
Marium's Soulslike Weaponry
A minecraft mod that adds new bosses and legendary weapons
Обновлён 25 июня 2026 г. · опубликован 24 марта 2023 г.

Features
Welcome to Soulslike Weaponry, a mod that adds over 40+ legendary weapons and multiple bosses to fight. This mod aims to add more endgame content to Minecraft, namely legendary weapons with unique effects and challenging boss fights. When you kill bosses in this mod adds or the vanilla ones, namely the Wither or Ender Dragon, they will now drop a Lord Soul item, which you can use to craft most of the legendary weapons this mod adds. The mod is highly configurable through the config file. You can change everything from boss health, damage to weapon damage and ability cooldowns.The weapons come from many different places, ranging from Norse mythology, the imagination, or other game titles. A list of all the weapons added can be found in the wiki, some of them include:
- Bloodthirster, Comet Spear and the Darkin Blade from League of Legends
- Moonlight Short/Greatsword, Dragonslayer Swordspear and Forlorn Scythe from Dark Souls
- Blunderbuss, Gatling Gun, Whirligig Sawblade and Hunter Cannon from Bloodborne
- Sword of Freyr, Mjölnir and Skofnung from Norse Mythology
- and more!
The mod also includes a parry mechanic with the shields and a posture meter that applies Posture Break effect on the target when filled. Guns and the Stagger enchant applies posture loss that fills this meter.
Dependencies
Fabric API, Geckolib and AttributeFix are needed.Bosses:
- The Decaying King
- The Decaying King lives in the throne room of the demon city, the last remains of the ancient civilization from the nether after the entire civilization collapsed into the lava sea. This cursed monstrosity wields The Darkin Blade, and has many deadly attacks to look out for. Killing it makes it drop the Darkin Blade, a Lord Soul and the Withered Demon Heart.
- Old Champion's Remains
- A boss living in the Old Champion's Graves, this skeleton figure has been possessed by another being, namely The Frenzied Shade. The Old Champion will switch between a defensive state behind his shield and an aggressive state by relentlessly swinging at you with his sword. After killing the Old Champion, it will drop the Draugr sword, and the Frenzied Shade will emerge. This creature is the one possessing the Lord Soul, so make sure to stay alert when killing the Old Champion!
- The Returning Knight
- The Returning Knight is a slow, but hard hitting boss with a few attacks up his sleeve. First of all, all projectiles around him will have no effect on him, and will rather be reflected back in the direction they came from, so be careful with that Hunter Cannon! At half health, he will use his last forces of moonlight to be Unbreakable, slamming his arm on his chest, gaining Resistance. After killing The Returning Knight, he will drop moonstone, Nightfall, a Lord Soul and the Arkenstone.
- Fallen Icon
- By using the Essence of Eventide on the Old Moon Altar, you will return the true essence back to it's original body. This will result in the summoning of the Fallen Icon, a fierce empowered version of the Returning Knight with a fast and dangerous second phase. When summoned, Unbreakable will be used right away, affecting all nearby players with Weakness, Nausea and Slowness. The boss does not get any bonus Resistance unlike Returning Knight, and since the true soul has been returned to the vessel, some of the dark power has been slightly suppressed, making the boss unable to reflect projectiles, but it is still immune to them! Upon it's death, the Arkenstone will shatter, and it will instead drop the Essence of Luminescence, the crafting recipe for creating the Pure Moonlight Greatsword.
- Monarch of Chaos
- The Monarch of Chaos is a powerful mage wielding the accursed wand, the Withered Wabbajack. Additionally, it wears both the Crown of Chaos and the Cape of Chaos, two items that that will be dropped upon it's death with the Withered Wabbajack. It can be summoned by using the Shard of Uncertainty (which is dropped by the Wither) on the Blackstone Pedestal block. The Monarch of Chaos is a fast attacking and chaotic boss, hence it's name, having it's attack cooldown reduced lower and lower based on it's missing health. Thanks to the Cape of Chaos, it turns all Grass Blocks around it into Withered Grass Blocks, which will continuously inflict the Decay status effect on all entities standing on them. On non-player entities, they will also take high Wither damage, while players will have their armor quickly deteriorate and fall apart, meanwhile thanks to the Crown of Chaos, the boss itself will heal small amounts on this zone.
- Day Stalker & Night Prowler
- A fierce duo boss representing day and night. They are both empowered based on whether it is daytime or nighttime, and will each switch between flying above the target and being on the ground. Upon killing one of them, the other will become empowered, entering a challenging phase two.
Версии
| Версия | Канал | Игра | Загрузчики | Дата | Скачать |
|---|---|---|---|---|---|
| 1.4.9-1.20.1-fabric | Релиз | 1.20.1 | fabric | 25 июня 2026 г. | .jar (51.9 МБ) |
| 1.4.8-1.21.1-fabric | Релиз | 1.21.1 | fabric | 23 июня 2026 г. | .jar (51.9 МБ) |
| 1.4.8-1.20.1-fabric | Релиз | 1.20.1 | fabric | 23 июня 2026 г. | .jar (51.9 МБ) |
| 1.4.8-1.20.1-forge | Релиз | 1.20.1 | forge | 22 июня 2026 г. | .jar (52.3 МБ) |
| 1.4.7-1.20.1-forge | Релиз | 1.20.1 | forge | 16 июня 2026 г. | .jar (52.3 МБ) |
| 1.4.6-1.20.1-fabric | Релиз | 1.20.1 | fabric | 30 мая 2026 г. | .jar (51.9 МБ) |
| 1.4.6-1.20.1-forge | Релиз | 1.20.1 | forge | 30 мая 2026 г. | .jar (52.3 МБ) |
| 1.4.5-1.20.1-forge | Релиз | 1.20.1 | forge | 28 мая 2026 г. | .jar (52.3 МБ) |
| 1.4.4-1.21.1-fabric | Релиз | 1.21.1 | fabric | 26 мая 2026 г. | .jar (51.9 МБ) |
| 1.4.4-1.20.1-fabric | Релиз | 1.20.1 | fabric | 26 мая 2026 г. | .jar (51.9 МБ) |
| 1.4.4-1.20.1-forge | Релиз | 1.20.1 | forge | 26 мая 2026 г. | .jar (52.2 МБ) |
| 1.4.3-1.20.1-fabric | Релиз | 1.20.1 | fabric | 22 мая 2026 г. | .jar (51.9 МБ) |
| 1.4.3-1.21.1-fabric | Релиз | 1.21.1 | fabric | 22 мая 2026 г. | .jar (51.9 МБ) |
| 1.4.2-1.20.1-fabric | Релиз | 1.20.1 | fabric | 20 мая 2026 г. | .jar (51.9 МБ) |
| 1.4.1-1.21.1-fabric | Релиз | 1.21.1 | fabric | 5 января 2026 г. | .jar (51.9 МБ) |
Показаны последние 15 из 79 версий. Все версии — на Modrinth.
Ченджлог
1.4.9-1.20.1-fabricРелиз1.20.1 · 25 июня 2026 г.
1.4.9
- Fixed startup crash
1.4.8
- Fixed crash on servers with some other forge mods (if using Sinytra connector)
- Fixed bug causing Excalibur to shoot the user
1.4.7
- Fixed a bug preventing some mods' custom tooltip to show on items
1.4.6
- Fixed shield parries not working visually
1.4.5
- Fixed crash due to Ranged Weapon API forge patch not being properly builtin as intended (Forge only)
1.4.4
- Fixed a bug causing Returning Knight and Fallen Icon to destroy indestructible blocks around them
- Fixed a bug causing gun enchants to be applied to any other item (Forge only)
- Fixed an issue with ability system and mixins regarding compatability with other mods if using Sinytra Connector
- Fixed a bug causing bonus damage to not apply on the Ender Dragon from items like Dragonbane
1.4.3
- Fixed bug causing explosions spawned by Silver Bullets with Explosive Rounds enchant to kill items, inspired by vao211's pull request
- Due to this, Explosive Rounds can no longer destroy blocks (config line for it has been removed), make issues about it on github if you want it back
- Fixed a bug causing Silver Bullets that bypass invulnerability frames to trigger Posture Break damage
1.4.2
- Fixed bug causing Galeforce Cloudburst to target oneself
- Fixed a bug causing the game to crash due to item stacks not being set properly
- Fixed a bug causing the game to crash when two players attacked one-another with Aftershock and Infectious abilities on their armor causing the abilities to infinitely trigger eachother recursively
- Upgrading weapons with negative limitation abilities (such as Sealed Potential on Holy Moonlight Greatsword) to level 5 removes the limitation, this is the case for:
- Holy Moonlight Greatsword
- Bluemoon Greatsword
- Dark Moon Greatsword
- Master Sword
- Added config lines to change this level cap for this removal to trigger
- Gatling Gun bullets now bypasses invulnerability frames
- Added config lines for all the guns to toggle this
- Phantom Trace bullets does not go through invulnerability frames
- Blunderbuss bullets now also bypass invulnerability frames
- Phantom Trace bullets does not go through invulnerability frames
- Reduced damage and increased cooldown since more bullets can now hit the same target
- Damage per bullet: 13 -> 8
- Damage per bullet per level: 3.5 -> 2.0
- Bonus bullets shot per level: 0.8 -> 0.4
- Minimum cooldown: 20 -> 50
- Cooldown: 80 -> 200
- Bullets needed: 2 -> 3
- Bullets needed with infinity: 2 -> 3
- Adjusted damage per level for Hunter Pistol: 2.5 -> 3.0
- Adjusted damage per level for Hunter Cannon: 6.0 -> 9.0
1.4.1
- REI now properly cycles the twinkling titanite upgrade recipe output instead of having one fixed item as the result when previewing the recipe
- Reduced the permafrost amplifier Rime Spectre would apply, added addition to the frost bar instead
- Fixed a bug making returning projectiles (like Leviathan Axe and Mjølnir) despawn after 1200 ticks instead of returning to the user
- Fixed mobs randomly spinning while pathfinding
- Fixed bugs with ability items preventing vanilla use even if the item had no ability overriding the default use
- Fixed a bug preventing the user from reducing posture, bleed and frost buildup if the resistances were high enough
- Fixed a bug preventing Darkmoon Greatsword from being used
- Fixed a bug preventing Moonveil from being used while standing
- Fixed a bug preventing items from being consumed when used on Blackstone Pedestal to summon bosses
- Added config lines in the boss config to enable/disable the consumption of the item
- Fixed a bug preventing Day Stalker from spawning flames during the "Decimate" attack in phase 2
- Day Stalker and Night Prowler can no longer move during phase transition
1.4
Most of this update has been refactoring the code so that any weapon in the future can have any ability if compatible. This is in preparation for a system kind of like "Ashes of War" from Elden Ring, where you can add the abilities you want to different weapons (if compatible). This also means there might be new bugs with certain weapons I failed to catch, so do report them if you find any. Due to this restructuring, there aren't that many new additions compared to older big updates, except for the new upgrading system I hope you'll enjoy!
