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0.6.3-R-1.20.1
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Hey there guys and welcome to another update! This is the version 0.6.2-R! "Madrigal".
Madrigal was a fully habitable planet right before it got glassed by the covenant. After that, as a fracture in time, the Flood installed outposts and cleared out the whole planet, making it a vessel for the Flood. But the planet didn't let go easily, as it waged war with the Flood and it took time for them to fully capitulate and be massacred by the Flood. But now, those times are over and now the Flood can transport more enemies to deploy on the minecraft earth, as it's only a matter of time before this planet also becomes a vessel to the Flood. The archnemesis is now capable of generating biome structures and outposts, create infinite "flooded" biomes, get rid of other weaker forms and spawn stronger ones in advance. All this will become crucial for the player when he encounters a rebirth of the flood, now waging war on a singular front.
---CHANGES---:
Made the tungsten door craftable.
Modified some values of wave points that get decreased whenever a flood form dies, with some mobs decreasing more.
Scaled some mobs accordingly.
Made the ship bigger and made it able to also spawn sangheili forms as "Guard" forms, as well as now being able to spawn more marine forms.
Changed brute form idle sounds.
Changed some other idle sounds.
Removed the block spreading sound.
Made the spec-ops sangheili variant more common.
Buffed all the melee weapons of the mod. Energy Swords & Bloodblades now one-shot flood enemies more often.
Nerfed all the guns, especially shotguns.
Eased up the screen shake on the flood fumes effect.
Shortened the proto gravemind roar screen shake.
Changed and fixed some sound events that play when certain things happen.
Improved and nerfed enderman form teleportation.
Improved melded flesh usefulness.
Base Forms now shake when close to transforming into Carrier Forms.
Fixed the screen shake being too powerful/stacking too much.
Reworked tungsten and sulfur textures.
Added a swimming animation for the Tyrant Form.
Added a death animation for the Sangheili Form.
Reworked the animations of the Pod Infector.
Converted some sounds from stereo to mono.
Reworked the blightlands logic, as now we added a SimpleWeightedRandomList to generate the basic foliage.
Water and lava no longer get turned to blight liquid.
Made extra above block spawns rarer in the blightlands to reduce foliage excessiveness.
Reworked the fog present in the blightlands. Now the fog will also activate when the player steps on infected terrain, whether or not being in a conventional blightlands biome.
(BIG) Fixed flood forms not taking enough damage from fire. Now the amount of damage is calculated per wave by a math formula: Wave 0, 1 - 6x times the damage. Wave 2 - 3x times the damage. Wave 3 - 2x times the damage. Etc...
Added more player names as patreon members bought a subscription.
(BIG) Fixed Halloween easter egg not functioning, as now Player and Human Forms will start to have pumpkin heads if it's Halloween.
Fixed the bug where blightland dripsones would get placed incorrectly.
Fixed the bug where hive luminous flowers will have 2 cores or missing stem pieces. Fixed this by separating the flower from the stems.
(BIG) Reworked some of the limits some mobs had. Now Pod Infectors will stop spawning naturally starting from wave 4, because hives will start to form around the world that make spawning useless. In the same way, vanilla base forms now stop spawning starting from wave 5 as "Madrigal" has been conquered and the Flood can now allocate multiple stronger mobs on the minecraft planet to spawn and be stationed there definitively.
(BIG) Reworked and improved hordes. A lot of new mobs will now participate in hordes as they aren't exclusive to base forms anymore. They will also pathfind to the nearest player.
Made small improvements to the mod's performance and logic.
Removed the torch targeting and crop targeting goals of the flood, as they were doing more bad than good in terms of performance/relevance.
Fixed and improved some spawns.
-----------------------VISIBLE IN GAME-----------------------
Reworked the tungsten door texture.
Acid Burns effect now features a screen overlay.
Flood Fumes effect now features a special screen overlay.
(BIG) Reworked and renamed the "Plague of the Flood" effect, now called "Sporing". The Sporing effect is given to animals to passively infect them and turn them into laying corpses that slowly form a fetal position to stay put when forming a deficient form.
(BIG) Fixed the buggy fluids in the mod, that had a hard texture instead of a translucent one. In addition, the fluids now feature a custom detailed fog effect, no longer give the player the "flood fumes" effect and actually let the player swim in it, with a twist. The fluids also make the flood faster when swimming in it and the fluids in question now present an actual opportunity for aquatic flood enemies.
(BIG) Reworked item descriptions and textures, as now mob drops will become useful. Other item descriptions have also been modified to make them look aesthetically pleasing.
(BIG) With the help of the new VA's of the Gravemind, the new gravemind speech has come alive at last, replacing the old one.
(BIG) Changed numerous spawning constraints. The Tyrants can now also spawn on the surface to be more common, maws have a larger area that they can spread in, tank forms are more common and they can spawn EVERYWHERE in the blightlands, vanilla base forms stop spawning after wave 5 hits, and so do pod infectors starting from wave 4. Juggernauts now can't despawn when appearing into the world and they can also now only spread near the Proto Gravemind. Tank Forms now can spawn on any infected terrain, etc.
(HUGE) Reworked the proto graveminds COMPLETELY, as they can now spawn "Coreminds" every 15 succesful spreads. These succesful spreads are used as a milestone for the proto gravemind as they by default, can only spawn a coremind when 15 succesful spreads are done, spawn flood structures only when more than 5 spreads have been achieved at that location, etc. All these are configurable. In addition, the Proto Graveminds can also now summon different flood enemies based on the allowed entities in the config. This ability acts as an extra defense mechanism. The entities summoned are also buffed with different effects and they spawn every 15 seconds when the proto gravemind is targeting an entity from up close.
(HUGE) Fully reworked various flood forms in terms of textures, models, sounds and animations. Some examples are the Human Form, Enderman Form, Bomber Form, etc.
(HUGE) Completely reworked the bomber form, as it now features a different model, a different texture, different animations, etc. And it also features changes in behaviours as it won't grab targets anymore and instead deal more melee damage and charge towards them.
(BIG) Reworked the Flooded Creeper wall breaching ability. Instead of bugging out like before, the flooded creeper will pathfind to it's nearest player and detonate up close even if not seeing him directly. The intelligence projected within the creeper will make him an absolute need for the Flood now as a breaching unit!
Tyrant Form now applies the new bleeding effect when biting creatures.
The Tyrant Form now features an advanced hitbox. Look below for more info.
(HUGE) New intelligence additions for the intelligence system, a lot of reworks: - pLevel = 1, Player Forms learn how to use potions. Player and Pillager Forms shoot arrows with more debuffs. - pLevel = 2, Marine and Sangheili forms learn how to use guns and weapons and where to get them from on the minecraft world. Vanilla base forms have the possibility to spawn with enchanted items and get better enchants progressively. - pLevel = 3, Human and Player Forms learn to use armor and get better armor progressively, Evoker Forms learn how to use spells and Vindicator Forms learn how to throw their axes. - pLevel = 4, Enderman Forms become immune to water weaknesses. Carrier Forms and Bomber Forms add more debuffs when exploding. - pLevel = 5, Carrier Forms deal more damage when exploding. All crops grow 50% slower and the ground can't be fertile anymore. - pLevel = 6, Base Forms learn how to open doors and fence gates. Flooded Creepers learn how to breach walls with or without seeing a target. - pLevel = 7, Sometimes now, creatures can be turned into flood forms by any flood counterpart. The Flood learns how to convert machines, flooded golems make an appearance. - pLevel = 8, ??? - pLevel = 9, ???. - pLevel = 10, Portals can now spawn (wip). Crops can't grow anymore. */ Also, some abilities have been transferred to the linking system: - pLevel = 1, Pod Infectors start to roam the world in packs. - pLevel = 2, Enderman Forms learn how to use mass teleportation. Vanilla Base Forms, Pod Infectors and Carrier Forms learn how to swim better and dive in water. They also learn how to get out of vehicles like boats and carts. - pLevel = 3, Hordes composed of base forms can now spawn roaming your world trying to find you.
(HUGE) Now, the graveminds also possess the same abilities as the Linkminds, because before they were not resourceful and less intelligent than they should be. The abilities based on the proto gravemind's stage:
- Linking the Flood and the smart patrol mobs to go to the nearby signal it has. (For every Proto Gravemind above stage 0.)
