File Details
Crafty Companions V0.4
- R
- Aug 10, 2025
- 65.45 MB
- 10
- 1.20.1
- Forge
File Name
crafty_companions_mod-0.4.0.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
TOURNAMENT & BATTLE UPDATE
Get ready to conquer the world with the new army system! Let your companions sharpen their skills in tournaments - and why not join the fight yourself? Also added cavalry support for Epic Knights lances. Alternative start added with gain of full starter kit after defeating 5 hordes of enemy and slaying the dragon!
View wiki here: https://xxradorxx.github.io/CCM/
Next 2 updates: feasts and siege battles (including defensive AI improvements, control of defense via combat menu, and scrolls for customizability). When population reaches 25, small % daily risk of getting attacked (the larger population the larger battles). Perhaps adding support for siege weapons, or adding them myself.
Keep up having some good last days of the summer! I hope you enjoy!
CHANGELOG
NEW
* Added a Wiki at: https://xxradorxx.github.io/CCM/
* Added new alt. starter method
- Defeat 5 waves of enemies to win full starter kit for town
- ... including a wave of angry llamas.
- Hint #1: Avoid a fort with 1-block thick walls, the creepers in the horde are smarter than others. Have fortifications to hide behind, skeletons fire aggressively.
- Hint #2: launch this during daytime
- Hint #3: they will attack animals, lock them up safe
- Hint #4: shield ready and run after dropping the holy cup in fire
* Added tournaments
- All vs all: melee mode
- Jousting: 1v1 on horseback, first to 3 hits or 1 dismount.
- Dismounts require lances from EpicKnights (under implementation)
* Added Town and Town Plot system, to avoid duplicate buildings.
* Added new job: Soldier
* Added military command system
- Requires each desired unit to be assigned as "Soldier"
- Select soldiers with regal apple or control scroll, then write "setarcher", "setinfantry", "setcavalry","sethorsearcher" to select type.
- Def: infantry.
- Open menu via "§"
- Select units via F1-F4
- Choose between commands shown
- Commands to disable patrolling/going home when on campaign
* System for long distance navigation
- native pathfinding is limited to ca 120 blocks at a time.
- Has stuck reset logic as failsafe.
* Updated logic in petition lord action
- now goes to Lord's hall and will wait until released (set follow and then unfollow player)
* Added classic melee combat system
* Added Archery and Crossbow skill to pre-existing ranged combat system
* Added mounted combat system with support for couched Epic Knight lances (if installed)
- Cavalry will now charge targets at full speed and then run away (if equipped with EpicKnights lance) -> repeat.
* New chat commands:
NB! Make sure companion is selected first, for instance by hitting it with regal apple or applying a control scroll.
- "mount"/"dismount"
- "lanceattack" then use "follow" (after having selected attack targets) => will follow you but attack targets on the way.
- "charge" (after having selected attack targets)
=> will independently go after targets
- "hold"/"stay" => will stand still at position, eg can still shoot at same time but will not chase enemies
=> if you use "hold" then use "charge" archers will shoot at enemies from afar
* Added 3 carpets (more in the future)
* Added
FIXES
* Re-added scrolls and some other new changes from V0.3 that didn't make it to V0.3.1
- V0.3.1 was created from a backup shortly before official release v0.3
- Again cleaned up unused images/media to reduce size
* Markedly increased time for hunger and water loss for game balance
* Made Empty Scrolls stackable to x64
* Fixed Regal Apple, so that left-hitting a companion adds or removes it from selected list.
* Added friendly fire check for archers, in case untargeted mob stands in the way.
* Fixed a bug where companions could not pick up modded food items

