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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 v0.3.2-1.21.4

File namecraftics-0.3.2+1.21.4.jar
Uploaded
Jul 21, 2026
Downloads
6
Size
77.3 MB
Mod Loaders
Fabric
File ID
8482066
Type
B
Beta
Supported game versions
  • 1.21.4

Curse Maven Snippet

Fabric

modImplementation "curse.maven:craftics-1494583:8482066"

Learn more about Curse Maven

What's new

Biome Minibosses

- Every biome now has a unique miniboss on level 4 (biomes are 7 levels each now, except the Dragon's Nest which stays 3). Each is either an event with its own hazard or a literal miniboss enemy
- Overworld: Plains Graveyard (graves raise zombies), Desert Sandstorm (husks + reinforcement waves), Jungle Broodmother (elite spider + spawns), Forest Pale Garden (the Creaking, now on level 4), River Flash Flood (rising water), Snowy Blizzard (snowy creeper waves), Mountain Rockbreaker (elite golem + falling rock), Cave-In (collapsing ceiling), Deep Dark Swarm (silverfish and skeleton waves)
- Nether: Fire Rain (raining embers), Bone Colossus (elite wither skeleton), Fungal Bloom (spreading spores), Warped Enderman (elite + endermite swarm), Magma Surge (erupting lava vents)
- End: Void Rift (crumbling platform), Shulker Sentinel (elite shulker), Chorus Bloom (spreading chorus)
- Miniboss levels pay bonus emeralds and a richer loot roll

Biome Weather

- Biomes now have persistent weather that kicks in partway through and lasts the rest of the biome
- Snowy (from level 4): blizzard winds telegraph with floor arrows, then drag every fighter one way
- Jungle (from level 2): rain churns grass and dirt into mud - crossing a mud tile has a 50% chance to stop you (or an enemy) in place
- Desert (from level 4): a sandstorm blinds everyone for a turn every few rounds
- River (from level 1): a current runs through the water. Every two rounds it warns with flow arrows on every water tile, then sweeps anyone still standing in the water toward the nearest bank. Where the water sits on one side it all flows that way; on water-ringed arenas it pushes outward in every direction at once
- Every weather effect now has its own ambience: falling rain, drifting snow with a wind howl, blowing sand, plus one-shot sound cues on the special-level events
- Fixed biome weather not activating at all in game (the effect settings were being dropped when biome levels were renumbered)
- Fixed the warning arrows for weather pushes (blizzard gust, river current) never showing - they now use the same persistent arrow telegraph as the Frostbound Hunter's gust

Biome Hazards

- Crimson Forest levels now scatter crimson fungus across the floor - walk through a patch and it makes you bleed
- Warped Forest levels scatter warped fungus that warps your movement for two turns when crossed, on top of the biome's periodic warp
- Crimson and warped fungus can be cleared for 1 AP by attacking it, like breaking tall grass
- Crimson and warped fungus, mud, and the sculk sensor range ring now show a hover tooltip explaining what they do
- Snowy biomes can now grow large ferns you can hide in (and break) like the plains grass
- Warped Forest now has a persistent warp effect: starting turn two and every other turn, your movement is mirrored (attacks are unaffected)
- Fixed Warped movement being unusable when the mirror tile was blocked: the highlighted tiles are now the mirror of where you can actually reach, so every green tile is a legal move
- Jungle levels can open with a standing mud bog (an irregular patch), separate from the rain's ongoing mud
- Jungle arenas now use grass and moss floors instead of mud, so the rain has fresh ground to churn
- Fixed pre-placed stage cobwebs doing nothing when walked through

Sculk Sensors

- The Deep Dark now has sculk sensors on every level (1 to 3 each), ringed by sculk blocks marking their range
- Step within 2 tiles of one and it shrieks: darkness on the whole party for a turn and a wave of silverfish spawns next round, warned in red where they'll appear
- Sensors re-arm every other round. Wearing Swift Sneak lets you walk past without setting them off
- Destroy a sensor by attacking it, but only from outside its range - it senses you if you're too close

Infinite Mode

- Infinite runs now use their own emerald wallet, starting at 10. Your real balance is stashed with your items and returns when the run ends; run emeralds evaporate with the run
- Fixed a co-op party wipe not ending the run when the host wasn't the party leader (players got hit with death penalties and stuck stashes instead)
- Fixed the Pale Garden level spawning at campaign-forest difficulty instead of scaling with run depth
- Fixed emerald rewards scaling with the rolled biome's campaign position instead of run depth
- Fixed NG+ campaign progress making infinite enemies harder. infinite difficulty now depends only on how deep the run is
- Fixed enemies in late-campaign biomes (like Soul Sand Valley) hitting far too hard when rolled early in a run

Combat

- Dual-wield second strikes (daggers and sais) now deal 75% of the offhand weapon's own damage instead of the main hand's - no more free damage from offhanding a cheap dagger
- Fixed the enemy/ally/player inspect panel not appearing on hover in battle
- Scaled down multiplayer mob and boss health scaling to 0.7x instead of 0.95
- Five enchants now do something in combat. Efficiency: 10% per level to reduce an action's AP cost by 1 (mining and attacks). Fortune: chance at bonus loot when mining or on a killing blow. Silk Touch: mined obstacles drop their block, and killing blows can drop the enemy's head. Respiration: swim deep water for a few turns before drowning. Swift Sneak: extra speed on your first turn
- Efficiency, Fortune, and Silk Touch tooltips now describe what they actually do on the item they're on (pickaxe vs weapon)
- Night Vision Goggles now grant immunity to Blindness and Darkness (previously +1 attack range)
- Blindness now cuts attack range by 2 per level (Darkness cuts 1, and they stack)
- Bleeding and Burning ticks are now capped at 100 damage so a runaway stack can't one-shot a full-health target
- Fixed weather debuffs (blindness, darkness, slowness) wearing off before your next turn instead of lasting it
- Fixed the Move tool being throwable onto the ground, and fixed items vanishing instead of dropping when you press Q

