duality-1.3.1.jar
Curse Maven Snippet
What's new
Duality — Reaction & Combat Reliability Update
🛠️ Combat & Reaction Fixes
- Fixed reaction burst damage sometimes being ignored due to Minecraft's damage invulnerability window.
- Fixed delayed chain reactions potentially causing
ConcurrentModificationException. - Fixed chain reaction follow-ups not executing their effects correctly.
- Fixed chain reactions failing to apply damage, visual effects, or elemental consumption.
- Fixed piercing projectiles stopping after the first non-terminal entity hit.
- Piercing projectiles now correctly continue their collision sweep toward the remaining trajectory.
- Improved collision handling for multiple entities along the same projectile path.
⚗️ Elemental Reaction Fixes
- Fixed Abyssal Decay healing reduction not applying consistently to healing effects.
- Prevented Abyssal Decay healing reduction from being applied twice.
- Burning initial damage increased to 4.0.
- Electro-Charged initial damage increased to 5.0.
- Collapse initial damage increased to 12.0.
- Preserved intended periodic damage values for Burning and Electro-Charged.
🧪 Reliability & Testing
- Added regression coverage for the newly fixed reaction and projectile behaviors.
- Expanded reaction gameplay contract tests.
- Full test suite now passes with 68/68 tests successful.
- Production Forge build successfully verified.
⚠️ Known Issues
The following lower-priority issues are still being investigated:
- Reaction slow effects may not yet have a dedicated expiry/removal mechanism.
- Some secondary AoE reaction damage paths still need to be unified with the main reaction damage rules.
- Several long-lived skill state maps may require lifecycle cleanup during extended server runtimes.
This update focuses on making Duality's elemental combat more reliable, predictable, and server-authoritative. More fixes and polish are coming as the reaction and combat systems continue toward release. 🔥⚡🌊❄️
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