File Details
v0.2.5
- R
- Jun 16, 2026
- 136.84 KB
- 29
- 1.21.1
- Fabric
File Name
Craftics - Official Modpack-v0.2.5.zip
Supported Versions
- 1.21.1
0.2.5
Combat and Camera
- The camera no longer follows enemies and allies around during their turn by default. A new "Camera Follows Enemies" setting (default off) controls the panning, and enemy-turn pacing ("Cinematic Enemy Turns") now defaults off as well so enemy turns play at full speed. Both can be re-enabled in the config
Gameplay, Progression, and Economy
- Full content rewrite verified against the code: every bestiary stat line now shows the real base values from biome data (with a visible "stats scale with biome, level & party" note), boss entries match the live boss roster and abilities, and stale mechanics (old goat horn taunt, echo shard recall, 13% trader chance, unavoidable ambush, triangular bleed numbers, flat +1-per-tier weapon damage) are gone
- New coverage: affinity points and all eight affinity perks, per-weapon AP costs and the real damage tables, damage types explainer, bush stealth, temporary walls and fire spread, stacked enemies, food and eating (golden carrot), goat horn variants, hybrid armor sets (all 15), mob heads, every between-level event including Dig Site / Wandering Enchanter / Piglin Barter / the Something Shiny vote, a Multiplayer category, hub/campaign/NG+/achievements pages, and addon pages for Golem Overhaul, MoreTotems, Basic Weapons, instruments and Pale Garden Backport
- Bestiary additions: Bogged, Breeze, Slime, Vex, Creaking, End Crystal. Removed the Ashen Warlord entry (boss is not in the rotation; Basalt Deltas belongs to The Wither). Boss entries are renamed to their real display names
- Boss bestiary entries actually unlock now: the server unlocks the boss's display name ("The Revenant") on boss fights instead of only the base mob type, which previously left every boss entry permanently locked
- New guide book UI: responsive parchment-and-leather layout that scales with the window, item icons on every category, entry and bestiary cell, an icon grid bestiary with a discovery progress bar and hover tooltips, structured stat badges (role/HP/ATK/DEF/SPD/RNG/size) with color-coded weakness/resist lines, custom hover states, a real scrollbar, page-flip arrow keys, and gold-bordered boss cells
Combat and item tuning
- The Frostbound Huntsman's harpoon pull now telegraphs a full arena lane (row or column) in the direction of forced movement, making the direction unmistakable before resolution. Bestiary entry is updated with phase 1/2 breakdown and current ability descriptions
- Armor durability simplified: each hit dealt to the player now costs 1 durability per piece (all four slots simultaneously) instead of scaling with damage amount. A full diamond set lasts ~90 hits before breaking
- Pottery sherds are no longer guaranteed single-use. Casting now has a 10% base shatter chance that is reduced by Special affinity (points + potency bonus), and sherd tooltips were updated to show the new break-chance behavior
Stability and Fixes
- Artifacts mimics track their attack rhythm per fight instead of sharing one across the server, so simultaneous campsite events no longer desync. The per-fight AI mechanism is generalized and also covers blazes
- Hovering a phase-two boss no longer shows a bogus phase=2 status effect in the inspect panel
- Removed a leftover Artifacts debug log that printed every turn, and cached the mimic reflection lookup that retried a class load per spawn when Artifacts is absent
- The composite-action dispatcher rejects a second movement sub-action in one composite instead of silently dropping the first move
- fabric.mod.json now lists all twelve mods Craftics integrates with, so modpack tools can discover the compat surface
- The shared hit-and-run helper is now size-aware for its retreat scan
World, Arenas, and Multiplayer
- Concave shapes work now. The corner sorter ordered markers by angle around their centroid, which self-intersects on shapes like an L (its concave vertex sits at the centroid), so the playable mask covered regions outside the drawn outline and mobs, floor, and hover targeting showed up out there. Rectilinear outlines (L, T, plus, U) are now reconstructed exactly from their edge structure, and convex outlines (diamond, octagon, hexagon) keep the angle sort, which is correct for them
- Corner markers can be buried under a regular block on purpose. Each corner now resolves to the surface of whatever covers it, and the arena floor takes the most common corner surface instead of the raw highest marker. A hidden marker no longer drags the floor a block down, which was making the whole interior read as obstacles
