
Blockhead Bosses
A datapack that features a few difficult bosses and custom weapons each having several abilities.
723
4
Список изменений
changelog
GENERAL
- fixed a bug (major oversight) if 2 of the same boss are spawned far from each other in the world, their music gets spammed repeatedly
- a lesser boss’s music no longer plays during a stronger boss’s phase transitions
ATROPOS:
PASSIVE:
- certain attacks will cause or replenish BLEED for 5 seconds
- when affected by bleed and another attack that applies bleed hits, it will refresh the duration of the debuff
- bleed ignores armor and their enchantments and will still damage even if the player has hurttime
- bleed removes REGENERATION at the first tick, so you can't have regeneration beforehand to nullify this debuff.
- have the REGENERATION effect to be cleansed from this for 10 seconds
- you cant receive the REGENERATION effect during said 10 seconds
- fixed bug where lethal presence doesnt work on entites in the air
ATTACKS:
- slaughter and rend now gives atropos res 3 instead of 255
- bait gives constant resistance 255 IF successfully been hit
- bait gives resistance 3 for the whiff variant
- bait final slash ignores iframes but is blockable
- divide gives constant resistance 255
- dodge now has a very small window of vulnerability, only the first few ticks has invincibility frames. timing your hit properly will play a sfx to let you know you did it at the right time.
- lethal presence gives constant resistance 255
- decapitate 1st & 2nd slashes (small) is now explosion_bypass_armor_shield (it can bypass iframes and shield)
- decapitate 1st & 2nd slashes (small) have decreased hitboxes
- decapitate 1st & 2nd slashes (small) have significantly lower damage
- decapitate 3rd slash (big) has a secondary hitbox near the tip, its first and secondary hitbox can hit simultaneously, dealing more damage
- decapitate now tracks the target during the slashes
- burst ends early if running into a wall
- drift wont commit to the leap if within enclosed space or going backwards into terrain
- drift damage nerf (17 > 15)
- slaughter bubble of slashes moves out less to sweep the area better
ATTACK COMBO:
- attacks have higher "cooldowns" and atropos will now dodge more
WEAPON:
- lethal presence now works in the air
VOLTARIS:
GENERAL:
- fixed hitbox for all kinds of his lightning
- his lightning can now be summoned underground and break blocks
- changed lightning impact sfx
- lightning properly goes down (ensured that it goes until it hits the ground)
- immune to wither effect
- changed the bossbar a little
- buffed hp from 350 to 400
- enters phase 2 at 40% health
- normal dashes that end up in voltaris being in a block does break block instead of going to the nearest air block above
ATTACKS:
- balanced all instances of hunger in his attacks
ATTACK COMBO:
- buffed phase 1 b.a.t from 1.5 s to 1.25s
- changed phase 2 stamina from 15 to 12
- buffed phase 1 stamina regen time from 5s to 4s
- buffed phase 2 stamina regen time from 2.5s to 2s
- fixed the bug wherein the last attack before losing stamina instantly skips to the next attack combo resulting in a feint attack resulting in voltaris being too difficult
- attack combos complete overhall
- will now start attacking when spawned after 3 seconds
relentless wrath:
- breaks blocks
- properly works underground
volt strike:
- changed vfx and sfx
- breaks blocks
- changed lightning projectile life (in ticks) from 30 to 40
- nerfed speed from 0.5 bpt to 0.35 bpt (bpt = blocks per tick)
- increased range from 1.5 to 1.7
- decreased damage from 20 to 14 (bypass enchants)
- no longer disables shield
flashing aggression:
- prediction is now more accurate
- can now choose a random direction to dash to per punch
- punch vfx properly faces the target
- breaks blocks
- slightly changed warning sfx
thunder reckoning:
- affected by general lightning changes
- changed lightning sfx
- changed damage range from 1.2 to 0.7
photoelectric death
- prediction is now more accurate
- changed sfx and vfx by a bit
- increased grab time and everything after it by 1 tick
- decreased lightning time by 2 ticks
- removed slow falling effect from grabbing
- once you get grabbed you can no longer escape its slam
profaned plummet
- buffed outer explosion damage reach from 3-4 to 3-5
- can now hit in the air
- fixed bug where after photoelectric death variant warning falls down instead of staying in the air
- slightly changed vfx and sfx
- no longer creates fire on explosion
resonant collapse
- changed vfx and sfx by a bit
- now uses the same code for scattering lightning as erebus’ lapse sub attack
- increased range from 10 to 15 blocks
- changed spawn chance from 50% to 60%
NEW ATTACKS:
- stormed annihilation
- voltage rupture
EREBUS
- erebus and revenant can now be easily identified attacks:
- fixed the bug where the shardstorm stun isnt working
PROVIDENCE
GENERAL:
- changed all instances of skullstorm (incl weapons) to use code similar to lapse instead of spread players
ATTACKS:
- changed skullstorm spawn percent from 60% (phases 1-2), 80% (phase 3) to 100%
- made all phase 3 skulls into normal skulls instead of some being dangerous skulls
- doubled phase 3 skulls spawn
- lowered skullstorm spawning from 25 blocks up to 15 blocks up
WEAPONS:
- buffed skullrain range from 8 to 10
- changed skulls spawn chance from 80% to 100%
Метаданные
Канал релиза
Alpha
Номер версии
2.5T18
Загрузчики
Версии игры
1.21.11
Загрузок
33
Дата публикации
1 нед. назад
