Epic Fight × Twilight Forest Compat
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Epic Fight × Twilight Forest Compat is a compatibility add-on that bridges combat mechanics between the Epic Fight Mod and the Twilight Forest Mod, focusing heavily on modernized weapon combat and move-set integration.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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⚔️ Epic Fight × Twilight Forest Compat
Modernizes Twilight Forest weapons for Epic Fight combat.
🔄 Weapon Rebalance
Most of Twilight Forest weapons have now been initially reworked and rebalanced for combo-based combat, with adjusted stats, borrowed movesets, and Epic Fight integration while preserving each weapon's identity.
📦 Required Mods
PLEASE REACHOUT FOR ANY ISSUES AND BUGS
🛠️ Version 1.1.4 Update — Dual TF Fans, One-hand Sword Rework & Utility Combat
Update Details
Version 1.1.4 is a combat-focused update built around new weapon styles, better utility item support, improved unarmed combat, and smoother player control during fights.
🌪️ Dual Peacock Feather Fans are now supported. And they are now weapons.
Players can now dual-wield Peacock Feather Fans with special dual-fan combat behavior, including unique combo, dash, and jump attack handling, shared utility scaling, wind effects, kick-dive impact, and airblast follow-up charge. Dual PFF now has its own combat identity as a stylish wind-based utility weapon.
⚔️ One-handed vanilla swords have been reworked.
One-handed vanilla swords now have improved moveset and behavior, including updated 4-hit combo flow, micro-staggers, finisher knockback and stagger, dash attack stagger and knockback. This makes one-handed sword combat feel cleaner, more reliable, and more responsive.
🌀 Twilight Forest utility items now feel more useful in combat.
one-handed Peacock Feather Fan, Crumble Horn, and Ore Magnet now have added or updated animation support and uses unarmed combat. The Peacock Feather Fan also received improved utility behavior, including ground gale push, projectile deflection, directional air boost, cooldown handling, movement lock on ground use, and clearer wind feedback.
⚔️ Combo-dodge memory has been added.
Weapon combos can now continue after dodging, letting players reposition without fully losing their combo flow. This makes melee combat feel smoother and more flexible during active fights. Combo-dodge memory does not apply to bows, crossbows, or BattleScepters.
🥊 Unarmed combat added.
Empty hand, gloves, and non-weapon mainhand combat now have an unarmed moveset support.
🦶 Universal Kick has been added on key V. (configurable - keybinding option)
Players can now use kick attacks for downed-target pickup, follow-up pressure, and close-range control. Pickup kicks have stamina cost, boot-based damage scaling, stagger and knockback and movement lock during kick animations.
💀 Mortis Sarabande same-target casting has been fixed.
Mortis Sarabande now works more reliably on repeated use against the same target and supports more valid non-biped targets. Heavy targets such as golems and wardens now receive special handling: they are not launched, but they are rooted or disabled during the sequence and knocked back by the finisher.
✨ Weapon trails, particles, and colliders were improved.
Axes, dual axes, Knightmetal Greatsword, special pickaxes, Fiery Sword, and Ice Blade now have better trail and collider handling so borrowed animations match the equipped weapon more correctly. Ice Blade now has an ice-colored trail with water droplet effects, while Fiery Sword now has ember and fire particles during attacks.
🏋️ Greatsword swing feel has been adjusted.
Greatsword animations have been tuned toward a heavier feel with better attack speed, helping them feel more committed and weighty.
Additional Changes
- Reworked Glass Sword into a one-use devastating slash weapon with a Ruine-style stance. This feature is still being improved and may receive more updates later.
- Improved borrowed animation handling so equipped weapon assets and colliders display more correctly.
Please check the full changelog for the exact fixes, balance changes, and technical details included in this update.
🆕 Next update
- Add
- Port the mod to additional Minecraft versions.
- Add innate skills for one-handed swords and dual swords.
- Give each supported special pickaxes a unique Ruin Slam effect.
- Rework all bow targeting to use a manual crosshair-based aiming system instead of automatic targeting.
- Replace Epic Fight animations for EF Tachi, Uchigatana, Spear, Longsword, Dagger, Gloves, and Bokken with custom animations.
- Add Epic Fight support for Twilight Forest utility items, including the Block and Chain, Ice Bomb, Ore Magnet, Crumble Horn, and Peacock Feather Fan.
🎯 Future plans
- Add full Epic Fight support for all Twilight Forest mobs and bosses.
- Introduce a brand-new final Twilight Forest boss with unique mechanics and progression.
- Add Epic Fight- and Twilight Forest-themed enchantments and enchanted books to expand combat and build variety.
- Add dynamic battle music that plays during Twilight Forest and Vanilla boss fights
- Add optional compatibility addon with Epic Fight Nightfall movesets

🏹 Bows
Tri-Bow, Seeker Bow, Ice Bow, and Ender Bow
Mortis-style combo chain:
2 arrows
2 arrows
3-arrow finisher
Unique Finishers
🎯 Tri-Bow → Arrow barrage
🎯 Seeker Bow → Homing arrows
❄️ Ice Bow → Freeze pressure
🌌 Ender Bow → Armor-piercing shots
⚔️ Swords
Knightmetal → Greatsword + Steel Whirlwind + new innate skill
Fiery Sword → Ruine moveset
Ice Sword → Satsujin moveset
Steeleaf Sword → Tachi
Glass Sword → Longsword
Giant's Sword → Heavy Greatsword
Ironwood Sword → Standard Sword
✨ Scepters
Fortification, Lifedrain, Twilight, and Zombie Scepters
Enderblaster-style combos
Original spell casting preserved
New ☄️ Orbital Beam innate skill
Each beam consumes 9% charge and gains unique effects based on the scepter used.
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