Fixes & Changes:
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Wild Robes no longer make Arthopods neutral to the wearer. The functionality is given to Warlock Robes.
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Fixed Insect Swarm sounds playing everywhere.
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Changed Overgrown Roots recipes to use 4 Saplings and 4 Vines instead of Mangrove Roots and Jungle Logs.
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Replaced Jungle Leaves with Overgrown Roots for making a permanent Whisperer.
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Jungle Zombie Servants are no longer immune to Sunlight.
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Leapleaves will only perform a leap if they're on the ground.
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Leapleaves and Whisperers have loot tables.
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Apostles will have a 45 second cooldown before they can summon another Inferno.
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Rippers can now participate in Raids and are considered raiders.
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Cryologers can now only perform spells if they can see their target.
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Inquillagers takes longer and have longer cooldown from healing to full health.
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Slime and Magma Cube Servants now share the same loot table as their hostile counterparts.
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Improved Tormentor clothing texture.
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Removed Vizier's dying textures.
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Improved Totemic Bomb explosion shockwave particle.
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Tweaked Storm Staff texture once more.
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Research Scrolls now tell the player that they had read them already.
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Blink Spell no longer teleport the caster in the middle of the air. The spell will instead teleports the caster to the ground.
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Crouch casting the Blink Spell will teleport the caster to random location in range much like Enderman.
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Tunnel hole can no longer be overridden by flowing fluids.
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Added more advancements.
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Fixes & Changes:
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Fixed Whisperer death bug.
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Fixed Hostile Whisperer and Leapleaf visual bugs
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Fixed Leapleaves creation requiring the blocks to be placed at a specific direction/orientation.
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Summoned Poison-Quill Vines lasts for 7 seconds, without enchantments, instead of 5.
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Summoned Quick Growing Vines will only last for 3 seconded, without enchantments, instead of 6.
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Increased Frozen Zombie Servants throw cooldown from 2 to 3 seconds.
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Changed Default configs for Entangling and Whispering Spells. Entangling Spells are cast instantaneously while having longer cooldown, and Whispering Spells' cooldown is halved.
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Wearing Wild Robes will cause Whisperers' entangle vines to deal damage.
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Corpse Blossom can now be placed in water and is waterloggable. Summoning a Whisperer through Corpse Blossom method will summon a Wavewhisperer if the plant is waterlogged.
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Wavewhisperer's underwater movement has been tweaked to be similar to Drowned and Sunken Skeletons.
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Rippers no longer target Baby Villagers.
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Fixes & Changes:
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Fixed Whisperer death bug.
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Fixed Hostile Whisperer and Leapleaf visual bugs
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Fixed Leapleaves creation requiring the blocks to be placed at a specific direction/orientation.
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Fixed Floral entry on Black Book being in Japanese on English translation.
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Summoned Poison-Quill Vines lasts for 7 seconds, without enchantments, instead of 5.
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Summoned Quick Growing Vines will only last for 3 seconded, without enchantments, instead of 6.
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Increased Frozen Zombie Servants throw cooldown from 2 to 3 seconds.
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Changed Default configs for Entangling and Whispering Spells. Entangling Spells are cast instantaneously while having longer cooldown, and Whispering Spells' cooldown is halved.
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Wearing Wild Robes will cause Whisperers' entangle vines to deal damage.
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Corpse Blossom can now be placed in water and is waterloggable. Summoning a Whisperer through Corpse Blossom method will summon a Wavewhisperer if the plant is waterlogged.
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Wavewhisperer's underwater movement has been tweaked to be similar to Drowned and Sunken Skeletons.
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Rippers no longer target Baby Villagers.
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Fixes & Changes:
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Fixed Apostle, Vampire Bat crash.
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Fixed Cryologers not being tagged as raider.
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Stunned entities can no longer jump.
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Changed Stunned icon texture.
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When crouching while casting the Call spell, if there's more than one servant that shares the saved servant's type, the spell will summon all owned servants to the caster's location much like Necromancy spells do. If there's only one servant available only, the spell will summon on the caster's exact location like before.
