Limitbreak 1.4
release15 апреля 2026 г.Full Revamp Update
Although the original concept of Limitbreak being a long-term roguelite is interesting, I can't overlook the fact that it hurts the gameplay a lot and creates massive limitations on what I can do to the vanilla progression. Ultimately I decided that the scope creep and ambiguous game identity was too much and I cut off the "long-term" part of this datapack.
Gameplay
Pretty much everything except what you do in the hub has been reconstructed. Now instead of relying on days, the game progresses much faster through waves. The gameplay is pretty intuitive so if you don't want to read all this then you can just skip it as it would come naturally.
- Each wave lasts 100 seconds, and players can skip through waves as they like if they find the gameplay too slow. The wave timer cannot be stopped until the wave set boss has been killed.
- Every 20th wave will spawn a boss, after which the players enter an intermission period where they can strategize and reconfigure their setups for as long as they like before continuing to the next set of waves.
- There is much more randomness to the waves especially waves before the boss, with a dynamic percentage chance of spawning easier or harder waves.
- Every 3 days a Point Shop will spawn selling various items in exchange for Points.
- Every 3 days, every dead player will be revived.
- There is a base chance of 20% for a Reward Chest to spawn in the center of the arena at the start of every wave, this will be your main source of materials aside from mob drops.
- Most mobs now have custom drops to fill in the gap of the usual vanilla progression, it can be things like custom weapons, armor, or even general materials the players need to craft certain items that would otherwise be impossible to get.
- To accommodate for the amount of items the players will obtain, every player will get an item called the Portable Storage, which acts as a chest the player can carry around in their inventory. To access it, simply hold the item in your mainhand and it will teleport your personal chest in front of you.
- If every player dies in the run then they will all get sent back to the hub where they can change their setups, choose different classes, or come up with a different strategy for the next run.
- The point progression milestones have been made much more reachable, players shouldn't find any problems in getting a few milestones before each boss.
- There's different types of arena now with different features and structures. Different arenas also have different natural mobs that spawn. Overall, most of the older systems were reused here to make a much more compact and fun gameplay loop.
General Changes
A lot of backend changes were made to make gameplay more enjoyable. This makes it so every run feels different from the last:
- Durability has now been added to most armor, and armors that are in tiers above netherite has increased durability so it doesn't break as easily while fighting mobs that shred through armor.
- Most custom helmets are now breakable and have durability.
- Vanilla recipes for all hoes have been tweaked. They now instead make scythes, and have their own attack damage, attack speed, and entity interaction range stats.
- The hub has been slightly changed. The Bonus Credits upgrade has been removed and replaced with the Reward Chest Chance upgrade. A Total Runs, Highest Wave, and Total Deaths statistic is also shown in front of the hub teleporter. Guidebooks around the hub also received minor tweaks.
- Skill books were removed as of this update.
- Changed some of the prices of world upgrades to make it more accessible.
- All class guidebooks have been reviewed and updated to match the current version, this also includes the /trigger ClassInfo command.
- Added unique icons and colors for many effects, attributes, and stats.
- Standardized item lore and description for most, if not all items in game.
- Almost tripled the amount of relics in the datapack.
Classes
All classes faced balancing changes which mostly caused a net positive buff in their respective kits. Below is the list of all the changes:
Slayer
- Everything stayed the same except for the specific slayer progression milestones.
Hunter
- Fixed arrows shot in Power Stance bouncing off of border walls.
- Arrows shot in Power Stance will now explode when hitting border walls.
- Hunter now has scaling in the point progression, the variables that scale are:
- ⏱ Rapid Shot Cooldown.
- ➶ Arrow Damage.
- ⟳ Arrow Conservation.
- Hunter now starts out with 50% ⟳ Arrow Conservation.
- Hunter's Rapid Shot doesn't have a 10% chance to not consume ammo, instead it now it depends on the ⟳ Arrow Conservation variable.
- Hunter's Rapid Shot can now hit through invulnerability frames.
- Hunter now starts out with 64 arrows instead of 32.
Knight
- Lowered the cooldown of Taunt to 100 seconds.
- Taunt now only gives Absorption 3 instead of Absorption 6.
- Taunt now pulls and stuns enemies in addition to taking aggro, this is done as a workaround as some enemies don't get taunted even after being successfully damaged by the Knight taunt.
- Knight now automatically enchants shields they hold with the Resilient enchantment which provides an 80% chance for durability to not be consumed when damaged.
Apothecary
- Reworked Apothecary's class ability, it is now named "Mysterious Concoction" instead of the previous "The Elixir".
- Apothecary's ability when used will roll through different chances and rarities of potions and randomly choose a potion inside that rarity to give to the Apothecary. The base chances are 80% for Common, 15% for Rare, 4% for Epic, 1% for Legendary, and 0% for Mythical.
- Apothecary's roll chances are now upgradeable through the Point Progression.
Magus
- Magus now starts out with 150 ✦ Max Mana.
- Magus now has Tier 4 Magic.
- Magus now unlocks Tier 2 Magic after consuming 35 Points, Tier 3 Magic after consuming 150 Points, and Tier 4 Magic after consuming 300 Points.
- Magus can now craft Crystallized Mana using 1 Quartz, 4 Amethyst Shards, and 4 Blaze Powders which gives +10 ✦ Max Mana every time it is consumed.
- Fixed Heat Mantle not working properly.
- Fixed Copycat still showing a visible armor stand.
- Netherite Wand recipe has been reworked to make it more accessible.
- Aquatic and Nether Wands have now been removed. Instead there's Coldsteel, Firesteel, Soulsteel, Abyssium, Eternium, and Malachite Wands now.
Reaper
- Reaper's class ability, Exicision, will now attribute damage and kills to the player. This is done so that Necromancer can gain ᛇ Souls from Reaper's ability.
Monk
- Monk can now hold tools like the Axe and Pickaxe without heavy restrictions, but will still not be able to deal damage with them.
- If Monk somehow is able to wear armor, they will start taking damage.
- Monk now gains experience when dealing damage to enemies to counterbalance the experience used to use its class ability.
Necromancer
- Necromancer's Bone Exoskeleton upgrade milestones have been adjusted, the milestones are now: 5 → 15 → 30 → 60 → 100 → 150 → 225 → 350 → 700.
- Necromancer now automatically recasts the last selected targeting method to its summons when damaged, this causes summons to retaliate when a Necromancer is attacked.
- Necromancer's stat spread now doesn't apply less melee attack damage.
- Tweaked the recipes of some charms and summon items to make it more accessible.
- Buffed most base summons' health to enable them to be more useful.
Point Progression
The point progression has been revamped and now the milestones are:
- Phase 1: 15 → 35 → 60 → 100 → 150 → 220.
- Phase 2: 300 → 400 → 525 → 675 → 850 → 1000.
- Phase 3: 1200 → 1425 → 1675 → 1950 → 2250 → 2600.
- Phase 4: 3000 → 3450 → 3950 → 4500 → 5100 → 5750. As such, all the class-specific point progression milestones also follow this progression to adjust for the game progression.
Point Shop
Some items have been added into the Point Shop to accommodate changes, some of which are:
- Soulsteel Helmet.
- Soulsteel Chestplate.
- Soulsteel Greaves.
- Soulsteel Boots.
- Soulsteel Scythe.
- Malachite Bascinet.
- Malachite Chestplate.
- Malachite Leggings.
- Malachite Boots.
- Malachite Scythe.
- Aeon Rapier.
- Coldsteel Wand. (only available if a MAGUS is in the arena.)
- Firesteel Wand. (only available if a MAGUS is in the arena.)
- Soulsteel Wand. (only available if a MAGUS is in the arena.)
