v1.11 | The Visual Update

Changelog

This update should be compatible with worlds using version 1.10 as long as there is not a currently living Dragon, but a backup is strongly recommended.

General:

  • Implemented translation support. Players who wish to translate Dragonkind Evolved into other languages can find the default en_us lang file inside the Resource Pack. If you send me your language's translation file, I'll add it to the pack going forward
  • Difficulty is no longer incremented globally. Instead, whenever a Dragon is spawned (including the first dragon), the difficulty of all players present in the arena is incremented and then averaged together. This means if two players respawn the Dragon together, one who has fought many Dragons and one who has fought none, the difficulty of the fight will be somewhere in the middle of their relative experience levels. This should hopefully help prevent situations where one or more players kill a ton of Dragons and collect a lot of gear, then a player who has never fought a Dragon respaws one and gets completely outmatched, while preserving the standard difficulty curve if the same players are present for every Dragon fight. There are some exceptions to this behavior:
    • The 1st Dragon in a world will always be the (updated) Vanilla Ender Dragon and at Fledgeling difficulty
    • The Last Dragon and 10,000 Dragon still occur as global events as the 20th and 30th Dragon spawned in a world, and always at Immortal or Ferocious difficulty, respectively. They will only ever appear once, regardless of the actual difficulty determined by present players, so they can still serve as unique server events
    • Only the history of players in Survival or Adventure will be checked when determining a Dragon's difficulty, unless there are none, in which case only the history of players in Creative and Spectator will be checked. This is to help prevent admins or other spectating players from affecting the difficulty of a fight, positively or negatively, without impacting players who want to test or otherwise check out the pack's behavior
  • Adjusted how loot quantities are rolled. This fixes some bugs that caused higher difficulty dragons to drop more loot than intended, and also serves to future-proof and more easily add higher difficulties in the future. This may reduce the amount of loot dropped by lower difficulty dragons, but should increase the amount dropped by higher difficulties (while now dropping the correct amount for them)

Dragons:

  • Made the Primordial Difficulty tier accessible after the 10,000 Dragon. Like Ferocious Dragons, all Dragon Types can appear at this difficulty tier (except for the Last Dragon and 10,000 Dragon) but new Dragon Types will have a higher chance. This will continue to be the case as yet more Dragon Types are added to the pack.
  • Added the Ascended difficulty tier. Right now this can only be accessed through Ominous Dragon Fights, as the increased tier from Primordial.
    • Ascended Dragons have 1250 Health. They will also be more likely to be Dragon types beyond the 10,000 Dragon, just like Ferocious and Primordial Dragons.
  • Added the Mossy Dragon, based on a suggestion by @HokaLatte
    • Only appears at Fledgeling and Ferocious+ difficulty
    • Converts the ground below it to Moss Blocks with frequent Moss Carpet, Short Grass, and Azalea bushes
    • Periodically bounces all non-flying players high into the air, or summons giant Slime servants
    • Breath Clouds give Poison, Weakness, and a long duration of Oozing
  • Added the Artillery Dragon
    • Only appears at Primordial+ difficulty
    • Periodically selects one of these attacks:
      • If there are no Landmines, spawns 5 Landmines in the arena that bury themselves after a moment. Stepping near one causes a damaging explosion
      • If there are already Landmines, shoots 5 Missiles straight up in the air that slowly arc downwards and explode on impact. If there is a flying player when this is used, it shoots one additional homing missile that prioritizes flying players
    • Will occasionally use both attacks at once, replacing any existing Landmines
    • Breath Clouds deal damage and give Wither and Darkness
  • Changed the way shared behavior between Dragons is managed
    • All Dragons will now use some generic attacks at all times, even while there are still End Crystals present
    • While a Dragon is "Desparate," it will gain an additional generic attack, and also force-ground flying players alongside whatever attack it selects
    • A Dragon is considered Desperate when: It is the vanilla Ender Dragon, it is an Ominous Dragon, or there are no remaining End Crystals
    • The regular generic attacks are the existing Shulker Bullet and End Rod attacks, as well as a new Slam attack, which is no longer one of the 10,000 Dragon's signature attacks
    • The new attack gained when Desperate is a Meteor Storm attack, which causes Dragon Fireballs to rain down from the sky for several seconds, covering the arena in Area Effect Clouds. If the Dragon is a Warped Dragon, this also removes any existing Area Effect Clouds, to ensure that it doesn't stack up too many entities
    • Generic attacks now go through the following logic:
      • First selects an attack at random based on whether it is Desparate or not
      • If End Rod is selected and it isn't currently perching or perched, selects the Shulker Bullet attack
      • If Slam is selected and it isn't above solid ground, selects the End Rod attack
      • If Shulker Bullets is selected and there are still existing Shulker Bullets, selects the Meteor Storm attack
      • If Meteor Storm is selected and there is already a Meteor Storm occuring, or the Dragon is not Desparate, selects the End Rod attack
  • Changed the particles emitted by the Zombified Dragon to not overlap with the Mossy Dragon
  • The Warped Dragon now transforms the ground below it into a mix of Warped Wart Blocks and Warped Hyphae, with Twisting Vines on top
  • The 10,000 Dragon has a new signature attack: Shockwave. It shoots a projectile at the central End Portal, which then unleashes a powerful shockwave that travels over the entire End Island, dealing magic damage to any players on the ground
  • Increased the rate at which all Dragon difficulties regenerate health while there are still End Crystals remaining

Crystals:

  • Many End Crystals now include item displays to make the fights more visually engaging, and better indicate what type of Crystals they are
    • Forcefield Crystals have a pink bubble around them
    • Fiery Crystals are orbited by large glowing Blaze Rods
    • Witch Crystals have a glowing Witch Hat hovering above them
    • Launcher Crystals have an Eye of Ender-themed display hovering above them, which looks at the nearest player. Instead of the Crystal glowing when its projectile is charged, the Eye does
    • Portal Crystals have a large, glowing, circular Nether Portal behind them
    • 10,000 Crystals are encompassed by a giant, glowing, ornate golden crown
  • Added the Enderbee Crystal. This End Crystal emits electric spark particles and has two End-themed Bees floating around it. It periodically causes all players to emit electric spark particles for a few seconds, then picks one random player and "stings" them, causing them to drop their mainhand and offhand item. Spawns at any difficulty. Only one Enderbee Crystal can exist at a time.
  • Modified how End Crystals prevent overlapping effects. This should minimize or outright eliminate the chance for an End Crystal type from a higher difficulty to appear at a lower one

Files

dragonkind-evolved-by-kanokarob-v1.11.zip(634 KiB) Primary Download
dragonkind-evolved-RP-by-kanokarob-v1.7.zip(669.58 KiB) Required resource pack Download

Project members

kanokarob

Owner

Details

Licensed NIT
Published 2 years ago
Updated 4 days ago