-Fixed baby Wither Skeletons having a much lower eye height than intended. This lead to them attempting to pathfind into 1-block gaps and suffocate. (Note: Wither Skeletons are usually 20% bigger than other skeletons, this lead to baby Wither Skeletons being 1.1 blocks tall making them unable to fit under 1 block gaps. This is INTENTIONAL)
-Fixed a crash that could occur if the player was killed during the middle of an Iron Golem or Ravager's special attack.
-Fixed a crash that could occur if an Illusioner loses its target while reshuffling clones.
-Fixed Illusioner clone's arrows having different inaccuracy deviation, they now all share the same uncertainty.
-Fixed a crash that could occur if a Skeleton while skeleton_switch_to_melee_range setting is set to 5 or higher, attempts to switch to a melee weapon.
-Optimized the code used for the Elder Guardian's reworked beam attack.
-Added particle effects to indicate if a Ravager is about to and is performing its special attack.
-Added Tide armor trims to the Elder Guardian's drops.
-This mod now patches GoalSelector's tick() function and puts it inside a try-catch statement. In simpler words, mob behaviors can no longer crash the game and only leave an error message in the server log.
-Fixed a crash that could occur if the player was killed during the middle of an Iron Golem or Ravager's special attack.
-Fixed a crash that could occur if an Illusioner loses its target while reshuffling clones.
-Fixed Illusioner clone's arrows having different inaccuracy deviation, they now all share the same uncertainty.
-Fixed a crash that could occur if a Skeleton while skeleton_switch_to_melee_range setting is set to 5 or higher, attempts to switch to a melee weapon.
-Optimized the code used for the Elder Guardian's reworked beam attack.
-Added particle effects to indicate if a Ravager is about to and is performing its special attack.
-Added Tide armor trims to the Elder Guardian's drops.
-This mod now patches GoalSelector's tick() function and puts it inside a try-catch statement. In simpler words, mob behaviors can no longer crash the game and only leave an error message in the server log.
-Fixed a crash that could occur when playing with Caverns and Chasms mod.
-Fixed sitting hostile mobs phasing through the world upon relogging.
-Fixed sitting hostile mobs attacking players in creative when attacked.
-Fixed the sitting positions of skeletons.
-Fixed this mod's enchantments being able to spawn in modded structures.
-Added a config option to change the shooting speed of skeletons and pillagers. (config/mob-ai-tweaks/ranged_mobs/override_attack_intervals.txt)
-Added a config option to change the melee attacking movement speed of pillagers. (pillager_melee_mode_speed_boost, 0 by default, which means no movement speed boost)
-Added a config option to change the melee attacking movement speed of skeletons. (skeleton_melee_mode_speed_boost, 10 by default, which means 10% faster, overriding vanilla's 25%)
-Added a config option to change the secondary melee weapon of skeletons and pillagers. (config/mob-ai-tweaks/ranged_mobs/mob_secondary_weapons.txt, pillagers have stone axes by default)
-Added a config option to change the wait time needed for pillagers to switch to an axe and try to break a blocking target's shield. (pillager_shield_break_cooldown, 60 by default, making the pillager wait 60 ticks (3 seconds) before attempting to break a shield), 0 means immediate)
-Added a config option to change the distance needed for pillagers to switch to a melee weapon when their targets are up-close. (pillager_switch_to_melee_range, 3 by default, 0 means its disabled)
-Added a config option to allow skeletons to switch to a melee weapon when their targets are up-close. (skeleton_switch_to_melee_range, 0 by default, which means its disabled)
-Nerfed the melee attacking movement speed multiplier for skeletons to compensate for the fact that all melee attacking mobs do not "pause" when pathfinding anymore. (from vanilla's 25% to 10%)
-Nerfed the shooting speed of wither skeletons when using a bow, they now take 1 second longer. This means they fire 0.5 seconds faster than a bogged, which is roughly 1 arrow every 3 seconds on hard difficulty.
-Nerfed pillager's shield breaking behavior, they now wait for 3 seconds before attempting it and now occasionally pauses trying to close the gap to make them look like they're "playing it safe".
