- Translation files are now sent to client, which avoid missing translation when the mod is server-side only for advancements
- Add and update multiple Chinese translation files (thanks to @salmoooon)
- Blazes have a reduced follow range from 48 to 32
- Mobs have a doubled "follow range"
- The follow range attribute stays the same, but is kinda split into a follow range and aggro range
- The aggro range stays the same, using the follow range value
- The new "follow range" (when a mob is already aggro) is doubled to avoid fleeing too easily
- This new value is capped to 48
- Zombified Piglins have a 9% chance to spawn as "brute"
- When they do, they hold a golden axe instead of a golden sword
- They also aggro players on collision (but don't call others, unless you attack them)
- Add an advancement for colliding a brute variant
- Magma Cubes turn into Slimes when in water in the Overworld
- Add an advancement for it
- Slimes turn into Magma Cubes when in lava in the Nether
- Add an advancement for it
- Slimes can merge only after a short delay to avoid instant fusion
- Add an advancement for deflecting a firework rocket from a pillatrooper
- The advancement for killing an illusioner was updated to require the player to be invisible
- Advancements have now vanilla parents, instead of being in a new tab
- Some advancements have a new frame, some are hidden and some have rewards
- Move features requiring the mod on client to an extension mod
- Baby variants of mobs (spiders and skeletons)
- Baby skeletons shooting valve of arrows (as there won't be babies anymore)
- Spiders shooting messy cobwebs
- Cosmetics changes
- Associated advancements
- Fix baby zombie towers causing worldgen locks
- Fix spiders condition not checking trial spawner
- Spiders stop shooting if their target is in cobweb
- Increase and make duration configurable for effects of creepers explosions
- Pillagers speed bonus is removed
- Pillagers can spawn as "Pillatrooper"
- They can fly up in the air with a firework
- When flying down, they shoot quicker valve of arrows
- The first arrow shot is guaranteed to be a firework, then it has 50% chance to be an arrow again
- They have 20% chance to spawn with this ability
- Intermediary version for the last backport of new features for 1.20.1
- Include v1.11 changes of the mod (except pillatroopers), without the split of the mod
- Does not include the changes making the mod joinable by vanilla client from v1.10.4, skeleton and zombie horsemen changes
Tweaks
- Fix zombie being set to baby too often (introduced in 1.21 port when testing the port)
- Make the mod joinable by vanilla client if some configs are disabled. These are the web projectiles and every baby configs.
- Remove the slowness 2 for strays, as there are already frozen arrows to increase difficulty
- Replace the netherite sword with an iron sword for wither skeletons
Skeleton horsemen
- Replace the baby zombie with the bogged
- Replace the regular skeleton with a wither skeleton holding a bow
- Give them style with armor trims on their armor
Zombie horsemen
- Replace zombified piglin with a zombie villager with a diamond chestplate
- Give them style with armor trims on their armor
- Fix cave spider natural spawn ignoring light level
- Fix zombie tower not always zombie (introduced in 1.21 port when testing the port)
Fix missing bundled cc api
- Fix server freeze with multiple rider (#52)
- Fix compatibility issue with Mob Variant (#51)
- Fix wither health not updated when summoned with block pattern
- Remove wither skeleton fire resistance feature, which was redundant with vanilla since 1.19.4
- Overall refactor to improve mod compatibility, should avoid most crash from mod incompatibility
Important changes
- Skeletons can spawn baby
- Baby skeletons shoot valve of arrows: 3 quick arrows, less charged and precise
- Skeletons from skeleton horse trap are replaced with a Skeleton, a spectral Skeleton, a baby Skeleton, and a Stray
- Strays can spawn in any cold biome, replacing part of the regular Skeletons
- Add zombie horse traps, similar to skeleton horse traps. They spawn a Zombie, a Husk, a Drowned, and a Zombified Piglin, all riding Zombie Horses.
