This game changing minecraft mod adds the horrific flood virus from the original halo franchise into the game! Prepare yourself for this, because as experts say: “One single Flood spore can destroy a species.”
Автор: TheASEStefan195,8 тыс.198обновлён 24 сент. 2026 г.
❗️ MOD IN VERY EARLY DEVELOPMENT ❗️ BE PATIENT WITH THE UPDATES ❗️ TO SPEED UP THE PROCESS, YOU CAN DONATE TO OUR PATREON ❗️ SO THE MOD ISN'T DEAD, IT TAKES TIME TO RELEASE UPDATES ❗️
🔨 In-Depth Project Details:
Dawn of the Flood is our magnus opus, therefore it has a lot of complex systems and coding. The mod is in active development so please be patient with the updates and also regarding the first statement, the mod is so complex that it requires multiple dependencies to run. The mod also is a mixture of more complex code extensions, such as the GeckoLib extension created fully by me which makes manual animations a breeze and also bring in support for smooth bedrock keyframes (now fully available with GeckoLib as well). The extension also offers humanoid armor support and much more! The pack even extends in Blockbench, where we use little animation tricks and combinations to obtain smooth results. We also offer support for customizable camera animations and camera bone support to change the player's camera in game at ANY point, with smooth and timed animations.
⚜️ Project Description & Information:
Dawn of the Flood is the multicomplex infection-invasion mod that adds the Flood from Halo, a devourer of the universe, a parasitic virus that has not yet been dealt with, one that spreads as fast as smoke vanishes into the atmosphere, that is capable of gaining intelligence rapidly and efficiently, a parasite that will consume the entire world if not contained, a parasite from which a single flood spore can destroy an entire species, a looming threat that heads closer and closer to the Minecraft World every second. And when it strikes, it will be too late, as the Flood is the deadliest of the deadliest, consuming thousands, eradicating hundreds of species, glassing fleets of thousands and gaining dominance over the universe. Now before it's too late, wake up, on your feet, and face it, it's either you or them, but you'll live life on your own terms, becoming a true survivor of this epoch. It strikes! And with the arrival of an infected covenant cruiser containing spores and leftover pilots and a new type of technological warfare, one that makes the Pillagers and Villagers come to a consensus, another planet is faced with direct extinction and mass consumption. Rise up from the ashes belittled survivor! And take it on upon yourself, survive and end this menacing threat once and for all. You need to destroy Halo before it's too late!
The Mod brings in a massive and extended Halo lore, powerful scalings, complex systems, terrifying enemies
and appearences, upcoming structures and a lot MORE stuff. The Mod tries to also go beyond it's limits, adding First Person Animations, Third Person Animations, Cutscenes, Detailed Animated Guns, Weapons and Enemies, Unique Designs and Abilities, and MORE, all that while trying to stay faithful to the original Halo franchise.
Each update has a special name that foreshadowes how the mod OR world will end.
Now... The Flood is very strong and doesn't wait for you, and a single flood spore can destroy a species, and devastate entire continents and landmasses, them being able of gaining high intelligence quickly and effectively and sooner or later, the threat will destroy Minecraft if not taken care of.
Also note that the mod is still in very early development!
For more information, you should check out our wiki: https://trello.com/c/wHxgCYNW/2-dawn-of-the-flood and contact us on our discord server, thanks again, and we wish you goodluck, masterchief!
The mod is compatible with JEI and also with another halo related mod, Halo & MDE.
🎬 Credits:
The Mod is based on the Flood from Halo, therefore I need to thank them the most, thanks!
Thanks to the Halo wikis and mostly to our discord members who gave us brilliant ideas!
Thanks to TeamAbyssal at last!
Mod made by us, Team Abyssal. Any acts of copying / stealing our work, such as the models, textures, or other assets will fall under the category of punishment liable. However code can be shared and taken from us freely with or without crediting us. However lying about taking the code or not can also fall under the category of punishment liable in different circumstances.
In conclusion, the work done is huge and that's why I'd appreciate it if you guys could support us on Patreon 🙂
Hey there guys and welcome to another update! This is the version 0.6.2-R! "Madrigal".
Madrigal was a fully habitable planet right before it got glassed by the covenant. After that, as a fracture in time, the Flood installed outposts and cleared out the whole planet, making it a vessel for the Flood. But the planet didn't let go easily, as it waged war with the Flood and it took time for them to fully capitulate and be massacred by the Flood.
But now, those times are over and now the Flood can transport more enemies to deploy on the minecraft earth, as it's only a matter of time before this planet also becomes a vessel to the Flood. The archnemesis is now capable of generating biome structures and outposts, create infinite "flooded" biomes, get rid of other weaker forms and spawn stronger ones in advance.
All this will become crucial for the player when he encounters a rebirth of the flood, now waging war on a singular front.
---CHANGES---:
Made the tungsten door craftable.
Modified some values of wave points that get decreased whenever a flood form dies, with some mobs decreasing more.
Scaled some mobs accordingly.
Made the ship bigger and made it able to also spawn sangheili forms as "Guard" forms, as well as now being able to spawn more marine forms.
Changed brute form idle sounds.
Changed some other idle sounds.
Removed the block spreading sound.
Made the spec-ops sangheili variant more common.
Buffed all the melee weapons of the mod. Energy Swords & Bloodblades now one-shot flood enemies more often.
Nerfed all the guns, especially shotguns.
Eased up the screen shake on the flood fumes effect.
Shortened the proto gravemind roar screen shake.
Changed and fixed some sound events that play when certain things happen.
Improved and nerfed enderman form teleportation.
Improved melded flesh usefulness.
Base Forms now shake when close to transforming into Carrier Forms.
Fixed the screen shake being too powerful/stacking too much.
Reworked tungsten and sulfur textures.
Added a swimming animation for the Tyrant Form.
Added a death animation for the Sangheili Form.
Reworked the animations of the Pod Infector.
Converted some sounds from stereo to mono.
Reworked the blightlands logic, as now we added a SimpleWeightedRandomList to generate the basic foliage.
Water and lava no longer get turned to blight liquid.
Made extra above block spawns rarer in the blightlands to reduce foliage excessiveness.
Reworked the fog present in the blightlands. Now the fog will also activate when the player steps on infected terrain, whether or not being in a conventional blightlands biome.
(BIG) Fixed flood forms not taking enough damage from fire. Now the amount of damage is calculated per wave by a math formula:
Wave 0, 1 - 6x times the damage.
Wave 2 - 3x times the damage.
Wave 3 - 2x times the damage.
Etc...
Added more player names as patreon members bought a subscription.
(BIG) Fixed Halloween easter egg not functioning, as now Player and Human Forms will start to have pumpkin heads if it's Halloween.
Fixed the bug where blightland dripsones would get placed incorrectly.
Fixed the bug where hive luminous flowers will have 2 cores or missing stem pieces. Fixed this by separating the flower from the stems.
(BIG) Reworked some of the limits some mobs had. Now Pod Infectors will stop spawning naturally starting from wave 4, because hives will start to form around the world that make spawning useless. In the same way, vanilla base forms now stop spawning starting from wave 5 as "Madrigal" has been conquered and the Flood can now allocate
multiple stronger mobs on the minecraft planet to spawn and be stationed there definitively.
(BIG) Reworked and improved hordes. A lot of new mobs will now participate in hordes as they aren't exclusive to base forms anymore. They will also pathfind to the nearest player.
Made small improvements to the mod's performance and logic.
Removed the torch targeting and crop targeting goals of the flood, as they were doing more bad than good in terms of performance/relevance.
Fixed and improved some spawns.
-----------------------VISIBLE IN GAME-----------------------
Reworked the tungsten door texture.
Acid Burns effect now features a screen overlay.
Flood Fumes effect now features a special screen overlay.
(BIG) Reworked and renamed the "Plague of the Flood" effect, now called "Sporing". The Sporing effect is given to animals to passively infect them and turn them into laying corpses that slowly form a fetal position to stay put when forming a deficient form.
(BIG) Fixed the buggy fluids in the mod, that had a hard texture instead of a translucent one. In addition, the fluids now feature a custom detailed fog effect, no longer give the player the "flood fumes" effect and actually let the player swim in it, with a twist.
The fluids also make the flood faster when swimming in it and the fluids in question now present an actual opportunity for aquatic flood enemies.
(BIG) Reworked item descriptions and textures, as now mob drops will become useful. Other item descriptions have also been modified to make them look aesthetically pleasing.
(BIG) With the help of the new VA's of the Gravemind, the new gravemind speech has come alive at last, replacing the old one.
(BIG) Changed numerous spawning constraints. The Tyrants can now also spawn on the surface to be more common, maws have a larger area that they can spread in, tank forms are more common and they can spawn EVERYWHERE in the blightlands, vanilla base forms stop spawning after wave 5 hits, and so do pod infectors starting from wave 4.
