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Limitbreak

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Limitbreak 1.4.2

1.4.2+mod
1 июн. 2026 г.149Minecraft: 1.21.4fabric, forge, neoforge, quilt
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## Version 1.4.2 Patch - Fixed Phantom Sovereign not spawning in the correct Y-level. - Fixed being able to continue after the final boss, resulting in broken waves. - Reaper's ability cooldown has been shortened from 125 -> 80 seconds. - Necromancer's Death Knight has been buffed: - Health: +25 -> +40 - Attack Damage: +6 -> +9 - Fixed Death Knight Skull disappearing after unsuccessfully reanimating the Death Knight. - Nerfed Beholder attack frequency and teleport frequency, also make it more variable so there's less sync ups between groups of beholders.
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Limitbreak 1.4.2

1.4.2
1 июн. 2026 г.95Minecraft: 1.21.4datapack
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## Version 1.4.2 Patch - Fixed Phantom Sovereign not spawning in the correct Y-level. - Fixed being able to continue after the final boss, resulting in broken waves. - Reaper's ability cooldown has been shortened from 125 -> 80 seconds. - Necromancer's Death Knight has been buffed: - Health: +25 -> +40 - Attack Damage: +6 -> +9 - Fixed Death Knight Skull disappearing after unsuccessfully reanimating the Death Knight. - Nerfed Beholder attack frequency and teleport frequency, also make it more variable so there's less sync ups between groups of beholders.
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Limitbreak 1.4.1

1.4.1+mod
29 мая 2026 г.19Minecraft: 1.21.4fabric, forge, neoforge, quilt
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### 1.4.1 Hotfix - Chests should now correctly spawn after Wave 60. - Nerfed Terminus Enderman health and attack damage. - Nerfed Elite Undead Legion health and attack damage.
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Limitbreak 1.4.1

1.4.1
29 мая 2026 г.16Minecraft: 1.21.4datapack
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### 1.4.1 Hotfix - Chests should now correctly spawn after Wave 60. - Nerfed Terminus Enderman health and attack damage. - Nerfed Elite Undead Legion health and attack damage.
release

Limitbreak 1.4

1.4+mod
15 апр. 2026 г.38Minecraft: 1.21.4fabric, forge, neoforge, quilt
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# 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!
release

Limitbreak 1.4

1.4
15 апр. 2026 г.37Minecraft: 1.21.4datapack
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# 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!
beta

Limitbreak V.1.3.5-Beta [1.21.4]

1.3.5+mod
4 дек. 2025 г.97Minecraft: 1.21.4fabric, forge, neoforge, quilt
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# 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, <font color="#ff0000">this may still be buggy</font>. - 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. - <font color="#92cddc">Changed Hunter's class ability</font> 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. - 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.
beta

Limitbreak V.1.3.5-Beta [1.21.4]

1.3.5
4 дек. 2025 г.51Minecraft: 1.21.4datapack
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# 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, <font color="#ff0000">this may still be buggy</font>. - 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. - <font color="#92cddc">Changed Hunter's class ability</font> 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. - 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.
beta

Limitbreak V.1.3.4-Beta [1.21.4]

1.3.4+mod
29 нояб. 2025 г.26Minecraft: 1.21.4fabric, forge, neoforge, quilt
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## 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.
beta

Limitbreak V.1.3.4-Beta [1.21.4]

1.3.4
29 нояб. 2025 г.27Minecraft: 1.21.4datapack
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## 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.
beta

Limitbreak V.1.3.3-Beta [1.21.4]

