This minor update includes another batch of bugfixes and improvements, before development begins on the next content
update.
### Feature Changes / Additions
- Improve performance of Celestial Towers
- When spawning waves, entities are no longer spawned all at once. Instead, they are added to a queue and up to
three mobs per tick are spawned during a summoning wave. This should help reduce lag spikes especially with higher
waves.
- Skeletons and zombies that are spawned are now tagged. When checking to progress the wave, the tower now scans
for this tag instead of doing two separate skeleton/zombie type scans.
- Celestial Towers are now added to the `bosses` entity tag
- Celestial Towers can no longer be pushed by other entities
- Improve combat AI of some entities
- Improve combat responsiveness by adjusting attack goal weights in Dying Soldiers and Minutemen
- Improve healing tasks in Field Medics
- Healing is now handled with a separate dedicated goal
- Area scanning for hurt entities is improved
- Healing other entities now also removes bleed effects
- Slight adjustments to speed and armor attributes of these entities
- Rock Spider step height has been reduced by 50% compared to regular spiders
### Bugfixes
- Call `finalizeSpawn` when respawning Super Hans (which properly sets XP drop values and attributes based on
difficulty)
- Fix an error in the advancement for obtaining padded leather armor that corresponded to the wrong armor set
Optional dependencies
AttributeFix
Any compatible version
Immersive Weapons Compatibility Bridge
Any compatible version
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" }