FH_CompanionNPCs-0.9.0.jar
What's new
# Forest Companions 0.9.0
Requires Hytale 0.7.0.
## Hytale 0.7.0 support
- Updated for **Hytale 0.7.0**: blocks, chunks, mining, farming, deposits and the panel all work with the game's new chunk system. Requires Hytale 0.7.0.
- Fixed 15 random companion looks that broke when 0.7.0 moved cosmetic textures.
- Fixed a world crash when the companion panel refreshed or a companion was summoned on 0.7.0 (HyUI compatibility).
- Companions now treat the new 0.7.0 enemies as hostile: the goblin dungeon's **Feastmaster** boss and its scrappers, and the **Silk Larva**.
## Companion customization
- New **Customize** button: change every appearance slot (body, face, hair, eyes, clothing, accessories, capes, 20 in all) with arrow buttons, cycle colors, Randomize, then Save or Cancel. The companion updates live as you browse.
- Every cosmetic in the game is available, including variant parts like ear accessories, capes and hats.
- Customized companions keep their look through dismiss, summon, death, revive and restarts.
## Hero types
- A Fighter or Mage at combat/magic level 10 can **Convert to Hero**: **Big Hero** (from Fighter, 1.6× size, fights with its fists unless it already has a weapon equipped) or **Small Hero** (from Mage, 0.7× size, Mithril staff). A customized companion keeps its look when it converts.
- 5 hero levels earned from kills, raising health, stamina, speed and damage. Heroes have 500 to 1500 HP.
- Becoming a hero gives a set of **Prisma armor**, and a Big Hero gets an **Onyxium Mace** at hero level 5.
- Big Hero: double melee damage, breaks blocks in one hit with a 3×3×3 smash, and leaves a crater when it lands from a jump.
- Small Hero: cycles regular, ice and fire bolts by hero level, fits through 1-block gaps, and hops around in combat.
- Controlling a hero: Big Hero jumps higher (tap for a hop, hold for a big leap); Small Hero jumps very high; neither takes fall damage.
- Controlling a Big Hero now hits as hard as the AI Big Hero (fists 10 instead of 1; weapon swings doubled).
- Speed boost: Small Hero 1.5×, Big Hero 1.15×.
- Big Hero battle slam: charges from hits, then a ground-pound that damages, launches enemies and digs a crater that grows with hero level. *(experimental)*
## Weapons and combat
- Companions now use the **real weapon move sets** with each weapon's own damage: swords, axes, battleaxes, maces, daggers, longswords, spears, clubs, flails and the void scythe.
- Weapon specials: mace **Groundslam**, dagger pounce and **Razorstrike**, longsword charged stab, spear charged **throw**, flail spin, scythe heavy spin.
- Spear throws respect the Ammo toggle: Infinite never runs out; Consume only throws spare spears and keeps the one in hand.
- Shortbow: quick shots, an occasional charged shot, and a 3-arrow **Volley** signature.
- Crossbow: rapid magazine fire, a reload, and the **BigArrow** signature bolt.
- Bow and crossbow companions keep their distance and back off when enemies close in. On Stay they hold their ground and shoot.
- Max Kite mages and Small Heroes now keep moving between casts instead of standing still.
- Empty-handed companions throw punches with a proper animation.
- Companions swing non-weapon items they're holding (tools and other one- or two-handed items).
- Companions far from you keep fighting back if something is attacking them.
- Balance: mage cast cost 25 (same as players), charged attack stamina cost 15 (was 30), melee pause 0.8 to 1.2 s, new mage cast speed table.
- Healer now spends magic once per heal. It was draining its whole pool in about 3 seconds.
## Mining and farming
- Fixed the server hitching every few seconds while a Mine For miner searched for blocks.
- Fixed Mine For miners falling off ledges when the next block was 2 to 3 blocks up.
- Mine For gives up on unreachable blocks for a minute instead of retrying them forever.
- Fixed miners swinging their pickaxe forever after they stopped mining.
- Auto-deposit skips chests more than 64 blocks away, gives up on a chest it can't reach after about 15 s, and keeps mining (with a panel notice) when no chest is linked.
- Fixed far-away miners and farmers that only worked when you came near them.
- Fixed miners collecting duplicate pickaxes and weapons (including after a revive).
- Fixed farmers being yanked out of tall corn over and over while harvesting.
- Mine For: fixed miners giving up on blocks right in front of them ("Stuck on route") and the status getting stuck on "Resuming Mine For" after a reload.
- Mine For keeps working around the spot you picked; a miner that ends up far from it teleports back (or waits for that area to load) instead of digging wherever it is standing.
- Tunnel **Mine**: after a reload the miner carries on from where it was instead of walking back to the start of its tunnel.