Juggernauts now can't despawn when appearing into the world and they can also now only spread near the Proto Gravemind. Tank Forms now can spawn on any infected terrain, etc.
(HUGE) Reworked the proto graveminds COMPLETELY, as they can now spawn "Coreminds" every 15 succesful spreads. These succesful spreads are used as a milestone for the proto gravemind as they by default, can only spawn a coremind when 15 succesful spreads are done, spawn flood structures only when more than 5 spreads have been achieved at that location, etc. All these are configurable.
In addition, the Proto Graveminds can also now summon different flood enemies based on the allowed entities in the config. This ability acts as an extra defense mechanism. The entities summoned are also buffed with different effects and they spawn every 15 seconds when the proto gravemind is targeting an entity from up close.
(HUGE) Fully reworked various flood forms in terms of textures, models, sounds and animations. Some examples are the Human Form, Enderman Form, Bomber Form, etc.
(HUGE) Completely reworked the bomber form, as it now features a different model, a different texture, different animations, etc. And it also features changes in behaviours as it won't grab targets anymore and instead deal more melee damage and charge towards them.
(BIG) Reworked the Flooded Creeper wall breaching ability. Instead of bugging out like before, the flooded creeper will pathfind to it's nearest player and detonate up close even if not seeing him directly. The intelligence projected within the creeper will make him an absolute need for the Flood now as a breaching unit!
Tyrant Form now applies the new bleeding effect when biting creatures.
The Tyrant Form now features an advanced hitbox. Look below for more info.
(HUGE)
New intelligence additions for the intelligence system, a lot of reworks:
- pLevel = 1, Player Forms learn how to use potions. Player and Pillager Forms shoot arrows with more debuffs.
- pLevel = 2, Marine and Sangheili forms learn how to use guns and weapons and where to get them from on the minecraft world. Vanilla base forms have the possibility to spawn with enchanted items and get better enchants progressively.
- pLevel = 3, Human and Player Forms learn to use armor and get better armor progressively, Evoker Forms learn how to use spells and Vindicator Forms learn how to throw their axes.
- pLevel = 4, Enderman Forms become immune to water weaknesses. Carrier Forms and Bomber Forms add more debuffs when exploding.
- pLevel = 5, Carrier Forms deal more damage when exploding. All crops grow 50% slower and the ground can't be fertile anymore.
- pLevel = 6, Base Forms learn how to open doors and fence gates. Flooded Creepers learn how to breach walls with or without seeing a target.
- pLevel = 7, Sometimes now, creatures can be turned into flood forms by any flood counterpart. The Flood learns how to convert machines, flooded golems make an appearance.
- pLevel = 8, ???
- pLevel = 9, ???.
- pLevel = 10, Portals can now spawn (wip). Crops can't grow anymore. */
Also, some abilities have been transferred to the linking system:
- pLevel = 1, Pod Infectors start to roam the world in packs.
- pLevel = 2, Enderman Forms learn how to use mass teleportation. Vanilla Base Forms, Pod Infectors and Carrier Forms learn how to swim better and dive in water. They also learn how to get out of vehicles like boats and carts.
- pLevel = 3, Hordes composed of base forms can now spawn roaming your world trying to find you.
(HUGE)
Now, the graveminds also possess the same abilities as the Linkminds, because before they were not resourceful and less intelligent than they should be. The abilities based on the proto gravemind's stage:
- Linking the Flood and the smart patrol mobs to go to the nearby signal it has. (For every Proto Gravemind above stage 0.)
- Binding the nearby Flood. (For every Proto Gravemind above stage 0.)
- Binding the nearby Players. (For every Proto Gravemind stage 0.)
- Linking other Linkminds, transmitting the nearest signal further. Do note that during this procedure, the most recent signal will be transmitted for every other linkmind that has reached maximum signal age or that hasn't started linking yet.
Maximum linking age is 5 minutes as of now. (For every Proto Gravemind above stage 0.)
- Passively summoning small deficient forms so they can merge and form Thrasher Forms (WIP). (For every Proto Gravemind above stage 0.)
- Linking Keyminds. This ability works for long range combat and will send deadly keyminds with instant block breaking for investigation purposes. (For every Proto Gravemind above stage 1.)
- Searching for the most powerful mob in a long range without it doing anything to update the linking signal. This ability is called "Head of the Snake" (WIP). (For every Proto Gravemind above stage 1.)
In the world, there can be at most 25 linkmind entities as of now
---ADDITIONS---:
Added multiple config options you should discover yourself. Some include the covenant cruiser ship, now having a minimum distance in between the player where it should spawn to avoid annoying hardcore kills and house destruction.
Added more chat formatting colors.
Added more java item classes.
Added more item rarities.
Added more recipes.
Added other intelligence based abilities.
Added a render instance of the DOTF logo near the Minecraft original logo.
Added damage caps for the proto graveminds and keyminds.
-----------------------VISIBLE IN GAME-----------------------
(BIG) Added custom hive ambience sounds that play whenever the player is near infected terrain. These sounds are actual Halo blightland atmosphere sounds.
Added Energy Stave third-person animations.
Added the Conversion Wand item, that automatically converts every vanilla mob into it's flood counterpart if it has one.
Added the Potent Remedy item, which is still WIP.
Added a tungsten trapdoor block.
Added an amethyst block counterpart.
Adde two new decorative blocks spawning in the pure blightlands. The Forgotten Plant and Reeking Flower are both inoffensive plants growing on the mossy blocks to enrichen the biome.
Added a cool blight cactus block that works similarly to the Minecraft cactus, growing in the pure blightlands and inflicting damage and bad effects upon touch by any non flood creature.
Added coremind shell and coremind core blocks, both used for the new coremind structures.
Added different types of remnant fossils as blocks that are for now still WIP. Their purpose is to validate the fact that colonizer forms have been accustomed to Minecraft's ecosystem, properly referencing their colonizer statuses.
(BIG) Added a new type of block, the S.O.R block (System of Retaliation) which works as an anti-flood weapon. When placed and right-clicked, it clears infected terrain nearby, it reduces wave points and intelligence points.
(BIG) Added cool new working loot tables for the mobs of the mod to ensure their drops are being put to good use. Most mobs have one and the looting enchant will now actually work properly with each dropped item.
Multiple drop items have been added for various mobs. These drops are dropped through their loot tables and they can be used to craft SOR blocks.
(BIG) Added 3 new items, linking, intelligence and wave scanners. All are used to see the current stages of evolution, whether it being current wave, linking mass accumulated by a collection of linkminds or intelligence mass accumulated by a global Proto Gravemind.
(BIG) Added a new weapon, the "Bloodblade" sword, which is a stronger variant of the normal energy sword. To obtain the bloodblade, an energy sword must completely swish a target atleast 300 times before turning it's blades into a red color and making it inflict bleeding and set targets on fire for a short period of time.
(BIG) Added a new mob effect, the "Bleeding" effect which deals damage to the player constantly, damaging him as his wounds are freshly created by some mobs. It features a screen overlay, heart beating sound and blood particles dripping from it's target. The damage dealt is also amplified based on the player's actual movement speed.
(BIG) Added a new mob effect, the "Decay" effect, which greatly buffs all and any damage the player takes and also reduces regenerative capabilities even up to 90% depending on it's amplifier.
(BIG) Added a new mob effect, the "Stunned" effect, which is based on the Alex's Caves stun effect, we didn't reinvent the wheel. It basically removes all ways of free movement.
(BIG) Added a new mob effect, the "Binding" effect, that acts as both a buff for the Flood and a debuff for the Players. It's a special effect that slows the player down but makes the flood have longer aggro range.
(BIG) Added a new mob effect, the "Stale" effect, which only applies to flood forms capable of evolving. It basically makes them unable to evolve into a stronger form due to an unlucky birth. As of now, only the Thrasher Form and Living Bodies can spawn with this effect.
(BIG) Added a new mob effect, the "Vigor" effect, which is a buff type effect that affects the Flood. It makes their regenerative capabilities greater than ever before, getting stronger as the amplifier of the effect is bigger. This effect can be granted whenever a flood form is close to a coremind and a Fractal exists.
(BIG) Added an official DOTF soundtrack with a system that makes a random halo song play in the Minecraft menu. You can see the song's name + game of origin on the left side, near the Minecraft logo, symmetrical to the splash screen text.
With this system, you can press the "N" keybind to change the track. This will also be converted into a compatibility mod available to download, to remove the unnecessary bloat and size the music takes if you do not want it.
(BIG) Added an in-game soundtrack. The mod will play different eerie and spooky sounds in an iterative order (not random). As of now, there's 15 tracks and they will only start playing after the first night comes (time greater than 13000).
The soundtrack will play on loop, going back to the first song after finishing the last. On exiting the minecraft instance, the soundtrack resets back to the first song. The songs get progressively scarier and more otherworldly.
