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Licensed ARR
Published 3 years ago
Updated last week
All versions
1.1.0+1.21.1
Alpha
thematic-heroes-1.21.1-1.1.0.jarlast week 303
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Compatibility
Minecraft: Java Edition
1.21–1.21.1
Platforms
Fabric
NeoForge
Supported environments
Client and server
Required content
Any compatible version
Changes
Thematic Heroes v1.1.0
New suits
Vision
- Toggle Intangibility (Utility): If you have dealt or taken damage in the last 10 seconds you will utilize the COMBAT variant of this move. If not, you will utilize the NEUTRAL variant. COMBAT: Alter your density to allow most attacks to pass right through your physical form, knockback and all, with the exception being blood, electric, psychic, and EMP based moves. You stay solid - this variant will not carry you through walls. If you are hit with any of those move types, it will disable the shift and the move will have an additional 20% chance to stun you. This state lasts for 2 seconds. NEUTRAL: Alter your density to pass through solid matter. You cannot be hit in this state nor pick up items or attack. It toggles on and off instantly. Blood, electric, psychic, and EMP based moves disable intangibility for 30 seconds. Any other hit that lands on you drops you straight into the COMBAT variant, and you go solid where you stand.
- Solar Beam (Ability 0): Hold to pour a beam of sunlight from your gem, setting enemies it hits on fire. Firing builds heat in a gauge instead of using a cooldown: about 6 seconds of beam fills it and ends the beam, and it cools while you are not firing.
- Phasing Parry (Ability 1): Lower your density for 3 seconds, taking 40% less damage. The first enemy to hit you sends you sinking through the floor; you rise behind them and phase your hand into their chest. The counter stuns them for 2 seconds and has a 50% chance to make them take 35% more damage for 4 seconds.
- Holographic Projection (Ability 2): Charge for 2 seconds, then project 3 holograms of yourself behind you. They copy your every move and punch for 20% of your damage, have 50 health, and burst with solar energy when destroyed. Taking damage, being blocked or pressing again cancels the charge without using the cooldown.
- Sonic Punch (Ability 3): Ready your fist for 5 seconds: your next melee hit breaks the sound barrier, throwing the target back with sonic damage. A shockwave then pushes back and hurts everyone near them.
- Flying Kick (Ability 4): Fly forwards and put your leg forward to kick a target. This does not auto aim.
- Intangible Agony (Ability 5): Phase your hand for 10 seconds: your next melee hit passes into the target's chest instead of landing as a punch. If you swing and miss, the move ends. If the window runs out without a hit, you deal 10% less damage for 5 seconds. This causes slowness, darkness, and confusion for 4 seconds and nausea for 2.
- [ULT] Android Avenger (Ultimate): Rise into the air and charge for 2.5 seconds, then pour a massive solar beam from your gem for about 7 seconds. It hits through parries, blocks and every other defensive move without setting them off, and sets anyone it touches, even slightly, ablaze. You take 35% less damage while charging and firing.
- Solar Blast (Equip): Fire a quick blast of solar energy from the solar gem embedded within your head. This has a 25% chance to ignite enemies for a few seconds.
- [PASSIVE] Solar Strength (Passive): While you stand in sunlight you gain +15 attack, +15 defense and +10 utility, and your solar moves deal 5% more damage. At night your solar moves deal 5% less damage.
- Night Vision (Passive): See in the dark as if it were lit.
- [PASSIVE] Flight (Passive): Boost yourself off the ground, giving you the ability to fly through the air with ease. You can double tap your spacebar to enable a Creative-style flight. Sprinting while in the air will enable Fast Flight. If damaged, you will receive the Grounded effect, making you unable to use the Fast Flight boost while slowing your movement during Creative Flight.
- [COSMETIC] Toggle Brooding (Cosmetic): Wrap your cape around your shoulders. It's brooding time. Check your Cosmetic Keybind to use the ability.
