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Iron and Blood

A realistic, immersive melee combat overhaul built around true combat values, true damage resolution, and true tactical consequences.
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Iron & Blood Beta-0.2.1

File nameIron Blood_beta-0.2.1.jar
Uploaded
Jul 3, 2026
Downloads
140
Size
482.0 KB
Mod Loaders
Forge
File ID
8364305
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:ironandblood-1579644:8364305")

Learn more about Curse Maven

What's new

## Iron & Blood beta 0.2.1

### Added

- Added low-health feedback system:
  - Heartbeat sound when health is low.
  - Low-health screen darkness overlay.
  - Low-health desaturation and blur shader effect.
  - Heartbeat-based camera shake.

- Added blood-on-screen splash effects.
  - Nearby blood events can now splash blood onto the player's screen.
  - Added 7 blood splash screen textures.

- Added expanded blood pool visuals.
  - Blood pool textures expanded from 3 frames to 9 frames.
  - Blood pool textures upgraded from 16×16 to 64×64.
  - Blood pools now support visual growth, merging, terrain projection, and gradual darkening over time.

- Added death blood pool growth.
  - Dead bleeding entities can now leave growing blood pools.
  - Non-bleeding deaths can also generate smaller blood pool deposits.

- Added heartbeat sound asset.

- Added low-health vision shader assets.

- Added mod icon for Forge mod list display.

- Added Nightfall Invade compatibility stats:
  - `nightfall_invade:fallen_knight`

- Added data-driven entity type tags:
  - `iron_and_blood:excluded_entities`
  - `iron_and_blood:humanoid_equipment_entities`
  - `iron_and_blood:stamina_entities`
  - `iron_and_blood:size_variant_entities`

- Added debug options for slow entity processing:
  - `debug_slow_entity_processing`
  - `slow_entity_processing_threshold_ms`


### Changed

- Updated mod version metadata from `0.2.0` to `0.2.1`.

- Added Forge mod logo file:
  - `iron_and_blood_icon.png`

- Updated Iron Golem vanilla entity stats.
  - `minecraft:iron_golem` now has an explicit max health override of `50.0`.

- Reworked blood pool particles.
  - Blood pools now use 9 visual levels.
  - Blood pools now merge at a closer range.
  - Blood pools now project more naturally onto nearby surfaces.
  - Blood pools now darken over time from fresh red to darker dried blood.

- Reworked bleeding/death blood visual behavior.
  - Bleeding damage and entity death can now spawn blood pool deposits.
  - Bleeding level affects blood deposit frequency.

- Improved stamina synchronization.
  - Added stamina sync snapshots.
  - Added keepalive behavior.
  - Reduced unnecessary stamina network updates.

- Improved non-player entity processing performance.
  - Non-player movement attributes are no longer refreshed every tick.
  - Combat tracking is now more selective for mobs.
  - Recent combat entities are tracked for a limited duration.

- Added caching for repeated stat and equipment lookups.
  - Armor weight resolution.
  - Armor stat overrides.
  - Weapon stat overrides.
  - Entity stat overrides.
  - Equipment pool resolution.

- Reworked Epic Knights / magistuarmory compatibility.
  - Hidden slowness effects from Epic Knights equipment can now be suppressed.
  - Heavy shield and jousting armor movement penalties are compensated through Iron & Blood movement attributes.
  - Epic Knights tooltip lines are cleaned up and replaced with Iron & Blood weapon/armor stat display.

- Updated item tooltip behavior.
  - Vanilla/Epic Knights attribute lines are hidden where appropriate.
  - Iron & Blood lethality, penetration, defense, and weight values are displayed instead.

- Updated camera shake packet data.
  - Camera shake packets now support amplitude multiplier, radial blur, duration scaling, and strength scaling.

- Tuned Impactful compatibility feedback.
  - Attack feedback shake behavior has been adjusted.
  - Impact feedback can now use different duration and strength scaling.

- Improved size variant handling.
  - Size variant eligibility is now tag-driven.
  - Variant cleanup is safer and can remove related attribute modifiers.

- Improved humanoid equipment handling.
  - Equipment management now checks whether a mob is eligible before applying Iron & Blood equipment logic.
  - Generated equipment handling is sanitized during mob initialization.

- Improved exhausted attack lock handling.
  - Goal installation is safer and avoids duplicate mutation problems.

- Updated damage processing rules.
  - Magic, potion, and environmental damage can bypass the Iron & Blood combat formula.
  - Explosion damage now uses a separate armor-aware damage path.

- Updated armor feedback logic.
  - Armor response handling now better distinguishes equipped armor and chest armor response.
  - Explosion armor feedback has its own handling path.

- Tuned armor deflection spark particles.
  - Spark speed and visibility behavior were adjusted.

- Tuned blood mist particles.


### Fixed / Improved

- Reduced unnecessary per-tick processing for inactive non-player entities.

- Reduced repeated registry/tag/stat lookup overhead through internal caches.

- Improved compatibility safety for Epic Knights equipment effects.

- Improved client-side feedback for low-health and impact states.

- Improved visual consistency of blood effects.

- Added debug profiling hooks to help diagnose slow Iron & Blood entity subsystems.


### Removed

- Removed an internal generated `EquipmentPool` helper class.
  - No direct user-facing removal expected.

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