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Releases: defnotean/wildercord
Release list
Wildercord 0.13.0-alpha — Living world
Wildercord 0.13.0-alpha — Living world
Minecraft Java 26.3 · Fabric · Java 25
Install wildercord-0.13.0-alpha+mc26.3.jar on the server and every client, with Fabric API
0.161.0+26.3 and Fabric Loader 0.19.5 or newer. This update adds blocks, items, entities and
packets, so 0.12.x clients must update before joining. Keep only one Wildercord JAR in
mods. The sources JAR is for development.
Back up your worlds first.
New places to find
Each region has its own biome, a building, a resident, a lore route in your journal and a boss.
- Luminous Reedlands: pale banks and Moonreed pools, the Tideward Reedkeeper Landing, the
Drowned Road and the Reed-Crowned Ferryman at the Last Crossing. - Windscar Highlands: the Cairn Lodge and Cairn Keeper, the Paired Cairns and the Glass
Cartographer, joined to the Scout's Last Cairn. - Belowkeeper Hollows: a Listening Station, its Listener, the Empty Bell route and the
Hollow Bell. - Emberwood Reach: a Charcoal Yard, its Kiln Keeper, the Eleven Winters route and the Kiln
Widow.
Also in this release
Wider bounties and escort jobs, inn raids and rooms, hamlets and wandering caravans, ritual
spells, flawed runes, a spell-duel arena, flying, water and burrowing mounts, guilds, covens and
co-op tribulations, ascension past the Twentieth Circle, a codex bestiary and a stats page. The
full list, with every fix, is in the changelog.
Testing and known limits
This build passed the 115 tooling tests and the 14-class native smoke suite on the Windows test
machine. The old 349-class native gate was retired, so a smoke pass is not proof that every
feature works. This is an alpha: report problems on the issue tracker.
Wildercord 0.12.0-alpha — Tempering
Wildercord 0.12.0-alpha — Tempering
Minecraft Java 26.3 · Fabric · Java 25
Install wildercord-0.12.0-alpha+mc26.3.jar on the server and every client, with Fabric API
0.161.0+26.3 and Fabric Loader 0.19.5 or newer. This update adds blocks, items, entities, effects
and packets, so 0.11.x clients must update before joining. Keep only one Wildercord JAR in
mods. The sources JAR is for development.
Back up your worlds first. Saves are re-tempered the first time each player joins: hearts and
auras are measured against the new thresholds, so players can lose circles and aura stages.
Condensed mana and aura experience are kept, so lost circles and stages form again as the player
plays.
Players are no longer gods
- Spells hit for less. Less damage per hit and per cast, less for each point of mana spent,
and a share-out past the third target. A hit's bonuses can multiply a spell by at most 3x
against a creature. Spell power from circles is halved. - Defences don't stack into immunity.
- Lasting Resistance is capped at II. Split-second dodges, like Time Skip, keep their level.
- Aura armour gives 15%, down from 25%.
- Boss and Master spells skip the spell guard.
- A blade guard only takes a quarter off a spell, so Sword Masters no longer erase magic.
Circles and aura take real effort
- About a hundred hours to circle 20: around six hours for circle 5 and twenty-five for
circle 10. - Only a tenth of the mana you spend condenses straight away. The rest condenses only when your
spells hurt hostile creatures. Spell farms mostly stop counting, and the 7th Circle's boss
breakthrough needs you to have truly fought. - Aura stage thresholds are tripled, so Sovereign takes about 45 hours.
- Your aura now shows only while you're using it.
Breakthroughs that matter
- Tribulations. The 5th, 10th, 15th and 20th circles must be won against three to six waves
of tempered Runebound, with a Herald in the last. A win leaves runes and Mana Crystals, and a
Tribulation Scar: one more heart of health for good. - A breakthrough screen shows what the circle gave and opened, and warns you when the next
circle is a tribulation. The great breakthroughs are announced to the server.
The world fights back
- Tempered enemies scale to the strongest player nearby: up to 4x health and 2.5x damage.
- Elites: Swift, Ironhide, Vampiric, Brutal and Splitting.
- Bosses grow with each extra challenger, and the simpler ones enrage at half health.
