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Dragon Mine Z: Combat Remade

Every Dragon Mine Z enemy gets real stats, real scaling, and real danger — from Elite mobs and massive zone bosses to whole regions of the map that get tougher the longer you fight in them.
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dmzcombatremade-1.0.0.jar

File namedmzcombatremade-1.0.0.jar
Uploader
LCD_TheOGLCD_TheOG
Uploaded
Aug 8, 2026
Downloads
155
Size
155.5 KB
Mod Loaders
Forge
File ID
8600701
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:dragon-mine-z-combat-remade-1644189:8600701")

Learn more about Curse Maven

What's new

## [1.0.0] — Initial Release

The first public release. DMZ Combat Remade turns every DragonMineZ hostile mob from a flat,
identical stat block into a real, individually-rolled opponent, then builds a whole scaling
danger system around it.

### ✨ Added — Core Combat

- Every DMZ hostile mob (Saibamen, Red Ribbon soldiers/robots, Frieza Soldiers, dinosaurs,
  sabertooths, and more) now rolls its own six-stat sheet — Strength, Strike Power, Resistance,
  Vitality, Ki Power, and Energy — instead of sharing one hardcoded baseline.
- Enemies spawn scaled to be at or above the nearest player's own Battle Power, so they stay a
  real threat at any stage of progression.
- **Elite enemies**: a small chance for any spawn to roll as a tougher Elite variant with a bonus
  combat trait (extra power, extra defense, or extra speed) and a glowing aura visual.

### 🗺️ Added — Danger Zones

- The world beyond a safe starting radius around spawn (2000 blocks by default) is split into
  independent zones, each climbing through 5 escalating danger tiers the more it's fought in.
- **Zone bosses**: massive, 5x-scaled enemies that gate a zone's next danger tier — defeat one to
  permanently unlock the next tier for that zone.
- Zones left alone long enough naturally cool back down a tier on their own, resetting instantly
  the moment a player sets foot back in.
- Zone danger tier 5 has no ceiling at all — a zone fought in long enough can keep climbing
  indefinitely.
- Killed mobs are cleared out of a zone whenever its danger tier changes, so leftover enemies
  never linger scaled to the wrong difficulty.

### 🐉 Added — Progression & Loot

- Two new Dragon Ball wishes: lower every zone's danger tier by one, or raise every zone up a
  tier — both work through Shenron and Porunga automatically.
- **Zone Capsules**: new roll-based stat-bonus items exclusive to this mod, dropped from kills in
  the highest-tier zones — better odds and bigger rolls from Elites, and a guaranteed multi-drop
  from a zone boss kill.

### 🌍 Added — World Coverage

- Full zone/danger system extended to Namek and the Sacred Kai Planet, each with their own
  fitting enemy rosters.
- Optional support for DragonMineZ Plus: its six ground planets get the same zone system too,
  with no safe starting area at all out there.

### 🗺️ Added — Compatibility

- Optional Xaero's Minimap/World Map integration: zone boundaries and danger levels drawn
  directly on the map when Xaero is installed. Not required to play.

### 🔧 Added — Quality of Life & Admin Tools

- DMZ's ki-sense Battle Power label recolored to a more legible blue by default.
- Op-only commands for server owners: `purge`, `inspect`, `zoneheat`, `zonereset`, `zoneup`,
  `zonedown`, and `xaerooverlay` — see the mod page for the full list.
- Every number in this release — spawn scaling, Elite odds, zone sizes and danger curves, boss
  stats, loot odds, decay timing — is exposed in the config and can be retuned or disabled.

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