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[AN]Adaptive Nemesis

The dynamic difficulty balancing module specifically designed for integration packs aims to address the issue of difficulty imbalance in current mainstream integration packs, where the early game is too easy and the late game is too challenging.
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adaptive_nemesis-1.0.17.jar

File nameadaptive_nemesis-1.0.17.jar
Uploader
LOVE_U987LOVE_U987
Uploaded
Oct 1, 2026
Downloads
11
Size
567.4 KB
Mod Loaders
Forge
File ID
9030015
Type
A
Alpha
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:an-adaptive-nemesis-1530829:9030015")

Learn more about Curse Maven

What's new

⚖️ Trial of the Nemesis · Reforging the Balance ⚖️ v1.0.17 — Health bars no longer lie, and nemeses finally leave treasure behind

Ender Dragon Health Bar Fixed Boss Multipliers No Longer Doubled Nemesis Drops New Feature


"First, we see the imbalance."

"Then, we correct the scales."

"Finally, we make the nemesis worthy of its name."


📖 This Update's Contents


🐉 1 · The Ender Dragon's Health Bar Finally Stops Lying

Have you ever encountered this:

An Ender Dragon with a Champion modifier descends in all its glory, yet its health bar is pitifully short—less than a tenth of what it should be. You strike it once, and it falls. Not because it was weak, but because its heart was empty from the very beginning.

Now, this problem has been completely fixed.

🐉 What we did:

  • Health Bar Correction: Bosses now restore their health based on their true maximum health, rather than the "base value" before third-party mod bonuses. The higher the Champion modifier stacks, the higher the health bar will be, eliminating the awkward scenario of "a strong dragon with very little health."
  • Safeguard: A fallback has been added—even if adaptive scaling fails to trigger for some reason (no players nearby, entity blacklisted, scaling timed out), the Boss will automatically refill its health to the true maximum on the next tick. The imbalance will no longer be written into the save.

The dragon has a heart again. This time, the health bar tells the truth.


💥 2 · Boss Multipliers Are No Longer Secretly Doubled

Some bosses were meant to be strong.

But too strong is not a surprise—it's a shock.

Previously, the health and damage of certain bosses (such as the Ender Dragon and the Wither) were stacked twice with the same multiplier—not by design, but due to a small mistake in the order of reading values. The result: you thought you were facing a buffed boss, but in reality, you were facing a moving wall.

💥 What we did:

  • Corrected the reading order for "original values." It now checks in sequence:
    1. Original values recorded in old saves (compatible with legacy saves)
    2. True original values recorded before scaling
    3. Default attributes for the entity type
    4. Current base value as a fallback
  • Result: Bosses are only buffed once, and their values return to the level intended by design.

The two ends of the scale have finally returned to their rightful places.


🎁 3 · When a Nemesis Falls, It Leaves Behind Its Own Treasure

You hunt a nemesis not to watch it fall.

But for what it leaves behind after it falls.

Starting with this version, when a nemesis dies, it can additionally drop loot tables you've configured—on top of vanilla drops, giving you a share of the "nemesis's legacy."

🎁 How to use:

  • Ready to use out of the box: Set nemesisLootEnabled to true in the config to experience the built-in example drops (diamonds, emeralds, golden apples, enchanted golden apples).
  • Custom drops: Advanced players can:
    • Write nemesisLootTables in the config, separating multiple loot table IDs with commas;
    • Or write a data pack directly, defining their own nemesis loot tables in data/<namespace>/nemesis_loot/<name>.json.
  • Hot reload support: After modifying the data pack, press F3+T to apply changes immediately without restarting the game.
  • Safety fallback: If one table errors, it won't affect the others; you won't lose all drops due to a single configuration mistake.

🎁 Other details:

  • Nemesis identification is based on the existing NEMESIS_TAG, no additional configuration required.
  • TOML config and data pack config are merged and both take effect.
  • A built-in example data pack is located under examples/datapack/ for direct reference.

The nemesis's legacy is now defined by you.


📋 Update Overview

+ 🐉 Ender Dragon (with Champion modifier) health bar anomaly fixed
+ 🐉 Boss health now refills to true maximum health
+ 🐉 Added delayed health refill fallback; no imbalance even if scaling is skipped
+ 💥 Boss health/damage multipliers no longer stacked twice
+ 🎁 Nemesis drops configured loot tables on death (new feature)
+ 🎁 Supports TOML config + data pack + hot reload
+ 🎁 Built-in example loot tables, ready to experience out of the box

- 🐉 Ender Dragon with less than 10% health bar
- 💥 Secretly doubled Boss multipliers
- 🎁 The emptiness of "Is that all?" after a nemesis falls

⚖️ The scales are balanced, the nemesis is forged. ⚖️

"Every imbalance is a reminder."
"Every fix is to bring battle back to what it should be."
"May your nemesis be strong enough, and worthy enough."

GitHub

✨ To every player who hunts their nemesis.

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