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The Compound V

Adds Compound V From the known series "The Boys"

Автор: Lefectux1,5 тыс.7обновлён 2 окт. 2026 г.
Механики игрыМагия

Описание

The Compound V

Take the V. Get a power. Live with what it turns you into.

The Compound V is a large-scale Fabric superpower mod inspired by The Boys, built around powers that completely change how you fight, move and interact with Minecraft.

This is not a collection of potion effects.

Every major strain has its own mechanics, resources, progression, weaknesses, visuals, sounds, movement and combat systems.

Take Compound V and become a Supe.

Or find something that was never supposed to be V at all.


🧪 Compound V

Compound V grants a permanent strain.

A strain is more than a passive ability. Each one can contain its own:

  • Abilities
  • Resource systems
  • Skill trees
  • Movement mechanics
  • Combat rules
  • Counters and weaknesses
  • Finishers
  • Visual effects
  • Audio
  • Multiplayer behaviour

Temp V

Temp V grants temporary access to powers.

Repeated exposure increases mutation risk, and your dose history persists rather than resetting every time you leave the world.

Pure V

Pure V can grant extremely rare strains or evolve compatible existing powers into more advanced forms.

Unstable V

Unstable V replaces your current permanent strain through an unpredictable reroll.

The result can be a normal power, mutation or — very rarely — something far more powerful.


⚡ Power Roster

Compound V contains dozens of powers, strains and variants.

Standard Powers

Speedster · Regeneration · Telekinesis · Blood Control · Heat Vision · Flight · Starlight · Teleportation · Cryo · Termite · Water Life · Volatile · Splinter

Mutation Strains

Graviton · Ink · Phantom · Bone Control · Conduit · Resonance · Kinetic · Weaver · Verdant

Legendary Strains

Homelander · Stormfront · Godolkin Telepath · Radioactive · Immortal · Chronos

Newer Strains

Vessel · Midas

The roster continues to evolve as existing strains are rebuilt and new ones are introduced.

Some powers can also develop into advanced variants such as:

Overclocked Speedster · Overclocked Telekinesis · Golden Heat Vision


🧬 Vessel

Vessel is a full strain, not an item, temporary state or side mechanic.

Like other Compound V strains, it belongs to the playable power roster and has its own identity rather than existing as an extension of another power.


🔥 Conduit

Conduit is effectively an entire power ecosystem inside Compound V.

A Conduit can currently awaken three different elements:

💨 Smoke

Control smoke and cinders, attack through precision targeting and use smoke-based traversal and combat.

📺 Video

Become living digital light.

Use hard-light weapons, Surge traversal and pixel-based abilities.

Video can manifest entities made from its own signal, including its Wingman and demonic summons.

Its appearance also responds to karma.

⚡ Neon

Absorb light directly from the world.

Use Light Speed to race across terrain and run up walls, fire Neon and Phosphor attacks, trap groups in Stasis, launch homing missiles and unleash a full Ultimate.

Neon features 62 skill nodes across ten branches covering traversal, energy, combat, missiles, stasis, karma and more.


⚖️ Conduit Karma

Conduit karma is based around actual decisions rather than simply filling a bar.

When an enemy is wounded, you can choose what happens next.

A heroic Conduit can subdue opponents.

An infamous Conduit can finish them.

Smoke, Video and Neon each express these choices differently.

Actions throughout the world can also affect your karma, including how you treat civilians, companions, enemies and other players.

Your karma rank is represented through a minimal HUD designed to stay out of the way until something important happens.


🌳 Progression & Skill Trees

Powers are meant to be mastered.

Using abilities and performing strain-specific actions earns progression.

Skill shards can unlock:

  • New active abilities
  • Passive upgrades
  • Movement techniques
  • Finishers
  • Resource improvements
  • Reduced cooldowns
  • Combat upgrades
  • Ultimate improvements
  • Power-specific mechanics

Some skill trees can significantly change how a strain plays.

Z — Skill Tree / Progression
K — Power Guide
Shift + K — Detailed Power Guide


🌀 Traversal

Movement is one of the core parts of Compound V.

Major traversal systems are not simple creative flight or increased movement speed.

The shared movement architecture supports things such as:

Acceleration · Momentum · Banking · Climbs · Dives · Braking · Client-side steering

Systems built around this architecture include:

Neon Light Speed · Video Surge · Sanguine Swarm · Flight · Homelander Flight

Fast movement should feel fast because of how the character actually moves — not because a number was increased.


🎯 Aim & Combat

Ranged powers use a shared aiming architecture.

Abilities can transition into an over-the-shoulder aiming camera, while attacks still originate from the correct part of the character:

Eyes · Hands · Chest

The projectile or beam then converges naturally toward the crosshair.

The system can also detect obstacles between you and your intended target.

Other players see your character actually turn and aim.

Smoke, Neon and Video also use their own targeting reticles.


