Last change: 12 Aug 2024 17:48

0.10.0

Table of Contents

Abilities

Rewrite

  • Basically an entire rewrite, hopefully nothing visible besides improvements listed below. Most of the work for this was to update the system as its been more or less the same since 2015 but also to open it up for future addon usage (more on this below and in docs)
  • Rewrote and updated a lot of descriptions that were old, outdated or had mistakes
  • Abilities now show stats, these include things like Cooldown, Damage, Range, Continuous/Charge times, Stacks and more, obviously wherever it makes sense to show them
    • These stats are dynamic in some cases for example the damage stat shows the base damage (which is static) and in parentheses the bonus damage, bonus damage which can be from haki, fighting style bonus, environmental bonus, or whatever bonus other addons might add, this bonus damage visibly changes in the tooltip when its requirements are met
    • Due to the complex nature of the mod some abilities cannot fully make use of this system, as their stats are too dynamic or too varied to accurately show, for example abilities like Geppo or Soru have a short cooldown for the first n uses and then a long cooldown, such edge cases cannot fit in the current system, and so they might have custom descriptions that are more verbose. Multiple mode abilities can also prove problematic when their modes have different cooldowns, such is the case for most of Gomu’s abilities.
    • There’s also the issue that due to the huge amount of abilities there was no easy way to make a system that covers all possible cases accurately, and so instead of an overcomplicated mess that would fail with the next batch of abilities, I’ve opted out for a more simplistic and partially manual approach, this is great because it allows for a lot of freedom, but the manual part of this process is obviously at risk of human error. As such some abilities (less used ones or more complex ones) might not yet have full stats shown, this will get fixed with time but please report them when you see them as we might not be aware of their existence.
    • Currently some of the stats shown in these are the following:
      • Cooldown
      • Hold (Continuity time)
      • Charge
      • Damage
      • Range
      • Stacks
      • Stats
  • Abilities with Stacks (ex Geppo or Soru) will show their remaining stacks in the hotbar slot, in the lower right corner of the slot, this is also used by some abilities where you’re charging up a specific number for more accuracy (ex Nightmare Soldiers stack shows how many zombies you will summon if ability were to be stopped in that moment)

Global Improvements

  • New dedicated keybind for switching through an ability’s alt mode, by default its set to shift, to switch an ability’s alt mode just use this new keybind + the ability’s keybind.
  • More animations added to all sorts of abilities (mostly for abilities also used by the new bosses)
  • Melee projectiles such as Gomu Gomu no Pistol or Extra Hachi will trigger punch abilities such as Shigan and Rokuogan.
  • Added medic bag to default banned items from imbuing.
  • Added sound effect for devil fruit reincarnation.
  • Teleportation moves such as Spark Step, Yata no Kagami, and Nikyu Push are now no longer useable when the player has their movement blocked.
  • Increased time abilities are locked for Devil Fruit users when touching kairoseki from 1 second to 3 seconds.
  • Candy Stuck and Frozen effects will be removed if the target is hurt by another entity but the damage will be 2x the original amount.
  • The moves Jigoku Tabi, Moko, Shima Yurashi, Hibashira, Raigo, Mero Mero Mellow, Dai Enkai: Entei, Gekishin, Karakusagawara Seiken, Electrical Tempesta, Noro Noro Beam, and Ursus Shock (shockwave only) effects Frozen, Poison, and Bleeding, and trap blocks Suna Sand and Darkness will no longer be dodgeable through abilities such as Kami-e or Kenbunshoku Haki: Future Sight.
  • Abilities such as Kami-e and Kenbunshoku Haki: Future Sight will no longer dodge while the user is unable to move.
  • Grabs can no longer grab people using a dodge ability, this includes things like Kami-e and Future Sight. Those same dodge abilities cannot be activated when you are currently being grabbed.
  • Nerfed Suna, Gasu and Moku’s elemental flight.
  • Reworked entire conductivity system:
    • Conductive mob entities being attacked take more damage based on their conductivity from electrical attacks.
    • Conductive projectile entities will deal less damage to their target when they have electrical properties based on how low their conductivity is.
    • Conductive armor will be bypassed the higher their conductivity giving electrical attacks a form of passive armor piercing.
  • Tornadoes will no longer lift blocks that have a block above them, this is to prevent blocks underground being moved
  • Lovestruck gives the affected target 75% damage reduction and Black Box gives 50% damage reduction

Generic Abilities

  • There have been a bunch of new abilities added that are (at least at the moment) specific to NPCs, players can fully unlock them via commands but they cannot be obtained via natural means, they are not balanced or tested for player usage and some of them will have missing or incomplete tooltips so please keep that in mind if you decide to use them.
    • Without too much detail they’re as follows: punch_rush, charged_punch, charged_cleave, steal_punch, tackle, belly_stomp, weapon_throw, leap, weapon_spin, takedown_kick, atomic_rush, tokudai_candle, kaen_boshi, damage_absorption, shark_on_tooth, mizu_taiho, mizu_shuryudan, mizu_osu, tail_spin, demonic_dance, demonic_smash, demonic_dash, pearl_fire, stealth_foot, shakushi, bakudan, mh5, ground_secco, sables_guard, grab_lock, hook_grab
  • Command (new)
    • Ability that can issue commands to nearby entities that the user has control over, this can range from Marine NPCs ranked under you to tamed entities such as Dugongs, to entities created by fruit abilities such as Doppelman or Black Knight
    • Is obtained when reaching certain ranks for Marine or Revolutionary factions or by taking a trial from the new Dugong Master NPC
    • Has 5 different modes
      • IDLE - removes any previously issued command from all nearby entities
      • ATTACK - either start attacking the entity the player is looking at (if any) or the closest one
      • FOLLOW - will start following the command sender
      • STAY - will stay in place, attacking only after being hit first
      • GUARD - will attack any nearby enemies but then return back to its guarding point
  • Knockdown (new)
    • While enabled punches and abilities will put the enemy in an unconscious state for 1 minute and 30 seconds instead of killing the enemy
    • During this state all block types (including haki blocking) are disabled
    • Is obtained by completing a new trial from the new Dugong Master NPC
  • Empty Hands (new)
    • While enabled item pickups will avoid the currently selected slot ensuring punches or punch-like abilities are not canceled by picking up items, if no free slot is available besides the hand one then the item will not be picked up at all
    • Is obtained by completing a new trial from the new Dugong Master NPC
  • Propelled Flight (new)
    • New and improved flight variation used at the moment by Phoenix, Pteranodon and Volt Amaru
    • It allows for backwards flying
    • Has a gauge visible in the bottom left side of the screen (left of the combat bar) which won’t go down while the user is at full health however once it goes below it’ll start to decrease while flying
    • The lower the user’s health the quicker the flight gauge will deplete
    • Once the gauge is fully depleted the user will descend towards the ground and then it’ll shutdown your flight
    • The gauge will then enter a recovery state and you won’t be able to fly again until it’s maxed out. The speed of which the gauge recharges is based on the user’s current health
    • If the user takes damage and then heal back up to maximum the gauge won’t start filling as well until the user lands

Kage Kage no Mi

  • Nightmare Soldiers
    • Cannot be killed by simply damaging them anymore, instead they will go on a knockout phase for 30 seconds and will revive back up to full HP, they can instantly be killed using water or kairoseki however
    • Works with command ability
    • A stack marker will show up during charging indicating how many soldiers it will spawn if stopped
    • Increased their movement speed so they’re on par with regular players instead of zombies
  • Doppelman
    • Now works with command ability, so all the old aggressive/defensive stances got removed
    • Will now correctly save the shadows it was fed until it dies (despawning it does not mean death)
    • A stack marker will be present indicating how many shadows the Doppelman was fed if any
    • Due to this the way shadows are fed was changed as well, instead of 10 shadows per level up to 6 levels it can be fed 1 shadow per level up to 15 levels, stat buffs caused by shadows were also altered a bit to match these new changes
    • Can now use Brick Bat and Black Box abilities when it has a target, these have the same stats as the one the player has however choosing which one it uses will be done based on certain criteria instead of “just use whatever whenever”, Brick Bat is more likely to be used when there are more enemies nearby, while Black Box is more likely to be used when there’s only one strong enemy, that being said both can be used for the opposite cases as well, these are just different priorities.
    • Can make use of Busoshoku Haki abilities as long as the user has them unlocked as well
  • Shadow’s Asgard
    • Completing the full powerup only takes 15s now instead of 30s
    • Added the following new stats:
      • Toughness caps at 5
      • Step Assist caps at 1 (reached at around 7s in)
      • Knockback Resistance caps at 1 (reached at around 7s in)
      • Max Health caps at 20
    • The following stats also got modified
      • Armor’s cap increased from 5 to 10
      • Attack’s cap increased from 5 to 10
      • Reach’s cap increased from 1.2 to 2

Doru Doru no Mi

  • Doru Doru no Yakata
    • Wax Clones will now run around instead of just walking

Magu Magu no Mi

  • Dai Funka
    • Increased its damage from 55 to 80
  • Magma Coating
    • Will now set targets on fire for 5 seconds.

