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4 changes: 4 additions & 0 deletions ASSET_CREDITS.md
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Expand Up @@ -63,4 +63,8 @@ Asset License. Minecraft and the Wildfire texture are copyright Mojang Studios/M

The Aender portal references the installed `minecraft:block/nether_portal` texture and creates a green sprite at resource-load time. Retold does not package a copied or modified Minecraft portal texture.

The provisional Earth Guardian renderer references Minecraft's installed Iron Golem model and
texture at runtime, and its spawn-egg definition references the installed Iron Golem Spawn Egg
model. Retold packages no copied or modified pixels for this placeholder presentation.

If an asset's authorship, source, license, or status is unclear, do not redistribute or reuse it separately. Contact the developer first.
20 changes: 17 additions & 3 deletions CHANGELOG.md

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4 changes: 2 additions & 2 deletions README.md
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Expand Up @@ -19,7 +19,7 @@ Retold is independently developed and is not an official Minecraft product or so
## What Retold Changes

- **Connected progression:** defeating the Ender Dragon changes the world instead of ending the game.
- **Element paths:** Water and Air lead through the ocean monument and Air Temple, while boss-tier Stage 2 Wildfires provide the Nether Reactor Core for Fire. Earth remains planned.
- **Element paths:** Water and Air lead through the ocean monument and Air Temple, boss-tier Stage 2 Wildfires provide the Nether Reactor Core for Fire, and newly generated Jungle Pyramids contain the initial Earth Labyrinth and a blind Earth Guardian that permanently reshapes terrain and turns remembered vibration locations into ceiling collapses, real lava pools, or collapsing floors. The guardian drops Lodestone for the six-sacrifice egg ritual, while dark side branches contain traps and occasional treasure.
- **The Aender:** a bright, unstable late-game dimension that replaces normal survival End progression after the dragon egg ritual.
- **Living mobs:** hunger, homes, ranges, factions, territory, hunting, fleeing, warnings, and group behavior.
- **Discovery-first crafting:** recipe knowledge and villager teaching replace a recipe-book-first experience.
Expand Down Expand Up @@ -56,7 +56,7 @@ Only the locations linked above are official downloads. Version settings are def
The current build includes the survival spine, Water and Air progression, staged world changes, Aender foundations, recipe discovery, and the Retold mob-behavior framework. Major unfinished areas include:

- wider seed, upgraded-world, server, and multiplayer verification of the cartographer Air Temple map, plus further Gale Core tuning
- the Earth element path and natural-world Wildfire presentation/balance verification
- Earth Labyrinth trap/treasure room tuning, guardian final presentation, and natural-world maze/vibration/combat/terrain-shaping and six-sacrifice progression verification, plus Wildfire presentation/balance verification
- original replacements for provisional Aender assets and naming
- Aender travel networks and late-game rewards
- broader progression, combat, village, and world-generation work
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10 changes: 6 additions & 4 deletions ROADMAP.md
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Expand Up @@ -13,8 +13,10 @@ This concise public roadmap may change as features are designed and tested. Deta

## Next

- Design and implement the Earth path around a custom terrain-building guardian and the current working Lodestone sacrifice.
- Complete the intended six-sacrifice Dragon Egg ritual in any order once the Earth path is survival-obtainable.
- Build on the generated Earth Labyrinth and its vibration-investigating, terrain-relocating
persisted Earth Guardian: verify and tune the initial trap/treasure side rooms, natural dark-area
spawns, environmental hazards, and Lodestone reward.
- Verify the six-sacrifice Dragon Egg ritual in any order, including upgraded worlds and multiplayer.
- Verify and tune the implemented Life path around Evokers and Totems of Undying and the Death path around the Wither and Nether Star.
- Add Aender in-dimension transportation and meaningful late-game building or travel rewards.
- Audit survival removal or replacement of incompatible modern structures and progression.
Expand All @@ -30,8 +32,8 @@ See [`docs/element-ritual.md`](docs/element-ritual.md) for the current ritual, a
## Open Decisions

- Whether Stage 1 should require the Wither or a Nether Star before End access, given the Nether Star's intended Stage 2 Death-sacrifice role.
- Whether Lodestone remains the final Earth sacrifice.
- The final roles of Nether and Aender dragons.
- Whether pyramid boss tombs, a world ending, or New Game+ belong in Retold.
- Whether Desert Pyramids or additional structures should receive boss tombs beyond the confirmed
Jungle Pyramid Earth Labyrinth, and whether a world ending or New Game+ belongs in Retold.

