KagurabachiCraft 5.6.0
Curse Maven Snippet
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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