Kingdom Keys 2 is a completely rewritten version of Kingdom Keys for 1.15+.
This mod adds many things from the Kingdom Hearts games.
As of v2.1.0.1 Just Enough Items (JEI) support has been added, make sure to use JEI v9.7. We highly recommend you use JEI as it will provide guidance on using the mod in game.
Features
- A leveling system to get stronger, giving you some boosts like more HP, Strength, Magic, Defense, Abilities and Shotlocks.
- A Synthesis System to get Keychains or consumables.
- A Command Menu system at the bottom left.
- Menu to equip weapons, items, abilities, create parties and check your status.
- Magic with their level ups and even Grand Magic!
- Drive Forms with growth abilities and dual wield with working offhand attack!
- Shotlock attacks that use the focus bar.
- Various abilities from the three categories.
- Reaction commands for Auto forms abilities and Grand Magic.
- Over 15 new enemies being Heartless and Nobodies
- A new dimension Station of Awakening where you can choose your path and initial boost.
- Plenty of config options to allow the best possible customization.
- Vastly configurable through datapacks, weapon stats, drive forms data, magic data...
Items
- Over 120 Keyblades alongside their keychains from KH 1, KH 2, KH BBS, KH Re:Coded, KH 358/2 Days, KH DDD, KH Chi and KH 3.
- Over 250 Organization XIII Weapons.
- 13 music discs from various tracks.
- Lots of synthesis materials and ores.
- Synthesis Bag to hold your Synthesis Items and prevent them from filling your inventory.
- Organization XIII system by wearing their robes.
- Lots of Armor from Keyblade Wielders, foretellers and villains.
- Consumable items to use with the command menu.
- Accessories to further boost your stats.
Blocks
- Bug Blox from KH Re:Coded, some of them with unique features once powered with redstone.
- Magical Chest which is able to be locked with a keyblade.
- A pedestal to show your keyblades.
Resourcepacks
Get the resource pack for the HD textures here.
Special thanks to
- Abelatox, the other developer of Kingdom Keys, for lots of help with the development of the mod (Lots of code saving a ton of time so I don't have to do it), ideas and motivation to get the update out :) and the spanish translations and for the HD resource pack.
- Wynd, for creating a lot of heartless.
- stel312 and Pokemew12 for tons of 3D models.
- Hartsa for the HD resource pack.
- EnderFurry for some better textures.
- Remorse Code for pledging $20 on Patreon <3.
- Collecter for pledging $1 on Patreon <3.
- Sr.Gato for pledging $1 on Patreon <3.
- Fuhreous for pledging $2 on Patreon <3.
- Kingdom Crafter for making the KH3 Minecraft edition mod pack, making the banner for the mod and coming up with a bunch of the synthesis recipes.
- xlash for some of the synthesis recipes.
- Xephiro for the Foreteller armour textures.
- Electric-Star for plenty of amazing ideas.
- leafreynolds for code contributions
- cheriecheese for a new Moogle model and Marluxia model
- KHWaterBlock and Ventusjs for their wonderful builds of the KH worlds
- The Minecraft Forge team for Minecraft Forge.
- Square Enix and Disney for Kingdom Hearts and all it's designs.
- Everyone who has given me ideas.
- Everyone who has downloaded and played this mod.
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- Reworked the player Heartless and Nobody mechanic:
- When killed by a heartless (if you're not an Organization XIII member) you will then become a Shadow and your heart will fly away from you, it reduces your STR, MAG and DEF stats by a %.
- You must chase it to return to your normal self.
- As a shadow you cannot use the Command Menu or consume items like food.
- The next Dusk that spawns nearby will become your Nobody, defeating it will drop a "Memory from another self" item, which will allow you to restore your full power.
- Joining Organization XIII now requires becoming a Nobody: after recovering your heart, defeat your own Nobody and use the Memory from Another Self it drops while wearing the full Organization robes to choose your member, which also restores your lost stats.
- Shift + right click on a Memory from Another Self with no owner (from commands or the creative tab) makes it yours, for testing purposes.
- Text box in the config menu to set your nobody name.
- Search bar for filtered and the Moogle materials screens.
- Amount text box to buy screen.
- ServerConfig to set the distance the heart will travel from the turning point (default 128).
- ServerConfig to set the lock on range (previously hardcoded to 35 blocks).
- ServerConfig to set the xp level curve factor, higher number the less steep is the xp increase.
- ServerConfig to set the % of lost attributes when becoming a heartless.
- ServerConfig to set the minutes that can pass when someone's nobody can be in non-loaded chunks, therefore despawning them and adding them to the queue again.
- ClientConfig to hide the second layer of the skin when wearing clothes/armor to prevent clipping or z-fighting.
- Command /kingdomkeys heartless <turn/restore> to become a Shadow or back to Human.
- MiniCO as a proper structure (/locate and /place works).
- KH1 Scan HP Bar.
- Config menu option to hide the "HP" label and enemy name.
- Some checks to ensure players can't end up in wrong parties and cleanup of empty parties.
- Jiminy's Journal entry for the Apprentice Clothes and the Cloth Station.
- Vanquish enchantment, lets any weapon or tool strike Heartless and Nobodies. Keyblades and Organization weapons can't get it as they already can.
- "Unlock & Next" button in the Organization weapon unlock screen, to unlock a weapon and move on to the next one.
- Strike Raid to the shop, same reqs as Tier 1 magic.
## Changed:
- Leveling paths now can go past lvl 100 if a datapack implements them.
- Removed mobLevelName config as now they no longer use the "Custom Name" to display it.
- Keyblade Forge can now give multiple abilities per level.
- All drive forms besides limit can no longer guard.
- Robes and Organization armor are now tighter to the player's body, fixing the issue where second skin layer would clip on the legs.
- All boolean buttons in the Config Menu are now checkboxes.
- Casting magic from the Command Menu now goes through the same server checks as the shortcuts (except MP Safety).