1.3.3+mod
26 нояб. 2025 г.30Minecraft: 1.21.4fabric, forge, neoforge, quilt
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### Balancing Changes & Bug Fixes #### Wave Changes - Mobs now don't spawn naturally when a boss wave is ongoing. - Made Nyxian Winds easier to fight by reducing its particle effects. - Nerfed Nyxian Winds health to make it less of an annoyance. - Changed Phantom Sovereign's snapfreeze attack to use attribute modifiers instead of base attributes for jump strength reduction. - Changed Phantom Sovereign's meteor shower to have a much larger spread. - Phantom Sovereign now forces weather to thunder in the final phase. - Fixed a lot of minor bugs regarding the Phantom Sovereign. - Nerfed Phantom Cultist health and attack damage. #### Class Changes - Reworked Magus' Tier 1 spell "Levitate" to actually levitate the player itself instead of shooting shulker bullets. It also only costs 10 Mana instead of 15 Mana now. #### Misc Changes - Changed the Finish Bonus from 25 ---> 250 Credits since reaching day 50 is a lot harder. - Made a fallback check to remove Necromancer's max armor tag upon ending a run. - Added a fallback check if players die in the hub, this fixes the bug that terminates a run instantly right after starting one. - There is now a timer bar for any bosses / mobs that may need it, this is made since the player actionbar is already important for classes like Magus and Necromancer. - Fixed impact projectiles such as fireballs being treated as wave mobs and being spread back into the center of the border when outside the border. WARNING: **The modded version may be buggy, this is the first version that supports mods.**
beta

Limitbreak V.1.3.3-Beta [1.21.4]

1.3.3
26 нояб. 2025 г.20Minecraft: 1.21.4datapack
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### Balancing Changes & Bug Fixes #### Wave Changes - Mobs now don't spawn naturally when a boss wave is ongoing. - Made Nyxian Winds easier to fight by reducing its particle effects. - Nerfed Nyxian Winds health to make it less of an annoyance. - Changed Phantom Sovereign's snapfreeze attack to use attribute modifiers instead of base attributes for jump strength reduction. - Changed Phantom Sovereign's meteor shower to have a much larger spread. - Phantom Sovereign now forces weather to thunder in the final phase. - Fixed a lot of minor bugs regarding the Phantom Sovereign. - Nerfed Phantom Cultist health and attack damage. #### Class Changes - Reworked Magus' Tier 1 spell "Levitate" to actually levitate the player itself instead of shooting shulker bullets. It also only costs 10 Mana instead of 15 Mana now. #### Misc Changes - Changed the Finish Bonus from 25 ---> 250 Credits since reaching day 50 is a lot harder. - Made a fallback check to remove Necromancer's max armor tag upon ending a run. - Added a fallback check if players die in the hub, this fixes the bug that terminates a run instantly right after starting one. - There is now a timer bar for any bosses / mobs that may need it, this is made since the player actionbar is already important for classes like Magus and Necromancer. - Fixed impact projectiles such as fireballs being treated as wave mobs and being spread back into the center of the border when outside the border.
beta

Limitbreak V.1.3.2-Beta [1.21.4]

1.3.2
22 нояб. 2025 г.22Minecraft: 1.21.4datapack
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### Hotfix - Fixed world border not resetting when ending / terminating a run. - Fixed classes giving multiples of the starter kit depending on player count. - Tweaked Necromancer's weapon recipes to make it easier for early game. - Added a fallback for triggering the ClassInfo objective. - Some other minor bugs. ### Known Bugs - Multiple Necromancers can't use the calling bone at the same time. - When a run terminates it sometimes doesn't teleport the players back to the right place in the hub but teleports them into the teleport chamber instead. - When a run terminates it places a gather point in the hub for some reason.
beta

Limitbreak V.1.3.1-Beta [1.21.4]

1.3.1
19 нояб. 2025 г.22Minecraft: 1.21.4datapack
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### Bug Fixes, Minor Patches - Fixed Hunter's Power Stance triggering effects and particles right after being activated. - Fixed Hunter's Power Stance now works with Spectral Arrows. Firework Rockets don't work with the Power Stance because it doesn't have the required NBT data, but it already has no bullet drop and doesn't do damage from impact anyways. - Removed redundant code in Hunter's Power Stance, now it doesn't rely on the Power Shot enchantment and instead on the Precision enchantment. - Fixed Hunter's damage boost still applying even after Power Stance is deactivated. - Added fallback checks to prevent persistent attribute modifiers after ending a run. - Fixed Necromancer's warning text showing up when its not supposed to. - Gave text feedback for when the Necromancer upgrades it's exoskeleton. - Necromancer will now gain the absorption effect when absorbing summons. - The level and duration of absorption depends on the summon's value. - In short, higher Bone Density = higher level & duration of absorption.
beta

