Advancement Tree: there is now an advancement tree for this mod, consisting of advancements for each mob, mob classes, and almost every item.
Crimson Mobs: When a Crimson Mob has the Infested status effect, when damaged, instead of having a chance to spawn silverfish, they will spawn Cursors (which will make Infested Nodes more dangerous).
Recovery: When out of combat, certain classes of mobs are able to consume 8 Mass to heal themselves 4hp every second. Depending on the mob’s class, they can individually use this ability a certain number of times, but when they get aggroed on a target, this counter will be reset. Across all existing mobs, the Recovery ability can only be used a maximum of 100 times, until the infection successfully gains a Point.
Swarm System: While aggroed, any non-Axis Crimson Mob will periodically call other nearby Crimson Mobs for assistance in combat.
These mobs can now use the Swarm System to call mobs up to 8 blocks away.
Crimsonified and Decayed Mobs now have individual spawn eggs.
Decayed Bogged: Has received a new texture to be more differentiable from its Crimsonified variant.
These mobs can now use the Swarm System to call mobs up to 8 blocks away.
Bloodlink Piercer: Digs underground and pops up beside its target. It can either perform a regular melee attack, or will grab its target, then uses its drill-shaped head to drill into its trapped victim, dealing I-frame-ignoring damage. Players can crouch to escape this attack.
Bloodlink Sentry: Has received a new model and animations.
The third and final tier of Biome Mobs. These mobs inherit all base abilities of Titans. When at half and 1/4 Health, they will spawn some of their Evolved and Primal variants. While Health is at or below half, any incoming damage (except instakills) will be completely negated, but transferred onto the nearest Primal or Evolved variant of itself in a 64-block radius. These mobs can use the Swarm System to call mobs up to 64 blocks away, and can individually use the Recovery System up to 64 times unless re-aggroed.
Monarch: Evolution of Emperor; At high health, will rapidly shoot I-frame ignoring variants of Emperor's projectile. As health decreases, its projectile attack will be swapped with a wind gust attack, capable of launching mobs and dealing I-frame ignoring damage in a large radius. When at 1/4 health or lower, will gain a shadow-dash attack, where it will launch itself at its target, dealing high damage and destroying surrounding blocks, and spawning a Monarch Silhouette in its original spot. Monarch Silhouettes only have 1hp, and their special attacks take twice as long to charge as the base Monarch's. Drops Emperor Eyes, Claw Fragments, and Berserk Essence.
Points: The number of Points for Phases 2-5 have been changed due to the Mass Threshold rework (explained directly below). For exact numbers, look at the “PHASES” Section; When a world is 1st made, the infection will now have -1 Points, but when the 1st Bloodlink spawns, it will be set to 0 points. In addition, infected mobs can now spawn as soon as the infection has 0 or more points, instead of 1 or more points (this change was made simply for the sake of consistency).
Mass: All Phases now have a Mass Threshold of 1000, instead of this value changing with each Phase.
Aggro-detection range 32--->64 blocks; These mobs will no longer passively spawn near Stage 2 or 3 Bloodlinks, but instead, When the Mass Threshold is reached, a Primal Biome Mob nearby a Stage 2 or 3 Bloodlink will have a chance to evolve; Drill-Charge detection range 65--->64 blocks, and now will only charge if an entity that has previously attacked another Crimson Mob is in said radius.
Pummeler: Can now aggro on mobs besides players.
To balance out the Mass Threshold rework and make the infection still progress at the same pace as before, Phases 2-5 have had the % chances of certain Mass Threshold events change, along with the Points needed to progress to the next phase increased.
Phase II: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (8.33%), Bloodlinks evolving to Stage 2 (8.33%), Raids (8.33%), Node-Spawning (50%), and evolving a Primal Biome Mob (25%). (10-99 Points).
Phase III: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (5.56%), Bloodlinks evolving to Stage 2 (5.56%), Raids (5.56%), Node-Spawning (33.33%), and evolving a Primal Biome Mob (50%). (100-749 Points).
Phase IV: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.5%), Bloodlinks evolving to Stage 2 (2.5%), Raids (5%), Node-Spawning (25%), evolving a Primal Biome Mob (62.55%), and Bloodlinks evolving to Stage 3 (2.5%). (750-1499 Points).
Phase V: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.38%), Bloodlinks evolving to Stage 2 (2.38%), Raids (4.76%), Node-Spawning (28.57%), evolving a Primal Biome Mob (57.14%), Bloodlinks evolving to Stage 3 (2.38%), and Titan Egg forming (2.38%). (1500+ Points).
