0.5.11
- "Creep decay chance" changed from 50 to 55
- Hive Creep now spreads more aggressively
- Removed debug messages
- Creeped Lands Structure Density increased from 0.0001714 to 0.0005714
- Fixed mobs not spawning in Creeped Lands
- The Creeped now passively despawn
- Creeplings now despawn and contaminate after 1 minute
- Four (4) new structures for Creeped Lands
- Reduced the defense of the Minos
- Classic & Death World: 6 -> 5
- Dark Forest: 6.5 -> 5.5
- New mob: Prime
- Added conversion entries for the Prime
- Fixed some evo level calculations
Credits:
Special Thanks
- Ronald
- nihil
- Minecraft Titans Battle
- Undeadmonkey
- Carver
Backend & Development
- CleanroomMC (MDK)
- Modrome
Sound Effect Credits:
- Mazellmi
- Iké
The team:
- Roelty
- Kaisa Serian
- Scizzors
- Iké
- Dez
- Carver (ru_ru i18n)
0.5.10
- You can no longer do the weird chocolate bar piece dupe on Hivesteel Stairs
- Modified the code behind checking if a dimension is a valid world to invade.
- Still may not work but we're getting closer...
- Creeped Lands biome implemented
- Biome spread code is now functional, will break with JEID and REID now :(
- Fixed typecasting error with Fungallid AI
- Added harvest tools and levels for just about every block in the mod!
- Biomes will create structures on occasion.
- New configuration option in World Configs: "Creeped Lands Structure Density"
- How densely should the Creeped Land be populated with structures?
- Fixed hivecreep that creeps from another creeped block turning grass into dirt
- Added Hivesteel
- Hivesteel Ore can now be smelted into Hivesteel
- Fixed names in wyrm configs sorry about that
Credits:
Special Thanks
- Ronald
- nihil
- Minecraft Titans Battle
- Undeadmonkey
- Carver
Backend & Development
- CleanroomMC (MDK)
- Modrome
Sound Effect Credits:
- Mazellmi
- Iké
The team:
- Roelty
- Kaisa Serian
- Scizzors
- Iké
- Dez
- Carver (ru_ru i18n)
0.5.1
- Soldiers can now climb at any time
- Wyrms can now dive
- Wyrms can now swim and will swim even faster if their target is not close or trying to get away
- Wyrms can now easily escape moving water
Credits:
Special Thanks
- Ronald
- nihil
- Minecraft Titans Battle
- Undeadmonkey
- Carver
Backend & Development
- CleanroomMC (MDK)
- Modrome
Sound Effect Credits:
- Mazellmi
- Iké
The team:
- Roelty
- Kaisa Serian
- Scizzors
- Iké
- Dez
- Carver (ru_ru i18n)
0.5
WARNING: This update may not be safe for old worlds, considering the massive mob ID shift
- Added fixes from 0.3.42 and 0.3.43 (0.3 LTS channel)
- Fixed Soldier loot tables
- Minor texture filesize optimizations (!Will break old texture packs!)
- Minified as many resource files as possible
- Slowed down Vanitas
- Vanitas now has sprinting effect when it has a target to chase
- Fixed Vanitas throwing a
NullPointerException
by replacing the vanilla AI task with WoN's attack AI. - Soldiers jump higher
- Rovers jump higher
- Vanitasii jump higher
- Made the AI even more aggressive
- Biters can now break blocks while rolling
- Biters now explode when dying, causing no block damage
- Added Fungallids
- Fungallids now replace Vanitasii and Biters in Creep Pods
- Max infamy events should no longer run for dead, creative, or spectator players.
- Max infamy events will end by setting infamy to 50 instead of 99.
- Fixed players in creative and spectator contributing to Infamy
- Major rewrites to wyrm variants
- Oro-infected variants now create minor explosions on death and do not have a radiation aura.
- All variants no longer have configurable stats, as variants no longer determine stats in any way.
- As a consequence, the following entities have been merged, and their items and entities will no longer be registered into the world. This may cause problems:
- Uranium Rovers
- Frost Soldiers
- Infectoid Soldiers
- Oro Warriors
- Added Calamity, Uranium, and Infectoid variants to Warriors
- Added Uranium variant to Soldiers
- Damage calculations re-arranged so that immunities and damage modifiers are calculated before shellbreaking is calculated.
