CHANGELOG FOR HOTFIX VERSION 0.1.6-R
Fixed Point Blank crashing with DOTF.
Fixed gun aiming animation being stuck when a player is holding the gun and then leaving and joining the game.
Scaled the SHIP accordingly, and also left it to rotate itself depending on it's position, if it's on ground or in the sky.
Scaled the enderman head a bit.
Made the sensibility to water weakness actually work for the enderman forms, and now they will actually overcome it in wave 5.
Made the pod infector not instakill it's target when bursting ( configurable ).
First big update of Dawn of the Flood! 0.1.5 version!
Made the mod work on servers now, which is a HUGE addition / upgrade.
When a horde spawns, it will also add wave points to the wave system itself, with more points depending on the wave.
The Flood Base Forms are now capable of going around and destroying crops. This happens after wave 4 officially hits and it is part of their intelligence system. They will rarely perform this ability with a 32 block range.
Fixed and smoothened the animations of the guns.
The Flood will get extra wave points if the entity they kill is a player. ( This is linked to the mod being able to work on servers, as more players will be have a slight disadvantage to the server ).
Fixed forms attacking while roaring.
Fixed forms using guns and items when roaring.
The forms will now perform the sweep attacks like normally, with the addition of breaking light blocks like grass that sit around the sweep area. It would be a bad idea to fight them in your farm, just saying.
Reworked the Energy Sword completely, now it's as great as it can get.
Made ALL animations of this mod smoother by making the transition timer between them have a SINE_IN_OUT ( Sinusoidal ) Easing and not a LINEAR one. This will exist for almost every form there is.
Added a new variant to the base forms, the "Fearless" variant which has more armor, health and knockback resistance.
Made the horde spawn a bit more commonly.
Made the wave system progress a little bit faster in wave 3 and above and a little bit slower in waves 0 to 2.
Removed unecessary files and resources.
Fixed Carrier Form not dealing damage when exploding.
Fixed Pod Infectors and Carrier Forms not dealing damage to the player if he is shielding.
Made knockback mechanics more efficient and realistic, now depending on the knockback resistance of every target.
Fixed Player & Villager Forms going poof when dying and not dropping a body. Why was this still an issue??? And why did nobody tell me???
Improved Swimming AI ( Intelligence ) for the forms when swimming. Now they will be able to dive for you in the radest way possible, whilst still maintaining there speed when swimming at the surface which is 2.2x faster than the speed they have when diving. Also made it so that swimming is no longer a knowledge depending ability. No matter which wave would there be, they would still swim the same, dive and etc. Depending on the mobs weight and marine capabilities, some can swim faster or slower, pod infector and carrier forms are only some examples.
Added new names to the Player Form.
Added draw animations for all of the guns!
Added cool AAA Particles dependency integration that lets us add a ton of cool new looking particles through Effekseer!
Made the guns not play weird animations in the GUI anymore.
Made the guns not BREAK when dropped by the sangheilis or other Flood creatures and then used by the player, weird issue tbh.
Given the fact that we now have cool new particles, AAA particles and Architectury API will be needed for the mod to run now as well. 5 dependencies, damn.
Made the Flood smarter and eccentric by not making them get stuck into a boat! That trick won't work!
Added a new entity, the Pillager Form, which can spawn with a crossbow most of the time and use it in almost all circumstances. It's crossbow arrows move faster than the player ones and also their effects will last double compared to the player form tipped arrows.
Made the Flood more lorewise like, not needing to learn how to leap / jump anymore, them being born with that ability already.
Added a new entity, the Vindicator Form that can spawn with an axe and use it to perform both melee attacks and ranged attacks, the latter being when he will drop below half health and ditch his axe, throwing it at the player like a master, skill only happening if the wave is about 2, 3 at minimum. Unlike others, all attacks of the Vindicator Form disable shields if he has an axe. The Iron axe he throws can be picked up the ground within some minutes before it despawns.
Fixed almost all bugs related to the gun system, hopefully they are good enough now!
Added a new sound and client message that both alert the player that he has no ammo left.
The Duration in ticks of Combat Forms turning into Carrier Forms has been halved, from 20.000 ticks to only 10.000, so players can sometimes see that happen.
Fixed muzzle flash moving from one side to another when shooting.
Fixed variants of mobs spawning with less than a 100% health. This was more of a preference rather than a fix because they would have regenerated anyway.
Added custom bobbing animation / effect that will replace the sprinting one to make it look more realistic.
Added custom crosshair types to match the halo style for the guns!
Added camera animation support for all the guns + energy sword!
Added small improvements regarding guns and burst types, as a helper for the battle rifle!
Added various mixins and interfaces.
Improved the needler since now it will cause explosions js like in the game after 7 needles stick on a target ( not visually though ).
