Version 4.3.5 - A maintenance update with some tweaks and API updates for addons
版本 4.3.5 - 插件API更新和部分调整
This is the first update done by the community, big thanks to Electroblob empowering us with his magic
这是第一次由社区完成的更新,非常感谢Electroblob的授权支持
+ Added injectMobDrops setting to easily enable/disable mob loot for all entities if desired
+ 添加“怪物掉落物设置”,可根据需要轻松开关怪物战利品掉落
+ Added tooltip for Spell Book and Scroll items, displaying the spell's source mod if it's from an addon. (for the default scroll and book only)
+ 为法术书和卷轴提供工具文字提示,如果该法术来源于其他插件则显示源mod.(只适用于默认法术书和卷轴)
* Frostbite effect and entity burning now cancels each other
* 现在冻伤和燃烧效果会相互抵消
* Scrolls no longer have cooldown in Creative mode
* 在创造模式下使用卷轴将不再拥有冷却时间
* Added support for Forge's in-game mod version update-notifier
* 支持在游戏中对mod版本更新进行提示
# Fixes wizards being stuck in a continuous, client-side only spellcasting loop of their continuous spells if their target dies
# 修复了在客户端中,若巫师的目标死亡则其会进入施法循环的问题
# Fixes Mark Sacrifice not doing damage with a potion amplifier of 0 (basically casting Mark Sacrifice with a non-healer wand)
# 修复了献祭印记在状态效果数值为0(即状态等级为Ⅰ)时无法造成额外伤害的问题(基本是在使用非治愈法杖施放献祭印记时)
# Fixed issue #752, a bug with wizard armours always providing protection even without mana
# 修复 issue #752,当巫师防具魔力值为0时也会提供护甲
# Fixed issue #619, removing soulbinding curse effect if the potion is no longer active (persistent soulbinding)
# 修复 issue #619,现在在状态效果结束时会正确移除魂链诅咒
# Fixed issue #735, a dispenser crash with the Slime spell
# 修复 issue #735,当使用发射器释放“史莱姆”法术时游戏崩溃
# Fixes issue #735, a dispenser crash with Conjure Block spell
# 修复 issue #735,当使用发射器释放“幽冥方块”法术时游戏崩溃
# Fixed issue #469, player rubberbanding when touching the wall of a containment field on dedicated servers (by Rodrogamby)
# 修复 issue #469,在专用服务器上当玩家触碰收容结界的边界时像被橡皮带绑住一样动弹不得(来自Rodrogamby)
# Fixed issue #547, where Curse of Undeath was breaking unbreakable helmets of other mods like Construct's Armory
# 修复 issue #547,亡灵诅咒会毁坏其他mod中无法破坏的头盔,像是匠魂盔甲里的
# Attempted to might fix the lingering Frost effect from Frost Ray spell
# 正试图修复冰霜射线带来的冰霜效果滞留问题
Changes to support addon/spell pack development better
为了支持插件/法术附属包更好发展而做出的改变
# Fixed an issue where having too many spell packs would cause a world crash on start. This was previously preventing having most of the addons installed at the same time
# 修复了当拥有太多法术附属包导致游戏开始即崩溃,这个问题先前导致无法一次性下载大量插件包
+ Added a new ImbuementActivateEvent to allow addons hooking into the imbuement process (e.g. for custom Imbuement Altar recipes)
+ Added a new ImbuementRemoval(ItemStack stack) method to Imbuement interface (note this "Imbuement" is about temporary enchantments like Imbue Weapon)
* Added a new isEnabled() public method to ItemArtefact
Version 4.3.4 - Patching up the Armour
版本 4.3.4 - 盔甲补丁
+ Added information about the new armour classes to The Wizard's Handbook
+ 在巫师手札中添加了关于新盔甲类型的信息
* Increased total cooldown reduction for warlock armour from 30% to 40%, and battlemage from 15% to 20% (the previous values were broken though)
* 将巫术士盔甲的冷却减免从30%增加至40%,战斗法师的从15%增加至20%(虽然原先的数值也没能正常运作)
* Mana flasks no longer take time to use in creative mode
* 魔力瓶在创造模式下使用不再花费时间
* Updated Chinese (simplified) translations, courtesy of TUSama et al.
* 更新了中文(简体)翻译,感谢 TUSama 等人提供
* Updated Korean translations, courtesy of red1854th
* 更新了韩语翻译,感谢 red1854th 提供
# Fixed armour class cooldowns displaying the total set cooldown on each item, they now display the correct value for each item on its own
# 修复了每件盔甲的冷却时间减免显示为整套盔甲总冷却时间减免的问题,现在会显示单件盔甲自身的正确数值
# Fixed a problem with combining two sets of spell modifiers, which caused armour cost reductions not to apply in many cases
# 修复了两套法术修饰符合用时引起的问题,该问题会导致盔甲的魔力减免在多种情况下无法发挥作用
# Fixed issue #603, where combining multiple sources of cooldown reduction resulted in negative cooldowns, breaking wands
# 修复 issue #603,将多种来源的冷却时间减免合用时会导致负的冷却时间,致使魔杖被破坏
# Fixed issue #608, an error that made it impossible to apply class armour upgrades on dedicated servers
# 修复 issue #608,一个错误导致在特定服务器上无法使用盔甲升级组件
# Fixed issue #610, a syntax error in the Hungarian handbook translation file
# 修复 issue #610,匈牙利语的手札翻译文件中的一处语法错误
# Fixed issue #615, where I accidentally left my startup item model generator code in by mistake :P
# 修复 issue #615,我不小心把启动物品模型生成器代码留到了文件里 :P
Version 4.3.3 - The Armour Classes Update!
版本 4.3.3 —— 盔甲类型更新!
+ Added 3 new armour classes - the sage, the battlemage and the warlock - each in the 8 elemental varieties
+ 加入了 3 种全新盔甲类型——贤者,战斗法师和巫术士——每种类型都有 8 类元素变种
+ Added resplendent thread, crystal silver plating and ethereal crystalweave, used to upgrade regular armour into class armour
+ 加入了魔辉丝线、晶银镶板和缈晶纹绸,用于将寻常巫师盔甲升级至特种盔甲
+ Added the new armour upgrades to loot tables
+ 将新的盔甲升级圣物加入了战利品表
+ Added recipes for the new armour to JEI, along with info pages for the 3 upgrade items
+ 将新盔甲的合成配方加入了 JEI,同时包括 3 种升级圣物的信息页面
+ Added advancements for the new armour classes
+ 为新类型的盔甲添加了进度
+ Added a warning in the config menu and details in the log when redundant config options are detected
+ 在配置菜单中添加了一条警告,并在日志中加入了相关的详细信息,当检测到多余的配置选项时就会显示
* Updated Russian translations, courtesy of DrHesperus
* 更新俄语翻译,承蒙 DrHesperus 提供
* Medium mana flasks now only restore 350 mana, but only require 4 crystals to craft rather than 8
* 中型魔力瓶现在仅能恢复 350 点魔力,但合成只需要 4 个魔力水晶,而非以前的 8 个
* Mana flask quick use now takes time, with larger flasks taking more time to use
* 魔力瓶的快速使用现在需要花时间,越大的魔力瓶耗时越长
* The weather change forfeit now gets disabled when the invoke weather spell is disabled, fixing issue #554
* 天气变化型的惩罚现在在祈雨法术被禁用时同步被禁用,由此修复了 issue #554
# Fixed issue #443, where wizardry's custom large fireballs would not damage ghasts, even when bounced back at them
# 修复了 issue #443,巫术学自定义的大型火球无法伤害恶魂,甚至在反弹到它们身上时也不行
# Fixed issue #464, a crash caused by the Corpse mod inserting null items into entities' drops
# 修复了 issue #464,Corpse 向实体掉落物中加入空物品时引发崩溃
# Fixed issue #477, where the font of mana effect wasn't working at all
# 修复了 issue #477,魔法圣池效果完全不起作用
# Fixed issue #594, where spells still weren't correctly checking if things could be covered in snow
# 修复了 issue #594,法术仍无法正确检测方块是否覆雪
# Fixed issue #600, where a crash would sometimes occur due to remnants' AI having no target
# 修复了 issue #600,由于遗灵 AI 缺少目标而有时会引发崩溃
- Removed legendary wizard armour
- 移除了传奇巫师盔甲
- Removed arcane seal of protection
- 移除了奥术护具升级圣印
- Removed the 'legendary' advancement
- 移除了“传奇”进度
Version 4.3.2 - Translations and Fixes
4.3.2版本——翻译和修复
* Updated Chinese (simplified and traditional) translations, courtesy of TUSama et al.
* 更新了中文(简体和繁体)翻译,承蒙 TUSama 等人提供
* Updated Korean translations, courtesy of red1854th
* 更新了韩语翻译,承蒙 red1854th 提供
* Updated German translations, courtesy of Lemopav
*更新了德语翻译,承蒙 Lemopav 提供
* Update Russian translations, courtesy of DrHesperus
* 更新了俄语翻译,承蒙 DrHesperus 提供
* Dire wolf pelt now changes the shape of the sixth sense markers rather than the colour, so you can actually tell the difference!
* 恐狼毛皮现在会改变第六感状态下的标志,而非只是改变颜色,所以你能直接判断出不同啦!
# Fixed a problem with the Russian translations, courtesy of WinDanesz
# 修复了俄语翻译的问题,承蒙 WinDanesz 提供
# Fixed a bunch of problems with syncing of spell properties
# 修复了法术属性同步相关的一些问题
# Fixed issue #488, where crystal flower charm caused an infinite loop with plants that can be grown indefinitely
# 修复了 issue #488,水晶花符对可无限期生长的植物生效时导致无限循环
# Fixed issue #491, a crash when Village Names tried to name newly-spawned wizards
# 修复了 issue #491,Village Names试图对新生成的巫师命名时引发崩溃
# Fixed issue #493, where conjured items would not disappear (and imbuements would not wear off) in the offhand
# 修复了 issue #493,造物法术所生的物品在副手栏时不会消失(且武器注魔效果不会减损)
# Fixed issue #513 (also #567), a ConcurrentModificationException when casting lightning web, courtesy of SettingDust
# 修复了 issue #513(以及 #567),在施放电网时发生 ConcurrentModificationException 错误,承蒙 SettingDust 指出
# Fixed issue #519, where spells that freeze blocks were querying the wrong block
# 修复了 issue #519,能够冰冻方块的法术会检测错误的方块
# Fixed issue #527, a syntax error in Chinese handbook translations
# 修复了 issue #527,修复了中文手册翻译中的代码语法错误但排版混乱问题由于Mojang的设计无法解决
# Fixed issue #541, where the donor perk element would appear to reset on game restart
# 修复了 issue #541,捐赠者装饰元素会在游戏重启后重置
# Fixed issue #551, where wizardry's player animations caused a crash with mods that have custom player renderers - animations are now fully compatible with custom player renderers, with a few specific exceptions such as MoBends
# 修复了 issue #551,巫术学的玩家动画与其他拥有自定义玩家渲染器的模组同时加载时引发崩溃——施法动画现在与自定义玩家渲染器完全兼容,但仍存在少许例外,例如更多弯曲
# Fixed issue #563, where casting ice spells on Lycanite's mobs would cause rendering glitches and crashes
# 修复了 issue #563,向恐怖生物施放冰元素法术时引起渲染错误和崩溃
# Fixed issue #565, a mod compatibility issue with the wizard trade GUI
# 修复了 issue #565,巫师交易 GUI 存在模组兼容问题
# Fixed issue #566, where invalid spell HUD skins in the config would crash the game when using the skin selection GUI
# 修复了 issue #566,在使用施法栏 HUD 皮肤选择器时,配置中无效的皮肤会导致游戏崩溃
# Fixed issue #576, where the imbuement altar would delete its contents when activated or deactivated by placing or removing receptacles
# 修复了 issue #576,在放置或移除注灵祭坛上的容杯时,其上的物品会被删除
# Fixed issue #580, where arcane lock would occasionally start triggering twice for some blocks, preventing locking/unlocking
# 修复了 issue #580,奥术锁偶尔会对一些方块触发两次,导致无法锁定或解锁
Version 4.3.1 - Hotfix
版本4.3.1 - 修复版
* Updated Chinese translations, courtesy of TUSama et al.
