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10 changes: 10 additions & 0 deletions CHANGELOG.md
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### Player-Facing

- The survival opening now begins with Sticks and Flint instead of punching logs. Leaves have an additional 20% chance to drop 1–2 Sticks, increasing by five percentage points per Fortune level; Dead Bushes drop 2–4 Sticks, while living Bush, Firefly Bush, Rose Bush, and Sweet Berry Bush blocks have a 10% chance to drop one. Shears and Silk Touch preserve the relevant blocks without extra Sticks. Logs require a suitable tool, the 2x2 Flint Multi-tool harvests the first wood, exposed Copper, and soft early stone, and vanilla Wooden and Stone tool recipes no longer bypass the material ladder. Copper generation now makes six vein attempts per chunk instead of sixteen while preserving normal vein sizes, reducing cave-wall clutter without making each discovery unrewarding. Copper Pickaxes can harvest normal Stone for Cobblestone, but do so at 25% speed until Iron makes ordinary mining practical.
- Campfires are now crafted from three Sticks and three Logs without Coal or Flint and begin unlit immediately when placed, without briefly flashing their lit appearance. Using a bare Flint lights one and consumes that Flint in Survival, while Flint and Steel retains its normal durability-based ignition. Clay Balls fire into Bricks on a Campfire; eight Bricks in a ring then craft the Brick Furnace, Retold's renamed Smoker. It keeps food cooking, makes Charcoal from burnable logs, and processes Raw Copper and both Copper ores so players can reach Copper before obtaining Cobblestone for a normal Furnace.
- Blast Furnaces now process Iron Ingots directly into Steel Ingots using any ordinary fuel. The Spear now follows Flint, Copper, Iron, Steel, and Diamond progression, with new Flint and Steel Spears using provisional Stone and Iron visuals. Steel provides a full Pickaxe, Axe, Shovel, Hoe, Sword, Spear, and armor tier between Iron and Diamond. Pre-Steel tools cannot harvest Deepslate-family blocks, Deepslate ores, or normal Diamond Ore; Copper and Iron also break Deepslate painfully slowly. Steel unlocks all Diamond Ore and full deep mining, while Obsidian and Ancient Debris remain locked to Diamond.
- Alternative equipment acquisition now follows fixed world rules in single-player and multiplayer. Bonus chests provide one Flint Multi-tool instead of Wooden/Stone tools; safe Village smith chests stop at Copper equipment and at most two Iron Ingots. Smith equipment trades unlock Copper at Apprentice for 8–12 Emeralds, Iron at Expert for 24–32, and Diamond at Master for 48–64, with enchanted Diamond offers rarer than unenchanted ones. The Wandering Trader retains its rare enchanted Iron Pickaxe at an enchantment-adjusted price around 48 Emeralds.
- Mending can no longer be newly generated by Librarian trades or random loot. Existing Mending items continue to function, and commands and Creative mode retain the enchantment.
- Unenchanted Diamond tools and Spears now have only 64 durability, while unenchanted Diamond armor has leather-like 6x durability. Diamond Horse and Nautilus Armor now use 96 durability before enchanting and 528 afterward, and lose durability from real hits like other armor. Any enchantment—including a curse by itself—immediately restores full Diamond durability; removing every enchantment makes the item fragile again. A heavily damaged item stripped beyond that fragile limit retains one final use instead of becoming invalid immediately.
- Wolf Armor and every Horse and Nautilus Armor material can now be enchanted with the same enchantment pool as a Chestplate. Each uses the enchanting value of its own armor material. Protection enchantments now affect damage absorbed by Wolf Armor as well as ordinary animal health damage; Fire Protection also retains its normal shorter-burning effect.
- The End no longer produces its periodic celestial flashes, temporary brightness pulses, or delayed flash sounds. Retold's generated End sky remains unchanged.
- Trial Chambers, Ancient Cities, and the Deep Dark no longer generate in newly explored terrain. Their blocks, items, mobs, biomes, and already-generated content remain available.
- Ruined Nether portals no longer generate with loot chests.
