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-0.3.0

  • B
  • Jul 19, 2026
  • 764.45 KB
  • 24
  • 1.20.1
  • Forge

File Name

Iron Blood_beta-0.3.0.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:iron-blood-1579644:8462532")

Learn more about Curse Maven

Iron & Blood Beta 0.3.0 Changelog

Major Update: Iron & Blood now features a complete localized injury system with body-part damage, regional armor protection, persistent trauma, localized bleeding, targeted medical treatment, and injury-based penalties.


Version Overview

Beta 0.3.0 is a major systems update rather than a minor balance patch.

  • JAR size increased from approximately 587 KB to 765 KB

  • Approximately 70 new program and resource files

  • More than 80 existing files modified

  • Major changes to combat, armor, bleeding, medicine, stamina, HUD systems, animations, networking, and mod compatibility


Localized Body Damage

Six Independent Body Parts

Players now have six independently tracked body parts:

  • Head

  • Torso

  • Left Arm

  • Right Arm

  • Left Leg

  • Right Leg

For a standard player with 20 HP, the default localized health distribution is:

Body Part Local HP
Head 2
Torso 8
Each Arm 1
Each Leg 4

Vital Body Parts

  • Destroying the head or torso is fatal by default.

  • A body part becomes disabled at approximately 80% trauma.

  • Each body part independently tracks:

    • Local HP

    • Trauma

    • External bleeding

    • Applied dressings

    • Dressing saturation

    • Treatment state

    • Disability state

Improved Hit-Location Detection

  • Projectile attacks use their actual impact position.

  • Melee attacks and attacks without an exact impact point use:

    • Attack direction

    • Weapon category

    • Anatomical region weights

  • Projectiles retain their original weapon profile after being fired.

  • Bows, crossbows, tridents, and modded ranged weapons therefore use the correct weapon statistics when they hit.


Location-Specific Armor

Armor protection is now calculated according to the body part that was actually struck.

  • Head hits use the helmet.

  • Torso hits use the chestplate.

  • Arm hits use the chestplate.

  • Leg hits use leggings and boots.

  • Armor durability damage is applied only to equipment involved in protecting the struck region.

Armor gaps and incomplete equipment sets now have direct tactical consequences.


Body-Damage HUD

A new localized injury HUD has been added.

The HUD can display:

  • Head trauma

  • Torso trauma

  • Left and right arm trauma

  • Left and right leg trauma

  • Disabled body parts

  • General injury severity

Additional options include:

  • Always visible

  • Visible only while injured

  • Configurable horizontal position

  • Configurable vertical position

Localized injury data is synchronized between the server and client.


Body-Part Treatment Interface

Medical items no longer apply generic whole-body healing.

Using a medical item now opens a dedicated treatment interface showing:

  • Current local HP

  • Trauma severity

  • External bleeding

  • Applied dressing type

  • Dressing blood saturation

  • Disabled body parts

  • Whether the selected medical item can treat the chosen region

Players can treat:

  • Themselves

  • Other living entities within reach

  • Targets within line of sight

Treatment is cancelled if the target dies, moves too far away, or leaves line of sight.


Dressing System

Linen Bandage

  • Basic bleeding control

  • Default duration: 5 minutes

  • Gradually absorbs blood

  • Can become saturated

Boiled Bandage

  • More effective than a basic linen bandage

  • Default duration: 10 minutes

  • Slower saturation rate

  • Better long-term bleeding control

Tourniquet

  • Can only be applied to arms and legs

  • Provides near-complete external bleeding suppression

  • Has no normal expiration timer

  • Reduces mobility when applied to a leg

  • Reduces stamina recovery

  • Intended as an emergency treatment rather than permanent healing

Treated Dressing

  • Applied through formal medical treatment

  • Default duration: 15 minutes

  • Provides stronger localized bleeding control

Dressings can be manually removed when appropriate.


Medical Item Rework

Healer’s Kit

The Healer’s Kit now performs localized treatment.

  • Restores approximately 34% of maximum local HP to the head or torso

  • Restores approximately 25% of maximum local HP to limbs

  • Reduces local external bleeding by 20

  • Applies a strong treated dressing

  • Treated dressing duration: 15 minutes

Herbal Poultice

  • Restores 1 local HP

  • Reduces local bleeding by 3

  • Applies a weaker treated dressing

  • Dressing duration: 5 minutes

Medical items now correctly handle:

  • Item durability depletion

  • Invalid body parts

  • Dead targets

  • Targets outside treatment range

  • Broken line of sight

  • Missing removable dressings

  • Body parts that no longer require treatment


Injury-Based Penalties

Localized injuries now directly affect player performance.