👁️ Heat Vision

Heat Vision is built as an actual beam system.

Its visible core corresponds to what the attack hits.

A sustained beam can interact directly with Minecraft blocks, including:

Melting sand · Melting ice · Breaking glass · Igniting blocks · Heating furnaces · Cutting through terrain

Heat Vision can be configured by the server and supports different activation behaviour for the client.

Compatible beams can also collide.


🦸 Homelander

Homelander is a complete Legendary strain.

His gameplay includes:

High-speed Flight · Heat Vision · Grab · X-Ray · Speed-based melee

Flight

Hover completely still or accelerate into high-speed movement.

Breaking the sound barrier produces a vapour cone and shock ring.

Fast dives can end in heavy landing impacts.

Grab

Physically hold another entity.

Carry it, attack it, use Heat Vision while holding it or throw it toward your crosshair.

X-Ray

Living creatures contain visible internal anatomy.

Humanoid entities use Minecraft-style skeletons matched to their pose, while other creatures receive anatomy shaped around their bodies.

Living targets also contain beating hearts.


☢️ Radioactive

Build radiation inside your body before releasing it as a heavy beam.

Charge affects:

Width · Reach · Damage · Duration

Release too early and the attack fails.

Hold the energy too long and it can discharge automatically.


🕊️ Flight

Flight uses momentum and stamina.

Hovering costs very little.

Cruising drains your reserve steadily.

Boosting consumes much more.

Running out of stamina causes a controlled descent instead of instantly dropping the player.

The VFX focus on the surrounding air:

Wind · Shock rings · Dust · Water spray · First-person air streaks


🩸 The Blood Path

Not everything powerful in Compound V comes from a normal strain.

The Blood Path follows a different progression entirely.

It revolves around blood, hunger and hunting.

Use Heartsight to select prey.

Track your mark, chase escaping targets and feed from them to restore Blood.

Overflow allows excess Blood to be stored beyond the normal resource bar.

Sanguine Swarm

Break apart into a living flock and move through the world using momentum and banking.

The swarm exists physically in third person instead of being represented as a simple particle cloud.


👁️ The Cult of Whispers

Some things in the world have been studying V for reasons very different from yours.

The Veiled Witness and the Cult of Whispers form their own progression path.

Their requests involve hunting, offerings, rituals and increasingly strange acts of devotion.

Go far enough and the Cult can lead you toward the Vein of Blood — and toward Mary.

The Blood Path is not simply another Compound V strain.

It is something else.


🐾 Compound V Can Affect the World

Compound V is not restricted to players.

Living creatures can react differently when exposed to V.

A subject may develop:

  • A stable response
  • An unstable response
  • A mutation
  • Mixed expression
  • Complete rejection

Compatibility can vary between creatures.

This makes Compound V an actual substance within the world rather than simply a bottle used to roll a player power.


🕸️ Different Powers, Different Rules

Every strain is intended to have its own playstyle.

Speedster

Build velocity, move across water, ram targets and turn speed into a weapon.

Telekinesis

Lift entities, throw targets, manipulate multiple enemies, reflect projectiles and disarm opponents.

Godolkin Telepath

Find nearby minds, control targets, issue commands and defend yourself using mental abilities.

Chronos

Manipulate time through abilities including Time Stop, Rewind, Future Sight and Temporal Rush.

Weaver

Generate silk, restrain enemies, grapple through terrain and move across walls and ceilings.

Ink

Enter a form tied to a space that does not behave like the normal Minecraft world.

And these represent only part of the roster.


🧬 Weaknesses & Counters

Strong powers still have rules.

Different strains can react to specific materials, environments and opposing abilities.

Examples include:

  • Zinc interfering with X-Ray
  • Fire destroying Weaver silk
  • Radiation interfering with V powers
  • Resource depletion limiting sustained abilities
  • Heat Vision interacting directly with blocks
  • Different environments affecting certain strains
  • Power-specific suppression systems

Understanding another Supe can matter as much as increasing your own power.


🌐 Multiplayer

Compound V is designed with multiplayer combat in mind.

Players can fight using completely different mechanical systems.

Encounters can involve:

High-speed chases · Beam clashes · Telepathic control · Aerial combat · Karma conflicts · Grab combat · Power counters · Team fights

Powerful strains are meant to feel powerful without making every other mechanic irrelevant.


🎨 Visuals & Audio

Powers are designed to be recognizable through their presentation.

Compound V includes custom:

  • Particles
  • Beam rendering
  • Movement VFX
  • Combat animation states
  • Ability sounds
  • HUDs
  • Crosshairs
  • Skill-tree icons
  • Transformation effects
  • Summoned entities
  • Environmental effects
  • Multiplayer visuals

Ideally, you should be able to recognise another player's power from how they look, move and sound before opening any menu.


⚙️ Compound V Control Center

The in-game Control Center provides configuration for the mod's major systems.

