Silly me update - 0.4.7 hotfix:
- Fixed Raevyx running while nothing is happening
- Ignivorus's bulldozing is now even more disrespectful + not triggerable in the air
Saint's Dragons - 0.4.7
Hi guys. I don't know if I should continue. The guilt is quite immense, you know. Just letting you know that I'm trying to learn Java. Anyway, enough about my bullcrap.
What's new:
- Raevyx has a new dodge ability. Double-tap either A or D to dodge left or right (only when grounded)
- Raevyx speed boosted a bit
- Some animation of the Raevyx was re-animated to avoid clipping
- Ignivorus can now use its ultimate ability while airborne
- Ignivorus second variant update (still waiting on my artist to finish up the main one). Use the Amethyst Shard to change
- Some Ignivorus animations were re-animated
- Double-tap W to enter the Ignivorus's bulldozing state. Double-tap W again to exit
- New Creative tab for the mod (yay, I guess)
- Eating sounds added for all dragons
- One new air idle animation for the Cindervane
- Cindervane texture touch-up
Bug fixes (spent a lot of time reading code and did some fixes):
- Taking off fixing where sometimes dragons would not do so
- Properly synced flight states across servers and clients
- Simplified flight logic that'd still work the same to improve performance in ticks
- Fixed the sitting animation on the Nulljaw
- Fixed the Ignivorus bug where it'd float in the air and not land
That being said, I hope you have a good day/night. A few more updates, and then it'd be this mod's last.
Saint's Dragons - 0.4.4
- No more sophisticated flying pathing bullcrap
- Heavily reduced ticking for dragons
- Better water escaping
- Ignivorus flying fixed
Saint's Dragons - 0.4.1:
Wagwan:
- Raevyx reanimated some animations
- Cindervane's walk and run animations touch-up
- Fixed the dragons' sleeping animation being broken after unloading and loading up a chunk
- Stegonaut's model is fixed to stop syncing between drakes
- Nulljaw's model is fixed when riders ride it while it is sitting
- Fixed the neck crunching issue
- Fixed the dragons making sudden 360-degree turns, causing the necks to bend weirdly
- Fixed an animation issue on a certain animation of the Cindervane, causing snapping
- Fixed the flying logic that makes the dragon hover in place in flat world generation
- Made the Raevyx run a little bit faster
- Made the neck of the Raevyx shorter because it now looks weird to me with an abnormally long neck...
- Fixed the Ignivorus not being able to take off correctly
So, the reason why Raevyx is reanimated, and its neck got shorter, is because it looks out of place and would likely lose balance. It just looks weird, ok?! 😭
Saint's Dragons - 0.4.0 - Down Came The Claw
What's up with it:
- Nulljaw texture (male + female) overhauled. Big up, @Percon.
- All items texture redone. Once again, shout out to you for the big help, @Percon! Forever grateful for your work.
- Fixed the Nulljaw's neck snapping from some animations.
- Touched up some movement + ability animations for the Nulljaw.
- Added a new set of animations for the Nulljaw sitting in the second phase.
Saint's Dragons - 0.4.0 - Down Came The Claw
What's up with it:
- Nulljaw texture (male + female) overhauled. Big up, @Percon
- All items texture redone. Once again, shout out to you for the big help, @Percon! Forever grateful for your work.
- Fixed the Nulljaw's neck snapping from some animations.
- Touched up some movement + ability animations for the Nulljaw.
- Added a new set of animations for the Nulljaw sitting in the second phase.
SAINT'S DRAGONS - 0.3.8 - ANOTHER HOTFIX, MY MANS
- Fixed the Cindervane head spinning when gliding down
- Fixed the new config value changes not being applied to already existing dragons
- Deleted all debug logs
- Removed redundant configs about movement speed, as they are hard-coded and pretty difficult to implement correctly (might be changed in the future)
Saint's Dragons 0.2.0 - The Big Fabric
Bug Fixes
1. Ambient Animations Restored
- Dragons now play ambient animations because migration broke it, now fixed, you didn't see anything because I didn't release
- Fixed animation trigger that was lost during ForgeFabric migration
- Sounds play from animation keyframes with proper locators
- Hurt and die sounds are wired in from the migration
IT'S ALWAYS THE SOUNDS THAT IS FIGHTING ME.
