Tags
Creators
Details
Licensed ARR
Published 2 months ago
Updated 5 days ago
All versions
2.2.0+mc26.1
Release
KoHs Death Effects 2.2.0 - Minecraft 26.16 days ago 9
Compatibility
Minecraft: Java Edition
26.1
Platform
Fabric
Supported environments
Client-side
Required content
Any compatible version
Changes
New in 2.2.0:
- Ten new special fatalities, 35 in all: The Ravager, Creeper Hug, Night Flight, Blaze Pyre, The Pack, Witch's Brew, The Guillotine, Dripstone Teeth, Levitation and Last Stop.
- New ways for tight places. In a cave or a corridor the fatality can tear the heart out and throw it against the floor or the wall, smash the face into the wall, stamp them down, or break their back over a knee.
- Crossbow: the nailing way now aims, kicks back and reloads between shots.
- A player killed in mid-air falls to the ground first, and the fatality plays where they land.
- New tab: KoHs Fight, a fighting mode in development. For now it shows two fighters fighting each other on their own, with their own moves, abilities and falls. Playing it is coming soon.
- The shadows under the figures in the sandbox now show on Minecraft 26.x as well.
Changed in 2.1.3:
- Friendlier screens before the settings. The question the game asks the first time it starts with the mod (how much gore to show) and the screen shown when the settings are opened without a world now use the settings' violet glass, with Zymekoh walking in to wave from a ledge of amethyst. 18+ is marked beside Medium and Very graphic only. What the question asks and saves is the same: Soft is chosen to begin with, and Medium or Very graphic only after accepting their terms.
Performance in 2.1.2:
- Wounded bodies are much lighter to draw: under half the geometry each, nothing at all while they are behind the camera, and simpler wound edges far away. Several bodies lying about after a fight no longer pull the frame rate down.
Fixed in 2.1.1:
- The window in the settings that asks to accept a gore level above Soft no longer cuts its button short.
- The content warning's buttons come in with the rest of it.
New in 2.1.0:
- Gore levels: Soft (the default), Medium and Very graphic, chosen on a warning the first time the game starts with the mod, or later in the settings (General). Soft has no blood and nothing under the skin, and what is cut off comes off clean; Medium has blood and wounds but nothing inside the body; Very graphic has all of it. More than Soft is only shown after accepting its terms.
- New death effect: Torture. The body stays where it fell. Click it: what it wears dents, cracks and breaks off, then every blow opens it a layer at a time, goes through it and tears off what has taken enough. Explosions near it tear it apart. It works in the world, in the preview and in the sandbox.
- Five new special fatalities: Down to the Bone, Marlow's Revenge, Iron Guardian, The Deep Dark and Fangs (25 in all).
- Bare hands, way 4: a fist through the chest that comes back with the heart, still beating, and eats it.
- Axe, way 3: the body is cut across the waist, the way the swing goes.
- Wounds by layers where the killing blow landed, and real insides wherever a body is cut, torn or holed, with guts that spill and lie as the body lies.
- Fatality: a player finished near a wall is thrown against it first, and slides down it.
- The chainsaw cuts straight down the middle. The Warden holds its victim in front of its chest, in the path of its scream.
- First-person view in the Fatality preview, and scene cameras for some fatalities.
- Explosions throw the body less far, and the blast that killed no longer pushes it twice.
Optional dependencies
Any compatible version
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:FYUHG5B7:1ZufR6bA"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:FYUHG5B7:1ZufR6bA"
}