Suna Suna no Mi

  • Desert Encierro
    • No longer can be used while holding an item in your main hand
  • Desert Grande Espada
    • Particles will spawn during the charge up time at the position where the spade will spawn

Gura Gura no Mi

  • Shingen no Ichigeki
    • Now has an actual alt mode instead of a simple crouch + ability. SINGLE will deal 40 damage + 10 explosive damage with a small amount of knockback when punching an enemy, CROWD will dake 20 explosive damage and deal heavy knockback with a bit of destruction on the users feet affecting all nearby enemies
  • Kabutowari
    • Grabs the target, dealing 50 damage. The cooldown is 10 seconds and it will also damage the targets helmet by 15 durability points.

Chiyu Chiyu no Mi

  • Watering Cans have a 10% chance of being filled by 1 tear every time the Chiyu user is hurt, of which, drinking from the Watering Can will heal the user by 5% their max health, however the tears consumed will equal the exact amount of health recovered. Watering Cans have a maximum capacity of 250 tears now.
  • Chiyupopo
    • Now gives allies in a 15 block radius regeneration VI for 4 minutes, and once the effect is over the players health reverts back to what it was when they got the effect, it does not stack
  • Kenpopo
    • Now only works on allies and will drain their health by 25% storing the health they lost in a dandelion which will restore the health of the consumer. Dandelions now only stack to 1 item instead of 64.

Mega Mega no Mi

  • Renamed to Deka Deka no Mi same for its abilities, switched Mega to Deka

Yami Yami no Mi

  • Now has a gauge displaying how many blocks have been absorbed, of which is stored in a passive ability just called “Absorbed Blocks”
  • Can now pick up another fruit even if “Unable to pickup Devil Fruit as a fruit user” is set to true, so long as “Yami Power” is enabled
  • Black Hole
    • Is now a continuous ability that will revert the blocks back to normal after toggling it off and Liberation will now absorb and place the exact amount of darkness blocks in an 80 block radius.
  • Liberation
    • Now has 2 modes.
    • ABSORB - Absorb darkness from an 80 blocks radius
    • RELEASE - Launch 256 absorbed blocks at a time
  • Kurouzu
    • Will now grab the target when in range and then throw them, causing damage
    • Will deactivate if the user takes a total of 10 damage (after damage reductions)

Noro Noro no Mi

  • Noro Noro Beam
    • No longer makes you progressively slower per hit, instead the duration increases but the amplifier stays the same

Doa Doa no Mi

  • Door Head
    • Will now only be used for disorienting players instead of stunning them

Goro Goro no Mi

  • Changed electricity color from blue to yellow.
  • El Thor
    • Has a depth limits of 12. The depth limit will prevent the projectile travelling further than it is allowed after its first block collision
    • Increased the circumference of destruction
    • Reduced range from 1024 blocks to 256
    • Will no longer produce clouds
    • Increased cooldown from 12 to 18 seconds
  • Sango
    • Has a depth limits of 12 and 18 blocks respectively. The depth limit will prevent the projectile travelling further than it is allowed after its first block collision
    • Decreased cooldown from 15 to 12 seconds
    • Will now spawn on the right arm of the player instead of the center of their body
  • Kari
    • No longer deal damage as it will instead destroy all non-material projectiles in a 2 block range and set players in that range on fire
  • Raigo
    • Has 75% armor bypass
    • Gave Raigo a 5 second charge which will allow the projectile to last for 10 seconds if it does not hit the ground in that time it’ll self-destruct
    • The user can cancel it after a second of charging to alter the size and damage
    • Mamaragan
      • Merged into Raigo as an alt mode
      • Will now produce 2 lightning bolts per second in a 200x200 radius for a minute.
      • Only useable during a thunderstorm while Raigo will have it’s size and damage decreased by 2.5x and it’s charge time and cooldown increased by 2.5x outside of thunderstorms
  • Vari
    • Renamed to just “Vari” from previous “Volt Vari”
    • Turned into an AoE with 4 modes: 1 Million Volts, 20 Million Volts, 100 Million Volts, 200 Million Volts
    • The higher the voltage the higher the damage and cooldown
  • Spark Step
    • If the user takes 5 or more hearts of damage during charge it will be put on cooldown
    • Teleportation distance will decrease by 2% every 1% of health missing. The decrease will cap at the teleportation becoming 25% the maximum range
    • Whenever the user is hurt by 5 or more damage, so long as they are not charging the ability, disable it for 2 seconds as a stagger
  • Volt Amaru
    • Only buffs attacks from Goro, will increase damage, size, and explosion radius (if any) by 25%
    • No longer a requirement for using any abilities
    • Tomoe Drums are no longer a requirement

Awa Awa no Mi

  • Golden Hour
    • Debuff’s duration lowered from 20s to 5s
    • Movement and Jump debuffs will now halve the target’s stats instead of zeroing them

Nikyu Nikyu no Mi

  • Changed tiers from tier 2 to tier 3
  • Ursus Shock
    • Damage is now 15 (identical to Pad Ho) on impact and 85 from the shockwave, knockback radius exceeds the damage radius but the knockback has been severely dropped, damage radius now matches destruction radius
  • Pain Repel
    • Change so now the user punches someone and they heal, but then the user punches again it’ll launch the projectile. Pain is no longer an item you can stock up on. You heal the target, then you have a projectile ready to be shot when you punch again while Pain Repel is active

Jiki Jiki no Mi

  • Can no longer use items enchanted with Kairoseki

Zushi Zushi no Mi

  • Jigoku Tabi
    • Lowered its usage time from 12s to 6s

Wara Wara no Mi

  • Straw Doll
    • Dolls now have a health tag. The maximum health of the doll is equal to the health of the target when grabbed. This durability will not heal and is capped at the maximum health a player can obtain.

Ope Ope no Mi

  • Ope abilities are more strict and won’t work AT ALL outside of room as their room condition is checked on a tick-by-tick basis.
  • Shambles
    • No longer goes on cooldown if a target wasn’t found
  • Takt
    • Won’t go on cooldown if you try to Takt anywhere outside of Room
    • Will no longer cause targets to phase through blocks
    • Increased cooldown from 5 seconds to 12

Gomu Gomu no Mi

  • Gear Second
    • Removed the doriki check
  • Gear Third
    • Removed the doriki check
    • Increased its usage time from 10s to 20s
  • Gear Fourth
    • Removed the additional haki drain
    • Reworked its punishment for using it for too long
      • Structured in 3 tiers, first tier where nothing happens, second tier where you receive a mild debuffs and third tier where the ability gets disabled for a while (note that only the Gear Fourth ability gets disabled now, not all abilities)
      • The tiers are based on how much % the ability was used, at 50% its tier 1, at 70% its tier 2 and at 90% its tier 3
      • Lowered the effect duration to a set amount (10s for tier 2 and 17s for the tier 3)
      • The ability’s slot icon will now update to show these tiers by adding a stack to the ability (stacks are offsetted by 1 since at tier 1 you won’t have any stacks, at tier 2 it’ll have 1 stack and at tier 3 it’ll have 2 stacks)
  • Gomu Gomu no Pistol
    • Knockbacks enemies while in it’s Gear Third form
  • Gomu Gomu no Gatling
    • Knockbacks enemies while in it’s Gear Third form
  • Gomu Gomu no Bazooka
    • To account for the new Pistol and Gatling knockbacks not making this one entirely useless the knockbacks of all Bazooka forms got doubled
    • All bazooka forms will now continue going forward after hitting an enemy instead of despawning
    • Now stops its user from moving while its charging