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Discharge Focus have 100 ticks instead 80 ticks as the default cooldown.
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Discharge Focus gain less damage from Potency enchantments.
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Discharge Focus recipe has been changed.
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Nerfed Dark Robes to only provide 5% Soul discount to all spells instead of halving it.
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Nerfed Launching Focus to have less launching power. They also no longer provide Slow Falling effect.
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Rearranged Goety Illagers appearance in Raids.
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Pikers will only appear on Wave 3, 5, 6, and 7 in lower numbers than before initially, with many appearing at last waves.
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Crushers and Storm Casters will appear on Wave 4, 5, and 7.
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Cryologers will appear on Wave 2, 3 and the 7.
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Vanguard's Shields can now have a specific amount of hits they can attain before breaking through the use of NBT
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Apostles can now move while casting spells in the Nether.
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Retextured Ectoplasm, and Savage Tooth textures.
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Lichdom being obtainable in Survival can be disabled through goety.toml.
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Removed Better Combat weapon tags from Goety staffs.
Additions:
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Quick Growing Vines, Quick Growing Kelp, Poison-Quill Vines, Poison Anemone, Whisperers, Wavewhisperers and Leapleaves. Functions similar to their Minecraft Dungeons counterparts, but are summon-able as allies to players. Whisperers, Wavewhisperers and Leapleaves can be healed by their summoner by right-clicking on them with Bone Meal.
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Overgrowth Spell. Summons Quick Growing Vines similar to Barricade Spell, or a Poison-Quill Vines when crouching. When cast on water, summons their water counterparts.
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Swarm Spell. Spews insects on targets in front of the caster. If a target dies, it spawns a friendly Insect Swarm that will attack non-allied targets.
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Entangling Spell. Casting the spell while looking at a target will summon Entangle Vines on the target's feet. Entangled targets cannot move or jump, but can still attack and use items. If Entangle Vines are spawned without a target, it won't entangle any other entities.
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Whispering Spell. Summons Whisperer servants. When cast on water, summons their water counterpart.
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The 4 above spells are part of the new Spell Type: Wild.
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Wild Staff. Empowers all Wild spells in certain ways, such as casting Entangling spell will summon Entangle Vines on the feet of up to 8 non-allied targets nearby.
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Wild Robes. Halves Wild Spells soul cost, gives immunity to Poison and Acid Venom, and Arthopods become neutral towards wearer. Visually based on Leshy from Witcher 3. Wearing causes Poison-Quill Vines, Jungle Zombie and Mossy Skeleton Servants to give Acid Venom effect instead of Poison. Acid Venom functions the same as Poison but affects all mobs. Also causes Whisperers and Leapleafs to slowly heal themselves using their summoner's soul energy. Wearing the robes should also allow the wearer to pass through owned Quick Growing Vines/Kelp.
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Overgrown Roots and Corpse Blossom blocks. Overgrown Roots are crafted in 4s on Crafting Table with 4 Jungle Logs, 4 Mangrove Roots and a Bone meal. Corpse Blossoms spawn on Jungle biomes naturally or crafted by putting Spore Blossoms on Cursed Infuser. Are used to create Wild Spells, Whisperers and Leapleaves.
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Added Frost Staff.
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Casting a Rotting/Osseous Spell with either Frost or Wild staff will always spawn 2 Servants at a time, with the Servants always being the variant related to the Staff, ie. Frost Staffs will always summon 2 Frozen Zombies or Strays, Wild Staff summon 2 Jungle Zombies or Mossy Skeletons.
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Inferno. Replaces Skeleton Villager Servants in Apostle fights.
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Infernos are not sensitive to water like their Blaze counterparts, and can float on Lava.
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Infernos move on land much quicker than Blazes as well.
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Infernos shoot Hell Bolts, which deals damage to even fire immune entities.
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When hitting a block or target, Hell-bolts will summon a Hellfire entity on the location. It functions similar to Ice Bouquets, but it deals damage more rapidly, lasts longer, and temporarily halts health regeneration.
