File Details
Arcanic Legacy-1.0.5.zip
- R
- Feb 7, 2026
- 591.71 MB
- 12
- 1.20.1
- Forge
File Name
Arcanic Legacy-1.0.5.zip
Supported Versions
- 1.20.1
Arcanic Legacy 1.0.5
Please backup your world before updating
With the state i left 1.0.4 in i wanted to push out a tweaks update fixing many issues with mobs and bosses.
This update dosent add many new items but does fix alot of mob ai and just make the pack feel alot smoother
Next update may take longer but will fix quests from the 1.0.4 update. Many quest broke do to 1.0.4 removing so many mods
Added:
Polymorph
mob ai tweak
Overflowing Bars
Freecam (people wanted this back i guess so enjoy)
Enderdragon Loot
Updated:
Xaero's World Map
Xaero's Minimap
Boss Checklist
Boss Checklist Addon
EMI++ Backport
souls like universe: weapon & armor & boss (epic fight & better combat)
Better Modlist
Removed:
Improved Mobs
Crafting tweak
Dynamic RPG Resource
MASSIVE MOB CHANGES THANKS TO MOB AI TWEAK
GENERAL HOSTILE MOBS
Line of Sight
-Things can now reduce mob attack ranges and are separated into two categories: debuffs and entity actions. Keep in mind that for each category, there is a "highest priority" that overrides the lower ones.
-Entities with the glowing effect can now be targeted through blocks.
Debuffs (ordered from highest to lowest priority):
-Blindess: 66% reduction, makes mobs have a harder time pathfinding, disables ranged attacking mobs.
-Darkness: 80% but it pulsates (because the effect does)
-Nausea 20% reduction, also makes ranged mobs inaccurate (the higher the level, the more inaccurate they are)
Entity actions (ordered from highest to lowest priority):
-Invisibility: 75% reduction (Do note that the moment an invisible target attacks or takes damage, the mob will immediately know where they are!)
-Crawling: 66% reduction
-Sneaking: 50% reduction
Bad Omen
-Some mobs become stronger when the player they are currently targetting has bad omen or trial omen. This stacks with changes from crazy mobs mode gamerule!
Behavior
-All melee attacking mobs are now affected by haste and mining fatigue, either increasing or decreasing their attack speeds.
-Melee attacking mobs that aren't too "heavy" will jump to reach targets that are only 2 blocks above them in an attempt to knock them off.
-All bipedal hostile mobs that aren't illagers will randomly sit down and chill. During this, they become neutral. This also serves as an optimization feature as this turns off most of their AIs. Though, they can be woken up by making some noise!
-Generic ranged attacking hostile mobs reposition after attacking. This applies to mobs like blazes and drowned.
Zombies
-Zombies now have a chance to spawn being ridden by baby zombies like in Bedrock Edition.
-Zombie leaders now spawn riding a zombie horse and wears a special banner as an indicator.
-Some zombies spawn with little slimes. These zombies are capable of both ranged and melee attacks.
-Normal adult zombies have a chance to spawn holding a door which they use as a shield.
Husk
-Can now burrow into sand, can only perform this when both the husk and their target are standing on any form of sand.
-While on a camel husk, they will circle the player while the parched behind them shoots.
-Every now and then, they will stop the camel and raise up their spears to charge the player.
Drowned
-Now loses their tridents upon throwing them. They will run or swim towards their trident in an attempt to pick it back up. If they could not pick up their trident in time, they will give up and let the last targeted player have it.
-Can now use their fishing rods to pull players toward them.
Chicken Jockey
-Has a tackle attack similarly to the Minecraft Movie.
Skeletons
-All skeletons now have baby variants. Baby skeletons are hella bad at aiming and do not strafe when shooting, they run around instead, occasionally stopping to shoot.
-All skeletons have two kinds of ranged attack AIs now. The original strafing AI and a "sniper" AI. The sniper AI will have the skeleton stand mostly still when shooting and occasionally reposition to a spot they think is "safe". It is used when the skeleton is in the surface during the day, or underground in a cave. Anytime else, they will use their regular strafing AI. This is done so that they can prioritize taking cover from the sun, or to not accidentally strafing off a cliff in a cave.
-Regular skeletons have a very rare chance to spawn riding a skeleton horse, baby skeletons spawn riding a chicken instead. If a skeleton is on a skeleton horse, they can ram attack you with it.
-Regular skeletons convert to wither skeletons if they ever die to anything wither related.
-Additionally this mod fixes a bug that prevents all skeletons from using bows added by mods, and as well as numerous bugs involving their vanilla strafing AI. (such as MC-121706)
Strays
-Now has a jump attack. When they jump, they fire a more accurate shot. In hard difficulty or when they aren't holding a bow, they throw a barrage of snowballs on the way down.
-If the targeted player has bad or trial omen, the snowballs will start of slow and accelerate.
