1.1.0
Compatibility
Changes
We're going INSANE and we won't just improve the vanilla combat, but also improve some combat related stuff from other mods + add a new weapon:
New weapon: Claws A melee weapon that deals base damage + a percentage of the target's max health; the tougher the mob, the more damage it deals. On top of that, a rage meter builds up with each hit and further amplifies this health-scaling based damage.
The claws are designed to be dual-wielded. When holding one in each hand, your attack speed is doubled and two abilities are unlocked:
Dash: Right-click to dash forward, colliding with any enemy in front of you. Deals damage, grants +10 rage, and briefly locks your crosshair onto the target.
Feral Leap: Crouch + right-click to leap in your look direction with full air mobility. If your hitbox overlaps an enemy's, you grab them, stunning them and carrying them with you. On landing, your attack speed is boosted by 50% and your crosshair locks onto the grabbed enemy.
Both ability states and cooldowns are tracked by crosshair indicators. The rage meter is also displayed near the crosshair.
Quick Draw: Selecting a claw from your hotbar automatically places a matching claw from your inventory into your offhand. If your offhand already held an item, it swaps with the claw's inventory slot. Compatible with Inventorio's utility belt.
Overall, a high risk/reward weapon that rewards commitment and focus. Particularly effective for singling out a dangerous enemy from a crowd or taking down flying mobs.
Mod tweaks:
Alex's Caves: Primitive Club Added sound cues for when the club successfully stuns: one sound for short stuns and another for long stuns.
Added Primal Cadence: after a successful stun, you have 1.5 seconds to switch to a different weapon and grant it a 100% attack speed boost. The club itself never receives the buff.
Dungeon Now Loading: Life Stealer The life steal now fatigues with each heal attempt. It cannot heal beyond 100% max HP, incurs a penalty when used at full health, and requires a cooldown period before recovering. A HUD indicator near the crosshair tracks fatigue status while the weapon is on the hotbar (hidden at 0% fatigue). Healing particles are improved. All configurable.
Majrusz's Progressive Difficulty: Tank Improved the Tank's normal attack reach validation. Hits that connect beyond the expected range are now cancelled, making it significantly more fair to evade, specially with dodge mods.
Elenai Dodge + Mutant Monsters: Mutant Zombie The Mutant Zombie's throw attack now disables the dodge ability for its duration. Intended for players with airborne dodge enabled who want the mob to feel like a genuine threat.
Bug fixes:
Fixed a crash on startup when Spartan Weaponry was installed.
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:IfqKzuXi:L7m5oXbj"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:IfqKzuXi:L7m5oXbj"
}

