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0.9.1
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Without Honor: NPCs, Update 0.9.1
Epic Fight support
If you have Epic Fight installed (ver. 20.14.17), companions can now fight using its combat system - with real attack animations and movesets based on the weapon in hand. You switch it right in the editor: Combat tab β combat system β Epic Fight. Without Epic Fight everything works as before on vanilla combat - nothing to set up.
Example: give a companion a sword and turn on the Epic Fight combat system β it'll swing with EF animations, like a player character running that mod, instead of the vanilla swing.
Ranged combat: archers and throwers
The archer did fire before, but with no animation - it just stood there loosing arrows. Now it's the real deal:
- Bows and crossbows actually draw now - you can see the NPC aim and pull the string. It keeps its distance, circles you, and backs off if you get too close. Feels like a vanilla skeleton archer.
- Tridents get thrown. Put one in the NPC's hand and it winds up and hurls the trident in an arc, just like a Drowned. The weapon stays in hand, so it can keep throwing.
- Snowballs and eggs. No weapon in hand, but you dropped snowballs or eggs into the "Arrows" slot? The NPC will lob them at the target.
- Because of all this, the preset is now called "Archer / Thrower".
Turret: the "Hold position" toggle
A new option under Behavior β Combat. With it on, the NPC stays put but turns to face its target and shoots or strikes from that spot.
Chases whoever hit it
Shot an NPC from far away and ducked behind a corner? It'll come find you instead of standing there. Within reason - run far enough (about 40 blocks) and it gives up and goes back to its business.
Daily schedule
A big update to schedule mode:
- Global NPCs - schedules run even in unloaded chunks. Mark an NPC as "global" and it'll follow its route even when you're far away and its chunk isn't loaded β walk up to a spot and it's already where it should be for the time of day. Regular NPCs follow their schedule as before, while their chunk is loaded. This is a separate opt-in setting.
- Pose, facing and position per entry. For each schedule entry you can set not just "where to go" but how to stand: exact pose, which way to face, and the precise spot.
New dialogue conditions
Choice conditions got more flexible:
- Weather - a line only available in rain/thunder/clear weather.
- Time of day - e.g. only at night, or only between 6:00 and 18:00.
- Player state - by health, hunger, and active effects (e.g. "only if the player is poisoned" or "if HP is below half").
- NOT inversion - the "Β¬" icon flips any condition. "Β¬ holding a sword" = the line is available while no sword is in hand. The icon now has a clear tooltip.
New "Effects" action
Dialogue actions can now apply and remove potion effects: apply an effect (with duration and strength), remove a specific one, or clear them all. Effects are chosen from a handy list with icons and search.
Renaming dialogues and nodes
You can now rename a dialogue or any of its nodes without breaking anything - all transitions, entry points, and already-saved player progress move to the new name automatically. Look for the "β" pencil next to the name.
Formatting for choice text
The dialogue choice text now has a formatting toolbar, just like the NPC name field. Select a piece of text and a panel pops up: color, bold, italic and other styles. Example: highlight "[Threaten]" and paint it red so risky lines stand out at a glance.
Editor quality of life
- The Combat tab was re-laid-out - settings are grouped more clearly.
- The top editor tabs are now stretched evenly across the window (they used to bunch up on the left).
- "HP bar" is now a small colored square instead of a button, so you can see the chosen color at a glance.
Also fixed
- Mod items no longer stack - this is intended.
- Crossbows finally fire - they could previously charge forever and never shoot.
- "Match player's speed" while permanently following now works.
- Brought back the "Remove" button on the Emotecraft screen.
- The reply counter now includes combat phrases too.
- Various interface improvements, leak fixes, and code polishing.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:z3LQpsHg:Q9Nx07TL"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:z3LQpsHg:Q9Nx07TL"
}

