Список изменений
Compound V 3.1.0-r
Minecraft 26.2 · Fabric Loader 0.19.3+ · Fabric API · Java 25
⚠️ Network update: Servers and every connected client must be running 3.1.0-r.
⚡ The Conduit Update
Neon is here.
Neon joins Smoke and Video as the third full Conduit element, while the karma system has been expanded into a choice you make over every wounded enemy.
This release also rebuilds Homelander, Heat Vision, Radioactive and Flight around new shared movement, aiming and beam systems — while the Blood Path becomes a hunt.
⚡ Neon
Absorb a live light source — Sea Lantern, Glowstone or any Froglight — to awaken Neon.
Stand on the ground, aim at the source and hold Shift. After awakening Neon, further drains refill your energy.
| Control | Ability |
|---|---|
V hold | Light Speed — high-speed traversal and wall running |
Space during Light Speed | Photon Jump |
C + Left Click | Neon Beam — precise weak-point shots |
C + Right Click | Phosphor Beam — charged heavy shot |
X hold/release | Stasis Bubble — suspend up to eight enemies |
Shift + X | Ultimate |
N | Homing Missiles |
| Empty-hand attack | Neon Melee |
| Airborne downward attack | Air Strike |
Weak Points
Your karma changes what precision attacks do.
Hero
- Leg shots mark and eventually bind ordinary enemies without killing them.
Infamous
- Headshots execute ordinary enemies.
- Elite enemies instead take heavy bonus damage.
- Bosses and players are never executed.
Radiant Event
Neon's Ultimate releases a shockwave that captures nearby hostiles, launches you into the air and brings down a massive barrage of light.
Hero conduits bind the captured enemies.
Infamous conduits execute them before finishing with an overload pulse.
Skill Tree
Neon launches with 62 skill nodes across 10 branches:
Energy · Traversal · Neon Beam · Phosphor · Stasis · Melee · Missiles · Laser Insight · Karma · Ultimate
Including skills such as Rapid Fire, Speed Loader, Volatile Stasis, Dash Strike, Radiant Sweep, Neon Singularity and Supernova.
Neon also has a completely new sound set covering traversal, shots, impacts, charging, stasis, missiles, drains and the Ultimate.
Neon only takes control while your hand is empty. Hold a tool, weapon or block — or aim at a block — and normal Minecraft interaction takes priority.
🔥 Conduit Karma
Every wounded enemy is now a choice.
This applies to Smoke and Video as well as Neon, regardless of karma rank or skill-tree progress.
When an enemy is badly wounded, two actions appear beside the crosshair.
| Conduit | Merciful — Use | Brutal — hold Sneak |
|---|---|---|
| Smoke | Bind in cinder shackles | Burn Out |
| Video | Freeze Frame | Siphon |
| Video civilian | Restore | Drain |
Many more actions now affect karma, including companion choices, raids, killing sprees, heroic streaks, harming civilians and PvP actions.
Enemy Subdued is now reserved for genuine non-lethal takedowns. Ordinary kills while following the heroic path display Enemy Defeated instead.
New Karma HUD
The old karma interface has been replaced with a much smaller HUD:
Rank emblem + thin karma line.
Actions appear beside it as short notifications, and rank changes are displayed simply:
RANK UP · CHAMPION
🎯 New Crosshairs
Each Conduit element now has its own reticle:
Smoke: ring
Neon: open arch
Video: brackets
Smoke's Cinder Shot reticle now predicts its result directly:
Blue — body / legs / subdue
Red — head / execute
The old floating hitboxes are gone.
All three reticles also support the vanilla attack indicator and display gold ticks when the next hit will be a critical hit.
📺 Video Rebuilt
Video has received a major visual overhaul.
Every Video ability now builds its visuals from broadcast-style pixels and light:
Neutral: white
Hero: blue
Infamous: red → violet
Water and glass no longer swallow Video effects.
New Summons
Summons are now actual models.
Wingman
A tall white-and-gold hard-light angel with blade wings, a halo and lance.
Demons
Hunched black-glass creatures split by burning cracks, with bat wings, shard crowns and burning tails.
Both materialise and dissolve pixel by pixel.
Also included:
New drains · New Radiant Longsword · Demonic Talons · New blades · Rift effects · New Surge take-off
Video Surge now uses the same wing geometry at every karma level; karma changes their colour instead of their shape.
🌀 Shared Movement Engine
Video Surge, Sanguine Swarm and Neon now share a new momentum-based movement system with:
Acceleration · Banking · Climbs · Dives · Client-side steering
Movement is predicted locally, greatly reducing rubber-banding.
🦸 Homelander Rework
Flight
Flight is now simulated locally with:
- True stationary hovering
- Hard acceleration and braking
- Momentum-preserving cruise turns
- Sonic boom effects
- Vapour cone and shock ring when breaking the sound barrier
- Landing shockwaves after high-speed dives
The old long energy trails are gone.
High speed is now represented through wind, air distortion and Mach effects.
Grab
Grab now holds targets firmly in your hand.