- Binding the nearby Flood. (For every Proto Gravemind above stage 0.)
- Binding the nearby Players. (For every Proto Gravemind stage 0.)
- Linking other Linkminds, transmitting the nearest signal further. Do note that during this procedure, the most recent signal will be transmitted for every other linkmind that has reached maximum signal age or that hasn't started linking yet. Maximum linking age is 5 minutes as of now. (For every Proto Gravemind above stage 0.)
- Passively summoning small deficient forms so they can merge and form Thrasher Forms (WIP). (For every Proto Gravemind above stage 0.)
- Linking Keyminds. This ability works for long range combat and will send deadly keyminds with instant block breaking for investigation purposes. (For every Proto Gravemind above stage 1.)
- Searching for the most powerful mob in a long range without it doing anything to update the linking signal. This ability is called "Head of the Snake" (WIP). (For every Proto Gravemind above stage 1.) In the world, there can be at most 25 linkmind entities as of now
---ADDITIONS---:
Added multiple config options you should discover yourself. Some include the covenant cruiser ship, now having a minimum distance in between the player where it should spawn to avoid annoying hardcore kills and house destruction.
Added more chat formatting colors.
Added more java item classes.
Added more item rarities.
Added more recipes.
Added other intelligence based abilities.
Added a render instance of the DOTF logo near the Minecraft original logo.
Added damage caps for the proto graveminds and keyminds.
-----------------------VISIBLE IN GAME-----------------------
(BIG) Added custom hive ambience sounds that play whenever the player is near infected terrain. These sounds are actual Halo blightland atmosphere sounds.
Added Energy Stave third-person animations.
Added the Conversion Wand item, that automatically converts every vanilla mob into it's flood counterpart if it has one.
Added the Potent Remedy item, which is still WIP.
Added a tungsten trapdoor block.
Added an amethyst block counterpart.
Adde two new decorative blocks spawning in the pure blightlands. The Forgotten Plant and Reeking Flower are both inoffensive plants growing on the mossy blocks to enrichen the biome.
Added a cool blight cactus block that works similarly to the Minecraft cactus, growing in the pure blightlands and inflicting damage and bad effects upon touch by any non flood creature.
Added coremind shell and coremind core blocks, both used for the new coremind structures.
Added different types of remnant fossils as blocks that are for now still WIP. Their purpose is to validate the fact that colonizer forms have been accustomed to Minecraft's ecosystem, properly referencing their colonizer statuses.
(BIG) Added a new type of block, the S.O.R block (System of Retaliation) which works as an anti-flood weapon. When placed and right-clicked, it clears infected terrain nearby, it reduces wave points and intelligence points.
(BIG) Added cool new working loot tables for the mobs of the mod to ensure their drops are being put to good use. Most mobs have one and the looting enchant will now actually work properly with each dropped item. Multiple drop items have been added for various mobs. These drops are dropped through their loot tables and they can be used to craft SOR blocks.
(BIG) Added 3 new items, linking, intelligence and wave scanners. All are used to see the current stages of evolution, whether it being current wave, linking mass accumulated by a collection of linkminds or intelligence mass accumulated by a global Proto Gravemind.
(BIG) Added a new weapon, the "Bloodblade" sword, which is a stronger variant of the normal energy sword. To obtain the bloodblade, an energy sword must completely swish a target atleast 300 times before turning it's blades into a red color and making it inflict bleeding and set targets on fire for a short period of time.
(BIG) Added a new mob effect, the "Bleeding" effect which deals damage to the player constantly, damaging him as his wounds are freshly created by some mobs. It features a screen overlay, heart beating sound and blood particles dripping from it's target. The damage dealt is also amplified based on the player's actual movement speed.
(BIG) Added a new mob effect, the "Decay" effect, which greatly buffs all and any damage the player takes and also reduces regenerative capabilities even up to 90% depending on it's amplifier.
(BIG) Added a new mob effect, the "Stunned" effect, which is based on the Alex's Caves stun effect, we didn't reinvent the wheel. It basically removes all ways of free movement.
