
- Kobolds Dens No Longer checks for a River or Ocean biome.
- Kobolds Dens No Longer checks for the surface biome.
- Kobolds Dens uses a flat biome check like most structures.
- Kobolds Dens uses a height check, only initial spawning at a height between 64 & 86.
- Kobolds Dens now spawn with an Entrance & Tunnel first, before the main den itself.
- Kobolds Dens now have two randomly selected side chambers once again.
- Kobolds Dens has a new farm room that is a side room to the Tunnel.
- Kobolds Dens old farm room got repurposed into a new side room.
- Kobolds now rolls from 10 to 95 to determine type, instead of 1 to 100.
- Baby Kobolds rolls from 5 to 100 to determine type, instead of 1 to 100.
- Zombolds rolls from 5 to 45 to determine type, instead of 1 to 100.
- -10 or below means that they are an Enchanter. 95 or above makes them an Engineer.
- Kobolds picking up an enchanted crossbow will do a type roll from 65 to 95, +5 to both numbers for each enchantment on the Crossbow.
- Kobolds Dens No Longer checks for a River or Ocean biome.
- Kobolds Dens No Longer checks for the surface biome.
- Kobolds Dens uses a flat biome check like most structures.
- Kobolds Dens uses a height check, only initial spawning at a height between 64 & 86.
- Kobolds Dens now spawn with an Entrance & Tunnel first, before the main den itself.
- Kobolds Dens now have two randomly selected side chambers once again.
- Kobolds Dens has a new farm room that is a side room to the Tunnel.
- Kobolds Dens old farm room got repurposed into a new side room.
- Kobolds now rolls from 10 to 95 to determine type, instead of 1 to 100.
- Baby Kobolds rolls from 5 to 100 to determine type, instead of 1 to 100.
- Zombolds rolls from 5 to 45 to determine type, instead of 1 to 100.
- -10 or below means that they are an Enchanter. 95 or above makes them an Engineer.
- Kobolds picking up an enchanted crossbow will do a type roll from 65 to 95, +5 to both numbers for each enchantment on the Crossbow.
- Massive Rework/Reset!~ YOU WILL LOSE KOBOLDS WHEN UPDATING TO THIS VERSION.
- Pirate Dens, Pirate Kobolds, Rascals, & Skelebolds are currently removed.
- Kobolds can no longer use Tridents or Bows for now.
- Foundation Reset in how Kobolds are coded, and how their AI works.
- "Kobolds", "Kobold Warriors", "Kobold Enchanters", "Kobold Engineers", & "Baby Kobolds" are all now one single entity, sharing all their intended goals together.
- Zombolds are updated accordingly to match better and work better alongside the new system that Kobolds have.
- Zombolds now naturally spawns in a Plains Biome (this allows Kobolds to be available to Superflat worlds).
- Improvements to Kobolds Breeding.
Note: This update has been a long time coming, but I've finally did it. No more Kobolds being completely separate entities. Enchanters & Engineers are variants which are chosen when a Kobold first spawn while the Warrior is a variant that happens when any standard kobold has a shield alongside with their weapon. I will be looking into finding a way to bring back other features, once I find a comfortable method of getting them into the mod with this new system.
- Massive Rework/Reset!~ YOU WILL LOSE KOBOLDS WHEN UPDATING TO THIS VERSION.
- Pirate Dens, Pirate Kobolds, Rascals, & Skelebolds are currently removed.
- Kobolds can no longer use Tridents or Bows for now.
- Foundation Reset in how Kobolds are coded, and how their AI works.
- "Kobolds", "Kobold Warriors", "Kobold Enchanters", "Kobold Engineers", & "Baby Kobolds" are all now one single entity, sharing all their intended goals together.
- Zombolds are updated accordingly to match better and work better alongside the new system that Kobolds have.
- Zombolds now naturally spawns in a Plains Biome (this allows Kobolds to be available to Superflat worlds).
- Improvements to Kobolds Breeding.
Note: This update has been a long time coming, but I've finally did it. No more Kobolds being completely separate entities. Enchanters & Engineers are variants which are chosen when a Kobold first spawn while the Warrior is a variant that happens when any standard kobold has a shield alongside with their weapon. I will be looking into finding a way to bring back other features, once I find a comfortable method of getting them into the mod with this new system.
- Updated Kobolds Dens.
- Updated Kobolds Tags.
- Minor Bugfixes.
- Updated Kobolds Dens.
- Updated Kobolds Tags.
- Minor Bugfixes.
- Kobold Warriors will now gain Regeneration for 30 seconds after getting a kill with a spear.
- Fixed Interaction Bug when Kobolds have both an Interaction Weapon & Potion.
- Removed Cannon/Boat Goals from Supplementaries due to causing odd interactions.
- Fixed Interaction Bug when Kobolds have both an Interaction Weapon & Potion.
- Removed Cannon/Boat Goals from Supplementaries due to causing odd interactions.
- Improved Code for Animations.
- Added Kobold Iron Spear (SwordItem or Spear if a valid Backport is Installed).
- Kobolds prefers spears over swords/axes.
- Kobolds deals 50% more damage with spears.
- Kobold Warriors are now created automatically when a normal Kobold picks up any spear and shield.
- Natural spawning Kobolds have a 15% chance of spawning with a spear, 30% chance with a crossbow.
- Natural spawning Kobold Warriors have a 75% chance of spawning with a spear, otherwise with an axe.
- Kobold Warriors will now gain Regeneration for 30 seconds after getting a kill with a spear.
- Note: Many above features are only valid if a valid Backport is installed.
- Many Fixes for Kobold Children.
- Fixed Baby Kobolds hitbox & model size.
- Kobold Engineers should no longer attempt to pick up melee weapons or tridents.
- Initial Port to 1.21.11.
- Improved Code for Animations.
- Added Kobold Iron Spear.
- Kobolds prefer spears over swords/axes.
- Kobolds deals 50% more damage with spears.
- Kobold Warriors are now created automatically when a normal Kobold picks up any spear & shield.
- Natural spawning Kobolds have a 15% chance of spawning with a spear, 30% chance with a crossbow.
- Natural spawning Kobold Warriors have a 75% chance of spawning with a spear, otherwise with an axe.
- Added Back Supplementaries Compatibility.
- Removed Compatibility with Supplementaries Cannon Rowboats.
- Captains & Engineers will now always have enchanted weapons when spawned.
- Ported Recent Updates for 1.21.10.
- Renderer Improvements for Kobolds.
- Fixed Witherbold Skull Loot Tables.
- Fixed Lightning Bolt Lag.
- Kobold Captains are no longer Traders but rather accepts golden treasure in exchange for emeralds.
- Updated Kobolds Preferred Armor Tag.