Moku Moku no Mi

  • White Out
    • Cancels if the target starts guarding
    • Will no longer cause targets to phase through blocks
    • Hold time lowered from 7s to 3s
  • White Launcher
    • Increased cooldown from 7s to 10s
    • Cooldown will now start once the player lands instead of after the dash was completed

Mera Mera no Mi

  • Dai Enkai: Entei
    • Is now much larger and will stay active continuously until the user punches, launching the projectile. While active, the user will not be able to activate other Mera abilities
    • Dai Enkai: Onibi (new)
      • New variation of Dai Enkai: Entei that creates a wall of fire around the user trapping all enemies within it and after a 5 seconds charge time launch 3 flame dragons towards the enemies
  • Hiken
    • Increased cooldown from 12 seconds to 18
  • Hibashira
    • Max cooldown has gone from 6 to 12.5 with a minimum cooldown of 10s instead of 1s
  • Heat Dash
    • Increased cooldown from 7s to 10s
    • Cooldown will now start once the player lands instead of after the dash was completed

Bomu Bomu no Mi

  • Breeze Breath Bomb, Kick Bomb and Zenshin Kibaku are now affected by Busoshoku Haki.

Sabi Sabi no Mi

  • Rust Skin
    • Will now negate Punk Cross and Genocide Raid.

Bari Bari no Mi

  • Barrier Crash
    • Continues to go through entities instead of getting despawed after the first hit
    • Pushes forward enemies it comes in contact with

Sui Sui no Mi

  • Free Swimming
    • Rewrote how it works, should be more responsive than before with the following specific changes
    • No longer falls down while not moving, now it just locks the user’s position in place
    • Space and Shift can be used both while standing and swimming to go up/down
    • Speed gets directly affected by the player’s swimming speed, this means that fishman buffs such as their passive swimming buff or two fish engine will also buff the speed of this ability
  • Nyan Nyan Suplex
    • Increased its damage from 10 to 20
    • Activates a continuity and when coming near an enemy a 1s charge will start before actually activating the suplex, this means the user needs just to go near the target and the ability will activate itself making using it much easier than before
  • Nyan Nyan Suplex: Baby Buster
    • Increased its damage from 25 to 40
    • Decreased its cooldown from 20s to 15s
    • Activates a continuity and when coming near an enemy the ability proper will activate and launch both into the sky, this means the user needs just to go near the target and the ability will activate itself making using it much easier than before

Baku Baku no Mi

  • Bero Cannon
    • Reduced its cooldown from 5s to 2s
  • Baku Tsuiho
    • Reduced its charge time from 4s to 3s
    • Cannot be cancelled anymore
    • Will shoot significantly more projectiles than before assuming enough blocks are present in the user’s inventory
    • Projectiles will be show on a set interval of 2 ticks each instead of all at once

Yuki Yuki no Mi

  • Yuki Rabi
    • Can now phase through any type of snow block

Ito Ito no Mi

  • Black Knight
    • Now works with command ability, so all the old aggressive/defensive stances got removed
    • Can make use of Full Bright and Tamaito abilities
    • Can make use of Busoshoku Haki abilities as long as the user has them unlocked as well
  • Parasite
    • Parasite will now apply slowness for 5 seconds to enemies who are equal to the attacker’s doriki instead of stunning them.
    • Cooldown when Torikago is active is now 30 seconds up from 20 seconds previously

Bara Bara no Mi

  • Bara Split
    • Increased the distance from the body it can go to from 30 to 40 blocks
  • Kuchu Kirimomi Dai Circus
    • Hold time lowered from 5s to 3s

Nagi Nagi no Mi

  • Silent
    • Received a rework (again)…this time I’m not even trying…it’ll just silent all sounds from around the user no matter who makes them, it’ll also cancel all chat messages from being sent from those around the user with the exception of the user’s own messages

Oto Oto no Mi

  • Abilities no longer share cooldowns and now damages in a straight line based on look direction, damage increased by +10 for each move

Yomi Yomi no Mi

  • Yomi no Reiki
    • Increased the distance from the body it can go to from 60 to 100 blocks
    • Maximum cooldown is now hard capped at 100s (down from a possible maximum of 200s)

Horo Horo no Mi

  • Negative Hollow
    • Fully stuns the enemy but its effect’s duration got lowered from 15s to 2s
  • Yutai Ridatsu
    • Increased the distance from the body it can go to from 40 to 80 blocks
    • Maximum cooldown is now hard capped at 30s (down from a possible maximum of 60s)

Beta Beta no Mi

  • Beta Coating
    • Now has a 40 second duration time (had infinite usage time before)
    • Cooldown is now equal to half the time it got used for with a base of 10 seconds and an additional 30 seconds if you explode

Pika Pika no Mi

  • Yasakani no Magatama
    • No longer bypasses iframes (meaning it will deal less total damage)
  • Light Acceleration
    • Will no longer deactivate when the player holds an item.
  • Flash
    • No longer blocks the movement of the affected entities

Hana Hana no Mi

  • Campo de Flores
    • Dizzy effect time lowered from 3s to 1s

Hie Hie no Mi

  • Ice Ball
    • Give Frostbite effect instead of Frozen
    • No longer hollow inside.
  • Ice Block: Pheasant
    • Give Frostbite effect instead of Frozen
  • Ice Age
    • Will only give Frozen effect if the player is in rain, a bubble column or water, otherwise they get Frostbite.
  • Ice Time
    • Debuff’s duration lowered from 15s to 5s

Tori Tori no Mi: Model Phoenix

  • Flames of Regeneration
    • No longer recovers stamina when the player is in combat
    • Has a 10 tick invulnerability timer for the energy drain so things like tick damage from fire doesn’t instantly delete all energy
    • Energy can be recuperated by eating food

Neko Neko no Mi: Model Leopard

  • Night Vision - Does what its name implies, passive that gives night vision while transformed

Mini Mini no Mi

  • Paper Float
    • Will no longer allow the user to glide while holding paper if they are stunned.

Hito Hito no Mi

  • Eating this fruit will now award the user Rokushiki abilities without changing the user’s race, this has two major effects:
    • First, obviously, it gives the player two sets of abilities, their original race abilities and rokushiki
    • Secondly, it fixes a bug where eating this fruit would permanently set the user’s race to Human even after death or losing their fruit

Brawler

  • Genkotsu Meteor
    • No longer requires you to be holding cannon balls, so long as they are in your inventory it will work.
  • Hakai Ho
    • Deals high knockback
    • Has a guard breaker that disables moves like Tekkai
  • Spinning Brawl
    • Throwing an entities that dies while being thrown will continue to damage entities hit by the corpse

Black Leg

  • Sky Walk
    • Has omni-directional mobility
  • Concasse
    • Can now damage entities while the player is falling, instead of just on impact when landing.
  • Poêle à Frire
    • Now launches projectiles during regular kicks.