(BIG) Added a new mob effect, the "Binding" effect, that acts as both a buff for the Flood and a debuff for the Players. It's a special effect that slows the player down but makes the flood have longer aggro range.
(BIG) Added a new mob effect, the "Stale" effect, which only applies to flood forms capable of evolving. It basically makes them unable to evolve into a stronger form due to an unlucky birth. As of now, only the Thrasher Form and Living Bodies can spawn with this effect.
(BIG) Added a new mob effect, the "Vigor" effect, which is a buff type effect that affects the Flood. It makes their regenerative capabilities greater than ever before, getting stronger as the amplifier of the effect is bigger. This effect can be granted whenever a flood form is close to a coremind and a Fractal exists.
(BIG) Added an official DOTF soundtrack with a system that makes a random halo song play in the Minecraft menu. You can see the song's name + game of origin on the left side, near the Minecraft logo, symmetrical to the splash screen text. With this system, you can press the "N" keybind to change the track. This will also be converted into a compatibility mod available to download, to remove the unnecessary bloat and size the music takes if you do not want it.
(BIG) Added an in-game soundtrack. The mod will play different eerie and spooky sounds in an iterative order (not random). As of now, there's 15 tracks and they will only start playing after the first night comes (time greater than 13000). The soundtrack will play on loop, going back to the first song after finishing the last. On exiting the minecraft instance, the soundtrack resets back to the first song. The songs get progressively scarier and more otherworldly. The soundtrack consist of multiple songs, some of which are WIP and potentially removable. We do credit the artists correspodingly on the wiki! Some of the songs are:
- Marathon Theme (1994) - Marathon
- The Siege of Madrigal - Myth TFL
- Heart of the Stone - Myth TFL
- The Summoning - Scott Buckley
- The Thing Desolation (Cover) - Techno573
(BIG) Added a custom mobcap, that checks every 1 minute if there's more than 100 flood enemies close to the player. If they are, the overflowing entities will get despawned. This has been added for performance issues and for fixing up pod infector messed up spawning.
(BIG) Added support for geckolib animated hitboxes.
(BIG) Added support for geckolib animated rider positions that works for the player.
(BIG) Added wave 7, coordinated stage.
(BIG) Crops growing get slowed down up to 50% based on the proto gravemind's intel and they will stop growing completely when final intel level is reached.
(BIG) Added multiple stages and phases for the mod. From wave 1 to 6, all are subclasses for the Feral stage: Feral, Linked, Centralized, etc. And in wave 7 and the last, the Flood becomes fully coordinated.
(BIG) Added numerous new advancements into the game. We have added 17 advancements to the previous 4, making the achievement count of 21 as of now. There's various achivements you can get, starting from slaying your first enderman form all the way to obtaining a coremind core block, there's endless possibilities!
(BIG) Added Human Form texture variants (Still WIP, that's why only human.) The Human Form as of now has 2 extra texture variants, "Bloodthirst" and "Decaying". The bloodthirster variant inflicts bleeding upon hitting it's targets, whilst the decaying variant inflicts the decay effect every hit.
(HUGE) Added celestial events that render on the Minecraft sky. First is the green low opacity planet of Madrigal that slowly increases it's opacity as days go by to foreshadow the imminent infection of the Madrigal planet and it's unfortunate destiny, as a warning for the Minecraftian civilization. Second is the blue orb spiraling around the player's POV on the first night. As of now, the source of this astral event is unknown, but it is highly speculated that the light comes from the covenant cruiser ship that will crash the next day, all because of the color scheme. Another sky change is the lunar event, as the moon has been also infected by the Flood, as the light emitted is orange and it's size has significantly increased, all while the last astral event as of now, the red stars, will rise up in the middle of each day on the sky. Every 3 days a new "blood star" appears and within time, they will ultimately form a projection of the ring found within the Minecraft world.
(BIG) Added two new structures spawning in your world. These structures are flood-related buildings/settlements once created by other races and then taken over by the flood.
