BUG FIXES
The issue fixed here is 1.21.1-exclusive, and this is just a hotfix to bring parity to both versions.
This is solely a visual glitch, so if you already have the data pack for V1.3.1 installed, feel free to only reinstall the recourse pack. For the mod, you must redownload the whole thing.
VANILLA ITEMS
- Stone: Fixed its item model to no longer look like an Angler Pottery Sherd. Thank you to rocamocha on Discord for pointing this out.
NEW
- Kraken: Kraken's Acid Balls now have a custom texture.
CHANGES
SYSTEMS
- Raids: Raids now remove 500 Mass from the infection when defeated instead of 150 Mass.
CRIMSONIFIED & DECAYED MOBS
- Skeleton: Infected Skeletons are now able to swim.
AXIS MOBS
- Distributor: Infected Flesh dropped upon death from 0-3 to 16-32.
TITANS
- Osiris: Since the 1.3 update, Osiris, along with all other mobs given new animations via EMF and ETF, now have their hitboxes show up through F3+b. Now, the separate hitbox representing Osiris' Brain also shows up.
BUG FIXES
CRIMSONIFIED & DECAYED MOBS:
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Skeleton: Decayed Skeletons no longer shoot both a poisonous and a withering projectile (1.21.5); When Crimsonified Skeletons have Bloodlink Power, their projectiles will now explode when landing on the ground like their decayed variants (1.21.1)
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Drowned: the non-Trident variant of Crimsonified Drowned now has the right texture applied to their flippers. (1.21.5)
BLOODLINK-PROTECTORS
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Bloodlink Pod: No longer can teleport Distributors. (1.21.5)
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Bloodlink Sentry: No longer sometimes takes damage when emerging from the ground.
PRIMAL BIOME MOBS
- Sky Bomber: No longer is on fire in the daytime.
EVOLVED BIOME MOBS
- Harbinger: Harbinger's Clouds are no longer on fire in the daytime.
TITANS
- Titan Drill: Now actually has the balance change (Block-Break speed from 0.5 sec ---> 0.75 sec) implemented mentioned in the V1.3 Changelog.
VANILLA ITEMS
- Raw Iron & Ink Sac: Now have the correct textures for each item (1.21.1).
CRAFTABLE ITEMS
Singularity Enchantment: Can no longer move Distributors. (1.21.5)
Bloodlink Marker: Bloodlink Marker's ability is no longer triggered when a player uses a bed for the 1st time (this is why you may have seen the text "No Bloodlink Detected" randomly appear after using a bed). (1.21.5)
Crimson Repeller: Crimson Repellers existing before V1.2 now use item display entities instead of Armor Stands (1.21.1)
NEW
DEPENDENCIES
This project now REQUIRES the Entity Model Features and Entity Texture Features Mods, or many things will not render properly.
This is due to the fact that I am now beginning to give my mobs proper animations. However, these take a significant amount of time to complete due to the fact I must remake my models from (almost) scratch, so expect more animations to slowly roll out over the next few updates.
CRIMSONIFIED & DECAYED MOBS
Decayed Mobs now have unique models and textures in comparison to their Crimsonified Counterparts, and are able to perform parkour to clear small gaps.
- Drowned: An incredibly fast swimmer with similar stats to the Infected Human. Trident variants swim slower, but throw Crimson Tridents that when they hit an enemy, will drag their victim to the ocean floor.
AXIS MOBS
Bloodlinks now fall under this category.
- Distributor: A stationary, yet dangerously intelligent enemy with an enormous range of abilities. Spawns in Phases 3+, when 3 Decayed mobs are nearby one-another, and another Distributor is not already nearby. These mobs will passively set livestock-bait traps, summon Bloodlink Sentries, and give mobs Bloodlink Power. Whenever the Mass Threshold is reached, Distributors are able to grab information on players' whereabouts/actions, and have a chance to dictate the infection into performing the worst-possible event for that player (for instance, if the player is visiting a village or is at their base, a Raid will be more likely to spawn). Furthermore, Distributors also allow the infection to cause multiple events simultaneously (Depending on what the Distributor(s) chose for the infection to do, there is also a chance for Nodes or a Titan Egg to spawn, if the Phase permits). After the event occurs and the Mass drops back to 0, each Distributor will grant 100 Mass to the Infection, capping at 50% of what the Infection would currently need to reach the Mass Threshold again. When attacked, Distributors will attempt to defend themselves by teleporting a nearby Crimson Invader to themselves, and grant said mob Bloodlink Power. It is ideal to kill them in the least amount of hits possible.
