1.0.0
Compatibility
Changes
Added:
-New attribute: lethality -New shield: wooden shield -Tooltips: weapons considered "longweapons" will have this description (works with modded weapons too
-New entity: lost piglin -New weapon: halberd -New item: leather cloth -New crafts for: mail armor, horse armor, vanilla armor -New entity balancing
Lethality:
-An attribute that separates battleaxes and longaxes from normal axes and swords, instead of causing critical hits, weapons with this attribute cause damage based on the entity's maximum health
Halberd:
-Can be obtained by defeating a lost piglin, works similar to an axe, with high enchantability and damage.
Lost piglin:
-A piglin that after countless battles, was lost in the nether, its armor fused with its skin creating a mega resistant entity with a lot of health, defeating it can bring incredible rewards
Wooden Shield:
-An alternative to obtain defensive means at the beginning of the game.
Mechanics:
-Critical: only sword-type tools can cause a critical hit, creating an additional difference between axes and swords.Bleeding: caused by weapons that have the lethality attribute
-Shields and arm shields: knock back attacking entities
-Entities: now spawn with a wider variety of items and armor, entities that spawn in hot and cold biomes have a higher chance of obtaining leather armor dyed with the biome's color
-Wither skeletons: can now spawn wearing light netherite armor, bows, and battleaxes
Changes:
-Long weapons prevent the use of bows, crossbows, and shields in the off-hand, no longer causing negative effects to the player
-Golden tools have been retextured to be more similar to gold items
-Arm shield no longer give extra health
-Vanilla shield gives 10 more health
-Vindicators with battleaxes and warhammers now have a chance to drop heavy iron armor
-Vindicators with warhammers and Battle axes have a chance to replace regular vindicators, making it possible for them to spawn in vanilla and modded structures (does not occur during a raid)
-Mod shields have a first-person animation
-Fixed:
-Bows do not deal damage to arm guards
-Animations stop playing when dropping items or switching items quickly
-Second longsword attack animation does not play when attacking entities
-Various bugs with animation interruptions
-Adjusted damage returned when having a weapon enchanted with "parry"
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:Y8mChNOL:w1Tw1W4o"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:Y8mChNOL:w1Tw1W4o"
}