- Wildercord's monsters spawn twice as often, mostly in packs.
- Frost and Ash Bramblewalkers and Gloomstalkers depend on where they're born.
- Gloomstalker packs are led by Alphas.
Cooking, mounts and a town
- Camp Pot cooking: 21 meals with buffs for the road, plus the Nourished and Focused effects.
- Ridgeback Stag: the first mount. Tame it, saddle it, ride it and breed it.
- Black bobcat: a rare, polar-bear-sized wildcat you can tame with fish.
- Wayfarer Inn town life: a daily bounty board, reputation from Stranger to Honoured, and
three keepers whose stock grows with your standing.- The Inn Cook sells meals and the Camp Pot.
- The Stablemaster sells saddles, horse armour and a Ridgeback Deed.
- The Master's Emissary sells runes, aura shards and a technique scroll.
Fixes
- Name tags always name Wildercord's creatures and keep the name shown.
- In a Sword Master trial, burning, poison, wither and freeze you left on the Master still count
after you step out of the arena.
Updating worlds
Existing chunks are unchanged. Only Wayfarer Inns generated on 0.12 have the bounty board and
keepers. Creatures already in the world aren't tempered: only those that appear from now on are.
Wildercord 0.11.2-alpha — Worldgen crash fix
Wildercord 0.11.2-alpha — Worldgen crash fix
Minecraft Java 26.3 · Fabric · Java 25
Install wildercord-0.11.2-alpha+mc26.3.jar on the server and every client, with Fabric API
0.161.0+26.3 and Fabric Loader 0.19.5 or newer. Server and players should run the same build.
No world changes: 0.11 worlds load as they are. Keep only one Wildercord JAR in mods; the
sources JAR is for development.
Fixes
- Generating new chunks no longer crashes the server when a farm site, such as the walled
orchard, places its sign. The sign's text is now written safely while the chunk is still
being generated. 0.11.1 servers that explore new land should update.
Everything from 0.11.1 (a stronger Cinnamon and the screen fixes) is included.
Wildercord 0.11.1-alpha — A stronger Cinnamon and screen fixes
Wildercord 0.11.1-alpha — A stronger Cinnamon and screen fixes
Minecraft Java 26.3 · Fabric · Java 25
Install wildercord-0.11.1-alpha+mc26.3.jar on the server and every client, with Fabric API
0.161.0+26.3 and Fabric Loader 0.19.5 or newer. Server and players should run the same build.
No world changes: 0.11.0 worlds load as they are. Keep only one Wildercord JAR in mods; the
sources JAR is for development.
Cinnamon
While treats keep Cinnamon big, she grows stronger: a harder bite, double health, armour and a
bigger fatigue budget. She joins her owner's fights and casts fire, frost, lightning and arcane
bolts at their enemies, plus a healing beam when her owner drops below half health. Her spells
follow her owner's friendly-fire rules and never join a Master's trial. At normal size she is
unchanged.
Fixes
- Tooltips in the Cord screen show again: the mana, heart, defence and help badges, spell
sockets and Codex runes. A spell description beside the tool buttons left its clipping region
open, which hid every tooltip drawn after it. - Opening a Master study you can't read yet (circle too low, or the boss victory missing) now
stays open and says what it needs, instead of closing at once. - The Aura screen's Master form link moved into the header beside the title, so it no longer runs
across the breathing-method portrait. On the Writing, Blade and Lineage tabs, the method, stage
and aura line fits between the link and Master's Arts instead of printing over them.
Wildercord 0.11.0-alpha — Masters of Tomorrow and 48 places to find
Wildercord 0.11.0-alpha — Masters of Tomorrow and 48 places to find
Minecraft Java 26.3 · Fabric · Java 25
Install wildercord-0.11.0-alpha+mc26.3.jar on the server and every client, with Fabric API
0.161.0+26.3 and Fabric Loader 0.19.5 or newer. This update adds structures, items, runes,
advancements and packets: 0.10.x clients must update before joining. Keep only one Wildercord
JAR in mods; the sources JAR is for development.
48 buildings and places to explore
Six new families of sites appear in newly generated chunks. Each site has its own loot and
advancement, and each family has its own wiki page.
