Additions:
Nothing
Changes:
Changed mob texture human_4 to best girl aqua
Added some blocks to the default breakable block whitelist
Ender calamity lightnings should no longer spawn at it
Damage cap for ender calamity is now timed
Patches & Fixes:
Fixed choppy mandril tail animation
Fixed some sounds of ender calamity related things
Fixed "spawn only behind wall" option for dungeons
Additions:
Added ability to export structures for migration (to be used later)
Added netherdragon island
Changes:
Tavernfolk now treat undead as enemy (issue #378)
Patches & Fixes:
Fixed some logic of the ender calamity's healing crystals
Fixed tracking of unloaded leader entities
Fixed #371 (floating castles not being on the default grid)
Fixed #374 (morph mod crash)
Additions:
Added testing structure for loot chests
Changes:
Lightning protection no longer defines a chance, instead it blocks 10% * enchantment-level of lightning damage
Corrected the name of the ender calamity's loottable
Certain attributes (health, size) of the ender king now carry over to the ender calamity
Patches & Fixes:
Fixed #362 (hookshot travelling through portals)
Fixed #364 (Broken chests in some castles)
Fixed #365 (block placing near bosses ignoring whitelist)
Fixed #366 (protection particles broken with optifine)
Fixed deprecated structure file loading
Fixed shelob not having her size scaling applied visually
Additions: Arlo created a new outpost structure Changes: Changed internal check for entityculling Patches & Fixes: Fixed #349 (NPE on ender calamity death) Fixed #352 (NPE in Soul bottle) Fixed #348 (overflow in sync packet) Fixed internal class cast exception Fixed mob griefing bypassing the protection system in certain cases
Nothing, this is a patch update
Structure edges should be smoother now
Tweaked ender calamity a lot
Added cooldown to special attacks
Torch igniter AI only executes if the mob has a flint and steel now
Mounting AI should be smarter now and doesn’t auto-add saddles anymore and will re-mount mounts that were owned by a cqr entity previously
Ender calamity tennis attack now always executes after 5 other tasks were executed
Ender calamity minions may no longer heal themselves or teleport
Fixed #344 (support hill generation)
Fixed #342 (missing spawners in mountain snow castle)
Fixed #341 (Xiraxis spawns as a dummy / boss blocks don’t replace dummies)
Fixed #345 (wrongly rotated armor stands in r-castles)
Fixed out of bounds exceptions in plateaus
Fixed auto-restocking of itself for trades
Fixed ender calamity shield not scaling
Fixed animation jittering when game is paused
Fixed cqr entity data not being synced
Fixed potions of ender calamity minions never dropping
Corrected hurt time of ender calamity
Teleport stone now spawns particles on the location it is set to
Archers drop arrows now
Updated geckolib dependency to 3.0.21
Player summoned creatures drop equipped items now
Force field nexus should break faster now
Xiraxis is now the boss of the mansion castle
Fixed #334 (shelob spawning in stone in the redstone castle)
Fixed boss position in markins castle
Enemies in markins castle should always be skeletons and markin
Fixed broken chestname in outpost
Arena castle now uses CQR tnt
Fixed #336 (spiked gloves regaining durability)
Fixed vanilla spawner settings being ignored
Fixed laser position on exterminator being incorrect
Fixed volcano stronghold generating without a boss
Fixed number text field usability
Fixed gremlins being too wide
Fixed entities that can’t open doors not using opened doors
Fixed CTS not syncing in lan play
Fixed #337 (Spear Enemies Have Infinite Vertical Range)
We changed a lot in the structures so please delete your CQR folder before installing.
Added special cqr tnt, it is meant for dungeon creators and is there to avoid tnt cheesing
Traders may now automatically restock their trades over time (by default every 60 minutes one random trade restocks)
Normal tnt and other explosives may not destroy blocks in dungeons anymore
Vanilla endermen and the enderdragon are now of the creature type “VOID”, making them affected by spectral balsam
Terrain blending should be smoother now
Improved block light performance (Strongholds from cqr should generate faster now)
Moved flying castle to it’s own dungeon config
Reduced pirate captain flee spell radius
Finished the flamethrower
Cleaned up the codebase a lot
Made the medium tavern more fireproof
Support hills now try to adjust to the terrain
Animations on geckolib mobs should now sync better
Pirate captain now only teleports when he still has healing potions
Moonlight and Sunshine swords now work properly
Fixed initial choice of speech bubbles
Fixed #312
Fixed #303 (spear crash)
Fixed #313 (typo in I&F interface)
Fixed banner base color always being black
Fixed rendering of attached crown when elytry is in use
Fixed the attack vector of the giant tortoise
Fixed custom loottables not loading
Added advancements for defeating the new bosses
Added a config option to disable the walker king fog
Changed the champion and challenger advancements to also include the new bosses
Fixed #301 (light index out of bounds)
Fixed #300 (spectral balsam having the wrong name)
Fixed cqr-banners not getting exported properly
Fixed mobs in illager tower missing
Fixed stronghold entrance stairs
Ender calamity drops are now immune to explosions
Before you read on: This is the last update for 1.12.2. We will now begin updating the mod to a newer version of minecraft (well, soon, not instantly now).