Additions
- Added Sword of the Nightlord
- Switching to this weapon makes it apply a random on-hit effect post hit: bleed, poison, chain lightning, wither, permafrost, fire, cripple (slow & weakness & mining fatigue), magic damage, and lastly blight & decay
- Attacking targets having either one of these effects deals bonus damage
- Switching to this weapon gives you the Potency effect, making certain weapons (like this one) deal bonus damage for a few seconds
- Added Frost Buildup mechanic & entity stats
- Leviathan Axe, Dark Moon Greatsword, Sword of the Nightlord (given right ability) and Frostmourne all apply Frost Buildup
- Permafrost effect applies gradual Frost
- At max Frost, Icicle AOE Explosion is triggered, damaging the main entity and others around it. Instead of the buildup being set to 0, it enters a cooldown state, gradually reducing the buildup from the max amount and where additional buildup added during cooldown is ignored
max_frost_buildup,frost_buildup_resistanceandfrost_damage_resistancehave been added as options in theentitystatsfile
- Changed Permafrost effect slightly
- Taking fire damage now removes Permafrost effect
- Permafrost icicle explosion now damages nearby players too (not the main inflicter), and will no longer target allies of the inflicter
- Increased the icicle explosion spread range slightly
- Added a new upgrading system with the Smithing Table
- A new item Twinkling Titanite has been added, use it to upgrade items' stats, like damage and attack speed for melee and ranged weapons, or armor values for armor
- These bonuses are added as recipes with the type
"soulsweapons:smithing_item_upgrade", therefore making it possible to create own stat files for specific items or overwrite old ones - Items can be upgraded max 5 times, but can be changed in config
- Added REI compatability for this system too
- The bonuses depend on the item, for example bows and crossbows get ranged damage and draw speed, mining tools get mining efficiency and attack damage, armor gains armor and armor toughness, and so on... (default is just damage and attack speed for other items)
- Weapons will now have ability damage, cooldowns, etc. scale off of "Upgrade Level" instead of enchants, therefore, config lines previously dictating what enchants made the weapons scale have been removed and replaced with _per_level instead
- Many weapons have new bonuses based on the upgrade level, such as:
- Moonlight Greatsword (and pure variant) shoot more projectiles based on upgrade level (3-7), and so does Bluemoon and the Master Sword
- Holy Moonlight Greatsword have more pillars summoned based on level
- Guns now gain infinity at upgrade level above 2
- and more!
- Daggers now deal increased damage when performing the Posture Break critical hit, currently only Mehrunes Razor does this with 100% increase
- Soul Reaper summons get bonus health and attack damage based on the soul amount up to a max amount, can be changed in config
- Soulmass' beam attack and sacrifice AOE explosion now scale off of generic attack damage attribute (which is increased by Soul Reaper)
- Overhauled the ability system on the legendary weapons. Also moved away from off-hand ability triggers since Better Combat doesn't allow off-handing heavy weapons. Many abilities have therefore changed to be either triggered when sneaking or with the keybind ability trigger
- Dragon Staff and Whirligig Sawblade has reduced cooldown based on the time used
- Veil of Fire effect no longer sets the user on fire (since it was kinda irritating to have constant fire on the HUD)
- Moved all boss config lines over to a new config file named
soulsweapons_boss_config.json - Added the Soul of Cinder status effect, another version of Strength that is only granted when the player is on fire, right now only through Guinsoo's Rageblade
- Lich Bane now always deal the bonus magic damage, regardless of % health left
- Changed Cape of Chaos
- Ability keybind toggles whether the ground should be withered or not
- The wither effect no longer applies to allies of the user
- Removed config line chaos_cape_wither_ground in favor of the "disable use" one for the item
- Kraken Slayer Crossbow no longer scales off of Quick Charge due to the new upgrade system
- Enabled crafting for the Kraken Slayer Bow
- Added Echo effect, damage taken with it is saved then done back upon removal of it (damage is not applied if removed via commands or other abilities like via the Skofnung Stone)
- Added Resonance ability to Lich Bane, apply Echo effect post hit as long as the entity neither has it from before and the item is not on cooldown
- Added compatability with Soul Fire'd mod, Blazing Blade ability now scales off of Soul Fire Aspect and applies Soul Fire if the weapon has the enchantment
Bugfixes
- Fixed a bug causing the posture loss, bleed and frost ui bars to overflow
- Fixed a bug causing weapons with dynamically changing attack damage and speed (i.e. Draugr during nightime, Mjølnir when raining, etc.) to have other attributes removed (like range from Better Combat)
- Fixed a bug causing Mehrunes Razor to deal less bonus missing health damage
- Fixed bugs preventing Rime Spectre from taking magic damage
- Rime Spectre emerges from the ground when not attacking anything
- Fixed bug preventing mobs from having the Decay effect
- Fixed a bug causing config line for projectile immunity for some bosses to not recognize full namespace
- It now recognizes tags, full and only part of namespaces, such as "#minecraft:arrows" for tags and regular namespaces like "soulsweapons:moonlight_projectile" and "moonlight_projectile" will work
1.4.8-1.21.1-fabricРелиз1.21.1 · 23 июня 2026 г.
Changelog
1.4.8
- Fixed crash on servers with some other forge mods (if using Sinytra connector)
- Fixed bug causing Excalibur to shoot the user
1.4.7
- Fixed a bug preventing some mods' custom tooltip to show on items
1.4.6 (Only 1.20.1)
- Fixed shield parries not working visually
1.4.5 (Only Forge 1.20.1)
- Fixed crash due to Ranged Weapon API forge patch not being properly builtin as intended (Forge only)
1.4.4
- Fixed a bug causing Returning Knight and Fallen Icon to destroy indestructible blocks around them
- Fixed an issue with ability system and mixins regarding compatability with other mods if using Sinytra Connector
1.4.3
- Fixed bug causing explosions spawned by Silver Bullets with Explosive Rounds enchant to kill items, inspired by vao211's pull request
- Due to this, Explosive Rounds can no longer destroy blocks (config line for it has been removed), make issues about it on github if you want it back
- Fixed a bug causing Silver Bullets that bypass invulnerability frames to trigger Posture Break damage
1.4.2
- Fixed bug causing Galeforce Cloudburst to target oneself
- Fixed a bug causing the game to crash due to item stacks not being set properly
- Fixed a bug causing the game to crash when two players attacked one-another with Aftershock and Infectious abilities on their armor causing the abilities to infinitely trigger eachother recursively
- Upgrading weapons with negative limitation abilities (such as Sealed Potential on Holy Moonlight Greatsword) to level 5 removes the limitation, this is the case for:
- Holy Moonlight Greatsword
- Bluemoon Greatsword
- Dark Moon Greatsword
- Master Sword
- Added config lines to change this level cap for this removal to trigger
- Gatling Gun bullets now bypasses invulnerability frames
- Added config lines for all the guns to toggle this
- Phantom Trace bullets does not go through invulnerability frames
- Blunderbuss bullets now also bypass invulnerability frames
- Phantom Trace bullets does not go through invulnerability frames
- Reduced damage and increased cooldown since more bullets can now hit the same target
- Damage per bullet: 13 -> 8
- Damage per bullet per level: 3.5 -> 2.0
- Bonus bullets shot per level: 0.8 -> 0.4
- Minimum cooldown: 20 -> 50
- Cooldown: 80 -> 200
- Bullets needed: 2 -> 3
- Bullets needed with infinity: 2 -> 3
- Adjusted damage per level for Hunter Pistol: 2.5 -> 3.0
- Adjusted damage per level for Hunter Cannon: 6.0 -> 9.0
1.4.1
- REI now properly cycles the twinkling titanite upgrade recipe output instead of having one fixed item as the result when previewing the recipe
- Reduced the permafrost amplifier Rime Spectre would apply, added addition to the frost bar instead
- Fixed a bug making returning projectiles (like Leviathan Axe and Mjølnir) despawn after 1200 ticks instead of returning to the user
- Fixed mobs randomly spinning while pathfinding
- Fixed bugs with ability items preventing vanilla use even if the item had no ability overriding the default use
- Fixed a bug preventing the user from reducing posture, bleed and frost buildup if the resistances were high enough
- Fixed a bug preventing Darkmoon Greatsword from being used
- Fixed a bug preventing Moonveil from being used while standing
- Fixed a bug preventing items from being consumed when used on Blackstone Pedestal to summon bosses
- Added config lines in the boss config to enable/disable the consumption of the item
- Fixed a bug preventing Day Stalker from spawning flames during the "Decimate" attack in phase 2
- Day Stalker and Night Prowler can no longer move during phase transition
1.4
Most of this update has been refactoring the code so that any weapon in the future can have any ability if compatible. This is in preparation for a system kind of like "Ashes of War" from Elden Ring, where you can add the abilities you want to different weapons (if compatible). This also means there might be new bugs with certain weapons I failed to catch, so do report them if you find any. Due to this restructuring, there aren't that many new additions compared to older big updates, except for the new upgrading system I hope you'll enjoy!