The soundtrack consist of multiple songs, some of which are WIP and potentially removable. We do credit the artists correspodingly on the wiki!
Some of the songs are:
- Marathon Theme (1994) - Marathon
- The Siege of Madrigal - Myth TFL
- Heart of the Stone - Myth TFL
- The Summoning - Scott Buckley
- The Thing Desolation (Cover) - Techno573
(BIG) Added a custom mobcap, that checks every 1 minute if there's more than 100 flood enemies close to the player. If they are, the overflowing entities will get despawned. This has been added for performance issues and for fixing up pod infector messed up spawning.
(BIG) Added support for geckolib animated hitboxes.
(BIG) Added support for geckolib animated rider positions that works for the player.
(BIG) Added wave 7, coordinated stage.
(BIG) Crops growing get slowed down up to 50% based on the proto gravemind's intel and they will stop growing completely when final intel level is reached.
(BIG) Added multiple stages and phases for the mod. From wave 1 to 6, all are subclasses for the Feral stage: Feral, Linked, Centralized, etc. And in wave 7 and the last, the Flood becomes fully coordinated.
(BIG) Added numerous new advancements into the game. We have added 17 advancements to the previous 4, making the achievement count of 21 as of now. There's various achivements you can get, starting from slaying your first enderman form all the way to obtaining a coremind core block, there's endless possibilities!
(BIG) Added Human Form texture variants (Still WIP, that's why only human.)
The Human Form as of now has 2 extra texture variants, "Bloodthirst" and "Decaying". The bloodthirster variant inflicts bleeding upon hitting it's targets, whilst the decaying variant inflicts the decay effect every hit.
(HUGE) Added celestial events that render on the Minecraft sky. First is the green low opacity planet of Madrigal that slowly increases it's opacity as days go by to foreshadow the imminent infection of the Madrigal planet and it's unfortunate destiny, as a warning for the Minecraftian civilization. Second is the blue orb spiraling around the player's POV on the first night. As of now, the source of this astral event is unknown, but it is highly speculated that the light comes from the covenant cruiser ship that will crash the next day, all because of the color scheme. Another sky change is the lunar event, as the moon has been also infected by the Flood, as the light emitted is orange and it's size has significantly increased, all while the last astral event as of now, the red stars, will rise up in the middle of each day on the sky. Every 3 days a new "blood star" appears and within time, they will ultimately form a projection of the ring found within the Minecraft world.
(BIG) Added two new structures spawning in your world. These structures are flood-related buildings/settlements once created by other races and then taken over by the flood.
(HUGE) Added "Coreminds". Coreminds are structures that spawn every 15 succesful spreads of the proto gravemind (configurable). When the amount of succesful spreads is met, a coremind will appear on the surface near the proto gravemind's X and Z levels.
Upon spawning, it causes a lightning strike, a screen shake and an ambient sound to play. The creation of a coremind means that the proto gravemind is ready to overextend to consume the entire world. The graveminds can control the coreminds from really far away, mostly underground, allowing it to be protected while still infecting the lands. These domes are covered with a hard outer layer formed from special blocks and in the exact middle of the coremind, a coremind core awaits, a block constructed just to keep the coremind alive. If this block is broken, the coremind is destroyed permanently with no way back, removing it from any fractal and if the current spreading position is located at the coremind's position, the proto gravemind gets delayed, not being able to spread the blightlands until a new coremind is created. These coreminds also have fluid in them which grants a lot of debuffs to the player when trying to break in, all to slow him down until reinforcements arrive.
The coreminds are sphere-shaped structures that only have a half sticking out of the ground, with the other remaining intact in the soil, constructing it's dome look. When spreading the blightlands, extra biomass can generate on it to make it seem camouflaged. The coreminds can spawn infinitely and when a coremind reaches another 15 succesful spreads, a new coremind is created. When creating a coremind, the previous locations are taken into accountance so that two coreminds can't spawn closer than 50 blocks (approximately) to one another. The second coremind will also inherit the first's position and randomly generate from there, causing the biome to go in any direction. Multiple coreminds create a Fractal. A fractal is formed from minimum 3 coreminds generated somewhat randomly, with each 3 coreminds granting a level up to the nearby a flood in terms of buffs. A fractal buff gives nearby flood forms multiple positive effects, one of them being the new Vigor effect.
(BIG) Added a new environmental change for the blightlands. Modded structures will now generate in the blightlands to make the biome more aesthetically pleasing but also add wave points to the Flood. When succesfully spawning a random structure from the mod (can be configured), wave points are added for the Flood depending on the size of the structure (Not accurate with the exact specified value in the config).
There's already a few flood structures present for the infinite blightlands, but many are still missing, left to be added as this is a WIP feature.
(BIG) Added a custom ChunkManager class forked from the ForgeChunkManager, that allows for clean and timed chunk generating that will come in handy for proto gravemind spawning, biome spreading and keymind pathfinding.
--------------NEW ENEMIES--------------
(HUGE) Added a new enemy, the Witch Form. The Witch Form is a conventional new base form that also has the ability to buff allies and debuff it's targets. It throws buffing potions at it's allies, but debuff potions at it's targets. She can throw poison II and acid burns II potions, but upon
seeing it's target wear any armor, she will also try to throw corrosion II potions. All effects last 20 seconds and present an extra quirk that she has. She also has special and custom idle sounds.
(HUGE) Added another new enemy, the Trader Form. The Trader Form is a conventional new base form that has the ability of going "hidden" for 15 seconds, with a cooldown of 45 seconds. In this hidden state, the wandering form becomes almost completely invisible and it's unseen by mobs that would otherwise target it.
Upon entering this state, the wandering form plays a sound and various particles appear above it's head. When invisible, the trader form can still target living creatures and upon hitting one, it deals 50% more damage, inflicts blindness for 10 seconds to a single entity and also reveals it's disguise. The Flood use
the trader form as an "assassin" for earlier waves. The Trader Form also has custom idle sounds for both in and out of the hidden state.
(HUGE) Added another vanilla base form entity and probably one of, if not, the last, the Drowned Form. The Drowned form is a conventional appearing base form that spawns from the conversion of a Drowned zombie. It retains basic intelligence and can therefore swim faster and be more useful in aquatic terrains. It also possesses swimming in the deep techniques to lure it's targets deeper into the sea.
Whilst it retains this type of intelligence, the drowned is also able to mimic basic drowned zombies, as he will sometimes use tridents and fishing rods, to make ranged attacks and respectively, reel targets closer.
(HUGE) Added 3 more enemies that classify as "organic forms". Small, Medium and Large Deficient Forms are flesh chunks spawned from farm animals and non-conventional animals that can't turn into combat forms. Their size will vary and therefore decide which one of the three they reside in.
The deficient forms possess the need to merge with one another to create more powerful beings. When enough biomass is stored, they grow into bigger flesh chunks and eventually reach enough biomass to turn into "Surrogate Forms". The deficient forms are flammable and therefore take full fire damage and are easily disposable.
They run from the player and small versions can be passively spawned by the linkminds to allow formations of bigger communities of flesh chunks.
(HUGE) Added a new enemy, the Surrogate Form. The Surrogate Form is a horrific creation consisting of multiple flesh chunks from various animals. The Surrogate Form screeches horribly imitating multiple victims of infection. After some time in the world, the surrogate turns into a thrasher form to further expand the infection.
The Surrogate Form is the result of multiple deficient forms merging and therefore also flammable. The Surrogate Form needs more points than the others to evolve.
(HUGE) Added a new type of corpse, the animal carcasses. These animal carcasses are built-in entities of the mod that work as extended lifetimes of an animal. These carcasses have the chance to spawn once an ordinary animal dies with the Sporing effect active. The ways of obtaining that effect depend on the context.
They can either spawn with the effect or gain it when attacked directly by a flood form. These carcasses will soon start to decompose after approximately 20 seconds and transform into raw deficient forms all based on their actual hitbox sizes, as for example chickens turn into small deficient forms whilst cows turn into medium deficient forms.
(HUGE) Added another cool enemy, the Thrasher Form. The Thrasher Form is the direct evolution of a Surrogate Form. It's eloquent appearance makes him a great foe! The Thrasher represents the gathering of multiple low life animal intelligence in the way of achieving something far greater than just a pile of flesh. Because it retains the memories and skills of multiple animals, he features high health and attacking capabilities. He can perform 4 base attacks. He can use it's right arm to punch, his left arm to punch, use a powerful bite that grants bleeding or using both his arms and his body weight to slam into the ground ferociously, to deal damage to the surrounding area and send enemies flying. He's also capable of sprinting at high speeds and chase targets for long. With each kill that he gets he grows in size, and eventually when reaching 10 kills, the Thrasher Form will evolve into a random Keymind Form.
The random keymind form is decided based on the wave of evolution and if a proto gravemind exists or the linkmind mob count is met. For example, if there's no proto gravemind in the world and the linkmind mob count is still not reached, the intelligence is still local and the linking mass small, therefore the Gnasher will always evolve into a Linkmind stage one.
