dmzcombatremade-1.0.1.jar
Curse Maven Snippet
What's new
[1.0.1] — Hotfix
🐛 Fixed
- Quest-spawned enemies (e.g. "Kill the Saibamans", "Survive Wilderness Training", the early Namek Frieza Soldier quests) were being silently discarded the instant they spawned, making those quests impossible to complete. Those specific enemy spawns are now left alone, exactly as DMZ itself intends.
- Hostile mobs (vanilla or DMZ) could spawn inside or right on top of DMZ's own structures — Kami's Lookout, Goku/Roshi/Piccolo/Yamcha's houses, the Time Chamber, and every other DMZ landmark are now off-limits to spawns, at any height, with a configurable safety margin around them.
[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, andxaerooverlay— 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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