* 更新了中文翻译,感谢 TUSama 等人提供
* Updated Korean translations, courtesy of 방통
* 更新了韩语翻译,感谢 방통 提供
* Updated Hungarian translations, courtesy of Bombadil
* 更新了匈牙利语翻译,感谢 Bombadil 提供
* Updated Spanish translations for the handbook, courtesy of Alsentar
* 更新了西班牙语的巫师手札翻译,感谢 Alsentar 提供
* Updated Polish translations, courtesy of Olej
* 更新了波兰语翻译,感谢 Olej 提供
* Spellcasting animations now disable themselves automatically when MoBends is installed
* 施法动画现在会在安装更多弯曲时自动禁用
# Fixed issue #517, where wizardry's custom model override system conflicted with one or more mods (probably Optifine)
# 修复了 issue #517,巫术学的自定义模型覆盖系统与一个或更多模组发生了冲突(可能是 Optifine 的冲突)
# Fixed issue #518, a crash caused by conflicts between spellcasting animations and other mods' custom player renderers
# 修复了 issue #518,由施法动画和其他模组的自定义玩家渲染间冲突导致的崩溃
# Fixed issue #519, a ticking entity crash when wizards cast certain ray spells
# 修复了 issue #519,巫师施放特定射线法术时引发的 Ticking Entity 崩溃
# Fixed issue #520, where receptacles attached to an imbuement altar would drop on block update
# 修复了 issue #520,固定到注灵祭坛上的容杯会因方块更新而掉落
# Fixed issues #529 and #530, in-world and inventory rendering glitches when arrows were stuck in the player
# 修复了 issue #529 和 #530,在玩家身上挂着箭矢时,世界内和物品栏会出现渲染异常
# Fixed issue #533, yet another player animations crash
# 修复了 issue #533,另一个玩家动画导致的崩溃
Version 4.3.0 - The Library Update!
版本 4.3.0 - 图书馆更新!
General:
常规:
^ Updated Forge to 14.23.5.2847
升级至Forge 14.23.5.2847 版本
Cosmetic:
装饰性:
+ Added fancy player animations when casting spells! (And a config option to disable them)
+ 添加了在施法时显现的绝妙的玩家动作动画!(并且有一个配置选项用于禁用它们)
+ Added appear and disappear animations for summoned creatures
+ 添加了召唤生物生成和消失的动画
+ Added a disintegrate animation when entities are killed by the disintegration effect
+ 添加了烈焰焚化烈焰动画,在生物被烈焰焚化效果杀死时会出现
+ 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
+ 为多种造物型法术添加了增长和收缩动画,现有的增长/收缩动画也变得更丝滑了
+ Added a variety of new sounds for existing spells, especially ice spells
+ 为现有的法术添加了许多新音效,尤其是冰元素的
+ Added swirling blizzard-like particles to the ice age spell
+ 为冰河世纪添加了类似烈焰人的流转粒子效果
+ Added new cloud particles to the blizzard spell
+ 为召唤烈焰人法术添加了新的云雾粒子效果
+ Added 2 new library-update-themed spell HUD skins
+ 加入了2款全新的图书馆更新主题的法术HUD皮肤
+ Smoke bombs are now 200% more smoky
+ 烟雾弹现在200%的充满烟雾
+ Bottled thundercloud now has an animated texture
+ 瓶装雷云现在有了动态材质
+ The arcane workbench tooltip now supports word wrapping for really long item names, and resizes to fit the content
+ 奥术工作台的提示文字现在支持为长物品名自动换行,并调整其尺寸以适应内容整体布局
+ The spell HUD now appears to glitch out when under the effects of arcane jammer
+ 法术HUD现在在奥术干扰效果下看起来会像是出了画面故障
+ Added an icon to the wizard trade GUI to indicate undiscovered spell books
+ 给巫师交易GUI添加了新图标,用于指示未鉴定的法术书
+ Added a charge-up meter around the crosshairs for the new wand charge-up mechanic
+ 在十字准星附近为新的法术蓄能机制添加了蓄能程度条
+ Added config options to show/hide the spell HUD and charge meter
+ 添加一个配置选项,用于显示/隐藏法术HUD和蓄能程度条
* Retextured the wizardry advancement tab background to look like the new gilded wood
+ 重制巫师进度标签下的背景材质,以使其看起来有新方块镀金木的效果
* Retextured ice giants
* 重制冰霜巨人的材质
* Retextured a few spell icons
* 重制少数法术图标的材质
* Shield now has a new animation
* 护盾术现在有了新的动画
* Book GUIs now have a tinted background, like the rest of the GUIs (why is this not a vanilla thing?)
* 书的GUI现在有了略微着色的背景,就如同其他GUI一样(为啥这不是原版的东西?)
* Items with mana now have purple mana (durability) bars
* 具有魔力(Mana)的物品现在会有紫色的魔力(耐久)条
* Conjured items now have blue timer (durability) bars
* 造物所产生的物品现在有蓝色的计时(耐久)条
* Renamed the 'No Icon' HUD skin to 'Compact'
* 将“无图标”(No Icon)HUD皮肤重命名为“紧凑型”(Compact)
* Improved particle interaction for entities with custom hitboxes (e.g. forcefield)
* 为具备自定义碰撞箱的实体改进了粒子交互效果(例如力场护盾)
# Fixed issue #454, where empowering presence had no sound
# 修复 issue #454,魔力增强没有音效
# 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
# 修复 issue #497,在主菜单界面渲染玩家的模组(例如Mine Little Pony)会在安装巫术学时导致游戏奔崩溃
# Fixed non-continuous spells only playing their action for a single tick
# 修复了非持续法术仅维持一刻动作的问题
# Fixed the floating item above the arcane workbench not disappearing for other players when the central item is removed
# 修复了奥术工作台上悬浮的物品在其他玩家取下中心槽位物品后不会消失的问题
# Fixed summoned creature particles being off-centre
# 修复了召唤生物的粒子效果偏离中心的问题
# Finally fixed the frost ray and wall of frost sounds (to everyone's ears: I can only apologise!)
# 终于修复了冰霜射线和凛冬霜垒的音效(告所有人:我很抱歉!)
# Fixed the squelch sound not playing for the slime spell
# 修复了施放史莱姆法术时的嘎吱作响声
# Fixed entities still showing the frost layer when invisible
# 修复了实体隐形时仍显示所覆霜层的问题
# Fixed colour not being reset properly before drawing sixth sense markers
# 修复了第六感标记前颜色未正确重置的问题
- Removed a few unused sound files
- 移除了一些未使用的音效文件
Blocks:
方块:
+ Added gilded wood!
+ 加入了镀金木!
> A new decorative block that comes in all six vanilla wood types
> 一种全新的装饰性方块,具有原版六种木头的对应变种
> Crafted with wood planks and gold nuggets
> 由木板和金粒合成
> As well as looking pretty, gilded wood is also used to craft the new library blocks...
> 不但看着美观,镀金木还能用于合成新的图书馆方块……
+ Added bookshelves!
+ 加入了书橱!
> An aesthetic and functional way to store all of your spell books! (or other books, I won't judge :P)
> 以一种优雅而实用的方式存储你的所有法术书!(或者是其他的书,放心,我不会在意 :P)
> Bookshelves come in all six vanilla wood types and can be crafted with gilded wood and grand magic crystals
> 书橱具有六种原版木头对应的类型,可用镀金木和大块魔法水晶合成
> 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!
> 在你的奥术工作台旁放置书橱,其物品栏会与之链接,使你能够在奥术工作台中直接取用法术书!
> Smart omni-directional shift-clicking support (TM) included!
> 智能的全方位潜行点击支持(TM)功能!
> 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
> 不知为何,法术书仿佛具有了足够的感知力,能够记住它们原先所处书橱的位置,只要你不关闭GUI,它们在放回后就会返回原位
> 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!
> 奥术工作台中加入了全新的搜索栏,以便你轻松地定位法术!可按照元素、等阶、类型、模组ID、是否已鉴定等参数搜索!也能够组合任意参数进行搜索!还支持同时按照多个同类型参数搜索!再也不担心会忘记法术书放到哪了!
> The new search system works in the spells creative tab too, and has a handy tooltip!
> 新的搜索系统在创造模式物品栏的法术标签下依然适用,并且有便利的的悬浮提示!
> Redstone comparators will output a signal strength equal to the number of filled slots in a bookshelf
> 红石比较器能够根据书橱中已填充槽位的数量输出强度相等的信号
> The maximum distance bookshelves can be from the arcane workbench can be changed in the config
> 在配置文件中可修改奥术工作台检测书橱的最大半径
> 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!)
> 在配置文件中可修改能够充当书橱的方块(但不保证100%的兼容性,所以记得在创造模式下提前测试其他模组的容器!)
+ Added lecterns!
+ 加入了览术台!
> An encyclopaedia of spells, in block form! Keep track of your spells in style!
> 法术的百科全书,以方块形式呈现!以时尚的方式掌握你法术的最新信息!
> Lecterns come in all six vanilla wood types and can be crafted with gilded wood, grand magic crystals and a plain old book
> 览术台具有六种原版木头对应的类型,可用镀金木、大块魔力水晶和书合成
> The book that floats above the lectern allows spell books in nearby bookshelves to be read, without having to go and find them!
> 览术台上悬浮的书籍能够阅览附近书橱中的法术书,而无需挪步寻找它们!
> If you do want to go and find a spell book, click the locate button to highlight the bookshelf where it is located
> 如果你确实想挪步寻找一本书法术书,点击定位按钮即可使其所在的书橱呈现高亮轮廓
> The new super-duper search works in the lectern too!
> 全新的顶呱呱的搜索体系也能在览术台中使用!
+ Added receptacles - right-click a receptacle with spectral dust to light it, and right-click again to extinguish it
+ 加入了容杯——右击容杯放入灵尘可将其点亮,再次右击可以将其熄灭
+ Added the imbuement altar!
+ 加入了注灵祭坛!
> 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
> 仅能在新结构图书馆遗迹中找到,祭坛在此沉眠了漫长的岁月,直至环堵寂灭……但它仍然可以被唤醒,在其四个侧面放置容杯即可
> Used to infuse regular wizard armour with the power of one of the seven arcane elements
> 可用于向寻常的巫师盔甲中注入七种奥术元素之一
> Can also be used to restore ruined spell books and infuse crystals into elemental crystals
> 也能用于修复破损的法术书,以及对魔力水晶注魔使其成为元素水晶
+ Added elemental banner patterns, crafted with a crystal of the corresponding element
+ 加入了元素水晶旗帜图案,可用对应元素的水晶合成取得
+ Crystal flowers can now be placed in flower pots
+ 水晶花现在可被放置在花盆中
# Fixed hoppers putting spell books into hidden arcane workbench slots
# 修复了漏斗将法术书放入隐藏的奥术工作台槽位的问题
# Fixed dry frosted ice not being very icy
# 修复了干燥的霜冰不够冰的问题
Items:
物品:
+ Added 11 new artefacts!
+ 加入了11种全新的饰品!