Leg Trauma

Leg injuries reduce movement and jumping ability.

  • Reduced movement speed

  • Severe injuries may reduce movement speed to approximately 42%

  • Sprinting is disabled at roughly 80% trauma

  • Jump height may fall to approximately 25%

  • Leg tourniquets impose an additional movement penalty

Arm Trauma

Arm injuries affect combat and tool use.

  • Dominant-arm trauma significantly reduces attack speed

  • Off-hand trauma applies a smaller additional penalty

  • Attack speed may fall to approximately 48%

  • Arm trauma also reduces mining speed

Torso Trauma

Torso injuries affect stamina capacity and recovery.

  • Trauma above approximately 30% begins reducing maximum stamina

  • Maximum stamina may fall to 60%

  • Trauma above approximately 20% begins reducing stamina recovery

  • Stamina recovery may fall to 50%

  • Each active tourniquet slightly reduces stamina recovery further

Head Trauma

  • Head injuries increase physiological camera sway.

  • Severe head trauma produces stronger visual and control feedback.


Generic Creature Weak Points

Creatures without a persistent humanoid anatomy system can now use generic weak-point regions.

Region Default Damage Multiplier
Critical Zone 1.25×
Core 1.00×
Offensive Appendage 0.90×
Mobility Appendage 0.85×

Each weak-point region may also have an independent armor-coverage value.

Special creatures such as:

  • Slimes

  • Magma Cubes

  • Shulkers

are treated as single-core creatures, preventing inappropriate humanoid anatomy assignment.

Generic weak points are enabled by default.

Experimental persistent humanoid body damage for non-player entities remains disabled by default.


Weapon Stat Normalization

All vanilla weapon Body Damage and Defense Damage values have been recalibrated for the localized-health system.

Weapon Beta 0.2.2 Beta 0.3.0
Iron Sword 10.0 / 2.0 4.0 / 0.8
Iron Axe 11.74 / 7.83 5.0 / 1.2
Iron Pickaxe 5.5 / 22.0 3.0 / 2.8
Bow 7.98 / 4.99 3.0 / 0.8
Crossbow 7.96 / 10.62 4.0 / 1.6
Trident 6.93 / 12.14 4.0 / 1.4

This is a complete numerical scale normalization for localized HP and updated combat calculations. It should not be interpreted as a proportional reduction to every weapon’s effective combat performance.

Additional Weapon Properties

Weapon profiles may now define:

  • Bleeding capability

  • Stamina-damage multiplier

  • Stun multiplier

  • Weapon category

TOML Weapon Overrides

Weapon profiles can now be overridden directly through the configuration file.

item_or_#tag|body_damage|defense_damage|optional_key=value...

Example:

minecraft:iron_sword|4.0|0.8|bleeding=true|stun=1.25|stamina=1.1|category=sword

Supported override properties include:

  • bleeding

  • stun

  • stamina

  • category

Exact item overrides take priority over tag-based overrides.


Natural Mob Damage Normalization

A new compression curve has been added for natural mob attack damage.

Default behavior:

  • Enabled by default

  • Compression begins at approximately 4 damage

  • Compression exponent: 0.68

  • Maximum normalized damage: 7 HP

  • Imprecise mob attacks may deal no more than 1 local HP of head damage

This preserves the threat of ordinary enemies while reducing random instant deaths caused by uncertain head hits from high-damage creatures.


Bleeding System Rework

Localized external bleeding and systemic blood loss are now tracked separately.

Local External Bleeding

  • Stored independently for each body part

  • Reduced through bandages, tourniquets, and medical treatment

  • Contributes to dressing saturation

  • Affected by the dressing applied to that specific region

Systemic Blood Loss

  • Represents total blood loss across the body

  • Bleeding pulse frequency scales dynamically with severity

  • Each systemic bleeding pulse removes exactly 1 HP

  • Does not apply additional trauma to a random body part

  • Bypasses armor

  • Bypasses the normal hurt cooldown

New bleeding death messages preserve attribution to:

  • The attacking player

  • The weapon used

  • The original bleeding source


Blood-Screen Effects

A new key binding has been added:

Wipe Blood from Face

The wipe action includes:

  • First-person animation

  • Third-person animation

  • Multiplayer synchronization

  • Epic Fight animation compatibility

  • Faster blood-overlay removal while wiping

Blood spray behavior now considers:

  • Attack direction

  • Distance from the hit

  • Nearby observers

  • Observer position

  • Screen impact region

  • Close-range blood bursts


Low-Health Visual Effects

  • Added a master toggle for low-health visual effects.

