Releases: xefensor/Retold
Releases · xefensor/Retold
Release list
Retold 0.2.1
Patch release focused on reliability, automated coverage, and the ocean-monument guardian crash fix.
Player-Facing
- Updated packaged mod metadata to use Retold branding, the current generated version, and working project and issue-tracker links.
- Fixed territory suspicion carrying process-wide save and decay timing between worlds; reputation now belongs to the current saved world.
- Fixed a crash when a non-player mob, such as a drowned, damaged a guardian at an ocean monument.
Technical
- Added separate MIT code and protected creative-asset licenses, including permission to redistribute the complete, unmodified Retold JAR in modpacks.
- Added structured bug and suggestion forms, a pull-request template, and monthly Gradle and GitHub Actions dependency checks.
- Added SHA-256 checksum assets to the release workflow.
- Updated the Gradle wrapper, ModDev, JUnit, and GitHub Actions dependencies used by builds and releases.
- Moved territory reputation into versioned Minecraft
SavedDatawith safe one-time migration and retained backups for legacy JSON data. - Updated NeoForge metadata to report the split code/asset license and routed Aender cleanup and recipe inspection failures through structured logging.
- Added deterministic GameTests for Aender portal shapes, coordinate scaling, counterpart creation, stability serialization, and volatile-chunk regeneration policy.
- Added deterministic Gale Core GameTests for activation, damage aggro, phase changes, disengagement, serialization, and duplicate-spawn repair.
- Fixed AI sight-cache cleanup detaching the current observer's fresh result and forcing avoidable repeat raycasts.
- Added a regression GameTest verifying that guardian defense assist safely ignores non-player attackers.
Retold 0.2.0
Feature build focused on bidirectional Aender portal travel, more reliable Aender terrain transitions, and stronger foundations for Retold's mob AI and territory systems.
Player-Facing
- Tuned the Air Temple Gale Core encounter: the boss now roams slightly while idle, aggroes when damaged by a valid player even outside its normal activation range, no longer deflects projectiles during phase two, and returns to the top tower area instead of a single exact block.
- Lava poured into the Aender now vaporizes like water in the Nether.
- Added bidirectional horizontal Aender portals. Their provisional frame block generates in Aender islands, supports rectangular interiors from 3x3 through 21x21 blocks, and activates when the final frame block completes the ring.
- Added 8:1 Aender travel scaling: Overworld horizontal coordinates are multiplied by eight when entering the Aender and divided by eight when returning.
- Added safe automatic 3x3 counterpart portals when no nearby destination portal exists.
- Survival and adventure players now charge an Aender portal for at least four seconds with portal distortion and ambient sound; creative and spectator travel remains immediate by default.
- Aender terrain now prepares during the survival portal charge and finishes before arrival, reducing visible chunk-by-chunk regeneration.
- Improved volatile Aender reality changes so unstabilized terrain consistently rerolls after the dimension becomes empty while stabilized chunks remain persistent.
- Fixed hostile spiders failing to acquire and attack valid nearby players in darkness; spiders also retaliate correctly when attacked.
Technical
- Updated Gale Core targeting, idle movement, phase-two projectile deflection, and return-home logic while preserving existing saved home-position data.
- Added Aender lava vaporization to shared bucket emptying behavior.
- Added
AenderPortalBlock,AenderPortalFrameBlock,AenderPortalShape,AenderPortalData,AenderPortalLogic, and the provisionalretold:dev_aender_portal_frameblock/assets/loot data. - Added destination portal indexing, nearby portal validation, safe portal creation, world-border clamping, and Overworld/Aender coordinate conversion.
- Added synchronous arrival-view preparation plus asynchronous portal-ticket warm-up during the survival charge, capped at 16 refreshed chunks or 8 ms of main-thread work per tick.
- Changed empty-dimension volatility resets to occur once when the last player leaves, preventing repeated reality changes from invalidating portal warm-up work.
- Added generation signatures and synchronous stale-chunk regeneration on load/arrival to prevent mixed-reality chunk seams during rapid dimension travel.
- Expanded procedural island bounds to cover the full coast-warp reach, fixing terrain clipped into large flat walls at chunk boundaries.
- Replaced full-height per-block stale-chunk clearing with section-level replacement and fresh heightmap/light-state updates.
- Updated the README and internal architecture, implementation-status, roadmap, and design-risk docs for the completed portal/scaling work and remaining verification needs.
- Added JUnit 5 coverage for deterministic behavior and expanded NeoForge GameTests; CI now runs both unit tests and the GameTest server.
- Split the mob behavior package by subsystem ownership and moved event registration into explicit subsystem modules.
- Reworked territory escalation into an explicit state machine covering observation, warnings, attacks, and cooldown.
- Moved mob behavior profiles from hardcoded Java definitions into reloadable JSON data.
- Fixed controlled spider combat targeting and added regression GameTests for darkness-based player aggression and retaliation.