Patch Notes
Whenever we work on the project, our changes will be noted here. This way, you can keep up with what we're working on and make sure we're still alive. There have been a total of 235 patches.
06-10-2024
- Fixed a bug where bomb throwing did not work
- Removed bug-catching net
- Renamed the Magic Hammer to Megaton Hammer
- Fixed the dialogue prompt button being darkened
- Fixed dialogue prompt button animation at 20 degree angle
- Moved dialogue ui down over hearts, since they will be moved
22-09-2024
- Added option for gui scales 2/3 in dialogue
- Properly aligned dialogue bars
- Added button icons in dialogue controls prompt
21-09-2024
- Fixed tons of bugs
- Dialogue system now works in updated version
- Tested most gameplay elements that now work in updated version
20-09-2024
- Imported new textures
- Added rupee pouch tiers
○ ° With upgradable capacity for rupees
- Added quiver
○ ° Arrow and bow mechanic reworked
○ ° Quiver tiers with upgradable capacity
○ ° Switching between arrow types
○ ° New textures
25-08-2024
- Converted some item NBT to 1.21
○ ° Finished it all
- Fixed a bug where quitting the adventure status menu did not hide UI
- Fixed other bugs related to 1.21 conversion
- Most enemies and items fully work again
24-08-2024
- Converted some item NBT to 1.21
○ ° Reached the 'spw' folder
23-08-2024
- Converted some item NBT to 1.21
○ ° Reached the 'gameplay_impulse' folder
22-08-2024
- Resurrected the map developer
- Moved to new map version
- Updated to 1.21
○ ° All item NBT still left to upgrade due to Mojang's stupid changes
02-06-2024
- Drowning bar now works like magic bar
○ ° If underwater, the magic bar is replaced by the new bar
26-05-2024
- Fixed dialogue bars texture
- Quest menu fixes with new system
○ ° Adding quests works again
○ ° Updating quests works again
○ ° Quest book now has to be unlocked, given by uncle with first task
○ ° As a result, you can no longer open an empty quest book
- Fixed uncle placing apple basket too early
- Save system updated for all new values and quest saving
24-05-2024
- Completely overhauled quests system back-end
○ ° Now works with data clusters, not scoreboards
○ ° Only title, description, and texture is hard-coded
○ ° No more having to create a new scoreboard objective for each quest
○ ° Probably cleaner and more optimized
○ ° Automatic completed quest sorting
20-05-2024
- Fixed mixed pendants colors
- Worked on big item menu
○ ° Added equipment menu icons
04-05-2024
- Worked on big item menu
○ ° Added adventure status submenu
○ ° Pendants, crystals, heart pieces
01-05-2024
- Worked on big item menu
○ ° Completely added keys menu using data compounds
21-04-2024
- Worked on big item menu
○ ° Added indicators for selected items
○ ° Fixed menu switching and remnants of inventory there
31-03-2024
- Added bottle system and mechanics
- Updated usage of bottled items
- Updated big item menu
○ ° Completely implemented bottle pinning
○ ° Added shovel pinning
- Fixed bugs
30-03-2024
- Updated big item menu
○ ° Completely implemented bomb pinning
○ ° Added shovel pinning
- Fixed bomb bugs
29-03-2024
- Updated big item menu
○ ° Every item can now be clicked
24-03-2024
- Added selection overlay to item menu
- First item menu row is functional
23-03-2024
- Realigned every other menu
- Added items to new inventory and unlocks
20-03-2024
- Worked on big item menu
○ ° Added black bars to top and bottom
○ ° Moved controls down
○ ° Perfected inventory alignment
○ ° Reworked hotbar buttons and added inventory hotbar button
18-03-2024
- Worked on big item menu
17-03-2024
- Added all alignments for every menu and switching
○ ° Only their functionality is left
- Fixed bugs
16-03-2024
- Started coding new big item menu
○ ° Added background and selector
○ ° Adding WASD detection for moving selector
10-03-2024
- Imported new quest menu look
31-01-2024
- Fixed bugs
28-01-2024
- Proper spawnpoint is now set
- Fixed many bugs
27-01-2024
- Drowning meter goes down in waterlogged blocks
- Quest menu controls change dynamically
- Fixed bugs
24-01-2024
- Wolf launch strength is lower now
- You can no longer take stuff from armor stands
- Mucky spiders now tp into void instead of dying
- Dialogue controls for switching options now only show during choice dialogue
- Fixed many bugs
22-01-2024
- Quest menu now only openable after getting first task, same for different tabs
- Fixed bugs
21-01-2024
- Opened every fence gate and non-interactable door
- Quest menu now defaults to main quests tab
- Increased ending speed of dialogue transition
- Thaddeus end animation fixed
- Quiz reactions now have a delay
- Player now sits on bed after intro and needs to press shift
- Added dog interactions
- Erin dynamic dialogue now works properly
- Day time progression is now natural and fixed
- Fixed mipmaps
- Added proper quest sound
- Fixed bugs
20-01-2024
- Better interior/exterior fading sounds
- Added placeholder sound for quest updates
- Door to family cellar now works
- Added delay between uncle and Link surprise animation
- Fall damage is now always disabled
- Sped up the hiding kids departure animations
- Added control instructions to dialogue
- Hiding kids now disappear at the same time when all found
- Added a carpet under Thaddeus
- Default dialogue speed is now 2
- Adding end of game message for testers
- Fixed bugs
18-01-2024
- Fixed bugs
- Fixed every camera angle
- Added black bars to dialogue
17-01-2024
- Fixed more camera angles
- Fixed bugs
16-01-2024
- Updated to new map
- Fixed many bugs
- Fixed perspectives up until before knowledge task
14-01-2024
- Started redoing angles with better perspectives
- Fixed dialogue transition height and speed
- Fixed Link dialogue animation and TPS consumption
- Fixed bugs
13-01-2024
- Modified quests menu button
○ ° In hotbar now with right-clicking
○ ° Renamed to Quest Book
○ ° Has a book texture now
- Uncle does not mark Owen house on map
- Quest additions, updates and completions are now notified via a bossbar message
07-01-2024
- Fixed fov init bug
- Owen tells you to go back to uncle
- NPCs animate in opening cutscene now
- Lamp no longer used when opening a chest
- Neal now stops sleeping if he is found last
- FOV menu more clear now
06-01-2024
- Animated Agatha and her task
- Animated muck task
- Fixed bugs
- Animated Tristan
- Tristan is now at swing until after first task batch
- Added hard-coded dialogue positions for every single dialogue
- Animated Seraphina
- Animated Elowen
- Animated Gareth
- Animated Eamon
- Animated Cedric
- Animated Alden
- Added secret room in hollow log with locked door
- Added heart piece in hollow log secret room
- Dialogue transitions now go from fast to slow
- Fixed some buggies
04-01-2024
- Added chasing wolves to Thaddeus' race
- Added animations for Bertram, Percival, Amara, Fiona, and Lysander
- Animated entire quiz with new angles
- Fixed bugs
- Amara walks home after quiz
- Updated Amara interactions
- Updated Elowen dialogue for Amara coming home earlier
- Bertram walks home after second task batch now
03-01-2024
- Transferred everything to full open world map
- Animated Thaddeus' task and added more checkpoints and different goal
- Fixed bugs
02-01-2024
- Finished animating hide and seek task
- Added more uncle animations
- Animated Erin
- Animated Melissa
- Melissa now guides you to the cellar
- Fixed first-person dialogue
- First-person dialogue now also uses minecart
01-01-2024
- Animated parts of hide and seek task
31-12-2023
- Added animation toggle system
- Added uncle idle animation
- Fixed opening cutscene
- Added apple basket model and animation
- Animated everything up until hide and seek task
29-12-2023
- Redid dialogue transition with minecarts
28-12-2023
- Imported all animations
- Optimized enemy projectiles
- Added Link waking up animation
27-12-2023
- Added carpets to gothrough tag
- Added cobweb raycasting for interaction enabling
- Fixed bugs
26-12-2023
- Fixed bugs
25-12-2023
- Using lamp in Melissa cellar now clears blindness
- Melissa cellar now has a locked door
- You can no longer jump off the bell tower
- Added cobwebs to Melissa cellar
- Cat task cutscenes are now in spectator mode
- Uncle name in dialogue is now 'Uncle Alphon'
- Uncle no longer asks you to swim up waterfall to reach cat, but to parkour
- NPC spider dialogue is now less dramatic
- Time of day changes are now evenly distributed and smoother
24-12-2023
- Finished better intro sequence
23-12-2023
- Removed uncle name from opening dialogue
- Coded better intro
- Added door system
- Added interior and exterior system
- Added ambience sounds for interior and exterior
22-12-2023
- Fixed bugs
- Owen other outside dialogue has hardcoded perspective now
- Neal now faces the player during dialogue
- Completely fixed left-click bug during cutscenes
- Melissa dialogue position hardcoded now
- Bell activation color less dark gray now
- Shop items now reload when reloading so there are no bugged multiples
- The startgame function now kills all enemies
- Added correct quiz host name Bertram to uncle explanation
- You now shift near the chair to begin the quiz instead of clicking
- Added fading before quiz results
- Intro dialogues have time between lines now
21-12-2023
- Fixed bugs
- Quest data now resets when starting the game
- Mapping has been temporarily disabled
- Quest 'Switch to first person' indicators now always show properly
- Fixed broken dialogue angle when delivering Owen apples
- Fixed Bernard teleporting into Melissa
- Fixed bug where clicking during cutscenes fucked up camera, now less fucked
- Fixed Melissa interaction not working properly
- Bell confirmation dialogue grayed out
- Dying now sends you back to Link's bed
19-12-2023
- Added Alden's shop in Oakheart Village
- Updated to 1.20.5 snapshot
- Players in adventure mode can no longer interact with blocks
18-12-2023
- Added all Fiona dialogue
- Added Cedric NPC and all dialogue
- Added Eamon NPC and all dialogue
- Fixed bugs
- Added all Bernard dialogue
- Added all Elisabeth dialogue
- Added all Neal dialogue
- Added NPCs running out their homes when spiders attack in second task batch
- Added Erin NPC and all dialogue
17-12-2023
- Fixed dialogue lighting bug
- Added Tristan NPC and all dialogue
- Added Seraphina NPC and all dialogue
- Added all Owen dialogue
- Added all Thaddeus dialogue
- Added all Melissa dialogue
- Added Elowen NPC and all dialogue
- Added Gareth NPC and all dialogue
- Added all Agatha dialogue
- Added all Bertram dialogue
- Added all Percival dialogue
16-12-2023
- Added time of day changes
- Fixed bugs
- Added new town map version
- Finished muck task from second task batch
- Second task batch finished
- Added Mucky Spider enemy
15-12-2023
- Finished cat task from second task batch
13-12-2023
- Started adding cat task
10-12-2023
- Fixed bugs
- Added second task batch dialogue
09-12-2023
- Fixed bugs
- Finished third task of first task batch
03-12-2023
- Fixed bugs
- Finished second task of first task batch
- Added NPC pathing system
- Fixed third-person dialogue perspective bug
02-12-2023
- Fixed bugs
- Finished first task of first task batch
- Added big magic chest
- Fixed chests not displaying items
- Added option for first-person dialogue
26-11-2023
- Added first task batch choices
- Added first task batch quests
- Added more dialogue
25-11-2023
- NPC interactions no longer trigger when closing quest menu
- Re-added old magic bar, but it's actually a bar now
22-11-2023
- Finished hide and seek quest
- Fixed bugs
18-11-2023
- Finished apple quest
- Added Bernard quest and first hiding spot
- Fixed bugs!