Settings cover areas such as:

Content · Gameplay · Powers · Visuals · Audio · Accessibility · Advanced

Servers can configure gameplay behaviour while clients retain control over presentation and accessibility options.

Content profiles and balance presets allow Compound V to support very different types of worlds and servers.


🎮 Controls

Controls depend heavily on your active strain.

Universal interfaces:

K — Power Guide
Shift + K — Detailed Power Guide
Z — Skill Tree / Progression

Power-specific keys can be reviewed in-game and rebound through Minecraft's controls.


📦 Installation

Compound V requires:

  • Fabric Loader
  • Fabric API
  • A Minecraft version supported by the selected release
  • The Java version required by that release

For multiplayer, the mod should be installed on both the client and server.

Client and server versions should match.

Major releases can change networking and internal systems, so read the changelog before updating an existing server.


🚧 Active Development

Compound V is actively developed.

Updates do not only add new powers.

Existing strains can receive complete mechanical, visual and architectural reworks as the mod evolves.

Development continues across:

Powers · AI · Structures · Conduit · Blood Path · World systems · Multiplayer · Progression · Visuals · Audio


Disclaimer

The Compound V is an unofficial fan-made Minecraft mod inspired by The Boys universe and other superhero media.

This project is not affiliated with, endorsed by or officially connected to Amazon, Sony Pictures Television, Dynamite Entertainment, Mojang Studios or Microsoft.

Галерея

Neon!Little bit of bug or not?Scorched Earth.

Последние версии

Все версии →
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The Compound V 3.1.4-r

3.1.4-r
2 окт. 2026 г.432Minecraft: 26.3fabric
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# The Compound V — 3.1.4-r ### Acquisition Rebalance This update focuses on rebalancing how Compound V and its variants are discovered throughout the world. Exploration now plays a more meaningful role in acquiring V-related items. ### What's Changed **Serum Acquisition** - Rebalanced the availability of Compound V, Temp V, Pure V, and Unstable V. - Different structures now offer different acquisition opportunities. - Rare serum variants have their own location-specific drop rates. - Unstable V now follows a revised rarity distribution across six eligible loot sources. **Exploration & Loot** - Reworked V-related loot distribution across eligible structures. - Updated Stronghold loot, including Libraries, Corridors, and Crossings. - Rebalanced Ancient City rewards. - Adjusted the distribution of V Samples and Research Notes. - Eligible loot pools now use independent rolls for their respective rewards. ### Why This Update? Finding Compound V should feel like a discovery, not just another random loot drop. Whether you're searching forgotten Strongholds or exploring the depths of an Ancient City, where you choose to explore now matters. **The search for V has changed.** --- *More content is coming in future updates.*
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The Compound V 3.1.3-r

3.1.3-r
30 сент. 2026 г.43Minecraft: 26.3fabric
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# Compound V 3.1.3-r **Minecraft 26.3 · Fabric Loader 0.19.5+ · Fabric API · Java 25** ## Performance & Balance Update This release focuses on first version port of 26.3, Conduit performance, harder karma progression, clearer element identities, and fixes for power persistence and world interactions. ## Conduit Performance - Reduced rendering overhead while Conduit is active, including its resource HUD, crosshairs, and progression display. - Optimized Neon Rush body effects, trails, and light layers to reduce repeated calculations and memory allocations. - Preserved visual quality, trail length, body echoes, lighting, and colors. - Removed unnecessary Neon body-effect work while idle. ## Harder Karma Progression - Karma progression now requires **eight times more base effort** across Smoke, Neon, Video, and world actions. - Streak bonuses require more consecutive deeds and have a longer cooldown. - Repeated hits, civilian harm, healing, and rescues now have limits that prevent easy karma farming. - Switching elements or reconnecting no longer resets these farming limits. - Partial karma progress is saved. Existing karma, ranks, and rank thresholds are preserved. ## Element Balance & Switching - **Smoke gains fire resistance at level 3.** This protects against fire and burning surfaces, but **does not protect against lava**. - Switching to Neon or Video immediately removes Smoke's fire protection. - Removed Smoke's previous lava damage reduction. - Hero Smoke reserve regeneration pauses in water and only works while Smoke is active. - Fixed Video → Neon incorrectly displaying **“Power source changed: Smoke.”** - Improved element-switch messages and cleanup of abilities from the previous element. - Updated English and Turkish skill descriptions to explain each element's strengths and limitations: Smoke's crowd control and fire mastery, Neon's speed and precision with water and heat restrictions, and Video's stealth and aerial tools with reserve costs and limited emergency healing. - Independent Fire Resistance potions remain usable and visible. ## General Fixes - Fixed power levels being lost after death when **Keep Powers After Death** is enabled. - Fixed Vessel progression being erased during logout and prevented removed powers from returning through stale Vessel records. - Fixed Neon source energy being replenished by repeatedly interrupting drains. - Fixed depleted lamps failing to recover after chunk unloading or world reloads. - Preserved Bloody Mary village-story progress when village centers or occupied points of interest change. - Fixed Bloody Mary dialogue and subtitles failing to advance when her voice audio is disabled. - Fixed unauthorized zinc waxing and scraping in Spectator and Adventure modes. - Fixed power lighting incorrectly passing through solid walls behind glass or water. ## Requirements - Minecraft **26.3** - Fabric Loader **0.19.5 or newer** - Fabric API - Java **25** Use matching mod versions on the server and all connected clients.
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The Compound V 3.1.2-r