+ Added spectral dust
+ 加入了灵尘
+ Added ruined spell books
+ 加入了破损的法术书
+ Wands now have a short charge-up time when casting some more powerful spells (defined in the spell properties file)
+ 魔杖现在在施放一些强大的法术时会有短暂的蓄能时间(在法术属性文件中被决定)
+ Added spell quick access keys to jump to a specific slot on your wand, bound to Alt+1-8 by default
+ 添加了法术切换快捷键,可直接跳转至魔杖的特定法术槽,默认的绑定按键为 Alt + 1-8
+ Added item cooldowns to spell scrolls and throwable items (works like the cooldown for ender pearls)
+ 为法术卷轴和可投掷物品增添了冷却时间(运作方式类似于末影珍珠的冷却时间)
+ 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
+ 现在手持魔力瓶时按下使用键,会将其用于你的快捷栏、副手栏和盔甲栏中储魔力量最低的物品
+ Added tooltip desciptions to mana flasks
+ 为魔力瓶添加了提示描述
+ Added a 1.5x wand progression bonus when levelling up to tiers you have already reached with another wand
+ 当你用其他魔杖已经达到某一等阶时,魔杖在向该等阶的升级过程中会获得1.5倍的进度加成
+ Non-elemental wands now get 3 bonus special upgrade slots
+ 无元素的魔杖现在有3个额外的升级槽位
+ Added a config option to change the progression requirements for wand levelling (yup, I finally gave in, enjoy!)
+ 添加一条配置选项,用于修改魔杖升级所需的进度值(对的,我总算是屈从了,祝你们愉快!)
* Reduced the maximum stack size of mana flasks to 16
* 将魔力瓶的最大堆叠数量减少至16
* Reduced the default progression requirement for apprentice tier from 2000 to 1500
* 将学徒等阶所需的默认进度值从2000减少至1500
* Excess progression is now carried over when upgrading wands to the next tier
* 溢出的进度值现在会在魔杖升级至下一等阶时依然存在
* 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
* 为空白卷轴注入法术时,法术书不再离开GUI,直至卷轴被移走,以使空白卷轴能直接放入并变换,无需重新放回法术书
* Bottomless provisions now triggers as soon as you have enough hunger to fill, and also works with satiety
* 无底食粮如今会在你有足够的饥饿值需要填充时触发,并且对饱食之术生效
* Downgraded talisman of transformation to uncommon rarity
* 将转化符咒的稀有度降级至罕见
# Fixed issue #428, where selecting the previous spell on a brand-new wand whilst holding another wand in the offhand would cause an ArrayIndexOutOfBoundsException
# 修复 issue #428,在新魔杖上选取上一法术的同时在副手持有另一把魔杖,会导致ArrayIndexOutOfBoundsException引发的崩溃
# Fixed issue #435, where purifying elixir would not remove curses
# 修复 issue #435,净化圣水无法消除诅咒
# 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)
# 修复 issue #451,自定义的高价值通货物品会导致需要空堆叠物品的不稳定交易(现在最小堆叠数被限制为1,无论通货价值是多少)
# Fixed wizard armour treating crystal shards and grand crystals as regular magic crystals when charging it
# 修复了巫师盔甲在充能时将魔力水晶碎片和大块魔力水晶视为寻常魔力水晶的问题
# Fixed a rounding error when enchanting scrolls, which occasionally caused them to consume 1 crystal/shard too many
# 修复了为空白卷轴注入法术时的取整错误,会偶尔导致额外消耗1块水晶/碎片
# Fixed continuous spell scrolls not tracking spell modifiers correctly
# 修复了非持续性法术卷轴无法正确追踪法术修饰符的问题
# Fixed an issue where master tomes of arcana could be applied to master wands, with no effect
# 修复了一个问题:大师等阶的奥法宝典可应用于大师等阶的法杖,同时没有效果
Mobs:
生物:
+ Added remnants!
+ 加入了遗灵!
> Not-so-friendly animated remains of ancient magic that fly around, and come in 7 elemental varieties
> 并不友好的古老魔法遗留之物,会四处飞舞,有7种元素的变种
> Fairly easy to defeat on their own, but be careful not to get swarmed!
> 击杀其一虽易举,谨防灵群势如雨!
> Are partly resistant to magic, so bring an alternative ranged weapon!
> 对魔法有一定抗性,所以最好带上远程武器作为替代!
> Find them guarding the runestone obelisks dotted around the world
> 在世界中星罗棋布的符文石方尖碑周围可以找到它们
> Sometimes drop spectral dust when slain
> 被击杀时有时会掉落灵尘
+ Mobs with an owner now inherit their owner's allies
+ 有主生物现在会继承主人的盟友信息
# Fixed creatures owned or summoned by an ally not counting as allies
# 修复了归盟友所有或由盟友所召唤的生物不被视为盟友的问题
Worldgen/loot:
世界生成/战利品:
+ Added library ruins!
+ 加入了图书馆遗迹!
> A new structure consisting of a square of crumbling walls and a wooden floor, containing some bookshelves
> 全新的结构,由一面坍塌的墙和木质地板组成,内有一些书橱
> 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
> 如果你运气不错,书橱中可能还留存有一些法术书,尽管它们会呈现出破损的面貌
> Can be found in both surface variant (in forested biomes only) and underground variant (everywhere)
> 可找到地表变种(仅在森林群系生成)和地下变种(各个群系都有)
+ Added fishing loot!
+ 增加了钓鱼的战利品!
> 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?
> 我在清理一些旧的法术书,嗯哼,然后“不小心”把一些扔到了海里——我猜它们现在是谁捡到就算谁的,所以何妨试试看你能钓到什么?
> Spell books aren't waterproof so some of them may be a bit damaged, sorry
> 法术书并不防水,所以它们中的一些可能会有点破损,抱歉了
* Spell books dropped by mobs now have a 50% chance to be ruined spell books
* 生物掉落的法术书有50%的几率为破损的法术书
# Fixed the random_spell loot function undiscovered_bias option working the wrong way round (oops...)
# 修复了 random_spell 战利品函数中 undiscovered_bias 选项运作出错的问题(哎呀……)
# Fixed some artefacts being in the wrong loot table, and added one or two that were missing entirely
# 修复了一些饰品处于错误的战利品表中的问题,并添加了一两个完全丢失的饰品
# Fixed all remaining cascading worldgen lag, if you still get the warning please let me know!
# 修复了所有剩余的级联世界生成延迟问题,如果你还是会收到警告,请务必让我知道!
- Removed blazes, ice wraiths, etc. from obelisk spawners in favour of the new remnants (existing 'mobelisks' won't change)
- 从方尖碑(Obelisk)刷怪笼移除了烈焰人、冰封幽灵等生物,替换为新生物遗灵(世界中已有的 生成怪物的方尖碑【Mobelisks】不会发生变化)
Spells:
法术:
+ Added 16 new spells!
+ 加入了16种全新法术!
+ The frostbite effect now reduces jump strength as well as speed
+ 冻伤效果现在会同时减弱跳跃高度和降低速度
+ 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
+ 永久维持的造物(主要为陷阱类法术的印记)现在可通过施法者本人手持魔杖Shift并右键来消除
+ More powerful continuous spells now have cooldowns
+ 更多强力的持续性法术现在有了冷却时间
+ Wizards can now cast a bunch more (mostly AoE-type) spells
+ 巫师现在能施放更多法术了(多数为AOE型的)
+ All spells that buff allies now work on summoned/tamed creatures as well wherever applicable
+ 所有为盟友提供正面效果的法术现在对召唤/驯服的生物同样有效,只要适用即可
+ All constructs now support blast modifiers to increase their area of effect where applicable
+ 现在所有的造物都支持范围修饰符,能够增加效果的范围,只要适用即可
+ Added damage modifier support for spells that create non-living vanilla entities (lightning, shulker bullets, throwables), these also now count as player kills
+ 为创造非生物的原版实体(闪电,潜影飞弹,投掷物)的法术提供增加伤害修饰符支持,这些实体击杀的生物现在也算作玩家击杀的了
* All radiant damage now sets fire to undead mobs
* 现在所有的光辉伤害会点燃亡灵生物
* Buffed the ward status effect significantly
* 显著提升了魔法护盾状态效果的效力
* 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!)
* 奥术干扰现在每次施法仅仅有几率生效,几率会随着法术强度提升而增加(但别试着借此滥用法术,那是没用的!)
* 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
* 奥术锁现在能够一次性锁住或解锁相连的大箱子
* Teleporting whilst riding an animal or vehicle now dismounts the player rather than rubberbanding (unless the new spectral tether artefact is equipped :P)
* 现在在骑着动物或交通工具时传送会解除玩家的骑乘状态,而非像橡皮线一样弹回(除非装备了新的饰品幽灵拴链)
* Evade no longer works in mid-air, to prevent cheesing with maximum cooldown upgrades
* 侧闪不再能在半空中生效,以防借用最大冷却时间升级在半空反复横跳
* Mine no longer ignores the playerBlockDamage setting (now if this is disabled, the spell will be useless)
* 挖掘魔法不再忽略 playerBlockDamage 设定(现在如果将该项禁用,法术将会失效)
* Telekinesis now has a small amount of aim assist to help with item entity hitboxes
* 隔空取物现在有了少许目标辅助,以便锁定实体的碰撞箱
* Reduced the base range of lightning bolt from 80 to 40 to bring it in line with other 'attack from above' spells
* 将落雷的基础距离从80降至40,以使其与其他的“天降正义”型法术一致
# Fixed issue #396, where indirect magic damage would not count as magic damage
# 修复 issue #396,非直接的魔法伤害不算作魔法伤害
# Fixed issue #418, where the mine spell would drop leaves with missing models when used with the moonstone orb
# 修复 issue #418,佩戴月石宝珠时使用挖掘魔法掉落的树叶出现模型丢失现象
# Fixed issue #460, where freeze and ice age would not freeze liquids properly and were able to overwrite some blocks they shouldn't
# 修复 issue #460,冻结和冰河世纪无法正确地冻结鱿鱼,并且会覆盖掉一些本不应该覆盖的方块
# Fixed issue #489, where the game would crash with a ConcurrentModificationException when casting cure effects or remove curse
# 修复 issue #489,在施放效果清空或诅咒移除时因 ConcurrentModificationException 引发崩溃
# Fixed the cooldown bar not displaying properly for continuous spells
# 修复了持续性法术的冷却条显示不正确的问题
# Possession no longer works on decoys, eliminating a rendering crash when possessing them
# 附身夺舍不再对诱饵生效,由此消除了对它们使用时渲染崩溃的问题
# Fixed ice age's area of effect being off-centre
# 修复了冰河世纪效果位置偏离中心的问题
# Fixed blink teleporting players inside blocks that are more than 1 block high (fences and walls)
# 修复了闪现将玩家传送至高于1格的方块中的问题(栅栏和墙)
# Fixed ice spikes spawning on non-solid blocks
# 修复了冰霜尖刺在非固体方块上生成的问题
# Fixed mind controlled entities continuing to attack a target that dies after the mind control wears off
# 修复了精神控制的实体在精神控制效果结束后继续攻击已死亡目标的问题
# Fixed mind controlled entities attacking their mounts
# 修复了精神控制实体攻击其骑乘者的问题
# Fixed a couple of similar crashes for certain 'throwable' spells
# 修复了个别“可投掷”法术引发的类似的崩溃问题
# 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:
模组联动/兼容
+ Added JEI integration!
+ 添加 JEI 联动!
> JEI will now tell you how to charge and upgrade items and enchant scrolls in the arcane workbench
> JEI 现在会告诉你如何为物品升级和充能,以及如何在奥术工作台中为空白卷轴注入法术
> It will also transfer the items into the workbench for you, you lazy wizard
> 也能为你把物品转移到奥术工作台中,你这个懒惰的巫师
> Automatic item transfer even works with the new bookshelf system. Heck yeah.
