* 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.
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" }