- [PASSIVE] Bleed Resistance (Strong) (Passive): Bleed attacks are resisted: they deal 50% less damage.
- Immunities: Fire, Poison, Wither, Psychic, Suffocation, Drowning, Bullets, Nerve, Blindness, Darkness.
- Weaknesses: Emp (Deadly).
Ultron
- Encephalo-Beam (Ability 0): Hold to fire a thin crimson beam from your right palm for up to 3 seconds. Every half second it lands a psychic hit and spreads your Mind Virus, twice as fast during Age of Ultron. Let go to end it early.
- Concussion Blasters (Ability 1): Fire a bolt from your palm, alternating hands with each shot. It throws the target hard away from you; if it slams them into a wall they take extra damage and are knocked prone. Your sentinels use it to peel enemies off you and off themselves.
- Tractor Beam (Ability 2): Tether whatever you aim at and reel it in to arm's length, then punch it and blast it away with your other palm. Sentinels use it to drag back anyone escaping the fight and pin them to the ground.
- Thruster Rush (Ability 3): Light your thrusters and dash the way you are moving, straight ahead if you are standing still. The first enemy in your path takes a shoulder charge, and is knocked prone if they were close when you started. Dash while moving backwards to bail out instead, hitting nobody.
- Sentinel Strike (Ability 4): Send your nearest ready sentinel at the spot you aim at, or at the nearest threat. It becomes a homing missile that explodes on arrival, and its slot stays empty for 150 seconds while it rebuilds. While you are uploaded into a sentinel, it strikes with the body you are in after sending you home.
- Vibranium Shell (Ability 5): Call every deployed sentinel back to circle you for 3 seconds, gaining overshield for each one that answers. When the shell ends they break outward, each firing a Concussion Blaster at the enemies around you.
- [ULT] Age of Ultron (Ultimate): For 10 seconds every sentinel slot is filled, even ones a strike has spent, and two extra sentinels join for seven in all. Your beam, blasters, tether and rush keep recharging, the Mind Virus spreads twice as fast and you take less damage. When it ends, the extra sentinels throw themselves at the nearest threat and explode.
- Hive Control (Equip): Open your command console. From it you can deploy or recall your five sentinels, pick their formation, draw patrol routes, zones to hold and groups of enemies to focus, and run programs you write for them. You can also upload into a sentinel: you take its place, smaller, and leave a shell of yourself behind until you return.
- [PASSIVE] Flight (Utility): Boost yourself off the ground, giving you the ability to fly through the air with ease. You can double tap your spacebar to enable a Creative-style flight. Sprinting while in the air will enable Fast Flight. If damaged, you will receive the Grounded effect, making you unable to use the Fast Flight boost while slowing your movement during Creative Flight.
- Next Formation (Cosmetic): Switch your sentinels to the next formation: Surround and Overwhelm, then Wide Surround (the same attacks from much farther out), then Drive By, then Scout. Your HUD shows the current formation, or which sentinel you are uploaded into.
- [PASSIVE] Hive and Self-Repair (Passive): Putting the suit on sends your five sentinels out on their own, scouting. You and your sentinels share one health pool: every hit a sentinel takes comes off your own health. A sentinel spent by a strike rebuilds itself after 150 seconds. Your HUD tracks how infected your last target is with the Mind Virus and shows a portrait of the most infected body near you. An EMP hit knocks your systems offline for 3 seconds.
- [PASSIVE] Mind Virus (Passive): Hits from you and your sentinels infect their targets, the Encephalo-Beam most of all. The more virus a target carries the more damage your sentinels deal to it, up to 5% more. Infected bodies glow with red circuitry everyone can see.
- Weaknesses: Electric (Damaging).
Dracula
- Hypnosis (Utility): Catch every opponent you can see within 10 blocks in your stare. They turn to you and walk to your feet, their sight closing in, and take more psychic damage for 2 seconds. A player is made to use one of their own ready moves at random; a mob also forgets its target. The cooldown of 30 seconds starts as you press.
