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Details
1.0.5-1.21.11
Compatibility
Changes
v1.0.5 - The Progression Update (2026-01-06)
Added
New Origin Selection Screen - Card Carousel
- Replaced radial menu with card carousel for origin selection
- 8 origin cards displayed in horizontal carousel with smooth scrolling
- Cards scale based on distance from center (3D depth effect)
- Each card shows: origin name, impact level (stars), description, abilities, passives
- Color-coded accent bars based on origin theme
- Navigation: arrow keys, mouse scroll, click arrows, or click cards directly
- Shuffle button (R key) to get new random origin options
- Smooth animations and hover effects
New Ability Dashboard
- Completely redesigned ability menu with comprehensive origin information
- Three-column layout:
- Left Column - Origin Info & Stats:
- Origin name with theme color accent
- Impact level with stars (★☆☆, ★★☆, ★★★)
- Full description (word-wrapped)
- Resource bar with origin-specific name (Blood, Rage, Soul Energy, Heat, etc.)
- Stat modifiers display (Health, Speed, Damage) with +/- percentages
- Center Column - Abilities:
- Detailed ability slots with icon, keybind badge, name
- Description and stats (cost, cooldown)
- Status indicator (READY in green, countdown in red)
- Color-coded accent bar showing ability state
- Hover highlighting with origin theme color
- Right Column - Passives & Progression:
- List of passive abilities with thematic icons
- Level display
- XP progress bar with current/needed values
- Skill points available
- Unlocked skills count
- Left Column - Origin Info & Stats:
- Press [T] from ability menu to jump directly to skill tree
- Smooth open animation
Complete Skill Tree System
-
22 Unique Skill Trees - Each origin has a detailed skill tree with 25-35 skills
- Tiered progression (Tier 1-5) with level requirements
- Mutually exclusive branches for meaningful choices
- Synergy skills that require multiple paths
- Forbidden skills with powerful effects but drawbacks
- Ascended skills that transcend origin weaknesses
-
Skill Tree GUI - Press the skill tree keybind to open
- Zoomable and pannable tree view
- Color-coded branches (Offense, Defense, Utility, Elemental, etc.)
- Visual indicators for unlocked, available, and locked skills
- Detailed tooltips with effects, requirements, and exclusions
- Click to unlock skills with skill points
-
Skill Effects System - Skills now apply real gameplay effects
- Attribute modifiers (health, armor, speed, damage, attack speed)
- Special effects (lifesteal, stealth damage, summons, etc.)
- Resource modifiers (regen rate, max resource)
- Cooldown reduction bonuses
- Damage type bonuses and resistances
Complete Progression System
-
Origin Leveling (1-50) - Gain XP through combat, exploration, and origin-themed activities
- XP scales exponentially with level
- Each level grants +1 Skill Point
- Milestone rewards at levels 10, 25, and 50
- Level 10: 10% cooldown reduction
- Level 25: 15% ability power increase
- Level 50: Unlocks Legendary Ability and Hybrid Mode
-
Prestige System (0-10) - Reset to level 1 with permanent bonuses after reaching level 50
- Each prestige grants +5% to all origin stats permanently
- Cosmetic aura changes with prestige level
- +10% XP gain bonus per prestige level
- Maximum 10 prestiges per origin
-
Skill Points - Earned on level up, used for skill tree talents
- 1 skill point per level (50 total before prestige)
- Persists across sessions and server restarts
Legendary Abilities
- Ultimate powers unlocked at Level 50 - Activated by holding R + Attack
- Each origin has a unique legendary ability with powerful effects:
- Veilborn - Veil Mastery: Become invulnerable and drain life from all nearby enemies
- Vampire - Blood Moon Rising: Transform into a bat swarm, draining all nearby creatures
- Werewolf - Alpha's Fury: Summon a wolf pack and unleash a devastating howl
- Stoneheart - Mountain's Wrath: Create a massive earthquake, becoming invulnerable
- Frostborn - Absolute Zero: Freeze everything in a massive radius
- Cindersoul - Volcanic Eruption: Rain fire and destruction on enemies
- Tidecaller - Tsunami: Summon a devastating tidal wave
- Starborne - Supernova: Explode with stellar energy, blinding and damaging all
- Skyborn - Eye of the Storm: Become the center of a devastating tornado
- Umbrakin - Eternal Night: Plunge the area into darkness, becoming invisible and deadly
- Riftwalker - Dimensional Collapse: Tear reality apart, scattering enemies
- Voidtouched - Void Singularity: Create a black hole that pulls and destroys
- Mycomorph - Fungal Apocalypse: Release devastating spores that infect all enemies
- Crystalline - Prismatic Burst: Release stored crystal energy in an explosion
- Technomancer - System Overload: Overclock all systems with an EMP blast
- Ethereal - Spectral Dominion: Become fully ethereal and terrify enemies
- Dryad - Nature's Wrath: Summon nature's fury to heal allies and punish enemies
- Necromancer - Army of the Dead: Raise a massive undead army
- Vampling - Blood Frenzy: Enter a blood frenzy with speed and lifesteal
- Wolfling - Pack Leader: Summon wolves and gain pack bonuses
Origin Hybrid System
- Combine two origins at Level 50 - Activate via command or future GUI
- Duration: 300 seconds (5 minutes)
- Cooldown: 1 hour after deactivation
- Combines first ability and first passive from each origin
