File Details
CCSM 0.5.3-1.20.1
- R
- Jun 28, 2024
- 5.67 MB
- 99
- 1.20.1
- Forge
File Name
CCSM-0.5.3_1.20.1.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
UPDATE 0.5.3:
NEW
–/ccsm units move red/blue/all [number]
This command works the same way as //move in WorldEdit. The units of a certain team can move a certain number of blocks depending on the direction of the player (up/down/forward)
–/ccsm rules winner red/blue/both run [any command]
This command allows you to execute any command after a certain team wins. This command replaces the Check Block with the Team Victory Detection mode. After entering "run", you will not have a list of all available commands, so you will need to enter everything yourself, or write the command separately, copy and paste it after entering "run"
BUG FIXES
1. Fixed bugs related to unit attacks
2. Fixed bugs in the automatic saving and loading of the unit squad
3. Fixed a bug where the Bard killed enemies instead of running away from them
4. Fixed a bug that caused the blue Scarecrow to kill itself
5. Fixed a bug that caused units blocking projectiles to take damage anyway
6. Fixed a bug that caused the Jarl's Ice Arena to not disappear after re-entering the world
7. Fixed a bug where the shells of the blue Da Vinci Tank did not cause damage to red units
8. Fixed a bug (flaw) that could cause the Mammoth to change directions while running
9. Fixed a bug where heavy units could fly high with Balloon Archer's balloon
10. Fixed a bug that prevented the Da Vinci Tank rotation animation from playing
CHANGES
1. Removed "Invincible Frames" after a projectile attack
2. The cooldown of the Bone Mage has been increased from 5 seconds to 9 seconds
3. The balance of all units has been changed. Now all units have the same amount of health and damage, but 4 times less than in TABS For example, the King used to have 100 hp, but now he has 579 hp (as in TABS, but 4 times less)
4. Now the Halfling will be able to jump 1 time in 8.5 seconds
5. Harvester's, The King's attack animation has been changed
6. Now the Headbutter can make jerks by attacking with its head, just like in TABS
7. Projectiles hitting Hay Baler will deal 3 times less damage to it
8. Now Zeus projectiles (thunderbolts) can pierce units an infinite number of times when hitting an enemy unit (previously there were a maximum of 2 thunderbolts)
9. Now Zeus projectiles (thunderbolts) will not pierce an enemy with a width or height of more than 2.6 blocks
10. The behavior of the Ice Archer's arrows has been changed. Units with a health of 34 or lower will be able to withstand at least 2 ice arrows before they die from freezing on the next shot. Units will be able to survive another Ice Arrow with each increase in health by 11; for example, a unit with 35 hp can withstand up to 3 ice arrows, and on 4 arrows it will die. If another arrow does not hit the unit within 15 seconds after the Ice Archer's arrow hits, the effect will reset
11. Now the Berserker can make super jumps every 15 seconds. At the moment of the jump, the Berserker is invulnerable to any damage
12. The Minotaur now has the "Minotaur Charge" ability, which allows him to run into enemies every 15.5 seconds, dealing them 20-40 points of damage
13. Now the Jarl can summon the Ice Arena only if enemies are present next to him
14. Now the Jarl's Ice Arena throws enemies into the air when it appears, as well as deals 1 unit of damage and slows down enemies during its action
15. Now the Mammoth makes a dash back before using the Mammoth Charge ability, which allows you to make a long dash forward, simultaneously inflicting head damage to enemy units
16. The maximum total cost of units no longer has a limit, now it can be equal to ∞
17. Fixed projectile blocks on three units:
- The Samurai can now deflect 1 projectile before it takes a cooldown of 1 second to deflect another
- The Giant Samurai can deflect 3 projectiles before it takes a 4-second recovery time
- The Shogun can deflect 20 projectiles, after which it will take a 3-second cooldown to deflect another 20
16. The Monkey King's clones are immune to damage and will disappear only 3 seconds after spawn
17. Now the Monkey King can make long jumps every 5 seconds. When jumping, the Monkey King is invulnerable to any damage
18. Now, when spawning clones of the Monkey King, units nearby are pushed in different directions
19. Now the Da Vinci Tank can deal damage to enemies that touch the Da Vinci Tank