- Bloodsucker Bite (Ability 0): Bare your fangs: for 3 seconds your next melee hit deals no damage of its own but takes the victim into your clutches, held in front of you with their back turned. For 2 seconds neither of you can move or use a move while you drink, leaving them bleeding and in darkness and healing you. Kryptonian blood burns you instead.
- Bat Form / Bat Colony (Ability 1): Out of combat this key is Bat Form; in a fight (once you have dealt or taken damage in the last 10 seconds) it is Bat Colony, and the key's line on your HUD says which.
- Wolf Form (Ability 2): Take the shape of a wolf: low to the ground, faster than a man, with night vision. Jump at someone nearby to dive at them (Wolf Lunge) and right-click to stampede (Wolf Stampede). In a fight, press the key again to change back. Out of combat the shape holds as long as you like, its timer only running down while you fight; there, pressing the key again changes you back and pressing another form's key changes you straight into that one, both for free.
- Teleport (Ability 3): Blink to where you are looking, up to 24 blocks away. A black cloud and a flurry of bats are left where you stood, and you arrive as a dark shape that solidifies, with a faint violet stain on the ground beneath you. With nowhere to land, only a quarter of the cooldown is spent.
- Caped Colony (Ability 4): Stretch out your cape and send out a straight line of bats along your look. They fly dead straight, and everyone they pass through is knocked back the way they fly.
- Transylvanian Terror (Ability 5): Draw half into your cape and brace for 2 seconds; you cannot move, attack or call it off. A melee blow into the brace finds only the cloak: bats burst out, you are behind the attacker, and the bite drains them for damage, a bleed for 3 seconds and a heal. After the bite you take 10% less damage for 3 seconds.
- Mist Form (Equip): Become a drifting mist. You fly, breathe underwater and take no damage, but you cannot attack or use your hands. It is your way out: you can turn to mist even while someone holds you, which slips their grip and shakes off stuns and anything pinning you down. In a fight, press the key again to change back. Out of combat the shape holds as long as you like, its timer only running down while you fight; there, pressing the key again changes you back and pressing another form's key changes you straight into that one, both for free.
- [ULT] Demonic Transformation (Ultimate): Give in to the demon: for 20 seconds you become a monstrous demon with fangs, wings and claws, towering at more than twice your height and taking only 40% of every blow. Everyone near you is struck dim as you arrive. The form flies, sees in the dark, senses the bleeding, and snatches up anyone you right-click (Demonic Clutches). A bar over the hotbar counts down the time left. When it ends you are back in whichever Dracula you were wearing, and the cooldown of 120 seconds begins.
- Bat Form (Passive): Dissolve into a bat. You fly very fast, and you see in the dark with a blood-red sonar that outlines every living thing through walls, but your hands are no use in this shape -- except to bite: right-click someone to sink your fangs into their neck (Bat Bite). In a fight, sneak and press the key to change back. Out of combat the shape holds as long as you like, its timer only running down while you fight; there, pressing the key again changes you back and pressing another form's key changes you straight into that one, both for free.
- Bat Colony (Passive): In a fight, the Bat Form key becomes Bat Colony (the HUD shows which it is): you burst into a colony of bats and dash forward. The first opponent you hit is carried upwards with the colony, which then disperses and drops them from the height. You come back together as a bat and stay one for 6 seconds, then glide down if you are still in the air.
- Night Vision (Passive): See in the dark as if it were lit.
- [PASSIVE] Sunlight Weakness (Passive): While the sun is up in your world you are weakened, wherever you stand, a cave at noon included. Where the sunlight actually reaches you, smoke rises off your body.
- Blood Sense (Passive): Anyone bleeding can be tracked: to you alone they show as a red silhouette laid over their body, through walls and at a distance, so someone held or bitten still reads as a body. It lasts as long as they bleed.
- Wolf Instincts (Passive): While you are a wolf, jumping at someone nearby is Wolf Lunge, a dive that bites, and a right-click is Wolf Stampede (each when it is ready). Every hit you land as a wolf makes them bleed for 3 seconds.
