New in v1.9.6 for MC 1.7.10:
Changes
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- Updated CoroUtil to remove console spam and visual glitches
New in v1.9.5 for MC 1.7.10:
Fixed
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- crashing on loading for servers
- potentially fixed pathfinder failing to get loaded chunks, if not, a fallback approach exists to make it still work.
New in v1.9.4 for MC 1.7.2/1.7.10 (not 1.6.4) versions:
New
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- Documented all configurations in the cfg files to better explain what they do
- Extra random surface spawning and duplicating cave spawning is active for all players unless whiteListUsedExtraSpawning is set to true (default global max active zombies is 50)
- Turned off MC feature: spawning of child zombies, added config to adjust rate (MC default is 0.05)
- Turned off MC feature: summon help on hit for zombies, added config to adjust rate (MC default is 0.1)
- Config to change AI enhance blacklist into a whitelist for easier customization
Fixes
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- extra random spawning respects the configured min and max extra spawning ranges
New in v1.9.3 for MC 1.6.4, 1.7.2 and 1.7.10 versions:
Changes/Fixes
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- Preventing more than 1 sense being spawned in a 1.5 block diameter (should prevent huge counts of senses in modpacks), added config for this
- Reduced random positioning for sound senses from 10 to 1, added config for this
- Changed hitbox size of senses from 0.1 to 0 and fixed scents not rendering when size was 0 (should prevent thaumcraft entity viewer from showing senses)
- made player health bleed use % of max health instead of static value
New in v1.9.2 for 1.7.2/10:
- Updated to MC 1.7.2 / 1.7.10, this does not contain the planned replacement of EntityScents to pure data just yet
New in v1.9.2:
Changes
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- Updated to latest CoroUtil
- Zombie speed buff feature disabled for now until a proper new implementation with attribute system is done
New in v1.91:
Changes
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- Updated to maintain compatibility with recent Tropicraft update
- CoroAI renamed to CoroUtil
New in v1.9:
New Features
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- A pile of new configurations added, a bit of a mess at the moment, to be resolved once new feature reorganization happens
- Old extra spawning via 'maxZombiesNight' still exists, but 2 new per player only spawning ways exist:
-- Surface spawning: will spawn zombies from nothing randomlyish around you on the topmosts blocks at night (might violate some spawn rules, carefull)
-- Cave spawning: depends on existing zombies, will duplicate a new zombie like the old 'maxZombiesNight' but is for caves, more event based, intelligent cave spawning systems will become preset in Hostile Worlds and this feature will remain random
-- Lots of ways to configure it, see the standard /config command way
-- Also has an option to make them 1 time auto target the player they're spawning near without needing omnipotence on all the time
- Ability to switch to csv list of Entities, as well as a way to switch the list between whitelist and backlist, use the the console debugs to see if your list is properly ticking on the entities you want, /za list helps you see the naming you need to use, this should help enable use of ZA on mod entities more, if they use vanilla path following ways
- New 'per player' based configuring option have been added in an attempt to make it more customizable for servers but requires admin to config:
-- Senses (sound, blood)
-- New extra surface spawning
-- New extra cave spawning
- Client side only configs: render blood, show debug visual of senses in world (shows their strength in size too)
- A bunch of other small improvements I've forgotten
- Future plan
I don't like that I have to adjust the settings of ZA to more intense as I progress in the game, theres a flow issue.....
So I'm going to take my player rating calculating code from Hostile Worlds and add it to ZA to dynamically update the 'difficulty' of ZA around you, and a way to the client player to tell the server they want features on like extra spawning (some really hate that stuff entirely)
Hopefully this will make ZA only a little active when you are just starting out, and as you get awesome armor etc, ZA updates the challenge appropriately in its passive non event based way of doing its stuff
No ETA on when I'll do this, basically when the right kind of motivation hits me
New in v1.85:
New Features:
- Zombies get a slight randomized speed buff (configurable)
- Added option for surface zombie spawn delay
- Ops can change any config ingame with /za command (restores config file setting on restart)
Bug fixes:
- Fixed random blood showing up
- Removed limit on max scents, random chance and max spawn time of 1 minute keeps the total amount of them down.
- Fixed concurrent modification exceptions for good, CoroAI pathfinding uses a maintained world cache now
- Lots of self correcting fixes added to CoroAI PFQueue for better long term dedicated server functionality
New in 1.8:
- New light awareness, will spot exposed light sources near players (configurable)
- Adds around 10-20 more zombies to the surface at night (configurable)
New in v1.7:
- Chance for hostiles to gather around other zombies (1/40)
- Chance for hostiles to hear piston noises (1/40)
- Wandering hordes is default on for those with no config yet |