
Crimson Curse: Infection
A virus dormant in the Crimson Forests of the Nether escaped to the Overworld. Now with access to water, it began evolving into horrors one could only imagine....
Changelog for both 1.4.3 and 1.4.3.1
NEW
GENERAL
-
Advancement Tree: there is now an advancement tree for this mod, consisting of advancements for each mob, mob classes, and almost every item.
-
Crimson Mobs: When a Crimson Mob has the Infested status effect, when damaged, instead of having a chance to spawn silverfish, they will spawn Cursors (which will make Infested Nodes more dangerous).
SYSTEMS
-
Recovery: When out of combat, certain classes of mobs are able to consume 8 Mass to heal themselves 4hp every second. Depending on the mob’s class, they can individually use this ability a certain number of times, but when they get aggroed on a target, this counter will be reset. Across all existing mobs, the Recovery ability can only be used a maximum of 100 times, until the infection successfully gains a Point.
-
Swarm System: While aggroed, any non-Axis Crimson Mob will periodically call other nearby Crimson Mobs for assistance in combat.
BIOMES
- The infected biome has received a noticeable cosmetic overhaul; the block pallete has been improved, and many blocks now become a darker shade, or a gain a red hue upon being part of the biome. Some notable examples include all leaves, wood, ice, snow, stone types, sand, etc.
CRIMSONIFIED & DECAYED MOBS
-
These mobs can now use the Swarm System to call mobs up to 8 blocks away.
-
Crimsonified and Decayed Mobs now have individual spawn eggs.
-
Decayed Bogged: Has received a new texture to be more differentiable from its Crimsonified variant.
BLOODLINK PROTECTORS
-
These mobs can now use the Swarm System to call mobs up to 8 blocks away.
-
Bloodlink Piercer: Digs underground and pops up beside its target. It can either perform a regular melee attack, or will grab its target, then uses its drill-shaped head to drill into its trapped victim, dealing I-frame-ignoring damage. Players can crouch to escape this attack.
-
Bloodlink Sentry: Has received a new model and animations.
PRIMAL BIOME MOBS
- These mobs can now use the Swarm System to call mobs up to 16 blocks away, and can individually use the Recovery System up to 4 times unless re-aggroed.
EVOLVED BIOME MOBS
- These mobs can now use the Swarm System to call mobs up to 32 blocks away, and can individually use the Recovery System up to 16 times unless re-aggroed.
TITANS
- These mobs can now use the Swarm System to call mobs up to 64 blocks away, and can individually use the Recovery System up to 64 times unless re-aggroed.
ABYSMAL BIOME MOBS
-
The third and final tier of Biome Mobs. These mobs inherit all base abilities of Titans. When at half and 1/4 Health, they will spawn some of their Evolved and Primal variants. While Health is at or below half, any incoming damage (except instakills) will be completely negated, but transferred onto the nearest Primal or Evolved variant of itself in a 64-block radius. These mobs can use the Swarm System to call mobs up to 64 blocks away, and can individually use the Recovery System up to 64 times unless re-aggroed.
-
Monarch: Evolution of Emperor; At high health, will rapidly shoot I-frame ignoring variants of Emperor's projectile. As health decreases, its projectile attack will be swapped with a wind gust attack, capable of launching mobs and dealing I-frame ignoring damage in a large radius. When at 1/4 health or lower, will gain a shadow-dash attack, where it will launch itself at its target, dealing high damage and destroying surrounding blocks, and spawning a Monarch Silhouette in its original spot. Monarch Silhouettes only have 1hp, and their special attacks take twice as long to charge as the base Monarch's. Drops Emperor Eyes, Claw Fragments, and Berserk Essence.
STRUCTURES
- Nodes: now use a Sea Lantern with a red hue as their core instead of a Redstone Block; when spawning on “snowy” or “sandy” blocks, their basalt tendrils will now generate as ice or tinted glass, respectively.
CRAFTABLE ITEMS
- Purified Mace: Has received a new animated & reactive model; has been buffed/reworked; While falling, right-clicking will teleport you partially back to your original height, and will store all your gained momentum, allowing for the mace to stack up a ton of damage. In addition, the Area Damage now linearly scales with the number of blocks fallen, instead of being fixed values.
CHANGES
SYSTEMS
-
Points: The number of Points for Phases 2-5 have been changed due to the Mass Threshold rework (explained directly below). For exact numbers, look at the “PHASES” Section; When a world is 1st made, the infection will now have -1 Points, but when the 1st Bloodlink spawns, it will be set to 0 points. In addition, infected mobs can now spawn as soon as the infection has 0 or more points, instead of 1 or more points (this change was made simply for the sake of consistency).
-
Mass: All Phases now have a Mass Threshold of 1000, instead of this value changing with each Phase.
STATUS/POTION EFFECTS
- Custom potion particle effects for all effects besides Snaring have been shrunken down and will spawn less frequently to be less visually intrusive.
AXIS MOBS
- Bloodlink: can now defend themselves by launching back nearby mobs when they take damage; Bossbars will now only show to players up to 100 blocks away.
EVOLVED BIOME MOBS
-
Aggro-detection range 32--->64 blocks; These mobs will no longer passively spawn near Stage 2 or 3 Bloodlinks, but instead, When the Mass Threshold is reached, a Primal Biome Mob nearby a Stage 2 or 3 Bloodlink will have a chance to evolve; Drill-Charge detection range 65--->64 blocks, and now will only charge if an entity that has previously attacked another Crimson Mob is in said radius.
-
Pummeler: Can now aggro on mobs besides players.
TITANS
- Aggro-detection range 32--->128 blocks; Drills will now only charge if an entity that has previously attacked another Crimson Mob is in a 100-block radius.
STRUCTURES
- Node: Upon spawning, Nodes will now convert the biome around it into a Crimson Infection Biome (but not convert any blocks)
PHASES
-
To balance out the Mass Threshold rework and make the infection still progress at the same pace as before, Phases 2-5 have had the % chances of certain Mass Threshold events change, along with the Points needed to progress to the next phase increased.
-
Phase II: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (8.33%), Bloodlinks evolving to Stage 2 (8.33%), Raids (8.33%), Node-Spawning (50%), and evolving a Primal Biome Mob (25%). (10-99 Points).
-
Phase III: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (5.56%), Bloodlinks evolving to Stage 2 (5.56%), Raids (5.56%), Node-Spawning (33.33%), and evolving a Primal Biome Mob (50%). (100-749 Points).
-
Phase IV: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.5%), Bloodlinks evolving to Stage 2 (2.5%), Raids (5%), Node-Spawning (25%), evolving a Primal Biome Mob (62.55%), and Bloodlinks evolving to Stage 3 (2.5%). (750-1499 Points).
-
Phase V: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.38%), Bloodlinks evolving to Stage 2 (2.38%), Raids (4.76%), Node-Spawning (28.57%), evolving a Primal Biome Mob (57.14%), Bloodlinks evolving to Stage 3 (2.38%), and Titan Egg forming (2.38%). (1500+ Points).
CRAFTABLE ITEMS
-
Crimson Siphoner: To keep this item’s effectiveness after the Points change, Points Removed 3--->15 Points.
-
Crimson Blighter: To keep this item’s effectiveness after the Points change, Points Removed 30--->150 Points.
-
Purified Rapier: In order to make Purified Rapier feel less spammy and to make it require some sort of strategy to use, it’s “kill mob” ability has been removed, and instead, when not swung for 3 seconds, It will remove a Stack and give the user regeneration every second until there are 0 Stacks (this change was accidentally added in V1.4.2.1).
BUG FIXES
GENERAL & COMPATIBILITY
-
Spore Fungal Infection: Is now compatible with this mod without causing any tick-lag issues.
-
Spruce Leaves: will no longer appear white instead of their usual green color when certain mods are installed.
-
Arrows: will no longer convert into Bloodlink Sentries’ or Infected Skeleton’s custom projectiles if shot really close to one of these mobs.
GENERAL
-
The mod will no longer completely break if too many (~500-3000) of the same entity exist at the same time (This issue primarily happened from too many Nodes being loaded, since its easily possible for more than 1000 Nodes to exist simultaneously).
-
Mobs that have custom abilities when injured (IE, Knight reflecting damage, Kraken spitting Acid Balls) will now work properly even if a Player isn’t nearby.
SYSTEMS
- Reinforcement System: can no longer randomly cause a ton of lag if the game is already taking up a lot of processing power; Nodes will once again have a 33% chance to activate the Reinforcement System when destroyed; Bloodlinks will no longer be activated by the Reinforcement System if there isn’t at least 150 Mass for a Bloodlink to consume.
CRIMSONIFIED & DECAYED MOBS
-
Vanilla mobs can no longer become Infected from taking damage in Phases -1 and 0.
-
The chances of a vanilla mob becoming its infected variant upon being attacked is now correctly 20%, or 50% if the mob is nearby a Crimson Mob or in an infected biome.
AXIS MOBS
-
Axis Mobs will once again die/take damage in Phase -1.
-
Bloodlinks: Initial Bloodlinks will now spawn again (this was broken in V1.4.3).
BLOODLINK PROTECTORS
- Bloodlink Sentries: will no longer randomly go invisible or become invulnerable while above-ground.
TITANS & ABYSMAL MOBS
- Titans and Abysmal Biome Mobs c once again spawn Evolved Biome Mobs nearby (12.5% chance) (this was broken in V1.4.3).
DRILLS
- Drills and Titan Drills will no longer immediately pop if they come in contact with a non-vanilla block, even if they could’ve broken it (but will still die if they fail to break the block).
STRUCTURES
-
Bloodlink Shield: Will no longer override all blocks, but can do only do so to the same blocks that Nodes can.
-
Nodes: Biome Mobs spawned near Nodes via artificial means (like through Spawn Eggs) will now get the Node’s associated buff.
CRAFTABLE ITEMS
-
Crimson Survival Guide: Axis Marker is now correctly named instead of being called “Bloodlink Marker” in the book.
-
Crimson Repeller: Its item form now properly renders the Blast Furnace.
-
Flare Cannon: will no longer despawn or slowly die.
-
Beacon purifier: Will no longer randomly drop Stone upon being destroyed.
-
Changelog for both 1.4.3 and 1.4.3.1
NEW
GENERAL
-
Advancement Tree: there is now an advancement tree for this mod, consisting of advancements for each mob, mob classes, and almost every item.
-
Crimson Mobs: When a Crimson Mob has the Infested status effect, when damaged, instead of having a chance to spawn silverfish, they will spawn Cursors (which will make Infested Nodes more dangerous).
SYSTEMS
-
Recovery: When out of combat, certain classes of mobs are able to consume 8 Mass to heal themselves 4hp every second. Depending on the mob’s class, they can individually use this ability a certain number of times, but when they get aggroed on a target, this counter will be reset. Across all existing mobs, the Recovery ability can only be used a maximum of 100 times, until the infection successfully gains a Point.
-
Swarm System: While aggroed, any non-Axis Crimson Mob will periodically call other nearby Crimson Mobs for assistance in combat.
BIOMES
- The infected biome has received a noticeable cosmetic overhaul; the block pallete has been improved, and many blocks now become a darker shade, or a gain a red hue upon being part of the biome. Some notable examples include all leaves, wood, ice, snow, stone types, sand, etc.
CRIMSONIFIED & DECAYED MOBS
-
These mobs can now use the Swarm System to call mobs up to 8 blocks away.
-
Crimsonified and Decayed Mobs now have individual spawn eggs.
-
Decayed Bogged: Has received a new texture to be more differentiable from its Crimsonified variant.
BLOODLINK PROTECTORS
-
These mobs can now use the Swarm System to call mobs up to 8 blocks away.
-
Bloodlink Piercer: Digs underground and pops up beside its target. It can either perform a regular melee attack, or will grab its target, then uses its drill-shaped head to drill into its trapped victim, dealing I-frame-ignoring damage. Players can crouch to escape this attack.
-
Bloodlink Sentry: Has received a new model and animations.
PRIMAL BIOME MOBS
- These mobs can now use the Swarm System to call mobs up to 16 blocks away, and can individually use the Recovery System up to 4 times unless re-aggroed.
EVOLVED BIOME MOBS
- These mobs can now use the Swarm System to call mobs up to 32 blocks away, and can individually use the Recovery System up to 16 times unless re-aggroed.
TITANS
- These mobs can now use the Swarm System to call mobs up to 64 blocks away, and can individually use the Recovery System up to 64 times unless re-aggroed.
ABYSMAL BIOME MOBS
-
The third and final tier of Biome Mobs. These mobs inherit all base abilities of Titans. When at half and 1/4 Health, they will spawn some of their Evolved and Primal variants. While Health is at or below half, any incoming damage (except instakills) will be completely negated, but transferred onto the nearest Primal or Evolved variant of itself in a 64-block radius. These mobs can use the Swarm System to call mobs up to 64 blocks away, and can individually use the Recovery System up to 64 times unless re-aggroed.
-
Monarch: Evolution of Emperor; At high health, will rapidly shoot I-frame ignoring variants of Emperor's projectile. As health decreases, its projectile attack will be swapped with a wind gust attack, capable of launching mobs and dealing I-frame ignoring damage in a large radius. When at 1/4 health or lower, will gain a shadow-dash attack, where it will launch itself at its target, dealing high damage and destroying surrounding blocks, and spawning a Monarch Silhouette in its original spot. Monarch Silhouettes only have 1hp, and their special attacks take twice as long to charge as the base Monarch's. Drops Emperor Eyes, Claw Fragments, and Berserk Essence.