- The border ring paints one continuous band of border concrete at the corrected floor height, so it no longer eats blocks a level below the surface and no longer shows up speckled and inconsistent
- Biome obstacle decoration is skipped for polygon arenas. The placers picked tiles across the whole bounding box with no idea of the mask, which scattered random boulders and hazards outside the outline
- The clear-above sweep, tile classification, and player-start snap are bounded to the drawn shape, so terrain outside the outline is no longer wiped, classified, or chosen as a spawn
- A polygon that fails to produce a playable mask now degrades to a plain rectangle over the marker bounding box with the ground preserved, instead of flattening the full level rectangle and laying a stone underlayer
- Two corner markers placed side by side no longer leave a marker block behind when they blend out, and spawn markers (gold, iron, copper, coal) can be buried one block under the floor like the corners
Multiplayer behavior
- Bush invisibility no longer wears off after one turn for a player who stays in the bush. The hide is a rolling buff that needs constant refreshing, and only the current turn-holder was being ticked, so a teammate's stealth lapsed as soon as the turn rotated away. Every party member is refreshed now
- The hidden fire-resistance baseline that blocks vanilla fire and lava damage is enforced for the whole party, so a teammate whose potion fire resistance expired off-turn is no longer left burning
- A teammate knocked below the arena outside their own turn is now rescued and downed through the normal combat flow, instead of falling into the void and dying through vanilla damage
- Water boats are tracked per player. With the old single shared boat, a player parked on water across a turn rotation had the next turn-holder pulled into their boat, and the boat then followed the wrong player's movement
Playtest and usability polish
- Pets returning to the hub now land on the same floor as the player. A pet's offset landing spot could previously resolve on top of a tree, or past the island edge it found no ground at all and left the pet in midair to fall into the void, which silently killed returning pets
- Tile highlights now draw on top of snow layers, so boss telegraphs and the move grid stay visible on snowy arena tiles and under snow golem trails
- Skeletons and other ranged mobs summoned from spawn eggs now fight as ranged kiters with proper range and their iconic weapon in hand (bow, crossbow, trident) instead of bare-hand melee
- Arena schematics with unsupported sand or gravel are stabilized at build time, so terrain no longer collapses when a fight starts and snow resting on top no longer breaks
- Chicken taming is now documented: any seeds work (wheat, melon, pumpkin, beetroot). Seed tooltips cover who they tame, and a new Taming Foods page in the guide book lists every taming item
UI, UX, and Presentation
- Every mob type picks its attack animation from a style registry: spiders pounce, golems and ravagers slam, wolves and cats dash, slimes hop and crash, endermen blink, archers draw. Three new styles add ram (goats, camels), jab (insects, small critters), and channel (witches, evokers). Addon mobs can register any style via CrafticsAPI.registerAttackAnimation, and unregistered mobs keep the classic lunge
- Mob poses got their missing beats: arms snap forward on the hit and ease back to neutral instead of staying cocked, bosses channel with raised arms during telegraphs and roar at phase two, and stunned enemies slump and wobble through their skipped turn
- Co-op avatars no longer share one attack-animation timer, so a teammate's swing can't cut yours short or freeze their avatar, and combat end cleans up every avatar
- The enemy roster is now heads-only: a compact grid of mob portraits with no per-enemy HP bars. Hover an enemy for its bar and numbers in the inspect panel. The boss keeps the one always-visible HP bar at the top of the roster
- The act-order strip's gold acting-now highlight appears for every action, not just attacks: walks, teleports, and ceiling hops all show, and the camera follows the mover
AI and Encounter Design
- Chorus Mind's Resonance Cascade now hits the warned tiles instead of the boss's own tile. Its phase-two spread grows real chorus obstacles, it blinks beside plants instead of onto them, and its abilities aim from where it lands
- Shulker Architect's Bullet Storm is now a real telegraphed volley with the advertised bullet count, and Teleport Link no longer drops the boss onto its own turret