17-11-2023
- Added Owen dialogue and first quest finishing
- Fixed lots of buggies
14-11-2023
- Dialogue system third-person now uses sneaking instead of crawling, better transition
13-11-2023
- Added Owen NPC
- Added custom NPC names to dialogue system and generator
12-11-2023
- Worked on first part of game
- Fixed many bugs
11-11-2023
- Had my birthday
- Officially started coding gameplay
- Fixed many bugs
- Added option for hard-coded third-person dialogue spectator positions (mostly for small rooms)
- Intro sequence has been created
04-11-2023
- Dialogue third-person transition is now fully smoothed
03-11-2023
- Minor tweaks to third-person mode
- Loot can now be picked up in third-person mode
- Rolling in third-person grants short i-frames to negate damage
- Optimized transition to third-person dialogue
27-10-2023
- Reworked pegasus boots as magic-consuming, togglable speed boost
- Added everything currently tracked to the save code system
22-10-2023
- Added saving/loading system
○ ° Can generate save code based on progress
○ ° Can take save code and turn it back into in-game progress
○ ° Will be used to transfer your progress between map versions/updates
21-10-2023
- Added overworld cluster system
○ ° Read ABTTP code documentation for more information: https://docs.google.com/document/d/1Mh-ajK8bPwfXlHrz-ApV1B2ulI4IW5lDU_Q3H6gkVTg/view?usp=sharing
16-10-2023
- Fire/ice rod no longer play sound if magic is empty
- All currently modeled enemies have working frozen states now
- Added detection for 2-block-deep soft-lock locations that teleport you out if you fall in
14-10-2023
- Added custom drowning system
○ ° Standing in shallow water reduces breathing bar
○ ° Deep water reduces it even more
○ ° If the bar runs out you take damage and get sent back to land
○ ° The bar regenerates when you are on solid ground again
○ ° The bar's range can be upgraded with Zora Scales
○ ° If the Blue Mail is equipped, there is no drowning
08-10-2023
- Added elemental arrows
○ ° Fire
○ ° Ice
- Added bomb arrows
- All of the different arrow types can be switched through by right-clicking the arrow item in the hotbar
07-10-2023
- Bomb item is now right-clickable instead of being thrown
- Same goes for active bomb, which has been tweaked a bit as well
04-10-2023
- Lamp now right-clickable to toggle lighting, sneak to light stuff on fire, both use magic
- Adjustments to lamp lighting mechanic
23-09-2023
- Removed custom magic bar
- Magic is now displayed on the exp bar
- Added new shield models
- Fire shield and mirror shield now take away 50% of damage caused by fire/lasers, and 100% when held up
20-09-2023
- Added custom bow to third-person mode
- Added rolling with shift to third-person mode
- Improved third-person wall collision near corners
- Added auto-jumping to third-person mode
○ ° When walking into a block
○ ° When walking off a ledge
- Added entirely custom gravity system to third-person mode
06-09-2023
- Heavily optimized third person damage raycasting
03-09-2023
- Removed drop shadow from magic bar actionbar using resource pack shaders
- Started coding custom free-camera third-person mode for boss battles
- Added custom crosshair system
- 10tick and 100tick now initiate when joining the world
29-08-2023
- Added texture for Slime
- Added crawling, fading, shift input, and third-person mode to dialogue system
- Now using macro functions for dialogue system IDs
- Replaced all instances of random datapack with random command
16-08-2023
- Added models for Slarok and Ropa
- Redid some code for Slarok and Ropa
- Removed rupee pouch right-clicking, it now has the amount in its name thanks to macro functions
13-08-2023
- Added tons of optimizations
- Added skull model and holding
- Redid Stal and added model
- Stal has a 1 in 10 chance to spawn from skulls
07-08-2023
- Updated map and pack to 1.20.2
- Created enemy placement design
06-08-2023
- Fixed special weapons menu bug
- Fixed bugs related to magic cape and cane of byrna
- Added Delta API for smooth player motion
- Smoothed out Bumper launching
- Added fading to cutscenes
- Added dungeon doors and dungeon door opening cutscene and animation
27-07-2023
- Added pot breaking with the boomerang
24-07-2023
- Fixed bugs
- Added models for Ball, Gargantuan Ball, Trap, Big Trap, Winder, Spark, Bubble
23-07-2023
- Fixed a lot of bugs
- Going in water without Zora's Flippers now sends you back to the last ground you stood on
- Added pot breaking and pot loot
17-07-2023
- Added the custom quests system or menu with custom graphics, different quest types, a scrollable list, unlocking mechanics, descriptions, map marking
09-07-2023
- Added SFX to Cannon
- Fixed old Bubble code and added SFX
- Redid Winder and added SFX
- Added particles and SFX to ball
06-07-2023
- Added model to Cannon
- Came to the conclusion that I'll now be adding in models all the time while waiting for Reevz to finish Hyrule Castle
30-06-2023
- Finished Moldorm
- Added Armos Knights boss
○ ° Fully like in the game, but:
○ ° Has a pounding attack that sends sand waves around the arena
○ ° Very big
- Fairies now emit light
- Interaction now resets the pegasus boots timer
- Smashing a stone Deadrock with a hammer kills it
- Aligned custom sword models to fit in the player hand more like MC swords
- Fixed the Fighter Sword's texture shadow being flipped
27-06-2023
- Redid Moldorm
○ ° Proper placeholder models
○ ° Segmented into different models
○ ° Has a homing attack
○ ° If it hits a stage pillar during its attack it will tumble over and reveal a weak spot
- Redid Ball & Chain Trooper
○ ° Remade every mechanic
○ ° Added a placeholder model
26-06-2023
- Worked on Castle Guard
- Added a new global system for item picking and throwing to replace the old seperate system
20-06-2023
- Added Castle Guard
○ ° Has a custom pathfinding AI
○ ° Has 3 modes: wandering, attacking, investigating
○ ° Wandering is the default mode where it randomly wanders around on patrol
○ ° The Attacking state is triggered when the player enters their range of sight, detected using a raycast system
○ ° While in attacking mode, the enemy chases the player and will only stop the chase if the player gets far enough away or the enemy loses sight of them
○ ° When the enemy detects a nearby shot arrow it will enter investigating mode and pathfind toward the arrow
○ ° Investigating mode will also be added for pot throwing and other player-caused sounds to be heard by the guard (in the future)
14-06-2023
- Added models for Stalfos Knight and redid its coding
29-05-2023
- Added models for Green and Yellow Stalfos
- Completely reworked Yellow Stalfos
○ ° Only hittable when it has no head after throwing the head to you
○ ° The head chases you for a bit and then falls down
○ ° Its head regenerates after a few seconds
- Added Grey Stalfos
○ ° A copy of Yellow Stalfos with different models
- Added Orange Stalfos
○ ° A copy of Green Stalfos with different models
- Tweaked some Red Stalfos animation timings
28-05-2023
- Added models for Stalfos & Red Stalfos
- Reworked Red Stalfos
○ ° Jumps away when you get too close
○ ° Can pretty much only be damaged when it's been cornered or 'walled'
18-05-2023
- Fixed bugs
○ ° Arrows now work properly
- Finished Lanmolas (for real)
○ ° Added Sand Wave attack
○ ° Added random attack choices and delays
○ ° Fixed some Lanmolas bugs
07-05-2023
- Fixed bugs
○ ° Crafting has been disabled
○ ° Amethyst shard no longer has a missing texture
○ ° Holding Q on the bombs now works and there is a 1 second cooldown between bomb usage
○ ° If you have one rupee, the Rupee Pouch message now correctly says 'You have 1 rupee.' without an S.