However, we will still work on bugfixes for 1.12.2 and thus 1.12.2 will continue to receive bugfix updates.
Since we are now busy updating the mod, please be patient, it is a lot of work for us to do since we effectively need to rewrite a large part of the whole mod.
Anyway, have fun with the new dungeons and the 2 bosses as well as with all the other stuff!
More config options regarding weapon attributes
Proper chain rendering for hookshots (yes, it is pretty now!)
Entity-count in dungeons now scale with players in the dungeon in multiplayer (configurable in config)
Nicer sounds for revolver and muskets
Added sounds for ogres
Added sounds for walkers
Added smelting recipes for all iron armors and weapons
Shift+Leftclick on an entity with the cursed bone in creative assigns that entity type to the cursed bone
AI for cqr mobs to use the cursed bone and summon entities (it can be in the main or offhand or both, it has separate AIs for each hand)
Added a small helping tool to select positions which are not affected by the protection system in generated structures
Added magic bell, it highlights all remaining bosses and the dungeon’s nexus (if it has any). Additionally it highlights breakable blocks and blocks placed by players
Reworked the hanging cities: Now has 100% more bridges and generates better
Mobs will now run away from electrocuted allies and electric fields
Mobs will panic when electrocuted and (if turned on) when on fire
Volcanoes now have an entrance at the top of the spiral
Added a few new dungeons
New internal system to handle emissive textures more dynamically (no more separate eye textures!)
Bells can be bought from the friendly enderman adventurer at taverns
Added a friendly pirate to the tavern that repairs and sells guns and sells bullets too!
Added AI to mobs so they can use the spin to win ability when wielding two blades
Mobs may now try to sneak underneath obstacles to get to their targets
Similarly, endermen should be able to teleport now
Added the possibility to define additional generation grids
Added two new bosses:
Ender King: The overlord of the endermen
Exterminator: WTF did those illagers do to that iron golem?!
Added cqr_import_all command, that places all structures in the structure folder together with an exporter block and thus allows editing structures (you need to re-export them and exchange the file though)
Completely rebalanced spears
Completely rebalanced daggers
Completely rebalanced great swords
Faction relation entry of villagers uses the class now
Spiderhook now renders correctly
Updated hookshot, they should be less glitchy now
Added openblocks grave to the default whitelist
Walker king is now harder to cheese
Vegetated caves now generate lower
Vegetated caves no longer spawn in jungles
castles, volcanoes, ships, randomized snow castles and desert strongholds are rarer now
Taverns no longer spawn in snowy areas
Outposts are more common now
Improved usability of teleport stone
Teleport stone works accross dimensions now
Increased penalty for killing tavernfolk
Gave the enderman adventurer a hat against the rain
Reworked dungeon generation, it should be way faster now
Illagers now use normal animations
Balancing and tweaking (as always)
Made dungeon layout less griddy
Dungeon rarity has been changed to match the loot quality
Dungeon layout in the world is way less griddy now!
Big dungeons are rarer now to match their loot quality
Removed crafting recipe for cloud boots and golden feathers
Rebalanced dungeon spread and rarity (they are rarer now cause they can have really good loot)
Fixed walker king illusion eye rendering
Fixed wrong crown offset when entity sits and crown is attached to helmet
Fixed “april the first” detection
Fixed most advancements not working because of referenced entities not being registered
Fixed healers attacking leaders instead of healing them
Fixed fire not being breakable correctly
Fixed material of temporary web
Patched pirate captain’s invisibility animation being buggy
Patched missing texture of walker king illusions
Patched entities around a pentagram being colored
Fixed #280
Fixed #281
Fixed #293
Fix issue with neat crashing the game
Fixed tamed horses being used as mounts
Fixed light level of CQR blocks
Fixed #287 (mobs using GeckoLib not working on servers)
Fixed #290 (muskets deleting off-hand items)
Fixed buggyness of the nether dragon
The giant tortoise may switch it’s size now
Fixed glowing eyes not being glowy
Fixed cqr_locate command syntax help not being useful
Fixed entities loosing their leader
Fixed texture of spider armor leggings
Fixed mobs having lower ranges when attack smaller mobs
Patched many wrong blocks and mobs in some structures
Just a small patch for bugs related to #271 Additions: None Changes: Spawners in vegetated caves are now cqr spawners Gremlins in vegetated caves spawn with more variety Faction relation supports classnames too now A lot of internal changes to targeting AI Patches & Fixes: Fix for #271 and similar (door bug.
