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121 changes: 121 additions & 0 deletions CHANGELOG.md
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## Unreleased

## Version 1.5.0

### New Features

#### Combat

+ Fights with mobs now happen in RPG numbers. You have 100 health drawn over your ten hearts, a level-1 zombie has 100,
and hits come from your stats.
+ **Health**, **Defense**, **Damage**, **Strength**, **Crit Chance** and **Crit Damage**. Your armor gives Defense,
your weapon Damage, and the Strength effect Strength. Jump attacks add to your crit chance.
+ See yours, and where each comes from, with `/tritown stats` or by clicking your profile in the main menu. Add a
name to see another player's.
+ Your health and Defense sit above your hotbar, and every hit you land floats its damage up from the mob.
+ At level 1 with vanilla gear the game plays exactly as vanilla does.
+ None of it applies between players: a fight between players, or with a player's pet, is vanilla. So is everything
the world does to you, such as falling, lava and drowning.
+ Wild mobs are now levelled by where they spawn. Each ring further from a world's spawn is harder, the Nether and the
End start higher, and night and going below Y 0 add to it.
+ A level grows a mob's health, its hits and the experience it drops. Looking at a levelled mob shows its level and
health.
+ Town claims are always level 1, and so is every mob from a spawner, an egg or a command, so farms work as they do
in vanilla. Traps and fire only ever hurt a mob as much as they would at level 1.
+ The sidebar's wilderness line shows the level where you stand.
+ Wild mobs can now spawn as **elites** (★, from level 5) and **champions** (★★, from level 15): much tougher, harder
hitting, and with one to three affixes named on the mob.
+ Armored, Frenzied, Vampiric, Enraged, Molten, Frostbound, Venomous, Volatile (explodes a moment after dying),
Summoner, Blinking (steps in behind you) and Warded (shrugs off arrows until hit in melee).
+ Champions glow, and ranked mobs always show their nameplate. Bosses such as the Warden never spawn ranked.
+ Wild mobs now drop **materials** from level 3: Grave Dust, Bone Shards, Ember Cores, Void Fragments and ten more, one
for each family of mob. Elites and champions always drop theirs, along with **essence** whose grade follows the
mob's level.
+ A new stat, **Magic Find**, makes a normal mob's material likelier. Looting gives some.
+ Only a mob that spawned in the wild drops any of it, and only when players dealt at least half its damage, so traps
and lava pits earn nothing. The drops are the killer's.
+ Materials look like the vanilla item they are modelled on but are inert: they cannot be crafted with, placed or
used. They and gear are written in one language for everyone, set by the new `item-language` in `config.yml`
(by default the same as `language`); shop prices, messages and the storage overview still name them in each
player's own.
+ Administrators hand them out with `/tritown item give <player> <id> [amount]` (`tritown.item.admin`), and set
which mob drops what in `plugins/TriTown/content/mobs.yml`.
+ Added **gear**: ten tiers, each made for mobs up to six times its level, in six rarities from common to mythic.
+ An armor set for every tier — Gravewalker, Bonecaller, Widowsilk, Tidecaller, Emberforged, Warhide, Ashen
Knight, Riftwalker, Voidstride and Starfall — and a weapon for every tier, with bows, a crossbow and a trident
among them.
+ A tier is worth about twice the one before, and every piece of a slot and tier is worth the same however its
stats are shared out. Gear never wears out.
+ Between players a piece is exactly the vanilla item it is made of, and its tooltip says which.
+ Champions sometimes drop a finished piece of their tier.
+ Added **the Forge**, opened with `/tritown forge` or from the main menu. It crafts gear from materials, essence and
money at a random rarity, and on the piece in your hand it can:
+ **Upgrade** it, up to five stars of 4% more stats each;
+ **Refine** it one step of rarity, up to legendary — mythic only ever drops;
+ **Reforge** it with a new named bonus such as Sharp or Titanic;
+ **Salvage** it for essence.
+ Added **custom mobs**: thirteen of the server's own, who now and then take the place of a wild mob of their kind.
+ The Gravewalker, Crypt Ghoul, Bonecaller Sentry, Frost Revenant, Widow Stalker, Silkweaver and Hexbinder in the
Overworld, the Tidecaller in its seas, the Crimson Warhog, Pyromancer and Ashen Legionnaire in the Nether, and
the Voidstalker and Starborn Sentinel in the End.
+ Each has its own name on its nameplate, its own size and speed, affixes it always has, and a look of its own —