STRUCTURES
- Nodes: now use a Sea Lantern with a red hue as their core instead of a Redstone Block; when spawning on “snowy” or “sandy” blocks, their basalt tendrils will now generate as ice or tinted glass, respectively.
CRAFTABLE ITEMS
- Purified Mace: Has received a new animated & reactive model; has been buffed/reworked; While falling, right-clicking will teleport you partially back to your original height, and will store all your gained momentum, allowing for the mace to stack up a ton of damage. In addition, the Area Damage now linearly scales with the number of blocks fallen, instead of being fixed values.
CHANGES
SYSTEMS
-
Points: The number of Points for Phases 2-5 have been changed due to the Mass Threshold rework (explained directly below). For exact numbers, look at the “PHASES” Section; When a world is 1st made, the infection will now have -1 Points, but when the 1st Bloodlink spawns, it will be set to 0 points. In addition, infected mobs can now spawn as soon as the infection has 0 or more points, instead of 1 or more points (this change was made simply for the sake of consistency).
-
Mass: All Phases now have a Mass Threshold of 1000, instead of this value changing with each Phase.
STATUS/POTION EFFECTS
- Custom potion particle effects for all effects besides Snaring have been shrunken down and will spawn less frequently to be less visually intrusive.
AXIS MOBS
- Bloodlink: can now defend themselves by launching back nearby mobs when they take damage; Bossbars will now only show to players up to 100 blocks away.
EVOLVED BIOME MOBS
-
Aggro-detection range 32--->64 blocks; These mobs will no longer passively spawn near Stage 2 or 3 Bloodlinks, but instead, When the Mass Threshold is reached, a Primal Biome Mob nearby a Stage 2 or 3 Bloodlink will have a chance to evolve; Drill-Charge detection range 65--->64 blocks, and now will only charge if an entity that has previously attacked another Crimson Mob is in said radius.
-
Pummeler: Can now aggro on mobs besides players.
TITANS
- Aggro-detection range 32--->128 blocks; Drills will now only charge if an entity that has previously attacked another Crimson Mob is in a 100-block radius.
STRUCTURES
- Node: Upon spawning, Nodes will now convert the biome around it into a Crimson Infection Biome (but not convert any blocks)
PHASES
-
To balance out the Mass Threshold rework and make the infection still progress at the same pace as before, Phases 2-5 have had the % chances of certain Mass Threshold events change, along with the Points needed to progress to the next phase increased.
-
Phase II: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (8.33%), Bloodlinks evolving to Stage 2 (8.33%), Raids (8.33%), Node-Spawning (50%), and evolving a Primal Biome Mob (25%). (10-99 Points).
-
Phase III: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (5.56%), Bloodlinks evolving to Stage 2 (5.56%), Raids (5.56%), Node-Spawning (33.33%), and evolving a Primal Biome Mob (50%). (100-749 Points).
-
Phase IV: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.5%), Bloodlinks evolving to Stage 2 (2.5%), Raids (5%), Node-Spawning (25%), evolving a Primal Biome Mob (62.55%), and Bloodlinks evolving to Stage 3 (2.5%). (750-1499 Points).
-
Phase V: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.38%), Bloodlinks evolving to Stage 2 (2.38%), Raids (4.76%), Node-Spawning (28.57%), evolving a Primal Biome Mob (57.14%), Bloodlinks evolving to Stage 3 (2.38%), and Titan Egg forming (2.38%). (1500+ Points).
CRAFTABLE ITEMS
-
Crimson Siphoner: To keep this item’s effectiveness after the Points change, Points Removed 3--->15 Points.
-
Crimson Blighter: To keep this item’s effectiveness after the Points change, Points Removed 30--->150 Points.
-
Purified Rapier: In order to make Purified Rapier feel less spammy and to make it require some sort of strategy to use, it’s “kill mob” ability has been removed, and instead, when not swung for 3 seconds, It will remove a Stack and give the user regeneration every second until there are 0 Stacks (this change was accidentally added in V1.4.2.1).
BUG FIXES
GENERAL & COMPATIBILITY
-
Spore Fungal Infection: Is now compatible with this mod without causing any tick-lag issues.
-
Spruce Leaves: will no longer appear white instead of their usual green color when certain mods are installed.
-
Arrows: will no longer convert into Bloodlink Sentries’ or Infected Skeleton’s custom projectiles if shot really close to one of these mobs.
GENERAL
-
The mod will no longer completely break if too many (~500-3000) of the same entity exist at the same time (This issue primarily happened from too many Nodes being loaded, since its easily possible for more than 1000 Nodes to exist simultaneously).
-
Mobs that have custom abilities when injured (IE, Knight reflecting damage, Kraken spitting Acid Balls) will now work properly even if a Player isn’t nearby.
SYSTEMS
- Reinforcement System: can no longer randomly cause a ton of lag if the game is already taking up a lot of processing power; Nodes will once again have a 33% chance to activate the Reinforcement System when destroyed; Bloodlinks will no longer be activated by the Reinforcement System if there isn’t at least 150 Mass for a Bloodlink to consume.
CRIMSONIFIED & DECAYED MOBS
-
Vanilla mobs can no longer become Infected from taking damage in Phases -1 and 0.
-
The chances of a vanilla mob becoming its infected variant upon being attacked is now correctly 20%, or 50% if the mob is nearby a Crimson Mob or in an infected biome.
AXIS MOBS
-
Axis Mobs will once again die/take damage in Phase -1.
-
Bloodlinks: Initial Bloodlinks will now spawn again (this was broken in V1.4.3).
BLOODLINK PROTECTORS
- Bloodlink Sentries: will no longer randomly go invisible or become invulnerable while above-ground.
TITANS & ABYSMAL MOBS
- Titans and Abysmal Biome Mobs c once again spawn Evolved Biome Mobs nearby (12.5% chance) (this was broken in V1.4.3).
DRILLS
- Drills and Titan Drills will no longer immediately pop if they come in contact with a non-vanilla block, even if they could’ve broken it (but will still die if they fail to break the block).
STRUCTURES
-
Bloodlink Shield: Will no longer override all blocks, but can do only do so to the same blocks that Nodes can.
-
Nodes: Biome Mobs spawned near Nodes via artificial means (like through Spawn Eggs) will now get the Node’s associated buff.
CRAFTABLE ITEMS
-
Crimson Survival Guide: Axis Marker is now correctly named instead of being called “Bloodlink Marker” in the book.
-
Crimson Repeller: Its item form now properly renders the Blast Furnace.
-
Flare Cannon: will no longer despawn or slowly die.
-
Beacon purifier: Will no longer randomly drop Stone upon being destroyed.
-
The Full Changelog for this update will be included in V1.4.3.1's Changelog, which should come out in 1-2 weeks (and will bring 1.21.5-8 up to date!). If you are curious about what was added/changed in this version, I suggest checking out the Discord Server!
Here are some brief snippits of what was added/changed:
- New Melee variant of the Bloodlink Sentry called the Bloodlink Piercer; it digs underground and pops up beside you, grabs you, and uses its head to drill into you
- New tier of Biome Mobs called the Abysmal Biome Mobs, which are another set of bosses
- Monarch (evolution of Emperor) will rapidly fire I-frame ignoring projectiles when at high health, but as its health decreases, it will use a wind gust attack instead with a gigantic aoe. When Below Half health, it will spawn Crimson Worms and Emperors, and will transfer any incoming damage onto any Crimson Worm or Emperor within a 64 block radius. When very low on health, Monarch will gain a Shadow-Dash ability, where it can accurately launch itself towards an enemy dealing high damage and breaking blocks in its path, and will spawn a very fragile shadow clone of itself in its original spot, which will perform the same attacks as Monarch at half the frequency
- Purified Mace has been buffed/reworked; While falling, right-clicking will teleport you partially back to your original height, and will store all your gained momentum, allowing for the mace to stack up a ton of damage. In addition, the Area Damage now linearly scales with the number of blocks fallen, instead of being fixed values.
- The infected Biome has recieved an overhaul to appearance. It should now be more aestetically pleasing, and now blocks such as dirt, wood, snow, ice, spruce leaves, etc. now get tinted a certain color when inside an infected area.
- Bloodlink Sentry now has new animations, and an altered appearance
- Decayed Bogged has been retextured to be more differentiable from Crimsonified Bogged
- Decayed and Crimsonified mobs now have their own unique spawn eggs instead of sharing a single one per mob type
- there is now a Crimson Curse Advancement Tree
- the Mass Threshold and Points system has been completely overhauled:
- The Mass Threshold in EVERY Phase is now 1000, rather than being between 1000 and 8000
- The Points needed for the infection to increase in Phase has also increased
Phase 1: same (0-9 Points)
Phase 2: 10-39 --> 10-99 Points
Phase 3: 40-149 --> 100-749 Points
Phase 4: 150-299 --> 750-1499 Points
Phase 5: 300+ --> 1500+ Points - The system for Evolved Biome Mob-spawning is now done through the Mass Theshold system, meaning that Evolved mobs will no longer require a Stage 2 or 3 Bloodlink to spawn, but now, Primal Biome Mobs can be slain before they have the chance to evolve (Note that S2 and S3 Bloodlinks can still spawn Evolved mobs, but their chances have been reduced from 14.28 --> 5%, and 25 --> 10%, respectively
- Crimson Siphoners and Crimson Blighters will now remove 5x as many points as they previously did, to make up for the Point system being so drastically reworked
- This project is now fully compatible with Spore Fungal Infection
- The Bloodlink Reinforcement system will no longer randomly cause world-ruining lag
- Nodes now take up less processing power, and as it currently stands, over 3000 can simultaniously exist without breaking the mod (prior to this update, if more than 500 Nodes were simultaniously loaded, they would cause the whole mod to break)
The Full Changelog for this update will be included in V1.4.3.1's Changelog, which should come out in 1-2 weeks (and will bring 1.21.5-8 up to date!). If you are curious about what was added/changed in this version, I suggest checking out the Discord Server!
Here are some brief snippits of what was added/changed:
- New Melee variant of the Bloodlink Sentry called the Bloodlink Piercer; it digs underground and pops up beside you, grabs you, and uses its head to drill into you
- New tier of Biome Mobs called the Abysmal Biome Mobs, which are another set of bosses
- Monarch (evolution of Emperor) will rapidly fire I-frame ignoring projectiles when at high health, but as its health decreases, it will use a wind gust attack instead with a gigantic aoe. When Below Half health, it will spawn Crimson Worms and Emperors, and will transfer any incoming damage onto any Crimson Worm or Emperor within a 64 block radius. When very low on health, Monarch will gain a Shadow-Dash ability, where it can accurately launch itself towards an enemy dealing high damage and breaking blocks in its path, and will spawn a very fragile shadow clone of itself in its original spot, which will perform the same attacks as Monarch at half the frequency
- Purified Mace has been buffed/reworked; While falling, right-clicking will teleport you partially back to your original height, and will store all your gained momentum, allowing for the mace to stack up a ton of damage. In addition, the Area Damage now linearly scales with the number of blocks fallen, instead of being fixed values.
- The infected Biome has recieved an overhaul to appearance. It should now be more aestetically pleasing, and now blocks such as dirt, wood, snow, ice, spruce leaves, etc. now get tinted a certain color when inside an infected area.
- Bloodlink Sentry now has new animations, and an altered appearance
- Decayed Bogged has been retextured to be more differentiable from Crimsonified Bogged
- Decayed and Crimsonified mobs now have their own unique spawn eggs instead of sharing a single one per mob type
- there is now a Crimson Curse Advancement Tree
- the Mass Threshold and Points system has been completely overhauled:
- The Mass Threshold in EVERY Phase is now 1000, rather than being between 1000 and 8000
- The Points needed for the infection to increase in Phase has also increased
Phase 1: same (0-9 Points)
Phase 2: 10-39 --> 10-99 Points
Phase 3: 40-149 --> 100-749 Points
Phase 4: 150-299 --> 750-1499 Points
Phase 5: 300+ --> 1500+ Points - The system for Evolved Biome Mob-spawning is now done through the Mass Theshold system, meaning that Evolved mobs will no longer require a Stage 2 or 3 Bloodlink to spawn, but now, Primal Biome Mobs can be slain before they have the chance to evolve (Note that S2 and S3 Bloodlinks can still spawn Evolved mobs, but their chances have been reduced from 14.28 --> 5%, and 25 --> 10%, respectively
- Crimson Siphoners and Crimson Blighters will now remove 5x as many points as they previously did, to make up for the Point system being so drastically reworked
- This project is now fully compatible with Spore Fungal Infection
- The Bloodlink Reinforcement system will no longer randomly cause world-ruining lag
- Nodes now take up less processing power, and as it currently stands, over 3000 can simultaniously exist without breaking the mod (prior to this update, if more than 500 Nodes were simultaniously loaded, they would cause the whole mod to break)
BUG FIXES
CREATIVE MODE
Fixed a major issue preventing the creative inventory from working properly (I accidentally deleted a file before releasing V1.4.2 and didn't notice).
BUG FIXES
CREATIVE MODE
Fixed a major issue preventing the creative inventory from working properly (I accidentally deleted a file before releasing V1.4.2 and didn't notice).
