CHANGES
EVOLVED BIOME MOBS
- Emperor: When in its first phase, now shoots projectiles slower, but with higher damage output (This change is from V1.2 but I forgot to mention it).
STRUCTURES
- Node: The Speed Node now increases Crimon Invaders' Speed by 35% instead of 25%.
CREATIVE MODE
- /function cc_loot:crimson_survival_guide & /function cc_loot:everything: now give the Crimson Survival Guide instead of a chest containing the book.
TECHNICAL:
- Movement Animations: Raptors, Harbingers, and Manglers now use a predicate to detect movement instead of using a marker entity. This change heavily reduces lag caused by these mobs, and now they will be able to exist in similar numbers to all other mobs before causing any major lag (for reference, my computer could handle about 100 of these mobs before lagging, and now can handle closer to 300, which is about the same for all other Crimson Invaders). If there were a lot of these mobs in your world, run this command after downloading this version: /kill @e[type=marker]
BUG FIXES
SYSTEMS
If the Max Infection Radius config option is enabled, when a Raid that spawned outside of the Radius is successful, another infection event will now trigger.
MOBS (GENERAL)
- Custom Mob Sounds: Any mob with custom sounds will now make a hurt noise when damaged by an Immunity-Frame-ignoring attack (This change is from V1.2 but I forgot to mention it).
CRIMSONIFIED & DECAYED MOBS:
Fixed an issue introduced in V1.2 for 1.21.5 caused by the Phase progression nerf that caused Decayed Mobs to spawn in phases that they were not supposed to.
INFECTING MOBS
- Bloodlink: When a Bloodlink Spawns in, it will no longer force-replace the block beneath it with Basalt, and will now only do so to the same list of blocks that Titan Drills can break.
PRIMAL BIOME MOBS
- Sky Bomber: Now gives 0-3 items upon death instead of 0-5, to match the drops of all other Primal Biome Mobs.
CRAFTABLE ITEMS
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Crimson Survival Guide: Beacon Purifier's Crafting Recipe is now fixed to say Diamonds instead of Diamond Blocks. Thank you to melivo on Discord for finding this issue.
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Dried Pummeler Tendril: Its 1.21.1 Potion effects now match the 1.21.5 varient.
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Crimson Repeller: Its particles when active are no longer 1 block higher than they were supposed to be (1.21.5 issue
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Purified Axe: In 1.21.5, will now will destroy some 0-hardness blocks just like it does in 1.21.1.
CONFIGURATION OPTIONS
Fixed a few minor typos where "cappped" was written instead of "capped"
TECHNICAL:
Fixed some 1.21.1 issues with the #crimson_curse:non_living entity tag.
NEW
CRAFTABLE ITEMS
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Flare Cannon: A placeable item that when left-clicked, will give all nearby Crimson Invaders the Glowing potion effect.
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Purified Shield: Block enemy attacks to gain kinetic energy. Once the shield is fully powered, lower it to fire an energy ball that will damage and pull nearby enemies.
CREATIVE MODE
There are now spawn eggs, along with other Creative Mode items for players to interact with, allowing people to better-get a feel for what the mod/data pack has to offer, without needing to play through it first. While there is still no Creative Mode inventory section, there are some basic commands players can use to get a hold of specific items:
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/function cc_loot:crimson_survival_guide: gives a chest containing the Crimson Survival Guide
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/function cc_loot:enchantments: gives a chest containing all the mod's custom enchantments.
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/function cc_loot:intermediate crafting: gives a chest containing all craftable items that are used for further crafting.
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/function cc_loot:mob_loot_common: gives a chest with all common mob loot.
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/function cc_loot:mob_loot_evolved: gives a chest with all evolved mob loot.
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/function cc_loot:mob_loot_special: gives a chest with all special mob loot.
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/function cc_loot:mob_loot_all: gives a chest with all mob loot.
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/function cc_loot:primal_gear: gives a chest with all Primal gear.
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/function cc_loot:special_gear: gives a chest with all special/miscellaneous gear (Infection Gauge, Mangler Spear, etc.).
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/function cc_loot:purified_gear: gives a chest with all purified gear.
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/function cc_loot:spawn_eggs: gives a chest containing the spawn eggs to the mod's mobs.
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/function cc_loot:everything: gives all chests mentioned above.
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/function cc_loot:protection_block {Radius:x}: gives a command block that when placed, will prevent a certain radius from being infected. Change the x-value in the command to set the desired radius of blocks.
GAMEPLAY COMMANDS
There are now a few commands players can use to alter the current state of the infection and check the infection's progress.
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/function cc_cmd:begin_infection: If there is no Bloodlink already in the world, this command will force-spawn one, thus starting the infection.
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/function cc_cmd:set_mass {Mass:x}: Sets the infecion's Mass to the value x.
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/function cc_cmd:set_points {Points:x}: Sets the infecion's Points to the value x.
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/function cc_cmd:set_phase {Phase:x}: Sets the infecion's Phase to the value x. Only works with values 0-5.