- Farmsteads: a windmill with a well to wake, an herbalist's cottage, a beekeeper's apiary, a
walled orchard with a buried cache, a shepherd's hut, a sunken mushroom ring, a granary barn
with a harvest shrine, and an abandoned scarecrow field. - Master halls: Forge Dojo, Wind Gate, Quarry Hall, Waterfall Shrine, Root Temple, Sundial
Court, Star Terrace and the underground Resonance Chamber. Each keeps two breathing schools and
has practice dummies, a lectern guide and a short trial (a seal, a climb or a guard). - Roadside: a crossroads wayfarer inn, a hilltop watchtower with a signal fire, a broken
bridge, a rune library with a shelf riddle, standing stones with a buried gift, a caravan camp,
a cartographer's hut whose chest holds a map to another site, and a vow circle. Visiting one records it
in the lore journal. - Water: a stilt smokehouse, a lighthouse, a watermill, an ice fishing camp, a pier and
boathouse, a sunken shrine with an air pocket, mangrove net-weavers' huts and a tidepool grotto. - Mining: Hillside Mine, Mountain Forge Hall, Crystal Survey Lab, Collapsed Delve, Basalt
Foundry (Nether), Deepslate Vault, Prospector's Camp and Miner's Rest. - Wild places: a Venom Ziggurat with a dart-trap tunnel, a half-buried Dune Temple with a
hidden sanctum, a Rime Monastery ruin, an Iron Gatehouse, a Dawn Pavilion, an Echo
post, an Ember outpost in the Nether and a Void Lantern in the End.
Masters and breathing
- Thirteen new Sword Masters, so every breathing method has one (16 in all), with 417 named
techniques between them and a signature attack each. - Six new breathing methods with five arts each: Tide, Iron, Dune, Echo, Dawn and Venom.
- Field forms for the Master-form slot: Cinder Lunge, Reed Slip, Air Step, Plunging Strike,
Wall Turn and Stone Hinge. Each moves your real body, stops at walls and ledges and ends in a
recovery. - Spell Cut: a learned swing that cuts a hostile spell flying at you.
- Masters choose varied combinations, give short, readable instructions, and punish slow casts
with a warned dash that always leaves an opening.
Runes, journal and vows
- The Rune Catalog (Ctrl+B in the Cord screen) lets you search, filter and sort runes.
- Nearly 300 new everyday runes in the hearth, Tide, farmstead, delving, Wayfarer's and support
packs, plus 17 links and 36 modifiers with conditions and watchers. None of the utility packs
deals damage. - The lore journal (H) records places, Masters, duelists, methods and lines spoken to you.
- Circle Vows (
/vow): later Heart Circles offer a choice between two vows. - Heart Circles now reach XX, the Mana Crystal cap is 100, and voluntary parties of up to eight
players share targeting rules.
Fixes
- Delayed effects keep their source and check alliances when they land.
- Spell interruption counts only damage that actually landed.
- Lantern Newts no longer drift up during tight turns, and rimehares settle at the end of a
route. - Water-site villagers are marked as residents, so they're never confused with wanderers.
Updating worlds
Back up worlds and configuration before updating. Existing chunks are unchanged: the 48 new sites
appear only in newly generated terrain. Operators can add bounded encounters to old regions with
/wildercord-upgrade, which offers a preview and rollback. Site spawn rates in natural play,
balance across the new Masters and full animation review are still being worked on.
Wildercord 0.10.0-alpha
Wildercord 0.10.0-alpha — Cave gardens, wetland fieldcraft and new signatures
Minecraft Java 26.3 · Fabric · Java 25
Install wildercord-0.10.0-alpha+mc26.3.jar on the server and every client, with Fabric API
0.161.0+26.3 and Fabric Loader 0.19.5 or newer. This update adds blocks, items, creatures,
particles and packets: 0.9.x clients must update before joining. Keep only one Wildercord
JAR in mods; the sources JAR is for development.
