murimcraft-2.0.0-alpha.7+mc26.3.jar
Curse Maven Snippet
What's new
Murimcraft changelog
2.0.0-alpha.7 (2026-10-24)
Minecraft 26.3, NeoForge 26.3.0.92, Java 25. Old alpha.6 worlds are not migrated: the larger cities, the new sect seats and the hermitages appear only in new terrain, so start a new world.
For server admins
- Update every client. Network protocol 12: alpha.6 clients cannot join an alpha.7 server.
- Every command now starts with
/murim./cult …is/murim cult …and/sect …is/murim sect …. The admin setters moved into their groups:/murim cultivation realm|qi|method|breakthrough|tribulation,/murim technique learn|mastery|art,/murim sect set,/murim cult merit,/murim event encounter. Fix command blocks and scripts that use the old names./murim helpand/murim help <group>list what each player may use, and tab completion offers your own techniques, sects and titles. - New game rules:
murimcraft:murim_realm_health_percent(0–1000, default 100) scales the health the realms add;murimcraft:murim_realm_health_from(0–9, default 0) is the first realm that adds any (5 is Transcendent);murimcraft:player_bounties(default on) pays whoever kills a wanted player the bounty from that land's treasury. - A quieter console. Per-site worldgen and survey timings now go to
debug.logonly; start the server with-Dmurimcraft.perfLog=trueto have them on the console again. Survey work no longer runs on the worldgen threads. - Survey cache. Seed-fixed survey results for towns, cities and palaces are kept in the world save, so later starts skip them. The cache drops itself when the seed or the mod version changes, so the first start after this update surveys again.
- No save migration, as before. An alpha.6 world loads, but its already generated cities and seats keep the old layout and do not get the new districts, streets or seat plans.
Cultivation and manuals
- Only the righteous are haunted by their dead. Killing feeds the heart demon on an orthodox method (×2) and a little on an unorthodox one (×0.4), never on a demonic method: the Divine Cult does not regret its dead. Only people count. Zombies and other monsters, illagers, witches and animals never feed it on any path (in alpha.6 a zombie kill gave about 5 %).
- Forget a technique, set a manual aside. Introspection's Techniques tab has a Forget button; each Manuals page has Set aside (Move for a whole art, Gather for a method, Release for a weapon path). It asks first and it is permanent: mastery, method or path points are gone, and reading the book again starts the page over. Your sect's founding art and a domain cannot be forgotten.
/murim technique forget <technique>does the same. - Leave your sect. Leave sect on the Sect tab, or
/murim sect leave confirm. You lose rank, seats, merit and your hunt order and are counted a deserter; your arts stay, but your old sect's become foreign to you. That sect never takes you back. Another one does after three days, from the bottom of its ladder. - Domains look alive. A domain's edge is now a membrane of liquid qi in the sect's colours, like a qi aura on the body, and it is not a ball: lobes swell and drift over it, it breathes, and now and then a flare reaches out. Demonic and fire domains churn hard, Emei, Kunlun and Earth domains barely stir, and no two domains move alike. Only the look moves; who is inside is decided by the radius as before.
Cities
- Bigger cities on their own hills. Each world has three Divine Cult cities and the Alliance capital. A Cult city's gate ring is 176, 192 or 208 blocks out, and up to four posterns have roads of their own. Cities are cut into districts (palace ward, market, common wards, noble quarter, slums, garrison, artisans, temples, pleasure quarter, caravanserai, canal ward, academy), and the streets are lined with shops and houses instead of ward walls.
- Over 160 new buildings with interiors: row shops, teahouses, restaurants, pawnshops, money and auction houses, inns, apothecaries, townhouses, siheyuan, noble estates, shacks and tenements, gambling halls, the Beggars' Union's ruined temple, barracks, armouries, stables, watch towers, Chan temples with pagodas, Taoist shrines, theatres, bathhouses, academies, canal warehouses and more. Every city keeps an inn, a bank, a yamen with its jail, a temple, a smithy, barracks and a physician.
- Named streets and real addresses. Every street, district and public building has a name (English, with the pinyin under it) and every house a number, fixed by the seed. Lacquered plaques stand at the corners, a banner shows the name of the street or district you walk into (Location banner in the GUI settings turns it off), and the strategy map labels them when you zoom in. Errands name a real door: "Old Zhang at Zhang's Silk Shop, 14 Willow Lane, Lantern Market". Ask a guard "Which way should I go?".