Additions
- Added Sword of the Nightlord
- Switching to this weapon makes it apply a random on-hit effect post hit: bleed, poison, chain lightning, wither, permafrost, fire, cripple (slow & weakness & mining fatigue), magic damage, and lastly blight & decay
- Attacking targets having either one of these effects deals bonus damage
- Switching to this weapon gives you the Potency effect, making certain weapons (like this one) deal bonus damage for a few seconds
- Added Frost Buildup mechanic & entity stats
- Leviathan Axe, Dark Moon Greatsword, Sword of the Nightlord (given right ability) and Frostmourne all apply Frost Buildup
- Permafrost effect applies gradual Frost
- At max Frost, Icicle AOE Explosion is triggered, damaging the main entity and others around it. Instead of the buildup being set to 0, it enters a cooldown state, gradually reducing the buildup from the max amount and where additional buildup added during cooldown is ignored
max_frost_buildup,frost_buildup_resistanceandfrost_damage_resistancehave been added as options in theentitystatsfile
- Changed Permafrost effect slightly
- Taking fire damage now removes Permafrost effect
- Permafrost icicle explosion now damages nearby players too (not the main inflicter), and will no longer target allies of the inflicter
- Increased the icicle explosion spread range slightly
- Added a new upgrading system with the Smithing Table
- A new item Twinkling Titanite has been added, use it to upgrade items' stats, like damage and attack speed for melee and ranged weapons, or armor values for armor
- These bonuses are added as recipes with the type
"soulsweapons:smithing_item_upgrade", therefore making it possible to create own stat files for specific items or overwrite old ones - Items can be upgraded max 5 times, but can be changed in config
- Added REI compatability for this system too
- The bonuses depend on the item, for example bows and crossbows get ranged damage and draw speed, mining tools get mining efficiency and attack damage, armor gains armor and armor toughness, and so on... (default is just damage and attack speed for other items)
- Weapons will now have ability damage, cooldowns, etc. scale off of "Upgrade Level" instead of enchants, therefore, config lines previously dictating what enchants made the weapons scale have been removed and replaced with _per_level instead
- Many weapons have new bonuses based on the upgrade level, such as:
- Moonlight Greatsword (and pure variant) shoot more projectiles based on upgrade level (3-7), and so does Bluemoon and the Master Sword
- Holy Moonlight Greatsword have more pillars summoned based on level
- Guns now gain infinity at upgrade level above 2
- and more!
- Daggers now deal increased damage when performing the Posture Break critical hit, currently only Mehrunes Razor does this with 100% increase
- Soul Reaper summons get bonus health and attack damage based on the soul amount up to a max amount, can be changed in config
- Soulmass' beam attack and sacrifice AOE explosion now scale off of generic attack damage attribute (which is increased by Soul Reaper)
- Overhauled the ability system on the legendary weapons. Also moved away from off-hand ability triggers since Better Combat doesn't allow off-handing heavy weapons. Many abilities have therefore changed to be either triggered when sneaking or with the keybind ability trigger
- Dragon Staff and Whirligig Sawblade has reduced cooldown based on the time used
- Veil of Fire effect no longer sets the user on fire (since it was kinda irritating to have constant fire on the HUD)
- Moved all boss config lines over to a new config file named
soulsweapons_boss_config.json - Added the Soul of Cinder status effect, another version of Strength that is only granted when the player is on fire, right now only through Guinsoo's Rageblade
- Lich Bane now always deal the bonus magic damage, regardless of % health left
- Changed Cape of Chaos
- Ability keybind toggles whether the ground should be withered or not
- The wither effect no longer applies to allies of the user
- Removed config line chaos_cape_wither_ground in favor of the "disable use" one for the item
- Kraken Slayer Crossbow no longer scales off of Quick Charge due to the new upgrade system
- Enabled crafting for the Kraken Slayer Bow
- Added Echo effect, damage taken with it is saved then done back upon removal of it (damage is not applied if removed via commands or other abilities like via the Skofnung Stone)
- Added Resonance ability to Lich Bane, apply Echo effect post hit as long as the entity neither has it from before and the item is not on cooldown
- Added compatability with Soul Fire'd mod, Blazing Blade ability now scales off of Soul Fire Aspect and applies Soul Fire if the weapon has the enchantment
Bugfixes
- Fixed a bug causing the posture loss, bleed and frost ui bars to overflow
- Fixed a bug causing weapons with dynamically changing attack damage and speed (i.e. Draugr during nightime, Mjølnir when raining, etc.) to have other attributes removed (like range from Better Combat)
- Fixed a bug causing Mehrunes Razor to deal less bonus missing health damage
- Fixed bugs preventing Rime Spectre from taking magic damage
- Rime Spectre emerges from the ground when not attacking anything
- Fixed bug preventing mobs from having the Decay effect
- Fixed a bug causing config line for projectile immunity for some bosses to not recognize full namespace
- It now recognizes tags, full and only part of namespaces, such as "#minecraft:arrows" for tags and regular namespaces like "soulsweapons:moonlight_projectile" and "moonlight_projectile" will work
1.4.8-1.20.1-fabricРелиз1.20.1 · 23 июня 2026 г.
Changelog
1.4.8
- Fixed crash on servers with some other forge mods (if using Sinytra connector)
- Fixed bug causing Excalibur to shoot the user
1.4.7
- Fixed a bug preventing some mods' custom tooltip to show on items
1.4.6
- Fixed shield parries not working visually
1.4.5
- Fixed crash due to Ranged Weapon API forge patch not being properly builtin as intended (Forge only)
1.4.4
- Fixed a bug causing Returning Knight and Fallen Icon to destroy indestructible blocks around them
- Fixed a bug causing gun enchants to be applied to any other item (Forge only)
- Fixed an issue with ability system and mixins regarding compatability with other mods if using Sinytra Connector
- Fixed a bug causing bonus damage to not apply on the Ender Dragon from items like Dragonbane
1.4.3
- Fixed bug causing explosions spawned by Silver Bullets with Explosive Rounds enchant to kill items, inspired by vao211's pull request
- Due to this, Explosive Rounds can no longer destroy blocks (config line for it has been removed), make issues about it on github if you want it back
- Fixed a bug causing Silver Bullets that bypass invulnerability frames to trigger Posture Break damage
1.4.2
- Fixed bug causing Galeforce Cloudburst to target oneself
- Fixed a bug causing the game to crash due to item stacks not being set properly
- Fixed a bug causing the game to crash when two players attacked one-another with Aftershock and Infectious abilities on their armor causing the abilities to infinitely trigger eachother recursively
- Upgrading weapons with negative limitation abilities (such as Sealed Potential on Holy Moonlight Greatsword) to level 5 removes the limitation, this is the case for:
- Holy Moonlight Greatsword
- Bluemoon Greatsword
- Dark Moon Greatsword
- Master Sword
- Added config lines to change this level cap for this removal to trigger
- Gatling Gun bullets now bypasses invulnerability frames
- Added config lines for all the guns to toggle this
- Phantom Trace bullets does not go through invulnerability frames
- Blunderbuss bullets now also bypass invulnerability frames
- Phantom Trace bullets does not go through invulnerability frames
- Reduced damage and increased cooldown since more bullets can now hit the same target
- Damage per bullet: 13 -> 8
- Damage per bullet per level: 3.5 -> 2.0
- Bonus bullets shot per level: 0.8 -> 0.4
- Minimum cooldown: 20 -> 50
- Cooldown: 80 -> 200
- Bullets needed: 2 -> 3
- Bullets needed with infinity: 2 -> 3
- Adjusted damage per level for Hunter Pistol: 2.5 -> 3.0
- Adjusted damage per level for Hunter Cannon: 6.0 -> 9.0
1.4.1
- REI now properly cycles the twinkling titanite upgrade recipe output instead of having one fixed item as the result when previewing the recipe
- Reduced the permafrost amplifier Rime Spectre would apply, added addition to the frost bar instead
- Fixed a bug making returning projectiles (like Leviathan Axe and Mjølnir) despawn after 1200 ticks instead of returning to the user
- Fixed mobs randomly spinning while pathfinding
- Fixed bugs with ability items preventing vanilla use even if the item had no ability overriding the default use
- Fixed a bug preventing the user from reducing posture, bleed and frost buildup if the resistances were high enough
- Fixed a bug preventing Darkmoon Greatsword from being used
- Fixed a bug preventing Moonveil from being used while standing
- Fixed a bug preventing items from being consumed when used on Blackstone Pedestal to summon bosses
- Added config lines in the boss config to enable/disable the consumption of the item
- Fixed a bug preventing Day Stalker from spawning flames during the "Decimate" attack in phase 2
- Day Stalker and Night Prowler can no longer move during phase transition
1.4
Most of this update has been refactoring the code so that any weapon in the future can have any ability if compatible. This is in preparation for a system kind of like "Ashes of War" from Elden Ring, where you can add the abilities you want to different weapons (if compatible). This also means there might be new bugs with certain weapons I failed to catch, so do report them if you find any. Due to this restructuring, there aren't that many new additions compared to older big updates, except for the new upgrading system I hope you'll enjoy!