(HUGE) Added a new type of enemy derived from the base forms. This enemy only exists as a human form devolution as of now since it's still a concept. The "Living Human Body" is the equivalent of the living body of a human form and it perfectly depicts what remains when the infector is dead, a hollow walking corpse that will follow you around. It's capable of dealing small melee damage and performing small leaps towards the player. It also actively spawns "guts" particles as a way of showing the excruciating pain of the gore that lies beneath your eyes. It features custom sounds and high speeds for chasing purposes. It has 2 means of appearing. It can either appear when a human form explodes or, when it takes damage consistently when it's host is below half health. This makes their spawns progressively rarer, as you will hit human forms less as you gear up and deal more damage, that's why these bodies even exist. They are for small combat and chasing purposes, the flood sacrificing strength in favor of speed. Upon killing 5 creatures, the living body re-evolves into a human form capable of then spawning another human body if in need.
(HUGE) Added Linkmind entitities, which are smaller but more compact proto graveminds like entities that work as local networks of the Flood. They classify as Keyminds since they present no ORDINARY threat. They are highly intelligent and versatile and capable of high level coordination.
They, just like proto graveminds, come in different stages which are not yet all fully implemented. Depending on their stages they possess different abilities, but they can all throw "linking lumps" that will explode after a short period of time leaving behind an effect cloud area that is poisonous.
Based on the linkmind stages, their linking lumps will also summon stronger reinforcements. Starting from pod infectors all the way up to Pure Forms. This is all configurable.
The Linkminds will wait for a nearby signal to allow their true potential to take shape. This signal has a chance to appear only when a flood mob dies to a powerful mob (more than 50 HP) or to a player. During linking, the linkminds open an eye and a horrifying sound plays. The cooldown for linking and wait time for ability updating is also based on the linkmind stage.
Because almost everything is stage based, linkmind abilities will drastically get far more dangerous as private mass grows, more time passes, and the biome gets consumed.
The abilities of the Linkminds based on the stage are also plenty:
- Linking the Flood and the smart patrol mobs to go to the nearby signal it has. (For every Linkmind above stage 0.)
- Binding the nearby Flood. (For every Linkmind above stage 0.)
- Binding the nearby Players. (For every Linkmind above stage 0.)
- Linking other Linkminds, transmitting the nearest signal further. Do note that during this procedure, the most recent signal will be transmitted for every other linkmind that has reached maximum signal age or that hasn't started linking yet.
Maximum linking age is 5 minutes as of now. (For every Linkmind above stage 1.)
- Passively summoning small deficient forms so they can merge and form Thrasher Forms (WIP). (For every Linkmind above stage 1.)
- Linking Keyminds. This ability works for long range combat and will send deadly keyminds with instant block breaking for investigation purposes. (For every Linkmind above stage 2.)
- Searching for the most powerful mob in a long range without it doing anything to update the linking signal. This ability is called "Head of the Snake" (WIP). (For every Linkmind above stage 2.)
In the world, there can be at most 50 linkmind entities as of now, but this only counts the naturally spawned ones, so if you override this value by spawning them yourself it won't actually cap the linkminds forcefully and the balance will be broken.
(HUGE) Added the linking system which is based on the smart intelligence you guys requested. It revolves around the early infection tools, the linkminds. It obviously takes place in the "Linked" stage when linkmind forms can naturally form and also when they can receive linking signals.
Even if the linking and intelligence points are not dependant on one another, if the linking points are below the intelligence points, every 30 seconds, the Flood gets a penalty, reducing intelligence points by 20 every time it fails to comply. The Linking system also comes with new abilities:
- pLevel = 1, Pod Infectors start to roam the world in packs. Base Forms learn to target crops and torches. Human Forms start to spawn in different texture variants.
- pLevel = 2, Enderman Forms learn how to use mass teleportation. Vanilla Base Forms, Pod Infectors and Carrier Forms learn how to swim better and dive in water. They also learn how to get out of vehicles like boats and carts.
- pLevel = 3, Hordes composed of base forms can now spawn roaming your world trying to find you.
(HUGE) Added another entity, the Stalker Form, a Pure Flood enemy with it's only purpose being fast and versatile traveling. It possesses rapid speeds and agile reactions, it being also able to dodge projectiles. Every surface becomes easily climbable for them and if you have our new mod, which is a compatibility between DOTF and Nyfaria's Advanced Climber API, he will climb the walls like a true expert. With that said, it's a shifter form and it's shifting will become unpredictible with him mostly shifting when his target is not around to then try to get the upper hand in positioning. It has low health and doesn't present itself hostile to any creature, instead focusing only on speed and versatility. When hurt, the stalker form will either try to shift if possible or try to run away scared.
(HUGE) Added even another enemy, the Ranged Form, the last Shifter Form of them all. The creature presents itself as a master at ranged attacks as it's name implies. He can shoot spikes that deal a lot of damage and apply various debuffs to weaken the player. These spikes are very fast and hard to dodge. The ranged form is selected when shifting only if the initial shifter is further away from it's target.
Besides, the Ranged Form can latch itself onto the ceiling to become unmovable. Even shooting constantly, he is still immobile and becomes like a turret, hard to get down. He doesn't feature any melee attacks and only relies on it's ability to quickly shift into a Tank Form. He doesn't move particulary fast and just like the others, he will be found most commonly in the blightlands.
(HUGE) Added another new Pure Form enemy, the Gaunt Form, awaited by many. The Gaunt Form is the supreme assassin of the pure forms, as he, just like the trader form can go partially invisible for a few seconds, exiting that state only to attack, dealing DOUBLE the damage and inflicting blindness on it's targets. The Gaunt Form is also a fast and intelligent mob with many versatile attacks. He features a normal whip attack, a horizontal whip attack, with both these attacks dealing AOE damage. He also features a whip attack in which he utilizes his left arm, also dealing AOE damage. His last and final attack is a more special one, the "Drag Onto Target" attack is a special type of attack that comes with cooldown. Each few seconds, the gaunt will try to extend his right arm to form a hook to bring targets closer, or, if the weight is above the exceeded limit, bring itself closer to it's target. Besides all this, the gaunt can still jump high in the air towards the player and also, just like we've seen in the trailers, roll on the ground towards it's target to try to quickly ambush and attack the enemy. Pod Infectors will also follow the Gaunt Form whenever close to them. He, like other pure forms, spawns in the same way.
(HUGE) Implemented a cool new system designed by me to work specifically with DOTF. The system brings in geckolib animatable hitboxes that can be attached to any geckolib entity with multiple bones. This means that multiple entities can have animated hitbox that sync perfectly with the entity's movement. This allows for precise hitboxes so the player can attack entities properly. As a system, it's an extension of the PartEntity.java class, being called AdvancedPartEntity.java. As of now, only two entities of the mod have multiple hitboxes, the Tyrant Form and the Gnasher Form, the two colonizers of the mod. Furthermore, this allows for interactive hitboxes, as the heads and tails of these enemies take more damage than the main body for example.
(HUGE) Added even another new enemy, and this one I must say I personally loved the most out of this update because the animal it's based on is my favorite animal. The Gnasher Form, a new colonizer form, is based on real life sharks with the closest resemblance being the Thresher sharks. It features high quality animations, sound effects and attacks. He spawns the same way as a Tyrant Form does, except he does it in water. The Gnasher Form has 2 base attacks and a special one. The gnasher can bite it's target, inflicting bleeding, headbutt it, dealing less damage but more knockback, and his special attack makes him drag the player aggressively to the bottom of the sea in the hopes of drowning him. Upon taking him hostage, the player is then rendered in the gnasher form's jaw and aquatic sounds play whilst he constantly deals damage that ignores immunity frames and inflicts bleeding every 20 ticks. He also has one new special entity trick, multiple hitboxes! In order to truly render hitboxes for the Gnasher, he features 5 different hitboxes positioned on each of his limbs (almost lol). These parts also take more or less damage depending on which part we're talking about. The head takes full damage, while the body takes 3x less and the tail takes 2x less, etc. Besides this, the hitboxes are naturally synced with their respective geckolib bones so that they're always animated and kept in term with the moving limb. The Gnasher also has 4 other special perks. First, he can jump out of the water like dolphins for fast traveling and to really honor it's Thresher shark counterpart which also does the same. Second, he can detect bleeding targets from afar and try to pathfind towards them. Enemy or friend, if he's bleeding the gnasher will automatically try to investigate. Then, the gnashers will also try to stand close together, roaming the oceans in what they call "Wolfpacks", similar to the submarines squadrons used in WW2's era of marine development. And at last, the gnasher's indomitable spirit will make it so that if he unluckily goes offshore when trying to hunt down a target, he will go into ground path navigation mode. He slowly creeps towards it's target in a land animation. When no other targets in sight and a big enough body of water, the Gnasher will go back into the water.
