AM2 NOW REQUIRES THE ANIMATION API
Spells:
-Added the "Fury" spell component
-Added the "Dismembering" spell modifier
-Added the "Silence" spell component
-Added the "Wave" spell shape
-Added the "Buff Power" spell modifier
-Added the "Appropriation" spell component
-Added the "Shrink" spell component
-Added the "Feather Touch" spell modifier
-Added the "Mining Power" spell modifier
-Added the "Place Block" spell component
-Added the "Prosperity" spell modifier
Affinity:
-Added the "Fulmination" negative effect to Lightning Affinity
-Added the "Short Circuit" negative effect to Lightning Affinity
-Added the "Thunderpunch" positive effect to Lightning Affinity
-Added the "Rooted" positive effect to Nature Affinity
The Power System:
-The power system has been rewritten
-Power is no longer stored in the tile entity data itself, but runs alongside
-Power can now pathfind between nodes; you don't need to pair to Etherium conduits anymore
-Just right click on the start, then on the destination
-Machines can have multiple input power types at a time
-The exception to this is the mana battery, which initially can accept any type, but then becomes locked to the first type put into it
-Multiple power sources can power a single machine
-More clearly defined the roles of the Crystal Wrench/Magitech's Staff
-Crystal Wrench is for setup, Magitech's Staff is for debugging your power network if there is a problem
-Shift+right clicking a source with a crystal wrench allows the wrench to remember a starting location
-meaning that you can set multiple destinations to the same source with ease
-Shift+Right click a powered block with a magitech's staff causes you to be able to see all power paths to it while wearing Magitech's Goggles
-If a power path is broken (ie, conduit destroyed), a "Broken Power Link" block will be set in that location.
-These are only visible while wearing the Magitech's Goggles
-They cannot be broken, but can be directly replaced with any block
-They cannot be collided with
Rituals:
-Added the ritual system!
-Rituals are performed with Wizard's chalk and Warding Candles
-Rituals can be used to modify certain spells
-For example, buff durations can be increased using a ritual
-Recall can call another player to you (if you learn their rune combo)
-Recall can target a gateway if you know the rune combination in it
Items:
-Added Warding Candles
-Can be used in rituals, as roving light sources, as placeable lights, or to locate ores
-Added Ender Boots
-Added Lightning Charm
-Added Life Ward
-Added Player Journals
-Added Flicker Jars
-Added Flicker Foci
-Added Rune Bag
-Added magitech goggles
Blocks:
-Added Broken Power Link Blocks
-Added Armor Imbuement Table
-Added Flicker Habitat
Flickers:
-Flickers!
-These replaced sigils
-Catch these little critters with Flicker Jars
-They can be used to make sorting systems and perform many other automated tasks, such as:
-grow plants
-contain/repel entities
-water soil
-redirect meteors
-and more!
-No pipes required, everything is done via a Flicker Habitat (central controller) and marker crystals
-No entities once they are captured
-All sigil functions can be replicated with Flickers
Armor Infusions
-Any armor can be infused
-There are 40+ different infusions to choose from
-Armor Gains XP when you do
-That XP can be spent to apply infusions to the armor
Mobs:
-Added Flickers
Bosses:
-Added Ender Guardian
-Added Lightning Guardian
-Added Life Guardian
Mob Drops:
-Pigs now drop Pig Fat, needed to make Warding Candles
Misc:
-The Arcane Compendium can be updated without needing to re-release the mod
-It will happen automatically, but the check can be turned off in config. There is no login spam about it.
-The mod will perform update checks
-There is no login spam
-An icon in the Compendium UI indicates that an update is available
-Clicking on it will take you to the download link
-Right click to be taken to the patch notes
-Added a "SetSkillKnown" command
-Can be used to grant certain skills to players regardless of prerequisites being met
Stuff that was there before but is different!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spells:
-Casting Modes no longer exist.
-Instead, when planning a spell, you can create multiple "Shape Groups" to switch between.
-The same key (default 'c') is used to change shape groups
-Mage lights can once again be colored with dye, or with the color modifier
-Mage lights have different visuals
-Removed the "GiveSpell" command
-Removed the "ApplyEffect" command
Affinity:
-Removed the "Lightning Rod" negative effect from Lightning Affinity
-Most negative effects will taper off as your affinity grows, as you "master the element"
-HP affecting ones like fire being near water do not
The Power System:
-Renamed "Raw Essence" to Etherium
-The neutral nexus and its mechanics no longer exist
-It has been replaced with the Obelisk, which burns vinteum and liquid essence like a furnace to generate neutral Etherium
-The Dark Nexus no longer exists, and has been replaced with the Black Aurem
-For the most part works the same, but there is a new way to get it, detailed in the compendium
-The Light Nexus no longer exists, and has been replaced with the Celestial Prism
-For the most part works the same, but there is a new way to get it, detailed in the compendium
Keystones:
-Added locking functionality for Keystone Doors and Keystone Trapdoors
-Keystone combinations are now only three runes
-Keystones no longer store additional runes in their inventories, rather they interact with a rune bag
-Most blocks can now be locked with a rune combination and can only be unlocked using a keystone
-Locking a block no longer requires a duplicate keystone, and the rune combination is stored as ghost items (meaning you only need a couple runes to set a combination)
-Keystones now have much better support for remembering combinations (read: it actually works now >.>)
Items:
-There are 16 types of runes now
Misc:
-Magician's Workbench now has the ability to remember recipes (Shift+Right Click on the recipe tab)
-Magician's Workbench now has a clear button
-The Arcane Compendium now shows what modifiers affect a given spell shape/component
-The Arcane Compendium now shows what aspects a modifier changes
-The Arcane Compendium has had a significant increase in the amount of information there, making it more able to explain the mechanics of the mod
-The staged compendium has been fixed
-It is still clientside only
-The compendium now shows related items
-Levels and soulbound gear are no longer lost upon leaving the End