3.1.2-r
26 сент. 2026 г.174Minecraft: 26.2fabric
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🧪 Compound V Controls - Added a **V Effects** page to the Control Center with a toggle for hiding particles from V-related potion effects. - Moved **Keep Powers After Death** from gamerules to the Control Center's **Gameplay** settings. - Stale player V records are cleared when the player loads or before another Compound V dose is applied, so removed V effects no longer leave the record stuck at those checkpoints. --- ## 📦 Requirements **Minecraft 26.2** **Fabric Loader 0.19.3+** **Fabric API** **Java 25**
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The Compound V 3.1.1-r

3.1.1-r
26 сент. 2026 г.10Minecraft: 26.2fabric
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# Compound V 3.1.1-r **Minecraft 26.2 · Fabric Loader 0.19.3+ · Fabric API · Java 25** > ⚠️ **Network Update:** Servers and every connected client must be running **3.1.1-r**. ## 💎 The Neon Polish Update **Amethyst now powers Neon.** 3.1.1-r is focused on making Neon faster, cleaner and more responsive. Light Speed reacts sooner, Conduit powers now use a new vanilla-style resource HUD, Neon can drain **amethyst**, its VFX are significantly cheaper to render with **no visual downgrade**, and several sound issues have been cleaned up. --- ## 💎 Amethyst Powers Neon Neon can now drain **amethyst** alongside traditional light sources. Supported sources now include: - Amethyst Blocks - Budding Amethyst - Amethyst Clusters - Large Amethyst Buds - Sea Lanterns - Glowstone - Froglights ### Crystals Hold More Power Amethyst Clusters and Large Amethyst Buds contain significantly more Neon energy than standard blocks and lamps. | Source | Energy | Quick Drain | Phosphor Charges | Missiles | | :-- | --: | --: | --: | --: | | Light Sources & Amethyst Blocks | 35 | 50 | +1 | +3 | | **Amethyst Crystals** | **60** | **85** | **+2** | **+5** | Neon can also now be **awakened directly from amethyst**. Neon sources remain fully data-driven: - `compoundvmod:neon_sources` controls what Neon can drain. - `compoundvmod:neon_crystal_sources` controls what counts as a high-value crystal source. --- ## ⚡ Snappier Light Speed Light Speed has received a major responsiveness pass. ### Instant Photon Jump Photon Jump now launches **the moment the input reaches the server**. Previously, the ability waited through a three-tick crouch before launching, adding roughly a fifth of a second of delay to every jump. ### Space Always Works If Photon Jump: - Hasn't been learned - Is still cooling down - Doesn't have enough energy ...pressing `Space` now performs a normal jump instead of doing nothing. This also works during the short coast period after releasing `V`. ### No More Lost Taps Very short `Space` inputs are no longer dropped. ### Faster Acceleration Light Speed now reaches cruise speed in approximately: **0.85 seconds** Previously: **1.2 seconds** ### Cleaner Run Restarts Holding `V` after a run ends no longer repeatedly restarts Light Speed and its start-up sound. If the run is resumed within roughly one second, it continues **silently and smoothly**. --- ## 🌊 Swimming With Neon Neon movement now behaves properly around water. - Running poses no longer distort swimming animations. - Falling poses no longer interfere with swim strokes. - Entering water immediately ends Light Speed. - Light Speed cannot start underwater. --- ## 📊 New Conduit Resource Row The old slim resource bar has been replaced for: **Smoke · Neon · Video** Your reserve is now displayed as a row of **10 icons above the food bar**, designed to behave like Minecraft's own health, hunger and air HUD. ### Power Icons **Smoke** A smoke puff with a burning ember. **Neon** A prism of light. **Video** A block of pixels caught mid-glitch, torn sideways with split colour channels. Neon and Video automatically follow your **karma colour**. Each full icon represents **10%** of your reserve. Each half icon represents **5%**. The row fills **from right to left**, with half-icons rendered from their right side so the entire resource display flows consistently. --- ## ❤️ It Reacts Like Your Hearts The new resource row isn't static. ### Spending Recently spent energy becomes a **white ghost** that briefly blinks before sliding away while the affected slots flash. ### Filling While your reserve is increasing, a regeneration-style wave moves across the row and newly restored icons glow. ### Full Reserve Reaching full energy briefly lights up the entire row. ### Nearly Empty Low reserves make the row tremble similarly to Minecraft's starving food bar. ### Air Bubbles When underwater air bubbles are visible, the entire resource row automatically moves upward to make room. --- ## 💠 Neon Stock Neon's secondary resources now appear directly around the main reserve row using matching iconography. ### Phosphor Charges Small prisms displayed on the **left**. ### Missiles Rocket icons displayed on the **right**. After eight missiles, each rocket represents **two missiles**. ### Ultimate / Focus A thin line above the resource icons displays: - **Ultimate charge** normally - **Focus** while Laser Insight is active ### Finishers Small studs beside the resource row show available finishers. --- ## 🔊 Neon Sound Polish ### Split Overload Beam The Phosphor Overload Beam recording is now divided into two synchronized stages. **Charge** Holding `C` + Right Click plays the charge portion. **Fire** Releasing the beam plays the firing portion. Both parts are sourced from the **same original recording**, preserving the transition between them. If the beam fires early or charging is cancelled, the charge section stops immediately so the two sounds never overlap. ### No More Stray Beam Sounds The beam firing sound will no longer incorrectly trigger when: - Pressing `C` for Laser Insight - Touching walls while using Light Speed --- ## 🚀 Performance Neon's visual effects are now considerably cheaper to render with **no visual change**. The optimized geometry was compared against the previous output **triangle by triangle**. ### Results - About **25% fewer vertices per frame** for the same image. - About **30% less CPU time** when a Light Speed runner is fully visible. - Even larger CPU savings when parts of the effect are outside the camera view. - Echo bodies outside the camera view are no longer built. - Invisible trail sections are no longer built. - About **70% less memory churn per frame**, reducing garbage-collection stutters. Because several powers share the same underlying geometry system, these improvements also benefit: **Video · Beams · Flight Effects** The new resource HUD also avoids drawing elements that cannot actually be seen. --- ## 📦 Requirements - **Minecraft 26.2** - **Fabric Loader 0.19.3+** - **Fabric API** - **Java 25** --- ### Compound V 3.1.1-r **Faster Neon. Better feedback. Cleaner sound. Cheaper effects.** And now, **Amethyst is power.**
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The Compound V 3.1.0-r

