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
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.
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JAR size increased from approximately 587 KB to 765 KB
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Approximately 70 new program and resource files
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More than 80 existing files modified
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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:
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Head
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Torso
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Left Arm
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Right Arm
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Left Leg
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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
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Destroying the head or torso is fatal by default.
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A body part becomes disabled at approximately 80% trauma.
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Each body part independently tracks:
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Local HP
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Trauma
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External bleeding
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Applied dressings
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Dressing saturation
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Treatment state
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Disability state
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Improved Hit-Location Detection
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Projectile attacks use their actual impact position.
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Melee attacks and attacks without an exact impact point use:
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Attack direction
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Weapon category
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Anatomical region weights
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Projectiles retain their original weapon profile after being fired.
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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.
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Head hits use the helmet.
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Torso hits use the chestplate.
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Arm hits use the chestplate.
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Leg hits use leggings and boots.
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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:
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Head trauma
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Torso trauma
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Left and right arm trauma
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Left and right leg trauma
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Disabled body parts
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General injury severity
Additional options include:
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Always visible
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Visible only while injured
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Configurable horizontal position
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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:
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Current local HP
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Trauma severity
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External bleeding
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Applied dressing type
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Dressing blood saturation
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Disabled body parts
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Whether the selected medical item can treat the chosen region
Players can treat:
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Themselves
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Other living entities within reach
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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
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Basic bleeding control
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Default duration: 5 minutes
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Gradually absorbs blood
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Can become saturated
Boiled Bandage
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More effective than a basic linen bandage
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Default duration: 10 minutes
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Slower saturation rate
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Better long-term bleeding control
Tourniquet
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Can only be applied to arms and legs
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Provides near-complete external bleeding suppression
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Has no normal expiration timer
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Reduces mobility when applied to a leg
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Reduces stamina recovery
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Intended as an emergency treatment rather than permanent healing
Treated Dressing
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Applied through formal medical treatment
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Default duration: 15 minutes
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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.
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Restores approximately 34% of maximum local HP to the head or torso
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Restores approximately 25% of maximum local HP to limbs
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Reduces local external bleeding by 20
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Applies a strong treated dressing
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Treated dressing duration: 15 minutes
Herbal Poultice
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Restores 1 local HP
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Reduces local bleeding by 3
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Applies a weaker treated dressing
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Dressing duration: 5 minutes
Medical items now correctly handle:
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Item durability depletion
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Invalid body parts
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Dead targets
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Targets outside treatment range
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Broken line of sight
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Missing removable dressings
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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.
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Reduced movement speed
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Severe injuries may reduce movement speed to approximately 42%
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Sprinting is disabled at roughly 80% trauma
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Jump height may fall to approximately 25%
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Leg tourniquets impose an additional movement penalty
Arm Trauma
Arm injuries affect combat and tool use.
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Dominant-arm trauma significantly reduces attack speed
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Off-hand trauma applies a smaller additional penalty
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Attack speed may fall to approximately 48%
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Arm trauma also reduces mining speed
Torso Trauma
Torso injuries affect stamina capacity and recovery.
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Trauma above approximately 30% begins reducing maximum stamina
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Maximum stamina may fall to 60%
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Trauma above approximately 20% begins reducing stamina recovery
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Stamina recovery may fall to 50%
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Each active tourniquet slightly reduces stamina recovery further
Head Trauma
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Head injuries increase physiological camera sway.
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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:
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Slimes
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Magma Cubes
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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:
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Bleeding capability
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Stamina-damage multiplier
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Stun multiplier
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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:
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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:
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Enabled by default
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Compression begins at approximately 4 damage
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Compression exponent: 0.68
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Maximum normalized damage: 7 HP
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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
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Stored independently for each body part
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Reduced through bandages, tourniquets, and medical treatment
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Contributes to dressing saturation
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Affected by the dressing applied to that specific region
Systemic Blood Loss
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Represents total blood loss across the body
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Bleeding pulse frequency scales dynamically with severity
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Each systemic bleeding pulse removes exactly 1 HP
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Does not apply additional trauma to a random body part
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Bypasses armor
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Bypasses the normal hurt cooldown
New bleeding death messages preserve attribution to:
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The attacking player
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The weapon used
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The original bleeding source
Blood-Screen Effects
A new key binding has been added:
Wipe Blood from Face
The wipe action includes:
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First-person animation
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Third-person animation
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Multiplayer synchronization
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Epic Fight animation compatibility
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Faster blood-overlay removal while wiping
Blood spray behavior now considers:
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Attack direction
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Distance from the hit
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Nearby observers
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Observer position
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Screen impact region
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Close-range blood bursts
Low-Health Visual Effects
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Added a master toggle for low-health visual effects.
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Updated low-health darkness and vignette behavior.
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Updated blur integration.
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Updated heartbeat feedback.
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Improved camera-shake smoothing.
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Improved blending between multiple camera-effect sources.
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Head trauma is now integrated into physiological camera movement.
Stamina Exhaustion and Attack Locking
A complete client/server attack-lock system has been added.
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Players cannot attack without sufficient stamina.
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Active Epic Fight attack animations can be interrupted.
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Exhausted mobs cannot continue executing attacks.
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Exhausted mobs cannot continue playing attack animations.
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Added synchronized mob attack-animation locking.
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Improved synchronization of pending stamina costs.
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Improved compatibility with external stamina implementations.
Epic Fight Compatibility
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Improved player attack-input locking.
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Improved mob attack behavior.
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Improved mob combat AI compatibility.
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Added support for blood-wiping animations.
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Improved interruption of attacks after stamina exhaustion.
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Improved client/server synchronization for combat states.
Epic Knights Compatibility
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Improved weapon-blocking models.
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Fixed incorrect item-model overrides while guarding.
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Improved blocking-pose restoration.
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Improved compatibility with two-handed swords.
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Improved Zweihänder guard behavior.
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Weapons now return more reliably to the correct model after blocking feedback.
Native Weapon Guarding
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Guard handling now operates at the
LivingEntitylevel. -
Added compatibility paths for more weapon categories.
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Improved support for modded weapons.
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Added hard-armor impact-transfer parameters.
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Improved synchronization between guard state, stamina cost, and impact feedback.
Legendary Survival Overhaul Compatibility
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Removed the optional client dependency declaration from
mods.toml. -
Retained runtime compatibility warnings.
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Legendary Survival Overhaul’s Localized Body Damage option should still be manually disabled.
Running both localized damage systems simultaneously may cause:
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Duplicate body-part calculations
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Excessive damage
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Conflicting injury penalties
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Incorrect medical behavior
Traditional Chinese Localization
Previously untranslated content now has complete Traditional Chinese localization, including:
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Medical items
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Bleeding effects
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Shaken effects
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Wounded effects
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Body Damage tooltips
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Defense Damage tooltips
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Armor tooltips
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Weight tooltips
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Body-part names
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Treatment interface text
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Medical notifications
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Bleeding death messages
New Commands
Body Inspection
/ironblood inspect body
/ironblood inspect body <target>
Displays localized body information, including:
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Local HP
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Trauma
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External bleeding
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Dressing state
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Dressing saturation
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Disabled status
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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:
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Excessive localized damage
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Excessive defense damage
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Incorrect penetration balance
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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:
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Worlds
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Player data
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Server configuration files
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Client configuration files
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Custom weapon profiles
Review Configuration Files
Existing configuration files may not automatically expose every newly added option.
For a clean upgrade:
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Back up the existing configuration.
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Allow Beta 0.3.0 to generate a fresh configuration.
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Reapply custom settings manually.
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Recalibrate custom weapon values for the new numerical scale.