NICE-JOJO-0.9.65-TEST-Forge.jar
Curse Maven Snippet
What's new
NICE JOJO 0.9.65 — Cumulative Test Update
Minecraft 1.20.1 · Forge / Fabric
This changelog covers changes made from last week through the current test build. Features revised multiple times are described according to their current behavior.
New Stands
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Dark Blue Moon: Added Barnacle Attachment, Scale Shot, Underwater Cutter, Whirlpool, and dedicated animations. Skills other than basic attacks and barrage require the user to be underwater.
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Underwater breathing lasts three times longer, and underwater movement and swimming speed increase by 40%. Barnacles deal damage in four ticks over 10 seconds: 1 → 1 → 2 → 3, for a total of 7.
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Kraft Work: Added target and projectile fixation, a dash grab, projectile reflection, and force accumulation using an actual offhand item.
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Wheel of Fortune: Added vehicle combat with charge, spin, jump, gasoline, high-voltage wire, and burrow skills.
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Wheel of Fortune now follows a wider circular path, completing five rotations over three seconds. Its shortest skill cooldown is 5.5 seconds.
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Adjusted the vehicle body, roof, driver head coverage, and riding tilt. Added blue electricity, collision flashes, metal sparks, dust, and sound effects.
Skins and Rewards
Added the following 19 skins to the new reward-card pool:
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Sex Pistols — Sky Purple
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The Sun — The Space
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Emperor — Taser Gun
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Rolling Stones — Glass
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King Crimson — Mango, Blue Light, and Obsidian Black
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Crazy Diamond — Ruby
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The World — Blue
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The World Universe — Red
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Star Platinum — Teal
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The Hand — Black
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Gold Experience — Red
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Silver Chariot — Black and White
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Stone Free — Purple
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White Album — Iron Man Mark 42
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Cream — Glowing Nebula
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Diver Down — Vintage
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Spice Girl — Ocean Blue
Eligible bosses defeated by a player have a 5% chance to drop one random card from this pool. Gold Experience and its Requiem form share a card, as do Silver Chariot and its Requiem form, with separate textures for each form.
The Space features animated nebula clouds, stars, and a glowing core. Standard Rolling Stones now uses a black stone appearance. The Glass skin uses a glass sphere model and glass-breaking attack sounds.
Iron Man Mark 42
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Added a special White Album skin that replaces its skills with a power-based suit arsenal.
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Implemented repulsors, a repulsor beam, missiles, a rotating laser, an arc reactor beam, and flight.
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Added suit assembly and separation, autonomous control, target selection, recall behavior, and range limits.
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Implemented sequential part assembly, suit destruction, falling parts, recharging, and reassembly.
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Added a helmet HUD showing nearby targets, target information, speed, altitude, and power.
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Added weapon icons, mechanical and energy sound effects, and multilingual descriptions.
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Final visual verification of the palm beams, rotating laser, and suit parts, along with dedicated card artwork, remains unfinished.
Spin and Ball Breaker
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Reworked Spin into eight skills across four pages: Throw, Trap, Spinning Fist, Counter, Detection, Defense, Fragments, and a compact Vortex.
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Added Steel Ball storage slots beside the leggings slot in the inventory, connected to visible waist pouches.
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Added left- and right-hand drawing, spinning, throwing, and retrieval animations. When using two Steel Balls, the second is thrown 0.7 seconds after the first.
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Reduced Steel Ball size by 50%. Added horizontal rotation, green trails around the ball, and golden spinning effects around both wrists.
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Replaced the detection icon with a Steel Ball spinning above a stone block.
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Preserved each ball’s name, item data, and original storage position, while preventing duplicate returns.
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Improved Ball Breaker’s projectile contact, ball retrieval, simultaneous-use limits, and area-attack interactions with remotely controlled Stands.
Custom Controls and HUD
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Added F8 settings for Basic or Custom controls, seven- or eight-slot skill bars, and layout selection.
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Added slot key configuration, skill-icon dragging, movement between pages, and saved profiles for each Stand, ACT, and combat style.
