This minor update includes three major bugfixes.
Feature Changes / Additions
- Add Swift Sneak to the Skygazer max level configuration (at level 5)
Bugfixes
- Fix molten tool recipes not using the proper template item
- Fix duplication bug in the Ammunition Table when shift-clicking
- Fix ammo being dropped when the Ammunition Table is broken, without consuming the materials
This minor update includes a batch of bugfixes and improvements.
Feature Changes / Additions
- Adjusted generation weights of biomes in Tiltros, to make Tiltros Wastes less rare
- Add protection-like enchantments to the Skygazer max level configuration (at level 5)
- Add ores tag for sulfur
- Add blood sand to the
smelts_to_glass
block and item tags - Update translation keys for enchantment numbers up to 100
Bugfixes
- Fix 3rd person models for custom bows not using the proper parent model
- Fix custom bows not changing player FOV when drawing
- Fix Lava Revenants getting stuck when flying into water
- Fix Evil Eyes not dropping XP
- Add missing flare tooltip
- Fix barbed wire fences dealing no damage
- Fix spotlights leaving behind light blocks when the block they are attached to is broken
This major update reworks ammunition crafting and tweaks firearms. As usual, there is a handful of other new features.
Feature Changes / Additions
- Rework ammunition crafting
- Added a new Ammunition Table, which is used to craft musket balls
- Materials are added into the table (ingots, nuggets, shards, etc.), and the table will calculate the amount of ammunition that can be crafted from the inputs
- The table provides a "Density" modifier, which allows ammunition to be weighted at the cost of more materials
- Higher density ammunition will deal more damage, but will not travel as far
- Implement powder system
- Firearms now require a form of powder to be used. Either gunpowder, blackpowder, or sulfur dust can be used
- Potassium Nitrate ore has been added, the drops of which can be used to craft gunpowder or blackpowder
- The quality of powders, from best to worst, is gunpowder, blackpowder, and sulfur dust
- Powder quality affects the following:
- Fire velocity
- Firearm damage taken
- Smoke produced
- Chance to consume powder
- Powder quality affects the following:
- Firearms now require a form of powder to be used. Either gunpowder, blackpowder, or sulfur dust can be used
- Firearms are now affected by the environment
- When underwater, there is a 90% misfire chance and bullet velocity is reduced by 50%
- When raining, bullet velocity is reduced by 30%
- When in powdered snow, bullet velocity is reduced by 20%
- These effects can be partially mitigated by equipping the Powder Horn accessory
- Increased generation rate of sulfur ore in the overworld
- Added a shift tooltip to bullet-like items, exposing some of the hidden stats
- Added three new bows
- Ice Bow - arrows slow targets on impact
- Dragon's Breath Bow - arrows explode on impact
- Aurora Bow - arrows experience 4x less gravity
- Added knockback resistance to Super Hans
Bugfixes
- Fix Minutemen spawned from statues not having weapons
- Add missing endgame ingots to the
ingots.json
tag - Update death message translations to address some missing cases and fix some existing ones not displaying as expected
- Fix quick stacking out of Tesla Synthesizer slots
- Fix item stacks getting empty tags out of nowhere (Fixes #105)
- Fix Velocity enchantment not being applicable to crossbows
Other Improvements
- Massive cleanups to projectile-related classes, significantly reducing code duplication across similar projectiles
This minor update includes another batch of bugfixes and improvements, before development begins on the next content update.
Feature Changes / Additions
- Improve performance of Celestial Towers
- When spawning waves, entities are no longer spawned all at once. Instead, they are added to a queue and up to three mobs per tick are spawned during a summoning wave. This should help reduce lag spikes especially with higher waves.
- Skeletons and zombies that are spawned are now tagged. When checking to progress the wave, the tower now scans for this tag instead of doing two separate skeleton/zombie type scans.
- Celestial Towers are now added to the
bosses
entity tag - Celestial Towers can no longer be pushed by other entities
- Improve combat AI of some entities
- Improve combat responsiveness by adjusting attack goal weights in Dying Soldiers and Minutemen
- Improve healing tasks in Field Medics
- Healing is now handled with a separate dedicated goal
- Area scanning for hurt entities is improved
- Healing other entities now also removes bleed effects
- Slight adjustments to speed and armor attributes of these entities
- Rock Spider step height has been reduced by 50% compared to regular spiders
Bugfixes
- Call
finalizeSpawn
when respawning Super Hans (which properly sets XP drop values and attributes based on difficulty) - Fix an error in the advancement for obtaining padded leather armor that corresponded to the wrong armor set
This minor update includes a handful of bugfixes and tweaks.