PRIMAL BIOME MOBS
The following mobs are now able to perform parkour to clear small gaps: Rusher, Pyrobomber(when below half-health), Raptor.
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Devourer: A large flying mob that swoops down and grabs an enemy in its mouth, then flies upwards while eating/digesting its victim alive. Crouch to escape, but be aware that if you time it wrong, you can get picked back up again. Drops Toxic Essence and Claw Fragments.
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Knight: A heavily armored mob that has trouble moving under the sheer weight of its spike-covered shell. Grants nearby Crimson Invaders a damage reduction, and when an enemy is nearby, will curl into its shell. When curled up, Knights have an 80% damage reduction, and will reflect damage back onto their attacker. Try to damage this mob before they curl up. Drops Berzerk Essence and Armored Scales.
EVOLVED BIOME MOBS
The following mobs are now able to perform parkour to clear small gaps: Mangler, Napalmer(when below half-health), Harbinger.
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Kraken: Evolution of Devourer. When attacked, will spit a barrage of acid balls in the direction its moving. Note that these acid balls leave a lingering cloud that is able to heal the Kraken, along with other Crimson Invaders. Drops Toxic Essence, Claw Fragments, and a Kraken Maw.
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Juggernaut: Evolution of Knight. Instead of only curling up when an enemy is nearby, Juggernauts will also curl up whenever they receive damage, and stay curled up for twice as long. When curled up, with the unique plates on their back, Juggernauts will deflect ALL Impact Projectiles back at the shooter, transforming them into the same projectile Decayed Skeletons shoot. Drops Berzerk Essence, Armored Scales, and a Juggernaut Plate.
ITEM DROPS
- Kraken Maw
- Juggernaut Plate
CRAFTABLE ITEMS
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Snaring Enchantment: Bows with this enchantment will fire arrows that when striking a mob, will temporarily immobilize the mob, rendering them unable to attack.
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Deflecting Enchantment: Shields with this enchantment will passively deflect Impact Projectiles back at their shooters for a short duration after the user is attacked. Doesn't affect Player-shot projectiles.
PROJECTILES
Many projectiles now have custom models, instead of looking like arrows. For instance, Infected Skeletons now shoot out spikes like the ones extruding from their bodies, and Purified Bow now shoots out triple-frilled, diamond-tipped arrows (The Arial Arrow creates a vortex-effect when dragging a player).
CHANGES
MOBS (GENERAL)
- Swimming: any Crimson Invader capable of swimming will now swim just as efficiently in shallow water as they do when fully-submerged.
PRIMAL BIOME MOBS
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Rusher: Can now only recharge/use its dash-attack if moving; Dash Recharge Time from 10 sec --_> 8 sec.
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Sky Bomber: Bombs will no longer deal damage to mobs through walls (I apologize to those of you who lost your worlds to being spawn-camped by this).
EVOLVED BIOME MOBS
- Mangler: Can now only charge/use its Dash Attack while moving.
-Drill: Drills have received a major rework to make them less intrusive in combat situations, and more of a utility ability. Evolved Biome Mobs can now only spawn drills if they are NOT moving (for instance, if they are stuck or lost sight of their target), but will still recharge their Drills while moving. But because of this, Maximum Drill Spawn Speed from 15 sec ----> 10 sec to prevent these large mobs from getting stuck as easily. Finally, Drill Block-Break speed 1 sec ---> 1.5 sec to allow for players to have a better chance of escaping Drills if underground.
TITANS
- Titan Drill: Received a similar rework to regular Drills, but with different numbers; Spawn-Speed remains the same, but Block-Break speed 0.5 sec ---> 0.75 sec.
