All versions
1.1.5-1.20.1-fabric
Release
SW 1.1.5 [1.20.1] Fabric2 years ago 196.9K
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Fabric
Supported environments
Client and server
Required content
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Changes
Changelog 1.1.5:
Config changes:
- Added config lines for items that have cooldowns for whether the cooldowns can scale down with an enchant, what minimum cooldown should be applied and enchantment id that scales the cooldown down
- Added lines for whether bosses are fire immune
- Added lines for whether bosses can break the shield of the player with attacks
- Added lines for whether bosses are undead or not
- Added lines for the group type of bosses, taking in a string representing the id of the type, namely: UNDEAD, AQUATIC, ARTHROPOD, ILLAGER and DEFAULT
- Added lines for bosses that have a projectile immunity ability (Returning Knight, Fallen Icon, Night Prowler) that whitelists projectiles by the id, so by whitelisting arrows, add “arrows” to the list, for moonlight waves from for example the Moonlight Greatsword, it would be “big_moonlight_projectile”
- Added target max launch power from calculated fall detonation to config for respective items and nerfed target launch height multipliers
- Comet Spear: 0.35 -> 0.0125
- Darkin Blade: 0.25 -> 0.04
- Heap of Raw Iron: 0.25 -> 0.03
- Featherlight: 0.20 -> 0.025
- Nightfall: 0.30 -> 0.045
- Added line for Kraken Slayer Bow’s use action/animation when using, this is because it was using BOW before, but now uses SPEAR, if old model resource packs are enabled then this line should be changed back to BOW
- Added line for whether ultra heavy weapons can hold off-hand items or not, if set to true, when wielding an ultra heavy weapon, the offhand stack disappears (like with Better Combat)
- Added line for whether ultra heavy weapons disables shields or not
New stuff:
- Parrying checks for items in the c:shields.json tag instead of the normal minecraft shield
- Added korean translation
- Added spanish translation
- Changed Kraken Slayer bow and crossbow models and textures to fit how it actually looks in the league universe
- Added two new built-in resource packs: Legacy 2D Models and Legacy 3D Models, using it changes weapons such as Kraken Slayer bow/crossbow models and textures to legacy ones. NOTE: If these are enabled to enable old Kraken Slayer bow models specifically, then the config line “kraken_sllayer_bow_use_animation” should be changed to “BOW” to use the standard bow use action
- Renamed “Kraken Slayer Bow” -> “Kraken Slayer Spear Bow”
- Added a new 3d model for Crucible Sword and 2d texture in the 2d models resource pack
- Changed textures of Dark Sorcerer, Remnants and Soul Reaper Ghost slightly, essentially merged previous layers and added opacity to Remnants
- Added armor rendering for Familiar Ghost
- Added built-in resource pack that adds compatibility with Fresh Animations for biped entities
- Ultra Heavy weapons disables shields by default
Bug fixes:
- Fixed bug where Dragonslayer Swordspear wouldn’t target enemies when using the lightning call ability
- Fixed bug where mods like Pufferfish would not apply bonus damage to custom projectiles
- Fixed issue where Invading Forlorn would cause performance issues due to adding Glowing effect continuously to itself
- Fixed armor clipping issues with Fresh Animations for Dark Sorcerer, Remnants and Forlorn
- Fixed compatibility with Backslot mod
Forge Exclusive:
- Fixed Epic Fight mod preventing custom item usages, added custom attack patterns for some weapons and changed “use” animation on weapons that require right click to use an ability
- With Epic Fight, swords and axes need ALT to be pressed to display info instead of SHIFT
- Fixed issue where Big Chungus music disc would cut off after 5 seconds
- Added the mods’ ores to the forge:ores tag
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:oX6SohLj:p8i1nRnc"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:oX6SohLj:p8i1nRnc"
}