- Damage numbers now move smoothly while they float up.
- needKeybladeForHeartless config is now enabled by default and also applies to arrows and tridents.
- Jiminy's Journal now shows the recipe of every Keyblade armor pauldron next to the smithing recipes of its set and no longer mentions enchanting pauldrons.
- orgEnabled config replaced by orgJoinByRobes, which brings back joining Organization XIII just by wearing its robes (also used when playerSpawnHeartless is off).
- Strike Raid is now a spell cast from the Attack menu instead of an ability (which has been removed).
- Organization scythes can now always be thrown, as they needed the Strike Raid ability.
- Unified all projectiles code, not like it matters to you but it matters to us <3.
## Fixed:
- Second Chance / Once More surviving /kill or void.
- Tracking of a player level for the party screen when they are online.
- Multiblocks like Bubble Helm or Gummi weapons reporting the wrong amount on lists and hologram.
- Items in stock screen being selectable.
- Missing Spanish translation lines.
- Leveled mobs healing back to full health when their chunk reloaded.
- Leveling up also leveling up and healing other players' tamed animals nearby.
- Treasure Magnet not pulling more items after a newly dropped one was nearby.
- Airstep timing being shared between all players.
- Stop's damage being assigned to a player name rather than the player's UUID.
- Party changes (joining, leaving, promoting and settings) not being saved instantly.
- Empty parties staying in the save forever after their leader left (existing ones are discarded when the world loads).
- Players being added twice to the same party, or joining a second party while already in one.
- Heartless players being able to cast magic through shortcuts.
- Player data not being sent to the client right after respawning.
- Keyblade tooltip will no longer show the vanilla value.
- Keyblade and Organization weapon tooltips showing 0.5 more strength than they deal without sharpness.
- Various magic projectile issues:
- Firaga's explosion not damaging anything around it.
- Firaza's explosion being centred on the caster instead of where it landed.
- Watera, Waterga, Waterza and Blizzaza hitting their direct target twice.
- Ultima Cannon's explosion dealing almost no damage to anything but the target.
- Organization weapons, shotlocks and Gummi shots hurting party members with friendly fire off.
- Thunder, Thundara, Thundaga and Thundaza never striking the locked-on target, only those around it.
- Water, Watera and Waterga's spinning shield hurting allies.
- Ice Spike hurting allies.
- Ice Barrage and the shotlock minigame aiming at party members.
- Spell, Organization weapon and shotlock projectiles jittering while they fly.
- A spell's cooldown bar not showing in the Command Menu when the spell right above it was selected (individual cooldowns only).
- Station of Sorrow Core block having no model.
- Recipe tier pages in the journal showing recipes that do not exist.
- Removed leftover files that were being loaded and logged as errors.
- Command registration no longer logs warnings.
- Dream Staff not being able to hit Heartless and Nobodies when needKeybladeForHeartless was enabled.
- Several screens (bag, hidden magics, Organization member, weapon tree and weapon unlock) drawing their background twice, which darkened them.
- Hearts cost and current hearts in the Organization weapon unlock screen not being translatable.
- Hopefully abilities not properly un/equipping sometimes.
- Mob-griefing property for gummi worlds (default or true = whatever the gamerule does).
- Hologram display for HP and Fuel in the hangar, unless if two ships are in the same hangar (they can still refuel but data won't be shown).
- Particles to show ship refueling.
- Ability to refuel ships while in edit mode.
- Sound for when healing and refueling the ship.
- Warning on the Hangar Screen if redstone power is blocking the refueling.
- New transition screen and sound when going to RoD.
- Castle Oblivion Map icons for players in other rooms in the same floor.
- Logger for when a dueler goes out of the map.
## Changed:
- Inverted hangar redstone functionality, now redstone power blocks transferring (Requires updating the hangar block by toggling the lever first).
- Gummi ship won't use fuel if pushed, only when the rider activates the engines.
## Fixed:
- Potentially the Castle Oblivion crashes and inconsistencies when teleporting in multiplayer.
- Castle Oblivion room effects not cleaning when leaving through other means besides doors.
- Gummi Engine particles spawning each tick causing fast ships trail to be broken.
- Struggle weapon duplicating after a match.
- Gummi block shapes are now adapted to their collision box.
- All blocks without any cost specified are now costing 1.
- Mobs will no longer grief in KK Worlds.
## Fixed:
- Destiny Islands access enabled again.
- Dark portals will no longer take you to the ROD in KK Worlds.
- Being able to cast multiple foreteller light portals.
- Finishing plus translation in Spanish.
- Gummi Aero Triangle and Square rendering the adjacent block face invisible (Might only happen with Sodium or some other mod, but now it's fixed).
- Gummi Boosters, Flares and Holy not dropping when breaking.
- Potential fix for foretellers getting under the map during the spar.
- IMagicCaster interface for addons to implement on their mobs to cast magics at a certain level.
- Curios support for bag slots.
## Changed:
- Improved Foreteller visit and portal placing.
- All foretellers now have different skin, Ava and Invi have a slim model.
- Black lines from Apprentice clothing 1 are now removed
## Fixed:
- Hopefully the crash regarding non-humanoid models trying to load humanoid layers.
- Large body and Defender invincibility now fully follow the model position.
- Gummi projectiles are now smoother.
- Unions system, now the SoA choice will be preceded by an Union choice, just like the path it's not changeable once done.
- They are all equal to themselves, if a player joins Organization XIII they won't have access to their Union privileges.
- Foretellers will be able to train you, either by summoning rounds of enemies or by sparring with them.
- Lux is used to claim rewards from the Foretellers. Foretellers from other unions will charge you extra Lux for theirs.
- Your foreteller will visit you once at dawn you synthesise your first keyblade (next keyblade you synthesise in old worlds).
- It will take you to Daybreak Town to do some introductory training, and then you'll return to where you were.
- Includes a config to turn it off.
