Changelog
-
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.
Files
90% of ad revenue goes to creators
Support creators and Modrinth ad-free with Modrinth+Metadata
Release channel
ReleaseVersion number
2.4.2Loaders
Game versions
1.19.2Downloads
23Publication date
February 3, 2023 at 2:01 AMPublisher
Jusey1
Owner