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Parry This!

A combat expansion mod adding new mechanics and weapons in the "vanilla" style.

File Details

Parry This 2.6

  • B
  • Dec 10, 2023
  • 805.83 KB
  • 3.7K
  • 1.18.2
  • Forge

File Name

parrying-1.18.2-2.6-all.jar

Supported Versions

  • 1.18.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:parrying-479996:4944970")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Merry (early) Christmas! After a year and a half, its finally here. What took so long? I got a job. That's pretty much it.

This is the Alchemy Update, and its probably the biggest update to the mod ever. It overhauls potions, alchemy, effects, food, and more. Despite extensive testing, I'm sure there are still bugs left, configs left out, and book entries missing, so I'm marking this as a beta. Please post any issues you find on github. After I run out of bugs, I'll upgrade it to "release".

 

Why the changes to food/brewing/other non combat things? Because I wanted to, thats why. Ok, so serious answer, things like food and potions are integral to Minecraft's combat, so as far as I'm concerned its fair game. Besides, in my opinion this part of the game has not been handled very well by mojang, so I've been itching to tackle it. Some of my changes may not be to your taste, so I've tried to make as much of it configurable as possible. If a config option is missing, please let me know.

 

Regarding future updates, its no secret I've been dragging my heels on updating to newer versions. After a lot of thinking, I've decided that enough is enough. This is the LAST update for 1.18 (excluding bugfixes), the plan moving forward is to rewrite the mod for 1.20 (1.19 is a joke, don't even ask) or perhaps 1.21, depending on how things go. And while I'm at it, I plan to look into architectury for fabric support. Why not right? Already gonna have to rewrite a bunch of code anyways.

 

Anyways, lets talk about everything this update adds and changes. There's so much, I'm going to divide it all into sections.:

 

MECHANICS:

-potions now can be consumed faster, with a short cooldown after use

-splash potions no longer target the thrower

-splash and lingering potions are thrown farther

-splash and lingering potions have a larger AOE

-potion sickness: having too many effects removes all effects and applies nausea

-milk no longer clears effects, instead applying an effect that prevents potion sickness

-certain effects act as antidotes for other effects, for example regeneration removes poison, and slowness removes speed. these antidote pairs go in both directions, allowing you to remove negative effects from yourself and positive effects from your enemies.

-poison is now lethal

-wither no longer deals damage and instead prevents all healing

-regeneration has been buffed

 

BREWING:

-brewing no longer requires fuel

-the brewing stand is now much faster

-potions now no longer use only awkward potions as a base, there are now tiers of base potions: water, thick, mundane, awkward

-brewing recipes have been overhauled to make some things cheaper. jei or the codex alchemia can be used to see the new recipes.

-potions can now be purchased from clerics, and be found as loot

 

NEW POTIONS:

-vitality: increases healing from all sources

-decay: applies the wither effect

-stability: reduces all knockback to 0

-instability: amplifies knockback taken, causes entities to take kinetic damage from wall impacts

-compatibility: disables antidote reactions

-holy water: instant effect, removes 1 minute from all negative effects. also deals high damage to undead. sold by clerics

-sustenance: instantly fills hunger and saturation. sold by wandering traders

-bees: summons angry bees to attack a target. sold by wandering traders

-hourai elixir: locks your MINIMUM health to 1 heart, making you immortal. this is based on my old mod Immortality 

 

FOOD:

-saturation healing is gone. use healing potions, they are far easier to obtain now

-golden apples and carrots now have saturation in line with their non golden counterparts, and only give the absorption effect

-glistering melons can now be eaten to give absorption

-golden carrots now give absorption to attain consistency with other golden food

-stews now give the stuffed effect, pausing hunger and saturation drain for a minute

 

THE BANDOLIER:

-the bandolier is an incredibly complex item that should be useful to most players. bandoliers are bundle-likes that can store up to 8 unstackable consumable items. By default, this includes potions of all types, daggers, and totems. this SHOULD be expandable via the "bandolier" tag using a datapack.

-whenever a bandolier compatible item is consumed, the bandoliers in your inventory will replace it with a new item. items can also be extracted from bandoliers with shift-right-click, the bandolier will put the item into your other hand. after providing an item, the item is placed on a small cooldown to prevent rapid fire daggers

-the rapidity enchantment for the bandolier reduces the cooldown on provided items, useful for daggers

-the context enchantment causes a bandolier to attempt to provide items based on the item that was previously used

-bandoliers can be dyed just like quivers and scabbards

 

ADDITIONS:

-splash protection: reduces the duration of potion effects applied by splash and lingering potions, and also reduces damage done by instant damage potions.

-oils: a whole new type of potion, can be applied to most melee weapons, lets you poison your weapons. works with thrown weapons. tints the texture of the weapon to match the potion applied. brewed with beeswax

-added a new patchouli book, the codex alchemia, to explain the alchemy changes. craft it from a book and a bottle.

-many new advancements.

 

TWEAKS:

-hammers are now two handed

-shields block potion splashes
-deflection tries to deflect any projectile, no longer limited to arrows and arrow-likes

-totem of undying no longer gives any effects except immortality

-totem of undying now works from anywhere in the inventory

-removed crippling

-venomous no longer applies poison, instead adds a chance to conserve any oils applied to the dagger.

-punch 2 bows now disable shields. may expand upon this mechanic if people like it.

 

I plan to fix any bugs over the next week or two, then start on the rewrite early next year. Thank you for your patience, see you in the new year!