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Enemy Expansion

Adding variety to combat encounters in Minecraft!
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EE Beta 16 (GeckoLib Required!)

File nameenemyexpansion1.16requiresgeckolib.jar
Uploaded
Aug 21, 2023
Downloads
2.9K
Size
2.7 MB
Mod Loaders
Forge
File ID
4714921
Type
B
Beta
Supported game versions
  • 1.18.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:enemy-expansion-690139:4714921")

Learn more about Curse Maven

What's new

1.16
Bones and Arrows Update

Direwolf!
These permanently aggressive canines travel in packs, and will rip you limb from limb via their powerful jump attack! After leaping, they'll also be a little faster than usual, so stay on-guard! Sometimes, a Skeleton will hitch a ride on them. Sometimes, their pack members will destroy those very same skeletons. Sometimes, they'll rip into regular wolves just for the hell of it. They're not nice, and they're not your pets! Now get down!

Guardsman
The ultimate skeletal warrior joins the fray in the form of the Guardsman. Alongside an adeptness for smacking you away should you get too close just like their Huntsman counterpart, the Guardsman is also especially adept at evasion, doing little ballerina twirls when getting hurt, chosing to tactically retreat when the moment calls for it, and even surprising their targets with a flurry of 20 arrows, right from out under their cloak! If you face one of these guys, give them everything you've got!

Rarely, the Guardsman will drop the Guardsmask, which bestows two armour points and blesses you with Speed III for a couple seconds if you take damage from an arrow!

Huntsman
They finally have a punch animation! And visually lose their bows when melee attacking if the 'Weapons switch weapons mid-fight' config option is enabled!

Skeleton Horseriders
Skeleton Mobs can now sometimes spawn riding Skeleton Horses, making them harder to hit and just look plain cooler!

 

Config Options:
- Phantom Groundbinding Duration - Phantoms fall to the ground when hurt, making them susceptible to follow up attacks. 3 seconds by default.
- Random Phantom Size - Phantoms will spawn at a randomly larger size, making them easier to hit but allowing them to deal more damage. On by default.
- Skeleton Horseman Addition - 6% chance by default for a Skeleton that spawns above ground to be riding a Skeleton Horse
- Skeleton Death Kills Skeleton Horse Chance: For clearing out those pesky extra Skeleton Horses!
- Players move faster while charging a bow: Disabled by default (I'd suggest turning it on and turning off FOV effects, though!)
- Skeleton Quick Draw Effect: Skeletons become susceptible to lethal amounts of extra damage if shot with an arrow shortly after firing their bow. On by default.
- Skeleton Bow Break on Crit Chance: Chance landing a critical strike on a bow-weilding Skeleton will disarm them. 33% by default.
- Streak Effect: Killing two mobs in succession grants a Streak, triggering speed and strength for a couple seconds! Or any effect that you want ala an mcfunction file. Off by default.
- All Attacks Knock You Backwards: Just for fun! Like Smashed, but less excessive, only for the player and not cumulitave based on HP.

Changelog:
- Huntsmen now visually display when they're bowless, in addition to finally being GeckoLib animated - They now actually punch!
- Reavers now despawn when idle
- Marauders now break ice above them
- Fixed Groundbinding Effect being instant rather than constant
- Dreadnoughts now take a moment to become hostile when unprovoked
- Petrimen are hostile in the dark again - They were accidentally set to be hostile only in the light
- Petrimen now dash faster when hurt below half-health
- Sputters no longer replace the Striders they spawn alongside
- Huntsman Skeleton punches no longer randomly deal higher damage
- Dreadnoughts no longer softlock Players who survive their attack via Totem via despawning

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