Limitbreak V.1.3.0-Beta [1.21.4]

1.3.0
18 нояб. 2025 г.21Minecraft: 1.21.4datapack
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# Classes Update V.2.0 This update brings 4 new distinct classes into the datapack, making a total of 8 available classes to play as. As of this version, **every class will start with it's own guidebook** on how to play the class to avoid confusion for newer players. The hub has also been revamped to include these additional classes. Here is a short brief on the 4 new classes added: ## Magus The Magus class is one of the most complex classes. Being very versatile, this class completely switches up the gameplay as they are unable to use conventional weapons and instead rely on using Mana to cast spells for offense, defense, and utility. Here are some mechanics completely exclusive to the Magus class. ### Mana As a Magus you have an extra bar below the wave bar, showing your current mana. This is a resource you use to cast spells. It's controlled by two variables, both of which can be improved through getting more Points as the Magus replaces attack damage and attack speed in the points progression with these two. **<font color="#245bdb">✦ Max Mana</font>** This is the maximum amount of mana you can store at once, higher maximum mana means you have a higher mana pool to pull from, meaning you can cast more spells before running out. **<font color="#245bdb">⇵ Mana Regen</font>** This is the amount of mana you regen every second. Higher mana regen means you can recover mana faster, resulting in less downtime for casting spells repeatedly. ### Spells There are three tiers of spells, along with three tiers of wands. Some wands grant more Casting Speed in exchange for Mana Efficiency, some others prioritize Stability. All spells are unlocked from the very start and to use a spell you only need to use the wand with the corresponding tier. There are way too many spells to be written down here so feel free to explore and find out what each spell does in-game. ### Apotheosis The class ability of the Magus grants them a 5x multiplier to their ⇵ Mana Regen for a short amount of time, enabling them to cast multiple costly spells. ## Reaper The Reaper class focuses on using scythes as a weapon rather than swords or axes and it is made to dish out large amounts of AoE damage. Building upon this, the reaper gets additional reach in exchange for less maximum health. This class is great for players who want a simple and understandable class to play. ### Excision The class ability of the Reaper which throws out a large scythe which spins on the ground, dealing high amounts of periodical AoE damage. Placing this ability in the middle of a swarm of enemies could easily wipe them all out. The damage of this ability relies on the variable, **<font color="#c00000">✂ Excision Damage</font>** which is scales with every Point milestone reached. ## Monk The Monk class starts out with the **highest base stats** out of any class, but in exchange for being unable to use any armor or weapon. The monk fights with fists and tanks attacks with their body, supporting other players on the frontline. Although strong at the start, it may not scale as well as other classes in the late-game. ### Stillness Unlike other class abilities, the Monk's class ability is a toggle which can be turned on and off. While toggled, the Monk gains defensive effects, creates shockwaves on hit that damages and pushes enemies back, and gains the ability to instantly slip behind enemies. In exchange for this, this ability drains experience for every second it is active, so players would need to keep an eye on their levels. ### Talismans The defining trait of the Monk are the talismans that only the Monk can craft. These talismans can be crafted out of different materials, and grant random stat boosts to the wielders. What makes the Monk such a great support class is that these talismans can be worn by any player, which makes any team composition with the Monk have higher stats from these talismans. ## Necromancer The Necromancer works very differently from the rest of the classes. There are a variety of ways to play this class, but all of them are great for both solo-play and group-play. There are a lot of complex mechanics and interactions regarding the Necromancer class and its summons which is detailed here. ### <font color="#64b0c1">ᛇ Souls</font> Similar to the Magus, the Necromancer relies on a soul bar. This is a resource that is used to summon mobs and it can only be gained through directly killing mobs. It is the primary resource used to summon mobs along