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Malghast will now shoot Hell Blasts, which are similar to Hell Bolts shot by Infernos, but has explosive range AOE and spawns 5 Hellfires instead of 1. Still occasionally barfs a regular fireball though. Same with Apostle on their first phase.
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Added custom item sprite for Crystal Balls
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Introducing Surrounding based Soul Cost. Depending on the Spell Type, the Soul Cost can either be reduced or increased depending on where the caster is located or the current weather phenomena. For instance, Frost Spells' soul cost are reduced if the caster is in a Snow biome, Nether Spells if the caster is in the Nether, etc. Can be disabled in goety-spells.toml.
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Added some compatibility with Iron's Spells and Spellbooks, by providing several Goety Illagers and Apostle some resistance to certain specific Magic School types.
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Rippers. Rippers spawn as part of Illager Assaults where they chase after the player. They can come in different sizes, with bigger having higher health, speed and attack. They will follow any nearby illager if they're not aggressive. Much like Zombies on harder difficulties, they can very rarely summon reinforcements of themselves when hurt by their target.
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Fixes & Changes:
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Fixed Apostle, Vampire Bat crash.
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Stunned entities can no longer jump.
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Changed Stunned icon texture.
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When crouching while casting the Call spell, if there's more than one servant that shares the saved servant's type, the spell will summon all owned servants to the caster's location much like Necromancy spells do. If there's only one servant available only, the spell will summon on the caster's exact location like before.
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Discharge Focus have 100 ticks instead 80 ticks as the default cooldown.
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Discharge Focus gain less damage from Potency enchantments.
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Discharge Focus recipe has been changed.
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Nerfed Dark Robes to only provide 5% Soul discount to all spells instead of halving it.
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Nerfed Launching Focus to have less launching power. They also no longer provide Slow Falling effect.
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Rearranged Goety Illagers appearance in Raids.
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Pikers will only appear on Wave 3, 5, 6, and 7 in lower numbers than before initially, with many appearing at last waves.
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Crushers and Storm Casters will appear on Wave 4, 5, and 7.
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Cryologers will appear on Wave 2, 3 and the 7.
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Vanguard's Shields can now have a specific amount of hits they can attain before breaking through the use of NBT
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Apostles can now move while casting spells in the Nether.
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Retextured Ectoplasm, and Savage Tooth textures.
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Lichdom being obtainable in Survival can be disabled through goety.toml.
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Removed Better Combat weapon tags from Goety staffs.
Additions:
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Quick Growing Vines, Quick Growing Kelp, Poison-Quill Vines, Poison Anemone, Whisperers, Wavewhisperers and Leapleaves. Functions similar to their Minecraft Dungeons counterparts, but are summon-able as allies to players. Whisperers, Wavewhisperers and Leapleaves can be healed by their summoner by right-clicking on them with Bone Meal.
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Overgrowth Spell. Summons Quick Growing Vines similar to Barricade Spell, or a Poison-Quill Vines when crouching. When cast on water, summons their water counterparts.
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Swarm Spell. Spews insects on targets in front of the caster. If a target dies, it spawns a friendly Insect Swarm that will attack non-allied targets.
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Entangling Spell. Casting the spell while looking at a target will summon Entangle Vines on the target's feet. Entangled targets cannot move or jump, but can still attack and use items. If Entangle Vines are spawned without a target, it won't entangle any other entities.
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Whispering Spell. Summons Whisperer servants. When cast on water, summons their water counterpart.
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The 4 above spells are part of the new Spell Type: Wild.
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Wild Staff. Empowers all Wild spells in certain ways, such as casting Entangling spell will summon Entangle Vines on the feet of up to 8 non-allied targets nearby.