- Tunnel **Mine**: fixed miners stopping with "empty tunnel ahead" after a short dig.
- Starting **Mine** while you are in a tunnel: the miner appears right behind you and starts digging straight away (even if you look at a block a few blocks ahead), instead of popping out above ground.
- Tunnel miners now swing their pickaxe, like Mine For.
- A miner that gets truly stuck now stops with a status message instead of trying forever.
- Fixed a Mine For miner far from you bouncing up and down at its spot (a safety check meant for companions near you was pulling it to your height).
- Mining speed shown in the panel and level-up messages now matches the real speed (+36% at level 10).
- Farmers auto-replant when they have the matching seed, get a bonus crop every second harvest, and work faster as they level up.
- Farmers keep their tool out between farm actions.
- Farmers travel to a far farm on their own, walking in hops or teleporting if it is very far or they get stuck.
## Level-up rewards
- New Fighter reward path: Copper Daggers (level 2), Iron Sword (level 4), a **Thorium Battleaxe** to wield at level 6, the **Onyxium** set (level 8), an **Adamantite Longsword** (level 9), and the **Mithril** set plus the **Void Scythe** at level 10. The assault rifle and arrows are gone.
- Mages get **Soft Leather** armor at level 3, and Healers now get **Wool** armor at level 10.
- Worlds still using the old default rewards are upgraded automatically; customized reward settings are kept as they are.
- Server owners: new settings `heroConversionRewards`, `bigHeroLevelRewards` and `smallHeroLevelRewards`, and a reward can end in `:equip` to be wielded even if it's two-handed.
## Squads and far-away companions
- **Keep companion chunks loaded** is now on by default, so far companions keep working and squads keep moving. Existing worlds are switched on once; you can still turn it off in `chunk_load_settings.json`.
- Default chunk budget raised from 64 to 256 chunks. Worlds still on the old default are upgraded automatically.
- Squads find their way around obstacles: they hop small rivers and gaps, scout left and right for detours, and follow edges instead of giving up.
- Squad members on an Attack or Defend order are never pulled back to you, and a squad resumes its order from where it was after a restart.
- After a restart, companions that belong somewhere (miners, farmers, Stay/Patrol, squads) wait at their saved spot instead of appearing next to you.
- Fixed duplicate companions spawning at a base after it loaded.
- Companions keep their own body when you reload a save, instead of being replaced by a new one.
- Reviving a companion loads its area first, so it comes back in the right place.
## Languages
- The whole mod is translated into every language Hytale 0.7.0 ships: **Spanish, French, Portuguese (Brazil), Russian, Ukrainian and Chinese (Simplified)**. It follows each player's game language.
- Japanese is included too and turns on when Hytale adds it, or with a client language mod.
- The rename keypad matches your language (Cyrillic for Russian and Ukrainian, accented letters for Spanish, Portuguese and French).
- Long translated labels shrink to fit instead of being cut off (including the customization slot names and the team label).
## Panel and other improvements
- Stats tab shows live Health, Stamina, Magic and Signature, plus each mage's spell damage and cast speed.
- Hover help (with **Tooltips: ON**) on Set TL, Set BR, Link Chest, Mine and Mine For, in every language.
- Companions can climb up to 3 blocks, so they get out of 2 to 3 deep holes.
- Orange Wave now includes mages, healers and Big/Small Heroes.
- Saves run in the background, removing short freezes during play.
- Big battles run smoother thanks to fewer repeated scans and lookups.
- The panel no longer lets you move items or gear on stored or fallen companions.
- Operator command `/companion setlevel ` for testing heroes.
- Operators can spawn test heroes: `/companion testspawn BigHero1-5` or `SmallHero1-5`.
- Optional anonymous usage stats via Beacon (ModStats.io). Nothing is sent unless a server operator agrees with `/beacon consent`.
## Bug fixes
- Companions teleporting to you underground now land behind you instead of inside the tunnel wall.
- Fixed a companion tick crash during large companion battles.
- Removed thousands of "Cannot find model" errors from the server log.
- Cleaner server log: debug messages are off and startup asset warnings from the mod are gone.
- Fixed the server log flooding and hanging on shutdown.
- Fixed several checks that threw errors every tick on 0.7.0 (owner travel, world change, owner death and respawn).
- A model set with `/companion appearance` now survives death, revive, dismiss and restarts.
- Recruited companions keep their face, hair and clothes when they fall and are revived.
- Hide/Show Clothing on a custom-model companion now explains why it has no effect.
- Fixed re-claimed companions showing up without clothes.
- Fixed the Hero role label sticking when paging between companions, and the Player Body portrait while controlling a companion.
This mod has no additional files