Art of Weather

  • Clima Tacts now have a charge tooltip depicting what balls its got charged, hopefully reducing confusion on previously charged balls
  • Cool Ball / Heat Ball / Thunder Ball
    • Will fly up higher and faster, hopefully to reduce the perceived view of low clouds
  • Weather Clouds
    • Changed the logic on how the balls are absorbed by them and overall fixing a couple of inconsistencies with balls sometimes not getting absorbed or getting absorbed with a delay
    • Made them bigger and also made its area of catching weather balls bigger, so players won’t have to sit around to make sure the balls are caught by the cloud
  • Thunderbolt Tempo
    • Will now activate every 5s instead of 10s
    • Improved the logic based on which the ground targets are chosen
  • Thunderstorm Tempo
    • Will now activate every 5s instead of 10s
    • Improved the logic based on which the ground targets are chosen
    • Increased requirement from 3 Thunder Balls to 5 Thunder Balls
  • Mirage Tempo
    • Mirage Clones will now run around instead of just walking
  • Heat Egg Tempo (new)
    • New tempo used by charging 3 heat balls, doubles the damage dealt by the clima tact
  • Cyclone Tempo (new)
    • New tempo used by charging 3 cool balls, gives some small protection from physical damage and pushes away nearby enemies

Sniper

  • Renpatsu Namari Boshi
    • Increased the number of projectiles it shoots and properly spaced them at 3 ticks interval instead of the old all projectiles being shot at the same time logic

Doctor

  • Medic Bags got an increased durability from 1000 to 2000
  • Antidote Shot (NEW)
    • Injects either the target of the hit or the user themself with an antidote that makes them immune to several debuffs such as hunger, poison, nausea, confusion, blindness and weakness
  • Virus Zone (NEW)
    • Similar ability to Failed Experiment however it throws custom potions and creates a lingering effect
    • Has 2 modes Ice Oni and Mummy Virus
    • Ice Oni gives the enemies a small damage buff but also slowly freezes them to death, the longer the effect stays the harder it will hit
    • Mummy Virus gives the enemies a bleeding and hunger effect
    • After these 2 effects are gone the enemy receives either an Ice Oni Antibody or Mummy Virus Antibody effect that prevents them from getting the effect again for a period of time
  • Failed Experiment
    • Can now manually switch between what debuff effects you want to use instead of them being random
  • First Aid
    • No longer damages the medic bug, just requires it equipped

Rokushiki

  • Soru
    • Holding shift will now send the user backwards instead of forward

Fishman Karate

  • Reworked their swim buffs, should be far more responsive, easier to control and possibly faster than before
  • Abilities that get buffed while “in water” will now also include Sui Sui no Mi’s Free Swimming ability as “in water” when active

Cyborg

  • Ultra Cola now restores 100 cola instead of 50
  • Cola Backpack will now give 500 extra cola instead of 400 (so the total maximum a cyborg can get is 1000 instead of 900)
  • Cola Overdrive
    • Effects scale based on how much cola was used, up to 500 cola maximum
    • The effects times and amplification received after consuming 500 cola were however buffed and are greater than before with the downside being that without those buffs to your total cola amount the default ability is weaker than before
    • No longer heals
  • Fresh Fire
    • Costs a total of 10 cola now instead of 20

Electro

  • Sulong
    • Updated its activation requirements, will now be unusable in dimensions that have a ceiling or don’t have a sun/moon cycle
    • No longer takes away food saturation after turning it off
    • Increased the passive punch damage from 7 to 10
  • Electrical Tempesta
    • Charge time got reduced from 1s to 0.5s
    • Knockback also got reduced
  • Electrical Luna
    • After charging it successfully it’ll remain stored and used on demand by the user when the swing their arm.
    • While players still cannot move during the charge time they can freely move after the charge has completed
    • Increased its damage from 30 to 40
    • When it hits its target or a the ground it will stun all nearby entities for 1.5s

Haki

  • Busoshoku Haki: Hardening
    • Now gives a flat damage increase of +5 and increase the original damage value by 35%
  • Busoshoku Haki: Imbuing
    • Will now also coat your projectile black. Haoshoku will override it though so Imbuing + Haoshoku will show the haoshoku, not black.
  • Kenbunshoku Haki: Aura
    • Once it reaches 50 or more experience it will display ability icons next to the entities you are viewing when an ability goes on/off cooldown, starts/finishes charging or gets toggled on/off
  • Haoshoku Haki
    • While active will now reduce the duration of effects Candle Lock, Lovestruck, Frozen, and Candy Stuck by 5 seconds per second
    • Won’t break blocks from random underground places anymore, only top layer blocks
  • Haoshoku Haki: Infusion
    • Now give a flat damage increase of +10 and increase the original damage value by 70%
    • Made it so Haoshoku Infusion doesn’t make an aura around the projectile anymore, only Emission and Internal Destruction, instead Haoshoku Infusion will change the color of your projectile to your haki color
    • Made it so Haoshoku lightning would show up on impact on blocks and players from projectiles, and the size would depend on the damage of the projectile.

Items & Blocks

  • Striker (new)
    • New boat type that uses flame dials as fuel, its faster than any regular boat
    • Mera Mera no Mi users can ride it endlessly using their flames as fuel, they also have different and unique animation while riding it.
    • Can be found at traders, it is quite rare and expensive.
    • Cannot be submerged by bubble columns formed by magma blocks
  • Cannons got a whole new rework, no longer are they static blocks where you just load gunpowder and ammo and hope for the best.
    • They are now classified as “vehicles” and you can ride them, once riding you can switch between AIM and MOVE modes via a new dedicated keybind (Labeled “Toggle Vehicle Mode” in the Controls menu)
    • MOVE mode allows you to move the cannon around, it is pretty slow and it it cannot climb more than 0.5 blocks tall areas (can move over slabs, not full blocks)
    • AIM allows you to freely aim both the yaw and pitch of the cannon
    • Gunpowder and Cannonballs are still required however. Same deal. However they can now be automatically used from within your inventory.
    • To balance this the old system where the more gunpowder you’d load in would influence the cannonball is gone, instead all cannonballs travel at the same exact speed with exact same damage and you only need one gunpowder per cannonball.
    • Updated its visual and audio effects.
    • For backwards compatibility reasons all previous cannon blocks were kept intact, when breaking them they’ll drop the new one. However the old one’s functionality was entirely disabled so they cannot be shot or placed anymore. (WARNING: This is not permanent!!! At least for the 0.10.x cycle of 1.16.5 its planned to stay like this, but for future versions or ports it will most likely be removed)
    • All of this sadly means they’ve also lost their redstone functionality, if anybody ever used that…rip your contraption I guess.
    • All structures where this was previously found got updated and will now have the new one instead.
  • Kairoseki and Dial enchantments got moved from Anvils to Smithing Tables
  • Belly Pouches are a bit more flexible now and allow the players to obtains amounts from them even if not in full (this is to say if you have (max amount - 10) belly and your pouch has 30 belly in it, players will be able to subtract 10 belly from it and the pouch will remain with 20 belly instead)
  • Following items can now be used as fuel:
    • Flag
    • Wanted Poster
    • Challenge Poster
    • Wanted Poster Package
    • Color Palette
    • Devil Fruit Encyclopedia
    • Vivre Cards
    • Flame Dial
    • Most of them have low fuel (on par with wood swords/pickaxes) values however Flame Dials have 10000 fuel, this makes them the 3rd best fuel source after lava buckets and coal blocks.
  • New Explosive Handcuff item, same as regular handcuffs but if they’re removed they will explode
  • New Net item
    • Used for catching enemies from distance by throwing it
    • Comes in Normal and Kairoseki varieties
    • Much weaker than handcuffs (requires less damage to break it)
    • The net can be destroyed by just shooting it down and since its a physical projectile that needs to hit the enemy it can also be avoided
    • Does not require the enemy to be at any specific health threshold and can be used at any point however it does have a 1s charge time before it can be thrown
    • If thrown poorly it can catch the thrower instead
    • For the save of our sanity the rope magically grows with the user if they transform while already caught
  • Devil Fruit Encyclopedias can now be merged by putting 2 in a crafting table
  • Added Cooked Sea King Meat
    • Regular uncooked meat will no longer restore health or the regen effect and has less nutrition than the cooked variant
    • Cooked variant acts like the old meat, health restoration, regen effect, big nutritional and saturation values

Armor Sets

  • Added the following new armor sets:
    • Kuro
    • Pearl
    • Arlong
    • Chew
    • Kuroobi
    • Crocodile
    • Mr. 1
    • Mr. 3
    • Mr. 5
  • Pearl’s set has slightly better stats than iron armor but with more durability and when the full set is equipped unlocks the “Fire Pearl” ability, which essentially acts like a temporary Thorns enchantment, hurt enemies a % of the damage they’ve dealt.
  • All other sets are purely cosmetic
  • The straw hat got a new model and texture
  • Straw hat’s band and doflamingo’s glasses (lenses) are now dyeable

