Iron & Blood

A realistic, immersive melee combat overhaul built around true combat values, true damage resolution, and true tactical consequences.

File Details

Iron & Blood Beta-0.2.2

  • B
  • Jul 13, 2026
  • 586.32 KB
  • 93
  • 1.20.1
  • Forge

File Name

Iron Blood_beta-0.2.2.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:iron-blood-1579644:8425091")

Learn more about Curse Maven

Iron & Blood Beta 0.2.2 Changelog

Combat Feedback

- Added a new unified combat feedback system for attacks, received hits, guarding, and bleeding.
- Added separate feedback handling for successful attacks, incoming impacts, weapon guards, and bleeding damage.
- Added a new combat impact focus post-processing shader.
- Expanded camera shake behavior with multiple impact modes.
- Added attacker-side impact feedback when striking enemies.
- Added distinct feedback for normal guards and perfect blocks.
- Added a short recovery state after guarding, with a different recovery duration for perfect blocks.
- Added dedicated spark particles for weapon blocks.
- Expanded armor impact spark handling for deflections, glancing hits, and penetrations.
- Added impact strength scaling based on weapon category, weapon weight, attack power, and block type.
- Reworked the previous camera-shake networking implementation into the new combat feedback packet system.
- Removed the old Impactful-specific camera shake compatibility handler.

Bleeding System

- Added a dedicated bleeding damage type.
- Bleeding damage can now directly kill entities.
- Added a custom bleeding death message:
  “%1$s bled out beneath the iron sky.”
- Added server-side periodic bleeding damage processing.
- Added bleeding damage intervals that vary by bleeding severity.
- Added blood-pool spawning when bleeding damage is dealt.
- Added progressive blood-pool growth after an entity dies from bleeding.
- Added triggered bleeding mist effects.
- Added client-side bleeding visual effects.
- Added bleeding-specific hurt-screen handling.
- Added bleeding-related entity rendering effects.
- Added bleeding sound handling.
- Added support for suppressing bleeding damage temporarily during medical treatment.
- Added the can_bleed_entities entity tag, allowing bleeding compatibility to be configured through datapacks.
- Ice and Fire Cyclopes are now explicitly marked as capable of bleeding.

Medical Items

- Added the Leather Tourniquet.
- Added a crafting recipe for the Leather Tourniquet using leather and string.
- Renamed the Chirurgeon’s Kit to the Healer’s Kit.
- Added custom textures for the Linen Bandage and Healer’s Kit.
- Added a custom item model and icon for the Leather Tourniquet.
- Added dedicated first-person and third-person medical-use animations.
- Medical items can now use individual treatment profiles, including:
  - Use duration
  - Bleeding level reduction
  - Wounded level reduction
  - Bleeding pressure reduction
  - Temporary bleeding damage suppression
  - Regeneration duration
  - Regeneration amplifier
  - Durability consumption
  - Whether the depleted item is retained
- Medical items now check whether the target actually has a treatable injury before treatment.
- Medical items can now reduce Bleeding and Wounded independently.
- Medical items can now apply temporary regeneration after successful treatment.
- Medical items can now consume durability without necessarily breaking when depleted.
- Removed the dedicated Manual Hemostasis key binding and its client key-mapping class.
- Hemostasis and medical treatment are now handled through the revised interaction and medical-item systems.

Magic Damage and Spell Compatibility

- Added configurable partial armor bypass handling for magical damage.
- Added individual armor-bypass rules for specific spells.
- Added armor-bypass defaults based on spell school.
- Added armor-bypass overrides based on damage type.
- Added spell identification support for Iron’s Spells ’n Spellbooks.
- Added compatibility handling for Travel Optics spell damage.
- Added an Iron’s Spells spell-filter mixin to prevent incompatible processing paths.
- Magic damage can now bypass only a defined portion of defense instead of being treated as universally identical.
- Added logic to distinguish recognized magic and potion damage from environmental and physical damage.
- Added Thirst as an optional client-side compatibility dependency.

Weapon Classification

- Added the thrusting_sword item tag.
- Magistu’s Armory Estocs have been moved out of the Rapier category and into the new Thrusting Sword category.
- Added the piercing_dagger item tag.
- Magistu’s Armory Stylets and Stilettos are now classified as piercing daggers instead of rapiers.
- Added support for Forge armor-piercing dagger, stylet, and stiletto tags.
- Added the armor_piercing_polearm item tag.
- Magistu’s Armory Ahlspiesses are now classified as armor-piercing polearms.
- Added support for Forge armor-piercing polearm tags.
- Magistu’s Armory Guisarmes are now classified as heavy axes.
- Added rusted Estoc, Stylet, and Stiletto compatibility entries where applicable.
- Improved category-specific weapon behavior and armor-response resolution.

Weapon Balance

- Significantly increased the lethality and penetration of all vanilla pickaxes.

Wooden Pickaxe:
- Lethality increased from 1.200980 to 1.925.
- Penetration increased from 3.122549 to 7.7.

Stone Pickaxe:
- Lethality increased from 2.573529 to 4.125.
- Penetration increased from 6.691176 to 16.5.

Golden Pickaxe:
- Lethality increased from 2.058824 to 3.3.
- Penetration increased from 5.352941 to 13.2.