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Slot keys remain consistent across pages. Fixed empty slots incorrectly activating other skills.
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Improved press, hold, release, and repeat-input skills, including input cleanup when opening menus or losing focus.
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Skill information and guides now reflect the configured keys and skill order.
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Improved cooldown shading and numbers, basic-attack recovery indicators, and sleep, stagger, and knockdown displays.
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Refined the arrow ornaments, gold pixel borders, and menacing effects. Adjusted overlaps between the guard gauge, combat-style gauges, and the vanilla HUD.
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Improved small-screen layouts and chat click alignment.
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Added a first-launch control comparison and key-setup guide using actual gameplay screenshots with the Aris skin. Setup completion persists across future updates.
Stand Inventory and Remote Control
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Added a ten-slot Stand inventory accessible through the S button in both Survival and Creative inventories.
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Items can be transferred while the user and Stand are within four blocks of each other.
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Remote control supports slot selection, item dropping, bows, potions, block placement, and interaction with levers, buttons, and doors.
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Fixed stale held-item visuals after using the last item in a stack.
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Improved item returns and drops when dying, using discs, or consuming a Rokakaka, with additional duplication prevention.
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Integrated Harvest’s ability to steal stored items.
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Improved walking, jumping, landing, and hit reactions for supported remotely controlled Stands.
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Updated projectile, grab, barrage, and area-attack interactions to use the remote Stand’s actual position. Projectile origins and guarding direction also follow the actual combat location.
Time Stop, Bites the Dust, and Made in Heaven
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Refined Time Stop preparation, activation, and ending animations for The World and Star Platinum variants.
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Connected the ending close-up to the release of frozen time and accumulated damage.
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Updated Time Stop previews to follow the actual activation position, with improved observer visibility and cancellation cleanup.
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Reworked Bites the Dust into a cosmic introduction → victim scene → explosion and ash → rewind sequence, aligning actual state restoration with the presentation.
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Updated Made in Heaven so Universe Reset becomes available after completing Time Acceleration.
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Added rapid sun and moon cycles, converging user and Stand afterimages, and transitions through light, a galaxy, and the universe scene.
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Improved position and attack-origin cleanup after acceleration, flight, and dashes.
Ultimates, Requiem, and the Death Loop
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Improved ultimate animations and cameras for Star Platinum, Star Platinum: The World, Crazy Diamond, Gold Experience, Gold Experience Requiem, and Joseph’s Hamon.
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Enhanced user gestures, joint movement, weight shifts, barrage tracking, close-ups, finishers, and knockback framing.
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Fixed ultimate attacks bending in the wrong direction when the player looked downward.
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Adjusted accumulated Time Stop damage, interruption handling, ultimate music volume, and music playback continuation.
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Improved position locking during Requiem awakening, cancellation on knockdown, successful awakening entrances, invulnerability presentation, and observer synchronization.
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Added Gold Experience Requiem’s dash, target capture, cosmic backdrop, barrage, and finisher presentation.
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Players killed by GER’s ultimate enter a four-stage death loop on their next respawn: train → airplane → boat → cliff.
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The death loop returns the player to normal after 20 seconds and preserves progress across logout and server restart. Prevented extra item drops and repeated respawn screens caused by the sequence.
Animations and Summoning Effects
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Revised reference-based idle poses and elbow and knee directions for multiple Stands.
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Improved humanoid Stand leaning based on movement direction and the attacking hand.
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Adjusted Stand posture and aura placement during swimming and elytra flight.
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Enhanced full-body barrage movement, weight shifts, fist afterimages, and heavy-attack windup, contact, and recovery.
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Corrected Silver Chariot’s forward sword thrusts and Silver Chariot Requiem’s arrow thrusts.
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Corrected Wonder of U’s cane angle during basic attacks and barrage so the tip extends forward.
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Fixed Sex Pistols’ backward-looking roll animation, movement, and collision behavior.
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Improved the Road Roller’s prone pose, downward punches, hit flashes, and vehicle shake.
