it takes goes to you. Releasing the shadow puts you back where that body stands. Tested 300 blocks away (beyond the render distance). Config `maxDistanceOverride` removed.
- **Aim assist for possession skills and attacks:** when the crosshair is not exactly on a creature, the skill goes to the nearest enemy roughly where you look, otherwise to the nearest enemy close by.
- Known limit: a shadow body made by the mod that is suddenly moved into an unloaded area can be lost (only seen when the test teleported it 300 blocks at once; walking there is fine).
- Dev only: the visual test opens on the primary monitor (maximized, GUI 2x).

## 0.3.26
- **Possession skill core — boss phases:** the core reads the creature's phase (getters such as `getBossPhase`, `isPhase`, `isPhaseTwo`…) and watches its AI goals every second; when the phase changes, **Z/X/C/V are rebuilt** and the HUD updates, with a message.
- **Phase-specific skills in profiles:** a profile rule can say `"phase": n` so the skill only shows in that phase. A default profile is created for **Ignis** (phase 0: *Smash*, phase 1: *Reinforced Smash*, phase 2: *Reinforced Smash Soul*; "Phase 3" renamed *Phase Change*) — an educated guess, editable in `config/shadowmonarch-possession-profiles.json` (only written when the file does not exist yet).
- Skill names drop animation-name typos found in mods ("Stun Aniamation" → "Stun").
- Tested: Ignis switches from *Smash* to *Reinforced Smash* when its phase changes; Scylla's phase is detected too.
- In-game visual test (second monitor) with Ender Guardian, Ignis, Amethyst Crab, The Harbinger, Warden, Breeze and Witch: camera, movement, HUD (named skills, no overlap, no arm), skills and release all work.

## 0.3.25 — Possession skill core
The possession skills of any creature (vanilla or modded) are now detected by a layered "skill core":
- **Layer 5 — generic ranged attack:** every creature using vanilla's ranged-attack system (witches, pillagers, The Harbinger, modded archers/casters…) gets a **Ranged Attack** skill. A skeleton body holding no bow says so instead of failing.
- **Layer 6 — creature profiles:** `config/shadowmonarch-possession-profiles.json` renames, reorders and hides the detected skills per creature (`{"cataclysm:clawdian": [{"match": "Skill 1", "name": "Claw Combo"}, {"match": "Skill 3", "hide": true}]}`). Created with an example on first use; re-read automatically when edited.
- **Layer 3 — animation-driven attacks** (LionfishAPI / LLibrary style, used by L_Ender's Cataclysm, Mowzie's Mobs…): the creature is put into the attack's animation (synced to players) so the attack runs, and the skill is named after the animation (e.g. Ender Guardian: *Right Swing, Left Swing, Burst Attack, Mass Destruction*; Ignis: *Smash, Reinforced Smash*; Amethyst Crab: *Crab Smash, Bite, Burrow*).
- **Layer 4 — Brain creatures** (Warden, Breeze, Piglins, Hoglin, modded "brain" mobs): their own AI is paused while possessed, and a **Brain Attack** key lets it fight the aimed creature for 3 s.
- Skills with real names now come before generic ones ("Skill 3", "Internal State") in the 4 key slots; raid behaviour (patrol, celebration) is no longer listed; the skill filter matches whole words (the Blaze and Ravager attacks were wrongly hidden).
- Automated test (103 Cataclysm types + 10 vanilla references): **140 skills fire** (71 in 0.3.23, 19 before the core). Known limits: Ancient Remnant attacks still refuse; Brain Attack fires but did not reach the target within the test window.

## 0.3.24
- **Shadow Possession (from an in-game visual test with L_Ender's Cataclysm):**
  - The possession HUD (status line and Z/X/C/V skill names) moved above the action bar; it no longer overlaps the chat-style messages.
  - Your own arm/held item is no longer drawn in front of the possessed shadow's view.
- Dev only: a `visualTest` run that plays a scripted possession test in a real client (second monitor, maximized, GUI scale 2x) and saves screenshots. Inactive in normal play.

## 0.3.23
- **Shadow Possession with other mods' creatures (tested with L_Ender's Cataclysm 3.33):**
  - Native bodies of "attack state" mobs (Cataclysm and similar boss mods) can now fire their own attacks: when a skill refuses to start, the mod sets the creature's attack state to the one that skill expects and tries again.
  - Better skill filter: state-machine plumbing (do nothing, awaken, phase change, riding, find water, reload, prepare…) is no longer listed. Skills with the same name get a number ("Crab Attack 2").
  - Pressing another skill key interrupts the skill still running instead of being refused.
  - Automated test with all 103 Cataclysm entity types: 71 skills fired (19 before these fixes). Known limits: some bosses (Ignis, Ender Guardian, Amethyst Crab, Netherite Monstrosity, The Leviathan) drive their attacks through animation objects or are shadowed with a mod body, so their own attacks can't be triggered by key yet; some names are generic ("Skill 2", "Internal State") because the other mod's code does not name them.
- Gametests: fake players accept every mod's network channels (needed with Curios); the dimension-change test now expects shadows to stay behind (0.3.14 behaviour).

