Iron & Blood Beta-0.3.4
Curse Maven Snippet
What's new
Iron & Blood Beta 0.3.4 Changelog
Overview
Beta 0.3.4 is a major combat-system update focused on standardizing damage and defense across vanilla and modded content.
This release introduces:
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Comprehensive damage and defense normalization
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Creature health normalization
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Systemic combat impairment
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Persistent stamina conditioning
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Nonlinear stamina recovery
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Precision vulnerability mechanics
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Improved multi-location body damage
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Reworked anatomical armor coverage
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Expanded mod compatibility
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More granular visual-effect settings
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Numerous body damage, synchronization, entity, and classification fixes
The medical item system has also been simplified, and several legacy items have been removed.
Major Combat Standardization
Comprehensive Damage and Defense Normalization
Beta 0.3.4 performs a broad recalibration of Iron & Blood’s combat scale.
The standardization covers:
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Weapon Body Damage
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Weapon Defense Damage
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Natural creature attacks
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Unarmed attacks
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Projectile attacks
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Epic Fight collider attacks
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Multi-collider attacks
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Armor Defense
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Natural creature Defense
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Boss and dragon statistics
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Localized body damage
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Systemic damage
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Armor coverage and equipment-slot contribution
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Vanilla and supported modded equipment
The goal is to ensure that weapons, armor, creatures, and bosses from different mods operate within a more consistent combat framework.
Damage Standardization
Damage from different sources is now evaluated using a more consistent Iron & Blood scale.
Supported damage sources include:
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Vanilla weapons
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Modded weapons
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Natural creature attacks
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Unarmed attacks
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Projectiles
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Epic Fight collider attacks
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Multi-collider attacks
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Environmental damage
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Damage-over-time effects
High-stat modded weapons and high-damage creatures are now handled more consistently, reducing extreme differences caused by incompatible numerical scales between mods.
Precise attacks continue to use the actual contacted body part.
Attacks without an exact impact position use recalibrated anatomical distribution rules.
Defense Standardization
Armor Defense is now determined using a unified system based on:
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Actual anatomical coverage
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Equipment slot
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Armor material
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Armor construction
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Rigid or flexible protection
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Contacted body region
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Supported armor profiles and manual overrides
Default whole-body coverage distribution:
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Helmet: 10%
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Chest armor: 50%
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Leg armor: 32%
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Boots: 8%
For leg-region impacts:
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Leggings provide approximately 78% of the protection.
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Boots provide approximately 22%.
Displayed Defense values now better represent each armor piece’s actual anatomical contribution instead of functioning as a simple conversion of vanilla armor points.
Creature Defense Standardization
Unknown creature Armor attributes are no longer automatically converted into Iron & Blood natural Defense by default.
Creature Defense should now come from:
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Explicit entity profiles
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Supported natural-armor tags
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Recognized equipped armor
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Built-in compatibility data
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Manual configuration overrides
Automatic intrinsic armor conversion remains available as an optional configuration setting.
This prevents unrelated vanilla or modded Armor attributes from producing unexpectedly high Iron & Blood Defense values.
Modded Equipment Recalibration
Large numbers of supported modded weapons and armor sets have been reclassified or recalibrated for the standardized combat scale.
These changes may affect:
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Body Damage
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Defense Damage
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Bleeding capability
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Stamina consumption
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Weapon precision
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Vulnerability interaction
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Armor Defense
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Armor weight
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Rigid armor interaction
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Guard behavior
Custom weapon and armor overrides created for Beta 0.3.3 or earlier may require recalibration.
Added
Creature Health Normalization
Added a configurable diminishing-return health curve for non-player creatures.
This system brings high-health creatures closer to Iron & Blood’s intended combat scale while preserving meaningful differences between ordinary enemies and bosses.
Default settings:
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Enabled by default
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Health threshold: 20
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Curve exponent: 0.65
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Health above the threshold receives diminishing returns
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Explicitly standardized entities are not processed twice
Approximate results using the default curve:
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40 raw health becomes approximately 31
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100 raw health becomes approximately 57
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200 raw health becomes approximately 89
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500 raw health becomes approximately 162
Lesser dragons use a stronger normalization curve to prevent extreme modded health values from bypassing the intended combat scale.
The Ender Dragon, Wither, and other explicitly profiled bosses use standardized final health values instead of the generic curve.
Systemic Combat Impairment
Added a combat impairment system that combines multiple physical injuries and status conditions.
