New mobs: -Infected Husk(Infected tier) -Infected Scientist(Infected tier) -Volatile(Evolved tier) -Umarmer(Organoid tier) -Gazenbreacher(Calamity tier) New blocks: -CDU - cryogenic dispensing unit -new variants for the laboratory blocks -slabs for those variants as well New Items: -Eye of the vigil New Structures: -The church of spores -The ice mines -The lost labs Changes to current mobs: -the spitter now has an explosive variant -the griefer has a radioactive variant (unlocked if alex's mobs or extreme reactors are loaded) -the slasher now has a piercing variant (your poor armor) -the pulling ability of the infected evoker can now be blocked with a shield -the infected evoker and vindicator will no longer spawn naturally -the proto hivemind will activaly use organoids to attack its direct targets -the vigil will directly report the location of its target to the proto hivemind -the chunk loading capabilities of the proto hivemind have been improved -if a mound dies from freazing damage or while its in powder snow it will no longer signal the hivemind -infected can now receive evolution points from eating remains -evolved infected can despawn if they are linked to a hivemind -the infected adventurer can now use ranged weaponry as well as flint and steel
Additional changes: -removed the broken outpost structure -changed the texture of the corrupted record
Changes:
Mobs:
-improved the performance of the code for evolution ,and starvation mechanics;
-improved the swimming code for underwater mobs;
-fixed a bug in which some basic infected would be stuck for no reason;
-fixed a bug in which effects that the mob had post evolution would not translate;
-basic infected will no longer persist in the world unless they evolve;
-evolved infected can no longer be stuck in boats or other vehicles;
-added a "bomber" variant for the Phayres;
-Improved the hitboxes for the Sieger as well as making its "tail" fall off if enough damage is dealt to that hitbox specifically.
-improved the shooting calculation of the sieger;
-now the sieger and any calamities after him will place a mound when they reach the desired area;
-new config option for mounds so they won't create foliage
-improved the tendril system of the mounds and added a tendril cap;
-mounds ,proto-hiveminds , wombs and any other organoids will no longer drown in any liquid;
-if a womb is killed in its third stage of development it will still generate a calamity but at half of its total health;
-a proto hivemind may create a "raid" event in the general area of a sapient creature "the list in the config"
-changed the capabilities of a few foliage blocks.
Added:
-new mob , Vigil (Organoid);
-new effect ,Uneasy(prevents sleeping);
-new item , Gas Mask(prevents the infection with mycelium or effects being applied from gas type attacks)
-new blocks , Vent Plate ,Vent Door
-fixed the Siegers mining hitbox being activate when it was using range attacks
-the braiomil sometimes thinking that its target is nonexistent
-the infected shovel increasing the players gravity instead of range
-reworked the infected shovel and infected maul to be able to mine 3x3x1 areas when the player is not shifting
-performance improvements
-improved the combat logic of the Braiomil
-improved the flying capabilities of the Phayres
-Gave the Phayes the ability to drag targets just outside its melee range
-The Phayres has a 20% chance to spawn as enhanced , this variant will have better stats and it will try to pick up targets and drop them from heights.
-The Griefer has a 20% chance to spawn as toxic , this variant will apply poison on melee attacks as well when exploding.
-Improved the performance of certain goals to improve tps
-Added a configurable option for the range of the proto hivemind
-The proto hivemind will create an area of loaded chunks around itself when it spawns (experimental)
-New item , meaty sausage , will give absorption to the consumer with a small chance of infection as well.
-New item , corrupted record , error description not found.
Changed:
-the default mob cap for infected to 30.
-the default kill requirements for spawning a proto hivemind has been changed from 25 to 50.
-the timer for the scamper to be overtaken by the mounds from 6000 to 12000 ticks.
-the sieger's mining hitboxes being active while the sieger is in battle.
-the sieger's range attack not activating properly while its target is unreachable (like on a sky platform or something).
-the sieger getting stuck in lava.
-the sieger will now attempt to summon scents in combat without the need for kill points.
-the eye of the proto hivemind having a slightly better moving animation.
-only one of the mounds spawned via scamper overtake will grow to a lv 4 while the others will have random ages between 1 and 3.
-if the proto hivemind gets a signal it will first look if there are any "idle" calamities in the area before starting the creation of a new one.
Well its about time:
Changes:
-Infected general:
-improved water movement
-eating corpses when starving
-new advanced targeting
-blocks:
-most of the foliage can now be waterlogged
-when broken the remains will create a cloud of infection
-prickly bloomfungus can regrow back into their active variants
-added fungal shell , mycelium block , mycelium slab , reconstructed mind
Individual changes:
-all evolved infected got a new look
-flesh mound can now grow to a stage 4 and have a new look
-infected witches will prioritize supporting starving or hurt infected
-infected witches will do melee attacks at random times
-braiomils will do melee attacks at random times
-howlers will do melee attacks at random times
-stalkers can now "blend" with their environment and will do small leaps when near targets
-phayres can now do random aerial charges at random times.
-scent and tendril type entities will no longer be targeted by the warden
-scent can now spawn under certain conditions as "overcharged"
Big Additions
2 new tiers of mobs have been added , the organoid and calamity tiers.
New mobs:
-Proto Hivemind.(Organoid tier)
-Womb{Organoid tier}
-Sieger(Calamity tier)
Other Changes:
-allot of code improvements
-the infected have their own spawn category with their own configurable spawn numbers.
-the spawn system has been moved within the main config and now it handles biome tags and biome ids (love to all modpack creators)
Notes:
-all that I wrote here is probably only 20 % of the stuff I added and modified, the rest is up to discover yourself.
Changes:
-major code improvements towards the AI as well as the overall mod.
-lowering the spawn rates of both the infected vindicator and infected evoker.
-small textural changes for some of the blocks and items.
-extended hit range for some of the weapons.
-lower levels of fungal infection will first damage the hunger of the player before moving to the health.
Fixes:
-the armads and infected rapier not being damaged by hitting mobs.
-the pathfinding getting bugged by certain obstacles and situations.
Added:
-new remains block.
-new mycelium veins.
-new starvation mechanic , basic mobs that don't get any kills within 10 minutes(configurable) will starve out leaving fungal foliage and the new remains block.
-mound spreading mechanic , if a mound detects remains in its area it will attempt to connect with the so called remains and create a lower tier mound.
-new configurable options for the mound.