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Merge pull request #104 from AnonymousHacker1279/1.20.1-dev
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Update master branch with 1.20.1-dev changes
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AnonymousHacker1279 authored Oct 2, 2023
2 parents ac72a81 + 4dd56fa commit 5b029f5
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35 changes: 21 additions & 14 deletions RELEASE_NOTES.md
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@@ -1,20 +1,27 @@
This minor update includes a handful of bugfixes and tweaks.
This minor update includes another batch of bugfixes and improvements, before development begins on the next content
update.

### Feature Changes / Additions

- Tossing a Hans' Blessing into a fire block will now summon a Super Hans while inside a tower structure, allowing him
to be easily respawned instead of having to find multiple towers
- Loot table changes:
- Champion Tower chests have been rebalanced slightly to make the rare items less rare
- Super Hans now has a pool to include the three accessory items which were previously only accessible through
champion tower chests, and has a pool to occasionally drop Kill Counters
- Hans now has a pool to rarely drop Kill Counters, and no longer has a pool to drop leather
- Celestial Towers now roll each pool based on the number of players that dealt damage, similar to
Super Hans
- Improve performance of Celestial Towers
- When spawning waves, entities are no longer spawned all at once. Instead, they are added to a queue and up to
three mobs per tick are spawned during a summoning wave. This should help reduce lag spikes especially with higher
waves.
- Skeletons and zombies that are spawned are now tagged. When checking to progress the wave, the tower now scans
for this tag instead of doing two separate skeleton/zombie type scans.
- Celestial Towers are now added to the `bosses` entity tag
- Celestial Towers can no longer be pushed by other entities
- Improve combat AI of some entities
- Improve combat responsiveness by adjusting attack goal weights in Dying Soldiers and Minutemen
- Improve healing tasks in Field Medics
- Healing is now handled with a separate dedicated goal
- Area scanning for hurt entities is improved
- Healing other entities now also removes bleed effects
- Slight adjustments to speed and armor attributes of these entities
- Rock Spider step height has been reduced by 50% compared to regular spiders

### Bugfixes

- Fix enchantment tooltips at the max Skygazer level not being colored correctly when a Skygazer has not been loaded
into the world
- Adjust texture for Champion Base blocks to improve compatibility with mods like Rubidium
- Added missing advancements for some content in the last update, as well as updating some other old advancements
- Call `finalizeSpawn` when respawning Super Hans (which properly sets XP drop values and attributes based on
difficulty)
- Fix an error in the advancement for obtaining padded leather armor that corresponded to the wrong armor set
4 changes: 2 additions & 2 deletions build.gradle
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Expand Up @@ -102,8 +102,8 @@ dependencies {
minecraft "net.neoforged:forge:${minecraft_version}-${neoforge_version}"

// Apply Mixin and MixinExtras AP
implementation(annotationProcessor("io.github.llamalad7:mixinextras-common:0.2.0-rc.3"))
implementation(jarJar("io.github.llamalad7:mixinextras-forge:0.2.0-rc.3")) {
implementation(annotationProcessor("io.github.llamalad7:mixinextras-common:0.2.0-rc.5"))
implementation(jarJar("io.github.llamalad7:mixinextras-forge:0.2.0-rc.5")) {
jarJar.ranged(it, "[0.2.0-rc.2,)")
}

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4 changes: 2 additions & 2 deletions gradle.properties
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Expand Up @@ -2,13 +2,13 @@ org.gradle.jvmargs=-Xmx6G
org.gradle.daemon=true
org.gradle.caching=true
org.gradle.parallel=true
mod_version=1.20.1-1.26.1
mod_version=1.20.1-1.26.2
mod_group_id=tech.anonymoushacker1279.immersiveweapons
mappings_channel=parchment
mappings_version=2023.09.03-1.20.1
minecraft_version=1.20.1
minecraft_version_range=[1.20.1,1.21)
neoforge_version=47.1.76
neoforge_version=47.1.79
neoforge_version_range=[47.1.3,)
loader_version_range=[47,)
terrablender_version=1.20-3.0.0.163
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@@ -1,5 +1,6 @@
{
"values": [
"immersiveweapons:celestial_tower",
"immersiveweapons:super_hans"
]
}
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Expand Up @@ -6,22 +6,22 @@
"items": [
{
"items": [
"immersiveweapons:molten_helmet"
"immersiveweapons:padded_leather_helmet"
]
},
{
"items": [
"immersiveweapons:molten_chestplate"
"immersiveweapons:padded_leather_chestplate"
]
},
{
"items": [
"immersiveweapons:molten_leggings"
"immersiveweapons:padded_leather_leggings"
]
},
{
"items": [
"immersiveweapons:molten_boots"
"immersiveweapons:padded_leather_boots"
]
}
]
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Expand Up @@ -632,9 +632,9 @@ public static void registerAdvancements(Consumer<Advancement> consumer) {
Component.translatable("advancements.immersiveweapons.padded_leather_armor.description"),
null, FrameType.GOAL, true, true, false)
.addCriterion("hold",
InventoryChangeTrigger.TriggerInstance.hasItems(ItemRegistry.MOLTEN_HELMET.get(),
ItemRegistry.MOLTEN_CHESTPLATE.get(), ItemRegistry.MOLTEN_LEGGINGS.get(),
ItemRegistry.MOLTEN_BOOTS.get()))
InventoryChangeTrigger.TriggerInstance.hasItems(ItemRegistry.PADDED_LEATHER_HELMET.get(),
ItemRegistry.PADDED_LEATHER_CHESTPLATE.get(), ItemRegistry.PADDED_LEATHER_LEGGINGS.get(),
ItemRegistry.PADDED_LEATHER_BOOTS.get()))
.rewards(AdvancementRewards.Builder.experience(100))
.save(consumer, "immersiveweapons:padded_leather_armor");

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Expand Up @@ -18,6 +18,7 @@ public EntityTypeTagsGenerator(PackOutput output, CompletableFuture<Provider> lo

@Override
protected void addTags(Provider provider) {
tag(EntityTypes.BOSSES).add(EntityRegistry.SUPER_HANS_ENTITY.get());
tag(EntityTypes.BOSSES).add(EntityRegistry.CELESTIAL_TOWER_ENTITY.get(),
EntityRegistry.SUPER_HANS_ENTITY.get());
}
}
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