> 自动物品转移甚至对新的书橱系统也有效。真见鬼。
> JEI will also show information about many of wizardry's items
> JEI 也能显示许多巫术学物品的相关信息
# Fixed spell book tooltips not showing up in JEI
# 修复了法术书悬浮提示在 JEI 中不显示的问题
# Conjured items will no longer show up in JEI, they were never meant to be there anyway
# 造物类法术生成的物品不再于 JEI 中显示,毕竟它们在那也没什么用
* 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)
* 法术和其他能够影响世界的内容现在会更好地与领地/保护型的模组或插件进行交互,例如 WorldGuard(然而我不能保证100%的对所有领地模组有效——以防万一,阻止玩家破坏方块的配置选项依然留着,并且现在能够对单个法术起效,虽然这会使目标法术失去作用)
* Wizardry now requires up-to-date versions of all dependencies if installed, the game will not launch if any dependency is too outdated
* 巫术学现在需要最新版本的拓展模组,如果任意拓展版本落后,游戏将会崩溃
Technical/Commands:
技术性/命令:
+ 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)
+ 添加一条配置选项,用于将被动生物视为盟友,以避免法术对它们间接造成伤害(如果你在农场里施法,我猜这会很有用)
+ Added a separate config option to prevent block damage from spells cast by dispensers
+ 添加一条独立的配置选项,用于阻止发射器施放的法术破坏方块
# Fixed syncing issues with the replaceVanillaFallDamage option on servers
# 修复了服务器中 replaceVanillaFallDamage 选项的同步问题
# Fixed DamageSafetyChecker console warnings, they should make more sense now
# 修复了控制台中 DamageSafetyChecker 的警告,它们现在意义更明确了
Miscellaneous:
杂项:
+ Added new chapters to the wizard's handbook relating to the new library update features
+ 为巫师手札添加了新的章节,是关于全新的图书馆更新特性的内容
+ Added a bunch of advancements to guide players through the new content
+ 添加了一系列进度来指引玩家游玩新内容
+ Added Hungarian translations, courtesy of Bombadil
+ 添加了匈牙利语翻译,感谢 Bombadil 提供
+ Updated Spanish translations, courtesy of Alsentar
+ 更新了西班牙语翻译,感谢 Alsentar 提供
+ Updated French translations, courtesy of Crowller
+ 更新了法语翻译,感谢 Crowller 提供
+ Updated Russian translations, courtesy of MugGod2
+ 更新了俄语翻译,感谢 MugGod2 提供
* 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
* 巫师手札的等阶章节现在会在魔杖将要升级时、或是玩家获得奥法宝典时解锁
* Reorganised the gameplay category of the config file, splitting difficult-related options and minor tweaks off into their own separate categories
* 重新整理了配置文件中的gameplay目录,分开排布了相关性弱的选项,并对其各自独立的目录进行了微调
* Reorganised the entity and gui texture folders
* 重新整理了实体和GUI的材质文件夹
# Fixed wizardry's keybinds incorrectly warning about conflicts with GUI keybinds
# 修复了巫术学的绑定按键与GUI绑定按键冲突的错误的警告信息
# Fixed issue #440, where the encoding for the traditional Chinese translations was broken
# 修复 issue #440,繁体中文翻译的编码受损
# Optimised various entity update handlers, hopefully fixing issue #484
# 调整了各种实体更新处理函数,但愿修复了 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
# 修复了一个问题,游戏会在加载手札文件时由于空的 ResourceManager 而崩溃,目前看来运作似乎仍然异常,但至少游戏不会崩溃了
Internal/Development:
内部代码/开发相关:
+ Added a method to check if a spell has a given property
+ 添加了一个方法用于检查法术是否获得了属性
+ Added methods for adding custom book items to bookshelves and specifying a texture to use for them on the block model
+ 添加了方法,为添加自定义的书橱可识别书籍和选定方块模型上物品所应用的材质提供支持
+ Added charge-up modifiers for altering the wand charge-up time
+ 添加了充能修饰符,以修改魔杖的充能时间
+ 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
+ 从 GuiSpellDisplay 中移除了所有对 WandHelper 的引用,并在 ISpellCastingItem 对其进行了抽象处理,从而使自定义的施法物品能够完全控制提供给法术HUD的信息
+ Implemented SpellAreaEffect, used for spells that affect entities within an area, and retrofitted various existing spells to extend it
+ 实装了 SpellAreaEffect,用于能够影响区域内实体的法术,并调整现存的各种法术以增大其作用范围
+ Added EntityScaledConstruct, an extended version of EntityMagicConstruct that stores and syncs blast modifiers (much like what EntityBomb adds to EntityMagicProjectile)
+ 添加了 EntityScaledConstruct,属于 EntityMagicConstruct 的延申版本,能够储存和同步范围修饰符(就像是 EntityBomb 为 EntityMagicProjectile 添加内容)
+ Added a getter for SpellBuff#potionSet, as requested :P
+ 按照要求为 SpellBuff#potionSet 添加了 getter :P
+ Added a new method to SpellConjuration, addItemExtras, which allows subclasses to modify the stack after it is conjured
+ 为 SpellConjuration 添加了一个新的方法,能够在造物后允许子类修改堆叠数量
* Split up WizardryUtilities into several categorised utility classes (BlockUtils, EntityUtils, GeometryUtils, InventoryUtils)
* 将 WizardryUtilities 分为数个已归类的 utility 类(BlockUtils,EntityUtils,GeometryUtils,InventoryUtils)
* ParticleBuilder now only prints the position warning if all coordinates are exactly zero, rather than just y < 0
* ParticleBuilder 现在仅在所有坐标全部为零时,才会发出输出位置警告,而非仅在 y < 0 时这么做
* 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
* 将 GuiSpellDisplay 中所有在 ISpellCastingItem 后对 WandHelper 的引用进行了抽象处理,这意味着不使用 WandHelper 的施法物品现在无法与法术HUD一起正常运作
- Removed usage of the deprecated server-side I18n translation methods in the config
- 移除了配置中已弃用的服务器端国际化翻译方法
- Removed various deprecated methods that are no longer used, they are all either no longer needed or have newer equivalents
- 移除了各种不再使用的 deprecated 方法,这些内容要么不再需要,要么有了新的替代品
- Removed unncessary reflection for spirit horse
- 为幽灵马移除了不必要的反射(reflection)
Version 4.2.11 - The final batch of fixes for 4.2
版本 4.2.11 - 4.2最后的漏洞批量修复
+ Added config options for disabling the screen shake and blink effects
+ 添加配置文件,用于禁用屏幕震动和闪烁效果
+ Updated Chinese translations, courtesy of Hokorizero, TUsama and Determancer
+ 更新中文简体翻译,感谢 Hokorizero,TUsama 和 Determancer 提供
* Magical silk now accepts any ore dictionary string items, rather than requiring actual string
* 魔法丝绸现在可以使用string矿词中的所有物品,而非仅需要原版的线
* The mending enchantment may no longer be applied to wizard armour (it didn't do anything anyway), closing issue #383
* 经验修补附魔现在不再能应用于巫师护甲(毕竟附魔上去也不发挥作用),关闭 issue #383
# Fixed issue #379, where the game would crash when a cow from AbyssalCraft was killed by the slime spell
# 修复 issue #379,深渊国度的牛被史莱姆法术杀死时游戏崩溃
# Fixed issue #382, where the game would crash upon trying to place runestone with metadata 0 (obtained via /give)
# 修复 issue #382,尝试放置元数据为0的符石时游戏崩溃(通过/give获得)
# Fixed issue #384, where the game would sometimes crash when updating old worlds
# 修复 issue #384,更新旧世界时游戏有时会崩溃
# Fixed issue #394, where NPCs casting grapple would sometimes crash the game
#修复 issue #394,巫师NPC释放藤蔓抓钩有时会使游戏崩溃
# Fixed issue #395, where the replaceVanillaFireballs config option wasn't synchronising properly
# 修复 issue #395,配置选项中的replaceVanillaFireballs无法正确同步
# Fixed issue #397, where possession was still applying its shaders to all players in the vicinity
# 修复 issue #397,附身夺舍法术会将其着色应用于附近的所有玩家
# Optimised arcane lock rendering, hopefully fixing #399
# 调整了奥术锁的渲染,但愿修复了 #399
# Fixed issue #402, I have no idea what it was or how it happened but it won't any more!
# 修复 issue #402,我不知道它是什么问题又是怎么发生的,但它不会再出现了!
# Fixed issue #403, where artefact loot tables weren't registered properly so addons could not use them
# 修复 issue #403,饰品战利品表没有正确注册,所以附加包无法正确使用它们
# Fixed issue #404, where the game would crash due to the wrong encoding being used in the chinese handbook translation file
# 修复 issue #404,游戏因巫师手札的中文翻译文件使用错误编码格式而崩溃 【然而依然会崩溃】
# Fixed a crash when throwing stuff with the greater telekinesis spell using the /cast command
# 修复借助/cast命令使用巫师之手投掷方块时导致的崩溃
# Fixed replenish hunger and satiety not restoring the intended amount of food, and corrected their descriptions
# 修复饱食恢复和饱食之术没有按照设定数目恢复的问题,并矫正了它们的描述文字
# Targets now dismount whatever they are riding when possessed, they no longer return to what they were riding after the possession ends
# 处于骑乘状态的目标现在被施加附身夺舍法术时会被强制解除骑乘,且在法术效果结束后不再能重新骑乘它们先前所骑的实体
# Fixed an issue with wildcards in the config
# 修复配置文件中通配符的问题
- Removed the debug particle from the divination spell (it got left in by mistake...)
- 移除寻矿术的调试颗粒(它是因失误被遗留的……)
- Removed redundant .txt handbook translations for languages that now have .json versions
- 移除多余的.txt巫师手札翻译,因为语言文件现在采用.json型式的文件
Version 4.2.10 - Fixes, translations and tweaks
+ Added Taiwanese translations, courtesy of chesterccj305
* All of wizardry's structures are now a bit more common by default
* Wizardry now requires Antique Atlas (if installed) to be version 4.6 or newer, fixing issue #378
* Tomes of arcana are now a bit more common in wizardry's structures, and are now more likely to be apprentice tier (the overall effect is that apprentice tomes are significantly more common, and advanced/master tomes are slightly more common)
* Wizards and evil wizards can no longer cast heal ally (it was nice of them though, even if it was an accident...)
# Fixed issue #351, where the replaceVanillaFireballs config option was not synchronised
# Fixed issue #365, an error in the Spanish handbook translations which would crash the game on launch
# Moved the spell book GUI tier, element and mana cost text to the lang files, fixing issue #368
# Fixed issue #370, where not specifying the metadata for currency items in the config led to the item displayed in the trade window having a missing texture
# Fixed issue #371, where ice spikes would crash the game if their caster logged out
# Fixed issue #372, where structures only spawned on top of 'cavern' dimensions like the nether
# Added backwards compatibility to convert old Antique Atlas markers to the new format, their labels should now translate correctly
# Fixed fireballs and iceballs not respecting the playerBlockDamage config option
# The vanilla fall damage replacement is now only processed on the server, hopefully this will fix some inconsistencies
Version 4.2.9 - Getting twilight-ready!
+ Added German translations, courtesy of Alsentar
+ Updated Chinese translations, courtesy of Hokorizero and TUsama
+ Updated Spanish translations, courtesy of BirdyDragon
+ The screen now shakes when shockwave is cast nearby, and when a meteor or lightning hammer lands nearby
+ Items and blocks specified in the config now support metadata, resolving issue #353
> For example, minecraft:coal:1 can be used to specify charcoal
> If no metadata is specified, the entry will match all metadata values
* Made some tweaks to the random_spell loot function to minimise the chance of empty books generating
* Shockwave no longer prints '[player] resisted Shockwave' when the playersMoveEachOther option is disabled
# Fixed issue #323, where newer version of Antique Atlas would fail to translate wizardry's custom marker names
# Possibly fixed issue #359 (and maybe even the ancient issue #15!), a syncing issue with the snare block
# Fixed issue #362, where the game would crash when summoned creatures were killed by forest of thorns with CoFH Core installed
# Fixed a bug where casting shockwave near a player wearing an amulet of anchoring, or with playersMoveEachOther disabled, would cause the spell to not affect some other nearby players or mobs
# Fixed earthquake not making the screen shake
# Fixed a bug where the pocket furnace item blacklist checked the smelting result, not the item being smelted
# Fixed a bug where the blink effect was being ticked twice
Version 4.2.8 - Tweaking this, fixing that
+ Wizardry's custom fireballs can now be parried like vanilla ones, fixing issue #335
+ Wizards can now cast grapple... enjoy!