○ ° The Magical Boomerang's life steal mechanic no longer works on traps and invulnerable enemies, as well as their projectiles
○ ° Fixed bug breaking Cane of Somaria due to optimizations
○ ° Added an optimized way to get rid of lone hitbox mobs
06-05-2023
- Added heavy optimizations
○ ° Replaced 3500 instances of entity selectors with their respective type
○ ° Completely removed the old entity damaging system and replaced with /damage
○ ° Some commands that were previously in tick function are now ran only once every few seconds using /schedule
30-04-2023
- Added even more even more stuff to Lanmolas:
- Completely finished the Tornado attack
- Added second special attack (Break the ceiling)
○ ° Only for 2 or 3 Lanmolas
○ ° They launch toward the center, bonk their heads and cause a massive earthquake
○ ° This makes rocks fall from the ceiling, with shadows on the ground so you can avoid them
○ ° The player hears sound and has camera shake, as well as a bit of slowness
○ ° Getting hit by a rock deals 2.5 hearts of damage (without armor)
29-04-2023
- Added even more more stuff to Lanmolas:
- (Actually) finished Tornado attack
26-04-2023
- Added even more stuff to Lanmolas:
- More code optimizations
- Finished Tornado attack
23-04-2023
- Added more stuff to Lanmolas:
- Heavily optimized code
- Added Tornado attack
○ ° Any amount of Lanmolas (up to three) will start spinning around the center, faster and faster, larger and larger radius, with a natural offset per body segment
○ ° Meanwhile a tornado will be formed, starting tiny and growing large, after which it chases the player, becoming faster and faster, until it disappears
○ ° If you are caught in it, you'll be flung upwards, damaged and your camera will shake/rotate
19-04-2023
- Added stuff to Lanmolas
○ ° Slightly optimized the code
○ ° Added Coordinated Attack System (no attacks yet)
○ ° Fixed bug where hitting Lanmolas would not do the right rotation of its body as response
○ ° This boss is getting laggy (when there's 3 of them at once)
16-04-2023
- Added Mini-Moldorm
○ ° Like boss variant, moves around while rotating randomly
○ ° Has small chance to rotate towards the player
○ ° Deals 1 heart of damage when touched
○ ° Can be killed in a few hits
- Added more attacks to Lanmolas
○ ° Earthquakes
○ ° Collision with other Lanmolas
○ ° Rotates slightly when hit
15-04-2023
- Finished Lanmolas
○ ° Faster in general
○ ° Has an angry phase at the end where it always aims at you and deals more damage
○ ° Displays slime particles dripping from its body
○ ° Bounces off walls
○ ° Spews painful rocks from the ground when exiting it
14-04-2023
- Added Lanmolas (Boss)
○ ° I made it before, but it sucked so this is a complete overhaul
○ ° Jumps in a random direction or at you from the ground
○ ° Consists of 8 body segments that move on their own, each segment is 3x3 blocks large
○ ° The boss has particles and sound effects, but no proper model yet
13-04-2023
- Added Wizzrobe model and fixed code
- Added Purple wizzrobe model and fixed code
- Added Fire Wizzrobe model and fixed code
- Added Ice Wizzrobe model and fixed code
- Added Electric Wizzrobe (from BOTW)
○ ° Shoots yellow balls
○ ° Has cool custom model with animations like others
○ ° Very strong
○ ° When you hit the ball, thunder strikes, you are spam damaged and flung in the air
○ ° Nearing this enemy causes a rainstorm
- Added big chests
○ ° Double hitbox
○ ° Stretched model for now
○ ° Bow, Cane of Somaria, Fire Rod, Hookshot, Magic Hammer, Mirror Shield, Moon Pearl, Power Glove, Red Mail, Titan's Mitt
11-04-2023
- Added the rat's model
01-04-2023
- Added 23 treasure chest loot variants
- Fixed tons of item/treasure chest related bugs
31-03-2023
- Added Bombite
○ ° Behaves like normal enemy at first, but once it's hit it will start burning and chasing you faster.
○ ° Eventually it explodes and deals a ton of damage.
- Added Ice Scythe
○ ° Like the Guruguru bar, but has ice balls and there are 3 on each side (double spinner).
○ ° If touched, the player will get small damage and become frozen for 1 second, enough to escape before the next balls come your way.
- Fixed some bugs with Guruguru Bar
- Added the Custom Chests System
○ ° Has custom animation and SFX
○ ° Currently only for green rupees, more to come in next few days
30-03-2023
- Added model for Yomo Medusa
- Fixed Yomo Medusa code
- Added SFX to Yomo Medusa
- Fixed Medusa code for wall and floor variant
- Fixed Laser Eye so it now locks to the wall
- Revamped old Guruguru Bar code
26-03-2023
- Fixed Super Bomb color
- Super Bomb now follows you around, if you get too far away (it can't climb up ledges) it will activate. It can also be activated by sneaking near it.
- Completely overhauled loot system:
○ ° Now uses 7 prize packs assigned to different enemies
○ ° Each prize pack scrolls through 8 different rewards
○ ° Still a 50% chance of any loot dropping
- Added loot to every enemy
- The game now tracks seperate kill counts per enemy, as well as a total kill count
25-03-2023
- Added option to change dialogue speed (1-4)
- Added 9 FOV/size options to the dialogue menu
- Added a custom dialogue to select between these 9 FOV/size levels
19-03-2023
- Added Deadrock model
15-03-2023
- Added Dialogue Response Selection to the dialogue system
14-03-2023
- Added the CUSTOM DIALOGUE SYSTEM
○ ° Custom-coded website to generate pieces of dialogue with NPC, ID and text selection
○ ° A custom GUI lock system in-game that displays the dialogue (animates in letter by letter with SFX), the NPC name and an indicator to go to the next piece of dialogue when it is finished
○ ° You can right-click during dialogue animation to instantly make it finish, or right-click when it is finished to continue to the next one
01-03-2023
- Added both of Rope's models
- Fixed a bug where the Magical Boomerang healing didn't work because /damage doesn't accept negative values, it is now hard-coded with /effect regeneration
- Armor now has an effect on damage dealt to the player using commands:
○ ° When you are wearing Blue Mail any damage applied to the player is shifted to 82.5% of that value instead
○ ° When you are wearing Red Mail, any damage applied to the player is shifted to 66.66..% of that value instead
○ ° If a damage of 6 is applied with Blue Mail, it will result in a damage of 5. If a damage of 6 is applied with Red Mail, it will result in a damage of 4.
26-02-2023
- Removed CloudWolf's damage datapack
- Spent 40 minutes replacing all old damage system commands with /damage
- Fixed old trap code
- Replaced all instances of effect times '9999999' with the new 'infinite' parameter
- Map is now in an experimental version of 1.19.4 (a snapshot-kinda)
11-02-2023
- Added Chain Chomp
○ ° Has a pole, does not go far from it to simulate it being connected to it
○ ° If player comes nearby it will fly towards them for 1 second, then fall back to the ground and roam around in its limited radius again
○ ° It can damage the player quite heavily
○ ° It might break and go out of its border, after which it can freak out, there is an error prevention for this that will send it back to the pole when it detects an error
○ ° There is no modeled connection between Chain Chomp and his pole yet, leashes break the enemy, not sure how to do this
- Added Block Pushing Animations
- Fixed some Hookshot bugs and refined mechanics
○ ° You are now completely locked in place when the animation is happening
○ ° You can no longer use the item when in mid-air
- Pegasus Boots animation now locks your rotational movement
- Fixed Lamp bugs
- Added ambient lighting that gets brighter and slower again when it is used for a bit of aesthetic
- Fire Rod and Ice Rod balls now have nice corresponding particles
08-02-2023
- Added Flying Tiles
○ ° Come in large tile groups
○ ° When player is nearby random tiles from the group fly up and then fly towards the player, damaging them or hitting a wall
○ ° There is a really quite neat animation and I'm about to make its model
- Finally disabled original Minecraft death particles
05-02-2023
- Added Freezor
○ ° Hides in icy wall
○ ° When you get near it unfreezes and starts chasing you
○ ° It moves faster along the Z axis like in ALTTP
○ ° It has a fun snow trail
○ ° Only damage-able with fire rod or bombos
- Added Pirogusu
○ ° Will attack like normal with a little slow movement on ground
○ ° When it eventually falls in water it will be moved along the water's edges by a current (pathfinding, kinda like Spark)
○ ° In the water it still damages you and has bubble particles
- Added Zoro
○ ° Would come out of cracked walls (mechanic TBA)
○ ° Moves quickly and randomly
○ ° When it collides with a wall it dies
○ ° Leaves black particles and deals little damage
04-02-2023
- Added Babusu
○ ° Moves frantically between two holes, very fast and painful (random intervals)
○ ° You summon a Babusu, then give it a 'babusulink' value to link it to its two holes
○ ° You can summon 'holes' with this command, replacing the Health NBT with the 'babusulink' value it should have: summon marker ~ ~ ~ {Health:1f,Tags:["babusuhole"]}
02-02-2023
- Added all songs to the overhauled music system
○ ° These still have fade-outs at the end but Reevz is remaking them all so
01-02-2023
- Removed all default Minecraft advancements
22-01-2023
- Golden bees now work properly
- Sword beam bug has been fixed and optimized
- Slightly optimized tick.mcfunction
15-01-2023
- Added modified models for Red Bari, Bari, Biri, and Fairy
14-01-2023
- Super Bomb now deals damage properly
- Friend bees now properly damage enemies
- Heavily optimized the enemy loot system by - instead of checking if the hitbox enemy was dead every tick - only running the loot drop function when the enemy actually dies (not sure why I didn't do this earlier), this saves thousands of commands run every tick
- You can no longer push blocks (like Somaria block) off heights
- Arrow/silver arrow switch now gets applied instantly
- Bari can now hit you even if he is high (not in the drugs way)
11-01-2023
- Realized Bari's code was terrible so made him work like actually in alttp now
- Added models for Bari and Red Bari and heavily redid their code
- Added Red Biri
- Added models for Biri and Red Biri and heavily redid the code
- Added model for Fairy
- Fixed sword models with missing textures
08-01-2023
- Fixed bug where Terrorpin kept flying
- Mole now blocks you from jumping over
07-01-2023
- Added Dummy model and fixed its code
- Added model for Medusa
- Added model for Mole
03-01-2023
- Updated map and resource pack to 1.19.3
- Sword beam cooldown has been altered: It still lets you have only one at a time, but every sword beam will now get removed automatically after 10 seconds
- If the quake medallion is used in water, it no longer waits until you hit the ground, it now immediately rumbles the ocean!