- Daybreak Town, full of keyblade wielders who you can spar with.
- They will fight the heartless that spawn there, which will be weak since it's a light-related world.
- Their outfit's main color is linked to the union they belong to, the secondary color is randomized.
- Union apprentice armors, 4 designs which can be dyed in the new Clothing Table.
- The armor can be obtained by completing an initial training with your master and redeeming Lux to your union master.
- The table can be obtained by crafting with 3 strings at the top, shears in the middle and 5 wooden planks at the rest.
- It can be dyed with two different colors and can be cleaned by washing it on a water cauldron with right click.
- In the table you can add up to 8 dyes to make your desired color, can stack them and even after dyeing it you can put the resulting item as input again.
- Gummi Ship cost system.
- Can be changed in the config, by default it is 400 base cost and each cost increaser chip adds 300.
- These chips can be stacked up to the level of the ship (+1 initial), so the default max cost of an XL hangar is 1900.
- Their crafting recipe requires a diamond, 3 gold, a redstone dust and 4 gummi fragments.
- Cost will be seen on top of the hangar block as a hologram too.
- Booster/G and Holy/G engines, have a 2x2x2 multiform shape (like the Bubble Helm/G).
- Flare/G engine, has a 1x1x3 multiform shape.
- Tooltip data for functional gummi blocks (cost, power, armor...).
- Mythril synthesis materials as meteorite drops.
- Synthesis recipe tracker to keep the amount of required materials on screen at all times.
- Spells in the selling shop, for a 25% of their original price.
- Physics for Starlight keychain.
- World Markers in the Ocean Between, rendered while you're in a gummi ship.
- Lux when defeating enemies and training with your Foreteller.
- Orb of Light and it's shaded variant as enemies, not spawning on their own, only used by the foretellers as training to their pupils.
- Command to set a player Lux amount.
- Command to set a player union.
- Players **with no unions** (mostly returning players with a path choice already made) can use it to get their union, OPs can use it with a player parameter to enforce one.
- Ability group parameter.
- Prevents a player from equipping multiple abilities that belong in the same group.
- Item slot unlocks through level up, by default they get one every X levels: Guardian 4, Warrior 5, Mystic 6. Up to 6 slots.
- Warning / Confirmation screens on:
- When trying to unequip an accessory and max AP would decrease below the total used AP.
- When selling items.
- When kicking, leaving or disbanding party.
- When interacting with gummi build/edit and it errors.
- When setting the struggle coords further away than the max range.
- World json parameters:
- "unlocked_by_default": Makes so a world is always accessible, if false it needs to be unlocked.
- "marker_colour": Color of the world markers in the Ocean Between.
- HUDElements are now usable by addons.
- Neoshadows and Novashadows spawn to the Realm of Darkness.
- Translations for all the Spanish variants (Argentina, Chile, Ecuador, México, Uruguay and Venezuela).
## Changed:
- Default Kingdom Key recipe is now replaced by a starting keyblade linked to each player's UUID.
- Initial keyblades have been rebalanced and much cheaper to synthesise:
- Earthshaker 4/3 → 4/1 [Critical Boost]
- Kingdom Keys (untouched)
- Kingdom Key D 4/1 → 3/2 [Damage Control]
- Rainfell 4/4 → 1/4 [Blizzard Boost]
- Starlight 5/5 → 2/3 [MP Haste]
- Way to the Dawn 4/1 → 3/2 [Berserk Charge]
- Wayward Wind 4/1 → 3/2 [Treasure Magnet]
- Gummi ship speed is now more similar to KH, where it can go up to the speed of your strongest engine, but not above.
- Having more engines help to compensate with having more blocks on the ship.
- Gummi ship rotation speed adjusted to take into account the ship weight too.
- Gummi Hangars will now check for multiblocks partially outside it's building area, if found it complains and won't build.
- Gummi blocks data is now data-driven, not hardcoded.
- Abilities are now data driven.
- Moved drive form xp multiplier to be data diven.
- Updated version for the leveling json files, next time a player joins will get their level adjusted and abilities re-given.
- Magic spells are now usable by entities.
- Sell screen now groups all equal items, showing fewer lines and able to sell it all at once.
- Consumables like potions in shop will now show the recovery stats they affect.
- Path to some armor texture files.
- Halved the mobility triangular Aero/G-02 gives.
- Reflect damage now scales off it's level.
- Moogle hitbox is slightly smaller and it actually hovers.
- [EFM] Excluded armor torso from first person view.
- [EFM] Dual option re-enabled for people who switched to Days Roxas style before it was locked.
## Fixed:
- Pedestal lag with heavy keyblades, now you can render all your collection without performance issues.
- Reversal RC being available even when the Dusk was out of reach.
- Potentially rubber banding when non-op players moved too fast (Airstep, flowmotion, rails...).
- Small jump after being hit due to aerial recovery.
- Melding screen not showing the level of equipped spells.
- Blocking Blizzard will no longer add you the Freezing effect.
- Dark Firaga being a normal Firaga.
- Bind and Mini not adjusting their time properly based on what was configured.
- Shotlocks leaving players airborne if they get somehow interrupted.
- Org portal not being visible in the destination if it was casted from another dimension.
- Org portal not ticking in the source after it was crossed and chunk was unloaded.
- Keychains not getting an UUID assigned when synthesised directly into the Keychains Bag, allowing for dupes.
- Selling using the old item get sound.
- Gula's hat not having a back texture.
- Aligned moogle level to the right of the synthesis screen.
- Keychain physics not being isolated per player.
- Interpolated the glove movement in selected button.
- Some localization issues.
- Removed a couple of warnings when loading the mod.
- Some crashes when needed json files are not present.
- Rare Large Body model crash.
- Moogle projector block having red tint.
- Blox bug texture being full black.
- Some chat / hotbar messages on server were not properly translated to your local language:
- Learning recipes, unlocking forms, magic and shotlock equipment directions, savepoint messages, some commands...
