New Era
Curse Maven Snippet
What's new
New Era — Current Changelog / Feature Set
Formerly Demonic Legends — Forge 1.20.1
This is the current project-level changelog based on the latest build state we worked on, through roughly v1.25.0. It covers the major characters, systems, transformations, attacks, weapons, AI, visual changes, and fixes already added.
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Core / Mod Structure
- Demonic Legends, the Imu content, transformations, bosses, and World Weapons were merged into one Forge 1.20.1 mod.
- Project renamed to New Era.
- Built around MinePiece-style combat and progression.
- MinePiece, HakminePiece, and GeckoLib remain core integrations.
- YOUPIECE and MinePiece Void Century were removed as required dependencies in later builds.
- Several previously borrowed AI systems, animations, covenant behavior, and attacks were rebuilt directly inside New Era.
- Large attacks use shared terrain/explosion handling to reduce server lag.
- Giant entity hitboxes and scaling were adjusted so huge bosses can actually be fought properly.
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Haki System
- Custom entities can use Armament Haki.
- Observation Haki support.
- Supreme King / Conqueror's Haki support.
- Strong bosses are balanced around high-level MinePiece characters.
- Haki levels were assigned individually to characters such as Loki, Rocks, Imuko, Kid, and Cerberus.
- Certain Domi Reversi conversions can receive Haki, Covenant, and infusion-related buffs.
- Native punching and weapon attacks can use Haki effects instead of only generic Minecraft damage.
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Imu / Imuko
- Full custom Imu entity integrated directly into New Era.
- 666 HP configuration was implemented during the Imu combat overhaul.
- MinePiece-inspired sword and melee combat.
- Native punch/sword animations.
- Imu uses Gram in combat.
- Morning Star attack.
- Morning Star can create a large crater/explosion effect.
- Nova Eclipse attack with stronger explosive damage.
- Nova/Omen attack visuals improved.
- Stigma creates a giant shadow sword from Imu that locks onto and stabs a target.
- Stigma visual size/scaling improved.
- Giant eye-ring halo attack.
- Imu raises a hand and expands the eye ring into a huge overhead halo.
- Halo launches explosive black/demonic projectiles.
- Repeating special attacks during combat rather than using abilities only once.
- 35% HP awakening / phase change mechanics.
- Can transition into stronger forms during battle.
- Devil / Horned Warrior form cycle.
- Horned Warrior form receives increased strength and speed.
- Horned Warrior was set around 2× strength/speed with stronger access to Imu-style moves during that revision.
- Gigantification system.
- Gigantification was capped to avoid permanent oversized states.
- Camera/body scale changes for giant forms.
- Restored functional flight wings.
- Normal guarding.
- Custom perfect guard animation/effect.
- Perfect guard shield visuals.
- Domi Reversi targeting.
- Covenant mechanics.
- Covenant healing.
- Imu bounty-based ability unlocking.
- Latest bounty pass exposes 13 Imu abilities with cleaner/plain ability names.
- Very high displayed bounty values, including the 5 billion range, were made compatible with unlock checks.
- Imu damage was later rebalanced because earlier versions were too strong.
- Character back/face rendering issues repaired.
- Imuko can appear through a large ritual after Imu's death.
- Imu-death ritual includes:
- ground pentagrams
- overhead pentagrams
- pillars
- lightning
- Haki-style effects
- Imuko New World spawning support.
- Imuko uses combat abilities inherited from the broader Imu system.
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Imu Devil Fruit / Transformation
- Player can transform into the actual Imu model rather than only receiving potion effects.
- Player body/camera changes when transformed.
- Gigantification changes player POV appropriately.
- Transformation visual effects.
- Later transformations were shortened to roughly a 2-second transformation sequence instead of dragging on.
- Normal blocking retained while transformed.
- Perfect guards use the custom Void-style guard animation.
- Fruit abilities use different energy costs depending on attack strength instead of one flat energy cost.
- Player and NPC damage values were separately adjusted for stronger abilities.
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Nidhogg
- Massive custom dragon entity.
- Player transformation uses the actual Nidhogg model.
- Native MinePiece-compatible flight system.
- Camera positioning adjusted for the enormous body.
- Improved flight-body handling.
- Faster wing flapping.
- Tail movement/waddle.
- Independent neck/head tracking.
- Bite attacks.
- Scratch/claw attacks.