with two other variables which the Necromancer relies on. **<font color="#64b0c1">ᛉ Max Souls</font>** This is the maximum amount of souls the Necromancer can store at once, a higher maximum allows the Necromancer to summon more mobs without needing to kill any mobs. **<font color="#64b0c1">ᛟ Summon Capacity</font>** This is a resource that is taken up depending on the summons. A higher summon capacity means the Necromancer is able to summon more mobs at once. Some mobs take more than one summon capacity. ### Summon Catalysts Different summons require different summon catalysts. These summon catalysts are non-consumable and once crafted, it requires <font color="#64b0c1">ᛇ Souls</font> and reserve <font color="#64b0c1">ᛟ Summon Capacity</font> to successfully summon the corresponding mob. ### Summon Upgrades The Necromancer's summons can be upgraded in many ways, some are permanent, some are non-permanent. These upgrades are the main way to create stronger summons. **Weapon Upgrades** Weapon upgrades can be crafted and equipped on a summon, some summons have special interactions with specific weapons. **Armor Set Upgrades** Armor set upgrades can be crafted and equipped on a summon, some summons are incompatible with armor. **Evolutions / Soul Upgrades** Some summons can be evolved into a stronger summon, these evolutions typically grant the summon different stats, skills, and sometimes change it altogether. **Strand Upgrades** These are small upgrades similar to evolutions but they don't change the summons significantly, only granting a few stats or skills. ### Calcify The Necromancer class is bound to a bone exoskeleton and is unable to take it off in any way, so to handle armor and survivability it has to rely on absorbing its own summons to increase the exoskeleton's **⛃ Bone Density**. Whenever this value reaches a certain milestone it will upgrade itself when the Necromancer uses the class ability item. ## Class Revamps ### Slayer The slayer class has always been intended to be a glass cannon but the drawbacks were too significant and the previous class ability, **Cutthroat**, does not synergize well with the class itself. Here are some reworks that the Slayer class received: - 10% increased total damage multiplier. - Renamed the twin blades, last one was too cliche. - Reworked the class ability, which is now called <font color="#ff0000">Quickdraw</font>. - When activated the Slayer gains <font color="#ff0000">⫸ Quickdraw Charges</font>, which can be consumed to perform an instant dash that damages enemies in its path. ### Hunter The hunter class is the definitive archer class of this datapack, yet the previous class ability, **Seeker Shots**, took zero skill and just spawns 12 homing arrows which the player cannot control. It had always been something I wanted to change and this was the perfect opportunity. Here are some reworks the Hunter class received: - Gave the Hunter a recipe for crafting arrows in bulk while saving material costs. - Reworked the class ability, which is now called <font color="#ff0000">Power Stance</font>. - Similar to the Monk's class ability, this is toggleable but it does not drain any resource, the Hunter can stay in it as long as they like and switch out of it at anytime. - While in this mode, the Hunter's fully-charged shots will gain a damage boost, no bullet drop, and special effects. This makes the Hunter a true long-range class and even makes snipes over hundreds of blocks possible. - The downside is while in this mode the Hunter cannot move in any way, which makes them vulnerable to attacks. Positioning is important. ## Other Updates - **Permadeath has been added, and is now the default**. In the case of a full party wipe, all players will be sent back to the hub instead of being rolled back. - To accommodate for permadeath being the default, the default credit conversion rate has been buffed: - Credit Conversion Rate: 2% ---> 5% - The classes guidebook in the hub has been changed, now players will need to use the command `/trigger ClassInfo`, to view information about classes. This change was made since editing the classes guidebook was time-consuming and tedious. - You can now see your current selected class in the actionbar while in the hub. - The Ancient Guardian mini-boss has been replaced by the Magi enemy. - A small welcome text display has been added in the hub. - An easter egg in the hub has been added, along with an easter egg in the easter egg. - Generic bug fixes, updates I forgot about, and many more... *Expect buggy gameplay, this version is still new and mostly untested. Apologies.
beta