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/function cc_cmd:mass_threshold: Depending on the infection's Phase, this command will trigger a random Infection Event (evolving Bloodlinks, spawning Nodes, etc.). Can only be used once per second.
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/function cc_cmd:get_infection_data: will tell the player who ran the command the infection's current Phase, Points, and Mass.
CONFIGURATION OPTIONS
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/function cc_config:max_infection_speed {Cap:x}: Sets the maximum amount of areas that the infection can infect in one tick to x. This value is 30 by default, and may cause lag if changed to a greater value. Set to 0 to stop the infection from spreading.
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/function cc_config:max_infection_radius {Radius:x}: Sets the maximum radius to which the infection can spread from the nearest Bloodlink to the player who ran the command to x. This value is infinite by default, and can be changed to infinite by setting the value to a negative number.
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/function cc_config:max_drills {Cap:x}: Limits the maximum amount of Drills or Titan Drills to x. This Value is set to 15 by default. Set to 0 to prevent any Drills from spawning.
CHANGES
SYSTEMS
- Phase/Points/Mass Threshold: 0/-∞--1/1000, 1/0-9/1000, 2/10-39/3000, 3/40-149/6000, 4/150-299/8000, 5/300+/7000; Infection Phase-progression is now much slower. While the infection will still trigger events at roughly the same interval depending on the Phase, more Points are now needed to increase said Phase.
MOBS (GENERAL)
- Swimming: Mob swimming mechanics have been reworked to be less buggy. Mobs will no longer end up glitching inside of walls, and mobs like Rusher and Mangler will be able to horizontally dash in water now.
INFECTING MOBS
- Bloodlink: Infection-spreading can now be stopped by certain blocks with a high enough hardness-value. Stage 1 Bloodlinks can infect through a hardness of less than 5, Stage 2 less than 10, and Stage 3 Bloodlinks' infection cannot be blocked.
PRIMAL BIOME MOBS
- Sky Bomber: Bomb explosions will now destroy blocks with a hardness less than 5, and will only deal damage to allied mobs (Players, Iron Golems, Villagers, etc.).
EVOLVED BIOME MOBS
- Mangler: AI has been slightly improved when they dash. They will now be more likely to dash towards their desired target, instead of running back-and-forth.
CRAFTABLE ITEMS
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Steel Skin Enchantment: Received a nerf where the invincibility's recharge will reset if the wearer takes any damage.
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Toxic Thorns Enchantment: The Wither effect duration has been slightly nerfed.
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Mangler Spear: (Received a complete rework) is no longer a ranged weapon, but is a long-range melee weapon capable of dealing heavy damage to all mobs in a large area, but has very low durability. It is now meant to be used as an escape card in tricky situations instead of a primary ranged weapon.
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Crimson Repeller: Will now drop itself when destroyed, and has been slightly reworked. To use, place a SINGLE Crimson Essence inside the Blast Furnace at a time. Each Crimson Essence added will increase its runtime by 20 minutes.
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Beacon Purifier: (Received a complete rework) Now will only alter blocks if the block exists inside of a previously-infected area, meaning that if you have certain blocks that the infection uses, if the block does not exist in an infected biome, it will no longer be destroyed by the Beacon Purifier. Now also has a different, more visually pleasing method of disinfecting. Beacon Purifiers can now easily be destroyed by crouching near one for 3 seconds.
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Purified Sword: Slowness and Weakness debuff durations nerfed from 5 seconds to 3 seconds.
TECHNICAL:
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Condition Testing: Many mobs will now only test for proper conditions to do something (make a sound, activate/charge an ability) only once per second, instead of every tick. Especially in late-game situations, this should noticeably decrease any lag.
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Bow Arrows: Arrow-tagging to indicate if an arrow has a special ability (EX: one with the Singularity Enchantment, or shot from the Purified Bow) will now be less intrusive, and should be compatible with other custom bow enchantments.
BUG FIXES
SYSTEMS:
- Phase/Points/Mass Threshold: If the infection is brought below 0 Points using Crimson Blighters and Siphoners, the infection will no longer get "frozen," and will now be able to progress back into Phase 1.
EVOLVED BIOME MOBS
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Mangler: Mangler's dash will no longer destroy items.
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Napalmer: Napalmer Demons will no longer have quotation marks around their names. (1.21.5-exclusive issue)
CRAFTABLE ITEMS
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Crimson Survival Guide: Now contains the crafting recipes for the Purified Armor set. (You will get a new copy of this book upon loading the world)
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Infection Gauge: Will no longer not work if the player has full hunger. (This item will need to be recrafted.)
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Singularity Enchantment: Will no longer move Bloodlinks, and will no longer instantly destroy Osiris' Brain.
Version 1.2 will be releasing shortly with a lots of new content besides just bug fixes.