Well we have some small content for you.
Mobs now teleport to their leaders when they are too far away
Added glowing eyes to walkers, walker king, endermen and shelob
Added proper tooltip to the pathtool
CQR mobs now can open iron doors which are activated by buttons or levers or pressure plates
Mobs behave properly now in terms of choosing their attack target when they are in a party
Mobs don't consume potions in the alchemy bag anymore
Alchemy bag is now 'usable', by right clicking it throws a potion inside of it, you now have to shift-right-click to open it
Ships, small ships and islands now use separate configs instead of just one
CQR mobs now use a prettier system for invisibility
Knockback resistance on CQR mobs now reduces knockback strength instead of the chance of being knocked back
Fixed exporting entities with applied path
Patch for #268
Patch for #269
NPE patch in bosses (don't access bossbar when it doesn't exist)
What's this? A patch update? Well no but actually yes
none, didn't have time
improved potion thrower ai, well redid it
pirates now can drop bullets
cqr entities may no longer strafe when they ride on something
cqr entities now checks if a mount is owned by a player before mounting it
walker king can't be cheesed anymore by just placing a spider web (may be applied to other bosses as well)
we added a small surprise attack for players that try the axe attack on the walker king
'harder walker king' is set to true by default now
fixed #238
fixed item duplication bug when using container items
fixed crypt key mechanism in redstone-castle
fixed healing ai not working as intended
fixed problem with valkyrien skies
Ah yes, patch update! Additions: Actually, nothing Changes: tortoise ai is now more reliable and smoother tortoise hitboxes are more accurate now Patches & Fixes: patch for tortoise’s spin attack (it got stuck and transitioned wrongly) fix for issue #266 fixed crash caused by the summoning circle’s renderer
I guess you could call this a content update.
Yes, this also contains april fools!
Please delete the CQR folder and the cqrepoured.cfg file before installing this update.
Also we now depend on geckolib and no longer need llibrary
Download geckolib 3.0.0 beta 7 here: https://www.curseforge.com/minecraft/mc-mods/geckolib/files/3197366
added cqr_locate_dungeon command, it allows you to locate dungeons (similar to vanilla’s /locate)
added cqr_delete_protected_region command, it allows you to delete all protected regions at a location
added proper riding ai to cqr entities
added simple auto config updater (it will backup your old configs and replace it with the new configs when updating the mod)
added missing loottables
added temporary model for spider hook
added death animation for giant tortoise
added simple gui for the map placeholder block
WE NO LONGER DEPEND ON LLIBRARY!!! We now depend on geckolib 3.0.0, beta 7
rewrote tortoise to now use geckolib
cqr entities won’t ride pigs anymore
moved contents of “entityFactionRelation.properties” to the main config
moved contents of “defaultInhabitantConfig.properties” to the main config
moved main config from config folder to the CQR folder
organized some of the loottables
being in a water bubble now drowns the entity
patched and rebalanced giant tortoise ai (especially transitions and execution times)
patched part alignment code of the giant tortoise, it should be more reliable and accurate now
fixed vanilla structure detection
fixed riding ai
fixed wrong range being used when checking for aw2 structures
fixed map placeholder rotation
A smaller content update, but hey, it is a content update and not a patch.
Additions:
pirate sounds
gremlin sounds
own creature attributes for some CQR entities
AW2-Integration; CQR will try to avoid placing structures inside or near AW2 structures
Changes:
summoning circle now has a prettier model
CQR endermen now behave like proper endermen when they get in contact with water
Rebalanced “Gustav the Walker Tank” and gave him proper loot
Patches & Fixes:
Muskets with daggers now get used as ranged weapons by mobs
NPE in Protection System
Patch update
NPE patch for hookshoots that causes servers to crash
NPE patch for vanilla-structure-collision mechanic
Potential patch for #248
Potential patch for #246
Fixed fire spreading in protected regions
Small patch for walker king lightnings
Fixed spell particles
Buff damage of tortoise and walker king
Added more option to the paths (path tool)
More tooltips in Config GUI and GUIs overall
Added descriptions to most items
Began internal system for the magic system
Protected region saving is much faster and smarter now
Protected regions now only get loaded when needed to
Small change to the protected region visualization
Patch for issue #237 (ticking entity with dynamic stealth)
Many many internal changes (well more like a rewrite) to the protection system
More debug info for malformed loot entries
Removed some debug outputs
Removed “cascading world gen lag” warning for cqr
Removed checking for unexplored structures cause it created a lot of lag
Fixed spawners ignoring bottle counts
Fixed reputation not saving Fixed custom texture system
Navigation AI is a little bit more intelligent now
Made check for nearby structures more efficient and intelligent
Now build towards forge 2847 again!