A living cave garden
- Glowcaps grow in damp, covered caves, but only an actual rested Sporeback Snail browse
matures them; Life magic only prepares a bud. Build a Fungal Nursery, gather Mycelial Dew,
craft a Fungal Poultice or the thirty-two-use offhand Cave Breather, and follow Mara's
optional Three Breathmarks investigation. - Rootmolt Striders compete for mature caps, defend their garden with a warned physical rake
and a short restraint, and can be answered with melee, cleansing or a sidestep. - Mara's Drainhouses generate in newly explored lush and dripstone caves. Their investigation
leads to three ledger lore books, Mara's Empty Bell (interrupts one Rootmolt's warning or
hold) and Rootbound Greaves (a still, crouched wearer denies one restraint). - Mossveil Dormice are small cave companions tamed with three Glowcap Gill feedings. With a
curled dormouse and a nearby nursery, the Mossveil Cowl shortens current Poison.
Banks, birds and woodland ferns
- The Siltcrest Bittern stalks wild cod and salmon from dry banks at night and shelters by day.
Named, bucket and persistent fish are protected; crouch to observe or offer a fish. - The Tideward crossing kit: Reedwater Waders for shallow supported banks, Dewglass
Spectacles that read a Reedback Crab's raised claws, and the Bank Surveyor's Line, which
shows a short route over real footing. - The Reed Rattle answers a crab's warning claws; Rook's Rainshield catches one arrow for
you or for a teammate who accepts your cover by crouching. - Cinder Bailiffs tend cooled ferns and answer threats with a warned three-vent heat fan that
starts no fires. Cinder Ferns can be crafted, planted, harvested without losing the root,
and cooled, warmed or grown by real paid spells.
New magic
- Four new craftable runes: Basinfill (fills a small enclosed basin with water), Root Carry
(moves a young Cinder Fern over two paid casts), Watchweft (a 45-second private camp watch)
and Manabraid (a consenting, lossy mana gift to an allied caster). - Eighteen new signature fusions, for 40 in total: field signatures such as Springbed, Cinder
Sieve, Ashen Mercy, Clockroot, Skylatch and Thresherwind, and expedition signatures such as
Nullcatch, Second Bell, Red Ledger, Quietus, Pulse Ferry, Last Lantern, Wayline and Shard Compass. - Earth, Life and Void effects have authored preparations and moving bodies. Life outcomes leave a
material mark on the actual body, plant or tool that changed, with their own sounds. - The runtime roster is 372 runes: 39 shapes, 280 effects, 36 modifiers and 17 links; 203 are
craftable.
Fixes
- Repeated parts of one paid ward can no longer refill spent Reflect or Foresight charges, and
Reflect only answers damage that actually landed. - A Nullcatch or Quietus on a target already screened by the other no longer erases that paid screen.
- Surveying, harvesting, camp checks and fern spells no longer erase a dungeon room's record of
a player-placed block or set off another player's glyph trap. - Collect leaves drops reserved for other players in place; Grow checks both halves of tall plants.
- Spectators no longer intercept projectiles, beams, Touch, Chorus or imbued aim.
- The magic visuals screen fits Minecraft's smallest window; the benchmark started from the
Grimoire now measures the plain game view. - Live wildlife spawn queries run only on the server thread and refuse during chunk generation.
Updating worlds
Back up worlds and configuration before updating. Existing chunks remain; Drainhouses and other
new generation appear only in newly generated terrain. New creature spawn switches are added to
existing configuration files with their defaults. Natural multiplayer pacing, sustained ecosystem
performance, shader readability and every spell pairing remain ongoing review work; the larger
living-world expansion is still in progress.
Wildercord 0.9.1-alpha.1 — Blades, living banks and authored magic
Wildercord 0.9.1-alpha.1 — Blades, living banks and authored magic
Minecraft Java 26.3 · Fabric · Java 25
Install wildercord-0.9.1-alpha.1+mc26.3.jar on the server and every client, with Fabric API
0.161.0+26.3 and Fabric Loader 0.19.5 or newer. This update changes spell formation packets,
projectile data and particle registration: 0.9.0 clients must update before joining.
Keep only one Wildercord JAR in mods; the sources JAR is for development.
Generated tooltip correction
This build supersedes the initial 0.9.1-alpha upload. It regenerates the five modifier descriptions
so the in-game tooltips show the new stacking limits and the generated-assets CI gate passes.
