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.
Fixes:
- the mound puff sound conflicting with sound physics
-the mound having a delay in the puff
-the infected drowned not using the default infected spawn settings
-the infected not having a higher spawnrate on the mushroom type biomes
Added:
-items for the infested blocks.
-infested variants for the netherrack , soulsand and endstone
-new organite block
Changes:
-the fungal fauna is more aggressive now
-the infection block system is now configurable
-new whitelist config for targeted mobs
-biomass tower structures will now spawn with an organite block as their core
-biomass towers will spread infection to all noninfected entities in its area
-new config option for the minimum amount of kills required for a biomass lump to generate a biomass tower.
-configurable loottables for the mound and organite block
News:
New mobs:
-Flesh Mound(spreads infected foliage and overtakes the blocks around it).
New blocks:
-iron ladder
-biomass block
-rooted biomass
-rooted mycelium
-decayed log
-mycelium roots
-bloomed mycelium
-and many more.
AI changes:
-the old healing mechanic has been scraped , now all of the mob effects an infected can have fall under the Buffer AI , to use it an infected needs to have more than one kill point, they can use the kill points to grant themselves buffs such as regen , water breathing , speed or strength.
The infected will no longer attempt to break blocks if their strength is above 2;
Spawn changes:
Now there is a configurable option so the infected could start spawning after a few days since the world is created , WIP.
Now infected vindicators and evokers and naturally spawn in mansions and infected pillagers near pillager outposts.
The infected have a larger chance to spawn within the mushroom fields biome.
Biome changes:
The mushroom biome now presents new infected foliage as well as biomass structures.
Fixes:
-fixed the explosive tumors explosions overloading the server side.
-the spore advancement missing the background.
-the infected player not retaining the name of the original mob before infection.
Changes:
-The Infected Players default items config have been relocated to the sporedata config file.
-The Spawning system has been changed to be fully configurable.
-New search area AI implemented , whenever an evolved infected dies they have a chance to leave behind a potion cloud that will alert the nearby infected to come to the location.
Changes:
-Mobs with the pull goal will no longer try to pull targets if they are out of their line of sight.
-Mobs will no longer be able to hit other entities through walls.
-The infection system has been reworked to be more versatile and easy to use.
-Infected Vindicators will break wood blocks if they are in their way when they are aggressive.
-Infected Pillagers will now shoot arrows that carry the effect Mycelium.
-Infected Pillagers will always have a crossbow when riding another entity.
-New pick up infected AI has been added to the entities "Leaper , Brute and Phayres".
-New textural changes.
-Code improvements.
-Reworked the scent mechanic to only summon mobs if there are noninfected creatures around.
-Added new configurable roles for the horde mechanic "if an entity is blacklisted and given a role in the horde will accept it and use it accordingly"
-Added compatibility with Biomancy.
-Improved the compatibility with create and farmer's delight.
-Now the symbiosis effect will passively consume hunger.
-The infected armor set has been renamed to the living armor set.
-The crafting recipe for the living armor set have been changed.
-The stats for the living armor set have been changed.
News:
New crafting items:
-wing membrane.
-dense muscle.
-alveolic sack.
-altered spleen.
-corrosive sack.
-tendons.
-innards.
-sickle fragement.
-wing.
New armor sets:
-Flesh armor (Flesh Helmet , Flesh Chestplate , Flesh Leggings and Flesh Boots).
-Plated armor (Plated Helmet , Plated Chestplate , Plated Leggings and Plated Boots).
-Reconstructed Elytron.
-Living Chestplate MK2.
New Weapons:
-Infected Sickle.
-Infected Knife.
-Infected Rapier.
New mobs.
-Phayres .
-Scamper.
-Infected Drowned.
-Infected Adventurer.