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Epic Knights: Artilleries and Firearms

An Addon for EK that adds ranged medieval weapons

File Details

artillery_addon-1.11-forge-1.20.1.jar

  • R
  • Jan 13, 2026
  • 1.64 MB
  • 1.3K
  • 1.20.1
  • Forge

File Name

artillery_addon-1.11-forge-1.20.1.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:epic-knights-artillery-addon-1307540:7455014")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

The Riding Update!

Now most weapons can't be loaded on horseback, and if they can be fired on horseback, well, it will be less accurate.
Handgonnes and the firelance cannot be loaded or fired while riding
Rifles cannot be loaded but can still fire while riding 

HOWEVER

Three new weapons can be loaded and fired while on horseback:
Taccola Handgonne
Harquebus
Matchlock Carbine

These weapons, besides the taccola, won't hit as hard or as accurately as their normal counterparts. These new rifles are extra unique cus they have a built in ramrod! This allows them to be quicker on the battlefield than their longer counterparts.

Another new weapon is the bronze handgonne(I don't like handgonnes, you do), its cheaper but less reliable. You are going to need a mod that adds bronze to craft this weapon tho, might I suggest: EK's Ore and Alloies.

The last thing added is the Early Wall Gun, a glass cannon really. It has low health and firing it damages it, but it deals the most damage in the mod, and can even pierce through an entity. Do be warned, aiming it is rather janky looking.

Other changes:
Recoil is back, and isn't buggy
After loading powder in a weapon, lore text will show the current stage of loading
The Cho ko nu now aims like the other weapons 
Handgonnes have been nerf in damage and range, but buffed in accuraccy 
Loading Handgonnes with arrows now no longer requires the weapon to be rammed
fixed Windlass Crossbow + increased it's damage a bit
Fixed/improved dropped models of weapons