Iron Pickaxe:
- Lethality increased from 3.431373 to 5.5.
- Penetration increased from 8.921569 to 22.0.

Diamond Pickaxe:
- Lethality increased from 4.117647 to 6.6.
- Penetration increased from 10.705882 to 26.4.

Netherite Pickaxe:
- Lethality increased from 4.289216 to 6.875.
- Penetration increased from 11.151961 to 27.5.

Durability System

- Added a synthetic durability system.
- Added configurable base durability values for weapons, tools, armor, and shields.
- Added additional weapon wear caused by combat.
- Added configurable weapon durability loss based on the contacted material:
  - No armor
  - Soft armor
  - Mail armor
  - Hard armor
  - Shields
- Added a global weapon wear scale.
- Added specialized durability handling through an ItemStack mixin.
- Added category- and armor-response-based weapon wear calculations.
- Added durability handling for projectile weapons.
- Added equipment wear based on armor coverage.
- Added repair-material validation for weapons and armor.
- Added grindstone handling for maintained equipment.
- Added damage-without-breaking behavior for retained medical equipment.

Stamina and Guarding

- Added native weapon guarding as a configurable feature.
- Added weapon-weight scaling to stamina consumption.
- Added attack-impact stamina handling based on weapon weight.
- Added guard recovery after normal and perfect blocks.
- Expanded stamina handling for external combat actions.
- Improved imported stamina-cost processing for Epic Fight and other supported systems.
- Improved synchronization between Iron & Blood stamina and external stamina systems.
- Added more precise handling for pending external stamina costs.
- Added additional attack-state detection for Epic Fight mobs.
- Expanded action-stamina processing for attacks, jumps, item usage, and external movement systems.
- Added a configurable low-stamina screen effect.
- Improved low-stamina desaturation and screen-filter behavior.
- Improved stamina HUD state synchronization.

Configuration Interface

- Added a complete in-game configuration screen.
- Configuration options are now organized into selectable categories.
- Boolean settings can be toggled directly from the interface.
- Numeric settings can be edited or adjusted using interface controls.
- Added the ability to reset the currently selected configuration category.
- Added an integrated entity-stat editor.
- Entity overrides can now be created, edited, and deleted in-game.
- The entity-stat editor supports:
  - Maximum health
  - Natural defense
  - Maximum stamina
  - Size-variant behavior
- Added persistent user-defined entity-stat overrides.
- User overrides are now layered on top of datapack-defined entity statistics.

Entity Balance

- Cows, Mooshrooms, and Pigs now have 10 maximum health.
- Sheep now have 8 maximum health.
- Size variants have been disabled for Cows, Mooshrooms, Pigs, and Sheep.
- Iron Golem maximum health increased from 50 to 80.
- Added an Ice and Fire compatibility profile for Cyclopes:
  - 80 maximum health
  - 0 natural defense
  - Size variants enabled

Armor and Damage Processing

- Expanded armor-response classification.
- Added additional handling for glancing, deflected, and penetrating attacks.
- Improved armor sound selection based on the actual armor response.
- Improved detection of natural armor and worn equipment.
- Added more precise bypass rules for direct, magical, explosive, environmental, and potion damage.
- Expanded handling for attacks that should bypass the normal Iron & Blood damage formula.
- Improved exhausted-target damage-floor processing.
- Improved pressure-stack and repeated-hit processing.
- Improved knockback evaluation based on the relationship between penetration and lethality.
- Added additional attacker and defender feedback for armor penetration.
- Improved external block detection and block feedback.
- Added perfect shield-block detection.

Status Effects

- Improved synchronization between internal injury data and visible Minecraft status effects.
- Added cleanup of stale visible injury effects.
- Improved Wounded health-floor enforcement.
- Improved Bleeding, Wounded, and Shaken level calculation.
- Added bleeding-pressure reduction as a separate medical-treatment value.
- Improved nausea application checks.
- Added dedicated bleeding timers and timer cleanup.

Visuals and Assets

- Added a new small Iron & Blood interface icon.
- Improved config menu and made it better to read.
- Added a dedicated Healer’s Kit texture.
- Added a dedicated Linen Bandage texture.
- Added a Leather Tourniquet model.
- Added a block-spark particle definition.
- Added the combat impact focus shader and post-processing pipeline.
- Updated the main mod icon.
- Improved blood splash, blood pool, armor spark, and low-health visual handling.

Localization

- Added the Leather Tourniquet item name.
- Renamed the Chirurgeon’s Kit to the Healer’s Kit.
- Added the custom bleeding death message.
- Removed the Manual Hemostasis key-binding translation.
- The Traditional Chinese language file currently uses English names for most existing items, effects, tooltips, and interface text.
- The Traditional Chinese bleeding death message remains translated.

Internal and Compatibility Changes

- Added more extensive mixin coverage for durability, bleeding effects, rendering, and spell filtering.
- Added a new client-side combat feedback handler.
- Added a new combat feedback packet and feedback-type system.
- Added dedicated internal bleeding damage handling.
- Added persistent user entity-stat override storage.
- Expanded the entity-stat override loader.
- Expanded weapon-category resolution.
- Expanded material-profile and armor-response calculations.
- Expanded combat context tracking.
- Expanded Forge event handling for combat, bleeding, equipment wear, stamina synchronization, drops, healing, movement, and visual feedback.