Refugee:
- Fixed the Dragon Scales obtained from performing Dragonology Research tasks. They will now be accepted by the Dragonologist. If you already have some Dragon Scales, you can use "/loot give @s loot nitk:items/dragon_scale" to get a new one, and then duplicate it to the amount you have obtained or beyond, then delete the old ones.
Optional RP:
- Added Chinese language translations courtesy of Discord user ZeroIceBear. Note that as new major updates are released, fan translations like these may need to be updated periodically, or otherwise may fall partly out of date.
- Moved the lang files to the nitk namespace from the minecraft namespace. Unsure if this is necessary or helpful, but may help to reduce conflicts.
Because of the changes here, specifically with regards to translation keys, this version of New in Town is not gauranteed backwards compatible with existing worlds running New in Town 2.14.3 or lower. Most things, like building structures, will work, but other features, specifically trades that require a custom item (Like Building Permits in exchange for Castle Permits) won't work--you'll need to start a new world to use this version to the fullest.
General:
- Updated Pack Format to 15. This version of New in Town is only compatible with 1.20+
- Updated recipe advancements to use new 1.20 formatting.
- Added Translation Keys to all text in the data pack. All text now has a fallback for the original English text, but can now support Resource Packs that include a translation file for different languages.
Kingdoms:
- Fixed Mangrove Log entries in Regional outpost loot tables. They had a minor typo that was producing errors and not generating mangrove logs.
- Added Cherry Logs to the Lumberer's trades.
- Fixed the Miner's Tuff trade running out of stock and never restocking. It now works like all other trades.
- The Adventurer will now sometimes give a random Armor Trim Smithing Template upon completing your quest. Not all Armor Trims are available in this way. There's a 70% chance he will give exactly one, in addition to the usual rewards.
Counteroffensive:
- Added a Tutorial Tip for the Soulforge.
- Mobs that spawn at the Tyrant's Bases will vary rarely drop Rib Armor Trim Smithing Templates, about 10% of the time.
- Loot barrels at the Tyrant's Bases will now have exactly one Smithing Template about 20% of the time. Rib Armor Trim Smithing Templates are slightly more common than Netherite Upgrade Smithing Templates.
Custom Recipe Tools:
- Updated template recipe advancements to use new 1.20 formatting. Custom Structure Addons will have to update as well.
Optional and Template Resource Pack:
- Updated Pack format to 15.
- Added en_us language translation file. You can use the file from inside the Data Pack or in the Official RP to create translation resource packs for other languages. Be warned, there's over 700 lines of text. Dimensions Expansion Pack text is not yet included.
This update is a minor version update, since it falls under the Accessibility update moniker and intentionality. However, due to the changes it necessitates and the new 1.19.4 features it utilizes, this version is not backwards compatible with previous New in Town versions, and is only compatible with Minecraft version 1.19.4+.
General:
- Updated pack format to 12
- Contract Books now inform the user of the specific distance you must be from any other settlements/fortresses/cities if they're too close to an existing one.
- All naturally generating features and Tyrant's Bases now spawn with 100% consistency. Rather than generating when the town or fortress is founded, they get spread as normal, but wait to generate until the chunks they are in are loaded.
- All bosses now use /damage for their damage output, rather than various Wither strengths. The Tyrant still also uses Wither effects where appropriate.
- All Custom Items used in the pack now have CustomModelData associated with them. These CMD values, and their base items, are listed in the zip file in "cmd.json"
- All Site Planners now use Item Display entities instead of markers. This produces a couple results:
- All Site Planners will appear as Crafting Tables, or if a supported Resource Pack is enabled, with a custom texture.
- All Custom Structure Addon packs will need to be updated, as the position of the Site Planner entities has shifted, meaning relative coordinates are slightly altered.
- The zip file now contains a Template Resource Pack, to easily create custom textures for the various unique items in New in Town, from Building Permits, to Site Planners, to the Piece of Infinity.
Kingdoms:
- Removed the Town Charter's tip to increase render distance, since no recommended render distance is required anymore.
- Reverted naturally generating features' spawn distance back to 300 blocks.
- Made Ghasts that appear during the second Nether Attack above your town more aggressive. They have more dynamic movement, will generally stay closer to the ground and to the player, and as such are easier to hit but also more prone to becoming hostile. This also affects Blaze Jockeys during the End Invasion.
- Updated the Mayor's trades for adjusted Dimensions Contract Books
- Updated Regional Outpost mechanics to be up-to-date with Terralith, and also slightly changed how biome selections are made. There's now the ability for some overlap, allowing for larger pools to draw the items from.
Counteroffensive:
- Updated Doompump to be up-to-date with Incendium, at least mostly. Changes similar to the Regional Outpost have not yet been implemented, but will be in the future.
Custom Recipe Tools:
- The Template init files have been updated to account for the new Site Planner positioning. If you're updating an existing Custom Structure Addon, you just need to add "positioned ~ ~-1 ~" to one of the lines in all of your init files.
Additionally, you can now check out the official New in Town Resource Pack, with custom textures for all of New in Town's items! This Resource Pack is fully optional--all of the items will appear as their base items if you play without it.