- Leaving the map now properly clears the levitation effect
- The pegasus boots collision check now does a little check to the left and right of your rotation to prevent clipping through open corners
- You can no longer jump when hookshotting
- After doing some tests with the linking system I determined it isn't that broken, sometimes enemies get lost because of being out of render distance and loaded in quickly, but this is not my code's fault. Instead I made entity hitboxes (aka silverfishes or zombies) detect when they are lost and kill themselves.
- Added custom models for master, tempered and golden sword
02-01-2023
- Fixed bug where old Somaria Blocks didn't get removed
- Added texture to Somaria Block
- Mirror shield now properly shows up when the tier is selected (item pinning)
- Added clock ticking sound to Cane of Byrna when active
- Added sound effect when activating magic cape
01-01-2023
- Optimized bomb code
- Added fuse particle to bomb
- Optimized entity freezing code
- Added a way to stun enemies (just ice rod frozen but with other particles)
- Completely overhauled Magic Hammer:
○ ° No longer uses any magic (like in ALTTP)
○ ° The normal features for specific enemies and frozen ones were retained
○ ° Smacking an enemy with the hammer now stuns them for 3 seconds
○ ° When enchanted the hammer can damage small enemies and still stun large enemies (based on hitbox silverfish VS zombie)
- Magic Cape now properly makes you invisible
- Removed both gloves from the special weapon menu
- Raised boomerang height a tinge
- Power glove and titan's mitt now included in a new 'handtier' score (0 for none, 1 for power glove, 2 for both power glove and titan's mitt) and they all use the shift button
31-12-2022
- Bug fixed: If you have no special weapons unlocked, closing the map no longer opens the menu and gets you stuck in a loop.
- Entering the game now sends you to a start location select menu like when game over
29-12-2022
- Added Gyorm: From ALBW, it flies around and shoots at you and is invulnerable in its shell. You can use the hookshot to pull the shell off of it, causing it to fall to the ground and spartle vulnerably on the floor, then you can kill it
- Added Heedle: From ALBW, a small fire boy that walks around slowly setting the floor on fire to damage link. Is invulnerable until you use the ice rod on it, after which its fire goes out and it runs around angrily and painfully. The fire re-ignites after 5 seconds.
- Added Fiery Moa: From TAOL, a fiery blob that flies around and randomly drops fire packets to the ground that create fire to damage Link. It can only be killed by using the ice rod on it.
- Fixed bug where opening the special weapons menu would also open the map
- The inventory now closes automatically when opening the map
- Dying now correctly sends you to the game over area
28-12-2022
- Added Yellow Stalfos: The original concept sucks massive cock, so I changed it: It's invulnerable in its normal state but will throw it's skully head when a player is near. This is when it's vulnerable, but the skull will also chase the player around (it can even go through walls!) and will only go back to the Stalfos (making it invulnerable again) when you've been hit. It has a bunch of health and displays some particles to indicate a near throw
- Added Stalfos Knight: Is invulnerable to Link's sword. If you hit it it crumbles into bones for 10 secs and is vulnerable to bombs then. So you'll have to hit it, throw bomb and ded! Deals a massive chunk of damage, strong boi
- Added Bumper: When touched it bounces you back using cool vector maths (strength of bounce can be adjusted)
- Added Bumper model
26-12-2022
- Added Helmasaur: Becomes a lil' faster when you're in front of it (in its view). You can only hit its back, the front is wearing a mask. Other attack types like bombs/medallions don't follow this rule and always damage fully.
- Added Kyameron: Spawns from shallow water in Swamp Palace (not implemented), bounces towards player and damages them when touched, then they also dissapear in a water splash. Not vulnerable, you need to freeze it and hammer it.
- Added 2 models for Kyameron: 1 for the normal version and 1 for the frozen version (same model, lighter / frozen textures)
25-12-2022
- Added Laser Eye: Shoots when player is in 7-block far view, has model and a 3 second cooldown between shots, is unkillable
23-12-2022
- Added model for (4 variations of) Poe
- Added models for both Blue and Red Tektite
- Modified the hitboxes of both enemies to fit the model a bit more
- Enlarged Octorok
- Moved all enemy models into a folder to seperate them from the item custom models
- Added the Treasure Chest System:
○ ° You can use commands to create chests with different treasure in them (and rotate them by hand)
○ ° When the chest is opened it will show the item inside and it will (if modeled) show an open chest (animation?), placeholder for now
○ ° It plays according sounds and gives you the actual item
○ ° Big chests haven't been implemented yet
- Added Light Ghini: Does quarter-circular movement and is a pretty weak enemy, if you're between 5-15 blocks away they will chase you
- Added Dark Ghini: Like Light Ghini, but stronger, more powerful, faster, lower cooldown, and chases you between 0-15 blocks!
22-12-2022
- Fixed the path indicators to reach the future bridge build
- Added Fire Wizzrobe: Like normal Wizzrobe (with projectiles and tps, little less strong), but shoots fire rays that burn player
- Added Ice Wizzrobe: Like normal Wizzrobe (with projectiles and tps, littler less strong), but shoots ice rays that freeze the player
03-12-2022
- Added objective marker to map menu
- Added map item to inventory
- Added path indicators (path blocks) from Link's house to Hyrule Castle to aid the player in the beginning (it's quite a hard road to get there lol)
23-11-2022
- Added in-game map menu
○ ° Uses tons of mäth to calculate player position and project it onto 5x5 map
○ ° Scrolling mechanic to zoom in/out
○ ° Can be updated with other stuff in a snap
06-11-2022
- Added link_a's original tag to all enemy's beginning link_b reference to prevent the player from being selected
05-11-2022
- Moved all enemy projectile codes to a global ticking function (otherwise an enemy's projectile would stop working if the enemy died)
○ ° This was done for Kodongo, Red Kodongo, Wizzrobe, Zazak, Stalfos, Devalant, Purple Wizzrobe, Lynel and Ku
- Added the damage indicator (red particles) to all enemies where I'd forgotten to do so
- Removed code for Jester dungeon and old lobby
- Added code for dungeon statistics sidebar
- Optimized the enemy death detection code
- Added loot for 30 new enemies
- Added key and big key drops to enemies, by giving them the tags 'spdrop' and 'spdrop_key'/'spdrop_bigkey', they will drop the key or big key when dying
- Found a bug where summoning an enemy on top of yourself glitched out the enemy linking system, a fix will require going through every enemy
04-11-2022
- Added Trap: Uses Shulker for hitbox, deals 1.5 ❤️ when touched
- Added Big Trap: Same as regular trap, deals more damage and when you are in 4 blocks of cardinal range, he homes towards you until he hits a block, he will always be centered on a block since shulkers can only be centered on blocks too and it looks smooth
- Added Yomo Medusa: Like Medusa but only shoots when a player in 10 block range is holding their sword, they also shoot in all 4 cardinal directions at once every 2.5 seconds
- Added Winder: Has 4 fire-y segments, when it hits a wall it chooses a random cardinal direction to continue in, deals 2 ❤️ when hit
- Added Green Spear Soldier: Same as other basic soldiers but slightly stronger and speeds up when sees you
- Added Red Spear Soldier: Same as Green Spear Soldier but even a lil' stronger
- Added Big Spear Soldier: Same as other spear soldiers but also throws spears (tridents) every few seconds when a player is in range, these deal 3 ❤️
- Added Red Big Spear Soldier: Same as big spear soldier but stronger and the spears deal 4 ❤️ now! (These names might be wrong, who cares anyway)
03-11-2022
- Added Medusa: Just a stationary invincible cannon that shoots fire-shield-dodgeable fireball every 3 seconds (can be changed)
- Added Spark: Moves around a block pattern you give it, cool stuff, deals 2 hearts and is invincible
31-10-2022
- Added Mole: Stationary enemy, blocks your path, can be whacked with hammer to push mole down for 10 seconds, allowing you to go through
30-10-2022
- Added Zazak (blue): Zombie AI, charges at you if in range, this has a cooldown, if he hits you in his charge there's extra damage and he stops charging, pretty fun enemy to battle
- Added Zazak (red): Like Blue Zazak, but stronger and shoots fireballs (dodgeable with mirror shield)
- Added Wizzrobe: Like Purple Wizzrobe, but a little weaker, but he can teleport near you at random (with sfx), cool stuff
- Added Zol: Just a fucking Silverfish, comes in three colors with varying health and damage, boring
- Added Beamos: Rotating statue that shoots a laser if anyone is in range, can only be one-killed with bombs
29-10-2022
- Added Red Stalfos: Like Blue stalfos, but stronger and throws epic Sans-like boners
- Added Green Stalfos: Just a floating skull that moves like a Keese but slower and takes way more hits (kinda boring, might upgrade later)
- Added Terrorpin: Silverfish AI, can be flipped over with nearby hammer impact, this makes it vulnerable. They reflip automatically or can be flipped again with the hammer, if close enough the hammer's direct impact can one-tap them
- Added Skullrope: Identical to normal Rope
27-10-2022
- Added Pengator: Pretty boring fucking enemy, zombie AI and leaps towards you when close with cooldown, takes 3-4 hits
- Added Purple Wizzrobe: Zombie AI with limited follow range, shoots magical projectiles your way that deal 3 hearts of damage, takes 6 hits to kill
- Added Sluggula: Silverfish AI snail boi that drops green bombs, same mechanic as regular bombs, it is invulnerable to their explosion damage (ofc), takes 2 hits to kill
12-10-2022
- Added Kodongo: Has Silverfish AI, takes 4 hits, shoots a fireball every 5 seconds, it sets stuff on fire if hitting a wall or a player.
