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Моды/[AN]Adaptive Nemesis
[AN]Adaptive Nemesis

[AN]Adaptive Nemesis

The dynamic difficulty balancing module specifically designed for integration packs aims to address the issue of difficulty imbalance in current mainstream integration packs, where the early game is too easy and the late game is too challenging.

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⚔️ Adaptive Nemesis v1.0.12 ⚔️

"Your power feeds their evolution."

They weren't kidding.


🎬 What Is This?

You know the drill. You start a modpack. Early game: you're scratching zombies with a wooden stick, questioning your life choices. Late game: you're in full god gear one-shotting everything that moves, bored out of your mind.

Adaptive Nemesis breaks that loop.

It watches you. It learns. And it makes sure the world stays dangerous — no matter how strong you get.


⚔️ Core Systems

🧠 Player Strength Evaluation

The mod doesn't just look at your armor bar. It reads your entire combat profile:

What It SeesWhy It Matters
🛡️ Armor & HealthTank builds don't go unpunished
⚔️ Attack StatsGlass cannons meet glass resistance
Apotheosis GearThat mythic affix? They noticed.
🔮 Iron's Spells ManaMages get scaled against too
⚔️ Epic Fight StaminaYour combat style is on file

💡 Everything is weighted. Everything counts. And yes — you can tweak the weights in config.


📈 Dynamic Enemy Scaling

Every hostile mob that spawns gets a personal gift from the system:

AttributeScalingHard Cap
HealthBased on nearby player strength500%
DamageYou hit hard? They hit harder.500%
ArmorYour sword will feel it.300%
Attack SpeedNo more infinite stunlock.2.0x
Movement SpeedRunning won't save you.2.0x

The twist: Every mob rolls 70%~130% of the base scaling. Two zombies from the same spawn? Different personalities. Different threat levels. You'll never know which one is the problem child.

🔥 "I saw a zombie with 80 HP and laughed. Then I saw the one next to it had 240 HP and a diamond sword. I stopped laughing."

Anti-Explosion Safeguards: Base values are stored in NBT. If tags get cleared, the mod falls back to DefaultAttributes. No exponential HP inflation. No broken saves.

Equipment Scaling: Humanoid enemies can spawn with scaled gear and enchantments. The system scans ItemTags to pull from your modpack's weapon/armor pool. Dangerous enchants are blacklisted. Drops can be disabled so you don't drown in loot.


🌍 World Stage System

This is server-wide. Permanent. And it doesn't care about your feelings.

StageHow You Got HereWhat Changes
0Fresh worldBaseline. Enjoy it while it lasts.
1+A player killed a Boss (Dragon, Wither, Warden...)+50% enemy strength per stage

Only player kills count. The stage is shared across all dimensions. And it only goes up.


🎚️ Adaptive Float System

The mod doesn't just scale once and call it a day. It watches your performance in real time:

You Do ThisThe World Does This
Chain kills like a maniacFloat multiplier +10% — they grow
Die. A lot.Float multiplier -15% — breathing room
AFK at your mob farmDecay kicks in. The world forgets you were scary.
Glass cannon build (high damage, low survivability)Efficiency check. Difficulty reels back.

🧠 "The system learned to read your true skill. Not just your DPS."


💀 True Damage Conversion (Iron Turtle Terminator)

Wearing 100+ armor and feeling invinc? Cute.

Your ArmorWhat Gets Through
≤205% true damage
20~5015% true damage
50~10025% true damage
>10035% true damage

Armor still matters. But it no longer makes you a god.


👹 Nemesis Memory System

Every player gets a personal file. The enemies remember:

Memory TypeWhat They LearnHow They Adapt
Kill PreferenceHow you usually killThey gain resistances to your favorite method
Death RecordsWhat killed you lastThey start using that against you
Equipment HistoryWhat gear you runThey evolve counters to your build
Behavior PatternsMelee / Ranged / MagicTheir AI shifts to exploit your habits

"I always opened with a fireball. Then the skeletons started spawning with Fire Resistance. Every. Single. Time."


