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Taoism

The tryhard mod that adds complicated weapons for fair combat

File Details

taoism-2.1.0.8.jar

  • R
  • Jul 8, 2020
  • 2.30 MB
  • 125
  • 1.12.2
  • Forge

File Name

taoism-2.1.0.8.jar

Supported Versions

  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:taoism-258124:2999152")
Curse Maven does not yet support mods that have disabled 3rd party sharing

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The Effect Update! I know it's not the execution update, bear with me.

- A HUD rework! Enemy and player posture now display as simple colored bars, with color indicating the status of your posture. Chi is a Big Dipper shape whose stars light up one by one according to your chi level.

- Prettied up weapon renders. Quarterstaff is now held at the middle, swords no longer have their hilts buried in your hand, and tassel spear's tassel now properly points downward in your hand.

- New shiny model for the cestus! What it lacks in reach, it more than makes up for with its absolute style.

- More feedback! Particles will now show when you successfully kick an entity, accompanied by a solid crack. Glass shattering can be heard when your stagger protection activates, and stagger is accompanied by a heavy thump.

- High jump and slow fall have been adjusted to be keybind-toggled (look for "toggle combat mode", defaults to backslash). Lots of people (three's a lot, right?) were complaining that it was more annoying than helpful.

- Redesigned two weapons that I didn't like due to their overall blandness and lack of historical data. Great hammer has been rewritten into the maul, a similarly huge hammer that pounds down barricades and people alike; the rope dart was reworked with a moveset that focuses on melee and sending the dart out as an extension of the body.

- Readjusted many weapons' damage, speed and reach for balance reasons

- Buffed sapper's axe to have alternate functions in each hand. As cleave is the only status that doesn't stack additively, double axe was one of the few pointless dual wielding combos, and I wanted to change that.

- If an enemy is immune to any effect caused by Taoism's weapons, the effects will be enforced on them instead. That is to say, rather than being a simple potion effect that wears off, the effect is now permanently added. In halberd's case this means armor down is permanently stacked, in cat's case this means healing will eventually be disabled, for chicken sickles this means they detonate every strike. This applies to the enderdragon and wither as well. Bleed will also instantly deal quadruple damage compared to just waiting it out. What a pity... if you just followed the rules, I wouldn't have needed to smite you harder...

- Taoism effects are no longer curable by milk. How does calcium stop bleeding, anyway?

- Added two new weapons: the iron whip and the rapier, centered around continuous attrition of enemy posture and ripostes, respectively.

- Nerfed max posture for extremely wide mobs like large slimes, since it was starting to get a bit ridiculous.

- Sudden stagger prevention now activates at above 1/5 of max posture. Hook spears and staggering caused by a steed being staggered bypass this restriction.

- Vanilla poison now decreases posture regen rate slightly.

- Stagger/downed fixes: can no longer shoot projectiles (take that, wither!) or attack.

- Halberd's offhand can no longer parry. It takes 10 seconds to charge an attack with it, so I'm going to assume you're not gonna waste it on a parry.

- Kicking was made a bit more lenient, since mobs tend to attack you before you can land one.

- There was an issue where parrying calculated from your feet, causing bugginess. Was.