General information: Mine & Blade Battlegear 2
Project Manager: Nerd_Boy
Supports: 1.5.2
Release Type: Beta
Updated 28 June 2013
Mine & Blade: Battlegear 2, is a recreation of the popular combat mod for minecraft currently in development. The mod focuses on:
- Providing players with interesting and balanced combat features, including:
- New weapons
- Dual wielding of weapons
- A shielding mechanic
- An extremely high level of customisation for a select number of items
- Open source, meaning anyone is free to add to the code base
We are currently previewing select features, there is currently no dual wielding or shields. This is not expected to be released until after minecraft 1.6
News & Annoncements
Duel Wield Preview and Review 01/07/2013
I have given a preview of the upcoming dual wield functionality to my good friends at AtlaticCraft. Dual wielding is still a bit off from public release but I thought you guys would like to see it in action
Remember to like the video and subscribe to their channel (they do a lot of great work)
Mod Mechanics
Heraldry
Mine & Blade: Battlegear 2 introduces a unique heraldry system, allowing the player a great deal of customisation of select items. The Heraldic Items are designed and created in a new GUI. When placed in a crafting grid with a compatible item, the item will take on aspects of the heraldic item. This may range from taking one or two colours to elaborate designs.
The GUI is currently bound to the 'P' Key. Below is an image of the GUI screen
The following items can currently be decorated
- The 5 default Minecraft swords (Will only take the primary and secondary colours)
- Knight's Armour
- Banners
Weapons & Armour
Waraxe
Although the waraxe does less damage to unarmoured foes than the sword, it is more able to penatrate armoured foes.
Mace
The mace's blunt surface is perfect for dazing enemies
Spear
The spear is the weapon for those who would rather poke their enemy from a distance
Dagger
The dagger is a quick weapon with lower damage than the sword
Chainmail Armour
Mine & Blade: Battlegear 2 introduces a new way of obtaining chainmail armour. 3 chain links can be obtained by placing 2 iron ingots in a vertical arrangement in a crafting grid. Chain links can then be used to make chainmail armour
Knight's Armour
Knight's Armour is a new customisable armour (using the heraldry system). It offers slightly less protection than diamond armour but has a higher enchantability.
Knight's Armour is created by placing a piece of chainmail and iron armour in a crafting grid. The resulting Knight's Armour piece will have the enchantments of the iron armour (if any) and take its damage value from a combination of the chainmail and iron armours used.
Knight's Armour can be customised using the heraldry system. Below is a small selection of the trillions of combinations available
Cloaks
Mine & Blade Battlegear 2 also introduces customisable cloaks. Cloaks are created using 7 blocks of wool
Any colour wool can be used (in any combination). The inital colour of the cloak will be the most used colour. Cloaks can be decorated using the heraldry system.
Clocks are worn using the Inventory screen described below
Additional Inventory Screen
Mine & Blade: Battlegear 2 adds a new inventory screen bound to the 'I' Key. This is used for proper use of certain items added by the mod.
At the time of writing only the cloaks and armour can be used in this screen, in the future this will be how a player will control dual wielding.
Banners
Your heraldry can also be put on display for the whole world to see by placing a banner. Banners are a purely decorative block and are created by placing 2 of any colour wool on top of a stick in the crafting grid as follows
- Note that any colour wool may be used
Banners can be placed either on the ground or on a wall.
Installation Instructions
- Download and Install Minecraft Forge
- Download the latest version of this mod from the files page
- The latest version is currently Mine & Blade: Battlegear 2 - 0.4.0
- Extract the contenets of the .zip into your .minecraft directory
- This will install both mod components (mod & coremod) as well as the language packs into the correct location
Bugs & Issues
Bugs
- There has been a crash reported when trying to run the mod on a server (I will upload a hotfix asap)
Incompatibilities
- Mods that add new versions of swords (eg ore mods) will not be able to take advantage of the heraldry system
- Mods that use RenderPlayerAPI (eg SmartMoving, Aether) or edit the player model have issues with the Knight's armour. As this is a RenderPlayerAPI incompatibility with Forge I can't do anything about this.
Planned Features
Weapons
- Mace: Less damage than a sword but has a chance to daze enemies
- Spear: Less damage than a sword but can reach enemies from a longer distance (also bonus to damage while riding)
- Dagger: Less damage than a sword but can ignore part of the flashing red hurt resistance time on emeies
Dual wielding
As much as this is likely the feature that people are looking forward to, it is also the most complex. The current constant changes making it even more hard. Currently dual wielding is about 1/2 complete, but with possible engine changes around the corner in minecraft 1.6 I am hesitant to work on this feature until we know mor details about 1.6.
Here are a few things known about dual wielding
- Dual wielding will only be available for a select number of items (mainly weapons)
- There will be an API that will allow other modders to make their weapons dual-wieldable
- Left clicking will swing the mainhand weapon, right clicking will swing the left
- This is the reason why not all items will be dual wieldable, basically any item that has a function on right click will not be usable in the system without use of the API and careful coding
- 3 sets of new slots will be used for dual wielding. These will be accessed by a new inventory screen (separate from the default one)
- Battlemode, where items can be dual wielded will be accessed by pressing the 'R' key
- Dual wielding will make heavy use of coremod/ASM
Please do not pester about this feature when we are releasing test releases of other features. It will be comming but we also need to test many features of the mod (eg weapons and heraldic items).
Shield
Shielding will be implemented after dual wielding is released (it depends on the system). Shields will be able to be wielded with other weapons and will be able to be fully customised using the heraldic system. A few more details about the shielding mechanic are below
- Shield blocking will be activated by holding the right mouse button
- Blocking will prevent the player from taking damage from a certain arc in front of them (probably about 120 degrees)
- Blocking will reduce a "stamina bar" preventing someone from constantly blocking (this is for balance)
- Absorbing damage will both damage the shield and slightly reduce your "shield stamina"
- There will be an API that will allow other modders to add shields
Quiver
If I get around to it I will also try and implement a quiver mechanic. This will likely be very far in the future
Change:
- Fixed a bug that caused the mod to crash on a server (hopefully)
- Fixed a rendering bug that would make shadows very dark
- Fixed a very small rendering bug with the left arm of knight's armour
- Cloaks are no longer stackable
- Removed some debug code that would have filled up the console on servers (if the mod had worked)