(HUGE) Added "Coreminds". Coreminds are structures that spawn every 15 succesful spreads of the proto gravemind (configurable). When the amount of succesful spreads is met, a coremind will appear on the surface near the proto gravemind's X and Z levels. Upon spawning, it causes a lightning strike, a screen shake and an ambient sound to play. The creation of a coremind means that the proto gravemind is ready to overextend to consume the entire world. The graveminds can control the coreminds from really far away, mostly underground, allowing it to be protected while still infecting the lands. These domes are covered with a hard outer layer formed from special blocks and in the exact middle of the coremind, a coremind core awaits, a block constructed just to keep the coremind alive. If this block is broken, the coremind is destroyed permanently with no way back, removing it from any fractal and if the current spreading position is located at the coremind's position, the proto gravemind gets delayed, not being able to spread the blightlands until a new coremind is created. These coreminds also have fluid in them which grants a lot of debuffs to the player when trying to break in, all to slow him down until reinforcements arrive. The coreminds are sphere-shaped structures that only have a half sticking out of the ground, with the other remaining intact in the soil, constructing it's dome look. When spreading the blightlands, extra biomass can generate on it to make it seem camouflaged. The coreminds can spawn infinitely and when a coremind reaches another 15 succesful spreads, a new coremind is created. When creating a coremind, the previous locations are taken into accountance so that two coreminds can't spawn closer than 50 blocks (approximately) to one another. The second coremind will also inherit the first's position and randomly generate from there, causing the biome to go in any direction. Multiple coreminds create a Fractal. A fractal is formed from minimum 3 coreminds generated somewhat randomly, with each 3 coreminds granting a level up to the nearby a flood in terms of buffs. A fractal buff gives nearby flood forms multiple positive effects, one of them being the new Vigor effect.
(BIG) Added a new environmental change for the blightlands. Modded structures will now generate in the blightlands to make the biome more aesthetically pleasing but also add wave points to the Flood. When succesfully spawning a random structure from the mod (can be configured), wave points are added for the Flood depending on the size of the structure (Not accurate with the exact specified value in the config). There's already a few flood structures present for the infinite blightlands, but many are still missing, left to be added as this is a WIP feature.
(BIG) Added a custom ChunkManager class forked from the ForgeChunkManager, that allows for clean and timed chunk generating that will come in handy for proto gravemind spawning, biome spreading and keymind pathfinding.
--------------NEW ENEMIES--------------
(HUGE) Added a new enemy, the Witch Form. The Witch Form is a conventional new base form that also has the ability to buff allies and debuff it's targets. It throws buffing potions at it's allies, but debuff potions at it's targets. She can throw poison II and acid burns II potions, but upon seeing it's target wear any armor, she will also try to throw corrosion II potions. All effects last 20 seconds and present an extra quirk that she has. She also has special and custom idle sounds.
(HUGE) Added another new enemy, the Trader Form. The Trader Form is a conventional new base form that has the ability of going "hidden" for 15 seconds, with a cooldown of 45 seconds. In this hidden state, the wandering form becomes almost completely invisible and it's unseen by mobs that would otherwise target it. Upon entering this state, the wandering form plays a sound and various particles appear above it's head. When invisible, the trader form can still target living creatures and upon hitting one, it deals 50% more damage, inflicts blindness for 10 seconds to a single entity and also reveals it's disguise. The Flood use the trader form as an "assassin" for earlier waves. The Trader Form also has custom idle sounds for both in and out of the hidden state.
(HUGE) Added another vanilla base form entity and probably one of, if not, the last, the Drowned Form. The Drowned form is a conventional appearing base form that spawns from the conversion of a Drowned zombie. It retains basic intelligence and can therefore swim faster and be more useful in aquatic terrains. It also possesses swimming in the deep techniques to lure it's targets deeper into the sea. Whilst it retains this type of intelligence, the drowned is also able to mimic basic drowned zombies, as he will sometimes use tridents and fishing rods, to make ranged attacks and respectively, reel targets closer.
(HUGE) Added 3 more enemies that classify as "organic forms". Small, Medium and Large Deficient Forms are flesh chunks spawned from farm animals and non-conventional animals that can't turn into combat forms. Their size will vary and therefore decide which one of the three they reside in. The deficient forms possess the need to merge with one another to create more powerful beings. When enough biomass is stored, they grow into bigger flesh chunks and eventually reach enough biomass to turn into "Surrogate Forms". The deficient forms are flammable and therefore take full fire damage and are easily disposable. They run from the player and small versions can be passively spawned by the linkminds to allow formations of bigger communities of flesh chunks.
