- Fixed crash with pillagers setting target
- Improved panic ai
- polished husk burrowing by making them stop burrowing if other husks are burrowing
- Polished parkour ai to use vanilla algorithm instead of an outdated copy and paste
- added config for skeletons shooting faster based on distance
- Hostile baby mobs have their healths halved
- Bow attack rework
Many people complain about bow-wielding mobs being frustrating to fight aganist. This rework is meant to help migitate aganist this notion. Instead of strafing bow-wielders will instead stand still until they fire three shots. After three shots they will move to another position. If the player is too close for comfort then they will also try to find another position.
- New mob jump ai
Piglins, Illagers, and other humanoid mobs will try to jump through gaps in order to reach their intended target.
- Husk burrowing AI
Husks will now upon seeing the player burrow for some time and attempt to grab and drag the player down. However, if a significant amount of damage is dealt while the husk is burrowing it will cancel its attack and do regular melee. You cannot escape the husk while being grabbed but you are allowed to attack it since it has a delay between grabbing and pulling you down. Going on a higher elevation level than the husk will tire it out and also cause it to go into regular melee stance.
- Dolphin fix
Dolphins will no longer die if they're unable to despawn in an unloaded chunk.