- The Void Herald's phase-two platform collapses resolve reliably instead of being cancelled when another telegraph fires the same turn, and its blink assault respects its 2x2 body
- The Molten King no longer teleport-erupts onto your tile or clips its 4x4 body into walls in a crowded arena, and a blocked leap no longer wastes the cooldown
- Across seven bosses, abilities no longer burn their cooldown when they can't find room to fire, so a crowded arena no longer locks out summons, charges, and rifts
- The Bastion Brute's gore charge stops at deep water, the Wailing Revenant throws a weak fireball instead of idling on full cooldown, and the Wither's decay aura is genuinely passive now
- Phantoms each build their own dive-speed streak instead of sharing one, and no longer park on top of you or your pets while circling
- Zombified piglin pack aggro is now per fight instead of a global flag that never reset. Hit one and its arena packmates turn on you, even if the victim dies to the first hit, and your allied piglins no longer feed the enemy pack's damage bonus
- Magma cubes complete multi-tile bounces instead of laying the fire trail without moving. Both bounce types move and leave the trail, and fire only lands on burnable floor. The same dispatcher fix restores follow-up moves bosses queued behind a telegraph
- Wither skeletons patrol independently instead of sharing one heading, so they no longer march in lockstep
- Hoglins gained the ground stomp their description promised: surrounded by two or more attackers they slam everything around them, and they no longer charge through hazards
- Blazes time their barrage around your pets too, backing off a wolf in their face while keeping you in fireball range. Ghasts panic away from nearby threats and find the around-the-corner drift instead of freezing
- Endermites refuse to blink onto water, like their enderman cousins
- Fixed a state leak in nearly every boss: one shared AI object served all fights, so a boss killed in phase two left the next one starting in phase two with stale cooldowns. The Broodmother's nest cycle and the Hollow King's darkness leaked between fights. Every boss now gets a fresh brain per fight
- Phase two is now a moment: a combat-log callout, a PHASE 2 banner for the party, a roar with a particle burst, and a camera shake with a dark-red flash. The boss HP bar keeps the news with a gold frame and a II badge
- Killing a boss got its payoff: a golden defeat banner, explosion bloom with totem rain, a wither-death knell, and a screen shake and flash. The Molten King's fragments no longer read as a defeat until the last one falls
- Boss intros name the boss in the title card instead of the level, with a heavier sound sting
- Boss telegraphs are easier to read: warned tiles get a pulsing outline and ghost through walls, so a telegraph hidden behind terrain can still be dodged
- Boss minion summons no longer drop reinforcements into lava or fire when safe tiles exist
- Archers and casters kite away from your pets too, not just you. Their retreats and firing spots use tiles they can actually reach this turn, and none back into lava to dodge a sword
- Creepers defuse if everyone leaves the blast radius while the fuse hisses, resuming the chase instead of detonating an empty tile. A creeper about to die blows anyway, and the blast check counts your pets
- Ravager ground stomp now works: surrounded by two or more attackers, it slams an AoE instead of tusking one target
- Vindicators no longer rook-dash through lava or fire
- Spiders retreat to the ceiling to reset their ambush when badly hurt and stop webbing a player who already has a web. Cave spiders bite and scuttle out of reach so the poison does the work
- Husks now get the undead horde bonus like zombies. Wounded zombie villagers panic with +1 attack and +1 movement below half HP. The horde bonus no longer counts the mover's own old tile or your undead allies
- Silverfish swarm: hurt one and the group speeds up. Bee swarms enrage even when the stung bee dies in one hit
- Endermen never teleport onto water, and goats lined up with you deal a true ram, more damage the longer the run-up
- Polar bears use their full 2x2 bulk for reach and their maul knocks you back a tile. Enraged wolves get +1 damage per packmate biting the same victim. Foxes, ocelots, and angry cats strike and spring back out with leftover movement
- The witch's self-heal actually heals now instead of just walking away, and each witch rotates her own brews
- Fixed state-sharing bugs where the evoker, enderman, drowned, and witch kept per-fight state on their shared AI. Evokers stopped summoning vexes after one fight, one frenzied enderman frenzied all future ones, and the first drowned's trident roll fixed every drowned's loadout. Per-mob state now lives on the mob