Focused proposals are welcome through the [suggestion form](https://github.com/xefensor/Retold/issues/new?template=suggestion.yml). Explain the player-facing problem and how the proposal supports Retold's design pillars.
6 changes: 5 additions & 1 deletion docs/design-overview.md
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Expand Up @@ -36,7 +36,11 @@ The Aender is the dimension of change: an unstable, bright, strange, and dangero
2. **Stage 2:** defeating the dragon makes the world more dangerous and begins the Dragon Egg ritual built around four classical elements plus Life and Death.
3. **Stage 3:** completing the ritual hatches the egg, redirects normal End access to the Aender, and begins returning the Nether toward balance.

The intended ritual uses six consumed artifacts: Heavy Core (Air), Heart of the Sea (Water), Nether Reactor Core (Fire), Lodestone (Earth), Nether Star (Death), and Totem of Undying (Life). Air, Water, Life, and Death currently control hatching; the implemented Fire offering is recorded but remains outside that threshold until the unfinished Earth path makes all six obtainable. See [`element-ritual.md`](element-ritual.md) for the current guardian and encounter direction.
The intended ritual uses six consumed artifacts: Heavy Core (Air), Heart of the Sea (Water), Nether
Reactor Core (Fire), Lodestone (Earth), Nether Star (Death), and Totem of Undying (Life).
All six now control hatching. The Earth Guardian supplies Lodestone, while side branches contain
initial arrow traps and treasure with no added lights or spawners. See [`element-ritual.md`](element-ritual.md) for the generated Jungle Pyramid labyrinth,
persisted guardian lifecycle, blind terrain relocation, and implemented environmental combat direction.

## The Aender

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124 changes: 107 additions & 17 deletions docs/element-ritual.md
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@@ -1,6 +1,6 @@
# Dragon Egg Ritual And Sacrifices

> Current design direction as of 2026-08-19. This document records the intended player-facing design; several parts are not implemented yet.
> Current design direction as of 2026-09-07. This document records the intended player-facing design; several parts are not implemented yet.

## Role In Progression

Expand All @@ -13,11 +13,14 @@ The ritual uses **six artifact sacrifices**. Four represent the classical elemen
| Air | **Heavy Core** | **Gale Core** | Air Temple / Gale Core path exists and now rewards the Heavy Core. |
| Water | **Heart of the Sea** | **Elder Guardian** | Ocean Monument / Elder Guardian path exists and now rewards the Heart of the Sea. |
| Fire | **Nether Reactor Core** | **Wildfire** | Initial path implemented: a rare Stage 2+ Nether guardian roams, attacks undead, and guarantees the core. |
| Earth | **Lodestone** | **Custom Earth Guardian** | Working item choice. The guardian's defining mechanic is terrain construction: it places/builds blocks between itself and the player, forcing the player to mine through its defenses. |
| Earth | **Lodestone** | **Custom Earth Guardian** | Confirmed Jungle Pyramid labyrinth path. The blind guardian permanently excavates and relocates any loaded block while following players inside or outside the structure. |
| Death | **Nether Star** | **Wither** | The Wither is the Death-associated challenge and the Nether Star is its sacrifice. |
| Life | **Totem of Undying** | **Evoker** | The Evoker/Totem connection matches Retold's existing illager lore around avoiding death. |

The **Nether Reactor Core** is the confirmed Fire artifact. The **Lodestone** remains a working Earth choice and may still change.
The **Nether Reactor Core** is the Fire artifact, and **Lodestone** is the confirmed Earth artifact.
The Earth Guardian drops one Lodestone through its entity loot table (subject to normal mob-loot
rules). The ordinary Lodestone recipe and new Ruined Portal/Bastion Bridge chest Lodestones are
removed. Existing stacks remain valid; datapacks can deliberately override these acquisition rules.

## Ritual Rules

Expand Down Expand Up @@ -65,9 +68,96 @@ need in-game verification.

Earth uses a new Retold mob rather than repurposing an existing Minecraft boss.

Its defining combat behavior is **building with the terrain**. The guardian creates block barriers and defenses between itself and the player. Reaching it requires the player to mine through those defenses, making mining itself a central part of the encounter rather than using an ordinary combat boss with an Earth visual theme.