many wear the gear of their region, which they sometimes drop.
+ They are tougher than their kind and drop more of its materials besides. Voidstalkers and Starborn Sentinels
drop **Rift Shells**, which until now no mob could.
+ Bonecaller Sentries, Tidecallers, Crimson Warhogs and Voidstalkers drop **trophies** — Hollow Marrow, Abyssal
Scales, Warhog Hide and Null Shards — which the Bonecaller, Tidecaller, Warhide and Riftwalker armor of tiers
2, 4, 6 and 8 is forged from.
+ Each fights with **abilities** of its own: Leap, Slam, Charge, Volley, Fireball, Meteor, Storm, Ensnare, Hook,
Summon, Bulwark, Frost Nova, Miasma and Drain. Every one is warned of with particles and sound before it lands,
breaks no blocks, and only ever hurts players.
+ Like every wild mob, they never spawn in a town, from a spawner or from an egg. They may still be elites or
champions.
+ Server owners tune them in `plugins/TriTown/content/bestiary.yml`, or turn them off with `mobs.custom.enabled`.
`/tritown mob spawn <kind> [level]` calls one up to look at, dropping nothing extra, and `/tritown mob kinds`
lists them (`tritown.mob.admin`).
+ Added **bosses**: the Grave Lord, the Broodmother, the Tide Tyrant, the Cinder Warlord and the Void Herald.
+ Each is summoned with its **sigil**, which the custom mobs of its region now and then drop. Raise one in the
right place — the Broodmother answers only deep underground, the Tide Tyrant only from the water — and after a
short ritual the boss rises in front of you. Sigils never work in a town.
+ A boss fights in an arena around where it rose, with a boss bar for everyone nearby, abilities of its own, and
phases as its health falls: it calls minions, grows new affixes and learns new tricks. It gives up and leaves if
nobody stays to fight it.
+ Everyone who dealt at least a tenth of its health gets **their own share** of the spoils, dropped where it fell
for them alone: materials, trophies, essence, perhaps a piece of gear of its tier, and perhaps a piece of its
**signature gear** — ten pieces that only bosses drop, such as the Gravelord's Crown and the Eclipse Scythe, and
which can drop as mythic.
+ Server owners tune them in `bestiary.yml`, switch them off with `mobs.bosses.enabled`, and see each against a
kit of its tier with `/tritown mob bosses`. `/tritown mob spawn <boss>` calls one up to test, dropping nothing.
+ Added the **bestiary**, opened with `/tritown bestiary` or from the main menu: a page for every custom mob and boss.
+ A page stays blank, but for where to look, until you slay one. Then it shows what it is, where it lives or how
it is summoned, its abilities and affixes, how many you have slain, and which of its own loot you have found.
+ A star marks every 10, 100 and 1,000 of one you slay.
+ Added three stats: **Speed** (capped by `combat.speed-cap`, since it is the one players feel), **Vitality** (more from
regeneration and healing potions) and **Magic Find**, which now also helps a champion's gear drop.
+ Server owners tune every piece in `plugins/TriTown/content/gear.yml`, and gear's budget and the Forge's prices in
`balance.yml`. A change reaches every piece already out there. `/tritown item give <player> <id> [rarity]` hands out
gear, and `/tritown mob balance` now shows each level against a full kit of the gear made for it.

+ Server owners tune it all in `plugins/TriTown/content/balance.yml`, and set the rings per kind of world, or per world,
under `mobs.levels` in `config.yml`. `/tritown mob balance` shows what the numbers make of each level, and
`/tritown mob level` shows the level where you stand and why (`tritown.mob.admin`).
+ Added the sidebar markers `%health%`, `%max_health%`, `%defense%`, `%mob_level%` and `%danger%`.

#### Economy

+ The Forge is a new money sink, listed as **The Forge** in the admin panel's economy breakdown and in `/eco history`.

### Improvements

#### Main Menu

+ The leaderboard and the list of players to trade with or pay now fill from the top-left like every other list,
instead of gathering a short page in the middle.

### Technical Details

#### Misc

+ Removed `LangTranslator`. Paper never translates anything inside an item for each player, so gear and content items
are written in the item language through `Lang.item`, stamped with `Lang.itemRevision`, and redrawn by `ItemRedraw`
from `ItemRefreshListener` (formerly `GearRefreshListener`), on reload, and over every shop's items.
+ Removed `PagedLayout.CENTERED` and `GUIFrame.centeredSlots`: every paged list fills from the top-left.

## Version 1.4.0

### New Features
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