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Moon Spire

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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Все версии→Moon Spire 1.1.5

Moon Spire 1.1.5

Beta05.06.2026

Список изменений

中文更新日志

新增内容

  • 新增金币系统。正式登塔会按所选角色的初始金币开始,怪物战后奖励和商店消费都会围绕当前跑局金币结算。
  • 新增商店房间、商人和商店界面。玩家可以在路线中进入商店房,通过商人购买卡牌、遗物、材料、消耗品,或使用商店服务移除一张卡牌。
  • 新增塔内消耗品系统和内置消耗品腐肉。腐肉可以作为奖励进入背包,并可在符合条件的玩家回合战斗中使用,恢复生命并获得饥饿。
  • 新增初始遗物幸运口袋。持有后,战后的概率型遗物、材料和消耗品奖励只要概率大于 0 就会必定获得。

修复内容

  • 修复商店房间中残留商人、重复商人或旧分支商人可能影响当前商店交互的问题。正式商店房现在只保留当前房间登记的有效商人。
  • 修复房间生成或跑局状态失效后,分批房间生成任务仍可能继续放置方块的问题。
  • 修复卡牌网格在部分卡组、牌堆和商店场景中遮罩、放大预览、标题、滚动条或关键词提示位置不稳定的问题。
  • 修复开发者中心部分滚动表单、奖励行、商店配置和怪物页内容在窄窗口或高 GUI 缩放下可能越界、残留或误触的问题。

玩法系统

  • 角色初始金币会进入正式跑局,并只向对应玩家同步自己的当前金币。金币变化、购买、删卡和房间完成流程继续由服务端权威处理。
  • 怪物可以按各自定义发放金币奖励,默认怪物金币范围为 25 到 75;显式 0 到 0 表示不发放金币。
  • 僵尸、尸壳、溺尸、僵尸村民、僵尸猪灵和僵尸疣猪兽现在可以通过默认怪物定义掉落腐肉消耗品。
  • 幸运口袋只影响战后概率型遗物、材料和消耗品奖励,不改变金币掷骰、卡牌奖励候选、宝箱随机抽取或角色专属卡替换概率。

界面与反馈

  • 正式登塔顶部信息条新增金币显示,并在金币变化时播放数字过渡反馈。
  • 背包新增消耗品筛选和消耗品提示;奖励总览新增金币和消耗品奖励条目,消耗品领取后会和材料一样播放飞入背包动画。
  • 新增商店和删卡界面,并优化商店商品悬停、购买飞入动画、价格显示和金币不足等失败反馈。
  • 改善奖励、商店、删卡和制卡台等关键选择界面与顶部背包、卡组、地图入口之间的返回逻辑,避免关闭附加界面时误完成当前选择。

开发者与整合包工具

  • 开发者中心新增商店房支持。商店房保存时需要有效商人,内置默认路线可以自然抽取商店房。
  • 房间配置新增商店卡牌、遗物、消耗品、材料池和对应价格范围;可调内容通过列表、网格或可搜索选择器选择,不使用自由文本填写内容 id。
  • 角色配置新增初始金币;怪物配置新增金币奖励范围和战后消耗品掉落;房间宝箱和战后奖励也支持消耗品奖励。
  • 内置内容的删除改为删除开发者覆盖并恢复默认内容。编辑内置房间时会另存为自定义房间,并同步更新相关大厅、起始房间或塔配置引用。

技术实现

  • 开发者数据总表改为轻量元数据文件,卡面、材料、卡牌、怪物、房间、怪物池、塔和角色列表继续按拆分文件保存,减少大型房间数据重复写入。
  • 塔房间清理和生成改为分批预算推进,并在生成区域同步稳定后再传送玩家或开放触发区,降低开局、进房和旧区域清理造成的卡顿。
  • 客户端新增角色图片、卡图、卡面、材料、遗物、状态图标和战斗快照卡牌的预算化预热,并优化卡牌网格和渲染缓存,减少大列表打开和滚动时的卡顿。
  • 玩家卡牌数据的给牌、删卡、清理和同步使用稳定快照,降低大量卡牌变更时网络编码线程读取变化中牌库的风险。

