Knights & Heraldry

Knights & Heraldry

Mod

Historically authentic European weapons and armour mod

Client and server EquipmentGame Mechanics

373 downloads
19 followers
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Knights & Heraldry 0.3.1

Changelog

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)

Files

KnightsHeraldry-0.3.1.jar(938.7 KiB) Primary Download

Project members

TheRebelT

Artist

Banduty

Programmer

Details

Licensed ARR
Published a month ago
Updated 5 days ago