1.2
Compatibility
Changes
The HardMode Rework
HardMode is no longer a not-really-usable gimmick, it's now a fully fleshed-out, actually pretty neat mode. Give it a try.
Instead of losing health on every hit, HardMode introduces a damage threshold mechanic. Every time you take damage from any source, it's accumulated. If the accumulated damage surpasses the threshold, you'll lose a portion of your maximum health.
The accumulated damage slowly decays over time and respects all armor and damage reductions. To help you track it, HardMode adds a golden-framed heart that fades as you approach the threshold.

All usual recovery mechanics still apply, and death will still cut your health in half. For those who prefer the older system where every hit has a chance of reducing health, there's a config option to bring it back.
HardMode also includes an optional True Damage setting, which ignores armor and damage reductions when adding to the threshold. This makes the system more predictable and consistent, but harsher. (Disabled by default)
As with the rest of the mod, HardMode is incredibly configurable. Every single thing you can think could be configurable, is, and more.
HardMode now comes with its own set of advancements fitting to the new mechanics.

Other changes
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Code cleanup: Refactored and organized the mod’s code. Any performance gains are negligible, but I wanted to brag.
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Advancements: Removed "Dumb Luck" due to the HardMode overhaul. Added "Don't Fear the Reaper" and "Hitless" to match the new system.
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Broken Body effect: Added a toggleable dummy effect that appears whenever you're below your max health.
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Colored flavor texts: All in-game messages now use colors for better readability and flair.
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Client config file: Added a separate config for visual features, including the Broken Body effect.
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Advancement screen: Background and some icons redesigned.
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New, prettier logo.
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And probably a few other little things I forgot.
As always, hope you have fun with it, please tell me about any issues you find with the mod, any recommendations or to simply tell me what you think. Either on CurseForge or in the FTB discord channel!
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:JOrHSZjd:rAxVB9M9"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:JOrHSZjd:rAxVB9M9"
}