3.1.0-r
25 сент. 2026 г.13Minecraft: 26.2fabric
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# 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.**
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The Compound V 3.1.0-b

3.1.0-b
13 сент. 2026 г.59Minecraft: 26.2fabric
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# Two New Powers: Midas & Vessel Strain This release adds **two completely new powers**, removes the old Vought facility worldgen, and includes several fixes to power handling. --- ## 🟡 Midas A permanent **Compound V power** built around living transmutation. Your body gradually hardens into gold, increasing your durability while permanently adding extra weight. Bare-handed attacks can transmute living targets into gold. ### Controls | Action | Ability | | ----------------------- | ------------------------------------------------ | | **Unarmed Hit** | **Golden Touch** — gild whatever you strike | | **Sneak + Unarmed Hit** | **Aurum Lock** — unlocked through the skill tree | | `Z` | Open the **Midas Skill Tree** | ### Features * Includes a dedicated **10-node skill tree**. * **Auric Plating** reduces incoming damage. * The additional weight of golden tissue slightly reduces movement speed. * **Zinc suppression disables Auric Plating**. * **Aurum Lock** must be unlocked before it can be used. * **Chained Gilding** must also be unlocked through progression. * Gilding generates gold, allowing the power to partially sustain its own progression. --- ## 🩸 Vessel Strain A new **Pure V Special**. Vessel can roll alongside: * Homelander * Stormfront * Telepath * Radioactive * Immortal * Chronos Unlike every other Pure V Special, **Vessel has no natural offensive power of its own**. Instead, it wears the powers of others. ### Controls | Action | Ability | | ------------------------------ | ----------------------------------------------------------------- | | `G` while **Hollow** | **Siphon** a power from a donor damaged within the last 2 seconds | | `G` while wearing a power | Use the borrowed power's primary action | | `Shift + G` | Release the current borrowed power | | `Use + G` | **Read the Blood** — detect nearby V carriers | | `Shift + Use + G` while Hollow | **Echo** a stored trace | | `Z` | Open the **15-node Vessel Skill Tree** | | `K` | Open the Vessel guide | | `Shift + K` | Open the full Vessel information page | ### How Vessel Works You may wear **exactly one stolen power at a time**. Borrowed powers always operate at their **base tier**. You inherit the phenotype — not the experience. ### Strain Vessel introduces a resource that works in reverse compared to most systems in the mod. * **Strain is full while Hollow.** * Strain drains while wearing another power. * When Strain reaches zero, the borrowed power is forcibly released. * The forced release leaves the Vessel temporarily incapacitated. * While Hollow, Vessel is weaker than an ordinary body. * Unlocking **Full Collection** removes the Hollow weakness. ### Traces & Echo Every phenotype you successfully wear is permanently remembered as a **Trace**. Once recorded, that phenotype becomes part of your collection. **Echo** allows you to temporarily re-wear a stored Trace without needing a donor nearby, although Echoed powers operate at reduced strength. Your Vessel collection is therefore shaped entirely by the Supes and V-mutated creatures you encounter. ### Valid Donors Siphon works on both: * Players carrying V powers * V-exposed creatures This includes compatible **V-Touched** and **Universal V** mobs, making Vessel fully usable in single-player worlds. ### Borrowing, Not Stealing Siphon does **not permanently remove powers**. The donor's power returns when the Vessel's wear window ends. If a player disconnects while their power is being worn, their power is restored immediately the next time they join the world. ### Read the Blood Vessel is also the first power focused on gathering information rather than directly applying force. **Read the Blood** detects nearby V carriers. With the **Deep Read** upgrade, it reveals the exact strain instead of only identifying its general family. --- # Removed ## Vought Research Facility The old Vought research facility has been removed from world generation. The following content no longer generates or functions: * Underground Vought laboratory * Facility rooms and markers * Facility chest loot table * `/facility` command * `compoundvmod:vought_lab` structure As a result: ```text /locate structure compoundvmod:vought_lab ``` will no longer resolve. ### Existing Worlds Facilities that were already generated in existing worlds are **not deleted**. They remain as ordinary blocks. Invisible room markers are automatically removed when the area loads, but no other part of the save is modified. ### Vought Research Notes **Vought Research Notes have NOT been removed.** They can still appear in: * Stronghold libraries * Ancient Cities * Dungeons * Mineshafts * Igloos * Woodland Mansions The **Research Log** and **Cult of Whispers offering tasks** therefore continue to function normally. --- # Fixes ### Midas Midas is now correctly handled by: * Temp V blocking * Power cleanup * Zinc suppression * Radioactive stripping * Suppressed power rendering ### Unstable V Unstable V reworks now: * Respect disabled content * Can roll any registered compatible power * Never return the same power you already had * Correctly survive death * Correctly survive world reloads --- ## Requirements > **Java 25 is required for this release.**
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The Compound V 3.0.2-r

