dmzrevamp-2.0.0.jar
Curse Maven Snippet
What's new
Patch Notes Dragon Mine Z: Overhaul v2.0
REMEMBER TO DELETE YOUR CONFIG FILES AND YOU WORLD QUEST FOLDERS BEFORE UPDATING TO AVOID ISSUES!!
New Features:
- CUSTOM STRIKE ATTACKS: Create your unique strike attacks with various effects from a set pool of strike attack animations! You can make a Basic Combo, an Air Combo, a Meteor Combination, a Fast teleport punch, a strong punch with high knockback or an evasive thecnique!
- BLOCK, PARRY AND USE THECS WHILE USING WEAPONS: Now you can do all DMZ combat's features while using a weapon" No longer you have
to use an empty hand to block, parry or use thecniques! (Weapons that have second function like Tridents, Bows and etc can't block due to their second utility) - WRISTBANDS AND GLOVES FOR THE EMPTY HANDS: You can make and equip a Wristband or Glove on your Curios Hand to make your empty hands
also have enchantings and effects from a weapon! Enchant the equipment with Sharpness, Fire Aspect, Looting, anything a Sword could have and your Empty Hand combat will act like it has all of those enchantments! (Also work with Apotheosis affixes). - EXCLUSIVE RACIAL THECNIQUES: Bio-Androids and Androids can equip "Absorption" on their skills tab and drain the opponen'ts HP and Ki for themselves, Namekians can equip "Namek Regeneration" to trade some of their Stamina to recover HP, and Majins can equip "Sleep" to trade Ki for HP! This does NOT change their racial skill,
it is considered a "Strike Attack" with different scallings - NAMEKIAN ASSIMILATION REVAMP: Now works like the Majin Revamp Absorption: have much more usages, keeps it at one bonus line, lose effectiveness each use, can be reset with the dragon balls and is entirelly configurable!
- SCOUTER REVAMP: Numbers shown in Scouter now are proper numbers (I like the stylized numbers from DMZ, but they were unreadable ._.), using a scouter while it's on allow you to lock in an enemy even if you don't have Ki sense and Scouters have a second mode that points to the nearest master Structure. Be warned that Scouters still break if they try to read BP equal to or higher than Freeza's BP.
- BETTER BLASTERS: The Ki Blasters weapons now deal damage equal to their base damage of 10 plus 60% of you Ki Damage, working as a way to fire Ki Blasts without using ki and dealling a little more damage than your regular ki blasts.
- DYNAMIC GROWTH REVAMP: There are now more ways to gain Dynamic Growth XP to each attribute, The gains from this mod now scale with your stats, they gain bonus multipliers equal to your TP general multiplier and you passivelly gain XP when on high gravity. Dynamic Growth level up notifications can now also be configured to show up less (When you reach 1000 points in one stat, dynamic growth will only notify you of a level up every 10 levels).
- FUSION REBORN: Fusion now is more than just a bonus to your stats, now it also sums both player's stat scallings (a player with a 2.0 STR scale and another with 1.5 STR scale make a fusion with 3.5 STR scale) AND also gets all player's Bonuses to apply on the fusion! Because of this AND to the fact that both player's STATS are syncronized, racials bonuses apply normally on fusions! Metamoran fusions between races are enabled and fusions between 2 ANDROIDS is also enabled! Fully configurable!
- FUSION TIMER DECREASE WITH TRANSFORMATIONS: Something that is lacking in current DMZ is transformations actually lowering the timer like the anime sort of does, and this mod fixes it! Now, every time you transform, it will decrease the timer by a percentage relative to your forms multiplier compared to the last form you were! (which means the time it will decrease going from SSJ2 to SSJ3 is less then going from Base to SSJ3, but it is the same to go from base to SSJ then SSJ2 and then SSJ3). This feature can be fully disabled or even configured to decrease less or more time!
- POTARA FUSION COSMETICS: If you fuse with a player while having outfits that matches characters from the anime that have fused and their fusion clothing is present within game, your displayed clothing will change to that specific fusion (You can have Vegitto's clothing if you and your friend are using goku and vegeta's clothing!)
- CUSTOMIZABLE KI CLASHES: Every single aspect of the Ki Clashes are now configurable! To the speed at which the meter moves, the area where you are supposed to press, the ki attacks that can engage in a clash, EVERYTHING is configurable, and by defalut you can Ki Clash with almost every Ki Attack, except for Disks, Barrage, Small Ball, Shield and Area.
- BETTER KI CLASHES: In a Ki Clash, your stats MATTER. If you have bigger Ki Damage than your opponent, you have more advantage in the dispute to win the clash, and now you can even transform mid-clash to increase your stats and gain the upper hand or compleately overwhelm your opponent. (KAIOKEN TIMES FOOOUUURR!)
- TEAM KI CLASHES: Now there can be more than 2 players in a Ki Clash, making "Teams" working together to win the Clash and push off the opponent's Blast. The winning team's main blast gains a buff according to the Ki Damage of the whole team too!
- STRIKE ATTACK CLASHES: Just like Ki Clashes, you can now engage in Strike Attack Clashes! Performing a strike attack on someone that is also performing a strike attack will put both of you in a Clash. The loser gets stunned while the winner perform their strike attack with increased damage, and both Melee DMG and Speed matter in the dispute!