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Wild Robes. Halves Wild Spells soul cost, gives immunity to Poison and Acid Venom, and Arthopods become neutral towards wearer. Visually based on Leshy from Witcher 3. Wearing causes Poison-Quill Vines, Jungle Zombie and Mossy Skeleton Servants to give Acid Venom effect instead of Poison. Acid Venom functions the same as Poison but affects all mobs. Also causes Whisperers and Leapleafs to slowly heal themselves using their summoner's soul energy. Wearing the robes should also allow the wearer to pass through owned Quick Growing Vines/Kelp.
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Overgrown Roots and Corpse Blossom blocks. Overgrown Roots are crafted in 4s on Crafting Table with 4 Jungle Logs, 4 Mangrove Roots and a Bone meal. Corpse Blossoms spawn on Jungle biomes naturally or crafted by putting Spore Blossoms on Cursed Infuser. Are used to create Wild Spells, Whisperers and Leapleaves.
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Added Frost Staff.
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Casting a Rotting/Osseous Spell with either Frost or Wild staff will always spawn 2 Servants at a time, with the Servants always being the variant related to the Staff, ie. Frost Staffs will always summon 2 Frozen Zombies or Strays, Wild Staff summon 2 Jungle Zombies or Mossy Skeletons.
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Inferno. Replaces Skeleton Villager Servants in Apostle fights.
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Infernos are not sensitive to water like their Blaze counterparts, and can float on Lava.
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Infernos move on land much quicker than Blazes as well.
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Infernos shoot Hell Bolts, which deals damage to even fire immune entities.
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When hitting a block or target, Hell-bolts will summon a Hellfire entity on the location. It functions similar to Ice Bouquets, but it deals damage more rapidly, lasts longer, and temporarily halts health regeneration.
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Malghast will now shoot Hell Blasts, which are similar to Hell Bolts shot by Infernos, but has explosive range AOE and spawns 5 Hellfires instead of 1. Still occasionally barfs a regular fireball though. Same with Apostle on their first phase.
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Added custom item sprite for Crystal Balls
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Introducing Surrounding based Soul Cost. Depending on the Spell Type, the Soul Cost can either be reduced or increased depending on where the caster is located or the current weather phenomena. For instance, Frost Spells' soul cost are reduced if the caster is in a Snow biome, Nether Spells if the caster is in the Nether, etc. Can be disabled in goety-spells.toml.
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Added some compatibility with Iron's Spells and Spellbooks, by providing several Goety Illagers and Apostle some resistance to certain specific Magic School types.
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Rippers. Rippers spawn as part of Illager Assaults where they chase after the player. They can come in different sizes, with bigger having higher health, speed and attack. They will follow any nearby illager if they're not aggressive. Much like Zombies on harder difficulties, they can very rarely summon reinforcements of themselves when hurt by their target.
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Fixes & Changes:
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Fixed Nameless Staff not summoning 3 Haunted Skulls at once.
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Illager types can now be added to Illager Assaults by putting json files under a directory/folder named "illager_assault".
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Visual improvements on Ice Chunk impact, Scatter Mine aura and Soul Heal spell effect.
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Cryologers can summon Ice Chunks on Hard difficulty, if enabled through config in goety-mobs.toml. Disabled by default.
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Improved Redstone Golem walk animation.
Additions:
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Secluded Igloo. A new structure that contains a Cryologer.
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Snow Bricks blocks. Snow Bricks are craft-able with 2 Snow Blocks and 2 Stone Blocks on a 2x2 crafting pattern.
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Brewing now has a leveling system. Every time you bottle a successful brew, you will attain some bottling progress. By default, every 20 brews you bottled will give you 1 bottling level. A Bottling level allows you to bottle up an extra amount of brew. By default, you can have a max Bottling Level of 5. (Yes, this is based on Witchery's bottling level system).
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Fixes & Changes:
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Remodeled the Vizier a bit, they now have an animation when summoned through Dark Scrolls.
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Storm Casters take 85% damage from shock attacks instead of half.
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Nerf Hammers default attack speed from 0.6 to 0.5.
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Improved Frozen Zombie servant's snowball trajectory.
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Skeleton Servants, summoned by players wearing a Necro Cape or Necromancers, will no longer have a chance of shooting Weakness arrows. Instead, their arrows will pass through allied mobs and players.
