hyw_recruitment_manager-1.1.0.jar
Curse Maven Snippet
What's new
HYW Recruitment Manager — 1.1.0
Major Update
New Features
- Added 50 configurable automatic combat features, including auras, special attacks, projectile interception, summoning and death abilities, organized into categories with individual settings.
- Added configurable Spin, Dash, Slam and Parry abilities, including selectable Spin handedness.
- Added independent projectile attacks with 27 impact outcomes, configurable cooldowns, simultaneous bursts, secondary projectiles, piercing and visual/audio effects.
- Added potion abilities with multiple targeting roles, configurable effect levels, durations and simultaneous throws.
- Added optional Iron’s Spells ’n Spellbooks integration, with spell selection, multiple usage rules, configurable levels and optional normal attacks alongside spellcasting.
- Added live previews for battles, abilities, spells, potions and projectiles, with distance, opponent behavior and scene controls.
- Added separate melee/ranged equipment sets and an RTS Melee / Ranged / Auto command.
- Added HYW matchlock, handgonne and throwing-knife support under AI Override.
- Added item variant selection for equipment and ammunition, including tipped arrows, spell scrolls and configured mod items.
- Added custom PNG skins for supported non-HYW mobs, with an in-game file browser, appearance previews and multiplayer synchronization.
- Added per-unit and per-spell sound replacements, sound previews and selective muting.
- Added random skins, named sound pools and optional skin-to-sound-pool assignments.
- Added weighted random choices for equipment, weapon sets, attributes, scale, names, variants, effects, abilities and other unit settings.
- Added optional kill-based leveling, with configurable attribute increases using additive or multiplicative progression.
- Added Save Scroll as Unit, with options for retaining the unit’s current level.
- Added multi-purpose saved-unit categories for Factions, Natural Spawns and Summons. Summoning abilities can use saved unit templates.
- Added library filters, bulk deletion, bulk Trash restoration/deletion and restoration of original HYW entries.
- Added editor Undo and contextual reset controls.
- Added automatic landing, passenger unloading and return to flight altitude for configured flying Siege transports.
- Added an optional spawn with autonomous cavalry enabled setting.
- Added Keep Awake behavior for supported sleeping or dormant mobs, plus an optional idle-healing setting.
- Added configurable retreat distance, retreat speed, target-facing behavior and nearest-target switching interval.
- Added optional humanoid bow poses, including empty-handed poses.
- Added Instant / Timed and Single / Batch Breakthrough modes, plus independent automatic tree clearing. Auto Breakthrough and tree clearing default to Off; manual Dig remains available.
Fixes & Improvements
- Fixed Command Staff selection, mixed parties, formations and command handling for custom units.
- Fixed unfinished commands failing to resume after native special attacks, including grab attacks.
- Improved command persistence when routes are temporarily blocked, Patrol continuation and returning to Hold positions after native attacks.
- Fixed explicit Attack commands failing to override Hold.
- Fixed nearby targeting unnecessarily forgetting an acquired enemy after losing sight, and reduced repeated pursuit interruptions.
- Improved same-species and native-faction targeting and damage compatibility while preserving army allegiance and allied protection.
- Fixed HYW enemies ignoring custom mounts and their riders.
- Fixed friendly and hostile siege-operator boarding and HYW horse, skeleton horse and camel interactions.
- Improved Ender Dragon riding, facing, seat placement, flight altitude and combat behavior.
- Improved native Brain-backed mob targeting and disabled-conversion handling for compatible modded mobs.
- Improved summon, conversion and detached-helper allegiance. Native summons retain their own default behavior instead of inheriting unrelated parent settings.
- Improved native spell entities’ recognition of army relations without treating spell components as recruited units.
- Prevented native equipment generation from overwriting configured custom loadouts.
- Improved ranged positioning, strafing around obstacles and stationary ranged attacks in formations.
- Improved swimming, shoreline movement, flight obstacle handling and stalled-jump recovery.
- Fixed navigation-cache crashes, invalid context-dependent mob spawning and missing-animation crashes involving supported integrations.
Performance
- Reduced repeated mount-control, ownership and targeting calculations.
- Reduced server tick overhead in large settled formations and crowded combat.
- Spread expensive ally-assistance path checks across ticks to reduce freezes.
- Reduced repeated rendering work and temporary allocations for animations, custom skins, team indicators and siege checks.
- Optimized natural-spawn counting, aura persistence and terrain checks while preserving combat and command behavior.
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