- Fixed Mowzie's Mobs being incompatible with the new versions of Dawn of the Flood.
- Added third person swing sounds for the energy sword.
- Added one more cutscene called the "Captain Keyes Cutscenes" which plays when you first see a marine combat form named "Keyes". But what could this mean? And whose memories are those? After that, no more marines will be called "Captain Keyes".
- Improved the cutscene system and added support for tickable sounds that can be added at any point of the animation.
Dawn of the Flood, major update, as a secondary part of the old update. 0.3.6-R! "Extinction, Part Two".
Here it is guys at last, the version I told you I would be excited about, version 0.3.6-R! Extinction, the part TWO and continuation of the other.
To whoever's reading this, a trailer should come soon after the mod updates as well, to really show and sparkle the potential this mod has and how far it has come.
---CHANGES---:
(HUGE) FINALLY fixed the custom third person player animations playing for all players on multiplayer. Now the movement works just fine and individually :)
Improved the energy shield on the sangheili, now they emit realistic & cool lightning particles when hit.
(BIG) Disabled Fog in the config due to public demand, but you can still enable it in the config. I also found a way to make it progress and make your screen foggier as time goes on and waves grow, so either way, it's a win win situation! :>
(BIG) Disabled all portal spawnings for now, as they are not relevant enough and not ready to be released as full mechanics.
Tweaked the flood tadpole's spawn weight.
Tweaked some more spawn weights...
Endermans will now not convert into enderman forms in wave 1.
Improved screen shake playing, as it now won't cause stacked screen shakes that ruin your camera.
Merged networking to create a smoother gameplay and less lag and messages in the console.
(BIG) Removed all Read / Write setDirty() methods in the getters of the mod's saved data. Thank you Modrome ( SRP dev ) for showing this issue to me that kills ram and lags the game.
Reworked / Tweaked some gun animations.
Planned to rework the energy sword's animations and position.
Improved the plasma grenade as it now doesn't jump too much like the normal frag.
Completely reworked the health pack and gave it a working and not infinite purpose, just like in Halo.
Fixed the ship message and sound appearing only for one player when on multiplayer. Same has happened with the horde message and sound.
Reworked maw forms regarding damage that they take. Now they can be damaged even while burrowing to give the player a higher chance of killing it. They also now feature a better cooldown system for the pod infectors and a smoother digging animation, as to changing it into a bezier interpolation.
The maw claws were also changed, as they now will stay less on the surface and when their time's up, they will burrow in the ground and disappear automatically! They also feature a changed animation to a bezier interpolation based animation.
Fixed broken marine helmet rendering.
Replaced the old gun workbench GUI texture with a new one instead.
Added more configurable crosshair options, that allow you to change the halo texture with the minecraft one and also an option whereas you can disable the minecraft crosshair when aiming with a gun from different gun mod.
Made the marine form and sangheili form be able to use ALL guns.
Visually smoothened and enhanced the vindicator's axe attack with new animation tricks I learned.
Calibrated and enhanced the custom DOTF crosshairs. Now whenever your cursor is over an entity, the crosshair will turn red like in Halo.
Enhanced support for manual interpolation splines.
---ADDITIONS---:
(HUGE) FINALLY made the first steps for the block infection, as I added the first blightlands blocks that are not shown in the creative tab :)
(BIG) Added full support for the GeckoLib Extension Pack I've made, that implements an animatable camera with keyframes, bedrock keyframe implementation, easier method to make manual animations, easy to add armor layers on ANY gecko entity, support for manually integrated geckolib easing types, such as the easeIn, sineIn, etc..., and WAY much more!
Added the gun third person hand positioning back, and also the energy sword hand positioning as well.
Added marine form with or without helmet variant.
(BIG) Added "From the Source" effect which gives all Flood enemies a buff when the effect is active. This buff affects their damage, movement speed, follow range, and attack speed. The effect can only be applied to entities if they meet a certain criteria, as they need to either come out of a "source" or be "infused" in their nervous sytem where the host is sitting with a powerful energyzer that makes them go NUTS. This effect also gives it's target flame particles that spawn while the effect is active.