- Nearly abolished the Evolution system entirely for Wyrms in favor of the Wyrm Genomes set of mechanics.
- Minimum Evo levels removed from Configs
- Probers now try to avoid pathing to water
- All wyrms now try to avoid pathing to dangerous blocks
- Drop pods may now spawn mob variants
- Added Rad'iwyrms
- Major GUI enhancements for the redistributed files warning
- Yes, this is still a problem, and will continue to stay up for user safety and awareness
- New variants:
- Calamity
- Purged
- Radiant
- WIP rewrite of the entire Invasion & Invasion Event system.
- We made invasion events actually be events
- Invasion events now take place over time
- Invasion events have start and end stages, and may have any number of mid-stages.
- Multiple invasion events can run at the same time.
- Invasion ID & weight pools are separated by invasion stages in configs
- Pre-invasion events are now possible. This will be important later on
- Invasion phase event pools are a WIP, some may be empty.
- Invasion ID & weight pools are no longer hard-coded and are now configurable
- You can remove an event from the invasion safely
- Higher weight values makes that event more common
- A third value may exist to override the time frequency of events, set to 0 to use default timing
- A fourth value may exist to override the default amount of stages in an event
- A fifth value may exist to further control events into levels
- Voidwyrm events now wait until night to take place
- New "Don't Greet Me" client-side option within in-game configs to disable the greeting message if config files were deleted or otherwise invalidated outside of checksum mismatches.
- Workaround to the
pthread_mutex_lock+0x4
core dump in development environments using OpenJDK
- Workaround to the
- Invasion stage level calculations now includes "Stage 0"
- No events should run yet at Stage 0, by default.
- Visitor event now adds at most 1001 points to invasion progress when it occurs.
- This is subtracted against the existing amount of points.
- If trying to add a negative value of InvP, the point addition operation will be canceled.
- Wyrms of Nyrus will now keep track of how many wyrms have died in the day.
- This resets after every calculated day (after every 24000 ticks, or if otherwise configured.)
- Purged Wyrms will not be counted towards this statistic
- CRASH FIX: Disabled the first-time greeting message entirely on Linux. (See this)
- Changed event frequency
- 10 minutes on Classic and Death World, was 8 minutes
- 9 minutes on Dark Forest, was 7 minutes
- Removed "srpcothimmunity" from wyrm NBT data as Scape and Run Parasites has since added WoN to the immune mobs list. (Compatibility)
- Now made with Cleanroom's MDK!
- Lowered the slowness effect applied by Frost variants from level 5 to level 3
- HBM cross-interaction: radiation aura strength now determined by variant.
- Helmets now stop Probers from probing players.
- Major stat rebalances for all wyrms
- Biter rolls deal more damage than when not rolling, vs the damage being the same or even less
- Biters dropping DEF but gaining HP
- Prober non-probing damage was buffed
- Many wyrms like Soldiers now have less HP
- Creeped were nerfed
- Total awareness ranged reduced to 4/8/12
- Classic: Hive memory now lasts 15 seconds instead of 20 seconds
- Classic: Rage cooldown increased from 20 seconds to 30 seconds.
- New AI config option added: TAR Infamy Modifier
- How much of an impact infamy has on Total Awareness Range
- Multiplies the base TAR value with the value of Infamy * TAR Infamy Modifier
- New AI config option added: Infamy DMG Required Floor
- Infamy will only be raised if the player does this much total damage to a wyrm
- This means that if you set the limit to 4, and then you deal only 3 damage to a wyrm, infamy will not rise
- Shell damage no longer contributes to infamy.
- New Invasion config option: Mob conversion keeps nametags
- Preserves the original mob's nametag data
- Enabled in Classic, but disabled in the other presets.
- May reveal the location of named entities that got converted into Creeped.
- New Invasion config option: Mob conversion list
- Allows you to override the old conversion system and/or define new conversions, useful for mod support.
- By default, this comes with Scape and Run: Parasites support.
- Added new achievements:
- Celestial Infestation
- Fungus Among Us
- Added the Minos (Creeped Cow) (Model and texture by UndeadMonkey, animations by Iké)
Credits:
Special Thanks
- Ronald
- nihil
- Minecraft Titans Battle
- Undeadmonkey
- Carver
Backend & Development
- CleanroomMC (MDK)
- Modrome
Sound Effect Credits:
- Mazellmi
- Iké
The team:
- Roelty
- Kaisa Serian
- Scizzors
- Iké
- Dez
- Carver (ru_ru i18n)
EDIT: LTS for 0.3.x has now been dropped. LTS is still active for 0.5.x
0.3.43
Patchnotes:
- Corrected dimension event runner
java.lang.ArrayIndexOutOfBoundsException
crash
Special Thanks
- Ronald
- nihil
- Minecraft Titans Battle
- Undeadmonkey
The team:
- Roelty
- Kaisa Serian
- Scizzors
- Iké (Modrome)
- Dez
- Carver (ru_ru i18n)
0.3.42
Patchnotes:
- We'd like to apologize, for our three-headed beast accidentally ran client-side code on server jars. That should now be fixed.
Special Thanks
- Ronald
- nihil
- Minecraft Titans Battle
- Undeadmonkey
The team:
- Roelty
- Kaisa Serian
- Scizzors
- Iké (Modrome)
- Dez
- Carver (ru_ru i18n)
0.3.41
NOTICE: This is the last update before v0.4, support for 0.3.x will only be given for crash reports now.
Patchnotes:
- Codebase improvements (preparations for v0.4.x)
- Modified how invasion phases work internally
- Fixed
net.minecraft.client.entity.EntityPlayerSP cannot be cast to net.minecraft.entity.player.EntityPlayerMP
crash w/ tipped arrows & rage mechanic causing the game to implode on itself - Added placeholder event pools for all Invasion levels
- Added
createEvent
to/won_invasion
- Increased compatibility with Cubic Chunks: Invasion events now reference the world height
- Changed invasion chance to start in Classic from 1 in 50 to 1 in 10
Special Thanks
- Ronald
- nihil
- Minecraft Titans Battle
- Undeadmonkey
The team:
- Roelty
- Kaisa Serian
- Scizzors
- Iké (Modrome)
- Dez
- Carver (ru_ru i18n)
0.3.40
This update is a tech demo for our new JSON generator script.
Patchnotes:
- Added ore dictionary entries
- Improved variety to Hivestone textures
- Fixed Overgrown Hivestone bricks producing a light level of 15
- Changed "Creep spread speed" from 10 to 7
- Added Hivesteel Ore
- New world config option: "Hivesteel ore generation chance"
- Added Hivecreep decorations
- New world config option: "Hivecreep decoration density"
- New world config option: "Hivecreep decoration enabled"
- New AI config option: "Flora alert chance"
- New AI config option: "The wyrms speak for the plants"
- Strykeling now grows in size as it gains levels
- Metalcomb arrays can replace iron ingots in recipes
- Drop pods will now explode if in water
- Codebase improvements
- Fixed Creeped Kills on animals generating a Creepling along with a Biter
- Added Sulfur
- A number of wyrms now drop Sulfur
- Re-done how we build and publish WoN
- Updated tips
- Added Overgrown Hivestone Brick Stairs
- Added Hivestone Brick Stairs
- Added Overgrown Hivestone Brick Slab
- Added Hivestone Brick Slab
- Added Hivesteel Plating
- Added Hivesteel-Plated Slab
- Added Hivesteel-Plated Stairs
- Added Compacted Wyrm Shell
- Added recipes for Yellow and Orange Hive Lights
- Optimization: Reduced particles created by radioactive gas
- Removed debug config options
- Removed unused code and entities
- Fixed Death World using Dark Forest invasion start mode.
- Visitor now drops Hivesteel blocks and Corium
Special Thanks
- Ronald
- nihil
- Minecraft Titans Battle
The team:
- Roelty
- Kaisa Serian
- Scizzors
- Iké (Modrome)
- Dez
- Carver (ru_ru i18n)
0.3.20
Expanded Horizons
Patchnotes:
- Wyrms will now only invade the Overworld and The End by default
- Added "Invade-able dimensions" config option in Invasion configs
- Truly evil option: When enabled, Hive Creep will create radioactive gas when decaying. (Enabled in Dark Forest)
- Creeped are not immune to radioactive gasses (configurable) (Wyrms are still immune!)
