All versions
2.0.0
Beta
Napoleonic Armory 2.0.02 years ago 58
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Forge
Supported environments
Client and server
Required content
Any compatible version
Changes
!! WARNING !! ANY PRE-2.0 CONTENT IN ALL WORLDS WILL BE DELETED WHEN THIS UPDATE IS INSTALLED.
- There is no gaurantee your world won't be corrupted. Back up your world before updating!
New Features/Changes: 3D armor
- There are two new armor sets that will come in 2.1 Geckolib dependency Reworked weapons system
- Gun smoke was added
- Now all guns can have different load stages, meaning you can have 9 nock guns in your hotbar and fire them one at a time for cool assassinations... if nock guns didn't (now) have knockback.
- Weapons still reload and fire similarly to how they did before this rework. I can also add guns much easier (the hardest part is modelling and texturing).
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- You can also check what loading stage a gun is at by pressing Z. Same for stationary weapons.
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- For multi-barrel weapons you can see how much more of an item you need to complete the loading phase. This is a QoL feature that wasn't present pre-2.0.
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- Stationary weapons e.g. cannons now work similarly to held weapons, except you hold items in the main hand. Many textures have been dramatically changed
- Most previously existing models and textures have been changed in addition to this which have more detail and generally look much better
- Gun animations also exist now. Enjoy...! The Ramrod now takes damage again.
- It cannot currently be stored on guns as of now due to a bug, I will look into this as soon as I've had some time away from Napoleonic Armory. Flintlock Pepperbox added
Reworks and tweaks (for firearms)
- Cannonballs are no longer as explosive (they still are explosive and direct contact damage is a oneshot for almost anything)
- Grenades are not as spammable as before
- Musket can no longer oneshot most enemies and unarmored players by itself
- Bayonet no longer has any inaccuracy penalties to guns
- Very slightly nerfed bayonet damage on guns (7 > 6)
- Bayonet can be used as a weak melee weapon now (weaker than when on guns)
- Baker rifle cannot accept bayonets or ramrods anymore
- Baker rifle was severely nerfed from 25 hearts of damage to 12 hearts of damage (for good reason)
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- The baker rifle still oneshots most common mobs and unarmored players
- Baker rifle no longer pierces enemies
- Nock gun now always slows you down (when held)
- Nock gun launches you backwards a decent distance when you fire it.
- Pistol deals more damage, slightly less than the musket now.
- Windbüchse now has a much slower firerate (30 ticks/1.5 seconds)
- Windbüchse may be referred to as Girardoni
- Windbüchse flask filling time is now much slower
- Windbüchse effectiveness is now determined on how full the air flask is. A skeleton at a full flask may die within 3-4 shots, but when low a skeleton may die in over, say, 8 shots.
- Windbüchse prioritizes magazine over air flasks when first crafting
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:EMEv8ERl:OMYrdEyG"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:EMEv8ERl:OMYrdEyG"
}