BUG FIXES
COMPATIBILITY:
Fixed an issue with raids potentially not spawning without Friends&Foes installed, and fixed an issue with the block tag crimson_curse:purified_axe_destroy sometimes preventing Modrinth-hosted servers from loading.
BUG FIXES
COMPATIBILITY:
Fixed a few issues where some block tag lists did not include blocks from the compatible mods listed in V1.1's changelog.
SYSTEMS:
- Raids: Raids will now be able to spawn underwater again; Evolved Raid Pods will no longer spawn "hybrid" mobs (I.E. a Harbinger with Pyrobomber's legs); When a raid occurs deep underwater, Raid Pods will no longer spawn directly above the Raidlink (all these issues were 1.21.5 V1.1-exclusive)
EVOLVED BIOME MOBS:
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Emperor: will no longer always have a spawn_reinforcement attribute value of 1
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Napalmer: Napalmer's projectiles will now explode again in the right conditions (1.21.5 V1.1 exclusive issue); Napalmer will no longer fire projectiles when below half-health if there is an enemy within 5 blocks of it
NEW
COMPATIBILITY:
This project is now fully compatible with blocks and mobs from Biomes O' Plenty, Friends&Foes, and Traveler's Backpack. Other mods that add such features are still safe to use with this mod, but may not be able to interact with the infection.
CRAFTABLE ITEMS
- Infection Gauge: Right Click to recieve data on the infection's current Phase, Points, and Mass
CHANGES
SYSTEMS
- Raids: Raidlinks will no longer spawn directly on top of an already-existing mob.
CRIMSONIFIED AND DECAYED MOBS
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Zombies, Husks, and Zombie Villagers: Received new textures, so they no longer use vanilla armor textures.
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Skeleton: Both variants received a major Hitpoint nerf.
BLOODLINK-PROTECTORS
- Bloodlink Mercenary: Received new textures, so they no longer use vanilla armor textures.
PRIMAL BIOME MOBS
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Pyrobomber and Rusher: Received new textures, so they no longer use vanilla armor textures.
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Raid Bomber: Is now called "Sky Bomber"; Melee and Bomb damage was heavily nerfed; Bomb explosions can no longer destroy items.
EVOLVED BIOME MOBS
All Evolved Biome Mobs will now give more common drops when slain.
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Napalmer: Received new textures, so they no longer use vanilla armor textures; will no longer shoot projectiles if any enemy is within 5 blocks of it; Can now only shoot out 8 projectiles, instead of 8-24, so it will prioritize the nearest enemy; Projectiles will no longer deal explosion damage if a Napalmer is within 5 blocks of them. (Most of these changes were made to make fighting Napalmers more predictable in multiplayer situations.)
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Drill: Breaks blocks slightly faster, but moves slower to compensate; death-explosion abilities are now truly random, instead of being based on how far the Drill traveled; Drills will now completely ignore all storage blocks and pass right through without breaking them (other blocks like Beacons are included in this list as well).
TITANS
- Titan Drill: Breaks blocks slightly faster, but moves slower to compensate; death-explosion abilities are now truly random, instead of being based on how far the Titan Drill traveled. Titan Drills will now completely ignore all storage blocks and pass right through without breaking them (other blocks like Beacons are included in this list as well).
CRAFTABLE ITEMS
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Raw Crimsonium: Received a new crafting recipe requiring fewer Node Cores.
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Scale Armor Set: Received new textures, so they no longer use vanilla armor textures.
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Bloodlink Marker: (Received a complete rework) Right Click to release a particle trail pointing to the nearest Bloodlink; Hold Right Click to give the nearest Bloodlink the Glowing effect, disable its ability to infect and enter Attack Mode for 1 day.
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Crimson Siphoner: Removes 5000 Mass and 3 Points from the infection instead of only 1500 Mass and 1 Point.
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Crimson Blighter: Removes 50000 Mass and 30 Points from the infection instead of only 15000 Mass and 10 Points.
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Purified Sword: Sweeping Damage Ratio was nerfed.
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Purified Armor Set: Received new textures, so they no longer use vanilla armor textures.
BUG FIXES
SYSTEMS:
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Bloodlink Power: Titans and Bloodlinks should no longer be able to receive Bloodlink Power from other mobs.
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Raids: Will no longer spawn in the Nether for lore consistency.
CRIMSONIFIED AND DECAYED MOBS
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Villager: Now has custom sounds; gets buffed from receiving Bloodlink Power; Decayed variant now emits particles.
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Decayed Skeleton: Now shoots the correct withering projectiles.
BLOODLINK-PROTECTORS
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Bloodlink Pod: Will now retreat back into the ground after teleporting a mob.
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Bloodlink Sentry: Will now retreat back into the ground if their associated Bloodlink leaves Attack Mode or is slain; will no longer drop loot if their associated Bloodlink leaves Attack Mode; If moved, its model should no longer disappear.
RAIDERS
- Raidlink Pod (Primal and Evolved): When landing in a fluid, will now sink to the ground and explode instead of chasing after the nearest player.