1.0.3
Compatibility
Changes
PotionSMP 1.0.3
Potions
Saturation is now disabled by default due to balancing.
Infinite Potion Effects are now preserved after using a Totem of Undying.
Removed potion combination restrictions.
Players can now use two max-level Infinite Potion Effects together.
Rebalanced the Infinite Strength effect to approximately Strength 1.5, making it less powerful than vanilla Strength II.
Dragon Egg & Third Potion Slot
Added a new Dragon Egg upgrade that unlocks a third Infinite Potion slot.
Players with the Dragon Egg upgrade can use up to three Infinite Potion Effects.
The crafted Dragon Egg upgrade drops when the player dies.
Ability Rerolls
Ability Rerolls are no longer completely random.
Using a reroll now opens an ability selection menu, allowing players to choose their weapon ability.
Ultimate progress and temporary ability states are reset correctly when changing abilities.
Armor
Armor Ultimate cooldown reduced to 90 seconds.
Ultimate Cave Spiders no longer take knockback.
Ultimate Cave Spiders now inflict Poison II.
Improved summoned spider behavior.
Sword
Sword Ultimate now requires 10 successful hits to charge.
Mace
Improved Wind Burst II behavior during the Mace Ultimate.
Fixed movement handling that could interrupt the Wind Burst launch.
Improved temporary enchantment handling.
Weapon Abilities
Restored visible ability status information.
Ultimate charge, Ultimate Ready, active Ultimate duration and cooldown status can once again be displayed.
Fixed Axe abilities no longer functioning correctly.
Improved ability state and cooldown handling across multiple weapons.
Bug Fixes
Fixed several ability cleanup and state issues.
Fixed potion effect handling around Totem activation.
Fixed a compile issue in PotionListener.
Various stability and configuration improvements.
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:ksvlohJU:3mmgAfuS"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:ksvlohJU:3mmgAfuS"
}