Weapons

  • Hassaikai (Kaido’s mace)
  • Samekiri Bocho (Bastille’s giant ass sword)
  • Added the following generic weapons:
    • Katana
    • Cutlass
    • Broadsword
    • Bisento
    • Dagger
    • Axe
    • Spear
    • Cleaver
  • These are meant as generic variants of named weapons for people to use, they can be dyed. NPCs will also spawn with some of these depending on their faction.
  • All of the above generic versions can be dyed
  • Spear, Nonosama Trident and Mogura will now act as vanilla tridents, in that they can be thrown and enchanted with Loyalty, Channeling or Riptide
  • Removed Marine Sword, Pirate Cutlass and Bandit Knife from usage, they’re still registered and can be found in creative but are no longer obtainable in Survival (previously obtained items are not deleted)
    • Marine Swords got replaced in loot pools and in NPC usage with the following: Broadsword, Katana, Spear
    • Pirate Cutlasses got replaced in loot pools and in NPC usage with the following: Cutlass, Katana, Axe
    • Bandit Knives got replaced in loot pools and in NPC usage with the following: Dagger, Axe, Katana
  • Added crafting recipe for the following items:
    • Jitte
    • Pipe
    • Sorcery Clima Tact
  • Reduced the amount of iron blocks required to craft a mace from 2 to 1
  • Big improvements in how mod recipes are unlocked for the vanilla recipe book, should be far more reliable now
  • Jitte and Mace handles can now be dyed
  • Added SFX for guns when aiming as well as when shooting
  • Guns will now make better use of the gun powder loaded into it, for every gunpowder item 5 shots will be available instead of the previous 1:1

Blocks

  • Flags added, these can be crafted by anybody and extend their size by adding more wool to them in a crafting table. They will display the faction icon of the player who’s placing it.
  • Wanted Posters can now be enlarged as well surrounding the poster with paper in a crafting table.
  • Tangerine Crops added, when ripe they’ll drop between 1-3 tangerines which can be gathered from them by right clicking, the plant doesn’t go away afterwards and will continue to yield fruits. Tangerines are edible and offer the same benefits as apples.

Dials

  • Dials can now be crafted using Nautilus Shells and a Smithing Table as follows:
    • Nautilus Shell + 8 Feathers = Breath Dial
    • Nautilus Shell + 8 Iron Ingots = Eisen Dial
    • Nautilus Shell + 6 Blaze Powder = Flame Dial
    • Nautilus Shell + 10 Glowstone Dust = Flash Dial
    • Nautilus Shell + 10 Gunpowder = Impact Dial
    • Nautilus Shell + 4 Sky Blocks = Milky Dial
    • Nautilus Shell + 10 Flint = Axe Dial
  • Dials will now spawn randomly on beaches and sky islands, very rare spawns but slightly more commonly found on sky islands.

Mobs

  • The general theme for already existing NPCs (marines/pirates/bandits) is that they got entire reworks to stats, abilities and logic, so if you want a quick TL;DR for those its “everything”.
  • Added arm flailing when hitting for NPCs…cuz apparently that was missing all this time
  • Updated the loot pools for all existing NPCs, this includes taking looting enchantment into consideration, luck stats, dropping cooked meat when animals die while burning, adding missing loot and so on. More details below for each NPC in particular.
  • Faction NPCs (marine, pirate and bandit) received some major updates to their spawns:
    • Can only spawn during day time
    • Updated their spawn checks so there’s less cases where they spawn in caves or homes which due to random technicalities would be considered “outside”
    • Slightly altered the numbers and chances of these npcs spawning, grunts will now have a way more overwhelming majority in spawn chances and snipers the least
  • On Normal or Easy difficulties Marine NPCs will not attack pirates or revolutionaries without issued bounties, on Hard difficulty they do.

Super Spot-Billed Duck

  • Relatively small creatures (some can be slightly taller than a player), will never attack, will panic and run away when attacked or rarely at just the presence of a human near them
  • Can be tamed using various seeds and saddled
  • Faster horse alternative
  • Can jump (same system as horses)
  • Can float for a short while when jumping off cliffs
  • Can be found in deserts and plains

Bananawani

  • Big friendly creatures, will only attack when provoked or if invading their territory for too long
  • Can be tamed using any kind of meat and mounted after being saddled
  • Will automatically attack nearby enemies while riding it however players can also activate the biting by punching
  • Saddle can be colored using dyes
  • Can be found in deserts
  • Can be ridden both on ground and in water however its movement is pretty slow in water

Lapahns

  • Will start running on all four when chasing an enemy now
  • The old jump animation is only used for “walking”
  • New small pounce type attack while chasing enemies
  • Old jump attack will still happen but not as frequently, updated its animation and height as well
  • Given a few more idle animation
  • Increased the meat and hide drops from a maximum of 2 to 4 (minimum is still 1)
  • Rabbit feet drops were separated from the meat/hide drops and have a 30% chance to drop with a maximum of 2 at a time.

Sea Cows

  • Big friendly creatures, will only attack when provoked
  • Hitting them too many times in the face will temporarily stun them
  • When provoked they can be quite dangerous due to their high defense and high attack, will often use body slams and knockbacks
  • Can be found near oceans
  • Will drop the same things regular Cows do (leather and beef) but in larger quantities

Den Den Mushi

  • Increased their spawn rate as they were basically impossible to find before
  • Have a 20% chance to drop a nautilus shell

Gorillas

  • Namely Blugori and Blagori
  • Big gorillas with axes
  • Blagoris are stronger and have a much higher search area than regular Blugoris
  • Can be found in forests and/or cold biomes
  • Can throw dirt blocks at enemies when out of reach
  • Occasionally they will use jump attacks

Dugongs

  • Added more training animations, they can only train during the day now
  • They will sometimes sleep during the night
  • Cheering fellow Dugongs when fist fighting a player
  • Will get all nearby Dugong enraged when attacked with a weapon
  • Scute drops were separated from sea grass/kelp drops and have a 40% chance to drop between 1-2 scutes.
  • Dugongs can now also rarely (3%) drop nautilus shells.
  • Received some new flavors as follows:
  • Wrestling Dugongs
    • Uses more grab and dash type moves when fighting
    • Will attack Boxing Dugongs on sight
  • Boxing Dugongs
    • Uses more punch and guard type moves when fighting
    • While blocking all damage received will be transformed into a damage buff
    • Will attack Wrestling Dugongs on sight
  • Legendary Master Dugongs
    • Has access to all brawler abilities for its moveset
    • Will sleep far more than the other dugong types and move slow due to their age
    • Can also be tamed however keep in mind they are on par with regular trainers, this means haki and brawler moveset
    • Act as Brawler trainers but also have 3 new unique trials for unlocking the new abilities: Command, Knockdown and Empty Hands
  • Wandering Dugongs
    • More of a subcategory, these are rare battle scarred version of the regular dugongs, prefer to live alone and can very hardly be tamed
    • Much stronger than their base version, almost on par with dugong masters but lack the variety in possible abilities to use will make up for that using their speed
    • They are aggressive towards any player or humanoid entity as well as monsters

Breeding

  • Certain creatures can now be bread using their specific food items
  • Adults will pass certain attribute types to their kids, meaning at worst a kid can have the same exact stats as their parents but at best they can have a small buff over them
  • Below there’s a list of breedable creatures and what stats they can pass down
  • Super Spot-Billed Duck
    • Health, Jump Height, Speed, Float Time
  • Bananawani
    • Health, Armor, Speed, Attack Damage, Swim Speed
  • White Walkie
    • Health, Speed, Attack Damage
  • Yagara Bull
    • Health, Swim Speed
  • Dugongs (Kung Fu, Boxing and Wrestling varieties only)
    • Health, Armor, Speed, Attack Damage, Haki
    • If both parents have Haki then the Dugong kid will have a 80% chance to also spawn with Haki, however it will be unable to use it until it grows into an adult (Reminder that these Dugongs have a 10% chance to naturally spawn with Haki)

Pacifistas

  • Big, strong, very durable war machines
  • Can shoot lasers
  • Will explode once killed
  • Can receive commands from Marines above the Commodore rank