Added sensitivity modifier for when a gun is aiming.
Changed the muzzle flash to something cooler and more realistic, also fixed some issues regarding it.
Made the Magnum more powerful than the MK50 Sidekick.
The Flood is now immune to drowning, so they will basically never drown and can patrol the waters as long as they want.
Made the flood smarter and faster in water.
Made the Pod Infector more lore like as it will not instakill it's target whenever it latches onto it. Besides that, it will also prioritize reanimating over targeting, which is a thing I finally got to make.
Added a new awesome entity, the Evoker Form, which is a smart combatant of the Flood. It can use totems of undyings sometimes, when they spawn with them, and if the wave is strictly bigger than 2, it will be able to cast a magic spell that summons pod infectors, but he won't be able to cast this spell if there's pod infectors nearby already, which is 4 at maximum. To etalate their intelligence even more, these guys will be able to perform this spell even when it's target is not around? How? Well it will seek for dead bodies and if he finds anything, he will summon pod infectors to revive those forms, pretty smart, ey?
Added a new config option that stands out as it's own setting, the PERFORMANCE setting which will basically do what it's name says, improve performance with the cost of reducing quality, basically decreasing screen shake radius, particle amount, preventing effekseer to load any particles and also prevent the sangheilis to render a glowing layer.
Added a fantastic and useful block, which is the Gun Workbench! And as it's name says, you can use it to craft guns and ammo, and it's also obtainable in vanilla, with gray concrete and iron ingots being the main ingredients!
Added reentrant values that help locking / unlocking a boolean or integer by preference.
Decreased the resources that are being consumed when entities are spawned.
Made the first steps into the player body health damage mechanic.
Removed all instances of the "plague of the flood effect", since it had little to no use, but the effect will make it's comeback someday :)
Added PLAYER ANIMATIONS. It's like I'm forging my empire woah! With the help of some mowzie's mobs code, I have created my very own player animating system that is indeed very similar to the mowzie one, but geckolib animations are handled differently, and also some vanilla animations are handled differently as well as adding new / reworked event classes to make this work :3.
AS WELL as adding player animations, I have also completed my very own geckolib animation template, which basically allows me or others that use this code to add geckolib animations to their models but manually, and the template features vanilla animations, like crossbow, swimming, spellcasting, etc.
Added ARMOR ON FORMS compatibility. In the past I've said that I cannot render armor on gecko entities, but even back then I knew I was wrong, because I did it before with rotted. However... with the knowledge I got since then, I was able to ACTUALLY IMPROVE and finish that old system of mine. And here I present yet another system, which is basically custom armor rendering on entities, but unfortunately, our flood forms don't have a literal "torso" or "body" model part added to them so making the chestplate and animating it was a PAIN and it still doesn't look as expected so I decided to disable the option of the forms spawning with chestplates :( But you can always modify that option by going into the config :).
FINALLY finished the player manual animations, now the player will play ALL vanilla animations, crossbow, bow, horn, etc.
Added FIRST player third person animations, which were the energy sword ones.
The player form can now use way more items, ranging from ender pearls to totems and flint and steels, while still keeping the crossbow as an option.
Added an ORE to the mod that can be found in caves rarely, called "Tungsten Ore". One block drops more raw pieces, and smelting the raw pieces will give you the tungsten ingots, which are VERY useful for crafting guns, bullets + more.
Added a new UNSC banner pattern.
Added new items, like a Flood TONGUE.
Changed the horde spawning sound as well as it's message color.
Added date / calendaristic references and selective days.
Added new blood splash variants and improved the old ones. Also made the blood generation better, being shot from a single class rather than using big chunks of code.
Added new CROSSHAIRS for the guns and also replaced the vanilla one by one in halo style.
The MOB cap and also the SPAWNWEIGHTS of the FLOOD will change as waves keep on growing.
WAVE 6 has been added to the mod, that basically makes the FLOOD immune to cold and fire, since they have now adapted to that.
Added Enderman Form, which can tp basic base forms from time to time, or tp itself! It's weak to water until wave 5. Spawns from wave 3 and upwards.
Added Marine Form which can wield multiple guns and IS A MASTER at combat. Spawns from wave 3 and upwards.
Added a new gun, the M90 shotgun which uses new bullets, shotgun bullets and can be crafted like the other guns at the gun workbench.
Added a much more chillier atmosphere, kinda like with shaders, made the game more foggier.
Added energy shields for the sangheilis that glow and change in color.
Added ORS Covenant Cruiser that was infected by the flood and it falls from the sky when the flood arrives on earth.
Overall fixes and improvements...
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Changelog:
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Added energy sword swing animation for the sangheili.
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Fixed the bug where a gun was aiming even after the right-click button is released.
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Optimized the mod a little bit.
