Made as part of Legacies, with the aim of reimagining the core principles of vanilla Minecraft. Explore, adventure and survive in an all-new world. If you like Combat Reborn, I highly recommend you check out Legacies!
Combat Reborn aims to rethink current combat systems whilst still feeling familiar. This is accomplished through an inventive Shield overhaul, all-new Quivers to enhance ranged combat, reworked hunger & regeneration mechanics, rebalanced weapon values and plenty of smaller tweaks & QOL improvements.
Combat
By default, every item has had its attack damage, hit speed and range tweaked. These changes are extensive, and thus will not be individually documented here. It is worth noting that the default config has Copper & Gold tools be more effective at combat than Wood & Stone, whilst less effective than Iron.
More items (modded or not) can be added to (or even removed from) and modified by this list, so damage/speed/reach are configurable per-item. Out of the box, all vanilla Minecraft, Progression Reborn, End Reborn, Legacies and Legends & Farmer's Delight weapons and tools are included in the config, though you can always add additional modded items at your discretion.
Cleaving enchantment (configurable)
- replaces Sharpness for axes, with a maximum level of III
- each level increases attack damage by 1, and shield disabling time by 1 second
Potions are now stackable to 16 (configurable).
Snowballs and Eggs now deal a small amount of knockback (configurable).
Shields
Shields have been overhauled, aiming to be much more interesting design-wise whilst still convenient to use. The Shield Overhaul (and thus all related features) can be toggled via a config option.
Both Parrying bonuses and Blocking Strength are displayed on the tooltip of a Shield.
Parrying
- blocking an attack within 24 ticks of pulling up a shield will knock back attackers
- parried attacks have a 25% reduced penalty to shield strength (more on that below) at baseline
- parried attacks play a special sound
Blocking Strength
- shields now have a meter (represented by a dedicated hud element, configurable to be for either the hotbar or crosshair), representing the % strength of the shield
- blocking damage reduces shield strength
- blocking strength can be preserved with the help of certain shield enchantments
- the default blocking strength is 32
- axes deal double damage to blocking strength, though they still break shields as normal (for a reduced amount of time compared to vanilla)
- blocking strength begins to regenerate after not blocking damage for 5 seconds
- blocking strength can also be recovered by dealing damage
- running out of blocking strength will disable the shield for 15 seconds, so it's best not to block for too long
Blocking Delay
- the 5 tick delay from vanilla before blocking has been removed, though the delay can be configured back from 0-5 ticks
- this makes parrying and blocking much more responsive
Shield Overhaul Enchantments
- Parry (Shields): max level III. Each level reduces the parrying window by 4 ticks, but increases the shield strength mitigation when parrying by 25% and increases the chance to deflect a disabling-hit from axes by 25%
- Endurance (Shields): max level III. Each level increases the maximum shield strength by 1/3rd
- Stagger (Shields): max level I. Parrying damages the attacker by 1, and gives them 3 seconds of weakness and slowness
- Dueling (Swords / Sharp Weapon): max level III. Each level increases the shield strength recovered when attacking by 1/3rd
Enderscape Integration
- by default, Rubble Shields will block less damage & have a shorter parry window, but retain more strength on a successful parry (can be disabled in config)
Quivers
Quivers are an all-new item designed to enhance the flow of ranged combat. Think of them to ranged combat what Shields are to melee combat.
As always, Quivers are highly configurable.
Quivers
- can hold up to 4 stacks of arrows
- the selected arrow stack can be changed in the inventory via scroll wheel
- the selected arrow stack can be changed in-use using a new keybind (defaults to G)
- the selected arrow type is displayed on the hotbar, and takes precedence over any other arrows you may have
- Quivers are equipped by holding them in the mainhand or offhand
- equipped Quivers grant a x1.4 accuracy boost and x1.2 bow draw speed increase
- arrows in Quivers which are not equipped can still be consumed as a fallback, though no stat benefits will be provided
- Quiver stats are displayed in their tooltip
- each individual Quiver will remember which slot you have selected
- Quivers work with Infinity, too
- Quivers can be dyed, as with Bundles
Quivers can be found in structures such as Dungeons or Jungle Temples by default, though there is a config option to enable a crafting recipe for them.
There are also configurable tweaks to ranged combat balance which slightly reduce base bow draw speed to better accomodate the introduction of Quivers
Legacies and Legends Integration
- by default, Quivers will work in Legacies and Legends' Accessory slot and can also be found in Legacies and Legends structures
- by default, two new Quiver variants will be added as Legacies and Legends artifacts - the Weighted Quiver (structure loot) and the Sapphire Quiver (craftable)
- Weighted Quivers store 8 stacks of arrows with a x1.1 accuracy multiplier and x1.2 range multiplier
- Sapphire Quivers store 1 stack of arrows with a x1.7 bow draw speed multiplier and x1.1 range multiplier
Hunger
Combat Reborn features an optional hunger rework system, which can be set on or off in the config.
- saturation goes down statically based on time past and heals missing hearts as it declines
- walking, jumping (non-sprinting) and breaking blocks no longer consume hunger
- sprinting & other actions consume slightly reduced hunger
- healing 1 health consumes 1 hunger point, and provided you have enough hunger to sprint, you will continue to heal hearts over time (at a slower rate than when saturated)
- the rate of healing and consumption of hunger is dependant on difficulty (and thus faster / less exhausting on Easy whilst more punishing on Hard), much like how vanilla has separate starvation mechanics per-difficulty
- the hunger barrier (hunger required to sprint & heal) is configurable, though defaults to the same as vanilla
- if you are below the hunger barrier, taking damage will also consume hunger, as it is no longer able to replenish health
Further, additional tweaks are added such as stackable stews/soups & eating being interrupted when taking damage, which are of course configurable.
Config
config/combat_reborn/general.json
{
"combat": {
"modified_values": true,
"cleaving": true
},
"shields": {
"shield_overhaul": true,
"display_style": "HOTBAR",
"show_tooltips": true,
"block_delay": 0
},
"quivers": {
"enable_quivers": true,
"show_tooltips": true,
"craftable": false,
"ranged_rebalance": true
},
"hunger": {
"hunger_rework": true,
"hunger_barrier": 6
},
"consumables": {
"stackable_stews": true,
"stackable_potions": true,
"damage_interruptions": true,
"knockback_throwables": true
},
"integrations": {
"lal_quiver_variants": true,
"lal_quiver_accessories": true,
"enderscape_rubble_shields": true,
"end_reborn_netherite": true
}
}
config/combat_reborn/modifiers.json
{
"sets": [
{
"ids": [
"minecraft:wooden_sword",
"minecraft:stone_sword",
"legacies_and_legends:verdant_sword"
],
"damage": 4.0,
"speed": 2.0,
"reach": 3.0
},
{
"ids": [
"minecraft:copper_sword",
"minecraft:golden_sword"
],
"damage": 5.0,
"speed": 2.0,
"reach": 3.0
},
{
"ids": [
"minecraft:iron_sword",
"progression_reborn:rose_sword"
],
"damage": 6.0,
"speed": 2.0,
"reach": 3.0
},
{
"ids": [
"minecraft:diamond_sword"
],
"damage": 7.0,
"speed": 2.0,
"reach": 3.0
},
{
"ids": [
"minecraft:netherite_sword",
"end_reborn:remnant_sword",
"end_reborn:featherzeal_sword"
],
"damage": 8.0,
"speed": 2.0,
"reach": 3.0
},
{
"ids": [
"minecraft:wooden_axe",
"minecraft:stone_axe"
],
"damage": 7.0,
"speed": 0.8,
"reach": 3.0
},
{
"ids": [
"minecraft:copper_axe",
"minecraft:golden_axe"
],
"damage": 7.0,
"speed": 1.0,
"reach": 3.0
},
{
"ids": [
"minecraft:iron_axe",
"progression_reborn:rose_axe",
"legacies_and_legends:cleaving_battleaxe"