2. Duplicate Ambient Sounds Fixed
- Ambient sounds no longer play twice
- Proper clientserver sound handling
3. Others
- Another issue about entities syncing because of tail drag
- Cleaner biome configurations to ensure dragons spawn in appropriate biomes
- Config files are ensured to work, ya just gotta set the values, quit the client, relaunch, and load in a new chunk (chunk, not a whole new world 🙏)
Saint's Dragons: 0.2.0 - Forge update alongside Fabric migration
Bug Fixes:
1. Ambient Animations Restored:
- Dragons now play ambient animations because migration broke it, now fixed, you didn't see anything because I didn't release
- Fixed animation trigger that was lost during Forge/Fabric migration
- Sounds play from animation keyframes with proper locators
- Hurt and die sounds are wired in from the migration
IT'S ALWAYS THE SOUNDS THAT IS FIGHTING ME.
2. Duplicate Ambient Sounds Fixed
- Ambient sounds no longer play twice
- Proper client/server sound handling
3. Others
- Another issue about entities syncing because of tail drag
- Cleaner biome configurations to ensure dragons spawn in appropriate biomes
- Config files are ensured to work, ya just gotta set the values, quit the client, relaunch, and load in a new chunk (chunk, not a whole new world 🙏)
Saint's freaking Dragons. The "this should be stable enough" update:
Changes and additions:
- I have completely removed the play dead mechanic for the Stegonaut as it causes too many problems and now it has a run away goal instead
- Overhauled the flight system for riders
- Cindervane gets a speed boost and is now more maneuverable
- Water particles when flying above water with a Cindervane or Raevyx
- Nulljaw gets additional sounds that were missing and stepping sounds have been replaced completely and some animations reanimated
- New toggle mode that lets you switch from one melee ability to another melee ability whenever you want
- Added a config file to tune dragon spawn rate
- Removed unused sounds
- Added sprint flying animations
- Tuned the following for all dragons and the flight speed on the Cindervane and Raevyx
Still no babies.
Bug fixes:
- Added an Enum class that would potentially ensure proper save and load for dragons while they're resting.
- Removed a lot of dead/bloated code and optimised with simpler logic for the Raevyx that still works the same
- The UI is now simplified to stop it from tanking FPS (sorry but you're gonna have to check the keybinds in Settings instead...)
- Potential problems like lagging with the tail dragging mechanic is now fixed
- Fixed the Nulljaw not running when aggroing
- Sounds are no longer hardcoded (I don't know why I am still battling sound system)
- Fixed proper flight state and will no longer try to land while water is detected below and dragons can properly flap when staying still to give off that maintain altitude visual
- Nulljaw will no longer accidentally destroy your base if you left it at phase 2 while you attack something as it'll only break blocks if being ridden
That's all, folks!
Saint's Dragons 0.1.5 alpha preview:
Additions:
- Better looking around for the dragons
- Shorter and more stable sleeping sequences and added wild behavior resting/sleeping for dragons
- Nulljaw and Raevyx minor animation remake
- Tail dragging for that "feel" I guess
- Sit animation for Nulljaw
- New baby model for the Raevyx
Bug fixes:
- Optimised networking for rider input
- Fixing sleeping behavior on Raevyx
- Fixing some of the behavior for the baby Raevyxians
No new babies yet... kinda procrastinating here.
"Well, this is embarrassing" update. - 0.1.1 hotfix:
Fixed the Cindervane so it actually spawn and flaps its wings at low altitudes...
Updated the dang license



