visceral_combat-neoforge-1.3.0+1.21.1.jar
Curse Maven Snippet
What's new
Visceral Combat 1.3.0
Weapon trails
- New default: pixel-art trails. Swings draw as pixellated crescents.
- Enchantment effects. Fire Aspect weapons leave fire trails, and Sharpness whitens more of the edge.
- Layered trails available as an option. Choose with Trail Style in the client config.
- Long weapons draw shorter trails. Very long reaches are compressed on screen so arcs stay readable.
- Connecting swings still flash red in both styles.
- New client config tab, “Trails (Client)”
Lunge
- New default: snap lunge. Attacking a targeted enemy just out of reach snaps you over time to striking range during the windup.
- Snap distance scales with weapon speed. A sword (attack speed 1.6) snaps up to 1.5 blocks past reach, slower weapons further, and faster weapons shorter. A 0.8-speed weapon reaches 3 blocks.
- Targeting matches the snap. Enemies are only highlighted at distances you could actually snap to.
- Old lunge available as an option. Set
lungeStyle = IMPULSEfor the original velocity lunge with Arcade, Dueling and Hybrid modes. - New option, “Only lunge at an acquired target” (off by default). It applies to the old lunge only.
- With target assist off, lunges use the old style, since the snap needs a target.
Target assist defaults
- Acquisition angle 30° → 25°
- Max tracking angle 20° → 30°
- Max yaw per tick 3.5° → 5°
Config
- The server config file is now
server_v4. Every server setting resets to the new defaults, and changes made in the oldserver_v3file are no longer read. The client trail config is a separate file and isn’t reset.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

