Combat Improved

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Combat Improved

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Improves combat by implementing the combat test snapshots features among other things.

QoL & Tweaks
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Minecraft

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Client and Server

Must be installed on both the client and the server.

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Project Details

Type
Mod
License
All Rights Reserved
Latest Version
improved_combat-1.1.1.jar

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CurseForge ID
Modrinth ID

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Source Issues Wiki Discord

About

Description

Since the mod is nearly a 1:1 copy, i'd advice you to Go read the Combat Tests wiki to know what it does.

As a developer, YOUR FEEDBACK HELPS ME A LOT! Please feel free to leave a comment or report any issues. If you have questions, need help, or want clarification about my mod, you are welcome to join my Discord and i'll give you a detailed explanation as soon as i'm able to:

Differences:

  1. Improved attack indicator: Now the loading daggers also show the + simbol below when the crosshair is looking at an entity. Same way as the ready dagger does.

  2. Since attacking with a shield is possible now. The loading daggers with the + simbol show below the shield icon.

  3. Now i frames are Per-Source, meaning that multiple players can deal damage at the same time to the same entity, or a player and an entity can damage an entity at the same time. By default players are excluded from the Per-Source system, but i made a few improvements in case you want to be included: Player's armor and shield have a 1 second delay to receive damage again. Hurt animations must wait for the previous hurt animation to finish.

  4. I frames adapt to the weapon's attack speed.

  5. The player cannot interact with entities that are dying which allows them to attack thru them. If the entities death time is greater than 20 ticks (1 second) he'll be able to interact with them again, to ensure compatility with lootable corpses, such as ice and fire dragons.

Bonus:

  1. The shield's strength and knockback resistance attributes scale with the shield's durability: starting from 400, shield's get 1 point of shield strength and 5% knockback resistance per 100 durability points. This can be adjusted manually in the config file.

  2. The crossbow automatically seats the arrow.

  3. The sprint toggle won't reset after death.

Stat conversion system: The mod automatically converts modded weapons stats to match better the damage nerfs and attack speed buffs done in the Combat Tests. If you want to check what the original stats of the item were, you can enable the SHOW ORIGINAL STATS TOOLTIP in the config file, and press shift while hovering over an item.

You can also adjust a weapon's stats manually in the config file, if you don't like how the mod converted them:

customWeaponStats = ["alexscaves:desolate_dagger;damage=6;speed=5;piercing=0.5;reach=4"]

customShieldStats = ["minecraft:shield;block_cap=5.0;kb_resistance=0.5"]

There's also a new armor piercing attribute, which is only accesible if you grant it to an item in the config file, currently.

Haven't added: The health and hunger system.

Added in 1.0.2.

New weapon: Claws (sorry if the text below looks like word vomit, i genuinely don't know why my spacing is not getting respected, deleted and everything gets clumped together).

A melee weapon that deals base damage + a percentage of the target's max health; the tougher the mob, the more damage it deals. On top of that, a rage meter builds up with each hit and further amplifies this health-scaling based damage. The claws are designed to be dual-wielded. When holding one in each hand, your attack speed is doubled and two abilities are unlocked: **Dash:** Right-click to dash forward, colliding with any enemy in front of you. Deals damage, grants +10 rage, and briefly locks your crosshair onto the target. **Feral Leap:** Crouch + right-click to leap in your look direction with full air mobility. If your hitbox overlaps an enemy's, you grab them, stunning them and carrying them with you. On landing, your attack speed is boosted by 50% and your crosshair locks onto the grabbed enemy. Both ability states and cooldowns are tracked by crosshair indicators. The rage meter is also displayed near the crosshair. **Quick Draw:** Selecting a claw from your hotbar automatically places a matching claw from your inventory into your offhand. If your offhand already held an item, it swaps with the claw's inventory slot. Compatible with Inventorio's utility belt. Overall, a high risk/reward weapon that rewards commitment and focus. Particularly effective for singling out a dangerous enemy from a crowd or taking down flying mobs.

Mod tweaks

Life stealer:

I'm nerfing the Life Stealer and improving some of it's visuals. I think the item is already broken by itself since you can heal from any AOE effect as long as you're holding it (by holding the majruszsdifficulty sonic boom scroll in the offhand for example). + if you combine it with a mod's that boost attack speeds you just never die. So i made it the kind of weapon that holds a resource that you want to be wise about it and use when you need it the most, instead of just spamming it mindlessly. https://www.youtube.com/watch?v=8Z20x0kx6J8

Primitive Club:

I'm buffing the Primitive club + adding sound cues to it when it successfully stuns an entity, since it is not a guaranteed stun each hit. The item is already good by itself and doesn't really need buffs... regardless, it now has a new ability that i call Primal Cadence: after you stun an entity you have 1.5 to switch to a different weapon and boost it's attack speed by 100%. https://www.youtube.com/watch?v=CObdKgPKHgw

Since the mod is nearly a 1:1 copy, i'd advice you to Go read the Combat Tests wiki to know what it does.

