- Spooks now target "Enemy" instead of "Monster + Slime"
- Possessed Slimes will no longer drop ectoplasm if their size is greater than 1.
- Possessed Slimes will no longer drop ectoplasm alongside with their normal loot drop (it's one or the other).
- Ectoplasm drop is now affected by Looting.
- Ectoplasm now returns a slimeball when used in crafting.
- Spooks are now considered a drop when an entity dies while Possessed (by default, this have no effect on normal gameplay).
- Moved the unused 1.20 code and assets into a zip file so the game will ignore them.
- Updated the crafting recipes for the Gothic Helmets to now actually use the Gothic Upgrade Template that can be found in Graveyards.
- Added a missing recipe to upgrade a Gothic Diamond Helmet to a Gothic Netherite Helmet.
- Added Armor Templates though they don't do anything for now.
- Added Ectoplasm back.
- Ectoplasm can be dropped by Slimes if they are Possessed & can be used with Mundane Potions to make Experience Potions.
- Spooks can now target Slimes.
- Reduce Spook damage by 85%.
- Updated all Graveyards with proper new loot tables and armor stands.
- You can now dye all Gothic Helmets.
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Vexes are back to UNDEAD MobType again.
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-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.
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Vampires & Necromancers are ILLAGER again instead of UNDEAD.
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-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.
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Necromancer Tweaks:
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-Most tweaks are small adjustments but will label a few major ones here.
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-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.
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-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.
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-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.
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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.
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-This was actually requested and I wanted to buff the Necromancer's Leeching IV unique sword in a meaningful way.
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-This healing effect works for both the Player & Vampire mobs!
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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.
- Slightly adjusted arms and legs of the Possessed Armor entity to avoid z-fighting.
- Improved code for Gothic Helmets.
- Improved code for usage of sounds in the mod.
- Finished converting all generated procedures into handwritten code.
- Removed config temporally.
- -Note: It was causing some lag because I was still using generated code for the config system instead of making my own.