(BIG) Added "Acid Burns" effect which is an inflammatory effect that damages the player and slowly wears him down. This effect damages and burns the player from time to time, the level of the effect amplifying the time needed for the burn to take effect again. Basically a cooldown in between the burns. While having this effect active, acid like particles erupt from you, showing your health state. This effect is gained by all who touch acid surfaces, such as the Toxic Puddle, or the projectile that the Tyrant Form shoots.
Added "Corsair" variant for all the base forms including the marine form, which basically makes them want to auto-detonate and release pod infectors with from the source and dangerous toxins.
(BIG) Added M7 SMG Gun and another variant of it, called the M7 SMG ODST, which, compared to the normal one, features a sight scope and a silencer. These guns have been added to the marine form and sangheili form too.
(BIG) Added the "Ship Remover Staff" which allows you to remove the ship with the item when right-clicked. But USE this with precaution as it wasn't meant to be able to be removed, but due to public demand we have decided to do something about it quickly so that's that done.
(BIG) Added Flood Tadpole entity which is a tadpole like aquatic creature that spawns from waves 1-4 and that after a few minutes convert into pod infectors automatically. They also are cute and have lil swimming animations :>
(HUGE) Added FIRST official structures of the mod! Two UNSC laboratories that are big and filled with loot. Dare to come and take a look inside?
(BIG) Changed the ENDERMAN FORM'S model, texture and animation and also tweaked it's behaviour and added teleportation sounds.
(HUGE) Added Maw Form entity and Maw Claw entity. The lore behind this entity is very special, as it is a custom flood enemy. When first landing, the Flood saw the trees on the Minecraft Earth, and with the stacked and unused biomass they tried to replicate them by forming an amalgamation of all kinds, the Maw Form. In fact, the branches and the rest of the body are not made from wood like you’d think, in fact they’re just biomass parts that replicate wood. This entity was formed to serve a purpose of watching and targeting scheme, all whilst disguising itself to look as a “tree”. It cannot move any other way than burrowing into the ground and getting closer, and closer to you, until it can use the maw claws and pod infector eggs that are both thrown consequently because of the distance, both used to pin you down then kill you, kinda like how a spider uses it’s web to catch insects. Once the maw claws catch you, the sharp shrapnel like tendrils with the Flood hypha stab you, pinning you down, and slowly but surely, these damage and poison you. Once you’re caught it will be very hard to escape and the pod infectors thrown will come at you having the from the source effect and whilst you’re pinned, they’ll come and burrow onto you, like a spider as I said. The name “maw” is foreshadowing the Halo CE mission, “The Maw”. The appearence of the Maw in your world just shows that the Flood is getting stronger and more resourceful. For the future, the Maw will spawn only in upper blightlands biomes, where he’ll act as a guardian to the soil and feeding the soil that was already biomass made with more dead bodies, those caught with the claws. The claws though are special, as they need no owner for them to move around and catch players. For they have their own set of mind and intelligence and the great journey shall wait for no one'. They also disappear after some time, burrowing into the ground to do so. They can't be damaged unlike the maw and will disappear automatically, burrowing in the ground and never back to the surface after some time. It is worth mentioning that the maw form can spawn at later waves and it takes less damage from projectiles as it’s outside is being protected by a layer of hardened biomass.
(HUGE) Added an animatable CAMERA entity which is still a WIP, but this allows you to animate the camera freely in blockbench as with cutscenes. It can also be animated with math or manually in the model as with any other geo model. The camera addition also comes with the flexible ability to attach it to the player at any point in game to create epic scenes. With it, you can also hide the HUD, lets you be invulnerable while the animation is playing and also makes it so that you're unable to look around or move the camera when an animation / scene is playing. This camera is responsible for the camera movement that's played when the Covenant Cruiser arrives on the Minecraft Earth, so thanks the camera!