Additions
- Added Sword of the Nightlord
- Switching to this weapon makes it apply a random on-hit effect post hit: bleed, poison, chain lightning, wither, permafrost, fire, cripple (slow & weakness & mining fatigue), magic damage, and lastly blight & decay
- Attacking targets having either one of these effects deals bonus damage
- Switching to this weapon gives you the Potency effect, making certain weapons (like this one) deal bonus damage for a few seconds
- Added Frost Buildup mechanic & entity stats
- Leviathan Axe, Dark Moon Greatsword, Sword of the Nightlord (given right ability) and Frostmourne all apply Frost Buildup
- Permafrost effect applies gradual Frost
- At max Frost, Icicle AOE Explosion is triggered, damaging the main entity and others around it. Instead of the buildup being set to 0, it enters a cooldown state, gradually reducing the buildup from the max amount and where additional buildup added during cooldown is ignored
max_frost_buildup,frost_buildup_resistanceandfrost_damage_resistancehave been added as options in theentitystatsfile
- Changed Permafrost effect slightly
- Taking fire damage now removes Permafrost effect
- Permafrost icicle explosion now damages nearby players too (not the main inflicter), and will no longer target allies of the inflicter
- Increased the icicle explosion spread range slightly
- Added a new upgrading system with the Smithing Table
- A new item Twinkling Titanite has been added, use it to upgrade items' stats, like damage and attack speed for melee and ranged weapons, or armor values for armor
- These bonuses are added as recipes with the type
"soulsweapons:smithing_item_upgrade", therefore making it possible to create own stat files for specific items or overwrite old ones - Items can be upgraded max 5 times, but can be changed in config
- Added REI compatability for this system too
- The bonuses depend on the item, for example bows and crossbows get ranged damage and draw speed, mining tools get mining efficiency and attack damage, armor gains armor and armor toughness, and so on... (default is just damage and attack speed for other items)
- Weapons will now have ability damage, cooldowns, etc. scale off of "Upgrade Level" instead of enchants, therefore, config lines previously dictating what enchants made the weapons scale have been removed and replaced with _per_level instead
- Many weapons have new bonuses based on the upgrade level, such as:
- Moonlight Greatsword (and pure variant) shoot more projectiles based on upgrade level (3-7), and so does Bluemoon and the Master Sword
- Holy Moonlight Greatsword have more pillars summoned based on level
- Guns now gain infinity at upgrade level above 2
- and more!
- Daggers now deal increased damage when performing the Posture Break critical hit, currently only Mehrunes Razor does this with 100% increase
- Soul Reaper summons get bonus health and attack damage based on the soul amount up to a max amount, can be changed in config
- Soulmass' beam attack and sacrifice AOE explosion now scale off of generic attack damage attribute (which is increased by Soul Reaper)
- Overhauled the ability system on the legendary weapons. Also moved away from off-hand ability triggers since Better Combat doesn't allow off-handing heavy weapons. Many abilities have therefore changed to be either triggered when sneaking or with the keybind ability trigger
- Dragon Staff and Whirligig Sawblade has reduced cooldown based on the time used
- Veil of Fire effect no longer sets the user on fire (since it was kinda irritating to have constant fire on the HUD)
- Moved all boss config lines over to a new config file named
soulsweapons_boss_config.json - Added the Soul of Cinder status effect, another version of Strength that is only granted when the player is on fire, right now only through Guinsoo's Rageblade
- Lich Bane now always deal the bonus magic damage, regardless of % health left
- Changed Cape of Chaos
- Ability keybind toggles whether the ground should be withered or not
- The wither effect no longer applies to allies of the user
- Removed config line chaos_cape_wither_ground in favor of the "disable use" one for the item
- Kraken Slayer Crossbow no longer scales off of Quick Charge due to the new upgrade system
- Enabled crafting for the Kraken Slayer Bow
- Added Echo effect, damage taken with it is saved then done back upon removal of it (damage is not applied if removed via commands or other abilities like via the Skofnung Stone)
- Added Resonance ability to Lich Bane, apply Echo effect post hit as long as the entity neither has it from before and the item is not on cooldown
- Added compatability with Soul Fire'd mod, Blazing Blade ability now scales off of Soul Fire Aspect and applies Soul Fire if the weapon has the enchantment
Bugfixes
- Fixed a bug causing the posture loss, bleed and frost ui bars to overflow
- Fixed a bug causing weapons with dynamically changing attack damage and speed (i.e. Draugr during nightime, Mjølnir when raining, etc.) to have other attributes removed (like range from Better Combat)
- Fixed a bug causing Mehrunes Razor to deal less bonus missing health damage
- Fixed bugs preventing Rime Spectre from taking magic damage
- Rime Spectre emerges from the ground when not attacking anything
- Fixed bug preventing mobs from having the Decay effect
- Fixed a bug causing config line for projectile immunity for some bosses to not recognize full namespace
- It now recognizes tags, full and only part of namespaces, such as "#minecraft:arrows" for tags and regular namespaces like "soulsweapons:moonlight_projectile" and "moonlight_projectile" will work
1.4.8-1.20.1-forgeРелиз1.20.1 · 22 июня 2026 г.
Changelog
1.4.8
- Fixed crash on servers with some other mods
- Fixed bug causing Excalibur to shoot the user
1.4.7
- Required forge version is now at least 47.4.0
- Required geckolib version is now at least 4.8.3
- Fixed a bug preventing some mods' custom tooltip to show on items
- Fixed a bug preventing trickweapons from being used with Epic Fight installed
- Fixed a bug causing glowmask layers to not render on Mjølnir and Leviathan Axe
1.4.6
- Fixed shield parries not working visually
1.4.5
- Fixed crash due to Ranged Weapon API forge patch not being properly builtin as intended
1.4.4
- Fixed a bug causing Returning Knight and Fallen Icon to destroy indestructible blocks around them
- Fixed a bug causing gun enchants to be applied to any other item (Forge only)
- Fixed an issue with ability system and mixins regarding compatability with other mods if using Sinytra Connector
- Fixed a bug causing bonus damage to not apply on the Ender Dragon from items like Dragonbane
1.4.3
- Fixed bug causing explosions spawned by Silver Bullets with Explosive Rounds enchant to kill items, inspired by vao211's pull request
- Due to this, Explosive Rounds can no longer destroy blocks (config line for it has been removed), make issues about it on github if you want it back
- Fixed a bug causing Silver Bullets that bypass invulnerability frames to trigger Posture Break damage
1.4.2
- Fixed bug causing Galeforce Cloudburst to target oneself
- Fixed a bug causing the game to crash due to item stacks not being set properly
- Fixed a bug causing the game to crash when two players attacked one-another with Aftershock and Infectious abilities on their armor causing the abilities to infinitely trigger eachother recursively
- Upgrading weapons with negative limitation abilities (such as Sealed Potential on Holy Moonlight Greatsword) to level 5 removes the limitation, this is the case for:
- Holy Moonlight Greatsword
- Bluemoon Greatsword
- Dark Moon Greatsword
- Master Sword
- Added config lines to change this level cap for this removal to trigger
- Gatling Gun bullets now bypasses invulnerability frames
- Added config lines for all the guns to toggle this
- Phantom Trace bullets does not go through invulnerability frames
- Blunderbuss bullets now also bypass invulnerability frames
- Phantom Trace bullets does not go through invulnerability frames
- Reduced damage and increased cooldown since more bullets can now hit the same target
- Damage per bullet: 13 -> 8
- Damage per bullet per level: 3.5 -> 2.0
- Bonus bullets shot per level: 0.8 -> 0.4
- Minimum cooldown: 20 -> 50
- Cooldown: 80 -> 200
- Bullets needed: 2 -> 3
- Bullets needed with infinity: 2 -> 3
- Adjusted damage per level for Hunter Pistol: 2.5 -> 3.0
- Adjusted damage per level for Hunter Cannon: 6.0 -> 9.0
1.4.1
- REI now properly cycles the twinkling titanite upgrade recipe output instead of having one fixed item as the result when previewing the recipe
- Reduced the permafrost amplifier Rime Spectre would apply, added addition to the frost bar instead
- Fixed a bug making returning projectiles (like Leviathan Axe and Mjølnir) despawn after 1200 ticks instead of returning to the user
- Fixed mobs randomly spinning while pathfinding
- Fixed bugs with ability items preventing vanilla use even if the item had no ability overriding the default use
- Fixed a bug preventing the user from reducing posture, bleed and frost buildup if the resistances were high enough
- Fixed a bug preventing Darkmoon Greatsword from being used
- Fixed a bug preventing Moonveil from being used while standing
- Fixed a bug preventing items from being consumed when used on Blackstone Pedestal to summon bosses
- Added config lines in the boss config to enable/disable the consumption of the item
- Fixed a bug preventing Day Stalker from spawning flames during the "Decimate" attack in phase 2
- Day Stalker and Night Prowler can no longer move during phase transition
1.4
Most of this update has been refactoring the code so that any weapon in the future can have any ability if compatible. This is in preparation for a system kind of like "Ashes of War" from Elden Ring, where you can add the abilities you want to different weapons (if compatible). This also means there might be new bugs with certain weapons I failed to catch, so do report them if you find any. Due to this restructuring, there aren't that many new additions compared to older big updates, except for the new upgrading system I hope you'll enjoy!