Gameplay fixes and the learnall command behavior are unchanged.
Spell damage and command fixes
- Fixed exponential Vow stacking: an eleven-socket Touch/nine-Vows/Harm spell could remove
all 1,000 health from a dummy for a nine-mana list price. Its matching Bleed sequence
calculated to 6,656 damage before caster bonuses. Corrected native casts deal 18.2 Harm
and 26 total Bleed in the same fixture. - Vow, Execute and Trial Key apply once per target rune; Focus twice; Extend three times.
Extra copies warn and add neither cost nor power, including copies expanded inside Knots. - Each paid player cast now has a shared damage allowance per target:
min(512, 12 + 2 × effective mana price), with a maximum 96 raw damage per hit. Children,
delayed damage, pulses, repeats and reflections share the allowance. Armor and resistance
still apply; a separately paid cast receives a new allowance. Venom stops when exhausted. /wildercord learnalllearns every registered rune and reveals all 55 elemental and
22 signature fusion recipes in the Grimoire. Repeating it grants no discovery rewards,
changes no innate ownership, and preserves saved spells. Exact dynamic weaves remain
combinations made at the altar rather than an enumerated named roster.- The Cord creation screen now shows the owner's count of saved spells.
- Fixed Summit Wind attunement at actual mountain peaks; rebuilt Storm Spire as a copper
observatory with improved architecture and paths through the structure.
The swordsman's path grows
- Sword strings, fifty breathing-method arts, momentum, openings and finishers extend Aura's
combat. Awakenings, four Ways and authored techniques give swordsmen more build choices. - Bonded blades grow a persistent history and traits. Master/disciple ceremonies, graduation,
consent-based sparring and timed clashes support learning together without killing a partner. - Aura standards now use custom cloth presentation; physical impacts use pressure, cuts,
dust and ground fractures. Soar has articulated feathered wings. - Waterfall banks and exposed summits support breathing practice. Marchkeeper battlefield
memories connect landscape training, technique lessons and collectible field books. - Rare sword tombs contain intent gates and the Buried Keeper: a custom stone guardian with
committed sweep/thrust tells, a flankable guard, recovery windows and saved reward claims. - The sleeping blade encounter offers Oathkeeper, a bonded defensive sword with guard benefits
and an outgoing-hit tradeoff. Highland Stonehorns and Galeclaws add readable territorial threats. - Village tournaments, resonant blade/spell cooperation, persistent rune-etched blades and a
paid Unity exchange expand Aura's world. Unity shutdown/rejoin behavior and death handling
retain their exact paid budgets and rest periods.
Highlands and luminous wetlands
- Stonehorns and Galeclaws seek shelter, forage and respond to threats. Hungry Galeclaws hunt
Rimehares; a successful meal gives a saved satiety deadline. Bounded navigation handles
separated food/cover, obstacles and unreachable destinations without remote feeding. - Windreed grows in highland habitats. Harvest its renewable tassels for a fuelled Draft Kite
or a Windreed Braid that supports quiet observation at a movement-speed cost. - Lantern Newts browse swamp shallows, answer light and water, and give patient visitors
Dusk Pearls. Pearls support Marshlights and Tideward field notes. - Glimmerwings approach Moonreed buds to pollinate them. Life prepares growth but cannot replace
the moth visit. Harvest Moonreed Floss without destroying its root; craft a Dewglass Lens
to inspect plants/newts and locate a visible nearby reed. - Waterlogged Reed Refuges give newts brief daylight/rain shelter with a curled-tail rest
animation. Feeding, damage, magic and removing the roof wake them; shelter grants no extra yield. - Reedback Crabs bring six-legged territorial life to shallow banks. Sneak outside personal
space, sidestep the warned sweep, calm with Tidebreath or interrupt with wind. Their custom
claws, reed crowns, sounds and saved response deadlines accompany the behavior. - Fish can tame both ordinary Minecraft foxes and Cinderfoxes. Ordinary foxes have persistent
ownership, following and an empty-hand sit toggle. - Cinnamon's custom appearance, bell, tongue, bow, temperament and owner-defense behavior
are polished. Her configurable ownership and immortal companion role remain.
