-Door zombies' doors can now be destroyed. Maximum health of the held door can be modified in the config.
-Door zombies are now slower and more resistant to knockback, stats can be modified in the config.
-Doors held by zombies should now despawn correctly when the zombie holding it does.
-Doors held by zombies now have some animations to them when the zombie attacks or takes damage.
-Fixed the particle spawning positions of door breaking particles for door zombies.
-Improved door zombie spawning logic. It was originally causing TPS drops, now it should not happen.
-Fixed door zombies having really weird spawning behavior.
-Fixed door zombie doors not despawning on the client side. Now, all door shields will try to actively despawn if there is no zombie holding them.
-Added #zombies_that_can_have_doors datapack tag, which allows other zombie mob types to spawn holding doors. By default, it only contains the vanilla zombie.
-Door zombies now hold doors based on the biome they spawn in.
-Door zombies now have a chance to spawn with iron doors in crazy mode.
-Door zombies now drop their doors if killed without breaking said door.
-Fixed door zombies spawning holding items, they no longer do that (unless some other mod or datapack forces them to spawn with items).
-Door zombies' doors can now be destroyed. Maximum health of the held door can be modified in the config.
-Door zombies are now slower and more resistant to knockback, stats can be modified in the config.
-Fixed reworked zombie leaders never actually being able to spawn.
-Added door zombies. Door zombies hold a wooden door as a shield. They can only be attacked from behind or with any weapon that can bypass shields. They have a 1% chance of spawning if the local difficulty is 2.5 or higher. Only normal adult zombies that do not have a mount can be door zombies. They also have a 50% chance of spawning with an iron door in crazy mode.
-Added tameable_with_no_regeneration datapack tag, this prevents tamed mobs from receiving health regeneration added by this mod. Contains allays, armadillos and axolotls by default as they already have health regeneration.
-Added tamed_mobs_regen_amount and tamed_mobs_regen_cooldown to change the regeneration capabilities of tamed mobs. Setting either to 0 disables this.
-Added zombie_leader_spawn_chance, which controls the chances of zombie leaders spawning on a horse and with a siege banner. Default is 10%. This combined with the chances of normal zombie leaders spawning in vanilla lowers the spawn rates to a 0.5% chance.
-Added local difficulty settings for zombie dads, wither skeletons with bows and zombie pigmen with crossbows in the config measured in percentage. Setting them to 0 means they always spawn regardless of local difficulty. Ranges from 0-600, goes even higher if other mods increase the local difficulty cap (vanilla's default is 6, or 600%).
-Fixed fireballs spawned by Evokers and Blazes not despawning if they despawned from natural causes.
-Fixed pillagers putting their crossbows in their offhands if they ever get ambushed while holding their melee weapons and eating food they have stolen.
-Changed how pillagers move when reloading their crossbows. They now move at full speed when using their crossbow (from this mod's 75% previously) but is now halved to 50% speed when reloading. If they are strafing away from their targets, this is lowered to 80% and 40% respectively. This was done to make them easier to hit and also making them much easier to outrun for both players and villagers alike. (Was originally thinking of adding this to skeletons as well but it breaks their AI sadly...)
-Improved door zombie spawning logic. It was originally causing TPS drops, now it should not happen.
-Fixed door zombies having really weird spawning behavior.
-Fixed door zombie doors not despawning on the client side. Now, all door shields will try to actively despawn if there is no zombie holding them.
-Added #zombies_that_can_have_doors datapack tag, which allows other zombie mob types to spawn holding doors. By default, it only contains the vanilla zombie.
-Door zombies now hold doors based on the biome they spawn in.
-Door zombies now have a chance to spawn with iron doors in crazy mode.
-Door zombies now drop their doors if killed without breaking said door.
-Fixed door zombies spawning holding items, they no longer do that (unless some other mod or datapack forces them to spawn with items).
-Door zombies' doors can now be destroyed. Maximum health of the held door can be modified in the config.
-Door zombies are now slower and more resistant to knockback, stats can be modified in the config.
-Doors held by zombies should now despawn correctly when the zombie holding it does.
-Doors held by zombies now have some animations to them when the zombie attacks or takes damage.
-Fixed the particle spawning positions of door breaking particles for door zombies.