Event Effects

- Every biome miniboss now throws particles: lava and flame on erupting vents, splashes on the flood, dust on falling rubble, portal swirls on void collapse and enderman spawns, spores on the fungal blooms, and spawn puffs on every reinforcement wave
- The Void Rift now warns which ring of the arena will crumble a full turn before it drops, instead of vanishing under you with no notice
- The Magma Surge telegraph now marks the doomed vent tiles in red with a hiss, so you can see and dodge the eruption
- The Chorus Bloom now tells you (with a sound and message) when it confuses an enemy standing in the grove
- Crimson and Warped Forest now have their own drifting-spore ambience and biome sound loop, and the sculk sensors give off a faint sculk haze so you can spot them

Visual

- New skull icons for the Poison and Wither status effects

Boss Attacks

- Boss attacks were reworked to claim space and feel threatening instead of poking single tiles. Attacks now sweep full lanes, rings and multi-zone barrages, and every telegraph paints exactly the tiles that will be hit so you always know where to stand
- The Sandstorm Pharaoh's Curse of the Sands finally does something: it is a telegraphed hex that, once it lands, sprouts a live sand mine on every tile you step off for the next few turns. Dodge the initial cast and the curse never sticks. Its Sandstorm also grew from a 3x3 to a 5x5 storm that saps your strength
- The Molten King's Lava Cage now walls off the full ring around you with a single escape gap on the side away from the boss, instead of a few loose embers. The Ashen Warlord's phase 2 Fire Pillar erupts as an eight-lane star of flame. The Tidecaller's Trident Storm lands as three overlapping splash zones so a lazy sidestep walks you into the next one. The Chorus Mind's phase 2 Chorus Bomb detonates a full 5x5 and drags you toward the boss
- Infinite Mode bosses share the same upgraded movepool, so every random boss reads clearly and leaves real counterplay

Combat Effects

- Darkness is now a fog of war instead of a minor range cut. While you are in Darkness, any enemy more than 2 tiles away vanishes from your screen - model, threat tiles, roster and hover - until it closes in or the effect ends. Only you are blinded; teammates see the battlefield normally

Multiplayer

- Dialed back enemy HP scaling in multiplayer. It was ramping too hard, so the per-extra-player bonus was lowered (2-player fights are now 1.75x enemy HP instead of the previous heavier curve)

Crash Fixes

- Fixed a startup crash on 1.21.3, 1.21.4 and 1.21.5. The inventory stat-panel click handler targeted a method that only exists on 1.21.1, so the mod failed to load at launch on the newer versions. It now targets a method present on every version
- Fixed a crash for players wearing the Copper Helmet (Copper Age Backport). A duplicate armor-material registration left holes in the client's registry that crashed the wearer mid-render; those holes are now splinted on join so the game stays stable (and the offending mod is named in the log)
- Fixed a multiplayer meltdown when someone timed out mid-combat: the cleanup ran off-thread and desynced positions, fall-killed the remaining party, and left duplicate player entities behind. All disconnect cleanup now runs on the server thread

Raids & Bosses

- Raids now give you a turn to get into position before the pillagers open fire, instead of being shot the instant you arrive
- Pillagers only fire in straight lines now (down a row or column, with a clear line of sight) - break the line and you break their shot
- The raid finale ravager no longer spawns half off the arena; large mobs validate their full footprint and land on solid ground
- The Frostbound Huntsman actually moves now - it kites, repositioning to hold its range and shoot on the move instead of standing still
- Bosses no longer spawn on top of void tiles (the 2x2 boss footprint is fully checked against pits)
- Infinite Mode bosses no longer nuke you from across the arena with no warning: their attacks are range-limited and always telegraphed, and a boss's held weapon now matches how it actually attacks

World Generation

- Fixed arena floors being hollow underneath, so a raised wall on the edge no longer lets you see into the void below the ground
- Fixed border fences and walls floating above snow layers and slabs; they now rest flush on the surface
- Mountain-biome void tiles now scatter in clumps across the board instead of always sitting dead center

Mid-Biome Events

- Deserts now brew sandstorms from level 4 on: every few turns the storm breaks and blinds the whole party for a couple of turns - a warning turn lets you close the distance first

Combat

- The Blaze Rod's burn now lasts its full duration instead of fizzling before your next turn
- Knockback can now shove enemies into pits again
- Rotten flesh now correctly applies Weakness to party members (not just the host)
- The Crossbow no longer reads "0 range" (and stays usable) when wearing a Skeleton Skull
- Thrown tridents are all recovered at the end of the level - throwing several no longer loses all but one
- Timberfall now also triggers when you mine an obstacle with a pickaxe while holding a Timberfall axe in your offhand
- Shield tooltip/help now correctly says it grants +1 AC (not DEF)
- Extended (long) potions now show their real longer duration on hover instead of a flat 3 turns

Bug Fixes

- Fixed a major progression bug where completing a mid-run event could send you to the wrong biome and then bounce you back and forth between it and the correct one
- Fixed the Infinite Mode class-select screen rendering blurry
- Fixed the level-up point menu vanishing instantly after beating an Infinite boss, so you can actually spend the points now
- Artifact-granted regen is now labeled by the artifact (e.g. Onion Ring) in chat instead of "Trim regen"
- Restyled the hover panel over players and enemies to match the rest of the mod's UI

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