hunter-1.1.1
Curse Maven Snippet
What's new
1.1.1
It's called the Hunter now
The creature used to be called the Stalker. It isn't anymore, because a Stalker is coming later and having two of them would get confusing fast.
If you're updating an existing world: the old entity won't survive the load. That's fine, it'll just turn up again on the next hunt. The command also changed from /stalker to /hunter.
It drops something now
Kill it and you get a Hunter's Tooth. One tooth plus one stick makes a Hunter's Sword: 9 damage, 2.5 attack speed, 1600 durability, and you repair it with more teeth.
That's stronger than anything vanilla and it's meant to be. You can't farm teeth. There's one Hunter at a time and it only comes every three days, so if you're holding that sword you earned it.
Also, you can't hit it while it's stunned anymore. The six seconds after you stagger it is its recovery, not your free damage window. Sorry.
Real animations
Everything it does is hand-animated now instead of being faked in code. Idle, walking, running, climbing, swimming, the kill, three different flinches when you hit it, three attack swings, a window-breaking animation, and a stunned pose.
Its head also actually tracks you now, on top of whatever else it's doing. So it can be mid-swing, mid-crawl, mid-anything, and still be looking directly at you.
It also renders at its proper size now — about four and a half blocks. It was rendering at a bit under three before, which was a mistake on my part and made it much less imposing than it should be.
Crawling
It's five blocks tall and your door is two. It used to just climb over that problem. Now it gets down and crawls, and there's a different crawl depending on how much room it has — one block, two, three, four. Watching it fold itself down to fit through a doorway is the single best thing in this update.
Movement
- It swims properly. It used to sink and bob in place, and sometimes get stuck in water entirely. Now it swims, and faster than you do, so water is no longer an escape route.
- It climbs when it needs to, not every time it bumps into something. Getting on a roof is not the plan you think it is.
- It steps up single blocks without losing momentum. Small thing, but it used to visibly stall on stairs mid-chase.
Fixes
- Fixed a crash. Certain situations in water would take the server down. That was my fault and it's gone.
- The music actually plays. All of it. Turns out none of the music had ever played, in any version, because of one missing line telling the sound engine to allow a track that starts silent. I only found it because someone kept telling me they couldn't hear anything.
- Cut the track that played on loop for the entire hunt. There's a new one that only kicks in inside 100 blocks, so it means something when you hear it.
- Removed the Warden sounds. It has its own voice now.
- It's much harder to lose. It was giving up roughly every minute, which made it feel like the mod was switching itself off. Now it's rare, and it will never lose you mid-chase or at close range.
- It disappears properly. It used to dissolve while you were staring straight at it. Now it breaks line of sight first and is simply gone when you look again.
- Hunts are on a schedule: day 3, then every 3 days. No more waiting around wondering if the mod is working.
- The screen tells you that you're being hunted for the whole hunt now, and the distance readout shows up occasionally instead of sitting there permanently.
- Darkness only kicks in within 30 blocks. It used to blind you while the thing was still hundreds of blocks away, which was just annoying.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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