[b]Release 11 – Changelog[/b]
[b]Key Changes:[/b] Added ALL of the Mob/Boss animations and updated ALL of their AI, added Weapon models
[b]Also note:[/b] [i]Upgrading to this version from a previous version will require you to reset your configuration file and may cause instability in worlds that were saved with a previous version of the mod (as per usual) [/i]
[i]Side note: Added support with iChun’s Morph mod, let me know if you think some morph abilities should be changed/updated, going to start adding more cross-mod compatibility with other mods like this soon[/i]
Mobs/Entities:[list]
[*] Reduce overall amount of different entities that the mod uses, this requires using nbt tags to summon some in Creative Mode though
[*] Fix derp in Erkel’s block drops, it now drops red mushrooms instead of red mushroom blocks
[*] When any of my normal mobs kill something, then gain a strength and resistance buff for the amount of health of the entity they killed, i.e. if they killed an Iron Golem, they get the buffs for the entirety of it’s health, which is 100
[*] Rewrote a lot of the mob’s AI in order to work with the new aesthetic changes done
[*] The Abomination now celebrates when it kills a mob, it hops around and swings it’s arms, also decreased the damage it takes from fire and made it resistant to anything that isn’t a sword, also slightly increased it’s base armor amount
[*] The Janna now acts as a true variant of the Jabba, it can be summoned by using the command “/summon TragicMC.Jabba ~ ~ ~ {jabbaType:1}”, otherwise it only naturally spawns in the Dimension in Painted biomes
[*] The Jabba family (Jabba, Janna, Jarra) each have animations based on their anger values, the Jarra’s spikes will “wiggle” and they all will bite with their pincers, also reduced the chance for them all to take the player’s weapons when attacked, added a movement animation as well
[*] Simplified the Plague’s AI, it now moves in a more “twitchy” way instead of random erratic movements, it is now animated as a sort of “vortex”, reduced amount of particles it generates
[*] The Gragul/Kragul AI was cleaned up a lot, their Y-offset was lowered, so they sit closer to the ground and have smaller hitboxes, they now have less hurt resistant time though so they are easier to hurt quickly, but harder to hit due to their smaller size
[*] Minotaur’s AI was cleaned up, it now charges more effectively and has a charge “stance” when it charges towards enemies, it takes less damage while it’s charging now and only inflicts it’s high knockback while it’s charging
[*] Cleaned up Inkling’s AI and basic animations were added to it, completely removed it’s ability to summon other Inklings, made it more difficult to see while in darkness but reduced it’s health, increased range in which it can teleport and break toches, it now properly drops the torch at the location of the broken torch
[*] Fix the Ragr’s AI some (target acquisition, miscalculation on fall height, offset trample radius, etc.), it now crushes more blocks when it lands on them, and overall reduced the lag it creates, it now has animations while it’s in the air and on the ground
[*] Rewrote most of the Pumpkinhead’s AI, it now sets it’s home faster and applies effects more reliably while it has some, it now has an animation when it is angry and is a lot more dangerous to anger now, it’s health was reduced some, added some particle effects to tell where it’s home pumpkin is as well as added basic animations to it
[*] Rewrote most of the Tragic Neko’s AI, it goes through it’s firing pattern more efficiently and has animations for each aspect of it’s attacks, it fires missles less often and throws more random bombs at it’s target, it also does more damage now on a normal hit
[*] Updated the Tox’s AI, integrated the Pox’s class into it, meaning it’s spawn egg was removed, however you can spawn it with the command “/summon TragicMC.Tox ~ ~ ~ {toxType:1}”, increased the frequency and amount of projectiles they fire but reduced their normal hit damage, it has a lot of animations, and has way increased knockback resistance
[*] Updated the Cryse’s AI, integrated the Star Cryse’s class into it, due to the simplicity of it’s AI I created a few idle animations for it when it has no target, to summon a Star Cryse you can use the command “/summon TragicMC.Cryse ~ ~ ~ {cryseType:1,textureID:5}”, which will also set it’s texture ID to 5, a yellow color
[*] Updated the rendering for the Mega Cryse, it utilizes the same idle animations as the normal Cryse, it also now actually renders it’s shields (which deflect incoming damage), it now gains increased attack damage while it has no shields and damages anything near it when it does
[*] Updated the Nor-Vox’s AI, integrated the Star-Vox’s class into it, Star-Vox’s health was reduced but it’s armor was increased to compensate, these have very simple renders, you can spawn in a Star-Vox with the command “/summon TragicMC.NorVox ~ ~ ~ {norVoxType:1,textureID:5}”, which will also give it the texture ID 5, a yellow color
[*] Updated the Vox Stellarum’s AI, it was greatly simplified as it now extends EntityNorVox, it’s spinning animation was improved as well
[*] Various projectile’s size was reduced to fit their render better, fixed some other issues with projectiles going through walls that weren’t supposed to as well as fixing client/server updates with them
[*] Changes to how Corruption is handled, mobs can now corrupt other nearby entities without attacking them, entities that are corrupted can now be quarantined (including players) to heal their corruption effect, you can also use a Nasty Fruit or Golden Sushi on an entity to remove Corruption (and all other effects) from them, it’ll give them the buffs they would’ve gotten if they had eaten them
[*] Fix Pirah’s drops, it was dropping double the drops unintentionally