Limitbreak V.1.2.10-Beta [1.21.4]

1.2.10
30 авг. 2025 г.46Minecraft: 1.21.4datapack
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- Nerfed Sculk Zombies health by approximately half. - Reworked the Heavy enchantment. It will now give less armor overall but there will not be any jump strength reduction. - Players are now invulnerable to damage for the first 3 seconds a wave spawns to prevent instakills.
beta

Limitbreak V.1.2.9-Beta [1.21.4]

1.2.9
24 авг. 2025 г.33Minecraft: 1.21.4datapack
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### Bug Fixes & Balancing Changes - Stronghold chests are now unaffected by the datapack and drop loot as normal. - Lich point clumps now drop as the exact same component, there won't be issues stacking them for new drops. - Dying in intermission period should now regive point milestones after death and not insta-kill the player when the intermission period ends. - Nerfed the Heavy enchantment by giving it jump strength reduction per level. - Fixed the daytime bossbar not showing up after rollback, wave bossbars also disappear after rollback. - Fixed players being unable to `/trigger Gather_Point` after rollback. - Nerfed the Lich's summons damage attribute, also changed one of its attacks. - Fixed the Lich teleporting spectator players around. - Ambrosia now gives Absorption I for 5 seconds with a 20% chance instead of Regeneration I with a 50% chance. - Revamped the Scythe enchantment for hoes, it should now fill the weapon gap between swords and axes. - Added the Raking enchantment. - Fixed player heads being unenchantable, they should work fine now. Some player heads are meant to be unenchantable and are kept the same. Enchantable player heads are compatible with any helmet enchants.
beta

Limitbreak V.1.2.8-Beta [1.21.4]

1.2.8
23 авг. 2025 г.28Minecraft: 1.21.4datapack
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### Patch and New Features - Made Bulwark Shield enchantable from the Point Shop and from the Reward Chest. - Fixed Bulwark Shield showing up as normal shield in the Point Shop. - Removed Insatiable Hunger giving strength and health boost due to balancing issues. - Changed the Heavy and Lightweight enchantments to specify what armor piece they are for. - Reworked Phantom Broodmother spawning mechanic. It should spawn less and larger phantoms now but the phantoms deal more damage when they explode. - Wither Guard's Blade now gives +0.2 Scale and has less attack speed. - Reworked the Lich's teleportation abilities, it should be harder and less of a hassle to fight now. - The ███████████ is now immune to any kind of effects. - Buffed ███████████ area damage from 8 to 10. - Wave mobs touching the border and outside of the border will now be spread back into the center of the border.
beta

Limitbreak V.1.2.7-Beta [1.21.4]

1.2.7
22 авг. 2025 г.34Minecraft: 1.21.4datapack
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### Patch & Major Bug Fixes - Fixed the custom end island not generating properly. - Fixed bedrock not generating properly on run starts. - Fixed end island regeneration. - Added a teleport mechanism to bind players to the main end island, this should prevent any accidental saves of chests / inventories appearing in future runs unless the players specifically try. - Fixed stronghold not generating at all at the start of the run. - Stronghold generation at the start of the run is now replaced with just the portal room being generated. - Runs should now consistently start & stop when needed. ***Note**: Please delete the **DIM1** dimension folder in your world save file if you want to update to this version from the previous version.
beta

Limitbreak V.1.2.6-Beta [1.21.4]

1.2.6
22 авг. 2025 г.36Minecraft: 1.21.4datapack
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### End Revamp, Balancing Changes, and QoL features - Buffed ███████ ███-█████ max health and regen. - Fixed ███████ ███-█████ removing its natural regen after an attack. - Buffed ███████████ max health. - ██████ █████ spawning speed has been buffed significantly. - Fixed ███████ ███████████ not dropping point clumps with the same components. - Every run will now start 100000 blocks to the positive XZ axis from the previous run instead of 10000. - A stronghold will now spawn right below the spawnpoint of a new run, this is to make it possible for players to reach the end dimension after the first run. - Remade the end dimension for tighter datapack control. - Added a failsafe in case a player gets left behind in the hub when starting a run. - Added a failsafe in case a player gets left behind in the overworld after finishing a run. - Players should now be able to safely enter and exit the end dimension, respawn the dragon, etc. - Starting runs should be a lot more consistent now. - Added a bedrock platform on water level so players can actually spawn into runs that start in the ocean.
beta