(HUGE) Added a new enemy, the Surrogate Form. The Surrogate Form is a horrific creation consisting of multiple flesh chunks from various animals. The Surrogate Form screeches horribly imitating multiple victims of infection. After some time in the world, the surrogate turns into a thrasher form to further expand the infection. The Surrogate Form is the result of multiple deficient forms merging and therefore also flammable. The Surrogate Form needs more points than the others to evolve.
(HUGE) Added a new type of corpse, the animal carcasses. These animal carcasses are built-in entities of the mod that work as extended lifetimes of an animal. These carcasses have the chance to spawn once an ordinary animal dies with the Sporing effect active. The ways of obtaining that effect depend on the context. They can either spawn with the effect or gain it when attacked directly by a flood form. These carcasses will soon start to decompose after approximately 20 seconds and transform into raw deficient forms all based on their actual hitbox sizes, as for example chickens turn into small deficient forms whilst cows turn into medium deficient forms.
(HUGE) Added another cool enemy, the Thrasher Form. The Thrasher Form is the direct evolution of a Surrogate Form. It's eloquent appearance makes him a great foe! The Thrasher represents the gathering of multiple low life animal intelligence in the way of achieving something far greater than just a pile of flesh. Because it retains the memories and skills of multiple animals, he features high health and attacking capabilities. He can perform 4 base attacks. He can use it's right arm to punch, his left arm to punch, use a powerful bite that grants bleeding or using both his arms and his body weight to slam into the ground ferociously, to deal damage to the surrounding area and send enemies flying. He's also capable of sprinting at high speeds and chase targets for long. With each kill that he gets he grows in size, and eventually when reaching 10 kills, the Thrasher Form will evolve into a random Keymind Form. The random keymind form is decided based on the wave of evolution and if a proto gravemind exists or the linkmind mob count is met. For example, if there's no proto gravemind in the world and the linkmind mob count is still not reached, the intelligence is still local and the linking mass small, therefore the Gnasher will always evolve into a Linkmind stage one.
(HUGE) Added a new type of enemy derived from the base forms. This enemy only exists as a human form devolution as of now since it's still a concept. The "Living Human Body" is the equivalent of the living body of a human form and it perfectly depicts what remains when the infector is dead, a hollow walking corpse that will follow you around. It's capable of dealing small melee damage and performing small leaps towards the player. It also actively spawns "guts" particles as a way of showing the excruciating pain of the gore that lies beneath your eyes. It features custom sounds and high speeds for chasing purposes. It has 2 means of appearing. It can either appear when a human form explodes or, when it takes damage consistently when it's host is below half health. This makes their spawns progressively rarer, as you will hit human forms less as you gear up and deal more damage, that's why these bodies even exist. They are for small combat and chasing purposes, the flood sacrificing strength in favor of speed. Upon killing 5 creatures, the living body re-evolves into a human form capable of then spawning another human body if in need.
(HUGE) Added Linkmind entitities, which are smaller but more compact proto graveminds like entities that work as local networks of the Flood. They classify as Keyminds since they present no ORDINARY threat. They are highly intelligent and versatile and capable of high level coordination. They, just like proto graveminds, come in different stages which are not yet all fully implemented. Depending on their stages they possess different abilities, but they can all throw "linking lumps" that will explode after a short period of time leaving behind an effect cloud area that is poisonous. Based on the linkmind stages, their linking lumps will also summon stronger reinforcements. Starting from pod infectors all the way up to Pure Forms. This is all configurable. The Linkminds will wait for a nearby signal to allow their true potential to take shape. This signal has a chance to appear only when a flood mob dies to a powerful mob (more than 50 HP) or to a player. During linking, the linkminds open an eye and a horrifying sound plays. The cooldown for linking and wait time for ability updating is also based on the linkmind stage. Because almost everything is stage based, linkmind abilities will drastically get far more dangerous as private mass grows, more time passes, and the biome gets consumed. The abilities of the Linkminds based on the stage are also plenty:
- Linking the Flood and the smart patrol mobs to go to the nearby signal it has. (For every Linkmind above stage 0.)