- Wyrms (and creeped, if immune) regenerate health in radioactive gas.
- In Dark Forest, Creeped are now immune to cacti damage
- Added Hivestone Bricks
- Added Overgrown Hivestone Bricks
- Added new Hive Blocks
- Hive Creep blocks decay into Hive Blocks after some time.
- Should reduce TPS lag on servers
- Removed "Experimental creep inactivity algorithm" option
- Fixed Creepwyrms being push-able.
- Added in a secondary indicator for wyrm invasion progress
- Removed recipe for making natural metalcomb blocks
- Added in prototyped DRM in response to the illegal and malware-infested redistributions on 9minecraft. Will warn players to clean their PCs if they downloaded it from anywhere but Modrinth, GitHub, or the official ETB channel.
- Code credit: StopModReposts
- The code is forked and updated, customized, and suited for WoN's needs.
- Added in an experimental Cerberus DRM, no detection/key function yet
- ???'s text changed from enchantment table text due to character encoding issues making Wyrms of Nyrus fail to build on Windows OS.
- Improved Crawler textures
- Multiplayer: Gestalt now can focus on one singular target player
- Instead of sending events to all players, sends an event to last known target
- Wyrms now more intelligently check last known positions of players
- Wyrms can forget targets and their last known positions.
- They cannot forget their targets if infamy is maxed
- Soldiers can now follow a blacklist of blocks they're not allowed to break.
- Added
/wyrms_gestalt
command - Potential fix for probers spawning in phase 2 of the invasion and beyond
The Aura Update
Added:
- HBM-exclusive cross-mod interaction features:
- All wyrms now have, by default, an
Contamination I
aura in a 2-block radius - Soldiers have a radius of 4
- Creepwyrms have a radius of 10 and strength 2 (amp 1)
- Will not take effect if HBM is disabled or not present.
- All wyrms now have, by default, an
Patchnotes:
- Improved file resource path for entity textures (API open for addons as well)
- Internal code library: Added
convertToMC3d()
to Vect3D functions - Improved Tainted Warriors radiation auras
- Reduced radius from 5 to 4
- Contaminated amp reduced from 15 to 3 (~16 RAD/s to ~2 RAD/s)
- Probers:
- Now die if in water, voiding any earned Invasion Points
- Follow range increased from 100 to 200
- Slowed down probers by ~17%
- Probing re-enabled in Classic
- Reduced breaking strength of soldiers from 6 to 3.5
- As silly as it was, we removed the "uwu" debug messages
Patchnotes:
- Updated to Synlib 2.0
- Moved code over to Synlib 2.0
- Better dependency notifier
- Normal Soldiers now have a 2nd "health bar" in the form of their shell
- This shell is ~75% of their normal health
- Fire can bypass a shell entirely
- Players must break the shell themselves by reducing the shell HP to 0
- Anything else damaging a wyrm only deals 1/2 the damage as a player
- Soldiers have a new alternative texture when their shell is broken
- New sounds for shell breaking and hitting
- Soldiers will climb walls when their shells are broken
- Soldiers will break blocks above & around them if their path is ever blocked.
- Can be opted out of with configs
- Respects block hardness
- Some blocks will be dropped, so not all blocks/items are lost
- Prober glass-breaker ability improved using new Wyrm Griefing code
- Probers now only break glass when they have a target
- New config options:
- AI:
- "Block destruction drops item"
- "Block destruction item drop chance"
- Wyrm Stats:
- Soldiers:
- "Griefing max block hardness"
- Probers:
- "Griefing max block hardness"
- Soldiers:
- Radiogenetics
- "Wyrm explosions damage blocks"
- AI:
- Some general codebase improvements
- Wyrm explosions can now be configured to destroy blocks or not
The Shell Update
0.3.8
- Wyrm Armor Fragments renamed to Hiveshell
- Adjusted how wyrms receive damage
- Wyrms can now take damage multipliers from both projectile and fire damage at the same time
- Decompression recipes added for compacted creepbulb & creepflesh blocks
- Loot tables added for Soldiers
- Loot tables added for Warriors
- Added Crawlers (Thanks to UndeadMonkey for the model! Animations and texture by Modrome)
- Technical: Loot tables moved to one single, collective class
- On low HP, Warriors will move around faster
- New
wyrmsevo
command- Evolution values can now be adjusted via this command for server admins
- Complete overhaul of the /wyrms command output
- Technical: Started work on the ARS system and capabilities (Doesn't seem to work yet)
FIXES, MOD SUPPORT, AND REBALANCES:
- Evolution stats curve too steep
- Evolution not notably going down
- Made evolution go down ~2x faster
- Made evo steps 50 points per level for all presets
- Adjusted Soldier size to reduce hitbox size for all melee attacks.