- Abyssium Wand. (only available if a MAGUS is in the arena.)
- Eternium Wand. (only available if a MAGUS is in the arena.)
- Malachite Wand. (only available if a MAGUS is in the arena.) Some items have been changed or removed from the Point Shop for balancing reasons:
- Totem of Undying: removed for balance.
Wave Types
Along with this update comes "Wave Types" to spice up the gameplay a little. Instead of just getting normal waves every 100 seconds with a Point Shop spawning every 3 waves, there are chances for another wave type to spawn in instead.
Black Market Waves
A black market wave is a special wave with a 1% chance of replacing a normal wave. In this wave no enemies spawn and a "♠ Black Market ♠" NPC spawns in the center of the arena selling powerful relics—some which cannot be obtained any other way.
Miniboss Waves
A miniboss waves is a mob wave that spawns usually one or two mobs, which are stronger than most other mobs that could have spawned in that wave. Most minibosses drop more Points than what you would get for clearing a normal wave.
Arena Types
This update also adds "Arena Types", which makes it so every time a run is started, it rolls through and picks an arena type. Currently there's only two in the datapack. It's mostly decorative and serves to add run variety, but the varying natural mobs that spawn sometimes drop different loot which can affect the run.
Forest Arena
The forest arena is filled with sparse trees, boulders, and bamboo. The natural mobs that spawn here are Moonflowers and Azalea zombies.
Desert Arena
The desert arena is broad and clear, with features such as cactuses, and small dunes here and there, you might also find an oasis once in a while. The natural mobs that spawn here are the Buried, and Cactus Zombies.
Mob Changes
Since revamping this datapack, nearly all mobs needed to be rebalanced to fit into the shorter wave timeframe and overall less equipped players that will be fighting them. This means that most mobs are now much weaker than they were previously. Since there's too much to list them all, below are the ones that received major changes to their ability or behaviour:
- Crystallized Corpses: is now a purely tanking mob, doesn't have any abilities and exists to block players and guard other mobs.
- Automatons: removed overcharged skill, replaced with homing arrows. Also changed the missile skill to be less deadly and instead have more AoE.
- Sculk Zombies: previous abilities removed, now is only able to move when another mob is near them, this makes it so players have to move around them to avoid attracting a big horde.
- Revenants: nerfed health by a lot, damage is also nerfed slightly, ability now makes them stick to players instead of making players stick to them which fixes a bug.
- Goliath Spiders: health and scale nerfed slightly, web ability removed, behavior is changed so that it keeps its distance from players and charges towards players randomly.
- Lich: removed the ability where it spreads players around, tweaked summon spawns, and made it overall less of a hassle to fight.
- Tricksters: now isn't invisible almost all the time, hitting them also causes their invisibility to disappear momentarily.
- Phantom Broodmothers: nerfed spawn rate of phantoms by a lot, instead spawns baby phantoms once in a with phantom behaviour but less health.
- Ice Spirits: ice placed will now explode and deal damage after a set interval.
- ...and many more that I probably forgot about. I've also added a few mobs into the wave system, but I didn't bother documenting which ones were new and old.
Alternate Bosses
This is a concept that I've only applied once in this datapack for the Wave 20 boss. Just as its name suggests, instead of fighting the same boss on the same wave every run, there will be chances to roll for different bosses. Currently there's only one alternate boss but there's groundwork made to add alternate bosses to every boss wave, maybe with dynamic chances depending on the arena type, player count, or even gear.
Enchanting
Enchanting in this datapack has been reworked. Though you can still enchant from the enchanting table manually and get enchants that way it is no longer recommended. Every time a wave ends there's a set 30% chance for an enchantment shrine to spawn, which has a recursive 20% chance for it to spawn an extra enchantment shrine. Every time a boss is killed it also spawns at least 3 enchantment shrines. Below are the available enchantment shrines:
- Shrine of Protection.