Additions
- Added Sword of the Nightlord
- Switching to this weapon makes it apply a random on-hit effect post hit: bleed, poison, chain lightning, wither, permafrost, fire, cripple (slow & weakness & mining fatigue), magic damage, and lastly blight & decay
- Attacking targets having either one of these effects deals bonus damage
- Switching to this weapon gives you the Potency effect, making certain weapons (like this one) deal bonus damage for a few seconds
- Added Frost Buildup mechanic & entity stats
- Leviathan Axe, Dark Moon Greatsword, Sword of the Nightlord (given right ability) and Frostmourne all apply Frost Buildup
- Permafrost effect applies gradual Frost
- At max Frost, Icicle AOE Explosion is triggered, damaging the main entity and others around it. Instead of the buildup being set to 0, it enters a cooldown state, gradually reducing the buildup from the max amount and where additional buildup added during cooldown is ignored
max_frost_buildup,frost_buildup_resistanceandfrost_damage_resistancehave been added as options in theentitystatsfile
- Changed Permafrost effect slightly
- Taking fire damage now removes Permafrost effect
- Permafrost icicle explosion now damages nearby players too (not the main inflicter), and will no longer target allies of the inflicter
- Increased the icicle explosion spread range slightly
- Added a new upgrading system with the Smithing Table
- A new item Twinkling Titanite has been added, use it to upgrade items' stats, like damage and attack speed for melee and ranged weapons, or armor values for armor
- These bonuses are added as recipes with the type
"soulsweapons:smithing_item_upgrade", therefore making it possible to create own stat files for specific items or overwrite old ones - Items can be upgraded max 5 times, but can be changed in config
- Added REI compatability for this system too
- The bonuses depend on the item, for example bows and crossbows get ranged damage and draw speed, mining tools get mining efficiency and attack damage, armor gains armor and armor toughness, and so on... (default is just damage and attack speed for other items)
- Weapons will now have ability damage, cooldowns, etc. scale off of "Upgrade Level" instead of enchants, therefore, config lines previously dictating what enchants made the weapons scale have been removed and replaced with _per_level instead
- Many weapons have new bonuses based on the upgrade level, such as:
- Moonlight Greatsword (and pure variant) shoot more projectiles based on upgrade level (3-7), and so does Bluemoon and the Master Sword
- Holy Moonlight Greatsword have more pillars summoned based on level
- Guns now gain infinity at upgrade level above 2
- and more!
- Daggers now deal increased damage when performing the Posture Break critical hit, currently only Mehrunes Razor does this with 100% increase
- Soul Reaper summons get bonus health and attack damage based on the soul amount up to a max amount, can be changed in config
- Soulmass' beam attack and sacrifice AOE explosion now scale off of generic attack damage attribute (which is increased by Soul Reaper)
- Overhauled the ability system on the legendary weapons. Also moved away from off-hand ability triggers since Better Combat doesn't allow off-handing heavy weapons. Many abilities have therefore changed to be either triggered when sneaking or with the keybind ability trigger
- Dragon Staff and Whirligig Sawblade has reduced cooldown based on the time used
- Veil of Fire effect no longer sets the user on fire (since it was kinda irritating to have constant fire on the HUD)
- Moved all boss config lines over to a new config file named
soulsweapons_boss_config.json - Added the Soul of Cinder status effect, another version of Strength that is only granted when the player is on fire, right now only through Guinsoo's Rageblade
- Lich Bane now always deal the bonus magic damage, regardless of % health left
- Changed Cape of Chaos
- Ability keybind toggles whether the ground should be withered or not
- The wither effect no longer applies to allies of the user
- Removed config line chaos_cape_wither_ground in favor of the "disable use" one for the item
- Kraken Slayer Crossbow no longer scales off of Quick Charge due to the new upgrade system
- Enabled crafting for the Kraken Slayer Bow
- Added Echo effect, damage taken with it is saved then done back upon removal of it (damage is not applied if removed via commands or other abilities like via the Skofnung Stone)
- Added Resonance ability to Lich Bane, apply Echo effect post hit as long as the entity neither has it from before and the item is not on cooldown
- Added compatability with Soul Fire'd mod, Blazing Blade ability now scales off of Soul Fire Aspect and applies Soul Fire if the weapon has the enchantment
Bugfixes
- Fixed a bug causing the posture loss, bleed and frost ui bars to overflow
- Fixed a bug causing weapons with dynamically changing attack damage and speed (i.e. Draugr during nightime, Mjølnir when raining, etc.) to have other attributes removed (like range from Better Combat)
- Fixed a bug causing Mehrunes Razor to deal less bonus missing health damage
- Fixed bugs preventing Rime Spectre from taking magic damage
- Rime Spectre emerges from the ground when not attacking anything
- Fixed bug preventing mobs from having the Decay effect
- Fixed a bug causing config line for projectile immunity for some bosses to not recognize full namespace
- It now recognizes tags, full and only part of namespaces, such as "#minecraft:arrows" for tags and regular namespaces like "soulsweapons:moonlight_projectile" and "moonlight_projectile" will work
1.4.7-1.20.1-forgeРелиз1.20.1 · 16 июня 2026 г.
1.4.7
- Required forge version is now at least 47.4.0
- Required geckolib version is now at least 4.8.3
- Fixed a bug preventing some mods' custom tooltip to show on items
- Fixed a bug preventing trickweapons from being used with Epic Fight installed
- Fixed a bug causing glowmask layers to not render on Mjølnir and Leviathan Axe
1.4.6
- Fixed shield parries not working visually
1.4.5
- Fixed crash due to Ranged Weapon API forge patch not being properly builtin as intended
1.4.4
- Fixed a bug causing Returning Knight and Fallen Icon to destroy indestructible blocks around them
- Fixed a bug causing gun enchants to be applied to any other item (Forge only)
- Fixed an issue with ability system and mixins regarding compatability with other mods if using Sinytra Connector
- Fixed a bug causing bonus damage to not apply on the Ender Dragon from items like Dragonbane
1.4.3
- Fixed bug causing explosions spawned by Silver Bullets with Explosive Rounds enchant to kill items, inspired by vao211's pull request
- Due to this, Explosive Rounds can no longer destroy blocks (config line for it has been removed), make issues about it on github if you want it back
- Fixed a bug causing Silver Bullets that bypass invulnerability frames to trigger Posture Break damage
1.4.2
- Fixed bug causing Galeforce Cloudburst to target oneself
- Fixed a bug causing the game to crash due to item stacks not being set properly
- Fixed a bug causing the game to crash when two players attacked one-another with Aftershock and Infectious abilities on their armor causing the abilities to infinitely trigger eachother recursively
- Upgrading weapons with negative limitation abilities (such as Sealed Potential on Holy Moonlight Greatsword) to level 5 removes the limitation, this is the case for:
- Holy Moonlight Greatsword
- Bluemoon Greatsword
- Dark Moon Greatsword
- Master Sword
- Added config lines to change this level cap for this removal to trigger
- Gatling Gun bullets now bypasses invulnerability frames
- Added config lines for all the guns to toggle this
- Phantom Trace bullets does not go through invulnerability frames
- Blunderbuss bullets now also bypass invulnerability frames
- Phantom Trace bullets does not go through invulnerability frames
- Reduced damage and increased cooldown since more bullets can now hit the same target
- Damage per bullet: 13 -> 8
- Damage per bullet per level: 3.5 -> 2.0
- Bonus bullets shot per level: 0.8 -> 0.4
- Minimum cooldown: 20 -> 50
- Cooldown: 80 -> 200
- Bullets needed: 2 -> 3
- Bullets needed with infinity: 2 -> 3
- Adjusted damage per level for Hunter Pistol: 2.5 -> 3.0
- Adjusted damage per level for Hunter Cannon: 6.0 -> 9.0
1.4.1
- REI now properly cycles the twinkling titanite upgrade recipe output instead of having one fixed item as the result when previewing the recipe
- Reduced the permafrost amplifier Rime Spectre would apply, added addition to the frost bar instead
- Fixed a bug making returning projectiles (like Leviathan Axe and Mjølnir) despawn after 1200 ticks instead of returning to the user
- Fixed mobs randomly spinning while pathfinding
- Fixed bugs with ability items preventing vanilla use even if the item had no ability overriding the default use
- Fixed a bug preventing the user from reducing posture, bleed and frost buildup if the resistances were high enough
- Fixed a bug preventing Darkmoon Greatsword from being used
- Fixed a bug preventing Moonveil from being used while standing
- Fixed a bug preventing items from being consumed when used on Blackstone Pedestal to summon bosses
- Added config lines in the boss config to enable/disable the consumption of the item
- Fixed a bug preventing Day Stalker from spawning flames during the "Decimate" attack in phase 2
- Day Stalker and Night Prowler can no longer move during phase transition
1.4
Most of this update has been refactoring the code so that any weapon in the future can have any ability if compatible. This is in preparation for a system kind of like "Ashes of War" from Elden Ring, where you can add the abilities you want to different weapons (if compatible). This also means there might be new bugs with certain weapons I failed to catch, so do report them if you find any. Due to this restructuring, there aren't that many new additions compared to older big updates, except for the new upgrading system I hope you'll enjoy!
Additions
- Added Sword of the Nightlord
- Switching to this weapon makes it apply a random on-hit effect post hit: bleed, poison, chain lightning, wither, permafrost, fire, cripple (slow & weakness & mining fatigue), magic damage, and lastly blight & decay
- Attacking targets having either one of these effects deals bonus damage
- Switching to this weapon gives you the Potency effect, making certain weapons (like this one) deal bonus damage for a few seconds
- Added Frost Buildup mechanic & entity stats
- Leviathan Axe, Dark Moon Greatsword, Sword of the Nightlord (given right ability) and Frostmourne all apply Frost Buildup
- Permafrost effect applies gradual Frost
- At max Frost, Icicle AOE Explosion is triggered, damaging the main entity and others around it. Instead of the buildup being set to 0, it enters a cooldown state, gradually reducing the buildup from the max amount and where additional buildup added during cooldown is ignored
max_frost_buildup,frost_buildup_resistanceandfrost_damage_resistancehave been added as options in theentitystatsfile
- Changed Permafrost effect slightly
- Taking fire damage now removes Permafrost effect
- Permafrost icicle explosion now damages nearby players too (not the main inflicter), and will no longer target allies of the inflicter
- Increased the icicle explosion spread range slightly
- Added a new upgrading system with the Smithing Table
- A new item Twinkling Titanite has been added, use it to upgrade items' stats, like damage and attack speed for melee and ranged weapons, or armor values for armor
- These bonuses are added as recipes with the type
"soulsweapons:smithing_item_upgrade", therefore making it possible to create own stat files for specific items or overwrite old ones - Items can be upgraded max 5 times, but can be changed in config
- Added REI compatability for this system too
- The bonuses depend on the item, for example bows and crossbows get ranged damage and draw speed, mining tools get mining efficiency and attack damage, armor gains armor and armor toughness, and so on... (default is just damage and attack speed for other items)
- Weapons will now have ability damage, cooldowns, etc. scale off of "Upgrade Level" instead of enchants, therefore, config lines previously dictating what enchants made the weapons scale have been removed and replaced with _per_level instead
- Many weapons have new bonuses based on the upgrade level, such as:
- Moonlight Greatsword (and pure variant) shoot more projectiles based on upgrade level (3-7), and so does Bluemoon and the Master Sword
- Holy Moonlight Greatsword have more pillars summoned based on level
- Guns now gain infinity at upgrade level above 2
- and more!