Magic that forms where it acts
- Initial formations follow each compiled group and its actual delivery. Caster-centered
abilities form on the caster; aimed fields follow terrain; rain develops overhead.
Delayed and conditional stages prepare when admitted, at their actual trigger origins.
One complete casting glyph remains behind the caster. - 103 existing effects across fire (28), frost/water (30), storm (20) and wind (25) now
have authored preparations and moving projectile-body recipes. Supporting ingredients
retain their materials and motion rather than becoming only a blended colour. - Wind uses a dedicated translucent, world-lit airflow renderer with original fine filaments,
traveling crests, shear, compression and pressure. Dust, leaves and other supporting materials
participate where appropriate. Fully covered bodies replace duplicate generic travel layers;
unsupported mixed spells retain fallback effects. - Full and Minimal presentation are covered by native tests. These improvements do not claim
complete bespoke release/impact choreography for every element or every delivery combination.
Guide, verification and updating worlds
The illustrated player guide and GitBook export include the new creatures, tools, encounters,
Aura systems, casting placement and damage rules. Native suites cover paid spell casts,
defenses, parry, creature behavior, relevant saved-world restarts and command synchronization.
The damage milestone passed 963 unit tests; release verification is recorded separately.
Back up worlds and configuration before updating. Existing chunks remain; newly generated
locations need new terrain. Natural multiplayer combat pacing, every spell pairing, shader
readability and sustained ecosystem performance remain ongoing review work. The larger
living-world expansion is still in progress; the proposed Reed Rattle is not included.
Wildercord 0.9.1-alpha — Blades, living banks and authored magic
Wildercord 0.9.1-alpha — Blades, living banks and authored magic
Minecraft Java 26.3 · Fabric · Java 25
Install wildercord-0.9.1-alpha+mc26.3.jar on the server and every client, with Fabric API
0.161.0+26.3 and Fabric Loader 0.19.5 or newer. This update changes spell formation packets,
projectile data and particle registration: 0.9.0 clients must update before joining.
Keep only one Wildercord JAR in mods; the sources JAR is for development.
Spell damage and command fixes
- Fixed exponential Vow stacking: an eleven-socket Touch/nine-Vows/Harm spell could remove
all 1,000 health from a dummy for a nine-mana list price. Its matching Bleed sequence
calculated to 6,656 damage before caster bonuses. Corrected native casts deal 18.2 Harm
and 26 total Bleed in the same fixture. - Vow, Execute and Trial Key apply once per target rune; Focus twice; Extend three times.
Extra copies warn and add neither cost nor power, including copies expanded inside Knots. - Each paid player cast now has a shared damage allowance per target:
min(512, 12 + 2 × effective mana price), with a maximum 96 raw damage per hit. Children,
delayed damage, pulses, repeats and reflections share the allowance. Armor and resistance
still apply; a separately paid cast receives a new allowance. Venom stops when exhausted. /wildercord learnalllearns every registered rune and reveals all 55 elemental and
22 signature fusion recipes in the Grimoire. Repeating it grants no discovery rewards,
changes no innate ownership, and preserves saved spells. Exact dynamic weaves remain
combinations made at the altar rather than an enumerated named roster.- The Cord creation screen now shows the owner's count of saved spells.
- Fixed Summit Wind attunement at actual mountain peaks; rebuilt Storm Spire as a copper
observatory with improved architecture and paths through the structure.
The swordsman's path grows
- Sword strings, fifty breathing-method arts, momentum, openings and finishers extend Aura's
combat. Awakenings, four Ways and authored techniques give swordsmen more build choices. - Bonded blades grow a persistent history and traits. Master/disciple ceremonies, graduation,
consent-based sparring and timed clashes support learning together without killing a partner. - Aura standards now use custom cloth presentation; physical impacts use pressure, cuts,
dust and ground fractures. Soar has articulated feathered wings. - Waterfall banks and exposed summits support breathing practice. Marchkeeper battlefield
memories connect landscape training, technique lessons and collectible field books. - Rare sword tombs contain intent gates and the Buried Keeper: a custom stone guardian with
committed sweep/thrust tells, a flankable guard, recovery windows and saved reward claims. - The sleeping blade encounter offers Oathkeeper, a bonded defensive sword with guard benefits
and an outgoing-hit tradeoff. Highland Stonehorns and Galeclaws add readable territorial threats. - Village tournaments, resonant blade/spell cooperation, persistent rune-etched blades and a
paid Unity exchange expand Aura's world. Unity shutdown/rejoin behavior and death handling
retain their exact paid budgets and rest periods.
