Technical Changes:
- Fabric Loader min version: 0.17.2 โ 0.16.0
Changed:
- Projectiles damage can decrease from velocity
Fixed:
- Text doesnโt appear when trying to eat/drink with visor closed
- You canโt eat/drink with the visor closed in creative mode
- Ranged Weapons with Bow id, doesnโt use arrows
- When using other arrows, it will deal a very big number
Added:
- Text appears when trying to eat/drink with visor closed
- You can eat/drink with the visor closed in creative mode
Fixed:
- Dyeable items with Banner overlay, will render banner only
- Fixed Item doesn't render fine
Technical Changes:
- Improved RangedWeapons code
- Datapacks: Added id for ranged weapons where you can choose the function of the item. Right now it is Bow, Crossbow and Musket.
Added:
- Having your visor downs makes you unable to eat or drink stuff
- Datapack: Land Max Allies
- Datapack: SiegeEngineDefinitionsLoader playerSpeed horseSpeed baseDamage baseReload projectileSpeed accuracyMultiplier
- Sound for when reflected arrow
- Commands: /land create <LandType> <Owner> <Coordinates> /land remove <Owner> /land radius <Owner> set/add/remove <Radius> /land transferownership <Owner> <NewOwner> /land siege <Owner> start/cancel <EnemyOwner> /land ally <Owner> add/remove/get <NewAlly> /land name <Owner> set/remove <Name>
Changed:
- Helmet with Closed Visor Overlay now will be rendered in creative but with a low alpha value (Can be changed through configs)
- Blocking with Weapons, now will damage the weapon
- Weapons now will not block arrows
- Moved Visor Helmet Overlay to Game Renderer
- Moved Land Title Renderer to Game Renderer
- Moved Low Stamina Overlay to Game Renderer (This will make that you canโt ever more just use F1 to hide them)
Fixed:
- After logging out of a world with a not full stamina bar and coming back, your stamina won't regenerate
- Open Visor tooltip says press Right-Click instead of Alt
- Crown in helmet doesnโt work fine
- Surcoat with no dye renders as black
- BipedEntityModelAnglesEvents AFTER wasnโt being called
- Some craftings are bugged
Technical Changes:
- Added SCKey<T> record to represent a typed NBT key
- Converted raw string keys to SCKey
- Added Progress Percentage in Logger when Claim
- Moved DefinitionsLoader to use Codecs
- Added Emmisive Textures for Accessory Renderer
- Simplified, optimized and cleaned Attack Damage mixin
- Simplified, optimized and cleaned Item mixin
Added:
- Bludgeoning damage gives +0.3f of knockback
- Datapack: Melee Weapons โbonusKnockbackโ
- Datapack: Arrow Behaviors
Changed:
- Instead of right-clicking the helmet to open, now you just need to press for half a second Left-Alt to open it.
- Improved Knockback for SCMeleeWeapons, now is based on damage, being 15 damage = 1f strength
- Stamina now will start to replenish after 3 seconds of using it
Technical Changes:
- Remade SCAccessoryItem interface
- Improved the damage handled, by making it modify the EntityAttribute Attacking Damage
- Remade SCArrows
Fixed:
- Now your stamina will be saved when you exit the server
- Items in item frames looks weird
- It says "air requires..." instead of the name of the piece
- Arrows bounce everytime
- Arrows can take the damage from the other hand weapon
- Crash on server when opening a helmet
- Some incompatibilities with damage handle with mods like SkillZ
- Damage in tooltip was showing as int instead of double
Added:
- Section header to Mod Menu screen config
- Break or remove blocks on destroy with siege engines Config
- Damage accessory armor instead of under armor, when accessory armor equipped
- Now you need only the piece of underarmor related to the accessory item to equip it
- Accessory definition json now has โarmorSlotโ, to choose which slot will it protect
Fixed:
- After death, the accessory items will still be visible
- Left Hand weapon takes definitions of Main Hand Weapon
- Arrows when deflected ignores you instead of deflect
- Dynamic range crosshair not changing at entities sometimes
- If you have 100% deflect chance equipped, it will be 99.99% chance of deflect
- Weight value in tooltips was int instead of double
Removed:
- Item Tag โALWAYS_WEARABLEโ
Technical Changes:
- Moved CraftingScreenHandlerMixin#onUpdateResult โ CraftingPreviewHandler#modifyResult
- All nbt removed the โsc_โ
Changed:
- jumpingStaminaConstant: 0.04 โ 0.01
Fixed:
- jumpingStaminaConstant was named as sprintingStaminaConstant
- Crossbow canโt shoot ignited arrows
- BludgeoningToPiercing was acting like PiercingToBludgeoning
- Attack Damage Attribute was being managed incorrectly
Technical Changes:
- Added PlayerNameTagEvents
Welcome to the Stamina Update!!!