- Wolf Lunge (Passive): While you are a wolf, leap at whoever is closest. If you are still a wolf when you land and they are within 3 blocks, the bite deals 20 damage, leaves them bleeding for 3 seconds and cripples them for 2 seconds. With nobody to leap at, only a quarter of the cooldown is spent.
- Wolf Stampede (Passive): While you are a wolf, swell into a huge red-eyed beast and stampede the way you are facing for 1.5 seconds, taking only 75% of every blow. Everyone in your path is run down once: 14 damage, knocked aside and grounded for 5 seconds.
- Bat Bite (Passive): While you are a bat, right-click someone to bite at their neck: 8 damage, a bleed for 2 seconds and a spray of blood. Biting someone puts you in the fight.
Ghostface
- Prank Call (Utility): Ring every player within 24 blocks. For 10 seconds each one is Hunted, taking 10% more damage from everyone and more while they are not looking at you, and confused, while a phone only they can hear keeps ringing and the line asks them their favorite scary movie. You see them outlined through walls. If nobody picks up, only a quarter of the cooldown is spent.
- Knife Uppercut (Ability 0): Bring the knife up through whoever is in front of you, within 5 blocks: 10 damage, a bleed, and they are thrown a little way into the air. If nobody is in reach, only a quarter of the cooldown is spent.
- Lethal Lunge (Ability 1): Throw yourself forward along your look and finish with a sweeping slash that cuts everyone in front of you for 16 damage and leaves them bleeding.
- Rule of Two (Ability 2): A second Ghostface appears behind the victim you are aiming at and stabs them: 10 damage, a bleed for 4 seconds, their view dragged round to him, and locked in place for 1.5 seconds while he stalks them. Press again within 8 seconds to trade places with him. If nobody is aimed at, only a quarter of the cooldown is spent.
- Achilles Slash (Ability 3): A second Ghostface rises from the smoke behind the victim you are aiming at (aiming at nobody, the nearest enemy on the ground), crouches low and slashes their ankles: slowed and grounded as he arrives, then 12 damage and a bleed for 4 seconds. If nobody is near, only a quarter of the cooldown is spent.
- Kevlar Vest (Ability 4): Pound the bullets off your vest: 40 overshield and a burst of speed and haste for 7 seconds. Every hit you take meanwhile adds 5% to your damage, up to 8 hits.
- Backup Plan (Ability 5): Put a Revolver in your hotbar with one magazine and nothing in reserve; now and then it is Alfred's Shotgun instead. It is gone after 20 seconds or when the magazine runs dry. With no free hotbar slot you get nothing and spend nothing.
- [ULT] Double Feature (Ultimate): Step in face to face with a close victim: they are terrified and held in place for 6 seconds while you stab high and a second Ghostface at their back taunts and stabs low. You cannot walk or jump meanwhile. Press again to swap places and parts with him: each swap confuses them more and heals you.
- [EQUIP] Items (Equip): Equips the items your suit comes with, and puts them away again.
- [PASSIVE] Knife Throw (Passive): With the knife in hand, right-click to throw it at whoever you are aiming at, or straight along your look: the first one it meets takes 8 damage and bleeds. Right-click does nothing again until the cooldown of 3 seconds is over.
- [PASSIVE] Bloodlust (Passive): While exactly one other player is within 100 blocks of you, your hits deal 15% more damage.
- [PASSIVE] Stealth (Passive): If surrounded by darkness, you are able to crouch to turn invisible, shrouding your presence from any onlookers.
- [PASSIVE] Terror Presence (Passive): Whoever you stare at within 18 blocks builds Terror, and bodies you have Stalked build it faster. Terror closes their sight in, from 128 blocks down to 48 at its peak, and weakens their attacks by 20%. From Terror 5 they can't fly upward at all. A terrified body caught in a fight is also weighed down, losing more of its lift off the ground the more Terror it carries, up to 95%.
