murimcraft-26.3-alpha.8.1.jar
Curse Maven Snippet
What's new
Murimcraft changelog
26.3-alpha.8.1 (2026-11-08)
The first release after alpha.8. From now on the version starts with the Minecraft version: 26.3-alpha.8.1 is for Minecraft 26.3.
New
Manual grades have new names: common treatises are now Third-Rate, inner-hall (sect) treatises First-Rate, peerless stays Peerless. Only the names changed; a fourth grade, Second-Rate, is planned for alpha.9.
Circulate Qi (new key R). Your qi rests in the dantian until you draw it up: gathering takes 2 seconds at Third-Rate and a blink at Life and Death, R again lets it settle. Circulating costs nothing.
With your qi still you fight with the body alone: plain attacks, heavies, guard and parry, body forms, the plain jump, the light body of the first two realms and the footwork step, at half your realm's strike force. Qi arts, qi forms, qinggong, protective qi, qi parry, Meridian Touch, killing intent and domains need moving qi.
Pressing a qi art while still starts the gather instead. A blow on a still body starts a slower, startled gather (client setting "Auto-circulate when attacked" turns it off); a startled or pressed circulation settles after 30 calm seconds.
Meditation and Turtle Breathing still the qi at once; R while sitting stands you up and gathers in half the time. A bed refuses you while your qi runs and lets it settle. Going still in the air drops you into the slow descent.
The qi bar's border shows gathering, circulating and settling, with 靜 or 運 beside it. With qi vision on, a faint light breathes at a circulating dantian; without qi vision nobody sees it, allies and your own body included.
Crafts that spend qi need it moving: a healer's qi cards, the forge pour, binding a weapon, qi-lighting a hearth or spirit brazier, the pill furnace's qi fire, expelling poison, convergence nights and created arts. Herbs, bandages, plain needles, hammering and plain fuel still work while still.
Others feel moving qi. First-Rate or higher cultivators no more than one realm below you sense it within 6 blocks plus 2 per realm (from Profound only an equal or higher realm does). A hostile sect fighter who feels you starts gathering, an enemy player sees "Qi stirring nearby", and a circulating thief is noticed at once. Turtle Breathing hides it.
City guards ask a circulating First-Rate or higher to settle his qi; a warden of another sect's mountain warns you twice. Neither is a crime, and in your own sect's ground it means nothing. Merchants remark on a master's qi.
Every school circulates its own way: the Divine Cult is ready fastest and felt farthest, the Green Forest is fast and loud, Wudang, Emei and Shaolin are quiet, the Tang quietest of all; Shaolin is slow to stir.
NPC cultivators and bosses gather when a foe comes into reach and settle after ten calm seconds; until then they fight with body forms only.
Game rule murim_circulation_required (default on). Off, every gate opens as in alpha.8.
Lunge, a skill every cultivator knows: vanilla's spear Lunge for every melee weapon and bare hands (not bows or thrown weapons). It comes with your first method in skill slot 6, pushes like Lunge I, II at Third-Rate and III from Second-Rate, and a trained body carries it farther. Every lunge in the game, sect arts included, now moves the body this way with vanilla's lunge sound.
Riptide Spin, a skill learned at Peak (it arrives with the breakthrough in the last free slot): the lunge thrown with the whole body as a riptide spin, the swirl tinted by your qi. A plain Lunge or sect lunge never spins. Peak NPCs of lunging styles (the Cult, Namgung, Emei, Qingcheng, the Green Forest, the Beast Palace, the spear masters) use it.
Attack chains: each weapon fights in its own style with plain attacks. Every click plays the next swing of its chain (the jian thrusts and cuts up and down, the dao chops, sweeps and wraps a cut round its head, the qiang parries, presses and thrusts, fists punch, palm, elbow and shoulder; staff, fan, mace and trident have their own). A full-strength swing cuts up to four more foes along its path and steps you forward a little (never off a ledge or while sneaking). A chain never casts a technique. Off when Better Combat or Epic Fight is installed.
Every sect swings its own chain: Wudang's two looping Taiji circles (the first at full strength as the counter after a parry), Mount Hua's three plum-petal thrusts, Namgung's two long thrusts, Qingcheng's three alternating short strokes, the Cult's longer, unslowed steps and hard last swing, Shaolin's rooted fists and staff, quick hands for Emei and the Tang, more push for Kunlun, a harder dao for the Green Forest. Sect NPCs swing their own sect's chain. Styles are data (combat.attack in the sect's style file, attack_style).
