Tier 2 and 3 weapons now have bonuses, Iron and steel set fire to fae, Bonemold and ectoplasmic now inflict blindness at night, Amethyst, Diamond, Nether Crystal, and Quartz can now have a laceration chance, which can inflict bleeding.
Tier 1, 2, and 3 weapons can now be crafted on a crafting table, upgrading via smithing table is still possible, and useful for gold weapons found in ruined portals.
Crops harvested by villagers place themselves back allowing them to be harvested, this was an oversight upon attempting to remove villager enslavement.
Jagged Ghoul Club Added deals stronger and longer lasting poison on enemies, deals more damage. Can be found on ghouls on hard at a chance, otherwise found on dire ghouls.
The Dire Ghoul has been added
Dire Cinder Ghoul Added
Cinder Ghoul Club Added, deals fire damage
Jagged Cinder Ghoul Club Added
Nightmare Mobs removed, such changes it made are now migrated to the hard difficulty, which prior to this update was not that hard, and there are no plans to re-add it.
Villagers have a chance to spawn with silver armor equipped, this prevents zombification of villagers, the change is temporary until the crusader is in a version with the villager trade rebalance fully implemented.
“#the_crusader:silver_kills” tag has been removed anything that uses it now uses the “#minecraft:undead” tag
Wild Direwolves now Despawn Properly when creating the tamed direwolf.
Silver blocks have been nerfed, now they only give one less level of the effects they give, this is to make way for all of the new silver stuff in the game.
Silver Armors added, silver chain and plate armors
Harpies now properly drop loot in order to make raptorian revival possible.
Alchemy Added, a new system that allows you to make elixirs, philters, poisons, and venoms, elixirs provide positive effects to those who drink it, philters apply positive status effects to your teammates but not you, in order to make elixirs useful, poisons apply negative status effect to those who attack you if it is in your offhand, and venoms while in your offhand apply negative status effects to those you attack.
Assassins have been buffed, as they have more powerful attacks from venoms they use.
Some classes now have alchemy as a leveling skill, healers and assassins should be more playable now.
Phantom Shamans now properly use their signature paralysis.
Hell Hawks Added, you tame these bird-like demons by feeding them piglin hearts, and killing mass amounts of piglins.
Added poison scepters, these can be found in jungle temples, they can also be obtained by starting out as a battlemage possibly.
Draconian Revival now uses ender dragon scales instead of turtle scutes, making their revival difficult before fighting the ender dragon.
Snailins now take dryout damage when salt is sprinkled on them
Removed the bombardment of scepters in desert temples, as one used to spawn in a separate pool from the smithing templates and heart container, now the two pools have been integrated into one.
Fire scepters can now be found in nether fortress chests stronger than the ones that can be found in desert temples, but require a higher destruction level to cast.
Hellhawk Feather Armor and piglin hearts added as part of the hellhawk taming system.
Hellhawk feather armors give certain bonuses when wearing a full set, making them, let me check these other armor sets… … the only “armors” to give any reason to choose one over the others aside from material availability.
Wraiths can now have sea salt sprinkled on them working just like mountain salt.
Wool robes now count as non armors, these are unique due to lacking a headpiece so when they are involved they do not need a helmet for the armor comfort buff, but it will still be eliminated by wearing light, or heavier armor as a no armor class.
Armors now give a full bonus set if your armor skill matches the armor type.
Wild creatures can no longer be fed for taming if they have the saturation status effect, except the hell hawk and philter proficient anthracosaurus which use a different mechanic, based on mobs slain or presence of a certain mob, which is used in gauntlet waves.
Added the curse removal coin, this can be obtained by trading two emeralds, and two copper ingots to a cleric villager who has the trade, the basic one, the only one in the game for a while will be a novice trade. It will remove 20 curse points.
Pork Liver has been retextured.
Some arrows can now be envenomed, giving their respective status effect upon impact.
Tier 1 tools can now be upgraded into tier 2 tools in the smithing table in anticipation of the addition of copper.
Improved Copper Hoe Durability, although no one is actually going to use most non wooden hoes.
Souls can now be used to convert soul soil to soul sand.
Minor basalt Deltas Overhaul, basalt iron ore along with other basalt ores can now be found, and the basalt deltas is the only biome where ancient debris can spawn exposed to air, with bigger veins of the ore and is more frequent.
Smooth basalt, Soul Soil, And Soul Sand are now in the “#base_stone_nether” tag allowing ores to replace them
Crypt Keepers can now spawn in the game as mid bosses for taming very high level anthracosaurus
Direwolf revamped, similar to how the Utahraptor revamp worked.