BUG FIXES
SYSTEMS
- Raids: When spawning on NPCs, will no longer try to spawn one Raid per NPC, but will select one mob to spawn a Raid on.
CRIMSONIFIED & DECAYED MOBS:
- Skeleton: the text "Crimsonified Skeleton"/"Decayed Skeleton" no longer shows up above Infected Skeletons.
BLOODLINK-PROTECTORS
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Bloodlink Mercenary: No longer has a chance to spawn Zombified Piglins as backup when attacked.
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Bloodlink Pod: No longer has a chance to teleport Osiris's Brain off of its head.
PRIMAL BIOME MOBS
- Raptor: Now has the correct 50-block Follow Range like all other Primal Biome Mobs.
EVOLVED BIOME MOBS
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Harbinger: Now has the correct 100-block Follow Range like all other Evolved Biome Mobs.
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Emperor: Will now swim when in its final stage instead of just sinking.
TITANS
- Osiris: If its brain is somehow taken off of its head instead of killing it, the brain will now despawn.
NEW
CREATIVE MODE
- /function cc_loot:infection_gauge: gives the infection gauge item.
CHANGES
SYSTEMS
-
Phase/Points/Mass Threshold: From Phases 2-5, whenever the Mass Threshold is reached, nodes are more likely to be spawned rather than a different event occurring (this will make early-game easier, but late-game harder).
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Raids: If no player entity in Survival or Adventure mode is detected, Raids can now target allied mobs like Villagers, Iron Golems, etc.
CRAFTABLE ITEMS
-
Scale Armor Set: tweaked the helmet texture to match the item texture.
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Purified Bow: no longer has the option to toggle its abilities.
BUG FIXES
SYSTEMS
- Raids: Added back an accidentally-deleted line of code that prevented Raids from naturally occurring.
INFECTING MOBS
- Bloodlink: Fixed an issue that caused the third initial Bloodlink to have near-impossible spawn requirements.
TITANS
- Osiris: Osiris' head model will now change to indicate when the brain has been destroyed (1.21.5-exclusive issue); fixed the stray pixel visible on its claw when Osiris is given the Glowing potion effect.
CRAFTABLE ITEMS
- Purified Bow: Spectral Arrows shot from a Purified Bow no longer break.
BUG FIXES
The issue fixed here is 1.21.1-exclusive, and this is just a hotfix to bring parity to both versions.
This is solely a visual glitch, so if you already have the data pack for V1.2.2 installed, feel free to only reinstall the recourse pack. For the mod, you must redownload the whole thing.
VANILLA ITEMS
- Raw Iron & Ink Sac: Both these items would render as a structure block instead of having their respective textures.
CHANGES
SYSTEMS
-
Mass: When the Mass Value is a negative number, it will no longer passively increase until it hits 0.
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Raids: Raids of any strength will now spawn with one additional Primal Raid Pod than what they would previously spawn with.
BUG FIXES
SYSTEMS
- Raids: Fixed an issue where Raids were increasing in strength by the old Point-values of Phases rather than the new ones (This issue was caused by the same thing that led to Decayed Mobs spawning when they weren't supposed to in Version 1.2)
ITEM DROPS
- Undeveloped Bloodlink Brain: Now has a new texture that was added to 1.21.5 in V1.2, but I forgot to add it to 1.21.1.
CRAFTABLE ITEMS
- Purified Bow: fixed a major issue with this weapon that made its aerial attack pull ALL players instead of only the one who shot the bow, essentially making this weapon unusable in multiplayer.
BUG FIXES
These issues are 1.21.1-exclusive, and this is just a hotfix to bring parity to both versions.
MOBS (GENERAL)
- Swimming Mechanics: When swimming, custom mobs will no longer emit Angry Villager particles (this was an indicator I was using to test something, and forgot to remove).
CRAFTABLE ITEMS
- Crimson Blighter, Bloodlink Marker, & Infection Gauge: fixed a texture bug where any of these items that previously existed before the V1.2.1 update would lose their texture.