-Added door zombies. Door zombies hold a wooden door as a shield. They can only be attacked from behind or with any weapon that can bypass shields. They have a 1% chance of spawning if the local difficulty is 2.5 or higher. Only normal adult zombies that do not have a mount can be door zombies.
-Added tameable_with_no_regeneration datapack tag, this prevents tamed mobs from receiving health regeneration added by this mod. Contains allays, armadillos and axolotls by default as they already have health regeneration.
-Added always_shoots_crit_arrows datapack tag, any mob inside this tag will always shoot crit arrows.
-Added tamed_mobs_regen_amount and tamed_mobs_regen_cooldown to change the regeneration capabilities of tamed mobs. Setting either to 0 disables this.
-Added local difficulty settings for zombie dads, wither skeletons with bows and zombie pigmen with crossbows in the config measured in percentage. Setting them to 0 means they always spawn regardless of local difficulty. Ranges from 0-600, goes even higher if other mods increase the local difficulty cap (vanilla's default is 6, or 600%).
-Fixed a crash with mods that modify the NBT data of arrows, tridents and firework rockets. (I was made aware that this mod can cause crashes when used with mods that add custom bow/arrow mechanics. This should hopefully fix these issues.)
-Fixed fireballs spawned by Evokers and Blazes not despawning if they despawned from natural causes.
-Fixed pillagers putting their crossbows in their offhands if they ever get ambushed while holding their melee weapons and eating food they have stolen.
-Changed how pillagers move when reloading their crossbows. They now move at full speed when using their crossbow (from this mod's 75% previously) but is now halved to 50% speed when reloading. If they are strafing away from their targets, this is lowered to 80% and 40% respectively. This was done to make them easier to hit and also making them much easier to outrun for both players and villagers alike. (Was originally thinking of adding this to skeletons as well but it breaks their AI sadly...)
-Added zombie_pigmen_with_crossbows_local_difficulty config for adjusting the minimum local difficulty needed for zombie pigmen to spawn with crossbows (default is 250% or 2.5)
-Added door zombies. Door zombies hold a wooden door as a shield. They can only be attacked from behind or with any weapon that can bypass shields. They have a 1% chance of spawning if the local difficulty is 2.5 or higher. Only normal adult zombies that do not have a mount can be door zombies.
-Added tameable_with_no_regeneration datapack tag, this prevents tamed mobs from receiving health regeneration added by this mod. Contains allays, armadillos and axolotls by default as they already have health regeneration.
-Added always_shoots_crit_arrows datapack tag, any mob inside this tag will always shoot crit arrows.
-Added tamed_mobs_regen_amount and tamed_mobs_regen_cooldown to change the regeneration capabilities of tamed mobs. Setting either to 0 disables this.
-Added local difficulty settings for zombie dads and wither skeletons with bows in the config measured in percentage. Setting them to 0 means they always spawn regardless of local difficulty. Ranges from 0-600, goes even higher if other mods increase the local difficulty cap (vanilla's default is 6, or 600%).
-Fixed a crash with mods that modify the NBT data of arrows, tridents and firework rockets. (I was made aware that this mod can cause crashes when used with mods that add custom bow/arrow mechanics. This should hopefully fix these issues.)
-Fixed fireballs spawned by Evokers and Blazes not despawning if they despawned from natural causes.
-Fixed pillagers putting their crossbows in their offhands if they ever get ambushed while holding their melee weapons and eating food they have stolen.
-Changed how pillagers move when reloading their crossbows. They now move at full speed when using their crossbow (from this mod's 75% previously) but is now halved to 50% speed when reloading. If they are strafing away from their targets, this is lowered to 80% and 40% respectively. This was done to make them easier to hit and also making them much easier to outrun for both players and villagers alike. (Was originally thinking of adding this to skeletons as well but it breaks their AI sadly...)
-Fixed Evokers gaining invincibility frames when using their fireball attacks. This made them annoying to fight in some occasions.
-Fixed Long Potions of Blinding not being brewable. You can now brew them like normal by adding redstone dust to a normal potion of blinding.
-Potions of Blinding can now be brewed into potions of invisibility by adding a fermented spider eye.
-Fixed Evokers gaining invincibility frames when using their fireball attacks. This made them annoying to fight in some occasions.
-Fixed Long Potions of Blinding not being brewable. You can now brew them like normal by adding redstone dust to a normal potion of blinding.
-Fixed Breeze wind charges being desynced in crazy mobs mode.