This is the last archived New in Town version compatible with Minecraft 1.16.5. Original changelog below.
Kingdoms:
- The Royal Librarian now correctly rotates all three enchanted book trades at noon each day, once again.
- The nitContract scoreboard objective is now created only when a player receives a Town Charter, instead of every tick that a player is holding any Contract Book.
Counteroffensive and Refugee:
- The War Strategy and Refugee Plans are no longer thrown on the ground when given to the player, unless their inventory is full. This will prevent the War Strategy in particular from traveling back through the Nether Portal and into the Overworld when given, unless the player's inventory is full.
This update aims to improve the available in-game information, and improve the user experience, for what has become a very large content-heavy pack, which can be daunting to new players. Although it does include some quality of life features and changes, it primarily aims to provide more and better information in-game, particularly towards the start, as we prepare for an influx of new settlers. I expect this update to have several minor version updates as I gather feedback on current or missing tips, and because Minecraft 1.19.4 offers new features to further improve this major version's goal of accessibility.
As always, it is recommended you make a backup of your world of updating from a previous New in Town version.
General:
- Added custom Wagon Colors for new Patron supporter TposePolarBear! If you want a custom Wagon color, consider supporting me on Patreon!
- Significant code optimizations, some of the biggest I've done in a while.
- All Contract Books now project an outline of particles to indicate the area they will fill/replace. It isn't 100% accurate in order to optimize for helpful visuals, but should help prepare new settlers for the positioning of their Wagon, and beyond.
- All recipes that used Buckets of either Water or Lava now return empty buckets.
- All Site Planners will now replace themselves if broken, such as by Creepers, Ghasts, or player actions. If you do want to permanently remove a Site Planner, you can light a fire on top of it.
- Added the Tutorial Mode system, an advancement-driven system that provides helpful, introductory information to the player when it becomes relevant.
- Tutorial Mode can be initiated by talking to the Town Planner for the first time. It can be enabled or disabled on a player-by-player basis, and toggled later with /trigger nitTutorial
- Once the player obtains a recipe book, the Town Planner will cycle through several pieces of information that didn't fit elsewhere, such as what to do if you can't see recipes.
- With Tutorial Mode enabled, the player will be given tips when interacting with or unlocking new featrures, such as info regarding Site Planners, or how structures like the Observatory work.
- The sendCommandFeedback gamerule is no longer re-enabled after a Town, Fortress, or End City is started. You can still re-enable it manually if you need it, and it will still only be disabled when a player holds a Contract Book.
- Updated the Command Block Warning system to be global rather than individual, eliminating the possibility of false-positives.
Kingdoms:
- The Town Charter now issues a brief warning when first used, letting the player know to ensure their Render Distance is 12 or more, and to beware settling in an ocean. Using the Town Charter again spawns the town regardless of if the player followed this advice.
- The Settlement Site Recipe Book has been re-ordered. Indices are now broken up into groups based on the complexity of the structures' purpose, ranging from Basic, Intermediate, Advanced, Plain, and Special. This should make it easier to find structures you're interested in based on utility and resource value. Additionally, the Basic category is in essentially a "recommended order," that reasonably prepares the player for when the Tyrant arrives if followed to the letter.
- Tyrant Attacks now try to move if they would spawn too close to a town site. If there isn't enough land nearby, or it has trouble finding any space that's undeveloped by town sites, they can still fail to move and damage part of your town.
- Meteors spawned by the Observatory will now also try to avoid town sites, but can still fail if there isn't enough land or undeveloped space.
- Changed descriptions for all Ramps and Stairs to specify how many blocks up or down they go.
- Fixed Tap Mines and Sawmills not upgrading centered on their respective sites.
- Fixed the description for the Guard Tower. It no longer incorrectly states that it doesn't work on Nether mobs.
- Slightly improved the Meteor smoke signal visibility.
- Adjusted the nitContract values to restrict accidental or harmful use of the trigger outside of the Contract Books.
- Fixed Harold's Cage and the Sandstone Sundial sometimes generating in trees. This was due to a missed line when optimizing some code/changing the Crucible's spawning in the last update.
- Added a new trade to the Miner, exchanging Tuff for Cobblestone.
Counteroffensive:
- Prevented the Bridge structure from mistakenly advancing the Nether Attacks, desynching from the advancements.
- Fixed a bug that caused Bridges built facing south to not be offset correctly.
- Adjusted the offset of the Nether Keep.
- Fixed the Withermaw getting stuck in a loop of starting and resetting if the arena, and the Soul Fire there, gets flooded with Lava.
- Updated story advancement names, mostly for cleaner backend purposes
Refugee:
- Updated story advancement names, mostly for cleaner backend purposes
This update introduces proper boss battles to New in Town, all of which are overhauls of existing "special encounters." Due to the new code used here, which is of a higher standard than the existing boss code for those bosses in New in Town: Dimensions, some conflicts between the two were inevitable. As such, this data pack can only be used with New in Town: Dimensions v0.32 or higher, which fixes these conflicts.
EDIT: This version of New in Town is not necessarily compatible with New in Town v2.12 or below. Please make a backup of your world before updating--depending on your progress, you may not be able to experience some of the new features, and others may not work at all.
