Combat
Shields
Shields have been overhauled, aiming to be much more interesting design-wise whilst still convenient to use.
Both Parrying bonuses and Blocking Strength are displayed on the tooltip of a Shield.
Parrying
- blocking an attack within 24 ticks of pulling up a shield will knock back attackers
- parried attacks have a 25% reduced penalty to shield strength (more on that below) at baseline
- parried attacks play a special sound
Blocking Strength
- shields now have a meter on the hotbar, representing the % strength of the shield
- blocking damage reduces shield strength
- blocking strength can be preserved with the help of certain shield enchantments
- the default blocking strength is 32
- axes deal double damage to blocking strength, though they still break shields as normal (for a reduced amount of time compared to vanilla)
- blocking strength begins to regenerate after not blocking damage for 5 seconds
- blocking strength can also be recovered by dealing damage
- running out of blocking strength will disable the shield for 15 seconds, so it's best not to block for too long
Blocking Delay
- the 5 tick delay from vanilla before blocking has been removed
- this makes parrying and blocking much more responsive
Shield Overhaul Enchantments
- Parry (Shields): max level III. Each level reduces the parrying window by 4 ticks, but increases the shield strength mitigation when parrying by 25% and increases the chance to deflect a disabling-hit from axes by 25%
- Endurance (Shields): max level III. Each level increases the maximum shield strength by 1/3rd
- Stagger (Shields): max level I. Parrying damages the attacker by 1, and gives them 3 seconds of weakness and slowness
- Dueling (Swords / Sharp Weapon): max level III. Each level increases the shield strength recovered when attacking by 1/3rd
Quivers
Quivers are an all-new item designed to enhance the flow of ranged combat. Think of them to ranged combat what Shields are to melee combat.
Quivers
- can hold up to 4 stacks of arrows
- the selected arrow stack can be changed in the inventory via scroll wheel
- the selected arrow stack can be changed in-use using a new keybind (defaults to G)
- the selected arrow type is displayed on the hotbar, and takes precedence over any other arrows you may have
- Quivers are equipped by holding them in the mainhand or offhand, or they may be equipped in the new Accessories inventory slot
- equipped Quivers grant a x1.4 accuracy boost and x1.2 bow draw speed increase
- arrows in Quivers which are not equipped can still be consumed as a fallback, though no stat benefits will be provided
- Quiver stats are displayed in their tooltip
- each individual Quiver will remember which slot you have selected
- Quivers work with Infinity, too
- Quivers can be dyed, as with Bundles
- Weighted Quivers store 8 stacks of arrows with a x1.1 accuracy multiplier and x1.2 range multiplier
- Sapphire Quivers store 1 stack of arrows with a x1.7 bow draw speed multiplier and x1.1 range multiplier
Quivers and Weighted Quivers can be found in various structures. Sapphire Quivers are crafted, and regular Quivers may also be traded by max-level Fletchers.
The base bow draw speed is slightly reduced in order to better accommodate the introduction of Quivers
Katanas
- a fast-striking blade which has the ability to block attacks
- blocks 50% of damage when blocking, but the block cannot be broken and covers a wide 135 degree arc
- enchantable with most sword enchantments
- enchantable with Dueling, which reduces knockback taken whilst held
- enchantable with Relentless, which allows timing attack combos to deal additional knockback & damage
- found from Remnants' Ominous Vaults
Boomerangs
- found from overhauled Dungeons
- thrown weapon which deals increased damage based on travel time
- enchantable with Rebound, Featherweight, Shadowstep, Decay, Rejuvenate, Flame & Freeze (view the Enchanting page on where & how to acquire enchantments)
Dagger
- deals extra damage when attacking from behind
- shorter reach, high attack speed
Hook
- high-damage, slow-swinging weapon with extra melee reach
- enchantable with Shatter
- found from fishing and in underwater ruins
Knives
- short attack distance, very high attack speed
- used in farming
Tridents
- now have extra melee reach
Hunger
- saturation goes down statically based on time past and heals missing hearts as it declines
- walking, jumping (non-sprinting) and breaking blocks no longer consume hunger
- sprinting & other actions consume slightly reduced hunger
- healing 1 health consumes 1 hunger point, and provided you have enough hunger to sprint, you will continue to heal hearts over time (at a slower rate than when saturated)
- the rate of healing and consumption of hunger is dependant on difficulty (and thus faster / less exhausting on Easy whilst more punishing on Hard), much like how vanilla has separate starvation mechanics per-difficulty
- if you are below the hunger barrier, taking damage will also consume hunger, as it is no longer able to replenish health
Further, additional tweaks are added such as stackable stews/soups & eating being interrupted when taking damage.
Misc
- every item has had its attack damage, hit speed and range tweaked. These changes are extensive, and thus will not be individually documented here.
- potions are now stackable to 16.
- Snowballs and Eggs now deal a small amount of knockback.
