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Ignis 0.2.8

AI-driven next-gen RPG with an endless amount of posibilities, just in one plugin.

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0.2.8 18 days ago
0.2.8

Changes:
- Fixed quest priority; now PROFESSION_ITEM_GATHERING will always be first.
- Player messages during NPC dialogues are now visible in the chat.
- Reputation change messages now appear at the end of NPC messages instead of the beginning.

0.2.7 21 days ago
0.2.7

Changes
 - RESIN_CLUMP added to the treasure hunt quest: now cartographers and librarians will occasionally send the player to the pale garden.
 - Clerics now brew random potions from the materials they have. Previously, clerics were idle. Now you can buy potions from them. Random ones. Even those that cannot be brewed in vanilla.
 - The price of each potion effect has been added to prices.yml. This helps maintain balance.
 - Slightly increased the amount of starting currency for each race.
 - Quests of the PROFESSION_ITEM_GATHERING type now have the highest priority. This ensures that villagers always first ask the player to help with their profession development.
 - The number of available quests has been increased by 1 for each level — more quests, more interesting interactions, more everything.
 - Minor benefits for low-income villagers: villagers of the first and second levels will receive their race's currency when generating quests. This allows every villager to have quests for the player. Previously, if a villager didn’t have enough items to pay for a quest, the quest simply wouldn’t generate, and the villager would wander aimlessly without a chance to earn. This could be classified as minor cheating, since the plugin’s essence is that villagers no longer pull items straight from the void, materializing them out of nothing. But blessed is the lie that saves, right?
 - When a cleric brews a potion, a sound is played. By the way, the maximum number of potions equals the cleric’s level + 1.
 - Added a new quest: FUNGUS_SEARCH. This quest is a special quest for clerics and librarians. As you might guess, it involves searching for mushrooms.

0.2.6 23 days ago
0.2.6

 - Added the ability to give gifts to villagers. To give a gift, you need to start a dialogue with a villager — open the interaction menu and press the "Chat" button. Then open the menu again and select "Gift" — after that, the next item the player drops from their inventory will be given to the villager. The AI will then generate a few phrases showing how the villager reacts to the gift: if you give an NPC, say, a stack of diamond blocks, they’ll be EXTREMELY surprised. If you give them some useless junk, they’ll throw it back. Gifts affect reputation, shape the villager’s opinion of the player, and allow you to "invest" in the villagers’ development by supplying them with materials needed for crafting items. This is a very deep mechanic, and even I don’t fully know what reactions the gifts might trigger. What if you give a villager a dragon egg, for example? How will they react?...
 - Added a wealth mechanic. It’s determined by calculating the value of a villager’s inventory. For now, it only affects the dialogues generated by the AI.
 - Fixed an old bug that prevented other types of quests from appearing.
 - Fixed a bug related to inventory serialization, which @ubivis has been reporting for a very long time. Sorry it took so long, buddy.
 - Fixed numerous bugs related to trading.

https://www.youtube.com/watch?v=HW3Klw4Kbg0

0.2.5 25 days ago
0.2.5 Update (NPC chatting!)

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This update fixes many bugs that were missed in 0.2.4. In addition, significant balance edits: villagers no longer have rich man inventories from the start, and the goal is for players to participate in their development.

Changes
- The new feature is memory. NPCs will now remember events that happen to them. For example, if one of the other NPCs dies in front of them, it will be stored in their memory.
- Another new feature is the ability to chat with NPCs. You may have heard about the existence of chatbots like CharacterAI and so on - well, I've worked pretty hard on this mechanic, and now you can chat with NPCs almost as if they were real players. Telling them backstories, asking them how they're doing. This is combined with the already mentioned memory: if you insult an NPC, NPC will remember it. Also, because of this, your reputation in the NPC settlement will decrease. The NPC's opinion of you is updated with every phrase you say to them: this allows you to simulate the “development” of the relationship between you. I also invented a mechanism for “directives”: if a player tells an NPC that he wants to trade, a trade menu will open. NPCs are also aware of their surroundings: in their responses they will take into account the current time of day, weather, biome. The moral question of whether it is necessary, because Minecraft should be played with friends, we'll leave it for later. I know a huge number of lonely players, and perhaps this will help them to brighten their loneliness.
- Like I said, balance edits. It deepens the progression considerably: whereas before a player would just come to a village and collect all the cream off the top, now they'll have to take an active part in the development of the village, and I think it's much more reasonable. I will continue to work on the balance in the next patches.
- New type of messages from NPCs: messages about impossibility to trade. If an NPC has a job but has nothing to trade, then the NPC will say so. Previously, nothing would happen and it was confusing.
- world_nether и world_the_end added to core.allowed-worlds in the config.yml.
- Redesigning the interaction menu. The “Actions” menu has been removed - it has been replaced with a “Chat” option. If the player is chatting with an NPC, clicking on it will bring up a brand new menu where you can interrupt the dialog or give the NPC a gift (gifts will be added in the next update). 

0.2.4 Mar 29, 2025

Migration from Spigot and Modrinth. For now, this version is no different from the free version — wait for updates!

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