tacz_hostiles-1.2.0.jar
Curse Maven Snippet
What's new
v1.2.0 Notes
New
- Config: patrol squad size is now a min/max range (default 4)
- Config: chance for a second patrol of the opposing faction to spawn nearby, so Scavengers and Soldiers can actually run into each other
- Config: mod integrations can be switched on/off
- New config file for weapons and armor (
tacz_hostiles-equipment.toml): edit each faction’s gun list, attachment amount/exclusions, and armor pieces - NPCs hit by a LesRaisins Tactical flash grenade can’t see, shoot or hear until the blinded/deafened effects wear off
- NPCs fire in short bursts (5–10 shots) with a brief pause between shots
- Floating markers above NPCs’ heads: a red “!” the first time they spot an enemy a yellow “?” when they go to investigate, and a red “!!!” when they get flashed
- NPCs sometimes stop strafing for a moment to gain 25% accuracy
Changed
- Gun pools: Scavengers gain the AK-12 and P90; Soldiers gain the URGI and HK MP7A1
- The config file now lives in its own folder:
config/tacz_hostiles/tacz_hostiles-common.toml(old settings aren’t carried over) - The patrol spawn chat warning is off by default
- Updated Skins
- Patrol squads stay closer together: members follow the leader from 6 blocks away (was 12) and no longer wander off on their own
- NPC's should turn better
- The NPC's reload animation is slowed to last close to the gun’s real reload, so they no longer stare at you
- NPCs only see through glass now, not leaves or other see-through blocks
Fixed
- NPCs no longer go investigate after killing their target
- NPCs rarely spawning with an invisible gun
- NPC animations shaking for a few seconds after reloading
- The skin’s second layer (jacket, sleeves, pants) now shows on the whole body, not just the head
- NPCs that were looking for you no longer have the fire delay when they spot you again
This mod has no additional files