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Storm Casters and Preachers now drop 10 experience.
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Empowered Crushers will drop 3x the normal experience they usually drop.
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Improved Robe Capes positioning.
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Fixed Wind Shrine Illagers not being persistent
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Reworked Illager Assault codes internally. They now use a similar method to pick illagers, much like vanilla raids, and allow external mods to register their own illagers to assaults.
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Charging Spells, like Fire Breath and Corruption, now have a configurable Charge Up time, where the player has to keep holding down right-click on their wand/staff before the spell occurs. All Charge Up time for the current spells are 0 by default.
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Ring of the Dragon Fire and Frost Breaths' particle movement and animation have been improved. Dragon Frost Breath uses different particle textures than the usual.
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Fixed Bound Evoker holding items while their arms are crossed.
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Witch's Poles can now increase the range for a brew to apply towards Taglocked entities.
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Wind Blowers will put out fires in its range that aren't on Netherrack or other blocks that provide infinite burn.
Additions:
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Cryologers. A spellcasting Illager that can spawn as part of an Illager Assault or in Raids if a player has high enough Soul Energy. They have the ability to summon Hail Clouds, new destructible Glacial Walls and breath Frost on enemies. Drops 10 experience, Emeralds, Packed Ice and Blue Ice.
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Storm Robes. Have the same slow fall function as Wind Robes, but also provide 85%, by default, shock resistance. Halves Storm Spells costs, but not Wind Spells.
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Frost Robe skin variant that takes Cryologer's Robe texture.
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Discharge Focus. Summon an electrical shockwave the same way as the Storm Caster does. Does less damage and cost less than Shockwave Spell.
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Fixes & Changes:
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Fixed Ring of Force recipe not being available.
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Fixed Ring of Force Telekinesis not taking enough air from entities.
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Fixed Witch Cauldron not properly applying brew effects to Taglock entities.
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Fixed Storm Caster's loot table bug.
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Fixed Silk Touch Hammers not working.
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Improved Crusher walking animation.
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Crushers now have 75% knockback resistance.
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Crystal Balls no longer need to be away from sunlight to see another creature's perspective.
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Updated translations. Also fixed Pulverize and Corrosion effect translations not being available when read on Witch's Brews.
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Giving your Necromancer Servants a Soul Jar will not only consistently increase their health and number of projectiles, but also increases their size.
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Increased default Corrupted Beam damage from 1 (0.5x❤️) to 10 (5x❤️) per tick.
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Fixes & Changes:
-
Fixed Ring of Force recipe not being available.
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Fixed Witch Cauldron not properly applying brew effects to Taglock entities.
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Fixed Storm Caster's loot table bug.
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Fixed Silk Touch Hammers not working.
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Improved Crusher walking animation.
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Crushers now have 75% knockback resistance.
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Crystal Balls no longer need to be away from sunlight to see another creature's perspective.
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Updated translations. Also fixed Pulverize and Corrosion effect translations not being available when read on Witch's Brews.
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Giving your Necromancer Servants a Soul Jar will not only consistently increase their health and number of projectiles, but also increases their size.
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Increased default Corrupted Beam damage from 1 (0.5x❤️) to 10 (5x❤️) per tick.
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Fixes & Changes:
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Fixed Doppelgangers Equipment bug.
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Fixed wonky Skull Lord's laser radius of effect.
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Wearing Witch's Hat in moonlight, while wearing Witch's Robes, will slowly charge the Robe's brewing fuel.
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Hail/Monsoon Clouds will have a 5 second lifespan when spawned through commands
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Using a Taglock Kit with your own taglock on a Crystal Ball will cause you to have a birds eye view of your position.
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Fixed sound not being played when using Taglock Kit on a Crystal Ball.
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Wands/Staffs don't hurt Servants even if "OwnerAttackCancel" config is set to false.
Necromancer Tweaks:
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Necromancers will no longer internally be holding a Necro Staff. They still visually hold a Necro Staff.