(HUGE) Added another powerful keymind form, a very aggressive and dangerous foe characterized by it's long limbs and fast speed upon charging towards it's target. The Blightstalker form is an enemy that has the abilities to end a world entirely. Unlike the Juggernaut, the Blightstalker is more selective with it's victims and the way he attacks them, avoiding direct charging towards the player. Instead, he watches from afar, presumably only moving unless the player is directly watching thy self. This behavior acts for 30 seconds approximately, time in which he closely studies his target. After the timer has expired, he forcefully pathfinds towards the player at rapid speeds trying to neutralize him and any other life present in the blightlands, as his job is to secure the outside world is infected. He has 3 attacks and all of them are special in a way. He can swing it's arm at the target, throw it in the air and then bite it, or just slamming the ground with it's mighty force, dealing AOE damage and damaging the environment. He also can cause roars from time to time which makes the player's screen shake, offering visually animated interactions. When near or in the blightlands, he has the "terrain advantage", granting a 50% boost to his maximum health and attack damage. Just like the juggernauts and other keyminds, the blightstalker is able to pathfind towards the player and easily be sent by only a Proto Gravemind II as of now. Additionally, the blightstalker's call sounds can be heard echoing through the caves as he walks charges across the terrain.
---------- END OF CHANGELOG ----------
More bug fixes:
Fixed some spawning criterias and weights, now the flooded golem will only spawn naturally when a proto gravemind exists.
Fixed some spawn issues with certain enemies.
Added the Jackal Form.
Plasma grenades not dealing damage when sticking (sometimes) fixed.
Proto Gravemind preventing itself from despawning because it now loads it's chunk where it spawns and unloads it's chunk when it dies.
More blightland blocks spawning naturally and some were tweaked, as well as some other variations being added to naturally spawn adherently in the blightlands.
Pod Infector hives spawning rate reduced (This was the cause of lag for many people).
Xaero's mini maps incompat fixed.
Proto Gravemind now gets damaged less by projectiles depending on the distance between itself and the projectile shooter.
Added a config option for players to eliminate current blocks that can be corrupted by the blightlands by default.
Added a new proto gravemind ability, to passively turn creepers into flooded creepers as time goes on.
Here it is guys at last, the version that will hide the planet in shadows and get rid of the sunlight, version 0.4.8-R! "Rising Tides".
To whoever's reading this, this update is not just a "dress to impress", it brings in actual content and it's what the most of you guys wanted, an ideal update if I can say so.
---CHANGES---:
Made all dotf commands begin with /dotf so that youtubers don't get confused anymore.
Added intel setter and getter commands.
Made the flood horde now move towards a random player on the server.
Added the flood theme as a sound to play when the ship arrives on the Minecraft Earth.
Added options to disable the mod structures. THOUGH DO NOTICE: Do not and I mean IT, do NOT disable the structures then try to locate one with the /locate command, it will freeze and eventually crash the game since it can't find that structure.
Added an option to disable the shipcrash.
Disabled the captain keyes cutscene.
Revamped the sulfur textures.
(GAME CHANGING) Fully reworked gun system that reevaluates and fully fleshes out all previous guns we had before whilst still maintaining the animations and old systems, such as camera animations and custom bobbing or third person player animations.
This new system allows the official devs to add guns in a way more select and simple way than before, while giving out up to 400% higher quality items.
This system also allowed us to add new guns that will hopefully impress the community: Disruptor, Mangler, CQS Bulldog Shotgun, MA5B Assault Rifle, SRS Sniper Rifle and SRSB Sniper Rifle (with bipod) and the Brute Shot.
This system also came with a rework for the previous gun animations and scopes.
The new gun system also comes with new features, such as headshots, night vision on the snipers, bodyshots with special sounds and special particles for Flood forms, etc.
This system also adds new bullet types, bullet models and most importantly, gun and bullet crafting recipes to suit the way the mod works. Now, crafting guns and weapons has become much more complex and more craftables are needed.
You'll need plates, pipes, gears, nuts and bolts, screws, triggers and many more from now on!
New muzzle flashes for all guns.
Revamped the AAA Particles explosion particles, using the official ones instead.
Nerfed the damage the pod infector explosion used to inflict.
(BIG) Removed the pod infector's annoying AOE attacks, the poison and the damage.
Removed the halo crosshair that was visible when you were using the weapons or grenades.
Shortened the grenade ignition time needed, since it took too long for it to actually explode, it has been reduced from 5 seconds to 3 seconds.
(BIG) The Plasma Grenade now has a ignition sound when it touches the ground and it also sticks to entities now.
Buffed the damage dealt by the energy sword and the gravity hammer.
Changed and improved the system on behalf of which the Flood uses the mod's guns.
Removed / fixed some config options that didn't have a use.
(BIG) Improved the Juggernaut AI and added one more attack ability to it, originally not planned nor confirmed in Halo, it was present in some mods that added the Flood Juggernaut.
The Flood Juggernaut can now occasionally leap into the air really high and land on top of it's target, smashing it's surroundings with his large feet that make the ground and screen of the player tremble, all whilst dealing sweeping range damage
with the AOE attack. On top of that, the Juggernaut now, like other keyminds that will appear, has an ability called the "Death Aura", which is an ability to buff nearby flood forms. As we know, keymind forms are great militaristic leaders and so, on a 21x21 block range, the aura will
activate and grant buffs to nearby flood forms, attack damage, regeneration and health boost, all up to level 2.
Added multiple placeholder bullets, since we do not and we are sorry for this, have any bullet textures/models we can use for now...
Added an option to let the player decide which guns should the flood forms use. HOWEVER! You can only disable selected ones in the config, you can't add others than the ones that are already there. For example if by default, the marine form doesn't use the disruptor, you can't make him use the gun.
(BIG) Nerfed the Maw Form, Now maw claws are damageable, and instead of directly summoning pod infectors, the maw form will now summon bomber sacks.
(BIG) Changed certain spawn criterias of some Flood enemies, such as the Maw Form, Tyrant Form, and the newly added Bomber Form. Those 3 for now, start spawning differently. Unlike in the past, the Tyrant Form will still need to spawn in a cave but can ONLY and ONLY spawn in a cave
when a proto gravemind / gravemind exists and the Tyrant is viably close to it, almost like Blightlands level close, under 140 blocks away from a gravemind, that is the maximum limit distance from the proto gravemind that a tyrant's position needs to meet. Bomber Forms work the same but in a smaller area,
only 100 blocks away. And the Maw Form really similar too with an area of 120 blocks with the exception that the Maw Form can only spawn in the Upper (Hive) Blightlands.
(BIG) Improved and reworked the grenades of the mod. Added new logic, models, animations and textures and besides all of that reduced the time needed for a grenade to explode. Both plasma and fragment grenades have changed from 5 seconds needed to 3 seconds needed.
Plasma Grenades also stick to living entities now.
Tweaked the brute shot draw animation a little.
Buffed the Tyrant Form. Increased it's health and speed.
Buffed the Juggernaut Form. Increased it's health.
(BIG) Changed some sounds of the mod that were incorrectly sorted from the beginning...
The Marine and Sangheili now have new idle sounds, and so does the Carrier Form.
Entities that get killed by the Flood will now not drop items anymore, excluding the player.
Flood Forms now get more health from killing an animal.
Enderman Form now got a sound revamp, thank you Thomas!
---ADDITIONS---:
Added a new block craftable with Tungsten, the Tungsten Door!
Added multiple crafting recipes for the new guns.
Added two new cutscenes which play when the proto gravemind either is spawned or when it dies.
(GAME CHANGING) Added the OFFICIAL Dawn of the Flood Block Infection which comes as a big revolutionizing feature that will hopefully inspire other mods as well, since this is one unique way of doing a block infection.
The Dawn of the Flood block infection comes with numerous blocks which fall into two categories: Counterparts, and Above Placeables added and programmed into a mapping system to always get the right counterpart and/or possible above placeable if the circumstances allow something like that.
Besides that, the Blightlands come into 2 tremendously big biomes, and therefore it is split into 2, "The Hive Blightlands" and "The Pure Blightlands". The Hive Blightlands are found on levels Y of 30 and upwards, and The Pure Blightlands are the pure ones as the name implies and only generate from levels
30 Y to under that, down to Bedrock. That's why, the mod itself calls these the "upper" and "lower" blightlands, or the "caves" and "surface" blightlands. The biome itself comes with numerous blocks, but also liquids, turning lava and water into what seems like a gooey flood liquid. Apart from the two block categories,
two other follow as well, and they depend on which biome's in place, the "hive" or the "pure" blightlands, that's why most blocks have 2 variants, in hive and pure as in which they come. On that matter, a selective detail comes into play as well, the Fog.
