
Moon Spire
月尖塔为Minecraft添加了卡牌对战元素,允许你使用卡牌来挑战生物!Moon Spire adds card battle elements to Minecraft, allowing you to use cards to challenge creatures!
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Список изменений
中文更新日志
新增内容
- 新增遗物奖励与背包系统。玩家在登塔之旅中可以获得遗物,并通过顶部背包入口查看当前跑局持有的遗物与可叠加数量。
- 新增宝箱房和月尖塔宝箱。宝箱房可以作为路线节点出现,玩家打开房内宝箱后会获得对应奖励。
- 新增训练场维度
moonspire:training_ground,用于管理员和开发者在普通世界外进行卡牌战斗测试。
调整内容
- 移除月尖塔以外的正常世界战斗,移除制卡台配方
- 优化登塔路线生成,路线会更稳定地产生分叉、汇合和再分叉,并按每步节点范围生成最终显示节点,减少可解配置被误判失败的情况。
- 调整默认塔路线规则,默认路线现在围绕战斗房、篝火房和宝箱房构成,并让宝箱房自然参与路线选择。
- 优化正式登塔中的顶部信息条,背包、卡组和地图入口现在集中显示,战斗、奖励、地图和背包界面之间的切换更连贯。
修复内容
- 修复登塔传送门重入和跨维度返回时可能被接触锁卡住、误判仍在门内或立刻反向传送的问题。
- 修复准备大厅、房间编辑维度和正式登塔状态可能互相污染的问题,编辑维度中的传送门不再触发正式大厅流程。
- 修复房间编辑中离开编辑维度后保存失败、新建草稿重开界面后误传送、房间工具右键点位不稳定等问题。
- 修复路线保存、开塔和怪物组容量校验在部分无解或边界配置下失败提示不清晰,或可能让客户端/服务端任务异常的问题。
玩法系统
- 登塔奖励现在由服务端权威发放和同步,卡牌奖励、遗物奖励、跳过奖励和奖励完成流程会按当前跑局状态推进。
- 篝火房恢复规则更完整:玩家靠近房内月尖塔篝火后恢复塔生命上限的 25%,同一玩家同一篝火房每局只恢复一次。
- 塔内卡组、奖励加入、背包遗物和离塔恢复流程统一绑定当前跑局;离开登塔流程后再恢复进入前的正常卡组与物品状态。
- 宝箱奖励领取改为服务端确认,只有当前房间中尚未领取的有效宝箱才会发放奖励并推进房间完成。
- 怪物奖励池和箭袋遗物奖励更稳定。怪物奖励池按开战时的有效敌方记录,带有备箭充足的敌人有概率额外提供箭袋遗物奖励。
界面与反馈
- 新增正式登塔顶部信息条,显示当前塔生命,并提供背包、卡组和地图入口。
- 新增背包界面与遗物提示,遗物图标、数量、名称和说明会使用统一的奖励与背包展示方式。
- 优化奖励获取反馈,选择遗物后会显示飞入背包的动画,方便玩家确认奖励去向。
- 优化爬塔地图视口和滚动表现,长路线会优先显示当前进度,节点、连线和点击范围会跟随滚动区域。
- 优化史莱姆跳跃、击退落地、践踏姿态和冲击波等战斗反馈,使动作更贴近实体状态并减少重复或突兀表现。
开发者与整合包工具
- 开发者中心新增或完善大厅、起始房、战斗房、篝火房和宝箱房类型支持,并按房间类型显示必要的出生点、触发区、怪物池、篝火或宝箱要求。
- 塔配置支持每层和每步的节点范围、固定类型、房间类型权重、上下限和允许房间列表,保存时会进行路线可解性与怪物组容量校验。
- 怪物池编辑支持主题默认池、组权重和重复实体条目;空组和无效实体会被安全跳过或提示,不再破坏运行流程。
- 优化开发者数据保存与同步,大型房间、塔配置、怪物池和资源文件会通过分块上传与回传降低断连和静默失败风险。
- 房间编辑会话、草稿房间和编辑垫占用更稳定,重新打开开发者中心或重复进入同一编辑会话不会意外覆盖未保存建筑。
技术实现
- 路线规划拆分为服务端可解性校验和复杂路线生成,并加入合法基础路线兜底、无交叉硬校验和更明确的失败归因。
- 新增遗物背包数据同步和奖励页同步流程,客户端只展示服务端确认的奖励、背包和跑局状态。
- 塔维度、房间编辑维度和训练场维度统一限制自然刷怪、区块生成刷怪、随机刻和未授权掉落物残留。
- 登塔传送门使用真实薄片碰撞进行触发和离门判定,减少固定冷却或整格碰撞造成的误触发。
- 准备大厅缓存和房间生成清理改为更精确的服务端状态判断,避免普通开发者数据刷新导致大厅不必要重建。
English Changelog
Added
- Added relic rewards and the backpack system. Players can gain relics during tower runs and inspect current-run relics and stack counts from the top backpack entry.