- Arm/forelimb swipe attacks.
- Massive charged black energy projectile.
- Mouth remains open while charging.
- Large destructive projectile impact.
- Mini-lightning beam barrage.
- Barrage lasts several seconds.
- Earlier beam hits were around 10 damage per hit before later scaling passes.
- Later barrage version increased to roughly 75 beams.
- Beams target an area around the enemy rather than flying hundreds of blocks away.
- Beam spread restricted to around an 8-block target radius.
- Beam impacts use TNT-like explosions.
- Nidhogg AI can back away/reposition when a target gets directly underneath it.
- Improved aerial attack angles.
- Wing/top-view model holes repaired through several passes.
- Smoke effects were eventually removed from Nidhogg.
- Nidhogg flight/transformation crashes received multiple fixes.
- Nightmare-related Nidhogg behavior from an earlier version was later removed.
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Loki
- Giant Loki boss.
- High-level Haki.
- Heavy custom hammer combat.
- Hammer held properly during idle/walking.
- Horizontal lightning-enhanced swings.
- Two-handed ground slam.
- Slam contacts the ground instead of playing backward or above it.
- Crater effects.
- Lightning around hammer impacts.
- Frequent melee attacks.
- Movement/pathfinding changed so Loki does not stand still while attacking.
- MinePiece-style running/fighting behavior.
- Thrudheim attack.
- Thrudheim later changed into a large TNT-style explosion without deleting huge amounts of terrain.
- Thor Bullet naming/attack pass.
- Hammer barrage.
- Pandemonium / Gigantic Hammer style attacks.
- Loki lightning reach was increased during one pass to roughly a 16-block combat area.
- Loki can temporarily transform into Nidhogg.
- Transformation duration set around 10–25 seconds.
- Around 30-second transformation cooldown.
- Fires two lightning projectiles during the transformation.
- Reverts to Loki after the transformation expires.
- Loki fruit/ability bounty unlocks added.
- Latest unlock pass exposes 6 Loki moves.
- Loki ability cooldowns were revised, including approximately 15s / 30s cooldown groups.
- Ragnir/Ice-related abilities were also integrated into Loki's broader combat revisions.
- Current known issue: the most recent Loki player transformation crash was traced to an animation-loader/keyframe timing problem and was being repaired, so this is the main feature I would still consider not fully gameplay-verified.
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Ragnir
- Custom Ragnir combat.
- Uses MinePiece/Void Century-inspired behavior.
- Aokiji-style model/AI integration was used as part of earlier behavior work.
- Ice attacks.
- Ice Prison.
- Thrudheim-related effects.
- Hammer abilities.
- Improved entity/combat integration.
- Earlier Loki/Ragnir compatibility problems were fixed.
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Rocks D. Xebec
- Custom demonic Rocks boss.
- Aggressive toward enemies.
- Black wings.
- Custom face, fangs/vampire-style teeth, and model revisions.
- Teeth repositioned inside the mouth.
- Face colors corrected.
- Head spikes/hair/goatee received multiple accuracy passes.
- Equipped with the Eclipse sword.
- Sword-holding position corrected.
- MinePiece-style combat animations.
- Haki integration.
- Rocks selector from an older implementation was removed.
- Later balancing lowered Rocks to around 500 HP and reduced his outgoing damage because he was too strong.
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Eustass Kid
- Custom Kid entity/model.
- Around 250 HP in the configured combat pass.
- Haki integration.
- Assigned approximately Haki level 6 during balancing.
- MinePiece-inspired combat behavior.
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Cerberus
- Large three-headed Cerberus boss.
- Three-head combat design.
- Bite attacks.
- Downward head attacks.
- Walking/running animations.
- Collars can spin rapidly.
- Tongues can transform/use sharp blade-like attacks.
- Projectile-style head/tongue attacks.
- Scramble AOE attack.
- Scramble was tuned to deal around 50 damage against very strong MinePiece-class enemies during its major combat pass.
- Observation Haki around level 8.
- Armament Haki around level 8.
- Resistance buffs.
- Can receive MinePiece-like strong-entity buffs.
- Shamrock can summon Cerberus.
- Summon lasts approximately 30 seconds.
- Despawns afterward.
- Roughly 20-second cooldown before another summon in the configured version.
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Shamrock
- Cerberus summoning behavior.
- Uses Cerberus as a temporary combat summon.
- Cooldown/despawn logic integrated.
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Kaido
- Kaido combat expansion.
- Flaming Dragon Form.
- Can enter Flaming Dragon around 15% HP.
- Extreme heat/damage around the dragon body.
- Environmental interaction designed to feel destructive without destroying server performance.
- Stronger Flaming Kaido attacks added in later builds.
- Fish-Fish Fruit receives high-level related transformation/ability content.
- A major Flaming Dragon/Fish-Fish ability was tied to extremely high progression, including an approximately 1-billion bounty requirement in one implementation pass.
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Dorry & Broggy
- Giant models/entities.
- Improved giant hitboxes.
- Large pentagram effect beneath Dorry and Broggy.
- Pentagram visibility reworked so it remains visible when the player moves above it or changes elevation.
- Large combat/environment effects.
- Imuko conversion/ritual interaction.
- Conversion pentagrams.
- Airborne pentagram attacks.
- Pentagram shotgun mechanic.
- Fires three explosive AOE projectiles/shells.
- Crater effects.
- Ally protection so friendly entities are not indiscriminately destroyed by their own effects.
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Domi Reversi
- Full conversion mechanic.
- Can convert sufficiently weaker Marine/Pirate-type entities.
- Conversion is faction/strength restricted rather than affecting everything.
- Converted entities receive demonic visual traits.
- Horns.
- Fangs.
- Black wings.
- Alliance/faction behavior updated after conversion.
- Haki/Covenant/infusion-related enhancements supported.
- Domi ritual/sigil visuals rebuilt.
- Domi targeting improved.
- Later visual fixes cleaned up the conversion effects.
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Ju Peter
- Custom Gorosei-related boss behavior.
- Underground movement/attack AI.
- Vacuum-style attack.
- Can consume/destroy blocks as part of attacks.
- Custom combat AI instead of simple melee behavior.
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Marcus Mars
- Combat Yokai form.
- Flying/monster combat.
- Large beam attack.
- Beam is anchored correctly to the beak/mouth.
- Approximately 40-tick sustained beam implementation.
- Explosion effects.
- Environmental damage.
- Yellow destructive laser-style attack.
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Warcury
- Custom combat entity.
- Tusk slash attacks.
- Ram/charge attacks.
- Very large Conqueror's Haki roar.
- Roar radius configured around 48 blocks during the Gorosei update.
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Killingham
- Custom centaur-style character/model.
- Trident-related combat work.
- Zaza/Nightmare-gate related content was connected during later expansion updates.
- Model/attack integration with the wider boss system.
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Sommers
- Custom model/entity.
- Thorn-Thorn related abilities.
- Thorn damage.
- Thorn AI.
- Model rebuilt during later updates.
- Green snake/thorn visuals were adjusted.
- Nightmare-related fruit/content integration.
- Added to the larger fruit/locked-treasure progression system.
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Rain God Zaza
- Custom Zaza boss/model.
- Four-arm design.
- Model received several rebuilds because earlier versions were too jellyfish-like and not humanoid enough.
- Grounded four-arm version added.
- Custom summon system.
- Arm positioning repeatedly revised.
- Wolf/bear/draugr/cloud-associated summon/model content received rebuilds during the same expansion period.
- Current visual direction is the more humanoid four-armed Rain God style rather than the older cylinder/jellyfish form.
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Elbaph Luffy
- Added as a separate custom entity.
- Inherits/uses advanced Luffy-style combat and fruit behavior.
- Gear-related combat behavior.
- Higher Haki.
- Added in the later 1.20–1.21 era.
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Elbaph Zoro
- Custom Elbaph Zoro.
- Native Onigashima-style AI.
- Custom moves.
- Combat animations.
- Sprint animation repaired.
- Sword sheathes removed when requested.
- Model updates and weapon handling improvements.
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Elbaph Sanji
- Custom Elbaph Sanji.
- Native Onigashima-style AI.
- Custom moves/combat behavior.
- Conqueror/Haki-related expansion.
- Sprint animation repaired.
- Face repeatedly rebuilt to match the references.
- Left eye kept visible instead of being covered by hair.
- Eye raised to the proper facial position.
- Nose redesigned using the sketch reference.
- Hair alignment corrected.
- Cigarette added in the later version.
- Latest face correction was included around v1.21.6.
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Horned Warrior
- Separate stronger Imu-related form.
- Significant strength/speed increase.
