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Epic Fight × Twilight Forest Compat

Epic Fight × Twilight Forest Compat is a compatibility add-on that bridges combat mechanics between the Epic Fight Mod and the Twilight Forest Mod, focusing heavily on modernized weapon combat and move-set integration.
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TwilightForestEFCompat-1.1.3

File nameTwilightForestEFCompat-1.1.3.jar
Uploader
casmiercasmier
Uploaded
Jul 21, 2026
Downloads
75
Size
1.4 MB
Mod Loaders
Forge
File ID
8479509
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:epic-fight-twilight-forest-compat-1555371:8479509")

Learn more about Curse Maven

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 100 damage 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, for 250% total.
  • Finisher 1 deals 40%.
  • Finisher 2 deals 45%.
  • Final ground slam deals 60%.
  • Rapid slash hits can trigger a 40% chance to deal 120% 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 100 charge grants 2 stored casts.
  • Charge cannot refill while a stored cast remains unused.
  • Added a 5 second recast cooldown between stored Axe Barrage uses.
  • Cleaned up duplicate x2 display behavior on the Axe Barrage HUD.
  • Axe Barrage performs 6 hits.
  • 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 6 hits 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 1 shot.
  • Phantom Chamber increases the magazine to 5 loaded 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 8 blocks before Farshot.
  • Partial charge range is 10 blocks before Farshot.
  • Full charge range is 12 blocks before Farshot.
  • Farshot adds +1 block per level, up to +3 blocks at Farshot III.
  • Maximum full-charge range with Farshot III is 15 blocks.
  • Normal shot has 1 Impact and 10% armor negation.
  • Partial charge has 2 Impact, 15% armor negation, and pierces 1 additional target.
  • Full charge has 3 Impact, 20% armor negation, pierces up to 3 targets, and applies 1 knockback.
  • 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 +1 block of crossbow range per level.
  • Added Phantom Chamber for crossbows.
  • Phantom Chamber changes crossbows from a 1 shot weapon to a 5 shot magazine weapon.
  • Added Piercing Force for crossbows.
  • Piercing Force adds armor negation by level: 5%, 7%, 9%, 12%, and 15%.
  • 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%, and 30%.
  • 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%, and 30%.
  • 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 8 block Epic Fight auto-targeting cap.
  • Mortis Bow has a 10 block 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 4 blocks.
  • 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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