- Added Red Kodongo: Like Kodongo, but stronger, ""defendier"", faster balls, longer fire, three balls in quick succession
- Added Leever: Probably the most boring & generic shit ever, hides in sand until you get near, then Silverfish AI's towards you, does 2 hearts damage and takes 4 hits.
- Added Purple Leever: A stronger version of what is probably the most boring & generic shit enemy ever
09-10-2022
- Fixed bug where resistance effect kept being cleared due to broken magic cape code
- Added Gibdo: Only vulnerable to fire rod and bombos medallion attacks, has 30 health, deals 3 hearts of damage, when killed summons a stalfos (lorewise: hidden under the mummy wrappings)
- Added Gibo: Has a core and a body, the body moves towards the core slowly at all times, this means the core may be seperated from the body when it moves away fast. Only when this is the case can the core be damaged. Takes 4 hits, deals 2.5 hearts. Cool mechanic!
- Added Hardhat Beetle (blue): Knocks you back very far, coded a custom system that knocks the enemy back way further if hit to achieve the far knockback effect.
- Added Hardhat beetle (red): Same as blue variant, but faster, less knockback and more damage (both variants are invincible!)
- Added Hokkubokku: A stack of 4... things that jumps towards you, if you hit the stack one segment will pop out, quickly running towards you to damage you, the stack is now smaller. You can keep doing this until only the head remains, the head will not jump, but simply 'zombie-ai' towards you, it will take a few more hits until the entire enemy is dead. Cool stuff!
03-10-2022
- Added Bari (blue): Has silverfish AI, takes 3 hits, shocks you when you come near.
- Added Bari (red): Same as blue bari, but has more health, electrocutes harder and summons two biri when damaged
- Added Biri: Has silverfish AI, does an electric shock every so often, electrocuting nearby players and freezing the biri, this also disables hits from fighter's sword for a bit
- Added Buzz: Basically just a Rat, but stronger, more damage, faster
- Added Chasupa: Basically just a Keese, but stronger, more damage, faster
- Added Devalant (blue): When in 3 block range, sucks you in like quicksand, if you touch him you take 2.5 hearts and have a little time to escape from him, can be killed in 3 hits
- Added Devalant (red): Like Red devalant, but stronger and shoots fireballs every 3 seconds
29-09-2022
- Moved all old soldier enemies into new linking system with custom models, no more zombie retexturing (also includes loot)
- Added functioning loot drops to the 30 new enemies
25-09-2022
- Added Like Like: Very slow mf that sucks you into him at random when close, this will result in him eating rupees, arrows or shield (not the mirror shield), when killed will drop last eaten item. Takes 3-4 hits, deals low damage.
22-09-2022
- Added Zirro: Flies at you, but kinda flies randomly up and down and to the sides now and then, like a drunk man on a late night, when he is hit he will strafe to the side to get away from a quick second hit, making him harder to hit
- Added Green Zirro: Same as Zirro, but slightly faster, stronger and more painful, also strafes harder
21-09-2022
- Added Swamola: Basically just a baby Lanmolas, couldn't be bothered to code vector movements here since even in the original he has a fixed jump length, so the animation is hard-coded in 8 possible rando directions
- Added Blue Taros: Basically just the dark world version of the many soldiers Ganon somehow has lying around, except stronger
- Added Red Taros: Blue taros but even stronger and a little faster too
18-09-2022
- Added Lynel: He shoots epic fireballs, has zombie AI, takes no sword damage, only hit by hammer and silver arrows, 5 of any of those to kill him, fireballs deal 4 hearts, contact deals normal zombie contact
- Added Moblin: He throws tridents (it's a drowned AI thingy), takes 3-4 hits, trident deals very much damage! Has custom aggro code
17-09-2022
- Added Pikit: He tries his best to be exactly 5 blocks distance from you, otherwise he runs away or gets closer, when in this range he will try to lick one of your items and steal it, he can steal a rupee, 5 arrows or a bomb, when killed he will drop the latest stolen item.
- Added Stal: Looks like a normal skull you could pick up, but when you get close he starts flickering with glow and eventually starts chasing you, takes 3-4 hits and deals 1-2 ❤️ of damage
- Added Pikku: He will come towards you to "punch" you, dropping a bunch of your items on the floor, pick them up before they're gone! After that he becomes passive for 25 seconds. Deals 1.5 ❤️, takes 3-4 hits to kill.
14-09-2022
- Fixed bug where you could hit Ku while he was hiding in water
- Added Ropa: Pretty much just a copy of Armos, but no stone, jumps faster, lower, is beefier and stronger
- Added Snap Dragon: Jumps like Armos but only in diagonal directions
- Added Slarok: Pretty much just a copy of Octorok, but more damage, health and frequent rocks
11-09-2022
- Added Dacto: Sleeps when ur away, when in 7 block range starts following you at a speed slightly slower than running speed, takes 3 hits, does 1.5 hearts of health, goes back to 'sleep' when you're too far away
- Added Hinox: Has Zombie AI, throws bombs like Bomb Soldier but more accurate and based upon player distance, tanks a lot of hits
- Added Hyu: Pretty much just a copy of Poe, but a little faster, tougher and deals more damage
- Added Ku: Pretty much just a copy of Zora, but a little stronger, can't leave the water and takes more hits
07-09-2022
- Added Moldorm hit sound effect and damage indicator
- Added Enchanted Magic Hammer: Uses less magic and has a higher chance of dropping magic when hitting a frozen enemy
- Added Enchanted Cane of Somaria: Deals more damage and can withstand more hits
- Added Enchanted Cane of Byrna: Deals more damage, uses less magic and creates an enchanted glint instead of a fire glint
- Added Enchanted Magic Cape: Has a longer duration and costs less magic
- Invulnerable enemies no longer get damaged from the entity damaging datapack
- Fixed bug where soldiers dropped too much loot
- Re-added bush mining cooldown to new pinned sword system
- Added chance for soldiers and fairies (very small) to hide in bushes
06-09-2022 (Nice)
- Added Moldorm
○ ° Movement fully done
○ ° Segmenting fully done
○ ° No model yet
○ ° Has death animation & damaging
01-09-2022
- Fixed linking bug for Lanmolas
- Added Boss death sound to Lanmolas
- Added 2 more Lanmolas
○ ° They have a weird jitter bug, which I cannot seem to fix. They also die randomly when out of view. Might be fixed when locked in boss room. They're done for now.
31-08-2022
- Added Lanmolas
○ ° No model yet
○ ° No good randomized positions (need finished boss room)
○ ° Has damaging, can die, moves smoothly math yes, has 8 segments
30-08-2022
- Fixed issue where pots kept being thrown
29-08-2022
- Added Magic Hammer: Can break certain objects once those are added, kills frozen enemies and 25% chance to drop big magic when that happens, uses up 3 magic points
- Renamed Flute to Ocarina
- Removed Mushroom from Special Weapon System and replaced it with Titan's Mitt
- Added Skull
- Added Heavy Rock
- Added Titan's Mitt: Can pick up skulls and heavy rocks and throw them.
- Every functional item is now finished!
28-08-2022
- Added Golden Bee
- Added a way to catch the Golden Bee and release it to get a Golden Bee Friend, who attacks nearby enemies for you, but lasts longer than a normal Bee Friend
- Fixed bug where damage datapack insta-killed you
- Added Magic Cape: Uses 10 magic, makes you invisible and invulnerable to all enemies for 5 seconds, has a sound effect for when it's about to run out (1 second before)
- Added Cane of Somaria: Creates a pushable block, only one at a time, the block damages enemies who touch it, it disappears when hit 5 times.
- Added Cane of Byrna: Every second it removes 2 magic and shows a forcefield made with flame particles, you also glow when Byrna-ing. If you're out of magic the forcefield disappears. You become invulnerable and enemies who enter the small forcefield get damaged every second.
27-08-2022
- Added map math code
- Added Octorok model and fixed rocks
- Added Damage & Death indicators for all enemies
25-08-2022
- All enemies outside of 64 blocks range from the player get unticked, meaning they are completely frozen and run no commands until the player returns, this optimizes the game very gud!
- Fixed a glitch where Buzzblob insta-killed you
- Fixed a glitch where non-hitbox zombies were invisible
- Added Armos model & shaking animation + SFX
24-08-2022
- Pegasus boots now destroy grass like a lawnmower
- Invisible hitbox entities for enemies now stay invisible forever, to prevent visual bugs
23-08-2022
- Added Deadrock: Has Zombie AI, does 3 hearts of damage and takes 5 hits, when hit it freezes like a stone for 5 seconds, when magic powdered it becomes a slime enemy.
- Added Toppo: Rests until you near it, if you do it launches towards you at high speed, dealing 3.5 hearts of damage. After jumping at you, he runs away quickly for 5 seconds, after which he rests again. He takes 2-3 hits.
- Added loot to every missing enemy
- Added SFX to every missing enemy
22-08-2022
- Added Hoarder: Can camouflage as a bush or a stone, when the player gets close it starts sprinting away, a little slower than the player, it takes 2 hits to kill and does barely any damage.