Highlands and luminous wetlands
- Stonehorns and Galeclaws seek shelter, forage and respond to threats. Hungry Galeclaws hunt
Rimehares; a successful meal gives a saved satiety deadline. Bounded navigation handles
separated food/cover, obstacles and unreachable destinations without remote feeding. - Windreed grows in highland habitats. Harvest its renewable tassels for a fuelled Draft Kite
or a Windreed Braid that supports quiet observation at a movement-speed cost. - Lantern Newts browse swamp shallows, answer light and water, and give patient visitors
Dusk Pearls. Pearls support Marshlights and Tideward field notes. - Glimmerwings approach Moonreed buds to pollinate them. Life prepares growth but cannot replace
the moth visit. Harvest Moonreed Floss without destroying its root; craft a Dewglass Lens
to inspect plants/newts and locate a visible nearby reed. - Waterlogged Reed Refuges give newts brief daylight/rain shelter with a curled-tail rest
animation. Feeding, damage, magic and removing the roof wake them; shelter grants no extra yield. - Reedback Crabs bring six-legged territorial life to shallow banks. Sneak outside personal
space, sidestep the warned sweep, calm with Tidebreath or interrupt with wind. Their custom
claws, reed crowns, sounds and saved response deadlines accompany the behavior. - Fish can tame both ordinary Minecraft foxes and Cinderfoxes. Ordinary foxes have persistent
ownership, following and an empty-hand sit toggle. - Cinnamon's custom appearance, bell, tongue, bow, temperament and owner-defense behavior
are polished. Her configurable ownership and immortal companion role remain.
Magic that forms where it acts
- Initial formations follow each compiled group and its actual delivery. Caster-centered
abilities form on the caster; aimed fields follow terrain; rain develops overhead.
Delayed and conditional stages prepare when admitted, at their actual trigger origins.
One complete casting glyph remains behind the caster. - 103 existing effects across fire (28), frost/water (30), storm (20) and wind (25) now
have authored preparations and moving projectile-body recipes. Supporting ingredients
retain their materials and motion rather than becoming only a blended colour. - Wind uses a dedicated translucent, world-lit airflow renderer with original fine filaments,
traveling crests, shear, compression and pressure. Dust, leaves and other supporting materials
participate where appropriate. Fully covered bodies replace duplicate generic travel layers;
unsupported mixed spells retain fallback effects. - Full and Minimal presentation are covered by native tests. These improvements do not claim
complete bespoke release/impact choreography for every element or every delivery combination.
Guide, verification and updating worlds
The illustrated player guide and GitBook export include the new creatures, tools, encounters,
Aura systems, casting placement and damage rules. Native suites cover paid spell casts,
defenses, parry, creature behavior, relevant saved-world restarts and command synchronization.
The damage milestone passed 963 unit tests; release verification is recorded separately.
Back up worlds and configuration before updating. Existing chunks remain; newly generated
locations need new terrain. Natural multiplayer combat pacing, every spell pairing, shader
readability and sustained ecosystem performance remain ongoing review work. The larger
living-world expansion is still in progress; the proposed Reed Rattle is not included.
Wildercord 0.9.0-alpha
Wildercord 0.9.0-alpha
Minecraft Java 26.3 · Fabric · Java 25
The wilds come alive and the sword finds its path. Install the ordinary wildercord-0.9.0-alpha+mc26.3.jar on the server and each client, with Fabric API 0.161.0+26.3 or newer. A 0.9.0 server needs 0.9.0 players: this release adds creatures, items, sounds and synced data. Back up your worlds before updating.