- Shrine of Sharpness.
- Shrine of Growth.
- Shrine of Unbreaking.
- Shrine of Mending.
- Shrine of Power.
- Shrine of Thorns.
- Shrine of Feather Falling. Although there's different types of shrines, the most important ones such as Protection, Sharpness, and Unbreaking has weighted chance to spawn instead of the less essential enchantments. To enchant your item simply hold the item, look at the shrine, and right click. Every enchantment requires different experience levels depending on the enchant and level of enchantment applied.
Note
Once again, this datapack is made by myself solo and has only been playtested by my small group of friends. If you have any bug to report or anything you want added, you can join the Discord server linked in the mod page. Have fun!
Limitbreak 1.4
release15 апреля 2026 г.Full Revamp Update
Although the original concept of Limitbreak being a long-term roguelite is interesting, I can't overlook the fact that it hurts the gameplay a lot and creates massive limitations on what I can do to the vanilla progression. Ultimately I decided that the scope creep and ambiguous game identity was too much and I cut off the "long-term" part of this datapack.
Gameplay
Pretty much everything except what you do in the hub has been reconstructed. Now instead of relying on days, the game progresses much faster through waves. The gameplay is pretty intuitive so if you don't want to read all this then you can just skip it as it would come naturally.
- Each wave lasts 100 seconds, and players can skip through waves as they like if they find the gameplay too slow. The wave timer cannot be stopped until the wave set boss has been killed.
- Every 20th wave will spawn a boss, after which the players enter an intermission period where they can strategize and reconfigure their setups for as long as they like before continuing to the next set of waves.
- There is much more randomness to the waves especially waves before the boss, with a dynamic percentage chance of spawning easier or harder waves.
- Every 3 days a Point Shop will spawn selling various items in exchange for Points.
- Every 3 days, every dead player will be revived.
- There is a base chance of 20% for a Reward Chest to spawn in the center of the arena at the start of every wave, this will be your main source of materials aside from mob drops.
- Most mobs now have custom drops to fill in the gap of the usual vanilla progression, it can be things like custom weapons, armor, or even general materials the players need to craft certain items that would otherwise be impossible to get.
- To accommodate for the amount of items the players will obtain, every player will get an item called the Portable Storage, which acts as a chest the player can carry around in their inventory. To access it, simply hold the item in your mainhand and it will teleport your personal chest in front of you.
- If every player dies in the run then they will all get sent back to the hub where they can change their setups, choose different classes, or come up with a different strategy for the next run.
- The point progression milestones have been made much more reachable, players shouldn't find any problems in getting a few milestones before each boss.
- There's different types of arena now with different features and structures. Different arenas also have different natural mobs that spawn. Overall, most of the older systems were reused here to make a much more compact and fun gameplay loop.
General Changes
A lot of backend changes were made to make gameplay more enjoyable. This makes it so every run feels different from the last:
- Durability has now been added to most armor, and armors that are in tiers above netherite has increased durability so it doesn't break as easily while fighting mobs that shred through armor.
- Most custom helmets are now breakable and have durability.
- Vanilla recipes for all hoes have been tweaked. They now instead make scythes, and have their own attack damage, attack speed, and entity interaction range stats.
- The hub has been slightly changed. The Bonus Credits upgrade has been removed and replaced with the Reward Chest Chance upgrade. A Total Runs, Highest Wave, and Total Deaths statistic is also shown in front of the hub teleporter. Guidebooks around the hub also received minor tweaks.
- Skill books were removed as of this update.
- Changed some of the prices of world upgrades to make it more accessible.
- All class guidebooks have been reviewed and updated to match the current version, this also includes the /trigger ClassInfo command.
- Added unique icons and colors for many effects, attributes, and stats.
- Standardized item lore and description for most, if not all items in game.
- Almost tripled the amount of relics in the datapack.
