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0.2.0
Compatibility
Changes
This is Retold’s first Modrinth release. It includes the complete player-facing history of versions 0.1.0 and 0.2.0.
Retold 0.2.0 — Aender Portals
This update focuses on bidirectional Aender portal travel, more reliable Aender terrain transitions, and stronger foundations for mob AI and territory systems.
Player-facing changes
- Improved the Air Temple Gale Core encounter:
- The boss now roams slightly while idle
- It responds when attacked by a valid player outside its usual activation range
- It no longer deflects projectiles during phase two
- It returns to the top tower area instead of one exact block
- Lava poured into the Aender now vaporizes like water in the Nether
- Added bidirectional horizontal Aender portals
- Portal frames support rectangular interiors from 3×3 through 21×21 blocks
- Added 8:1 Aender travel scaling:
- Overworld coordinates are multiplied by eight when entering
- Aender coordinates are divided by eight when returning
- Added safe automatic 3×3 counterpart portals when no nearby destination exists
- Survival and adventure players must charge an Aender portal for four seconds
- Portal charging includes distortion and ambient sound
- Creative and spectator travel remains immediate
- Aender terrain prepares during the portal charge, reducing visible chunk-by-chunk regeneration
- Improved volatile Aender terrain resets while preserving stabilized chunks
- Fixed hostile spiders failing to attack valid nearby players in darkness
- Fixed spiders failing to retaliate correctly when attacked
Technical and quality changes
- Added portal indexing, destination validation and safe counterpart creation
- Added world-border clamping and coordinate conversion
- Added bounded destination warm-up during portal charging
- Improved stale-chunk regeneration and reduced visible terrain seams
- Improved island generation near chunk boundaries
- Reworked territory escalation into a clearer state machine
- Moved mob behaviour profiles into reloadable JSON data
- Expanded unit-test and NeoForge GameTest coverage
- CI now runs both unit tests and the GameTest server
Retold 0.1.0 — Initial Alpha
The first internal build established Retold’s survival progression, Water and Air paths, Aender foundation, reactive mob systems and environmental changes.
Progression
- Added a three-stage world progression model
- Defeating the Ender Dragon advances the world into Stage 2
- Added the four-element dragon-egg ritual framework
- Added the Water Element and Air Element
- The current ritual requires Water and Air while Fire and Earth remain in development
- Hatching the dragon egg advances the world into Stage 3
- Normal survival End portal travel redirects to the Aender during Stage 3
- Vanilla End access remains available through commands for existing builds
Water Element
- Added a Water Element path through ocean monuments
- Elder guardians are guaranteed to drop the Water Element
- Added guardian mining-pressure behaviour
- Added additional elder guardian boss and support behaviour
- Added mining-fatigue and blocked-hit pressure mechanics
Air Element
- Added the Air Temple in frozen, jagged and stony mountain peaks
- Added floating islands, satellite islands, wind hazards and an open tower
- Added changing horizontal winds
- Nearby blocks can shield players from the wind
- Added wind particles and environmental feedback
- Added Breeze spawning around the temple
- Added the Gale Core boss encounter
- The Gale Core drops the Air Element
- The boss includes grounded and aerial phases, wind immunity, projectile interactions and return-home behaviour
The Aender
- Added the Aender dimension
- Added floating-island terrain and a custom block palette
- Added bright fixed-time lighting and disabled normal weather
- Added faster and farther-flowing water
- Added volatile terrain that can change between visits
- Added stabilizer blocks that preserve protected chunks
- Added the Aender Eye
- Added the Aender Chronolith time-control block
- Added Aender grass, soil, stone, logs, leaves and stabilizers
- Added a regeneration-resistant obsidian arrival platform
Mobs, factions and world stages
- Added foundations for mob hunger, homes, ranges, hunting, fleeing and regrouping
- Added wolf packs, predator behaviour and herd reactions
- Added faction-combat helpers
- Added territory warnings for Nether Remnants
- Added territory warnings for Illagers
- Added Stage 2 undead sunlight changes
- Added Stage 3 undead cleansing
- Added Stage 3 zombified-piglin blocking and cleansing
- Added Stage 3 living-piglin support
- Changed Enderman behaviour after the Ender Dragon’s defeat
- Added delayed Stage 2 mansions and pillager outposts
- Added structure-sensitive chunk tracking
Discovery and villagers
- Added persistent recipe knowledge
- Added recipe-book knowledge gating
- Added advancement-visibility hiding foundations
- Added villager recipe teaching
- Added profession-based teaching data
- Added emerald costs and recipe previews
Environment and quality of life
- Added rain-extinguished normal, wall, soul and copper torches
- Added extinguished-torch relighting through tagged ignition items
- Added a gamerule controlling whether beds skip the night
- Valid daytime bed rest is supported when night skipping is disabled
Current alpha limitations
- Retold is not feature-complete
- Fire and Earth Element paths are not implemented
- The Air Temple encounter still needs additional tuning and a more natural discovery path
- Additional Aender rewards and in-dimension travel remain planned
- Tool, armour, enchanting and combat progression are unfinished
- Village reputation and broader world-generation changes remain unfinished
- Existing worlds should be backed up before installation
- Retold must be installed on both the client and server
The full developer-oriented changelog is available on GitHub.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:lsqIZnpX:MYghoLW2"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:lsqIZnpX:MYghoLW2"
}
