Changelog
Content & Systems
-Whetstone-
- The whetstone is a new item allowing you to slowly repair tools without costing durability.
- Using a whetstone on a full durability item will add " Whet Durability " which adds a second layer of durability onto your tool, and will also add +0.25 penetration damage to melee attacks if the item is a weapon
- This can repair knives, tridents, targe's and much more
-Heroism Rework-
- Heroism is now a melee centric enchantment that causes you to deal additional holy damage on top of your melee damage based on the enchantment level and current heroism stacks that you have. If your attack is fully charged, you also deal holy damage in a large area and knockback scaling with your seismic edge enchant
- You gain stacks by preforming sweeps and stacks will vanish if you dont land a hit after a certain period of time.
- Holy damage pierces through enchantments and effects and scales with your critical modifier, allowing you to deal serious damage if you manage to build your stacks up
-Grounded attack changes-
- When you are on the ground and have a full attack charge, you gain +0.25 range
Backend changes
-Sweep system changes-
- The sweep system for combat tools and weapons now can function off forge tags, meaning that adding a CR forge tag to a item can give it combat reborn sweeps and allow it to work with enchantments
- This will also apply to the special critical system & flourishes, allowing the weapons to have the values assigned to the tag.
- This allows players to make custom combat tools by coding a item into the game using a external mod / datapack and then adding the tags onto the items. This system will get more in-depth over time to allow for more specific things however this does currently function.
TAGLIST
forge:cr_combathoe forge:cr_combatpickaxe forge:cr_combatshovel forge:cr_combataxe
-Unarmed Guard-
- Guard now completely prevents mouse inputs while you are using it, Meaning that unarmed guard should be more cross - mod friendly as less workarounds are needed to make unarmed guard
- This should fix things such as:
Modded enchants proccing through unarmed guard, Other mod damage related abilities breaking once you enter unarmed guard, Item usage through unarmed guard, ect
-Attack backend changes-
- CR abilities relating to the players attack such as enchants, flourishing, distance damage, ect now have a additional backend system that ensures that it will only happen when the player inputs with there mouse. Which means that these shouldn't un intentionally proc through other mods using similar damagesources / logic
- This should fix things such as
Modded abilities damage proccing enchants without m1's, sweeps proccing through modded abilities, modded abilities damage getting halved due to distance damage, ect
-Damagesource backend changes-
- Made all damagesources into damage_types using json files / datapacks and properly localized there death messages
- Most players wont notice it, however it was something important that had to be fixed as old damagesources were using a workaround method in order to work properly
Bugfixes
- Fixed alot of bugs relating to flourishing, unarmed guard, ect due to new backend changes. Alot of them are not worth mentioning
- Fixed momentum breaking once a player respawns in the world, not allowing a player to gain momentum
- Fixed unarmed guard breaking after you use a consumeable item.
Other / Credits
-
Added dedicated compat with MPC's swordsman ability. Consider checking the mod out ^ This update also fixed a few bugs / conflicts between the two mods through the backend changes https://modrinth.com/mod/mystical-power-crystals
-
Special thanks to Van / suckinsyn on modrinth for helping with a few specific backend related things such as the sweep ticker code & the player attack logic code. Consider checking out there modrinth & downloading Yank It Out https://modrinth.com/user/suckinsyn
Files
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Release channel
ReleaseVersion number
1.4.1Loaders
Game versions
1.20.1Downloads
64Publication date
April 1, 2024 at 11:15 PMPublisher
Aslechi
Owner