- Dropped orbs like Drive, Focus, HP, MP and Munny now move smoothly.
- Dropped CO cards now move smoothly when falling.
- Minor Gummi Ship logic optimization.
- Gummi Hangar now stops rendering after a certain distance.
- Empty wayfinders having unlocalized string on their tooltip.
- Small translation issues (Thanks to Held_der_Zeit).
- Consumables bag for potions and other recovery items.
## Changed:
- Update notifier is now a button that can take you to the mod download page.
- Growth abilities coming from Drive Forms no longer require leveling said form in order to work.
- This change does not affect mod progression due to the need of leveling them in order to earn the growth ability but it might help for servers giving them in different ways.
- Glide animation now won't move its arms and legs.
## Fixed:
- Lilostitched incompatibility where villages were made out of Moogle houses exclusively.
- Station of Awakening being very dark when using Sodium.
- Savepoint top buttons not rendering when using Immediately Fast.
- Hangar will now return the combustible remainder (for example a bucket when using a lava bucket).
- Savepoint tooltip numbers.
- Tooltip not visible for current savepoint.
- Shop item description not being properly aligned.
- (Hopefully) the bug where org portals could occasionally teleport all players in a radius on servers.
- (Hopefully) party crash under weird names like color codes.
- Translated banned blocks in hangar chat message.
- Translated savepoint tooltip attributes.
- Translated area button from Hangar screen.
- Some warnings when loading the mod.
- Bug blox NPE crash.
- Synthesis experience bar in the Synthesis screen.
- χ-blade and incomplete χ-blade hit particles.
- Command to set a player's synthesis level [1-7].
- New updater system that will notify of new versions in the top left corner of the main menu.
- [EFM] KH2 Roxas dual wield animations.
## Changed:
- Items obtained from Level up, melding, shop and synthesiser will now try to find a bag to deposit the item before sending it to the inventory.
- Keychains can now be upgraded in the Keyblade Forge from the Keychains bag.
- [EFM] Riku attacks are now individual attacks.
- Cloth-based armors are now fit to the player (not so bulky).
- Org armor texture (Thanks to Xephiro).
## Fixed:
- Keychains bag not being able to be upgraded.
- Equipped Shotlock being lost when using command to level up drive, fix exp or leveling up.
- [EFM] WIP Aqua style idle pose.
- [EFM] Riku's combat style (Thanks to Xephiro).
## Fixed:
- Crash when EFM is not present (for real this time).
- Animated keychains simulation! A proof of concept applied to the following keyblades:
- Bond of Flame, Bond of the Blaze, Braveheart, Dawn Till Dusk, Dead of Night, Destiny's Embrace, Earthshaker, Ends of the Earth, Fenrir, Frolic Flame, Grand Chef, Hidden Dragon, Incomplete χ-blade, χ-blade, Kingdom Key, Kingdom Key D, Kingdom Key Nightmare, Long Night, Lost Memory, Master's Defender, Midnight Blue, Mirage Split, Combined Keyblade, The Gazing Eye, No Name (BBS), Oathkeeper, Oblivion, Phantom Green, Rainfell, Retribution, Star Cluster, Star Seeker, Stormfall, Two Become One, Ultima Weapon BBS/DDD/KH1,KH2,KH3, Void Gear, Void Gear Remnant, Way to the Dawn, Wayward Wind, Young Xehanort's Keyblade.
- Keyblade hit particles! Most of them inherit the generic effect from Kingdom Key, but others have their own:
- JungleKing, Oathkeeper, Oblivion, Ultima Weapon BBS / DDD / KH1 / KH2 / KH3.
- Minimap icons for Air Soldier, Defender, Neoshadow and Novashadow (Thanks to WillabyNeko)
- Level up item giving tracker so further exp readjustments won't give them again.
- Keychains bag.
- Test Riku idle stance.
- Guard event which fires both, on guard start and on an actual block.
- [EFM] Added antiform idle, walking and running animations.
## Changed:
- [EFM] Combat style screen got slightly reworked.
- Pyramid gummi hitbox got slightly lowered in the lowest corner.
- Sonic Blade-like shotlocks movement got adjusted (Thanks to Xephiro).
- Removed Drive Form Visibility config option, it was added a long time ago when their render was buggy, now it's been fine for a long time :)
## Fixed:
- Grinding on rails not showing the flowmotion trail to other players.
- Antiform revert sound still being the old unsummon one.
- Keychain equipment screen button width overlapping the scroll bar.
- [EFM] Keyblades in dual wield boxing animation, removed their keychain requirement, now they will work as long as the held items are keyblades.
- [EFM] Idle animations on some drive forms.
- [EFM] Limit form boxing instead of attacking with the keyblade.
- [EFM] Valor form walking animation.
- [EFM] Drive Form poses not resetting when they are reverted until a weapon is resummoned.
- [EFM] Antiform rendering it's head in first person.
- [EFM] Crash when trying to cast any mob as a Player.
- [EFM] Crash when EFM is not present in the modpack.
- Magic Target block now requires lapis lazuli.
- EFM crashing when using impact guard.
- Chat flood if HUD rendering was set to HIDE or WEAPON.
- Keyblade sound hits for:
- Bond of Flame, Bond of the Blaze, Braveheart, Dawn Till Dusk, Dead of Night, Destiny's Embrace, Earthshaker, Ends of the Earth, Frolic Flame, Grand Chef, Hidden Dragon, Keyblade of People's Hearts, Long Night, Lost Memory, Maverick Flare, Midnight Blue, Oathkeeper, Oblivion, Phantom Green, Rainfell, Soul Eater, Star Cluster, Star Seeker, Stormfall, Way to the Dawn, Wayward Wind, K111 and Retribution.
- The ones not listed get a generic sound.
- Some of them might not be 100% accurate as we've used the Bond of the Blaze as a generic fire-based sound.