(HUGE) Added Flooded Golem which is the hijacked and controlled version of a normal golem that's being taken over by a living parasite, in our case, the Pod Infector. In this case, the iron golem can only be infected and controlled by the POD INFECTOR which sends direct commands to attack, destroy, and dominate every living thing that's not an ally. The flooded golem has a strong layer of armor that the Flood calls the "Shell" or "Carcass" of the golem. This shell gives the golem an impenetrable and solid as steel armor, a great armor, and you can barely damage him while he's in his first layer of armor. However, as you damage him and more and more, the shell cracks and he reveals more biomass and vulnerable spots. As the shell cracks, his armor decreases as well and you can see that visually, with more biomass appearing. Therefore, he gets easier to defeat. He features two exclusive attacks, one where he slaps it's target while moving, and one where he stops to charge a fist that's then launched at the player. That fist is so powerful that it can break blocks, so BE careful! He can also destroy blocks when chasing the player, that's worth mentioning. Upon dying, he has the chance to die normally, or... spawn an empty carcass that's the flooded golem in the lowest state of power and armor. This carcass, if not destroyed, will be left as a prize for the pod infectors that can come, climb on it, and reanimate it / revive it. It is worth mentioning that the unarmed flooded golem showcases no red eye, as there isn't anyone inside piloting, call it an attention detail if you will :) If left for long enough without being animated, it will disappear automatically. Now, the unarmed flooded golem can't actually be destroyed like normally, nor pushed, damaged, or go through him. To destroy him, you can only use a pickaxe and once you use it, he will get damaged like normally and drop iron ingots and biomass leftovers. The Flooded Golem spawns somewhat rarely, but only after wave 5 hits.
(HUGE) Added Juggernaut Form, which is an exclusively CUT Halo 2 Flood enemy and has never been showed in the games. The Juggernaut presents 3 types of attacks, a push / bash which is the basic attack, a stab or a lunge attack which is a more disastrous attack and deals FULL true damage, and another which is a special one which I'm gonna get to right immediately. But before that, it's needed to be mentioned that the juggernaut can break your shield with each attack. His last attack only comes into play when he gets damaged enough and gets angry, with angry cap active, but he calms as time goes on. If the angry cap gets to 10, he stops, roars powerfully, and slams the ground releasing multiple slashes for a few times, in which, blocks around him fly and hurdle, the terrain shakes and trembles, and he damages creatures around him powerfully.
(BIG) Added Limb System to dotf, whereas some marines and sangheilis can get their limbs chopped off and fall to the ground as they get damaged. As they fall, the form that has the features suffer many changes, they get slower and for all limbs missing, even get their walk animation changed. If both hands and the head are missing from a form, they are unable to damage the player anymore and just walk around funkily, like in Halo. Looks really good in game by the way!
(HUGE) Added EXTERNAL Cutscene system with the Watermedia API being used as a library that allows me to add youtube videos to Minecraft as cutscenes with cool and smooth fading effects! ( Has unoficially been set to not happening, because the API is unreliable and the links break every now and then. So unfortunately this remains out of the game :( (I will though show in the video how it used to look like when it worked))
Made some decisions regarding the soundtrack of the mod, or in particular, which songs from Halo will be added in the mod.
(HUGE) Added the Gravity Hammer into DOTF. This powerful brute wielded tool is dangerous and releases powerful blows and slashes to nearby foes! It's craftable at the gun workbench in the miscellaneous tab and let's just say... it's one of my FAVORITES. It has 2 attacks, two swings, right and left which deal TONS of damage and also knock the enemies back. But besides those two, the hammer also has one more attack, the VERTICAL swing which is deadly and can send enemies flying. It causes the earth to shake and tremble, blocks to fly and move out of place and lightning bolts to come out of this powerful weapon. One single blow from this weapon can be fatal and this attack comes with extra damage and knockback for everybody standing in it's way! It's stronger and has a better reach than the energy sword, but it is slow and can't one shot floods under 100 HP, so choose your weapon wisely! Besides all of that, it comes with a first person draw animation AND 3 third person animations, each representing an axe blow!
