- Translation files are now sent to client, which avoid missing translation when the mod is server-side only for advancements
- Add and update multiple Chinese translation files (thanks to @salmoooon)
- Blazes have a reduced follow range from 48 to 32
- Mobs have a doubled "follow range"
- The follow range attribute stays the same, but is kinda split into a follow range and aggro range
- The aggro range stays the same, using the follow range value
- The new "follow range" (when a mob is already aggro) is doubled to avoid fleeing too easily
- This new value is capped to 48
- Zombified Piglins have a 9% chance to spawn as "brute"
- When they do, they hold a golden axe instead of a golden sword
- They also aggro players on collision (but don't call others, unless you attack them)
- Add an advancement for colliding a brute variant
- Magma Cubes turn into Slimes when in water in the Overworld
- Add an advancement for it
- Slimes turn into Magma Cubes when in lava in the Nether
- Add an advancement for it
- Slimes can merge only after a short delay to avoid instant fusion
- Add an advancement for deflecting a firework rocket from a pillatrooper
- The advancement for killing an illusioner was updated to require the player to be invisible
- Advancements have now vanilla parents, instead of being in a new tab
- Some advancements have a new frame, some are hidden and some have rewards
- Move features requiring the mod on client to an extension mod
- Baby variants of mobs (spiders and skeletons)
- Baby skeletons shooting valve of arrows (as there won't be babies anymore)
- Spiders shooting messy cobwebs
- Cosmetics changes
- Associated advancements
- Fix baby zombie towers causing worldgen locks
- Fix spiders condition not checking trial spawner
- Spiders stop shooting if their target is in cobweb
- Increase and make duration configurable for effects of creepers explosions
- Pillagers speed bonus is removed
- Pillagers can spawn as "Pillatrooper"
- They can fly up in the air with a firework
- When flying down, they shoot quicker valve of arrows
- The first arrow shot is guaranteed to be a firework, then it has 50% chance to be an arrow again
- They have 20% chance to spawn with this ability
Tweaks
- Fix zombie being set to baby too often (introduced in 1.21 port when testing the port)
- Make the mod joinable by vanilla client if some configs are disabled. These are the web projectiles and every baby configs.
- Remove the slowness 2 for strays, as there are already frozen arrows to increase difficulty
- Replace the netherite sword with an iron sword for wither skeletons
Skeleton horsemen
- Replace the baby zombie with the bogged
- Replace the regular skeleton with a wither skeleton holding a bow
- Give them style with armor trims on their armor
Zombie horsemen
- Replace zombified piglin with a zombie villager with a diamond chestplate
- Give them style with armor trims on their armor
- Fix server freeze with multiple rider (#52)
- Fix compatibility issue with Mob Variant (#51)
- Fix wither health not updated when summoned with block pattern
- Remove wither skeleton fire resistance feature, which was redundant with vanilla since 1.19.4
- Overall refactor to improve mod compatibility, should avoid most crash from mod incompatibility
Important changes
- Skeletons can spawn baby
- Baby skeletons shoot valve of arrows: 3 quick arrows, less charged and precise
- Skeletons from skeleton horse trap are replaced with a Skeleton, a spectral Skeleton, a baby Skeleton, and a Stray
- Strays can spawn in any cold biome, replacing part of the regular Skeletons
- Add zombie horse traps, similar to skeleton horse traps. They spawn a Zombie, a Husk, a Drowned, and a Zombified Piglin, all riding Zombie Horses.
- Zombie horses and skeleton horses have increased movement speed when ridden my mobs
- Mobs riding others path find with the accumulated dimension to avoid going through blocks
- Undead mobs ignore other undead mobs attacks
- Undead mobs heal with damage they make (no longer just Zombies)
- Zombies can call reinforcement of the same type, instead of a regular zombie
Small changes
- Silverfish infesting everywhere really readded this time (I somehow managed to not call the function)
- Make Phantoms way more common in End Cities
- Larvae speed bonus is no longer just random, meaning it has more chance to be greater
- Enderman blindness attack, Slime merging ability, and Spider spawning babies are not mob-specific anymore, meaning modded versions of these mobs can have these features
- Fix Slime bigger size applying to Magma Cubes since v1.8
- Refactor Overworld general config into its own category General
- Refactor Spiders changes into general spiders, spider and cave spider
- Port to 1.20.4
- Baby zombies can tower up to 5 baby zombies (4 on top)
- Phantoms can spawn in end cities
- A phantom can spawn when an ender crystal is destroyed
- Make enderman blindness attack random, as well as its duration
- Endermen can target nearby players when a player is close to the dragon when sitting
- Ender crystals respawn at ender dragon's health threshold
- Fix shulker bullets not always giving levitation
Advancements
- Add advancements
- Add root advancement: kill or be killed by someone
- Add spyglass at baby zombie tower advancements
- Add entering messy cobweb advancement
- Add spawning baby spiders advancements
- Add killing illusioner advancement
- Add full golden armor advancement
- Add killing a phantom in the end advancement
Important changes
- Better config panel for mobs, with each mob having its own list.
Make sure to update your config file again. - Enderman gives blindness on attack, instead of staring
- Shulker projectiles has 33% chance to cancel levitation, instead of giving blindness
- Endermites teleport target on attack, similarly to chorus fruits
- Cave spiders has 10% chance to spawn 1-3 to 3-5 babies on death.
Spiders have an increased chance to spawn babies of 15%, but spawn one less baby than before, from 2-4 to 5-7. - Baby spiders give poison for less time than adults. The duration of the poison is reduced by 5, falling from 7s/15s (normal/hard) to 1.4s/3s
- Readd infested everywhere option. Now use the same feature as in mountains exactly to avoid datapacks generation.
- Fix mob spawn changes not working anymore from 1.19 versions
- Zombies have attributes variations and updated base values
- Zombies knockback resistance is updated and randomized. It can be greatly increased if it spawns as an "unstoppable" zombie.
- Zombies spawn reinforcement is increased quite a lot and randomized. It can be greatly increased if it spawns as a "caller" zombie.
- "tank" and "runner" zombies variants are also added, with increased health and speed respectively.
- These zombie variants can't be applied to baby zombies.
- Brainless, leader and siege are replaced by these new settings.
Small changes
- Wither skeletons can drop their netherite sword, as rarely as heads
- Frozen arrows freeze entities on damage only. Blocking now protects you from freezing
- Update cave spider natural spawn condition. The deeper, the more common, starting y=64 and below
- Baby spiders don't drop loop anymore. They still drop experience though
- Tweak big slime chance to spawn, so that it can spawn even with lower difficulty
- Creeper can die from charged creeper explosion, to be able to drop their head again
- Baby spiders have now an adapted attack reach
Technical changes
- Adds Cardinal Component API as an internal dependency
- Wither entity use CC API to store if it reached half health
- Arrow entity use CC API to store if it is frozen
- Update to 1.19.3
- Port implies removing a feature: silverfish everywhere. This should be put in datapacks instead. As I don't know if I can load it with a config, this might be a permanent removal.
Cosmetic
- Adds more translucent textures, like for phantoms
- translucent allays
- translucent ghasts
- translucent vexes
Wither
- Make the weather stormy until they die
- Summon an explosion when half health, as when it spawns