statmod-1.2.1.jar
Curse Maven Snippet
What's new
# Changelog
## [1.2.1] - 2026-07-13
### Added
- **Adventurers' City (floor 0)** expanded with denser districts, decorated interiors,
a protected duel arena, spectator stands, PvP isolation, bounty/merchant NPCs, and
dedicated warrior, archer, and mage training grounds with real training dummies
- **Room encounters** on combat floors: enemies now spawn progressively when players enter
each required room instead of loading the whole floor as one global wave
- Explicit normal, elite, and boss roles for dungeon health scaling
### Changed
- Dungeon monster health now scales from **x3 at floor 1** to **x15 at floor 100**,
continuing through the Abyss up to x25; elites receive x1.25 and bosses x1.5
- Combat floors are completed only after every required room encounter is cleared
- STAT Mod version advanced to 1.2.1 for Minecraft 1.21.1 / NeoForge 21.1+
### Fixed
- Long Iron's Spellbooks casts being repeatedly cancelled when another mod refreshed
durability or components on the same equipped casting item
- Tensura spell metadata queried before registry initialization no longer remains cached as
an incorrect instant, zero-tick cast
- Dungeon health modifiers no longer stack or fully heal damaged mobs when reapplied
---
## [1.2.0-public] - 2026-07-12 — First public release (Modrinth + CurseForge)
### Added
- **Trial Dungeon**: endless procedural dungeon dimension — 100 rotating themes
across 10 arcs, serpentine room-chain floors, giant open-sky boss arenas with
a 40+ boss altar roster, treasure vaults, secret rooms, ultra-secret relic
sanctuaries, command-block traps
- **Dungeon Rush**: kill combos, jackpots, flawless-floor bonuses, personal records
- **Dungeon points economy**: kills → points → currency exchange; physical FDP
currency (coins & notes), magic banker, SDM shop bridge with detailed catalog
- **Dungeon mage mobs** with real caster AI (modeled on Iron's wizard AI):
kiting with player-facing backpedal, spell telegraphs (sound + particles),
line-of-sight checks, distance-scaled cast cadence, hit retaliation, squad
cohesion — and counterplay: hitting a casting mage interrupts its spell
- Natural mage squads from floor 3+ (wither mages 15+), always escorted by a
tank knight and an archer
- Team co-op dungeon conquest (FTB Teams): shared unlocks, assist points
- PlayerRevive, Waystones, Lootr, L2 Hostility dungeon integrations
### Fixed
- Custom mage spawn eggs: NBT now nested under NeoForgeData + spawn-guard
authorization (mobs previously vanished on spawn)
- Mage AI lost on chunk reload/restart (goal re-attached via in-memory guard)
- Invalid Iron's Spellbooks spell ids (ice_storm → blizzard, summon_skeleton → raise_dead)
- Natural mage wave conversion was dead code with a full modpack installed
---
## [1.2.0] - 2026-06-21
### Added
- Unified magic tree — Iron's Spellbooks Phase 1 (common trunk + Fire school active)
- 8 magic schools structurally present (locked, pending Phase 2)
- Arcane and school point system with persistence
- IronSpellEventBridge for event-driven spell casting
- Puffish Skills mirror UI for magic tree
- `/magic` command for tree management
- Magic node unlock/gating with race affinity cost adjustment
- Client-side magic tree cache with sync on join
### Fixed
- Audit M1 — 10 critical/important/minor fixes from code review (065d57a)
- SwordSoaringClientModEventsMixin cleanup
- Magic state sync on player join/respawn
### Changed
- Port NeoForge 1.21.1 finalized (zero Forge residuals in src/)
- Perk gating integrates with Tensura skill level
- Build CI targets JDK 21, NeoForge 1.21.1
---
## [1.1.0] - 2026-06-04
### Added
- Full config externalization: XP rates, perk thresholds, skill levels, thirst rates, weapon XP, cooldown multiplier
- `README.md` with installation, commands, and progression documentation
- `CHANGELOG.md` (this file)
### Fixed
- **StatPassiveSkill UUID collision**: Each stat+tier now has a unique UUID, preventing passives from overwriting each other
- **LevelUpHandler**: Particle effects now trigger correctly per milestone level
- **FatigueHandler**: Config values are now read once at load instead of every tick
- **System.currentTimeMillis()**: Replaced with server game ticks in `StatActiveSkill` and mana blocking for deterministic cooldowns
- **ThirstHandler**: All thirst rates are now configurable
- **PerkTickHandler**: Added early return when player has no perks
### Removed
- Stale `META-INF/mods.toml` at project root (WeaponsOfMiracles artifact)
### Changed
- Perk tier thresholds now read from config (were hardcoded 20/50/80)
- Skill unlock levels now read from config (were hardcoded 20/50/80/100)
- XP formula multiplier configurable (was hardcoded 50)
- Weapon mastery max level configurable (was hardcoded 50)
---
## [1.0.0] - 2026-05-27
### Initial Release
- 23 character stats across 5 categories
- 60+ Epic Fight custom skills
- 42 perks (3 per stat)
- Fatigue system with 7 debuff thresholds
- Thirst system with dehydration effects
- Weapon mastery for 13 weapon types
- Mana pool system
- 48-minute day cycle
- Adrenaline potions and effect
- Full French and English localization
- `/statmod` admin command with list/get/set/xp/reset
- Character Screen (P) and Perk Screen (O)
- HUD: fatigue bar, global level overlay, combo counter
- ParCool integration
- AAA Particles integration
This mod has no additional files