As a developer, YOUR FEEDBACK HELPS ME A LOT! If you have questions, need help, or want clarification about my mod, you are welcome to join my Discord and i'll give you a detailed explanation as soon as i'm able to:

Discord

Differences:

  1. Improved attack indicator: Now the loading daggers also show the + simbol below when the crosshair is looking at an entity. Same way as the ready dagger does.

  2. Since attacking with a shield is possible now. The loading daggers with the + simbol show below the shield icon.

  3. Now i frames are Per-Source, meaning that multiple players can deal damage at the same time to the same entity, or a player and an entity can damage an entity at the same time. By default players are excluded from the Per-Source system, but i made a few improvements in case you want to be included: Player's armor and shield have a 1 second delay to receive damage again. Hurt animations must wait for the previous hurt animation to finish.

  4. I frames adapt to the weapon's attack speed.

  5. The player cannot interact with entities that are dying which allows them to attack thru them. If the entities death time is greater than 20 ticks (1 second) he'll be able to interact with them again, to ensure compatility with lootable corpses, such as ice and fire dragons.

Bonus:

  1. The shield's strength and knockback resistance attributes scale with the shield's durability: starting from 400, shield's get 1 point of shield strength and 5% knockback resistance per 100 durability points. This can be adjusted manually in the config file.

  2. The crossbow automatically seats the arrow.

  3. The sprint toggle won't reset after death.

Stat conversion system: The mod automatically converts modded weapons stats to match better the damage nerfs and attack speed buffs done in the Combat Tests. If you want to check what the original stats of the item were, you can enable the SHOW ORIGINAL STATS TOOLTIP in the config file, and press shift while hovering over an item.

You can also adjust a weapon's stats manually in the config file, if you don't like how the mod converted them: customWeaponStats = ["alexscaves:desolate_dagger;damage=6;speed=5;piercing=0.5;reach=4"]

customShieldStats = ["minecraft:shield;block_cap=5.0;kb_resistance=0.5"]

There's also a new armor piercing attribute, which is only accesible if you grant it to an item in the config file, currently.

Haven't added:
The health and hunger system. < Added in 1.0.2.

New weapon:

Claws

A melee weapon that deals base damage + a percentage of the target's max health; the tougher the mob, the more damage it deals. On top of that, a rage meter builds up with each hit and further amplifies this health-scaling based damage.

The claws are designed to be dual-wielded. When holding one in each hand, your attack speed is doubled and two abilities are unlocked:

Dash: Right-click to dash forward, colliding with any enemy in front of you. Deals damage, grants +10 rage, and briefly locks your crosshair onto the target.

Feral Leap: Crouch + right-click to leap in your look direction with full air mobility. If your hitbox overlaps an enemy's, you grab them, stunning them and carrying them with you. On landing, your attack speed is boosted by 50% and your crosshair locks onto the grabbed enemy.

Both ability states and cooldowns are tracked by crosshair indicators. The rage meter is also displayed near the crosshair.

Quick Draw: Selecting a claw from your hotbar automatically places a matching claw from your inventory into your offhand. If your offhand already held an item, it swaps with the claw's inventory slot. Compatible with Inventorio's utility belt.

Overall, a high risk/reward weapon that rewards commitment and focus. Particularly effective for singling out a dangerous enemy from a crowd or taking down flying mobs.

Quick showcase: https://youtube.com/shorts/WOtZDAOaV4w

  • Mod tweaks
Life stealer:

I'm nerfing the Life Stealer and improving some of it's visuals. I think the item is already broken by itself since you can heal from any AOE effect as long as you're holding it (by holding the majruszsdifficulty sonic boom scroll in the offhand for example). + if you combine it with a mod's that boost attack speeds you just never die. So i made it the kind of weapon that holds a resource that you want to be wise about it and use when you need it the most, instead of just spamming it mindlessly.

Primitive Club:

I'm buffing the Primitive club + adding sound cues to it when it successfully stuns an entity, since it is not a guaranteed stun each hit. The item is already good by itself and doesn't really need buffs... regardless, it now has a new ability that i call Primal Cadence: after you stun an entity you have 1.5 to switch to a different weapon and boost it's attack speed by 100%.

Screenshots

Gallery

  • New/better crosshair indicators
    New/better crosshair indicators Improved ready dagger. Shield icon. Cooldown % indicator.

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