- Binding the nearby Flood. (For every Linkmind above stage 0.)
- Binding the nearby Players. (For every Linkmind above stage 0.)
- Linking other Linkminds, transmitting the nearest signal further. Do note that during this procedure, the most recent signal will be transmitted for every other linkmind that has reached maximum signal age or that hasn't started linking yet. Maximum linking age is 5 minutes as of now. (For every Linkmind above stage 1.)
- Passively summoning small deficient forms so they can merge and form Thrasher Forms (WIP). (For every Linkmind above stage 1.)
- Linking Keyminds. This ability works for long range combat and will send deadly keyminds with instant block breaking for investigation purposes. (For every Linkmind above stage 2.)
- Searching for the most powerful mob in a long range without it doing anything to update the linking signal. This ability is called "Head of the Snake" (WIP). (For every Linkmind above stage 2.) In the world, there can be at most 50 linkmind entities as of now, but this only counts the naturally spawned ones, so if you override this value by spawning them yourself it won't actually cap the linkminds forcefully and the balance will be broken.
(HUGE) Added the linking system which is based on the smart intelligence you guys requested. It revolves around the early infection tools, the linkminds. It obviously takes place in the "Linked" stage when linkmind forms can naturally form and also when they can receive linking signals. Even if the linking and intelligence points are not dependant on one another, if the linking points are below the intelligence points, every 30 seconds, the Flood gets a penalty, reducing intelligence points by 20 every time it fails to comply. The Linking system also comes with new abilities: - pLevel = 1, Pod Infectors start to roam the world in packs. Base Forms learn to target crops and torches. Human Forms start to spawn in different texture variants. - pLevel = 2, Enderman Forms learn how to use mass teleportation. Vanilla Base Forms, Pod Infectors and Carrier Forms learn how to swim better and dive in water. They also learn how to get out of vehicles like boats and carts. - pLevel = 3, Hordes composed of base forms can now spawn roaming your world trying to find you.
(HUGE) Added another entity, the Stalker Form, a Pure Flood enemy with it's only purpose being fast and versatile traveling. It possesses rapid speeds and agile reactions, it being also able to dodge projectiles. Every surface becomes easily climbable for them and if you have our new mod, which is a compatibility between DOTF and Nyfaria's Advanced Climber API, he will climb the walls like a true expert. With that said, it's a shifter form and it's shifting will become unpredictible with him mostly shifting when his target is not around to then try to get the upper hand in positioning. It has low health and doesn't present itself hostile to any creature, instead focusing only on speed and versatility. When hurt, the stalker form will either try to shift if possible or try to run away scared.
(HUGE) Added even another enemy, the Ranged Form, the last Shifter Form of them all. The creature presents itself as a master at ranged attacks as it's name implies. He can shoot spikes that deal a lot of damage and apply various debuffs to weaken the player. These spikes are very fast and hard to dodge. The ranged form is selected when shifting only if the initial shifter is further away from it's target. Besides, the Ranged Form can latch itself onto the ceiling to become unmovable. Even shooting constantly, he is still immobile and becomes like a turret, hard to get down. He doesn't feature any melee attacks and only relies on it's ability to quickly shift into a Tank Form. He doesn't move particulary fast and just like the others, he will be found most commonly in the blightlands.
(HUGE) Added another new Pure Form enemy, the Gaunt Form, awaited by many. The Gaunt Form is the supreme assassin of the pure forms, as he, just like the trader form can go partially invisible for a few seconds, exiting that state only to attack, dealing DOUBLE the damage and inflicting blindness on it's targets. The Gaunt Form is also a fast and intelligent mob with many versatile attacks. He features a normal whip attack, a horizontal whip attack, with both these attacks dealing AOE damage. He also features a whip attack in which he utilizes his left arm, also dealing AOE damage. His last and final attack is a more special one, the "Drag Onto Target" attack is a special type of attack that comes with cooldown. Each few seconds, the gaunt will try to extend his right arm to form a hook to bring targets closer, or, if the weight is above the exceeded limit, bring itself closer to it's target. Besides all this, the gaunt can still jump high in the air towards the player and also, just like we've seen in the trailers, roll on the ground towards it's target to try to quickly ambush and attack the enemy. Pod Infectors will also follow the Gaunt Form whenever close to them. He, like other pure forms, spawns in the same way.