A full-strength weapon swing draws a short white trail along its real path; from First-Rate, while you circulate, its edge takes your qi colour. Fists and palms draw none.
Meteor hammer thrown on its chain: use casts the weight up to 6 blocks and hauls it back like the rope dart, heavier and slower. The blow is blunt (knocks back, staggers, breaks most raised guards; a parry stops it); close in it still sweeps a wide arc. Green Forest fighters cast theirs. Numbers sit on the item (murimcraft:chain_weapon).
Every Murimcraft weapon is a real 3D model in the hand (first and third person), on a sword rack, in an item frame, on the ground and in an NPC's hand, the twenty Divine artifacts and the twenty-four player-forged Divine looks included. The rope dart stays flat for now. Smithed guard and tassel colours and Divine colours still tint it. The inventory keeps the 2D icon.
Every weapon has a forge pattern: the sect jians and dao, Shaolin gauntlets, the monk staff, the meteor hammer, the hidden weapons and all twenty Divine artifacts.
Sect weapon patterns are taught only by the sect's own smith, to members at a set rank, for 120 to 160 merit; the Green Forest Hammer costs 24 taels.
Pattern Book of the Hundred Needles (city and master smiths, Tang smiths): one ingot forges a bundle of 64 needles, 32 iron pellets, 8 throwing daggers or 6 smoke bombs. The crafting recipes stay.
A Transcendent Forge Saint can forge a named Divine blade at the hearth with Pattern Book of Ou Yezi's Furnace or of the Ten Calamities (tombs, demonic cities or Ou Yezi; never sold), rare metals, 6 to 16 ingots and 40 qi. It is the world's one copy: refused while any copy exists.
A sect library can be robbed: an outsider who kills the guardian (or slips past him with Turtle Breathing and invisibility) takes a book off a Technique Bookshelf, which then holds nothing. Seen, it is theft, and a sect member who saw it puts you on the sect's kill list. The guardian returns after a while.
The in-game guide (J) has a Pill furnace page: heat source, fuel, loading, lighting, refining and taking the pills.
The Nine Yin and Nine Yang bodies can be cured. The Nine Yang Elixir quiets the Nine Yin cold (the fits stop and the lost health returns); the Nine Yin Elixir quiets the Nine Yang fire (an empty meter no longer burns you, water arts are whole again). Both are Purple-Gold furnace pills from 500-year main herbs; their formulas lie in cultivator tombs or are found by trial. Introspection names the cure under your physique, the opening tells you one exists, and the pill stays in hand on a body it does not answer.
Changes
- NPCs fight with their weapons, not just hold them: blades in the vindicator's guard and cut, jian and fan thrusts stab, spears and staves two-handed, gauntlets in the boxing guard, throwing knives and needles flicked from behind the shoulder. This holds for every NPC body, the Alliance Leader and the Demon Supremes included.
- Dao and axes chop overhead like a vindicator in third person. The jian, dao, qiang and fist chain swings move the whole body: a bow-stance thrust with sword fingers raised, a rising cut, the dao's turn with the blade round the head, the qiang side-on in both hands, punch, palm, elbow and shoulder charge. Poses are data (assets attack_pose).
- During any lunge the jian, fan and fist drive straight ahead, the qiang and staff are lowered two-handed like a charged spear, the dao goes in edge first. In the Riptide Spin the weapon leads the spinning body like a trident.
- The staff is a plain pole about as tall as its wielder, held by the middle. Staves and spears lie at full length on a weapon rack, flat when dropped, and fit in an item frame.
- A smith's cultivation counts: Treasure grade needs Third-Rate, Famous First-Rate, Divine Transcendent, sect patterns Second-Rate; Treasure and Famous cost qi at the hearth. Locked shapes name the realm. Smith work tempers the Body.
- The medicine vat is a 3×3 hooped tub that seats you in the middle, chest-deep. It places and breaks as one block and one fire under any cell heats it. New recipe: a cauldron ringed by eight planks. Sect alchemy halls have one big vat. The vanilla cauldron over a fire is still the half-strength bath.
- The Cult's blood pool is a 3×3 basin too, one bather at a time; the Cult outpost has one before its blood altar. Old vats and pools in existing worlds show as a tub's centre only: break and replace them.
- A sect seat library spreads its books over its storeys by floor, the jade and golden-seal arts in the closed collection by the guardian. Every technique of the sect has a shelf there.
- From Profound a single jump press in the air is an air step again; only a quick double tap flies or stops flying.
