v1.29.2 Bugfix and QoL Release
AnonymousHacker1279
released this
05 Apr 22:00
·
55 commits
to master
since this release
This minor update includes a handful of bugfixes but mostly QoL improvements.
Feature Changes / Additions
- Remove unused Astral and Starstorm pike head items
- Tweak battlefield biome generation parameters
- Should hopefully reduce the occurrence of extremely thin biome zones
- The trench carver has been adjusted as well
- Soldier-type entity improvements (Minutemen/Dying Soldiers)
- Improve behavior when these entities pick up weapons they don't typically have
- For example, Minutemen picking up pistols or muskets, or Dying Soldiers picking up a blunderbuss
- Abstract more of the gun firing code so that entities using firearms perform the same way a player would
- Soldiers now fire based on their current rotation rather than calculating the delta between it and the target
- This makes it possible for them to miss by firing too far to the side if they are turned away from their
target
- This makes it possible for them to miss by firing too far to the side if they are turned away from their
- Soldiers can now use melee weapons if picked up rather than standing around idle
- Attack intervals for firearms now include the base cooldown of the weapon in use
- Improve behavior when these entities pick up weapons they don't typically have
- Add dedicated flare gun velocity / inaccuracy configuration entries rather than copying the pistol values
- The Commander can only pick up new guns if the base fire velocity is higher than his old one
- Play bullet whizzing sounds when bullets pass near the player
- Rework Tiltros biome theme tracks
- Added a second Starlight Plains theme
- Added a new Tiltros Wastes theme (replacing both of the old ones)
- Added two new Deadman's Desert themes (replacing the old one)
- Add music discs for the new themes
- Can be found in dungeon chests of their respective biomes
- Update Immersive Weapons flag recipe to better match its texture
- Buff the Dragon's Breath Bow
- Hit effects of arrows fired are now applied to entities within the arrow's explosion radius