(HUGE) Reworked the Energy Sword, regarding it's model, texture, ANIMATED texture, animations and the drawing sound. The sword is now smooter than ever, capable of slashing enemies easily. It has also been buffed in damage but nerfed in range. Now it also comes with an ANIMATED texture that represents it more the way it was supposed to be like!
(HUGE) Added the Tyrant Form into DOTF, a concept Flood form that for us means more than that clearly, and it will see it's justice! The Tyrant form presents many abilities and powers, and he's also a the wielder of the acid. He has 3 base attacks, 2 bites which deal FULL true damage and one more attack which is a weak left hand swing, that he uses because of his hand mutation. He can also roar from time to time when a target is present, AND the coolest thing ever yet, is that his 4th attack is him stopping and spitting acid all around the place. If the acid pustule hits you, it gives you poison, weakness and acid burns effects with level 2 for 10 seconds. Even if you manage to dodge it, the place hit will experience acid grief and in a 3x3 space add toxic puddles which give you the same effects as above if you walk on them. These toxic puddles disappear after 30 seconds and generate particles. Besides ALL of that and if it wasn't enough.. sometimes marine forms can spawn riding these tyrant forms! Of course, there's also an Alex's Caves Compatibility with them, whereas tremorsaurus can get infected by the Flood. The Tyrant spawns after wave 5 officially hits and can ONLY spawn in caves.
(BIG) Added Sulfur ore, and sulfur related blocks, an ore that can be found in caves not too rarely but not too commonly either. It's main purpose, is to serve as a gunpowder crafting item, since creepers are overwhelmed in late waves by the Flood.
(BIG) Mod also has been marked as working on NeoForge on 1.20.1
---------- END OF CHANGELOG ----------
CHANGELOG FOR HOTFIX VERSION 0.1.6-R
Fixed Point Blank crashing with DOTF.
Fixed gun aiming animation being stuck when a player is holding the gun and then leaving and joining the game.
Scaled the SHIP accordingly, and also left it to rotate itself depending on it's position, if it's on ground or in the sky.
Scaled the enderman head a bit.
Made the sensibility to water weakness actually work for the enderman forms, and now they will actually overcome it in wave 5.
Made the pod infector not instakill it's target when bursting ( configurable ).
First big update of Dawn of the Flood! 0.1.5 version!
Made the mod work on servers now, which is a HUGE addition / upgrade.
When a horde spawns, it will also add wave points to the wave system itself, with more points depending on the wave.
The Flood Base Forms are now capable of going around and destroying crops. This happens after wave 4 officially hits and it is part of their intelligence system. They will rarely perform this ability with a 32 block range.
Fixed and smoothened the animations of the guns.
The Flood will get extra wave points if the entity they kill is a player. ( This is linked to the mod being able to work on servers, as more players will be have a slight disadvantage to the server ).
Fixed forms attacking while roaring.
Fixed forms using guns and items when roaring.
The forms will now perform the sweep attacks like normally, with the addition of breaking light blocks like grass that sit around the sweep area. It would be a bad idea to fight them in your farm, just saying.
Reworked the Energy Sword completely, now it's as great as it can get.
Made ALL animations of this mod smoother by making the transition timer between them have a SINE_IN_OUT ( Sinusoidal ) Easing and not a LINEAR one. This will exist for almost every form there is.
Added a new variant to the base forms, the "Fearless" variant which has more armor, health and knockback resistance.
Made the horde spawn a bit more commonly.
Made the wave system progress a little bit faster in wave 3 and above and a little bit slower in waves 0 to 2.
Removed unecessary files and resources.
Fixed Carrier Form not dealing damage when exploding.
Fixed Pod Infectors and Carrier Forms not dealing damage to the player if he is shielding.
Made knockback mechanics more efficient and realistic, now depending on the knockback resistance of every target.
Fixed Player & Villager Forms going poof when dying and not dropping a body. Why was this still an issue??? And why did nobody tell me???
