- Changed the asset license to All Rights Reserved, whereas the source code license keeps GNU GPLv3.
- This means, we still allow forks of our project, but they're required to replace assets into custom and
their original-made ones to redistribute.
- You're still allowed to use assets via datapack editor or addons. Nevertheless, we can claim copyright
of our assets if we find some abuse, or your behaviors that don't respect our efforts on it.
- Changed the asset license to All Rights Reserved, whereas the source code license keeps GNU GPLv3.
- This means, we still allow forks of our project, but they're required to replace assets into custom and
their original-made ones to redistribute.
- You're still allowed to use assets via datapack editor or addons. Nevertheless, we can claim copyright
of our assets if we find some abuse, or your behaviors that don't respect our efforts on it.
- Fixed the target indicator invisible for non Epic Fight patched entities
- Fixed the lock-on target not being synced to the server when using mouse snap to change the target
- Fixed the player being dark in inventory screen
- Fixed the camera jittering in TPS mode
### Changed
- Now Lock-on automatically searches a new target if there is no currently focusing entity
- Now TPS mode applies 8 directional movement to the player
- Fixed the target indicator invisible for non Epic Fight patched entities
- Fixed the lock-on target not being synced to the server when using mouse snap to change the target
### Changed
- Now Lock-on automatically searches a new target if there is no currently focusing entity
- Now TPS mode applies 8 directional movement to the player
- Added a client config to allow skipping the third-person front perspective when
toggling the camera perspective (i.e., F5).
[#2205](https://github.com/Epic-Fight/epicfight/issues/2205)
- Improved arrow key navigation (`↑`, `↓`, `→`, `←`) in the skill editor screen, including proper scrolling support. [#2203](https://github.com/Epic-Fight/epicfight/issues/2203)
- **[Controlify]** Added native controller support for the skill editor screen and disabled virtual mouse behavior.
- An option that you can always activate the TPS perspective, which was only activated when aiming with ranged weapons.
- An option screen where you can set up the camera position in TPS perspective
- An auto-tracking functionality that aligns the player's look to the crosshair when aiming and striking entities.
- A new keybind that moves the camera freely while locking on any entity to search another target
- A lock-on snapping feature that cycles lock-on entities in the screen by snapping mouse left or right
- An auto-targeting functionality that searches a next target when the current lock-on entity is dead
- An option to toggle lock-on snapping and auto target
- An option to set the maximum distance that the player can focus on entities
- See the devlog [here](https://www.patreon.com/posts/tps-camera-and-141028682)
- Epic Fight's TPS perspective will be automatically disabled when a conflicting mod, such
as [Shoulder Surfing Reloaded](https://modrinth.com/mod/shoulder-surfing-reloaded)
or [Better Third Person](https://modrinth.com/mod/better-third-person), is detected to prevent issues.
- Explicit Shoulder Surfing compatibility with the new
enhanced lock-on (credit [Exopandora](https://github.com/Exopandora)).
[#2258](https://github.com/Epic-Fight/epicfight/issues/2258)
### Fixed
- Fixed a bug that allowed the player to replace the current skill slot even during cooldown.
- **Fixed:** The **Shoulder Surfing compatibility module** was not being registered,
causing issues with its intended functionality.
- Fixed the mining crosshair not to show in vanilla mode
- Fixed the massive memory consume on loading the game caused by animation loads
- Disabled the `AzureLib` and `AzureLibArmor` compatibility modules for version `3.X.X` and newer as a workaround to
address breaking changes and prevent crashes.
- Fixed the player kicked from a dedicated server when other players are equipping Adaptive Skin skill
- Added a client config to allow skipping the third-person front perspective when
toggling the camera perspective (i.e., F5).
[#2205](https://github.com/Epic-Fight/epicfight/issues/2205)
- Improved arrow key navigation (`↑`, `↓`, `→`, `←`) in the skill editor screen, including proper scrolling support. [#2203](https://github.com/Epic-Fight/epicfight/issues/2203)
- **[Controlify]** Added native controller support for the skill editor screen and disabled virtual mouse behavior.
- An option that you can always activate the TPS perspective, which was only activated when aiming with ranged weapons.
- An option screen where you can set up the camera position in TPS perspective
- An auto-tracking functionality that aligns the player's look to the crosshair when aiming and striking entities.
- A new keybind that moves camera freely while locking on any entity to search another target
- A lock-on snapping feature that cycles lock-on entities in the screen by snapping mouse left or right
- An auto-targeting functionality that searches a next target when the current lock-on entity is dead
- An option to toggle lock-on snapping and auto target
- An option to set the maximum distance that the player can focus entities
- See the devlog [here](https://www.patreon.com/posts/tps-camera-and-141028682)
- Epic Fight's TPS perspective will be automatically disabled when a conflicting mod, such
as [Shoulder Surfing Reloaded](https://modrinth.com/mod/shoulder-surfing-reloaded)
or [Better Third Person](https://modrinth.com/mod/better-third-person), is detected to prevent issues.
- Explicit Shoulder Surfing compatibility with the new enhanced lock-on (credit [Exopandora](https://github.com/Exopandora)).
### Fixed
- Fixed a bug that allowed the player to replace the current skill slot even during cooldown.
- Fixed the mining crosshair not to show in vanilla mode
- Fixed the massive memory consume on loading the game caused by animation loads
- Fixed a regression where the Phantom Ascent skill was triggered when
pressing the jump key while any screen was open (e.g., inventory, chat).
[#2170](https://github.com/Epic-Fight/epicfight/issues/2170)
- Fixed a regression where the weapon’s innate skill tooltip did not trigger.
[#2198](https://github.com/Epic-Fight/epicfight/pull/2197)
- Fixed a crash when right click some blocks from Supplementaries
[#2187](https://github.com/Epic-Fight/epicfight/issues/2187)
- Fixed a cosmetic configuration button always inactivated
- Fixed an unintended mechanism where you weren't able to attack in Epic Fight
mode while Preference Work is set to Switch Mode, so it works in the same way
as Item Auto Switching option, an old config where automatically sets player
mode depending on the item that player holds
### Changed
- Refactored the code to eliminate unnecessary native GLFW calls,
optimizing whether key down checks are performed per tick, by adapting
Minecraft vanilla `KeyMapping`, which may also potentially fix other compatibility issues with other mods.
- Avoid registering mixins for non-existing third-party mods to avoid spamming the console log and prevent unnecessary operations.
- Fixed a regression where the Phantom Ascent skill was triggered when
pressing the jump key while any screen was open (e.g., inventory, chat).
[#2170](https://github.com/Epic-Fight/epicfight/issues/2170)
- Fixed a crash when right click some blocks from Supplementaries
[#2187](https://github.com/Epic-Fight/epicfight/issues/2187)
- Fixed patron capes always being default
- Fixed an unintended mechanism where you weren't able to attack in Epic Fight
mode while Preference Work is set to Switch Mode, so it works in the same way
as Item Auto Switching option, an old config where automatically sets player
mode depending on the item that player holds
### Changed
- Refactored the code to eliminate unnecessary native GLFW calls,
optimizing whether key down checks are performed per tick, by adapting
Minecraft vanilla `KeyMapping`, which may also potentially fix other compatibility issues with other mods.
### Added
- Built-in Controlify integration for controller support.
No need to install
[Epic Fight: Controlify](https://www.curseforge.com/minecraft/mc-mods/epic-fight-controlify) anymore.
Install only
[Controlify: Forgified](https://www.curseforge.com/minecraft/mc-mods/controlify-forgified-unofficial) on 1.20.1
### Changed
- Updated the default config to disable the mine block highlight guide.
### Fixed
- Fixed a crash when joining a world with BadOptimizations installed. [BadOptimizations#108](https://github.com/imthosea/BadOptimizations/issues/108), [#2160](https://github.com/Epic-Fight/epicfight/issues/2160).
- Fixed a crash when joining a world with [Ecliptic Seasons](https://www.curseforge.com/minecraft/mc-mods/ecliptic-seasons) installed.
### Changed
- Updated the default config to disable the mine block highlight guide.
### Fixed
- Fixed a crash when joining a world with BadOptimizations installed. [BadOptimizations#108](https://github.com/imthosea/BadOptimizations/issues/108), [#2160](https://github.com/Epic-Fight/epicfight/issues/2160).
- Fixed a crash when joining a world with [Ecliptic Seasons](https://www.curseforge.com/minecraft/mc-mods/ecliptic-seasons) installed.
### Added
- Added data-driven button guides for improved flexibility and customization.
### Changed
- All changes from Epic Fight 20.13.3
- Refined the dodge guide and introduced a new guide for weapon innate skill tooltips.
### Fixed
- Fixed the camera not switching when aiming ranged weapons
- Fixed an issue where sneaking movement speed was incorrect when using a controller.
- Resolved a crash that occurred when loading on dedicated servers.
### Bugfix
- Fixed Dedicated Server Crash
- Fixed Epic Fight potentially breaking other controller mods
- Fixed the player can't take blocking when holding weapons from Simplyswords
- Fixed the player's blocking and digging animations not removing under certain conditions (usually when it's combined with dodge skills)
- Blocked the player editing signs when 'resolve_key_conflicts' is set to 'interaction'
- Optimized texture files so that save 23% of size from the original
- Compatibility with Controlify, which allows controller inputs
**NOTE**: The latest Controlify release has an issue when launching in Neoforge 1.21.1. We highly recommend a temporary build to fix the crash: [Controlify-v2.4.2-fix](https://github.com/EchoEllet/Controlify/releases/tag/v2.4.2-fix)
- Fixed the 'resolve_key_conflicts' option not to be applied when the player is in vanilla mode
- Fixed the 'resolve_key_conflicts' messing up the door state
- Fixed the Ender dragon can't hurt the player
**Configuration**
- Added a new config option that you can disable the Minecraft model while in vanilla mode (Same as the old 'filter animation' option)
- Added a new config option that determines how 'item_preference' works
> - Adaptive: same as current work
>
> - Switch mode: just like the old Epic Fight's 'auto_switching' items, it switches the player mode when the player changes a main hand item, forcing the next behavior depending on the player mode
- Ported from Epic Fight 20.13.1
- Fixed the crash when equipping Geckolib armors
- Fixed the armor's texture to follow the render property first
- Restored Skin layer 3d compatibility
- Fixed the first-person player model transform broken when using a shaderpack
- Fixed the players unable to turn camera in first-person on ladders when y rotation is 180 (or -180)
- Fixed the Technician not rewarding stamina
- Expanded the mining block guide option to configure both crosshair and block highlight overlay
- The config option 'resolve_key_conflicts' has been changed to `key_conflict_resolve_scope` which can cancel the vanilla actions when guard key conflicts with item use key
- Added a replace cooldown for each skill slot (#2021)
- Added scrolling to the skill editor and slot selector to further enhance addon extensibility
- Now players can suppress movements of combo attacks by pressing the sneak key
- Enhanced the block highlight so that it only stains an opaque part
- In Shoulder surfing, Players now follow camera when they're taking specific Epic Fight actions (attacks, blocking)
- Added a new config option that decides player's next behavior for conflicting keybinds
- Optimized Compute shader so that it supports old graphic cards
- Changed 3D Skin Layers dependency 1.9.0 -> 1.9.1 (Warn: Older versions will crash)
- Fixed the skill overlay (e.g. Berserker's red stain) still remaining after removing the skill in multiplay
- Fixed the player not being rendered in the inventory screen when Iris shader is activated
- Fixed the crash when blocking damage by guard skills
- Fixed the crash when initiating the game with an unsupported graphic card spec
- Fixed the items are slightly darker than vanilla render results
- Fixed the stun animation list not appearing in datapck editor
- Now the shield block has a higher priority than guard skills
- The default value of canSwitchPlayerMode gamerule changed from false to true
- Fixed the Trident innate skill icon with channel enchantment broken
- Fixed the animation entries not showing up in the list in the datapack editor
- Fixed the crash when ground slam particle generated
- Fixed the trail particle being dark when afterimage particle is on the screen
- Optimized animation keyframes to accelerate the fps, especially when rendering a model with massive joints
_Update log:_
- Added adaptive crosshair for mining and combat
- Added a block overlay to indicate your next mining action
- Added a reset button on Ingame UI Setup screen
- Added config options for enable/disable both block and entity targets
- Fixed the entity outline rendering abnormally
- Fixed so that compute shader can render entity outline
- Fixed the incorrect normal tweak of compute shader for Iris shaderpacks
- Fixed Phantom ascent crash
- Fixed the afterimage having a wrong main hand item transform when holding any offhand item
- Fixed the player's equipping armors are all broken when hurt by the Axe's innate skill
- Compute shader improvements
- Fixed the weapon innate skill icon not being white when it's unavailable
- Fixed the leg animation being reset when stiffComboAttack is false
- Replaced the Animation shader with a Compute shader, which boosts frame rate and expands compatibility with shaderpacks from Iris
- Fixed the players can't attack after charging the Greatsword innate skill
- Fixed the Ender dragon turns back when attacking
- Fixed the afterimage particle doesn't reflect the entity's scale
- Catharsis: Charges weapon when dodging in time
- Vengeance: Get damage bonus against your last attacker
- Adaptive skin: Get damage resistance against the damage types that a player has taken recently
- Bonebreaker: Get damage bonus against the enemy you attacked last
- Adrenaline fiend: Start regenerating stamina immediately when killing enemies
**Skill sound & visuals reinforced**
- Roll: sound changed
- Step: sound added
- Forbidden strength: particle added
- Hypervitality: sound added and player flashes
- Berserker: particle added and player gets stained red
- Stamina pillager: sound & particle added
- Swordmaster: sound added and trail effect changes
- Emergency escape: sound added and player becomes invisible
- Technician: sound and particle added
**Skill Balances**
- Emergency escape: Cooldown decreased from 15 to 5 seconds, players can dodge when stunned
- Endurance: The stun shield duration time increased from 3 to 8 seconds
- Eviscerate: Deal 50% > (10%|15%|20%|25%|30%) of the target's lost health (based on an item tier)
Added item keyword & preferences
Fixed the Guard penalty reset immediately when stop using guard
Fixed the afterimage particle becoming invisible when a shader is applied
Fixed the mobs' living animations being reset when rejoining the world
Fixed the swirling arrow trail right before it hits
Fixed the animations entry not showing up on the list in the datapack editor screen
Fixed the crash when fighting against Ender dragon in a dedicated server
Fixed the player head rotation while aiming bow, crossbow, and trident
Fixed the epic fight painting to be listed in the creative tab
Fixed the Blade Rush passing through enemies with no hit
Fixed the simulated cape unsynced to the player's y rotation
Fixed the modded bows & crossbows' rotations in hand
Setting the config option "Enable cosmetic" to false will disable cloth simulation too
- Armor animations are now applied in the Epic Fight model
- Tested with Armor of the Ages
**Cloth Simulation**
- Cloth simulation applied to the player's Cape
- Only works when you equip any cape in your Minecraft account
**Arrow trails**
- Trail effects are applied to flying arrows
- The trail color depends on the applied mob effect color
**First-person animation**
- An indifferent animation played in first-person for a better sight of view.
- It is configurable through a resource pack
**Health bar rework**
- Health bar animations
- A highlighting of the health bar to indicate damage that entity's taking
- Absorption is indicated in the health bar too
- Health bar variations based on entity factions
- A config option for health bar visibility that shows both a player's target and hurt entities
**Wood & stone variations for each weapon type and texture reworks**
- Wooden Greatsword, Spear, Longsword, Tachi, and Dagger are added
- Stone Longsword, Tachi, and Dagger are added
- Reworked the textures so that they have 16x16 textures in GUI
Fixed random crash in a dedicated server
- "yesman.epicfight.skill.SkillDataKey.readFromBuffer(io.netty.buffer.ByteBuf)" because the return value of "yesman.epicfight.skill.SkillDataKey.byId(int)" is null
_Changes:_
Fixed Armor resource packs not exported as intended (It's not exported under the proper path, and file extender was missed)
Fixed Rushing Tempo(Tachi innate skill) deactivated after reloading a resource pack
Applied the same format to weapon type as 1.20.1 to make all versions datapack compatible
- Now the system accepts the weapon type tag like "epicfight:bokken" while it also accepts an old format, "bokken"
Fixed Armor resource packs not being applied
Fixed unblockable and no stun issue of Wrathful Thunder (Innate skill of channeling enchanted trident)
Fixed the tooltip issue where attack speed and damage modifications are not applied
Fixed some dedicated servers with weapon type datapack corrupting clients' weapon data
- This mainly resulted in the player's guard animation being invisible
Thanos bug has gone FOREVER...
- It randomly happened in a dedicated server when multiple epicfight-dependent addons were installed.
- It also requires an updated version of each addon
Fixed Armor resource packs not exported as intended (It's not exported under the proper path, and file extender was missed)
Fixed Rushing Tempo(Tachi innate skill) deactivated after reloading a resource pack
Applied the same format to weapon type as 1.20.1 to make all versions datapack compatible
- Now the system accepts the weapon type tag like "epicfight:bokken" while it also accepts an old format, "bokken"
Fixed Armor resource packs not exported as intented (It's not exported under the proper path, and file extender was missed)
Fixed Rushing Tempo(Tachi innate skill) deactivated after reloading a resource pack
Applied the same format to weapon type as 1.20.1 to make all versions datapack compatible
- Now the system accepts the weapon type tag like "epicfight:bokken" during it also accepts an old format, "bokken"
Fixed player mode (mining, battle) unsynchronized when entering a dedicated server
Fixed Revelation stun not applied to players
Fixed the durability of an item in offhand not being decreased when hitting mobs
Changed Blood effect option default value Off -> On:
Blood Effect On: blood particles are appeared as red
Blood Effect Off: blood particles are appeared as yellow
Fixed Impact guard consumes all stamina when blocking projectiles
Fixed Demolition leap, Meteor slam fall damage protection not being applied
Splitted config screen into two(Graphic, Control)
New Epic fight creative tab theme applied! (credit: MetalKnight56)
Fixed player mode (mining, battle) unsynchronized when entering a dedicated server
Fixed Revelation stun not applied to players
Fixed the durability of an item in offhand not being decreased when hitting mobs
Changed Blood effect option default value Off -> On:
Blood Effect On: blood particles are appeared as red
Blood Effect Off: blood particles are appeared as yellow
Fixed player mode (mining, battle) unsynchronized when entering a dedicated server
Fixed Revelation stun not applied to players
Fixed the durability of an item in offhand not being decreased when hitting mobs
Changed Blood effect option default value Off -> On:
Blood Effect On: blood particles are appeared as red
Blood Effect Off: blood particles are appeared as yellow
Added new mobility skill Phantom Ascent
- Allows player to jump multiple times in the air
- Can be obtained by looting chests (Desser pyramid, Jungle temple, etc)
Added new weapon Bokken
- Basically a tutorial weapon
- Sample of how to use Weapon Type Datapack
(Experimental) Added new datapack feature, Weapon type datapack
- Allows to customize various weapon features such as combo animations and sounds
- It can crash your game for unknown reason
Added new mobility skill Phantom Ascent
- Allows player to jump multiple times in the air
- Can be obtained by looting chests (Desser pyramid, Jungle temple, etc)
Added new mobility skill Phantom Ascent
- Allows player to jump multiple times in the air
- Can be obtained by looting chests (Desser pyramid, Jungle temple, etc)