The system evaluates:
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Systemic blood loss
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Wounded
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Weakness
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Poison
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Wither
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Prolonged burning
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Suffocation
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Drowning
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Freezing
Impairment is divided into progressive severity tiers.
Increasing impairment can reduce:
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Maximum stamina
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Stamina recovery
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Attack control
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Defensive control
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Healing effectiveness
It may also increase:
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Guard stamina cost
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Vulnerability to precision attacks
Multiple active conditions can combine into a more severe impairment tier.
Additional Status Interactions
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Suffocation completely prevents stamina recovery.
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Prolonged burning drains stamina.
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Burning while wearing rigid metal armor applies additional exertion.
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Freezing gradually drains stamina.
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Wither damage increases slightly against already traumatized targets.
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Acid-like and corrosive effects may damage equipped armor durability.
Stamina Conditioning
Added a persistent stamina conditioning system.
Players develop conditioning by spending stamina during combat and movement.
At maximum conditioning, players can gain up to:
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50% additional maximum stamina
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20% additional stamina recovery
Conditioning progress is persistent and synchronized between the server and client.
The system can be disabled independently through configuration.
Nonlinear Stamina Recovery
Stamina recovery now changes according to the player’s current stamina level.
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Recovery is faster while stamina is nearly empty.
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Recovery gradually slows as stamina approaches maximum capacity.
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Empty-stamina recovery defaults to 1.4 times the normal rate.
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Near-full recovery defaults to 0.65 times the normal rate.
This reduces excessive downtime after complete exhaustion while preventing immediate recovery to maximum stamina.
Action-Specific Dodge Costs
Added separate stamina costs for different Epic Fight movement skills.
Supported action types include:
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Short steps
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Standard dodges
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Special dashes
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Dodge attacks
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Charge dodges
Short and lightweight movement actions consume less stamina than powerful or extended evasive actions.
Precision Vulnerability System
Added a vulnerability system for exposed, exhausted, or severely impaired targets.
Precision-oriented weapons can exploit defensive openings caused by:
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Severe systemic impairment
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Stamina exhaustion
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Broken guard states
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Perfect counter opportunities
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Vulnerable phases during Epic Fight attacks
Eligible attacks must still successfully contact the head or torso.
Weapon categories receiving the greatest benefit include:
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Daggers
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Piercing daggers
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Rapiers
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Thrusting swords
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Spears
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Armor-piercing polearms
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Pickaxes
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Tridents
Broad cutting and blunt weapons receive reduced or no vulnerability benefit against rigid armor.
All minimum-damage effects are strictly capped to prevent the system from becoming a general armor bypass.
Skeleton Beheading Sound
Added a dedicated sound effect for beheading skeleton-type enemies.
Other supported living targets continue to use the standard beheading sound.
Leather Tourniquet Texture
The Leather Tourniquet now uses a dedicated item texture instead of the vanilla leather texture.
Granular Visual Effect Settings
Added separate client settings for:
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Low-health darkness
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Low-health vision shaders
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Heartbeat sounds
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Heartbeat camera pulses
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Physiological camera sway
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Attack camera shake
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Received-hit camera shake
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Guard camera shake
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Bleeding camera feedback
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Impact-focus effects
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Victim blood-screen splashes
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Blood-spray particles
Players can now disable specific visual or camera effects without disabling the entire combat-feedback system.
Changed
Exposed and Counter Mechanics Reworked
The previous Exposed system applied relatively large guaranteed Body Damage ratios after defensive interactions.
It has been replaced with short reductions to defensive control.
Different defensive actions now create different exposure windows:
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Armor deflection
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Shield block
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Weapon guard
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Perfect block
Perfect blocks create the strongest counter opportunity.
Counter opportunities remain associated with the attacker who created the opening.
Counterattack effectiveness now depends more heavily on:
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Weapon precision
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Attack timing
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Armor type
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Target condition
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Contacted body part
The system no longer applies a broad guaranteed damage bonus to every weapon.
Exertional Fatigue Reworked
Removed the previous sharp low-stamina defense-efficiency curve.
It has been replaced with a milder and continuous fatigue model.
Defensive control now gradually weakens below approximately 35% stamina.
The strongest penalties occur while:
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Completely exhausted
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Guard-broken
Low stamina remains important but no longer causes an excessively abrupt collapse in armor effectiveness.
Outgoing attack penalties at low stamina have also been reduced.
Guard Recovery Adjustments
Reduced post-guard recovery delays.
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Normal guard recovery has been shortened.
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Perfect guard recovery has been shortened more significantly.