- Added evolution level caps to wyrms except in Dark Forest
- "Maximum Applied Evolution" config option (10/12/20)
- "Enable Maximum Applied Evolution" config option (true/true/false)
- Wyrmfollies rebalanced
- Wyrmfolly buff factor increased from (105%/115%/130%) to (115%/125%/140%)
- Added opt-in support for mods that change the day length through the "Ticks in a day" configuration in World config.
- Warriors will no longer ascend into the air infinitely, they will swoop right back down to "legal" block limits
- This is compatible with Cubic Chunks right out of the box
The Gestalt Update
0.3.7
THE HIVE JUST GOT SMART.
-
Wyrms now have the Gestalt System.
- Wyrms naturally gravitate to players over time
- Goes off of "infamy"/"attention" value in world
- The higher this value is, the faster wyrms will congregate around players
- The stat naturally goes down faster when it is higher, but goes down slower when lower
- Once infamy is activated by a value change, it will never drop to 0.
- Infamy is capped at 100
- If infamy is capped at first, infamy MUST wait some time before it falls before.
- When wyrms are close enough, they will aggro onto players regardless of being in direct line of sight or not.
-
New configs within AI file (Gestalt category):
- "Total Awareness" (true)
- "Total Awareness Range" (8/16/20)
- "Infamy Enabled" (true)
- "Infamy Decay Chance" (20000/25000/30000)
-
Wyrms, if attacked while one is normally attacking, will engage upon an attacker regardless of what type of wyrm they are.
- Before, if a warrior was attacked, only warriors would pick that target.
- Now, if a warrior was attacked, rovers, soldiers, and rovers would pick that target.
- Hive Creep will respond to calls from Nyral Wyrms, and Nyral Wyrms will respond to calls from Hive Creep.
-
Wyrms will try to intelligently pathfind through locations
-
Wyrms can now follow from 40 blocks away
-
Creeped can now follow from 25 blocks away (To avoid massive swarm issues)
Other Changes:
- Fix for wyrms randomly enraging
- Fixed various casting issues like
java.lang.ClassCastException: [Insert Projectile Here] cannot be cast to net.minecraft.entity.EntityLivingBase
, which would cause attacked aliens to crash the game - Some updates to first time user dialogue
- Fix for distance check.
- Wyrms command now always outputs regardless if invasions are enabled
- New AI options:
- "Rage Enabled" (true)
- New achievements:
- "They Can Do That?"
- Adjusted achievements:
- Not Today now requires Californium's Witness
- A Splitting Migraine now requires Californium's Witness
- Tainted Warrior zaps nearby enemies
- Tainted Warrior applied Taint effect buffed to level 3
- Invasion events now properly block Creeped from showing up at 1st invasion stage
- DRASTICALLY lowered creep pod spawns from invasion events, that was a glitch
- Lowered chances of callous pod spawns.
- Callous pods will never spawn after stage 2 of the invasion
- Default preset set to Classic
- New Warrior variant: Oro
- New sounds for Oro Warrior Variant
- Added Tips mod interaction in the form of 29 new tips! (Thanks for 300 downloads!)
- Wyrms of Nyrus root advancement should now be given upon joining the world
- Large nerf to evolution:
- Steps increased to 100/95/90
- Evolution in classic mode has effects reduced by 90%
- Evolution stats in Death World have been reduced
- Evolution stats nerfed in Dark Forest (Health was reduced the most)
- Fixed evolution system having faulty math and making wyrms have 1753868726586735 HP at only 10 or so evolution steps
- Fixed invasion events trying to happen in peaceful mode (Thanks to the MFC MC server for catching this one!)