+ Wizards can now cast snowball (but they don't naturally spawn with it equipped)
* Updated Russian translations, courtesy of bigenergy
* Wizardry's custom fall damage can no longer deal more damage than normal vanilla fall damage would have dealt
* Tweaked how constructs deal periodic damage so mobs don't all get hit at once, makes it look more natural
* Tomes of arcana now have more accurate descriptions, fixing issue #330
* Miscellaneous API improvements:
> Added a SpellThrowable class for spells that shoot vanilla projectiles and projectiles from other mods
> Added entity- and tileentity-sensitive versions of Spell#canBeCastByNPCs and Spell#canBeCastByDispensers - you can use these, for example, to make spells that wizards can only equip if they spawn in a particluar location
> Added chainable methods for setting which items (as in books/scrolls) a spell can appear on, and which entities can spawn with it equipped
> Added an overload to WizardrySounds#createSound(...) that accepts a mod ID; mainly for use by the Spell class
> Added similar overloads for the texture creation methods in ParticleWizardry
> All of the sound-related methods in the Spell class now use the appropriate mod ID for that spell; you should no longer have to override them for normal spells
> Wizardry.proxy.addMultiLineDescription(...) now accepts format arguments
# Fixed issue #178, where players would immediately die again after resurrecting when potion core was installed
# Fixed issue #299, where the game would freeze due to a circular reference in NBT (somehow?!) - this now prints an error to the console
# Fixed issue #317, where empowering presence could be cast repeatedly to get unlimited levels of the empowerment effect
# Fixed issue #336, where teleporting away or logging out when near an entity with the slow time effect sometimes resulted in a player or mob being
Version 4.2.7 - Hotfix
* Smoke bombs now apply blindness to mobs as well as the mind trick effect - this should make it work better with Dynamic Stealth
# Found the earth mage leggings texture, somehow it must have fallen down the back of the sofa
# Fixed rounding errors when handling mana consumed by continuous spells, this was mainly noticeable when casting spells costing 5/second with a full matching armour set
# Fixed an issue where enchanting scrolls with crystal shards or grand crystals used the mana value for regular magic crystals
# Fixed an issue where Lycanite's mobs would not drop wizardry loot, also thanks to Azim-Palmer
Version 4.2.6 - A few festive fixes
+ Added a damage property to the frost axe spell JSON file, fixing issue #322
+ Added a config option to disable growing crystal flowers with bonemeal
+ Decked the halls
# Fixed issue #170 (and hopefully #208, #289 and #313), a GL state issue affecting rendering from other mods - courtesy of UltraHex
# Fixed issue #261, where the frostbite skin overlay effect would stop the second layer of a player's skin from rendering until they left the game or changed their skin customisation settings
# Fixed issue #262, where ice giants and phoenixes spawned from eggs would try to attack players in creative mode
# Fixed issue #280, where all nearby players would see the on-screen blink effect when a player cast blink
# Fixed issue #288, where OCDevices would query conjured item max damage before spell initialisation, causing a crash
# Jingled the bells
# Fixed issue #291, an error when loading wizard NBT data
# Fixed issue #294, where wizard armour would sometimes break when it ran out of mana
# Fixed issues #298 and #304, crashes (server and client respectively) caused by a ConcurrentModificationException when updating dispenser casting
# Fixed issue #303, where the ring of chaining effect would attack the player wearing it
# Fixed issue #305, where arcane-locked blocks would cause VoxelMap to crash
# Fixed issue #306, a server error when creating ice spikes
# Fixed issue #307, where re-remembering the same stone circle location would sometimes crash the game
# Wrapped the presents
# Fixed an issue where Lycanite's mobs with the frostbite effect would cause a rendering error, resulting in weird graphical glitches - courtesy of Azim-Palmer
# Fixed an issue where black hole would grow indefinitely if the client got out of sync
Version 4.2.4 - Bits and bobs, balancing and bugfixes
+ Unleashed the full potential of spell properties files!
> Spell properties files can now be overridden globally in config/ebwizardry/spells
> Spell properties files can now be overridden for specific worlds in [world save]/data/spells
> Moved the main config file to the new ebwizardry folder because it makes more sense for it to be there now
+ API improvements to spell books:
> Allow spells to set which book/scroll items they can appear on
> Allow spell books to set custom GUI textures
> Tweaks to loot functions and wizards to accommodate the changes
* Updated the crystal ore picture in The Wizard's Handbook
* Rebalanced wand progression, it should be a lot less of a grind now, especially at lower tiers
* Increased the health threshold for the amulet of transience, it should now trigger more often
* Fast worldgen now performs a simple check for water instead of just ignoring ocean biomes, so it shouldn't generate structures underwater
* Improved the descriptions of some of the structure generation settings to make it clearer how to disable them completely
# The looting spell context now works properly
# Fixed issue #186 (also #269), a crash during world generation with Dynamic Trees installed - fancy worldgen should now work again with Dynamic Trees
# Converted wizardry's in-world sound files from stereo to mono, fixing issue #218
# Fixed issue #244, where arcane jammer would sometimes not work properly on evokers
# Fixed issue #245, where the client and server would sometimes select different forfeits
# Fixed issue #248, where the game would crash during world generation if any of the config structure file lists did not contain any valid files - this now prints a warning instead, sincce that's not how you should disable structures
# Fixed issue #256, where removing spells (either by updating from an older version or uninstalling a spell pack) would result in various spell book and scroll metadata mismatches
# Fixed issue #257, where the ring of condensing and amulet of transience would only recharge wands/armour on the client side, meaning the charge would reset to its previous value when the item was moved around
# Fixed issue #260, where lightning wraith spawners would only work during thunderstorms
# Fixed issue #267, a block detection misalignment that caused block properties to be queried on the wrong block in various spells
Version 4.2.3 - Hotfix
# Temporarily disabled the spells sound category to prevent issue #238, this will be reinstated later when a solution is found
# Fixed JEI spamming the log with errors about mana flask charging recipes having no output
# Fixed issue #242, where charging an item with a mana flask would wipe its NBT data
Version 4.2.2 - More tweaks and fixes
+ Added Polish translations, courtesy of Trozuu
+ Spell books and scrolls now display their tier, element and spell type when advanced tooltips are enabled (F3+H) - this allows you to search by element or spell type in the creative menu, hooray!
+ Conjure block now requires the player to be sneaking to dispel a block
+ Added support for WAWLA enchantment descriptions to the en_us and en_gb lang files, fixing #210
+ Added a 5x bonus progression modifier for casting an undiscovered spell for the first time
* Wands now only track the last 5 spells cast, instead of 10 - this means that cycling through all the spells in sequence on any wand incurs no repetition penalty to progression
* Reduced the required progression for all tiers by about 30-35%
* Increased the default rarity of wizardry's structures, reset them in the config menu to get the new values
* Combustion rune now respects player block damage and mob griefing settings, see issue #217
* Items can no longer be recharged with mana flasks if they are already fully charged
* The game will no longer launch with Forge versions older than the required version
# Fixed issue #68, where mana flask charging recipes did not work correctly in non-vanilla crafting grids
# Fixed issue #172 (also #191, #198, #199, #205, #211, #217, #220, #226, #230, #232 and #234), an ArrayIndexOutOfBoundsException crash related to wizardry's custom sound category
# Fixed issue #179, where the possession spell shaders were applied to all players instead of just the one using possession
# Fixed issue #182, where various construct spells would crash the game when cast by dispensers
# Fixed issue #183, yet another ArrayIndexOutOfBoundsException in wand NBT data
# Fixed issue #185, a crash related to summoned creature revenge-targeting
# Fixed issue #190, where certain forfeits were able to break or overwrite blocks they should not
# Fixed issue #196, a crash related to sound loops checking if they should continue
# Fixed issue #205, a ConcurrentModificationException crash when rendering arcane lock effects
# Fixed issue #216, where the game would sometimes crash when a shrine was conquered
# Fixed a crash when clicking an already-remembered stone circle, see issue #217
# Fixed spectral bow repeatedly re-equipping when used, see issue #217
# Fixed imbuement spells not working correctly, see issue #217
# Fixed issue #219, a crash on startup related to lightning hammer item attribute modifiers
# Fixed issue #228, a dedicated server crash related to disintegration effects
# Fixed issue #229, a NullPointerException crash during transportation teleporting
# Fixed issue #236, a crash with targeting events related to possession
# Fixed lighting issues with spectral blocks, they no longer emit light but always appear bright
# Fixed clairvoyance particles not moving correctly
# Fixed some typos in the lang files
Version 4.2.1 - Hotfix
+ Added a config option to specify blocks that count as trees for wizardry's structure generators - fixes issue #165
+ Added various translations which were missed in the 4.2.0 update
* The wizard tower rarity config option now resets itself to the default value (600) when it is below the minimum value (20) - this means old configs should now change automatically
# Fixed issue #49, where the game would crash when entities were added to the config immunity lists
# Fixed issue #166, a crash caused by a NullPointerException in potion events
# Fixed issue #171, where the game would crash with a JSON syntax error when recipes referenced from the handbook were removed - a blank recipe grid is now displayed instead when this happens
# Fixed issue #176, another ArrayIndexOutOfBoundsException in wand NBT
Key:
^ Version updates
+ Added features
* Changed features
# Bugfixes
- Removed features
Version 4.2.0 - An update so big the changelog is in multiple parts!
General:
^ Updated to Forge 1.12.2 - 14.23.5.2814
* Sanitised the jar filename a bit (removed the spaces and the apostrophe, apparently Maven doesn't like them)
Cosmetic:
+ Added many new particle effects to various spells
+ Added a variety of new sounds, including spell selection, spell binding in the arcane workbench, and casting of various spells
+ The arcane workbench GUI now has a fancy animation when the apply button is pressed
+ Conjured items now have an appearing/disappearing animation
+ Creatures with the frostbite effect now show an icy layer over their skin
+ Wizard robes now bend when the wearer is sneaking or sitting down
+ Legendary wizard armour now has its own armour texture variants (the items still look the same)
+ The spell HUD has a new default texture and now supports different skins defined using JSON files in resource packs, which can be selected in the config menu - the base mod now comes with 19 different skins to choose from!
+ The spell HUD now shows the previous and next spells and has a spell-switching animation
+ Sixth sense and transience (along with two of the new spells) now have fancy shaders!
+ The spell HUD position config option now has four more options allowing the HUD to switch from left to right depending on which hand the active wand is held in
+ Wands now display their progression when advanced tooltips are enabled
+ Added a spells sound category, use the slider in Options -> Music & Sounds to change the volume of spells separately to other sounds
+ Added a config option to turn off spell shaders
+ Added a config option to reverse the spell switching scroll direction
* The default spell HUD scroll direction has been reversed so it works the way you'd expect it to with the new animation
* The spell HUD now scales itself to get out of the way of the hotbar and offhand slot - this normally only happens with a large GUI scale or a small game window, and can be avoided by changing the HUD position, GUI scale or the player's primary hand
* Completely rewrote the rendering for arc/lightning ray/chain lightning, it is now fully 3D and no longer an entity, resulting in improved performance
* Completely rewrote the rendering for forcefields, they are now actual spheres and not made of particles, and have particle effects when things hit them
* Shockwave has a new animation and sound
* Rewrote the particle system to use the texture atlas, resulting in a major performance improvement for large numbers of particles (such as with the blizzard spell)
* Particles can now have simple physics, for example, flame ray spreads out when it hits a block
* Spirit animals now fade away when dispelled
* All sounds are now defined in separate sound events
* Continuous spell sounds are now looped nicely, with start and end sections and a much longer loop
* Retextured most of the blocks
* Retextured nearly all of the items, including all of the wands
* Retextured a number of spell icons
* Retextured a few entities
* Retextured all of the book GUIs and added subtly different variations for different tiers of spell book
* Updated the Wizardry logo
* Most chat readouts (excluding commands) have been changed to toast notifications above the hotbar
# Fixed render pass/layer issues for various translucent things
# Fixed a bug where status effects with custom particles (e.g. frostbite) would not update on the client when applied to non-players, causing them to appear to continue indefinitely
# Status effects with custom particles no longer mix their colours with other status effects
# Ice spikes no longer appear black when inside blocks
# Fixed transparency for cobwebs from the cobwebs spell
# Flame particles no longer appear dull and translucent for some spells (firebomb, flame ray, phoenix attacks, etc.)
# Fixed various spells where particles that were meant to appear did not
# Fixed z-fighting on the brim of wizard hats when they have the enchantment glint effect
# Wizard hats no longer clip through the hat layer of player skins, fixing issue #83 - the brim is slightly wider now to keep it in proportion
# The arcane workbench in-world animation is now smoother
# The spell HUD no longer displays in spectator mode
# Wizards no longer spawn heal particles around themselves when they first spawn
- Removed the mana readout in item tooltips (you can still view the exact mana in an arcane workbench - or by pressing F3 + H, you spoilsport...)
