beta-1.2.3

Changelog

Weapon Changes

  • Critical hits now increase damage by +3 instead of +50%
  • Increased attack speed of all axes from 1 -> 1.2
  • Decreased attack speed of all scythes from 2 -> 1.8
  • Removed: Tools (like axes and scythes) lose extra durability when used as a weapon

Changing critical hits to be an additive bonus rather than a percent bonus allows early game weapons to pack more of a punch against mobs while also reducing the power level of late game players. Due to this change, axes and scythes have both gotten attack speed changes to compensate for how the change affects their damage potential.

Shield Changes

  • Increased base stamina loss from 0.1 -> 0.15 per tick
  • Added: Whenever a player disengages a shield, stamina cannot be naturally regenerated for 2 seconds

Armor Changes

  • Increased copper helmet armor points from 9 -> 10
  • Increased copper chestplate armor points from 15 -> 18
  • Increased copper leggings armor points from 13 -> 14
  • Increased iron chestplate armor points from 15 -> 20
  • Increased iron leggings armor points from 13 -> 18
  • Decreased golden chestplate armor toughness from 2 -> 1
  • Increased golden leggings armor points from 15 -> 18

Golden armor has been changed to be identical to iron armor but with less durability. Golden armor exists more as a reward item from loot chests (mainly from the nether) while having the bonus of usually coming pre-enchanted. Iron armor is also receiving a few buffs as we plan to phase out chainmail armor and find a new purpose for it.

Deep Cave Creatures

The following changes only apply to monsters spawning below y-level 0.

  • Increased the upper limit for zombie leader spawns from 5 -> 15%
  • Increased the chance for a zombie to spawn with a weapon from 5 -> 15%
  • Added: Spiders have a chance to spawn as a cave spider with odds increasing the lower the y-level. (up to 60%)
  • Added: Spiders will always spawn with a status effect
  • Added: Spiders will occasionally spawn with a bonus level of their status effect. (This amount is identical to the chance for surface spiders to spawn with a status effect)
  • Spiders will no longer spawn with regeneration, but with resistance instead

This change aims to increase the threat level of mining in deep caverns and to deter players from instantly rushing caverns that go deep below the surface.

Deep Dark Changes

  • Increased experience dropped from sculk sensors from 5 -> 10
  • Increased experience dropped from sculk catalysts from 5 -> 50
  • Increased experience dropped from sculk shriekers from 5 -> 100

Sculk Infusion

  • Sculk Infusion is a new item that can be crafted using 4 echo shards and a glass bottle
  • While held, the sculk infusion will repair itself by absorbing experience points at a 2:1 ratio
  • At full durability, the item can then be consumed, destroying it and granting the player loads of experience

This item, along with the sculk changes, have been added to incentivize players to explore and clear out deep dark biomes. Experience points are also a massive chore to grind from other sources so we hope that this item can relieve the player from some of that grind aspect.

Destructive Mob Changes

These changes are experimental and may be tweaked or removed in a future update.

  • Mob griefing has been disabled by default
  • Reduced creeper fuse time from 30 -> 24 ticks
  • Increased creeper explosion radius from 3 -> 4
  • Increased creeper detection radius from 16 -> 24 blocks
  • Increased creeper detection radius while crouching from 14 -> 20 blocks
  • Removed: Creepers will shorten their fuse depending on how high they fall
  • Increased ghast explosion power from 1 -> 2

We want to experiment with removing the destructive capabilities and randomness of the creeper but also increasing its threat level as an enemy. The removal of "creeper bombs" should make them feel much more fair.

World Generation Changes

  • Decreased diamond ore (small) discard chance on air exposure from 0.5 -> 0.4
  • Decreased diamond ore (medium) discard chance on air exposure from 0.5 -> 0.4

With mobs in deep caves increasing in difficulty, we have increased the potential for diamonds to spawn in air exposed caves to incentivize players to explore caves.

Advancement Changes

  • Added 4 new advancements related to combat
  • Added 4 new advancements related to the deep dark
  • Changed the parent of "Ancient Smithing" advancement

Bug Fixes

  • Fixed igloo zombie villager from spawning as a cleric
  • Fixed shields blocking damage from all directions
  • Fixed raw copper, iron, and gold chunks not being able to be smelted into their respective nugget forms
  • Fixed "use item" being triggered and held when opening a fletching table

Dependencies

Files

inferno-fabric-1.21.10-beta-1.2.3.jar(1.25 MiB) Primary Download

Project members

Team Preserved

Team Preserved

Organization

Sir_Cow

Developer

Perpillow

Game Design

Details

Licensed LGPL-3.0-only
Published 4 months ago
Updated 5 days ago