-Nerfed crossbow using mobs, they now shoot slower on easy difficulty.
-Removed "pillagers_use_melee_attack" config option, it is now replaced by "pillager_switch_to_melee_range".
-Fixed this mod's enchantments being able to spawn in modded structures.
-Added a config option to change the shooting speed of skeletons and pillagers. (config/mob-ai-tweaks/ranged_mobs/override_attack_intervals.txt)
-Added a config option to change the melee attacking movement speed of pillagers. (pillager_melee_mode_speed_boost, 0 by default, which means no movement speed boost)
-Added a config option to change the melee attacking movement speed of skeletons. (skeleton_melee_mode_speed_boost, 10 by default, which means 10% faster, overriding vanilla's 25%)
-Added a config option to change the secondary melee weapon of skeletons and pillagers. (config/mob-ai-tweaks/ranged_mobs/mob_secondary_weapons.txt, pillagers have stone axes by default)
-Added a config option to change the wait time needed for pillagers to switch to an axe and try to break a blocking target's shield. (pillager_shield_break_cooldown, 60 by default, making the pillager wait 60 ticks (3 seconds) before attempting to break a shield), 0 means immediate)
-Added a config option to change the distance needed for pillagers to switch to a melee weapon when their targets are up-close. (pillager_switch_to_melee_range, 3 by default, 0 means its disabled)
-Added a config option to allow skeletons to switch to a melee weapon when their targets are up-close. (skeleton_switch_to_melee_range, 0 by default, which means its disabled)
-Nerfed the melee attacking movement speed multiplier for skeletons to compensate for the fact that all melee attacking mobs do not "pause" when pathfinding anymore. (from vanilla's 25% to 10%)
-Nerfed the shooting speed of wither skeletons when using a bow, they now take 1 second longer. This means they fire 0.5 seconds faster than a bogged, which is roughly 1 arrow every 3 seconds on hard difficulty.
-Nerfed pillager's shield breaking behavior, they now wait for 3 seconds before attempting it and now occasionally pauses trying to close the gap to make them look like they're "playing it safe".
-Nerfed crossbow using mobs, they now shoot slower on easy difficulty.
-Removed "pillagers_use_melee_attack" config option, it is now replaced by "pillager_switch_to_melee_range".
-Fixed Pillagers being able to 1-shot you in full iron armor with their melee attacks. Their damage have been lowered to 4 hearts (easy), 5.5 (normal), and 6 (hard) when the player is not wearing any armor.
-Fixed Ominous Phantomares being brain dead if phantom_rework is disabled or if they spawn naturally in creative mode.
-Heavy code reformatting and optimizations.
-Expanded config even more.
-Mobs can now use the After Burner enchantment.
-Nausea now makes ranged attacking mobs inaccurate.
-Fixed Sheperd Villagers not being able to shear sheep correctly.
-Entities with the glowing effect can now be targeted through blocks.
-Rewritten the code used for the pathfinding rework. It now excludes melee attacking mobs entirely as there is barely any difference with or without it. For ranged attacking mobs, the improved pathfinding is only enabled if they are shooting anything and moving at the same time.
-Added ja_jp (credit to karaagedesu1) and fil_ph localizations.
-Added a bunch of commands for debugging purposes and datapack compatibility. /motion to move mobs, /pathto to make them pathfind somewhere, /target to make them target another entity, /attack to make them use melee or ranged attacks on other mobs
-Added a toggle for burning projectile visual effects added by this mod.
-Added a rework to cats.
-Added a rework to blazes.
-Added a rework to endermen.
-Added a small tweak to parrots.
-Added a rework to iron golems.
-Added a tweak to shulkers.
-Added a rework to illusioners.
-Added a tweak to squids.
-Added a small tweak to general tameable mobs.
-Added a new mechanic: Ominous Mobs.
-Added 2 new enchantment rewards: Vorpal Weapon and Perfect Parry.
-Added 2 new datapack tags: #mob-ai-tweaks:bosses_that_announce_spawn and #mob-ai-tweaks:bosses_that_announce death.