You can:
Carry · Heat Vision · Punch away · Crush · Throw toward the crosshair
Targets should no longer drift, rubber-band or remain frozen after a collision.
Super Punch
Damage and impact now scale with your current speed and can slam targets into walls.
X-Ray
X-Ray has been rebuilt around actual anatomy.
Humanoid targets use Minecraft's own skeleton, posed with their current movement.
Non-humanoid creatures receive skeletons built around their own body shape.
Every living creature also receives a beating block-built heart positioned according to its anatomy.
Focus a creature to inspect its pulse and health.
👁️ Heat Vision Rework
Heat Vision now uses a thin white-hot twin core surrounded by controlled red glow, with most of the violence concentrated at the impact point.
What you see is what the beam hits.
Holding the beam against blocks can now:
Melt sand into glass · Melt ice · Shatter glass · Ignite blocks · Activate furnaces · Cut through terrain
Behaviour depends on beam output and server configuration.
New Settings
Server
- Heat Vision Mining — Off / Slow / Normal / Fast
- Heat Vision Transmutation
- Heat Vision Beam Damage
Client
- Heat Vision Activation — Hold / Toggle
Beam clashes also have new visuals when two beams collide.
☢️ Radioactive Rework
Hold B to accumulate radiation inside your chest.
Releasing fires a short, heavy radioactive beam.
Longer charge increases:
Width · Reach · Damage · Duration
Release too early and the attack fizzles.
Hold it for too long and the stored radiation breaks loose automatically.
Shift + B activates Overload, immediately discharging at full width.
🕊️ Flight Rework
Standard Flight now runs on the shared movement architecture and uses a stamina reserve.
Hovering costs almost nothing.
Cruising slowly drains stamina.
Boosting drains it rapidly.
Running completely dry triggers a controlled descent instead of simply dropping the player.
Flight VFX now focus entirely on air:
Wind streams · Shock rings · Dust · Water spray · First-person air streaks
🎥 Aim & Impact
Ranged abilities now smoothly move into an over-the-shoulder aiming camera.
Projectiles and beams originate from their proper physical position — eyes, chest or hand — and converge precisely on the crosshair.
The reticle also warns when an obstacle between the player and crosshair will intercept the attack.
Other players can now see your character turn and aim correctly.
Client Settings
Shoulder Aim Camera — On / Off
Aim Shoulder — Right / Left
Large impacts also shake the camera while respecting screen-shake and reduced-motion settings.
🩸 Blood Path — The Hunt
The Blood Path is no longer just resource management.
It now revolves around tracking prey.
Heartsight
Focus a creature while Heartsight is active to mark it as your prey.
Marked prey can be pursued from farther away, the chase refunds part of its cost, and feeding on your chosen target grants additional value — especially if it was escaping.
Chase
The chase lunge now continuously steers toward the target and ends directly in a strike.
Overflow
Feeding while your blood bar is full stores the excess inside a small reserve.
Overflow is consumed before your normal blood supply.
Sanguine Swarm
The Swarm is now represented by an actual flock in third person.
It uses momentum and banking, hides your hotbar during flight and converges back into your body when released.
A swarm flight can last up to 15 seconds.
Hitting stone at high speed scatters the swarm.
Passive blood sense is now free and permanently active, and rejected abilities explain their requirements through the action bar.
New Advancements
The First Taste
You Were Chosen
I Become The Swarm
Blood Moves Differently Now
More Than Enough
Vought Certified
The Seven
🧪 Experimental Limb System
A new optional server feature is available under:
Gameplay → Experimental Limb System
It is disabled by default.
When enabled, sustained Heat Vision can disable and eventually sever limbs on supported humanoid entities.
Lost legs reduce movement speed.
Disabling the option restores affected loaded entities.
🗑️ Removed
- Glide
- Glide Control
- Video Glide
- Old karma plate
- Rank cards
- Karma toast notifications
- Old box-based X-Ray rendering
- Smoke floating hitboxes
- 59 unused textures
Removed movement skills automatically refund their skill shards.
🔧 Fixes
- Video lighting no longer disappears over water or behind glass.
- Refused V doses remain correctly in your hand.
- Refused doses no longer contribute toward Temp V mutation risk.
- Drinking Compound V while already carrying V now gives proper feedback.
- Mary no longer speaks to players who have lost the Blood Path.
- Starlight Radiant Flight and Weaver ceiling-walking no longer interfere with another power's gravity handling.
- Players joining a server correctly see existing Ink Form users.
- Leaving the Ink Pocket after a server restart now returns you safely to world spawn.
- Termite no longer reconnects to the wrong host and searches for lost hosts less aggressively.
- Unstable V rolls stop correctly when powers change and are cleared on disconnect, respawn and server shutdown.
📦 Requirements
Minecraft 26.2
Fabric Loader 0.19.3+
Fabric API
Java 25
3.1.0-r is one of Compound V's largest systemic updates yet: a new Conduit element, a rebuilt karma loop, unified movement and aiming, major power reworks and the beginning of a much more dangerous Blood Path.

