Tags
Creators
Details
1.5.1a
Compatibility
Changes
⚖️ Balance ⚖️
ℹ️ This patch nerfs each faction's primary ranged units, reducing their damage by 25% to compensate for the invulnerability frame rule that was changed in 1.5.1 (which allows all units to take unlimited damage sources per tick). Before that change, ranged damage was spread across a few units and after it, single target ranged damage from masses of ranged units became overwhelming strong.
🧑 Villagers
- The Enchanter's Civil Enchantment has been replaced with Protective Enchantment
- Enchanter abilities no longer give experience
- Enchanter March of Progress mana cost per second raised from 3 to 3.5
- Pillager damage reduced from 8 to 6 (except when mounted)
- Militia Archer damage reduced from 3 to 2.5
- Militia Archer Training has been moved to the Town Centre and requires a Barracks
- Vindicator Sharpness damage raised from +2 to +3
💀 Monsters
- Skeleton and Stray damage reduced from 4 to 3
- Bogged attack damage reduced from 2 to 1
- Bogged poison damage increased from 6 to 7
- Strays now have a 30% chance to create wraith snow on hit instead of slowness
🐗 Piglins
- Headhunter damage reduced from 6 to 4.5
- Brute Shields damage reduction reduced from 75% to 66%
- Strider HP increased from 30 to 40
⚙️ Quality of Life ⚙️
- Aquatic mobs (drowned, scout dogs/cats, frostwalker heroes) now always travel directly over water
- Added
/gamerule hideEnemyPickswhich hides enemy faction picks - Various fog of war stability improvements
- Miscellaneous performance improvements, especially for large scale battles
- Reduced the size of the mod jar significantly
- Improved permissions security of various serverside actions
/rtsapi-start-scenario-rolerenamed to/rtsapi player start-scenario-roleand is now compatible with player selectors- Added bees to the sandbox unit menu
- Units can now move through water and lava currents much more easily
- Holding ctrl when issuing a move command makes your army move together in formation:
- Faster units slow down to allow slower units to catch up
- Ranged units try to stay behind melee units
🛠️ Bugfixes 🛠️
- You can no longer see your opponent's building outlines in fog at the start of a match
- Joining a world with a low Y level no longer makes your camera slide down
- Workers no longer get stuck trying to reach resources out of reach and instead search elsewhere
- Fixed heroes sometimes spinning on spawn
- Fixed various memory leaks related to closing/reopening singleplayer maps on the same session
- Fixed a crash when publishing a scenario map on a server world
- Fixed accuracy problems when using /rtsapi player camera move with different pan durations
- Buildable custom buildings no longer carry across singleplayer maps when switching maps
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:FdbVHPk2:FSSwRRes"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:FdbVHPk2:FSSwRRes"
}