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Improved form-specific summoning animations and effect placement for Emperor, Sex Pistols, Aerosmith, Harvest, and other Stands.
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Fixed missing player hand-end and elbow surfaces when using Fabric/Sodium.
Existing Skills and Combat Fixes
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Improved Sticky Fingers’ detached arm, zipper movement, wall traversal, dash grab, entry, and exit behavior.
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Improved Crazy Diamond’s healing barrage, grabs, throws, and restoration wall using local ground materials.
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Refined Diver Down’s heavy-attack charge, kick release, repeat input, submersion, target entry, and damage timing.
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Fixed White Album’s movement between water and ice, along with skating trails over normal blocks and slabs.
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Added C-Moon’s gravity control, jump and landing assistance, heavy-hit bleeding, and final knockback.
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Refined Star Platinum’s object-throw preparation and handling of actual blocks and items.
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Adjusted Purple Haze’s berserk target detection and distance limits.
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Improved The Sun’s aiming, firing, projectile arrival, wall collision, trails, and skill-page layout.
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Improved D4C’s flags, Love Train’s barrier, and Stone Free’s thread connections and movement effects.
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Improved entering and exiting Cream, plus Scary Monsters’ aimed jump, landing attack, and night visibility.
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Added Ultimate Lifeform feather behavior that creates a temporary attacking animal on ground contact, including its despawn and bleeding effects.
Hamon, Vampires, and Pillar Men
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Improved rising to the water surface, walking on water, wall climbing, and gauge-based recovery while using Hamon.
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Breathing audio now plays to completion, repeats after a two-second pause, and stops when breathing is interrupted.
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Enhanced Zeppeli’s and Jonathan’s skill animations and Wine Cutter contact effects.
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Added golden light during charging and skill use, plus 0.2 additional damage against vampires and 50% recovery suppression.
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Allowed vampire skills to activate at zero blood and fixed duplicated blood-based damage bonuses.
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Blood-based recovery begins 20 seconds after combat ends. Recovery no longer consumes blood at full health.
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Refined blood gain, damage scaling, and recovery rules for Wamuu, Kars, and Esidisi.
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Fixed Esidisi avoiding sunlight damage through fire resistance and corrected the associated flame visuals.
Guarding, Mob AI, and Attack Warnings
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Added the 0.2-second Perfect Guard window, counter damage, stagger, and white hit flash.
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Improved flashes before getting up, recovery invulnerability indicators, and status cleanup.
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Fixed barrage clashes between players, ordinary mobs, and bosses, including incorrect clashes through walls or from behind.
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Improved mob responses to remote Stands, Koichi’s ACT3 behavior, barrage responses, wall navigation, and encounter-boundary handling.
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Updated Wheel of Fortune and Dark Blue Moon AI to use their revised skills and individual cooldowns.
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Separated private aiming previews from public attack warnings and aligned warnings with projectile arrival, gasoline ignition, sleep effects, and falling attacks.
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Improved charge and range indicators during stagger, cancellation, and Time Stop.
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Aligned ground and wall impact dust, cracks, and displacement effects with actual surfaces while reducing duplicate effects.
Effects, Items, and Languages
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Improved ordinary basic-attack, barrage, and heavy-attack effects, along with shared shader rendering. Dedicated effects, including Over Heaven effects, are preserved.
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Refined knife and relic icons, held-item models, reward-equipment appearance, skin cards, and Creative inventory ordering.
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Fixed unnecessary gaps in skill pages and cooldown associations after moving skills.
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Updated skill, passive, control, guide, subtitle, and cinematic text in Korean, English, Japanese, Chinese, and Russian.
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Improved shared Forge/Fabric behavior and rendering, item, and animation compatibility.
Testing Notice
This is the 0.9.65 test build. Not all planned features and verification work are complete.
The Anubis Thor special skins, some older skill icons and special-card artwork, certain visual checks, and the full AI and shader audit remain unfinished. Tohth, Man in the Mirror, the staged Pucci boss, and the neutral Silver Chariot Requiem village encounter are also not included in the completed features for this update.
This mod has no additional files