Blocks:
+ Added runestone and runestone pedestals
+ Added elemental crystal block variants
+ Stones of transportation now display particles at the positions of any stones missing from the circle when right-clicked
* Magic light blocks can now be broken in creative mode
# Fixed issue #128, where magic light blocks would grow indefinitely on server/client desync
# Arcane workbenches no longer connect to fences, panes, iron bars or walls
Items:
+ Added artefacts! These can only be found by exploring shrines, which will each contain a single artefact
+ Added elemental crystal variants, which may be used to craft novice elemental wands
+ Added wand progression - a new mechanic in which wands gain progression from casting spells and must reach a certain amount of progression before they can be upgraded to the next tier (tomes of arcana are still required to do the actual upgrading)
+ Added a config option to revert to legacy wand levelling, because I know you'll ask
+ Added 3 armour enchantments: Magic Protection, Frost Protection and Shock Protection - these can be applied to any armour, including wizard armour, and may be applied to or found in enchanted books
+ Wizard armour items now show a tooltip in the arcane workbench with how much mana they have left
+ Added spark bombs as an item - they work in much the same way as firebombs, poison bombs and smoke bombs and can be crafted or found in dungeon chests
+ Added wand melee upgrades, which allow wands to deal more melee damage
+ Added purifying elixir for removing curses
+ Added astral diamonds, which can be found as loot and are now required to buy master-tier items
+ There are now three different sizes of mana flask, which restore 300, 700 and 1400 mana respectively and can occasionally be found in dungeon chests or dropped by wizards, as well as being craftable as before
+ Added spawn eggs for all of wizardry's non-vanilla summoned creatures
* Magic wands are now empty when first crafted
* Wizard armour can now be enchanted using an enchantment table, as well as with an anvil as before (though that was not intended prior to this release!) - fixes issue #139
* The cost reduction provided per piece of wizard armour has been reduced to 15%, however there is now an additional 20% bonus for wearing a complete set, meaning that the cost reduction for a full set is still 80% as before
* When invisible, wizard armour is now ignored when calculating the mob detection penalty for wearing armour
* Wizard armour now doesn't render at all when invisible, rather than just using an invisible texture
* Siphon upgrades have been buffed to grant at least 5 mana per level for each kill (it was 3 before)
* All wands are now available in the creative inventory, and wizardry gear (wands, armour and artefacts) now has its own separate tab
* Spell books and scrolls now stack to 16 (the arcane workbench slots still only accept one spell book at a time, but you can now enchant a stack of 16 scrolls at once)
# Wands and conjured items can no longer be enchanted using an anvil
Worldgen/loot:
+ Added obelisks
+ Added shrines
+ Added some of the new items to loot tables
+ Firebombs, poison bombs, smoke bombs, spark bombs and a selection of spell scrolls now have a chance to generate in jungle temple dispensers
+ Added the 'fancy' structure generation algorithm to determine whether there is space for the structure to spawn, meaning structures are very unlikely to spawn on cliffs, steep slopes, or other structures, and will clear any floating trees left behind after they generate - there is a config option to turn this off for potentially quicker worldgen
+ Added the option 'undiscovered_bias' to the random_spell loot function; this option allows a weighting towards undiscovered spells to be specified, with 0 being no weighting (as it was previously) and 1 producing guaranteed undiscovered spells
+ Added a config option to change the chance for a tower to contain an evil wizard and loot chest, see issue #133
+ Added a config option to add, change and remove structure file locations, allowing pack makers to add and remove structure variants from resource packs rather than being limited to just overriding the default ones
+ Added a config option to specify the loot injection locations, meaning you can now add wizardry's standard set of dungeon loot to any loot table from any mod
* All structures now use the structure file system, meaning you can spawn them yourself using structure blocks and change them using resource packs
* The tower rarity config option is now the 1/n chance per chunk that a wizard tower will generate, allowing for finer control over their rarity - multiply pre-4.2 values by 70 for an equivalent value in the new system
* Wizard tower materials have been tweaked a little: cobblestone and stone brick towers now have random mossy blocks and towers in mesas are now made of red sandstone
* Structures now ignore trees when finding a space to generate, meaning they should now spawn at the same rate in forests as everywhere else
* The spell books and scrolls generated in dungeon chests and wizard tower chests (as well as shrines and obelisks) now have an undiscovered bias of 0.3 by default, meaning 65% of generated spell books and scrolls will contain spells the player has not yet discovered
* Mob spell book drops are now defined in a loot table, and mobs can be blacklisted or whitelisted for this in the config
* Mobs no longer drop master spell books, apart from evil wizards spawned from structures
* All loot is now less common in dungeon chests, to account for the new structures
* Tomes of arcana are now much less common
* Various other loot rarity tweaks
# Eliminated most cascading worldgen lag (a small amount still remains; this is due to the size of the bigger stuctures)
# All structures now respect the generated structures world option
# The rewrite should fix issue #100
- Removed novice elemental wands from loot tables in favour of elemental crystals
- Removed the generateLoot config option in favour of finer control over loot injection locations, see above
Spells:
+ Added 32 new spells!
+ Spells can now be cast by placing a spell scroll in a dispenser and powering the dispenser - some spells behave slightly differently to when they are cast by players, and a few spells such as transportation cannot be cast by dispensers
+ Continuous spells can now be cast using scrolls, and will last for a set duration of 6 seconds in survival mode. They also work in dispensers!
+ Continuous spells may now have cooldowns, though by default none of them do
+ Arcane jammer now prevents evokers from casting spells
+ Added a config option to prevent player block damage, this should stop griefing on servers - the one exception to this is the new Mine spell since that's all it does, but it should still respect block protection mods (if not, you'll have to disable the spell, sorry)
+ Added a pocket furnace item blacklist to the config
+ Added sword and bow item whitelists to the config
* Wizards (and other non-player spell casters) now obey range restrictions for all spells, so no more being electrocuted from 20 blocks away!
* Wizards now have the decency to tell you which spell you are buying before you buy it - however, it will only count as discovered after you buy it
* All construct spells including sigils now have anti-overlap, meaning that multiple constructs of the same type cannot be placed such that they intersect - this removes an exploit where constructs (especially sigils) could be stacked up at a single location to deal massive amounts of damage
* All summoned creatures now increase their attack damage based on the potency the spell was cast with
* Summoned creatures can now always attack non-players that are attacking their caster (noticeable with, for example, angry wolves)
* Some spells such as blizzard no longer require the caster to be aiming at the ground in order to cast them, they can now be cast in mid-air just like black hole, fixing issue #132
* Summoning a spirit horse or wolf when the player already has one now causes the old one to disappear, instead of not allowing the new one to be summoned - this fixes issue #74
* Wizards can now cast even more of the spells
* Some projectile spells have had their base ranges reduced to make range upgrades more useful
* Forcefield's repulsion code has been completely rewritten; it is now impossible for anything to get through that isn't supposed to - this fixes issue #117
* Forcefield now supports blast modifiers, which increase the forcefield size
* Forcefield now protects against explosions - you can now stand inside your forcefield and watch creepers blow up in your face without taking a single bit of damage!
* Blocks can now be placed and broken and entities can now be interacted with inside forcefields; however, you cannot interact with anything outside a forcefield from inside it, and vice versa
* Sigil spells are now affected by potency modifiers
* Blast upgrades now affect various spells that weren't affected by them before
* Firestorm has been renamed to fire breath (any references to the old firestorm spell in existing worlds will change to fire breath)
* Fireball and greater fireball have had their fireballs replaced with custom ones because the vanilla ones are useless - you can optionally replace all fireballs in the game with these if you prefer them
* Phase step now allows teleportation through floors and ceilings, and also works as a short-distance teleport that does not require the caster to be looking at a block, unlike blink
* Summoned silverfish now have a limit to the number of 'generations' that can happen, preventing them from multiplying indefinitely - this fixes issue #143
* Flame ray and fire breath now support duration modifiers, in the same way as ignite
* Life drain's healing power has been nerfed slightly, but now scales with potency modifiers
* Wall of frost now freezes mobs solid if they are caught in its blast
* Wall of frost now uses frosted ice instead of ice statue blocks, eliminating the large number of tile entities, resulting in improved performance
* Wall of frost now supports duration modifiers, which will increase the time before the ice breaks
* Lightning hammer now deals damage to entities on a direct hit
* Phoenixes now spawn in mid-air instead of on the ground
* Banish's teleportation radius is now affected by blast modifiers instead of range modifiers. The range of the actual spell shot is still affected by range modifiers.
* Light is now affected by range modifiers
* Greater fireball and growth aura are now affected by blast modifiers
* Glide and flight are now affected by potency modifiers, which in both cases increase flight speed
* Intimidate is now affected by potency modifiers, which increase the distance mobs will run away
* Whirlwind is now affected by potency modifiers, which increase the repulsion speed
* Ice spikes can now be summoned on walls and ceilings
* Ice charge now spawns ice shards with greater velocity
* Diamondflesh now gives resistance IV instead of resistance V
* The code now allows wizards to cast most master spells, but only wizards spawned from shrines will actually do so naturally - but you can make any wizard cast master spells by right-clicking them with a master spell book in creative mode (at your own risk!)
* All spells now respect the mobGriefing gamerule
# All spells no longer hit entities that are in the process of dying
# Transience now prevents all damage except being out of the world, as was originally intended - you can now jump off a cliff and land unharmed under its effects
# Spirit wolves now spawn with a full 40 health instead of 8 (the value for untamed wolves, which was incorrectly used in previous versions)
# Decoy now has a greater chance to trick mobs the higher the potency, as it should (it was less before... my bad!)
# Pocket furnace no longer smelts weapons, tools or armour, fixing issue #115
# Fixed issue #30, where Potion Core (or any other mod that modifies vanilla invulnerability timers) would cause continuous spells to deal damage in very quick succession in certain cases - the config-based workaround should no longer be necessary
# Fixed issue #69, where discover spells would (sometimes?) reset client-side on player death
# Fixed issue #137, where summoned iron golems would behave like village ones instead of player-built ones
# Fixed issue #150, where lightning hammer caused a crash with LordCraft installed
The Wizard's Handbook:
+ Added a movable bookmark to The Wizard's Handbook
+ Added more images to The Wizard's Handbook
+ The Wizard's Handbook now adds pages as and when you discover the relevant item, location or thing, so that new players don't have a huge wall of text to start off with (and to encourage you people to actually read the thing!)