- From Transcendent hunger stops half a drumstick short of full: you can still eat, but never starve or lose sprint or healing to hunger.
- Right-clicking an NPC with a weapon in hand raises your guard instead of opening the talk menu, and an NPC fighting you no longer stops to chat or trade. A bare hand on a peaceful NPC still talks.
- /murim admin deity and /murim cultivation realm <n> leave you as if you had climbed there: the body tempering of every breakthrough, the comprehension stages below your realm and your weapon path at Sword Gang. Qi purity is no longer wiped; deity off restores body and weapon paths too.
Qi types and stored qi
- Stored qi. Qi you take in no longer goes straight into your realm. Pills, remedies, herbs, beast cores, the breath of the land, blood, soul and plunder fill typed lots of stored qi, each with its years, Impurities and age. Seated meditation refines them, the lot in focus first, otherwise the best fit for your method. Awake, a little trickles into refining while you are calm. Art qi you spend refines back at half. Introspection lists your lots; click one to focus it, Shift-click while seated to expel it. Pill, herb and core tooltips show the type, the years, the Impurities and how much of it your method takes.
- Nine families, many signatures. Neutral, pure, demonic, poison and the five elements, with about twenty-two named sect signatures as sub-types. Your method has a qi type, and your internal qi remembers it.
- Limits. A body holds a third of its span in stored qi. Above that the qi leaks away, and at twice that a lot burns, as a beast core always did. Old qi goes stale: it leaks, takes on impurity, and stale kill qi turns resentful.
- Impurities. Purity stays as its own axis, now called Impurities. Each lot carries its own, your method strips some on refining, and refined pure qi washes more. Introspection, the HUD gate, pill tooltips and the guide all say Impurities.
- Switching methods. Elements that overcome each other are compatible: the qi is re-tuned for free. A switch between incompatible families asks what to do with your internal qi: purge it fast (half of it is lost, at most two realms), convert it slowly a little each sitting at some risk, or keep it.
- Clashes and turbulence. Lots of opposing types fight inside you by the five-element cycle. An overcoming type erodes the one it controls, a lot twice the size of its controller turns on it, and pure against demonic is the worst clash. Poison is cleansed by pure qi. Clashes, overflow, stale cores and foreign demonic qi build turbulence: at 25 your arts weaken, at 40 you take qi-deviation damage, at 70 you are injured, and at 100 you suffer a light deviation, never a deadly one. Seated, it all runs at half and turbulence settles faster. Turbulence also lowers a breakthrough's chance, while a lot of your own type raises it. Introspection shows the chance with turbulence in it.
- The demonic path. Demonic bodies corrupt foreign qi they carry, pure first, and refine only demonic lots. The Heavenly Demon corrupts twice as fast. The Cult devours: slaughter and devouring feed demonic lots.
- Sect signatures and unique sources. Each sect has a source of its own, gated by your method's sect. Mount Hua: purple mist at dawn facing east, and refining runs a quarter faster. Wudang: balance hours. Shaolin: the bell at dawn or dusk or sitting in its hall, doubled by fasting. Emei: moonlight. Qingcheng: pine in the rain. Kunlun: snow peaks. Spear Master: old forest. Beast Palace: sitting with the pack. Eastern Sea: the spring tide. North Sea Ice Palace: the ice seat. Namgung and Thunderbolt Hall: storm air; for Namgung a lightning bolt stores qi and hurts less, and a sword held up to the storm may call one down. All signature sources together give at most a quarter of a realm.
- Sect pills. New pills with each sect's own qi type.
- Beast cores. A core now goes into stored qi with the beast's own type, and no longer absorbs on its own.
Body cultivation
- A Body stat. Train your body beside your qi. It has two tracks of seven rungs each. External: Tempered Flesh, Iron Shirt, Golden Bell, Blade-Proof Body. Internal: Qi-Blood, Tendon Changing, Marrow Washing, Protective Qi, Untouched by Water and Fire. Both at the top is the Vajra body that does not break. Each realm soft-caps what you can reach; above it training is slow, never refused.
- Train, then rest. Drills (horse stance, standing under a waterfall, striking a training post, temper focus while seated), blows taken and landed, qi spent on arts, tribulation bolts and breakthroughs build pending points. Pending points settle slowly awake, faster seated or in bed, and fully after a night's sleep. Doing the same drill all day gives less; strain builds and a filling meal eases it.
- External and internal. External rungs cut physical damage, stagger and knockback. Internal rungs cut technique and element damage and add regeneration and lighter steps. Every method leans some way between the two, from pure external to pure internal.