[*] Updated the Pirah’s movement and AI, added animations, integerated the Lava Pirah, it can be spawned with the /summon command “/summon TragicMC.Pirah ~ ~ ~ {pirahType:1}”, it should now be a bit more fluid and less twitchy in it’s movement, added texture variants for it and the Lava Pirah, which can now survive in lava more effectively, also added a “Golden” Pirah for both variants that has a bit more health and does a bit more damage
[*] Added a Luminescence block, this allows my mobs to have a glow around them without altering anything in the game
[*] Fixed up statue rendering and updated the statue code, they now update more efficiently and quicker, I’ve also added a “rotated” variant in place of the checkered one that costs one celestial diamond, it makes the statue rotate
[*] Fix some OpenGL memory leaks from the statues, the Dark Crystals and a couple of other entities
[*] Updated the Stin AI, integrated the Baby Stin into it, similarly to how Vanilla creatures are set up, Baby Stin can now climb up walls
[*] Greater Stin now gains a Charge attack, which inflicts high knockback on whatever it hits, as well, the Stin King can do this attack as well
[*] The Stin King gains a dark mortor attack which blinds whatever it hits and the Stin Queen shoots web bombs now and overall uses more webs
[*] Updated all of their models, added animations as well, most of the normal mobs will have random “idle” animations while they aren’t attacking anything
[*] Improve mob renders that used color textures, these should load faster
[*] Reduce render CPU usage by the statue and a couple of other entities per frame
[*] Updated the Sirv model and AI, it’s AI was really simplified to a basic stand still, wait for a player in range, then attack, although they still have a hive mind ability so that any Sirv in range will immediately come help one that is attacked or killed
[*] Statues now uphold to the mob loot gamerule
[*] Updated all of the projectile entities, this includes desync fixes while rendering the projectile and make it work more effectively, also fixes up collision with other entities as well as preventing the player from deflecting them like fireballs
[*] Added a couple more biomes for some of the mobs, the Wisp and Erkel can now spawn in the overworld, but they spawn as mobs and as such mostly generate in darker areas
[*] Utilized the Large Rock model for the Time Disruptions, this is temporary until I make a new model for them
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Bosses:
[list]
[*] Updated Apis AI and model, removed the Ahnk from it as it didn’t really fit it, it now has a reflection ability that allows it to deflect all types of damage back to the attacker, it is basically invincible while it is active, it now does a stomping animation for it’s close quarters explosive attack to give the player enough time to move away from it, it is also now immune to fall damage
[*] Updated the Skultar (Death Reaper)’s AI and model/texture, it now changes texture when it’s being aggressive, as well it has a particle effect now, it’s Demeanor now gives extra weight to normal player melee damage, it will also more effectively move towards and away from targets as well, integrated the clone class into it, meaning if you /summon it, you an use the nbt tag reaperType and set it to 1 to get a clone, you can also set it to a bomb with the isBomb nbt tag
[*] Updated the Kitsune’s AI and model, it now taunts it’s target sometimes, and shoots large fireballs more reliably, it will now teleport more reliably as well, it should attempt to teleport to it’s target if it gets too far away, lowered it’s normal attack damage but now it can double-hit it’s target as it’s normal attack
[*] Updated Polaris’s AI and model, it has very simple AI and as such had little changed, it’s spam attack was removed in favor of after-images that spawn when it teleports to distract it’s target, otherwise it will teleport around as normal and appear invisible when within a certain range of their target
[*] Polaris no longer drops Quicksand, it can now drop various transformations of Invisibility potions (I thought that was more fitting)
[*] Kitsune can now be killed by the Sword of Justice when used in Creative Mode
[*] Updated Yeti’s AI and model, it’s AI was updated to be a broader version of the Death Reaper’s AI, this gives it more stability AI-wise
[*] Updated the Time Controller’s AI and model, it no longer uses phases for it’s attack pattern, instead it uses a normal random ability use pattern, it has a few attacks now, the Quantum Leap attack, which transports time back to a few seconds before the attack was used, this is just to disorient targets, it has a Purge attack, which works similarly to the Doomsday, but has higher horizontal knockback, it has a Time Flux attack, which pulls all nearby entities towards it and damages them, it absorbs damage at this time and inflicts on all entities in range evenly
[*] Updated the Enyvil’s AI and model, this mostly was just to add animations to it, but I fixed a bug that made it immune to all melee damage (it’s supposed to be resistant, not immune), this also allows it to be killed by the Sword of Justice, it was also causing a large amount of lag, this was due to it being a multipart entity like the Ender Dragon, and as such I reduced the total number of parts it had to reduce the lag it generates
[*] It’s AI was completely rewritten, it now uses more variety of attacks, and it’s tractor beam ability now works on the player, it will now break blocks if it is trapped
[*] Updated the Claymation’s AI and model, this was just because all of the mob AI it used was from before the rewrite so I had to update each separate one, I also added each form’s basic attack animations
