TwilightForestEFCompat-1.1.3
Curse Maven Snippet
What's new
Dual Wielding Skill
- Added the Dual Wielding passive skill.
- True dual sword and dual axe movesets now require the Dual Wielding passive.
- Players can still equip a valid weapon in the offhand without the passive, but attacks remain one-handed.
- Dual Wielding supports sword and axe weapon categories.
- Added a dedicated Dual Wielding passive icon styled like the Epic Fight skill editor icons.
- Fixed offhand weapon durability so offhand sword and axe hits consume durability correctly.
Mortis Sarabande
- Introducing the rough completion of the dual sword innate skill
- Mortis Sarabande requires
100damage dealt to become ready. - The skill is single-target only.
- On a valid hit, normal targets are launched upward and controlled through an aerial combo.
- The caster becomes invulnerable once the slash sequence begins and remains protected through the finisher.
- The target cannot move, attack, or act while controlled by the skill.
- Biped targets use the borrowed Antitheus Lapse-style airborne pose during the controlled sequence.
- Non-biped launchable targets use knockdown-style handling instead of the biped lapse pose.
- Heavy targets such as golems, wardens, Epic Fight Super Golem, and Epic Fight Super Warden are not launched upward.
- Heavy targets are knocked back, rooted, attack-disabled, and still receive the slash sequence and finisher
- Mortis Sarabande damage is based on the average damage of the two equipped swords.
- Total skill damage is
420%of the average equipped sword damage. - Launcher hit deals
25%. - Ten rapid strikes deal
25%each, for250%total. - Finisher 1 deals
40%. - Finisher 2 deals
45%. - Final ground slam deals
60%. - Rapid slash hits can trigger a
40%chance to deal120%critical damage. - Critical hits use a dedicated critical slash effect and stronger critical sound.
Dual Sword Combat Tuning
- Dual sword jump attack damage now uses
50%of the average damage of both equipped swords per hit. - Dual sword combo attacks 1 and 2 no longer apply unwanted knockback.
- Fixed several dual sword hit timing issues where visible sword swings did not line up with damage.
- Improved dual sword handling against targets that are very close to the player.
Axe Barrage
- Axe Barrage now charges from damage dealt with dual axes.
- Reaching
100charge grants2stored casts. - Charge cannot refill while a stored cast remains unused.
- Added a
5second recast cooldown between stored Axe Barrage uses. - Cleaned up duplicate
x2display behavior on the Axe Barrage HUD. - Axe Barrage performs
6hits. - Each hit deals
100%of the average base damage of the two equipped axes. - The caster is invulnerable during Axe Barrage.
- Light targets caught at the start can be dragged along with the caster through the full barrage.
- Dragged targets can receive all
6hits and Bleeding. - Raised shields can stop Axe Barrage instead of allowing it to freely punch through blocking.
Dual Axe Combat Tuning
- Dual axe combo and dash attack damage now use the average damage of both equipped axes.
- Dual axe jump attack damage now deals
50%of the average damage of both equipped axes per hit. - Dual axe combo attacks 1 and 2 no longer apply unwanted knockback or knockup.
- One-handed axe combo attacks 1 and 2 no longer apply unwanted knockback or knockup.
- One-handed axe combo 3 now keeps its heavy knockdown behavior on the final strike instead of the first strike.
Greatsword Poise
- Added poise protection for greatsword attacks.
- While a supported greatsword attack is already in motion, the first incoming attack will not interrupt or cancel it.
- A second incoming hit during the same attack can still interrupt the player.
- This gives greatswords a heavier commitment identity without making them fully unstoppable.
- Supported greatsword-style weapons include the vanilla Epic Fight greatsword tiers and the Knightmetal Greatsword.
Crossbow Rework
- Crossbows now behave as heavy ranged weapons.
- Left click starts and releases custom charged shots.
- Right click reloads the crossbow.
- Default crossbows now load
1shot. - Phantom Chamber increases the magazine to
5loaded shots. - The crossbow HUD now shows loaded arrows and charge state.
- The HUD uses the actual loaded arrow item where possible, including tipped arrows.
- The reload icon is shown when the crossbow needs to reload.
- The crosshair and ammo HUD are hidden when no shot is loaded.
- Crossbow camera behavior now follows the loaded-crossbow aiming feel while keeping the custom attack animations.
- Crossbow zoom during charge was smoothed.
- Crossbow aim and shot direction were improved for first-person and third-person consistency.
