Tags
Creators
Details
Licensed ARR
Published 2 years ago
Updated 2 weeks ago
All versions
1.0.3
Release
Solo Craft: Reawakening 1.0.32 weeks ago 521
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Forge
Supported environments
Client and server
Changes
Medium Bugfix + Feature update. (1.0.3)
- Boss Shadow cards now show level, current/next rank, numeric XP, and a progress bar
- Igris and Tusk have CUSTOMIZE buttons opening a matching inventory GUI
- Tusk accepts the Orb of Avarice for 2× attack damage
- Igris accepts the Demon King’s Long Sword for hostile-only area lightning strikes
- Lightning is visual-only; damage is server-applied after filtering owners, shadows, pets, teams, parties, guildmates, and other allies.
- Equipment persists and is safely returned if the shadow roster is reset or trimmed.
- Shadows retain level, XP, rank, name, and health progression after either the shadow or owner dies.
- Fixed daily quest giving XP (queued reward leakage)
- Becoming the Player no longer releases the prologue boss reward bundle.
- Removed all Ahjin and White Tiger guild building worldgen files, templates, and the orphaned manual spawner. Guild membership systems remain intact. Deleted files remain recoverable through Git history.
- Fixed Demon King’s Dagger’s wil typo and Two as One. Equipping two daggers now provides its Strength bonus.
- Added extensible derived stat bonuses:
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- Green (+N) beside the base stat.
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- Hover tooltip lists each source, such as +30 from Haste Buff effect.
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- Supports Haste, Physical Buff, Two as One, and future equipment/accessory providers.
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- emporary buffs no longer permanently modify base stats.
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- Fixed portal behavior:
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- Regular procedural/datapack gates: no return portal until boss completion.
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- Procedural Red gates: portal visible immediately but locked until completion.
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- Dedicated legacy Red gates: no portal until boss completion.
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- Stale portals from older normal-gate runs are removed.
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- Shadow XP has been completely reworked.
- Removed the old final-blow and hitbox-size formula.
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- XP pool now uses target health, damage, armor, toughness, dungeon level, boss/elite status, and configured encounter XP.
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- Each shadow receives XP proportional to its actual final post-mitigation damage.
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- Player final blows no longer erase shadow contributions.
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- A shadow dealing only the final 1 damage receives only a tiny share, not full XP.
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- Overkill damage is capped, and healing cannot create extra total XP.
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- Catch-up rates:
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- Levels 1–10: 2.5×
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- Levels 11–20: 1.75×
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- Levels 21–30: 1.25×
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- Level +31: normal rate
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+ MORE
- Balancement changes (made early game easier)
- Fixed event bugs (Kang taeshik not dying after defeat etc.)
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:YdsLXFph:cTNMFAJr"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:YdsLXFph:cTNMFAJr"
}