-Potions of Blinding can now be brewed into potions of invisibility by adding a fermented spider eye.
-Fixed attack animations of the Wither and Snow Golems being slightly incorrect.
-Fixed Evokers gaining invincibility frames when using their fireball attacks. This made them annoying to fight in some occasions.
-Fixed Long Potions of Blinding not being brewable. You can now brew them like normal by adding redstone dust to a normal potion of blinding.
-Fixed Breeze wind charges being desynced in crazy mobs mode.
-Potions of Blinding can now be brewed into potions of invisibility by adding a fermented spider eye.
-Added a "illagers_and_zombies_prioritize_player" toggle. Disabling this setting makes it so that zombies and illagers would rather prioritize their first targets when fighting as supposed to immediately going after the player. By default, this is true as it is the intended behavior.
-Updated zh_cn translation. (thanks, v191949v)
-Drowned trident attack rework is now automatically disabled when Fintastic is installed (note, the latest version of Fintastic does not work with this mod. Furthermore, this issue is on Fintastic's side, which I already reported to the devs of it so that they can hopefully fix it.)
-Added a "illagers_and_zombies_prioritize_player" toggle. Disabling this setting makes it so that zombies and illagers would rather prioritize their first targets when fighting as supposed to immediately going after the player. By default, this is true as it is the intended behavior.
-Updated zh_cn translation. (thanks, v191949v)
-Fixed Blasting Impression working on melee attacks.
-Added Potions of Blinding to the Illusioner's drops.
-Added a rework to Chicken Jockeys.
-Added a rework to Witches.
-Added a small tweak to Wandering Traders.
-Added a new functionality to Villagers.
-Added a new datapack tag: healable_by_cleric_villager, contains villagers, wandering traders, guard villagers, iron golems, snow golems and undead mobs by default.
-Added a new datapack tag: zombies_illagers_cannot_attack, contains zombie pigmen by default.
-Added Target and PositionTarget to NBT data.
-Added Chinese localization, credit to v191949v.
-Added skeletons_that_use_vanilla_attack_checks. This allows skeletons to use their vanilla ranged-melee switch code as supposed to the optimized re-implementation of this mod. This was added because some skeleton mobs do not call super.initGoals() when overriding initGoals(). Contains corsairs from Xire87's Mob Variants by default.
-Added golems_cannot_target_at_all_cost datapack tag. This prevents iron and snow golems from targeting these sets of mobs due to potential mod conflicts. Contains villagers, guard villagers and both iron and snow golems.
-Added a new error message for /target. It will now say "Mob1 cannot target Mob2 as they are not a valid target for that entity." By default, if an iron or snow golem were to target a mob from golems_cannot_target_at_all_cost, or if any mob were to target a ghast (as they are hard coded in vanilla to never attack ghasts), this error occurs. This error does not happen however if the two mobs are from two different scoreboard teams.
-Reworked how Snow Golems attack.
-Reworked how blindness works on mobs.
-Reworked the Evoker's fireball attack entirely.
-Reworked the way Evokers summon Vexes.
-Reworked and optimized the way Villagers use their special roles.
-Optimized the code used by the new Blaze attack animation.
-Fixed the Wither withering all over the place when spawned on ice or when it acquires a far away target upon being spawned.
-Fixed baby zombie ride positions on adult zombies.
-Fixed Ravagers continuing their charge attacks even after hitting their targets.
-Fixed a crash relating to skeletons switching weapons in certain conditions.
-Fixed Villagers being able to multi-task.
-Fixed fishing rods not displaying correctly when used by mobs.
-Fixed UsedItem and IsAggressive NBT datas being saved during world exit, causing unintended behaviors when rejoining the world.
-Removed blaze_extra_fireballs_count, replaced with blaze_fireball_count_easy, normal, and hard.
-Fixed iron golems attacking clerics if Guard Villagers is installed.
-Fixed witches attempting to jump if they are not throwing their potions when they have jump boost.
-Fixed a crash that could occur if an illusioner were to attack without a bow.
-Fixed corsairs from Xire87's Mob Variants having no AI whatsoever.
-Fixed MobVariantsCanConvert NBT tag being deleted by this mod if Xire87's Mob Variants is installed.
-Illusioners can no longer attack if they don't have bows.
-Removed an unused datapack tag.
-Cleaned up a bit of the config code.