dmzcombatremade-1.1.2.jar
Curse Maven Snippet
What's new
[1.1.2] — Hotfix
🐛 Fixed
- Summoning a Shadow Clone (via Mr. Popo at Kami's Lookout, or the Minigames menu's Shadow Dummy option) would silently do nothing whenever tried at Kami's Lookout or inside the Hyperbolic Time Chamber, since this mod's own protection against enemies spawning inside Dragon Mine Z structures couldn't tell a wild monster apart from a harmless training dummy you summoned yourself. Shadow Clones now always summon correctly no matter where you use them.
[1.1.1] — Hotfix
A follow-up pass on 1.1.0 covering multiplayer correctness, JourneyMap polish, starting-zone balance for new characters, and two real bug fixes — vanilla mobs not spawning, and a serious server performance issue.
🐛 Fixed
- Fixed a serious server performance issue where checking whether a spawning enemy was too close to a Dragon Mine Z structure (Kami's Lookout, Goku's house, and the rest) could force nearby terrain to generate on the spot — happening on every single hostile mob spawn attempt in the game, and especially costly while exploring or mining into new areas. This was the likely cause of multi-second server freezes, and of enemies appearing to freeze in place along with everything else.
- Vanilla mobs (zombies, skeletons, creepers, spiders, and every other vanilla hostile) could stop spawning almost entirely with vanilla mob scaling turned on, since this mod was blocking their natural spawns without ever placing a replacement. Vanilla mobs now spawn exactly as they always did, and simply get this mod's stats added on top wherever a player is close enough for that to make sense.
- Zone map overlays and the zone HUD now work correctly for every player in multiplayer, not just the hosting player — a non-host player's own local settings were previously overriding what the server intended, so zones and the HUD panel could be missing (or forced off) for anyone but the host.
- Boss size and hitbox scaling now stay consistent for every player and always match what the server actually validates hits against — a boss could previously look one size on a remote player's screen while its real hitbox was a different size.
- Stale boss/Elite visuals from a previous server can no longer linger and misapply to unrelated mobs after switching servers.
- Zones now show up on the map within about a second of being generated instead of taking up to a minute on a new save — the map updates immediately when you join or switch dimensions, and you can see zones on the map from inside the safe starting area too, including ones just past its edge.
- Fixed zones lingering (and duplicating) on the map after leaving and rejoining a world/server, regardless of whether the zone overlay toggle button was on or off.
- Assorted network hardening so malformed or unexpected data can't crash a dedicated server.
⚖️ Changed — Starting Zone Balance
- Starting-zone enemies are now more reliably weaker than whichever online player is currently the least powerful, across every character build — a couple of specific builds were previously slipping through this and ending up matched close to full player strength instead of staying below it.
- Starting-zone enemies also have somewhat less health for a very new character, easing back to completely normal health as that player's power grows, so early fights take less time to finish without changing anything once a character is reasonably progressed.
🗺️ Changed — Zone Favoriting
- Favoriting a zone on JourneyMap's fullscreen map is now a left-click instead of a right-click — the old right-click menu was silently replacing JourneyMap's own right-click menu (Teleport, Create Waypoint, and the rest) anywhere a zone covered the map. Left-click a zone to favorite it, left-click again to unfavorite (with a quick confirmation message); right-clicking now works exactly like normal JourneyMap everywhere, zones included.
- A new toggle button on JourneyMap's own fullscreen-map toolbar hides the entire zone overlay (fullscreen map and minimap both) with one click, just for you — nothing about zones, difficulty, or other players changes, and your choice is remembered across sessions.
[1.1.0]
🐉 Added — World Boss
- A new World Boss spawns automatically every few hours (configurable) — a massive, 10x-scaled enemy that appears out in real, already-explored wilderness, never underground, underwater, mid-air, or near a DMZ structure.
- Sized for the whole server: HP and stats are built from every online player's real combat stats, tuned around roughly a 15-minute solo fight (longer, and requiring more total effort, with more players joining in).
- Spawns independently in every supported dimension — Overworld, Namek, Sacred Kai Planet, and DragonMineZ Plus's ground planets (if installed) can each have their own World Boss alive at once.
- Guaranteed rewards on death: 3 guaranteed Zone Capsules plus up to 2 bonus rolls, awarded to everyone who helped, no kill-credit requirement.
- A live position marker on JourneyMap while a boss is alive, tracking its real location even from far outside render range.
- New admin commands:
worldboss status/spawn/kill/locate, scoped to whichever dimension you're currently in.
🌈 Added — Boss & Elite Presentation
- Zone bosses and Elites now share the World Boss's rainbow name-tag treatment — 7 gradient color themes (Rainbow, Infernal, Frost, Super Saiyan, Void, Toxic, Ki Blue), randomly but consistently assigned per enemy.
- Zone and World Bosses now have real (not just visual) hitbox scaling, so melee attacks actually connect against their true, much larger size.
⚖️ Added — Starting Zone Difficulty
- The safe starting area is now noticeably friendlier for a brand-new character: difficulty inside it scales specifically to whichever online player currently has the LOWEST Battle Power, instead of scaling generically.
- Incoming damage from starting-zone enemies now ramps up smoothly with that player's Battle Power (roughly 7% of their health bar every 2-3 hits at the very start, climbing back to normal difficulty by mid-progression) instead of jumping straight to full-strength hits.
🐺 Added — Vanilla Mob Scaling
- Vanilla mobs (zombies, skeletons, creepers, spiders, and more) can now optionally be scaled by this mod exactly like DMZ's own mobs — rolled stats, zone/heat scaling, Elite rolls, capsule loot, boss-gate tracking, all of it. Off by default; one config toggle turns it on for every vanilla hostile at once. DMZ's own named story bosses are still always left alone regardless of this setting.
🖥️ Added — Zone HUD Settings
- The zone danger HUD panel can now be repositioned live, in-game, from a proper settings screen — a new "Combat Remade HUD" entry inside DMZ's own real Options menu (press V) opens it, with sliders for position and an on/off switch, updating the panel's position in real time as you drag.
🗺️ Added — JourneyMap Support
- Zone boundaries and danger levels now also show on JourneyMap, alongside the existing Xaero Minimap/World Map integration — both the fullscreen map and minimap, with hover highlighting on the fullscreen map. Optional, off by default, matching danger-level coloring (yellow → red) with a clear outline between adjacent zones on both map mods.
- Zone labels on the fullscreen map are capped at a configurable number shown at once (default 25, nearest to you first) so a heavily-explored world doesn't get cluttered with text — capped-out zones keep their colored fill, they just lose the label.
- Right-click any zone on the JourneyMap fullscreen map to favorite it — favorited zones always keep their label no matter how far away you are or how many other zones are competing for the cap, and get a ★ in front of their name. Favorites are saved permanently with your character, the same as anything else about it.
🐛 Fixed
- Ki-sense's combat overlay (health/stamina/ki bars and Battle Power label) is now larger, positioned properly above a boss/Elite's name tag instead of overlapping it, and no longer disappears when looking upward at the sky.
- The flying dinosaur (one of DMZ's own dinosaur variants) now actually spawns under this mod's management — it was correctly weighted in the spawn tables but was silently never allowed to survive its own spawn.
- Fixed Xaero zone borders flickering/redrawing constantly, and a jagged black rendering artifact that could appear over unexplored terrain near a zone boundary.
- Fixed a server hang of up to ~30 seconds whenever a World Boss tried to spawn.
- Fixed some special characters rendering as garbled text in-game — the World Boss announcement's ⚠ and the zone-favorite ★/☆ icons now display correctly instead of showing as scrambled symbols.
[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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