The Fog of these biomes is different, more dense, more asphixiating and certainly, more colorful. It's color transitions smoothly from green to orange depending on your Y level and distance to the proto gravemind. Note that there can never be a starting blightlands biome without a proto gravemind.
A selective foe, like I mentioned, defines this biome and beyond, "The Proto Gravemind", which can consume, grow, develop intelligence, and ultimately, evolve. A Proto Gravemind formation is special and can only happen under certain circumstances. It can only spawn after wave 4 officially strikes, but to spawn,
the proto gravemind needs 5 "sacrifices". A new rare base form, called "The Librarian" is considered the most pure basic flood form and has special blood and special callings, hence why it's other name is "Lamb of God". This lamb, like others, needs to get atleast a kill in a cave in levels Y under 30.
After that goal is complete, the Librarian will call upon himself nearby Flood Forms to move to itself, within 100 blocks. Once they all come close, they merge and vanish and form the Proto Gravemind I. Now once the proto gravemind I has appeared, certain things will begin to change and certain enemies will get stronger.
The Proto Gravemind comes with defense mechanisms, like the bomb sacks which summon pod infectors, but it's main abilities? They're something else. First of all, just barely scratching / damaging the proto gravemind will make all nearby flood forms in a 100 block range get alerted and instantly move towards the Proto Gravemind
and start surrounding it like ants surrounding a hive. Why is it so important that the Proto Gravemind stays alive? Well first of all, the blightlands can no longer develop if the proto gravemind is dead and even though intel is not lost with the death of a proto gravemind, evolution stalls and the flood starts to starve for more.
Intel capacity is an official aclaimed skill of the proto gravemind. Multiple config options will define intel based on how many intel points should certain actions generate. The basic coefficient of unlocking a new intelligence level is 300 intel points, which means, that at each 300 points that are added for the proto gravemind, the Flood
unlocks a new skill, I know, it's SICK. These skills get better and better progressively and it is what the Flood defines as "intelligence", the total number of intel points. To evolve into a Proto Gravemind II, the Proto Gravemind I must reach 1000 intel points. But with intel points growing, the area of the blightlands also grows.
A single area spread brings the Flood 20 intel points, whilst there's a 10% chance that if in range, the Flood also give out 5 more intel points.
Proto Graveminds also generate wave points and contribute to the Flood environment this way, generating 20.000 wave points each time the blightlands spread via the intelligence cap.
If potentially, a Proto Gravemind dies, another will form right after, but be aware that intel points will not be reverted and in such manner, it might be that they directly create a Proto Gravemind II or even something... worse...
The list of blocks that the proto gravemind can infect is static and nothing can be removed from it, however you can always add any new blocks in the config option under the form of a list, for example "quark:sturdy_stone". Similar to this however, we have created a special option to beat other infection mods in this criteria,
whereas with that option, you just need to insert the mod id of that respective mod. Adding it in that list will make all blocks from those mods become infectable automatically.
Intel Levels and which skills do they unlock (for now):
- 1 : Player Forms learn how to use potions and break blocks.
- 2 : Marine, Sangheili and Brute forms learn how to use guns and weapons and where to get them from on the minecraft world.
- 3 : Human and Player Forms learn to use armor and get better armor progressively, Evoker Forms learn how to use spells and Vindicator Forms learn how to throw their axes. Base Forms learn to destroy torches and ensure spawning room for other Flood foes.
- 4 : Enderman Forms learn how to use mass teleportation and they become immune to water weaknesses.
- 5 : Hordes composed from base forms can now spawn roaming your world trying to find you. Carrier Forms deal more damage when exploding.
- 6 : Base Forms learn how to open doors and fence gates. Pod Infectors start to roam the world in packs.
- 7 : Base Forms learn how to target crops.
- 8 : Sometimes now, creatures can be turned into flood forms by any flood counterpart.
(HUGE) Added a lot, but not all, blocks that can be placed in the Blightlands.
- Hives which can be open or closed based on their dormant state which updates each 3 minutes. Open hives spawn pod infectors ocassionally.
- Hive and Blight Catalysts which act like any sculk catalysts with the difference that it each kill in range will also bring 500 wave points for the Flood, so it's better to destroy these!
- Hive and Blight Blooms, which give out a new effect called "Flood Fumes".
- Hive Peduncles which will do the same but grow in time.
- Hive Luminous Flower block which will do the same, but grow in time exponentially, and also emit light.
- Blight Dripstones.
- Hive and Blight Cocoons and Flood eggs, which have multiple growing phases, starting from age 1 all the way up to a big flood egg, which will go off and spawn 1 to 3 pod infectors when close to a target.
- Hive and Blight Liquids which will give it out swimming debuffs for the player and negative effects.
- Multiple really detailed decorative placeables.
- + More.
(HUGE) Added a new weapon, the "Energy Stave". Originally not included in the franchise as a player utilisable weapon, Dawn of the Flood takes it upon itself to do the contrary and make the energy stave as an actual weapon to use by the Player.
The Energy Stave comes with 3 special attacks with animations and a powerful range to the weapon. It also works differently from the Gravity Hammer and Energy Sword, as it only damages one enemy at once.
(HUGE) Added a new enemy, the "Bomber Form". On par with the carrier form in terms of menacing animations, the Bomber Form comes with more tricks and more powerful attacks.
The Bomber form is a big foe with tendril like hands, gliding through the air and charging at it's enemies. He comes in two variants, the normal bomber and the "Wastelander" Bomber.
Based on it's colored variant, it throws different bombs onto two the ground with it's ranged attack, bombs that inflict poison, corrosion and many other effects but also summon pod infectors.
Rarely, the Bomber Form will reach the player just to grab him and release him once he's already high in the air by demounting the player off.
(HUGE) Added yet another enemy, the "Brute Form". An old archnemesis of the sangheili and in good measures, an analogous rival of the sangheili, now in both their counterparts, he's here and he's here for good reasons. As a new reinforcement and coming from wave 4
on the Minecraft Earth just like the Sangheili, he poses as a strong foe. With a dislocated jaw, a huge arm that has been "flooded", a covered arm that moves unnaturally, a face and eyes and red hypha coming from it's mouth, he challenges the grotesque appearances of the Flood yet again.
Just like the marine and sangheili, they come with many attacks and abilities, one of them is them being able to wield guns and weapons. The guns that they use are more powerful and more "brutal", a fine example being the CQS Bulldog, or even the Brute Shot grenade launcher. As a rival of the sangheili,
they also come with a signature weapon, the "Gravity Hammer", and a single blow could pose fatal injuries to anybody and it's attack, just like the normal gravity hammer, knockbacks the player, summons lightning bolts and makes the ground and screen tremble.
The Brute also comes in 2 texture variants, one which is the blue more common one, and one which is the red variant which is rarer, more noble and certainly more powerful, granting the brute more armor. Like any other base form, the Brute also has more variants, Tough, Spiky, Corsair, etc, which modify it's base attributes.
On top of all of this, the Brute also posseses a special "Berserker" attack, in which it lunges into the air and it plunges on the player, similarly to the juggernaut, creating harmful effects to the environment, and most importantly, to it's victim.
Unlike other flood forms, the brute form is also faster and more damage resistant.
(HUGE) Added a conceptual flood form which might be controversial, the "Flooded Creeper", but let me explain. The Flooded Creeper comes in as an avangarde exclusive enemy of the Flood, since we know for a fact that the Flood doesn't target creepers. So then how is it "infected"? Or is it even "infected", since it's name implies something else,
like the Iron Golem. And that's what it's like, since the creeper doesn't get infected, or atleast doesn't get infected manually. He, like the golem, gets hijacked or plagued, but ONLY by the Proto Gravemind, and that's why, the Flooded Creeper will exclusively spawn when a proto gravemind is alive, since it infects creepers passively, that's the trick.
By getting rid of the monotonic mind, the Proto Gravemind takes control of every creeper in the world at some point and makes these spawn instead, they're like a controlled clone.
The Flooded Creeper, since it's a clone, is a special type of creeper. Like other flood forms and really unorthodox, it becomes able to melee attack occasionally, dealing low damage, but possessing an ability to damage the Player. It sees the target from far away, 50 blocks minimum and it's speed is better than a normal Creeper by far.
When close to the player and low on health, it starts to ignite itself and becomes invulnerable, and just like a creeper explosion, a white overlay appears on him, but his explosion is different... It griefs blocks without damaging flood forms and it sends powerful toxic acids towards it's enemies. It also spawns 3 pod infectors.
However, the Flooded Creeper also posseses 2 more abilities, the leap ability in which he just jumps around at it's enemies and the "smart wall breach" ability, which works and makes the flooded crepeer a C4 bomb. Meaning that everytime he's close to some breakable blocks and the player becomes unreachable, he will autodetonate.
This will work when reaching the house of the player, when he will autodetonate and breach into the player's home and let other flood forms walk in.
