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2.1.0
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BALANCED CANNON POWER UPDATE
This update focuses on fixes, some changes, additions, and a whole new formula of calculating BP and transformation multipliers, making the crazy big numbers we see in Dragon Ball ACTUALLY make sense and be sort of balanced! (at least more than last Overhaul's update).
- Updated default BP calculation values and fixed the calculation
- Added New attribute "Defense" for mobs that acts exactly like the player's DMZ Defense. Every mob has by default 1 Defense, and can be changed by mods that alter attributes like Auto Leveling
- Rebalanced all Transformations and Sagas based around the new Defense attribute and the new BP formula. Also reduced All level requirements for transformations.
- Added a new way of combining Forms and Stacks Multipliers: When combining, they first get the BP multiplication from the forms individually, discover the correct BP calculation and then use it to set the final Form + Stack multiplier.
- (NERD EXEMPLE, READ ONLY IF CURIOUS: SSJ multiply BP by
x50and KKx20 Multiply byx20while their STAT multipliers arex7andx4.7. Using both of them should increase your BP byx1000 (50 x 20), so that's what happens: the mod calculates the correct multiplier you should have to increase the BP correctly while using both forms, which in this case would bex26.6! This is a third option that is less broken then just multiplying both forms (would result inx32.9) and more powerfull then just adding them together (would bex10.7)! This changes depending on your Custom_BP configuration and form multipliers, and of course, you can disable this in the configs if you don't like it!
- (NERD EXEMPLE, READ ONLY IF CURIOUS: SSJ multiply BP by
- Changed how Mobs displays their BP so they can use Big Numbers like Players (no longer "???" if it becomes too big, only if they're androids)
- Enemies Stats in the Quest menu now correctly displays their extra stats overhaul adds that are configured, like Defense, Armor, Armor Toughness, Protection and Speed!
- Fixed Prestige Tooltip not translating correctly
- Fixed incompat with dmzragnarok when using Majin Absorption from Revamp
- Adjusted Races and Classes scale to have 50% more HP scaling
- Fixed custom races not having the correct ENE scale when converting to Overhaul format
- Enabled Prestige Saga to generate when having dmzsparking installed
- Fixed Saiyan Forms going back to level 4 if higher when reloading the game or configs
- Made Bp calculation for entities and players less demanding in order for the game to store big numbers without damaging performance
- BIG NOEA COMPAT! Everything this mod has that could break Noea's logic is now compatible with that mod, and Overhaul's custom forms are also compatible with "Enhance with God Ki" from Noea.
- Fixed being able to tranform to a form you don't have the required level to transform if trying to instant transform (mainly an issue with kaioken but yea it's fixed)
- Added a new config: KisenseBlacklist. It's a list where you can set entities that Scouters and KiSense will compleatly ignore, not calculating BP, not showing HP and not being able to lock on to them. By default, it includes "minecraft:armor_stand" and "dummmmmmy:target_dummy".
- Fixed Ki Clash mechanic: both DMZ and Overhaul were considering Ki DMG, so it was duplicating it and making it harder or easier than it should. Now if Overhaul system is active, it neutrilizes DMZ's system of KiDMG, and if turned off, DMZ's own behaviour is restored.
- New Custom Strike Attack Type: Rush: 9 Rapid Kicks in a second at your target (used the Combo Attack "Rapid Kicks" from NPCs).
- 2 New Difficulties can be selected and configured now for Sagas: Nightmare and YOU MUST D*E
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:maYp2F3v"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:cEEZ6fCt:maYp2F3v"
}