- Zombie horses and skeleton horses have increased movement speed when ridden my mobs
- Mobs riding others path find with the accumulated dimension to avoid going through blocks
- Undead mobs ignore other undead mobs attacks
- Undead mobs heal with damage they make (no longer just Zombies)
- Zombies can call reinforcement of the same type, instead of a regular zombie
Small changes
- Silverfish infesting everywhere really readded this time (I somehow managed to not call the function)
- Make Phantoms way more common in End Cities
- Larvae speed bonus is no longer just random, meaning it has more chance to be greater
- Enderman blindness attack, Slime merging ability, and Spider spawning babies are not mob-specific anymore, meaning modded versions of these mobs can have these features
- Fix Slime bigger size applying to Magma Cubes since v1.8
- Refactor Overworld general config into its own category General
- Refactor Spiders changes into general spiders, spider and cave spider
Note that on 1.20.1 version, zombies advancements work only with Zombie type, and not its variants.
Fix chunk generation crash with other mods (issue #49)
- Port to 1.20.4
- Baby zombies can tower up to 5 baby zombies (4 on top)
- Phantoms can spawn in end cities
- A phantom can spawn when an ender crystal is destroyed
- Make enderman blindness attack random, as well as its duration
- Endermen can target nearby players when a player is close to the dragon when sitting
- Ender crystals respawn at ender dragon's health threshold
- Fix shulker bullets not always giving levitation
Advancements
- Add advancements
- Add root advancement: kill or be killed by someone
- Add spyglass at baby zombie tower advancements
- Add entering messy cobweb advancement
- Add spawning baby spiders advancements
- Add killing illusioner advancement
- Add full golden armor advancement
- Add killing a phantom in the end advancement
- Fix client side visual bug that could cause infinite 0s effect on creeper explosion
- Add chinese translation
- Remove mobs debug name from release
Port to 1.20.2
Important changes
- Better config panel for mobs, with each mob having its own list.
Make sure to update your config file again. - Enderman gives blindness on attack, instead of staring
- Shulker projectiles has 33% chance to cancel levitation, instead of giving blindness
- Endermites teleport target on attack, similarly to chorus fruits
- Cave spiders has 10% chance to spawn 1-3 to 3-5 babies on death.
Spiders have an increased chance to spawn babies of 15%, but spawn one less baby than before, from 2-4 to 5-7. - Baby spiders give poison for less time than adults. The duration of the poison is reduced by 5, falling from 7s/15s (normal/hard) to 1.4s/3s
- Readd infested everywhere option. Now use the same feature as in mountains exactly to avoid datapacks generation.
- Fix mob spawn changes not working anymore from 1.19 versions
- Zombies have attributes variations and updated base values
- Zombies knockback resistance is updated and randomized. It can be greatly increased if it spawns as an "unstoppable" zombie.
- Zombies spawn reinforcement is increased quite a lot and randomized. It can be greatly increased if it spawns as a "caller" zombie.
- "tank" and "runner" zombies variants are also added, with increased health and speed respectively.
- These zombie variants can't be applied to baby zombies.
- Brainless, leader and siege are replaced by these new settings.
Small changes
- Wither skeletons can drop their netherite sword, as rarely as heads
- Frozen arrows freeze entities on damage only. Blocking now protects you from freezing
- Update cave spider natural spawn condition. The deeper, the more common, starting y=64 and below
- Baby spiders don't drop loop anymore. They still drop experience though
- Tweak big slime chance to spawn, so that it can spawn even with lower difficulty
- Creeper can die from charged creeper explosion, to be able to drop their head again
- Baby spiders have now an adapted attack reach
Technical changes
- Adds Cardinal Component API as an internal dependency
- Wither entity use CC API to store if it reached half health
- Arrow entity use CC API to store if it is frozen
- Update to 1.20.1
- Fix guardian jockey condition (babies would always ride guardians on 1.19.4)
- Fix riding on spawn when generating chunk (issue #38)
- Compatibility with structures mod like "Repurposed Structures" or "Unstructured" is back
- Update to 1.19.4
- Removed drowned better animation option, as it has been fixed on this version
- Update to 1.19.3
- Port implies removing a feature: silverfish everywhere. This should be put in datapacks instead. As I don't know if I can load it with a config, this might be a permanent removal.
Cosmetic
- Adds more translucent textures, like for phantoms
- translucent allays
- translucent ghasts
- translucent vexes
Wither
- Make the weather stormy until they die
- Summon an explosion when half health, as when it spawns
- Fix cobwebs replacing blocks (issue #34)
- Increase guardian natural spawn: now also spawn in warm ocean (but rarer)
- Guardian beam sound is played only when attacking players to avoid sound spam