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Releases: arconyx/hexchanting

v1.2.0

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@github-actions github-actions released this 20 May 01:32
Immutable release. Only release title and notes can be modified.
558e410

Chestplate Timing Control

You can now control whether the chestplate damage trigger fires before or after the damage is applied to the player.

Before

Before is the old behaviour and remains the default. The hex is triggered and runs before damage is actually applied to the player. This permits tricks like applying a precise amount of absorption.

After

After is the new behaviour. It must be opted-into so as not to break existing hexes. The damage is applied to the player and only then does the hex fire. This prevents simple immortality hexes. The damage passed to the hex is the damage taken after factors like armour and absorption are applied.

Configuration

The behaviour is controlled by a configuration flag in the file hexchanting.properties in your mod configuration directory. Changing this flag will affect all hexes in new and existing worlds. It is technically safe to update this value without creating a new world, however hexes relying on the old triggering behaviour may no longer work as intended.

What's Changed

Full Changelog: v1.1.7...v1.2.0

v1.1.7

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@github-actions github-actions released this 21 Jan 01:21

What's Changed

Full Changelog: v1.1.6...v1.1.7

v1.1.6

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@github-actions github-actions released this 30 Dec 06:01

Translation updates, hot off the press.

What's Changed

Full Changelog: v1.1.5...v1.1.6

v1.1.5

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@arconyx arconyx released this 29 Dec 05:19

This release is identical to 1.1.4 and only exists because 1.1.4 failed to push to Modrinth properly.

v1.1.4

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@arconyx arconyx released this 29 Dec 03:46

End of year cleanup edition. This release tidies up the hex book and bringing some translation changes out of unreleased limbo.

What's Changed

  • Fix zh_cn by @ChuijkYahus in #9
  • en_us hexbook now follows hex book style conventions more closely
  • en_us typo fix

I've also done a bit of tidying on the development side of things. Build outputs are (probably) reproducible now by adventurous souls - if you can't reproduce one, please submit a bug.

Full Changelog: v1.1.3...v1.1.4

v1.1.3

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@arconyx arconyx released this 28 May 23:28
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What's Changed

Full Changelog: v1.1.2...v1.1.3

v1.1.2

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@arconyx arconyx released this 17 Apr 01:13

Fixes

  • Don't double count media in inventory during cost simulation
  • Relax Fabric Language Kotlin dependency, allowing for Quilt compatibility.
  • Move chestplate trigger to earlier in damage application, so absorption doesn't bypass it.

Full Changelog: v1.1.1...v1.1.2

v1.1.1

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@arconyx arconyx released this 07 Apr 02:51

Testing In Production Edition

  • Store arrow media on arrow instead of casting env
  • Arrows can no longer be picked up after being fired
  • Hex book unlocks on the hexcasting:root advancement
  • Arrows push block pos instead of null when hitting a block.

Full Changelog: v1.1.0...v1.1.1

v1.1.0

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@arconyx arconyx released this 31 Mar 02:58

Breaking Changes

  • Armour triggers have been changed. See below.

What's Changed

  • Update zh_cn by @ChuijkYahus in #2
  • Lower imbuing cost
  • Arrows also cast when hitting a block, pushing null to the stack in place of the entity
  • Add mod icon
  • Give armour specialised triggers: On aggro (helmets), on death (leggings), on falling (boots). Chestplates continue to use the on damaged trigger
  • Remove position from the iotas pushed by the chestplate trigger
  • Armour trim support
  • Add missing item tags to tools and swords
  • Display a hexxy tooltip on imbued items.

Full Changelog: v1.0.1...v1.1.0

v1.0.1

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@arconyx arconyx released this 27 Mar 21:25

What's Changed

  • Create zh_cn by @ChuijkYahus in #1
  • Cleanup some logging and documentation

New Contributors

Full Changelog: v1.0.0...v1.0.1