- Daggers now deal increased damage when performing the Posture Break critical hit, currently only Mehrunes Razor does this with 100% increase
- Soul Reaper summons get bonus health and attack damage based on the soul amount up to a max amount, can be changed in config
- Soulmass' beam attack and sacrifice AOE explosion now scale off of generic attack damage attribute (which is increased by Soul Reaper)
- Overhauled the ability system on the legendary weapons. Also moved away from off-hand ability triggers since Better Combat doesn't allow off-handing heavy weapons. Many abilities have therefore changed to be either triggered when sneaking or with the keybind ability trigger
- Dragon Staff and Whirligig Sawblade has reduced cooldown based on the time used
- Veil of Fire effect no longer sets the user on fire (since it was kinda irritating to have constant fire on the HUD)
- Moved all boss config lines over to a new config file named
soulsweapons_boss_config.json - Added the Soul of Cinder status effect, another version of Strength that is only granted when the player is on fire, right now only through Guinsoo's Rageblade
- Lich Bane now always deal the bonus magic damage, regardless of % health left
- Changed Cape of Chaos
- Ability keybind toggles whether the ground should be withered or not
- The wither effect no longer applies to allies of the user
- Removed config line chaos_cape_wither_ground in favor of the "disable use" one for the item
- Kraken Slayer Crossbow no longer scales off of Quick Charge due to the new upgrade system
- Enabled crafting for the Kraken Slayer Bow
- Added Echo effect, damage taken with it is saved then done back upon removal of it (damage is not applied if removed via commands or other abilities like via the Skofnung Stone)
- Added Resonance ability to Lich Bane, apply Echo effect post hit as long as the entity neither has it from before and the item is not on cooldown
- Added compatability with Soul Fire'd mod, Blazing Blade ability now scales off of Soul Fire Aspect and applies Soul Fire if the weapon has the enchantment
Bugfixes
- Fixed a bug causing the posture loss, bleed and frost ui bars to overflow
- Fixed a bug causing weapons with dynamically changing attack damage and speed (i.e. Draugr during nightime, Mjølnir when raining, etc.) to have other attributes removed (like range from Better Combat)
- Fixed a bug causing Mehrunes Razor to deal less bonus missing health damage
- Fixed bugs preventing Rime Spectre from taking magic damage
- Rime Spectre emerges from the ground when not attacking anything
- Fixed bug preventing mobs from having the Decay effect
- Fixed a bug causing config line for projectile immunity for some bosses to not recognize full namespace
- It now recognizes tags, full and only part of namespaces, such as "#minecraft:arrows" for tags and regular namespaces like "soulsweapons:moonlight_projectile" and "moonlight_projectile" will work
1.4.6-1.20.1-fabricРелиз1.20.1 · 30 мая 2026 г.
Changelog
1.4.6
- Fixed shield parries not working visually
1.4.5
- Fixed crash due to Ranged Weapon API forge patch not being properly builtin as intended (Forge only)
1.4.4
- Fixed a bug causing Returning Knight and Fallen Icon to destroy indestructible blocks around them
- Fixed a bug causing gun enchants to be applied to any other item (Forge only)
- Fixed an issue with ability system and mixins regarding compatability with other mods if using Sinytra Connector
- Fixed a bug causing bonus damage to not apply on the Ender Dragon from items like Dragonbane
1.4.3
- Fixed bug causing explosions spawned by Silver Bullets with Explosive Rounds enchant to kill items, inspired by vao211's pull request
- Due to this, Explosive Rounds can no longer destroy blocks (config line for it has been removed), make issues about it on github if you want it back
- Fixed a bug causing Silver Bullets that bypass invulnerability frames to trigger Posture Break damage
1.4.2
- Fixed bug causing Galeforce Cloudburst to target oneself
- Fixed a bug causing the game to crash due to item stacks not being set properly
- Fixed a bug causing the game to crash when two players attacked one-another with Aftershock and Infectious abilities on their armor causing the abilities to infinitely trigger eachother recursively
- Upgrading weapons with negative limitation abilities (such as Sealed Potential on Holy Moonlight Greatsword) to level 5 removes the limitation, this is the case for:
- Holy Moonlight Greatsword
- Bluemoon Greatsword
- Dark Moon Greatsword
- Master Sword
- Added config lines to change this level cap for this removal to trigger
- Gatling Gun bullets now bypasses invulnerability frames
- Added config lines for all the guns to toggle this
- Phantom Trace bullets does not go through invulnerability frames
- Blunderbuss bullets now also bypass invulnerability frames
- Phantom Trace bullets does not go through invulnerability frames
- Reduced damage and increased cooldown since more bullets can now hit the same target
- Damage per bullet: 13 -> 8
- Damage per bullet per level: 3.5 -> 2.0
- Bonus bullets shot per level: 0.8 -> 0.4
- Minimum cooldown: 20 -> 50
- Cooldown: 80 -> 200
- Bullets needed: 2 -> 3
- Bullets needed with infinity: 2 -> 3
- Adjusted damage per level for Hunter Pistol: 2.5 -> 3.0
- Adjusted damage per level for Hunter Cannon: 6.0 -> 9.0
1.4.1
- REI now properly cycles the twinkling titanite upgrade recipe output instead of having one fixed item as the result when previewing the recipe
- Reduced the permafrost amplifier Rime Spectre would apply, added addition to the frost bar instead
- Fixed a bug making returning projectiles (like Leviathan Axe and Mjølnir) despawn after 1200 ticks instead of returning to the user
- Fixed mobs randomly spinning while pathfinding
- Fixed bugs with ability items preventing vanilla use even if the item had no ability overriding the default use
- Fixed a bug preventing the user from reducing posture, bleed and frost buildup if the resistances were high enough
- Fixed a bug preventing Darkmoon Greatsword from being used
- Fixed a bug preventing Moonveil from being used while standing
- Fixed a bug preventing items from being consumed when used on Blackstone Pedestal to summon bosses
- Added config lines in the boss config to enable/disable the consumption of the item
- Fixed a bug preventing Day Stalker from spawning flames during the "Decimate" attack in phase 2
- Day Stalker and Night Prowler can no longer move during phase transition
1.4
Most of this update has been refactoring the code so that any weapon in the future can have any ability if compatible. This is in preparation for a system kind of like "Ashes of War" from Elden Ring, where you can add the abilities you want to different weapons (if compatible). This also means there might be new bugs with certain weapons I failed to catch, so do report them if you find any. Due to this restructuring, there aren't that many new additions compared to older big updates, except for the new upgrading system I hope you'll enjoy!
Additions
- Added Sword of the Nightlord
- Switching to this weapon makes it apply a random on-hit effect post hit: bleed, poison, chain lightning, wither, permafrost, fire, cripple (slow & weakness & mining fatigue), magic damage, and lastly blight & decay
- Attacking targets having either one of these effects deals bonus damage
- Switching to this weapon gives you the Potency effect, making certain weapons (like this one) deal bonus damage for a few seconds
- Added Frost Buildup mechanic & entity stats
- Leviathan Axe, Dark Moon Greatsword, Sword of the Nightlord (given right ability) and Frostmourne all apply Frost Buildup
- Permafrost effect applies gradual Frost
- At max Frost, Icicle AOE Explosion is triggered, damaging the main entity and others around it. Instead of the buildup being set to 0, it enters a cooldown state, gradually reducing the buildup from the max amount and where additional buildup added during cooldown is ignored
max_frost_buildup,frost_buildup_resistanceandfrost_damage_resistancehave been added as options in theentitystatsfile
- Changed Permafrost effect slightly
- Taking fire damage now removes Permafrost effect
- Permafrost icicle explosion now damages nearby players too (not the main inflicter), and will no longer target allies of the inflicter
- Increased the icicle explosion spread range slightly
- Added a new upgrading system with the Smithing Table
- A new item Twinkling Titanite has been added, use it to upgrade items' stats, like damage and attack speed for melee and ranged weapons, or armor values for armor
- These bonuses are added as recipes with the type
"soulsweapons:smithing_item_upgrade", therefore making it possible to create own stat files for specific items or overwrite old ones - Items can be upgraded max 5 times, but can be changed in config
- Added REI compatability for this system too
- The bonuses depend on the item, for example bows and crossbows get ranged damage and draw speed, mining tools get mining efficiency and attack damage, armor gains armor and armor toughness, and so on... (default is just damage and attack speed for other items)
- Weapons will now have ability damage, cooldowns, etc. scale off of "Upgrade Level" instead of enchants, therefore, config lines previously dictating what enchants made the weapons scale have been removed and replaced with _per_level instead
- Many weapons have new bonuses based on the upgrade level, such as:
- Moonlight Greatsword (and pure variant) shoot more projectiles based on upgrade level (3-7), and so does Bluemoon and the Master Sword
- Holy Moonlight Greatsword have more pillars summoned based on level
- Guns now gain infinity at upgrade level above 2
- and more!