Classes
All classes faced balancing changes which mostly caused a net positive buff in their respective kits. Below is the list of all the changes:
Slayer
- Everything stayed the same except for the specific slayer progression milestones.
Hunter
- Fixed arrows shot in Power Stance bouncing off of border walls.
- Arrows shot in Power Stance will now explode when hitting border walls.
- Hunter now has scaling in the point progression, the variables that scale are:
- ⏱ Rapid Shot Cooldown.
- ➶ Arrow Damage.
- ⟳ Arrow Conservation.
- Hunter now starts out with 50% ⟳ Arrow Conservation.
- Hunter's Rapid Shot doesn't have a 10% chance to not consume ammo, instead it now it depends on the ⟳ Arrow Conservation variable.
- Hunter's Rapid Shot can now hit through invulnerability frames.
- Hunter now starts out with 64 arrows instead of 32.
Knight
- Lowered the cooldown of Taunt to 100 seconds.
- Taunt now only gives Absorption 3 instead of Absorption 6.
- Taunt now pulls and stuns enemies in addition to taking aggro, this is done as a workaround as some enemies don't get taunted even after being successfully damaged by the Knight taunt.
- Knight now automatically enchants shields they hold with the Resilient enchantment which provides an 80% chance for durability to not be consumed when damaged.
Apothecary
- Reworked Apothecary's class ability, it is now named "Mysterious Concoction" instead of the previous "The Elixir".
- Apothecary's ability when used will roll through different chances and rarities of potions and randomly choose a potion inside that rarity to give to the Apothecary. The base chances are 80% for Common, 15% for Rare, 4% for Epic, 1% for Legendary, and 0% for Mythical.
- Apothecary's roll chances are now upgradeable through the Point Progression.
Magus
- Magus now starts out with 150 ✦ Max Mana.
- Magus now has Tier 4 Magic.
- Magus now unlocks Tier 2 Magic after consuming 35 Points, Tier 3 Magic after consuming 150 Points, and Tier 4 Magic after consuming 300 Points.
- Magus can now craft Crystallized Mana using 1 Quartz, 4 Amethyst Shards, and 4 Blaze Powders which gives +10 ✦ Max Mana every time it is consumed.
- Fixed Heat Mantle not working properly.
- Fixed Copycat still showing a visible armor stand.
- Netherite Wand recipe has been reworked to make it more accessible.
- Aquatic and Nether Wands have now been removed. Instead there's Coldsteel, Firesteel, Soulsteel, Abyssium, Eternium, and Malachite Wands now.
Reaper
- Reaper's class ability, Exicision, will now attribute damage and kills to the player. This is done so that Necromancer can gain ᛇ Souls from Reaper's ability.
Monk
- Monk can now hold tools like the Axe and Pickaxe without heavy restrictions, but will still not be able to deal damage with them.
- If Monk somehow is able to wear armor, they will start taking damage.
- Monk now gains experience when dealing damage to enemies to counterbalance the experience used to use its class ability.
Necromancer
- Necromancer's Bone Exoskeleton upgrade milestones have been adjusted, the milestones are now: 5 → 15 → 30 → 60 → 100 → 150 → 225 → 350 → 700.
- Necromancer now automatically recasts the last selected targeting method to its summons when damaged, this causes summons to retaliate when a Necromancer is attacked.
- Necromancer's stat spread now doesn't apply less melee attack damage.
- Tweaked the recipes of some charms and summon items to make it more accessible.
- Buffed most base summons' health to enable them to be more useful.
Point Progression
The point progression has been revamped and now the milestones are:
- Phase 1: 15 → 35 → 60 → 100 → 150 → 220.
- Phase 2: 300 → 400 → 525 → 675 → 850 → 1000.
- Phase 3: 1200 → 1425 → 1675 → 1950 → 2250 → 2600.
- Phase 4: 3000 → 3450 → 3950 → 4500 → 5100 → 5750. As such, all the class-specific point progression milestones also follow this progression to adjust for the game progression.