(HUGE) Implemented a cool new system designed by me to work specifically with DOTF. The system brings in geckolib animatable hitboxes that can be attached to any geckolib entity with multiple bones. This means that multiple entities can have animated hitbox that sync perfectly with the entity's movement. This allows for precise hitboxes so the player can attack entities properly. As a system, it's an extension of the PartEntity.java class, being called AdvancedPartEntity.java. As of now, only two entities of the mod have multiple hitboxes, the Tyrant Form and the Gnasher Form, the two colonizers of the mod. Furthermore, this allows for interactive hitboxes, as the heads and tails of these enemies take more damage than the main body for example.
(HUGE) Added even another new enemy, and this one I must say I personally loved the most out of this update because the animal it's based on is my favorite animal. The Gnasher Form, a new colonizer form, is based on real life sharks with the closest resemblance being the Thresher sharks. It features high quality animations, sound effects and attacks. He spawns the same way as a Tyrant Form does, except he does it in water. The Gnasher Form has 2 base attacks and a special one. The gnasher can bite it's target, inflicting bleeding, headbutt it, dealing less damage but more knockback, and his special attack makes him drag the player aggressively to the bottom of the sea in the hopes of drowning him. Upon taking him hostage, the player is then rendered in the gnasher form's jaw and aquatic sounds play whilst he constantly deals damage that ignores immunity frames and inflicts bleeding every 20 ticks. He also has one new special entity trick, multiple hitboxes! In order to truly render hitboxes for the Gnasher, he features 5 different hitboxes positioned on each of his limbs (almost lol). These parts also take more or less damage depending on which part we're talking about. The head takes full damage, while the body takes 3x less and the tail takes 2x less, etc. Besides this, the hitboxes are naturally synced with their respective geckolib bones so that they're always animated and kept in term with the moving limb. The Gnasher also has 4 other special perks. First, he can jump out of the water like dolphins for fast traveling and to really honor it's Thresher shark counterpart which also does the same. Second, he can detect bleeding targets from afar and try to pathfind towards them. Enemy or friend, if he's bleeding the gnasher will automatically try to investigate. Then, the gnashers will also try to stand close together, roaming the oceans in what they call "Wolfpacks", similar to the submarines squadrons used in WW2's era of marine development. And at last, the gnasher's indomitable spirit will make it so that if he unluckily goes offshore when trying to hunt down a target, he will go into ground path navigation mode. He slowly creeps towards it's target in a land animation. When no other targets in sight and a big enough body of water, the Gnasher will go back into the water.
(HUGE) Added another powerful keymind form, a very aggressive and dangerous foe characterized by it's long limbs and fast speed upon charging towards it's target. The Blightstalker form is an enemy that has the abilities to end a world entirely. Unlike the Juggernaut, the Blightstalker is more selective with it's victims and the way he attacks them, avoiding direct charging towards the player. Instead, he watches from afar, presumably only moving unless the player is directly watching thy self. This behavior acts for 30 seconds approximately, time in which he closely studies his target. After the timer has expired, he forcefully pathfinds towards the player at rapid speeds trying to neutralize him and any other life present in the blightlands, as his job is to secure the outside world is infected. He has 3 attacks and all of them are special in a way. He can swing it's arm at the target, throw it in the air and then bite it, or just slamming the ground with it's mighty force, dealing AOE damage and damaging the environment. He also can cause roars from time to time which makes the player's screen shake, offering visually animated interactions. When near or in the blightlands, he has the "terrain advantage", granting a 50% boost to his maximum health and attack damage. Just like the juggernauts and other keyminds, the blightstalker is able to pathfind towards the player and easily be sent by only a Proto Gravemind II as of now. Additionally, the blightstalker's call sounds can be heard echoing through the caves as he walks charges across the terrain.
---------- END OF CHANGELOG ----------
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:WZ49g0N6:1qXyeDvq"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:WZ49g0N6:1qXyeDvq"
}