Added:
- New value for armors โWeightโ. All the values will be on the wiki and in the tooltips of the armors. It can be modified via datapack.
- Recipe for Black Powder
Changed:
- Blocking stamina removal formula: โ0.01 * totalArmorWeightโ
- On Block stamina removal formula: โ0.03 * totalArmorWeightโ
- On Parry stamina removal formula: โ0.025 * totalArmorWeightโ
- Sprinting stamina removal formula: โ0.04 * totalArmorWeightโ
- Jumping stamina removal formula: โ0.04 * totalArmorWeightโ
- Swimming stamina removal formula: โ0.02 * totalArmorWeightโ
- Attacking stamina removal formula: โ0.02 * totalArmorWeightโ
Fixed:
- Attack Damage Attribute doesnโt affect weapons
- Accessories with ItemTag Prevent Freezing doesn't prevent freezing
- Desync between server and client in the result of the itemstack
- Vindicators attack a lot of entities
Technical Changes:
- Config โblockingStaminaPerSecondโ โ โblockingStaminaConstantโ
- Config โonBlockStaminaโ โ โonBlockStaminaConstantโ
- Config โonParryStaminaโ โ โonParryStaminaConstantโ
- Config โsprintingStaminaPerSecondโ โ โsprintingStaminaConstantโ
- Config โjumpingStaminaโ โ โjumpingStaminaConstantโ
- Config โswimmingStaminaPerSecondโ โ โswimmingStaminaConstantโ
- Config โattackStaminaโ โ โattackStaminaConstantโ
Removed:
- Black Powder from trades
Added:
- Now you can modify the land values with datapack
- Now when youโre part of a land, it will show your land's name in your label name
- Vindicators will target Siege Entities in a radius of 16 blocks
Changed:
- If you right-click with a melee weapon, but you have another item in the offhand, the offhand item will have priority
Fixed:
- Enchantments doesnโt work for melee weapons
- If damage should be 0, it is 1
- Crashes with modded banner patterns
- Ignore armor item tag weapons doesnโt deal damage
- Crafting Screen Handler was taking the result item instead of the item to copy
- You can add an ally or a king of another land to your land
- Vindicators canโt deal damage to Siege Engines
Technical Changes:
- Removed unnecessary code in all UnderArmor models
Added:
- Tooltip to the coreItem of a land, explaining that on equip you see the claimed land
Fixed:
- You can build with the offHand in any claim
- If a player is offline and has a land, the name it will be shown is Unknown
- It always puts Kingdom behind the name
- On expand land, it removes all the data saved from the one before expanding
- Player dismount in the middle of the Siege Engine
- Crash when Arrow or Bullet hits entities
- Deflect chance doesn't work correctly
Technical Changes:
- Improved Block Damage Map to make it sync between Siege Engines
- Land: name โ customName
- Optimized claim code | 137 radius blocks ~24 ticks โ 137 radius blocks ~13 ticks
- Improved claim block checks
- Improved claimed blocks size
Fixed:
- Tooltip shows all values as int
Technical Changes:
- Datapacks: Weapons, now instead of using โusageโ to check how it will work, now it will work with the json structure
Changed:
- SC Weapons now will have less preference to block than a shield item
Fixed:
- Accessories armor head render in first person with mods like First Person model or Real Camera
Technical Changes:
- Added null safe check for definitions loader
Added:
- Compatibility with Sinytra Connector (Forge)
- Crown
- Added blackpowder from Knights & Heraldry, it can be find in ingredients creative tab
- Added smithing hammer from Knights & Heraldry, it can be find in ingredients creative tab
- Now the first time a player joins a world, it will have the stamina full
Lands:
- A Land is a land-claim like mechanic. The centre of it is a core block thatโs been given a banner and thus has given that player the core item.
- Itโs border claim begins at the set by the land type around the core block. The land can claim ground, water, or both.
- Landowners can expand their domain by spending emeralds
- Monsters and undead donโt spawn within the borders of the land
Structures:
- An easy form to spawn entities with blocks
Changed:
- Improved hit block bullet sound
- Updated the config file for more clarity
- Improved armor in 1st person
Technical Changes:
- Datapacks: For accessories armors, the hungerDrainAddition is changed to hungerDrainMultiplier
- Datapacks: Ranged Weapons soundEvents โ soundEvent
- Datapacks: Added deflect chance to items and armors โdeflectChanceโ
- Datapacks: Melee and ranged weapons now will be both inside โmodid/definitions/weaponโ. You can choose which you want with "usage", there is โmeleeโ, โrangedโ, โbothโ and โammoโ. You should follow the structure of the previous json definitions to make it work fine.