- Message when right-clicking on a struggle poster without a compass in hand.
- Defender heartless is now bigger.
- 2D player portrait skin not being correct.
- O keybind not hiding the HUD elements.
- Renamed Worldmap to Ocean Between
- Some new advancements to make the early game mod progression a little bit clearer.
- Kingdom Key recipe in the Common Config for startingRecipes (won't affect if you are in an existing world or if the config doesn't regenerate).
- New Magic: KH3 Aero, Aeroga and Aeroga.
- Old KH1 Aero was renamed to Aero Shield.
- New Abilities: Guard, Counterguard, Aerial Recovery and Once more.
- New Reaction Command: Reversal, when fighting off a Dusk.
- New Heartless: Air Soldier, Defender, Neoshadow and Novashadow.
- World Map dimension where gummi ships won't use any fuel, filled with meteors.
- Destiny Islands world, built by our beloved builder Ventus.
- Mod worlds will have idle and battle tracks which will fade in and out once the player gets in a fight.
- Worlds can be set to allow players to build in them, by default true, if false only op players will be able to.
- Flowmotion Rails, which you can ride once you have the Wall Kick ability.
- They can be crafted in all 16 colors, different colored rails won't interconnect (unless it's a straight line).
- Sneaking or flying in creative avoids you grinding on them.
- Rail jumping power is boosted by the ability superjump.
- Redstone can be used in intersections just like with vanilla rails.
- Option to auto build Gummi Ships based on the blueprint, place items in a chest right next to the hangar and if you have energy stored it will start to build it.
- Server Config to enable or disable that option.
- Creative blueprint which builds the ship rather than displaying the hologram when clicking import.
- Option to export gummi ship blueprints into files to be able to load them as blueprints in other worlds or servers, or even send them to your friends.
- Gummi shots can now destroy meteors.
- Gummi inner corner shape.
- Highwind gummi ship blueprint can now be found in strongholds and end cities.
- Sound when placing and breaking gummi blocks.
- Realm of Darkness arches.
- Staff crowns: for devs, for people who helped to develop Addons and people who contributed to the mod somehow.
- New sounds for: heartless spawning, defeating heartless, defeating nobodies, ko loop, opening a treasure chest and for picking up synthesis materials into a bag.
- Data driven property for magic data where you can specify what the projectile does to various blocks:
- light_lightable: Allows the projectile to turn on campfires, candles...
- turn_off_lightable: Allows the projectile to turn them off.
- light_portal: Allows the projectile to light up a nether portal.
- light_tnt: Allows the projectile to light a TNT block.
- extinguish_tnt: Allows the projectile to extinguish the TNT fuse, placing the block back again.
- extinguish_fire: Allows the projectile to extinguish fire blocks.
- dry_sponge: Allows the projectile dry a wet sponge.
- wet_sponge: Allows the projectile turn a sponge into a wet sponge.
- freeze_water: Allows the projectile turn water into ice.
- freeze_lava: Allows the projectile turn lava into obsidian.
- /kk shortcut for /kingdomkeys
- HUD Elements can now be toggled with V, if you want to just hide a specific one without having to move it outside the screen or making it small.
- HUD Elements can now be cycled through the ones overlapping by left clicking and releasing without dragging.
- ServerConfig option to adjust the max distance from a Struggle board and the ring, to avoid teleporting to any place (default 32 blocks).
## Changed:
- Config files have now been moved into their own subfolder, if you modified any, move them there AND RENAME to keep your existing settings.
- New files don't have the "kingdomkeys-" prefix, therefore the "kingdomkeys-common.toml" file now goes into the "kingdomkeys" folder under the name "common.toml".
- A party can now hold entities other than just players, making them peaceful to the party members and aggressive against hostiles.
- Hangar screen is no longer that cluttered with information, it was moved into a list box on the left.
- Gummi ship driving screen information has panels and changed the way data is displayed.
- Gummi ships built in lvl 1 hangar which then were stored in lvl 2 hangar, would increase their size internally, which wouldn't allow them to be stored in the lvl 1 hangar again, now they can.
- Water gummi visual effects using a trail.
- Collision boxes now fit better on shaped gummi blocks, mini helm and gummi vernier.
- Nobody banner icon.
- Lowered meteorite frequency.
- Hostility detection (for command menu color) is now fully client side and has a cooldown of 5 ticks, should hopefully avoid the flickering that sometimes still happened.
- Now in order to be in combat you need to have line of sight with the enemy, so in caves it should be less frequent.
- Removed old blizzardChangeBlocks Common Config since the new system obsoletes it.
- Rearranged the creative tab from the following items: Pauldrons, Gummi blueprints, Gummiphone and roulette bonus card,
## Fixed:
- Gummi ships can now transport chests and other tile entities.
- Heartless portal tp to Realm of Darkness crash.
- Even ships offset when being built.
- EFM Guard not working with keyblades.
- Red tint leak from low HP.
- Weird color in a command menu title under some circumstances.
- Struggle orbs merging and losing points in the process, now they won't merge at all.
- Melding ingredients allowing to select a copy of the first selected item even if it's not a real recipe.
- You were able to select Waterga and still see another Waterga able to be selected while there's no recipe that use both.
- Gummi ship losing its fuel when moving it in edit mode with the arrow buttons from the hangar.
- Gummi hangar hologram blocks not disappearing once they were correct on hangars facing north, west or east.
- Gummi aero being invisible when faced the wrong way right next to a solid block.
- Air gets ignored in Gummi Ship structure serialization, saving tons of space.
- Items given with the new system (window or notification) now stack if possible in the stock menu.
- Castle Oblivion door being breakable.
- You will no longer get a recipe dropped everytime you get a biome memory drop.
- /kingdomkeys ability give** command not working unless specifying true / false, now true is implied if ignored.
- Keyblade armor during EFM mode will hopefully perform better.
- Chat error messages, specially when traveling to dimensions.
