- Fixed kobold shields not going on cooldown when blocking specific attacks.
- Fixed a duplication glitch where a kobold will drop a copy of their weapon when picking up tridents.
- Kobolds will now pick up tridents if their weapon is currently a sword.
- Kobolds will now change their trident/sword separately.
- Kobold Pirates & Captains now uses swords as their preferred weapon.
- Kobold preferred weapons are now tags.
- Fixed Kobolds not picking up enchanted bows over non-enchanted crossbows.
- Kobolds should now be able to use tridents if it is in their off-hand (this should allow old kobolds to update to the new mainhand system for tridents).
- Kobolds now have preferred weapons:
- -Most Kobolds will prefer Swords.
- -Kobold Warriors will prefer Axes.
- -Kobold Engineers will prefer Crossbows (specialty tagged weapons override this).
- -Kobold Pirates & Captains will prefer Tridents.
- Kobolds will not pick up a different weapon that isn't their preferred if they have a preferred weapon currently equipped.
- Kobolds will now prioritized tagged enchantments when comparing enchanted equipment.
- Kobolds will prefer enchanted preferred weapons over non-enchanted preferred weapons.
- -Ex: A Kobold Warrior may swap their non-enchanted diamond for an enchanted iron axe.
- Kobolds will never pick up cursed enchanted items.
- Kobolds will now use tridents in their mainhand.
- Updated Kobold Iron Tools.
- Fixed Spawn Eggs, should now work for additional new versions of Neoforge.
- Updated to Neoforge 1.21.2+
- Updated to 1.21.1
- Updated to Neoforge (dropping Forge).
- Complete rework to the structures within the mod.
- Baby kobolds will now yip.
- Fixed Skelebold Skull's Missing Texture.
- Quickfix
- Removed Mending from Enchanter Trades.
- Removed Kobblestone Music Disc from Kobold Trades.
- Added Kobblestone Music Disc to Engineer Trades.
- Added Tuff to Kobold Trades.
- Adjusted Other Trades.
- Fixed Item Texture for Kobold Banner Pattern.
- Replaced "forge:kobolds" tag with "kobolds:kobolds" tag.
- Changed & Renamed Textures for Kobolds.
- Zombolds now have variations.
- Curing Zombolds will turn them back into the Kobold based on their variation.
- Minor fixes I forgot to do
- Improvements to how AI goals are handled & Kobold preferences with picking up new weapons
- Kobolds now have a separate cooldown for potions
- Kobolds will now use potions in their mainhand if it is empty or swap their weapon to a potion for a moment if offhand is occupied
- Kobolds will now use fire resistance & water breathing potions
- Fixed bug where sometimes a Kobold continues using a shield after combat
- Kobolds are no longer affected by scary roars from Alex's Caves
- Kobold Engineers can now use the Raygun from Alex's Caves & will prefer it over crossbows/bows
- There is now a new item tag for Kobold Engineers to use additional unique ranged weapons
- Kobold Armor Trim now supports Beans Backpacks.
- Finalize Kobold AI for picking up new items. Should be much better now.
- Kobolds are better with bows.
- Kobolds now have weapon preferences (crossbow spawned Kobolds will no longer pick up swords).
- Kobolds will no longer attempt to attack if they have no item in their hands.
- Crossbow Kobolds will now be willing to swap to bows if their crossbow isn't enchanted and bow is (vice versa is also true).
- Kobolds can now use bows.
- Kobold Warriors will now target ALL skeletons.