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 and Blood Beta-0.5.0

File nameIron and Blood_beta-0.5.0.jar
Uploaded
Aug 11, 2026
Downloads
423
Size
1.2 MB
Mod Loaders
Forge
File ID
8625695
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:ironandblood-1579644:8625695")

Learn more about Curse Maven

What's new

Iron and Blood beta 0.5.0

This is a major blood-system update, together with a broad combat, compatibility, balance, and stability pass over beta 0.4.2.

Blood System Overhaul

- Blood pools are now server-authoritative and saved with the world. Dry blood no longer disappears merely because it left the screen, the client restarted, or time passed.

- Blood spray droplets are tracked to their actual landing points. Impacts on floors and walls can create persistent stains instead of vanishing in mid-air.

- Blood now conforms to block collision geometry, including paths, slabs, stairs, partial blocks, uneven floors, vertical faces, and height transitions.

- Added authored micro-splatter variants, directional impact stains, large death-pool stages, and a dedicated large wall splatter.

- Reworked spray speed, gravity, spread, rearward bias, near-to-far distribution, particle count, landing density, and damage scaling.

- Large pools are concentrated around deaths and dense impact cores. Peripheral droplets favor smaller marks, reducing the repeated oversized-pool look.

- Active Bleeding now drives regular visual blood loss. Severity changes the amount of blood reaching the environment rather than arbitrarily changing the pulse rhythm.

- Added controlled seepage for tagged undead targets such as zombies, representing residual fluid rather than living circulation.

- Rain and direct water gradually wash environmental blood away. Rain washing is now three times faster than the earlier implementation.

- Added batched, distance-limited blood-pool synchronization and client installation budgets to prevent login packet floods and large one-frame stalls.

- Added recovery after particle-engine eviction and resource reloads, so authoritative pools can be installed again instead of remaining invisibly marked as alive.

Wounds and Bloodstains

- Added body-part-aware blood overlays for supported humanoid models.
- Added supported Epic Fight humanoid rendering without assuming every custom entity uses the vanilla model layout.
- Added armor bloodstains with a visible `Bloodstain: 0–100%` value.
- Direct spray exposure is the main source of armor staining; ordinary received hits add a smaller amount.
- Entering water rapidly washes armor blood away, completing in roughly one second of continuous immersion.
- Unsupported custom armor or entity models fail safely instead of hiding their original texture or crashing the renderer.


- Revised face and screen blood feedback for a clearer, controlled injured appearance.

Blood Rendering and Persistence Fixes

- Fixed a constructor-time bounding-box crash that prevented every blood-pool particle from being created.
- Fixed missing particle shader, camera transform, and light-map state that made correctly saved pools render as completely invisible.
- Replaced the emergency per-pool vanilla particle transport, which could flood the render thread and make a world appear unable to load, with dedicated batched synchronization.
- Fixed pools disappearing at the edge of the screen or after heavy particle activity without being reinstallable.
- Fixed atlas reload and world-change lifecycle handling for persistent pools.
- Fixed wall stains using inconsistent pixel scale compared with floor stains.
- Fixed path blocks and other lowered collision surfaces rendering blood above the visible surface.
- Fixed unnecessary projection rebuilds when an authoritative refresh contained no geometry change.

Armor and Equipment Balance

- Reworked the default conversion curve for unknown modded armor around explicit IAB anchors instead of leaving equivalent diamond equipment far below vanilla diamond armor.
- Full-set reference Defense is now approximately: leather 6, gold 10, chain 16, iron 30, diamond 46, and netherite 52.
- Armor at iron, diamond, and netherite attribute levels now converts to the corresponding IAB standard by slot.
- Extremely high attribute values still receive diminishing returns and remain capped, preventing runaway Defense from content mods.
- Samurai Dynasty material variants now use dynamic material conversion where appropriate while preserving light, standard, and heavy construction identities.
- Added individual stamina compensation for supported lightweight clothing, hat, and ninja pieces rather than requiring a complete set.
- Added a switch to disable condition-based effectiveness penalties without disabling wear or breakage: `durability.enable_condition_effectiveness`.

Combat and Weapon Balance

- Added reality-bounded recovery and counter-opening damage floors by weapon family and armor response. A well-timed thrust, hook, gap attack, or heavy blow can now exploit an opening without making ordinary attacks ignore armor.
- Reclassified and rebalanced Weapons of Miracles weapons, including Agony as an armor-piercing polearm and Tormented Mind as a committed heavy berserker weapon.
- Expanded weapon classification and fallback handling so unlisted weapons receive safer, more consistent damage, defense damage, weight, and stamina behavior.
- Improved head-impact classification: punches and blunt impacts are concussive, suitable edged weapons can behead, and arrows, bolts, firearms, spears, and similar attacks are penetrating.
- Capped direct unarmed head trauma so ordinary punches cannot kill a healthy target in only a few hits.
- Hardened armor-deflection feedback: a zero-damage result is no longer automatically treated as a hard-armor ricochet when the target has no Defense or armor response.

Magic and External Damage

- Authored attacks with a living caster or shooter now preserve their intended magnitude before IAB armor, bypass, and anatomy are applied.
- Ownerless environmental and persistent hazards still use the normalization curve.
- This fixes severely compressed modded arrows, electrical or acid attacks, magic projectiles, and similar sourced attacks that could previously fall to almost no damage.
- Added an optional Iron's Spells casting-balance pass based on mana and cooldown rather than reducing spell damage: selected high-impact spells receive longer cooldowns and Eldritch Blast receives increased mana cost.

Creature and Boss Balance

- Added a complete Twilight Forest boss profile pass. Bosses receive curated health, Defense, stamina, damage, and bleeding behavior rather than generic creature conversion.
- Twilight Forest bosses do not use generic weak-point health that could allow a single localized hit to bypass the intended encounter.
- Rebalanced Saint's Dragons health, Defense, stamina, and attacks to better represent their size and combat role.
- Corrected passive-animal health and Defense reconciliation after data reloads.

Major Compatibility and Bug Fixes

- Fixed missing optional entity IDs resolving to `minecraft:pig` through Forge's defaulted registry. Without Twilight Forest or other optional mods installed, pigs could inherit a missing boss profile, reach 100 base health, gain very high Defense, and deflect attacks like heavy armor.
- Exact registry lookups now reject absent optional entities instead of modifying the registry fallback entity.
- Fixed IAB high-Defense armor deflection canceling an attack before vanilla/native or Epic Fight Guard could process it and stagger the attacker.
- Fixed the first optional parry bridge query returning false during reflection initialization.
- Fixed health overrides being permanently missed when entity-stat data was not ready during the initial join event.
- Fixed stale or malformed external values propagating NaN or invalid state into combat calculations.
- Fixed config-screen categories lacking descriptions and added per-entry comment tooltips.

Healing Clarification and Fix

- External potion and modded healing remains intentionally compressed to 30% by default. This is part of the Flesh and Bone balance standard, not a missing-healing bug.
- Fixed a separate synchronization problem that could swallow or truncate part of the already-compressed heal near full entity health or when body-part damage was nearly repaired.
- The same effective, compressed amount is now kept consistent between entity health and body-part recovery.
- Modpacks that want normal potion strength may set `recovery.external_healing_multiplier = 1.0`.

Upgrade Notes

- Existing user config values are preserved where possible. New balance defaults primarily affect new configs or values covered by a targeted migration.
- Remove older duplicate suite JARs before installing this release.
- Persistent blood creates world saved data by design. Water, rain, and server cleanup policies remain available for controlling long-running worlds.

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