+ Added a (client-side) config option to switch this behaviour off for the wizardry veterans out there
+ Added a config option controlling whether wizardry's books pause the game when opened in singleplayer, fixing issue #126
* The Wizard's Handbook is now defined in a JSON file, allowing for much more flexibility in its structure and formatting - it now supports:
> Inline and animated crafting recipes, which are loaded dynamically from defined recipe JSON files
> Inline images with captions > Customisable text colours
> Inline hyperlinks to sections of the book and external websites
> Customisable contents lists, complete with automatically-generated hyperlinks
> Advancement triggers for book sections
* Updated and reorganised the information in The Wizard's Handbook
# As a result of the changes, text now wraps properly regardless of the font, language or book contents, fixing issue #58
# Fixed issue #145, where the handbook background was coloured if the GL colour was not set to white by whatever was drawn before it
Mod Integration / Compatibility:
+ Added Baubles integration for the new artefacts - if Baubles is installed, they are active when worn in the appropriate Baubles slot, otherwise they are active when on the hotbar (and are limited to the same number as the Baubles slots would allow)
+ Added Antique Atlas integration for wizard towers and the two new structures, shrines and obelisks - each has its own dedicated marker type, and by default global markers will be added as the structures are generated
+ Added mod integration options to the config file
# Added the damage safety checker, fixing issues #72 and #89 - this system allows wizardry to detect an imminent crash before it happens and divert the damage to prevent it
# Fixed issue #125, a crash with the Applied Energistics 2 terminal
# Fixed issues #66 and #153, an exploit where wands and armour could be refilled with mana using item repair methods from other mods
Technical/Commands:
+ Added support for positional spell casting using commands, meaning players and command blocks can cast spells at any location as if there was a dispenser there
+ Spells now each have their own JSON file located under assets/ebwizardry/spells, which defines the spell's base attributes and where it can appear and be used - this means they can now be tweaked using resource packs
> On a server, you'll need to modify the jar in the same way you would for recipes or advancements - but the changes will be sent to clients automatically
+ Added proper advancement triggers, meaning you can make custom advancements for certain actions in wizardry including spell casting, spell discovery and arcane workbench use
* Continuous spells cast via commands now last for a certain duration which may be specified in the command, or left as the default 5 seconds, similar to the /effect command
* Assigning spells to wizards via right-clicking in creative now displays a chat readout
* Increased the config limit for player/NPC damage scaling from 20 to 255
* Wizardry's commands now respect the sendCommandFeedback gamerule (with the exception of /allies, since that's all it does)
# Eliminated several ArrayIndexOutOfBoundsExceptions caused by wand NBT in commands
Miscellaneous:
+ Ice wraiths now occasionally spawn at night in tundra, ice spikes and ice mountains biomes
+ Lightning wraiths now occasionally spawn in any biome during thunderstorms
+ Added config options to control mob spawning
+ Added a config option for changing the items required to buy items from wizards, useful if, for example, your modpack has a currency item such as coins
+ Added Korean translations, thanks to rewi_wire and shejery
+ Added French translations, thanks to Hahdrim
+ Added Brazilian Portugese translations, thanks to lorrampi
* The ally designation system now takes tamed creatures into account, including those from other mods (assuming they use the vanilla system): creatures tamed by you or an ally will not be targeted by your spells, even when you are not logged in
* Due to internal changes (namely that they now implement IEntityOwnable), other mods should now recognise that your summoned creatures and constructs belong to you - actual effects will vary between mods
* The friendly fire config option now has four settings: All (allow all friendly fire), Only players (prevent friendly fire on creatures summoned/tamed by you or an ally, but allow it on allied players), Only minions/pets (prevent friendly fire on players, but allow it on creatures summoned/tamed by you or an ally), and None (prevent all friendly fire)
* The minion revenge targeting config option now works on everything the ADS works on, so your pets, your friends and their pets will now be completely safe if it is disabled
* Wizard trades are a bit less expensive now, and diamonds have been removed from the potential items bought
* Reorganised wizardry's advancements, added some new ones and removed some old ones
* Updated Russian translations, thanks to kellixon
* Reorganised and improved the config file and GUI
* Polar bears are now immune to frost damage
# Binding the next/previous spell keys to mouse buttons finally works properly - gaming mouse users, rejoice!
# Fixed issue #116, where the server would freeze when it received an invalid arcane workbench packet (this now prints a warning instead)
# Squashed a load of other little bugs
Internal/Development:
+ Improved API support for adding new elements
+ Improved API support for adding new tiers, you'll probably need to do some of the legwork yourself though
+ Added the ISpellCastingItem interface, allowing custom spellcasting items to be defined without needing to extend ItemWand
+ Added the IManaStoringItem interface, allowing custom implementations of mana storage (such as NBT)
+ Added a spell data system to WizardData which allows data of any type to be stored in it. This is done by specifying a key which is an IVariable<T>, where T is the type of data you want to store. The system also allows automatic saving to NBT through supplied converter functions, see IStoredVariable. There are a number of static methods for generating keys for primitives and other common data types in StoredVariable. The system is completely optional, so you may well not even need to use it.
* Reorganised some of the packages
* Moved a lot of methods around in an effort to improve code navigability and separation of concerns. There shouldn't be too many external changes, but some helper methods may be somewhere different to before (notably: raytracing, NBT helpers and the ally designation system).
* Significantly refactored the structure and hierarchy of the spell classes, introducing a set of standardised superclasses for similar types of spells. These changes should be backwards-compatible except for a few minor tweaks/name changes, though these are insignificant compared to the changes required as part of the spell JSON system - HOWEVER, it is highly recommended that spell classes are converted over to extend the appropriate superclass wherever possible. This will likely result in deletion of a lot of copied code.
* Introduced spell properties, which are the code representation of the base_properties object in the new spell JSON files. You'll need to make JSON files for all your spells and plug in their tier, element, cost, etc. (I have a code snippet that generates the standard stuff for you, give me a shout). The more involved part is taking the hardcoded constants ('properties') out of your spells and moving them over to the JSON file so that users can change them. Your spells will still work without doing this, so which things you choose to give users control over is up to you. See my spell classes for examples.
* Decoupled spell metadata from the numbers used in packets. This fixes a problem where removing a spell from a world (perhaps by uninstalling a spell pack) would result in the game crashing when trying to sync spell glyph data. Spells now have a network ID which must be used for packets, see Spell#networkID() and Spell#byNetworkID(int). For clarity, the Spell#id() and Spell#get(int) methods have been renamed to metadata() and byMetadata() respectively. N.B. Spell metadata is likely to be phased out in future updates in preparation for 1.13 and the flattening, network IDs are the first step towards that.
* Rewrote the particle system, pretty much from the ground up. Wizardry particles must now be spawned using the particle builder - see electroblob.wizardry.util.ParticleBuilder for more details. It's pretty self-explanatory though, this isn't a difficult change to make. You can even add your own particles to this system!
* Improvements and changes to spell casting events and modifiers to accommodate dispenser casting, including proper support for cooldown modifiers and integration of cost into the modifiers system - fixing issue #140
* Allies are now stored as UUIDs, as are owners of summoned creatures and constructs, which now also implement IEntityOwnable. The ally system has been tweaked accordingly and there are a few extra helper methods for it, see electroblob.wizardry.util.AllyDesignationSystem for details. This change fixes issue #113 and possibly #21.
+ Added Chinese translations, courtesy of ZHENGLOC and dragon-evol
# Fixed issue #56, where the console would sometimes be spammed with the message "A mod has called ItemScroll#getItemStackDisplayName from the server side. Using thedeprecated server-side translation methods as a fallback."
# Fixed issue #64, where the ice age spell would incorrectly place snow on top of flowing water
# Fixed issue #70, where the server would crash in certain cases when executing the /allies command
# Fixed issue #71, where the server would crash when trying to write packet data for a projectile whose caster had logged out or otherwise been lost
# Fixed issue #73, where the game would crash with an OutOfMemoryError when trying to generate a wizard tower if there were no blocks beneath all or part of the foundations (usually in void or sky island worlds)
# Fixed issue #81 courtesy of HellFirePvP, where imbuement spells combined with a resplendent prism from Astral Sorcery resulted in an exploit allowing infinite enchantment levels to be obtained
# Fixed issue #90 (also known as issue #80, #91, #97 and #98), an ArrayIndexOutOfBoundsException crash related to wand NBT data
# Fixed issue #93, where wizards under the ice shroud effect would cause a crash when fed into a mob masher from mob grinding utils
# Fixed issue #96, where the arcane workbench GUI did not have a dark tint over the background like the other GUIs
# Fixed an issue where the spell switching would behave inconsistently when the next/previous spell keys were bound to mouse buttons (may be related to issue #79)
# Light no longer appears to grow indefinitely when the block fails to disappear; this reduces the effects of issue #101 but does not fix it
# Added an optimisation which prevents unnecessary key press packets
+ Added a smelting recipe for crystal ore, resolving issue #43
+ Crystal ore now drops 1-4 experience when mined
+ Legendary wizard armour now grants +2 armour toughness per piece, like diamond armour
+ Added a mind control targets blacklist option to the config, resolving issue #39
+ Added an evil wizard spawn dimensions config option and restricted their spawning to 1 per chunk, resolving issue #26 - by default, evil wizards now only spawn in the overworld
+ Tab-completion for spell names in commands now works without having to specify the modid
* Reorganised the config file and config GUI
* Non-evil wizards' minions will no longer attack players unless the player in question has angered the wizard
* Converted all non-dynamic crafting recipes to JSON
# Told wizards to behave themselves and stop pretending to be villagers
# Told petrified creatures not to be scared of the moonlight, they now break out at night as intended
# Fixed issue #12, an issue with GL state changes
# Fixed issue #18, where there were two recipes for converting crystal blocks to crystals, one of which was incorrect
# Fixed issue #20, where the arcane workbench did not drop its inventory items correctly when broken
# Fixed issue #23, where stones of transportation did not drop when unsupported
# Fixed issue #31, where the game would crash when entities were added to immunity lists
# Fixed issue #32, where the elements tag of the random_spell loot function caused a crash
# Fixed issue #36, where the game would crash when opening the wizard's handbook if wizardry's keybindings were set to mouse buttons
# Fixed issue #37, where spirit horses and wolves (though the latter was unnoticeable) incorrectly used the loot tables for regular horses and wolves
# Fixed issue #38, where wizards' names would show up incorrectly in certain places
# Fixed issue #40, where sigils (and various other entities) would behave incorrectly if they could not retrieve their caster, for instance if their caster logged out or after a server reboot
# Fixed issue #41, where some death messages not translated properly
# Fixed a related bug in where death messages would display upon death of a minion as a result of it having a custom name tag
# Fixed issue #42, where throwable projectiles would hit their thrower when aimed at an entity at close range
# Fixed issue #44, where wizard armour would behave weirdly in various ways
# Fixed issue #46, a rendering issue that occurred with Conquest Reforged installed
# Fixed issue #47, a rendering issue that occurred with Stellar API installed
# Fixed issue #48, where the arcane tinkering advancement would be granted incorrectly
- Removed the crafting recipe config options; use the recipe JSON files to modify recipes
* Mobs attacked by summoned creatures now revenge-target the summoned creature instead of its summoner
# Fixed issue #13, where the game would sometimes crash when wizards cast life drain or flame ray
# Fixed issue #14, where the spell cooldown bar remained at the bottom of the screen when the rest of the HUD was at the top
# Fixed a crash in the creative tab sorter with HQM installed
^ Updated to Minecraft 1.12.2
* Changed the mod ID from 'wizardry' to 'ebwizardry' to avoid conflict with Escapee's wizardry mod
* Replaced achievements with advancements; these may be restructured in the near future to fit better with the advancement system
* Moved crafting recipes over to JSON format; note that mana flask charging recipes are dynamic (like vanilla repair recipes) and are therefore not editable
# Fixed spell book to crystal wizard trades
^ Updated to Minecraft 1.11.2
* Updated Russian translations, courtesy of VilagVil
* Metamorphosis now supports husks and strays, skeletons now cycle through the three different variants (sneak-cast to reverse), and the spell also works on skeleton minions (yes, you can now have wither skeleton archers shooting fire arrows for you!)
