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Details
2.2
Compatibility
Changes
Compat with DMZ 2.2 and more things as well! CLEAN INSTALATION IS RECOMMENDED, DELETE YOUR DRAGONMINEZ AND DMZREVAMP CONFIGS ALONG WITH DRAGONMINEZ FOLDER IN YOUR WORLD!
NEW FEATURES:
- EXPLOSION KI CLASH: You can now perform a Ki Clash using the Explosion Skill! (Inspired by the Shadow Vs Mewtwo death battle)
- LEGACY STRIKE COMBO: Brought back the Left Alt + Left Click Strike Combo from DMZ Aurora version, with the same mechanic as before and working perfectly with melee Damage.
- FORM DAMAGE REDUCTION: A discarded feature from previous alphas, transformations now add an additional layer of damage reduction based on their Defense Multiplier, Form Mastery, current resourses and all! It's entirely configurable and can be disabled
- PURSUE RUSH: Double Tapping R while combat flying and having a target makes you initiate a "Strike Rush" in their direction to hit them with increased strength and knockback. This does not initiate a Strike Clash and can be stopped. (this only happens if double tapping forward or with no movement, you can still double tap away from the enemy and not initiate a rush)
- CUSTOM WORLD BOSS STATS: You can configure every single World Boss Stats as you like, making them have increased or decreased base strength, their minions strength, the boss scale with how many players are engaged in the fight and more
- CUSTOM DAMAGE REDUCTION AND COOLDOWN/CAST REDUCTION CURVE: You can set a value that the stats need to have in the common config and that will determine the curve of the reduction independently from max level or attributes. That determines the midpoint of the damage reduction, anything before that increases very fast the reduction and anything after that increases less the reduction until it reaches the max value (transformations do not count)
- COMPLETE REBALANCE OF QUESTS AND NEW PRESTIGE SAGA: Rebalanced everything and prestige saga now is on par with the latest sagas from DMZ 2.2
- HTC and Gravity Bonus are now SEPARATE: While on the HTC, you gain BOTH the HTC TP bonus AND the Net Gravity Bonus from there (so now it makes sense, you get the gravity bonus from the place if your body still can't handle it while also getting the room bonus due to it being "one year in one day" training)
- KI ATTACKS REFLECTION ON PARRY: Parry a ki attack, see it flying away in another direction just like in the Budokai games (a little funny visually but it works!). Duelists now finally have their passive working and can return Ki attacks to the sender!
CHANGES:
- Changed a lot of default configs and saga values, as they all are rebalanced for the new sagas
- Removed features from this mod that are now on base DMZ (like strike clash) and made them work with some things overhaul does (like configuring aspects from the clashes)
- removed the config "better adaptive defense", now only DMZ handles that.
- SPEED has been reworked to work similarly to the native Speed mechanic from DMZ 2.2 while STILL being a stat (SKP did not return)
- Not configured enemies on DMZ entities files or sagas now have a defense stat equal to their attack damage.
- Now it's possible to configure a Fourth Transformation line for entities on Sagas, meaning you can configure up to 4 transformation lines for saga enemies. Also, now it's possible to set custom tranformations for entities on quests
- All custom racial skills from Overhaul have been adapted to work with DMZ's new racials. Most of them still obey the same configs from general-server, while other are fully configurable in the custom racial files
- With Noea installed (once it updates to DMZ 2.2), the NPCs BP defined by Noea are respected, and their stats are recalculated using the current Custom BP calculation from Overhaul to form their stats
- Changed the tutorial screen on stats to correctly say how the SPD stat work and how Prestige Works
- Glinds properly balanced and the new class unversed
- All races and classes rebalanced regens for each.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:cEEZ6fCt:f59H98vt"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:cEEZ6fCt:f59H98vt"
}

