I have several changes pending which should help overall risk detection. I will make sure Aikar or myself posts here when we get the next bug fix update out. Any further reports before then will have very limited use.
Ok so apparently the low risk detection is still in need of being tweaked. I was in the middle of a field on smp1 with no trees around me, diff 5 in a group of 4. Shot him to start the attack, got hit 2 times and sent flying back, hit him a second time and got the "This monster triggered low risk detection... It resisted the attack." So either I am misunderstanding something in all of this thread or I am confusing it with something else.
Can you share what mob you were attacking? The mob and method of attack matters when looking into the system.
Marlix with bow Now mind you when the screenshot was taken was after the fight, but you can see the message in chat and the open field both in the main screen as well as in the journey map area just SW of my player marker.
Ah... yes. The fun of having a mob classify anything not a brave, bold risky melee attack as a low risk.
Not intended. But probably a side effect of some other mechanic. I am making a note for us to visit this issue after 1.13.
Grrrr not tearlag… Anyways… Great update and definitely adds lots more of the survival taste!(on my first day back I shouted “WHY IS THERE A GHAST… IN THE OVERWORLD?!” But now I get it )
In the nether, enraged ghasts (I guess) seem to spawn in an unsuitable place and immediately "suffocate" and die. You just hear frantic screaming for some time and then the death sound. Finally managed to kill an enraged ghast in the overworld.
In response to my post to clarify the situation Marlix was fought and killed by bow and arrow the whole time. No melee attacks were used as I know it only makes the kill more difficult.
Well now I’ll be running for my life more often it seems. Witches have a thing for me in survival I swear lol!!! This looks super fun and exciting thank you all for your continued dedication and hard work on EMC!!!!
There were a few items which I don't believe anyone picked up on (at least they weren't discussed anywhere on the forums from what I can see). If you look hard enough, you'll find them on the Wiki
So, we have Steel ingots Steel armor (Both of these are known about, it's just that nobody posted about them on this thread) Venom (This was known about, but I'm pretty sure not all of the variations had been discovered) Witch's gem (Once again, this was known about, but the wiki has the upgrading recipes) Charged pearl (This item was discovered, but the different ways of getting them have different amounts of time before they disappear. The ender guardian drop is the short version, the craftable item is the medium version, and the enraged enderman/endermite item is the long version.) Pretty sure I got everything, but it's late and I'm tired so please don't stab me if I missed anything
chickeneer, or anyone else who can answer, can you explain the current head drops for endermen? In my experience since the update, regular endermen no longer drop heads, but only enraged endermen drop a head now and it is a different head. Can anyone explain?
All mobs should drop heads However* mob drops are based on how they died. If they mostly were killed by fall damage or environment damage - drops chances are reduced or removed. If they are killed fully by a player, you have a regular chance to obtain them. ------ The enraged endermen should drop the same type of head as endermen (They are different heads than pre survival update v2, though)
So, with endermen, I've tried different things. I've tried full player damage on diff 7 and still nothing. After many kills. I think the enraged ender head drop has stopped the regular ender head drop. Also, if you do a side by side comparison of of old ender heads to the new enraged ender heads, the old ones look like the eyes are a darker purple.