Knights & Heraldry

Knights & Heraldry

Mod

Historically authentic European weapons and armour mod

Client and server EquipmentGame Mechanics

373 downloads
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Added:

  • New dependency StoneyCore
  • Banner compatibility (Surcoats)

Changed:

  • Improved bullet collision sound

Fixed:

  • Can’t start in server exclusively side
  • Cloak texture doesn’t load correctly
  • Sabatons model doesn’t load correctly
  • ItemStacks sometimes doesn’t stack

Technical Changes:

  • Big changes to UnderArmor and TrinketArmor classes, can contain bugs
  • Changed 1st person arm models to have only right arm

Fixed:

  • Game crash on open inventory

Fixed:

  • Knights & Heraldry server side crash

Technical Changes:

  • Improved UnderArmourRenderer

Fixed:

  • All ItemStacks gets unwanted nbt

Added:

  • Tooltips for weapons to see the damage

Removed:

ItemTags:

  • WEAPONS_BLUDGEONING
  • WEAPONS_BLUDGEONING_TO_PIERCING

(This ItemTags has been deleted to use the redesigned method KHWeapon#getAttackDamageValues)

Fixed:

  • Some weapons don’t attack
  • Weapons that change from bludgeoning to piercing were put in a bad way

Added:

  • Configs to edit weapon damage
  • Config to move the stamina bar Y Offset

Technical Changes:

  • Improved Item Renderer Mixin
  • Changed damage values (Big change, it can contain bugs. Some weapons can have changed the damage dealt, this will not be changed in the future)
  • Parry config now overrides client value

Fixed:

  • ItemStacks that has been obtained through creative menu, can’t be joined together with other ItemStacks
  • Two configs don’t have text in ModMenu

Added:

  • Parry. If you block under 10 ticks of the next attack, it will do the parry. Costs 2 stamina [Experimental] (Can be disabled in configs)

Changed:

  • Mace, Spiked Mace and Morning Star model
  • Now instead of holding the key to recharge, you just need to press it once
  • Arquebus model
  • Arquebus now has reload animation
  • Handgonne now has reload animation
  • Muzzles Flash Particle now is bigger: 1f → 2f
  • Muzzles Smoke Particle now is smaller: 0.75f → 0.6f
  • Muzzles Smoke Particle count: 200 → 100
  • Muzzles Smoke Particle spread

Technical Changes:

  • All nbt will start now with kh_
  • Moved knightsheraldry$modifyDamageAmount, now it’s handled through the event LivingEntityDamageEvents
  • Moved knightsheraldry$postHit, now it’s handled through the event LivingEntityDamageEvents
  • Improved performance when calculating damage
  • Improved KHWeaponUtil class (Performance and readability)
  • Improved ItemMixin class (Performance and readability)
  • Improved KHRangeWeaponUtil#handleCrossbowUse
  • Improved LivingEntityMixin
  • Improved PlayerEntityMixin

Fixed:

  • Handgonne doesn’t need Flint and Steel to shoot
  • Surcoat render issue
  • Aventail render issue on sneaking

Deleted:

  • Katana (As this is a mod about medieval age, it doesn’t make sense to put it here)

Added:

  • Bullets on hit block will make a sound
  • If bullets hit Glass or Pointed Dripstone, it will break it
  • Guns that shoot bullets will show a trail of smoke particles on shoot (Time active configurable)
  • Guns that shoot bullets will show flash particles on shoot

Changed:

  • Improved visibility with visor helmet
  • Improved Surcoat texture
  • Handgonne Model
  • Arquebus Model
  • Low Stamina Overlay: Now will change gradually from yellow to red (Still experimental)

Fixed:

  • Aventail grow
  • Itemgroup has Alpha in its texture
  • Trinkets Arm models are moved 1 pixel
  • Guns charge infinitely

Added:

  • Overlay indicator when you’re running out of stamina [Experimental, can be disabled in configs]

Changed:

  • Improved Visor Helmet overlay
  • Visor Helmet overlay won’t be shown in creative mode

Fixed:

  • Aventail increase its size indefinitely without any reason

Changes:

  • Now instead of decrease stamina on hit, now it does on swing KHWeapon

Fixed:

  • Fake damage shown for Lance and Wooden Lance
  • KH Dyeable Trinkets not rendering correctly

Technical Changes:

  • Improved KHWeapon implementation
  • Moved all KHWeapon classes into items/custom/item/khweapon
  • Changed all KHRangeWeapon class, now it is handheld in an ItemMixin class and all the methods will come from an interface. This will break all addons made before version beta 2 hotfix 1. Wiki will take a while to update.
  • Added new classes for each KHRangeWeapon
  • KHDyeableTrinketsItem#getOverlayKHDyeableTrinketsItem#hasOverlay

Changes:

  • Increased stamina: 200 → 400

Fixed:

  • Fixed Aventail not showing
  • Fixed Brigandine Rerebrace showing both arms
  • Trinkets Chestplate model collides with Under Armor Chestplate model
  • Now is compatible with mods that use ReachEntityAttributes

Technical Changes:

  • Improved some methods inside KHRangeWeapons
  • Moved some common parameters to a common class
  • Changed all KHWeapon class, now it is handheld in an ItemMixin class and all the methods will come from an interface. This will break all addons made in version beta 1. Wiki will take a while to update.
  • Removed ItemTag WEAPONS_PIERCING. Now will use getAnimation, that in set to higher than 0, will do the same as WEAPONS_PIERCING
  • Changed some structure code
  • Added prefix knightsheraldry$ to all mixin methods
  • Changed
  • Removed ItemTag WEAPONS. Now will use interface KHWeapon
  • Changed file naming to KnightsHeraldry-release_version.beta_version.fix_version

Project members

TheRebelT

Artist

Banduty

Programmer

Details

Licensed ARR
Published a month ago
Updated 5 days ago