# MINOR UPDATE (SEE MAINPAGE "(UPDATE 3.0) FEATURES:" SPOILER TAG FOR MORE INFO)
### **NEW**
**MECHANICS**
- **Creep stalk**: GoatMan can now slowly creep towards you silently (commonly occurs in caves)
- **Charge attack:** now wind up and barrel straight at you, knocking you back, destroying blocks in the way, and destroying shields.
- **Leap attack:** now leaps at prey from a distance, disables shield and lands hard destroying blocks
- **Stun mechanic:** GoatMan can get stunned for a few seconds against shields
- **Goat herd:** GoatMan can now summon herds of goats
- **Goat Omen:** Now spawns 1–3 goats in any biome where the GoatMan can spawn
- **Picks off straggler:** now attacks mob that are isolated like wolf, villager, wandering trader except for iron golems
- **Mimicry:** The GoatMan now mimics mob sounds to bait you. Usually the last thing it killed or a nearby mob. Mimicked sounds sometimes mess up and comes out wrong
##
### **ADDED CONFIGS**
**BEHAVIOUR:**
- **Charge**
- **Charge On Mobs**
- **Charge Shield Rush**
- **Destroy Crops**
- **Leap**
- **Leap On Mobs**
- **Mimic Sounds**
- **Pick Off Stragglers**
**GOAT HERD:**
- **Summon Herd**
- **Summon Herd Surface Only**
- **Omen Goat Enabled**
**MISC:**
- **Break Block**
- **Charge And Leap Apply Effects**
- **Drop Block**
**MUSIC:**
- **Music Enabled**
- **Chase Sound Legacy**
**SPAWN CONDITIONS:**
- **Spawn In Caves**
##
### **CHANGES**
- **Reworked Config:** almost any feature can be turned on, off, or tweaked. Config now generates a file in your config folder (config/goat_man-common.toml) and apply to every world. Old versions were tucked away inside each individual world's save folder, so you had to dig them out world by world
- **Reworked Music**: changed how music works
- **Reworked Sounds and Animations:** screams, stalking and chasing music, crawling, pouncing, headbutting, stun, etc
- **Crop Breaking:** increased radious of breaking crops instead of awkwardly reaching for blocks, with a little pause to chew between bites.
- Reacts to Water: GoatMan during stalk phase now reacts when in water instead of sinking whenever a player looks at it
- **Status Effect:** no longer applies nausea, weakness, blindness on hit
- **Improved Swimming:** can now chase underwater instead of floating on top when chasing players in water
- **Fleeing Midchase:** increased the chance of GoatMan fleeing when set on fire overtime, hurt by other mob, or worn down below 50% HP
##
### **FIXED**
- Fixed GoatMan animation not playing the right animation
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }