Iron and Blood Beta-0.4.2
Curse Maven Snippet
What's new
## Critical dedicated-server fixes
- Fixed the dedicated-server crash triggered when a creature or projectile hit
an entity while Iron and Blood and an incompatible same-name Parry build were
installed together. Iron and Blood 0.4.2 and Parry and Riposte 1.0.2 now ship
as an API-verified pair, including the required riposte-defense bridge.
- Re-versioned the rebuilt optional modules instead of distributing different
binaries under the old `1.0.1` filenames. This prevents launchers, servers,
and pack updates from silently retaining an incompatible cached JAR.
- Moved Epic Fight Guard client inspection and key cleanup into client-only
synchronization code. Dedicated servers no longer need to resolve Minecraft
client key classes while provisioning Guard skills.
- Fixed the Epic Fight login race where the server could send the default Guard
skill before the local player patch existed, causing a new player to own
Guard but start with an empty Guard slot.
- Added a Guard request/acknowledgement/retry handshake. The client now reports
its actual Guard slot until the server confirms that both sides agree.
- Added Guard-session cleanup across reconnects and player replacement, avoiding
stale Guard ownership from a previous connection.
- Added explicit server-authoritative synchronization for weapon stats, armor
stats, toxin standards, and remote-player downed states.
- Fixed authoritative combat snapshots being cleared during ordinary respawn.
Respawn now keeps the current server standards; a real logout clears them.
- Guarded the canonical death pipeline so systemic anatomy damage still passes
through Minecraft and Forge death events instead of bypassing other mods.
- Added regression coverage for optional-module API contracts, dedicated-server
serialization, JSON resources, mixin packaging, and release JAR integrity.
## Client, HUD, animation, and presentation fixes
- Restored the low-stamina grey-blue world filter and desaturation curve.
It renders below the HUD, so text, menus, icons, and stamina pips retain their
normal colours.
- Low-stamina visuals now require a recent authoritative stamina sync and do not
display in Creative or Spectator mode.
- Fixed server-configured poison duration standards not matching item tooltips.
Potions and tipped arrows now preview the same duration rules the server uses.
- Added server-synchronized weapon and armor presentation data so clients no
longer show local/default combat values when a server uses custom standards.
- Fixed remote-player downed presentation by synchronizing downed state instead
of relying on local-only anatomy state.
- Improved first-person and third-person medical-use animation timing. Short
treatments and long channelled treatments now transition without animation
gaps or abrupt restarts.
- Improved Epic Knights blocking-model compatibility while Epic Fight Guard is
active.
- Added delayed, idempotent cleanup for Epic Fight's expired Guard hold. This
clears stale owner-hold and served-key state without cancelling the skill a
second time, preventing stuck guarding poses and controls.
- Preserved the integrated Flesh and Bone body HUD, inventory button, full body
screen, blood presentation, low-health effect, heartbeat, and lethal head-hit
feedback inside Iron and Blood.
- Improved configuration and stat-editor screens for the expanded combat,
armor, weapon, entity, stamina, and variant standards.
## Iron and Blood beta 0.4.2
### Combat standards and damage handling
- Added a unified external-damage standard resolver for modded melee,
projectiles, magic, environmental damage, and creature contact attacks.
- Added audited compatibility profiles for Epic Fight, Weapons of Miracles,
Cataclysm, Saint's Dragons, and VankoCraft equipment families.
- Added explicit pistol, rifle, scythe, heavy-axe, heavy-sword, spear, staff,
sword, and unarmed standards.
- Added fractional damage accumulation so repeated sub-one-point damage is
batched predictably rather than disappearing or bypassing balance rules.
- Improved attack-strength scaling and rapid-click suppression.
- Added a direct-fist head-damage cap for unarmed attacks.
- Added six-tier defense control, minimum-damage doctrine, debuff armor-break
curves, and normalized external-damage profiles.
- Improved natural creature attack classification and virtual-weapon mapping.
- Added per-creature natural body damage, defense damage, natural-damage
multiplier, and explicit natural-attack standards.
- Added `IAB`/`VANILLA` per-entity damage selection. Creatures configured for
vanilla damage retain exact vanilla/Forge damage and bypass Iron and Blood
conversion, anatomy localization, hit statuses, and equipment wear.
- Added configurable `AUTO`/`ALLOW`/`DENY` bleeding eligibility for creatures.
### Bleeding, wounds, and periodic damage
- Fixed weapons explicitly configured as unable to bleed still opening
systemic or localized wounds.
- Unified systemic and localized bleeding eligibility so both paths respect the
same weapon and target rules.
- Improved construct, slime, undead, humanoid, non-humanoid, and natural-armor
target policies.
- Reworked periodic bleeding, poison, wither, burning, and physiological damage
handling so direct hits remain audible while periodic ticks do not repeatedly
play inappropriate impact sounds.
- Fixed periodic-damage sound behavior across dedicated server, client, and
Cold Sweat integration.
### Toxin system
- Added toxin dose delivery, exposure history, contact tracking, dose packets,
six-tier stacking, and duration kinetics.
- Added minimum poison-duration and per-level duration standards.
- Added persistent harmful-effect duration handling for poison, wither, and
burning.
- Added toxin-specific damage and anatomical distribution rules, including
torso damage, terminal head cases, systemic harm, and no-limb allocation.
- Added one-HP toxin damage batching to keep long-duration poison consistent
without excessive tiny damage events.
- Added server-to-client toxin-standard packets and tooltip-duration scaling.
- Added a public toxin API for compatibility modules.
### Anatomy and medical systems
- Flesh and Bone is now maintained as Iron and Blood's integrated six-part
anatomy system instead of a required separate mod.
- Improved exact hit-location capture for Epic Fight and ordinary combat.
- Improved body eligibility, localized injury distribution, downed-state logic,
limb impairment, movement restrictions, and treatment behavior.
- Added explicit horse quadruped anatomy: forelegs, hindlegs, torso mobility,
jumping impairment, and heavy-hit stumble behavior.
- Added lethal head-impact classification for beheading, concussive, and
penetrating attacks. Non-humanoid creatures no longer play humanoid lethal
head-hit sounds.
- Added synchronized leg-jump locking and remote downed-state presentation.
### Configuration and compatibility
- Expanded entity-stat datapacks and `config/iron_and_blood/entity_stats.json`
with `natural_body_damage`, `natural_defense_damage`,
`natural_damage_multiplier`, `vanilla_mob_damage`, and `can_bleed`.
- Added server-authoritative datapack/config snapshots for weapon and armor
overrides.
- Added configuration migration that preserves existing VankoCraft combat and
merged Flesh and Bone settings.
- Added Cataclysm boss profiles and entity/weapon standards.
- Added Saint's Dragons health, armor, attack, and impact-material standards.
This mod has no additional files