3.0.2-r
15 авг. 2026 г.333Minecraft: 26.2fabric
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Mary's stroyline correction has been fixed.
beta

The Compound V 3.0.1-b

3.0.1-b
15 авг. 2026 г.11Minecraft: 26.2fabric
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Bunch Of bug fixes; Now you can't drink Vein Of Blood while Morning, before Mary's introduce you can't drink any Compound Type.
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The Compound V 3.0.0

3.0.0
14 авг. 2026 г.55Minecraft: 26.2fabric
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# Compound V 3.0.0 - Cult of Whispers Here we are. It has been a while since 2.2.0, and this update ended up becoming much bigger than I originally expected. 3.0.0 started as the usual thing. Rework some powers, fix some rough systems, add a couple of new abilities, clean up visuals, move on. That obviously did not happen. Instead, we ended up adding an entirely new progression path, a new Compound V power, a complete Stormfront overhaul, a proper in-game configuration menu, a system that lets Compound V affect living creatures, a ton of new audio, and probably the strangest character ever added to this mod. So yeah. **Basically, we added an ancient mommy to Minecraft.** ## CULT OF WHISPERS The biggest addition in 3.0.0 is the **Cult of Whispers**. While exploring, you can now find Whispers Groves and encounter the **Veiled Witness**. The cult isn't just another structure with a chest at the end. It has its own progression. The Witness can give you requests involving hunting, offerings, rituals and stranger acts of devotion. Some are simple. Some ask you to sacrifice things you probably would have rather kept. Others send you into places like the Deep Dark or ask you to stand wounded beneath the open night. Completing these requests builds your standing with the cult through several stages. Eventually, if you go far enough, you reach the final ritual. At night, three living Witnesses gather and perform the **Red Liturgy**. They create one golden vessel. One. Inside it is the **Vein of Blood**. And this is where 3.0.0 becomes something very different from previous versions of Compound V. ## VEIN OF BLOOD The Vein of Blood is not a normal Compound V power. It is a curse. You drink it once, and your playthrough changes around it. Your body begins storing Blood as its own resource. Feeding restores it. Hunger becomes increasingly dangerous. Injured living creatures become more important because the curse starts treating them as prey. And instead of immediately handing you an entire moveset, the Vein develops over time. Which brings us to another completely new system. ## THE VEINS The Vein of Blood has its own skill tree called **The Veins**. And no, there are no shards, my friend. 😎 You do not grind another currency and buy everything from a menu. The Veins reacts to your behavior. You feed. You hunt. You fight. You use what the curse has already given you. You reach certain conditions. Then something stirs. A dormant vein can become ready to awaken, and only then can you open it. There are **12 veins** in 3.0.0. **Bite** is where it begins. Feed directly from living, blood-bearing targets to restore Blood and heal yourself. **Feast** makes feeding stronger, restoring more Blood and health while weakening anything unfortunate enough to survive. **Devour** takes that further. Critically weakened prey can be finished through Bite itself. **Sanguine Swarm** allows your body to dissolve into a flying blood swarm. Staying transformed continuously consumes your stored Blood, so flight lasts only as long as the curse can sustain it. Then the other side of the tree starts getting stranger. **Curse Echo** is Mary's presence beginning to leak into normal gameplay. A laugh where there shouldn't be one. Something physical following a violent moment. A glimpse that disappears almost immediately. **The Chase** turns wounded prey into something you can actually pursue, allowing you to pounce toward targets while using Heartsight. **The Red Thread** lets you infect a living creature. Once bound, that creature becomes hostile to everything except the person who placed the Thread. **Spreading** evolves that corruption further. A Thread-bound host can begin passing Mary's influence into valid creatures it attacks. **Blood Fervor** rewards aggressive kill chains. Several meaningful kills in quick succession can trigger a temporary predatory state that burns through Blood while it lasts. Then there are the veins growing directly beneath the heart. **Heartsight** lets you listen for wounded living bodies around you. Constructs and undead do not answer. **Predator's Scent** is different. Wounded moving prey begins leaving private, fading blood trails behind it, giving you something to physically hunt rather than simply highlighting everything nearby. And at the bottom of that branch is **Shared Form**. We'll get back to that. Because first we need to talk about Mary. ## BLOODY MARY The Vein does not come alone. After drinking it, eventually you start hearing someone. At first you don't know who she is. Then she introduces herself. **Bloody Mary.