## [1.1.2]
### Added
- **Damage protection maps** — new `protection` config on bosses, phases, and custom minions.
Scale or block incoming damage per weapon item id (`"minecraft:mace": 0.2`), exact damage type id
(`"minecraft:mace_smash"`, `"minecraft:spear"`), or category (`melee`, `projectile`, `magic`, `fire`,
`explosion`, `fall`, `lightning`, `freezing`, `drowning`). `0` = fully immune. Phase maps override the
boss map key-by-key. Built to tame the overpowered vanilla mace/spear and custom server weapons —
on versions without the dedicated damage types (mace_smash is 1.21.8+, spear is 1.21.11 only), the
item-id key works instead.
- **Faction system** — optional `faction` id on bosses and custom minions. Allies (same faction, or a
boss and its own minions) don't retaliate against each other and their abilities/AoE can't hurt each
other. Fully configurable per entity via `damageFactionAllies`, `targetFactionAllies`, and
`damageOwnGroup` (all default `false`, preserving previous behavior).
- **Spawn counts** — `/boss spawn <id> [count]`, `/boss spawn <id> <pos> [count]`, and
`/boss minion spawn <id> [count]` can now spawn multiple entities at once (default 1, no cap;
extra spawns are slightly scattered).
- **Loot count ranges** — loot entries support `minCount`/`maxCount` for random drop amounts
(e.g. 10–120 diamonds at 50% chance). Oversized amounts split into multiple stacks automatically.
- **Water/lava handling** — new optional `fluid` block on bosses and custom minions:
`drownImmune`, `fireImmune`, `floats` (false = sinks and fights underwater), `swimSpeed`,
`pushedByFluids`, and `canSwim` (pathfinding stops avoiding water so bosses chase players into
rivers instead of being cheesed from the shore).
### Changed
- **All ability chat messages are now optional.** The `shield`, `heal`, `teleport`, and
`summon_minions` abilities no longer print built-in fallback taunts ("Your attacks are futile!",
"You cannot stop me!", "Behind you...", "Rise, my servants!") when no `taunt` is configured —
omit the param and the ability is silent. Configure `taunt` to restore a message.
- Ability target filtering was unified across all AoE/melee abilities using the new ally rules. Abilities
that previously could never hit another boss (aoe_smash, melee_slash, slam, shockwave, charge) can now
hit **non-allied** bosses, so rival boss fights behave consistently across all abilities.
### Notes
- Vanilla-base minions (`baseEntity` set to a real mob id) can't use `protection`, `faction`, or `fluid`
— those apply to bosses and custom minions only.
- All features are available on every supported version and loader (1.21.11, 1.21.8, 1.21.1, 1.20.1 —
Fabric, NeoForge, Forge).
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }