ANARCHY Minibosses (RPG Series Plus)

Rogue Exile inspired Faction mod!

File Details

rpg-minibosses-1.14.0+1.21.1.jar

  • B
  • Apr 17, 2026
  • 4.34 MB
  • 24
  • 1.21.1+1
  • Fabric

File Name

rpg-minibosses-1.14.0+1.21.1.jar

Supported Versions

  • 1.21.1
  • 1.21

Curse Maven Snippet

Fabric

modImplementation "curse.maven:rpg-minibosses-forsaken-adventurers-1191517:7941601"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

The miniboss system has been refactored into a unified, stimulus-driven AI architecture built around a three-layer state machine. This replaces ad-hoc per-entity logic with a consistent framework that separates intent, decision-making, and execution.

Server Config has been refreshed!


Core AI Architecture

Layer Role Behavior
Stance Macro intent (“mood”) Slow-changing, defines identity and allowed behaviors
Combat State Tactical decision Medium-frequency state (pressuring, punishing, etc.)
Action Execution Per-tick abilities, attacks, and movement
  • Stance updates are intentionally slower (~0.5s) to feel stable
  • Combat states update at mid-frequency (~0.1–0.2s)
  • Actions execute every tick for responsiveness

This enforces a clean separation between why, what, and how behavior occurs.


Shared Stimulus System

All mobs now evaluate a unified stimulus object instead of bespoke checks.

Examples of inputs

  • Distance / melee range checks
  • Health thresholds (self + player)
  • Player recovery states (post-attack, airborne, casting)
  • Combat context (recent hits, nearby allies)

Outcomes

  • Deterministic transitions (no hidden randomness)
  • Data-driven behavior tuning
  • Consistent reactivity across all mobs

Design Pillars

  • Personality-first AI Behavior is constrained by identity, not just ability availability

  • Legibility over randomness State transitions are consistent and learnable

  • Counterplay-driven design Each mob exposes a clear interaction loop

  • State purity States have strict roles (e.g., repositioning ≠ damage phase)

  • Difficulty through interaction Challenge comes from timing and positioning, not unpredictability


Miniboss Identity Mapping

Mob Core Identity Player Pressure Type
Fire Mage Zone control / attrition Forces movement and positioning errors
Mercenary Opportunistic punishment Exploits mistakes and recovery windows
Rogue Information asymmetry Controls engagement timing
Juggernaut Inevitability Applies constant forward pressure
Templar Anti-disengagement Punishes retreat and kiting

Combat State Loops

Fire Mage

  • Pressuring → Repositioning
  • Maintains DoT and AOE pressure
  • Disengages immediately on melee contact with speed boost

Mercenary

  • Probing → Punishing → Probing
  • Uses low-pressure attacks to gather data
  • Enters burst phase when player vulnerability detected
  • Trap system shifts from control → execution

Rogue

  • Stalking → Ambushing → Withdrawing
  • Invisible/low-visibility tracking phase
  • Hard-commit burst sequence
  • Forced disengage + reset window

Juggernaut

  • Advancing ↔ Bracing (+ Last Stand stance)
  • Continuous forward movement (no idle)
  • Reactive defensive window
  • No disengage or reposition behavior

Templar

  • Crushing ↔ Condemning
  • Constant forward aggression
  • Gains pressure when player retreats
  • Attacks while closing distance

Juggernaut Phase & Defense Changes

Last Stand (≤20% HP)

  • Clears all offensive cooldowns immediately
  • Disables Bracing entirely
  • Converts behavior into full aggression phase

Bracing

  • ~50% damage reduction
  • ~90% knockback reduction
  • Fixed duration (no extension)
  • Emits shield particles for clarity

Melee System Overhaul

Arc-Based Damage

Mob Arc Size Range Behavior
Rogue Small (~50°) Short Precision burst
Juggernaut Medium (~80°) Mid Cleave pressure
Templar Large (~90°) Long Area denial
  • Replaces single-target melee with directional AOE
  • Integrated directly into AI (not fallback behavior)

Additional Melee Behavior

  • All melee attacks triggered via Brain logic

Templar:

  • Attacks within 4 blocks normally
  • Continues attacking while advancing up to 8 blocks
  • ~1 second cadence

Juggernaut Spin Update

  • Immediate damage on contact
  • Multiple timed pulses
  • Full-area (360°) coverage
  • Functions as sustained zone threat

Movement & Navigation

  • Replaced direct movement (moveTo) with pathfinding (startMovingTo)

Results

  • Obstacle-aware movement
  • Reduced pathing failures
  • Stronger perception of intent

Animation & Movement Smoothing

  • Asymmetric smoothing:

    • Faster acceleration
    • Slower deceleration
  • Movement state now based on smoothed velocity:

    • Reduces idle/run flicker
    • Prevents threshold thrashing

Cooldowns & Action System

  • Centralized cooldown handling across all mobs

Enables

  • Deterministic pacing
  • Controlled burst windows
  • Explicit phase transitions

Example:

  • Instant cooldown reset during Juggernaut Last Stand

Supporting Systems

  • Trap logic (Mercenary):

    • Predictive placement → execution tool
  • Ambush vector control (Rogue):

    • Prevents repeated attack angles
  • Repositioning logic (Fire Mage):

    • Open-space biased pathfinding