Wither Skeletons
-Shoots a weak wither skull when farther than 6 blocks from the chased target. These skulls have a really long cooldown and are very inaccurate. Has a special attack animation when doing this!
-If the targeted player has bad or trial omen, the skulls will home!
-Additionally has a rare chance to spawn with a bow.
Skeleton Horsemen
-Now spawns all four skeleton variant per horse (as in each horse is ridden by a different skeleton type)
-No longer fights each other when they accidentally friendly fire.
Illagers
-If they ever spawn in the middle of the ocean during a raid or patrol, they now spawn riding boats.
-Now attacks zombie villagers on sight.
Pillager
-Attack range increased to 15 blocks.
-Strafes backwards when target is a bit close. Switches to a stone axe when target is too close and back to a crossbow when not.
-Attempts to break your shield when you are blocking for too long.
-Now eats food when hurt to heal, though, they eat very slowly and only when out of combat.
-Additionally, this mod fixes a bug where pillagers cannot use modded crossbows.
Evoker
-Now summons an orbiting fireball around it. Summons up to 3. When there are at least 3, they are launched the next time it is casted.
-When below 20% health, this attack is replaced by the Evoker holding out a Totem of Undying for 1 second. This of course means that they can survive the killing blow, but if you attack them while casting other spells, you can kill them like normal.
-Nerfed movement speed when running away from players (around 25%).
-Additionally, this mod fixes a bug where they don't run away from their targets.
Vex
-Nerfed charge attack, it no longer tracks, it can also miss when you move out of the way.
-Stops moving for a while shortly after charging, allowing you to hit them once for free.
-No longer charges players that are less than 4 blocks away from them.
-Takes 3x more damage from projectiles, attacks that normally do not deal any damage (like snowballs) deal 3 damage (1.5 hearts). This means a single fully drawn arrow kills them in 1 shot.
-Only a certain amount can be alive at a time per Evoker. 2 on easy, 3 on normal, 4 on hard.
Illusioner
-Arrows now spawn from clones.
-No longer moves when shooting, stands mostly still.
-Swaps places with one of its clones when hit.
-Has an escalating chance of spawning when the player attacks an animal while having bad omen.
-Drops Potions of Blinding on death.
Witches
-Now shows the potion they are about to throw.
-Throw rate halved.
-Can drink jump boost potions. Jumps before throwing potions to increase its displacement if the target is too high up.
Enderman
-Nerfed movement speed significantly. (up to 60%)
-Reworked melee attack. They now teleport to the player 3 times and performs a combo in this order:
Punch -> Backhand Slap -> Kick
Shulkers
-Can now be dyed just like in Bedrock Edition.
-Killing a dyed shulker will duplicate the dye.
-Takes increased damage from pickaxes.
-Killing a shulker with a silk touch pickaxe gives you a shulker box.
-Can be given pop chorus fruit to make them "breed" (To those who don't know, shulkers can duplicate by attacking another in vanilla, this just adds a much easier way to get it to happen)
Phantom
-Now neutral to players. Attacks the local wildlife instead.
-Grows 10% larger every livestock hunted, becomes aggressive to players again when big enough (around 50% their original size). Don't worry, their max health remains the same! Them becoming bigger just means they're easier to hit!
-Takes 3x more damage from projectiles, attacks that normally do not deal any damage (like snowballs) deal 3 damage (1.5 hearts). This means a single crossbow arrow kills them in 1 shot.
-If a max sized phantom was killed, insomnia is reset as if the player who killed it slept.
-Has a 1% chance to turn into an Ominous Phantomare when at least one player has bad omen. When an Ominous Phantomare is alive, no other phantoms can spawn.
-Ominous Phantomares are giant phantoms that are essentially boss-like. Their attacks consists of flying around shooting a volley of toxic spit at the player and swooping down to grab the player and drop them from above.
-They also have their own sprite, (though not the prettiest, they are meant to have a lot of emissive textures to make them easier to see in the darkness)
-When below 50% health, they gain a new attack where they carpet bomb an area with toxic spit.
Silverfish
-Now digs into the ground when hurt. This is inspired by how real silverfish would dart away and burrow or hide.
-Stops moving when calling for help, making it vulnerable to getting hit. Now emits particles to indicate how many other silverfish it has successfully called.
-Takes increased damage from shovels.
Zombie Villager
-Zombie Fletchers spawn with a crossbow and shoot you with it (though, their aim is horrible...)
-Zombie Clerics throw potions of harming at players or injured undead mobs (to heal them, duh)
-Zombie Fishermen spawn with fishing rods and will reel players toward them.
Zombie Pigman
-If a normal piglin converted while holding a crossbow, that converted piglin can now use a crossbow.
-Fixed a bug in vanilla where they can get angry at each other.
Blaze
-Fireballs are now summoned around the blaze before being shot.