Improved Swimming AI ( Intelligence ) for the forms when swimming. Now they will be able to dive for you in the radest way possible, whilst still maintaining there speed when swimming at the surface which is 2.2x faster than the speed they have when diving. Also made it so that swimming is no longer a knowledge depending ability. No matter which wave would there be, they would still swim the same, dive and etc. Depending on the mobs weight and marine capabilities, some can swim faster or slower, pod infector and carrier forms are only some examples.
Added new names to the Player Form.
Added draw animations for all of the guns!
Added cool AAA Particles dependency integration that lets us add a ton of cool new looking particles through Effekseer!
Made the guns not play weird animations in the GUI anymore.
Made the guns not BREAK when dropped by the sangheilis or other Flood creatures and then used by the player, weird issue tbh.
Given the fact that we now have cool new particles, AAA particles and Architectury API will be needed for the mod to run now as well. 5 dependencies, damn.
Made the Flood smarter and eccentric by not making them get stuck into a boat! That trick won't work!
Added a new entity, the Pillager Form, which can spawn with a crossbow most of the time and use it in almost all circumstances. It's crossbow arrows move faster than the player ones and also their effects will last double compared to the player form tipped arrows.
Made the Flood more lorewise like, not needing to learn how to leap / jump anymore, them being born with that ability already.
Added a new entity, the Vindicator Form that can spawn with an axe and use it to perform both melee attacks and ranged attacks, the latter being when he will drop below half health and ditch his axe, throwing it at the player like a master, skill only happening if the wave is about 2, 3 at minimum. Unlike others, all attacks of the Vindicator Form disable shields if he has an axe. The Iron axe he throws can be picked up the ground within some minutes before it despawns.
Fixed almost all bugs related to the gun system, hopefully they are good enough now!
Added a new sound and client message that both alert the player that he has no ammo left.
The Duration in ticks of Combat Forms turning into Carrier Forms has been halved, from 20.000 ticks to only 10.000, so players can sometimes see that happen.
Fixed muzzle flash moving from one side to another when shooting.
Fixed variants of mobs spawning with less than a 100% health. This was more of a preference rather than a fix because they would have regenerated anyway.
Added custom bobbing animation / effect that will replace the sprinting one to make it look more realistic.
Added custom crosshair types to match the halo style for the guns!
Added camera animation support for all the guns + energy sword!
Added small improvements regarding guns and burst types, as a helper for the battle rifle!
Added various mixins and interfaces.
Improved the needler since now it will cause explosions js like in the game after 7 needles stick on a target ( not visually though ).
Added sensitivity modifier for when a gun is aiming.
Changed the muzzle flash to something cooler and more realistic, also fixed some issues regarding it.
Made the Magnum more powerful than the MK50 Sidekick.
The Flood is now immune to drowning, so they will basically never drown and can patrol the waters as long as they want.
Made the flood smarter and faster in water.
Made the Pod Infector more lore like as it will not instakill it's target whenever it latches onto it. Besides that, it will also prioritize reanimating over targeting, which is a thing I finally got to make.
Added a new awesome entity, the Evoker Form, which is a smart combatant of the Flood. It can use totems of undyings sometimes, when they spawn with them, and if the wave is strictly bigger than 2, it will be able to cast a magic spell that summons pod infectors, but he won't be able to cast this spell if there's pod infectors nearby already, which is 4 at maximum. To etalate their intelligence even more, these guys will be able to perform this spell even when it's target is not around? How? Well it will seek for dead bodies and if he finds anything, he will summon pod infectors to revive those forms, pretty smart, ey?
Added a new config option that stands out as it's own setting, the PERFORMANCE setting which will basically do what it's name says, improve performance with the cost of reducing quality, basically decreasing screen shake radius, particle amount, preventing effekseer to load any particles and also prevent the sangheilis to render a glowing layer.
Added a fantastic and useful block, which is the Gun Workbench! And as it's name says, you can use it to craft guns and ammo, and it's also obtainable in vanilla, with gray concrete and iron ingots being the main ingredients!
Added reentrant values that help locking / unlocking a boolean or integer by preference.