- Recipe for mini helm:
- glass block | glass block
- gummi frag. | cure spell
## Fixed:
- Items that can be picked up by a bag could be duped.
- Shotlock followup minigames, they are enabled by default (serverconfig for it), if they work and scale fine we'll remove the config later.
- Mini helm cockpit, 1x1x1 and can hold a single rider.
- New button to add Savepoints as favourite.
- Support for JER is back.
- New serverconfig to set individual magic cooldowns (Similar to BBS).
- New serverconfig to set the cooldown multiplier compared to the global cooldown (only if individual magic cooldown is set to true, defaults to x4).
- New clientconfig to set the portrait render as 2D or 3D.
- Airstep and shotlock trails.
## Changed:
- Org portal block visuals similar to Savepoint.
- You can no longer shotlock while controlling an entity.
- You can no longer move while casting a shotlock.
- You are sent upwards when casting a Ragnarok-like shotlock.
- Bag-held shotlocks color in the selector gui are now cyan, same as the bag item color.
- Updated Japanese translation (thanks to roxchan6668).
## Fixed:
- Gummi Hangar screen crash.
- Savepoint screenshots being stretched.
- Savepoint model outline has been removed.
- Particles when running over a savepoint showing up as missing.
- Bio barrage not being a circular shotlock.
- Flame Salvo not being a volley shotlock.
- Crown not being rendered in the 2D Player Portrait.
- /kingdomkeys dimension command throwing errors in chat.
- Idle animation playing while walking in EFM.
- EFM attack happening when starting a shotlock.
- Toggle under Command Menu config for chat overlapping it.
- Shotlocks bag.
- Buy sound when upgrading a bag.
## Fixed:
- Drive forms sometimes crashing when reverting.
- Meteor Shower being too fast locking on when maxed, preventing it from locking enemies at all.
- Spanish localization for Long Night.
- Leftover debug code on Shotlock Items.
- Struggle! Craft the board and play around with your friends! (Multiplayer only)
- Firstly you need to specify the corners of the arena, where the 1 vs 1 matches will use as spawn points.
- Includes 3 modes, the winner needs to either collect all the enemy orbs (and their own) in the match or end with the most orbs when the timer ends:
- Duel: 1v1, can be repeated.
- Tournament: Up to 8 players, bracket style tournament, if two players tie there's an overtime.
- Free for All: Up to 8 players, all vs all.
- You can specify the amount of initial orbs and timer, corners and spectator coords.
- Struggle posters:
- Craft them and shift + right click on a Struggle board to store its coordinates in the poster.
- Then place the poster on a wall and right click it with a compass.
- The compass will now point towards the struggle board.
- A bunch of limits:
- Xaldin: Lance Storm and Fallen Spear.
- Vexen: Icy Pillars.
- Lexaeus: Powerup and Rocky Pillars.
- Zexion: Illusory Meteor.
- Saïx: Berserker Claymore.
- Axel: Ring of Flames and Flame Wall.
- Demyx: Water Trail and Water Wall.
- Luxord: Card Wall.
- Marluxia: Scythe Dash and Petal Void.
- Roxas: Light Barrage.
- New ServerConfig option to limit Organization limit attacks to their member only.
- Crowns! Similar to KH2 they are locked behind some advancements.
- A bunch of new advancements.
- A bunch of new Shotlocks:
- Volley style: Meteor Shower, Flame Salvo, Chaos Snake.
- Dashing style: Sonic Blade, Absolute Zero, Photon Charge, Lightning Ray.
- Circular style: Bubble Blaster, Bio Barrage, Thunderstorm, Pulse Bomb.
- Special Style: Ultima Cannon, Lightbloom, Multivortex.
- Final Mix variants system heartless have a small chance to spawn with their FM variant texture, starting with Large Body and Soldier.
- Percentage configurable in a server-config option.
- Toggle Gummi Ship flight mode with pick block key (by default middle mouse click).
- In that flight mode the ship follows the camera, similar to elytra.
- Possibility to give items on player level up through datapack (and removed old shotlock and spell ones since they are items now).
- Scroll bar to shotlock equipment screen.
- Recipe to craft the dev heads.
- Treasure chest block, this is a special type of chest that has no GUI and will give the player items when right-clicked, these are intended for Castle Oblivion room generation and cannot be created.
- Calm Bounty, False Bounty, Guarded Trove map cards implemented.
- White Room, Black Room and Roulette Room map cards added alongside the Roulette Bonus item and a new modifier type kingdomkeys:drop for adding custom drops for enemies in rooms.
- Castle Oblivion Room Types have a treasure property to specify the loot and trapped chests.
- Encounter rooms spawn a treasure chest on completion with the rewards.
- Obtained item display can be dismissed by pressing a mouse button or key. The item description box will use "item.<namespace>.<itemname>.desc" if it exists in the lang file otherwise will use the tooltip.
- Item Overflow, items given to the player such as the Keycards will go into your overflow inventory if you have no inventory space. Overflow inventory can be accessed and retrieved in the Stock menu.
- Dropped cards will now bounce similar to how they do in Chain of Memories.
- Possibility to dye a moogle's pompom.
- Glove and dot indicator for abilities.
## Changed:
- Shotlocks are now levelable items like magic spells, increasing their damage and lock speed.
- Entry to Castle Oblivion is denied if you're on peaceful difficulty.
- Stock now displays overflow instead of the player's inventory.
- Regenerating rooms in Castle Oblivion clears all entities so it no longer leaves dropped items everywhere.
- Opening card packs will deposit the cards in the Cards bag if it has some space.
- Recipes for Keyblade Forge level ups are now different for each Keyblade.
- Slightly optimized some parts of the code. This includes some of the GUIs which should run a bit faster now.
- Moved Portals command menu entry to the bottom for org, below Limits.
- Updated Keyblade weapon to match new EFM declarations.