Crimson Siphoner: To keep this item’s effectiveness after the Points change, Points Removed 3--->15 Points.
Crimson Blighter: To keep this item’s effectiveness after the Points change, Points Removed 30--->150 Points.
Purified Rapier: In order to make Purified Rapier feel less spammy and to make it require some sort of strategy to use, it’s “kill mob” ability has been removed, and instead, when not swung for 3 seconds, It will remove a Stack and give the user regeneration every second until there are 0 Stacks (this change was accidentally added in V1.4.2.1).
Spore Fungal Infection: Is now compatible with this mod without causing any tick-lag issues.
Spruce Leaves: will no longer appear white instead of their usual green color when certain mods are installed.
Arrows: will no longer convert into Bloodlink Sentries’ or Infected Skeleton’s custom projectiles if shot really close to one of these mobs.
The mod will no longer completely break if too many (~500-3000) of the same entity exist at the same time (This issue primarily happened from too many Nodes being loaded, since its easily possible for more than 1000 Nodes to exist simultaneously).
Mobs that have custom abilities when injured (IE, Knight reflecting damage, Kraken spitting Acid Balls) will now work properly even if a Player isn’t nearby.
Vanilla mobs can no longer become Infected from taking damage in Phases -1 and 0.
The chances of a vanilla mob becoming its infected variant upon being attacked is now correctly 20%, or 50% if the mob is nearby a Crimson Mob or in an infected biome.
Axis Mobs will once again die/take damage in Phase -1.
Bloodlinks: Initial Bloodlinks will now spawn again (this was broken in V1.4.3).
Bloodlink Shield: Will no longer override all blocks, but can do only do so to the same blocks that Nodes can.
Nodes: Biome Mobs spawned near Nodes via artificial means (like through Spawn Eggs) will now get the Node’s associated buff.
Crimson Survival Guide: Axis Marker is now correctly named instead of being called “Bloodlink Marker” in the book.
Crimson Repeller: Its item form now properly renders the Blast Furnace.
Flare Cannon: will no longer despawn or slowly die.
Beacon purifier: Will no longer randomly drop Stone upon being destroyed.
Advancement Tree: there is now an advancement tree for this mod, consisting of advancements for each mob, mob classes, and almost every item.
Crimson Mobs: When a Crimson Mob has the Infested status effect, when damaged, instead of having a chance to spawn silverfish, they will spawn Cursors (which will make Infested Nodes more dangerous).
Recovery: When out of combat, certain classes of mobs are able to consume 8 Mass to heal themselves 4hp every second. Depending on the mob’s class, they can individually use this ability a certain number of times, but when they get aggroed on a target, this counter will be reset. Across all existing mobs, the Recovery ability can only be used a maximum of 100 times, until the infection successfully gains a Point.
Swarm System: While aggroed, any non-Axis Crimson Mob will periodically call other nearby Crimson Mobs for assistance in combat.
These mobs can now use the Swarm System to call mobs up to 8 blocks away.
Crimsonified and Decayed Mobs now have individual spawn eggs.
Decayed Bogged: Has received a new texture to be more differentiable from its Crimsonified variant.
These mobs can now use the Swarm System to call mobs up to 8 blocks away.
Bloodlink Piercer: Digs underground and pops up beside its target. It can either perform a regular melee attack, or will grab its target, then uses its drill-shaped head to drill into its trapped victim, dealing I-frame-ignoring damage. Players can crouch to escape this attack.
Bloodlink Sentry: Has received a new model and animations.
The third and final tier of Biome Mobs. These mobs inherit all base abilities of Titans. When at half and 1/4 Health, they will spawn some of their Evolved and Primal variants. While Health is at or below half, any incoming damage (except instakills) will be completely negated, but transferred onto the nearest Primal or Evolved variant of itself in a 64-block radius. These mobs can use the Swarm System to call mobs up to 64 blocks away, and can individually use the Recovery System up to 64 times unless re-aggroed.
Monarch: Evolution of Emperor; At high health, will rapidly shoot I-frame ignoring variants of Emperor's projectile. As health decreases, its projectile attack will be swapped with a wind gust attack, capable of launching mobs and dealing I-frame ignoring damage in a large radius. When at 1/4 health or lower, will gain a shadow-dash attack, where it will launch itself at its target, dealing high damage and destroying surrounding blocks, and spawning a Monarch Silhouette in its original spot. Monarch Silhouettes only have 1hp, and their special attacks take twice as long to charge as the base Monarch's. Drops Emperor Eyes, Claw Fragments, and Berserk Essence.
