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Taoism

The tryhard mod that adds complicated weapons for fair combat

File Details

Execution Update(tm)!

  • R
  • Aug 21, 2020
  • 2.50 MB
  • 131
  • 1.12.2
  • Forge

File Name

taoism-2.2.1.20.jar

Supported Versions

  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:taoism-258124:3038797")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

-added 13 new weapons: bullwhip, blacksnake, kusarigama, deer horn knife, horse slayer, willow-leaf saber, bec de corbin, lance, monk spade, emeici, executioner's sword, misericorde, judge's pen.

-super secret setting. I wonder what it does?

-guan dao reworked because I didn't like it. It now depends on heavy spinning slashes and stacking up momentum, hitting practically everything in a circle around you with proper preparation.

-daggers reworked to automatically attack when dodging through enemies. Karambit went through an extensive rework, slowly transitioning from a high-duration bleed applied at the start of combat to high potency bleed and damage as a finisher.

-pollaxe range buffed to 4.

-nunchaku's attack speed will increase with every successful attack, up to 2.

-removed the qi gain of cestus and tonfa to put them more in line with other "side" weapons.

-bleed deals 0.5 less damage and is capped at 1 minutes and 10 levels. Applying beyond this will instantly deal overflow levels as quadruple the damage. This is to prevent some very tanky things potentially causing bleed to perform inconsistently.

-posture consumption from attack will now decrease when not at full charge.

-when mounted, knockback from parrying will be equally distributed to mobs you are riding. For instance, if you hit a chicken on a zombie on a horse, all three take 1/3 posture damage, but if you hit the zombie the chicken is unaffected and the other two take half posture damage.

-tweaked knockback from parries to be a bit more drastic.

-fixed compatibility with move plus dodges.

-fixed some weapons being unenchantable.

-weapons can be enchanted with unbreaking, sweeping edge and mending now. Unbreaking adds 10% max posture per level, sweeping edge adds 25% qi gain rate per level, and mending increases posture regeneration rate by 20%.

-fixed offhand attacks using fire aspect and knockback enchant calculations from the main hand.

-nausea will drain posture from mobs at a steady rate and blindness will reset their attack target briefly. This is to give them some use against targets, and can be disabled.

-mob stat updating should be a bit more efficient.

-shields can now be disabled after an idle parry as per vanilla rules (mostly axes).

-fixed qinglong ji potentially getting stuck in a recharge loop.

-fixed ghiavarina's inconsistent denial code.

-removed iron whip's armor pierce.

-weapons with range 2 are now actually range 2 on the main hand as well.

-fixed offhand attacks resetting main hand cooldown. You have no idea how much effort this took...

-all weapons registered in the config can now perform offhand attacks.

-fixed holding right click leading to continuous attacks.

-rope dart deals range-melee hybrid damage, which means it'll bypass both guardian thorns and Grimoire of Gaia's tier 3 ranged immunity.

-weapons now count the reach distance attribute. This means, for example, you could hit further with Botania's ring of far reach.

-config options to define custom quantities of max posture for mobs and custom attack/defend posture multipliers for items from other mods.

-config option to have a mob that killed you not despawn so you can go back for vengeance.

-small visual cleanups across the board, including held item renders and better rope for rope dart (!!!)

 

-last release for 1.12! I'm gonna try to update now.