Limitbreak V.1.2.5-Beta [1.21.4]

1.2.5
20 авг. 2025 г.35Minecraft: 1.21.4datapack
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### Balancing Changes - Reconfigured selector types and tags for most relics, it should only target hostile and wave mobs now. - Nerfed the Wound enchantment slightly by giving it less chance to proc slowness. - Slightly buffed the Defender enchantment. - Added a shield recipe override to make them enchantable even if they're crafted. - Added the Retaliate enchantment. - Added the Safeguard enchantment. - Added the Braced enchantment.
beta

Limitbreak V.1.2.4-Beta [1.21.4]

1.2.4
18 авг. 2025 г.34Minecraft: 1.21.4datapack
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### Enchantments Tweak & Patch - Fixed Ravenous being incompatible with other enchantments. - Fixed Hexed being incompatible with other enchantments. - Added Defender to the enchanting table pool. - Added Hexed to the enchanting table pool. - Added Thousand Arrows to the enchanting table pool. - Added Lightweight to the enchanting table pool. - Readjusted some enchantments' level requirements. - Fixed custom crafting recipes not given to players when starting a run. - Fixed Spectral Knight Helmet not having Protection IV. - Buffed Great Silverfish speed and step height.
beta

Limitbreak V.1.2.3-Beta [1.21.4]

1.2.3
18 авг. 2025 г.43Minecraft: 1.21.4datapack
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### Small Patch & Bug Fixes - Fixed worldborder not resetting to its original size after rollback - Border upgrades will not reset anymore after rollback to Day 0 - Dead players should now be revived on rollback - Starting new runs should be smoother now since chunks are forceloaded beforehand - Fixed players still having the saturation effect after starting a new run
beta

Limitbreak V.1.2.2-Beta [1.21.4]

1.2.2
15 авг. 2025 г.43Minecraft: 1.21.4datapack
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### Hotfix - Dead players should now stay as spectator even when rejoining the game. - Fixed players not getting infinite saturation in the hub. - Fixed credits and class scores not being initiated in the hub. - Fixed wave stats carrying over top player tags. - Spectators no longer generate chunks to avoid performance problems.
release

Limitbreak V.1.2.1-Beta [1.21.4]

1.2.1
15 авг. 2025 г.53Minecraft: 1.21.4datapack
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### Minor Changes & Patch - fixed xp levels and points carrying over from runs - buffed the [APOTHECARY] class, now has exclusive ingredient recipes and more potent ability - fixed incorrect description of the [APOTHECARY] class in the classes guidebook. - changed the hub to be easier to configure - changed sub-reload to be a 1 second delay instead of 5 seconds - remade the tellraw given to players on `/reload`, it should help confused players now. - revamped part of the hub to counter Minecraft's waterlogging bugs. - hub will now spawn on y=64 instead of y=-64 to prevent blocks disappearing
release

Limitbreak V1.2.0-Beta [1.21.4]

1.2.0
14 авг. 2025 г.63Minecraft: 1.21.4datapack
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### Classes Update - added guidebooks around the hub to explain datapack mechanics and features - revamped the hub - added a class system - added 4 classes - added 4 custom class abilities - added starting gear for all classes - separated tick functions when in runs and out of runs for performance - players will have infinite saturation in the hub now - teleport chamber sounds are now individual for each player - returning from runs sounds are now individual for each player - point milestones are now removed after returning to hub - dying in the hub will now teleport you back to the hub - fixed class attribute modifiers being persistent in the hub - fixed class attribute modifiers not being given to players - fixed classes using other classes abilities - fixed class buying not removing player credits - numerous other bug fixes