
Select version for changelog:
Update 2.0: “Into The Nether pt.I”
The Big Stuff:
>Added monster variants
>Changed the Blaze, Ghast, and Wither Skeleton
>Balance changes to the skeleton, enderman, and drowned
Balance Changes:
>Skeletons now fire at a slow, medium, or fast rate.
>Drowned now does 4-10 damage (previously 4)
>Enderman does 10-15 damage (previously 11)
Monster Movement Improved!
>Previously, monsters all had two movement options: normal and fast. Now, monsters' movement ranges from the two movement options.
Added monster variants!
> Surface Overworld monsters (Zombies, Creepers, etc.) are balanced around Iron Armor
New Zombies variants -
Big Zombie:
>Health: 60
>Damage: [15 - 25]
>Movement: [0.1-0.2]
>1% spawn chance
New Skeleton variants -
Slowness Skeleton:
>Fires Slowness IV [0:02] arrows
>25% spawn chance
Poison Skeleton:
>Fires Poison I [0:15] arrows
>25% spawn chance
Weakness Skeleton:
>Fires Weakness I [0:30] arrows
>25% spawn chance
New Spider Variants -
Baby Spider:
>Health: 5
>Damage: [1-2]
>Movement: [0.55-0.65]
>20% spawn change
Big Spider:
>Health: 25
>Damage: [6-10]
>Movement: [0.35-0.55]
>7% spawn chance
New Ghast Variants -
Big Ghast:
>Health: 20
>Fires 3 fireballs
>5% spawn chance
Baby Ghast:
>Health: 5
>Fires faster
>Movement: [0.1-0.15]
>5% spawn chance
New Wither Skeleton Variant -
Blindness Wither Skeleton
>Gives blindness instead of Withering
>Does less damage
>50% spawn chance
Updated Nether monsters
> Nether monsters are balanced around protection II diamond armor
Blazes:
>Melee attack damage: [15-25]
>Movement: [0.35-0.55]
>Now Fires in eight fireball burst
>Health 10
Ghasts:
>Added mob variants
Wither Skeleton:
>Health: 40
>Movement: [0.2-0.3]
>Base Attack Damage: [15-35]
>Wither effect duration: 30 seconds
>Comically low detection range
>Will NOT attack you if you’re wearing a mob head (unless you attack them, of course)
>Can Spawn with helmets and higher damage swords




Also a couple suggestions, how about making skeletons have less health or slightly reduced movement speed? They're basically glass cannons that way.
Creepers could also have more explosion range/damage, but cats scare them away from a greater range as well (default is 6 blocks of a cat, so not very far). Not sure if that'd be possible but I think it'd make sense, and requiring players to use cats seems more interesting than just stat adjustments that make them a little faster. Or you could also have creepers turn invisible at night or under other conditions. Note that they'd still be scared of cats.
I'd also say maybe a lower speed increase for spiders, but more health. The reason being that Bane of Arthropods isn't a very good enchant when spiders are easy to kill already, and they can't have armor. If they were tankier, more damage would be more important.
Personally, I don't like the idea of increasing the range of creepers. Their purpose should be to sneak up to the player and once they are seen, they should be easy to kill.
I like how the spiders are currently. They are meant to be fast and dealt with immediately. Maybe I will make some changes when I get to the cave spiders though.