- City hours. The bell at dawn opens the shops; the drum at dusk shuts them. Walled-ward cities close their ward gates for the night (curfew, 10 taels; trespass in a shop at night, 15), while open-street cities and the Alliance capital hold a night market instead. Members of the city's sect, and anyone Respected by its faction, are not touched by the curfew.
/murim citytells you the district, the hour and the rule. - The watch and the crowd. Watchmen walk set routes and stand at guard posts, two shifts a day; a dead watchman stays missing until his shift is relieved. Passers-by fill the streets near you by district and hour. Pickpockets work the market and slum crowds: hit the thief or tell him "Give back what you took." to get your things back.
- The Alliance capital has its own look: a moat with dry causeways, great bastion towers, a fortress keep with the Leader's throne hall and war table, a council hall with a chair for each of the seven sects, the founding sects' quarters, Embassy Row for Emei, Qingcheng and Kunlun, the Justice Hall as court and jail, and a great Buddhist temple. Open streets, no curfew.
Talking to people
- One talk screen for every NPC. Right-click a villager, guard, merchant, master or road stranger and a talk panel opens low on the screen: the NPC's name and post, their line, and numbered rows (keys 1–9). Every old sneak-click action is a row now: rumours, work, directions, wanted posters, wares, healing, teaching, smith work, joining and leaving a sect, hunt orders, the merit shop and the rest. Wary NPCs offer fewer rows, hostile ones do not talk. The game does not pause.
- Weapons in the hand. NPCs hold their weapon at its real size on proper arm poses: blades swing, spears and staves are held level in both hands and thrust. At peace the weapon is sheathed and the arms crossed. The crossed-arms item icon is gone.
- Unarmed fighters such as Shaolin monks raise a fist guard and punch instead of standing with crossed arms.
Quests and employers
- Quest givers and town errands. Every holding's giver now also has silver work for ordinary people: carry a letter to a named resident, collect a debt, and after a good letter a parcel. Overheard townsfolk and the innkeeper's rumour give you leads. Introspection has a new Quests tab.
- Notice boards and seven employers. Boards stand on the square, in the yamen, inns, guild halls, escort agencies and the slum gambling hall; take a slip and it is gone for everyone until the next day. Work earns rank with its employer (Merchant Guild, Escort Agency, Beggars' Union, Black Path, Justice Hall, Blood Pavilion, the Yamen), and rivals think less of you for it. From rank 1 the guild and the agency sell a daily commission at twice the pay.
- Cargo. Sealed letters and bounty tokens ride in the pack. A cargo crate fills both hands: you walk 30 % slower, cannot fight, cast or use light body, a hard hit knocks it loose, and a long crate run draws a Green Forest ambush. Picking up cargo knocked from a carrier you hurt is robbery. Hand cargo in at any board of its employer, or say "I bring the …" to a townsperson nearby.
- Parties. [Share] a quest with up to three players nearby; any member's kills, talks and hand-ins count, the pay is split with a quarter on top, and each gets full merit and reputation.
- Contracts and outlaws. The Justice Hall, the Blood Pavilion and the yamen post named outlaws (and the odd man-eating beast), each with an epithet, former sect, element, gang and lair from the seed. Follow clues in Qi Vision, buy a counter charm, then kill him or bind him and walk him back for half again the pay, or let him go and see what he does with it. Haggle for the pay, but not too hard.
- Public events. A settlement's raids, fires, plagues, famines, omens and festivals are public quests: stand in the area and you are in. The purse is split by what you did, and the one who did most is named foremost. Each event raises a column of light and a sign in the sky that reads from about 200 blocks. City festivals add willow-leaf archery and a lantern chase over the roofs in the bell square.
- Jianghu Tales. Ask a townsperson "Any tales from the road?" for a written story with its own Jianghu Journal and two endings each: The Missing Escort (a lost Golden Crane convoy and Deputy Hou), The Masked Magistrate (a widow's petition, a stolen ledger and Magistrate Qian) and The Beggar's Jade (a rooftop chase after Little Shun). Each world places them at its own doors and streets; a failed step falls back to the last checkpoint.