** Mary is not just an announcer that says something when you unlock an ability. There are more than **80 voiced Mary audio files** in this build, covering progression, combat, hunger, locations, Bond changes and smaller contextual moments. She reacts to you. She can comment when you first burn in sunlight. She notices when you're starving. She has reactions for feeding, refusing to feed, eating normal food when blood is what your body actually wants, using a Totem, entering caves, walking into the Nether, finding a Nether Fortress, spending too long crossing an ocean, rain, sculk, pets and combat. But the important part is that some of these situations are connected. Mary can remember what happened. Villages, pillager outposts and woodland mansions have their own story state. If Mary wants something and you refuse, that doesn't necessarily disappear when you walk away. Come back later and she can remember what you did. Start something and leave halfway through, she can remember that too. Finish it later and the response can change again. The system is built around **Bond**. Your relationship can move between Distant, Entangled and Bloodbound, and Mary's behavior changes with it. A Mary who has grown close to you does not sound like a Mary who has spent the entire playthrough being ignored. This is also where the curse starts becoming more than dialogue. ## CURSE ECHO Curse Echo is intentionally quieter than most abilities in the mod. There is no giant attack button attached to it. Mary simply begins reaching further through the curse. Sometimes that means laughter. Sometimes it means a physical manifestation around violence. Sometimes it means seeing something for a fraction of a second after a kill. And not every sound she makes is necessarily trapped inside your character's head. Her presence can occasionally bleed into the world around you. ## SHARED FORM Shared Form is the deepest Vein currently in the tree. With a high enough Bond, nearly full Blood and an overwhelming enough threat, Mary may decide that you're no longer the person best suited to handle the situation. You do not get an accept button. You do not vote on it. Mary decides when the body is hers. And when it happens: **"Let me take it from here."** Control changes. When it is over, your Blood is depleted. The point of Shared Form isn't to give you another ultimate you press every cooldown. It is supposed to feel like the relationship between you and Mary has reached a point where the line between the two of you is starting to disappear. ## SPLINTER The regular Compound V pool has a new addition too. **Splinter.** Splinter divides one consciousness across multiple physical bodies. The important word there is physical. These are not holograms. And they are not free copies of your health. Your biological capacity is divided between your bodies. The more you create, the more fragile each individual body becomes. You begin by learning to maintain another body, but the skill tree can eventually push the total all the way to five. You can give your divided bodies actual orders including Follow, Attack, Guard, Stay, Scatter and Regroup. You can switch your consciousness into another body. You can merge bodies back together. You can improve how well they coordinate attacks and how far apart the network can operate. And eventually you can unlock **Instinctive Transfer**. If the body you're currently controlling receives fatal damage, your consciousness can automatically move into the healthiest surviving body. But there is a catch. If one of your bodies dies, its share of your biological health is gone. You don't get it back for free. Splinter is powerful because you can be in several places at once. It is dangerous for exactly the same reason. ## STORMFRONT HAS BEEN REBUILT Stormfront received one of the largest power reworks in 3.0.0. The new version is built around **white lightning**, controlled chaining and extremely fast flight. Stormfront now uses **Storm Charge**. Flight and electrical damage build charge, with Lightspeed generating it especially quickly. Stronger abilities then consume that charge. **White Arc** chains lightning between targets. **Arc Bind** locks a target down. **White Surge** delivers a heavier electrical attack. **Voltaic Shield** gives you a charge-powered defensive layer. **Static Burst** handles close pressure. **Judgment Storm** turns stored charge into a much larger area attack. **Storm Dash** gives the power another mobility option. And while already flying, holding Ctrl activates **Lightspeed**, pushing Stormfront into meteor-fast movement while leaving a three-pronged white lightning trail behind you. Wet targets also conduct electricity differently, allowing