Awakened Mobs 1.0.5
Curse Maven Snippet
What's new
Fixed
- Guard no longer applies to other mods' mobs — mobs like Hollows and Solomonks that spawn holding a weapon were inheriting the guard/parry/dodge behaviors. Defense is now restricted to mobs that Awakened Mobs itself armed. Mobs armed before this update are migrated automatically on chunk load.
- No more infinite guard chains — raising a guard now puts it on cooldown, so a mob can no longer drop its guard and immediately raise a new one on the next hit.
Added
- Guard break — each guard stance can only absorb a limited amount of damage
(
guardStability, default 10.0, measured on raw pre-reduction damage). Once spent, the guard shatters: the mob staggers wide open (Epic Fight neutralized reaction, shield-break sound) and cannot guard again forguardBreakCooldownTicks(default 5s), giving the player a real punish window. - New config options under
defense:guardStability(default10.0) — damage a single guard stance can absorb before breaking;0= the first blocked hit always breaks it.guardBreakCooldownTicks(default100) — re-guard lockout after a guard break.
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