- Datapacks: Added to weapons โrangedโ a โdivergenceโ param.
- Changed all the registry sound events, so it uses architectury
- Changed all the registry effects, so it uses architectury
- Changed all the registry entities, so it uses architectury
- Changed all the registry particles, so it uses architectury
- Changed all the registry attribute, so it uses architectury
- Moved sounds from SoundCategory.PLAYERS to SoundCategory.BLOCKS
- Improved the sound using
Fixed:
- All the screen glows in yellow
- Damage Type, when is null, will now be as default BLUDGEONING, to prevent unexpected crashes. But, it will still throw an error message
- Slot Surcoat missing texture
- Some item render issues
Changed:
- Instead of using Trinkets, now will use Accessories
- "Hunger Drain: +%s%%" โ "+%s%% Hunger Drain"
- Improved sync between server and client velocity reducer when reloading
- Low Stamina Indicator Realistic Combat changed overlay
- Improved Low Stamina Indicator non-Realistic Combat
- If you have more than 20 stamina, it will draw over the first row another bar with different color
- HungerDrainAddition โ HungerDrainMultiplier
- Low Stamina Indicator condition: Reach First Stamina Level โ Stamina Blocked
Technical Changes:
- SCAccessoryItem (Before named SCTrinketsItem) getModel, getFirstPersonModel & getTexturePath now has ItemStack in the parameters
- Improved performance by doing 1 ServerTickHandler instead of 3
- Improved damageTick
- Added a message on join to clarify about people with epilepsia to disable noise effect
- Accessory armor (Before named Trinkets armor) now will use datapack to check the armor, toughness and hungerDrainAddition, it will be inside โdefinitions/accessoriesโ
- Hunger Drain Addition is now an attribute
- Stamina is now an attribute
- Max Stamina is now an attribute
- Max Stamina config โ Max Base Stamina
- First and Second Stamina Level will only get the base value to choose the value
- Moved IEntityDataSaver to implement into LivingEntity instead of PlayerEntity
- Made some changes to stamina to make it compatible with LivingEntities
- Added parameter ItemStack to SCAccessoryItem#hasCustomAngles
- Optimized render crosshair
Added:
- Config โRealistic Combat | Default: Trueโ: It will add all the characteristics that KH Team considered that are hard to use for casual players. You can read what adds Realistic Combat in the wiki.
Changed:
- Now all armors (Included animal armors) can have damage type resistance
- Renamed definitions/underarmor โ definitions/armor
- Now smoke will get bigger over time, but more transparent
- Improved jumping stamina used
- Removed Experimental from Configs โLow Stamina Indicatorโ and โParryโ
- Configs โLow Stamina Indicatorโ and โParryโ now are set to true by default
- Config โLow Stamina Indicatorโ now is sync with the server
- Improved Low Stamina Indicator for when Realistic Combat config is false
Fixed:
- Damage Type Resistance was being multiplied by 100
- HUD was rendered while in spectator mode
- On rejoin world, the reach distance will be as long as the weapon range that you had before leaving
- The result of some craftings doesnโt show correctly
- The nametag wonโt be shown always that you wear some kh trinket
Technical Changes:
- Improved BannerPatterns handler
- Removed SCTrinketsItem#isDyeable
- SCTrinketsItem#isDyeableWithOverlay โ SCTrinketsItem#hasOverlay
- Removed SCTrinketsItem#getDefaultColor
- Removed SCTrinketsItem#unrenderCapeFeature
- Removed SCDyeableUnderArmor#getDefaultColor
- Removed CapeFeatureRendererMixin
- Removed EntityRendererMixin
- DyeUtil#getDyeColor โ DyeUtil#getFloatDyeColor
- Removed DyeUtil#getColor
Removed:
- GeckoLib dependency
Fixed:
- Banner Compatible items doesn't get the default dyed color
Changed:
Improved armor and weapon compatibility with non-player entities
Fixed:
Interact with blocks with SC weapon further than expected
Fixed:
- Game crash
Fixed:
- Long Range Weapons in survival doesn't render fine the crosshair
Changed:
- StrEq now is embedded
Fixed:
- Not blocking weapons, slow you down on right-click