NEW
COMPATIBILITY
This project now requires Polytone for some of the new features introduced in this release.
SYSTEMS
- Alert System: Now has its own unique particle effects.
STATUS/POTION EFFECTS
All status effects now have their own unique custom particle effects.
BIOMES
- Crimson Infection & Crimson Decay: Now produce a thick fog when entering these biomes.
MOBS (GENERAL)
-
Aggression Mechanics: Crimson Mobs will now get aggroed on any non-passive mob they can see; When a Crimson Mob gets aggroed on another mob, they will now turn red as if they were attacked, and release some Rage particles above their heads.
-
Block-Breaking: Block-breaking mechanics now work through custom explosions rather than the /fill command, allowing for mobs capable of breaking blocks to now interact with almost any modded block. This also gives any hole dug by Crimson Mobs a more randomized, natural look.
CRIMSONIFIED/DECAYED MOBS
Due to the new aggression mechanics, crimsonified mobs will no longer instantaneously transform nearby vanilla mobs into their infected counterparts, but must attack them first.
AXIS MOBS
- Bloodlink: Has received a new model, along with much smoother animations for all three Stages.
BLOODLINK-PROTECTORS
- Bloodlink Mercenary: Has been completely revamped into a new mob called the Cursor
PRIMAL BIOME MOBS
- Rusher: Has received a completely new design and new animations
EVOLVED BIOME MOBS
- Mangler: Received a new model and smoother animations
ITEM DROPS
- Eye of Decay: a new item dropped by Decayed Mobs and Distributor. Use it alongside the Bloodlink Marker (which has been renamed to the Axis Marker) to highlight the nearest Axis Mob, and disable most of their abilities for a limited time.
CRAFTABLE ITEMS:
New emissive, animated, and reactive textures have been given to: Purified Sword, Purified Katana, Purified Rapier, Purified Broadsword, Purified Bow, Purified Axe, and Purified Scythe; Purified Katana has also received a new sweep-attack visual effect; Purified Axe and Purified Katana’s Dash silhouette visual effect has received a new, more defining texture.
CREATIVE MODE
There is now a creative inventory tab with every item this project adds.
/function cc_loot:mob_loot_common, /function cc_loot:mob_loot_evolved & /function cc_loot:mob_loot_special: Have all been removed due to the introduction of a creative Inventory tab.
CHANGES
BLOODLINK-PROTECTORS
-
Bloodlink Mercenary/ Cursor: Max Health 15 —> 12hp; Movement Speed has been increased; Now has a leap ability.
-
Bloodlink Pod: Now gives the mob it teleports 18 sec of Bloodlink Power.
PRIMAL BIOME MOBS
- Rusher: Max Health 20—>32hp; Armor 11—>0; Now has better Dashing AI.
EVOLVED BIOME MOBS
All Evolved Biome Mobs now have the ability to break blocks without the help of a Drill, as long as they are aggroed on a target. They will now rarely spawn a Drill, unless they lose sight of their target.
- Mangler: Received a new model and smoother animations; Dash Damage Radius 6—>5 blocks; Mangler no longer needs to be moving to activate their Dash Ability; Dash Ability AI has been greatly improved.
STRUCTURES
-
Bloodlink Shield: Generation time increased from ~20—>5 mins.
-
Nodes: when their core is destroyed, their Basalt parts will also now also fall apart.
CRAFTABLE ITEMS
-
Metallic Bow: Their base shrapnel damage has been decreased from 25—>20, but now scales with the Power enchantment at +2/level.
-
Purified Bow: Ground Explosion damage has been decreased from 11—>8, but now scales with the Power enchantment at +1/level; Aerial Explosion damage has been decreased from 25—>20, but now scales with the Power enchantment at +2/level.
CREATIVE MODE
/function cc_loot:mob_loot_all: is now just /function cc_loot:mob_loot.
BUG FIXES
STATUS/POTION EFFECTS
- Fragility: Now should work correctly to increase the damage from ALL damage types (for example, prior to this update, Fragility didn’t increase the damage mobs took from Fire).
VANILLA MOBS
- Ghast: No longer takes additional damage from the Smite Enchantment.
BLOODLINK PROTECTORS
- Bloodlink Sentry: now shoots its own custom projectiles instead of arrows.
PRIMAL BIOME MOBS
- Rusher: Will now dash in the right direction towards its target while in water again.
CRAFTABLE ITEMS
-
Purified Rapier: Its Haste effect will now max out at 10 instead of 11.
-
Purified Shovel: Its attribute IDs are now correctly labeled as “purified_shovel” instead of “purified_axe”
-
Dash Weapons (General): Their Dash-Silhouette effect now properly orients with the user’s horizontal-head angle (or their yaw)
NEW
COMPATIBILITY
This project now requires Polytone for some of the new features introduced in this release.
SYSTEMS
- Alert System: Now has its own unique particle effects.
STATUS/POTION EFFECTS
All status effects now have their own unique custom particle effects.
BIOMES
- Crimson Infection & Crimson Decay: Now produce a thick fog when entering these biomes.
MOBS (GENERAL)
-
Aggression Mechanics: Crimson Mobs will now get aggroed on any non-passive mob they can see; When a Crimson Mob gets aggroed on another mob, they will now turn red as if they were attacked, and release some Rage particles above their heads.
-
Block-Breaking: Block-breaking mechanics now work through custom explosions rather than the /fill command, allowing for mobs capable of breaking blocks to now interact with almost any modded block. This also gives any hole dug by Crimson Mobs a more randomized, natural look.
CRIMSONIFIED/DECAYED MOBS
Due to the new aggression mechanics, crimsonified mobs will no longer instantaneously transform nearby vanilla mobs into their infected counterparts, but must attack them first.
AXIS MOBS
- Bloodlink: Has received a new model, along with much smoother animations for all three Stages.
BLOODLINK-PROTECTORS
- Bloodlink Mercenary: Has been completely revamped into a new mob called the Cursor
PRIMAL BIOME MOBS
- Rusher: Has received a completely new design and new animations
EVOLVED BIOME MOBS
- Mangler: Received a new model and smoother animations
ITEM DROPS
- Eye of Decay: a new item dropped by Decayed Mobs and Distributor. Use it alongside the Bloodlink Marker (which has been renamed to the Axis Marker) to highlight the nearest Axis Mob, and disable most of their abilities for a limited time.
CRAFTABLE ITEMS:
New emissive, animated, and reactive textures have been given to: Purified Sword, Purified Katana, Purified Rapier, Purified Broadsword, Purified Bow, Purified Axe, and Purified Scythe; Purified Katana has also received a new sweep-attack visual effect; Purified Axe and Purified Katana’s Dash silhouette visual effect has received a new, more defining texture.
CREATIVE MODE
There is now a creative inventory tab with every item this project adds.
/function cc_loot:mob_loot_common, /function cc_loot:mob_loot_evolved & /function cc_loot:mob_loot_special: Have all been removed due to the introduction of a creative Inventory tab.
CHANGES
BLOODLINK-PROTECTORS
-
Bloodlink Mercenary/ Cursor: Max Health 15 —> 12hp; Movement Speed has been increased; Now has a leap ability.
-
Bloodlink Pod: Now gives the mob it teleports 18 sec of Bloodlink Power.
PRIMAL BIOME MOBS
- Rusher: Max Health 20—>32hp; Armor 11—>0; Now has better Dashing AI.
EVOLVED BIOME MOBS
All Evolved Biome Mobs now have the ability to break blocks without the help of a Drill, as long as they are aggroed on a target. They will now rarely spawn a Drill, unless they lose sight of their target.
- Mangler: Received a new model and smoother animations; Dash Damage Radius 6—>5 blocks; Mangler no longer needs to be moving to activate their Dash Ability; Dash Ability AI has been greatly improved.
STRUCTURES
-
Bloodlink Shield: Generation time increased from ~20—>5 mins.
-
Nodes: when their core is destroyed, their Basalt parts will also now also fall apart.
CRAFTABLE ITEMS
-
Metallic Bow: Their base shrapnel damage has been decreased from 25—>20, but now scales with the Power enchantment at +2/level.
-
Purified Bow: Ground Explosion damage has been decreased from 11—>8, but now scales with the Power enchantment at +1/level; Aerial Explosion damage has been decreased from 25—>20, but now scales with the Power enchantment at +2/level.
CREATIVE MODE
/function cc_loot:mob_loot_all: is now just /function cc_loot:mob_loot.
BUG FIXES
STATUS/POTION EFFECTS
- Fragility: Now should work correctly to increase the damage from ALL damage types (for example, prior to this update, Fragility didn’t increase the damage mobs took from Fire).
VANILLA MOBS
- Ghast: No longer takes additional damage from the Smite Enchantment.
BLOODLINK PROTECTORS
- Bloodlink Sentry: now shoots its own custom projectiles instead of arrows.
PRIMAL BIOME MOBS
- Rusher: Will now dash in the right direction towards its target while in water again.
CRAFTABLE ITEMS
-
Purified Rapier: Its Haste effect will now max out at 10 instead of 11.
-
Purified Shovel: Its attribute IDs are now correctly labeled as “purified_shovel” instead of “purified_axe”
-
Dash Weapons (General): Their Dash-Silhouette effect now properly orients with the user’s horizontal-head angle (or their yaw)
MAKE SURE TO DOWNLOAD THE RESOURCE PACK FOR BOTH THE DATAPACK AND MOD.
NEW
COMPATIBILITY
The 1.21.5 version of this project now works from 1.21.5-1.21.8, and the 1.21.1 version now works with newer versions of Entity Model Features and Entity Texture Features!
STATUS EFFECTS
- Wound-Stasis: Now has a particle effect.
CONFIGURATION OPTIONS
-
/function cc_config_disable_book_on_death: Makes players no longer receive the Crimson Survival Guide upon death.
-
/function cc_config_enable_book_on_death: Makes players receive the Crimson Survival Guide upon death (enabled by default).
CHANGES
AXIS MOBS
- Bloodlink: Stage 1 Bloodlinks had their loot table changed always to drop at least one Bloodlink Nerves and one Bloodlink Membrane (this change is from V1.4, but wasn’t listed in the changelog).
BLOODLINK-PROTECTORS
- Bloodlink Sentry: Loot table has been changed to also include Berserk and Explosive Essence (this change is from V1.4, but wasn’t listed in the changelog).
EVOLVED BIOME MOBS
-
Kraken:Acid-Ball cooldown nerfed from 0.05—>1 sec (this change is from V1.4, but wasn’t listed in the changelog).
-
Drill: Now has a limited lifespan (this change is from V1.4, but wasn’t listed in the changelog).
TITANS
- Titan Drill: Now has a limited lifespan (this change is from V1.4, but wasn’t listed in the changelog).
BUG FIXES
PVP
Fixed an issue with dying messing up players' ID-scores to not match their team-name, which caused various different PvP issues (it is recommended to use the command /scoreboard players reset @a when loading up a game to ensure this fix works)
CRIMSONIFIED & DECAYED MOBS
- Drowned: Baby Drowneds will now have their outer layer render properly (1.21.5)
AXIS MOBS
- Bloodlink: will no longer spawn (only to instantly die) in Phase -1; now have the correct animation frame sequence while aggroed (1.21.5).
PRIMAL BIOME MOBS
- Sky Bomber: The bomb’s name has been fixed to say “Sky Bomber” rather than “Raid Bomber” (Sky Bomber was called Raid Bomber before V1.1).
EVOLED BIOME MOBS
-
Juggeraut: Metallic and Purified Bow Arrows will no longer have their On-Impact Ability activate when a Juggernaut deflects them; Can no longer be forced out of their curl position early by attacking above their hitbox(1.21.5); Can no longer spawn as baby variants; Will no longer attempt to deflect Metallic Bow Shrapnel.
-
Drill: now uses the same block taglist for the blocks it will break, and the blocks it won’t explode upon when colliding with.
CRAFTABLE ITEMS
-
Sweeping Melee Weapons (General): Melee weapons will no longer have their on-hit sound effect or ability activate multiple times when hitting multiple targets (Claw Dagger was excluded from this fix, since it was always intended to work this way) (this change is from V1.4, but wasn’t listed in the changelog).
-
Dash Weapons (General): Their Dash-Silhouette effect no longer orients with the user’s vertical-head angle (or their pitch) (this change is from V1.4, but wasn’t listed in the changelog).
-
Singularity Enchantment: Lore no longer says that the enchantment doesn’t work on players (since that isn't true anymore).
-
Crimson Repeller: Crimson Repeller from the Special Gear chest now has the same lore as the one you craft.
MAKE SURE TO DOWNLOAD THE RESOURCE PACK FOR BOTH THE DATAPACK AND MOD.
NEW
COMPATIBILITY
The 1.21.5 version of this project now works from 1.21.5-1.21.8, and the 1.21.1 version now works with newer versions of Entity Model Features and Entity Texture Features!
STATUS EFFECTS
- Wound-Stasis: Now has a particle effect.
CONFIGURATION OPTIONS
-
/function cc_config_disable_book_on_death: Makes players no longer receive the Crimson Survival Guide upon death.
-
/function cc_config_enable_book_on_death: Makes players receive the Crimson Survival Guide upon death (enabled by default).
CHANGES
AXIS MOBS
- Bloodlink: Stage 1 Bloodlinks had their loot table changed always to drop at least one Bloodlink Nerves and one Bloodlink Membrane (this change is from V1.4, but wasn’t listed in the changelog).