🛡️ Newbie Protection

Not everyone starts as a legend. The mod knows:

TriggerEffect
Player strength below thresholdMonster stats -30%
First deathProtection extended by 10 minutes
3 deaths in a rowForced protection until you kill something

The system wants you to suffer. But it wants you to stick around to suffer more.


🐉 Boss Mechanics

Boss fights shouldn't end in two hits.

MechanicWhat It Does
Damage CapSingle-hit damage capped (default 100), cap rises as Boss HP drops
Attribute AmpBoss HP ×5, damage ×3
Combat TrackingRecords fight duration and total damage dealt
Phase EvolutionAttack patterns shift as the fight drags on
Smart IDRecognizes Bosses by tag, type, name, or health threshold

🌩️ Invasion Event System

Sometimes the world doesn't wait for you to find trouble.

FeatureDetail
TriggerKill 25 surface undead (first time), 100 (after)
WeatherThunderstorm. Because atmosphere matters.
WavesMulti-wave assaults scaling with world stage
DirectionEnemies come from North, South, East, or West
UIBoss bar tracks wave progress
RewardsLoot, XP, and effects for nearby players

Custom invasions via datapack: data/<namespace>/invasions/<name>.json


🔗 Mod Compatibility

ModWhat Gets Integrated
🔮 Iron's Spells 'n SpellbooksSpell power, mana, cooldowns, magic resistance
⚔️ Epic FightHit resistance, impact, armor breaking, combos, stamina
ApotheosisGear quality, mythic affix tier evaluation
🐗 L2HostilityCompatibility mode skips overlapping scaling
📦 KubeJSFull event API, script extensions, config hot reload

⌨️ Commands

All /an commands. OP level 2 required.

CommandWhat It Does
/an statusIs the mod alive? What's it thinking?
/an strength [player]Full combat profile breakdown
/an difficultyTweak the numbers
/an protection [player]Manage newbie shields
/an memory [player]Read the Nemesis file
/an scan [range]Inspect nearby scaled enemies
/an nemesis [type]Summon a personal nightmare
/an invasion trigger [type] [waves] [difficulty]Start the storm manually
/an test [module]Debug tools
/an reloadHot reload configs
/an helpWhen you forget the above

🔧 KubeJS Integration

Script your own chaos.

EventWhen It FiresWhat You Can Do
adaptive_nemesis.entity_scaleMob spawnsOverride scaling multipliers per entity
adaptive_nemesis.damage_calculationTrue damage triggersAdjust or cancel conversion
adaptive_nemesis.player_strength_evaluationStrength recalculatedModify final score
adaptive_nemesis.nemesis_memory_updateMemory milestoneCustom rewards, triggers
adaptive_nemesis.world_stage_changeStage advancesReact to global progression
adaptive_nemesis.invasion_startInvasion beginsModify waves/difficulty or cancel
adaptive_nemesis.invasion_wave_startEach wave startsInject custom logic
adaptive_nemesis.invasion_endInvasion endsModify rewards based on outcome

📦 Datapack Support

No code required. Just JSON and spite.

  • data/<namespace>/world_stages/<name>.json — Stage rules, caps, invasion params
  • data/<namespace>/invasions/<name>.json — Custom invasions: waves, enemies, effects, rewards
  • data/<namespace>/nemesis/<name>.json — Nemesis profiles and behaviors

Hot-reloaded with F3+T.


🚀 Performance

ProblemSolution
Entity calculation lagRegional caching + async updates
TPS drops on serversPlayer-list traversal + distance checks
Config reload lagIncremental sync, not full rebuild
Memory bloatOn-demand loading, periodic archiving
Scaling timeoutWatchdog detects and marks bad entities

⚔️ The Point

"Your power feeds their evolution."

This isn't a mod that makes the game harder. It's a mod that makes the game pay attention.

You want to feel your progression? You'll feel it. The enemies will make sure of it.

You want to coast in god gear? Not here. The world scales. It learns. It remembers.

Adaptive Nemesis doesn't nerf you. It respects you enough to stay dangerous.


⚔️ Every time you grow stronger, your Nemesis evolves. ⚔️

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Minecraft: Java Edition

1.21.x

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Опубликован:2 месяца назад
Обновлён:3 дня назад
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