General:
- Optimized Site Planner cleanup functions a little bit.
- Overhauled all Tyrant boss fights.
- The Tyrant is now a fully-custom boss fight, borrowing very little vanilla Wither behavior.
- Adjusted Health values for Counteroffensive and Refugee fights
- Removed normal Wither Skull shooting, preventing fights from progressing into a desparate attempt to get close in a giant crater.
- The Tyrant will now randomly select between 3-5 attacks every few seconds. During Kingdoms, he has 3 possible attacks, with a new one being added each successive fight.
- The Tyrant's attacks have a wind-up period, allowing the player to learn the patterns and dodge each attack. This wind-up period is reduced with each successive fight. Attacks are as follows:
- Wither Wave: After some harmless waves of smoke, the Tyrant will release a wave of souls that will give the Wither effect to any players within reach.
- Wither Skulls: The Tyrant will hold 1-3 skulls (based on fight difficulty) before launching them with reasonable accuracy. They are a little faster with each successive fight.
- Shockwave: The Tyrant will charge up with lots of particles around him, then explode, launching any players that are on the ground into the air and giving them Wither.
- Portal Spikes: In the second and third fights, the Tyrant will spread 5 spike-traps around the arena, which if stepped in, will give the player extreme slowness and Wither. They last a few seconds, and the Tyrant has the chance to use another attack before they expire.
- Summon Minions: In the third fight, the Tyrant will summon 4 Skeletons from improptu portals on the arena. They are relatively weak but can stack up if not dealt with.
- The Tyrant now has a voice! Every so often, he has a chance of saying a line in chat. Each fight has up to 6 unique lines that can appear no sooner than every 10 seconds.
Kingdoms:
- Fixed the extra line skip in the Recipe Book's table of contents
- Reduced the spawning range of naturally generating features. The recommended render distance is still 12.
- **Changed the Crucible spawning condition. It will now generate with the pool starting on the surface, rather than hurying itself under terrain to start at sea level.
- Overhauled the Banished King to be a fully-custom boss fight.
- The Banished King is now spawned by breaking the Diamond Block floating in the Crucible.
- The Banished King has no vanilla AI and will not shoot its normal lasers, however it will still hurt you when damaged due to its thorns.
- During the fight, players are given Water Breathing and lose Mining Fatigue, so they can enjoy the fight for what it is.
- The Banished King has a bossbar that is visible to all nearby players.
- If no players are nearby (including if they all die during the fight), the Banished King will despawn and the Crucible will reset. You must defeat the boss from start to finish.
- The Banished King will now randomly select between 3 attacks every few seconds, but no longer than every five seconds.
- Each attack has a wind-up period, allowing the player to learn the patterns and dodge each attack. Attacks are as follows:
- Summon Minions: The Banished King will summon two Guardians at its side from two bubble portals, with full AI. They don't have much health, but can stack up if not dealt with.
- Blindness Curse: The Banished King will surround itself with particles before cursing all nearby players with Blindness, which not only makes it harder to see the next attack, but also prevents the player from swimming efficiently.
- Royal Laser: The Banished King will charge up a powerful laser, which will persist for 3 seconds once fired, damaging players caught in it. It can pierce through solid blocks in the way, but can't reach the very edges of the Crucible.
- The Banished King now has a voice! Every so often, he has a chance of saying up to 6 unique lines that can appear in chat, no sooner than every 10 seconds.
- Added an advancement for defeating the Banished King.
Counteroffensive:
- The Withermaw has been rebuilt to be about twice as large. It still has the same spawning range and height.
- Overhauled the [Redacted] found at the Withermaw to be a fully-custom boss fight.
- This boss is now spawned by putting out the Soul Fire found on the Withermaw's sternum.
- It retains its normal AI and spawning equipment in addition to all other changes.
- The [Redacted] has a bossbar that is visible to all nearby players, and its health has been increased dramatically. This is a fairly challenging fight.
- If no players are nearby (including if they all die during the fight), the boss will despawn and the Withermaw will reset. You must defeat the boss from start to finish.
- The boss will now randomly select between 3 attacks every few seconds, but no longer than every five seconds.
- Each attack has a wind-up period, allowing the player to learn the patterns and dodge each attack. Attacks are as follows:
- Flaming Dash: Charges up a flaming dash attack, then rushes straight forward, hurting players it runs into. If it runs into a wall, it will escape by moving towards the player.
- Mighty Swing: The [Redacted] will turn all the way around harmlessly, then swing a long sword-sweep all the way around itself, damaging any players that don't jump over it.
- Body Slam: It will immediately jump into the air. When it lands, it will create a shockwave of particles and inflict Wither on all nearby players on the ground. Note that instead of a traditional wind-up period, the jump itself is the wind-up.
- The [Redacted] now has a voice! Every so often, it has a chance of saying up to 6 unique lines that can appear in chat, no sooner than every 10 seconds.
- If the [Redacted] uses its [Redacted] it will restore quite a lot of health.
- Added an advancement for defeating the [Redacted].
Refugee:
- Fixed the Invasion Portals not playing the message to shoot the banners.