- Foundation. An untrained body keeps only part of the extra health a high realm gives. Train the body and the realm's health fills out, and breakthroughs come a little easier. The body survives a qi purge.
- Body manuals. A new kind of book, thirty-four of them, read like any manual. You carry two: a demonic method runs both at full strength, any other at three-fifths each. A manual that does not suit your method's qi trains slower. A stolen book works too.
- Sect branches. Sects split into branches that favour one side of the body, such as Shaolin's two halls, Mount Hua's sword and qi factions, or the Cult's Asura and Blood halls.
- Physique. A physique now gives body aptitude as well. It is given at once to an empty body, or offered on the Body page if you already hold one.
- Medicine vat. A hooped tub: fill it with water, light a fire under it, add one to three bath items and wait a minute. Bathing in it settles pending points quickly, eases strain and trains the bath's side of the body, and each dose also stores a little qi of the herbs' type. A bath too strong for your realm scalds you. One bather at a time. A water cauldron over a fire is a poor vat.
- Blood pool. A blackstone basin of blood, the Cult's bath.
- Body pills and sect drills. Pills for the body, and training places and drills for the sects, such as the Tang's poison-taking and the Shaolin halls.
- Introspection. Manuals, Body: your rungs, the pending points, strain, both manual slots, the branch, and a Temper button that shows ON or off.
Combat
- Guard, parry and guard break. Hold use with any blade, staff, fan, gauntlets, mace or sword to guard; the trident guards only as you start to draw it. A blow that lands just as the guard goes up is parried: it does no damage, costs no durability, staggers a melee attacker and rings. Tighter weapons have tighter windows. A guard breaks under a guard-breaker mob, an attacker two or more realms above, or a very heavy blow; a parry always wins. Domains and the dragon are never blocked, and a technique is blocked only by a qi guard from First-Rate. Bare hands have no guard; tools such as axes and vanilla spears work as before.
- Charge bar. Heavy attacks, the qinggong leap and the footwork dash share one charge bar, filled like a horse jump: a tap acts at once, holding charges.
- Light and heavy. A light attack is the vanilla attack. A heavy, held with a weapon, steps forward and sweeps an arc, a thrust or a palm from the shoulder, and hits harder the longer you held.
- Charged qinggong leap. Hold jump during the rise to charge. A full charge reaches about three and a half blocks at Third-Rate and nearly six at the top of the realms, and costs hunger and a little qi. From Fourth-Rate, landing with jump held bounds on again, up to five times in a row. Sneaking, ladders and vines keep the plain jump.
- Footwork dash. A dash on the footwork key, Left Alt by default, charged like the leap. A seventh technique slot holds the footwork art.
- Body-first arts. Mount Hua, Wudang and the Divine Cult come first: their techniques begin as a body motion that you move through, and the qi layer on top grows with your realm. With no qi an art still runs as its body motion and says so. Motions cost hunger and body strain and, when they hit, a point of durability. Each school has its own fighting style row shared by players and NPCs.
- Every art moves the body first. Every school's techniques now begin as a body motion (lunges, stepping cuts and palms, flurries, leaps and plunges, circles, rooted palms and shouts, throws, footwork) with a wind-up and a recovery; the realm decides how much qi rides it. Composed moves take their role's motion (strike, pierce, sweep, wave, burst, volley, rush, ward, finisher).
- Hidden weapons are real at every realm. Tang needles and daggers, thunder powder jars and Green Forest lime fly from Third-Rate on, as thrown weapons a guard blocks until Transcendent, as qi needles after; a throw keeps your hand's speed, and the Tang's Sleeve Step adds a sidestep's.
- Parries with qi. From First-Rate a parry turns a qi shot aside; from Life and Death it sends it back at the thrower. A bare-handed guard art (the Mysterious Jade Hand, the Seal of Adhesion) catches a shot and from Transcendent returns it.
- School signatures. Emei flank strikes, Namgung's piercing thrusts, Tang Sleeve Step, Shaolin's Unmoving Root, Qingcheng's Pine Wind, Kunlun's blows from above, Moyong's Star Shift, the Alliance's Shield Line, Green Forest dirty fighting, the Spear Master's lunge into a charge, the Beast Palace pounce, the Eastern Sea tide, the Ice Palace's frozen parry, the Five Poisons' withdraw and Thunderbolt Hall's blast step.
