Releases: Wanderers-Of-The-Rift/wotr-mod
v0.2.1 - Guilds, Content Adjustments, And Fixes
Guilds
Guild rankings and reputation have been added! This will allow a player to gain reputation and raise through the guild ranks, potentially unlocking new trades or quests. Upon increasing in ranks the player can be eligible for rank rewards.
Guild traders/merchants can now exist, each able to provide specific loot tables for a player to purchase with the currency. These merchants will reset their wares upon the player attempting a rift.
Quests have been expanded in a few ways:
- Can set prerequisites needed for a quest to be available to a player, such as another quest being completed before it which opens up capability of questlines, or a guild needing to be within a certain rank range to be presented with the quest
- Can specify that a quest can only be completed by a player a certain number of times, allowing for one time quests
- Can reward currency
- Can reward guild reputation
- Guild Trading by @immortius in #378
- Guild reputation and rank by @immortius in #407
- One time quests and quest completion prerequisites by @immortius in #460
Runegems/Modifiers
Added the ability to set enchantments as runegem modifiers, allowing you to apply them to your gear in a socket. With this comes the Enderman runegem which contains the coveted Silk Touch, as well as another modifier that shows off a never seen before ability feature!
Several other changes to meet overall goals
- Have at least one modifier available for every shape and gear piece combination
- Do not let a modifier roll a 0
- Expand existing runegem modifier groups to all levels of runegems
- Added in several modifiers that were not yet on a runegem
- Fix knockback and knockback heavy modifier usage by @WarrenGore in #442
- Allow enchantments as modifiers by @ImplementsLegend in #375
- Runegem cleanup, various adjustments by @WarrenGore in #447
- Add Enderman Runegem by @WarrenGore in #469
- Add custom tooltip rendering for Runegems by @a1qs in #417
Loot!
Introduced the double rift chest for double the looting! Some rift loot has been adjusted for this stage of development:
- Added string/leather/shulker shells to allow easier inventory for looting within the mod at this stage
- Removed experience bottles as they don't serve a purpose in the mod in the current state
- Removed healing potions after tier 1 to encourage use of WotR healing methods
- Adjusted rift spawner completion loot to make completing the spawner more meaningful
- Added double rift chest model (made by @Wh4I3-2) by @immortius in #434
- Updated Rift Chest loot table to include String, Leather and Shulker Shells. by @ItsKiyoto in #450
- Improved rift chest processing by @immortius in #445
- Loot Table adjustment by @mal0ki in #468
Bug Fixes/Optimizations
Several small fixes including one that was preventing multiplayer rifting.
- Rift entrance no longer tries to remove itself on the client side by @ImplementsLegend in #399
- Correct serialization of ability states attachment by @immortius in #395
- Reduce number of particles created by anomalies by @ImplementsLegend in #408
- Fix rune anvil tooltip positioning by @immortius in #392
- Updated bug report URL to the new project name. by @ItsKiyoto in #454
- Correct portal normal by @immortius in #474
- Fixed various typos and tooltips by @mal0ki in #470
- Remove villager from Tavern, correct room specific processor usage by @WarrenGore in #476
Organizational
No longer track datagen within the repo and various changes for linking GitHub and Discord conversations.
- Remove generated data and assets from git by @immortius in #371
- Set up Workflows for Discord Bot @Attack8 in #419 #420 #429
- Add data generation to nightly build action by @immortius in #438
- Bump version number to 0.2.1 by @WarrenGore in #480
- Generate data in release by @immortius in #481
Other
- Added new ability holder and ability art (made by Breadcrumb5550) by @immortius in #415
- Updated various build structures and files by @cptflavio in #455
New Contributors
- @ItsKiyoto made their first contribution in #450
Full Changelog: v0.2.0...v0.2.1
v0.2.0: Guilds, Quests, Ability Expansion, and Rift Rewrite
What's Changed
Abilities
Lots of changes here, so just highlighting a few. A good portion of the changes were to set ourselves up for expanding abilities more, including different resources being consumed (say, hunger instead of mana, for instance), different types of abilities (toggle, passive, duration), and even abilities that chain multiple effects! You should see abilities using some of these features in future updates.
The ability scroll wheel change allows you to switch between abilities without needing to map them all to distinct keys. Default hot key is left alt, hold that and scroll with the mouse wheel to select an ability. There is a separate hot key for using the currently selected ability.