Grunts

  • NOTE: This change affects all factions
  • Increased their overall base stats, made them slightly randomized too.
    • Movement Speed went from 0.23 to 0.3
    • Attack Damage (melee not projectiles) went from -1 to between 1 and 2
    • Standard Bullet damage from 2 to 4
    • Armor went from 4 to between 0 and 4
  • Lowered their doriki range from 1000-1500 to 500-1000
  • Merged them under the same *_grunt archtype so that means their ids changed as well to the following:
    • marine_grunt
    • pirate_grunt
    • bandit_grunt
  • This also means that previous *_with_sword and *_with_gun variants were completely removed
  • Added brawler variant for them as well, brawlers spawn with +2 extra attack depending on the doriki stat
  • Bandits now also received the flintlock wielding variant as well as the new brawler variant
  • Sniper variant of Grunts (the flintlock wielding ones) will start shooting kairoseki bullets with a damage of 5 during Hard difficulty
  • Grunts will now actively make use of cannons if nearby one (most likely the ones spawning on ships)
  • They can now drop belly bags and bullets (both normal and kairoseki)
    • Pirate and Bandit variants have a small chance of dropping rum bottles as well
  • Hard Mode changes:
    • Will get a chance to gain more doriki, so from a previous range of 500-1000 doriki they’ll have a range of 500-1500 doriki
    • Can spawn with 1 move from their respective fighting style (swordsman, sniper or brawler)

Snipers

  • NOTE: This change affects all factions
  • Increased their overall base stats, made them slightly randomized too.
    • Health went from a fixed 20 to between 30 and 50
    • Armor went from a fixed 2 to between 1 and 3
    • Attack Damage (melee not projectiles) went from a fixed 2 to between 2 and 4
  • They will switch between melee and range modes depending on how far targets are from them, while in melee mode they will fight hand to hand, sniper abilities being used only from a distance.
  • Their GCD was increased to 40 ticks, this means the time between using their abilities is 2s.
  • Will start shooting kairoseki bullets with a damage of 7 during Hard difficulty
  • Will now drop belly bags and bullets (both normal and kairoseki in larger quantities than regular grunts)
  • Sniper moves that these NPCs can spawn with was greatly changed.
    • To begin with all Sniper moves got added in their pool except Nemuri Boshi and Renpatsu Namari Boshi
    • For most abilities their “aim time” will have a charge time between 1s and 3s during which they’re animation is gonna start, this is to give players a small window of time to prepare
    • They can spawn with up to 3 abilities in Hard difficulty and 2 in Easy or Normal

Brutes

  • NOTE: This change affects all factions
  • Merged the Bomber variants under Brutes as their Sniper variants
  • Increased their overall base stats, made them slightly randomized too.
    • Health went from 40 to between 80 and 100
    • Attack Damage (melee not projectiles) went from 4 to between 4 and 6
    • Movement speed increased from 0.2 to 0.25
  • Brawler variants will spawn with higher chances for grab moves (Suplex, Spinning Brawl) and with moderate chances for punch moves, Genkotsu Meteor move being lowered to quite a low chance now.
  • Swordsman variants (which will mostly wield maces and large swords) can have a chance to spawn with charging swordsman moves (such as Shi Shishi Sonson) and rarely with projectiles.
  • Sniper variants are just the old Bombers, they do not spawn with any Sniper abilities
  • Got a new default pose and new animations for their attacks when holding a weapon as well as new animations for attacking with them (or when using abilities)
  • Will now drop belly bags and cannon balls
    • Pirate and Bandit variants have a small chance of dropping rum bottles as well

Pirate Bombers

  • Special pirate variant of the Pirate Brute when spawned as a Sniper
  • Holding a giant Bomb above their head with only 1 usage but much stronger than the regular Bazooka
  • After using the bomb it turns into a regular pirate brute

Captains

  • NOTE: This change affects all factions
  • Added Bandit Leaders variants
    • Less proficient in Rokushiki but has more Brawler abilities and a special Knife Throwing ability
  • Increased their overall base stats, made them slightly randomized too.
    • Health went from 50 to between 100 and 150
    • Attack Damage (melee not projectiles) went from 3 to between 3 and 6
    • Movement speed increased from 0.23 to 0.3
    • Armor slightly reduced from 12-15 to 8-12
  • Can now spawn with Bisentos, Jittes, Diamond Swords and Diamond Axes on top of all the regular weapons Grunts can spawn with (this mostly depends on their faction as for example Bandits do not have access to Jitte but have Diamond Axes).
  • Some Captains will start running towards their target if its too far away.
  • Reworked all of their old abilities to use the same versions as the player’s while also making them feel more natural for NPC usage, this includes Swordsman, Brawler and Rokushiki moves.
  • Will now drop belly bags
    • Pirate and Bandit variants have a small chance of dropping rum bottles
    • Marine variants have a small chance at dropping cigars

Bandit Ambushes

  • Can occur in forests for any faction, size varies but generally they’re small groups and they don’t increase with the player’s bounty

Trainers

  • Can now spawn with up to 5 of their fighting style abilities (some of them by nature got less than that however), this also means all of them got updated with these since a few one them were missing either a few or all of their abilities.
  • Increased their overall base stats, mostly Health, Attack Damage and Armor ones.
  • Sniper Trainers can now spawn with Bows, Kabutos and Senrikus.
  • Doctor Trainers will now have a new option to heal the player for a fee. Price is based on the missing HP of the player, more HP to heal means higher fee. Will also additionally cure poison at the same time as the HP and it cannot be used during combat.

Challenges

  • Entirely new and rewritten challenges system, docs page for them got updated as well.
  • They come in three difficulty modes
    • Standard difficulty aims to be representative of their state as seen in the source material, this means that depending on when you unlock them, they can be super easy. None of the added bosses in this batch know Haki since all of them are pre timeskip and abilities are limited.
    • Hard difficulty is well…harder…aside from an increase in stats bosses will use different abilities, mechanics, patterns and overall trying to be a different fight than the Standard mode. All Hard mode fights will have haki abilities along with abilities from their respective fighting style.
    • Ultimate difficulty is a special difficulty that only select bosses will receive, it bumps up all the above mentioned aspects to absolute maximum
  • Hard difficulty is unlocked after beating the Standard difficulty however Ultimate is only unlocked after specific criteria have been accomplished.
  • Challenges also make use of a star (☆) system used as a finer way to distinguish the difficulty between different challenges. Stars go from 1-10 for each difficulty.
    • Since the difficulties are more or less just different setups and rules for the same fight this means that stars are relative only to their parent difficulty…in other more simpler words a Standard 10★ fight cannot be measured against a Hard 1★ fight. They are both different and the stars should only be compared against same difficulty fights.
    • Stars can be subjective as there’s no complex logic or algorithm behind them, because the system is so new and early in its life they might not match 1:1 the general public’s view, especially while I still try to figure out what works and what doesn’t. For the most part they follow the natural progression of the series with 1★ meaning East Blue and 10★ meaning Wano and further, however exceptions can be made especially for Hard and above difficulties.
  • Unlocking boss fights can be done in one of 3 main ways:
    • Poneglyphs, same ole reliable stones however the process got greatly simplified where as you only need to right click it with a piece of paper to unlock the fight
    • Special wanted posters, which can be found in wanted poster packages, sold by traders or as loot in Marine bases, same as above, right click the poster and it’ll unlock the fight
    • Via the /challenge command for those with permissions for it
  • Rewards vary from Doriki and Bounty to clothes, equipment or special items that the bosses have on them
  • INFO: I could bore everybody by having a long ass list of all the stats and moves every boss is capable of using and all of their various behaviors and differences but…I won’t do that partially because I doubt many people care about those but also because I would consider them spoilers, so instead I’m going to just lightly skim over their stats and notable abilities so you can get an idea about their difficulty and we’re all going to be happy and move on
  • NOTE: The Notable Abilities section is additive, the Standard abilities are part of the Hard pool of abilities even if not directly mentioned

Bandits

Higuma

StandardHard
HP100250
Difficulty
Doriki10010000
Haki (Buso/Ken)0/0100/100
Noteable AbilitiesShi Shishi SonsonAdvanced Busoshoku Haki
Swordsman abilities
Rokushiki abilities