- Added chest rooms and Moon Spire chests. Chest rooms can appear as route nodes, and opening the room chest grants the matching reward.
- Added the
moonspire:training_grounddimension for administrator and developer card-battle testing outside normal worlds.
Changed
- Improved tower route generation so routes more reliably create branches, merges, and re-branches while preserving the final displayed node count from each step's node range.
- Updated the default tower route rules around battle rooms, campfire rooms, and chest rooms, allowing chest rooms to participate naturally in route choices.
- Improved the top information bar during active tower runs, grouping backpack, deck, and map access so battle, reward, map, and backpack screens switch more smoothly.
Fixed
- Fixed tower portal re-entry and cross-dimension return cases that could leave players contact-locked, incorrectly treated as still inside a portal, or immediately sent back.
- Fixed preparation lobby state, room-editor dimension portals, and active tower-run state interfering with one another; editor-dimension portals no longer trigger the real lobby flow.
- Fixed room editing issues where saving after leaving the editor dimension, reopening new-room drafts, or using right-click point placement with the room tool could behave unreliably.
- Fixed unclear or unsafe failures when route saving, tower starting, or monster-group capacity validation hit unsolvable or edge-case configurations.
Gameplay
- Tower rewards are now granted and synchronized authoritatively by the server, covering card rewards, relic rewards, reward skipping, and reward completion progress.
- Campfire-room recovery is more complete: players near a Moon Spire campfire recover 25% of maximum tower health, once per player per campfire room per run.
- Run decks, reward additions, backpack relics, and exit restoration now stay tied to the active run; the normal deck and inventory are restored only after leaving the tower flow.
- Chest reward claiming is confirmed by the server, so only valid unclaimed chests in the current room grant rewards and advance room completion.
- Monster reward pools and Quiver relic rewards are more stable. Reward pools are recorded from the effective enemies at battle start, and enemies with Abundant Arrows can add an extra Quiver relic reward chance.
UI And Feedback
- Added the active tower-run top information bar, showing current tower health and providing backpack, deck, and map entries.
- Added the backpack screen and relic tooltips, using a unified presentation for relic icons, counts, names, and descriptions in rewards and the backpack.
- Improved reward feedback with a fly-in animation when selecting a relic, making the reward destination clearer.
- Improved tower map viewport and scrolling behavior so long routes focus on current progress while nodes, lines, and click bounds follow the scrolled map area.
- Improved battle feedback for slime hops, knockback landing, stomp poses, and shockwaves, making actions better match entity state while reducing repeated or abrupt visuals.
Developer And Modpack Tools
- Added or completed Developer Center support for lobby, start, battle, campfire, and chest room types, showing the required spawn, trigger, monster-pool, campfire, or chest requirements for each type.
- Tower configs now support per-layer and per-step node ranges, fixed types, room-type weights, count limits, and allowed-room lists, with route solvability and monster-group capacity validation on save.
- Monster pool editing now supports themed default pools, group weights, and repeated entity entries; empty groups and invalid entities are skipped or reported safely without breaking runtime flow.
- Improved developer data saving and synchronization by chunking large rooms, tower configs, monster pools, and resource files during upload and return sync, reducing disconnects and silent failures.
- Room editing sessions, draft rooms, and editor-slot ownership are more stable; reopening the Developer Center or re-entering the same edit session no longer unexpectedly overwrites unsaved builds.
Technical
- Split route planning into server-side solvability validation and complex route generation, with a legal basic-route fallback, strict no-crossing validation, and clearer failure attribution.
- Added relic backpack data synchronization and reward-page synchronization so the client only displays server-confirmed rewards, backpack contents, and run state.
- Tower, room-editor, and training-ground dimensions now share restrictions for natural spawning, chunk-generation spawning, random ticks, and unauthorized leftover drops.
- Tower portals now use the real thin portal shape for entry and exit detection, reducing false triggers caused by fixed cooldowns or full-block collision checks.
- Preparation lobby caching and room-generation cleanup now use more precise server-side state checks, avoiding unnecessary lobby rebuilds after unrelated developer data refreshes.
Файлы
moonspire-1.1.2.jar(2.37 MiB)
ОсновнойМетаданные
Канал релиза
Beta
Номер версии
1.1.2
Загрузчики
NeoForge
Версии игры
1.21.1
Загрузок
32
Дата публикации
30.05.2026