- Fix Leveling Up Abilities by @immortius in #259
- Modifier Key + Scrollwheel Support for Selecting Ability by @iwolfking in #281
- Ability Requirements and Costs Framework by @immortius in #337
- Passive/Trigger-Based Abilities by @ImplementsLegend in #336
- Chained Abilities by @immortius in #349
- AbilityEffect and Targeting Refactor by @immortius in #358
- Ability Refactor by @immortius in #318
- [POC] Multiple Ability Resources by @ImplementsLegend in #360
- Persistent Abilities with Durations by @immortius in #346
- Specific Ability Modifiers by @ImplementsLegend in #352
- Proof of Concept Toggle Ability by @immortius in #329
- Refactor Particle Effects in Abilities by @immortius in #354
- Added Support for ModifierHelper to Accept Other Slots Such as the Ability Slots by @ImplementsLegend in #276
- Changed ability resource loading to be more agnostic to datapack changes by @AttackEight in #380
The Rift
Much of the rift code has been refactored to speed up the generation process. Rift parameters have been introduced, which can help certain components, like mob or objective difficulty scaling, to be adjusted per rift and allow easier expansion moving forward.
- The Rift Faster by @ImplementsLegend in #258
- Rift Config Changes by @ImplementsLegend in #340
- Improved Support for Entering Rift from Another Rift by @ImplementsLegend in #287
- Event-Configurable Rift Config and Refactoring of Rift Generation Code by @ImplementsLegend in #311
- Do not Apply Difficulty Changes to Mobs Being Loaded from Disk by @immortius in #373
- Room Update for 0.2.0 by @cptflavio in #279
- Rift Parameters by @ImplementsLegend in #374
- Copy the key when opening a rift by @immortius in #391
Mob Variants/Themes
We've added even more rift themes this update, bringing the total to twelve themes! The new ones include:
- Deepfrost - Journey into the cold and dark unknown in this theme! To enter, try items that are wet, decaying, and deep underground. Maybe even under underground.
- Jungle - The thrilling jungle theme is so full of life with it's various plants growing in rich soil. I hope you'll fare better than the last wanderer who got lost in one!
- Meadow - Step into the pleasant meadow theme where surely everything will be peaceful and relaxing...right? Creating this theme might be tough to pull off, but once you do a lightbulb will switch on!
New in this update is the idea of mob variants! These include differences to the appearance and attributes of the mobs per theme. Right now this includes the buzzy bees, cave, deepfrost, desert, mesa, and noir themes, with more coming soon!
- Themed Mobskin by @cptflavio in #286
- Update Themes by @cptflavio in #283
- Add RiftSkeleton by @cptflavio in #344
- Zombie Variant for the Color Theme by @jyutta in #372
- Update theme related processors for deepfrost, desert, jungle , and color by @jyutta #387
- Update spawner process for meadow theme by @WarrenGore in #389
Anomalies
Anomalies introduce a brand new feature to rift exploration. You'll come across them occasionally within the rift, appearing as mini-rift portals. Interacting with them will introduce you to one of the following POC objectives they may have:
-
Red particles - BattleTask: Interact with the anomaly to spawn mobs. Defeat them all!
-
Blue particles - NeedleTask: Interact with the anomaly a few times using a specific item (for POC purposes this is a diamond sword)
-
Green particles - BundleTask: Interact with the anomaly using a bundle containing the proper items circling the anomaly (red, blue, and green wool for POC)
You will not always get a reward from anomaly completion, so you're extra lucky if you do! -
Anomaly Build & Pool (without anomaly block). With cleanup by @cptflavio in #309
-
Anomalies by @ImplementsLegend in #369
Quests
Quests are accessible from the Quest Hub block for now. Once accepting a quest, you can check your progress and collect rewards via the quest hub. There is also a view within the Quest Menu, a configurable hot key. Available quests reset when you leave a rift.
- Quest core and character menu by @immortius in #242
- Quest Giver support by @immortius in #343
- Ensure available quest list is mutable by @immortius in #385
Runegems/Modifiers
Mostly adjustments and fixes, but also added thorns and critical modifiers. Main hand has been split to weapon and tool for more focused modifiers in those areas. More vanilla weapons and armor have been added to the loot table!
- Attribute Systems: Critical, Thorns and Life Leech by @Rev219 in #273
- Prevent Runegems from rolling 0% by @Rev219 in #264
- Tweak Heavy Attack Runegem Roll Ranges by @Rev219 in #266
- Adding Remaining Weapons & Armor by @andydirk in #355 and #347
- Weapon and Tool Tag Changes by @Rev219 in #366
- Removed architype names and replaced with names related to material by @andydirk in #339
- Tweak Heavy Attack Runegem Roll Ranges Again by @Rev219 in #341
- Updated Modifiers to make use of a "color" integer to define colors by @a1qs in #270
Bug Fixes
- Change Ability Bench Thread Slot to Match Skill Thread Icon by @Pengolord in #271
- Fixed Tooltip Crash for Implicit Modifiers by @iwolfking in #284
- Fix Rift Generating Corrupted Chunks with Builder Mods by @ImplementsLegend in #280
- Fix Server Toast Error by @cptflavio in #319
- Implement Sound Config for SimpleEffectProjectile by @iwolfking in #282
- Removed Command
riftkey tierLimit by @cptflavio in #317 - Fix Mob Death Attribution by @Fabian2611 in #370
- Fix isEmpty() method for RiftEntryState to correct bad ==s. by @immortius in #328
- Prevent Mob Drops in Rifts by @Attack8 in #267
- Fix Critical Runegem Name by @Rev219 in #348
Other
- Update Sophisticated Backpacks Versions and Enable by @immortius in #260
- Removal of nogravitems by @jyutta in #350
- Primary Statistics by @immortius in #330
- Refactor commands by @immortius in #353
- Emblem renderer for items and other refactors by @immortius in #274
New Contributors
- @Pengolord made their first contribution in https://github.com/Wanderers-Of-The-Rift/...