- Added Stones: These heavy stones block the way and can be picked up & thrown using the Power Glove
- Added Power Glove: Can pick up heavy stones and throw them, holding them slows down the player until they throw the stone away, it damages enemies like the pots
- Added Enchanted Power Glove: Same as the non-enchanted counterpart, but it does not slow down the player.
- Added SFX to checking Rupee Pouch balance
- Added Poe: Flies around in 4 randomly chosen coded diagonal directions with a little float up and down movement thing (like a ghost), deals 1.5 hearts and takes about 2-3 hits.
- Added Tektite: It jumps towards you (3 blocks per second), and has a 2/5 chance to jinx you by jumping slightly to the side to avoid possible attacks from you. It deals 2 hearts and takes 2-3 hits to kill.
- Fixed bug where lamp sound effect played when Fire Rod ball exploded
- Added Red Tektite: Like Tektite, but faster, stronger and more painful!
- Added Sand Crab: Can move in 4 directions, faster horizontally and slower vertically (always rotated the same direction), deals 3 hearts of damage but takes only 1 hit.
- Added Slime: Basically just a Minecraft slime, but with set health and code for the 'babies' to also be identified as alttp enemies when created.
- Added Thief: Hides away until you enter a 6 block radius, then it goes into chase mode. If you escape from it in chase mode (6 seconds of running), he says 'ahaha ya got away', if he catches you he steals either 1 rupee, 5 rupees, 3 bombs or 5 arrows, if none are available he says 'ur poor!', then he runs away with your stuff. If he gets away (5 seconds) your stuff is gone and he says 'haha loser', if you kill him before that your stuff comes back and he says 'nonono!'
21-08-2022
- Started implementing new enemy linking system for all enemies
○ ° Bomb Soldier
○ ° Armos
○ ° Zora
○ ° Red Eyegore
○ ° Eyegore
○ ° Keese
○ ° Popo
○ ° Rat
○ ° Rope
○ ° Stalfos
- Added Geldman: If player enters 3 block range, activates attacc mode for 10 seconds, chases after you. After that it goes into sleep mode for 6 seconds, invisible in the floor and no colliding with it.
- Added Vulture: If player enters 3 block range, starts flying around you in a circle pattern, if you stand still for 3 seconds it will swoop in for an attack, dealing 3 hearts, after which it will start flying around again.
- Added Crow: If player enters 7 block range, it swoops towards them at a fast speed, dealing 2.5 damage (so need good reflexes to avoid it!), it will stop flying at a wall or after 3 seconds, after which it will fall to the floor if necessary and rest for the next victim!
20-08-2022
- Added a new (working) enemy linking system
- Added Octoballoon: Flies towards you, if you hit it or it hits you it explodes into 4 octoroks
14-08-2022
- Added a predicate to compare enemylink scores
- Implemented a better enemy linking system for all enemies
- Thrown pots now deal 15 damage, referenced by in-game testing
- Enemies will now be stunned for 10 seconds when hit by boomerang
- Built layout for Dark Palace
13-08-2022
- Built layout for Desert Palace
- Built layout for Tower of Hera
11-08-2022
- Changed boomerang trajectory to throw straight and then bend around
- Added Enchanted Lamp: Lights enemies on fire and uses a little less magic
- Added Enchanted Magical Boomerang: Heals the player half of the dealt damage when returned (Life steal)
- Added Enchanted Ether Medallion: Double range and double damage (Includes particles)
- Added Enchanted Quake Medallion: Launches ground-enemies in the air and increases range
- Added Enchanted Bombos Medallion: Double range and double damage (Includes particles)
- Added hurt sound effect to custom damage dealing
- Added sound effects to Octorok
- Boomerang, Magical Boomerang & Enchanted Magical Boomerang now share one SPW slot
10-08-2022
- Properly fixed hidden food bar texture
- Added sound effects to Ball & Chain Trooper
- Added Iron Ball & Chain Trooper (Enemy version of the boss for later in the game)
- Added Golden Ball & Chain Trooper (Slightly stronger version of Iron version)
- Added Bomb Soldier
- Fixed bomb loot not working
09-08-2022
- Turned all shield models into remodeled amethyst shards (since they can't be used in alttp, it would make sense)
- The Fire Shield now blocks any small fireballs the player is facing
- The normal shield (and all tiers above) now blocks arrows
- The Mirror Shield now blocks projectiles with a specific tag, if added later
04-08-2022
- Added Enchanted Ice Rod
○ ° Shoots out 3 balls instead of 1
○ ° Same as Fire Rod
- Ice Rod changes:
○ ° Has explosion animation
○ ° Makes freezy explosion sound
○ ° Deals 1 damage
○ ° Increased freezing distance to 5 blocks
- Added Enchanted Hookshot
○ ° Can go up to 30 blocks far instead of 20
- Added Enchanted Boomerang
○ ° Sends hit mobs flying in the air
○ ° Has an enchanted trail behind it
- Added boomerang sound effect
- Added Enchanted Magic Powder
○ ° It does not use any magic
- Added many sounds to enemies & items
- Added 'hasflippers' score and pinning for Zora's Flippers
- Added 'armortier' score and pinning for all armor tiers
- Added pendants and crystals as function alttp:give/___ functions
- Moon pearl is now a score 'hasmoonpearl'
○ ° Updated Dark World teleporting code accordingly
- Removed /function alttp:giveallitems
- Fixed old code by removing /execute if score x = x run execute if... into execute if score x = x if... (unsure why I found this out so late)
- Added Super Bomb
○ ° Same mechanics as a bomb, but no picking up, 3 second fuse, bigger explosion, and a red texture
○ ° Has a different function, allowing it to explode harder cracked walls (when we eventually build them)
- Added Silver Arrow
○ ° When obtained, replaces all normal arrows
○ ° Spectral arrow with grey texture
○ ° Removed glowing effect from it
○ ° We can detect it later (for Ganon) since it's a different enemy
- Added Magical Boomerang
○ ° Is same as normal boomerang
○ ° Is Special Weapon
○ ° Different texture
○ ° Faster and goes farther
- Modeled Fighter's Shield, Fire Shield & Mirror Shield
03-08-2022
- Slightly increased the speed of the Sword Beam
- A frozen enemy hit by the fire rod now gets unfrozen along with a sound effect
- Added Enchanted Fire Rod
○ ° Shoots out 3 balls instead of 1
○ ° Each ball uses 2 magic points, this means that having only 2 still only shoots 1 ball, 4 makes you shoot 2 balls and 6 makes you shoot the maximum of 3 balls
02-08-2022
- Fixed bug where speed effect (for animation) lasted longer than freezing with Bombos Medallion
- Extra hearts now get re-applied on death, to prevent losing them
- Burnable enemies no longer burn in daylight
- Active bombs no longer get cleared due to interactions with the pinned bombs item
- Throwing an active bomb no longer decreases your normal bomb counter
- You can no longer pick up multiple bombs, this fixes several issues
- Fixed scoreboard criteria that broke the damage datapack
- Bombs now see buttons as go_through blocks, no more bugs with them
- Bombs now work on fences, walls and other blocks with weird collisions (they've been hard-coded)
- The quake medallion now works properly on fences, walls and other weird blocks
- Added Weeds
○ ° They will spawn all over the map
○ ° They are just retextured Nether Sprouts
○ ° They have a 2% chance to drop a green rupee and are useless besides that
- Added Sword Beam ability
○ ° When at full health, holding any sword above the Fighter's Sword and when that sword is thrown, the Sword Beam ability will be used
○ ° It sends out 2 iron swords flying in the looking direction of the player
○ ° It has a sound effect
○ ° It gets removed when hitting a wall or an enemy, the latter deals 5 ❤️
28-07-2022
- Matched Buzzblob animation to walking speed
- Fixed bug where pegasus boots allowed you to soar over air blocks
- Created first Tester Map
- Added Zora
○ ° Spawns in water
○ ° Only appears at top of water when player is in 12 block radius
○ ° This also allows them to shoot water balls at you, dealing 1.5 ❤️
○ ° When you are in a 10 block range, they have a 5% chance to get out of the water every 3 seconds
○ ° When out of water, they have zombie AI and deal 1 ❤️
○ ° They can be destroyed in 2-3 sword hits or with other weapons
- Magic meter now only appears in adventure mode, to stop annoying the devs
- Magic meter is now green, since that's how it is in-game and I like green
- Added Witch shop dialogue
- Added Medicine of Life (restores full health) (120 rupees)
- Added Medicine of Magic (restores full magic bar) (60 rupees)
- Added Medicine of Life & Magic (restores both) (160 rupees)
- Bombs no longer spawn on water, but they spawn in the water (aka they see water and all plants as fall-through blocks now)
- Added shock sound to Buzz Blob
- Added sound effect to Bug Net
25-07-2022
- Chicken throw animation is now fixed
- Added Bug-Catching Net
○ ° New Special Weapon
○ ° Can be right-clicked
○ ° Has original texture, but to be changed to 3D
○ ° Can be right-clicked to catch bees or fairies into Bee Bottles or Fairy Bottles, this requires an Empty Bottle in the inventory
- Added Empty, Fairy and Bee Bottle
- Added Fairy
○ ° Heals 6.5 hearts on collision
○ ° Has a message that can display custom name if set
○ ° Can be captured in bottle
- Using a fairy bottle has the same effect as colliding with a fairy
- Using a bee bottle summons a friendly bee
○ ° This bee follows the nearest enemy and damages it, which also slightly damages itself
○ ° After damaging enemies 15 times, the bee dies itself
○ ° It does not go through walls (why would it lol)
○ ° If there are no enemies (which will never happen, but-), it will kill itself
- If you die while there is a fairy bottle in your inventory, you get saved, which uses up the fairy bottle.
