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2.0.0-beta.1 for 1.21

Changelog

  • Redesigned the mana system significantly, making mana a semi-limited resource. (@enjarai and @StellarWitch7)
    • Players and entities no longer have mana pools.
    • Bloodcasting is no longer possible.
    • Instead, mana is contained in items called Knots.
      • These gemstones encased in glass orbs hold a certain amount of mana based on their rarity.
      • Some Knot types may have unique properties that manipulate mana in special ways.
      • Most Knots can be passively recharged under moonlight.
        • Knots charge most strongly under a new or full moon, but may not charge at all on some phases inbetween.
    • Mana over time is now measured in Merlins.
      • Merlins = Gandalfs / Tick
    • Many trick costs have been rebalanced to accommodate these changes.
    • Multiple tricks have also been added to automatically move mana around between knots.
  • Introduced Spell Constructs. (@enjarai and @StellarWitch7)
    • These artificial spellcasting devices directly replace in-world spell circles, which have been removed.
    • Spell Constructs do not have an up-front mana cost, but must be crafted instead.
      • Once crafted, a spell can be inscribed onto the Construct.
      • When placed in the world, this spell will be cast persistently until completion.
      • If a mana source is required, a Knot may be inserted into the Construct.
  • Also introduced Modular Spell Constructs. (@enjarai and @StellarWitch7)
    • These variations of the normal Construct contain four slots for Spell Cores.
      • Instead of casting a spell directly, Cores must be inserted containing the spells to be cast.
      • All inserted spells will be cast and run concurrently.
      • All cores share the same crowmind and mana pool from the provided knot.
      • Multiple tricks have been added to delegate to and manipulate other cores on the same Construct.
      • This allows for practical and persistent multithreaded spell design.
  • Added Macros. (@Master-Bw3, @enjarai, and @StellarWitch7)
    • A list of Macros may be defined by inscribing a map of patterns to spells onto a common ring.
    • When wearing this ring, any pattern defined in the map can be drawn while spell-scribing to invoke the corresponding spell.
      • The given spell will be cast and given the circle the pattern was drawn in as an argument.
      • The spell may then construct a new circle using meta-programming to replace the given one.
    • A few changes were made to support this.
      • Any fragment can now be inscribed onto an item, not just spells.
      • Map fragments were added.
        • Wards and the Closure Stratagem have been tweaked to make use of this.
      • Pattern literals were added.
  • Removed shadow blocks. (@StellarWitch7)
    • This feature has been moved to a separate addon mod due to Sodium incompatibilities.
  • Added internal caching for pure tricks. (@StellarWitch7)
  • Significantly increased viable spell depth, making it effectively™ infinite. (@StellarWitch7)
  • Impulse cost scaling now accounts for multiple casts within the same tick. (@StellarWitch7)
    • As a consequence, tricks may now internally attach arbitrary data to a spell which persists for the remaining executions in the current tick.
  • Added a trick to guarantee a spell's full execution within a single tick. (@StellarWitch7)
  • Fixed a couple things which appeared to cause incompatibility with Connector. (@unilock)
    • Might not be everything, given #64 changed a lot.

Files

trickster-2.0.0-beta.1.jar(1.33 MiB) Primary Download

Details

Licensed MIT
Published 5 months ago
Updated 2 hours ago