- White Mushroom rewards are now data driven, by default the loot table is composed by orichalcum, orichalcum plus, illusory crystal, evanescent crystal, manifest illusion and lost illusion, and they drop from 1 up to 2 or 3 of one material.
- The obtained item display now shows for Proof of Heart when defeating the Ender Dragon, when getting the Key to Beginnings by using a World Card and when getting a reward from White Mushrooms.
- Datagen'd Org limits, leveling paths, sell, shop, driveforms, room types, room structures, room encounters and floor types (not that this makes any difference for players).
- Moogle projectors now properly track the local player instead of rotating with the camera.
## Fixed:
- Castle Oblivion door criteria values match COM's mechanics, the doors within a generated room will be +1 the value of the card until it reaches 9 then will be 0.
- 0 doors now need 0 rather than any value.
- All For One scaling when on the ground.
- Keyblade Armor while in EFM covering the whole screen.
- Optimized Keyblade Armor performance dropping too low when being rendered.
- Made some sound effects mono fixing the sound attenuation.
- Some enemies sharing animation data, resulting in for example soldiers bobbing their head way faster if there were a few being rendered at the same time.
- Button rendering method, improving performance while in the M menu.
- Being able to use air dash while in a vehicle.
- Removed ship fall damage for non player entities.
- Fixed Gummi Hangar hologram not rendering.
- Orientation of thrown lances, scythes and cards.
- Gummi Ship performance issues, sacrificing a bit the visuals.
- Dead of Night, Dawn till Dusk and K111 not having EFM data to properly attack.
- Check command not displaying the proper data.
- Localized most if not all the messages that were previously hardcoded in English.
- χ character not showing for Incomplete and full χ-blade in Spanish.
- Custom example Castle Oblivion datapack.
- Lucky strike multiplies hearts.
- Room generator generates TEs
## Changed:
- Room generation enforces structure size limit and structure dimensions no longer required to be manually set for data packs
## Fixed:
- Fixed server crashing.
- Desert memory not being localized.
- KubeJS support added back now supporting Organization weapons, World Cards and Map Cards in addition to Keyblades and Keychains
- World Cards now use a component so any item can become a World Card allowing for new Castle Oblivion floors to be created purely with a datapack
- Cards bag and desert card not having a crafting recipe.
- Desert Castle Oblivion floor, it's biome memory drops the same way but in the desert.
- Card packs in cards moogle shop and default shop (more expensive in the overworld), this should prevent being softlocked in Castle Oblivion.
- Map cards bag.
- Shop datapack option to require having enough materials deposited or having obtained a magic spell (so it works like in KH2 and KH BBS respectively).
- By default, to be able to buy shards you need to have obtained a total of 30, stones 25, gems 20 and crystals 15 (Taking materials out substract the total).
- By default, to be able to buy a spell you first need to obtain it through drop / melding / any method, and be the right tier (from C - SS, based on the spell tier).
- Linked savepoints in Castle Oblivion lobbies.
- Custom colors for floor and room grass, foliage, water and sky.
- World card tag.
- Shops are no longer sorted by item name, they take the order from the list json they are defined with.
- Room modifiers are now customizable through JSON.
- Textures for world cards and biome memories.
- Encounter waves from chat to title messages.
- Castle oblivion now has more lights with stained glass, giving a better look specially with some shaders.
- Individual cards have been removed from the cards moogle shop.
- Shop not displaying the new items if you had just leveled up the synthesis tier, where a relog was needed.
- Configs like recipe and memory drops not showing up in common config due to being outside a category.
- Positioned Card door and Mysterious door in the inventory and in hand.
- Warp point having green trail.
- Card selector scroll bar not being accurate.
- Player losing Castle Oblivion data when relogging or switching dimensions.
- Wave encounters not resetting properly after dying/leaving mid-fight.
- Potentially fixed Conqueror's Respite issues.
- Some magics like Thunder and Faith not working in Castle Oblivion rooms due to the ceiling.
- Master's Defender model.
- Some EFM animations.
- Shoulder surfing compat to version [1.21.1-5.0.5](https://www.curseforge.com/minecraft/mc-mods/shoulder-surfing-reloaded/files/8392364).
- Glove icon on button hovering.
- Magic spells elemental texture to identify them easily.
- Small introduction to Castle Oblivion
- Trails to the Savepoint.
- Sound when drive level goes up (Thanks to Xephiro).
- Proper revert sound (Thanks to Xephiro again).
- HP, MP, Drive and Munny textures.
- Creative tab submenus icons will now cycle randomly.
- Sorted magic spells in the creative menu.
- Potential crash sometimes when the command menu would load before the config.
- Key rooms and exit didn't get darker when not opened yet.
- Ignite spell item not translated in Spanish.
- New spells:
- Confuse spell: Bought in the shop at tier B onwards.
- Mini spell: Meldable with Magnera + Warp / Magnega + Magnega / Magnega + Bind.
- Slow spell: Bought in the shop at tier C onwards.
- Command Menu Attack submenu, for spells that are defined as physical (only for addons right now).
- New melding recipe for Crawling Fire / Firaga Burst: Firaga + Slow.
- Castle Oblivion system is now officially added an no longer in super WIP mode it is however, not complete:
- A single entrance structure generates in the overworld to open the door you need a World Card currently the only one obtainable is the Plains one which is crafted by a Biome Memory + Empty Card.
- Biome Memories are a rare drop from mobs in the specific biome for that memory so to get a Plains Biome Memory you need to kill mobs in a Plains biome.
- Once you enter the castle through the front entrance you can use the Plains Card on the door at the end of the Entrance Hall to generate the first floor. Currently the Plains floor is the only one implemented more are to come.
- Opening doors requires Map Cards which you can get from killing mobs spawned within the castle. Rooms have a limited number of spawns and some rooms do not spawn mobs.
- When you use a card to open a door it will generate a new room with different properties depending on the card you use. Note not all cards have been implemented yet.