- When you use a bee or fairy bottle, the empty bottle is given back
24-07-2022
- Added Keese
○ ° Walks around when player in 4-block proximity for 8 seconds, cools down for 5 seconds and waits again
○ ° Deals 1 ❤️
○ ° Takes one hit with Fighter's Sword
○ ° Has a sound effect for start of flight towards the player
○ ° Movement path is slightly randomized
- Added sound effect for Rat enemy (2 in 3 chance to play every 5 seconds)
- Added original sound effect for Bee enemy
- Added code for exploding walls, as well as the famous sound effect
- Added chicken throwing (animation scuffed)
21-07-2022
- Fixed hookshot animation not lining up with actual height of the movement
- Removed item 'pop' sound effect
- Added greyscale textures for these items and replaced the item clearing while in cooldown (special weapons) with them:
○ ° Hookshot
○ ° Fire Rod
○ ° Ice Rod
○ ° Bombos Medallion
○ ° Ether Medallion
○ ° Quake Medallion
- Added Fighting Dummy
14-07-2022
- Revamped Hookshot
○ ° Now only works if there is actually a block to go to (raycasting)
○ ° Now removes the hookshot item when hookshotting to disable infinite flight (cooldown)
○ ° Has a custom animation for when checking with raycasting, including a zoom-in effect
○ ° Has sound effects
- Added original quake sound to medallion
13-07-2022
- Bombos medallion's frozen zoomout animation now gives you resistance to protect you from enemies
- Coded Ether Medallion: Has thunder animation and creates blazy icestorm, it freezes grounded enemies and deals 15 ❤️ to flying enemies (since they're right in the snowstorm 🙂 )
- Added Rupee Pouch, right-click it to see your rupee balance
- Added maximum rupees value, cannot go over this value
- Bubble & Armos enemies now actually freeze properly (they were movement-coded, so their AI didn't freeze)
- Added Loot for soldiers (harder to detect as single enemies, had to make custom system)
○ ° Blue Bow Soldier
○ ° Green Bow Soldier
○ ° Green Soldier
○ ° Blue Sword Soldier
○ ° Green Sword Soldier
○ ° Big Blue Sword Soldier
○ ° (See sheet for all loot chances)
12-07-2022
- Added Bombos Medallion (functionality): Has fuse animation, speeds up near the end, after 3 seconds enemies in a 10 block radius get dealt 10 hearts of damage and catch fire for 5 seconds, uses 15 of 60 magic points.
- Added Enemy Linking System (gives enemies and their AI mob counterparts equal scores to track each other and not accidentally get linked to the wrong AI mob or get lost, might still be buggy)
○ ° Armos
- Fire Rod balls now light up nearby lamps on collision
- Added Quake Medallion (functionality): Jump up, hit the ground with a smash and damage or turn nearby enemies into slimes
- Added Key and big key as Unicode and to the Keys scoreboard for dungeons
- Added detection for using Ether Medallion (I'll code it tomorrow)
11-07-2022
- Sneaking for 1 full second now activates the pegasus boots, after that there is a cooldown of 1 second until it starts detecting sneaking again to stop the pegasussing
- Removed Pegasus Boots item
- Increased Resistance to Fire Rod's explosion, meaning no more damage
- Empty bomb and arrow textures are now greyed out versions of their counterparts
- Added all coded items to Special Weapon Switching menu
○ ° Fire Rod
○ ° Ice Rod
○ ° Book of Mudora
○ ° Flute
○ ° Ether Medallion
○ ° Bombos Medallion
○ ° Quake Medallion
- Added empty texture for locked items
- Switching menu closes automatically after 10 seconds to prevent bugs
10-07-2022
- Added error item if you have not yet unlocked any special weapons
- Added maximum verification for arrows and bombs (will not go over)
- Fixed bug where items did not store when opening switching menu
- Added 'error' item to display if the special weapon slots are empty (so that slash-give'ing does not accidentally place the item in those slots)
- Other bug fixes related to item pinning
09-07-2022
- Added Magic Bar mechanic
- Added Special Weapon Slots System (my nightmare)
○ ° Currently only for 5 weapons
○ ° No page scrolling yet
- Added pinned Bombs
- Added pinned Arrows
- Added pinned sword, shield, and bow
08-07-2022
- Added Magic powder functionality
- Added Cukeman
- Bomb texture now works
- Revamped Loot system and added all the loot:
○ ° 50 rupees
○ ° 100 rupees
○ ° 300 rupees
○ ° 1 arrow
○ ° 5 arrows
○ ° 10 arrows
○ ° 1 bomb
○ ° 4 bombs
○ ° 8 bombs
○ ° 10 bombs
○ ° heart
○ ° green rupee
○ ° red rupee
○ ° blue rupee
○ ° half heart
○ ° small magic
○ ° big magic
- Added enemy drops for the following enemies:
○ ° Armos
○ ° Bee
○ ° Bubble
○ ° Buzzblob
○ ° Eyegore
○ ° Red Eyegore
○ ° Octorok
○ ° Popo
○ ° Rope
○ ° Stalfos
○ ° (And all other enemies that aren't soldiers or bosses)
04-07-2022
- Added Rope enemy (Walks in cardinal directions until it sees you, then follows you for 4 seconds (or more if it keeps seeing you), takes 2-3 hits and does 1 heart damage)
- Added Rat enemy (Walks fast but aimlessly, when you get really close it attacks, it takes 2-second breaks every 6 seconds, 2 hit-kill, does 0.5 hearts damage)
- Revamped entire Bush system with mining cooldown, working drop chances and more
03-07-2022
- Added back dialogue sound to new dialogue system
- Added Bush throwing
- Added Armos (enemy): It jumps towards you every 1.5 seconds (jump takes 1 second), it doesn't jump through walls, falls down, takes 5 hits from the sword but 2 from a bow, deals 2 hearts of damage.
01-07-2022
- Added Heart Pieces (collecting 4 gives you an extra heart)
- Added Pot Throwing
- Added Pushable Blocks (dried kelp block)
- Pots now instakill eyegores (when they're active)
- Added Once-Pushable Blocks (you can only push them once, after that they turn into stone (a non-pushable block)) (dead brain coral block)
30-06-2022
- Finished reworking boomerang with model, animation and item picking up
- Added Octorok (No model, full AI, attacks, damage, killing)
- Added Heart Container (texture from alttp, has functionality, increases hearts by 1)
- Added Extra Hearts system (can go up to 20 hearts (2 full rows) using simple commands, used for heart containers)
29-06-2022
- Added Ball (No model, just code (movement and collision))
- Added Gargantuan Ball (like ball, bigger hitbox)
- Added Stalfos (No model, falls slowly, only takes damage when not on the ground, a particle indicates its vulnerable state)
- Added Eyegore (No model, has 2 states: active and statue, goes into active for 7 seconds once player gets in 3 block radius. Is vulnerable and moves around in active state, is invulnerable and stays still in statue state. Takes 8 hits, arrows kill it immediately)
- Added Red Eyegore (No model, exactly like Eyegore, but only takes damage from arrows and needs 2 hits, is also a little faster, both his and Eyegore's hitboxes are a little janky, but I tried my best)
- Built Shrine #1: Gail Blude
- Added (Gargantuan) Ball gravity and collision (balls break when colliding) as well as them activating heavy weighted pressure plates (power of 7 for balls, 15 for gargantuan balls)
- Completely reworked enemy damaging system (for custom items) with a simple code to damage any entity with any amount of half-hearts.
- Completely reworked Boomerang item, its animation, it now can catch on fire, returns to you if you walk too far, and on-fire-boomerangs turn enemies on fire as well.
28-06-2022
- Gave world file a custom icon and colored name
- Removed all bush locations to make place for Reevz' castle overhaul
- Added Popo (No model, just actual code, movement is just ocelot)
- Added Bubble (No model, just code, damage, movement (pure hell haha))
- Changed many things to prepare for Reevz' Big Map Overhaul (RBMO):
○ ° Removed all bush locations from code
○ ° Removed all Snowy code (he was dumb anyways)
○ ° Completely overhauled the dialogue system so it's no longer command-block based but function-based (aka no longer tied to blocks in the world)
○ ° Disabled all Developer Commentary functions
○ ° Removed korok and pot cloning areas near sewers, pots and koroks will be custom models in the future
○ ° Removed as many command blocks as possible and moved them into the datapack
○ ° Added the rest of the command blocks into a list
- Added custom naming and player names to opening uncle dialogue (in house)
25-06-2022
- Rolling spike traps now revert direction on impact instead of disappearing
- Fixed dungeon chest
- Fixed Link's house chest
- Created layout for Eastern Palace
24-06-2022
- Added Buzzblob
- Added Name Changing
- Added function to restore 63 scores
23-06-2022
- Added Buzzblob models
- Added damage datapack
- Added damage to rolling spike trap and fixed it for guruguru bar
- Add enemies to sewers
- Added Chain and Ball Trooper (model, ai, stunning, damage)
22-06-2022
- Added Guruguru Bar
- Added Pots back in Sewer (Still need to do enemies)
- Added Rolling Spike Trap (4 directions, animation, smooth falling, only need damage)
21-06-2022
- Added Soldier
- Added Green Bow Soldier
- Added Blue Bow Soldier
- Added Green Sword Soldier
- Added Blue Sword Soldier
- Added Big Blue Sword Soldier
- Removed Food bar (it's unnecessary)
- Disabled natural regeneration (only possible through health things)
- Added Bee
20-06-2022
- Created custom Link's Uncle model
- Added Link's Uncle dialogue, animation and barrier back to new dungeon
- Worked on Devlog script
19-06-2022
- Fixed bomb picking up not working
- Added Mushroom item
- Added Magic Powder item
- Added Book of Mudora
- Added Flüte
- Added Ether Medallion
- Added Bombos Medallion
- Added Quake Medallion
- Sneaking now makes you 'interact'
- Removed interact item
- Retextured steak to Health (dropped from bushes or pots)
- Retextured lapis lazuli to Magic (dropped from bushes/pots)
- Retextured diamonds to Rupees (dropped from bushes or pots)
- Added Pendant of Courage
- Added Pendant of Wisdom
- Added Pendant of Power
- Added Big Dungeon Key
- Added Small Dungeon Key
- Added a function to reset entities (for when Reevz unknowingly kills every entity again, or when Minecraft glitches 'em)
- Fixed Jester dungeon
01-05-2022
- Added Hookshot (works but some stuff needs to be done, see #deleted-channel)
- Moved every repeating command block to tick function
- Removed all unused textures from resource pack
- Fixed smaller stuff
- Uploaded most recent resource pack to Drive
30-01-2022
- Finished Jester Battle
- Added torches and fixes to the Jester dungeon start
- Accidentally deleted all the armor stands
- Added Jester Lava Trials
- Added Jester Core Room and Jester's Trophy Room
- Added jester's end dialogue and exit
- Changed all amogusses into koroks
29-01-2022
- Added the music looping code
- Added 3 songs:
- Classic Time of the falling rain
- Classic Hyrule Castle
- Classic Overworld
26-01-2022
- Fixed bug where every armor stand was put on fire (only jester bullets are supposed to)
- Made the starting area TV start the game when you jump in it
- New Feature: Developer Commentary
- If enabled from the starting area, special Commentary Beacons will appear in certain places in the ground. If the option is on, players can interact at them to learn more about the development about that area or items or enemies.