- Fixed events happening in non-surface dimensions like The Nether (Thanks to Harbinger for finding this!)
- Fixed Warrior reach distance on their special ability reaching too far out.
- Fixed configs around creepwyrms
- New texture variant for Follyflesh block
- Made Unknown Specimens slightly more expensive
- New Creeped Bulb Block
- New Creeped Flesh Block
- Brand-new animation set for Warriors
- Warriors now have diving/rising animations (fancy animations, can be disabled)
- New sounds for Soldiers
- New hurt sounds for wyrms
- New additional wyrm enrage sound
- Moved log output for Folly leveling to debug level 3
Technical changes for addon developers:
- Added Addon support (A new configuration folder is created for each preset, place your addon's configuration files in there!)
- Makes addon development easier and keeps configurations neat & organized
- Developers: To get preset values (id), reference
ConfigBase.selectedPreset
forpresetInts()
/presetFloats()
/presetBools()
/presetStrings()
- Added functionalities for addon developers:
presetStrings(String normal, String deathWorld, String darkForest, int id)
- To use different strings across different presetspresetStringArrays(String[] normal, String[] deathWorld, String[] darkForest, int id)
- To use different string arrays across different presets (For example: Creeped transformations)presetIntArrays(int[] normal, int[] deathWorld, int[] darkForest, int id)
- To use different integer arrays across different presets (for example: dimension ids)presetFloatArrays(float[] normal, float[] deathWorld, float[] darkForest, int id)
- To use different floating-point value arrays across different presets
We are leaving alpha at last!
This update is potentially incompatible with old worlds or may cause a few issues when updating. "Optional" dependencies means this mod has cross-mod interactions and are not required for normal gameplay.
Reading these (x/y/z) statements are the default config values that are different across the new preset systems. X = Classic, Y = Death World, and Z = Dark Forest.
- Split Radiogenics Config into 4 categories:
- Wyrms
- Creeped
- Follies
- Global (Affects Wyrms, Creeped, and Follies alike)
- New config options for Radiogenics:
- Wyrms:
- Drop pods cause block damage (false/true/true)
- Creeped:
- Immune to Explosions (false/true/true)
- Immune to Cacti (false/false/false)
- Immune to Falling (false/false/true)
- Global:
- Mob Easter Eggs (true/true/true)
- Wyrms:
- Wyrms in classic mode are now only immune to falling
- Creeped mobs made into a unified class (That is technical speak for "they now have their own properties")
- Drop pods can now destroy blocks upon landing in Death World and above difficulties
- Unified more drop pod code for consistency
- Visitor-originating Callous Landing Pods now spawn rovers and soldiers instead of probers
- Moved more rendering code to be client-side only
- Evolution decays ~66% faster (but still respects minimum evolution rules)
- Removed some unused code
- Visitor no longer gets pushed by its own drop pods
- Visitor drops pods further away from each other
- Improved code for wyrms exploding on death while on fire
- This should reduce the amount of code in the mod
- Added internal (invisible) potency stat.
- Wyrms with 0 potency will not violently explode at death, but provide no evolution points upon death as well.
- Wyrms, regardless of the configuration rules, will still contribute evolution points on death, so long as they have potency.
- New "potency" stat in wyrms
- Determines if the mob explodes on death via fire
- Also determines if the entity has (and how much) evolution points to contribute upon death.
- If potency is at least 20 or more, every 20 points and after is +1 evolution point added.
- Potency stats of wyrms:
- Visitor: 100 (5 evo points on death)
- Creepwyrm: 45 (2 evo points on death)
- Soldier: 15
- Warrior: 10
- Vanitas: 6
- Myrmur & Biter: 4
- Worker: 3.5
- Rover: 3
- Wyrmling: 1.5
- Creepling: 1.25
- Prober: 1
- All drop pods have a potency of zero
- Wyrm explosion power decreased in most cases
- Redone how entities are registered into the game
- Warrior tracking (and render) distance increased from 64 to 128
- Fixed soldier infectoid variant having lower tracking distance
- Increased Creepling tracking distance from 16 to 32
- New spawner items for wyrms
- Pod & Voidwyrm spawner items spawn their entities in the air
- Strykelings now spawn in the center of blocks
- Spawner items that fail to spawn an entity will spawn a Spider instead.