- [PASSIVE] Terror Resistance (Passive): You see a third further through Terror's fog and lose a third less of your lift to it.
Michael Myers
- [PASSIVE] Stalk Obsession (Passive): Whoever you keep in your crosshair within 40 blocks becomes Stalked. Every second they stay there your hits on them grow 5% stronger, up to 1.5x after ten seconds. Let them out of your sight for more than a moment and it starts over.
- Obsession (Utility): Hold the key to lock on to whoever is under your crosshair. They are stalked twice as fast as the passive manages, up to the same 1.5x damage, while a narrow vignette closes in and your breathing deepens with each level. Look away and the stalk lapses; the passive keeps building on its own whenever you are not holding it.
- [PASSIVE] Obsession Progress (Passive): A red bar over your hotbar shows how far the stalk has built on whoever is under your crosshair within 40 blocks, from nothing to the full 1.5x. It empties when nobody is in your sights.
- Stab (Ability 0): Grab the nearest victim in front of you, draw the knife back and lunge it into their gut, leaving them bleeding for 3 seconds. If nobody is in reach when the blade goes in, only a quarter of the cooldown is spent.
- Choke (Ability 1): Lift the nearest victim by the throat and hold them for 2 seconds, blurring and confusing them while you squeeze for damage every half second. Neither of you can move or jump until you let go.
- Evil Never Dies (Ability 2): Shrug off your wounds: heal 20 health, plus 10 more for every Stalked body within 16 blocks. For the next 3 seconds every hit you take still lands, but half of it heals you back a moment later.
- Inevitable (Ability 3): March forward on your own for 4 seconds. Nothing can stop or stun you, and hits that land on you break up in smoke. Every half second you slash everyone in the arc in front of you for 12 damage. Each victim bleeds for 2 seconds and is thrown aside, and can only be cut once a second.
- The Shape (Ability 4): Become the Shape for up to 15 seconds: everyone else loses sight of you, while you see yourself as a dark, burning silhouette whose legs fade to nothing. You move very fast with silent footsteps while your screen closes in dark red and the Halloween theme plays for everyone nearby. Your first swing, or the first hit you land, ends it. That first melee blow deals 5% more damage for every second you stayed in the Shape, up to 50% more.
- Jumpscare (Ability 5): Tilt your head and brace for 2 seconds; you cannot move, attack or cancel it. Whoever strikes you in melee during the brace hits nothing: you appear behind them and stab them, leaving them bleeding for 3 seconds.
- [ULT] The Boogeyman (Ultimate): Pin the nearest victim in front of you and stab them over and over for 2 seconds, each stab leaving them bleeding, while you gain 10 overshield. The lights go out for everyone near, and neither of you can move. Hold them to the very end and a final overhead stab deals double damage and knocks them prone and untouchable for 1 seconds.
- [EQUIP] Kitchen Knife (Equip): Take out or put away your kitchen knife.
- [PASSIVE] Terror Presence (Passive): Whoever you stare at within 18 blocks builds Terror, and bodies you have Stalked build it faster. Terror closes their sight in, from 128 blocks down to 48 at its peak, and weakens their attacks by 20%. From Terror 5 they can't fly upward at all. A terrified body caught in a fight is also weighed down, losing more of its lift off the ground the more Terror it carries, up to 95%.
- [PASSIVE] Terror Resistance (Passive): You see a third further through Terror's fog and lose a third less of your lift to it.
- [PASSIVE] Unrelenting Killer (Passive): When a heavy hit lands (30 damage or more), a blow of 15 or more from someone using their ultimate, or a stun (even while held), you go down instead: that hit is ignored, the stun is shaken off, and you take no damage at all for 3 seconds. The ground shakes around you as you fall. Then you sit back up and recover 75 health. Has a long cooldown.
- [PASSIVE] Bloodlust (Passive): While exactly one other player is within 100 blocks of you, your hits deal 15% more damage.