Added grass on support hills to look more natural
Added various tooltips in config
Added EXPERIMENTAL feature to try to prevent generating duplicate dungeons (enabled by default), it is not perfect and not complete!!
Added old way to handle factions (if you are on a team with the same name as a faction, that faction considers you as a member)
Added visualization for protected regions
Added a few JEI integrations to help with GUI usability, not complete yet
Removed unused loottables & files
Removed some debug outputs
Fixed “search attack target” AI
Fixed turtle not dying in the void
Fixed tables not rendering the item put on it
Fixed chunkloading when preparing rCastles (was causing crashes in some cases)
Bumped llib version to 1.7.20
Files now get cached on server/world startup
Beta 1
Yes, we finally reached beta.
Finished reimplementing every castle, snow castle, nether city house, and pirate ship from the 1.7 versions of Chocolate Quest.
Added looter AI, this will affect cqr entities with backpacks, they will search for nearby chests and steal from them
Added hookshot AI, will affect cqr entities with hookshots in their offhand
Added texture & model for flamethrower
replaced boarmage with megumin
Buffed mobs with staffs
Buffed the lich
Buffed the necromancer
Reworked the boarmage (is way stronger and more interesting to fight)
Revisited nether dragon and buffed him as well as fixing some bugs there (e.g. glitched syncing of it’s size), there may be still bugs
Buffed the tortoise (well more of a rebalance)
mobs in rCastles now have more gear to choose from (e.g. they now may receive big swords or heavy armor)
many many patches and optimizations
king crown can now be attached to every helmet
replaced megumin with boarmage
added texturesets, these allow to define a set of textures per cqr entity for a faction, atm that feature is used by the taverns
patched texture for lich (removed red eyes)
patched texture for necromancer (removed red eyes)
patched model & texture for boarmage (removed red eyes, added proper boarman arms & face)
necromancer now has a shield out of flying bones when he is under 50% health, it makes him immune towards projectiles
added a trading GUI (can be edited ingame in creative mode) to all cqr mobs
added taverns, those are dungeons with friendly inhabitants that act as merchants, the taverns also feature stables and a place to rest
Generation now respects vanilla structures, if it tries to spawn a dungeon too near to them, it won’t generate the dungeon (all configurable of course)
Improved Perlin3D implementation (responsible for things like the support hills) (execution type per call went from 4s to 0.1s)
Improved mob navigator
Improved performance of some AI’s
Archers are less accurate now
Nerfed spearmen
Nerfed mobs that have a shield
Overall performance overhaul
Temporarily removed the pollos & wasps until they’re finished.
Removed custom lootchests and replaced them with a “custom lootchest”, this lootchest lets you specify ANY existing loottable to use
Added option to CQR spawner to spawn as multi-use / vanilla spawner, it also allows you to set multi-use-spawner-specific options such as spawn rate for example
Updated structure file, don’t worry, it should auto-update your structure files, overall the structure files are much more smaller now
Updated the creative tabs, all dungeon creation related items now have their own tab
Boss block now allows to insert a soul bottle to be used as the boss
Removed unused options from the exporter GUI
If mobs appear glitchy, try turning off “skipHiddenEntityRendering”
Walker king deals more damage now
Removed Herobrine
Only fixes a bug related to dungeon spawning which could be a cause for some people apparently being unable to find them. In reality however the bug only caused the dungeons to be more far away from the spawn point.
This was caused by miscommunications inside the devs team in terms of choosing relevant commits for the bugfix builds.
Detailed description of the bug:
There is a bug in the dungeon gen code. But first I didn’t thought it could cause so much trouble and second I just forgot to include the fix in one of the bugfix builds.
The “dungeonSpawnDistance” config option is affected by this bug.
How it’s supposed to work:
In a radius of dungeonSpawnDistance chunks from the spawn point there are no dungeons allowed.
How it does work because of the bug:
The size of the area is 16 times larger. Also the area is offset from the spawn point by the coordinates of the spawn point multiplied with 16.
In the mean time I suggest you to just set the dungeonSpawnDistance config option to something <5.
Another polishing build.
Contains these improvements: Disabled generation of unlit torches in rCastles
Removed unused/useless config options
Updated exporter GUI Feedback messages on structure export
Updated entity ranged attack
Made CQR entity navigator for ground entities more performant