- Removed vanilla-style spawn eggs for wyrm mobs (with a few exceptions at the moment)
- Massive English language file update
- New descriptions for mobs
- Creepwyrms can no longer be pushed around and actually stay stationary on blocks.
- New debug mode messages related to evolution points being added and natural decay of evolution points. (Lever 5 debug mode or above needed)
- Killing wyrms with fire increases evo points gained by 2x (Dark Forest only, configurable in Evolution configurations)
- Updated Strykeling animations
- Wyrm stats are now persistent across world loads, including across sessions.
- Fixed wyrm stats (health, armor, damage, etc.) only being saved to memory (RAM)
- Before, just follies would do this.
- Creeped also remember their stats
- Improved animation functions built upon Geckolib
- Wyrms now use an Animation Array to define and pick out animations, therefore reducing the amount of work needed to define new animations
- I thought the current system was a bit messy and hard to look at, so I fixed it (somewhat.)
- Creepwyrms that infest a certain number of blocks will now summon a new Creeped unit.
- Classic difficulty: Will summon only biters
- Death World difficulty: Will summon tier 1 Creeped (Biters, Creeplings)
- Dark Forest difficulty: Will summon any Creeped
- Creepwyrms that make (10/8/7) successful summons will call forth (1/2/3) Creep Pods from the sky in a (30/45/100)-block radius.
- Increased the size of the Creepwyrm hitbox
- Creepwyrms now use their summoning animation
- New secrets
- Removed despawn timer references for Visitor
- Why was that still there?
- Introducing new advancements:
- "How did we get here?"
- "KILL IT WITH FIRE!"
- "A Splitting Migraine"
- "Not Today!"
- "Californium's Witness"
- New AI abilities
- Banishment
- Smite
- Wide-area Attack
- Soldiers now use a wide-range swipe attack
- No animation for it yet!
- Wyrms now use an even more aggressive AI
- This means if something interrupts them from chasing and attacking their current target, they will switch to another target.
- Wyrms will be less forgiving when swarmed/interrupted
- Wyrms gain positive potion effects
- They will knock back the original target in order to clear the way to the new target
- Certain wyrms can not enrage:
- Wyrmlings
- Workers
- All drop pods
- All Creeped
EMERGENCY PATCH FOR SERVERS
- Evolution modlist detection updates:
- Lycanite's mobs is now detected
- Fixed server-side crash caused by null data directory return
- Fixed server-side crash that can be caused by Linux/other server environments not having a desktop/window manager (java.awt.HeadlessException)
- Fixed literally everyone being able to run Wyrms of Nyrus commands.
- Fixed versioning
Death World Update
0.2.6
NOW REQUIRES SYNAPSELIB AS A SEPARATE FILE
- Uses SynLib 1.0 now
- Added Creeplings
- Active creep blocks now legitimately show up in worlds
- Creep spread is slower now
- Corium is now made by Creepwyrms
- Improved codebase
- Prober damage is now absolute
- New damagetypes added
- Warrior wyrm animation(s) updated
- Strykelings added
- Russian translation added thanks to Carver!
- Added Meaty Base
- Added Unknown Specimen(s)
- Biter melee now replaced with rapid, but weak bite attack.
- Biter normal attack damage decreased from 3 to 2
- Biter roll attack will cancel once damage is done
- Biter roll attack damage reduced from 10 to 2
- Biter roll attack now ignores immunity frames
- Biter now deals bite damage on default
- Vanitas base speed increased from 0.25 to 0.35
- Fixed the Creeped not swimming.
- Fixed Wyrms of Nyrus not using Forge's Dependencies checker properly
- Removed EXCANON
- Replaced EXCANON with config presets:
- The initial 3 config presets, "factory" presets, are added
- Default config for this update is 1.
