Knight Quest

Knight Quest

Mod

Introducing an epic armor quest mod! Adds +30 armor sets, new mobs, and much more!

Client and server AdventureEquipmentMinigame MobsSocialUtility

104.4k downloads
369 followers
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  • Fixed a case where mobs wouldn't spawn naturally
  • Fixed paladin passive not working correctly
  • Fixed paladin passive not working
  • Fixed a case where the netherman model would get stuck
  • Added extra check to the nail to prevent double-jumping before activating the weapon
  • Complete rework of the Netherman Boss: Redesigned with new music, animations, design and abilities. Multiple bugs from the previous version have been fixed.
  • Complete overhaul of the weapon system: Most weapons now feature both passive and active abilities. These abilities must be unlocked using a Chaotic Essence-filled Great Chalice, which is obtained by defeating the Netherman and interacting with a Chaotic Essence into a filled Great Chalice.
  • Netherman clones no longer have a delay when dying. Upon approaching a player, they now explode automatically. The explosion now also freezes targets.
  • New item, Chaotic Essence, dropped by the Netherman upon defeat.
  • Armor set effects configurability: The full set status effect no longer requires the entire armor set. Players can now configure how many armor pieces are required for the status effect to activate, allowing for greater customization of passive effects (idea by Cephalon_Axii).
  • New configuration options added for the Netherman
  • No longer using explosive enhancement particles in the mod.
  • Fixed Unable to find animation: death for SwampmanEntity log spam.
  • Improved and updated animations for several entities.
  • Modified a few armor recipes to improve clarity.
  • Fixed the "no texture" bug of the Skulk Boots.
  • Water and Crimson weapons have been temporarily disabled, as they currently have no functionality.
  • Netherman abilities that modify the environment will no longer do so if the mobGriefing gamerule is enabled (thanks Ejektaflex).
  • Tooltips for some armor set effects have been clarified to improve readability and now display real values from the configuration options.
  • The custom tab background has been deleted as it didn’t fit well with most resource packs.
  • A teleportation radius config option has been added for the Enderman armor set.
  • Fixed a crash that could very rarely happen when taming a samhain in cisco's ultimate modpack
  • Fixed unenchantable swords
  • Decreased even more the Eld Knight knockback
  • Complete rework of the Netherman Boss: Redesigned with new music, animations, design and abilities. Multiple bugs from the previous version have been fixed.
  • Complete overhaul of the weapon system: Most weapons now feature both passive and active abilities. These abilities must be unlocked using a Chaotic Essence-filled Great Chalice, which is obtained by defeating the Netherman and interacting with a Chaotic Essence into a filled Great Chalice.
  • Netherman clones no longer have a delay when dying. Upon approaching a player, they now explode automatically. The explosion now also freezes targets.
  • New monster, The Fallen Knight, which can spawn wearing some of the mod’s armor sets (thanks AvaAsUsual).
  • New music disc, The Architect of Chaos, composed by Makai Symphony.
  • New item, Chaotic Essence, dropped by the Netherman upon defeat.
  • Armor set effects configurability: The full set status effect no longer requires the entire armor set. Players can now configure how many armor pieces are required for the status effect to activate, allowing for greater customization of passive effects (idea by Cephalon_Axii).
  • New configuration options added for the Netherman, Netherman clones, and multiple other entities.
  • No longer using explosive enhancement particles in the mod.
  • Fixed Unable to find animation: death for SwampmanEntity log spam.
  • Improved and updated animations for several entities.
  • Updated the modpage with the newest relevant information.
  • Modified a few armor recipes to improve clarity.
  • Fixed the "no texture" bug of the Skulk Boots.
  • When giving a Gremlin a gold ingot, the item stack will now shrink correctly.
  • Water and Crimson weapons have been temporarily disabled, as they currently have no functionality.
  • Netherman abilities that modify the environment will no longer do so if the mobGriefing gamerule is enabled (thanks Ejektaflex).
  • Tooltips for some armor set effects have been clarified to improve readability and now display real values from the configuration options.
  • The custom tab background has been deleted as it didn’t fit well with most resource packs.
