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Dota 2 Heroes

Replicates iconic Dota 2 heroes into Minecraft as challenging hostile mobs.
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dota2heroes-forge-1.20.1-1.16.5.jar

File namedota2heroes-forge-1.20.1-1.16.5.jar
Uploader
AlfaYXGamingAlfaYXGaming
Uploaded
Sep 9, 2026
Downloads
12
Size
1.4 MB
Mod Loaders
Forge
File ID
8845741
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:dota-2-heroes-1616786:8845741")

Learn more about Curse Maven

What's new

1.16.5 - Earthshaker Visual Fidelity and Fissure Barrier Revision

  • Refine Earthshaker's original Minecraft-style model into a lower gorilla-like silhouette with longer forearms, shorter legs, an animal-like muzzle and tusks, orange-brown fur, slate-blue armor, and a larger diagonal stone totem while preserving all 14 GeckoLib animation contracts.
  • Raise Fissure's default temporary collision ridge to approximately three blocks, clamp configuration safely to 2–4 blocks, keep renderer and collision height synchronized, and maintain continuous path coverage for ordinary players, mobs, and projectiles.
  • Safely displace occupants from a newly raised ridge to a loaded, collision-free position without replacing world blocks, force-loading chunks, or changing creative and spectator passthrough behavior.
  • Add focused policy, projection, live-client, reconnect, dedicated-server, performance, persistence, world-integrity, and two-client regression coverage for the revised barrier and complete Earthshaker ability set.

1.16.4 - Earthshaker Echo Slam

  • Add rank-scaled, server-authoritative Echo Slam with named commit, primary-impact, visual-end, navigation-unlock, and recovery ticks synchronized to a finalized original Blockbench totem ground-slam animation.
  • Resolve one stable bounded hostile snapshot at impact, cap query/contributor/affected counts and per-target/aggregate damage, reject invalid or unloaded entities, and apply exactly one combined primary-plus-echo damage event per valid target.
  • Add deterministic crowd-aware ultimate AI with anti-waste and repeat penalties, persistent cooldown/impact state, pre-impact death cancellation, post-impact atomic completion, and exactly one non-recursive Aftershock trigger after primary damage.
  • Add compact distance-culled polygon ripple VFX with particle-density scaling, plus unit, live, reconnect, dedicated-server, dense-crowd, invalidation, death-boundary, and two-client synchronization coverage.
  • Validate 124 automated tests, 385 model checks, primary/reconnect LIVE gameplay, dedicated-server classloading, bounded low-particle performance, and host/peer multiplayer synchronization.

1.16.3 - Earthshaker Aftershock

  • Add rank-scaled, server-authoritative Aftershock procs at the committed Fissure impact and Enchant Totem arm ticks, with a reserved inactive Echo Slam trigger identifier.
  • Enforce a fixed trigger whitelist, one proc per bounded persisted cast UUID, internal debounce, recursion protection, stable capped target ordering, faction and invulnerability checks, and Earthshaker damage attribution.
  • Add reversible owner/token/expiry stun handling shared with Fissure so overlapping crowd control never shortens the longer effect and cleanup never permanently alters entity AI.
  • Add a deterministic distance-culled teal ground pulse with cardinal notches, synchronized proc tick/sequence primitives, hard-capped rank configuration, and bounded crowd-aware AI utility.
  • Validate 119 automated tests, 364 model checks, primary/reconnect LIVE gameplay, dedicated-server classloading, low-particle performance, crowded combat, and two-client synchronization.

1.16.2 - Earthshaker Enchant Totem

  • Add rank-scaled, server-authoritative Enchant Totem with named cast, arm, empowered-impact, consume, navigation-unlock, recovery, and expiry timing.
  • Empower exactly one later Earthshaker melee with a configurable total damage multiplier, bonus reach, and knockback; consume the charge atomically on the first committed impact attempt, including misses and invulnerable targets, without duplicate damage or callback replay.
  • Persist unexpired charge snapshots and cooldowns across save/reload and reconnect while clearing charge on expiry, death, or dimension transfer; preserve an armed charge through unrelated Fissure casts.
  • Add deterministic pursuit-aware AI, finite rank 1–4 configuration with hard caps, operator force/inspect support, a readable charged boss-bar fallback, and bounded low-particle presentation.
  • Finalize original one-shot Blockbench charge and empowered-attack animations, validate 364 asset checks, and add unit, dedicated-server, live, restart, performance, regression, and two-client synchronization coverage.

1.16.1 - Earthshaker Fissure

  • Add rank-scaled, server-authoritative Fissure with deterministic loaded-terrain projection, named commit/impact/recovery events, persistent cooldowns, short failed-cast retry lockout, and exactly-once hostile damage, stun, and safe knockback.
  • Raise an original temporary voxel earth ridge using bounded, destructible controller/segment entities that obstruct living movement and projectiles without replacing blocks or force-loading chunks; creative and spectator players pass through.
  • Persist cast ownership, geometry, expiry, health, cooldown, action cursor, and navigation-lock state while enforcing per-cast, per-owner, per-chunk, and per-dimension safety caps plus cleanup on expiry, owner loss, death, reload, and configuration reduction.
  • Finalize the one-shot Blockbench Fissure animation with heavy totem anticipation, raise, ground plant, recoil, follow-through, and recovery synchronized to the server timeline, plus bounded telegraph, impact, growth, crack, and crumble presentation.
  • Add operator force/inspect support, readable rank 1–4 Forge configuration, focused geometry/timeline/persistence/isolation tests, real-client terrain and world-integrity acceptance, restart recovery, dedicated-server smoke coverage, and two-client tracking verification.

1.16.0 - Earthshaker Foundation

  • Add Earthshaker as a configurable boss entity with spawn egg, creative-tab entry, localized names, boss bar, drops, persisted hero progression, and inspect/set/debug commands.
  • Add an original Minecraft-style Earthshaker model and texture with a broad gorilla-like gait, forward knuckle-led locomotion, and a stone totem carried across the upper back and used for both melee attacks.
  • Add server-authoritative, deterministic alternating totem sweep and slam timelines with range, line-of-sight, faction, immunity, and invulnerability revalidation at exactly one named impact tick.
  • Add synchronized awakening and action state, stable animation priority, persisted combat state, finite configuration clamps, and dedicated-server-safe client rendering.
  • Reserve stable identifiers for Fissure, Enchant Totem, Aftershock, and Echo Slam without enabling their gameplay effects; defer Seismic Shrine until its full encounter lifecycle can be implemented coherently.
  • Validate model parity, 97 unit tests, real-client gameplay and reconnect behavior, two-client TCP synchronization, and dedicated Forge server startup/save/load/class-isolation smoke tests.

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