Creature levels added, this adds a level of difficulty to the mod and makes hard actually hard, also another indirect nerf to mob farms as they have more health and armor, including an increased height before taking fall damage.
Phantom shaman added, they wield paralysis scepters and while aggroed when attacked they have a chance to cast paralysis on their attacker preventing movement, but not attacking.
Phantom Steeds reworked: they are now a bit faster, and have better loot when slain, possibly including phantom membranes.
Phantom brute reworked, these brutes are not easy to take down as they have more health thanks to leveling.
Atheztug reworked to now shrink into their small form when riding a creature, small form breaks when attacked, this also dismounts you from any horse, pig, or utahraptor you are riding.
Phantom Archers now fire phantom arrows and drop them when slain.
Verdant cave rework, Added verdant wood which can be used like most other woods except for signs and hanging signs
Pale gardens reworked to have a few piles of bones strewn around giving a more unsettling vibe as if there were previous adventurers but they have been slain
Eyeblossom tea added, this uses open eyeblossoms, grants night vision and lasts longer if consumed in the dark.
Fixed Cement Mixers not working right.
Tanning Racks Fixed Finally
Silver can now be smelted, would not have wanted to notice that during the next update adding many, many more uses for silver.
Forges can now be fueled with fats, 1.3 will not have any gains for fuels, and 1.4 will completely rework how fueling the forge works.
Crimson planks recipe replaced with a nether crafting table recipe, I am slowly reintroducing daedron to spawning in the nether, the main reason was.
Tamed Utahraptors now have more inventory, along with a food slot where they can heal if needed.
Direwolf completed.
Ents Added, these mobs along with spriggans can spawn when you break a tree or plant related block.
Anthracosaurus added. A new tameable creature.
Several blocks now use different note block sounds based on what similar blocks use
Steel Blocks now use the iron xylophone sound as opposed to the default. Medium Bone Bricks now use the Xylophone sound. Medium packed ice Bricks now use the chime sound. Phantom Tinted Glass now uses the Hat sound
I have officially ended my vendetta against iron golem farms, this does not mean the changes will be reversed, it means I will no longer directly nerf them, indirect nerfs are still possible.
Fixed Pre Classic 2.0 bows not leveling your archery.
Archery Revamped, for crusader mod bows you need your arrow in your offhand and the type of arrow can make a huge difference in combat.
Added Necromancy, allowing you to resurrect a friend in hardcore mode.
Added Wool Slabs for all wool colors, originally it was only yellow that had a wool slab
Added new cuts of mutton
Added wool stairs
Added Wool robes, which provide no armor, are very durable and have higher enchantability than gold, if anyone actually uses enchantment tables these days, they are primarily designed for the no armor classes, monks and mages.
Added pumpkin flavored foods and the pumpkin spice buff which acts as a small bonus for armor toughness.
Added new variants of goblins, as if they weren’t annoying enough.
Added goblin camps, which are mini dungeons that are designed to be cleared easily by players starting out, which have some early game loot. (do not spawn in existing chunks like all other structures)
Goblin Lords added as the first fully implemented mini boss, while crypt keepers and fire archliches are available they aren’t used or available outside of creative mode and still need some work, as they are still basic. Goblin lords have 2 phases, 1 is their basic attack while occasionally using an AOE attack. And the second phase they will drink a swiftness potion and their axe is switched for a glaive, which can pull you off of a mount if either you or the mount take damage.
Glaives, sickles, and voulges added. It’s been a while since I added a new weapon type, and besides, there is not much variety in polearms, sickles are the first custom non-weapon tool added as instead they are used to reap extra yields from crops..
Fixed a few crafting recipes.
Halfling race added, who get double the bonus in both duration and potency from positive status effects from baked goods, currently only pumpkin spice. Halflings are also the first race less than a block tall, allowing them to fit in small areas. THey however can not wield heavy weapons, i.e. maces.
Villagers no longer trade outside of villages, due to the bed nerf in the prior update and how villages require beds to generate, this makes trading halls take up even more space.
All villager job site blocks now only drop a single item from what the block is, not just lecterns anymore, composters, barrels, and smokers drop sawdust, smokers or blast furnaces now drop iron dust, cauldrons now only drop a single iron nugget, etc. Fortune and Silk Touch have no effect, this is to reduce villager exploitation and make desired trading halls almost impossible to build, you know this mod’s deal on adventure, if not, the era of adventure will start with many farm and trading hall nerfs.