Point Shop
Some items have been added into the Point Shop to accommodate changes, some of which are:
- Soulsteel Helmet.
- Soulsteel Chestplate.
- Soulsteel Greaves.
- Soulsteel Boots.
- Soulsteel Scythe.
- Malachite Bascinet.
- Malachite Chestplate.
- Malachite Leggings.
- Malachite Boots.
- Malachite Scythe.
- Aeon Rapier.
- Coldsteel Wand. (only available if a MAGUS is in the arena.)
- Firesteel Wand. (only available if a MAGUS is in the arena.)
- Soulsteel Wand. (only available if a MAGUS is in the arena.)
- Abyssium Wand. (only available if a MAGUS is in the arena.)
- Eternium Wand. (only available if a MAGUS is in the arena.)
- Malachite Wand. (only available if a MAGUS is in the arena.) Some items have been changed or removed from the Point Shop for balancing reasons:
- Totem of Undying: removed for balance.
Wave Types
Along with this update comes "Wave Types" to spice up the gameplay a little. Instead of just getting normal waves every 100 seconds with a Point Shop spawning every 3 waves, there are chances for another wave type to spawn in instead.
Black Market Waves
A black market wave is a special wave with a 1% chance of replacing a normal wave. In this wave no enemies spawn and a "♠ Black Market ♠" NPC spawns in the center of the arena selling powerful relics—some which cannot be obtained any other way.
Miniboss Waves
A miniboss waves is a mob wave that spawns usually one or two mobs, which are stronger than most other mobs that could have spawned in that wave. Most minibosses drop more Points than what you would get for clearing a normal wave.
Arena Types
This update also adds "Arena Types", which makes it so every time a run is started, it rolls through and picks an arena type. Currently there's only two in the datapack. It's mostly decorative and serves to add run variety, but the varying natural mobs that spawn sometimes drop different loot which can affect the run.
Forest Arena
The forest arena is filled with sparse trees, boulders, and bamboo. The natural mobs that spawn here are Moonflowers and Azalea zombies.
Desert Arena
The desert arena is broad and clear, with features such as cactuses, and small dunes here and there, you might also find an oasis once in a while. The natural mobs that spawn here are the Buried, and Cactus Zombies.
Mob Changes
Since revamping this datapack, nearly all mobs needed to be rebalanced to fit into the shorter wave timeframe and overall less equipped players that will be fighting them. This means that most mobs are now much weaker than they were previously. Since there's too much to list them all, below are the ones that received major changes to their ability or behaviour:
- Crystallized Corpses: is now a purely tanking mob, doesn't have any abilities and exists to block players and guard other mobs.
- Automatons: removed overcharged skill, replaced with homing arrows. Also changed the missile skill to be less deadly and instead have more AoE.
- Sculk Zombies: previous abilities removed, now is only able to move when another mob is near them, this makes it so players have to move around them to avoid attracting a big horde.
- Revenants: nerfed health by a lot, damage is also nerfed slightly, ability now makes them stick to players instead of making players stick to them which fixes a bug.
- Goliath Spiders: health and scale nerfed slightly, web ability removed, behavior is changed so that it keeps its distance from players and charges towards players randomly.
- Lich: removed the ability where it spreads players around, tweaked summon spawns, and made it overall less of a hassle to fight.
- Tricksters: now isn't invisible almost all the time, hitting them also causes their invisibility to disappear momentarily.
- Phantom Broodmothers: nerfed spawn rate of phantoms by a lot, instead spawns baby phantoms once in a with phantom behaviour but less health.
- Ice Spirits: ice placed will now explode and deal damage after a set interval.
- ...and many more that I probably forgot about. I've also added a few mobs into the wave system, but I didn't bother documenting which ones were new and old.