- Heavy strikes by school. A school's heavy now swings its own way (the Cult lunges a long way, Shaolin palms, Namgung and Mount Hua thrust, Kunlun leaps into a chop), and Namgung and Mount Hua fill the bar faster.
- Blades you can read. A body-first sword art draws one thin white trail along the blade's real path: an arc from the shoulder, a thrust's straight line, a whirl's full turn, a flurry's alternating cuts. From First-Rate the same stroke carries a soft edge of your qi's colour (plum pink for Mount Hua, pale taiji for Wudang, crimson for the Cult). Arts that release their qi show their own picture instead, never both. Before the blow, others see it coming: a star of light gathers on the edge of an infused blade, and a body-layer fighter roots in with a stamp of dust.
- The Peak spinning lunge. From Peak a lunge turns the whole body into a riptide spin for its travel, the swirl tinted by your qi. Sect NPCs spin too.
- NPCs read a heavy. A sect fighter who sees your heavy wind up may wait and raise its guard on the blow, a parry that beats the guard break; a slower one raises it early, and the heavy breaks it. Duels that nobody watches are decided with both masters' fighting styles, so a hard-trading style carries a weaker square.
World map
- A real terrain map. The K map now shows the land itself: height shading, water, coasts as curves. The whole world is predicted from the seed, so every region is drawn from the first visit, coarse first, with block-level detail where you have explored. It is saved with the world and in your game folder, so the next visit is instant.
- Whole-world bounds. The map no longer cuts off before Tianshan, Black Gobi, Snow Gate and Bogda; the frame lies in the open waste beyond every realm.
- Layers. Province lines are drawn from one source for both our map and JourneyMap. The sect-territory and faction-area colour bands are now a separate Faction lands layer, off by default; press T on the map to show it. Fronts, camps and commanders always show.
- Waypoints and find. Place waypoints on the map and search it. Waypoints carry over to JourneyMap.
- Map teleport. Ctrl-click the map to teleport, for operators and players with permission.
- Fitted hints. The control hints wrap onto as many lines as they need and the hover card is opaque.
Music
- Region music. Kaifeng and the Divine Mountain of 100,000 Demons have their own songs by Wulong: "Kaifeng" and "Om Mārasya Ājñā, Māraṇa Samhāra, Asura Qi Svāhā". Inside the city's outer moat or the Heavenly Demon seat's valley the song takes the place of the usual game music: the old track fades out and the song begins a few seconds later, then plays again after two to five minutes of quiet while you stay. Leaving, it fades out and the game music returns on its own. It follows the Music slider and the music frequency option; jukeboxes are untouched. Turn it off in Mod Settings, Audio, Region music. Both songs ship at full quality (48 kHz stereo).
World
- Sects stay in their own provinces. The small stand-alone sect temples (the Mount Hua, Shaolin, Wudang, Namgung, Emei, Qingcheng and Kunlun branch halls) no longer generate, so none turn up on free land such as Taiwan. Each sect is its main seat in its home province, with branch houses in the cities. The "find the sect" advancements and the guide's sect routes now lead to the main seats. Worlds made earlier keep the temples they already have.
- Cult and Alliance rulers in the hall. A city's ruler and quest giver now stand in the keep's throne hall instead of on its roof, and the Demon Supreme and the Alliance Leader stand before the throne.
Fixes
- A breakthrough that failed (or deviated, or was interrupted) left you stuck in the sitting pose until you pressed sneak; you now stand up when it ends, and onlookers see it too.
- Townsfolk, sect villagers, bandits and the Spear Master no longer wear Minecraft's flat straw farmer hat; they wear a cloth head band.
- Townsfolk of the Righteous, Unorthodox and Demonic factions showed a raw name key (sect.murimcraft.righteous) on maps and name tags; they now read Righteous / Unorthodox / Demonic.
- The heart demon no longer fights you in the loading screen. At the Life and Death breakthrough it waits until you have truly arrived in your inner world and takes two breaths to peel off. Then it stands and watches until you strike it first. The trial has no time limit any more: it ends when the shadow falls, when it beats you to the ground or when you leave the circle. Nothing in the trial, its flames included, takes your last half heart.
- An Original Manual now says why it will not cast (too little qi, too strong for your realm and crown point, a lost piece), and its tooltip tells you how to use and copy it.
- A refused attack (a rough piece, full hands, sealed hands) no longer swings the chain, and only a full-strength swing steps you forward, so fast clicks do not slide you.
- A sealed or deviating NPC goes still in the middle of a fight. With murim_circulation_required off, NPCs no longer circulate. Going still through a portal or a respawn drops toggle buffs and killing intent, and the "Auto-circulate when attacked" setting holds after a death.
