murimcraft-2.0.0-alpha.4+mc26.1.2.jar
Curse Maven Snippet
What's new
Murimcraft 2.0.0-alpha.4
Everything new since alpha.2. Alpha.3 was never released, so its changes are included here.
Start a new world to see the new settlements, the Alliance city and the wild herbs. They only appear in newly generated land.
The war table becomes a strategy game
The Divine Cult and the Murim Alliance now each rule a realm of their own on the real world map: outposts, villages, towns, cities and a capital.
- Rule your holdings. Manage a treasury and a shared food store, keep your people loyal, and order new buildings such as granaries, mines and forges.
- Decrees and the council. Issue decrees such as Tax Holiday, Heavenly Feast or War Footing. The Council of Elders votes on the big ones.
- Vassals, spies and merchants.
- Smaller sects swear loyalty and pay tribute, or rebel when they are unhappy.
- Send spies to scout, steal or sabotage.
- Order goods from the merchant guild. They travel as real caravans that can be robbed on the road.
- RTS controls. Drag a box to select armies, right-click to move or attack, queue waypoints and save control groups. A corner map shows your whole realm.
- Quests. Every holding has a quest giver with errands to run, monsters to hunt, cargo to deliver and places to defend. A compass at the edge of the screen shows the way.
- Holding Totems mark each holding. Break one during a war and the holding changes hands.
War and armies
- Standing armies. Recruit infantry, archers, cavalry, siege weapons and elite troops. Pay and feed them, and march them along the roads. Armies cut off from supply start to lose men.
- Sieges and peace. Besiege enemy holdings to take them, then negotiate a peace for gold and land.
- Formations. Armies fight in wedges, squares and skirmish lines. They can push forward, dig in, or retreat behind a rear guard.
- Command it yourself.
- Hold Y in battle to open the command wheel.
- Build a battle plan step by step on the war table, then press G to trigger each step in the field.
- Players can be made captains and battalion commanders with their own field orders on U.
Mass battles
- Battles now have hundreds of soldiers. When armies clash near you, the war becomes a mass battle. Soldiers nearby fight you directly, and the ranks behind them stretch far into the distance.
- Your arts work on all of them. Techniques, domains, arrows, fire and lava cut through the ranks. Every fallen soldier counts, and killing intent breaks enemy morale.
- A battlefield that feels alive. Squads march, brace against cavalry, charge and rout. Archers loose real arrow volleys. Named captains and team leaders lead from the front, and killing them shakes their men.
- Shader packs. Mass battles now look right with shaders: soldiers take on the pack's lighting, and shields show their banner patterns.
The Murim Alliance has arrived
- The Alliance city stands on a hill far to the south: a fortress with the Leader's seat and a council hall, surrounded by the quarters of Mount Hua, Shaolin, Wudang and Namgung.
- Orthodox towns and villages surround the city, each run by one of the four member sects.
- Strength in numbers. Alliance warriors fight better together and call for help with blue signal flares when they are left alone.
- New sect halls for Emei, Qingcheng and Kunlun stand in the wilds, ready to be explored. They have no masters yet, so you cannot join them.
New settlements
- Hamlets: small Cult villages gathered around a bell and a well.
- Frontier outposts: lone halls on the edge of Cult land.
- Walled towns with yards for every house and a market square with four merchant stalls.
- Nether bridges: roads in the Nether cross lava on proper stone bridges.
- Rare buildings now show up: mines, windmills, large farms, taverns, greenhouses and harbours.
- Sect halls now stand on level terraces instead of sitting in a pit on a hillside.
Herbs and alchemy
- Wild spirit herbs grow all over the world: ginseng, lingzhi, snow lotus, cordyceps, fire spirit fruit and many more. The farther you travel from spawn, the older and more potent they grow.
- Harvest carefully to keep a herb's age. Old roots may try to flee, and rare herbs are watched over by guardian beasts.
- Farm the common herbs from seed, and grow your skill as a Divine Harvester.
- The pill furnace replaces crafting-table pills. Heat, airflow and timing decide the pill's grade, from Low up to Patterned.
- Pills now carry impure qi. Take too many and you risk internal injury.
- Become an alchemist, discover recipes, and learn each sect's signature pill.
Combat
- Chain techniques. From First-Rate you can start your next technique before the current one finishes. The chain gets faster as your realm rises, and chained arts cost less qi.
- Clashes in mid-air. When two techniques meet in flight, the stronger one breaks through and the weaker one shatters. Evenly matched arts explode against each other.
- Blood Price now heals you when it lands.
- Domains now raise their own mastery as you use them in combat.
- Block damage choice. For each technique you choose whether it leaves the terrain untouched, damages it temporarily (the damage repairs itself) or damages it permanently.
Titles and duels
- The Title Book shows every sect's ranks and who holds them.
- Fight for a seat. Challenge the holder of a Cult title to a duel in the arena. Win, and the title is yours.
- Defend your title. Other players and NPC rivals will come for your seat. Nobody dies in the arena, and you lose nothing but the title.
New items
- Sect garb: headband, robe, trousers and boots for six sects. Wearing the full set of your own sect boosts qi regeneration.
- Bamboo hat and veil hat. The veil hides your name from a distance.
- Sect tokens that prove your rank.
- Talismans, formation flags, smoke bombs, throwing pellets and travel food.
- Sect weapons, banner patterns, paintings and dozens of murim building blocks: glazed roof tiles, red-lacquered wood, lattice windows and paper lanterns (creative mode only for now).
The world keeps moving
- Caravans, patrols and couriers keep travelling the roads even when nobody is near. When you meet them, they are still the same people carrying the same cargo.
- Green Forest bandits patrol the roads, the edges of their camps and the forest borders.
- Camps, tombs and sect seats now have trails leading to the nearest road.
Smaller changes and fixes
- Water walking has been removed.
- Beast Cores can be absorbed through meditation.
- Demonic villagers now restock their wares.
- Wagons have round wheels, and you now sleep inside the wagon.
- Items used only in crafting now tell you what they are for.
- Techniques above your realm now show when they unlock.
- Nether portals no longer bounce you back.
- Alliance soldiers no longer appear bright pink, and every sect's townsfolk wear their own robes.
- The qi bar always sits right above the food bar.
- The creative Manuals tab now lists every manual in the mod.
- All the war maps share one clear, readable look.
Murimcraft is in alpha. Expect balance changes, and please report anything that feels off.
This mod has no additional files

