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Project Hero

This is my own take on a superhero mod
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Project Hero 0.13.7

File nameprojecthero-0.13.7.jar
Uploaded
Sep 28, 2026
Downloads
7
Size
2.8 MB
Mod Loaders
Fabric
File ID
8998142
Type
R
Release
Supported game versions
  • 1.21.11
  • 1.21.10
  • 1.21.9
  • 1.21.8
  • 1.21.7
  • 1.21.6
  • 1.21.5
  • 1.21.4
  • 1.21.3
  • 1.21.2
  • 1.21.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:project-hero-1684169:8998142"

Learn more about Curse Maven

What's new

v0.13.7 - ABYSSAL BEHEMOTH ACTUALLY FIXED, OATHBREAKER OVERHAUL

ABYSSAL BEHEMOTH

  • Found the real reason he still felt unbeatable after last patch's fix: his config file on disk had never been migrated across any of the three health-lowering patches (30,000 -> 3,000 -> 1,000) -- every one of those changes only ever touched the code's default, never the number already written to your config/projecthero_behemoth.json. He's now reset to the current intended health automatically the next time you load the mod, on every existing world, no manual edit needed. Playtested: a 10%-max hit now takes exactly 10% off his bar, no resistance, no stale ceiling.

THE OATHBREAKER

  • Summoning changed from a Lodestone to a Respawn Anchor.
  • He no longer appears instantly: using a Knight's Soul now starts a 5-second buildup (the ground rumbles, your view zooms in slightly, ambient particles build), then he rises from a crouch with a particle burst and an impact sound.
  • Health raised 500 -> 3,000. Movement speed raised to 50% faster than a walking player (was 10%).
  • Gave the Knight's Soul item its own icon (a ghostly blue-white soul with a dark core), instead of the placeholder texture it shipped with.
  • Fixed the sword hanging almost two blocks into the ground at rest -- it was simply too long for how the model's arms are proportioned. Shortened it to a proportionate length (still noticeably longer than a normal sword) and recoloured the blade to netherite's own dark grey instead of plain steel.
  • Fixed his attack animations barely reading at all: the wind-up/strike poses were both too short and blended into each other for too long. Both attacks are now paced to actually show each beat clearly.
  • Attempted to restore a second armour texture layer -- it corrupted the whole model into an unreadable shape when tested, so it's been left out rather than shipped broken; base model only for now.
  • All of the above was actually playtested this time (a scripted client run + screenshots), not just built and shipped blind.