Monsters of the wilds
- Six magical monsters, each with its own model, glow and voice, a tell before its big attack and a way to beat it: the root-lashing Bramblewalker, the near-invisible Gloomstalker, the lightning-calling Thunderwing Harpy, the curling Geode Crawler, the bubble-lobbing Bog Witch-Frog and the spell-drinking Mana Ooze.
- They spawn where they belong (never on Peaceful), can roll Runebound, and their magic meets your spell defences like any spell.
Magical wildlife
- Six enchanted animals: swarms of Glimmerwings, the shy Lumen Stag that sheds crystal antlers by moonlight, the garden-shelled Mossback Tortoise, the tameable Cinderfox, the gliding Skyray and the frost-printed Rimehare. Each leaves something worth a little.
- The field guide: creatures you've seen up close fill a new section of your Grimoire.
Aura: the swordsman's path
- Ten breathing methods, one per element, found in vaults and libraries or taught by duelists, each with its own colour and passive.
- Five stages, each earned by a breakthrough: Glow (coated blows, aura sense), Flow (wide cuts, Aura Guard with a perfect-guard counter), Edge (a crystal blade and the Aura Slash), Form (Aura Step, aura armour, Intent) and Sovereign (Dominion).
- The spellblade: cast while sneaking with your blade and the spell rides your next slash. Elemental strikes leave marks a mage's spells can set off.
- The world of aura: wandering duelists who teach their method when beaten, fallen knights in old places, aura-forged weapons and the Breath Sash, and slashes that clash in mid-air.
- One Aura key (Z by default): tap to slash, sneak to guard, double-tap to step, hold for Dominion.
Fixes
- Blooms and fallen stars take grass blocks again (26.3 took grass out of the dirt tag).
- Meditation no longer fills your own view: the circle, rising light and formation rings stay small or show only to others.
- Sneaking while you trace a sigil no longer counts as meditating.
Every new server setting has its own section of config/wildercord.json (monsters, creatures, aura, aura_world); older files gain them at their defaults.
Player guide · What's new · Source and issues · Complete changelog
Wildercord 0.8.0-alpha
Wildercord 0.8.0-alpha
Minecraft Java 26.3 · Fabric · Java 25
Magic that feels like your own. Install the ordinary wildercord-0.8.0-alpha+mc26.3.jar on the server and each client, with Fabric API 0.161.0+26.3 or newer. A 0.8.0 server needs 0.8.0 players: this release adds blocks, items, sounds and synced data. Back up your worlds before updating.
Your world's own magic
- Harmonies. Every world draws about a dozen hidden rune sequences from its seed, each an ordinary spell elsewhere that here carries one of 27 twists (glass rain, a flame that mends friends, birds of light, a pale steed, a great bell...). Find them by experimenting or from Torn Page riddles; the server hears when someone does. About one in four first wakes only at a ley crossing.
- Rune quirks. A few runes bend a little differently in each world, under their own conditions.
- Reading runes. New runes start unread: a hint, then veiled numbers after the first cast, then the full text once seen at work. Runes already known count as understood.
Spells that grow with you
- Five ranks, Kindled to Mythic, from casts that matter, not spam. One of three traits at each rank, drawn from 53 and offered from how the spell has been used.
- A personal sigil in each spell's circle, richer with every rank; named Adept spells speak their names to people nearby; inscribe a mastered spell onto a scroll for a friend.
Casting as a performance
- Overchannel past full charge through up to three cracking stages of power and surge chance; release on the beat for more; hold too long and it tears loose, never costing health.
- Sigil tracing: hold sneak while charging to trace the spell's glyph for steadiness and a little power.
- Incantations: every rune has a syllable, and charging spells rise as readable glowing script.
A world that remembers magic
- Ten residues, one per element, left by big spells, overcasts and reactions. They fade on their own, never take player-built blocks, and give reagents that change a fusion or weave at the Fusion Altar.
- Places and times of power: ley crossings make every spell stronger and cheaper; the moon, the hour and the weather favour elements, and the HUD says why.
- Where they meet: Lingering Mark leaves real residues, World-Tuned rewards a world's quirks, and crossing-bound harmonies send you looking for ley crossings.
Every server setting for these is in its own section of config/wildercord.json; older files gain them at their defaults.
Player guide · What's new · Source and issues · Complete changelog