- New Thing: Link's Bed
- If the player interacts on Link's Bed, they can access a bunch of important things, like Statistics and now also Settings, they can for example enor disable Developer Commentary from there.
- Added the first 4 developer commentaries
25-01-2022
- Built starting area with TV to jump in (mechanic doesnt work yet)
- Added hall of fame in room next to that
- Added Socials, About and Recommended Settings buttons in starting area
19-01-2022
- Finished (kinda) the Jester battle, it may still be a little too easy, but we'll see about that
16-01-2022
- New Dungeon: Jester's Dungeon
- Contains no enemies, only puzzles and parkour challenges. At the end Jester is awaiting your arrival. His gift? A challenging bullet hell boss fight! (not in game rn i need to make that still)
15-01-2022
- New mask functions:
- Tingle Mask: Plays a quiet tingling noise at each amogus location (hard to hear; but that makes it fair)
- Deku Mask: Fire and ice rod balls have a snowflake and flame trail
- Majora's Mask: Makes every amogus glow for 2 seconds, also gives you a poison effect for 3 seconds, dealing 1 full heart of damage
- Boomerang now spawns 1 block higher
- New Feature: Statistics
- Statistics will be tracked for all sorts of things, items used, boomerangs, fire rod, ice rod, you name it. You can view this stat list by interacting on Link's bed in his house near the castle.
13-01-2022
- New Morshu shop masks:
- Midna Mask (50 rupees)
- Deku Mask (50 rupees)
- Tingle Mask (50 rupees)
- Toon Link Mask (75 rupees)
- Fixed bugs
12-01-2022
- New item: Boomerang (looks very epik)
- Added Morshu shop code
- New Mask: Majora's Mask (100 rupees)
11-01-2022
- Grass destroy sound has been added
- Fixed bugs
- New item: Master Sword (iron sword)
- New Item: Tempered sword (diamond sword)
- New item: golden sword (netherite sword)
- New item: Blue mail (iron chestplate)
- New item: Red mail (diamond chestplate)
- New item: Moon pearl (if not in inventory when tp'ing to dark world you become a bunny, also you cant use any items but i havent programmed that yet (its hard))
10-01-2022
- Hands, ice rod, fire rod, pegasus boots and lamp now have right-click functionality
- Leaves are now light gray glass, so they mine slower, no walking through, and no pain
09-01-2022
- Texture Changes:
- Sweet berry bush now has no berries, to resemble ALTTP bushes
- Campfire, only the fire sprite is now visible
- Armor stands have more human looking arms, no longer looks like wooden arms
- Creepers are now completely invisible by texture, since they make the bomb explosion and would be visible for a tick, not looking good
- Ice Rod has original texture now (snowball item)
- Fire Rod also has original texture (firework rocket item)
- Same for the lamp's texture (lantern item)
- Zora's flippers item texture, not the armor texture yet
- Hands item, previously scute, has hand pixel art
- Bomb item texture now from ALTTP
- Stone sword is now fighter's sword texture, rotated 45 degrees, looks wacky tho
- Fixed bug where guards could be destroyed or moved with bomb or fire rod explosion
- New Sounds:
- Large swing sound effect with swords
- Enemy hurt and death sounds
- Player hurt and death sounds
- Pegasus boots sound and ram into wall with it sound
- Fire Rod sounds
- Ice Rod sounds
- Dialogue click sound
- Chest open and close sound (close is reverse of open)
- Grass stepping sound
- Low HP sound
- Bomb explosion sound (also for fire rod)
- Added thunderstorm weather to start of game
- Disabled lightning bolts (still the sound, not the damage, i hope)
- Added pegasus boots item
- Added room you get sent upon death, where you can select where to tp (sanctuary or link house)
08-01-2022
- You can now pick up bomb entities and throw them away. To do this, go near the bomb (0.7 block radius) and throw your hands to use them, the hands item will be replaced with the 'active bomb' item, which has a description that says 'Quick! Throw it away!', the bomb's countdown gets carried over to the item, when the bomb explodes as the player holds it, the player explodes, if the active bomb item is thrown on the floor, it summons a bomb entity again, the player gets their hands back and all is safe.
- Added pegasus boots code, no item yet
- fixed some bugs
07-01-2022
- There are now bush loot drops, here's the loot table: 60% nothing, 10% green rupee (1), 10% blue rupee (5), 10% heart (restores 1 heart), 10% magic dust thing (gives you 2 magic), these chances still feel a bit too generous, but i cant really think of a better way, also consider that the enemies do proportionally more damage, so it evens out, all bush loot drops dissapear after 10 seconds, or 200 ticks
- New Item: Ice Rod - Throw it to create an iceball, like the fire rod. Upon impact with a wall or an enemy, it freezes all nearby enemies (2 block radius), this means they receive the slowness 255 effect (no moving) for 15 seconds, after which they can move again. There is a 0.5, or 10 tick cooldown on the item, and it uses up 2 magic.
- All pots (in loaded chunks) now reset when player leaves the world and comes back, kinda like in original, this can be abused, but i can add a timer to only do it when a player has been playing for a while idk
- Built a little bit of castle
- New Sidequest: Find Snowy! - Snowy is the jolly snow golem, and he wants to play a game of hide and seek with you. Snowy has teleportation powers, and awaits you at every one of his locations, if you find him in all his locations, he will reward you with the Super Ice Rod. This is an advanced version of the Ice Rod, that instead of shooting something, simply sends out an icy shockwave that freezes all enemies in a radius of 5 blocks.
- Added snowflake particle effect to frozen enemies to tell that theyre frozen lol
- Added Zora's flippers: allows you to swim in water, if you go into water that is deeper than 1 block without the flippers, you start painfully drowning.
06-01-2022
- Pots now reset
- Pots can now detect being broken and drop loot
- New item: Fire Rod - Throw to use 2 magic to summon a fireball that travels in the direction you're looking. Upon contact with an enemy or a wall, it explodes. It has a 0.5, or 10 tick cooldown, like in the game.
- Guards fixed with better models
- Made magic maximum work
- Added achievements via in-built datapack
- New Achievement: A Link to the Past (given at start as thanks)
- New Achievement: Geared Up (given when uncle gives gear)
- New Sidequest: Imposter Hunt - Find the red imposter player heads, and break them all to get a reward. (The reward hasnt been coded, since i dont know how many sussy bakas there will be in total, but you can mine em and they count, and give a little message saying ya found one)
05-01-2022
- New Boss: Moldorm
- This boss is a 4-part caterpillar that moves around and bounces randomly off of walls. Link can only hit its tail. I spent 6 hours on this, if anyone ever complains about it anymore I will become a furious bean.
- Added bomb item (throw it to place bomb upon ground hit)
- Removed bomb and arrow stats as scores, added magic to hotbar text instead of bar on top
04-01-2022
- Sand bug fixed
- New enemy: Green Soldier - Takes two hits in ALTTP, so its health in mc is set to 8 (4 hearts), with link's stone sword it can be killed in 2 hits (depends on crit hits ofcourse), the zombie holds a wooden sword, so minimal damage, and has a follow range of 10, meaning it follows players within a 10 block range
- New item: Lamp - Uses magic to light up lamps in the game. Throw it near an unlit lamp to light it up if you have magic. Currently it takes up 1 magic even if you're not near a lamp, will be fixed later (kinda hard tho)
- Dialogue with Link's uncle in the castle dungeon, he gives you a stone sword and a shield (both are put in right inv slots)
- Working bombs with a 4 second fuse
- All leaves in the castle garden area
- Enemies in castle garden areas
- New (kinda) enemy: Green Homing Soldier - i made up the 'homing' part, like the green soldiers except it targets link. In minecraft it just has the same stats, except a stone sword and higher follow range (16, like actual zombies), so it follows you from farther away (still a zombie, also has leather tunic)
02-01-2022
- Intro sequence with dialogue
- Guards protecting from areas
- Interact mechanic
- Most leaves