The current Earth sacrifice is the **Lodestone**. The guardian's final name, appearance, location, exact block-placement rules, and acquisition flow are still to be designed.
Every newly generated Jungle Pyramid contains a deterministic, seed-randomized **Earth
Labyrinth** beneath it. Solving the pyramid's existing lever puzzle reveals the staircase into the
maze. Already-generated Jungle Pyramids remain untouched; upgraded worlds must explore newly
generated terrain to find the enhanced structure. The implemented footprint is 77 or 101 blocks
wide across two connected levels. The upper maze floor lies 64 blocks below the pyramid
base, and the lower floor lies another fourteen blocks down. A long walkable switchback staircase
connects the secret room to the fixed entrance; the maze has a fixed central guardian chamber,
multiple stairs, loops, alternate routes, and randomized trap/treasure side branches. Additional
puzzle or combat-room systems are not part of the confirmed room direction.

The labyrinth should read as an ancient cave network that was cut, reinforced, and occupied rather
than as a regular block-built grid. Its implemented base geometry offsets junctions from their
logical cells, bends connecting tunnels through deterministic intermediate points, and uses
separated rough tunnels, irregular junction caverns, and a depth-aware Stone, Deepslate, Andesite,
and Tuff palette. Cobblestone and Mossy Cobblestone are limited to ruined structural accents and
the access stairs.

Before Stage 2, the guardian is an immovable, indestructible ancient jungle stone statue in the
central chamber. It has no AI, boss bar, damage, knockback, pushing, or portal movement. Reaching
Stage 2 makes it eligible to awaken, but it remains dormant until a player returns to the chamber.
Its persisted encounter lifecycle is `DORMANT → AWAKENING → ROAMING/COMBAT → DEFEATED`. A defeated
labyrinth remains permanently cleared and its guardian does not respawn.

The guardian is blind. It patrols and navigates through its knowledge of the labyrinth while mining,
movement, block placement, containers, projectiles, explosions, direct damage, and very close
ground contact provide differently weighted vibration clues. Sneaking reduces movement noise, and
the guardian investigates a remembered vibration position instead of receiving perfect awareness
through walls. In multiplayer it chooses among actual vibration sources rather than automatically
knowing every player's position.

Its defining combat behavior is **permanently reshaping the world around it**. The guardian can
excavate any non-air block in a loaded chunk to create paths for itself, retains the removed block
state as a bounded reserve, and relocates that material into persistent barriers elsewhere. There
is no labyrinth boundary or block whitelist: player builds, containers, puzzle mechanisms, block
entities, fluids, and normally indestructible blocks such as Bedrock are all valid. Every edit still
obeys `mobGriefing`, NeoForge's entity-griefing hook, and `RetoldWorldProtection`, allowing server
administrators and claim integrations to disable it. Relocation rather than unlimited creation
avoids an infinite block farm while leaving a permanent physical record of the encounter.