- The Cult palace library, the bandit camp and the spear hermitage have no guardian, so their books stay closed to outsiders. A Divine blade's pour costs exactly its pattern's qi, and a hidden-weapon bundle costs none.
- Gauntlets are worn on the hand and forearm by players and NPCs, no longer held in the fist as a block.
- The iron fan is held by its handle (guard in the fist, leaf opening away from the hand), and NPCs hold it at chest height instead of over the face.
- The throwing dagger is held by its grip with the blade out of the fist, not lying across the waist.
- In first person a lunge's wind-up points the weapon at the crosshair, and the qiang eases more gently into its two-handed stance.
- The attack chains' body twist no longer turns players twice as far, and the dao's wrap-head cut and the staff's spinning flower turn once, not twice.
- Body forms that travel at a foe now connect: a palm strikes as wide as a palm of qi, flurries spread their blows across the arc, and Tiger Descends from the Mountain leaps to the nearest foe ahead and drops on it.
- A fan or wave released from the blade tip no longer skips a foe standing between you and the tip.
- A qi wave no longer shows its crescent out by the far wall during the windup: it leaves the blade with the qi, flies through the foe in front of you and breaks just short of the wall, leaning low enough to cut a foe in reach.
- A qi carrier marks the spot it actually strikes in its own shape (a slash, a palm print, a small bored hole, a fist bowl) instead of a crater or palm print on the ground near the wall.
- A qi-form slash flies with its qi from your hand to where you aim and leaves that same slash in the wall; Fierce Tiger Descends the Mountain no longer draws a huge crescent into the sky.
- A body-form plunge marks the ground where it lands, not where it jumped from; a qi-form plunge leaves no mark at the caster.
- A fan's trace stays inside its cone in front of the caster, not a full circle.
- Scattering Hand and Phoenix Nine throw their qi from the hand onto the circle round your aim point instead of raining it from high above (arts cast from a leap still rain from above).
- Joining the Tang works again: accepting the family head's offer opens the name screen instead of doing nothing.
- Hostile mobs no longer spawn inside Tang city or inside sect seats.
- The circulation game rule has its name and description in the settings screen.
- The pill furnace preview says "Ready to light: use flint and steel" and warns when there is no fire under it.
- Realm AI stall. A realm AI order could freeze the server for over half a minute while it searched for sect seats across a world-spanning war. The search is now bounded and cached.
- Refused war orders. AI orders to attack or reinforce an Alliance member hall were refused and repeated every pass. They are accepted now.
- War table. Every sect's war table is whole in its main hall, one lacquered board with a painted campaign map; the strategist desk and war table show only seats that stand in the world, so no ghost halls.
- Carts and horses. A hitched cart is part of its puller: it keeps up with fast runners and leaps, no longer lifts with a jumping horse, cannot be stuck inside, and snaps back after a teleport. Hitched horses stay put.
- Weapon racks and gear. Racks hold weapons at the right size and carry the smith hammer, the cangue's grain and paper slips are right, and gauntlets are held in the right pose in third person.
- Armoury of Ten Calamities. The roof now rests on its walls instead of floating above them; the Longquan corner pavilions as well. Newly generated only.
- Artifact ledger. An artifact destroyed in creative or cleared, then carried out by logging off, is marked lost at once instead of "carried by" forever.
- Stolen goods. The tooltip names the place where it was stolen: the ruling faction's land, otherwise the province.
- Mechanism case. Sneak and scroll with the case in hand cycles its modes, so you can leave Traps; a key, unbound by default, steps forward. Its tooltip points to Controls.
- Moyong. The Moyong manual now has a shelf in the creative tab.
- Introspection and tabs. Tab names fit whole; the Body, Techniques and Footwork rows no longer cut text or hide their state, and the footwork key shows as LAlt.
- Leap charge. The leap's charge starts reliably from a jump press made just before the movement tick.
- Distant terrain. A tiny block texture kept the whole block atlas from mipmapping, so far terrain shimmered. Fixed.
Known limits
- The new body blocks (medicine vat, blood pool, training posts) use placeholder art for now.
- The fine terrain map fills outward from the player over about half an hour per world; until then you see the coarse prediction.
- The Untouched by Water and Fire rung name is cut off at GUI scale 2; hover to read it whole.
- Worlds made earlier keep the stand-alone sect temples they already have, and body and qi systems start fresh with no old-save conversion.
This mod has no additional files