BLOODLINK-PROTECTORS
- Bloodlink Sentry: Loot table has been changed to also include Berserk and Explosive Essence (this change is from V1.4, but wasn’t listed in the changelog).
EVOLVED BIOME MOBS
-
Kraken:Acid-Ball cooldown nerfed from 0.05—>1 sec (this change is from V1.4, but wasn’t listed in the changelog).
-
Drill: Now has a limited lifespan (this change is from V1.4, but wasn’t listed in the changelog).
TITANS
- Titan Drill: Now has a limited lifespan (this change is from V1.4, but wasn’t listed in the changelog).
BUG FIXES
PVP
Fixed an issue with dying messing up players' ID-scores to not match their team-name, which caused various different PvP issues (it is recommended to use the command /scoreboard players reset @a when loading up a game to ensure this fix works)
CRIMSONIFIED & DECAYED MOBS
- Drowned: Baby Drowneds will now have their outer layer render properly (1.21.5)
AXIS MOBS
- Bloodlink: will no longer spawn (only to instantly die) in Phase -1; now have the correct animation frame sequence while aggroed (1.21.5).
PRIMAL BIOME MOBS
- Sky Bomber: The bomb’s name has been fixed to say “Sky Bomber” rather than “Raid Bomber” (Sky Bomber was called Raid Bomber before V1.1).
EVOLED BIOME MOBS
-
Juggeraut: Metallic and Purified Bow Arrows will no longer have their On-Impact Ability activate when a Juggernaut deflects them; Can no longer be forced out of their curl position early by attacking above their hitbox(1.21.5); Can no longer spawn as baby variants; Will no longer attempt to deflect Metallic Bow Shrapnel.
-
Drill: now uses the same block taglist for the blocks it will break, and the blocks it won’t explode upon when colliding with.
CRAFTABLE ITEMS
-
Sweeping Melee Weapons (General): Melee weapons will no longer have their on-hit sound effect or ability activate multiple times when hitting multiple targets (Claw Dagger was excluded from this fix, since it was always intended to work this way) (this change is from V1.4, but wasn’t listed in the changelog).
-
Dash Weapons (General): Their Dash-Silhouette effect no longer orients with the user’s vertical-head angle (or their pitch) (this change is from V1.4, but wasn’t listed in the changelog).
-
Singularity Enchantment: Lore no longer says that the enchantment doesn’t work on players (since that isn't true anymore).
-
Crimson Repeller: Crimson Repeller from the Special Gear chest now has the same lore as the one you craft.
MAKE SURE TO DOWNLOAD THE RESOURCE PACK FOR BOTH THE DATAPACK AND MOD.
NEW
COMPATIBILITY
The 1.21.5 version of this project now works from 1.21.5-1.21.8, and the 1.21.1 version now works with newer versions of Entity Model Features and Entity Texture Features!
STATUS EFFECTS
- Wound-Stasis: Now has a particle effect.
CONFIGURATION OPTIONS
-
/function cc_config_disable_book_on_death: Makes players no longer receive the Crimson Survival Guide upon death.
-
/function cc_config_enable_book_on_death: Makes players receive the Crimson Survival Guide upon death (enabled by default).
CHANGES
AXIS MOBS
- Bloodlink: Stage 1 Bloodlinks had their loot table changed always to drop at least one Bloodlink Nerves and one Bloodlink Membrane (this change is from V1.4, but wasn’t listed in the changelog).
BLOODLINK-PROTECTORS
- Bloodlink Sentry: Loot table has been changed to also include Berserk and Explosive Essence (this change is from V1.4, but wasn’t listed in the changelog).
EVOLVED BIOME MOBS
-
Kraken:Acid-Ball cooldown nerfed from 0.05—>1 sec (this change is from V1.4, but wasn’t listed in the changelog).
-
Drill: Now has a limited lifespan (this change is from V1.4, but wasn’t listed in the changelog).
TITANS
- Titan Drill: Now has a limited lifespan (this change is from V1.4, but wasn’t listed in the changelog).
BUG FIXES
PVP
Fixed an issue with dying messing up players' ID-scores to not match their team-name, which caused various different PvP issues (it is recommended to use the command /scoreboard players reset @a when loading up a game to ensure this fix works)
CRIMSONIFIED & DECAYED MOBS
- Drowned: Baby Drowneds will now have their outer layer render properly (1.21.5)
AXIS MOBS
- Bloodlink: will no longer spawn (only to instantly die) in Phase -1; now have the correct animation frame sequence while aggroed (1.21.5).
PRIMAL BIOME MOBS
- Sky Bomber: The bomb’s name has been fixed to say “Sky Bomber” rather than “Raid Bomber” (Sky Bomber was called Raid Bomber before V1.1).
EVOLED BIOME MOBS
-
Juggeraut: Metallic and Purified Bow Arrows will no longer have their On-Impact Ability activate when a Juggernaut deflects them; Can no longer be forced out of their curl position early by attacking above their hitbox(1.21.5); Can no longer spawn as baby variants; Will no longer attempt to deflect Metallic Bow Shrapnel.
-
Drill: now uses the same block taglist for the blocks it will break, and the blocks it won’t explode upon when colliding with.
CRAFTABLE ITEMS
-
Sweeping Melee Weapons (General): Melee weapons will no longer have their on-hit sound effect or ability activate multiple times when hitting multiple targets (Claw Dagger was excluded from this fix, since it was always intended to work this way) (this change is from V1.4, but wasn’t listed in the changelog).
-
Dash Weapons (General): Their Dash-Silhouette effect no longer orients with the user’s vertical-head angle (or their pitch) (this change is from V1.4, but wasn’t listed in the changelog).
-
Singularity Enchantment: Lore no longer says that the enchantment doesn’t work on players (since that isn't true anymore).
-
Crimson Repeller: Crimson Repeller from the Special Gear chest now has the same lore as the one you craft.
MAKE SURE TO DOWNLOAD THE RESOURCE PACK FOR BOTH THE DATAPACK AND MOD.
NEW
COMPATIBILITY
The 1.21.5 version of this project now works from 1.21.5-1.21.8, and the 1.21.1 version now works with newer versions of Entity Model Features and Entity Texture Features!
STATUS EFFECTS
- Wound-Stasis: Now has a particle effect.
CONFIGURATION OPTIONS
-
/function cc_config_disable_book_on_death: Makes players no longer receive the Crimson Survival Guide upon death.
-
/function cc_config_enable_book_on_death: Makes players receive the Crimson Survival Guide upon death (enabled by default).
CHANGES
AXIS MOBS
- Bloodlink: Stage 1 Bloodlinks had their loot table changed always to drop at least one Bloodlink Nerves and one Bloodlink Membrane (this change is from V1.4, but wasn’t listed in the changelog).
BLOODLINK-PROTECTORS
- Bloodlink Sentry: Loot table has been changed to also include Berserk and Explosive Essence (this change is from V1.4, but wasn’t listed in the changelog).
EVOLVED BIOME MOBS
-
Kraken:Acid-Ball cooldown nerfed from 0.05—>1 sec (this change is from V1.4, but wasn’t listed in the changelog).
-
Drill: Now has a limited lifespan (this change is from V1.4, but wasn’t listed in the changelog).
TITANS
- Titan Drill: Now has a limited lifespan (this change is from V1.4, but wasn’t listed in the changelog).
BUG FIXES
PVP
Fixed an issue with dying messing up players' ID-scores to not match their team-name, which caused various different PvP issues (it is recommended to use the command /scoreboard players reset @a when loading up a game to ensure this fix works)
CRIMSONIFIED & DECAYED MOBS
- Drowned: Baby Drowneds will now have their outer layer render properly (1.21.5)
AXIS MOBS
- Bloodlink: will no longer spawn (only to instantly die) in Phase -1; now have the correct animation frame sequence while aggroed (1.21.5).
PRIMAL BIOME MOBS
- Sky Bomber: The bomb’s name has been fixed to say “Sky Bomber” rather than “Raid Bomber” (Sky Bomber was called Raid Bomber before V1.1).
EVOLED BIOME MOBS
-
Juggeraut: Metallic and Purified Bow Arrows will no longer have their On-Impact Ability activate when a Juggernaut deflects them; Can no longer be forced out of their curl position early by attacking above their hitbox(1.21.5); Can no longer spawn as baby variants; Will no longer attempt to deflect Metallic Bow Shrapnel.
-
Drill: now uses the same block taglist for the blocks it will break, and the blocks it won’t explode upon when colliding with.
CRAFTABLE ITEMS
-
Sweeping Melee Weapons (General): Melee weapons will no longer have their on-hit sound effect or ability activate multiple times when hitting multiple targets (Claw Dagger was excluded from this fix, since it was always intended to work this way) (this change is from V1.4, but wasn’t listed in the changelog).
-
Dash Weapons (General): Their Dash-Silhouette effect no longer orients with the user’s vertical-head angle (or their pitch) (this change is from V1.4, but wasn’t listed in the changelog).
-
Singularity Enchantment: Lore no longer says that the enchantment doesn’t work on players (since that isn't true anymore).
-
Crimson Repeller: Crimson Repeller from the Special Gear chest now has the same lore as the one you craft.
IMPORTANT: YOU MUST DOWNLOAD THE RESOURCE PACK FOR BOTH THE MOD AND THE DATAPACK.
NEW
SYSTEMS
- Phase: During Phase -1, all Axis mobs will be immediately killed via Lightning Bolt, and Biome Mobs will self-cleanse the infected land that they arose from.
STATUS EFFECTS
-
Fragility: Whenever an entity with this effect take damage, they will take additional damage equal to the level of this effect.
-
Wound-Stasis: Whenever damaged, entities with this effect will have their maximum health set to their current health, rendering them unable to heal.
CRIMSONIFIED & DECAYED MOBS
-
Bogged: While above-ground, is stationary, and will send its Roots to dig after you, which will apply Fragility and Poison. After some time, they will submerge and dig after you, attempting to melee you.
-
Wither Skeleton: Has a concealed tendril in one arm that emerges when they get aggroed, and they will use to pull in their target, then use their other arm to deal heavy melee damage.
CRAFTABLE ITEMS
-
Claw Axe: A primal-tier weapon & tool that gains Attack Damage, the lower its user's Health is in reference to their max health.
-
Purified Crossbow: Arrows shot from this Crossbow have infinite piercing and will reverse direction if airborne long enough, allowing them to hit the same target(s) multiple times. Fireworks will deal scaling Area Damage to the number of enemies hit by the explosion.
-
Purified Rapier: Each hit applies a stacking Fragility effect onto a victim, and applies stacking Haste to the user. Killing an enemy removes the Haste stacks and applies Regeneration.
-
Purified Broadsword: Kill mobs to gain Soul-Stacks, and right-click to transfer these stacks into the weapon's blade, drastically increasing Attack Damage for the next swing.
-
Unstable Core: An item that can be used to permanently end the Infection, when paired with a Beacon Purifier, and when the infection is in a weakened state (negative Mass). When used, this item will plunge the Infection into Phase -1. This item can also be used to bring the infection back to Phase I.
CHANGES
PVP
PvP now works seamlessly with this update, and is enabled by default.
MOBS (GENERAL)
-
mob-aggression AI has been reworked to now allow Crimson Mobs to aggro on almost any mob (this likely won't have any impact in a survival world, but now allows mob-fights to be possible)
-
Many mobs now have parts that glow in the dark.
-
All mobs now have death sound-effects.
-
Mobs with chargeable abilities (like Mangler's Dash or Harbinger's Cloud) will now only charge their abilities if they are aggroed on something; but as a trade-off, some of their initial charge times are reduced (the exact balance changes are mentioned below).
-
The looting enchantment now works on all mobs from this datapack.
STATUS EFFECTS
- Snaring: Now also affects players, but instead of completely freezing them in place, will only prevent them from walking, and drastically limit their Jump Height.
CRIMSONIFIED & DECAYED MOBS
- Villager: Due to these mobs' rare encounters, Crimsonified Villager's Max Health 23--->27hp, and both variants will now inflict Wound-Stasis for 5 seconds.
AXIS MOBS
- Bloodlink: Bloodlinks will no longer spawn randomly in 3x5x3 boxes underground.
PRIMAL BIOME MOBS
-
Crimson Worm: Received a new model and animations.
-
Sky Bomber: Maximum Bomb Damage 128--->96hp.
-
Devourer: Grab-Radius nerfed from 4--->3.2 blocks; Can now aggro on non-player mobs, however the AI has very limited pathfinding, and will be worked on more in the future.
EVOLVED BIOME MOBS
-
Emperor: Received a new model and animations.
-
Mangler: Initial Dash Charge Time 6—>4 sec.
-
Harbinger: Initial Cloud Charge Time 5—>3 sec; Clouds now inflict Fragility II for 12 seconds (the effect level is stackable), but the poison duration 4--->3 sec, and Harbinger's Max Health 160--->140hp
-
Napalmer: Initial Barage Charge Time 8—>4 sec.
-
Kraken: Grab-Radius nerfed from 5.5--->4.5 blocks; Can now aggro on non-player mobs, however the AI has very limited pathfinding, and will be worked on more in the future.
-
Drill: Now have a 1.5-second “Grace Period” before they will destroy any blocks.
TITANS
- Titan Drill: Now have a 1.5-second “Grace Period” before they will destroy any blocks.
