- Improvements to how AI goals are handled & Kobold preferences with picking up new weapons
- Kobolds now have a separate cooldown for potions
- Kobolds will now use potions in their mainhand if it is empty or swap their weapon to a potion for a moment if offhand is occupied
- Kobolds will now use fire resistance & water breathing potions
- Fixed bug where sometimes a Kobold continues using a shield after combat
- Kobolds are no longer affected by scary roars from Alex's Caves
- Kobold Engineers can now use the Raygun from Alex's Caves & will prefer it over crossbows/bows
- There is now a new item tag for Kobold Engineers to use additional unique ranged weapons
- Kobold Armor Trim now supports Beans Backpacks.
- Finalize Kobold AI for picking up new items. Should be much better now.
- Kobolds are better with bows.
- Kobolds now have weapon preferences (crossbow spawned Kobolds will no longer pick up swords).
- Kobolds will no longer attempt to attack if they have no item in their hands.
- Crossbow Kobolds will now be willing to swap to bows if their crossbow isn't enchanted and bow is (vice versa is also true).
- Kobolds can now use bows.
- Kobold Warriors will now target ALL skeletons.
- Clean-up
- Added River/Ocean check again.
- Removed River/Ocean restriction.
- "Surface Biome Tag" is now optional.
- Improved Structure Code.
- Improved World Generation.
- Fixed Missing Texture issue for Kobold Skulls
- Added texture for the Kobold Armor Trim to support Elytras.
- Updated location of kobold entity textures.
- Axes now gotta be in the off-hand to give to kobolds.
- Do you want a Treato?~
- Kobold tools are now properly tagged.
- Fixed missing "Kobolds" tag.
- Kobolds & Villagers are no longer at war.
- Kobolds are no longer considered enemies.
- Kobolds will now attempt to pick up their own tridents after a fight.
- Kobolds will now change eye color after given amethyst shard to indicate that they are on cooldown for breeding.
- Kobolds will now properly breed together and have hearts when they are looking to get with each other.
- Kobold Skull is now considered a proper Skull Block.
- Heavily improved code in a lot of areas.
- Fixed a good handful of minor bugs & clean-up a lot of old stuff that wasn't needed anymore.
- Fixed server side crash related to trading when the player moves far away from the kobold.
- Fixed Kobold Rascals spawning in other dimensions.
- Kobold Rascals will now despawn naturally even if not found.
- Kobold Tools are now magnetic if Alex's Caves is installed.
- 1.18.2 backport.
- Increased Spawn Delay for the Kobold Rascal to 18,000 ticks from 12,000 ticks.
- Decrease Maximum Y level requirement for the Kobold Rascal to 42 from 56.
- Prospector now works against any enemy instead of any monster.
- Reduce chance of Prospector proc down to 5% from 10% & down to 25% from 30% with luck effect.
- Improve normal Kobold trades to reduce chance of stone types (but doubling their yield when they do get rolled) & increases variety of the other drops a bit more.
- Kobold Potions can now have two different common effects.
- Removed chance for Blindness as a 3rd negative effect.
- Re-ordered the Kobold Potion Creative Tab with above changes in mind.
- Fixed issue where Kobold Enchanters will stop dropping Kobold Potions when trading.
- Fixed issue where a kobold will copy the emerald stack count instead of having a single emerald (emerald duplication by killing kobolds in mid-trade).
- Fixed issue where a kobold will still give a trade item after being killed mid-trade.