- You can change the type of already generated rooms by using another card on the open door which will completely regenerate the room with the new type
- Every floor has 3 key rooms which have multiple criteria and require a Keycard. These rooms have encounters with waves of heartless spawns after defeating all of them the doors will be unlocked and the next Keycard is granted and in the final one, Room of Truth, the door leading to Conqueror's Respite opens to then take you to the next floor as there is only one World Card implemented as of now this is as far as you can progress
- The system is highly customisable through data packs
- The majority of Plains rooms were built by the talented Ventusjs absolute legend and lifesaver.
- Creative menu tabs all merged back into one with sub categories.
- Magnet visuals reworked with a ring of electricity similar to it's BBS style.
- Shadows, Mega Shadows and Gigas Shadows will now transition in and out the ground smoothly.
- Moogles now bob up and down giving a bit of life to them.
- New Magics:
- Faith (reworked from ReMind): Meldable with Aeroga + Curaga.
- Triple Plasma: Meldable with Thundaga Shot + Thundaga Shot.
- Bind: Bought in the shop at tier C onwards.
- Ignite: Meldable with Fire + Bind.
- Status menu overlapping Form level and choice.
- Magics not being able to be used again if MP Recharge was completed while the submenu was open the first time.
- Drive forms menu being accessible in addons before learning any visible form (crashing the game).
- Status menu Choice not being localized for translations.
- Config option to revert the magic cost system change to what it was before.
- A box in the Status screen to display the SOA choice.
- A new button to the Melding screen to filter only available melding combinations.
- Now magics increase their damage as they level up.
- New Magics:
- Deep Freeze: Meldable with Blizzaga + Triple Blizzaga.
- Glacier: Meldable with Blizzaga + Deep Freeze / Triple Blizzaga + Deep Freeze.
- Ported over from ReMind (Thanks to Xephiro)
- Balloon: Melded with Water + Gravity.
- Balloonra: Melded with Watera + Gravira / Balloon + Balloon.
- Balloonga: Melded with Waterga + Graviga / Balloonra + Balloonra.
- Spark: Melded with Thunder + Magnet.
- Sparkra: Melded with Thundara + Magnera / Spark + Spark.
- Sparkga: Melded with Thundaga + Magnega / Sparkra + Sparkra.
- Mine Shield: Meldable with Fira + Zero Gravity.
- Mine Square: Meldable with Fira + Stop.
- Seeker Mine: Meldable with Mine Shield + Magnega / Mine Square + Magnega / Mine Shield + Mine Square.
- Warp: Meldable with the same recipes as Zero Gravira (10%) and Zero Gravira (20%).
- Esuna: Bought in the shop at tier C onwards.
- New buy sound.
- Basic magics to the shop at tiers B and A.
- New crafting recipe to combine 8 recipes skipping 2 tiers (8 D-Tier into an A-Tier recipe).
- Simulated magic cursor memory for command menu.
# Changed:
- Magics can now be casted even if your Max MP is lower.
- Normal and Warp Savepoints will now register the destination point as player respawn instead of the source one.
- Recipes will now stack up to 64.
# Fixed:
- Some entities using the new fire texture.
- Fire texture flickering and rendering badly when there's water or clouds behind it.
- Patchouli Journal saying you lose upgrades when breaking savepoints (Used to be the case, not anymore).
- Lock on will now lock off if the target's HP reaches 0 (helps on servers with CNPC where mobs still exist).
- Magics in the Screen to hide them will display their proper level (Fire/fira/Firaga).
- Scroll jumping when sleecting something on the melding screen.
- New magics:
- Dark Firaga: Meldable with Firaga + Blackout.
- Triple Firaga: Meldable with Firaga + Firaga / Firaga + Fira.
- Crawling Firaga: Meldable with Firaga + Stopra.
- Fission Firaga: Meldable with Firaga + Aerora / Fira + Aeroga.
- Firaga Burst: Meldable with Firaga + Aeroga (20%) / Firaga + Stopga (20%).
- Triple Blizzaga: Meldable with Blizzaga + Blizzaga / Blizzaga + Blizzara.
- Zero Gravity: Available in shop for 800 munny after unlocking Synthesis Rank B.
- Zero Gravira: Meldable with Zero Gravira + Zero Gravira / Magnet + Aero / Thunder + Zero Gravity.
- Zero Graviga: Meldable with Zero Graviga + Zero Graviga / Zero Gravira + Thundara.
- Blackout: Meldable with Zero Gravira + Poison.
- Poison: Available in shop for 500 munny after unlocking Synthesis Rank C.
- Item get* windows when synthesizing and melding items.
### Changed:
- Firaga no longer has an AOE attack, Fission Firaga takes that.
- JEI melding category to display rare recipes.
### Fixed:
- Selling would not work if the inventory was full.
- Blizzard not ignoring iframes.
- Moogle shop displaying Cost::
- Crash related to Large Body attacker being null.
- Synthesis bag materials duplicating.
- The ability for magic spells bag to suck in magic spells identically to how the synthesis bag does.
- Visual indicator in the magic buttons to know their level and exp till next level.
### Changed:
- Synthesis bag recipe to be similar to the new Magic Spells bag:
- LSL
- LDL
- LLL
- L = leather, D = **orange** dye, S = string
- When a magic levels up to the max it will notify you with MAX instead of the level.
### Fixed:
- Magic spells bag having no recipe, now it's crafted like this:
- LSL
- LDL
- LLL
- L = leather, D = **purple** dye, S = string
- Magic spells from the new Magic spells bag being deposited into the moogle materials list if they happened to be ingredients too.
- Org moogle texture missing the moogle itself.
- Edge cases where magics did not have the new attributes (mainly datapack) to avoid a client crash.
- Mythril Crystal and Mythril Gem had their recipes swapped.
- Magics limited to 1 level won't crash anymore.
- Server crashing when trying to start.