CurseForge · Minecraft mod
Kingdomcome Combat
Add the combat system from kingdomcome deliverance 2 to Minecraft
Quick answer
Which Kingdomcome Combat release should I use?
Kingdomcome Combat kingdom_come_combat-1.7.4+neoforge-mc1.21.1.jar targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. 1 required mod needs a matching file.
Where it goes
Is Kingdomcome Combat required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Kingdomcome Combat kingdom_come_combat-1.7.4+neoforge-mc1.21.1.jar need?
kingdom_come_combat-1.7.4+neoforge-mc1.21.1.jar. Change the file and its required mods may change too.
Install Cloth Config API (Fabric/Forge/NeoForge), Fabric API, Player Animation Library, GeckoLib and 2 more first, but 1 required mod has no matching file for this setup. Do not mix loader builds to force a match. 1 comes through another mod in the chain.
1 extra mod was pulled in by another dependency. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add Kingdomcome Combat without breaking your instance.
Built for Kingdomcome Combat kingdom_come_combat-1.7.4+neoforge-mc1.21.1.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use kingdom_come_combat-1.7.4+neoforge-mc1.21.1.jar. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install Cloth Config API (Fabric/Forge/NeoForge), Fabric API, Player Animation Library, GeckoLib and 2 more first, but 1 required mod has no matching file for this setup. Do not mix loader builds to force a match. 1 comes through another mod in the chain.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside kingdom_come_combat-1.7.4+neoforge-mc1.21.1.jar. It opens that exact file at the source.
About this project
What does Kingdomcome Combat add?
This mod is still in early test, so if you discover bugs, please report it.
_# ⚔️ Kingdom Come-Style Combat for Minecraft
> A complete overhaul of Minecraft combat — inspired by **Kingdom Come: Deliverance II**, built around **directional attacks**, **stamina management**, realistic armor interaction, advanced AI, and deep data pack customization.
Directional Combat System
Say goodbye to simple clicks.
This mod replaces Minecraft’s basic combat with a **direction-based melee system**, where every attack matters.
* Attack from different directions
* Manage your stamina carefully
* Read your opponent’s movement
* Punish missed attacks
* Chain attacks into powerful combos
Human Mob AI
Human model mobs receive a completely new AI system designed for tactical combat.
New Damage Types
Weapons now deal different types of damage depending on how they are used.
Damage Types
| Type | Description |
|---|---|
| **Slash** | Used by swords, axes, and cutting weapons |
| **Strike** | Used by hammers, maces, and blunt weapons |
| **Thrust** | Used by pickaxe, sword, and stabbing attacks |
Each weapon finally feels different.
Armor That Actually Matters
Armor is no longer just a number.
Plate armor can stop a sword from cutting through it, while blunt weapons may be more effective against heavily armored enemies.
while wearing heavy armor slow you down
But armor does not make you invincible.
A well-placed strike to an exposed area — such as the head, neck, hands, or joints — can completely change the fight.
> Heavy armor protects you, but weak points still matter.
Accurate Hit Detection
This mod introduces a more precise collision and hit system.
Instead of simply damaging the whole mob, attacks can connect with specific body parts.
Examples:
* If an enemy wears a chestplate, aim for the head
* If armor covers one area, look for another opening
Combos and Advanced Animations
Master a wide range of combat techniques and combos.
*Learn* attack patterns, combine directions, and unlock devastating moves through practice.
*Features* include:
* Directional combo chains
* Unique weapon animations
* Heavy, light, and follow-up attacks
* Smooth combat movement
* Cinematic melee exchanges
The goal is to make every duel feel intense, physical, and satisfying.
Visual Combat Effects
Combat should look as powerful as it feels.
This mod adds immersive visual feedback, including:
* Blood effects
* Damaged armor visuals
* Visible impact marks
* Wounds that remain on creatures
* Broken armor details during combat
Every fight leaves a mark.
New Enchantment System
Enchantments are redesigned to make weapons feel more specialized and meaningful.
Bows and crossbows can now be pushed in different directions:
The choice is no longer simply “which weapon has better numbers.”
> Do you want speed, range, or raw stopping power?
Melee weapons also gain more focused enchantment paths.
You can build weapons around specific damage types:
* **Slash-focused enchantments** for cutting weapons
* **Strike-focused enchantments** for blunt force weapons
* **Thrust-focused enchantments** for piercing attacks
* Armor-breaking effects
* Stamina-pressure effects
* Weak-point damage bonuses
Enchantments now support your fighting style instead of just adding generic damage.
Passive Skill System
Learn passive skills to shape the way you fight.
Passive skills can improve your combat ability in different ways, allowing players to build unique fighting styles.
Possible passive skill paths include:
* Better stamina recovery
* Reduced stamina cost for certain attacks
* Stronger blocks and counters
... and more
Passive skills make progression feel deeper and more personal.
Powerful Data Pack Support
Almost everything in this mod is designed to be customizable through data packs.
You can modify:
* Weapon damage types
* Armor protection values
* Mob combat behavior
* Hit zones
* Combos
* Stamina costs
* Damage modifiers
* Compatibility settings for other mods
... and more
This makes it easier to integrate weapons, armor, and mobs from other mods into the new combat system.
> Build your own combat experience — without rewriting the mod.
Project description from CurseForge.
Pick your setup
Kingdomcome Combat by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.21.11
2 loader builds1.21.10
1 loader build1.21.8
1 loader build1.21.7
1 loader build1.21.6
1 loader build1.21.1
2 loader buildsCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Kingdomcome Combat versions and loaders
kingdom_come_combat-1.7.4+neoforge-mc1.21.1.jar
25 Aug 2026
kingdom_come_combat-1.7.4+fabric-mc1.21.11.jar
25 Aug 2026
kingdom_come_combat-1.7.4+fabric-mc1.21.10.jar
25 Aug 2026
kingdom_come_combat-1.7.4+fabric-mc1.21.6-1.21.8.jar
25 Aug 2026
kingdom_come_combat-1.7.4+fabric-mc1.21.1.jar
25 Aug 2026
kingdom_come_combat-1.7.3+fabric-mc1.21.6.jar
11 Aug 2026
kingdom_come_combat-1.7.3+neoforge-mc1.21.1.jar
11 Aug 2026
kingdom_come_combat-1.7.3+fabric-mc1.21.11.jar
11 Aug 2026
kingdom_come_combat-1.7.3+fabric-mc1.21.10.jar
11 Aug 2026
kingdom_come_combat-1.7.3+fabric-mc1.21.8.jar
11 Aug 2026
kingdom_come_combat-1.7.3+fabric-mc1.21.7.jar
11 Aug 2026
kingdom_come_combat-1.7.3+fabric-mc1.21.1.jar
11 Aug 2026
Looking for an older file? The official CurseForge project page is in Resources.