Feature Changes / Additions
- Tossing a Hans' Blessing into a fire block will now summon a Super Hans while inside a tower structure, allowing him to be easily respawned instead of having to find multiple towers
- Loot table changes:
- Champion Tower chests have been rebalanced slightly to make the rare items less rare
- Super Hans now has a pool to include the three accessory items which were previously only accessible through champion tower chests, and has a pool to occasionally drop Kill Counters
- Hans now has a pool to rarely drop Kill Counters, and no longer has a pool to drop leather
- Celestial Towers now roll each pool based on the number of players that dealt damage, similar to Super Hans
Bugfixes
- Fix enchantment tooltips at the max Skygazer level not being colored correctly when a Skygazer has not been loaded into the world
- Adjust texture for Champion Base blocks to improve compatibility with mods like Rubidium
- Added missing advancements for some content in the last update, as well as updating some other old advancements
This major update adds a new endgame challenge, Champion Towers. Of course, there are a bunch of other new features and bugfixes as well.
Feature Changes / Additions
- Champion Tower structures - a rarely generating tower with high-level mobs inside on each floor. At the top is Super Hans, a much more deadly variant of Hans.
- Padded Leather Armor - while it may not be the most protective, it neutralizes movement vibrations entirely
- Kill Count weapon system - track weapon kills and unlock special name tiers as you go
- Hand Cannon - a powerful but slow firing weapon that launches cannonballs (or their exploding variants)
- Nine new accessory items
Bugfixes
- Fix bleed effect not bypassing armor and enchantment defense
- Fix damage vulnerability effect calculation being too high past level one
- Fix wandering warrior equipment bugs when spawning
- Fix berserk spawn chances for wandering warriors not being very dynamic between difficulties
- Fix projectiles seemingly zigzagging at high velocity
- Fix Celestial Tower armor values being too high on Hard difficulty, making it nearly invulnerable
Other Improvements
- Tweak bleed effect to deal more damage based on level, with each level increasing damage by 25%
- Include the mortar damage type in the
is_projectile
tag - Tweak damage vulnerability effect to only be half as effective against entities in the
bosses
tag - Various Evil Eye improvements:
- Slightly increase player scanning range based on difficulty and size
- Now target players when damaged by them
- Now only drop loot when killed by a player
- Various internal cleanups
This release includes a handful of bugfixes and improvements, while the next content release is being developed.
Bugfixes
- Fix Skygazer book enchant trade not working when a target enchantment does not exist on the selected item
- Add additional check to the Skygazer book enchant trade to ensure the target enchantment is compatible with the selected item
Improvements
- Redesign common config handler
- Add Skygazer max enchant caps configuration, specified with a list of enchantment names and their max level
- Max-level enchants from the Skygazer now appear gold in the tooltip
- Made piston crushing (for Starstorm Crystals) a recipe type
This release includes a few new items, along with bugfixes and other improvements. Additionally, it moves the mod to NeoForge. No new releases will be designed for the classic Forge modloader.
At the present moment, the mod may be compatible with both NeoForge and classic Forge, but this is not guaranteed to work. If you encounter issues on Forge, please try using NeoForge first.
Feature Changes / Additions
- Six new accessory items
- Rebalanced loot tables in structures, enchanted items are now done between certain levels to prevent high level enchants like mending from appearing early in the game
Bugfixes
- Remove debug log lines from copper ring loot drop modifier
- Rework recipe handler for potions to be more reliable
- Fix Tiltros sky rendering without the texture, appearing full black
- Fix Starstorm Crystals not dropping themselves in some cases
Other Improvements
- Store the Celestial Protection chance for no damage on the player, so it persists between saves
- Restructure GLMs for simplicity and to reduce redundancy
Other non-code changes include:
- License assets under CC-BY-NC-SA 4.0 (code is still under MIT)
- Branding changes, including new logos and cover art on description pages (credit to
@shinyflareon
on Discord for the new cover art!) - An official Modrinth page for the project. CurseForge and GitHub will continue to be distribution platforms.