- Uses enhanced Imu abilities.
- Part of the Imu transformation/form cycle.
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Nightmare / Summoned Creatures
- Wolf-related models.
- Bear-related models.
- Draugr-related models.
- Cloud-related models.
- Nightmare summon framework was added and retuned across multiple builds.
- Several summoned-model visuals were rebuilt for better quality.
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World Weapons
- Seven World Weapons were merged directly into New Era.
- Weapon names and implementations cleaned up, including Fragarach/Xingtian-related naming changes.
- Known custom weapons include:
- Gram
- Eclipse
- Sword of the Wailing Void
- Skull Crescent Axe
- Cloud Hook
- Longinus Spear
- additional merged World Weapon content
- Custom Blockbench weapon models.
- Weapon positioning corrected in hands.
- Axe orientation corrected.
- Cloud Hook orientation/bend corrected.
- Gram blade made slimmer.
- Sword of the Wailing Void changed to a much straighter blade.
- Smaller animated black flames added to the Wailing Void sword.
- Weapon attacks can include:
- explosions
- environmental damage
- poison
- life-steal-style effects
- energy/projectile attacks
- special AOE effects
- Random World Weapon usage tied into Imu's combat/eye-ring system.
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Special Combat Systems
- Giant bosses have custom melee ranges/hitboxes.
- Native MinePiece-like running/fighting behavior.
- Bosses can cycle special moves throughout a fight.
- Transformations can trigger based on health.
- Temporary transformations with cooldowns.
- Summoned entities with despawn timers.
- Target-locking projectiles.
- Large AOE attacks.
- Lightning.
- Lasers.
- Energy blasts.
- Craters.
- TNT-style explosions.
- Environmental destruction.
- Ally-safe attacks for selected abilities.
- Smarter aerial positioning.
- Player camera adjustment for giant transformations.
- Combat abilities use individual cooldowns rather than simply firing everything continuously.
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Fruit / Progression Content
- Multiple custom fruits were added to progression.
- Seven fruit-related items/content entries were added to locked treasure loot during the 1.17–1.18 phase.
- Imu transformation fruit.
- Nidhogg transformation fruit.
- Fish-Fish/Kaido high-level abilities.
- Sommers/Thorn-related fruit mechanics.
- Nightmare-related content.
- Ability costs scale with move strength.
- Bounty requirements used for high-level attacks/forms.
- Imu and Loki later received dedicated bounty unlock systems.
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Omen Culverin
- Added in the later builds.
- Made self-contained so it no longer requires the removed external dependencies.
- Custom visuals/attack behavior integrated into New Era.
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Covenant
- Covenant system support.
- Covenant buffs/effects.
- Covenant healing.
- Domi-converted units can interact with Covenant-related systems.
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Visual / Model Fixes
- Numerous face fixes.
- Hair positioning fixes.
- Backside model holes repaired.
- Wing holes repaired.
- Nidhogg top-view holes repaired.
- Weapon grip/orientation fixes.
- Sanji face and hair rebuilt.
- Zoro sheath removal.
- Zaza four-arm redesign.
- Domi sigil clarity improved.
- Removed unnecessary flames from certain Domi sigils.
- Player transformation models now replace the body properly instead of merely placing effects around Steve.
- Flight wings restored where they disappeared.
- Nidhogg smoke removed.
- Large effect rendering adjusted for distance/height.
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Performance / Stability Work
- Large terrain destruction queues optimized.
- Nemesis/giant lag reduced.
- Kaido environmental heat designed to avoid constant massive block updates.
- Giant pentagrams/effects changed to render more efficiently.
- Thrudheim changed so the visual/explosion remains huge without deleting enormous regions of terrain.
- Transformation crash fixes were made repeatedly for Nidhogg and other large forms.
- Dependency-related crashes from removed external mods were addressed.
- Later builds passed compile/static/server-side checks, though not every feature has been fully verified in live multiplayer gameplay.
Latest reported build status
The most recent completed build we had was approximately New Era / Demonic Legends v1.25.0. That build included the Loki/Imu bounty unlock fixes, Imu damage balancing, restored flight wings, safer Thrudheim explosions, model face/back repairs, and removal of Nidhogg smoke. The latest Loki transformation crash happened afterward and was traced to a bad animation keyframe timing during transformed-character rendering, so that specific fix was still being worked on rather than something I would count as confirmed finished.
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