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Kagurabachi Craft (Salty's Version)

Mod based on Kagurabachi manga with custom Battle, AI, Physics & VFX engines inside for better experience.
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KagurabachiCraft 5.6.0

File namekagurabachi_craft_neoforge-5.6.0.jar
Uploaded
Sep 1, 2026
Downloads
98
Size
13.9 MB
Mod Loaders
NeoForge
File ID
8786460
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:kagurabachi-craft-saltys-version-1639320:8786460"

Learn more about Curse Maven

What's new

Kagurabachi Craft 5.6.0

Combat Intelligence & Interaction Overhaul

  • Rebuilt the NPC combat framework around threat forecasting, tactical memory, action scoring and confirmed combat outcomes.
  • NPCs now forecast incoming melee attacks, projectiles, beams, fields and charge attacks from their real combat geometry and timing.
  • NPC reactions can become ready immediately before contact instead of relying only on damage after it happens.
  • Added dedicated responses for light pressure, heavy holds, dash attacks, long abilities and interruptible charged techniques.
  • NPCs now use light, heavy and dash attacks as core combat tools between techniques instead of treating sorcery as a replacement for melee.
  • Dash attacks can now be selected to close distance as well as to punish or continue an exchange.
  • Added melee exchanges, counter offers, initiative ownership, punishable openings and encounter pressure management.
  • Added real startup, active and recovery phases for core combat maneuvers, including readable telegraph windows.
  • Added tactical target selection based on threat urgency, health, Stability, Break state, position, charge state and available responses.
  • NPCs can now protect vulnerable allies, coordinate pressure and retarget priority enemies during group encounters.
  • Group fights now distribute offensive pressure instead of making every NPC blindly attack the first entity that hit them.
  • NPCs under Stability Break now attempt to retreat, reposition and survive instead of standing still.
  • NPCs recognize broken or vulnerable opponents and can deliberately increase pressure when an opening is available.
  • Expanded combat identities, postures and response doctrines to give story combatants distinct tactical styles without separate combat rules.
  • Refined the combat kits of Samura, Chihiro, Chihiro Masumi, Sojo, Hiyuki, Hiruhiko, Hiroto Soga, Azami, Ariu Mikaboshi and Shiba.
  • Improved NPC facing and lock-on validation so combatants consistently look toward the target they are fighting.
  • Replaced Sojo's isolated legacy AI systems with the shared NPC combat framework.
  • Rebuilt the pre-hit Interaction Engine around a persistent server-owned Combat Object World.
  • Projectiles, beams, fields, constructs and authored melee windows can now collide through shared sphere, capsule, beam, field and arc geometry.
  • Added swept collision prediction for fast combat objects and deterministic contact tracking to reduce tunneling and duplicate resolutions.
  • Combat objects can now be cut, split, redirected, absorbed, severed or resolved in multi-participant clashes before damage is committed.
  • Added scene arbitration and presentation budgets so important clashes and interaction scenes remain readable during busy encounters.
  • On-hit control, carry, launch, burn, infection, status and combo follow-ups now require the appropriate confirmed hit outcome.
  • Parried, deflected, absorbed or cancelled attacks no longer leak hit-only effects or incorrectly advance combos.
  • Unified player and NPC damage, Stability, reaction and interaction handling through the same server-authoritative combat path.
  • Added Stability bands and improved Break timing, guard stress and Stability-only hit accounting.
  • NPC level damage scaling and durability rules now apply consistently through the shared combat pipeline.
  • Added systemic attack descriptors and affinity traits for sorcery, melee and combat objects.
  • WET now interacts consistently with lightning attacks from both players and NPCs.
  • WET targets hit by cold or ice attacks can now receive a controlled light-freeze reaction with anti-loop cooldowns.
  • Kumeyuri intoxication now queues affected combat inputs deterministically instead of producing inconsistent input loss.
  • Refined Hiruhiko's Kumeyuri pressure, cooldowns and tactical ability selection.
  • Rebalanced Magatsumi pressure and made Suzaku web escapes consume the correct player SE or NPC Suzaku reserve.
  • Reworked Samura's Suzaku reserve, ally healing decisions, Black Flames conditions and long-fight resource behavior.
  • Suzaku healing no longer restores Stability or heals hostile combatants.
  • Added sparse runtime cleanup and deterministic sand-stack decay for Jikai.
  • Routed follow-up effects from Cloud Gouger, Enten, Flame Bone, Kurotsuchi, Gansui, Coin and other sorceries through confirmed combat outcomes.
  • Removed unwanted burning from Flame Bone attacks while preserving their direct damage and combat reactions.
  • Added the WIP Armored Doll sorcery with its full six-slot kit.
  • Improved heavy-attack hold/release behavior and combat/sorcery input responsiveness.
  • Hardened server validation for sorcery, settings, admin and player-state network requests.
  • Reduced unnecessary exposure of private player state through dedicated public-state synchronization.
  • Fixed progression and advancement reconciliation when saved player progress and granted advancements diverge.

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