Iron and Blood Beta-0.5.1
Curse Maven Snippet
What's new
Iron and Blood — Beta 0.5.1
Blood and visuals
- Added configurable ground and wall blood expiration. Timed removal is disabled by default.
- Blood exposed to fire now loses 1% opacity per burning tick and disappears after 5 seconds at normal TPS.
- Fixed blood remaining suspended in the air after its supporting block is destroyed.
- Improved compatibility with Stealth and Detection footprints to prevent them from covering blood decals.
- Improved armor blood patterns with irregular splashes, drips, and more variations.
- Improved equipment blood rendering in Epic Fight when wearer wound data is unavailable.
- Enabled weapon blood rendering with irregular, consistent sampling.
- Weapon blood visuals now update in 10% steps. At 50% blood coverage and above, an additional blood layer increases coverage.
- Reduced the facial red filter by 60%.
- Blood volume now scales with creature maximum health, reducing oversized blood pools from small creatures.
- Improved corpse blood seepage integration with Corpsebound.
- Added configurable armor cleaning requirements. Armor can be washed while worn by default.
- Fixed repeated equipment sounds caused by bloodstain updates.
- Improved blood decal rendering to reduce interference from other particle effects.
- Hidden bloodstain tooltips when their displayed value rounds to 0%.
- Added compatibility with Icon Leading Tooltip.
Combat and stealth
- Fixed light blunt attacks being incorrectly discarded against armor. Valid positive-power hammer and staff hits retain a small minimum armor-transmitted damage.
- Added a configurable rigid armor defense multiplier. Default armor protection remains unchanged.
- Fixed custom boss health settings being overridden by built-in defaults.
- Added optional Stealth and Detection integration:
- Unaware enemies receive 20% less defense.
- Suspicious or investigating enemies receive 10% less defense, including enemies alerted by corpses.
- Newly alerted enemies receive 10% less defense for 1 second.
- Unblocked rear melee attacks against completely unaware enemies have a 30% minimum body-damage ratio.
- Stealth bonuses share a 1-minute cooldown per enemy. Values are configurable.
Stability
- Fixed a FakePlayer-related crash in downed-state handling.
Related update: Parry and Riposte 1.0.4
- Usable offhand shields now take priority over weapon blocking, addressing the reported Epic Knights flail, morningstar, and mace behavior. This requires updating Parry and Riposte separately.
Update notes
- Update both client and server to this build.
- Stealth and Detection and Corpsebound remain optional.
- Build and automated checks passed. Full in-game compatibility testing remains pending.
This mod has no additional files

