The Nightmare Begins: Wyrms of Nyrus v0.1.4 update
###AKA: Visitor Update
CONFIGURATION FILES UPDATED! Defaults haven't changed, but if you run into issues, reset your folder.
CHANGELOG:
- Revamped the entire start of the invasion.
- The Visitor can now be shot down.
- The Visitor occasionally drops down more pods into the world.
- The Visitor has a new model, texture, and animation.
- The Visitor does not despawn any more. This is intended. Go find and kill it.
- The Visitor event start noise has been changed.
- The Visitor is larger with a weak spot in it's cavity.
- Dobbers from Callous Pods are now a toggle option in configurations.
- Contents of drop pods can now be configured.
- The Visitor shows up in wyrm stat configuration.
- Configuration options for starting the invasion; three modes, chance until arrival, and day until arrival.
- New Warrior animations.
FIXED:
- Potentially fixed issues with loading Tainted Warrior model.
- Visitor event is guaranteed to occur in your world
- Changed & fixed invasion mechanics
/won_invasion
command vastly improved, now with tab-filling compatibility- New
stopInvasion
option in the above command - New config option:
eventFrequency
No config reset is needed.
Thanks to Carver for reporting some odd bugs involving the invasion mechanic
Welcome to the Hostile Skies update!
This update features new a flying wyrm: The Warrior. Fully capable of dodging player movements and projectiles, the Warrior presents a new threat for those living in the skies, and they are known to come down onto land to terrorize the local fauna and mobs as well. Along with Warriors, Probers have been completed reworked and are unique with how they progress the invasion. Thankfully, it is now easier to identify probers with a new accessibility change: Probers now have unique idle sounds and subtitles (available in Vanilla Minecraft's settings)
Along with this update is a full-blown configuration file change. You will need to re-do your files to carry your edits over, but the new system is more organized and is part of SynapseLib itself. No config reset needed, the files are now located in /config/WyrmsOfNyrus/
I want to thank everyone for following and supporting the mod ever since it's first conception 6 months ago. So much has changed and improved, and with the foundations laid down in front of us, we'll be seeing a faster update schedule.
Changes:
- Evolution system expansion (up to 2000 points are effective now)
- New Prober sounds
- Probers got a full remodel, retexture, and reanimation
- The bodies of Probers will now rotate and roll based on their direction of movement.
- Warriors fully implemented; they spawn from Wyrmlings at a rare chance.
- Updated SynapseLib to v0.3
- Complete configuration overhaul (no config reset needed)
- Most wyrms can now have their stats fine-tuned in configurations
- Tainted Warrior added (needs HBM's NTM to appear)
- New command for modpack devs (PLEASE use
/won_invasion startInvasion
instead offorceVisit
because forceVisit is the VISITOR event that depends on a player directly typing the command!) - Probers now disappear after ~2 minutes
- Probers only add points if they vanish naturally after killing and hitting entities
- AI improvements
- New Warrior animations
REQUIRES A CONFIGURATION FILE RESET FOR BEST STABILITY! This update includes some vital bug & lag fixes that were found on the previous stable version.
CHANGES & ADDITIONS:
- Creeped Blocks
- Creepwyrms and Hive Creep blocks will now create Creeped variants of blocks. Creeped blocks will eventually turn into true hive creep blocks.
- Warriors (not normally obtainable or encounterable yet until AI is fixed)
- Invasion stage point thresholds are now user-definable through configs, no more multiplier.
- New Creepwyrm model & animations
- Synapse Library updated
- New sounds for wyrmlings
- Maximum invasion event drop distance is now user-definable via configs.
FIXES:
- Workaround to onKillEntity() requires the attacker to hit multiple times (#9)
- Fix to Regular Creepwyrms somehow create active creepstone blocks (#10)
- Code optimizations all around
As usual... ! RESET YOUR CONFIGURATION FILES FOR THE LEAST AMOUNT OF USER-CAUSED BUGS !
What's new:
-
Evolution system (Can be disabled)
-
Evo: Checks your modlist with mods known to pose some threat or unique opportunities to the wyrms
-
Evo: Evo points increase with each wyrm killed by ANYTHING, evo points decay if they have no need to evolve.
-
Evo: Evo system can "unlock" wyrms or special (exclusive) variants
-
Evo variants: Infectoid Soldier, Uranium Rover
-
Evo: Evo system can upgrade wyrms independently from the invasion system.
-
Probers have been overhauled (Custom death messages included!)
-
Probers now break weak glass blocks
-
Probers now deal custom damage types if probing is enabled
-
Myrmur updates (AI + stat changes)
-
Wyrm models now capable of actually looking at targets
-
Rovers are now always hostile.
-
Expanded invasion system event pulls.
-
NEW CONFIG OPTIONS!
Fixes:
- Invasion wouldn't start naturally (It now does, you don't need the command anymore.)
- Optimized creep spread to ticklag way less when in large quantities.
Potential issues that need further testing:
- Disabling Creepwyrms through the "Disable Hive Creep" option may cause issue. Do at your own risk for the moment!
Initial release to Modrinth.
What's new (compared to the ETB):
- Explosion sounds, both distant and close
- Creepwyrms have knockback resistance
- Hive creep turns inactive sooner
- ES language fixes
- Invasion should start sooner. If this is too late for you, just use
/won_invasion forceVisit
for the meantime.