-Added a bunch of commands for debugging purposes and datapack compatibility. /motion to move mobs, /pathto to make them pathfind somewhere, /target to make them target another entity, /attack to make them use melee or ranged attacks on other mobs, /rotate which is backported from 1.21.2.
-Mobs can now use the After Burner enchantment.
-Added a toggle for burning projectile visual effects added by this mod.
-Nausea now makes ranged attacking mobs inaccurate.
-Heavy code reformatting and optimizations.
-Expanded config even more.
-Fixed Sheperd Villagers not being able to shear sheep correctly.
-Entities with the glowing effect can now be targeted through blocks.
-Added support for Trial Chambers backport.
-Added a rework to cats.
-Added a rework to blazes.
-Added a rework to endermen.
-Added a small tweak to parrots.
-Added a rework to iron golems.
-Added a tweak to shulkers.
-Added a rework to illusioners.
-Added a tweak to squids.
-Added a small tweak to general tameable mobs.
-Added a new mechanic: Ominous Mobs.
-Added 2 new enchantment rewards: Vorpal Weapon and Perfect Parry.
-Added 2 new datapack tags: #mob-ai-tweaks:bosses_that_announce_spawn and #mob-ai-tweaks:bosses_that_announce death.
-Added a new datapack blacklist tag: #mob-ai-tweaks:step_up_issue_fix, which exists to patch entity pathfinding bugs caused by this mod. Contains guard villagers by default.
-Added a new datapack whitelist tag: #mob-ai-tweaks:bogged, for any mod that backports the Bogged. Contains the one from Trial Chambers backport mod by default.
-Entities with the glowing effect can now be targeted through blocks.
-Glow squids now give you night vision when stared at.
-Added config values to tweak the duration of the blindness/glowing and as well as night vision given by squids.
-Reworked the blaze's attack animation. They now summon fireballs beside them before throwing them.
-Fixed a bug where reflecting arrows with Perfect Parry duplicates them and as well as give them broken NBT data.
-Arrows reflected by Perfect Parry can no longer be picked up.
-Added ja_jp (credit to karaagedesu1) and fil_ph localizations.
-Added subtle particle effects when a shield with Perfect Parry enchantment reflects anything.
-Rewritten the code used for the pathfinding rework. It now excludes melee attacking mobs entirely as there is barely any difference with or without it. For ranged attacking mobs, the improved pathfinding is only enabled if they are shooting anything and moving at the same time.
-This change was done after playing around with an older version of the mod and the weird conflict it had with Guard Villagers that was patched in 1.7.0. I noticed that some ranged attacking mobs struggle to climb up blocks after losing their target. They try to climb but get bounced back causing them to get stuck, it was caused by a bug with vanilla strafing movement calculation not properly resetting when the mob changes movement directions. This bug is most notable in vanilla when skeletons lose their targets, causing them to "sprint" due to their sideways strafing movement not being reset correctly. This bug was caused by the movement controller of mobs ONLY resetting forward movement, not backwards, not sideways, which lead to this bug that plagued the mod for a long time.
-Fixed ranged mobs attempting to jump over fences when they collide with them.
-Fixed a crash that could occur when using a shield with Perfect Parry to reflect splash potions thrown by mobs. Additionally, they are now reflected correctly.
-Fixed a bug where explosive projectile attacks causes Perfect Parry to proc twice, duplicating the projectile that was reflected.
-Fixed a bug where projectiles reflected by Perfect Parry lose 90% of their NBT data, sometimes causing a crash when logging out of the world or during world save.
-Fixed the enderman's combo attack's hitbox having unlimited range and no angular limit. This lead to them being able to hit you from insanely far away regardless of where you are relative from them. Now, they cannot hit you if you are beyond a certain angle away from their body, allowing you to dodge their combo attacks by partially circling them during it.
-Added ja_jp (credit to karaagedesu1) and fil_ph localizations.
-Added subtle particle effects when a shield with Perfect Parry enchantment reflects anything.