## 0.3.22
- **Shadow Possession — skills from other mods on Z, X, C, V:**
  - **Mod-made shadow bodies:** after the shadow's own abilities, the keys also cast the **compatibility adapters** of its original creature (re-implemented signature moves such as the Warden's sonic boom, the Evoker's fangs, the Ravager's roar, plus any adapter a mod registers).
  - **Native bodies** (the shadow is the original vanilla/modded creature, keeping its own AI): the keys now trigger the **skills of that creature's own AI**. The mod reads its AI goals, keeps the skill-like ones (movement, idle, look, flee… are skipped) and, on a key press, runs **only that goal** for up to 3 seconds against the creature you aim at; the rest of its AI stays paused. *Experimental:* creatures whose mods drive attacks with their own animation/state systems instead of AI goals may not expose skills, and skill names come from the other mod's code.
  - The HUD lists the skill on each key (up to 4).

## 0.3.21
- **Shadow Possession:**
  - **Cast the shadow's abilities by hand with Z, X, C, V** (its active abilities in order: e.g. Charge, Leap, Blade Dance, Roar…; passives such as Melee or Swift are not listed). The HUD shows which key casts what. They aim at the creature in sight (up to 32 blocks) or, for dashes and leaps, where the shadow looks. Same cooldowns as normal.
  - While possessed, the shadow no longer fires abilities on its own.
  - Z keeps opening Arise when you are not possessing (Arise is muted while possessing). The four keys are rebindable: *Possessed shadow: ability 1–4*.
  - **Sounds around the possessed shadow are now heard** (before, the server only sent you sounds near your body).
  - Abilities only exist on the mod's own shadow bodies; shadows that keep their original vanilla/modded body have none (left click still attacks).

## 0.3.20
- **Shadow Possession:**
  - Using the skill now opens a **list of your summoned shadows** (name, coordinates, distance) to pick the one to possess, like Shadow Exchange. Using it again while possessing releases the shadow.
  - **No fixed distance limit** anymore (was 64 blocks): the only limit is your **render distance**, because Minecraft only sends you terrain and creatures around your own body. Possession needs the same dimension.
  - Shadows are now visible to clients up to the render distance (tracking range 10 → 16 chunks).
  - Config: `maxDistance` replaced by `maxDistanceOverride = 0` (0 = automatic, your render distance).
- **Radial menu:** the full name of the hovered skill / order / squad action is shown above the wheel.

## 0.3.19
- **New skill: Shadow Possession.** Aim at one of your summoned shadows and use the skill to take control of it; use it again to return to your body.
  - The camera moves to the shadow; your own body stays where it is and **can be attacked**.
  - **WASD** to move, **Space** to jump (or fly up), **Shift** to go down, **Sprint** to run faster. Flying shadows fly (look direction steers altitude), and you can swim.
  - **Left click:** melee attack in front of the shadow. **Right click:** mark the creature you are looking at (up to 32 blocks) as target, so the shadow's own abilities (charge, leap, projectiles…) fire at it.
  - **Costs 150 mana per second**, no time limit. The possession ends when you run out of mana, the shadow dies or goes more than 64 blocks from your body, or you die / log out / change dimension.
  - Unlocked at level 45 (Monarch). Available on the radial menu and on a new key bind (*Shadow Possession*, unbound by default).
  - New config: `possession` section in skills (unlockLevel = 45, cooldownSeconds = 5, `manaPerSecond = 150`, `maxDistance = 64`).

## 0.3.18
- **New skill: Shadow Chest.** Opens your personal **16 × 120 (1,920 slots)** storage.
  - Unlocked at **level 10**, no Monarch class needed, no mana cost.
  - Only you can access it; it is saved with the world and kept when you die.
  - Scrollable window (6 rows visible): mouse wheel (Shift = one page), or drag the scrollbar.
  - Shift-click from your inventory fills the whole chest, not only the visible rows.
  - Available on the radial menu and on a new key bind (*Shadow Chest*, unbound by default).
  - New config: `shadow_chest` section in skills (enabled, unlockLevel = 10, manaCost = 0, cooldownSeconds = 0).

