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1.1.0
Compatibility
Changes
NEW ENCHANTMENT:
Long Shot Fury: Enchantment for trident that will boost its next melee damage after it has hit a mob at long range. The further it traveled the stronger the boost will be. It also increases movement speed and air mobility while in any hotbar slot for a brief time.
EXISTING ENCHANTMENTS:
Ground Pound:
It can grab mobs during the diving process, stunning them.
Its damage is now scaled by percent based on the weapon's attack damage instead of a flat value by default.
Damage and radius no longer share the same cap.
Default max radius increased by 32.
It can be configured to be a inherit ability that the player can use with any weapon that can accept Ground Pound. The enchantment just makes it stronger.
NERFED:
Ground Pound + Pain Cycle: When this combo is performed, a new cooldown similar to Pound Recovery is introduced that prevents Pain Cycle from working on Ground Pound dives. This cooldown can last anywhere between 2 to 10 minutes depending on the height. The cooldown reduction is the same as Pound Recovery: -1 second per mob kill, and reduction based on the enchantment level that the mob was killed, counting regular ground pound kills. + Stack 5 Pain Cycle kills reduce the cooldown based on the Pain Cycle enchantment level, so killing a mob with GP level 5 + 3 levels with a stack 5 PC = -8 second reduction. Ground Pound visuals and audio change when performing this combo.
FIXED:
The dive and landing animations.
Paincycle:
Fixed it leaving the player on an NaN health state sometimes.
Added option to disable deep wounds in the config.
Exploding:
Explosion size changes based on the killed entity's max health.
Explosions ignore invulnerability frames.
Explosion sounds play at a lower volume.
Improved particle effects.
Take Back:
Its cooldown resets on death.
VANILLA OVERHAULS:
Smite and Bane have % based scaling damage boosts. But this boosts are additive to the weapon's base damage attribute, and not multiplicative to other damage boosts the weapon may have. Otherwise it'd be wildly unbalanced?!.
Riptide:
Buffs:
Now it can be used anywhere.
Nerfs:
Now the trident must be recharged with water contact:
Its strength is reduced after use and recharges overtime when the player is under rain or touching water (7.5s to go from 0 to 100%), if the player is holding both a water bucket and trident with riptide (10s), or has a water bucket in the hotbar (13.5 seconds).
Riptide can always be used at 100% strength while touching water regardless of charge status. Using riptide while touching water will not deplete charge.
The charge status is trackable with hotbar indicators.
Aqua Affinity:
Now also removes the airborne mining penalty.
NEW ADVANCEMENT:
Painful: Granted after performing a GP + PC combo.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:E7WNiEIX:3LCnkZdW"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:E7WNiEIX:3LCnkZdW"
}

