exiledboss-1.0.2.jar
Curse Maven Snippet
What's new
1.0.2 (NeoForge 1.21.1 + Forge 1.20.1)
- Now also available for Forge 1.20.1 (same content as NeoForge 1.21.1; see the Forge file's changelog for the few 1.20.1 differences).
- Much faster startup in big modpacks: wild Apex resistances are now added only when a monster becomes Apex, instead of to every creature type at startup.
- Same for the fallback RPG attributes (crit, dodge, life steal, flat fire / cold, only used without Apothic Attributes): added to players only; other creatures get them on the fly when an item actually gives them one. Monsters wearing items with Exiled Boss resistances get them again.
- Epic Fight compatibility removed for now.
- Boss music could stay silent in big modpacks (voice lines fine): many mods and modpack scripts stop the whole Music category (Battle Music every tick, Iron's Spellbooks, Soulslike Weaponry, KubeJS scripts sending a stop-sound packet,
/stopsound @s music), which also killed our boss themes. Themes now play outside the Music category so they can't be cut that way, while still following your Music volume slider (at 0 % the theme is silent, raise the slider mid-fight and it comes in). If something else still stops a theme, it restarts after 2 s instead of every tick. During our fights, Battle Music's track is held back and Biome Beats is paused (resumed after the fight), both optional and detected at runtime. Note: some modpacks ship with the Music slider at 0 % (SUPERIOR - RPG does): raise it to hear any boss music.
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