Release notes¶
v1.0.3¶
New content and progression¶
- Rebalanced progression is now the default. The first level costs 60 Player EXP, and level 50 requires 73,500 total EXP instead of 112,670—about 35% less. Player-Level and Aptitude-rank gates were lowered and spread across all 25 Aptitude passives.
- Added Long Progression Mode. Set
longProgressionMode = truein the common config to restore the original Player EXP curve and every original passive gate. Switching modes does not reset Player EXP, Aptitude allocations, Masteries, or customized requirement lists. A passive that no longer meets the active gates can be claimed again at no Aptitude-point cost once eligible. - Fortune is now complete Loot Luck. It can grant one additional full loot-table roll from chests, fishing, player-credited mob kills, and compatible modded loot tables. Each Fortune rank adds 0.4 percentage points, reaching 20% at rank 50; other equipped Loot Luck contributes to the same chance, capped at 50%.
- When Sol's Relic System with expanded Luck support is installed, both mods use one shared loot roll instead of rolling independently. Leveling remains fully functional without Relic System.
- Dexterity now grants +0.2% Attack Speed per rank, reaching +10% at rank 50, alongside its Movement Speed. The proportional bonus supports vanilla and compatible modded weapons, and pack authors can tune it in the Aptitude balance datapack.
- Ore Breaker I now harvests common stone-family blocks with an empty hand as well as its common-ore tier.
Interface and inventory¶
- Replaced the floating Leveling shortcut with native Minecraft-style inventory tabs.
- In Survival, Leveling occupies the second tab after the player inventory when installed alone, while conflicting modded tabs are moved after the reserved Sol tabs.
- In Creative, Leveling sits above Destroy Item when used alone and stacks above Sol's Title System when both mods are installed.
- The configured Leveling key is now a true toggle: press it once to open the screen and again to close it, including after rebinding.
- Fixed Survival inventory tabs drifting apart, changing order, or overlapping after repeated inventory opens with mods that reuse their tab buttons.
EXP distribution¶
- Players who directly contribute to a kill are now always included in its EXP distribution. Nearby non-contributing party members must still be alive, active, eligible, in the same dimension, and within the configured radius.
Fixed¶
- Fixed death-related progression loss. Player EXP, Aptitude allocations, purchased passives, Masteries, and persistent cooldowns now survive death and respawn on all supported editions. On Forge, pre-death recovery also survives a disconnect or server restart before respawn.
- Fixed progression breaking after travel through the Nether or modded dimensions. Mob damage tracking, kill EXP, Mastery progress, and admin Leveling commands continue without requiring a rejoin.
- On Minecraft 1.16.5 Forge and 1.20.1 Forge, fixed Forge invalidating the active progression capability during dimension travel.
- On Minecraft 1.16.5 Forge and 1.21.1 NeoForge, fixed the screen remaining on Loading progression when the client profile UUID differs from the server-authoritative UUID, including common offline-mode setups. Also fixed Level 1 or loading-stuck state after dimension travel, death, revive flows, or reconnecting inside another dimension.
- Fixed opening or closing the Leveling screen leaving the player's head and torso shifted away from the arms and legs until rejoining. This includes damage- and death-driven screen closure on every supported edition.
No player-data migration or configuration reset is required. Existing Player EXP, Aptitude allocations, Masteries, and progression data remain compatible.
v1.0.2 — A UI for every adventure¶
Added¶
- GUI resource-pack support. Resource packs that replace Minecraft's standard GUI or inventory backgrounds and widget buttons now automatically reskin the complete Leveling interface. Panels, text, icons, and progress bars receive a matching palette.
- Pack authors can use dedicated nine-slice surfaces and optional HEX colors for precise control. Automatic contrast protection keeps important information readable on both light and dark themes.
Changed¶
- All In / Limit Breaker now forces target-capable marked mobs to focus the activating player. If several players mark the same mob, the first valid claimant keeps aggro. Ownership transfers only after that claim ends, preventing repeated target swapping.
- Limit Breaker's crimson mark now follows Minecraft's native model contour. The outline tracks the target's visible body parts across different entity models, poses, and sizes without filling the body.
Fixed¶
- Fixed a client startup crash that could occur when Night Eye was used with certain rendering or optimization mods.
No player-data migration or configuration reset is required.
v1.0.1 — A safer return¶
Fixed¶
- Fixed a rare progress reset when a player died and then disconnected, or when the server stopped before the player respawned.
- Fixed the NeoForge 1.21.1 Leveling Screen being blurred, darkened, and rendered with softened font glyphs by a second vanilla menu-background pass.
No player-data migration or configuration reset is required.
v1.0.0 — The first public expedition¶
Initial public release for:
- Minecraft 1.16.5 with Forge 36.2.39 or newer;
- Minecraft 1.20.1 with Forge 47.2.0 or newer;
- Minecraft 1.21.1 with NeoForge 21.1.229 or newer.
The three editions share the same progression contract: 50 Player Levels, 150 aptitude points, five aptitude trees, three 30-level combat masteries, Active Survival, anti-farm safeguards, optional Sol's mod integrations, server configuration, datapack classification, and administrative tooling.
See the Adventurer's Codex for player guidance and Installation for the exact loader and Java matrix.