- Epic Fight's red target highlight was removed while using crossbows.
Crossbow Shot Values
- Normal shot damage is
10. - Partial charge damage is
15. - Full charge damage is
20. - Normal shot projectile speed is
3.15 x 1.4 = 4.41. - Partial charge projectile speed is
3.15 x 1.8 = 5.67. - Full charge projectile speed is
3.15 x 2.2 = 6.93. - Normal shot range is
8blocks before Farshot. - Partial charge range is
10blocks before Farshot. - Full charge range is
12blocks before Farshot. - Farshot adds
+1block per level, up to+3blocks at Farshot III. - Maximum full-charge range with Farshot III is
15blocks. - Normal shot has
1Impact and10%armor negation. - Partial charge has
2Impact,15%armor negation, and pierces1additional target. - Full charge has
3Impact,20%armor negation, pierces up to3targets, and applies1knockback. - Full charge shots count as Heavy Bolts and can inflict Bleeding.
- Crossbow shots are no-gravity projectiles and use limited effective range.
Crossbow Animation And Reload
- Crossbow reload animation was slowed and cut to a committed reload length.
- Reloading can begin while walking or running, but the player must commit once the reload animation starts.
- Crossbow firing uses a hold phase and a release phase so charged shots feel heavier.
- Full charge shots add a stronger recoil feel and prevent immediate action until the heavy shot animation finishes.
- Crossbow shot timing was adjusted so the projectile releases closer to the visual firing moment.
Ranged Enchantments
- Added Farshot for crossbows.
- Farshot adds
+1block of crossbow range per level. - Added Phantom Chamber for crossbows.
- Phantom Chamber changes crossbows from a
1shot weapon to a5shot magazine weapon. - Added Piercing Force for crossbows.
- Piercing Force adds armor negation by level:
5%,7%,9%,12%, and15%. - Added Heavy Bolts for crossbows.
- Heavy Bolts adds damage by level:
+7%,+10%, and+15%. - Heavy Bolts also makes crossbow charging slower by level:
+10%,+20%, and+30%charge time. - Added Quickdraw for bows only.
- Quickdraw increases bow attack speed by
10%,20%, and30%. - Quickdraw cannot be applied to crossbows through normal enchanting or books.
- Added Arcane Quiver for bows and crossbows.
- Arcane Quiver gives a chance to not consume ammunition:
10%,20%, and30%. - Added Deadeye for bows.
- Deadeye improves Ice, Ender, and Seeker Bow proc chance.
- Power was rebalanced from the old large vanilla-style scaling to
+5%per level, up to+25%at Power V. - Quick Charge now affects crossbow reload speed and crossbow charge speed.
- Infinity is restricted to vanilla bows.
- Twilight Forest bows and Mortis Bow use Arcane Quiver instead of Infinity.
- Ice Bow cannot receive Flame.
Bow Targeting And Ranged Balance
- Vanilla bows and Twilight Forest bows now have an
8block Epic Fight auto-targeting cap. - Mortis Bow has a
10block Epic Fight auto-targeting cap. - Bows remain the longer-ranged weapon style overall because their projectiles still fly naturally, while crossbows use tighter hit-confirm, no-gravity or air resistance shots and limited effective range.
- Bow visuals and hotbar arrow behavior were polished so bow use better reflects loaded and firing states.
Airborne Combat And Knockup Handling
- General biped knockups now use a borrowed Antitheus Lapse-style airborne pose.
- Knockup height is capped at
4blocks. - Targets hit while airborne stay suspended briefly so players can follow up with air combos.
- If the target is no longer being hit, it falls back down with player-like gravity.
- Knockdown animations no longer play while targets are still floating in the air.
- If an airborne target is knocked down, it is forced to the ground first, then plays knockdown.
- If an airborne target is killed, it is forced down first, then resolves death on the ground.
- Fixed cases where survivors of Mortis Sarabande could play stray hit animations after recovering.
- Cleaned up slow-falling behavior after knockup and aerial hits.
Weapon And Tooltip Polish
- Minotaur Axe tooltip text now correctly says "Chance to inflict Bleeding."
- Knightmetal Greatsword name presentation remains corrected in item and hotbar display.
- Mortis Sarabande tooltip follows Epic Fight-style formatting with colored requirement, damage, impact, target count, and stun details.
- Fixed multiple edge cases where controlled targets, airborne targets, or player state could remain stuck after a special sequence.
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