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### Technical

- Added the 48-durability Flint Multi-tool, Flint Spear, and provisional Steel material with data-driven mining, repair, common-ingot, Spear, enchantment-family, and armor tags. A global loot modifier supplies scaled Sticks from leaves and woody bushes, and placed-feature overrides reduce both ordinary and Dripstone Copper attempts from sixteen to six per chunk. Data-driven chest and Villager-trade overrides enforce fixed acquisition tiers without per-player state, while enchantment tags remove Mending from new trade/random-loot generation. Exact Wooden/Stone recipes are removed during recipe loading; Armorer, Toolsmith, and Weaponsmith lessons follow the material ladder. Focused GameTests cover scaled Stick supply, acquisition tables and prices, Mending source removal, reduced Copper placement, Campfire behavior, harvest tiers, Spear/starter/equipment crafting, station processing, and Furnace availability.
- Added tag-driven dynamic Diamond durability through a narrow `ItemStack.getMaxDamage` hook and a named progression policy. Diamond Horse and Nautilus Armor receive a 528-durability component and server-side BODY-slot wear from non-bypassing hits. Focused coverage enumerates all twelve enchantable Diamond items and verifies fragile values, enchantment restoration, removal regression, real animal-armor wear, vanilla-tag preservation, and the over-damaged stripped-item safeguard.
- Added data-driven Chestplate enchantment compatibility and material-matched enchantability components for all twelve vanilla animal armors. A Wolf-specific incoming-damage bridge applies vanilla enchantment protection before Wolf Armor's special durability-absorption path bypasses ordinary living-entity mitigation. Focused coverage verifies every supported-enchantment set plus equipped Protection-family mitigation, Fire Protection burn duration, Thorns, Unbreaking, Mending, Binding, and Vanishing behavior across Wolf, Horse, and Nautilus armor paths.
- Added a client-only vanilla-End hook that clears `EndFlashState` after level construction, suppressing all flash rendering, lightmap, and sound paths while preserving the End skybox and leaving other End-style dimensions untouched.
- Replaced the vanilla Trial Chamber and Ancient City biome tags with empty tags so the structures remain registered but have no eligible generation biomes. A narrow Overworld biome-builder hook omits the Deep Dark mapping from the default climate preset without unregistering the biome. Added focused GameTest coverage for each boundary.
- Added a ruined-portal placement processor that omits template chests without affecting chests or other containers elsewhere, with focused GameTest coverage.
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2 changes: 1 addition & 1 deletion docs/internal/README.md
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| [`retold_roadmap.md`](retold_roadmap.md) | active developer direction, priorities, undecided items, and not-planned items |
| [`design_principles.md`](design_principles.md) | developer-confirmed high-level design rules used to judge future Retold systems |
| [`living_world_and_settlements.md`](living_world_and_settlements.md) | confirmed design for roads, environmental reclaiming/weathering, village generation/growth, professions, logistics, trade, magic/energy, and player-village reputation |
| [`tool_armor_ore_progression.md`](tool_armor_ore_progression.md) | confirmed material/tool/armor/station progression: Flint Multi-tool opening, Clay Furnace/Copper, Furnace/Iron, Blast Furnace/Steel, Diamond enchanting, Netherite, and Aenderite direction |
| [`tool_armor_ore_progression.md`](tool_armor_ore_progression.md) | confirmed material/tool/armor/station progression: Flint Multi-tool and Campfire opening, Brick Furnace/Copper, Furnace/Iron, Blast Furnace/Steel, Diamond enchanting, Netherite, and Aenderite direction |
| [`golem_equipment_design.md`](golem_equipment_design.md) | confirmed design for pacifist-villager metalworking, oversized Iron Golem armor/weapons, block-scale material costs, and settlement defense investment |
| [`enchanting_design.md`](enchanting_design.md) | confirmed enchanting direction: player-learned SGA language, domain/effect/modifier words, energy-based levels, discovery, and known-enchantment recording |
| [`enchanting_test_guide.md`](enchanting_test_guide.md) | spoiler-heavy developer checklist with every spell word, maximum level, compatible test item, cost, and expected success/failure behavior |
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