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Knight Quest 1.6.0 [1.19.2]

Changelog

IMPORTANT: Zombie, Witch, Strawhat, Spider, Skeleton, Silver, Shinobi, Polar, Path, Evoker, Deepslate, Creeper, Bow, Blaze, Bamboo, and Apple sets now require diamond armor items instead of netherite ones to craft them. This change is designed to enhance in-game progression, making the use of the mod more user-friendly since some items are easier to craft. If you do want to get the old recipes back, just open this jar file with a file explorer (then go to data -> knightquest -> recipes). Repeat the same process with the 1.4.x version, and copy paste those recipes in the recipes folder of this jar file, override them all.

  • Netherite set derivatives are now tougher than netherite, and diamond set derivatives tougher than diamond.
  • Upgraded passives of some armor sets.
  • Now more vanilla monsters may drop small essences.
  • Enchantments are now inherent to crafted armor items on craft, meaning that if you have a netherite helmet with protection and want to craft a tengu mask, the new helmet will retain the same enchantments.
  • Every armor passive effect can now be disabled through the config.
  • Polar armor now also protects from freeze ticks.
  • Updated the mod page to provide more accurate information, reducing the likelihood of users misunderstanding functionalities. Added detailed information about the Netherman and Radiant Essence.
  • The texture of the great chalice when filled with great essence is now visible to all players, not just the one who performed the action.
  • Improved the AI of hostile entities. Now, when they are attacked by an entity other than the player, they update their target accordingly.
  • Added new options in the configuration menu and reorganized it to make it more visually intuitive.
  • The passive abilities of the Path and Shinobi armor sets now grant a speed boost instead of invisibility.
  • Enhanced the explosion effect when a Netherman clone detonates.
  • Fixed the tooltip for the Apple set, which previously displayed incorrect passive information.
  • Disabled spawn egg for Ghastling.
  • Redesigned the animations for the Swampman and Samhain.
  • Reduced the size of the Eld Bomb's animation when it is ignited.
  • The chalice now emits light at every state; the higher the state, the brighter it glows, unlike before when it only emitted light when fully filled.

Netherman ~->

  • A new boss with 3 phases (fire, winter and magic) with unique abilities.

Eld Bomb ~->

  • Increased explosion radius by 1.
  • Added additional particles during the explosion.
  • The player is now poisoned if they are near when it explodes.
  • Added a white texture indicator when it is ignited.
  • The model stretches when it is about to explode, similar to a creeper.

Samhain ~->

  • No longer flees from enemies; it will protect its owner.
  • Recreated animations; additionally, there are 3 different animations when the entity is tamed and ordered to sit.
  • It can be equipped with vanilla swords, vanilla bow and this mod's swords and axes. It cannot be equipped with every kind of armor or item, as the wiki says, because in this version the geckolib and vanilla rendering systems are quite unstable (the same goes for azurelib) and trying to render external armor item pieces into the Samhain would end on visual bugs or even game crashes. So this entity's functionality is a bit limited in that way.
  • Added new NBT record for the item in hand.

Gremlin ~->

  • You can give it a gold ingot to keep it distracted for 4 seconds, allowing enough time to escape. This animation has two variations.
  • Reduced the entity’s hitbox by 10%.
  • When its health drops below half, it can perform 1 of 2 abilities. It either enters a state of fury, increasing its damage, speed, and attack speed (with configurable multipliers), or it spawns 3 ghastlings that quickly orbit around it (this ability has been updated ~-> Increased their radius and speed).

Swampman ~->

  • Complete redesign of the entity. It now has two phases, with the second phase activating when its health drops below half.
  • In its first phase, it attacks manually using its axe; in the second phase, it throws the axe.
  • Texture changes between phases, indicating which phase is active.
  • Increased base damage from 4 to 8 and health from 25 to 50.

Dependencies

Files

knightquest-1.6.0-forge.jar(3.48 MiB) Primary Download

Project members

Xylonity

Member

Details

Licensed GPL-3.0-only
Published 4 months ago
Updated 10 hours ago