## Gameplay Changes
+ Avians now lay eggs in the morning!
* Merlings now are also faster when swimming vertically, but their underwater speed boost was nerfed from to +150% (from +200%). However, depth strider affects them now.
* Merlings now also gain air from potions, not just water bottles.
* Enderians and Blazeborn now take damage from drinking potions (due to being vulnerable to water).
## Datapack Additions
+ Added power types: `ignore_water`, `modify_projectile_damage`, `action_on_wake_up`, `prevent_block_use`, `prevent_death`, `action_on_item_use`
+ Added entity actions: `set_fall_distance`, `give`, `equipped_item_action`, `play_sound`, `trigger_cooldown`
+ Added entity conditions: `climbing`, `tamed`, `gamemode`, `using_item`, `moving`, `enchantment`
+ Added block action: `execute_command`
+ Added block condition: `exposed_to_sky`, `light_level`
+ Added `set_spawn_point` field to `prevent_sleep` power type which specifies whether the spawn point will be set even when the power prevents sleeping
+ Added `biome` field to `modify_player_spawn`
+ Added entity action fields to the damage modifying power types (this allows you to negate damage but still execute actions!)
+ Added `set` boolean field to `add_velocity` action, which, when true, will make the action set the desired velocity instead of adding onto the current velocity of the entity
+ Added `min_action` and `max_action` fields to `resource` power type, which will execute when the resource reaches its min or max value, respectively
+ The asterisk `*` can now be used in power files where an identifier is specified, both in the namespace to specify the current namespace, and in the path to specify the current path (not including the sub-power, if currently in sub-power).
+ Origin icons can now specify a full item stack (with nbt data in `tag`!)
+ Origin layers have two new fields: `default_origin` and `auto_choose`. The origin specified in `default_origin` will automatically be set by the game, no matter which other origins are in the layer. When you use an orb however, default origins will not apply and you are free to choose any origin in the layer. `auto_choose` is a boolean (false by default), which specifies whether the game will automatically pick an origin for the player if there is only one available option. This will also apply when an orb is used.
## Minor Changes
* Made origin JSON files use serializable data system.
* `powers` array in origin data is now optional.
* Made `consume` item action have a default `amount` of 1.
* Exposed method for registering keybindings for powers to use for third-parties (e.g. add-ons)
## Bug Fixes
* Fixed Arachnid climbing not behaving correctly when holding onto walls/cobwebs
* Fixed tags not applying correctly to spawned entities in `fire_projectile` powers and `spawn_entity` actions
* Fixed `action_on_land` triggering when just standing on ground and also only triggering on client-side
* Fixed explosive projectiles (fireballs etc) stopping in air after some time when `fire_projectile` is used to shoot them
* Fixed `action_on_block_break` crashing when no block condition is provided
* Added `minecraft:barrier` to `origins:unphasable` tag
* Fixed bug where the depth strider enchantment would override `modify_swim_speed` powers
* `modify_swim_speed` now also affects vertical swimming
* Fixed resource command not working on cooldown powers
* Fixed origin upgrades applying already when only one criterion of the specified advancement is fulfilled
## Translations
+ Added Hebrew translation (thanks nate_lev)
+ Added Korean translation (thanks Snap_lan)
* Updated Chinese translation (thanks Neubulae)
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" }