-Rewritten the code used for the pathfinding rework. It now excludes melee attacking mobs entirely as there is barely any difference with or without it. For ranged attacking mobs, the improved pathfinding is only enabled if they are shooting anything and moving at the same time.
-This change was done after playing around with an older version of the mod and the weird conflict it had with Guard Villagers that was patched in 1.7.0. I noticed that some ranged attacking mobs struggle to climb up blocks after losing their target. They try to climb but get bounced back causing them to get stuck, it was caused by a bug with vanilla strafing movement calculation not properly resetting when the mob changes movement directions. This bug is most notable in vanilla when skeletons lose their targets, causing them to "sprint" due to their sideways strafing movement not being reset correctly. This bug was caused by the movement controller of mobs ONLY resetting forward movement, not backwards, not sideways, which lead to this bug that plagued the mod for a long time.
-Fixed ranged mobs attempting to jump over fences when they collide with them.
-Fixed a crash that could occur when using a shield with Perfect Parry to reflect splash potions thrown by mobs. Additionally, they are now reflected correctly.
-Fixed a bug where explosive projectile attacks causes Perfect Parry to proc twice, duplicating the projectile that was reflected.
-Fixed a bug where projectiles reflected by Perfect Parry lose 90% of their NBT data, sometimes causing a crash when logging out of the world or during world save.
-Fixed the enderman's combo attack's hitbox having unlimited range and no angular limit. This lead to them being able to hit you from insanely far away regardless of where you are relative from them. Now, they cannot hit you if you are beyond a certain angle away from their body, allowing you to dodge their combo attacks by partially circling them during it.
-Fixed Vorpal Weapon not functioning at all.
-Fixed Trial Chambers backport Breezes not dropping their corresponding enchanted books when the player is ominous.
-Heavy code reformatting and optimizations.
-Expanded config even more.
-Fixed Sheperd Villagers not being able to shear sheep correctly.
-Added support for Trial Chambers backport.
-Added a rework to cats.
-Added a rework to endermen.
-Added a small tweak to parrots.
-Added a rework to iron golems.
-Added a tweak to shulkers.
-Added a rework to illusioners.
-Added a tweak to squids.
-Added a small tweak to general tameable mobs.
-Added a new mechanic: Ominous Mobs.
-Added 2 new enchantment rewards: Vorpal Weapon and Perfect Parry.
-Added 2 new datapack tags: #mob-ai-tweaks:bosses_that_announce_spawn and #mob-ai-tweaks:bosses_that_announce death.
-Added a new datapack blacklist tag: #mob-ai-tweaks:step_up_issue_fix, which exists to patch entity pathfinding bugs caused by this mod. Contains guard villagers by default.
-Added a new datapack whitelist tag: #mob-ai-tweaks:bogged, for any mod that backports the Bogged. Contains the one from Trial Chambers backport mod by default.
-Heavy code reformatting and optimizations.
-Expanded config even more.
-Added a rework to cats.
-Added a rework to endermen.
-Added a small tweak to parrots.
-Added a rework to iron golems.
-Added a tweak to shulkers.
-Added a rework to illusioners.
-Added a tweak to squids.
-Added a small tweak to general tameable mobs.
-Added a new mechanic: Ominous Mobs.
-Added 2 new enchantment rewards: Vorpal Weapon and Perfect Parry.
-Added 2 new datapack tags: #mob-ai-tweaks:bosses_that_announce_spawn and #mob-ai-tweaks:bosses_that_announce death.
-If Confluence: Otherworld is installed, it now uses the boss summoning and defeat text from that mod for consistency.
-Fixed Ender Dragon burning items when enraged.
-Fixed big phantoms not being able to reset player insomnia when killed.
-Added a config to separate End Crystal reworks from Ender Dragon reworks (ender_dragon_healing_rework). If only End Crystal Rework is enabled, only the healing and immunity phases will be present during the fight. If only Ender Dragon rework is enabled, only the buffed attacks are included in the fight.
-Added a config to determine how big phantoms need to be in order to become hostile to players again (phantoms_become_hostile_size).