ITEM DROPS
Some Item Drops received new descriptions to be more lore-accurate, so they may not stack with the same items that existed prior to this update.
CRAFTABLE ITEMS
-
Crimson Survival Guide: Now uses actual images for crafting recipes instead of text-based charts.
-
Claw Dagger: Now requires an Iron Sword in its crafting recipe for consistency purposes.
-
Singularity Enchantment: Now works on Players as well.
-
Crimson Repeller: Effect Radius 20--->35 blocks, Duration per Crimson Essence 1--->3 days, since this block has consistently felt underpowered for its cost.
-
Flare Cannon: Has been reworked to passively damage Drills and Titan Drills. This change was mostly made to make this item still useful due to a glitch with some emf and etf making custom entity models not work with the Glowing effect.
-
Beacon Purifier: Land-Purification Speed increased by 200%; Purification Radius increased from 50—>100 blocks.
-
Purified Bow: Its crafting recipe is now in the same orientation as the vanilla Bow.
-
Purified Axe: to make the Dash-Attack more synergizable, it has been reworked to no longer launch enemies into the air, but will now briefly apply Snaring. However, Haste effect Level nerfed from 25—>20.
-
Purified Katana: Charge Time per Level buffed from 1.5--->1.2 sec; Slash-Attack is now less confusing and more consistent among each Charge Level, and is more visually appealing.
-
Scaling Enchantment: %-Damage will now ignore most types of damage-reduction to make it viable in PvP, and to make it’s ability more useful against Knights and Juggernauts.
TECHNICAL
The processing power for Beacon Purifier, Purification Bomb, and Bloodlink-block infection has been heavily reduced. In addition, Node-processing power has been slightly reduced.
BUG FIXES
MOBS (GENERAL)
- Swimming: Mob-AI when swimming has been fixed so that they will no longer randomly swim along the z-axis (1.21.1).
- Parkour: Mobs performing parkour will no longer randomly lose track of their target (1.21.1).
CRIMSONIFIED & DECAYED MOBS
- Husk: Decayed Husk’s texture’s horns are no longer translucent.
EVOLED BIOME MOBS
-
Emperor: Projectile Attack will no longer ignore Immunity-Frames.
-
Harbinger: Will take up less processing-power, since they will no longer reference both their own AND Raptor’s functions.
TITANS
Now have the correct 100-block detection radius for charging up their drill ability (it was accidentally set to 65 blocks).
CRAFTABLE ITEMS
-
Metallic Bow: Shrapnel from this weapon will no longer transform into infected Skeleton Projectiles when shot at an infected Skeleton.
-
Beacon Purifier: Crouch-to-Destroy time is now the correct 3 seconds again.
-
Purified Armor Set: Now works consistently among all players, and will no longer sometimes apply Absorption every tick, and will now always apply it once every second.
CREATIVE MODE
- /function cc_loot:spawn_eggs: Fixed a typo where a “_” was put instead of a “ ”.
VANILLA ITEMS
- Silence Armor Trim: has been fixed to display the right item texture (1.21.1).
IMPORTANT: YOU MUST DOWNLOAD THE RESOURCE PACK FOR BOTH THE MOD AND THE DATAPACK.
NEW
SYSTEMS
- Phase: During Phase -1, all Axis mobs will be immediately killed via Lightning Bolt, and Biome Mobs will self-cleanse the infected land that they arose from.
STATUS EFFECTS
-
Fragility: Whenever an entity with this effect take damage, they will take additional damage equal to the level of this effect.
-
Wound-Stasis: Whenever damaged, entities with this effect will have their maximum health set to their current health, rendering them unable to heal.
CRIMSONIFIED & DECAYED MOBS
-
Bogged: While above-ground, is stationary, and will send its Roots to dig after you, which will apply Fragility and Poison. After some time, they will submerge and dig after you, attempting to melee you.
-
Wither Skeleton: Has a concealed tendril in one arm that emerges when they get aggroed, and they will use to pull in their target, then use their other arm to deal heavy melee damage.
CRAFTABLE ITEMS
-
Claw Axe: A primal-tier weapon & tool that gains Attack Damage, the lower its user's Health is in reference to their max health.
-
Purified Crossbow: Arrows shot from this Crossbow have infinite piercing and will reverse direction if airborne long enough, allowing them to hit the same target(s) multiple times. Fireworks will deal scaling Area Damage to the number of enemies hit by the explosion.
-
Purified Rapier: Each hit applies a stacking Fragility effect onto a victim, and applies stacking Haste to the user. Killing an enemy removes the Haste stacks and applies Regeneration.
-
Purified Broadsword: Kill mobs to gain Soul-Stacks, and right-click to transfer these stacks into the weapon's blade, drastically increasing Attack Damage for the next swing.
-
Unstable Core: An item that can be used to permanently end the Infection, when paired with a Beacon Purifier, and when the infection is in a weakened state (negative Mass). When used, this item will plunge the Infection into Phase -1. This item can also be used to bring the infection back to Phase I.
CHANGES
PVP
PvP now works seamlessly with this update, and is enabled by default.
MOBS (GENERAL)
-
mob-aggression AI has been reworked to now allow Crimson Mobs to aggro on almost any mob (this likely won't have any impact in a survival world, but now allows mob-fights to be possible)
-
Many mobs now have parts that glow in the dark.
-
All mobs now have death sound-effects.
-
Mobs with chargeable abilities (like Mangler's Dash or Harbinger's Cloud) will now only charge their abilities if they are aggroed on something; but as a trade-off, some of their initial charge times are reduced (the exact balance changes are mentioned below).
-
The looting enchantment now works on all mobs from this datapack.
STATUS EFFECTS
- Snaring: Now also affects players, but instead of completely freezing them in place, will only prevent them from walking, and drastically limit their Jump Height.
CRIMSONIFIED & DECAYED MOBS
- Villager: Due to these mobs' rare encounters, Crimsonified Villager's Max Health 23--->27hp, and both variants will now inflict Wound-Stasis for 5 seconds.
AXIS MOBS
- Bloodlink: Bloodlinks will no longer spawn randomly in 3x5x3 boxes underground.
PRIMAL BIOME MOBS
-
Crimson Worm: Received a new model and animations.
-
Sky Bomber: Maximum Bomb Damage 128--->96hp.
-
Devourer: Grab-Radius nerfed from 4--->3.2 blocks; Can now aggro on non-player mobs, however the AI has very limited pathfinding, and will be worked on more in the future.
EVOLVED BIOME MOBS
-
Emperor: Received a new model and animations.
-
Mangler: Initial Dash Charge Time 6—>4 sec.
-
Harbinger: Initial Cloud Charge Time 5—>3 sec; Clouds now inflict Fragility II for 12 seconds (the effect level is stackable), but the poison duration 4--->3 sec, and Harbinger's Max Health 160--->140hp
-
Napalmer: Initial Barage Charge Time 8—>4 sec.
-
Kraken: Grab-Radius nerfed from 5.5--->4.5 blocks; Can now aggro on non-player mobs, however the AI has very limited pathfinding, and will be worked on more in the future.
-
Drill: Now have a 1.5-second “Grace Period” before they will destroy any blocks.
TITANS
- Titan Drill: Now have a 1.5-second “Grace Period” before they will destroy any blocks.
ITEM DROPS
Some Item Drops received new descriptions to be more lore-accurate, so they may not stack with the same items that existed prior to this update.
CRAFTABLE ITEMS
-
Crimson Survival Guide: Now uses actual images for crafting recipes instead of text-based charts.
-
Claw Dagger: Now requires an Iron Sword in its crafting recipe for consistency purposes.
-
Singularity Enchantment: Now works on Players as well.
-
Crimson Repeller: Effect Radius 20--->35 blocks, Duration per Crimson Essence 1--->3 days, since this block has consistently felt underpowered for its cost.
-
Flare Cannon: Has been reworked to passively damage Drills and Titan Drills. This change was mostly made to make this item still useful due to a glitch with some emf and etf making custom entity models not work with the Glowing effect.
-
Beacon Purifier: Land-Purification Speed increased by 200%; Purification Radius increased from 50—>100 blocks.
-
Purified Bow: Its crafting recipe is now in the same orientation as the vanilla Bow.
-
Purified Axe: to make the Dash-Attack more synergizable, it has been reworked to no longer launch enemies into the air, but will now briefly apply Snaring. However, Haste effect Level nerfed from 25—>20.
-
Purified Katana: Charge Time per Level buffed from 1.5--->1.2 sec; Slash-Attack is now less confusing and more consistent among each Charge Level, and is more visually appealing.
-
Scaling Enchantment: %-Damage will now ignore most types of damage-reduction to make it viable in PvP, and to make it’s ability more useful against Knights and Juggernauts.
TECHNICAL
The processing power for Beacon Purifier, Purification Bomb, and Bloodlink-block infection has been heavily reduced. In addition, Node-processing power has been slightly reduced.
BUG FIXES
MOBS (GENERAL)
- Swimming: Mob-AI when swimming has been fixed so that they will no longer randomly swim along the z-axis (1.21.1).
- Parkour: Mobs performing parkour will no longer randomly lose track of their target (1.21.1).
CRIMSONIFIED & DECAYED MOBS
- Husk: Decayed Husk’s texture’s horns are no longer translucent.
EVOLED BIOME MOBS
-
Emperor: Projectile Attack will no longer ignore Immunity-Frames.
-
Harbinger: Will take up less processing-power, since they will no longer reference both their own AND Raptor’s functions.
TITANS
Now have the correct 100-block detection radius for charging up their drill ability (it was accidentally set to 65 blocks).
CRAFTABLE ITEMS
-
Metallic Bow: Shrapnel from this weapon will no longer transform into infected Skeleton Projectiles when shot at an infected Skeleton.
-
Beacon Purifier: Crouch-to-Destroy time is now the correct 3 seconds again.
-
Purified Armor Set: Now works consistently among all players, and will no longer sometimes apply Absorption every tick, and will now always apply it once every second.
CREATIVE MODE
- /function cc_loot:spawn_eggs: Fixed a typo where a “_” was put instead of a “ ”.
VANILLA ITEMS
- Silence Armor Trim: has been fixed to display the right item texture (1.21.1).
IMPORTANT: FROM NOW ON, YOU MUST DOWNLOAD THE RESOURCE PACK FOR BOTH THE MOD AND THE DATAPACK.
NEW
SYSTEMS
- Alert System: Whenever a Stage 3 Bloodlink enters Attack Mode, it will cause ALL Bloodlinks in a 75-block radius around the mob it aggroed on to also enter Attack Mode. Stage 3 Bloodlinks also have a chance to enter Attack Mode whenever a Crimson Mob is attacked (10%) or Node is destroyed (33%) within a 75-block radius.
ITEM DROPS
- Osiris Claw
CRAFTABLE ITEMS
Purified weapons with a Dash ability now have a cosmetic "dash sihlouette" effect.
-
Metallic Bow: A primal-tier bow that fires arrows that shatter into shrapnel upon striking something, dealing additional damage to nearby mobs.
-
Purification Bomb: An early-game alternative to Beacon Purifier for purifying infected land.
-
Purified katana: each attack releases a "slash" attack in front of it. Hold right-click to charge up the slash-attack up to 3 times; on the 3rd and final charge, when right-click is released, you gain a Dash ability that stuns all nearby mobs for 1.5 seconds. Perform a melee attack to release all the charge. Thank you to qu0i on Discord for the concept and texture.
-
Scaling Enchantment: the 1st Titan-tier enchantment; melee attacks will deal the (base weapon damage)+0.33(victim's max health). Each mob individually has a 15-second cooldown before they can receive the %-based damage again.
CONFIGURATION OPTIONS
-
/function cc_config:disable_raids: Disables Raids from occuring. If a Raid were to occur, another event will take place instead.
-
/function cc_config:enable_raids: Reenables Raids.
CHANGES
BIOMES
-
Crimson Decay: the water color is now a dark red instead of black (this change was mostly to make the water look better with shaders).
-
Purified Plains: now passively deals 1hp/sec to all Crimson Mobs in the biome. If a Beacon Purifier is within 50 blocks of said Crimson Mob, this damage will be amplified to 25hp/sec.
AXIS MOBS
- Bloodlink: Bloodlinks FINALLY now have their own independent bossbars; Bloodlinks have received an updated block pallet for what they will infect blocks to and what blocks they can infect (mostly consisting of stonecutter blocks), in addition to being able to place crimson vegetation on infected stone-type blocks to make infected caves look less bland. Dirt-type blocks now have a rare chance to transform into Suspicious Gravel containing some Crimson Mob drops to form.
PRIMAL BIOME MOBS
-
Devourer: Now has its own Bloodlink Power Ability; whenever it receives damage, it will dash in the direction it's facing, making it more likely to grab a victim.
-
Knight: Can now only reflect damage to a victim up to 4 blocks away, but now damages ALL Allied Mobs in that 4-block radius when attacked.
EVOLVED BIOME MOBS
-
Napalmer: Projectiles now use macros to determine their trajectory instead of being hardcoded.
-
Kraken: Now has its own Bloodlink Power Ability; whenever it, or any nearby Crimson Mob receives damage, it has a chance to fire much more dangerous Acid Balls than what it normally shoots.
-
Juggernaut: Curl Activation Radius 7--->6 blocks; Curl Duration 2--->1.5 sec; Can now only reflect damage to a victim up to 6 blocks away, but now damages ALL Allied Mobs in that 6-block radius when attacked; Projectile Deflection ability will no longer work on Tridents.
