# 1.7.1
Functional changes:
- Add spell cooldown reset announcements
- Update loot injection defaults
- Fix `flame_ground` particle frames
- Fix rare spell cloud presence sound resolution crashes
- Fix Melee and Ranged spell schools double counting enchantments
API Changes:
- Rework `TAUNT` action
- Now called `AGGRO`
- Options: `SET`, `CLEAR`
- Extend `SpellBuilder` with new spell making methods
- Vertically rendered `area_...` particle effects renamed to `aura_...`
- Improved Spell Area Effect renderer
- Properly follows entity motion
- Aura effects automatically scale with followed entity
- Add new `area` and `aura` particle effects
- Stash effects are now scalable with the new field: `amplifier_power_multiplier`
- Allow `DIRECT` spell delivery, to perform its impacts with no target, when `area_impact` is present
- Add new external Spell Schools (Defense, Health)
- Add new spell trigger: `EFFECT_TICK`
- Only works for specifically coded Status Effect implementations
- Reference implementation: `TickingStatusEffect`
- Add new mechanic: Evasion
- new attribute: `spell_engine:evasion_chance` (applied to all living entities)
- melee attacks and ranged attacks can be evaded, preventing damage taken
- evadable damage types listed under `spell_engine:evadable` damage type tag
- Add new spell trigger: `EVASION`
- triggers when evading an attack
- Add new spell trigger: `DAMAGE_TAKEN` with stage `PRE`
- triggers when taking damage, before the damage is applied (damage amount is unmitigated)
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }