Notice & Letter from Creator
This message is designed to explain the history of Combatica and mitigate confusion.
Any version of Combatica built for MC-1.12.2 I will refer to as a legacy version.
Builds for MC-1.16.5 onward will be referred to as the main/rewrite version.
Combatica was created for a modpack called Brutalreign back when I was working with a network called Primordial.
The mod was built very poorly and had no easy way to add the core mechanics. I was new to modding at the time and I left a poor first impression. This mod had so much potential and could improve the modded Minecraft experience as a whole but at the time could not live up to that expectation.
The legacy builds of Combatica will remain available for download as they are a required dependency for the Brutalreign modpack.
Legacy builds require a compatible version of Combatica API to work. If you are here for Brutalreign then use the legacy builds.
As for those who have stumbled upon this project or are interested in the concept. Please do not use legacy versions.
I have been rewriting the code for 1.16.5 and I intend to bring the project to a state that I am proud of.
Please do not let my poor first impression sour your opinion on this project. Updates will be posted on Discord which is linked below.
~ Nano (June 24th, 2021)
Combatica
Description
Combatica is a combat overhaul for Minecraft focused around damage types and effectiveness against armor.
This mod makes drastic changes to the gameplay of Minecraft, particularly where PvP is involved.
All of this information will be available on the project pages including recipes and rundowns of the main systems.
Please keep in mind this project is a work in progress!
Official Combatica Discord Server
Current Roadmap
Foundations Update - v0.0.1.x
The Foundations Update will add the foundational items and mechanics to the game.
Crafting stations, crops, weapons, and materials should be introduced but not all will be completed or have a purpose.
Weapons at this stage will have varying data but not necessarily implement damage types into damage calculation.
Weapon reach during this update will also have no impact on gameplay. Weapons will be hollow but obtainable.
Weapons Update - v0.0.2.x
The Weapons Update will be the build with near-final weapon mechanics.
The API should fully support the assignment of damage types and reach values at this point.
Damage types may not factor into damage calculation yet, but modified reach should.
All weapons should be obtainable in survival and have relatively finalized stats and use cases.
Slot locking, shield disabling, and data storage should be working by this point.
Armor Update - v0.1.3.x
The Armor Update will add armor layering, armor modification, and finish the API.
The API should be completely finished, supporting the assignment of damage types, reach values, and resistances.
Damage types factor into damage calculations and the resistances outlined in armor declarations determine this.
Vanilla weapons and armor should be disabled by default or have damage types assigned to them by the mod.
Armor should have the ability to be layered, factoring in resistances with a clear advantage/disadvantage system.
Armor should be modifiable and support for modifiers should be available using the API.
Heraldry Update - v0.1.4.x
The Heraldry Update will add in all the cosmetic and tailoring mechanics to the mod.
Armor can now be patterned similar to banners allowing players to represent their faction.
Cosmetic oriented clothing is added and can be patterned.
Spinning, weaving, and sewing should be near-final at this point.
Full Release - v1.1.0.x
The API should be complete and Combatica should have all of the core features.
Once finalized the mod will be released and users will be able to experience the full scope of the project.
Most of this cycle will be dedicated to bug fixes and finalization of data and mechanics. (Extensive Balancing)
Post Release
Assuming all goes well after the release my next big contribution will be towards Combatica API.
When Combatica was continued for 1.16.5 it was decided the mod would attempt to hold a realistic function.
Magic was discontinued following this decision and any plan for skills and magic support was dropped form the API.
My goal after Combatica is to expand the API allowing for skills, skill trees, magic damage type support, elemental support, etc.
It is also possible that I will touch other properties such as insulation due to the addition of temperature in MC1.17.
I hope that adding magic support to the API will allow magic mods a way to better balance themselves.
Magic mods as they are known to the community are largely overpowered, especially in PvP against non-magic users.
Adding magic support to the API would allow mod creators to take advantage of cross-mod interactions, balancing damage.
Combatica doesn't utilize these systems so they are not to be focused on until after the release.
Features and Systems
Damage Types and Modified Reach
The biggest change this mod makes to the game is by adding in four damage types.
These damage types change the way damage is calculated based on effectiveness, resistance, and immunity parameters.
Damage types include:
- Slashing - Damage dealt by most bladed weapons
- Piercing - Damage dealt by arrows, bolts, and pointy weapons
- Blunt - Damage dealt by blunt weapons
- Basic - Damage with no distinguishable type; dealt by monsters and similar to vanilla damage
Armor is set up to factor these damage types in when calculating damage.
For instance if you are wearing a gambeson damage from a blunt weapon is not as effective.
Chainmail? Slashes won't hurt you nearly as much. This adds depth to PvP combat and changes the way battles are fought.
When it comes to monsters they should all do basic damage which applies a similar calculation to the one in vanilla at this time.
Though it is not recommended, damage types will at some point have a configuration setting where you can disable them.
Weapons can also have their reach adjusted. It doesn't make sense for a spear to have the same reach as a shortsword.
Status on Implementation: Incomplete / Data is there, but not used
Armor Layering and Modification
The armor in Combatica is very different than vanilla armor, as in this mod armor is layered.
Layers are exactly as they sound. You put chainmail over a gambeson, plate over chainmail.
This work is done at an armoring table. You can customize your armor to look and perform however you desire.
Be warned though, turning yourself into a metal juggernaut will slow your movement speed.
The idea is to have an advantage/disadvantage tradeoff when selecting armor.
Modifiers are still in development but these are essentially slots you add to the armor to change how it works.
An example of a modifier would be adding a golden scale to your chest piece to prevent piglin aggro.
Status on Implementation: Incomplete / Data is there, but not used
Tailoring and Cosmetics
Tailoring allows you to create garments out of various fabrics.
Some of these fabrics are made from plants like hemp or flax, others from animals like sheep.
To begin tailoring you have to get your fibers and use them on a spinning wheel to make thread.
Thread can then be processed into a fabric at a loom. Fabrics can turned into tunics, surcoats, capes, and other garments.
Players can then choose if they want to dye and pattern their new garment.
If you fight in the name of a kingdom you pattern your surcoat with their crest, the same way you would with banners.
This can then be attached to your chest piece using the armoring table.
Status on Implementation: Incomplete / Non-Functional
To Modpack Developers
Do whatever you want with the mod but please don't bundle it on the Technic platform.
That ecosystem is terrible and many mod creators including myself do not support it.
Ultimately I cannot stop you nor do I care to try, but if you want to do right by me then credit with links is appreciated.