(BIG) Added the Point Defense Gauntlet shields, which are more operable and more efficient than a normal shield. They come in three variants of colors, Blue, Yellow, and a Reddish Pink. Any hit to the shield will be deflected and pushed back more than normal, whilst also playing an energy sound.
Besides that, the shields are more resistent and more appealing. TO DO: They're not fully fleshed out and finished in my opinion.
(BIG) Added the Portable Covenant Shields, which are simple shield blocks that hold and prevent projectiles from hitting a target. What differentiates it from a different block is that players cannot destroy it without a pickaxe and hitting them will push them back.
Besides that, the shields have custom animations and can be placed wherever, and they hold up to the power of the flood when wanting to destroy blocks.
(BIG) Changed some spawn criterias of the Flood.
Flooded Creepers can even spawn in broad daylight if a proto gravemind exists and base forms can now also sometimes spawn in daylight if close to a proto gravemind or in the blightlands.
(BIG) Added a new setting which can be disabled in the config / set to a default value. This system is called the "domain coefficient" and how it works is simple. In order to establish a dominion over the entire planet, modded or not.
The Flood will deal extra damage as specified in that setting to mobs from other infection mods. This cheesy mechanic ensures that other mods get contained properly. Within this list there are a few example mods, but feel free to add more!
(HUGE) Added experimental, easy to disable in the config, jumpscares. This jumpscare system comes as a revolutionary dawn of the flood system in which "visions" are presented to the player when an event occurs, for example encountering a proto gravemind or a base form.
This Jumpscare system is highly versatile and can easily be used to create a jumpscare at any point in time. It comes with multiple artistical details, a fade in in opacity, a starting sound that plays when the jumpscare is created and most importantly, the jumpscare comes into 2 distinct parts.
Jumpscares can either be animated or non animated. The only jumpscares we added so far are both animated and the length of them is represented by the number of animated frames.
(HUGE) Added another enemy, called the "Grenadier Form. Variant of the marine form, this foe brings intelligence to a whole new level and it's spawning criterias are versatile and demanding. A proto gravemind must exist for the grenadier forms to make an appearance.
They come in 2 variants, they can use plasma or fragment grenades like a player. With high accuracy and skill, they make sure to meet their targets and expectations. It's abilities don't stop there though, as they can PLANT landmines whenever idle or not targeting stuff.
And of course, as a variant of the marine form, they can use melee tactics as well if a target comes too close.
(GAME CHANGING) Added the best in my opinion enemy from this update, in terms of EVERYTHING, down to animations, models and textures. The "Tank Form" is a special form defined under the "Pure Form" class. Originally a lone survivor created by the Proto Gravemind to defend itself., the tank form in dawn of the flood
goes into even a deeper level, becoming a "true warrior". As a Warrior, it's roles are plenty and versatile and not once will he hesitate to attack a target. He comes with a unique fighting system to the table, he has good health, damage, armor and very good regeneration, and yet he still prefers to fight hand in hand.
However, unlike other enemies, he has "warrior skills" and so, can enter a defensive state in which he will deflect, pary, guard or feint each hit that is thrown against him. Using this technique brought him the ultimate title of being able to defend a gravemind. It's abilities don't stop there, as with defense also comes attack,
as the tank form comes with multiple attack phases and skills that dig and break through blocks. Besides those, the Tank Form also has a special spawning criteria. Unlike other mobs that spawn in the blightlands, the tank forms are more common but with a twist. Their spawning range modifies in parallel with the intel cap of the proto gravemind.
Therefore, the bigger the proto gravemind intel, the more tank forms you are likely to see in a blightlands biome.
(BIG) Pod Infectors will now start to form packs and follow a leader if the intel of the proto gravemind allows them to do so.
---------- END OF CHANGELOG ----------
- Fixed Mowzie's Mobs being incompatible with the new versions of Dawn of the Flood.
- Added third person swing sounds for the energy sword.
- Added one more cutscene called the "Captain Keyes Cutscenes" which plays when you first see a marine combat form named "Keyes". But what could this mean? And whose memories are those? After that, no more marines will be called "Captain Keyes".
- Improved the cutscene system and added support for tickable sounds that can be added at any point of the animation.
- Fixed mobs being summoned tiny sometimes, screw you my own scaler, you betrayed me lol...
- Added the remaining corrosion effect we needed to add.
- Disabled the magnum scope for now...
- Some more fixes.
Dawn of the Flood, major update, as a secondary part of the old update. 0.3.6-R! "Extinction, Part Two".
Here it is guys at last, the version I told you I would be excited about, version 0.3.6-R! Extinction, the part TWO and continuation of the other.
To whoever's reading this, a trailer should come soon after the mod updates as well, to really show and sparkle the potential this mod has and how far it has come.
---CHANGES---:
(HUGE) FINALLY fixed the custom third person player animations playing for all players on multiplayer. Now the movement works just fine and individually :)
Improved the energy shield on the sangheili, now they emit realistic & cool lightning particles when hit.
(BIG) Disabled Fog in the config due to public demand, but you can still enable it in the config. I also found a way to make it progress and make your
screen foggier as time goes on and waves grow, so either way, it's a win win situation! :>
(BIG) Disabled all portal spawnings for now, as they are not relevant enough and not ready to be released as full mechanics.
Tweaked the flood tadpole's spawn weight.
Tweaked some more spawn weights...
Endermans will now not convert into enderman forms in wave 1.
Improved screen shake playing, as it now won't cause stacked screen shakes that ruin your camera.
Merged networking to create a smoother gameplay and less lag and messages in the console.
(BIG) Removed all Read / Write setDirty() methods in the getters of the mod's saved data. Thank you Modrome ( SRP dev ) for showing this issue to me that kills ram and lags the game.
Reworked / Tweaked some gun animations.
Planned to rework the energy sword's animations and position.
Improved the plasma grenade as it now doesn't jump too much like the normal frag.
Completely reworked the health pack and gave it a working and not infinite purpose, just like in Halo.
Fixed the ship message and sound appearing only for one player when on multiplayer. Same has happened with the horde message and sound.
Reworked maw forms regarding damage that they take. Now they can be damaged even while burrowing to give the player a higher chance of killing it.
They also now feature a better cooldown system for the pod infectors and a smoother digging animation, as to changing it into a bezier interpolation.
The maw claws were also changed, as they now will stay less on the surface and when their time's up, they will burrow in the ground and disappear automatically!
They also feature a changed animation to a bezier interpolation based animation.
Fixed broken marine helmet rendering.
Replaced the old gun workbench GUI texture with a new one instead.
Added more configurable crosshair options, that allow you to change the halo texture with the minecraft one and also an option whereas you can disable the minecraft crosshair when aiming with a gun from different gun mod.
Made the marine form and sangheili form be able to use ALL guns.
Visually smoothened and enhanced the vindicator's axe attack with new animation tricks I learned.
Calibrated and enhanced the custom DOTF crosshairs. Now whenever your cursor is over an entity, the crosshair will turn red like in Halo.
Enhanced support for manual interpolation splines.
---ADDITIONS---:
(HUGE) FINALLY made the first steps for the block infection, as I added the first blightlands blocks that are not shown in the creative tab :)
(BIG) Added full support for the GeckoLib Extension Pack I've made, that implements an animatable camera with keyframes, bedrock keyframe implementation, easier method to make manual animations, easy to add armor layers on ANY gecko entity,
support for manually integrated geckolib easing types, such as the easeIn, sineIn, etc..., and WAY much more!
Added the gun third person hand positioning back, and also the energy sword hand positioning as well.
Added marine form with or without helmet variant.
(BIG) Added "From the Source" effect which gives all Flood enemies a buff when the effect is active. This buff affects their damage, movement speed, follow range, and attack speed.
The effect can only be applied to entities if they meet a certain criteria, as they need to either come out of a "source" or be "infused" in their nervous sytem where the host is sitting with a powerful energyzer that makes them go NUTS.
This effect also gives it's target flame particles that spawn while the effect is active.
(BIG) Added "Acid Burns" effect which is an inflammatory effect that damages the player and slowly wears him down. This effect damages and burns the player from time to time, the level of the effect amplifying the time needed for the burn
to take effect again. Basically a cooldown in between the burns. While having this effect active, acid like particles erupt from you, showing your health state. This effect is gained by all who touch acid surfaces, such as the Toxic Puddle,
or the projectile that the Tyrant Form shoots.
Added "Corsair" variant for all the base forms including the marine form, which basically makes them want to auto-detonate and release pod infectors with from the source and dangerous toxins.
(BIG) Added M7 SMG Gun and another variant of it, called the M7 SMG ODST, which, compared to the normal one, features a sight scope and a silencer.
These guns have been added to the marine form and sangheili form too.
(BIG) Added the "Ship Remover Staff" which allows you to remove the ship with the item when right-clicked. But USE this with precaution as it wasn't meant to be able to be removed, but due to public demand we have decided to do something
about it quickly so that's that done.