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Necromancer bolts deal less damage as a consequence unfortunately.
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Necromancer's number of projectiles and max health can be increased by using a Soul Jar on them.
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Necromancers can be right-clicked with Spooky and Vanguard Focuses to be able to summon Wraiths and Vanguards. They have a 5% chance of summoning a Wraith and 15% of summoning a Vanguard instead of a Zombie.
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Right-clicking on your owned Necromancer with an empty hand will cause them to summon an Zombie Servant, or potentially other types of undead Servants if you gave them the respective Focus beforehand, that's owned by you directly. They have a cooldown on when they can do this, right-clicking on them during the cooldown will cause them to shake their heads.
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Necromancers can no longer summon baby zombies.
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Necromancers dropping Soul Jars or their servants having limited lifespans can be configured.
Additions:
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Tunnel Focus. Functions similarly as Thaumcraft's Portable Hole, where right-clicking on a surface will summon a temporary tunnel that entities can pass through before returning the blocks back in place.
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Crushers. A new Illager type that replaces Vindicators on Wind Shrines. They will attempt to smash their targets with their hammers, dealing AOE attack similar to Squall Golems. If they get struck by lightning, they will become bigger, and deal chain lightning attacks. Can potentially drop their hammer and drops Iron Ingots and Emeralds.
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Storm Caster. Replaces the Preacher and a Pillager on Wind Shrines. Summons Monsoon Clouds, an electric shockwave if their target is near them and shoot electric currents. Drops Copper Ingots, Emeralds and Redstone dusts.
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Great Hammers. Can be crafted through Forge Ritual or rarely dropped by Crushers. Have low attack speed and much like Scythes, deal AOE and attack speed goes faster if player does not hold any items offhand. Unlike Scythes, AOE only applies if attack recharge is full. Can mine 3x3 pickaxe-able blocks but have lower mining speed. Right-clicking on a Block of Iron with the hammer will transform it into a Damaged Anvil.
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Stormlander. Does the same as Great Hammers, but when performing AOE, it'll perform chain lightning attack as well. Cannot be crafted and can only be obtained by killing an empowered Crusher with a low chance.
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Ring of Force. Wearing it will cause Telekinesis spell to make living entities that's affected to slowly lose breath and take damage.
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Corrosion Brew Effect. Causes most blocks that's within the brew's radius to disappear, except for Obsidian which will drop into its item form. Mobs/Players' armor will take lots of damage when within brew's radius.
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Pulverize Brew Effect. Basically Pulverize spell in brew form.
Crusher texture is based on this skin: https://www.planetminecraft.com/skin/viking-4253476/
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Fixes & Changes:
-
Properly tagged Marble Brazier and Block of Jade to be mineable with pickaxe.
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Mobs/Players that have Freezing Effect will have a blue overlay on them.
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Feast Spell's initial radius has been reduced and focus can be enchanted with Radius.
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Squall Golems can be rotated towards their owner by right-clicking on them with an empty hand when it's not active.
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Improved Climbing Effect Icon.
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Removed custom Brew Apple item, and made it so that vanilla Apples can take and give effects from Witch's Cauldrons.
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Doppelgangers now have and display their owner's name. In code, they have the same max health as their owner's but still instantly die when hit (unless they're spawned as invulnerable Nameless Doppelgangers).
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Pedestals and Dark Altars will update Observers if an item is added or removed from them.
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Using Wind Blast spell on a Resonance Crystal will power it for 15 seconds.
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Should fixed Focus Cooldowns and spells being shared on servers.
Additions:
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Bound Evoker Servants. Unlike Zombie Vindicators or Skeleton Pillagers, Bound Evokers can only be made through a Ritual and each player can only have 2 at a time. They can perform the same spells as regular Evokers but they can also fly.