- Warning messages at 60s, 30s, 10s, and 5s remaining
- Cannot hybrid with the same origin
Passive XP Gains
- Origins now gain XP passively based on themed activities:
- Cindersoul: XP in the Nether
- Tidecaller: XP while in water
- Starborne: XP in sunlight during day
- Umbrakin: XP at night or in darkness
- Frostborn: XP in cold biomes
- Skyborn: XP at high altitude (Y > 150)
- Stoneheart: XP underground (Y < 50)
- Dryad: XP during photosynthesis (sunlight)
- Werewolf/Wolfling: XP at night
- Vampire/Vampling: XP at night
New Admin Commands
/veilorigins setlevel <player> <1-50>- Set player's origin level/veilorigins addxp <player> <amount>- Add XP to player/veilorigins setprestige <player> <0-10>- Set prestige level/veilorigins addskillpoints <player> <amount>- Add skill points/veilorigins info <player>- Show detailed progression info/veilorigins hybrid activate <player> <origin>- Force activate hybrid mode/veilorigins hybrid deactivate <player>- Force deactivate hybrid mode
Fixed
UI Blur Rendering Issue
- Fixed blur rendering over UI elements in Minecraft 1.21.11
- Default
renderBackground()adds blur effect that was rendering ON TOP of custom UI - Added
renderBackground()override to all custom screens to prevent blur - Affected screens: SkillTreeScreen, OriginCardCarouselScreen, AbilityBarScreen, RadialMenuScreen, HudConfigScreen
- Default
Dedicated Server Crash - NoClassDefFoundError: LocalPlayer
- Fixed server crash when players join dedicated servers
- Root cause: Client-only class
LocalPlayerwas referenced in network packet handlers - Created
ClientPacketSender.javato isolate client-side packet sending code - Created
SyncOriginDataPacketHandler.javafor client-side packet handling - Server now properly handles all network packets without client class references
- Root cause: Client-only class
"Modifier is already applied" Error on Respawn
- Fixed crash when players respawn after dying
- Root cause: Player entity is replaced on respawn, but UUID stays the same
- Changed
PLAYER_ORIGINScache fromMap<Player, Origin>toMap<UUID, Origin> - Updated all passive classes to remove modifiers before adding (prevents duplicates)
- Added
.copyOnDeath()to attachment type to preserve data across respawns
Ethereal Possession Ability
- Fixed possession not working correctly
- Rewrote possession so mob follows player (not player teleporting to mob)
- Player moves normally with WASD, possessed mob syncs to player position
- Player gets invisibility effect while possessing
- Fixed mob AI restoration after possession ends
- Properly clears targets, recomputes navigation, gives movement impulse to "wake up" mob
HUD Sync and Data Bleeding
-
Fixed HUD not syncing level, XP, resource bar, cooldowns on dedicated server
- Created
ClientOriginData.javafor client-side cache of synced data - Sync interval changed from 20 ticks to 5 ticks (4x faster updates)
- Now tracks and syncs level/XP changes immediately
- Created
-
Fixed data bleeding between servers/worlds
- Added
ClientOriginData.clear()andClientPossessionHandler.clear()on login AND logout - Added
VeilOriginsAPI.clearClientCache()to clear origin cache when switching servers - Client now properly clears all cached data before receiving new server data
- Added
Skill Tree Persistence and Functionality
-
Fixed skills not saving/syncing on dedicated servers
- Added
unlockedSkillsfield toSyncOriginDataPacket(comma-separated string) - Skills now persist in world data via player data attachments
- Skills sync from server to client on login, respawn, and skill unlock
- Added
-
Fixed "Skill not found" warnings on dedicated server
- Root cause:
SkillTrees.initialize()was called incommonSetupwhich runs asynchronously - Moved initialization to mod constructor to ensure trees are ready before players join
- Added
synchronizedguard and logging to prevent double-initialization
- Root cause:
-
Fixed skills not applying actual effects
- Unified skill system to use
SkillTrees.java(detailed skills with effects) SkillEffectHandlernow properly applies attribute modifiers from skill definitions- Skills apply health, armor, speed, damage, attack speed, and special effects
- Unified skill system to use
Technical
- Added
SkillTrees.java- Registry of 22 detailed skill trees with 25-35 skills each - Added
SkillTreeData.java- Data structure for skill tree with connections - Added
Skill.java- Skill node with tiers, branches, prerequisites, exclusions, effects - Added
SkillEffect.java- Effect definitions (attribute modifiers, special effects) - Added
SkillEffectHandler.java- Applies/removes skill effects to players - Added
SkillTreeScreen.java- Interactive GUI for viewing and unlocking skills - Added
ClientOriginData.java- Client-side cache for synced origin data - Added
ClientPacketSender.java- Client-side packet sending isolation - Added
SyncOriginDataPacketHandler.java- Client-side sync packet handling - Updated
UnlockSkillPacket.java- UsesSkillTreesfor skill lookup and validation - Updated
SyncOriginDataPacket.java- AddedunlockedSkillsfield - Updated
OriginEventHandler.java- UsesSkillEffectHandlerfor skill effects - Updated
VeilOriginsAPI.java- AddedclearClientCache()method - Updated
ClientEventHandler.java- Clears all caches on login/logout
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:GZpP2Z67:vvdTvePQ"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:GZpP2Z67:vvdTvePQ"
}