You now have the unconscious effect when you start the game, it can be cleared when you have selected a race and class, this change was made to prevent attempting to run without any race or class.
Health Orbs no longer drop on peaceful difficulty or with nightmare mobs enabled.
Atheztug are now the size they should be, towering over all other races. (Does not affect existing atheztug)
Amber Weapons Buffed to tier 1 rather than tier 0
Tier 0 weapons have bonuses (wooden can now be used as fuel, bone works better at night, bonemold also has this and is the only tier 2 weapon material to have a bonus right now, mangrove counts as wood and is resistant to wood rot that degrades item durability quickly in humid biomes or underwater, golden weapons can now spawn randomly in hands of piglins, and piglin brutes now have heavy golden weapons, the ones that can disable shields)
Tier 1 weapons have bonuses (Sharp amber weapons deal more damage, silver burns undead, copper will degrade faster in ocean biomes if underwater, and nether brick deals extra damage to cursed mortals, and all tier 1 weapons except stone have had their durability buffed to 200, or 400 in the case of weapons treated like axes)
Utahraptors rebuilt from scratch, including a model update, existing Utahraptors will be deleted, I tried my best to keep them in, and I failed.
Giant Ants Added. Brute ants can spawn in most biomes, and flame ants can spawn in desert and badlands biomes.
Crops are now harvested using right click, breaking them yields nothing, this does not affect villagers directly as they do not starve, but does reduce enslavement of villagers, as the automatic farms produce zero gain for all of that pain, this change does affect existing farms.
Most blocks that are considered crops, will not yield anything if you attempt to harvest them without a sufficient farming level, if you are not a class who has farming as a level up skill, this will take a while, if you are (Warrior, Barbarian, Ranger) those classes have farming as a minor skill, the healer has farming as a major skill
End Cities can now be located using eyes of ender, as will all end dungeons and end pseudo dungeons.
If your bounty is too high villagers will kill you if you attempt to trade with them, and if you sleep and wake up an assassin can possibly spawn. You can pay off your bounty by right clicking an iron golem while holding emeralds, but before you think about the zombie villager exploit where you can cure them repeatedly for the stacking discount, right clicking a zombie villager while your medical skill is below 100 will kill it, it will raise the medical skill slightly, even more if it has weakness, but overall it is currently the only way to level up your medical skill, more ways to level it up will be added.
Sickles reworked slightly, they are now more than just a few easy emeralds, they can now harvest extra gains from crops at the coast of some durability upon right clicking, their model has been fixed, so they look better, and are actually useful for more than a few emeralds
Slimes now despawn below the deepslate layer in plains biomes, this is made to prevent them from spawning in superflat worlds when building the new structures.
Villagers now despawn if their sanity gets too low, iron golems dying, zombie villagers spawning, raiders spawning are all actions that can decrease a villager’s sanity, villagers dying and job site blocks being broken also drain sanity, sanity can be replenished by the villager standing on a grass path, and able to see the sky along with a nearby iron golem and no nearby entities that scare villagers.
Ultimate Iron Farm Nerf (Practically removes iron farms and most ways to kill iron golems)
Iron Golems are now immune to weapons below diamond tier as well as steel weapons
Iron golems now explode when killed by a player.
Iron golems now spawn with the holy aura effect.
Iron golems now heal upon taking fire damage.
Elytras no longer instantly break when a raptorian right clicks them with firework rockets or by jumping as a heavy armor class.
Added the Character Race System in it's base phase.
Killing Iron Golems no longer give iron ingots, rather a quick death.
Added a variety of Items
Revamped Brewing, certain items give different effects whien you use different potion bases.
Some Crafting Recipes revamped.
A Myriad of Enemies added.
Added Golden, Nether Brick, Quartz, and Nether Crystal Weapons
Diamonds should no longer appear in nether fortress chests, with nether crystals taking their place.
Added Nether gates, these infernal structures allow for early access to the nether.
Added Flame Acolyte Temples, these structures are almost as rare as woodland mansions and it is required you find one to join the brotherhood of the flame.
Added Flame Acolyte Equipment, currently in progress, but the first two ranks are available.
Added Abandoned houses to the nether wastes biome, with respawn anchors instead of beds.
Rebalanced Gold Smelting to now give a scarp gold which can be crafted into a more approproate amount of gold, there is no way to determine the amount of gold you can get from it unless you can remember what gold Item you smelted it from.
Red nether brick fences and gates along with nether brick gates added.
Quartz Fences added.