1.0.1-beta.1
Compatibility
Changes
:
🛠️ Patch Notes - Version 1.0.1 (Combat & Precision Update) ⚙️ General Mechanics Cooldown System: A cooldown has been added to specific weapons, preventing you from charging the bar for a set period after using a special ability.
New Interface: To support the cooldown mechanic, a red "X" overlay will now appear over the Charge Bar whenever it is on cooldown.
🪓 Axes (Mechanic Rework) Dynamic Hitbox: The damage area now tracks the player's Real-Time Position. This ensures the attack no longer lags behind if you move during the animation.
Aim Precision: The projection calculation (Angle Vector) has been adjusted to ensure the strike lands exactly where you are looking.
Damage Buff: The base impact damage for special attacks has been increased.
Mobility Improvement: The Slowness effect applied to the user during an attack has been reduced, allowing for more fluid movement adjustments to track targets.
⚔️ Swords (Balancing) Status Nerf: The duration of effects for Diamond and Netherite swords has been reduced to 235 ticks to balance PvP and PvE encounters.
Sweep Nerf: Fixed an issue where hitting multiple entities/players at once would charge the bar faster than intended. Charge gain is now normalized.
🔱 Trident (Area Enhancement) Duration Buff: The area-of-effect (AoE) duration on mobs has been extended from 4 seconds to 8 seconds (160 ticks).
Mechanic Rework: The Trident special has been redesigned. Instead of a single 160-tick application, it now applies the effect in pulses of 20 ticks every second, repeating 8 times.
Improved VFX: Water effects have been enhanced and are now applied repeatedly throughout the ability's duration.
✨ General Fixes (VFX & Engine) Particle Synchronization: All particles (Angry Villager, Sweep Attack, and Drip Lava) now use Dynamic Position blocks, following the player perfectly during the entire procedure.
Death Message Fix: Fixed the "$#4 killed %@#1" error. The system now correctly identifies the player as the direct damage source, displaying the correct name in the chat.
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:OJbfXXg5:NCV2Rmd7"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:OJbfXXg5:NCV2Rmd7"
}