* Changed the transportation stone item from a 3D block model to a 2D texture, so it isn't off the bottom of the screen when holding it
# Many bugfixes, too numerous to list here (see the GitHub repository for a full history of changes)
# Fixed sparkle particles not being animated (this was accidentally disabled when testing a new feature)
# Fixed inability to upgrade non-elemental wands using tomes of arcana
# Fixed curseforge issue #28, where keybinds would be reset on game launch
# Fixed curseforge issue #30, where the game would crash when casting mind control on a mob that already had the mind trick status effect
* Did some internal refactoring in preparation for updating to Minecraft 1.11 and 1.12
* Finished implementing various API features and code improvements
* Spell modifiers in the /cast command now use NBT format, for example {damage:1.5, range:2}
* Changed all the keys in all the lang files to lowercase with underscores, and prepended wizardry's mod id to most of them - this should eliminate naming conflicts
* Wizardry's entity ids (as used in commands) are now all lowercase with underscores (for example, lightning_wraith) - this fixes the problems caused by having spaces in the names
* As a result of the internal changes, some items changed their ids (for example, wand_basic is now magic_wand) - the model files have been renamed accordingly, and existing saves will be remapped automatically
# Fixed some wizard tower generation issues (namely, door orientation and a lack of torches or chests)
# Fixed the rendering of shields
# Fixed the spectral bow animation
# Fixed the clairvoyance spell
# Fixed a bug where many spells would not play their sounds when cast using commands
# Fixed a bug where some spells would appear to cast twice when using a scroll
# Fixed a bug where modifiers in the /cast command did nothing for non-continuous spells
# Fixed a bug where wizardry's timed enchantments appeared on enchanted books in dungeon chests
# Fixed a bug where the random_spell loot function would generate incorrect warning messages
# Fixed a bug where the [Empty Slot] spell book would occasionally generate with the default loot tables; this should only happen when a lot of spells are disabled in the config
# Fixed a bug where spells that were disabled in the config could still be cast using commands
# Fixed issue #7 (from 1.7.10), where revenge effects could cause an infinite loop if two players used them on each other at the same time
# Fixed issue #12, a crash related to loot tables
# Fixed issue #25, where some continuous spells would keep resetting on the client side, causing them to be ineffective
# Fixed issue #26, a crash related to the mind control spell
^ Updated to Minecraft 1.10.2
^ Updated to Java 8
+ Added special loot table functions specific to wizardry; details will be added to the documentation
+ Added the block breaking animation when breaking petrified creatures (this wasn't possible in 1.7.10)
* Converted wizardry's loot for chests and mobs to use the loot table system; the rarities of all the items are approximately the same
* Wizardry loot now also spawns in igloo chests
* Wands can now be used in the offhand
* Conjuration spells now conjure their item in the main hand if the wand is in the offhand and the main hand is empty
* Priority for mana siphoning, imbuement spells and identification is now main hand > offhand > hotbar left-to-right
* As a result of the rewrite of summoned creatures, many continuous spells can now be cast by wizards
* Evil wizards now make witch sounds, but at a lower pitch
* Glide and flight now use the elytra 'whoosh' sound (flight still has the flapping sound, but glide doesn't)
- Removed all ID config options since they are no longer necessary in Minecraft 1.10.2
^ Updated to Java 8
+ Added Spanish and Mexican Spanish translations, courtesy of MadWrist
* Updated a few textures that were changed in the 1.10.2 beta
# Fixed issue #10, where the game would crash with ForgeEssentials installed
# Fixed issue #11, where the game would crash when a storm elemental without an owner shot a lightning disc
# Fixed a bug where the game would occasionally crash when an evil wizard was killed
# Fixed a bug where the game would crash on player initialisation
# Fixed a bug where a 'ghost' slot appeared above and to the left of the arcane workbench at smaller GUI scales
# Fixed a crash when opening the arcane workbench on a dedicated server
# Fixed a bug where the client was not updated when discovering certain spells, causing the spell to appear to remain undiscovered until world reload or re-log
# Fixed a bug where petrified creatures were not rendering, and improved the efficiency of the rendering code as a result
Key:
^ Version changes
+ Added features
* Changed features
# Bugfixes
- Removed features
^ Updated to use Forge build 1.7.10-10.13.4.1558
+ Added evil wizards who generate in their own towers and rarely spawn at night, like witches. They won't trade with you; instead they will attack you if you get too close. Oh, and they drop cool items if you kill them.
+ Added chests to the towers of evil wizards, filled with magical loot!
+ Added 30 new spells
+ Added wand attunement upgrades
+ Added more achievements
+ Holding shift and scrolling whilst holding a wand will now cycle through the spells
+ Using bonemeal on a grass block now has a chance to grow crystal flowers
+ Added the ally designation system: right-click a player with a wand whilst sneaking to designate them as an ally. Right-click them again to remove them from your designated allies. Also supports the vanilla scoreboard system; players on your team automatically count as your allies.
+ Added discovery mode: if enabled in the config (enabled by default), newly discovered spells will be unreadable until you cast them
+ Added scrolls of identification
+ Telekinesis can now be used to disarm players, and wizards can now use it on players to do just that
+ Added the /cast, /ally, /allies and /discoverspell commands
+ Whilst holding a wand, sneak-right-clicking a summoned creature now allows you to control what it attacks
+ Right-clicking a wizard with a spell book while in creative mode will replace one of the wizard's spells with that spell, provided they can cast it - this was mainly for development purposes, but it has been left in for you to play around with
+ Added a config option to prevent players from disarming each other using telekinesis
+ Added config options for global damage scaling of spells cast by players and by NPCs
+ Added a config option to enable/disable friendly fire; if disabled no spells will damage or negatively affect your allies in any way. Personally I think this is unbalanced, but it's there if you want it.
+ Added a config option to whitelist or blacklist mobs that summoned creatures or wizards can attack
+ Added a config option to turn spell discovery on or off
+ Added a config option to change the multiplier limit for the /cast command (use with caution!)
+ Added config options for making mobs immune to different types of magic
+ Summoned creatures' name tags now support localisations
+ Added localisations for the config option descriptions in the config gui
+ Added localisations for the key descriptions in the controls menu
* Allies can enter your forcefield
* Any spells you cast that have a lightning chaining effect will not chain to your allies
* Spells that seek their target will not seek your allies; however, if an ally is directly in the way they will still take damage as normal
* Allies won't trigger your traps
* Creatures you mind control will ignore your allies
* Summoned creatures will now attack other players, unless that player is an ally of the player that summoned them (spirit wolves are unchanged; they still behave like regular wolves)
* Mobs killed by a creature you summoned will now behave as if you killed them directly, dropping xp and rare drops, and granting siphon mana
* Summoned creatures will now attack wizards
* Wizards can now use many of the summoning spells
* Wizards can now use various other spells they couldn't use before, including mind control and wither skull
* Wizards will no longer cast spells which grant potion effects if they already have that potion effect
* Wizards can no longer cast forcefield or ring of fire when they are inside one
* Wizards now have wands powerful enough for the spells they spawn with
* Wizards and summoned creatures will now attack slimes and magma cubes
* Wizards will attack you if you damage their tower
* Wizards will no longer trade with you if you attack them or damage their tower
* Ice spells no longer affect ice creatures (namely snow golem, ice wraith and ice giant)
* Lightning spells no longer affect lightning creatures (namely lightning wraith and storm elemental)
* Withering spells no longer affect shadow wraiths
* Damage dealt by blast spells is now reduced by the blast protection enchantment
* Damage dealt by projectile spells is now reduced by the projectile protection enchantment
* Mind control is now a potion effect which lasts for a set duration, so mind controlled creatures will keep attacking mobs until it wears off
* Mind control no longer works on boss mobs like the enderdragon or intelligent mobs like wizards
* Some spells now display a chat message if a creature resists them
* Petrify now extinguishes targets if they are on fire
* Petrified creatures no longer break out at sunset; instead they have a chance to break out which increases the lower the light level (above light level 7 the chance is 0, so you can keep a mob petrified forever with torches!)
* Petrified creatures are now the shape of that creature with armour and held items, rather than just being blocks of stone
* The player must now be sneaking in order to dispel a spirit wolf by right-clicking it with a wand; this brings it in line with the spirit horse behaviour
* Arrow rain is now better centred on the position aimed at
* Nerfed black hole damage by 33%
* Glide is now 33% slower
* Adjusted the mana cost of a few spells (quite a few advanced spells are now cheaper)
* Moved things around in the arcane workbench GUI to allow for the new attunement upgrades, and changed the appearance slightly to make it look nicer
* The wand upgrades displayed in the arcane workbench GUI are now interactive, showing tooltips when hovered over with the mouse
* Sigils are now invisible to players except for the caster and their allies (they can still be seen by the particles if you look closely)
* Spectral bow now zooms in like a regular bow
* Overhauled the wizard tower generation code, resulting in huge efficiency improvements
* Wizard towers now obey the generate structures world creation option
* Wizard towers now change some of their materials depending on the biome
* Wizard towers now generate in several different shapes
* Wizard towers are sometimes flipped so the staircase goes clockwise, for a bit more variety, along with their usual randomised orientation
* Spell books are now more common in chests
* Wands are now less common in chests
* Magic crystals are now slightly more common in chests
* Overhauled some of the code in the base spell class, mostly related to RNG and generation. This was necessary for some of the other fixes.
* Overhauled the code for the spirit horse; spirit horses can now jump like regular horses
* Optimised the sending of spell packets
* Tidied up the code related to wand NBT, making it all a lot neater and less prone to errors
* Altered the way spell IDs are assigned internally, meaning existing spell books and scrolls won't change when the mod is updated; this now means the spell books in the creative tab are not necessarily in metadata order
* Crystal flowers now spawn fewer particles
* Firebombs and poison bombs now spawn more particles
* Phoenix flames are now bigger
* Ice giants have a new model and texture
* Changed the potion effect icon textures
* Some particle effects have new textures
* Tornado particles now look like the surrounding blocks (grass, sand, water, etc.), and tornadoes that pass over lava will now set mobs on fire
* Range upgrades have a new texture
* Updated a few spell icons
* Updated a few spell descriptions
* Updated The Wizard's Handbook
* The ids in the config menu now have their own page
# Fixed a bug where only spells that had been discovered could be bound to scrolls in creative mode
# Fixed a bug where certain entities would appear to catch fire when in lava or fire that shouldn't do so
# Fixed a bug where blast upgrades did not count towards the total upgrade limit for a wand
# Fixed a bug where the doors of wizard towers would not always generate properly
# Fixed a bug where wizard towers would hardly ever generate in deserts
# Fixed a bug where wizards sometimes spawned with spells they couldn't cast; as a result they now sometimes cast spells that are not from their element
# Wizards no longer run away from zombies
# Lightning hammers no longer get moved by flowing water
# Ice age now freezes lava into obsidian and cobblestone as it is supposed to
# Growth aura now grows grass and flowers as it is supposed to
# Phoenix rubber-banding seems to have fixed itself!
# Ignite no longer spawns particles inside the player's head
# Fixed a bug where firebombs and poison bombs thrown from their items did not spawn particles
# Fixed a bug with the sound for firestorm
# Tornado now uses a moving sound like meteor and lightning hammer
# Fixed a bug with the bounding box for ice giants; their name plate now renders in the correct position above their head
# Fixed issue #3, where an error report would appear in the console on world load, despite no crash or visible error occurring
# Fixed a bug causing the dedicated server to crash when arrow rain was cast
# Fixed issue #6, where the dedicated server would crash when casting the replenish hunger spell
# Fixed a bug where the config file used translated names, causing multiple options to be added for different languages
# Some other minor bugfixes
- Fireskin and ice shroud no longer affect attacks; this ability overlapped too much with flaming weapon and freezing weapon. The mana cost of these spells has been significantly reduced to compensate.