-Fireballs shot are dependent on difficulty. Shoots 2 on easy, 3 on normal, 4 on hard.
Breeze
-Creates a wind charge explosion upon jumping or landing on hard difficulty.
-If the targeted player has bad or trial omen, they shoot a second wind charge on the way down.
Creeper
-Damaging them delays their explosion timer.
-Spews out arrows "attached" to it when exploding.
Ghast
-Nerfed fireball attacks. Reduced velocity by 25%, increased attack cooldown by 2 seconds.
-Now has an improved firing animation. Inflates while flashing white to indicate it is preparing a fireball, then opens its mouth and deflates to indicate it is going to shoot it.
Warden
-If their sonic boom attack were to hit a bell, they get stunned. Even if the player was in the way of the sonic boom, it will deal no damage as long as there is a bell hit by the attack.
GENERAL PASSIVE MOBS
-Mobs that normally run away from you when approached (like cats, ocelots, and rabbits) no longer do when the approaching entity is sneaking.
Allays
-Can now be armed with weapons, but only the following: bow, crossbow, mace, any tool, fire and wind charge.
-Can be commanded to attack if armed. To do this, place a skull on top of the noteblock they like.
>Creeper head: arthropods and creepers
>Piglin head: animals
>Zombie head: undead mobs
>Skeleton head: monsters
>Wither skeleton head: anything besides other allays
>Player head: players besides the person who tamed these allays
Chickens
-Now runs away from any entity bigger than them or predators. (like foxes)
-Occasionally sheds feathers.
Snow Golems
-Attack animation reworked.
-Now has 10 armor points (5 armor) when pumpkin is still attached. Loses its defense when sheared but gains massive boost to accuracy. Can be edited in the config.
-Attack speed and ranged buffed.
-When surrounded by hostile mobs, it will perform a 360 barrage that throws snowballs at every mob currently attacking them.
Iron Golem
-Will get angry if targeted mob keeps moving away from it too quickly, when that happens, it will gain a sudden burst of speed and knockback increase.
-No longer targets other golems if friendly fire ever happens.
-Takes increased damage from pickaxes.
Squids
-Ink now blinds mobs in an 8 block radius, glow squids make mobs glow instead.
-Staring at glow squids for too long grants night vision for 30 seconds.
Sniffers
-Can be sneak right-clicked with certain items, they will do a little jumping animation and emit particles that point to biomes relating to the item sniffed. More items can be added via config. (mob-ai-tweak_sniffer_item_to_biome.txt)
>Acacia Sapling: Savannah
>Bamboo: Bamboo Forest
>Birch Sapling: Birch Forest
>Brown Mushroom: Swamp
>Cherry Sapling: Cherry Grove
>Dark Oak Sapling: Dark Oak Forest
>Mangrove Roots: Mangrove Swamp
>Oak Sapling: Oak Forest
>Red Mushroom: Mushroom Fields
>Red Sand: Badlands
>Sand: Desert
>Spruce Sapling: Desert
>Sunflower: Plains
Villagers
-Now eats food to heal just like in bedrock edition. If you name a villager you have previously traded with, it will announce in chat if they have ran out of food. "Your villager friend, <villager name> is out food..."
-Blacksmith-like villagers heal iron golems.
-Clerics heal other villagers and guard villagers by throwing splash potions of healing at them.
-Farmers feed baby animals food to help them grow up faster.
-Sheperds occasionally shear sheep, putting a hopper beneath the sheep instantly sends it to that hopper.
-Fishermen will actually fish.
-Has a new interaction when shift + right-clicked while holding emeralds. These are called special services.
-Cleric: Heals the player by throwing a splash potion of healing at them. Costs 8 emerald per heal. Multiple players cannot perform this transaction simultaneously for balancing purposes.
-Toolsmith: Repairs the tool the player puts in their off-hand. Emerald cost depends on how much durability is repaired.
-Weaponsmith: Repairs the weapon or shield the player puts in their off-hand. Emerald cost depends on how much durability is repaired.
-Armorer: Repairs the armor the player is currently wearing. Emerald cost depends on how much durability is repaired.
-Fletcher: Restocks the arrow in the player's off-hand. Gives 8 of the same arrow type for 1 emerald.
-Villagers can only perform these special services 12 times per restock. They can also be leveled up this way. Also, emerald cost is affected by player reputation and hero of the village.
Wandering Traders
-Splashes attackers with splash potions of blinding.
PETS
-Gain passive health regeneration.
Cats
-Attempts to dodge projectiles.
-Can intercept certain projectiles, turning them into their item form.
Parrots
-Can now teleport to their owners when they are using an elytra or insanely high up.
-Attempts to fly along with their owners when gliding if they are not on anyone's shoulder.
OTHER ADDITIONS
Throwable fire charges
-Self explanatory.
Loot chests now get better the further you are from spawn.
This is to fit with the level mod making exploration alot more rewarding going into higher level areas