  • Updated low-health darkness and vignette behavior.

  • Updated blur integration.

  • Updated heartbeat feedback.

  • Improved camera-shake smoothing.

  • Improved blending between multiple camera-effect sources.

  • Head trauma is now integrated into physiological camera movement.


Stamina Exhaustion and Attack Locking

A complete client/server attack-lock system has been added.

  • Players cannot attack without sufficient stamina.

  • Active Epic Fight attack animations can be interrupted.

  • Exhausted mobs cannot continue executing attacks.

  • Exhausted mobs cannot continue playing attack animations.

  • Added synchronized mob attack-animation locking.

  • Improved synchronization of pending stamina costs.

  • Improved compatibility with external stamina implementations.


Epic Fight Compatibility

  • Improved player attack-input locking.

  • Improved mob attack behavior.

  • Improved mob combat AI compatibility.

  • Added support for blood-wiping animations.

  • Improved interruption of attacks after stamina exhaustion.

  • Improved client/server synchronization for combat states.


Epic Knights Compatibility

  • Improved weapon-blocking models.

  • Fixed incorrect item-model overrides while guarding.

  • Improved blocking-pose restoration.

  • Improved compatibility with two-handed swords.

  • Improved Zweihänder guard behavior.

  • Weapons now return more reliably to the correct model after blocking feedback.


Native Weapon Guarding

  • Guard handling now operates at the LivingEntity level.

  • Added compatibility paths for more weapon categories.

  • Improved support for modded weapons.

  • Added hard-armor impact-transfer parameters.

  • Improved synchronization between guard state, stamina cost, and impact feedback.


Legendary Survival Overhaul Compatibility

  • Removed the optional client dependency declaration from mods.toml.

  • Retained runtime compatibility warnings.

  • Legendary Survival Overhaul’s Localized Body Damage option should still be manually disabled.

Running both localized damage systems simultaneously may cause:

  • Duplicate body-part calculations

  • Excessive damage

  • Conflicting injury penalties

  • Incorrect medical behavior


Traditional Chinese Localization

Previously untranslated content now has complete Traditional Chinese localization, including:

  • Medical items

  • Bleeding effects

  • Shaken effects

  • Wounded effects

  • Body Damage tooltips

  • Defense Damage tooltips

  • Armor tooltips

  • Weight tooltips

  • Body-part names

  • Treatment interface text

  • Medical notifications

  • Bleeding death messages


New Commands

Body Inspection

/ironblood inspect body
/ironblood inspect body <target>

Displays localized body information, including:

  • Local HP

  • Trauma

  • External bleeding

  • Dressing state

  • Dressing saturation

  • Disabled status

  • Additional persistent body data

Blood-Screen Debugging

/ironblood debug screen_blood

Generates test blood splashes for visual-effect debugging.


Upgrade Notes

Recalibrate Custom Weapon Data

Custom weapon profiles created for Beta 0.2.2 should be reviewed.

Old values may cause:

  • Excessive localized damage

  • Excessive defense damage

  • Incorrect penetration balance

  • Unintended instant kills

Upgrade Clients and Servers Together

Beta 0.3.0 introduces and modifies multiple network packets and synchronized data fields.

Mixing Beta 0.2.2 and Beta 0.3.0 clients or servers is not recommended.

Back Up Worlds and Configuration Files

Legacy body-state migration logic is included, but Beta 0.3.0 remains a major persistent-data update.

Back up:

  • Worlds

  • Player data

  • Server configuration files

  • Client configuration files

  • Custom weapon profiles

Review Configuration Files

Existing configuration files may not automatically expose every newly added option.

For a clean upgrade:

  1. Back up the existing configuration.

  2. Allow Beta 0.3.0 to generate a fresh configuration.

  3. Reapply custom settings manually.

  4. Recalibrate custom weapon values for the new numerical scale.