- [PASSIVE] Relentless Pace (Passive): You never run: you cannot sprint, but your walk keeps pace with anyone who is sprinting and steps up full blocks. Knockback barely moves you.
- [PASSIVE] Kitchen Knife (Passive): With the kitchen knife in hand, your attacks become stabs that cycle between an overhead stab, a stab across from the shoulder and a low jab, each with the knife's sound.
Jason Voorhees
- Kill For Mother (Utility): Aim at a target within 30 blocks to hunt them, with Pamela's voice calling you on, for 12 seconds. They are outlined in red for you, cannot fly or grapple, deal 20% less damage to you and take 5% more from you. Their name, health and bleed show beside your speed bar. Pressing with nothing in your sights does nothing and costs no cooldown.
- Butcher (Ability 0): Needs the machete or the lumber axe in hand. Press for an instant half-circle slash across everything within 2 blocks in front of you, right to left. Each body hit takes solid damage and is crippled for a few seconds, heavily slowed and weakened, Hamstrung so they cannot sprint or jump. Targets that are bleeding take 10% more. With the lumber axe from Bloody Axecution in hand it deals 33% more and the 14-second cooldown runs 25% longer.
- Fog Shift (Ability 2): Vanish in a puff of fog and step out at the spot you are aiming at, up to 40 blocks away. Everyone within 12 blocks of where you land is confused, darkened, grounded and weakened for 6 seconds, and seized by a surge of Terror. With no spot in your sights, only a quarter of the cooldown is spent.
- Pointed Precision (Ability 3): Hurl a pitchfork along your look. The first body it strikes is pinned in place and bleeds for 2 seconds, and you appear right behind them, facing their back.
- Put To Rest (Ability 5): Stuff the nearest body within 3 blocks into a sleeping bag and swing it around you for 1.25 seconds, unable to move. Every half second the bagged body and everyone around you take damage that grows by a quarter for each body and wall the bag strikes, up to four times as much; the bagged body is left nauseous and everyone else is knocked away.
- [EQUIP] Machete (Equip): Take up or put away your machete and your bear trap. Right-click the bear trap to set it under your feet (see Bear Trap).
- [ULT] Resurrection (Ultimate): For 15 seconds you take half damage, but every hit is counted at its full weight. When the time runs out you collapse and the ground shakes for everyone near; lightning brings you back to your feet. Every 5 damage you took becomes 1% more damage dealt for 8 seconds, and you gain an overshield of 50. You can still use your other moves while the half damage lasts.
- [PASSIVE] Enhanced Swimming (Passive): Swim far faster than the average human, propelling yourself through the water with ease by hitting the Sprint button underwater.
- [PASSIVE] Terror Presence (Passive): Whoever you stare at within 18 blocks builds Terror, and bodies you have Stalked build it faster. Terror closes their sight in, from 128 blocks down to 48 at its peak, and weakens their attacks by 20%. From Terror 5 they can't fly upward at all. A terrified body caught in a fight is also weighed down, losing more of its lift off the ground the more Terror it carries, up to 95%.
- [PASSIVE] Terror Resistance (Passive): You see a third further through Terror's fog and lose a third less of your lift to it.
- [PASSIVE] Bloodlust (Passive): While exactly one other player is within 100 blocks of you, your hits deal 15% more damage.
New alts
- Dracula: Count Orlok, Dracula (vs Batman), Dracula (Untold).
- Ghostface: Ghostface (Devil), Ghostface (Scarecrow).
- Jason Voorhees: Jason Voorhees (Part II), Jason Voorhees (Manhattan), Jason X.
- Michael Myers: Michael Myers (Burnt), Michael Myers (Clown), Michael Myers (Ghost), Michael Myers (Hospital).
- Hal Jordan: Hal Jordan (DCU).
- Ultron: Ultron (Earth's Mightiest Heroes), Ultron (MARVEL Rivals). Their sentinels wear the alt, shiny included.