This improves combat responsiveness while preserving the stamina cost of defensive actions.
Localized Damage Distribution Reworked
Improved how attacks distribute damage across body parts.
Multi-Contact Attacks
Epic Fight attacks using multiple colliders can now distribute damage across every contacted body region.
Previously, multi-contact attacks could collapse into a single localized damage result.
Head and torso contacts receive slightly greater weighting than limb contacts.
Secondary Impact Distribution
Imprecise melee attacks can distribute part of their damage into anatomically adjacent regions instead of assigning all damage to one randomly selected body part.
Exact projectile impacts remain fully localized.
Systemic Damage Handling
Damage-over-time and environmental damage sources are now treated as systemic damage instead of arbitrary localized impacts.
Supported systemic sources include:
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Fire
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Poison
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Wither
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Drowning
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Starvation
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Freezing
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Suffocation
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Bleeding
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Acid and corrosion
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Disease and radiation-style damage sources
These effects no longer create random trauma in unrelated body parts.
Anatomical Armor Coverage Rebuilt
Armor Defense calculations have been rebuilt around the actual body area covered by each equipment slot.
Default whole-body coverage:
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Helmet: 10%
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Chest armor: 50%
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Leg armor: 32%
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Boots: 8%
For leg-region impacts:
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Leggings provide approximately 78% of the protection.
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Boots provide approximately 22%.
Vanilla and supported modded armor values have been recalibrated for this system.
Helmets, leggings, and boots may therefore display substantially different Defense values than in Beta 0.3.3.
These changes represent corrected anatomical coverage rather than simple buffs or nerfs.
Boss Balance Adjustments
Ender Dragon
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Retains a standardized 100-health profile
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Defense reduced from 60 to 30
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Previous damage-taken restrictions removed
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Perched defense restriction removed
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Bleeding susceptibility removed
Wither
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Standardized health reduced from 100 to 50
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Previous global damage-taken reduction removed
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Remaining specialized defensive behavior is controlled by its entity profile
These values are final standardized boss values and are not processed again by the generic creature health curve.
Medical System Simplification
The medical system is now centered around three primary treatment items:
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Linen Bandage
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Leather Tourniquet
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Healer’s Kit
Treatment values and recipes have been adjusted accordingly.
Linen Bandage Recipe
Changed from a wool-based recipe producing four bandages to a string-based recipe producing two bandages.
Leather Tourniquet Recipe
The recipe now uses:
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Leather
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String
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Iron Nugget
Healer’s Kit Recipe
The Healer’s Kit now uses:
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Linen Bandages
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Glass Bottle
It no longer requires removed medical items.
Localized healing and bleeding-control values have also been rebalanced.
Victim Blood-Screen Behavior
Blood no longer appears on the victim’s screen after every bleeding body-part hit.
A victim-side blood splash now requires an attack that:
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Strikes the head
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Successfully causes bleeding
Attacker back-spatter and nearby observer effects remain unchanged.
Fixed
Multipart Entity Hit Detection
Improved damage handling for multipart entities, including dragons and other creatures composed of separate hitbox entities.
Projectile and melee impacts now resolve:
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The correct parent entity
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The contacted multipart region
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Head-part impacts where supported
This prevents damage from being lost or assigned to invalid child entities.
Beheading Trigger Reliability
Beheading feedback now requires a confirmed lethal head attack.
Fixed:
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Beheading audio playing before death was confirmed
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Duplicate beheading feedback
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Head-destruction effects triggering from nonlethal attacks
Client Body Health Synchronization
Body Health and maximum Body Health are now included in client synchronization.
This improves:
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Body Health Screen values
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Injury interface updates
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Localized health displays
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Treatment feedback
Sprint Restriction Consistency
Improved sprint-lock handling for severe leg injuries.
Sprint restrictions now update more consistently after changes to:
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Leg trauma
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Treatment state
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Body condition
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Disabled-part status
Armor Impact Particles
Added entity classification rules preventing inappropriate metallic armor-impact particles on non-metal creatures.
This includes:
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Ender Dragon
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Wither
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Supported Ice and Fire dragons
Stray Armor Handling
Strays now use an explicit cloth armor profile.
They are also prevented from receiving inappropriate automatic metal armor through Iron & Blood’s equipment-spawn system.
Weapon Classification Corrections
Corrected multiple weapon-category assignments.
Notable changes include:
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Epic Fight longswords now use the sword category instead of heavy sword.
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Tachi and uchigatana weapons use more appropriate sword categories.
