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Releases: Sablednah/LegendQuest-ReForged

LegendQuest ReForged 2.2.1

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@Sablednah Sablednah released this 26 Aug 22:50

LegendQuest now runs on three Minecraft versions. Same mod, same features — pick the jar matching your server.

Which jar

Jar Minecraft NeoForge
legendquest-2.2.1.jar 1.21.11 21.11.42+
legendquest-2.2.1+mc26.1.2.jar 26.1.2 26.1.2.95+
legendquest-2.2.1+mc26.2.jar 26.2 26.2.0.59+

The Minecraft version is in the filename because all three carry the same mod version and would otherwise be indistinguishable sitting in a mods folder. Each jar's declared range is exclusive, so if you take the wrong one it refuses to load rather than misbehaving quietly.

Both 26.x builds were play-tested, not just compiled: skills, loadouts, classes, the handbook and character panel, nameplates, and the floating combat numbers.

Fixed

The nameplate stayed above a player's corpse after they died. A dead player stays in the player list until they click respawn, so the plate carried on tracking the body — a name badge hovering over a corpse, reading as "here I am, fine" at the exact moment neither was true. It now disappears on death and comes back on respawn.

This has been present since nameplates shipped in 2.1.0, on every version, so it is the reason to update even if you are staying on 1.21.11.

Added

A square icon for the mod list. Minecraft 26.2 reshaped that list and asks for a small square icon beside the mod's name; without one, LegendQuest was the only row in the list with nothing there. 26.2 also gained a separate wide banner for the info panel. Earlier versions are unaffected and still show the logo they always did.

Upgrading

Drop-in over 2.2.0. Characters, worlds and configs carry across untouched.

The genre packs are unchanged since 2.2.0 — if you already have them, you do not need to download them again.

Downloads

File What it is
legendquest-2.2.1.jar The mod for Minecraft 1.21.11. Put it in mods/ on the server.
legendquest-2.2.1+mc26.1.2.jar The mod for Minecraft 26.1.2.
legendquest-2.2.1+mc26.2.jar The mod for Minecraft 26.2.
legendquest-apocalypse.zip The Wasteland — a complete post-apocalyptic setting. Drop it in <world>/datapacks/.
legendquest-scifi.zip Cold Frontier — a complete sci-fi setting. Drop it in <world>/datapacks/.
examplepack-1.0.0.jar Optional worked example of a skill-pack mod. Server and every modded client.

Vanilla clients can still join and play the whole game on any of the three.

Full history in CHANGELOG.md.

LegendQuest ReForged 2.2.0

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@Sablednah Sablednah released this 24 Aug 22:37

The titles release. 2.1.0 added class ranks; this is the release where you can actually see them.

Every class in both genre packs has ranks now

2.1.0 shipped titles with no pack content using them — 8 of 9 built-in classes had a chain, and none of the 36 pack classes did. So on a Wasteland or Cold Frontier server the feature existed and was completely invisible.

All 34 now have five bands, at levels 1, 25, 50, 100 and 140, tiered so a specialisation ends grander than the base it grew from. A Wasteland Veteran runs Still Here → Old Hand → Veteran → Grizzled → Legend.

A few land the class's own joke where it belongs. The Cold Frontier Engineer finishes on Realist"Miracle worker, per the Captain. 'Realist', per the Engineer." The Pathjumper tops out as Prototype, which is what its description already called it.

Drifter and Crewman stay untitled, as Citizen does. They are the default classes, so no title reliably means "has not chosen a role yet" rather than being ambiguous with "has not earned one".

Titles show on the nameplate by default

The shipped nameplate format contained neither {title} nor {epithet}, so without the optional Standards integration a title had nowhere to appear.

It is now appended through nameplate.suffix, which was previously empty — so this is additive and no existing plate changes shape. Gold, matching what Standards already puts on a title in chat, so a Knight reads the same on both surfaces. A level 50 Fighter's plate reads [Human Fighter | Lvl 50] Knight, with the rank in gold.

Existing servers pick this up automatically. messages.yml only pins the keys it actually contains, and any file generated before 2.1.0 has no nameplate.* entries at all. The one exception: if your messages.yml was created fresh under 2.1.0 it will have nameplate.suffix: "" pinned — delete that line to get the new default.

Switching class no longer looks like losing your character

Changing main class drops your level, max health, title and skills to the new class's level 0 in the same instant. Nothing is lost — class XP is banked per class and nothing ever clears a bank — but it reads exactly like a wiped character, and until now nothing said otherwise.

It now tells you, at the moment the bar drops: "Your Fighter is kept at Level 60 — /lq class choose legendquest:fighter goes back to it."

Sub-class changes stay silent, since they do not move your level.

