Iron & Blood Beta-0.2.1
Curse Maven Snippet
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.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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