1.9 Combat Update is Now Live!

Song by YourMCAdmin

 

It's been a little over a year, but it is now here - version 1.9, the Combat Update, is now live! Above, we have a clever song put together by YourMCAdmin, which covers nearly every significant change in the update. If you prefer to see the finer details laid out in clear text, just scroll on down!

 

56 snapshots, a year of time, and a truly staggering amount of bugfixes have brought us to this moment; 1.9 was considered feature-complete in October of 2015, but the development team wanted to be absolutely sure they hammered out as many bugs as possible before going fully live. While a number of those bugs were introduced as part of the normal development process, many of them are older bugs that have finally been wiped out. No, seriously - the bugfix list is so long that it won't fit next to all the features listed here! 

 

Additions

Changes

  • Changed the layout of the end island pillars and the ender dragon boss fight.
  • Skeleton AI is more difficult.
  • Sword blocking removed, and several other weapon techniques added.
  • Tool damage is rebalanced.
  • Sharpness and protection enchantments are nerfed.
  • Status effect icons are now visible on the main screen.
  • Health regeneration is rebalanced.
  • Fishing is rebalanced.
  • Brewing stands now require blaze powder.
  • Enchanted golden apples are no longer craftable.
  • Maps changed.
  • Loot found in chests generated in the world is rebalanced.
  • Death in hardcore mode allows the player to continue in spectator mode.
  • Boats are improved.
  • Stronghold generation increased to a maximum of 128 strongholds.
  • Large oak trees generate in forests again.
  • Increased fire spread while raining.
  • Glass panes and iron bars have a thin appearance when not connected, as opposed to a crosslike appearance.
  • Mobs and players now push one another around.
  • Death message is now displayed on the death screen.
  • Mob and player heights are slightly modified.
  • Resource packs can specify models depending on damage value, item state, and hand.
  • Structure data now comes from /assets/structures.
  • Loot from mobs, fishing and chests is now determined by loot tables.

Performance and optimizations

  • Particles are no longer entities
  • Block ticking
  • Mob pathfinding
  • Memory usage when connected to servers
  • Chunk generation, loading and sending