Crime and the law
- Every land has its law. Theft, assault, poisoning and murder that a villager sees, and lives to report, put a bounty on you in taels in that land. Kill every witness and there is no report. Stolen goods carry a mark, never stack with clean ones, and no honest merchant buys them. The Cult judges by its own book: theft weighs double there, assault and poisoning are no crime. A seal at the top right shows what you owe;
/murim crimelists every line. - Sought, Wanted, Notorious. Guards walk up and stop you: pay, go to jail, talk your way out, bribe, invoke your rank, challenge the captain (nobody dies), take the cangue or the rod, or resist. From Notorious they attack on sight; crouch empty-handed by a guard to give up.
- Jail seals your qi and arts for the term and ten minutes after; walking out is a jailbreak. A Notorious term leaves a tattoo on your cheek that merchants and guards notice; a physician removes it for 500 taels.
- Pursuit across lands. The Alliance shares lines of 1000 or more between all its lands. War freezes the lines between enemies, and murdering civilians becomes a war crime. Notorious players meet hunter parties on the roads who parley first and want you alive; captains and then elders come for the worst. The Divine Cult sends pursuers after its deserters every three days. Wanted posters go up for every line of 1000 or more.
- Sect discipline. A crime in your own sect's land costs spendable merit. An orthodox disciple is not jailed at home but sent to his seat's Cliff of Reflection to face the wall: nothing is sealed, and serving it eases the heart demon and the sect's disfavour. Submit to an elder of your own accord and the term is shorter. The Cult has no wall; it uses the rod, then the jail.
The underworld
- The Black Path keeps a den in the slums of every Cult city. Its fence buys stolen goods and washes them clean, its enforcer hands out work, and its ranks open better prices, guard bribes, the Path's picklock in your cell, safe houses and, at the top, a bounty settled for half. Half of every bribe you pay goes to the Path.
- Masks. A Black Path mask or a veil hat halves the distance at which you are recognised; crimes seen while masked go on a separate line that disappears if nobody sees you take the mask off.
- Picking pockets. Crouch by a townsman and choose "Lift his purse"; better from behind and with Path rank. A fumble is a crime.
- The smuggler tunnel runs from the den's trapdoor under the city wall to a hidden hatch outside. From Shadow Broker the den and the tunnel are a safe house: guards and hunters lose you while you stay there, though the bounty stays owed. The Path also gives jailbreak work where the city has a jail.
- "Lift his purse" no longer drops out of the menu when the talk screen releases the crouch key.
Sects
- Every seat its own place. The seven Alliance seats no longer share one compound. Mount Hua sits on a small high summit with land bridges to three lesser peaks; Shaolin climbs a ridge inside a tall red wall, with the stupa forest outside; Wudang rises over four terraces to the golden hall; Namgung is a walled estate among paddies with a lotus pond; Emei has its golden summit with the four-faced image on elephants; Qingcheng has no wall, a lake pavilion and a main hall cut into the cliff; Kunlun has an octagonal snow wall round an ice pagoda.
- Smithing, reforged.
- The forge works in order. Light the hearth and right-click it with an ingot. Pick the shape and confirm, and the hearth takes that shape's ingots and parts.
- Folding and fitting. Fold the billet on the murim anvil; a bigger piece folds more times. The quench leaves a rough piece that cannot be used yet. Put it back on the anvil and fit the handle, guard or tassel on the beat, name it if you like, and finish it on the grindstone.
- Pattern books. A new smith knows only the vanilla tools: sword, axe, pickaxe, shovel, hoe and spear. The rest comes from nine pattern books: shields, helmets, chestplates, leggings, boots, inner garments, Jian and Dao, Spear and Staff, and the Strange Gate weapons. They work like pill scrolls: read one to learn its whole group and keep the book. Known Patterns (J) shows "???" and where to look for the rest. Smiths, black markets, sect smithies and ruins carry them, your own sect's smith teaches at half price, and a high enough smith rank teaches them by itself. The murim weapons, the lamellar coat and the iron-thread vest no longer have crafting-table recipes.