The guardian's final model and palette still need design approval. Side branches now receive up to
six content rooms per floor: pressure-plate arrow traps and occasional treasure chests. Rooms add
no lighting or spawners; normal darkness, biome, difficulty, distance, and mob-cap rules govern
natural mobs. Loot and finite dispenser ammunition use Retold-owned loot tables. Content version 1
is saved on new starts; older starts retain empty rooms, including their not-yet-generated chunks.
The initial implementation replaces new Jungle Pyramid starts
with a compatible composite structure under the same registry id, attaches a serialized labyrinth
piece, and places the deterministic two-level maze, safe secret-room staircase, carved cave
tunnels, irregular junction caverns, and ladder connections using a provisional natural-stone
palette. It now registers `retold:earth_guardian`, spawns exactly one structure-owned guardian at
the fixed chamber, and persists `DORMANT`, `AWAKENING`, `ROAMING`, and `DEFEATED` encounter state.
The guardian is an immovable, indestructible Stage 1 statue; a Survival player entering its chamber
in Stage 2 starts a three-second awakening and reveals its boss bar. The current Iron Golem model
and texture are code-level placeholders. After awakening, it uses Minecraft's vibration system to
patrol and investigate weighted remembered player clues without acquiring a sight target; the clue
and listener state survive reloads. Vibration clues may originate outside the maze. While pursuing
one, its terrain controller batches permanent changes: it excavates any loaded
non-air block into a persisted 128-state reserve and later spends that exact material on an
entity-clear barrier behind it. When ordinary navigation stops, a short route builder clears
three-wide body passages and constructs one-block ramp steps with longer landings, using only
solid full-block states from its reserve for support. It retains its 3.2-block height and physically
walks the carved route. Uphill/downhill heading persists across reloads; short work segments are
recomputed from the actual position, and player edits can invalidate and rebuild them. Excavation
and backfill share a budget of up to 12 changes every ten ticks (half a second). Once a segment
is walkable, spare budget can build a supported 3×3 wall three to six blocks behind the guardian,
at most once every forty ticks. Walls require at least 18 stored states and consume only solid
full-block states, leaving material for subsequent traversal; occupied and protected cells stay empty.
There is no block-type, ownership, or labyrinth-bound restriction on excavation;
only `mobGriefing`, NeoForge's entity-griefing hook, and Retold world protection can deny an edit.
Once roaming, it becomes damageable and aggressively closes on heard positions. At contact range
it can strike the heard Survival player with its Iron Golem attack, at most once every 30 ticks.
A fresh obstruction check prevents wall hits, and Creative/Spectator players remain excluded.
Pursuit is one-third faster than the initial investigation pass and continues during environmental
warnings; reaching a clue no longer discards it before contact combat. No live sight target is acquired.
A remembered vibration within 24 blocks marks the floor for a
30-tick environmental warning. The guardian cycles through pulling up to five real blocks out
of a valid ceiling as damaging falling debris, turning a 3×3 layer of ground beneath the marked
position into real lava sources, and opening a 3×3 pit up to four blocks deep. The pit remains in the
world and causes ordinary falling and landing damage; protected blocks stop excavation in their
column. Creatures left above the lava patch fall into lava and take normal
Minecraft contact damage; the attack adds no scripted damage or launch. Ceiling dust identifies the actual blocks
being loosened, and every selected block must have an empty vertical fall path to the marked area.
If no protected-safe, unobstructed ceiling block exists, the collapse falls back to the eruption.
The location does not follow the player after the warning
begins, so dodging remains possible without giving the blind guardian sight-like tracking. The
cooldown, selected hazard, target, and pending warning persist across save/load. Ceiling removal
uses the normal entity-griefing and Retold world-protection policy; lava conversion checks both break
and place permission. Lava sources persist and can flow, burn surroundings, and affect any creature
according to ordinary Minecraft rules. The initial trap/treasure rooms, Lodestone reward, and
six-offering ritual are implemented; natural-world generation, balance, reward retrieval around
lava, multiplayer progression, and final presentation still require verification.

### Death — Wither

Expand All @@ -85,19 +175,19 @@ connection. The Dragon Egg now accepts and consumes the Totem as the Life offeri
The broader Life-path encounter presentation remains open design work; the accepted artifact and
its Evoker source are now implemented.

## Implementation Gap
## Implementation Status

The current implementation is intentionally behind this design:
The initial acquisition paths and six-sacrifice gate are wired:

- `RetoldRitualOffering` reserves stable saved-state bits for all six sacrifices.
- The Dragon Egg accepts Heavy Core, Heart of the Sea, Nether Reactor Core, Totem of Undying, and
Nether Star, consumes successful offerings, and rejects duplicates without consuming them.
- The Dragon Egg accepts Heavy Core, Heart of the Sea, Nether Reactor Core, Lodestone, Totem of
Undying, and Nether Star, consumes successful offerings, and rejects duplicates without consumption.
- The legacy `WATER_ELEMENT` and `AIR_ELEMENT` items remain accepted but are no longer encounter
rewards or Creative-tab progression entries.
- The temporary hatch threshold is Water, Air, Life, and Death so Stage 3 remains
survival-obtainable while the other acquisition paths are unfinished.
- Fire is accepted and persisted but is not yet required for hatching. Earth is represented in
saved ritual state but is not yet accepted or required.

Implementation should turn on the complete six-sacrifice hatch requirement only when Earth is
survival-obtainable.
- All six are now required, in any order. Old offering bits retain their meanings; unfinished
Stage 2 worlds must supply their missing Fire/Earth artifacts. Worlds already in Stage 3 stay there.
- Existing generated vanilla pyramids gain no labyrinth; existing Retold labyrinth guardians can
drop the newly wired reward, while new room content requires a newly generated structure start.
Previously defeated guardians stay defeated; those worlds need another encounter for Lodestone.
- Natural encounter balance, multi-seed/chunk-border generation, and dedicated multiplayer and
upgraded-world end-to-end progression still need verification.
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