- Moving onto config ID 3 and above (up to 10) will make custom user configurations
- Wyrms of Nyrus will now check if factory settings are outdated
- If factory configuration presets are outdated, it will delete all the files in the directory, and regenerate new configs. No need to reset configs any longer (custom configs excluded)
- Normal mode now spawns Visitor on a chance after 20 days instead of 30 days
- Fixed Invasion Scheduler waiting for the NEXT DAY OVER instead of THE DAY on modes 1 & 2
- Normal preset changes:
- Visitor HP 600 -> 250
- Visitor DEF 20 -> 4
- Vanitas HP 18 -> 12
- Biter HP 11 -> 8
- Creepwyrm HP 55 -> 30
- Creepwyrm DEF 10 -> 8
- Warrior HP 26 -> 14
- Fixed an exploit that allowed for event spam which could take out servers
- Prevented world data from being easy to modify in weird ways in order to break stuff
- Event scheduler now uses world data instead of memory data.
- New Wyrmling noises (Death & Hurt)
- Redone how wyrms take damage
- All flying wyrms should take increased projectile damage and should always be resistant against fall damage
- Wyrms should now inherit these specific rules:
- 3x damage from fire
- no damage from drowning or suffocation
- If immune to falling, is immune to falling.
- If immune to cactus/thorns, is immune to cactus/thorns.
- If immune to explosions, is immune to explosions.
- Visitors now take extra damage from projectiles (Commonly requested)
- New config option: Flying Wyrm Projectile Weakness
- New config option: Voidwyrm Projectile Weakness
- Vanitas now has swiming animations
- Now uses vanilla water detection for animations
- New Evolution modlist reader for minimum evolution
- New config option: Modlist detector strings
- Evo min points:
- Now detects ICBM-Classic
- Wyrms no longer drown
- Wyrms can now resist explosion damage in Death World and above difficulty presets
- New config option: Immune to explosions
MULTIPLAYER IMPROVEMENTS
- Invasion events now select a random player to target
- Singleplayer: This will always select the player.
- Invasion events will not take place when no one is on the server
Creeped Expansion Patch
0.2.34
- Fixed invasion system progress
- Added Corium blocks
- Fixed Creep Spread code
- New "Vile Creep Enabled" option in world configs
- Corium decay option in world configs
- Radioactive gasses added
- SRP compatibility
The Creeped Expansion
0.2.3 Changes:
- Finished Visitor textures
- Fixed up Folly flesh block textures
- Slowed down evolution point loss drastically: 1 in 3,000 chance to 1 in 30,000 every tick
- Rebalanced Myrmurs: (HP: 6 -> 9) (ATK 3 -> 4) (SPD: 0.45 -> 0.35) (Sprint SPD: 0.1 -> 0.2)
- Myrmurs move slower outside of combat now
- Nerfed normal Warriors: (DEF: 6 -> 2)
- Added Biters
- New roll attack and roll damage type; custom death message for players.
- Added Creeped bulb item
- New animation state framework for Wyrms, Creeped, and Follies
- Visitor spawns closer to the ground
- Invasion event schedule now configurable
- Added the Creeped humanoid (“Vanitas”)
- Added Creep Pods
- Replaced Creepwyrm drop event with Creep Pod drop event
- Hive creep shows up in stage 2 of the wyrm invasion, instead of stage 3
- Infectoid Soldier now inflicts Poison II
- Tainted Warriors now inflict Tainted for longer (HBM-compat)
- Added Frost variant to Soldier (requires 150 evo points to show up)
- Buffed minimum evolution
- Complete removal of Dobbers
- Infectoid Soldiers spawn at 200 evo points instead of 50.
- Updated Soldier animations
- Further filesize compressions
- Fixed wyrms not fighting back when attacked by other entities.
0.2.2 (The Compression Update)
Changes:
- Creeped logs added, spreads (or doesn't spread) like any other creep block.
- Added Creepsludge
- Gravel and sand, when creeped, turn into Creepsludge
- Creepwyrms now have proper loot tables
- Wyrm creative icon no longer shows up as a selectable item (oops)
- Myrmur attack animations added
- New sprinting AI
- Myrmur configs: added Sprint Speed option
- Compressed all textures & sprites (~42 KB removed)
- Added Creeped bone item
- Improved creep spread code
- Myrmurs now have unique sounds for ambiance and charging
- New "World" config section
- Hive Creep blocks disallow mob spawns
- Sound file compression ( 2 MB jar size to 1.59 MB)
- Dobber spawning disabled by default
FIXES:
- Evolution level math screwed up, resulting in leveling system being wonky
- High entity counts caused by dobber swarms
- Higher RAM usage from sound resources