Decreased the resources that are being consumed when entities are spawned.
Made the first steps into the player body health damage mechanic.
Removed all instances of the "plague of the flood effect", since it had little to no use, but the effect will make it's comeback someday :)
Added PLAYER ANIMATIONS. It's like I'm forging my empire woah! With the help of some mowzie's mobs code, I have created my very own player animating system that is indeed very similar to the mowzie one, but geckolib animations are handled differently, and also some vanilla animations are handled differently as well as adding new / reworked event classes to make this work :3.
AS WELL as adding player animations, I have also completed my very own geckolib animation template, which basically allows me or others that use this code to add geckolib animations to their models but manually, and the template features vanilla animations, like crossbow, swimming, spellcasting, etc.
Added ARMOR ON FORMS compatibility. In the past I've said that I cannot render armor on gecko entities, but even back then I knew I was wrong, because I did it before with rotted. However... with the knowledge I got since then, I was able to ACTUALLY IMPROVE and finish that old system of mine. And here I present yet another system, which is basically custom armor rendering on entities, but unfortunately, our flood forms don't have a literal "torso" or "body" model part added to them so making the chestplate and animating it was a PAIN and it still doesn't look as expected so I decided to disable the option of the forms spawning with chestplates :( But you can always modify that option by going into the config :).
FINALLY finished the player manual animations, now the player will play ALL vanilla animations, crossbow, bow, horn, etc.
Added FIRST player third person animations, which were the energy sword ones.
The player form can now use way more items, ranging from ender pearls to totems and flint and steels, while still keeping the crossbow as an option.
Added an ORE to the mod that can be found in caves rarely, called "Tungsten Ore". One block drops more raw pieces, and smelting the raw pieces will give you the tungsten ingots, which are VERY useful for crafting guns, bullets + more.
Added a new UNSC banner pattern.
Added new items, like a Flood TONGUE.
Changed the horde spawning sound as well as it's message color.
Added date / calendaristic references and selective days.
Added new blood splash variants and improved the old ones. Also made the blood generation better, being shot from a single class rather than using big chunks of code.
Added new CROSSHAIRS for the guns and also replaced the vanilla one by one in halo style.
The MOB cap and also the SPAWNWEIGHTS of the FLOOD will change as waves keep on growing.
WAVE 6 has been added to the mod, that basically makes the FLOOD immune to cold and fire, since they have now adapted to that.
Added Enderman Form, which can tp basic base forms from time to time, or tp itself! It's weak to water until wave 5. Spawns from wave 3 and upwards.
Added Marine Form which can wield multiple guns and IS A MASTER at combat. Spawns from wave 3 and upwards.
Added a new gun, the M90 shotgun which uses new bullets, shotgun bullets and can be crafted like the other guns at the gun workbench.
Added a much more chillier atmosphere, kinda like with shaders, made the game more foggier.
Added energy shields for the sangheilis that glow and change in color.
Added ORS Covenant Cruiser that was infected by the flood and it falls from the sky when the flood arrives on earth.
Overall fixes and improvements...
---------- END OF CHANGELOG ----------
Changelog:
-
Added energy sword swing animation for the sangheili.
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Fixed the bug where a gun was aiming even after the right-click button is released.
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Optimized the mod a little bit.
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Pod Infector can now sometimes prioritize reanimating bodies instead of attacking entities, rarely even the player.
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Added more config options regarding the recoil and shake effects of the guns.
Last small update of the mod. I won't release any other small bug fixes updates, since the mod is stable now.
Changelog:
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Improved mod resources, optimization.
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Renamed the "needler crystals" to "blamite crystals"
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Fixed the bug where a pod infector would not explode
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Fixed the entities going poof when dying, not spawning a body therefore.
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Improved the burning mechanic of the corpses. Now you can right click with a flint and steel or lava bucket on the body to get rid of it.
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Added realistic breaking when a form is attacking and weak blocks are in his way
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Improved mixin efficiency.
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Improved user interface regarding the dependencies of the mod.
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Mod was marked as being incompatible with Quark most of the time.