- Vision: Vision (MCU), Vision (Uncanny Avengers). Shiny Vision (MCU) fires white and soft blue beams, shiny Vision (Uncanny Avengers) purple-blue.
- Dracula, Ghostface, Jason Voorhees and Michael Myers have refreshed textures.
- Each has its own page in the tablet's Alts section.
Kit Changes
Hal Jordan
- Willpower Minigun (Ability 1): now a sweep. A minigun construct with explosive rounds sprays a wide arc ahead and back, blasting opponents away. Your movement and other attacks are locked while it sprays, and you gain overshield.
- Willpower Missile » Willpower Airstrike (Ability 5): three willpower jets fly a V along your facing and drop bombs in a line. Anyone hit is grounded and slowed.
- Willpower Shield » Fearless (Ability 4): a full forcefield of willpower. Nothing gets through, and arrows and bullets are absorbed where they strike, but you can barely move. Your beams stop at it.
- Willpower Jet » Cut the Sky Open (Ultimate): needs a locked target. A fighter jet barrages them with gunfire, missiles and bombs, then kamikazes into them. You take 25% less damage meanwhile.
- Starter constructs: six default favourites on the Construct Wheel, with a guide toast on first use.
- Holding the Construct Wheel key with the ring away pulls the ring out and opens the wheel.
Lanterns
- Constructs are drawn as one solid hard-light surface, in their corps' colour with streaks.
- Corps shield: now a wall that holds mobs off, 2 blocks wide, and it ripples where they press on it. It absorbs projectiles that aren't from you or your team.
- Steel Beam: 7-block reach, a slow wind-up, then a wide sweep that confuses everyone hit. Use is the Steel Beam Slam: leap, dive, landing knockback and overshield.
- Bow: sneak and use looses a piercing willpower bolt that marks the target.
- Katana: use raises a frontal deflect. Blows are called off and the attacker bleeds, projectiles go back at their shooter.
- Bat: use winds up a home run that launches everyone around you.
- Scythe: 25% chance to bleed, and right-click is a wide lifesteal swipe.
- Trident: a short jab frenzy with a small area, instead of a throw.
- Battle Axe: bleeds and confuses, crits set off a willpower blast, and right-click is an area whirl that knocks up and back.
- Chainsaw: every hit bleeds and grounds for 1s.
- Shovel and Hammer: break a 3x3 across the face you mine.
- Simon Baz: equips his ring like the other Lanterns, and his gun alone is on Ability 1.
Martian Manhunter
- Malleability » Martian Malleability (Ability 4): a toggle. Your punches become sweeping stretch punches: the arm shoots out, catches everyone in a wide arc and hits harder, and you reach further.
Other kit changes
- A move pressed without its item in hand now pulls out the kit's equip first, then fires. Covers Thor's Mjolnir, Gentleman Ghost and Bond's pistol.
- Daredevil Rivals: the radar sense has a clear radius with a lavender wash, and everything past it goes blind.
- Spec heals and shields are what the action bar shows: Katana deflect 5 health per shot, Steel Beam 25 overshield, Willpower Minigun 50, Alfred's sandwich 35 health.
- Captain Atom: Sonic Punch now has its full move: ready your fist, and your next melee hit breaks the sound barrier, throwing the target back with sonic damage. A shockwave then pushes back and hurts everyone near them.
Fixes
- Frost Breath now freezes still water into ice.
- Stronger, Smarter, Better! (Homelander) no longer has the flight lean turn the body over on top of its dash, grab and carry clips.
- Simon Baz's constructs no longer vanish on the next inventory tick, and his suit no longer gets stuck on the wearer.
- Lantern constructs no longer vanish for suits that equip without a ring.
- Animal Whisperer works again, now also tames horses, donkeys, mules and llamas. A bare-handed use on a grown wild animal puts it in love.
- Stun no longer sticks on the client after it ends.
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:X8IXdS40:AfdSee7N"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:X8IXdS40:AfdSee7N"
}