Also

  • A nameplate line that resolves to nothing but colour codes is no longer drawn. A format ending in {title} previously left a dangling code for anyone below their first band — invisible, but it would have caught out any owner writing {title} into their own format.
  • displayURL now points at sablecraft.co.uk/legendquest-reforged rather than the repository. It is the link in the mods list, and people who click it want to know what the mod does; the issue tracker still goes straight to GitHub.

Upgrading

Drop-in over 2.1.0. Characters, worlds and configs carry across untouched.

If you run the genre packs, take the new pack zip as well as the jar — the titles live in the pack data, so the jar alone will not give your players ranks.

Downloads

File What it is
legendquest-2.2.0.jar The mod. Put it in mods/ on the server.
legendquest-apocalypse.zip The Wasteland — a complete post-apocalyptic setting, now with ranks. Drop it in <world>/datapacks/.
legendquest-scifi.zip Cold Frontier — a complete sci-fi setting, now with ranks. Drop it in <world>/datapacks/.
examplepack-1.0.0.jar Optional worked example of a skill-pack mod, adding custom skill effect types. Server and every modded client.

Requires

NeoForge 21.11.42+ on Minecraft 1.21.11.

Vanilla clients can still join and play the whole game, titles and nameplates included — which is why the nameplate is a display entity rather than a client-side overlay.

Full history in CHANGELOG.md.

LegendQuest ReForged 2.1.0

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@Sablednah Sablednah released this 22 Aug 19:40

Party chat and nameplates — and a fix worth updating for on its own.

Update for this even if you skip the features

Race and class bonuses were lost on death. Max health and speed are applied as transient attribute modifiers, and respawning builds a new player entity that copies base values but not those modifiers. So a Dwarf Fighter with 57 max health respawned on vanilla 20 and stayed there until they logged out and back in — every death, quietly, since 2.0.0.

It reads as "the mod is a bit buggy" rather than as a bug anyone can point at, which is exactly why it lasted. Bonuses are now restored during the respawn itself, before the client is told anything, so the bar is simply correct rather than visibly corrected. Dimension changes get the same repair.

Nameplates

Character info floats above each player's head — by default [Race Class | Lvl N].

The wording lives in messages.yml as nameplate.prefix and nameplate.suffix, so it re-themes along with the rest of your vocabulary. Placeholders: {name} {race} {class} {sub_class} {level} {karma} {title} {epithet}. Players can hide their own with /lq nameplate off.

It is a text display entity, which an unmodded client renders because it is an ordinary vanilla entity. It occupies only the space above the head — chat, the tab list and /list are untouched — and it does not take the scoreboard team slot, so it does not compete with LuckPerms, FTB Ranks or any chat-prefix mod for a player's team.

Classes can now name their ranks by level (titles: Squire → Man-at-Arms → Knight → Champion → Lord), and karma earns an epithet — "the good", "the saintly", "the diabolic".

Party chat

/pc <message> talks to your party alone. /pc on its own toggles capture, after which everything you type goes to the party until you switch it off — typing /pc before every line is fine for a remark and miserable for a conversation.

The way this feature hurts someone is being on when they have forgotten it, so: it will not switch on without a party, it names the way out in the same breath as confirming it, and it clears itself if the party goes away.

Operators can listen in, but only deliberately. The legendquest.party.spy permission defaults to false even for operators, and there is a per-player toggle on top of that — two locks, because an operator who chooses to listen is a different thing to players than one who cannot avoid hearing. A listener's copy names which party is speaking; a member's copy does not. Party chat is echoed to the server log, because a channel that never reaches the log cannot be moderated afterwards.

/ignore deliberately does not reach party chat. A party is small, opt-in, and has a leader with a kick command — the better remedy already exists.

Also fixed

  • Colour codes reached consoles and RCON as raw section signs. Command output carried the codes inside the text, which renders correctly in game and hands §7CHR: §f14 §8(+2) to anything that is not a client. They are real component styles now, so the console, the log and any admin tool read plain sentences. In-game appearance is unchanged.
  • An ampersand in ordinary text no longer eats the character after it — "Tom & Jerry" survives as written.
  • Format codes in player-typed text are stripped rather than honoured, which closes an impersonation route: &r plus a plausible prefix could dress a player's words up as a server message.

Optional: Standards integration

With Standards installed, class titles and karma epithets decorate chat, and party lines wear the same name as public chat — including tags contributed by other mods, since it reads the shared registry rather than its own fields. Party chat routes through Standards' chat seam, so a muted player cannot talk to their party either.

Standards is entirely optional. Without it, party chat and nameplates work exactly as described above.

Downloads

File What it is
legendquest-2.1.0.jar The mod. Put it in mods/ on the server.
legendquest-apocalypse.zip The Wasteland — a complete post-apocalyptic setting. Drop it in <world>/datapacks/.
legendquest-scifi.zip Cold Frontier — a complete sci-fi setting. Drop it in <world>/datapacks/.
examplepack-1.0.0.jar Optional worked example of a skill-pack mod, adding custom skill effect types. Server and every modded client.