(BIG) Added Flood Tadpole entity which is a tadpole like aquatic creature that spawns from waves 1-4 and that after a few minutes convert into pod infectors automatically. They also are cute and have lil swimming animations :>
(HUGE) Added FIRST official structures of the mod! Two UNSC laboratories that are big and filled with loot. Dare to come and take a look inside?
(BIG) Changed the ENDERMAN FORM'S model, texture and animation and also tweaked it's behaviour and added teleportation sounds.
(HUGE) Added Maw Form entity and Maw Claw entity.
The lore behind this entity is very special, as it is a custom flood enemy. When first landing, the Flood saw the trees on the Minecraft Earth, and with the stacked and unused biomass they tried to replicate them by forming an amalgamation of all kinds, the Maw Form.
In fact, the branches and the rest of the body are not made from wood like you’d think, in fact they’re just biomass parts that replicate wood. This entity was formed to serve a purpose of watching and targeting scheme, all whilst disguising itself to look as a “tree”.
It cannot move any other way than burrowing into the ground and getting closer, and closer to you, until it can use the maw claws and pod infector eggs that are both thrown consequently because of the distance, both used to pin you down then kill you, kinda like how a spider uses it’s web to catch insects.
Once the maw claws catch you, the sharp shrapnel like tendrils with the Flood hypha stab you, pinning you down, and slowly but surely, these damage and poison you. Once you’re caught it will be very hard to escape and the pod infectors thrown will come at you having the from the source effect and whilst you’re pinned,
they’ll come and burrow onto you, like a spider as I said. The name “maw” is foreshadowing the Halo CE mission, “The Maw”. The appearence of the Maw in your world just shows that the Flood is getting stronger and more resourceful.
For the future, the Maw will spawn only in upper blightlands biomes, where he’ll act as a guardian to the soil and feeding the soil that was already biomass made with more dead bodies, those caught with the claws.
The claws though are special, as they need no owner for them to move around and catch players. For they have their own set of mind and intelligence and the great journey shall wait for no one'. They also disappear after some time, burrowing into the ground to do so.
They can't be damaged unlike the maw and will disappear automatically, burrowing in the ground and never back to the surface after some time.
It is worth mentioning that the maw form can spawn at later waves and it takes less damage from projectiles as it’s outside is being protected by a layer of hardened biomass.
(HUGE) Added an animatable CAMERA entity which is still a WIP, but this allows you to animate the camera freely in blockbench as with cutscenes. It can also be animated with math or manually in the model as with any other geo model.
The camera addition also comes with the flexible ability to attach it to the player at any point in game to create epic scenes. With it, you can also hide the HUD, lets you be invulnerable while the animation is playing and also makes it
so that you're unable to look around or move the camera when an animation / scene is playing. This camera is responsible for the camera movement that's played when the Covenant Cruiser arrives on the Minecraft Earth, so thanks the camera!
(HUGE) Added Flooded Golem which is the hijacked and controlled version of a normal golem that's being taken over by a living parasite, in our case, the Pod Infector. In this case, the iron golem can only be infected and controlled by the POD INFECTOR
which sends direct commands to attack, destroy, and dominate every living thing that's not an ally. The flooded golem has a strong layer of armor that the Flood calls the "Shell" or "Carcass" of the golem. This shell gives the golem an
impenetrable and solid as steel armor, a great armor, and you can barely damage him while he's in his first layer of armor. However, as you damage him and more and more, the shell cracks and he reveals more biomass and vulnerable spots.
As the shell cracks, his armor decreases as well and you can see that visually, with more biomass appearing. Therefore, he gets easier to defeat.
He features two exclusive attacks, one where he slaps it's target while moving, and one where he stops to charge a fist that's then launched at the player. That fist is so powerful that it can break blocks, so BE careful!
He can also destroy blocks when chasing the player, that's worth mentioning.
Upon dying, he has the chance to die normally, or... spawn an empty carcass that's the flooded golem in the lowest state of power and armor. This carcass, if not destroyed, will be left as a prize for the pod infectors that can come, climb on it,
and reanimate it / revive it. It is worth mentioning that the unarmed flooded golem showcases no red eye, as there isn't anyone inside piloting, call it an attention detail if you will :)
If left for long enough without being animated, it will disappear automatically. Now, the unarmed flooded golem can't actually be destroyed like normally, nor pushed, damaged, or go through him. To destroy him, you can only use a pickaxe and once you use it,
he will get damaged like normally and drop iron ingots and biomass leftovers. The Flooded Golem spawns somewhat rarely, but only after wave 5 hits.
(HUGE) Added Juggernaut Form, which is an exclusively CUT Halo 2 Flood enemy and has never been showed in the games. The Juggernaut presents 3 types of attacks, a push / bash which is the basic attack, a stab or a lunge attack which is a more
disastrous attack and deals FULL true damage, and another which is a special one which I'm gonna get to right immediately. But before that, it's needed to be mentioned that the juggernaut can break your shield with each attack.
His last attack only comes into play when he gets damaged enough and gets angry, with angry cap active, but he calms as time goes on. If the angry cap gets to 10, he stops, roars powerfully, and slams the ground releasing multiple slashes
for a few times, in which, blocks around him fly and hurdle, the terrain shakes and trembles, and he damages creatures around him powerfully.
(BIG) Added Limb System to dotf, whereas some marines and sangheilis can get their limbs chopped off and fall to the ground as they get damaged.
As they fall, the form that has the features suffer many changes, they get slower and for all limbs missing, even get their walk animation changed.
If both hands and the head are missing from a form, they are unable to damage the player anymore and just walk around funkily, like in Halo. Looks really good in game by the way!
(HUGE) Added EXTERNAL Cutscene system with the Watermedia API being used as a library that allows me to add youtube videos to Minecraft as cutscenes with cool and smooth fading effects!
( Has unoficially been set to not happening, because the API is unreliable and the links break every now and then. So unfortunately this remains out of the game :( (I will though show in the video how it used to look like when it worked))
Made some decisions regarding the soundtrack of the mod, or in particular, which songs from Halo will be added in the mod.
(HUGE) Added the Gravity Hammer into DOTF. This powerful brute wielded tool is dangerous and releases powerful blows and slashes to nearby foes! It's craftable at the gun workbench in the miscellaneous tab and let's just say...
it's one of my FAVORITES. It has 2 attacks, two swings, right and left which deal TONS of damage and also knock the enemies back. But besides those two, the hammer also has one more attack, the VERTICAL swing which is deadly and can send
enemies flying. It causes the earth to shake and tremble, blocks to fly and move out of place and lightning bolts to come out of this powerful weapon. One single blow from this weapon can be fatal and this attack comes with extra damage and knockback
for everybody standing in it's way! It's stronger and has a better reach than the energy sword, but it is slow and can't one shot floods under 100 HP, so choose your weapon wisely! Besides all of that, it comes with a first person draw animation
AND 3 third person animations, each representing an axe blow!
(HUGE) Reworked the Energy Sword, regarding it's model, texture, ANIMATED texture, animations and the drawing sound. The sword is now smooter than ever, capable of slashing enemies easily.
It has also been buffed in damage but nerfed in range. Now it also comes with an ANIMATED texture that represents it more the way it was supposed to be like!
(HUGE) Added the Tyrant Form into DOTF, a concept Flood form that for us means more than that clearly, and it will see it's justice! The Tyrant form presents many abilities and powers, and he's also a the wielder of the acid.
He has 3 base attacks, 2 bites which deal FULL true damage and one more attack which is a weak left hand swing, that he uses because of his hand mutation. He can also roar from time to time when a target is present, AND
the coolest thing ever yet, is that his 4th attack is him stopping and spitting acid all around the place. If the acid pustule hits you, it gives you poison, weakness and acid burns effects with level 2 for 10 seconds. Even if you manage to dodge it,
the place hit will experience acid grief and in a 3x3 space add toxic puddles which give you the same effects as above if you walk on them. These toxic puddles disappear after 30 seconds and generate particles. Besides ALL of that and if it wasn't enough..
sometimes marine forms can spawn riding these tyrant forms! Of course, there's also an Alex's Caves Compatibility with them, whereas tremorsaurus can get infected by the Flood. The Tyrant spawns after wave 5 officially hits and can ONLY spawn in caves.
(BIG) Added Sulfur ore, and sulfur related blocks, an ore that can be found in caves not too rarely but not too commonly either. It's main purpose, is to serve as a gunpowder crafting item, since creepers are overwhelmed in late waves by the Flood.
(BIG) Mod also has been marked as working on NeoForge on 1.20.1
---------- END OF CHANGELOG ----------
IT'S ONLY A BETA OF WHAT THIS UPDATE SHOULD BE, BECAUSE IT'S CHRISTMAS AND I WANTED THIS TO BE A GIFT! THANKS!
NO TIME TO WRITE CHANGELOG RN, DISCOVER IT YOURSELF!