  • A teleportation radius config option has been added for the Enderman armor set.
  • Decreased knockback for Eld Knight
  • Decreased Eld Knight knockback
  • Fixed a case where the Netherman wouldn't move when rejoining the world
  • Added Fallen Knight spawn egg
  • Now the Netherman will teleport to the nearest player in case it loses target
  • Fixed wrong sounds of the Fallen Knight
  • Added an ingame translation for the Falle Knight
  • Complete rework of the Netherman Boss: Redesigned with new music, animations, design and abilities. Multiple bugs from the previous version have been fixed.
  • Complete overhaul of the weapon system: Most weapons now feature both passive and active abilities. These abilities must be unlocked using a Chaotic Essence-filled Great Chalice, which is obtained by defeating the Netherman and interacting with a Chaotic Essence into a filled Great Chalice.
  • Netherman clones no longer have a delay when dying. Upon approaching a player, they now explode automatically. The explosion now also freezes targets.
  • New monster, The Fallen Knight, which can spawn wearing some of the mod’s armor sets (thanks AvaAsUsual).
  • New music disc, The Architect of Chaos, composed by Makai Symphony.
  • New item, Chaotic Essence, dropped by the Netherman upon defeat.
  • Armor set effects configurability: The full set status effect no longer requires the entire armor set. Players can now configure how many armor pieces are required for the status effect to activate, allowing for greater customization of passive effects (idea by Cephalon_Axii).
  • New configuration options added for the Netherman, Netherman clones, and multiple other entities.
  • No longer using explosive enhancement particles in the mod.
  • Fixed Unable to find animation: death for SwampmanEntity log spam.
  • Improved and updated animations for several entities.
  • Updated the modpage with the newest relevant information.
  • Modified a few armor recipes to improve clarity.
  • Fixed the "no texture" bug of the Skulk Boots.
  • When giving a Gremlin a gold ingot, the item stack will now shrink correctly.
  • Water and Crimson weapons have been temporarily disabled, as they currently have no functionality.
  • Netherman abilities that modify the environment will no longer do so if the mobGriefing gamerule is enabled (thanks Ejektaflex).
  • Tooltips for some armor set effects have been clarified to improve readability and now display real values from the configuration options.
  • The custom tab background has been deleted as it didn’t fit well with most resource packs.
  • A teleportation radius config option has been added for the Enderman armor set.
  • Fixed a texture stitch issue
  • Fixed a case where the WARLORD_SET_EFFECT_RADIUS config option would crash the game
  • Fixed a client crash while rendering certain armor pieces
  • Fixed tengu helmet passive, now players can control the double jump at will
  • Fixed dragon, creeper and deepslate passives not working properly
  • Fixed creeper passive damage multiplier configuration option not working
  • Fixed squire passive, now it matches the (neo)forge version (general damage reduction instead of granting resistance effect on hit)
  • Fixed a couple of missing textures
  • Increased ratman spawnrate due to community petition
  • Fixed unenchantable items and a couple of crashes
  • Fixed a compat issue with knight lib
  • Fixed a case where the game would lopp crash due to an async swampman axe internal value
  • Fixed a case where the ratman variation could roll into an invalid number causing a crash
  • Fixed an extremely rare bug where the game would crash due to a ConcurrencyException while ticking players
  • Fixed couldn't load attributes for... log warning and shinobi armor advancement
  • Fixed repair material for items
  • Fixed tengu helmet passive, now players can control the double jump at will
  • Fixed dragon, creeper and deepslate passives not working properly
  • Fixed creeper passive damage multiplier configuration option not working
  • Fixed squire passive, now it matches the (neo)forge version (general damage reduction instead of granting resistance effect on hit)
  • Fixed a couple of missing textures
  • Increased ratman spawnrate due to community petition
  • Fixed a weird case where the randomized variation number of the ratman would be zero, which would crash the game
  • Fixed "no attributes detected for..." warn log
  • Fixed a case where ratman would rarely crash the game due to a rendering issue with geckolib

Project members

Xylonity

Member

Details

Licensed GPL-3.0-only
Published 8 months ago
Updated 4 days ago