- Spooks now target "Enemy" instead of "Monster + Slime"
- Possessed Slimes will no longer drop ectoplasm if their size is greater than 1.
- Possessed Slimes will no longer drop ectoplasm alongside with their normal loot drop (it's one or the other).
- Ectoplasm drop is now affected by Looting.
- Ectoplasm now returns a slimeball when used in crafting.
- Spooks are now considered a drop when an entity dies while Possessed (by default, this have no effect on normal gameplay).
- Fixed Left-Handed Vexes
- Fixed Grave Soil block a bit
- Spooks now mimics Vex sounds for now.
- Cleaned up the lang file.
- Removed old ghost sound files.
- Renamed ghost_poof to spook_poof.
- Moved the unused 1.20 code and assets into a zip file so the game will ignore them.
- Updated the crafting recipes for the Gothic Helmets to now actually use the Gothic Upgrade Template that can be found in Graveyards.
- Added a missing recipe to upgrade a Gothic Diamond Helmet to a Gothic Netherite Helmet.
- Added Armor Templates though they don't do anything for now.
- Added Ectoplasm back.
- Ectoplasm can be dropped by Slimes if they are Possessed & can be used with Mundane Potions to make Experience Potions.
- Spooks can now target Slimes.
- Reduce Spook damage by 85%.
- Updated all Graveyards with proper new loot tables and armor stands.
- You can now dye all Gothic Helmets.
- Fixed the Necromancer's Life Steal spell change having the opposite intended effect.
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Vexes are back to UNDEAD MobType again.
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-By default, they are just Undefined but it makes so much more sense to put them back to Undead and allows me to keep Spook + Possessed Armor as Undead too for consistency.
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Vampires & Necromancers are ILLAGER again instead of UNDEAD.
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-While it makes sense to have them be marked as Undead, but a lot of core elements to Illagers do requires the ILLAGER MobType, especially for teaming properly.
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Necromancer Tweaks:
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-Most tweaks are small adjustments but will label a few major ones here.
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-The chance for a Necromancer to join a raid at night is now 15% instead of 35% per Evoker. Due to how powerful he can be against AI, he has potential to wipe a village on his own. So wanted to make him rarer.
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-Necromancer's Heal ability will now only be used when his max health is below 45% and now only deal 4 magic damage as it is unavoidable.
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-Necromancer's Lightning Strike ability will now summon two undead instead of one, and they have an improved targeting Goal now, fixing a bug and making them always target the Necromancer's target.
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Leeching Enchantment now also heals the vampire user by 0.5 per level and the cd reduction bleeding effect has been reduced from 200 ticks to 180 ticks.
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-This was actually requested and I wanted to buff the Necromancer's Leeching IV unique sword in a meaningful way.
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-This healing effect works for both the Player & Vampire mobs!
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Added a "is_Vampire" Entity tag and have the Vampire & Necromancer labelled. This tag will allow tagged entities to be considered vampires for taking or dealing damage. This does not enable sun damage.
- Vexes now can assign any Illager as an Owner though will prioritize Spellcasters still.
- Vexes now have their original MobType.
- Reduce Necromancer's Damage Reduction from 30% to 25%.
- Necromancer's Damage Reduction when Vexes are near is now 25% + 45% since Vexes takes 45% of the damage.
- Fixed up the Grave Soil block.
- Added The Necromancer (boss).
- -Read updated Description for more information!
- Fixed Vexes not spawning from Grave Soil Blocks.
- Increase chance for Vex instead of Spook from 25% to 35%.
- Updated Grave Soil Blocks a little bit.
- Re-added Merfolk with some minor tweaks.
- Slightly adjusted arms and legs of the Possessed Armor entity to avoid z-fighting.
- Improved code for Gothic Helmets.
- Improved code for usage of sounds in the mod.
- Finished converting all generated procedures into handwritten code.
- Removed config temporally.
- -Note: It was causing some lag because I was still using generated code for the config system instead of making my own.
- A lot more clean-up and improvements made to the code as a whole.
- Changed the Anti-Spook tag from "forge:spiritual" to "supernatural:spook_no_possess" and added a bunch of vanilla animals to the tag to keep them focused on farm animals.
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A lot of code improvements to many elements in this mod and less MCreator generated code overall.
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Removed Ghosts Completely.
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Removed Ectoplasm but kept texture just in case for later.
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Temporally Disabled Merfolk (their code were lost due to a computer issue and haven't gotten to remaking them yet since they weren't doing much in the mod).
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-Might Rework when returned.
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Added Supernatural Config.
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-vampire_speed : true - Enables/Disables Vampire Speed Buff.
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-vampire_strength : true - Enables/Disables Vampire Strength Buff.
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-vampire_haste : true - Enables/Disables Vampire Haste Buff.
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-vampire_invis : true - Enables/Disables Vampire Invisibility while sneaking.
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-vampire_sun : true - Enables/Disables Vampire Sun damage.
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-vampire_sun_damage : 4 - Set the damage of Sun Damage.
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-vampire_wooden_death_req : 0.6 - Set the health requirement for triggering instant death to wooden swords (0.0 to disable. 1.0 is max).
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Added "Spook".
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-Note: Will be getting new sounds Soon#TM.
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-Replaces ghosts in Graveyards.
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-Can possess animals, or monsters if they don't have a Spook already in them or don't have the Glowing effect.
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-Can possess a full suit of armor from the armor stand.
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-Glowing effect will instantly remove a Spook from the target.
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-Spooks become persistent if they were inside of a player, animal, or the monster was persistent.
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-Possessed Armor now has the possession effect too and cannot live without it.
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Vex Changes
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-Now has 1.19.3 updated model and textures.
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-Will always have a lifetime of 100 seconds no matter how it spawns.
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-Will always have a home block position upon spawn.
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-Will always attempt to mark a nearby Spellcaster Illager as their owner, else just sets it to null.
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Vampirism can now be cured if the player was struck by lightning while having an Totem of Undying in their inventory.
- Merfolk will no longer drop tridents if they aren't carrying one.
- Removed vampires from raids so that the player doesn't have to worry about getting Vampirism when they don't want it.
- Bleeding is no longer a DOT effect and instead is a cooldown for vampires.
- Updated old code for blood bottles.
- Fixed Blood Bar not rendering & replacing Hunger Bar.
- Removed Invisibility from Vampire Illagers.
- Removed Johnny reference from Vampire Illagers.
- Vampire Illagers can now spawn randomly in raids if they happen at night.
- Updated base code.
- Removed "vampire_curse" & "vampire_cure" commands in favor of "vampirism" command.
- -Vampirism can give/cure vampirism to the targeted player and works as "/vampirism [action] [target]"
- -Giving Vampirism via command will remove Vampiris effect from the player if it is there.
- -Curing Vampirism via command will remove the Strength, Haste, and Speed effects now.
- Sun damage will now damage headwear on vampires. Unbreaking enchantment slows this down.
- Initial port to 1.19.2
- Removed changes to vanilla Drowned (felt like that was a bit too forced and unnecessary).
- Improve code for Merfolk spawning.
- Improve code for Ghost possessing a suit of armor.