- Daggers now deal increased damage when performing the Posture Break critical hit, currently only Mehrunes Razor does this with 100% increase
- Soul Reaper summons get bonus health and attack damage based on the soul amount up to a max amount, can be changed in config
- Soulmass' beam attack and sacrifice AOE explosion now scale off of generic attack damage attribute (which is increased by Soul Reaper)
- Overhauled the ability system on the legendary weapons. Also moved away from off-hand ability triggers since Better Combat doesn't allow off-handing heavy weapons. Many abilities have therefore changed to be either triggered when sneaking or with the keybind ability trigger
- Dragon Staff and Whirligig Sawblade has reduced cooldown based on the time used
- Veil of Fire effect no longer sets the user on fire (since it was kinda irritating to have constant fire on the HUD)
- Moved all boss config lines over to a new config file named
soulsweapons_boss_config.json - Added the Soul of Cinder status effect, another version of Strength that is only granted when the player is on fire, right now only through Guinsoo's Rageblade
- Lich Bane now always deal the bonus magic damage, regardless of % health left
- Changed Cape of Chaos
- Ability keybind toggles whether the ground should be withered or not
- The wither effect no longer applies to allies of the user
- Removed config line chaos_cape_wither_ground in favor of the "disable use" one for the item
- Kraken Slayer Crossbow no longer scales off of Quick Charge due to the new upgrade system
- Enabled crafting for the Kraken Slayer Bow
- Added Echo effect, damage taken with it is saved then done back upon removal of it (damage is not applied if removed via commands or other abilities like via the Skofnung Stone)
- Added Resonance ability to Lich Bane, apply Echo effect post hit as long as the entity neither has it from before and the item is not on cooldown
- Added compatability with Soul Fire'd mod, Blazing Blade ability now scales off of Soul Fire Aspect and applies Soul Fire if the weapon has the enchantment
Bugfixes
- Fixed a bug causing the posture loss, bleed and frost ui bars to overflow
- Fixed a bug causing weapons with dynamically changing attack damage and speed (i.e. Draugr during nightime, Mjølnir when raining, etc.) to have other attributes removed (like range from Better Combat)
- Fixed a bug causing Mehrunes Razor to deal less bonus missing health damage
- Fixed bugs preventing Rime Spectre from taking magic damage
- Rime Spectre emerges from the ground when not attacking anything
- Fixed bug preventing mobs from having the Decay effect
- Fixed a bug causing config line for projectile immunity for some bosses to not recognize full namespace
- It now recognizes tags, full and only part of namespaces, such as "#minecraft:arrows" for tags and regular namespaces like "soulsweapons:moonlight_projectile" and "moonlight_projectile" will work
1.4.6-1.20.1-forgeРелиз1.20.1 · 30 мая 2026 г.
Changelog
1.4.6
- Fixed shield parries not working visually
1.4.5
- Fixed crash due to Ranged Weapon API forge patch not being properly builtin as intended
1.4.4
- Fixed a bug causing Returning Knight and Fallen Icon to destroy indestructible blocks around them
- Fixed a bug causing gun enchants to be applied to any other item (Forge only)
- Fixed an issue with ability system and mixins regarding compatability with other mods if using Sinytra Connector
- Fixed a bug causing bonus damage to not apply on the Ender Dragon from items like Dragonbane
1.4.3
- Fixed bug causing explosions spawned by Silver Bullets with Explosive Rounds enchant to kill items, inspired by vao211's pull request
- Due to this, Explosive Rounds can no longer destroy blocks (config line for it has been removed), make issues about it on github if you want it back
- Fixed a bug causing Silver Bullets that bypass invulnerability frames to trigger Posture Break damage
1.4.2
- Fixed bug causing Galeforce Cloudburst to target oneself
- Fixed a bug causing the game to crash due to item stacks not being set properly
- Fixed a bug causing the game to crash when two players attacked one-another with Aftershock and Infectious abilities on their armor causing the abilities to infinitely trigger eachother recursively
- Upgrading weapons with negative limitation abilities (such as Sealed Potential on Holy Moonlight Greatsword) to level 5 removes the limitation, this is the case for:
- Holy Moonlight Greatsword
- Bluemoon Greatsword
- Dark Moon Greatsword
- Master Sword
- Added config lines to change this level cap for this removal to trigger
- Gatling Gun bullets now bypasses invulnerability frames
- Added config lines for all the guns to toggle this
- Phantom Trace bullets does not go through invulnerability frames
- Blunderbuss bullets now also bypass invulnerability frames
- Phantom Trace bullets does not go through invulnerability frames
- Reduced damage and increased cooldown since more bullets can now hit the same target
- Damage per bullet: 13 -> 8
- Damage per bullet per level: 3.5 -> 2.0
- Bonus bullets shot per level: 0.8 -> 0.4
- Minimum cooldown: 20 -> 50
- Cooldown: 80 -> 200
- Bullets needed: 2 -> 3
- Bullets needed with infinity: 2 -> 3
- Adjusted damage per level for Hunter Pistol: 2.5 -> 3.0
- Adjusted damage per level for Hunter Cannon: 6.0 -> 9.0
1.4.1
- REI now properly cycles the twinkling titanite upgrade recipe output instead of having one fixed item as the result when previewing the recipe
- Reduced the permafrost amplifier Rime Spectre would apply, added addition to the frost bar instead
- Fixed a bug making returning projectiles (like Leviathan Axe and Mjølnir) despawn after 1200 ticks instead of returning to the user
- Fixed mobs randomly spinning while pathfinding
- Fixed bugs with ability items preventing vanilla use even if the item had no ability overriding the default use
- Fixed a bug preventing the user from reducing posture, bleed and frost buildup if the resistances were high enough
- Fixed a bug preventing Darkmoon Greatsword from being used
- Fixed a bug preventing Moonveil from being used while standing
- Fixed a bug preventing items from being consumed when used on Blackstone Pedestal to summon bosses
- Added config lines in the boss config to enable/disable the consumption of the item
- Fixed a bug preventing Day Stalker from spawning flames during the "Decimate" attack in phase 2
- Day Stalker and Night Prowler can no longer move during phase transition
1.4
Most of this update has been refactoring the code so that any weapon in the future can have any ability if compatible. This is in preparation for a system kind of like "Ashes of War" from Elden Ring, where you can add the abilities you want to different weapons (if compatible). This also means there might be new bugs with certain weapons I failed to catch, so do report them if you find any. Due to this restructuring, there aren't that many new additions compared to older big updates, except for the new upgrading system I hope you'll enjoy!
Additions
- Added Sword of the Nightlord
- Switching to this weapon makes it apply a random on-hit effect post hit: bleed, poison, chain lightning, wither, permafrost, fire, cripple (slow & weakness & mining fatigue), magic damage, and lastly blight & decay
- Attacking targets having either one of these effects deals bonus damage
- Switching to this weapon gives you the Potency effect, making certain weapons (like this one) deal bonus damage for a few seconds
- Added Frost Buildup mechanic & entity stats
- Leviathan Axe, Dark Moon Greatsword, Sword of the Nightlord (given right ability) and Frostmourne all apply Frost Buildup
- Permafrost effect applies gradual Frost
- At max Frost, Icicle AOE Explosion is triggered, damaging the main entity and others around it. Instead of the buildup being set to 0, it enters a cooldown state, gradually reducing the buildup from the max amount and where additional buildup added during cooldown is ignored
max_frost_buildup,frost_buildup_resistanceandfrost_damage_resistancehave been added as options in theentitystatsfile
- Changed Permafrost effect slightly
- Taking fire damage now removes Permafrost effect
- Permafrost icicle explosion now damages nearby players too (not the main inflicter), and will no longer target allies of the inflicter
- Increased the icicle explosion spread range slightly
- Added a new upgrading system with the Smithing Table
- A new item Twinkling Titanite has been added, use it to upgrade items' stats, like damage and attack speed for melee and ranged weapons, or armor values for armor
- These bonuses are added as recipes with the type
"soulsweapons:smithing_item_upgrade", therefore making it possible to create own stat files for specific items or overwrite old ones - Items can be upgraded max 5 times, but can be changed in config
- Added REI compatability for this system too
- The bonuses depend on the item, for example bows and crossbows get ranged damage and draw speed, mining tools get mining efficiency and attack damage, armor gains armor and armor toughness, and so on... (default is just damage and attack speed for other items)
- Weapons will now have ability damage, cooldowns, etc. scale off of "Upgrade Level" instead of enchants, therefore, config lines previously dictating what enchants made the weapons scale have been removed and replaced with _per_level instead
- Many weapons have new bonuses based on the upgrade level, such as:
- Moonlight Greatsword (and pure variant) shoot more projectiles based on upgrade level (3-7), and so does Bluemoon and the Master Sword
- Holy Moonlight Greatsword have more pillars summoned based on level
- Guns now gain infinity at upgrade level above 2
- and more!
- Daggers now deal increased damage when performing the Posture Break critical hit, currently only Mehrunes Razor does this with 100% increase
- Soul Reaper summons get bonus health and attack damage based on the soul amount up to a max amount, can be changed in config
- Soulmass' beam attack and sacrifice AOE explosion now scale off of generic attack damage attribute (which is increased by Soul Reaper)
- Overhauled the ability system on the legendary weapons. Also moved away from off-hand ability triggers since Better Combat doesn't allow off-handing heavy weapons. Many abilities have therefore changed to be either triggered when sneaking or with the keybind ability trigger
- Dragon Staff and Whirligig Sawblade has reduced cooldown based on the time used
- Veil of Fire effect no longer sets the user on fire (since it was kinda irritating to have constant fire on the HUD)
- Moved all boss config lines over to a new config file named
soulsweapons_boss_config.json - Added the Soul of Cinder status effect, another version of Strength that is only granted when the player is on fire, right now only through Guinsoo's Rageblade
- Lich Bane now always deal the bonus magic damage, regardless of % health left
- Changed Cape of Chaos
- Ability keybind toggles whether the ground should be withered or not
- The wither effect no longer applies to allies of the user
- Removed config line chaos_cape_wither_ground in favor of the "disable use" one for the item
- Kraken Slayer Crossbow no longer scales off of Quick Charge due to the new upgrade system
- Enabled crafting for the Kraken Slayer Bow
- Added Echo effect, damage taken with it is saved then done back upon removal of it (damage is not applied if removed via commands or other abilities like via the Skofnung Stone)
- Added Resonance ability to Lich Bane, apply Echo effect post hit as long as the entity neither has it from before and the item is not on cooldown
- Added compatability with Soul Fire'd mod, Blazing Blade ability now scales off of Soul Fire Aspect and applies Soul Fire if the weapon has the enchantment
Bugfixes
- Fixed a bug causing the posture loss, bleed and frost ui bars to overflow
- Fixed a bug causing weapons with dynamically changing attack damage and speed (i.e. Draugr during nightime, Mjølnir when raining, etc.) to have other attributes removed (like range from Better Combat)
- Fixed a bug causing Mehrunes Razor to deal less bonus missing health damage
- Fixed bugs preventing Rime Spectre from taking magic damage
- Rime Spectre emerges from the ground when not attacking anything
- Fixed bug preventing mobs from having the Decay effect
- Fixed a bug causing config line for projectile immunity for some bosses to not recognize full namespace
- It now recognizes tags, full and only part of namespaces, such as "#minecraft:arrows" for tags and regular namespaces like "soulsweapons:moonlight_projectile" and "moonlight_projectile" will work
1.4.5-1.20.1-forgeРелиз1.20.1 · 28 мая 2026 г.