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Taglock Kits. Taglock Kits can be left-clicked on entities, or on beds slept by players, to "tag" them. Tagged Kits can be used on Crystal Balls to look through the entity's eyes, provided that the Ball is not in direct sunlight, or right-clicked on a Witch's Cauldron that has finished making a brew to directly apply the effects on them. Doing so will instantly use up all the brew, and can only be done if the cauldron is full, the entity is not too far away and is on the same dimension as the player. Trying to tag a player has a chance of failing and alert the target player, the chance decreases if the target's facing away and if the player's invisible.
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New Spell, Monsoon. A storm spell that summons a cloud above a location/mob that rains and, if there's a mob underneath it, periodically shoots Thunderbolts at them.
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New Brew effect: Fortunate. Increases the player's Fortune per brew level. Catalyst is a Diamond, Takes up 6 Capacity and add 100 Soul energy cost by default.
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New Brew effect: Corpse Eater. Restores player's hunger and saturation each time they kill a mob/player. Amount restored depends on target's max health and effect level. Catalyst is a Zombie Head, Takes up 4 Capacity and add 100 Soul energy cost by default.
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Added new Slate Marble variants and use them to make Wind Shrines more worn.
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Additions:
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Squall Golems. Requires the player to find and read a Mistral Scroll, found in the new Wind Shrines. Much like in MCD, Squall Golems will spawn inactive and invulnerable. To activate it, the player must bind the golem with a Resonance Crystal, by left-clicking the golem with it and activating the Crystal by placing it in the world and having a Wind Blower blow on it. Can Follow and Stand By, but cannot wander. When inactive or in activating/deactivating animation, the Golem is immune to non-void damage. Damaged golems can be repaired by right-clicking Jade/Jade Blocks on them.
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Slime and Magma Cube Servants. Made by right-clicking a Slime/Magma Block with an Animation Core.
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Resonance Crystal. Resonance Crystal are activated when a Wind Blower, Shade or Marble variants, are blown on it. Resonance Crystals also gives of Redstone power when er, powered.
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Highrock blocks. Polished Highrock blocks are used to make Squall Golem mold. The rest are decorative.
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Wind Shrines. Found in Peak biomes. Contains Mistral Scroll and some loot.
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Geoturgy Ritual. A new ritual for all those curios (ie, amulets, rings) since magic rituals are required for too many recipes.
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Grimoire of Goodwill. Works inversely from Grimoire of Grudges, where left-clicking on a mob/player adds them to the player's goodwill list, where servants will not attack them no matter what. Doing this will remove the mob/player from the the player's grudge list, and vice versa.
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Feline Amulet. Wearing it causes Creepers to flee from Players and Phantoms to not target them. Recipe requires a sacrifice of a cat or ocelot (doesn't have to tamed, or yours though).
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A marble variant of the Wind Blower.
Fixes & Changes:
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Undead mobs in the Crypts will now be hostile towards players wearing Necro Set (Can be disable in config).
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Fixed Amulets rendering on player model.
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Pulverize Focus now use Recipe Json to pick which blocks is pulverized into what, including turning into items.
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Improved Wind Blower mechanics.
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Renamed "map" to "summons" for goety commands. Removed summon_noaigen.
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Storm spells deal 1.5x more damage to mobs/players in water or rain.
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Fixed Storm spells bypassing walls.
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Fixed Philosopher's Stone not disappearing after using up all durability.
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Storm Rituals should be able to use marble, jade and indented gold to work.
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End Walk Focus now uses Magic Ritual to craft.
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Shadow Walk now deals 1.25x more damage instead of 2.0x per level.
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Fixed Shadow Walk bypassing Apostle's and Vizier's damage cap
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Fixed Hyperfocus advancement only being obtaininable by having all focuses in inventory, which is not possible usually.
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Fixed Here We Go Again... advancement not properly formatted in 1.20.1
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Fixed Storm Ritual not registering Marble Sky ritual setup.
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Call Focus and Command Focus now register servants by left-clicking on them instead of right-clicking. This makes it work on Creative mode.
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Consequently, certain items that rely on left-clicking on mobs should work on owned servants.
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Optimizations on player and witch cauldron ticks made by Mephodio on Github.
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