mobs_epicfied-1.0.1.jar
Curse Maven Snippet
What's new
New Features
- Added a per-weapon signature skill on/off toggle (plus a global master switch) — turn off any weapon's skill individually and it'll fall back to using only its regular combo.
- Added a friendly-fire guard: mobs wielding one of this mod's supported weapon types can no longer accidentally hurt each other in a crowd. Configurable scope (same mob type only, or any two supported-weapon mobs).
- Distance and attack speed are now independently configurable for combo vs. skill, per weapon (previously one shared value covered both).
Fixes
- Sword and axe now correctly use their full 5-hit combos (previous build under-counted their available animations).
- Mobs wielding a single dagger, a single sword, or an axe now correctly show their weapon while chasing a target, instead of falling back to the default unarmed walk animation.
- Fist's combo engage distance tightened (was slightly too eager to start swinging from too far away).
Balance / Redesigns
- Axe's signature skill redesigned: close range now plays a heavy overhead finisher, long range plays a closing lunge instead.
- Greatsword's signature skill redesigned: a charging wind-up into a heavier finishing strike.
- Fist's signature skill redesigned into a slower, weightier claw attack, separated cleanly from its regular combo.
- Tachi's signature skill simplified to a single clean strike.
- Retuned several weapons' attack speeds (longsword, dagger, sword) and default skill cooldown for better overall pacing.
Other
- Various config default adjustments based on live playtesting.
This mod has no additional files