Alternate Bosses
This is a concept that I've only applied once in this datapack for the Wave 20 boss. Just as its name suggests, instead of fighting the same boss on the same wave every run, there will be chances to roll for different bosses. Currently there's only one alternate boss but there's groundwork made to add alternate bosses to every boss wave, maybe with dynamic chances depending on the arena type, player count, or even gear.
Enchanting
Enchanting in this datapack has been reworked. Though you can still enchant from the enchanting table manually and get enchants that way it is no longer recommended. Every time a wave ends there's a set 30% chance for an enchantment shrine to spawn, which has a recursive 20% chance for it to spawn an extra enchantment shrine. Every time a boss is killed it also spawns at least 3 enchantment shrines. Below are the available enchantment shrines:
- Shrine of Protection.
- Shrine of Sharpness.
- Shrine of Growth.
- Shrine of Unbreaking.
- Shrine of Mending.
- Shrine of Power.
- Shrine of Thorns.
- Shrine of Feather Falling. Although there's different types of shrines, the most important ones such as Protection, Sharpness, and Unbreaking has weighted chance to spawn instead of the less essential enchantments. To enchant your item simply hold the item, look at the shrine, and right click. Every enchantment requires different experience levels depending on the enchant and level of enchantment applied.
Note
Once again, this datapack is made by myself solo and has only been playtested by my small group of friends. If you have any bug to report or anything you want added, you can join the Discord server linked in the mod page. Have fun!
Limitbreak V.1.3.5-Beta [1.21.4]
beta4 декабря 2025 г.Major Changes & Bug Fixes
Wave Changes
- Wave 3.1 Illusioners have been replaced by 3.1 Subterranean Silverfish.
- Undead Knight has been nerfed:
- Health: 200 --> 125.
- Damage: 7 --> 5.
- Goliath Man-Eater's regeneration has been changed, and now scales with the amount of players:
- 1 Player: Regeneration 1.
- 2 Players: Regeneration 2.
- 3 Players: Regeneration 3.
- 4+ Players: Regeneration 4.
Class Changes
- Necromancer now gets knockback resistance as the armor upgrades.
- Necromancer summons now get teleported to the corresponding necromancer if they are not in the same dimension, this may still be buggy.
- Necromancer's Bone Density milestones have been changed:
- T9: 900 ---> 1100 Bone Density.
- T10: 1400 ---> 1800 Bone Density.
- Hollow Husk costs have been increased from 10 ---> 15.
- Improved Gravemite's infesting ability, now it infests any infestable blocks in a 2x2x2 range around itself, this is also done to make sure it doesn't disappear off on its own.
- Changed Hunter's class ability from Power Stance to Hunter Stance.
- Use the class ability without sneaking to enter Rapid Stance.
- In Rapid Stance, the Hunter can immediately shoot arrows by left / right-clicking their bow, in exchange for this the arrows shot are much weaker than normal arrows.
- This will consume arrows in the Hunter's inventory unless the Hunter is holding a ranged weapon enchanted with Infinity.
- This has a 10 tick / 0.5 second cooldown.
- Sneaking and using the class ability will make the Hunter enter Power Stance.
- Power Stance particles has been slightly adjusted to make it less visually noisy, also makes it easier to aim.
- Use the class ability without sneaking to enter Rapid Stance.
- Updated Hunter's class info and "True Shot Primer" guidebook to accommodate changes made to its class ability.
Misc Changes / Bug Fixes
- Fixed boss health bossbar still showing after ending a run.
- Fixed doMobSpawning gamerule still being false after ending a run while fighting a boss.
- Fixed Necromancer's souls bar not updating and appearing.
Limitbreak V.1.3.5-Beta [1.21.4]
beta4 декабря 2025 г.Major Changes & Bug Fixes
Wave Changes
- Wave 3.1 Illusioners have been replaced by 3.1 Subterranean Silverfish.
- Undead Knight has been nerfed:
- Health: 200 --> 125.
- Damage: 7 --> 5.
