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reptilian warfare

Choose between the reptilian monsters from the abyss or the people they war against.
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2.2.0

File namereptilian_warfare-2.2.0.jar
Uploaded
Sep 28, 2026
Downloads
5
Size
799.3 KB
Mod Loaders
NeoForge
File ID
9004692
Type
R
Release
Supported game versions
  • 1.21.5

Curse Maven Snippet

NeoForge

implementation "curse.maven:reptilian-warfare-1713792:9004692"

Learn more about Curse Maven

What's new

 Villages
  - All walls are now 10 blocks high, whatever the village's size
  - Wall colour tells you the strength: red hamlet, blue town, black city — previously rolled at random, so a hamlet could be tougher than a city   
  - Garrisons match: hamlet gets hunters and 2 golems; town adds 3 honour guard; city has the king, 6 honour guard, hunters and golems
  - Fixed the heart being out of step with its own walls 

  Raids
  - One per village every three days, and only while a player is near enough to see it
  - Removed raids that fired with nobody present

  The heart
  - A beast takes an undefended heart in one blow — previously it was obsidian-hard and a beast has empty hands, so there was no way to finish a    
    village
  - The guard is now real. It used to print "the heart is guarded" and then let you mine it anyway, and the claw swipe, the plow and a beam's crater
    all removed it without asking at all
  - King and honour guard now count as defenders
  - New purple bar showing how many defenders are left, counting down to green when the heart is open
  - Every way of breaking a heart now credits growth — the swipe and the crater both destroyed them for free before

  Spawning
  - Kaiju and cultist spawn rates each down 10%
  - Cultists no longer accumulate forever; they persist only once fought, as kaiju already did
  - A player's death releases beasts they were fighting, so the persistence flag can't ratchet upward across deaths

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