## 0.3.17
- **Monarch's Domain rework:**
  - The circle now **stays where it was cast** (it no longer follows you).
  - Size still scales with Intelligence, but is **never smaller than 18 × 18 blocks** (radius 9).
  - **Every summoned shadow inside gets +50% health, damage, armor and speed** while it stands in the circle. Leaving the circle or the domain ending removes the bonus.
  - **Shadow aura on the blocks:** the ground inside the circle gets shadow mist and the border is drawn as a ring of block squares (visual only, no block is changed).
  - Hostile mobs inside are still slowed.
  - New config: `statBonus = 0.5` (skills, domain). Removed configs: `strengthAmplifier`, `speedAmplifier`, `resistanceAmplifier` (the potion buffs were replaced by the stat bonus).

## 0.3.16
- **Army:** new **Default name** button next to Rename. Clears the custom name so the shadow shows the original creature's name again.

## 0.3.15
- **Squads:** new **Sort** button in the squad panel (Rank → Level → Power → Name). Sorts both the member list and the "add members" list.

## 0.3.14
- **Cross-dimension Shadow Exchange:** swap with a shadow in the Nether/End/Overworld. You go to the shadow and it appears at your previous spot.
- **Shadows stay where they are** when you change dimension (they no longer follow you through portals). Use *Recall all* + summon to bring them along.
- **Shadows keep their chunk loaded** (about a 5×5 chunk area per shadow), so they no longer vanish when far from you.
- **Exchange picker:** shows each shadow's dimension, and also lists shadows in other dimensions or beyond render distance.
- Removed config: `followAcrossDimensions` (army).

## 0.3.13
- New admin command: `/smadmin shadows levelup <player> <levels> [shadow]`. Levels up all of the player's shadows, or a single one, through the normal XP system (stats, notifications, auto promotion).

## 0.3.12
- **Shadow Exchange has no distance limit** (was 64 blocks).
- Removed config: Shadow Exchange `range` (skills).

## 0.3.11
- **Draggable scrollbars** in every menu list (clicking the track also jumps there).

## 0.3.10
- **Wider System menu** (470 → 520 px), so the "Summoned" counter is no longer cut off.

## 0.3.9
- **5 starting attribute points**, granted once the first time a player joins the world (existing players also get them once).
- New config: `startingPoints = 5` (progression).

## 0.3.8
- **Job Change:** the **last attempt** to extract the quest's Igris always succeeds (only the quest Igris, not one from a spawn egg / boss item).

## 0.3.7
- `/party ffire on|off`: toggles damage between party members.

## 0.3.6
- **Per-player Berserk:** "Berserk: ON/OFF" button in the Army tab and `/shadow berserk` command. Only affects your own shadows. (`/smadmin berserk` still forces it for everyone.)
- **Party system:** `/party invite <player>`, `/party accept` (or the clickable [Accept] in chat), `/party leave`, `/party list`. Your shadows never attack party members, nor their pets or shadows. A party is a vanilla scoreboard team and is saved with the world.

## 0.3.5
- **Summon underwater** when there is no dry ground nearby (lava/fire are still forbidden).

## 0.3.4
- **Summon without ground:** ground is still preferred, but with no ground nearby the shadow appears in free space in the air around you.

## 0.3.3
- New version containing everything from 0.3.2 + 5 attribute points per level. From here on, every update bumps the version.

## 0.3.2
(Several changes shipped under this number.)
- **Mod version:** 0.1.0 → 0.3.2.
- **Shadow revive:**
  - No more "Recovering" state: the shadow revives **2 seconds** after dying (`reviveDelayTicks = 40`).
  - **Costs mana** (`reviveCostBase` 40, `reviveCostPerRank` 0.5, generals ×`generalCostMultiplier` 2). Without enough mana, or if you are not nearby, the shadow goes straight back to storage (can be summoned again right away).
  - No limit on revives per minute.
  - Shadows left "Recovering" in saved worlds are freed automatically.
- **Storage and summon per level:** every 5 Monarch levels, **+10 storage** and **+5 summon slots**.
  - Removed config: `storagePerLevel`.
  - **No per-player summon cap** (removed `maxActivePerPlayer`; the server cap `maxShadowEntitiesServer` = 300 remains).
- **Necro Power in the UI:** "Necro Power" on the HUD and on the Status screen.
- **Mana from Intelligence:**
  - **+50 max mana per INT point** (`manaPerIntelligence`, was 10).
  - Regeneration: **+0.03% of max mana per second per INT point**. New config `regenPercentPerInt = 0.0003` (replaces `regenPerInt`).
- **5 attribute points per level** (`pointsPerLevel`, was 4).

## 0.1.0 (changes made before the version bump)
- **Shadow kill XP:** the owner gets **the same XP** the shadow earns from a kill (was 35%, reduced by level difference).
  - Removed config: `ownerXpShare`.

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