ZENIX Monster Path 1.5.1 · Elemental Forms · Forge 1.20.1
Curse Maven Snippet
What's new
ZENIX Monster Path 1.5.1 — Elemental forms and lean combat HUD Minecraft Java 1.20.1 / Forge 47.4.10 / Java 17
Abilities AND ultimates use more substantial elemental surfaces and creature-specific silhouettes. Water powers form moving water and crest sheets; frost uses broader solid ice; fire uses flames and caldera shapes. Large domains have different landmarks instead of repeating tall circular cages. The 80-block celestial smite and real modeled spears remain. The combat strip is shorter and narrower, with small bound-key labels and single-line power names. Large persistent menu and empty-hand banners are removed. Health, energy, target and waypoint displays occupy less space; full descriptions and unlock checklists remain in Powers. Monster strikes have stronger anticipation, recoil and species-specific follow-through on the existing smooth animation curves. Existing forms, sizes and approved eyes remain. Fixed offensive rays, breath/sweeps, rings and heavy attacks failing to damage buildings without a creature target. Terrain follows attack geometry and shares the existing whole-cast budget. Pure defensive/healing/movement skills and basic attacks remain nondestructive. Bedrock, progression blocks, claims, spawn/adventure permissions and mobGriefing remain protected. Normal offensive casts/heavy attacks can break up to 128 blocks; ultimates up to 1,536, with at most 128 breaks per tick. Clients and server must update together. Verification: 66 Forge GameTests and 14 unit tests passed. 69 native production-renderer captures cover effects, domains, HUD and body animation. Full manual Survival/multiplayer playthroughs were not performed. See release-audit.json.
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