controlled jumps between targets. At the top of the kit is **Tempest Execution**. It spends six Storm Charge, lifts multiple enemies into a white storm cage, chains electricity between them and builds toward the final vertical strike. The Stormfront skill tree was rebuilt around all of this too, with upgrades for chaining, Storm Charge, Lightspeed, shields and overall storm control. The old identity was basically replaced rather than patched around. ## COMPOUND V CAN NOW AFFECT MORE THAN PLAYERS One of the quieter additions in 3.0.0 is also one of the systems with the most potential later. Compound V can now be used directly on living entities. Different kinds of creatures have different compatibility profiles, and the result is not guaranteed to be the same every time. A subject can produce a **Stable** V response. It can become **Highly Unstable**. It can produce a **Mutation**. It can develop a **Mixed Expression**, gaining both a power and mutation. Or the serum can simply be **Rejected**. The system tracks things like V exposure, compatibility, stability, power expression, mutation and control. Different kinds of living creatures can respond differently to the serum. 3.0.0 is the beginning of Compound V being treated like an actual substance inside the world instead of only being a bottle that rolls a player power. ## THE COMPOUND V CONTROL CENTER Configuration was another thing that desperately needed attention. 3.0.0 now adds a proper **Compound V** button to the game's menu, opening the new Control Center. Settings are separated into Content, Gameplay, Powers, Visuals, Audio & Subtitles, Accessibility and Advanced pages. You can search settings directly instead of digging through a file. Compound V and Temp V rarity can finally be configured separately using understandable options like Common, Uncommon, Rare, Very Rare and Ultra Rare. There are settings for power damage, cooldowns, progression, flight speed, knockback, power griefing, Cult generation, Blood hunger, Red Thread, Sanguine Swarm presentation, subtitles, voice volume, VFX quality, reduced flashes, reduced motion and more. There are also **Content Profiles**. You can run the full mod, focus on The Boys universe content, use Compound V originals only, use external crossover content or build a custom setup. And there are separate balance presets including Default, Survival, Competitive, Cinematic and Chaotic. Server gameplay settings are server-authoritative, so a server can actually decide what version of Compound V it wants to run instead of every client quietly doing its own thing. ## THE THING One thing from 2.2.0 is not coming forward in this build. The old **The Thing** implementation is gone. Its old entity, hunting AI, noise investigation, nest behavior, ambience, presence system and exposure system were removed rather than dragged into 3.0.0 unchanged. That doesn't mean every idea connected to it is dead forever. It means that version of it is. I'd rather remove something and revisit it properly than keep an old system around just because it used to exist. For now, the horror side of 3.0.0 belongs to the Cult of Whispers, the Veiled Witness and whatever exactly you invited into your bloodstream when you drank that golden vial. ## EVERYTHING ELSE There has also been a lot of cleanup around the rest of the mod. Rendering has been expanded to deal with the increasingly ridiculous amount of VFX some of these powers are producing. Existing powers have received fixes and polish across their HUDs, effects, balance and general presentation. Audio has become a much bigger part of the experience, especially with Stormfront, the Blood Path and Mary. The configuration system is finally large enough for servers to actually shape the mod around their own rules. And 3.0.0 moves Compound V from Minecraft **26.1.2 to 26.2**. But the biggest difference between 2.2.0 and 3.0.0 isn't one specific power. 2.2.0 was mostly about getting a power and seeing what it could do. 3.0.0 is trying to make those powers feel like they actually belong to something bigger. Compound V itself can interact with living creatures in new ways. A cult can pull you into an entirely separate progression route. That route can completely change the way you play. Your abilities can develop based on your behavior instead of a shard count. A character can remember what you did somewhere else and bring it up later. And in one very specific case, the voice in your head can decide that she would rather use the body herself. That's **Compound V 3.0.0: Cult of Whispers**. See you in the Veins. [Discord](https://discord.gg/HZv4y9yU25)
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The Compound V 2.2.0

2.2.0
5 авг. 2026 г.70Minecraft: 26.2fabric
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HEREEEEEEEEEEEEEEEEE IT IS!!! Compound V Is offically ported to 26.2, more details on discord.[Discord](https://discord.gg/HZv4y9yU25)