Awakened Mobs 1.1.0
Curse Maven Snippet
What's new
Awakened Mobs — Update
Mob defense was reacting to the player's hit without ever asking what the mob was actually doing at that moment. That let mobs guard, parry and dodge out of situations they should have been wide open in — including the execution window. This update puts every defense behind the mob's real combat state.
Fixed
Mobs could dodge or parry while staggered. Defense rolls ignored the mob's state entirely, so a mob that was stunned, reeling from a hit, knocked down, or sitting in the neutralized pose you execute from could still roll out of the way at full health. Staggered mobs now defend with nothing — that window is yours.
A staggered mob could hide behind a guard it had already raised. Even with the fix above, a mob that raised its guard before being knocked down or neutralized kept blocking hits from inside the execution window. Being staggered now drops the stance outright, and the hit lands in full.
A broken guard no longer saves the mob. Breaking a mob's guard only stopp it from raising a new one — it could still dodge or parry its way out of the stagger it just earned. A guard break now locks out every defense for the break cooldown, so the punish window works the way it was always described.
Mobs no longer defend out of their own attack. A mob committed to a swing can't cancel it into a parry or dodge anymore. Defenses read as reactions now instead of animation-cancels, and they come up noticeably less often.
Compatibility
- Combat Evolution. Combat Evolution brings its own mob stamina, mob guard and execution system on top of Epic Fight, and both mods were resolving the same hit — mobs blocked twice as often and executions felt inconsistent. When Combat Evolution is installed, Awakened Mobs now automatically leaves mob defense to it. Install both and it just works; no configuration needed.
New config options
Under [defense] in config/awakenedmobs-common.toml:
| Option | Default | What it does |
|---|---|---|
defenseEnabled |
true |
Master switch for mob guard / parry / dodge. Turn it off to run Awakened Mobs purely as an equipment and behavior mod alongside any other combat mod. |
deferToCombatEvolution |
true |
Automatically disables our mob defense when Combat Evolution is present. Set to false if you want both systems running at once. |
Everything else — weapons, armor, runners, fleeing, and the datapack equipment rules — is unchanged.
This mod has no additional files