- CUSTOM BP: You can now configure everything related to player's AND mob's BP calculation, changing which attributes it affects it, the exponent to inflate it, everything you want to
make BP look just like what you want! - DANGER VISUAL BP: Depending on your BP, other player/mob's BP will show in different colors and sizes, informing you that they are weaker or stronger than you
(This feature is disabled if you have "Combat Remade" becase it does the same thing) - BETTER CONFIGURABLE LEVELS AND ATTRIBUTES: You can now configure both max level, max attribute AND how many levels a player increase per point distributed, letting this be fully controlled by you!
- PRESTIGE SYSTEM: When you finish all the mod's Sagas, you can then do the "Prestige Challenge" saga, where you fight
against the strongest enemies you have faced so far and even the strongest at the moment: Vegitto and Gogeta (Thanks Vander for the model!).
After finishing the challenge and reaching max level, a Prestige Button will appear in your stats menu.
Pressing it will reset your character to level 1 and all their forms and skills (except for Ki and Strike attacks),
but you'll gain a permanent increase in your stat scallings, your TP gain, your Mastery Gain and your quest rewards gain,
as well as resetting your whole story quest and increasing every difficulty. The more you replay, the stronger you get.
(This is fully configurable. If you have the mod "dmzprestige" this is disabled and will not be enabled). - CUSTOM CLASS PASSIVES: Now you can create Custom Classes and configure various different types of custom passives,
every single one with their unique configurable values as you would like, and even some special ones, including the
next feature below. (Compat added to DMZ Ragnarok to create custom classes and configure class passives in-game) - NEW CLASS "LIMIT BREAKER": An example "custom class". This class has a passive that increases the player's "release" up to 50%
their max release after they reach a certain ammount of health, drastically increasing their stats in dire situations but also their
thechniques and forms costs. Break your limits! - BETTER WEIGHT MOVEMENT PENALTY: In base DMZ, Weight movement penalty is WAY offcharted and is not really configurable,
while these penalties do not apply to flight. With Overhaul, not only they apply correctly and fairly,
but they also are completely configurable, setting the desired penalty to each ammount of loaded weight.
Changes:
- Rebalanced Adaptive Defense, making defense still great but not overpowered like before.
- Increased ALL TRANSFORMATIONS multipliers, making them have high multipliers and actually FEEL like transformations (but also not broken like in the anime)
- Small compat with DMZ Ragnarok to let the creation of Custom Races already come with only "race" stats to configure, following the format of Overhaul.
- Changed the default BP calculation values to not increase too much early game
(you will not reach raditz's power level on level 10 now). - Rebalanced ALL SAGA QUEST ENEMIES to fit with the new BP calculation and forms multipliers
- Changed default values for Adaptive defense and general movement speed increase to make high speed values "playable"
- Better compat with "Overcharge Unlimited", making the red overcharge bar appear when the mod is installed and also decrease the charge rate like Overhaul already does.
- Increased the possible ammount of distribuited points from 1000 to 100000.
- Super Saiyan Mastered is removed and now There are 2 branches of Super Saiyan:
SSJ->SSJ2->SSJ3->SSJ4D and SSJGrade2->SSJGrade3 (Inspired by Vander's SSJ form files in their pack, Oozaru branch is untouched) - Created new saga config entries that control second and third transformation values for NPCs (modpack/quest makers go crazy)
- Created new transformation stages for Namekians, separated Giant form from the main branch of forms and made it available since begining like Oozaru
- The Custom BP of Quest targets now show up correctly to the automatic BP calculator
from Overhaul so you can see their true BP. - Weight movement penalty also decreses the hard and soft movement bonus caps
Minigames TP Gain now also get increased bonuses based on your TP Multiplier - Changed how the Hexagonal Stat screen is displayed to look like something similar to Xenoverse based on your stats (only works if our custom level system is on)
- Added a new calculation for Damage Reduction and other speed influenced values to increase faster on lower levels and slower on later levels (can be disabled)
- dmzbonuses do not influence general movement speed anymore, only base statistics
and form multipliers influence movement. - Compat added to dmz skill progression
- Added dmzwiki entries for major features in Overhaul
FIXES (Overhaul AND base DMZ):
- Fixed Majin Absorption and Zenkai being able to surpass the stat limit configured in the config files
- Fix to Strike Attacks making the player fall when performing them while flying
- Fixed Strike Attacks ki cost scalling with transformations
- Fixed Racial Skills being forced uppon races even when changing the config file to have a different racial skill
- Fixed Scouter Circle render to actually be rendered on the center of the scouter
- Fixed Ki Clash rapdly closing and opening the clash screen when players fail to press an input in time
- Fixed Instant Transmission while combat flying impulse you away from your target
- Fixed stats menu text not having the correct font from DMZ
- Fixed Zenkai procking way too early on both Saiyans and Bio-Androids
- Fixed Cooldown Reduction, Cast Time Reduction, Strike Dash Distance increase and Ki Speed Increase getting increased by transformations (not supposed to happen lol)
- Optimized A LOT Overhaul, should be less laggy or demanding.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

