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Craftics - Grid Based Tactical RPG

We turned Minecraft into a full fledged tactical RPG! Gone are the days of exploring a world in first person, now you must enter new biomes and defeat enemies to gain resources all in a grid turn based RPG experience!!
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Craftics v0.2.10-1.21.5

File namecraftics-0.2.10+1.21.5.jar
Uploaded
Jul 13, 2026
Downloads
18
Size
191.7 MB
Mod Loaders
Fabric
File ID
8425448
Type
B
Beta
Supported game versions
  • 1.21.5

Curse Maven Snippet

Fabric

modImplementation "curse.maven:craftics-1494583:8425448"

Learn more about Curse Maven

What's new


0.2.10
Stats, Pets, Armor, and Arena Fixes

Stats & Max HP

- Vitality now applies the moment you spend the point, instead of waiting until the next fight starts
- Max HP bonuses now come from a real max-health attribute instead of the vanilla Health Boost effect, which only came in 4 HP steps and forced every HP bonus to round to a multiple of 4
- Quartz trim is now +6 max HP per piece (+24 for a full set). It said +2 in the guide book and granted +8
- Vitality is +8 max HP per point and Host trim is +8 per piece. Both were listed as "+2" in the guide book

Pets

- Pet affinity now grants ally HP, raised from +3 to +10 max HP per level. Only tamed mobs were getting it before. Hub battle party pets, spawn-egg summons, totem-revive summons, and ability summons all spawned with no Pet-affinity scaling
- In co-op, pets scale off their own owner's gear and affinity rather than the fight leader's. This already worked for ally damage, now it works for ally HP
- The Lead can now move allies, not just order attacks. Select a pet and green tiles show where it can walk, red marks enemies it can reach. Click a green tile to move it, or a red enemy to strike. Commanding an ally still doesn't use its own turn
- Lead commands now cost 1 AP instead of 2, for both moving and attacking
- Selecting an ally with the Lead used to show no highlights at all, leaving you clicking blind

Enchantments

- Shovels and hoes are now focus tools with eight new Craftics enchantments. They still swing badly. Their value is what they carry, and a focus works from anywhere in your inventory - you never have to hold it. Carrying two of the same enchant does nothing; only the highest level counts
- Shovel enchants arm your PETS: Honed (max V, +1 pet damage per level), Fire Fang (max III, pets set targets alight for 2/3/4 turns), Water Fang (max III, pets apply Soaked for 2/3/4 turns), and Thunder Fang (max III, pets shock every other enemy within 1/2/3 tiles of the target for 3 lightning damage)
- The three Fangs are exclusive, so one shovel takes one element. Carrying a Water Fang shovel and a Thunder Fang shovel is the combo: the Soak lands first, and lightning does double damage to a Soaked target
- Hoe enchants ride on your Special-item casts (potions, banners, horns, charges, pearls, pottery sherds): Reserving (max III, +5% per level that the cast costs no AP), Performative (max III, 5% per level to cast it twice for free, with no extra item and no extra AP), Radiant (max V, +2 damage per level against undead), and Medic (max III, +2 HP per level to any healing it does, including feeding a teammate)
- All eight are found the normal ways: enchanting tables, enchanted book drops, the Wandering Enchanter, trial chamber loot, and traders. Shovels and hoes previously rolled nothing but Unbreaking and Mending
- Every enchant has its own effect VFX, and item tooltips explain what each one does at its current level

Pottery Sherds

- Howl is now Petsplosion (3 AP, down from 5). Every pet detonates a 2-tile blast around itself for anvil-grade damage (half an enemy's max HP, minimum 10). Blasts stack where they overlap. Pets take no damage. Replaces Dread Howl
- Friend is now pet-only. Guardian Spirit heals every pet to full and grants +3 ATK and +1 Speed for 3 turns, still 2 AP. It used to heal the caster and buff a single pet
- Archer is now Seeker Vexes. Summons 2 vexes that fly at the nearest enemy on their own, 3 tiles a round, and destroy themselves on attack for 9 damage. They re-target if their quarry dies. Luck can summon a third
- Seeker vexes have 1 HP so enemies can shoot them down, and vanish after 5 rounds. They don't scale with Pet affinity and don't use a party slot
- Archer is now self-cast, where it used to need an enemy tile to target

Armor

- Gold armor was giving 0 Armor Class. It now has 2 base AC, on a par with leather. The Gambler set pays out in crit chance and emeralds, not protection

Weapons

- The Simply Swords spear could hit for 5x damage, enough for a 400-damage opening turn at high Speed. Its movement bonus is now +20% per tile up to a real 2x cap, and both spears cost 2 AP
- The Basic Weapons and Simply Swords spears and glaives now behave identically, since both mods ship the same recipe and you can't pick which you get
- Weapon tooltips now generate their numbers from the real values, so they can't disagree with what the weapon does
- Enchantments show on modded weapons again. Compat tooltips were wiping the vanilla lines below the first one, taking the enchantment list with them

Interface

- The AP and Speed display no longer runs into your hotbar. It's now a fixed-size plaque with two segmented meters (gold for AP, blue for Speed) that never changes size: segments get thinner as your totals grow, tick marks keep points countable, and the exact numbers sit alongside
- The plaque dims when it isn't your turn, so a teammate's spending doesn't read as your own

Arenas

- Arenas are sealed with a barrier wall so outside mobs can't wander in. Only grass and walkable blocks are replaced, so the terrain still reads naturally
- You can no longer spawn on an isolated block with no way off. Spawns now verify an escape route and relocate to the nearest safe tile
- Two mobs can no longer stack on the same tile (a pair of witches sharing one square). Placement and movement both refuse an occupied tile
- Obstacles from legendary weapons (rose bushes, bubble columns) no longer bake permanently into arenas you revisit. Existing saves are healed on load
- Standing on a water tile no longer drowns you. Players wearing Artifacts' Shrinking Charm took drowning damage on water obstacles; you now get water breathing while on one

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