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Wild Hunt

Hunt apex monsters on their own grounds, break their parts, carve them, and forge their bones into weapons and armor. Solo or co-op.
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Wild Hunt 0.5.0-release.1 [NeoForge 1.21.1]

File namewildhunt-0.5.0.jar
Uploader
RulturesRultures
Uploaded
Oct 7, 2026
Downloads
201
Size
4.3 MB
Mod Loaders
NeoForge
File ID
9089652
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:wild-hunt-1684315:9089652"

Learn more about Curse Maven

What's new

Wild Hunt 0.5.0

The Guild moves into its headquarters. This update is about the hall and who lives there: a new building with every wing attached, a beast to ride, a pen for what you capture, and monsters that fight each other.

Keeping your world

  • Your hall from 0.4.0 stays exactly as it is, with every building you paid for, and it keeps working: the Receptionist and the Smith, the Canteen, the Garden and the Training Yard, and anything you have built around them.
  • Everything new in this update is available at that hall too. The Kennel and the Research Habitat can be bought there like the other wings, the Guild Chef walks in once the Canteen stands, and the Smith and the Receptionist work their stations as they do in the new hall.
  • What an old hall cannot become is the new headquarters building: that only generates with new halls. To see it, with its five wings already standing, find a Guild Hall in land you have not explored yet (the hunting grounds are not affected; any hall will send you there).
  • Nothing you placed yourself inside or around a hall is ever removed by an upgrade. If something stands in the way, the Receptionist tells you what and where, and nothing is taken until it is clear. Fallen leaves, saplings and the stumps of burnt trees are swept up for you.

New: The Guild Headquarters

  • A new hall: a nave with two aisles and galleries, a watchtower, a porch and a plaza, with the quest board along the back wall and the Receptionist's counter and the Smith's forge inside.
  • All five wings stand with it from the start, at level one: the Canteen to the east, the Herb Garden court to the west, the Training Yard behind, the Kennel and the Research Habitat beside them. Each is joined to the hall, and each grows in place when you pay for the next level.
  • Canteen, Garden and Yard have been redesigned as connected wings with the same two levels as before. The Kennel gains a second level; the Research Habitat has four.
  • The land around a hall is cleared of trees when it generates, lava lakes no longer form beside it, and no pillager outpost generates on top of it.

New: Guild Chef

  • The Canteen's head cook stands at the counter. Right-click him to order a meal; the same meals, makings and effects as before. The counter points you to him.
  • He is one person per canteen, and stays through reloads, restarts and the level two upgrade.

New: The Vargrim

  • A hunting beast of your own. Forge a Vargrim Whistle at the Smithy (rank 2) and blow it once to be given one; blow it again to call it. Press V to call it when it is out of sight.
  • Ride it: it walks, sprints and jumps, and carries you across the hunting grounds. It follows you, waits where you tell it, and comes to your camp on a hunt.
  • Send it to gather: it digs up herbs, bones, mushrooms and berries nearby and brings them back.
  • Let it fight: it bites, howls to pull a monster's attention off you, and backs off when hurt. Choose whether it defends you or attacks.
  • Dress it with a saddle, a collar and a charm, each with its own effect, forged at the Smithy. The Kennel at the hall rests a hurt beast faster.

New: Capture and the Research Habitat

  • A captured monster is no longer gone. It goes on the Guild's register and, if your hall's habitat has room for its size, into the pen, where you can walk among them.
  • Feed a resident meat at the trough and it heals and settles. Residents are studied over time: the research board shows each species' weaknesses, resistances, materials and habits as the Guild learns them.
  • The Hunter's Notebook carries those pages with you.
  • The habitat has four levels. The reinforced apex habitat holds Kharzul and the elder dragon.
  • Release a monster from the board and it runs off into the wild. Nothing in the pen can hurt you, and nothing you throw at it hurts it.

New: Turf wars

  • Two monsters on one hunting ground fight. They size each other up, trade blows, and the loser runs. The winner is open to a hunter for a moment after.
  • Now and then an intruder arrives on a hunt uninvited. Let them fight, or keep your target to yourself.
  • Each monster has its own traits, reach and challenge in a data file, so a pack can tune them.

Changed

  • The Receptionist and the Smith have new models and faces, with name labels over their heads you can read across the hall and through walls.
  • They work when nobody is talking to them: the Smith hammers at the anvil, sharpens at the grindstone, stokes the furnace, quenches and inspects her work, with the sparks and the clang on the blow; the Receptionist writes the ledger, stamps contracts, fetches books, files papers and pins notices on the quest board. Both look up when you come near and stop the moment you talk to them.
  • They walk round benches and tables instead of over them.
  • The Kennel's call key needs the Vargrim Whistle in your bag.
  • A monster's victory roar after a turf war is shorter.

Fixes

  • Captured monsters: a pitfall trap, tranq bombs or sticky shells used in the pen no longer freeze a resident or pay capture rewards twice. A monster captured while exhausted arrives rested. Residents are kept on Peaceful difficulty. Killing one with a command is final rather than an endless carcass.
  • An ascended Kharzul and a Fulgur Skarn no longer replay their transformation every time their chunk loads.
  • In a turf war the monsters no longer stand inside each other, and the loser no longer turns round and comes back.
  • The Smith and the Receptionist stood still for ever; their rounds never began. They move now.
  • A Canteen upgrade could be refused for saplings and sticks lying on its roof.

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