Points: The number of Points for Phases 2-5 have been changed due to the Mass Threshold rework (explained directly below). For exact numbers, look at the “PHASES” Section; When a world is 1st made, the infection will now have -1 Points, but when the 1st Bloodlink spawns, it will be set to 0 points. In addition, infected mobs can now spawn as soon as the infection has 0 or more points, instead of 1 or more points (this change was made simply for the sake of consistency).
Mass: All Phases now have a Mass Threshold of 1000, instead of this value changing with each Phase.
Aggro-detection range 32--->64 blocks; These mobs will no longer passively spawn near Stage 2 or 3 Bloodlinks, but instead, When the Mass Threshold is reached, a Primal Biome Mob nearby a Stage 2 or 3 Bloodlink will have a chance to evolve; Drill-Charge detection range 65--->64 blocks, and now will only charge if an entity that has previously attacked another Crimson Mob is in said radius.
Pummeler: Can now aggro on mobs besides players.
To balance out the Mass Threshold rework and make the infection still progress at the same pace as before, Phases 2-5 have had the % chances of certain Mass Threshold events change, along with the Points needed to progress to the next phase increased.
Phase II: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (8.33%), Bloodlinks evolving to Stage 2 (8.33%), Raids (8.33%), Node-Spawning (50%), and evolving a Primal Biome Mob (25%). (10-99 Points).
Phase III: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (5.56%), Bloodlinks evolving to Stage 2 (5.56%), Raids (5.56%), Node-Spawning (33.33%), and evolving a Primal Biome Mob (50%). (100-749 Points).
Phase IV: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.5%), Bloodlinks evolving to Stage 2 (2.5%), Raids (5%), Node-Spawning (25%), evolving a Primal Biome Mob (62.55%), and Bloodlinks evolving to Stage 3 (2.5%). (750-1499 Points).
Phase V: Reaching the Mass Threshold now allows for Bloodlink-Reproduction (2.38%), Bloodlinks evolving to Stage 2 (2.38%), Raids (4.76%), Node-Spawning (28.57%), evolving a Primal Biome Mob (57.14%), Bloodlinks evolving to Stage 3 (2.38%), and Titan Egg forming (2.38%). (1500+ Points).
Crimson Siphoner: To keep this item’s effectiveness after the Points change, Points Removed 3--->15 Points.
Crimson Blighter: To keep this item’s effectiveness after the Points change, Points Removed 30--->150 Points.
Purified Rapier: In order to make Purified Rapier feel less spammy and to make it require some sort of strategy to use, it’s “kill mob” ability has been removed, and instead, when not swung for 3 seconds, It will remove a Stack and give the user regeneration every second until there are 0 Stacks (this change was accidentally added in V1.4.2.1).
Spore Fungal Infection: Is now compatible with this mod without causing any tick-lag issues.
Spruce Leaves: will no longer appear white instead of their usual green color when certain mods are installed.
Arrows: will no longer convert into Bloodlink Sentries’ or Infected Skeleton’s custom projectiles if shot really close to one of these mobs.
The mod will no longer completely break if too many (~500-3000) of the same entity exist at the same time (This issue primarily happened from too many Nodes being loaded, since its easily possible for more than 1000 Nodes to exist simultaneously).
Mobs that have custom abilities when injured (IE, Knight reflecting damage, Kraken spitting Acid Balls) will now work properly even if a Player isn’t nearby.
Vanilla mobs can no longer become Infected from taking damage in Phases -1 and 0.
The chances of a vanilla mob becoming its infected variant upon being attacked is now correctly 20%, or 50% if the mob is nearby a Crimson Mob or in an infected biome.
Axis Mobs will once again die/take damage in Phase -1.
Bloodlinks: Initial Bloodlinks will now spawn again (this was broken in V1.4.3).
Bloodlink Shield: Will no longer override all blocks, but can do only do so to the same blocks that Nodes can.
Nodes: Biome Mobs spawned near Nodes via artificial means (like through Spawn Eggs) will now get the Node’s associated buff.
Crimson Survival Guide: Axis Marker is now correctly named instead of being called “Bloodlink Marker” in the book.
Crimson Repeller: Its item form now properly renders the Blast Furnace.
Flare Cannon: will no longer despawn or slowly die.
Beacon purifier: Will no longer randomly drop Stone upon being destroyed.
Fixed a major issue preventing the creative inventory from working properly (I accidentally deleted a file before releasing V1.4.2 and didn't notice).

A virus dormant in the Crimson Forests of the Nether escaped to the Overworld. Now with access to water, it began evolving into horrors one could only imagine....