-
Drill: Spawn Speed reverted back from 10--->15 sec; In order for a mob to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. After the last nerf/rework, Drills still felt too intrusive in combat situations, so hopefully this nerf will make them feel much more like a utility ability.
TITANS
-
Osiris: Brain hitbox size has been increased, so in f3+b, you can now more easily see the hitbox under Osiris's model.
-
Titan Drill: In order for a Titan to spawn a Drill, they must NOT move at all for 1--->3 seconds straight.
CRAFTABLE ITEMS
Enchantments from this mod now have red text instead of the gray default color.
-
Claw Dagger: FINALLY received a new texture.
-
Deflection Enchantment: while active, will now also destroy projectiles from Emperor, Napalmer, and Pummeler.
-
Beacon Purifier: Land-Purification Speed increased by 1000%; Now passively heals instead of only healing when it attacks an enemy; Attack Damage 10--->0 (since its combat capabilities are now connected to the Purified Plains Biome).
-
Purified Shield: Has been partially reworked/buffed; Charge amount to use ability 7--->15 Charge; Charge per blocked attack: 1--->3 Charge (so 7--->5 blocked attacks); Charge per shield-disabling attack: 1--->15 (so getting the shield disabled will instantly activate the ability); Charge per unblocked attack 0--->1 (so now the ability will eventually activate even if you never raise the shield).
-
Purified Armor Set: When the full Purified Armor set is equipped, the wearer will now receive passively-replenishing Absorption I, so in order to actually lose any of their normal health, the wearer must receive more than 4hp of damage (after damage reduction) in one second.
BUG FIXES
RAIDERS
- Raidlink: if the Max Infection Radius Configuration Option is active, if a Raid is successful, the Raidlink will no longer transform into a Bloodlink and will just die if they are outside of said radius (1.21.1).
CRIMSONIFIED & DECAYED MOBS
- Drowned: Tridentless Decayed Drowneds will now spawn with full hp (1.21.5); Crimsonified Trident Drowneds' tridents now have the vortex-cosmetic effect that their Decayed counterparts do (1.21.1).
PRIMAL BIOME MOBS
-
Raptor: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1).
-
Devourer: Devourer's attributes are now influenced by Nodes.
EVOLED BIOME MOBS
-
Harbinger: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1).
-
Pummeler: Is now classified as an undead mob, like all other Crimson Mobs.
-
Kraken: Kraken's attributes are now influenced by Nodes.
-
Drill: Drills now instantly break the surrounding blocks upon being spawned in, like they do in 1.21.5 (1.21.1)
TITANS
- Osiris: fixed some minor animation issues.
CRAFTABLE ITEMS
-
Claw Fragment, Metallic Bone, & Armor Plate Duplication: these items will now stack with their original mob-dropped counterparts (1.21.5).
-
Mangling & Toxic Thorns Enchantments: the Crimson Survival Guide now correctly says to use Metallic Handles to craft these enchantments instead of Metallic Bones.
-
Steel Skin Enchantment: Fixed its Recharge Stats being Swapped.
-
Snaring Enchantment: No longer removes a Crimson Mob's Bloodlink Power.
-
Beacon Purifier: Can no longer be picked up by Devourers and Krakens; its purification entity markers will no longer trigger Bloodlinks.
-
Purified Bow: Will no longer spawn a Wind Charge directly on the shooter if the arrow fired existed for less than 2 ticks; When using Aerial Purified Arrows to travel into unloaded chunks, your position will no longer temporarily glitch out (1.21.5); Aerial Purified Arrows no longer test for a potential rider every tick, but now only do so when they are first shot (meaning that they can no longer grab you again after you dismount, and they are much less likely to grab another player holding a Purified Bow)
CREATIVE MODE
- /function cc_loot:protection_block {Radius:x}: The typo in the command block not including ".." after "distance=" has been fixed.
VANILLA ITEMS
- Stone: the Stone item model has FINALLY been properly fixed (1.21.1).
IMPORTANT: FROM NOW ON, YOU MUST DOWNLOAD THE RESOURCE PACK FOR BOTH THE MOD AND THE DATAPACK.
NEW
SYSTEMS
- Alert System: Whenever a Stage 3 Bloodlink enters Attack Mode, it will cause ALL Bloodlinks in a 75-block radius around the mob it aggroed on to also enter Attack Mode. Stage 3 Bloodlinks also have a chance to enter Attack Mode whenever a Crimson Mob is attacked (10%) or Node is destroyed (33%) within a 75-block radius.
ITEM DROPS
- Osiris Claw
CRAFTABLE ITEMS
Purified weapons with a Dash ability now have a cosmetic "dash sihlouette" effect.
-
Metallic Bow: A primal-tier bow that fires arrows that shatter into shrapnel upon striking something, dealing additional damage to nearby mobs.
-
Purification Bomb: An early-game alternative to Beacon Purifier for purifying infected land.
-
Purified katana: each attack releases a "slash" attack in front of it. Hold right-click to charge up the slash-attack up to 3 times; on the 3rd and final charge, when right-click is released, you gain a Dash ability that stuns all nearby mobs for 1.5 seconds. Perform a melee attack to release all the charge. Thank you to qu0i on Discord for the concept and texture.
-
Scaling Enchantment: the 1st Titan-tier enchantment; melee attacks will deal the (base weapon damage)+0.33(victim's max health). Each mob individually has a 15-second cooldown before they can receive the %-based damage again.
CONFIGURATION OPTIONS
-
/function cc_config:disable_raids: Disables Raids from occuring. If a Raid were to occur, another event will take place instead.
-
/function cc_config:enable_raids: Reenables Raids.
CHANGES
BIOMES
-
Crimson Decay: the water color is now a dark red instead of black (this change was mostly to make the water look better with shaders).
-
Purified Plains: now passively deals 1hp/sec to all Crimson Mobs in the biome. If a Beacon Purifier is within 50 blocks of said Crimson Mob, this damage will be amplified to 25hp/sec.
AXIS MOBS
- Bloodlink: Bloodlinks FINALLY now have their own independent bossbars; Bloodlinks have received an updated block pallet for what they will infect blocks to and what blocks they can infect (mostly consisting of stonecutter blocks), in addition to being able to place crimson vegetation on infected stone-type blocks to make infected caves look less bland. Dirt-type blocks now have a rare chance to transform into Suspicious Gravel containing some Crimson Mob drops to form.
PRIMAL BIOME MOBS
-
Devourer: Now has its own Bloodlink Power Ability; whenever it receives damage, it will dash in the direction it's facing, making it more likely to grab a victim.
-
Knight: Can now only reflect damage to a victim up to 4 blocks away, but now damages ALL Allied Mobs in that 4-block radius when attacked.
EVOLVED BIOME MOBS
-
Napalmer: Projectiles now use macros to determine their trajectory instead of being hardcoded.
-
Kraken: Now has its own Bloodlink Power Ability; whenever it, or any nearby Crimson Mob receives damage, it has a chance to fire much more dangerous Acid Balls than what it normally shoots.
-
Juggernaut: Curl Activation Radius 7--->6 blocks; Curl Duration 2--->1.5 sec; Can now only reflect damage to a victim up to 6 blocks away, but now damages ALL Allied Mobs in that 6-block radius when attacked; Projectile Deflection ability will no longer work on Tridents.
-
Drill: Spawn Speed reverted back from 10--->15 sec; In order for a mob to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. After the last nerf/rework, Drills still felt too intrusive in combat situations, so hopefully this nerf will make them feel much more like a utility ability.
TITANS
-
Osiris: Brain hitbox size has been increased, so in f3+b, you can now more easily see the hitbox under Osiris's model.
-
Titan Drill: In order for a Titan to spawn a Drill, they must NOT move at all for 1--->3 seconds straight.
CRAFTABLE ITEMS
Enchantments from this mod now have red text instead of the gray default color.
-
Claw Dagger: FINALLY received a new texture.
-
Deflection Enchantment: while active, will now also destroy projectiles from Emperor, Napalmer, and Pummeler.
-
Beacon Purifier: Land-Purification Speed increased by 1000%; Now passively heals instead of only healing when it attacks an enemy; Attack Damage 10--->0 (since its combat capabilities are now connected to the Purified Plains Biome).
-
Purified Shield: Has been partially reworked/buffed; Charge amount to use ability 7--->15 Charge; Charge per blocked attack: 1--->3 Charge (so 7--->5 blocked attacks); Charge per shield-disabling attack: 1--->15 (so getting the shield disabled will instantly activate the ability); Charge per unblocked attack 0--->1 (so now the ability will eventually activate even if you never raise the shield).
-
Purified Armor Set: When the full Purified Armor set is equipped, the wearer will now receive passively-replenishing Absorption I, so in order to actually lose any of their normal health, the wearer must receive more than 4hp of damage (after damage reduction) in one second.
BUG FIXES
RAIDERS
- Raidlink: if the Max Infection Radius Configuration Option is active, if a Raid is successful, the Raidlink will no longer transform into a Bloodlink and will just die if they are outside of said radius (1.21.1).
CRIMSONIFIED & DECAYED MOBS
- Drowned: Tridentless Decayed Drowneds will now spawn with full hp (1.21.5); Crimsonified Trident Drowneds' tridents now have the vortex-cosmetic effect that their Decayed counterparts do (1.21.1).
PRIMAL BIOME MOBS
-
Raptor: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1).
-
Devourer: Devourer's attributes are now influenced by Nodes.
EVOLED BIOME MOBS
-
Harbinger: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1).
-
Pummeler: Is now classified as an undead mob, like all other Crimson Mobs.
-
Kraken: Kraken's attributes are now influenced by Nodes.
-
Drill: Drills now instantly break the surrounding blocks upon being spawned in, like they do in 1.21.5 (1.21.1)
TITANS
- Osiris: fixed some minor animation issues.
CRAFTABLE ITEMS
-
Claw Fragment, Metallic Bone, & Armor Plate Duplication: these items will now stack with their original mob-dropped counterparts (1.21.5).
-
Mangling & Toxic Thorns Enchantments: the Crimson Survival Guide now correctly says to use Metallic Handles to craft these enchantments instead of Metallic Bones.
-
Steel Skin Enchantment: Fixed its Recharge Stats being Swapped.
-
Snaring Enchantment: No longer removes a Crimson Mob's Bloodlink Power.
-
Beacon Purifier: Can no longer be picked up by Devourers and Krakens; its purification entity markers will no longer trigger Bloodlinks.
-
Purified Bow: Will no longer spawn a Wind Charge directly on the shooter if the arrow fired existed for less than 2 ticks; When using Aerial Purified Arrows to travel into unloaded chunks, your position will no longer temporarily glitch out (1.21.5); Aerial Purified Arrows no longer test for a potential rider every tick, but now only do so when they are first shot (meaning that they can no longer grab you again after you dismount, and they are much less likely to grab another player holding a Purified Bow)
CREATIVE MODE
- /function cc_loot:protection_block {Radius:x}: The typo in the command block not including ".." after "distance=" has been fixed.
VANILLA ITEMS
- Stone: the Stone item model has FINALLY been properly fixed (1.21.1).
IMPORTANT: FROM NOW ON, YOU MUST DOWNLOAD THE RESOURCE PACK FOR BOTH THE MOD AND THE DATAPACK.
NEW
SYSTEMS
- Alert System: Whenever a Stage 3 Bloodlink enters Attack Mode, it will cause ALL Bloodlinks in a 75-block radius around the mob it aggroed on to also enter Attack Mode. Stage 3 Bloodlinks also have a chance to enter Attack Mode whenever a Crimson Mob is attacked (10%) or Node is destroyed (33%) within a 75-block radius.
ITEM DROPS
- Osiris Claw
CRAFTABLE ITEMS
Purified weapons with a Dash ability now have a cosmetic "dash sihlouette" effect.
-
Metallic Bow: A primal-tier bow that fires arrows that shatter into shrapnel upon striking something, dealing additional damage to nearby mobs.
-
Purification Bomb: An early-game alternative to Beacon Purifier for purifying infected land.
-
Purified katana: each attack releases a "slash" attack in front of it. Hold right-click to charge up the slash-attack up to 3 times; on the 3rd and final charge, when right-click is released, you gain a Dash ability that stuns all nearby mobs for 1.5 seconds. Perform a melee attack to release all the charge. Thank you to qu0i on Discord for the concept and texture.
-
Scaling Enchantment: the 1st Titan-tier enchantment; melee attacks will deal the (base weapon damage)+0.33(victim's max health). Each mob individually has a 15-second cooldown before they can receive the %-based damage again.
CONFIGURATION OPTIONS
-
/function cc_config:disable_raids: Disables Raids from occuring. If a Raid were to occur, another event will take place instead.
-
/function cc_config:enable_raids: Reenables Raids.
CHANGES
BIOMES
-
Crimson Decay: the water color is now a dark red instead of black (this change was mostly to make the water look better with shaders).
-
Purified Plains: now passively deals 1hp/sec to all Crimson Mobs in the biome. If a Beacon Purifier is within 50 blocks of said Crimson Mob, this damage will be amplified to 25hp/sec.
AXIS MOBS
- Bloodlink: Bloodlinks FINALLY now have their own independent bossbars; Bloodlinks have received an updated block pallet for what they will infect blocks to and what blocks they can infect (mostly consisting of stonecutter blocks), in addition to being able to place crimson vegetation on infected stone-type blocks to make infected caves look less bland. Dirt-type blocks now have a rare chance to transform into Suspicious Gravel containing some Crimson Mob drops to form.
