Added:
- Compatibility with Sinytra Connector (Forge)
- Crown
- Added blackpowder from Knights & Heraldry, it can be find in ingredients creative tab
- Added smithing hammer from Knights & Heraldry, it can be find in ingredients creative tab
- Now the first time a player joins a world, it will have the stamina full
Lands:
- A Land is a land-claim like mechanic. The centre of it is a core block that’s been given a banner and thus has given that player the core item.
- It’s border claim begins at the set by the land type around the core block. The land can claim ground, water, or both.
- Landowners can expand their domain by spending emeralds
- Monsters and undead don’t spawn within the borders of the land
Structures:
- An easy form to spawn entities with blocks
Changed:
- Improved hit block bullet sound
- Updated the config file for more clarity
- Improved armor in 1st person
Technical Changes:
- Datapacks: For accessories armors, the hungerDrainAddition is changed to hungerDrainMultiplier
- Datapacks: Ranged Weapons soundEvents → soundEvent
- Datapacks: Added deflect chance to items and armors ‘deflectChance’
- Datapacks: Melee and ranged weapons now will be both inside ‘modid/definitions/weapon’. You can choose which you want with "usage", there is “melee”, “ranged”, “both” and “ammo”. You should follow the structure of the previous json definitions to make it work fine.
- Datapacks: Added to weapons “ranged” a “divergence” param.
- Changed all the registry sound events, so it uses architectury
- Changed all the registry effects, so it uses architectury
- Changed all the registry entities, so it uses architectury
- Changed all the registry particles, so it uses architectury
- Changed all the registry attribute, so it uses architectury
- Moved sounds from SoundCategory.PLAYERS to SoundCategory.BLOCKS
- Improved the sound using
Fixed:
- All the screen glows in yellow
- Damage Type, when is null, will now be as default BLUDGEONING, to prevent unexpected crashes. But, it will still throw an error message
- Slot Surcoat missing texture
- Some item render issues
Changed:
- Instead of using Trinkets, now will use Accessories
- "Hunger Drain: +%s%%" → "+%s%% Hunger Drain"
- Improved sync between server and client velocity reducer when reloading
- Low Stamina Indicator Realistic Combat changed overlay
- Improved Low Stamina Indicator non-Realistic Combat
- If you have more than 20 stamina, it will draw over the first row another bar with different color
- HungerDrainAddition → HungerDrainMultiplier
- Low Stamina Indicator condition: Reach First Stamina Level → Stamina Blocked
Technical Changes:
- SCAccessoryItem (Before named SCTrinketsItem) getModel, getFirstPersonModel & getTexturePath now has ItemStack in the parameters
- Improved performance by doing 1 ServerTickHandler instead of 3
- Improved damageTick
- Added a message on join to clarify about people with epilepsia to disable noise effect
- Accessory armor (Before named Trinkets armor) now will use datapack to check the armor, toughness and hungerDrainAddition, it will be inside “definitions/accessories”
- Hunger Drain Addition is now an attribute
- Stamina is now an attribute
- Max Stamina is now an attribute
- Max Stamina config → Max Base Stamina
- First and Second Stamina Level will only get the base value to choose the value
- Moved IEntityDataSaver to implement into LivingEntity instead of PlayerEntity
- Made some changes to stamina to make it compatible with LivingEntities
- Added parameter ItemStack to SCAccessoryItem#hasCustomAngles
- Optimized render crosshair
Added:
- Config “Realistic Combat | Default: True”: It will add all the characteristics that KH Team considered that are hard to use for casual players. You can read what adds Realistic Combat in the wiki.
Changed:
- Now all armors (Included animal armors) can have damage type resistance
- Renamed definitions/underarmor → definitions/armor
- Now smoke will get bigger over time, but more transparent
- Improved jumping stamina used
- Removed Experimental from Configs “Low Stamina Indicator” and “Parry”
- Configs “Low Stamina Indicator” and “Parry” now are set to true by default
- Config “Low Stamina Indicator” now is sync with the server
- Improved Low Stamina Indicator for when Realistic Combat config is false
Fixed:
- Damage Type Resistance was being multiplied by 100
- HUD was rendered while in spectator mode
- On rejoin world, the reach distance will be as long as the weapon range that you had before leaving
- The result of some craftings doesn’t show correctly
- The nametag won’t be shown always that you wear some kh trinket
Technical Changes:
- Improved BannerPatterns handler
- Removed SCTrinketsItem#isDyeable
- SCTrinketsItem#isDyeableWithOverlay → SCTrinketsItem#hasOverlay
- Removed SCTrinketsItem#getDefaultColor
- Removed SCTrinketsItem#unrenderCapeFeature
- Removed SCDyeableUnderArmor#getDefaultColor
- Removed CapeFeatureRendererMixin
- Removed EntityRendererMixin
- DyeUtil#getDyeColor → DyeUtil#getFloatDyeColor
- Removed DyeUtil#getColor
Removed:
- GeckoLib dependency
Added:
Now, you can add damage resistance to all armors through datapacks
Configs to all Stamina Remove
If max stamina is set to 0, it will be disabled
You can edit the recovery stamina formula through configs
StrEq dependency
Changed:
Max Stamina Default: 40f → 20f
Sprinting Stamina Removed per Tick: 0.1f → 0.05f
Jumping Stamina Removed: 2f → 1f
Attack Stamina Removed: 1f → 2f
Blocking Stamina Removed: 2f → 0.5f
On Block Stamina Removed: 2f → 1.5f
On Parry Stamina Removed: 2f → 2.5f
Stamina will not be recovered when using stamina
Now all the Stamina Removing can be happening in the same time
Technical Changes:
StartTickHandler#handleStaminaUsage
void →StartTickHandler#isUsingStamina
boolean
Fixed:
It can be parried arrows and explosions
ModMenu color crosshair config doesn’t have text
While blocking the stamina didn’t get removed
You can still block also having stamina blocked
Stamina ticksPerRecovery was always 1
Removed:
getBlocking config
Added:
Change color of the crosshair with configs
Changed:
Parry will not stop explosions (Blocking yes)
Technical Changes:
Improved InGameHudMixin code
Improved HungerManagerMixin code
Moved SCRenderLayers class to folder util/render
Improved SCRangeWeaponUtil class
Fixed:
Maximum crosshair don’t render
When blocking an arrow it can do also a parry
Sound when shoot doesn’t sound
Removed:
SCUnderArmorItem#isDyeable
SCUnderArmorItem#getTexturePath