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Fixed bugs where blocks couldn't be broken properly.
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Confirmed recipes for the blocks.
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Added multiple screen shake config options.
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Tweaked some config values, like the horde spawning time.
Changelog: Fight or Die: Mutations was officially rebranded and changed with Dawn of the Flood instead. It will now have updates and Dawn of the Flood will be worked on constantly. For the reason why I abandoned FDM, you can watch this video: https://www.youtube.com/watch?v=ccF-_ImnaUQ&t=1s.
--- VERSION: 1.1.3 ---
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Added new blocks that beautifully match the FDM style. They are still WIP but they are already matching the mod perfectly:
- Two blocks that represent blood splashes, these can be washed with water and they appear on the ground when entities explode.
- Hive Bloom = A block that represents a flower, a hive flower! It doesn't have any special properties yet.
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Added sounds for these blocks and also made our own block sound library of the mod within a Java class.
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Changed the textures of the old blocks, Hive Block and Hive Tunnel Block to match the new style!
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Model of the Mutated Cow has been changed.
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Mutated Cow Head has been added as well.
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Reworked and mastered the mutated explosions. Now, when a mutation dies, it has a chance to drop blood around itself. As I said, this can be cleared with water or destroyed manually. They can also drop some form of guts representing particles which drop to the ground.
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Added a new system: The Horde. The Horde is an army of many mobs ( up to 30 which is configurable ) that spawns after stage 3 officially hits. It contains Mutated Humans, Villagers and Players. This horde will spawn each 30 to 120 minutes ( this is also configurable ). The Horde usually spawns 20-30 blocks away and you will be alerted when they come with the message "They're coming." in the action bar, as well as a new creepy sound playing.
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This horde knows your location and other mutations can join it as well, and they all follow a leader, Hail Mutations!
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Many textures of the mod have been lightened due to public opinions.
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Added a new Item: The Mutated Ender Pearl. The Mutated Ender Pearl will teleport some if not all nearby mutations in random locations when right clicking it near one or more. This item can be useful because it can get you out of cornered situations, although remember that it can also tp other mutations to you! It's dropped by the Mutated Enderman and they can stack up to 16 and have a cooldown of 1 second.
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Reworked and Improved Phase Systems. Now, depending on the phase you are in, the passive point gaining changes. This way, it can offer a more balanced and fun experience! It also now variates with the mod difficulty, from NORMAL to HARD. Passive point gaining still doesn't exist in EASY or PEACEFUL.
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Now when a mutation dies, it's guaranteed (100%) they will lose points, even though they are small or big, this way, it makes it worth killing them and also makes the game more balanced.
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Added more Player names.
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Mutated Enderman's spawn system has been changed. From 5 to 3 spawnweight and from 75% to 65% assimilation chance.
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Tweaked the Melded Flesh texture.
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Changed the Springer Infection duration and particles.
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Added a lot of new particles.
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Added three new commands:
- /horde spawn = spawns a horde at your position.
- /score show = shows the evolution score value at the respective moment.
- /phase show = shows the phase of evolution at the respective moment.
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Tweaked the Config.
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Changed the particle effect and visual effect that occurs when an infected animal is hit, it looks stunning now!
Changelog:
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Removed some stuff.
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Renamed most of the mod's mobs due to copyright issues.
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Improved The Mutated Player. He can now use certain items (pickaxes, swords and axes). These tools improve their damage attack and also each of them have a special ability. Mutated Players with Pickaxes can often break blocks if near their target. They have improved damage and attack speed with a sword and they can break shields with the axe. These are the only items they can use.
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Fixed the Mutated Player not spawning with names, is your name there?
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Fixed the crash with the creeper and player heads.
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Changed and improved certain textures, especially effects!
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Added a new effect called Germilis that is an explosion given effect that deals extra damage. Is it contagious?
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Infections given by the Springer will last more.
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Improved Enderman Tp Again...
Special thanks to Renovated Studios, Beta, Nightfox, Kronoz and other people that contribute to the team!