PRIMAL BIOME MOBS
-
Devourer: Now has its own Bloodlink Power Ability; whenever it receives damage, it will dash in the direction it's facing, making it more likely to grab a victim.
-
Knight: Can now only reflect damage to a victim up to 4 blocks away, but now damages ALL Allied Mobs in that 4-block radius when attacked.
EVOLVED BIOME MOBS
-
Napalmer: Projectiles now use macros to determine their trajectory instead of being hardcoded.
-
Kraken: Now has its own Bloodlink Power Ability; whenever it, or any nearby Crimson Mob receives damage, it has a chance to fire much more dangerous Acid Balls than what it normally shoots.
-
Juggernaut: Curl Activation Radius 7--->6 blocks; Curl Duration 2--->1.5 sec; Can now only reflect damage to a victim up to 6 blocks away, but now damages ALL Allied Mobs in that 6-block radius when attacked; Projectile Deflection ability will no longer work on Tridents.
-
Drill: Spawn Speed reverted back from 10--->15 sec; In order for a mob to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. After the last nerf/rework, Drills still felt too intrusive in combat situations, so hopefully this nerf will make them feel much more like a utility ability.
TITANS
-
Osiris: Brain hitbox size has been increased, so in f3+b, you can now more easily see the hitbox under Osiris's model.
-
Titan Drill: In order for a Titan to spawn a Drill, they must NOT move at all for 1--->3 seconds straight.
CRAFTABLE ITEMS
Enchantments from this mod now have red text instead of the gray default color.
-
Claw Dagger: FINALLY received a new texture.
-
Deflection Enchantment: while active, will now also destroy projectiles from Emperor, Napalmer, and Pummeler.
-
Beacon Purifier: Land-Purification Speed increased by 1000%; Now passively heals instead of only healing when it attacks an enemy; Attack Damage 10--->0 (since its combat capabilities are now connected to the Purified Plains Biome).
-
Purified Shield: Has been partially reworked/buffed; Charge amount to use ability 7--->15 Charge; Charge per blocked attack: 1--->3 Charge (so 7--->5 blocked attacks); Charge per shield-disabling attack: 1--->15 (so getting the shield disabled will instantly activate the ability); Charge per unblocked attack 0--->1 (so now the ability will eventually activate even if you never raise the shield).
-
Purified Armor Set: When the full Purified Armor set is equipped, the wearer will now receive passively-replenishing Absorption I, so in order to actually lose any of their normal health, the wearer must receive more than 4hp of damage (after damage reduction) in one second.
BUG FIXES
RAIDERS
- Raidlink: if the Max Infection Radius Configuration Option is active, if a Raid is successful, the Raidlink will no longer transform into a Bloodlink and will just die if they are outside of said radius (1.21.1).
CRIMSONIFIED & DECAYED MOBS
- Drowned: Tridentless Decayed Drowneds will now spawn with full hp (1.21.5); Crimsonified Trident Drowneds' tridents now have the vortex-cosmetic effect that their Decayed counterparts do (1.21.1).
PRIMAL BIOME MOBS
-
Raptor: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1).
-
Devourer: Devourer's attributes are now influenced by Nodes.
EVOLED BIOME MOBS
-
Harbinger: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1).
-
Pummeler: Is now classified as an undead mob, like all other Crimson Mobs.
-
Kraken: Kraken's attributes are now influenced by Nodes.
-
Drill: Drills now instantly break the surrounding blocks upon being spawned in, like they do in 1.21.5 (1.21.1)
TITANS
- Osiris: fixed some minor animation issues.
CRAFTABLE ITEMS
-
Claw Fragment, Metallic Bone, & Armor Plate Duplication: these items will now stack with their original mob-dropped counterparts (1.21.5).
-
Mangling & Toxic Thorns Enchantments: the Crimson Survival Guide now correctly says to use Metallic Handles to craft these enchantments instead of Metallic Bones.
-
Steel Skin Enchantment: Fixed its Recharge Stats being Swapped.
-
Snaring Enchantment: No longer removes a Crimson Mob's Bloodlink Power.
-
Beacon Purifier: Can no longer be picked up by Devourers and Krakens; its purification entity markers will no longer trigger Bloodlinks.
-
Purified Bow: Will no longer spawn a Wind Charge directly on the shooter if the arrow fired existed for less than 2 ticks; When using Aerial Purified Arrows to travel into unloaded chunks, your position will no longer temporarily glitch out (1.21.5); Aerial Purified Arrows no longer test for a potential rider every tick, but now only do so when they are first shot (meaning that they can no longer grab you again after you dismount, and they are much less likely to grab another player holding a Purified Bow)
CREATIVE MODE
- /function cc_loot:protection_block {Radius:x}: The typo in the command block not including ".." after "distance=" has been fixed.
VANILLA ITEMS
- Stone: the Stone item model has FINALLY been properly fixed (1.21.1).
IMPORTANT: FROM NOW ON, YOU MUST DOWNLOAD THE RESOURCE PACK FOR BOTH THE MOD AND THE DATAPACK.
NEW
SYSTEMS
- Alert System: Whenever a Stage 3 Bloodlink enters Attack Mode, it will cause ALL Bloodlinks in a 75-block radius around the mob it aggroed on to also enter Attack Mode. Stage 3 Bloodlinks also have a chance to enter Attack Mode whenever a Crimson Mob is attacked (10%) or Node is destroyed (33%) within a 75-block radius.
ITEM DROPS
- Osiris Claw
CRAFTABLE ITEMS
Purified weapons with a Dash ability now have a cosmetic "dash sihlouette" effect.
-
Metallic Bow: A primal-tier bow that fires arrows that shatter into shrapnel upon striking something, dealing additional damage to nearby mobs.
-
Purification Bomb: An early-game alternative to Beacon Purifier for purifying infected land.
-
Purified katana: each attack releases a "slash" attack in front of it. Hold right-click to charge up the slash-attack up to 3 times; on the 3rd and final charge, when right-click is released, you gain a Dash ability that stuns all nearby mobs for 1.5 seconds. Perform a melee attack to release all the charge. Thank you to qu0i on Discord for the concept and texture.
-
Scaling Enchantment: the 1st Titan-tier enchantment; melee attacks will deal the (base weapon damage)+0.33(victim's max health). Each mob individually has a 15-second cooldown before they can receive the %-based damage again.
CONFIGURATION OPTIONS
-
/function cc_config:disable_raids: Disables Raids from occuring. If a Raid were to occur, another event will take place instead.
-
/function cc_config:enable_raids: Reenables Raids.
CHANGES
BIOMES
-
Crimson Decay: the water color is now a dark red instead of black (this change was mostly to make the water look better with shaders).
-
Purified Plains: now passively deals 1hp/sec to all Crimson Mobs in the biome. If a Beacon Purifier is within 50 blocks of said Crimson Mob, this damage will be amplified to 25hp/sec.
AXIS MOBS
- Bloodlink: Bloodlinks FINALLY now have their own independent bossbars; Bloodlinks have received an updated block pallet for what they will infect blocks to and what blocks they can infect (mostly consisting of stonecutter blocks), in addition to being able to place crimson vegetation on infected stone-type blocks to make infected caves look less bland. Dirt-type blocks now have a rare chance to transform into Suspicious Gravel containing some Crimson Mob drops to form.
PRIMAL BIOME MOBS
-
Devourer: Now has its own Bloodlink Power Ability; whenever it receives damage, it will dash in the direction it's facing, making it more likely to grab a victim.
-
Knight: Can now only reflect damage to a victim up to 4 blocks away, but now damages ALL Allied Mobs in that 4-block radius when attacked.
EVOLVED BIOME MOBS
-
Napalmer: Projectiles now use macros to determine their trajectory instead of being hardcoded.
-
Kraken: Now has its own Bloodlink Power Ability; whenever it, or any nearby Crimson Mob receives damage, it has a chance to fire much more dangerous Acid Balls than what it normally shoots.
-
Juggernaut: Curl Activation Radius 7--->6 blocks; Curl Duration 2--->1.5 sec; Can now only reflect damage to a victim up to 6 blocks away, but now damages ALL Allied Mobs in that 6-block radius when attacked; Projectile Deflection ability will no longer work on Tridents.
-
Drill: Spawn Speed reverted back from 10--->15 sec; In order for a mob to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. After the last nerf/rework, Drills still felt too intrusive in combat situations, so hopefully this nerf will make them feel much more like a utility ability.
TITANS
-
Osiris: Brain hitbox size has been increased, so in f3+b, you can now more easily see the hitbox under Osiris's model.
-
Titan Drill: In order for a Titan to spawn a Drill, they must NOT move at all for 1--->3 seconds straight.
CRAFTABLE ITEMS
Enchantments from this mod now have red text instead of the gray default color.
-
Claw Dagger: FINALLY received a new texture.
-
Deflection Enchantment: while active, will now also destroy projectiles from Emperor, Napalmer, and Pummeler.
-
Beacon Purifier: Land-Purification Speed increased by 1000%; Now passively heals instead of only healing when it attacks an enemy; Attack Damage 10--->0 (since its combat capabilities are now connected to the Purified Plains Biome).
-
Purified Shield: Has been partially reworked/buffed; Charge amount to use ability 7--->15 Charge; Charge per blocked attack: 1--->3 Charge (so 7--->5 blocked attacks); Charge per shield-disabling attack: 1--->15 (so getting the shield disabled will instantly activate the ability); Charge per unblocked attack 0--->1 (so now the ability will eventually activate even if you never raise the shield).
-
Purified Armor Set: When the full Purified Armor set is equipped, the wearer will now receive passively-replenishing Absorption I, so in order to actually lose any of their normal health, the wearer must receive more than 4hp of damage (after damage reduction) in one second.
BUG FIXES
RAIDERS
- Raidlink: if the Max Infection Radius Configuration Option is active, if a Raid is successful, the Raidlink will no longer transform into a Bloodlink and will just die if they are outside of said radius (1.21.1).
CRIMSONIFIED & DECAYED MOBS
- Drowned: Tridentless Decayed Drowneds will now spawn with full hp (1.21.5); Crimsonified Trident Drowneds' tridents now have the vortex-cosmetic effect that their Decayed counterparts do (1.21.1).
PRIMAL BIOME MOBS
-
Raptor: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1).
-
Devourer: Devourer's attributes are now influenced by Nodes.
EVOLED BIOME MOBS
-
Harbinger: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1).
-
Pummeler: Is now classified as an undead mob, like all other Crimson Mobs.
-
Kraken: Kraken's attributes are now influenced by Nodes.
-
Drill: Drills now instantly break the surrounding blocks upon being spawned in, like they do in 1.21.5 (1.21.1)
TITANS
- Osiris: fixed some minor animation issues.
CRAFTABLE ITEMS
-
Claw Fragment, Metallic Bone, & Armor Plate Duplication: these items will now stack with their original mob-dropped counterparts (1.21.5).
-
Mangling & Toxic Thorns Enchantments: the Crimson Survival Guide now correctly says to use Metallic Handles to craft these enchantments instead of Metallic Bones.
-
Steel Skin Enchantment: Fixed its Recharge Stats being Swapped.
-
Snaring Enchantment: No longer removes a Crimson Mob's Bloodlink Power.
-
Beacon Purifier: Can no longer be picked up by Devourers and Krakens; its purification entity markers will no longer trigger Bloodlinks.
-
Purified Bow: Will no longer spawn a Wind Charge directly on the shooter if the arrow fired existed for less than 2 ticks; When using Aerial Purified Arrows to travel into unloaded chunks, your position will no longer temporarily glitch out (1.21.5); Aerial Purified Arrows no longer test for a potential rider every tick, but now only do so when they are first shot (meaning that they can no longer grab you again after you dismount, and they are much less likely to grab another player holding a Purified Bow)
CREATIVE MODE
- /function cc_loot:protection_block {Radius:x}: The typo in the command block not including ".." after "distance=" has been fixed.
VANILLA ITEMS
- Stone: the Stone item model has FINALLY been properly fixed (1.21.1).
IMPORTANT: FROM NOW ON, YOU MUST DOWNLOAD THE RESOURCE PACK FOR BOTH THE MOD AND THE DATAPACK.
NEW
SYSTEMS
- Alert System: Whenever a Stage 3 Bloodlink enters Attack Mode, it will cause ALL Bloodlinks in a 75-block radius around the mob it aggroed on to also enter Attack Mode. Stage 3 Bloodlinks also have a chance to enter Attack Mode whenever a Crimson Mob is attacked (10%) or Node is destroyed (33%) within a 75-block radius.
ITEM DROPS
- Osiris Claw
CRAFTABLE ITEMS
Purified weapons with a Dash ability now have a cosmetic "dash sihlouette" effect.
-
Metallic Bow: A primal-tier bow that fires arrows that shatter into shrapnel upon striking something, dealing additional damage to nearby mobs.
-
Purification Bomb: An early-game alternative to Beacon Purifier for purifying infected land.
-
Purified katana: each attack releases a "slash" attack in front of it. Hold right-click to charge up the slash-attack up to 3 times; on the 3rd and final charge, when right-click is released, you gain a Dash ability that stuns all nearby mobs for 1.5 seconds. Perform a melee attack to release all the charge. Thank you to qu0i on Discord for the concept and texture.