- Pillagers fire at their stated range 3 instead of 4, and llamas honor their registered spit range
- Evokers summon a second vex when first wounded below half HP
- Tanks (iron golem, turtle, goat) interpose: when the biggest threat is too far to strike, they plant themselves between it and you instead of leaving you open
- Supports (axolotl, frog, villager) hold the player-adjacent tile farthest from the nearest enemy, out of the charge lane
- Melee allies no longer walk past a kill they could secure: scoring favors enemies they can reach and finish this turn
- Flyers (parrot, bee, allay) dive the weakest enemy they can reach and kill this turn, not the globally weakest
- Ranged allies (llama, snow golem) pick a kiting tile that gains the most distance while keeping the shot lined up, instead of hopping two tiles straight back
- Fleeing allies find the around-the-corner escape when the straight line is blocked, and skittish farm animals do the same instead of freezing
HUD, grid, and interaction
- Cursor picking now tests mob hitboxes first, so clicking a tall mob's body no longer selects the tile behind it. It honors wall occlusion and skips invisible mobs so stealth isn't leaked
- Fixed the turn banner fade, which was dead code, and its per-frame timer that made the collapse vary with FPS. The same FPS dependence affected warning-tile and hover pulses
- AP/SPD pips show one per point with adaptive sizing, instead of a fixed 3-slot layout that didn't drain until below 3
- Fixed the +N more enemy collapse double-counting the boss and duplicating a head in the mini list
- Tall grass, ferns, cobwebs, and stairs now read as walkable in client previews, matching the server
- Deep water now reads as unwalkable in the move preview, matching its instant-kill server tile, and the hover cursor no longer flickers on tile boundaries
- Combat HUD: a clickable End Turn button showing the live keybind, smooth HP bars with damage-ghost drain, attack AP cost on the mode pill, an N SPD cost tag at the cursor, an act-order strip during the enemy phase, a theme hint in the inspect panel, HP numbers only on damaged enemies, and a red screen edge below 30% HP
- Grid: perimeter outlines on move/attack/AoE regions, a hover cursor ring, and a movement path preview. Occluded highlights ghost through walls, the preview threads through allies, and the renderer is de-duplicated across both Stonecutter branches
- Threat overlay: press Y to see every tile enemies can reach and strike this turn, drawn under your highlights and hidden while Blinded
- Level select: clickable cards with hover feedback, clickable progress dots, Enter-to-play, tab tooltips, ??? on undiscovered locked biomes, a focused card that swells, a scrolling tab bar, and Up/Down to cycle dimensions
Economy and event systems
- The Nether has its own trader: a piglin bartering station replaces the wandering trader. Offer gold ingots with plus and minus buttons, and the more you offer the better your odds. A failed barter still costs the gold and returns junk like gravel, soul sand, or crying obsidian
- Five piglin barter categories, hinted by the piglin but never showing the odds: Warmonger (combat gear), Hoarder (gems like diamonds, emeralds, and iron, never gold), Flesh Dealer (food, potions, and brewing items), Relic Trader (rare curiosities, fire charges, blaze rods, and supported addon curios), and Beast Tamer (Nether mob allies)
- Overpaying past the hidden threshold can earn a bonus second item
- Each player in co-op makes their own offer and gets their own outcome
- Addon support: mods and datapacks can add new barter categories and contribute items to existing pools through the Craftics API or data/<namespace>/craftics/barter/*.json files
Progression and reward scaling
- Enemy count now ramps up within a biome instead of being driven by how deep you are in the campaign. Every biome starts at 3 enemies on its first level and adds 1 per level, then resets to 3 at the start of the next biome. Later biomes still get harder through enemy stats, not by piling on bodies from the first level
- Level completion rewards now scale with how many enemies you fought, so an early few-enemy level pays less loot and emeralds than a later full one
- Once you have beaten a biome's boss, every level in that biome spawns the biome's peak enemy count, so replays stay full strength (and pay full rewards)
Follow-up stability fixes
- Speed and Haste buffs gained mid-turn now take effect the same turn instead of the next one, so a Speed boost from an instrument, potion, goat horn, or pottery sherd immediately adds the extra movement or action points you would expect