],
"damage": 8.0,
"speed": 1.0,
"reach": 3.0
},
{
"ids": [
"minecraft:diamond_axe"
],
"damage": 8.0,
"speed": 1.2,
"reach": 3.0
},
{
"ids": [
"minecraft:netherite_axe",
"end_reborn:remnant_axe",
"end_reborn:featherzeal_axe"
],
"damage": 9.0,
"speed": 1.2,
"reach": 3.0
},
{
"ids": [
"minecraft:wooden_spear",
"minecraft:stone_spear",
"legacies_and_legends:frosted_spear"
],
"damage": 2.0,
"speed": 1.6,
"reach": 3.0
},
{
"ids": [
"minecraft:copper_spear",
"minecraft:golden_spear"
],
"damage": 3.0,
"speed": 1.4,
"reach": 3.0
},
{
"ids": [
"minecraft:iron_spear",
"progression_reborn:rose_spear"
],
"damage": 4.0,
"speed": 1.2,
"reach": 3.0
},
{
"ids": [
"minecraft:diamond_spear"
],
"damage": 5.0,
"speed": 1.0,
"reach": 3.0
},
{
"ids": [
"minecraft:netherite_spear",
"end_reborn:remnant_spear",
"end_reborn:featherzeal_spear"
],
"damage": 6.0,
"speed": 0.8,
"reach": 3.0
},
{
"ids": [
"minecraft:wooden_pickaxe",
"minecraft:stone_pickaxe"
],
"damage": 3.0,
"speed": 0.8,
"reach": 3.0
},
{
"ids": [
"minecraft:copper_pickaxe",
"minecraft:golden_pickaxe"
],
"damage": 4.0,
"speed": 0.8,
"reach": 3.0
},
{
"ids": [
"minecraft:iron_pickaxe",
"progression_reborn:rose_pickaxe",
"legacies_and_legends:molten_pickaxe"
],
"damage": 5.0,
"speed": 0.8,
"reach": 3.0
},
{
"ids": [
"minecraft:diamond_pickaxe"
],
"damage": 6.0,
"speed": 0.8,
"reach": 3.0
},
{
"ids": [
"minecraft:netherite_pickaxe",
"end_reborn:remnant_pickaxe",
"end_reborn:featherzeal_pickaxe"
],
"damage": 7.0,
"speed": 0.8,
"reach": 3.0
},
{
"ids": [
"minecraft:wooden_shovel",
"minecraft:stone_shovel"
],
"damage": 2.0,
"speed": 1.0,
"reach": 3.0
},
{
"ids": [
"minecraft:copper_shovel",
"minecraft:golden_shovel"
],
"damage": 3.0,
"speed": 1.0,
"reach": 3.0
},
{
"ids": [
"minecraft:iron_shovel",
"progression_reborn:rose_shovel",
"legacies_and_legends:prospector_shovel"
],
"damage": 4.0,
"speed": 1.0,
"reach": 3.0
},
{
"ids": [
"minecraft:diamond_shovel"
],
"damage": 5.0,
"speed": 1.0,
"reach": 3.0
},
{
"ids": [
"minecraft:netherite_shovel",
"end_reborn:remnant_shovel",
"end_reborn:featherzeal_shovel"
],
"damage": 6.0,
"speed": 1.0,
"reach": 3.0
},
{
"ids": [
"minecraft:wooden_hoe",
"minecraft:stone_hoe",
"legacies_and_legends:withered_hoe"
],
"damage": 1.0,
"speed": 2.0,
"reach": 3.5
},
{
"ids": [
"minecraft:copper_hoe",
"minecraft:golden_hoe"
],
"damage": 1.0,
"speed": 2.5,
"reach": 3.5
},
{
"ids": [
"minecraft:iron_hoe",
"progression_reborn:rose_hoe"
],
"damage": 1.0,
"speed": 3.0,
"reach": 3.5
},
{
"ids": [
"minecraft:diamond_hoe"
],
"damage": 1.0,
"speed": 3.5,
"reach": 3.5
},
{
"ids": [
"minecraft:netherite_hoe",
"end_reborn:remnant_hoe",
"end_reborn:featherzeal_hoe"
],
"damage": 1.0,
"speed": 4.0,
"reach": 3.5
},
{
"ids": [
"minecraft:mace"
],
"damage": 6.0,
"speed": 0.9,
"reach": 3.0
},
{
"ids": [
"minecraft:trident"
],
"damage": 9.0,
"speed": 1.6,
"reach": 3.5
},
{
"ids": [
"legacies_and_legends:boomerang"
],
"damage": 4.0,
"speed": 3.0,
"reach": 2.5
},
{
"ids": [
"legacies_and_legends:hook"
],
"damage": 9.0,
"speed": 0.9,
"reach": 3.5
},
{
"ids": [
"remnants:katana"
],
"damage": 6.0,
"speed": 2.4,
"reach": 3.0
},
{
"ids": [
"farmersdelight:flint_knife"
],
"damage": 2.0,
"speed": 2.8,
"reach": 2.5
},
{
"ids": [
"farmersdelight:copper_knife",
"farmersdelight:golden_knife"
],
"damage": 3.0,
"speed": 2.8,
"reach": 2.5
},
{
"ids": [
"farmersdelight:iron_knife",
"farmersknives:rose_knife"
],
"damage": 4.0,
"speed": 2.8,
"reach": 2.5
},
{
"ids": [
"farmersdelight:diamond_knife"
],
"damage": 5.0,
"speed": 2.8,
"reach": 2.5
},
{
"ids": [
"legacies_and_legends:knife"
],
"damage": 5.0,
"speed": 3.0,
"reach": 2.5
},
{
"ids": [
"farmersdelight:netherite_knife",
"farmersknives:remnant_knife",
"farmersknives:featherzeal_knife"
],
"damage": 6.0,
"speed": 2.8,
"reach": 2.5
}
]
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- update for Unified API beta 5
- update for Unified API beta 5
- Shield properties (strength, parrying etc) is now component-driven
- component modifiers now use data-driven equivalents
- fixed Enderscape Rubble Shield integration
- Shield properties (strength, parrying etc) is now component-driven
- component modifiers now use data-driven equivalents
- fixed Enderscape Rubble Shield integration
- update to Unified API rewrite Beta
- update to Unified API rewrite Beta
- updated how attributes are applied to entities
- updated how attributes are applied to entities
- lowered the priority of Shield and Quiver tooltips for better mod compatability
- lowered the priority of Shield and Quiver tooltips for better mod compatability
- attribute merging config now works on NeoForge
- critical damage tooltip now displays on NeoForge
- critical damage & charge damage attribute tooltips now display using percentages, rather than decimals, on NeoForge, for consistency with knockback resistance
- 26.1 port
- It is recommended you delete your existing weapon / armor configs when updating, in order to have the intended, up-to-date experience.*
What's New
- 26.1 port
- critical damage attribute & tooltip
- additional improvements
Added
- Critical Damage Boost attribute
- Charge Damage Boost attribute
- critical damage tooltip (shown when holding shift by default)
Changed
- excess hunger from eating now overflows into saturation
- armor scaling now uses a linear formula by default
- duplicate attribute tooltips are now merged
- axes have +1 Critical Damage Boost by default
- updated default weapon / armor configs
- Cleaving now increases Critical Damage Boost per level, rather than base damage
- removed duplicate Quiver loot entries in Jungle Temple chests
Config
- in-game General config screen is now shown on NeoForge
- added
hunger_overflowboolean tohunger - added
tooltipscategory critical_tooltipenum accepts either SHIFT, ALWAYS or NONE to determine how the custom critical damage tooltip should be displayedmerge_attributesboolean allows the toggling of attribute tooltip merging
Integration
- End Reborn Netherite integration now works by providing
end_reborn:netherite_item_pathin configs, which overwrite vanilla / other mod path values when End Reborn is installed and End Reborn Netherite integration is enabled
- 26.1 port
- It is recommended you delete your existing weapon / armor configs when updating, in order to have the intended, up-to-date experience.*
What's New
- 26.1 port
- critical damage attribute & tooltip
- additional improvements
Added
- Critical Damage Boost attribute
- Charge Damage Boost attribute
- critical damage tooltip (shown when holding shift by default)
Changed
- excess hunger from eating now overflows into saturation
- armor scaling now uses a linear formula by default
- duplicate attribute tooltips are now merged
- axes have +1 Critical Damage Boost by default
- updated default weapon / armor configs
- Cleaving now increases Critical Damage Boost per level, rather than base damage
- removed duplicate Quiver loot entries in Jungle Temple chests
Config
- in-game General config screen is now shown on NeoForge
- added
hunger_overflowboolean tohunger - added
tooltipscategory critical_tooltipenum accepts either SHIFT, ALWAYS or NONE to determine how the custom critical damage tooltip should be displayedmerge_attributesboolean allows the toggling of attribute tooltip merging
Integration
- End Reborn Netherite integration now works by providing
end_reborn:netherite_item_pathin configs, which overwrite vanilla / other mod path values when End Reborn is installed and End Reborn Netherite integration is enabled
- fixed unsafe ServerPlayer casts
- fixed unsafe ServerPlayer casts
- fixed unsafe ServerPlayer casts
- cleaned up & fixed some internal armor rebalance-related code
- cleaned up & fixed some internal armor rebalance-related code
- cleaned up & fixed some internal armor rebalance-related code
- rewrote & simplified how toughness is handled internally, resulting in easier-to-understand calculations and an overall toughness buff
Config
- changed default middle_points to 30, from 20
- changed default max_points to 80, from 100
- fixed toughness_multiplier having an incorrect description
- rewrote & simplified how toughness is handled internally, resulting in easier-to-understand calculations and an overall toughness buff
Config
- changed default middle_points to 30, from 20
- changed default max_points to 80, from 100
- fixed toughness_multiplier having an incorrect description
- rewrote & simplified how toughness is handled internally, resulting in easier-to-understand calculations and an overall toughness buff
Config
- changed default middle_points to 30, from 20
- changed default max_points to 80, from 100
- fixed toughness_multiplier having an incorrect description
- fixed armor absorption being completely broken, caused by a really weird bug that occurs when mixining into
CombatRules.getDamageAfterAbsorbregardless of return value - added
getDamageAfterArmorAbsorbmethod toDamageHelperin order to facilitate the bypassing of the aforementioned vanilla method
- fixed armor absorption being completely broken, caused by a really weird bug that occurs when mixining into
CombatRules.getDamageAfterAbsorbregardless of return value - added
getDamageAfterArmorAbsorbmethod toDamageHelperin order to facilitate the bypassing of the aforementioned vanilla method
- fixed armor absorption being completely broken, caused by a really weird bug that occurs when mixining into
CombatRules.getDamageAfterAbsorbregardless of return value - added
getDamageAfterArmorAbsorbmethod toDamageHelperin order to facilitate the bypassing of the aforementioned vanilla method
- fixed modmenu integration (Fabric)
- marked as dependant on Cloth Config (Fabric)
- fixed unused mod icon
- fixed modmenu integration (Fabric)
- marked as dependant on Cloth Config (Fabric)
- fixed unused mod icon
- multiloader rewrite of Combat Reborn
Changed
- fixed a missing component check that resulted in rare crashes
Notes
- now depends on Unified API
- multiloader rewrite of Combat Reborn
Changed
- fixed a missing component check that resulted in rare crashes
Notes
- now depends on Unified API
- Dueling can now only be applied to Swords
- tweaked the weighting of Combat Reborn's enchantments
- fixed snowballs & eggs damaging player armor