Changelog
1.4.5
- Fixed crash due to Ranged Weapon API forge patch not being properly builtin as intended
1.4.4
- Fixed a bug causing Returning Knight and Fallen Icon to destroy indestructible blocks around them
- Fixed a bug causing gun enchants to be applied to any other item (Forge only)
- Fixed an issue with ability system and mixins regarding compatability with other mods if using Sinytra Connector
- Fixed a bug causing bonus damage to not apply on the Ender Dragon from items like Dragonbane
1.4.3
- Fixed bug causing explosions spawned by Silver Bullets with Explosive Rounds enchant to kill items, inspired by vao211's pull request
- Due to this, Explosive Rounds can no longer destroy blocks (config line for it has been removed), make issues about it on github if you want it back
- Fixed a bug causing Silver Bullets that bypass invulnerability frames to trigger Posture Break damage
1.4.2
- Fixed bug causing Galeforce Cloudburst to target oneself
- Fixed a bug causing the game to crash due to item stacks not being set properly
- Fixed a bug causing the game to crash when two players attacked one-another with Aftershock and Infectious abilities on their armor causing the abilities to infinitely trigger eachother recursively
- Upgrading weapons with negative limitation abilities (such as Sealed Potential on Holy Moonlight Greatsword) to level 5 removes the limitation, this is the case for:
- Holy Moonlight Greatsword
- Bluemoon Greatsword
- Dark Moon Greatsword
- Master Sword
- Added config lines to change this level cap for this removal to trigger
- Gatling Gun bullets now bypasses invulnerability frames
- Added config lines for all the guns to toggle this
- Phantom Trace bullets does not go through invulnerability frames
- Blunderbuss bullets now also bypass invulnerability frames
- Phantom Trace bullets does not go through invulnerability frames
- Reduced damage and increased cooldown since more bullets can now hit the same target
- Damage per bullet: 13 -> 8
- Damage per bullet per level: 3.5 -> 2.0
- Bonus bullets shot per level: 0.8 -> 0.4
- Minimum cooldown: 20 -> 50
- Cooldown: 80 -> 200
- Bullets needed: 2 -> 3
- Bullets needed with infinity: 2 -> 3
- Adjusted damage per level for Hunter Pistol: 2.5 -> 3.0
- Adjusted damage per level for Hunter Cannon: 6.0 -> 9.0
1.4.1
- REI now properly cycles the twinkling titanite upgrade recipe output instead of having one fixed item as the result when previewing the recipe
- Reduced the permafrost amplifier Rime Spectre would apply, added addition to the frost bar instead
- Fixed a bug making returning projectiles (like Leviathan Axe and Mjølnir) despawn after 1200 ticks instead of returning to the user
- Fixed mobs randomly spinning while pathfinding
- Fixed bugs with ability items preventing vanilla use even if the item had no ability overriding the default use
- Fixed a bug preventing the user from reducing posture, bleed and frost buildup if the resistances were high enough
- Fixed a bug preventing Darkmoon Greatsword from being used
- Fixed a bug preventing Moonveil from being used while standing
- Fixed a bug preventing items from being consumed when used on Blackstone Pedestal to summon bosses
- Added config lines in the boss config to enable/disable the consumption of the item
- Fixed a bug preventing Day Stalker from spawning flames during the "Decimate" attack in phase 2
- Day Stalker and Night Prowler can no longer move during phase transition
1.4
Most of this update has been refactoring the code so that any weapon in the future can have any ability if compatible. This is in preparation for a system kind of like "Ashes of War" from Elden Ring, where you can add the abilities you want to different weapons (if compatible). This also means there might be new bugs with certain weapons I failed to catch, so do report them if you find any. Due to this restructuring, there aren't that many new additions compared to older big updates, except for the new upgrading system I hope you'll enjoy!
Additions
- Added Sword of the Nightlord
- Switching to this weapon makes it apply a random on-hit effect post hit: bleed, poison, chain lightning, wither, permafrost, fire, cripple (slow & weakness & mining fatigue), magic damage, and lastly blight & decay
- Attacking targets having either one of these effects deals bonus damage
- Switching to this weapon gives you the Potency effect, making certain weapons (like this one) deal bonus damage for a few seconds
- Added Frost Buildup mechanic & entity stats
- Leviathan Axe, Dark Moon Greatsword, Sword of the Nightlord (given right ability) and Frostmourne all apply Frost Buildup
- Permafrost effect applies gradual Frost
- At max Frost, Icicle AOE Explosion is triggered, damaging the main entity and others around it. Instead of the buildup being set to 0, it enters a cooldown state, gradually reducing the buildup from the max amount and where additional buildup added during cooldown is ignored
max_frost_buildup,frost_buildup_resistanceandfrost_damage_resistancehave been added as options in theentitystatsfile
- Changed Permafrost effect slightly
- Taking fire damage now removes Permafrost effect
- Permafrost icicle explosion now damages nearby players too (not the main inflicter), and will no longer target allies of the inflicter
- Increased the icicle explosion spread range slightly
- Added a new upgrading system with the Smithing Table
- A new item Twinkling Titanite has been added, use it to upgrade items' stats, like damage and attack speed for melee and ranged weapons, or armor values for armor
- These bonuses are added as recipes with the type
"soulsweapons:smithing_item_upgrade", therefore making it possible to create own stat files for specific items or overwrite old ones - Items can be upgraded max 5 times, but can be changed in config
- Added REI compatability for this system too
- The bonuses depend on the item, for example bows and crossbows get ranged damage and draw speed, mining tools get mining efficiency and attack damage, armor gains armor and armor toughness, and so on... (default is just damage and attack speed for other items)
- Weapons will now have ability damage, cooldowns, etc. scale off of "Upgrade Level" instead of enchants, therefore, config lines previously dictating what enchants made the weapons scale have been removed and replaced with _per_level instead
- Many weapons have new bonuses based on the upgrade level, such as:
- Moonlight Greatsword (and pure variant) shoot more projectiles based on upgrade level (3-7), and so does Bluemoon and the Master Sword
- Holy Moonlight Greatsword have more pillars summoned based on level
- Guns now gain infinity at upgrade level above 2
- and more!
- Daggers now deal increased damage when performing the Posture Break critical hit, currently only Mehrunes Razor does this with 100% increase
- Soul Reaper summons get bonus health and attack damage based on the soul amount up to a max amount, can be changed in config
- Soulmass' beam attack and sacrifice AOE explosion now scale off of generic attack damage attribute (which is increased by Soul Reaper)
- Overhauled the ability system on the legendary weapons. Also moved away from off-hand ability triggers since Better Combat doesn't allow off-handing heavy weapons. Many abilities have therefore changed to be either triggered when sneaking or with the keybind ability trigger
- Dragon Staff and Whirligig Sawblade has reduced cooldown based on the time used
- Veil of Fire effect no longer sets the user on fire (since it was kinda irritating to have constant fire on the HUD)
- Moved all boss config lines over to a new config file named
soulsweapons_boss_config.json - Added the Soul of Cinder status effect, another version of Strength that is only granted when the player is on fire, right now only through Guinsoo's Rageblade
- Lich Bane now always deal the bonus magic damage, regardless of % health left
- Changed Cape of Chaos
- Ability keybind toggles whether the ground should be withered or not
- The wither effect no longer applies to allies of the user
- Removed config line chaos_cape_wither_ground in favor of the "disable use" one for the item
- Kraken Slayer Crossbow no longer scales off of Quick Charge due to the new upgrade system
- Enabled crafting for the Kraken Slayer Bow
- Added Echo effect, damage taken with it is saved then done back upon removal of it (damage is not applied if removed via commands or other abilities like via the Skofnung Stone)
- Added Resonance ability to Lich Bane, apply Echo effect post hit as long as the entity neither has it from before and the item is not on cooldown
- Added compatability with Soul Fire'd mod, Blazing Blade ability now scales off of Soul Fire Aspect and applies Soul Fire if the weapon has the enchantment
Bugfixes
- Fixed a bug causing the posture loss, bleed and frost ui bars to overflow
- Fixed a bug causing weapons with dynamically changing attack damage and speed (i.e. Draugr during nightime, Mjølnir when raining, etc.) to have other attributes removed (like range from Better Combat)
- Fixed a bug causing Mehrunes Razor to deal less bonus missing health damage
- Fixed bugs preventing Rime Spectre from taking magic damage
- Rime Spectre emerges from the ground when not attacking anything
- Fixed bug preventing mobs from having the Decay effect
- Fixed a bug causing config line for projectile immunity for some bosses to not recognize full namespace
- It now recognizes tags, full and only part of namespaces, such as "#minecraft:arrows" for tags and regular namespaces like "soulsweapons:moonlight_projectile" and "moonlight_projectile" will work
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