English Changelog

Added

  • Added the gold system. Active tower runs now start with the selected character's initial gold, and monster rewards plus shop purchases are resolved against the current run's gold.
  • Added shop rooms, merchants, and the shop screen. Players can enter shop rooms, interact with merchants, buy cards, relics, materials, consumables, or use a shop service to remove one card.
  • Added tower consumables and the built-in Rotten Flesh consumable. Rotten Flesh can be earned as a reward, stored in the backpack, and used during valid player combat turns to restore health and gain Hunger.
  • Added the Lucky Pocket starter relic. When held, post-battle probabilistic relic, material, and consumable rewards with a chance above 0 are always obtained.

Fixed

  • Fixed leftover merchants, duplicate merchants, or merchants from old branches potentially affecting current shop interactions. Active shop rooms now keep only the valid merchant registered for the current room.
  • Fixed batched room generation potentially continuing to place blocks after room generation or run state had become invalid.
  • Fixed unstable masking, enlarged previews, titles, scrollbars, or keyword-tip positioning in some deck, pile, and shop card-grid scenes.
  • Fixed several Developer Center scrolling forms, reward rows, shop settings, and monster-page controls potentially overflowing, lingering, or misfiring in narrow windows or high GUI scales.

Gameplay

  • Character initial gold now enters active tower runs, and each player only receives synchronization for their own current gold. Gold changes, purchases, card removal, and room completion remain server-authoritative.
  • Monsters can now grant gold rewards from their own definitions. The default monster gold range is 25 to 75; an explicit 0 to 0 range means no gold is awarded.
  • Zombies, Husks, Drowned, Zombie Villagers, Zombified Piglins, and Zoglins can now drop Rotten Flesh consumables through their default monster definitions.
  • Lucky Pocket only affects post-battle probabilistic relic, material, and consumable rewards. It does not change gold rolls, card reward candidates, chest randomization, or character-exclusive card replacement chance.

UI And Feedback

  • The active tower top information bar now shows gold and animates number changes when gold increases or decreases.
  • The backpack now has a consumable filter and consumable tooltips. The reward overview now supports gold and consumable reward entries, and claimed consumables use the same fly-in-to-backpack feedback as materials.
  • Added shop and card-removal screens, with improved shop item hover feedback, purchase fly-in animations, price display, and not-enough-gold feedback.
  • Improved return behavior between key choice screens such as rewards, shops, card removal, and the Card Forge, and the top backpack, deck, and map entries so closing an attached view does not accidentally complete the current choice.

Developer And Modpack Tools

  • Added Developer Center support for shop rooms. Shop rooms require a valid merchant when saved, and built-in default routes can naturally include shop rooms.
  • Room configuration now supports shop card, relic, consumable, and material pools plus price ranges. Adjustable content is selected through lists, grids, or searchable selectors instead of free-form content id fields.
  • Character configuration now includes initial gold. Monster configuration now includes gold reward ranges and post-battle consumable drops. Room chest and post-battle rewards can also include consumables.
  • Deleting built-in content now deletes the developer override and restores the built-in default. Editing a built-in room now saves it as a custom room and updates related lobby, start-room, or tower references.

Technical

  • Developer data now keeps the main data file as lightweight metadata, while card faces, materials, cards, monsters, rooms, monster pools, towers, and characters continue saving to split files, reducing duplicated large room data.
  • Tower room cleanup and generation now progress through batched budgets and wait for generated areas to stabilize before teleporting players or enabling triggers, reducing stutter during run start, room entry, and old-area cleanup.
  • Added budgeted client warmup for character images, card art, card faces, materials, relics, status icons, and battle snapshot cards, with improved card-grid and rendering caches to reduce stutter when opening or scrolling large lists.
  • Player card data changes for granting, removing, cleaning, and synchronizing cards now use stable snapshots, reducing the risk of network encoding reading a deck while it is being modified.

Файлы

moonspire-1.1.5.jar(2.74 MiB)
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Метаданные

Канал релиза

Beta

Номер версии

1.1.5

Загрузчики

NeoForge

Версии игры

1.21.1

Загрузок

33

Дата публикации

05.06.2026

Загрузил

ID версии

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