Tags
Creators
Details
2.0.0
Compatibility
Changes
Major update — v2.0.0
Pretty much overhauled the entire mod.
First, the additions.
New Powers
-
Kimiko
- Has rapid regeneration, chest blast and radiation pulses as her offensive abilities.
- Plus the ability to Revive.
-
Blood Manipulation
- Also known as Marie Moreau.
- Has blood tendrils similar to Butcher, blood explosions and blood shards as her abilities.
- Extra: Piercing Blood from JJK.
-
Necromancer
- Not really from The Boys, but is a power with a very elaborate system.
- Actually, it’s just Curse Manipulation from JJK.
-
Harper
- Can copy the abilities of another supe for 60 seconds.
-
Love Sausage
- Imagine Butcher, but with only one tentacle.
- And suspicious positioning.
-
Jetstreak
- Imagine Homelander, but without offensive abilities.
-
Translucent
- Switch to being completely invisible.
- While invisible, you are also much tougher... but you also can’t see.
- Use the Satin API mod for very, very nice visuals, please.
New Abilities
-
Added new abilities to Homelander, Soldier Boy, Queen Maeve, etc.
- Ground shockwave.
- Clap shockwave.
-
Added the ability to grab entities.
- You can either hold ’em or throw ’em violently.
-
Added a new ability to Granite Blast: Homing Shots.
- Mark an entity, then start releasing what are basically guided missiles that fly upward before raining down onto the target.
-
Kinda changed Black Noir.
- You can dodge manually now.
- Not that it’s really useful, but you can do backflips!!
Reworks
-
Reworked how beams and lasers look.
- They look more 3D than flat now.
-
Granite Blast is now way spicier than before.
-
They’re animated now.
- Only Blood Beam, Chest Blast and Granite Charged are animated for now.
-
Reworked ability controls.
- There are now four buttons.
- Yes, horrible.
- You’ll have to remap a lot of things if you have many mods installed.
-
Abilities and their slots are swappable, and their keys are rebindable in-game.
New Features
-
A full-on HUD revamp
- It now looks more stylish.
- Instead of spamming the action bar with messages, you get proper HUD elements.
-
A whole HUD editor to complement it
- Resize, reset and reposition the HUD elements wherever you want to suit your already-full screen.
-
Controls Screen
- No, not the vanilla one.
- A brand-new menu where you can look at your active power, your usable abilities and their descriptions and controls.
- And, of course, you can change ability layouts and hotkeys in there.
-
Blood
- Damaging entities now makes them drop blood everywhere.
- Blood droplets stick to surfaces and can be used by a Blood Manipulation user to restore energy or form blood-related spells and stuff.
-
Souls
- If a Necromancer is nearby, killed hostile mobs drop their souls as translucent 3D models of themselves.
- Consuming one gives you a Soul Orb.
- Only Necromancers can do allat.
- And only Necromancers can summon mobs by consuming Soul Orbs.
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:RHbNgFri:45NRaPtU"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:RHbNgFri:45NRaPtU"
}