Marines

Morgan

StandardHard
HP200250
Difficulty
Doriki50010000
Haki (Buso/Ken)0/0100/100
Noteable AbilitiesTackles
Cleave Attacks using his Axehand
Advanced Busoshoku Haki
Some brawler abilities
Some swordsman abilities
Rokushiki abilities

Black Cat Pirates

Nyanban Brothers

StandardHard
HP (Sham/Buchi)150/150250/300
Difficulty
Doriki (Both)200010000
Haki (Buso/Ken) (Both)0/0100/100
Noteable Abilities (Sham)Leaps
Steal Punch
Takedown Kick
Advanced Busoshoku Haki
Rokushiki abilities
Stealth Foot
Noteable Abilities (Buchi)Belly Flops
Tackle
Punches
Advanced Busoshoku Haki
Brawler abilities
Tekkai
Stealth Foot

Kuro

StandardHard
HP200300
Difficulty
Doriki200010000
Haki (Buso/Ken)0/0100/100
Noteable AbilitiesStealth Foot
Takedown Kick
Shakushi
Advanced Busoshoku Haki
Rokushiki abilities

Krieg Pirates

Gin

StandardHard
HP200300
Difficulty
Doriki200010000
Haki (Buso/Ken)0/0100/100
Noteable AbilitiesDemonic Dance abilitiesAdvanced Busoshoku Haki
Rokushiki abilities
Black Leg abilities

Pearl

StandardHard
HP200250
Difficulty
Doriki200010000
Haki (Buso/Ken)0/0100/100
Noteable AbilitiesPunches
Pearl Fire
Advanced Busoshoku Haki
Brawler abilities
Belly Flops

Don Krieg

StandardHard
HP200400
Difficulty
Doriki200010000
Haki (Buso/Ken)0/0100/100
Noteable AbilitiesGun Array
Bombs
Net Launcher
Fire bullets
MH5 bomb
Advanced Busoshoku Haki
Brawler abilities (without Daisenso)
Various weapon related abilities (with Daisenso)
Kami-E

Arlong Pirates

Kuroobi

StandardHard
HP250350
Difficulty
Doriki200010000
Haki (Buso/Ken)0/0100/100
Noteable AbilitiesFishman Karate abilities
Punches
Suplex
Fishman passive bonuses
Advanced Busoshoku Haki
Brawler abilities

Chew

StandardHard
HP250300
Difficulty
Doriki200010000
Haki (Buso/Ken)0/0100/100
Noteable AbilitiesFishman projectile abilities
Fishman passive bonuses
Advanced Busoshoku Haki

Arlong

StandardHard
HP300400
Difficulty
Doriki200010000
Haki (Buso/Ken)0/0100/100
Noteable AbilitiesFishman Karate abilities
Fishman passive bonuses
Shark on Tooth
Advanced Busoshoku Haki

Baroque Works

Mr. 5 and Miss Valentine

StandardHard
HP (Mr 5/Miss Valentine)150/80400/350
Difficulty★★★★
Doriki200010000
Haki (Buso/Ken)0/0100/100
Noteable Abilities (Mr 5)Explosion Immunity
Bomu Bomu no Mi abilities
Advanced Busoshoku Haki
Hakai Ho and Shigan (when in melee mode)
Noteable Abilities (Miss Valentine)Kilo Kilo no Mi abilitiesAdvanced Busoshoku Haki
Rokushiki abilities

Mr. 3

StandardHard
HP300400
Difficulty★★★★
Doriki200010000
Haki (Buso/Ken)0/0100/100
Noteable AbilitiesDoru Doru no Mi abilitiesAdvanced Busoshoku Haki
Kami-E

Mr. 1

StandardHard
HP300400
Difficulty★★★★
Doriki200010000
Haki (Buso/Ken)0/0100/100
Noteable AbilitiesSupa Supa no Mi abilities
Takedown Kick
Advanced Busoshoku Haki
Shigan and Rankyaku
Hakai Ho

Mr. 0 (Crocodile)

StandardHard
HP300400
Difficulty★★★★
Doriki200010000
Haki (Buso/Ken)0/0100/100
Noteable AbilitiesSuna Suna no Mi abilitiesAdvanced Busoshoku Haki
Advanced Kenbunshoku Haki
Hakai Ho
Kami-E

Config

  • Added a ban list config that determines if a structure should spawn in a specific dimension, by default both the nether and the end are banned. All other dimensions (including modded ones) can have mod structures spawned in them and its up to the players or server owners to ban dimensions where these structures are not wanted.
  • Removed the old Combat Item Pickup config option in favor of the new Empty Hands passive ability
  • Added a new client config Use Mod Hearts UI (enabled by default) which is used for rendering the custom hearts UI of the mod. Disabling this will not disable all the HP bonuses you might get only the visuals.
  • The client sided config Display in Seconds is now enabled by default (this will only matter for newly generated configs, if you already have a config it won’t change it)
  • Added a new client sided option called Combat State Update Chat Message which will send a client sided chat message whenever you enter or leave combat.
  • The World NPCs Spawns config got split in two different ones World Humanoids Spawns and World Animals Spawns the first handling humanoid NPCs such as marines, pirates and bandits and the second one handling new animal NPCs added by the mod such as dugongs, bananwanis or white walkies
  • Added new Challenge related configs such as:
    • Challenge Caching saves the player’s inventory before joining the challenge and restores it after finishing it, avoiding cases where equipment is forever lost in arenas via drops or mechanics
  • The old Display in Seconds client config got extended and merged with the regular ticks version in a multi choice option now named Slot Number Display with the following options:
    • Ticks - Regular old game ticks
    • Seconds - Turns the ticks in real life seconds (used as the default now)
    • Percentage - new experimental client config that shows numbers in % wherever possible (such as continuous or charging) instead of the raw number
  • Hide Ability Stats hides all the ability stats in the tooltips and reveals them while holding the SHIFT key, helps if you hate cluttered screens or if you don’t care about stats
  • Public /check_fruits a new option that allows non-op players to use /check_fruits command. Only the list and fruit subcommands are available however NOT the history one. That means players can view the current state of all the fruits but not their history.

Commands

  • Contents of the /check_fruits command will now be sorted alphabetically
  • /abilityprotection sub commands will now use the label as an id instead of the order they were added in
    • example: /abilityprotection new 5 main with main being the name of the protection, after which you can use /abilityprotection resize main 10 to resize the main protection to 10
    • if you had previous protections without a label a randomized name will be applied after installing this version, which can then be changed via /abilityprotection rename (old label sub command)
    • if multiple protections exist with the same label change them before installing this version as only 1 of them will be kept and others will be deleted

Others

  • Added some mod specific splash texts
  • Trader menus now come with a text field where you can input the quantity of an item you wish to buy as to not constantly click the button if you want to buy the whole stack.
  • A small icon will now show up above the experience bar (between health and armor) when in combat. This “combat” state affects certain abilities and menus (such as Doctors being unable to heal while you’re in combat)
  • Kairoseki and Water weaknesses for fruit users are now slightly better represented by a single effect (either Kairoseki Weakness or Water Weakness) instead of having slowdown and weakness effects without context shown.
  • The way water affects devil fruit users has changed a bit, instead of affecting them whenever they enter water of any height, it’ll start affecting them in 2 waves:
    • when they enter in water above 1/3 of their height (slightly above knees) it will slow them down a bit and apply weakness
    • when they go in water slightly above 1/2 (half) of their height it’ll work as it previously did, turning them into an anvil making them unable to swim back up and disabling abilities
    • this change means that zoan users who are taller than the regular player won’t randomly get deactivated when the water is only up to their ankle, for example the Deka Deka no Mi users can now go in water up to 3 blocks deep until the slowness kicks in and 4 blocks deep for the full effect
  • Added the One Piece

Bounties

  • Wanted Posters can now be redeemed by bounty hunters even if they’re expired, if a bounty hunter has the poster of the target in their inventory the poster will be redeemed at whatever actual bounty that person had issued
    • as an example: this means you can hold a bounty poster of 1.000 belly but actually get 100.000 belly since their bounty increased since the original poster was issued, however this also could potentially mean you have a poster of 10.000 belly but only get 1.000 instead possibly due to the target dying since the first poster was issued.
  • Once a bounty poster is redeemed the bounty hunter will get their full bounty amount the target’s bounty will now drop to 0 instead of basing the received amount on the keep stats after death config option, this is to avoid any potential issues and exploits using CUSTOM or AUTO config options.
  • Wanted Posters will now correctly display the player’s skin overlay (if it exists)

Carrying/Dragging

  • New mechanic where players are allowed under specific circumstances to grab other entities (including players), the following cases apply:
    • Unconscious entities (such as enemies defeated when using the Knockdown passive)
    • Entities caught in nets
    • While under the effect of either Water Weakness or Kairoseki Weakness effects (used for devil fruit users only)
    • While handcuffed
  • While in the first 3 cases you can simply grab the entity with your bare hands, for the 4th one (handcuffed) you will need a lead in order to drag the target away.
  • The first 3 cases are also under the effect of zoan sizes, basically meaning you’re unable to carry huge zoans while transformed. This mostly apply to the regular rope net, which does not stop already active abilities, which means for example a Brachiosaurus zoan cannot be lifted.

Structures

  • Updated structure loot tables as it follows:
    • Added dials as uncommon loot in regular structures (such as bases or ships)
    • Added tangerines to food supply chests
    • Added saddles as relatively common loot in land based structures (such as camps or bases)
    • Removed the Marine, Pirate and Bandit specific weapons as listed above in the Items section
  • Structures got updated to make use of the following
    • new mod flags instead of prebuilt flags
    • new cannons which NPCs can make use of
    • some very small designs updates (particularly for ships), had to be changed a bit to allow NPCs to use cannons without getting stuck in ceilings
    • added more positions for wanted posters particularly in marine structures captain rooms
  • Added or updated loot pools of the following vanilla structures:
    • Underwater Ruins
    • Shipwrecks
    • Abandoned Mineshaft
    • Buried Treasure
    • Desert Pyramids
    • Jungle Temples
    • Pillager Outposts
    • Woodland Mansions
    • Strongholds
    • Villages
  • The above update doesn’t mean all of those structure will contain fruit boxes but mod items in general such as belly pouches, weapons, ammo, food and in some cases boxes yes (mostly wood and iron ones with some rare structures having gold ones as well)
  • If you’re playing with the spawn chest option enabled this chest will now also contain some belly and keys

Datapacks

  • Having more support for datapacks is a pretty big step towards allowing the mod to be extended by players and servers, we already had support for loot tables for npc drops and structure loot but now, there’s even more.

Data Format

  • The way devil fruits are stored in player data has changed to feature their entire id instead of just a small portion of it. Ex: the old mera_mera would now be saved fully as mineminenomi:mera_mera_no_mi.
    • There is code in place that will port all fruits to the new format whenever the player joins the world, however, the mod will not attempt to update data files from the disk that means you should still be aware of this change as scripts or addons could be reading outdated player data and break or lead to undefined behavior if your dataset is outdated (from before 0.10.0).

Tags

  • Added the following new tags for items:
    • paramecia
    • zoan
    • logia
    • devil_fruit
  • The devil_fruits tag contains all the entries in paramecias, zoans and logias.

Mapped Tags

  • New tag system based on key: value pairs where the key is an id (resource location) and the value is (generally) a numeric value
  • Added the following new mapped tags for items:
    • conductive_values
    • iron_values
  • conductive_values defines how conductive an item is (used for Goro Goro no Mi)
  • iron_values defines how much an item is worth for Jiki Jiki no Mi’s iron counter
  • These can be extended further with vanilla or other mod values

Loot Pools

  • Challenges make use of loot pools for their rewards, which means they can be changed and extended. To help with that the mod adds the following new loot functions which can be used to set doriki, bounty, belly and extol rewards:
    • increase_doriki
    • increase_bounty
    • increase_belly
    • increase_extol
  • All of these have an amount value which is the amount gained. Value can be 0 or below but it will be ignored.
  • A new function that unlocks challenges has been added as well called: unlock_challenges. It takes an array of challenge ids. At the moment this is used in Standard challenges rewards to give out the Hard mode of that challenge however it is not limited to it.
  • On top of the new functions a new condition was added as well called first_completion which is used to only award players when they first complete the challenge, any further completions won’t reward the pool for which this condition is used.
  • When using in JSON files all of these functions and the condition need to be suffixed with the mod’s id mineminenomi and the : separator. Example: mineminenomi:increase_doriki.
  • If you want to create additional conditions or functions for your needs a new parameter was added called completed_challenge which is added to the loot pool context whenever a challenge is finished.
  • Previously hard coded custom loot pools for underwater ruins and shipwrecks were properly turned into .json files which can be now edited as well

Criterions

  • Added two new criterion triggers for advancements:
    • unlock_challenge - triggered when unlocking a challenge, with an optional challenge condition for the specific challenge triggering it. If the challenge condition is not passed it will trigger after every unlock
    • complete_challenge - triggered when completing a challenge, the challenge condition is mandatory and represents the specific challenge triggering it

Integrations

  • Added support for Configured
  • Updated dependency for Cloth Config to 4.17.101 (from 4.16.91)

Fixes

Abilities

  • Fixed a bug where projectiles wouldn’t actually hit entities unless it’s the exact middle part.
  • Fixed block collision only affecting the centre of the projectile instead of the full hitbox.
  • Fixed bug causing remaining haki to go into the negatives.
  • Fixed Light Acceleration firing a projectile if you drop an item from your inventory.
  • Fixed issue where lowering the doriki and haki limit wouldn’t update for the players, leaving them with higher stats than the maximum.
  • Fixed player falling while being grabbed by Kurouzu.
  • Fixed issue where Black Hole cooldown would not be visually displayed correctly, causing it to look like it ended early.
  • Fixed issue where Takt could not grab players in ability protected zone when abilities were enabled.
  • Fixed issue causing Life Minus to cause immortality if you take an allies doll with rogue disabled, in essence it now hurts allies.
  • Non-limb projectiles can no longer have haki applied or removed after launch.
  • Fixed issue causing Magu to only be able to swim in lava forwards at proper speeds.
  • Fixed explosions damaging targets way more times than they were supposed to.
  • Fixed Pain not being imbuable with haki.
  • Fixed issue causing Haoshoku Haki’s colour to not appear correctly for the first usage.
  • Fixed issue where elemental flight caused the player to move slower when sprinting.
  • Fixed Aura not being able to detect players with Vanish effect (stuff like Suke and Doa).
  • An issue causing projectiles with a dynamic hitbox to not update correctly for the client after being added to the world is now fixed.
  • Logia Return Effects will now correctly only work if the attacker is not using emission and has an empty hand.
  • Fixed Trample type abilities (for Mammoth and Mega/Deka) not correctly hurting entities at the user’s feet
  • Fixed Mogu’s Mogura Tonpo giving its user Resistance V when digging down
  • Fixed some rare cases where the Cyborg’s cola meter not being correctly calculated, resulting in them having less overall cola than they should’ve
  • Fixed non-devil fruit projectiles being instantly removed when touching water

Others

  • A LOT of random performance fixes, specifically on the networking side, eliminating useless data sent to players or useless packets being sent altogether. This is an ongoing process however so there might still be such useless packets being sent here and there.
  • Fixed a bunch of config options using incorrect descriptions from other options
  • Fixed a crash when right clicking berry bushes
  • While in a hardcore world the hearts UI will now correctly render the hearts with their hardcore texture instead of the regular one
  • Fixed an issue where having extreme amounts of HP (tested at 90k HP) would tank a player’s fps
  • Fixed a potential crash on large servers with One Fruit per World config enabled where the history logs would get too big for the packets to handle.
  • A bug preventing you from changing to your second combat bar when you go into your player menu before entering combat mode has been fixed.
  • Fixed a bug that caused changing the currently active combat bar to the next one when another key (outside of the next/prev keybinds) is pressed.
  • Bubbly Coral no longer is infinite when used underwater with extended weakness checks active.
  • Fixed wanted posters from marine bases sometimes spawning all posters for 1 player
  • Fixed the Drunk effect acting weird sometimes in multiplayer
  • Fixed /particle command being unable to spawn mod added particles