[*] On death, all bosses now extinguish fire in an area around their death point to stop drops from getting destroyed immediately, the player will still need to account for lava and other destructive blocks/entities when killing them though
[*] Added more overworld spawns for the bosses if natural spawns are enabled, this is to compensate for the fact that a player may not want to use the Dimension to “complete” the mod, though they’re going to have to anyway, they will always have a really low chance of spawning
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Blocks and Items: [list]
[*] Fix localization of Apis Amulet
[*] Make visual changes in Epic amulets from Cursed Amulets, their chain color is the opposite color now and the description has been changed to show that they are Epic and not Cursed
[*] The Sword of Justice now has Reach V and Looting X by default, fix an NPE pertaining to Reach when used on entities that have recently died
[*] Finally finished up the NekoNekoWand, it now allows you to make a mob fight another one, you can select a group of mobs as well, added color-coding to the targetted and selected entities
[*] Fix up the Splinter’s random knockback ability, it knocks it’s target into a random direction, possibly even towards you
[*] Fix up the Asphyxiate Doomsday, it can no be used in the Nether or any other Dimension that has a ceiling (thanks CommodoreAlpha for bringing this to my attention)
[*] Fix up Flight of the Valkyries, it now moves afflicted entities in random directions instead of just away from the user, they also get pushed upwards randomly as well
[*] Fix NPE with Challenge scrolls when you try to /give one that doesn’t have a Challenge set up, it now treats it as an empty Challenge properly
[*] Leaf blocks now update via player motion, rather than by every block every client tick, this should greatly reduce lag they generate, however, they require a block update to render the proper texture, just reloading the chunks by holding F3 and A should do that for you though, so no big deal
[*] Added a bunch of new aesthetic blocks, including a new Eroded Stone variant, a few Circuit blocks (wonder what these will be used for?), a new light source, the Celled Lamp and a new block, Celled Stone, which can be used to craft the Celled Lamp
[*] Added weapon models for most of the “Epic” weapons as well as for the Reaper Scythe (since I had the model added for Skultar anyway)
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Dimension/WorldGen: [list]
[*] Minor modification to Dimensional WorldGen, this is just minor changes to lava lakes and mob dungeons within the Dimension, removed some extraneous Forge events as well
[*] Greatly improved rendering and WorldGen in the Dimension, this was due to the layered stone gen taking way too long to generate effectively, it was attempting to place around 780,000 blocks per new group of chunks generated (7,800 per chunk, on average of 100 new chunks to generate when flying around generating new terrain), this has been reduced to less than 20% of that amount and as such the Dimension now loads way faster, also removed lava as it was causing a ton of block updates due to it’s rendering and removed a lot of lighting from things
[*] Reduced size of Void Pits, they still may create a lag spike, but that is expected behavior due to their large nature, lots of spikes generating may also do it, but again this is acceptable
[*] Balloon Trees (Starlit biome’s large trees) were removed as they cause a huge lag spike when they generate and don’t look that good anyway, due to this they are replaced by a smaller tree that generates as a basic oak-like tree
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Game Crash, Bug fixes, Optimizations and other misc. changes: [list]
[*] Fix for dynamic ID handling for Potions, Biomes and Enchantments (again), it now checks through the entire list for IDs (instead of from where it defaults to upwards), and will loop back through the start of the list until it finds an open ID
[*] Changed all color codes to use hex values intead of using a color and getting the RGB from that, there should be no difference for the end user, this just cleans up my code some
[*] Fix for updating from a previous version of the mod, this was due to a safeguard in the Dimension to prevent any biomes other than my own from generating, however, this would prevent you from updating from an older version, it will now allow you to update but it may corrupt the Dimension (mismatched block IDs) so you’ll have to restart the Dimension by deleting it in your .minecraft/saves folder
[*] Reduce overall logger spam, now only log errors and warnings (for the most part)
[*] Modified the Spherical and Circular helper methods which I use in lots of things, including WorldGen, it now works way more efficiently and as such the Dimension should load up faster now
[*] Fix ConcurrentModification that would occur when multiple Witches or Endermen were poisoned, this was due to a chaining issue with Vanilla, as such Endermen and Witches are now completely immune to magic damage to compensate (again thanks CommodoreAlpha for bringing this to my attention)
[*] Some potion effect fixes, Immunity now overrides Inhibit (removes it), Saturation now overrides Malnourish, Health Boost now overrides Cripple, these are due to them attempting to set the same thing when they are both active, as such they cause weird visual and gameplay glitches, this also makes a sort of counter-balancing to potion effects
[*] Fix crash with attacking things in Twilight Forest (and possibly other Dimensional mods) with the Reach enchantment, this fix basically disables Reach in the Dimensions that are affected by this bug and it is mostly likely due to the way the affected dimension is set up as it works fine in vanilla and in my own dimensions
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