v0.1.4: Things Work Again
Theme Variety
We have added several new themes in this build, you can now experience any of the following themes:
- Mesa: Make the theme with a lot of earthen items (try terracotta!)
- Buzzy Bees: What would you need for a bee related theme?!
- Desert: Not the edible kind, but the sandy one. The items needed do require a bit of death, my advice would be to use the Stone Sword.
- Swamp: The most WotRy of land biomes.
Essence values have also gotten a bit of tuning. Certainly an area where expert balancers could look to help.
No Gravity Blocks
@jyutta made their first big code contribution by providing the No Gravity Blocks. These blocks will allow themebuilders to make an actual Desert that does not collapse. Expect the existing desert to be converted at some point. No Gravity Blocks have been provided for Sand, Red Sand, Gravel and all concrete powders.
Technical QuickMover
Menus should now always use the QuickMover API. For their usage see: https://discord.com/channels/1328761294085554176/1335631563160817778/1384662612373143692
What Else Changed
- feat: add QuickMover api and adapt menus to use it. by @immortius in #250
- feat: second pass over essence values by @immortius in #246
- feat: Added No Gravity Blocks by @jyutta in #255
- feat: Desert and swamp themes (vanilla) by @jyutta in #235
- feat: Took WotR from the deserts and added it to the swamps.
- feat: Mesa Theme added (Muki). by @cptflavio in #245
- fix (#249) Pat/spawner fix by @Patrigan in #257
- fix: (#239) spawnPieces command by @immortius in #240
- Simple Change to Jigsaw keybinding by @CSTufts in #251
- fix: (#206) attempt to prevent ability crash by @immortius in #231
- fix: (#237) saving of theme in rift data by @immortius in #238
- fix: Ability bench improvements by @immortius in #243
- feat: new icons for ability upgrades by @immortius in #244
- build: Wout/build 0.1.3+ theme update by @cptflavio in #247
- build: Added templates by @cptflavio in #253
- build: Changed processor block 6 to fit new guidelines and simplified some p… by @jyutta in #252
- pack: Added dependency list for build pack, theme mods, but comment out to save time. Now it's easily available. Can uncomment/include other mods by @cptflavio in #236
New Contributors
Full Changelog: v0.1.3...v0.1.4
Release 0.1.3: Hotfix
What's Changed
- Fix: (#227) Fix server saving of Rift Theme by @robotmonkey1000 and @Patrigan in #232
- feat: bump neoforge to latest stable version by @radimous in #230
- feat: pre-commit hook by @radimous in #226
New Contributors
- @radimous made their first contribution in #230 (but not really, they did a ton already, silly GitHub AutoComplete)
Full Changelog: v0.1.2...v0.1.3
Release 0.1.2: Steps to something Great
REI Integration and Better Creative Tabs
Now you can look into REI to get an overview of all abilities and all runegems. What? You don't like REI? Alright, then how about a tab specificall for Abilities and Runegems?!
Be aware, aside from the 4 dropping abilities, the abilities generally are testing abilities with bugs.
You will also be able to find all recipies for Rift Themes in REI. So go forth and check out the themes!
Socketed Gear Tooltip
With a lot of love, @a1qs crafted a new tooltip for our socketed gear. It is now full of sparkle and shinyness. With it, we also drastically increased the clarity of what is on your gear and we added a button with which you can see more advanced information (shift by default).
You will also be able to see these new tooltips in the cleaned up rune anvil. In a next version, we will try to show more clarity of what you are updating with the sockets.
Buzzy Bee Rift Theme
We are expanding our playfulness with themes. This time with a bee theme. Just like the bees, our team has been buzzing with ideas. This will be our most difficult recipe so far, requiring 4 different essences. Let us know how easy you could craft it.
Fan Favourite Bugfix: FireTick is off
It's a sad day for the pyromancers among us, but a good day for everyone that wants to enjoy the forest theme. Fire Tick is now hardcoded off in the rifts.