The pack zips and the example pack are unchanged from 2.0.0 and are re-attached so one download page has everything.

Requires

NeoForge 21.11.42+ on Minecraft 1.21.11.

Vanilla clients can still join and play the whole game — including the nameplate, which is why it is a display entity and not a client-side overlay.

Full history in CHANGELOG.md.

LegendQuest ReForged 2.0.1

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@Sablednah Sablednah released this 18 Aug 21:40

A small fix release. Everything in 2.0.0 applies — this is the recommended download.

Fixed

  • Handbook class pages ignored the server's vocabulary for mana. The mana bonus was labelled "Mana" no matter what the server called it, so under the Cold Frontier pack a Species page read "Charge 10" while a Profession page read "Mana +15" — the re-theming leaking in exactly the place a reader compares two pages. Every label on that line now goes through the vocabulary system.
  • Regen and Speed on class pages are now translatable too (hb.regen, hb.speed); they had been hardcoded English.
  • The same line opened with a stray · separator when a class had no health modifier.

Race pages were always correct — only the class path was affected. Servers running the built-in fantasy content saw no visible problem, since there the word genuinely is "Mana".

Downloads

File What it is
legendquest-2.0.1.jar The mod. Put it in mods/ on the server.
legendquest-apocalypse.zip The Wasteland — a complete post-apocalyptic setting. Drop it in <world>/datapacks/.
legendquest-scifi.zip Cold Frontier — a complete sci-fi setting. Drop it in <world>/datapacks/.
examplepack-1.0.0.jar Optional worked example of a skill-pack mod, adding custom skill effect types. Server and every modded client.

The pack zips and the example pack are unchanged from 2.0.0 and are re-attached here so one download page has everything.

Requires

NeoForge 21.11.42+ on Minecraft 1.21.11.

Full history in CHANGELOG.md.

LegendQuest ReForged 2.0.0

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@Sablednah Sablednah released this 17 Aug 22:17

LegendQuest is an RPG character system for Minecraft: races, classes, skills, feats, karma and progression — all data-driven. This is the first public release, and a complete rewrite of the classic LegendQuest Bukkit plugin for NeoForge 1.21.11.

The mod is server-authoritative. A NeoForge server is required; clients are optional. Vanilla clients can join and play the whole game through chat and the action bar, and a modded client adds the handbook, character panel and HUD on top.

Downloads

File What it is
legendquest-2.0.0.jar The mod. Put it in mods/ on the server.
legendquest-apocalypse.zip The Wasteland — a complete post-apocalyptic setting. Drop it in <world>/datapacks/.
legendquest-scifi.zip Cold Frontier — a complete sci-fi setting. Drop it in <world>/datapacks/.
examplepack-1.0.0.jar Optional worked example of a skill-pack mod, adding custom skill effect types. Server and every modded client.

Highlights

  • Content is data, not code. Races, classes, skills and feats are datapack registries — drop in JSON and the content exists. The same content can be written as YAML in config/legendquest/ instead, and a pack.mcmeta filter lets a pack replace the built-in set rather than only adding to it.
  • Two complete genre packs, included. The Wasteland (8 Archetypes, 20 Roles, 61 skills, 10 Perks) and Cold Frontier (8 Species, 16 Professions, 55 skills, 10 Augments). Cold Frontier is deliberately setting-neutral — retune the vocabulary and the same data plays as space-western, fleet-opera or salvage-horror.
  • Re-theme every word. Around 280 player-facing strings live in messages.yml. Call races "Archetypes", mana "Stamina", karma "Humanity" — the handbook, HUD, commands and messages all follow. Modded clients receive the server's vocabulary on login.
  • Skills are extensible from other mods. A small jar registers its own skill effect types and ships its own content, without touching LegendQuest.
  • An in-game Players Handbook covering races, classes, skills, feats and gear, with a "what it does" block on every skill.
  • Six rolled stats, sub-classes with independent XP banks, a skill-point economy with respec, a five-slot loadout bar, item proficiency per class, karma-gated content, and parties.

Full detail in CHANGELOG.md. Content-authoring schema reference in the README.

Requires

NeoForge 21.11.42+ on Minecraft 1.21.11.

Known limitations

  • Content is frozen at world load, matching vanilla's data-driven registries. Editing YAML or JSON and running /reload will not apply it — restart the server. Ops get a chat notice explaining this.
  • Mining XP can be farmed by placing and re-breaking a block. The values are tuned low enough to make this a poor use of time, but there is no anti-farm machinery yet.
  • Cold Frontier has been boot-verified and reviewed but has had less play-testing than the built-in set and The Wasteland.