-
Vexes are back to UNDEAD MobType again.
-
-By default, they are just Undefined but it makes so much more sense to put them back to Undead and allows me to keep Spook + Possessed Armor as Undead too for consistency.
-
Vampires & Necromancers are ILLAGER again instead of UNDEAD.
-
-While it makes sense to have them be marked as Undead, but a lot of core elements to Illagers do requires the ILLAGER MobType, especially for teaming properly.
-
Necromancer Tweaks:
-
-Most tweaks are small adjustments but will label a few major ones here.
-
-The chance for a Necromancer to join a raid at night is now 15% instead of 35% per Evoker. Due to how powerful he can be against AI, he has potential to wipe a village on his own. So wanted to make him rarer.
-
-Necromancer's Heal ability will now only be used when his max health is below 45% and now only deal 4 magic damage as it is unavoidable.
-
-Necromancer's Lightning Strike ability will now summon two undead instead of one, and they have an improved targeting Goal now, fixing a bug and making them always target the Necromancer's target.
-
Leeching Enchantment now also heals the vampire user by 0.5 per level and the cd reduction bleeding effect has been reduced from 200 ticks to 180 ticks.
-
-This was actually requested and I wanted to buff the Necromancer's Leeching IV unique sword in a meaningful way.
-
-This healing effect works for both the Player & Vampire mobs!
-
Added a "is_Vampire" Entity tag and have the Vampire & Necromancer labelled. This tag will allow tagged entities to be considered vampires for taking or dealing damage. This does not enable sun damage.
- Slightly adjusted arms and legs of the Possessed Armor entity to avoid z-fighting.
- Improved code for Gothic Helmets.
- Improved code for usage of sounds in the mod.
- Finished converting all generated procedures into handwritten code.
- Removed config temporally.
- -Note: It was causing some lag because I was still using generated code for the config system instead of making my own.
-
A lot of code improvements to many elements in this mod and less MCreator generated code overall.
-
Removed Ghosts Completely.
-
Removed Ectoplasm but kept texture just in case for later.
-
Temporally Disabled Merfolk (their code were lost due to a computer issue and haven't gotten to remaking them yet since they weren't doing much in the mod).
-
-Might Rework when returned.
-
Added Supernatural Config.
-
-vampire_speed : true - Enables/Disables Vampire Speed Buff.
-
-vampire_strength : true - Enables/Disables Vampire Strength Buff.
-
-vampire_haste : true - Enables/Disables Vampire Haste Buff.
-
-vampire_invis : true - Enables/Disables Vampire Invisibility while sneaking.
-
-vampire_sun : true - Enables/Disables Vampire Sun damage.
-
-vampire_sun_damage : 4 - Set the damage of Sun Damage.
-
-vampire_wooden_death_req : 0.6 - Set the health requirement for triggering instant death to wooden swords (0.0 to disable. 1.0 is max).
-
Added "Spook".
-
-Note: Will be getting new sounds Soon#TM.
-
-Replaces ghosts in Graveyards.
-
-Can possess animals, or monsters if they don't have a Spook already in them or don't have the Glowing effect.
-
-Can possess a full suit of armor from the armor stand.
-
-Glowing effect will instantly remove a Spook from the target.
-
-Spooks become persistent if they were inside of a player, animal, or the monster was persistent.
-
-Possessed Armor now has the possession effect too and cannot live without it.
-
Vex Changes
-
-Now has 1.19.3 updated model and textures.
-
-Will always have a lifetime of 100 seconds no matter how it spawns.
-
-Will always have a home block position upon spawn.
-
-Will always attempt to mark a nearby Spellcaster Illager as their owner, else just sets it to null.
-
Vampirism can now be cured if the player was struck by lightning while having an Totem of Undying in their inventory.
- Updated base code.
- Removed "vampire_curse" & "vampire_cure" commands in favor of "vampirism" command.
- -Vampirism can give/cure vampirism to the targeted player and works as "/vampirism [action] [target]"
- -Giving Vampirism via command will remove Vampiris effect from the player if it is there.
- -Curing Vampirism via command will remove the Strength, Haste, and Speed effects now.
- Sun damage will now damage headwear on vampires. Unbreaking enchantment slows this down.
- Ghosts:
- -Updated AI movement control.
- -Ghosts will now automatically float up if stuck within full blocks.
- -Removed Knockback Resistance.
- Added Merfolk
- -Three variations (Amethyst, Emerald, and Diamond).
- -Drops common loot base on variation.
- -All three can drop nautilus shells.
- -All three can drop tridents (even while trident attack is on cooldown).
- -Spawns in ANY Ocean tagged biome at y level 52 or below.
- -Note: Sounds not fully completed yet.
- Brought back the missing "Haunted Helmets" as "Gothic Helmets" and made them craftable this time around instead of being exclusive to Possessed Armor. Note: Possessed Armor will NOT convert your helmets into Gothic Helmets anymore either. This is merely just me bringing back these helmets as they fit the theme of the mod.