-
Scaling Enchantment: the 1st Titan-tier enchantment; melee attacks will deal the (base weapon damage)+0.33(victim's max health). Each mob individually has a 15-second cooldown before they can receive the %-based damage again.
CONFIGURATION OPTIONS
-
/function cc_config:disable_raids: Disables Raids from occuring. If a Raid were to occur, another event will take place instead.
-
/function cc_config:enable_raids: Reenables Raids.
CHANGES
BIOMES
-
Crimson Decay: the water color is now a dark red instead of black (this change was mostly to make the water look better with shaders).
-
Purified Plains: now passively deals 1hp/sec to all Crimson Mobs in the biome. If a Beacon Purifier is within 50 blocks of said Crimson Mob, this damage will be amplified to 25hp/sec.
AXIS MOBS
- Bloodlink: Bloodlinks FINALLY now have their own independent bossbars; Bloodlinks have received an updated block pallet for what they will infect blocks to and what blocks they can infect (mostly consisting of stonecutter blocks), in addition to being able to place crimson vegetation on infected stone-type blocks to make infected caves look less bland. Dirt-type blocks now have a rare chance to transform into Suspicious Gravel containing some Crimson Mob drops to form.
PRIMAL BIOME MOBS
-
Devourer: Now has its own Bloodlink Power Ability; whenever it receives damage, it will dash in the direction it's facing, making it more likely to grab a victim.
-
Knight: Can now only reflect damage to a victim up to 4 blocks away, but now damages ALL Allied Mobs in that 4-block radius when attacked.
EVOLVED BIOME MOBS
-
Napalmer: Projectiles now use macros to determine their trajectory instead of being hardcoded.
-
Kraken: Now has its own Bloodlink Power Ability; whenever it, or any nearby Crimson Mob receives damage, it has a chance to fire much more dangerous Acid Balls than what it normally shoots.
-
Juggernaut: Curl Activation Radius 7--->6 blocks; Curl Duration 2--->1.5 sec; Can now only reflect damage to a victim up to 6 blocks away, but now damages ALL Allied Mobs in that 6-block radius when attacked; Projectile Deflection ability will no longer work on Tridents.
-
Drill: Spawn Speed reverted back from 10--->15 sec; In order for a mob to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. After the last nerf/rework, Drills still felt too intrusive in combat situations, so hopefully this nerf will make them feel much more like a utility ability.
TITANS
-
Osiris: Brain hitbox size has been increased, so in f3+b, you can now more easily see the hitbox under Osiris's model.
-
Titan Drill: In order for a Titan to spawn a Drill, they must NOT move at all for 1--->3 seconds straight.
CRAFTABLE ITEMS
Enchantments from this mod now have red text instead of the gray default color.
-
Claw Dagger: FINALLY received a new texture.
-
Deflection Enchantment: while active, will now also destroy projectiles from Emperor, Napalmer, and Pummeler.
-
Beacon Purifier: Land-Purification Speed increased by 1000%; Now passively heals instead of only healing when it attacks an enemy; Attack Damage 10--->0 (since its combat capabilities are now connected to the Purified Plains Biome).
-
Purified Shield: Has been partially reworked/buffed; Charge amount to use ability 7--->15 Charge; Charge per blocked attack: 1--->3 Charge (so 7--->5 blocked attacks); Charge per shield-disabling attack: 1--->15 (so getting the shield disabled will instantly activate the ability); Charge per unblocked attack 0--->1 (so now the ability will eventually activate even if you never raise the shield).
-
Purified Armor Set: When the full Purified Armor set is equipped, the wearer will now receive passively-replenishing Absorption I, so in order to actually lose any of their normal health, the wearer must receive more than 4hp of damage (after damage reduction) in one second.
BUG FIXES
RAIDERS
- Raidlink: if the Max Infection Radius Configuration Option is active, if a Raid is successful, the Raidlink will no longer transform into a Bloodlink and will just die if they are outside of said radius (1.21.1).
CRIMSONIFIED & DECAYED MOBS
- Drowned: Tridentless Decayed Drowneds will now spawn with full hp (1.21.5); Crimsonified Trident Drowneds' tridents now have the vortex-cosmetic effect that their Decayed counterparts do (1.21.1).
PRIMAL BIOME MOBS
-
Raptor: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1).
-
Devourer: Devourer's attributes are now influenced by Nodes.
EVOLED BIOME MOBS
-
Harbinger: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1).
-
Pummeler: Is now classified as an undead mob, like all other Crimson Mobs.
-
Kraken: Kraken's attributes are now influenced by Nodes.
-
Drill: Drills now instantly break the surrounding blocks upon being spawned in, like they do in 1.21.5 (1.21.1)
TITANS
- Osiris: fixed some minor animation issues.
CRAFTABLE ITEMS
-
Claw Fragment, Metallic Bone, & Armor Plate Duplication: these items will now stack with their original mob-dropped counterparts (1.21.5).
-
Mangling & Toxic Thorns Enchantments: the Crimson Survival Guide now correctly says to use Metallic Handles to craft these enchantments instead of Metallic Bones.
-
Steel Skin Enchantment: Fixed its Recharge Stats being Swapped.
-
Snaring Enchantment: No longer removes a Crimson Mob's Bloodlink Power.
-
Beacon Purifier: Can no longer be picked up by Devourers and Krakens; its purification entity markers will no longer trigger Bloodlinks.
-
Purified Bow: Will no longer spawn a Wind Charge directly on the shooter if the arrow fired existed for less than 2 ticks; When using Aerial Purified Arrows to travel into unloaded chunks, your position will no longer temporarily glitch out (1.21.5); Aerial Purified Arrows no longer test for a potential rider every tick, but now only do so when they are first shot (meaning that they can no longer grab you again after you dismount, and they are much less likely to grab another player holding a Purified Bow)
CREATIVE MODE
- /function cc_loot:protection_block {Radius:x}: The typo in the command block not including ".." after "distance=" has been fixed.
VANILLA ITEMS
- Stone: the Stone item model has FINALLY been properly fixed (1.21.1).
IMPORTANT: FROM NOW ON, YOU MUST DOWNLOAD THE RESOURCE PACK FOR BOTH THE MOD AND THE DATAPACK.
NEW
SYSTEMS
- Alert System: Whenever a Stage 3 Bloodlink enters Attack Mode, it will cause ALL Bloodlinks in a 75-block radius around the mob it aggroed on to also enter Attack Mode. Stage 3 Bloodlinks also have a chance to enter Attack Mode whenever a Crimson Mob is attacked (10%) or Node is destroyed (33%) within a 75-block radius.
ITEM DROPS
- Osiris Claw
CRAFTABLE ITEMS
Purified weapons with a Dash ability now have a cosmetic "dash sihlouette" effect.
-
Metallic Bow: A primal-tier bow that fires arrows that shatter into shrapnel upon striking something, dealing additional damage to nearby mobs.
-
Purification Bomb: An early-game alternative to Beacon Purifier for purifying infected land.
-
Purified katana: each attack releases a "slash" attack in front of it. Hold right-click to charge up the slash-attack up to 3 times; on the 3rd and final charge, when right-click is released, you gain a Dash ability that stuns all nearby mobs for 1.5 seconds. Perform a melee attack to release all the charge. Thank you to qu0i on Discord for the concept and texture.
-
Scaling Enchantment: the 1st Titan-tier enchantment; melee attacks will deal the (base weapon damage)+0.33(victim's max health). Each mob individually has a 15-second cooldown before they can receive the %-based damage again.
CONFIGURATION OPTIONS
-
/function cc_config:disable_raids: Disables Raids from occuring. If a Raid were to occur, another event will take place instead.
-
/function cc_config:enable_raids: Reenables Raids.
CHANGES
BIOMES
-
Crimson Decay: the water color is now a dark red instead of black (this change was mostly to make the water look better with shaders).
-
Purified Plains: now passively deals 1hp/sec to all Crimson Mobs in the biome. If a Beacon Purifier is within 50 blocks of said Crimson Mob, this damage will be amplified to 25hp/sec.
AXIS MOBS
- Bloodlink: Bloodlinks FINALLY now have their own independent bossbars; Bloodlinks have received an updated block pallet for what they will infect blocks to and what blocks they can infect (mostly consisting of stonecutter blocks), in addition to being able to place crimson vegetation on infected stone-type blocks to make infected caves look less bland. Dirt-type blocks now have a rare chance to transform into Suspicious Gravel containing some Crimson Mob drops to form.
PRIMAL BIOME MOBS
-
Devourer: Now has its own Bloodlink Power Ability; whenever it receives damage, it will dash in the direction it's facing, making it more likely to grab a victim.
-
Knight: Can now only reflect damage to a victim up to 4 blocks away, but now damages ALL Allied Mobs in that 4-block radius when attacked.
EVOLVED BIOME MOBS
-
Napalmer: Projectiles now use macros to determine their trajectory instead of being hardcoded.
-
Kraken: Now has its own Bloodlink Power Ability; whenever it, or any nearby Crimson Mob receives damage, it has a chance to fire much more dangerous Acid Balls than what it normally shoots.
-
Juggernaut: Curl Activation Radius 7--->6 blocks; Curl Duration 2--->1.5 sec; Can now only reflect damage to a victim up to 6 blocks away, but now damages ALL Allied Mobs in that 6-block radius when attacked; Projectile Deflection ability will no longer work on Tridents.
-
Drill: Spawn Speed reverted back from 10--->15 sec; In order for a mob to spawn a Drill, they must NOT move at all for 1--->3 seconds straight. After the last nerf/rework, Drills still felt too intrusive in combat situations, so hopefully this nerf will make them feel much more like a utility ability.
TITANS
-
Osiris: Brain hitbox size has been increased, so in f3+b, you can now more easily see the hitbox under Osiris's model.
-
Titan Drill: In order for a Titan to spawn a Drill, they must NOT move at all for 1--->3 seconds straight.
CRAFTABLE ITEMS
Enchantments from this mod now have red text instead of the gray default color.
-
Claw Dagger: FINALLY received a new texture.
-
Deflection Enchantment: while active, will now also destroy projectiles from Emperor, Napalmer, and Pummeler.
-
Beacon Purifier: Land-Purification Speed increased by 1000%; Now passively heals instead of only healing when it attacks an enemy; Attack Damage 10--->0 (since its combat capabilities are now connected to the Purified Plains Biome).
-
Purified Shield: Has been partially reworked/buffed; Charge amount to use ability 7--->15 Charge; Charge per blocked attack: 1--->3 Charge (so 7--->5 blocked attacks); Charge per shield-disabling attack: 1--->15 (so getting the shield disabled will instantly activate the ability); Charge per unblocked attack 0--->1 (so now the ability will eventually activate even if you never raise the shield).
-
Purified Armor Set: When the full Purified Armor set is equipped, the wearer will now receive passively-replenishing Absorption I, so in order to actually lose any of their normal health, the wearer must receive more than 4hp of damage (after damage reduction) in one second.
BUG FIXES
RAIDERS
- Raidlink: if the Max Infection Radius Configuration Option is active, if a Raid is successful, the Raidlink will no longer transform into a Bloodlink and will just die if they are outside of said radius (1.21.1).
CRIMSONIFIED & DECAYED MOBS
- Drowned: Tridentless Decayed Drowneds will now spawn with full hp (1.21.5); Crimsonified Trident Drowneds' tridents now have the vortex-cosmetic effect that their Decayed counterparts do (1.21.1).
PRIMAL BIOME MOBS
-
Raptor: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1).
-
Devourer: Devourer's attributes are now influenced by Nodes.
EVOLED BIOME MOBS
-
Harbinger: Now has the same swimming speed in shallow water as it does in deeper water (1.21.1).
-
Pummeler: Is now classified as an undead mob, like all other Crimson Mobs.
-
Kraken: Kraken's attributes are now influenced by Nodes.
-
Drill: Drills now instantly break the surrounding blocks upon being spawned in, like they do in 1.21.5 (1.21.1)
TITANS
- Osiris: fixed some minor animation issues.
CRAFTABLE ITEMS
-
Claw Fragment, Metallic Bone, & Armor Plate Duplication: these items will now stack with their original mob-dropped counterparts (1.21.5).
-
Mangling & Toxic Thorns Enchantments: the Crimson Survival Guide now correctly says to use Metallic Handles to craft these enchantments instead of Metallic Bones.
-
Steel Skin Enchantment: Fixed its Recharge Stats being Swapped.
-
Snaring Enchantment: No longer removes a Crimson Mob's Bloodlink Power.
-
Beacon Purifier: Can no longer be picked up by Devourers and Krakens; its purification entity markers will no longer trigger Bloodlinks.
-
Purified Bow: Will no longer spawn a Wind Charge directly on the shooter if the arrow fired existed for less than 2 ticks; When using Aerial Purified Arrows to travel into unloaded chunks, your position will no longer temporarily glitch out (1.21.5); Aerial Purified Arrows no longer test for a potential rider every tick, but now only do so when they are first shot (meaning that they can no longer grab you again after you dismount, and they are much less likely to grab another player holding a Purified Bow)
CREATIVE MODE
- /function cc_loot:protection_block {Radius:x}: The typo in the command block not including ".." after "distance=" has been fixed.
VANILLA ITEMS
- Stone: the Stone item model has FINALLY been properly fixed (1.21.1).