What Else Changed
- feat: updated GearSocket tooltips to be more detailed by @a1qs in #225
- feat: added buzzy bee theme (whale's) by @cptflavio in #209
- feat: updated weighted replace processor by @MukiTanuki in #189
- feat: (#182) REI integration by @immortius in #213
- feat: updated ability bench model and texture by @immortius in #214
- feat: Updating the Key Forge model by @Req101 in #186
- feat: wout/build-update-0.1.2 by @cptflavio in #212
- feat: hydrated with WotR after the gym.
- fix: (#191) Set mob current health after max health is changed by @WarrenGore in #191
- fix: (#200) Set leaves to persistent in room/POI processors by @WarrenGore in #200
- fix: (#205) improve dash by @immortius in #218
- fix: (#174) added effective tool for breaking tool stations by @immortius in #217
- fix: (#204) rune anvil fixes by @Patrigan in #211
- fix: (#219) Ditto Blocks not taking an item by @Patrigan in #221
- fix: (#201) Make trial spawner behave better when covered by @Patrigan in #215
- fix: (#210) Persists Rune Anvil contents by @immortius in #222
- fix: (#188) Ban placement of some blocks in the rift by @immortius in #223
- fix: (#199) FireTick off in rifts (Mixin solution) by @Patrigan in #224
- cleanup: Proposed refactoring and cleanup by @immortius in #173
- fix: (#207) Adjusted weight on ruins processors @mal0ki in #207
New Contributors
- @MukiTanuki made their first contribution in #189
- @mal0ki made their first contribution in #207
Full Changelog: v0.1.1...v0.1.2
Release 0.1.1: Runegem Rewrite
Modifier Rewrite
We have rewritten and rebalanced all modifiers. We made sure there are gems for all shapes now. In total there are now 8 Runegems per tier. We also attempted to bring a wider variety of modifiers.
!Warning, will break existing worlds!
New Runegems
We have added a magic runegem focused on improving your magical capabilities and a projectile runegem that improves projectiles from abilities.
Balance changes
Aside from fixing several reported balance issues, we also added the following balance change.
- An item can now no longer have multiple of the same modifier. It can still have multiple increases to the same stat, but only through a different modifier, for example you can not have multiple
Attack Flatbut you can stack it withAttack Percent. - Some modifiers were restricted in the armor pieces they can appear on.
Movement Speed, for example, can only appear on boots and leggings. - Lower tier runegems will offer less modifier variety, this to prevent newbie overload and to give more reasons to progress to higher tiers.
Monster Runegems
We are also introducing a new set of runegems, currently only containing a Zombie and Skeleton runegems. These runegems will offer alternate socket slots to help you create the perfect build. They are still limited to the above mentioned balance limitation.
Each of these sockets attempts to evoke the feeling of the mob. A zombie is all about high defenses and slow attacks, a skeleton gives a set of projectile upgrades.
You can find these runegems as part of the rewards spit out by the Spawners.
Improved tooltip
The biggest complaint about runegems was that you could not see what they contained. That has now been fixed with a new tooltip, even though it is a temporary one, while we wait for a nicer one with more functionalities. At the very least, you can now differentiate them and see the modifiers they will give.
Bug Report Command
A new command is added that links you to our Bug Report Page on github. The command syntax is /wotr reportBug. This should help getting those bug reports in. When you are ingame and encounter something, do not hesitate to use this command and let us know!
What's else has Changed
- feat: Updated key forge recipe by @Req101 in #168
- fix: (#160) added missing translation strings by @immortius in #167
- fix: (#146) disable trial spawner ambient sounds by @immortius in #159
- fix: (#158) Prevent players re-entering a rift by @immortius in #161
- feat: Add Bug Report Command by @Attack8 in #165
- feat: Adding Jyutta's Nether Theme, with recipe and theme file by @cptflavio in #169
- fix: (#135) Move abilities out of data gen by @immortius in #170
- fix (#152): Runegem geodes should drop only from chests in OW by @Patrigan in #163
- fix: (#148) Prevent spectator use of abilities by @immortius in #171
- fix: (#155) Infinite rift tiers now possible. by @Patrigan in #176
- fix: (#154) Limit random selectable rift themes and objectives by @immortius in #172
- feat: Made Steve hydrate with WotR.
- fix: (#NA) Added spawner processor to custom POI processor files by @WarrenGore in #178
- fix: (#156) removed the triggering of burn by @Patrigan in #177
- feat: save custom hud preset independent of config by @immortius in #150
- fix: #149 Improve accessibility option labelling by @immortius in #179
- feat: Modifier rewrite by @Patrigan in #175
- feat: Added latest rooms/pois. Added new portal rooms (room only) Added recipe for nether and noir. Slight adjustment on poi_11_to_glass.json by @cptflavio in #187
New Contributors
- @Req101 made their first contribution in #168
- @WarrenGore made their first contribution in #178
- @jjo240 made their first contribution
Full Changelog: v0.1.0...v0.1.1