- Parts. Each shape needs the parts its old recipe had: sticks or a hardwood haft, nuggets for the guard, dye for the tassel, leather, string, planks. Better parts add a little, and the guard and tassel take their colour.
- Armour and shields. Forge lamellar, brigandine plated robes (your sect robe keeps its colours under the rivets), mountain-pattern armour, phoenix-wing helms, cloud boots, rattan, tiger-head and iron round shields, golden-silk vests and the barbed Soft Hedgehog armour. The grade raises armour and lowers weight, so a Treasure suit costs far less qinggong than plain iron, and the metal colours the plates.
- Hidden sects. Some sects have no road, map card or guide page until you hear of them. The first is the Spear Master Sect (Wood): three hermitages per world on windswept hills, stony peaks and meadows. Ask a righteous townsperson "Heard of any hermit masters?" for a direction and a rough distance. To join, win the Master's Bout: five clean hits before he lands five, nobody dies, and he holds himself to your realm. Each master keeps one disciple. You get the Ending Night Spear art and the Straight Shaft Breathing method, which gathers fastest in a fight.
War and battles
- Soldiers fight like people. Mass-battle soldiers are no longer snapped to formation slots. Each man walks, runs and sprints at human speed, faces where he walks, steps round trees and ponds, picks his own enemy, flanks with his mates and chases a man who runs. When his army breaks he throws down his weapon and runs.
- Attackers take the core. Once attacking soldiers have cut down the defenders in enemy land, they break the holding's totem and the holding passes to their side. While a hostile army still stands on the cell, they fight it first.
- No crossed arms in a fight. Once a battle is joined every soldier holds his weapon; archers carry the bow between volleys, draw while their company shoots and swing it at close quarters. Marching columns stay sheathed.
- A Divine Cult elite's killing intent no longer floods the network late in a battle: its wave is now 7 packets instead of over a thousand, with the same look.
- An army walking to its places at the start of a battle sends about a third of the network data it did (3.3 KB/s instead of 9.9 seen from afar), and the men walk there smoothly: a soldier keeping a steady line is sent as a two-byte note and the client carries him on.
Fixes
- Specialists restock. A smith or other specialist who could not make new wares was meant to refill a sold-out shop after a day, but his next work shift took the wares straight back. The refill now stays until it sells.
- Bronze is smelted, not stuck together. Three raw copper and a raw tin make four Bronze Mixture at the crafting table; smelt or blast the mixture into bronze ingots. The old copper-and-tin-ingot recipe is gone.
- Qi pills say what holds them back. Eating one without a cultivation method now says its qi scattered, not that your dantian waits for a breakthrough. A pill that fills the realm's pill share says so. Its tooltip shows whether you have a method, your method's pill multiplier and how many years pills can still give this realm.
- Choose a blueprint first; the hearth takes exactly its ingots. Every shape used to cost three ingots, whatever the plan said. Now you pick the shape before the metal goes in: sneak-use an empty hearth with an empty hand (or open the smith's ledger from the guide) and click a shape on the Shapes tab. The hearth then takes that shape's count: a rope dart 1, a sword, spear, iron fan or staff 2, a jian, dao, qiang, axe or gauntlets 3 and a meteor hammer 4, and the billet carries the shape from the start. With no blueprint chosen the ledger opens; if you are short, nothing is taken and the line tells you the count. The blueprint stays until you change it. The Smith's Plan at the anvil shows the shape and still takes the modifiers.
- Weapon racks show the Divine artifact that waits on them before anyone opens them, take any weapon, and become the home of the artifact last laid on them.
- The Spirit Lotus floats on the water surface.
- The Seven Stars pools are matched at any scale, rotation or mirror, and the Smith's Eye says how many stars it found or which one is dark. Rootless Water needs rain that filled the cauldron during the current storm, and storms now fill an open-sky cauldron about every 45 seconds.
- JEI shows only the pill formulas you have learned (creative players and ops still see all).
- The territory map draws the Divine Cult's land and its border.
- Disciples no longer stand inside the roofs of seat halls.
- Battle soldiers no longer flip back and forth near their facing limit or creep to their place.
- The war map no longer floods the network with updates.
- Canal water no longer leaks into the streets.
Known issues
- Employers list a perk for every rank, but in this build only the guild and agency commissions and the Black Path's perks work.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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