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Bokken weapons are treated as staff-type weapons.
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Epic Fight gloves and bokken now have explicit weapon profiles.
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Additional modded shields are recognized by the shield system.
These changes affect:
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Attack behavior
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Stamina costs
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Bleeding eligibility
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Precision vulnerability interaction
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Guard handling
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Defensive calculations
Compatibility
Expanded equipment, entity, armor, and weapon compatibility for content from:
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Epic Fight
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Weapons of Miracles
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Epic Fight X
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Samurai Dynasty
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Dungeons and Combat
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Epic Knights
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Magistu’s Armory Addon
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Tinkers’ Construct
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Tide
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Immersive Aircraft
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Iron’s Spells ’n Spellbooks
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Additional VankoCraft-compatible equipment sets
Added or expanded armor profiles for:
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Samurai Dynasty cloth armor
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Samurai Dynasty ninja armor
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Samurai Dynasty light armor
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Samurai Dynasty standard armor
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Samurai Dynasty master armor
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Dungeons and Combat cloth armor
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Dungeons and Combat padded armor
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Dungeons and Combat plate armor
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Dungeons and Combat heavy armor
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Dungeons and Combat scale armor
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Dungeons and Combat dragonsteel armor
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Epic Fight Stray clothing
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Additional manually classified VankoCraft equipment
Added recognition for:
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Tinkers’ Construct shields
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Immersive Aircraft heavy crossbows
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Tide bows
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Additional swords
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Heavy swords
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Spears
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Daggers
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Rapiers
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Hammers
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Axes
Removed
Boiled Bandage
Removed:
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Item registration
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Recipe
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Item model
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Treatment type
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Localization entries
Herbal Poultice
Removed:
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Item registration
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Recipe
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Item model
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Treatment type
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Localization entries
Existing datapacks, recipes, scripts, quests, or configurations referencing these items must be updated.
Upgrade Notes
Update Both Client and Server
Beta 0.3.4 changes synchronized stamina and Body Health data.
Clients and servers should use the same Iron & Blood version.
Review or Regenerate Configuration Files
Several configuration options have been added, replaced, or removed.
Important new settings include:
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Creature health normalization
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Stamina conditioning
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Nonlinear stamina recovery
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Intrinsic creature armor conversion
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Individual visual-effect toggles
Old low-stamina defense-efficiency settings are no longer used.
Recalibrate Custom Weapon and Armor Values
The new standardized combat scale and anatomical coverage model significantly change how custom values are interpreted.
Overrides created for Beta 0.3.3 or earlier may require recalibration.
Review:
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Body Damage
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Defense Damage
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Armor Defense
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Armor weight
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Bleeding properties
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Stamina multipliers
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Weapon categories
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Entity Defense profiles
Review Medical Recipes and Datapacks
Boiled Bandages and Herbal Poultices no longer exist in Beta 0.3.4.
Update any:
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Recipes
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Loot tables
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Quests
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Scripts
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Datapacks
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Configuration entries
that reference these items.
Back Up Existing Worlds
This update modifies:
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Persistent stamina conditioning data
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Medical content
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Body Health synchronization
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Creature health normalization
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Equipment balance
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Entity combat profiles
Backing up worlds and configuration files before updating is strongly recommended.
Summary
Added
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Comprehensive damage and defense standardization
-
Creature health normalization
-
Systemic combat impairment
-
Persistent stamina conditioning
-
Nonlinear stamina recovery
-
Action-specific dodge stamina costs
-
Precision vulnerability mechanics
-
Skeleton-specific beheading audio
-
Dedicated Leather Tourniquet texture
-
Granular visual-effect settings
-
Expanded equipment and entity compatibility
Changed
-
Weapon and armor numerical scaling
-
Exposed and perfect-counter mechanics
-
Low-stamina defensive penalties
-
Guard recovery timing
-
Multi-location body damage distribution
-
Systemic damage-over-time handling
-
Anatomical armor coverage
-
Creature natural Defense handling
-
Boss health and defense profiles
-
Medical recipes and treatment balance
-
Victim blood-screen behavior
Fixed
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Multipart entity hit detection
-
Random localized trauma from systemic damage
-
Multi-collider body-part assignment
-
Premature or duplicate beheading feedback
-
Client Body Health synchronization
-
Severe leg-injury sprint restrictions
-
Incorrect metallic impact particles
-
Stray armor classification
-
Multiple modded weapon classifications
Removed
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Boiled Bandage
-
Herbal Poultice
::
This mod has no additional files