TwilightForestEFCompat-1.1.5
Curse Maven Snippet
What's new
- Added universal aerial and knockdown combo support: attacks can connect up to eight times while a target is airborne or downed, provided the attack collider actually reaches it.
- Added full V-kick combo continuity. Kick animations now advance even after a miss and can be inserted into supported melee weapon combos without losing either combo's remembered stage.
- Added buffered V-kick routes, including direct `Sneak + V` access to the heavy kick and rapid input routes for the longer kick chains.
- Added the rising Shoryuken as the third universal unarmed combo attack. It launches targets into the aerial-combo system and has a 35% fiery variant that burns and deals 1 additional damage.
- Added dedicated glove combat. One glove strengthens normal unarmed combo hits, two gloves strengthen them further and unlock Relentless Combo, and a main-hand glove uses properly mirrored right-hand attacks.
- Added boot-based damage scaling for unarmed dash attacks, unarmed jump attacks, crossbow melee dash/jump attacks, and universal V-kicks, capped at 2 bonus damage per hit.
## Updated
- Downed targets can be struck while recovering, but the eighth ground hit ends that knockdown combo until the target stands again.
- Mortis Sarabande targets now visibly react to each rapid slash without interrupting the skill's aerial pose.
- V-kicks can now branch into and back out of eligible melee combos during their normal link windows. Bows, crossbows, and Battlescepters remain unchanged by this system.
- V-kicks no longer consume stamina. Their branching inputs are buffered so the intended follow-up can be entered before the current kick finishes.
- The heavy `kick_3` route now launches targets farther, deals triple normal kick damage, and produces a stronger impact when the target collides with a block or another mob.
- The one-handed sword dash attack now applies its medium stagger on the final hit.
- The universal unarmed combo has cleaner recovery and a purpose-built rising finisher with a single reliable hit, a 2.5-block launch, a full jump-arc spin, and properly timed sound feedback.
- Normal unarmed combo animations are 12% faster. Their dash, jump, and Relentless innate animations retain their previous speeds.
- A single glove adds 1.5 damage to normal combo hits; dual gloves add 3 damage. Dual gloves also increase Relentless Combo damage by 25%.
- Offhand-only gloves now provide the same glove weapon-damage baseline as main-hand gloves.
- Crumble Horn and Ore Magnet use now begins only while the player is stationary and grounded, preventing partial or stuck hold states caused by movement.
## Fixed
- Fixed the Battlescepter dash inheriting borrowed attack behavior while preserving its intended offhand hand-tip hit location.
- Fixed crossbow charge state becoming stuck after a dodge or movement-skill interruption.
- Fixed Seeker Bow finisher feedback appearing away from its target.
- Fixed airborne and downed targets rejecting valid follow-up melee colliders before reaching the eight-hit episode limit.
- Fixed rapid V-kick inputs selecting the wrong branch or interrupting `kick_1` too early.
- Fixed the universal unarmed Shoryuken damaging the same target multiple times during one cast.
- Fixed the Shoryuken's launch timing, spin timing, hand collider, held-glove position, hit sounds, and fiery-effect synchronization.
- Fixed main-hand glove attacks using the wrong arm and fixed dual-glove Relentless failing to charge or activate.
- Fixed offhand-only glove attacks using empty-hand base damage.
- Fixed Crumble Horn and Ore Magnet taps showing a vanilla use animation before their custom animation.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

