- **Reworked Flashfur:**
- Made Flashfur's swipe speed faster.
- Doubled Flashfur's swipe attack range.
- Made Flashfur's super-speed much faster.
- Made it so when Flashfur uses his super-speed, he will deal a full swipe at targets that are in his path.
- Updated the Ground Slam visuals to make the bright light disappear faster, added smoke particles, and added a shockwave.
- Added a parry move for Flashfur.
- Made it so Flashfur deals a little bit of `getHealth()`-modify damage.
- Made it so Flashfur can use his super-speed while in water.
- Flashfur will now stop using Super-Speed-Slashes earlier, if all the entities have already died.
- Fixed Flashfur's (and Metapotent Flashfur's) pupils being his fur texture. Now his pupils are solid black (`#000000`).
- Added respawning to Flashfur. He can now respawn if he is despawed by something.
- Made it so Flashfur cannot be ridden. Additionally, he will attack mobs and players who attempt it, if he is not already attacking something.
- Made it so Flashfur can't be spectated in spectator mode.
- Added anti-respawn to Flashfur (and Metapotent Flashfur). It's only simple anti-respawn - Metapotent Flashfur will probably get an improved version in a future update.
- Updated Metapotent Flashfur's Meta-Swipe to have a shockwave effect.
- Updated the explosion effect at the end of Metapotent Flashfur's Meta-Beam, to look similar to his Meta-Swipe.
- Updated Metapotent Flashfur's Meta-Explosion to have a shockwave effect.
- Added shockwaves to Metapotent Flashfur's spawning effect.
- Improved Metapotent Flashfur's `getHealth()`-modify damage.
- Upgraded Boss entity defence against things such as persistent data modification, hitbox modification, etc.
- Made it so Boss entities will always render.
- Refactored the stack checker to use a `StackWalker` instead of `Thread.currentThread().getStackTrace()`. It should be far more performant.
- Made it so when the custom bossbars don't find their Boss entity, they don't render at all, instead of showing `Omni-Mobs:integer`.
- Fixed a bug where the `hurt()` method of the Boss entities was returning `true`, mid-death.
- Improved Metapotent Flashfur's erasure-fallback (for his damage-dealing moves), so it now detects entities with `NaN` health.
- Made it so Boss entities will despawn mobs that have `NaN` health.
- Made it so Metapotent Flashfur doesn't erase Omni-Mobs VFX entities.
- Fixed a targeting bug with Metapotent Flashfur.
- Made Boss entity despawn immunity check for mixins.
- Updated access checker to check for mixins.
- Fixed bug with the mod's force-despawning where it wouldn't despawn on the client-side, because it was using `entity.blockPosition().asLong()` instead of `SectionPos.asLong(entity.blockPosition())`. (It was using the correct one on the server-side, though.) I think I must have accidentally broke this in an earlier recent update, as it used to work fine. But anyway, it should work now.
- Removed useless `DATA_REMOVED` from the `BossEntity` class from ages ago.
- Made it so Boss entities won't have a red overlay and play their hurt/death sounds, unless they are actually hurt/are dying.
- Refactored some methods into `CoreModHooks` - specifically some methods in `MetapotentFlashfurLevel` and `BossEntity`.
- Added coremod/agent info/warning messages to the spawn eggs' tooltips.
- Updated Silverlight's move priority, so he prioritises his lightning attacks over his swipe attack. This means he should use his lightning attacks more often, like pre-0.3.4.
- Made it so Silverlight uses his Lightning Bolt Projection against flying mobs, as before, he didn't use it if he was closer than 10 blocks. Now, if he is fighting a flying mob, he can also use it if the target is close to him.
- Made it so Metapotent Flashfur now teleports back up if he falls in the void. It doesn't really work that well.
- Added a config toggle for printing logs to the console.
- Moved some of the mod's VFX helpers into a separate class, as they definitely didn't belong in `EntityUtil`.
- Refactored `AbstractSilverlightLightningMove` to use an `ArrayList<LivingEntity>` to track which entities were hit by the lightning, instead of `omniMobsSilverlightLightningAttack` persistent data. I'm really not sure what I was thinking back then.
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" }