- Goliath Man-Eater's regeneration has been changed, and now scales with the amount of players:
- 1 Player: Regeneration 1.
- 2 Players: Regeneration 2.
- 3 Players: Regeneration 3.
- 4+ Players: Regeneration 4.
Class Changes
- Necromancer now gets knockback resistance as the armor upgrades.
- Necromancer summons now get teleported to the corresponding necromancer if they are not in the same dimension, this may still be buggy.
- Necromancer's Bone Density milestones have been changed:
- T9: 900 ---> 1100 Bone Density.
- T10: 1400 ---> 1800 Bone Density.
- Hollow Husk costs have been increased from 10 ---> 15.
- Improved Gravemite's infesting ability, now it infests any infestable blocks in a 2x2x2 range around itself, this is also done to make sure it doesn't disappear off on its own.
- Changed Hunter's class ability from Power Stance to Hunter Stance.
- Use the class ability without sneaking to enter Rapid Stance.
- In Rapid Stance, the Hunter can immediately shoot arrows by left / right-clicking their bow, in exchange for this the arrows shot are much weaker than normal arrows.
- This will consume arrows in the Hunter's inventory unless the Hunter is holding a ranged weapon enchanted with Infinity.
- This has a 10 tick / 0.5 second cooldown.
- Sneaking and using the class ability will make the Hunter enter Power Stance.
- Power Stance particles has been slightly adjusted to make it less visually noisy, also makes it easier to aim.
- Use the class ability without sneaking to enter Rapid Stance.
- Updated Hunter's class info and "True Shot Primer" guidebook to accommodate changes made to its class ability.
Misc Changes / Bug Fixes
- Fixed boss health bossbar still showing after ending a run.
- Fixed doMobSpawning gamerule still being false after ending a run while fighting a boss.
- Fixed Necromancer's souls bar not updating and appearing.
Limitbreak V.1.3.4-Beta [1.21.4]
beta29 ноября 2025 г.Balancing Changes
Wave Changes
- Wave 2.1 Blazes have been nerfed:
- Ground blazes amount: 20 ---> 10.
- Ground blazes point drop: 1 ---> 2.
- Flying blazes amount: 10 ---> 5.
- Wave 2.1 Creakings have been replaced with Wave 2.1 Endermen.
- Wave 1.1 Creepers have been changed:
- Creepers amount: 30 ---> 15.
- Creepers point drop: (1-3) ---> (2-4).
Class Changes
- Magus casting speed for all wands have been buffed:
- Amethyst Wand: 1.5 ---> 1 second
- Aquatic Wand: 1.2 ---> 0.7 seconds
- Nether Wand: 0.7 ---> 0.3 seconds
- Netherite Wand: 1 ---> 0.5 seconds
- Fixed redundancy in code for checking Magus holding weapons.
- Magus now doesn't get the slowness effect when holding weapons other than magic staffs, this keeps axes and hoes functional while keeping the Magus a strictly non-melee class.
- Knight's class health multiplier has been reduced from 40% ---> 25%.
- Knight now gains extra health and armor from the point progression, this is done to give late game scaling for the Knight class and to balance it for early game.
Multiplayer Scaling
- Multiplayer per-player health scaling has been added to give better chances for parties with low player counts while simultaneously nerfing parties with high player counts. Below is the health scaling based on player counts:
- [1 Player]: +100% HP.
- [2 Players]: +40% HP.
- [3 Players]: +20% HP.
- [4 Players]: No Effects | Normal health values.
- [5 Players]: -20% HP.
- [6 Players]: -30% HP.
- [7 Players]: -40% HP.
- [8+ Players]: -50% HP
- These values are still subject to change, other attributes may be added in as well.
Misc Changes / Bug Fixes
- Skill book threshold has been significantly lowered from 3500 Points to 1000 Points.
- Fixed class-specific upgrades in the point progression not being given after consuming Point Dust, Point Clump, or Point Crystal.