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Pod Infector can now sometimes prioritize reanimating bodies instead of attacking entities, rarely even the player.
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Added more config options regarding the recoil and shake effects of the guns.
Last small update of the mod. I won't release any other small bug fixes updates, since the mod is stable now.
Changelog:
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Improved mod resources, optimization.
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Renamed the "needler crystals" to "blamite crystals"
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Fixed the bug where a pod infector would not explode
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Fixed the entities going poof when dying, not spawning a body therefore.
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Improved the burning mechanic of the corpses. Now you can right click with a flint and steel or lava bucket on the body to get rid of it.
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Added realistic breaking when a form is attacking and weak blocks are in his way
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Improved mixin efficiency.
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Improved user interface regarding the dependencies of the mod.
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Mod was marked as being incompatible with Quark most of the time.
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Fixed bugs where blocks couldn't be broken properly.
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Confirmed recipes for the blocks.
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Added multiple screen shake config options.
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Tweaked some config values, like the horde spawning time.
Changelog: Fight or Die: Mutations was officially rebranded and changed with Dawn of the Flood instead. It will now have updates and Dawn of the Flood will be worked on constantly. For the reason why I abandoned FDM, you can watch this video: https://www.youtube.com/watch?v=ccF-_ImnaUQ&t=1s.
--- VERSION: 1.1.3 ---
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Added new blocks that beautifully match the FDM style. They are still WIP but they are already matching the mod perfectly:
- Two blocks that represent blood splashes, these can be washed with water and they appear on the ground when entities explode.
- Hive Bloom = A block that represents a flower, a hive flower! It doesn't have any special properties yet.
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Added sounds for these blocks and also made our own block sound library of the mod within a Java class.
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Changed the textures of the old blocks, Hive Block and Hive Tunnel Block to match the new style!
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Model of the Mutated Cow has been changed.
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Mutated Cow Head has been added as well.
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Reworked and mastered the mutated explosions. Now, when a mutation dies, it has a chance to drop blood around itself. As I said, this can be cleared with water or destroyed manually. They can also drop some form of guts representing particles which drop to the ground.
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Added a new system: The Horde. The Horde is an army of many mobs ( up to 30 which is configurable ) that spawns after stage 3 officially hits. It contains Mutated Humans, Villagers and Players. This horde will spawn each 30 to 120 minutes ( this is also configurable ). The Horde usually spawns 20-30 blocks away and you will be alerted when they come with the message "They're coming." in the action bar, as well as a new creepy sound playing.
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This horde knows your location and other mutations can join it as well, and they all follow a leader, Hail Mutations!
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Many textures of the mod have been lightened due to public opinions.
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Added a new Item: The Mutated Ender Pearl. The Mutated Ender Pearl will teleport some if not all nearby mutations in random locations when right clicking it near one or more. This item can be useful because it can get you out of cornered situations, although remember that it can also tp other mutations to you! It's dropped by the Mutated Enderman and they can stack up to 16 and have a cooldown of 1 second.
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Reworked and Improved Phase Systems. Now, depending on the phase you are in, the passive point gaining changes. This way, it can offer a more balanced and fun experience! It also now variates with the mod difficulty, from NORMAL to HARD. Passive point gaining still doesn't exist in EASY or PEACEFUL.
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Now when a mutation dies, it's guaranteed (100%) they will lose points, even though they are small or big, this way, it makes it worth killing them and also makes the game more balanced.
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Added more Player names.
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Mutated Enderman's spawn system has been changed. From 5 to 3 spawnweight and from 75% to 65% assimilation chance.
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Tweaked the Melded Flesh texture.
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Changed the Springer Infection duration and particles.
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Added a lot of new particles.
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Added three new commands:
- /horde spawn = spawns a horde at your position.
- /score show = shows the evolution score value at the respective moment.
- /phase show = shows the phase of evolution at the respective moment.
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Tweaked the Config.
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Changed the particle effect and visual effect that occurs when an infected animal is hit, it looks stunning now!
Changelog:
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Removed some stuff.
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Renamed most of the mod's mobs due to copyright issues.
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Improved The Mutated Player. He can now use certain items (pickaxes, swords and axes). These tools improve their damage attack and also each of them have a special ability. Mutated Players with Pickaxes can often break blocks if near their target. They have improved damage and attack speed with a sword and they can break shields with the axe. These are the only items they can use.
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Fixed the Mutated Player not spawning with names, is your name there?
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Fixed the crash with the creeper and player heads.
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Changed and improved certain textures, especially effects!
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Added a new effect called Germilis that is an explosion given effect that deals extra damage. Is it contagious?
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Infections given by the Springer will last more.
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Improved Enderman Tp Again...
Special thanks to Renovated Studios, Beta, Nightfox, Kronoz and other people that contribute to the team!