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Hostiles are Too Easy

Датапак Datapack

Enhances mob behavior, best hardmode experience.

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Hostiles are Too Easy

This is hardmode datapack that increases difficulty by adding mob abilities and mob variants, also adds world progression.

World Stage

  • Pre Hardmode: starts as world creates, easy mob variants
  • Hardmode: starts as Nether entered, harder variants
  • Post Wither: starts as player kills wither, required to enter End, even harder variants
  • Post Dragon: starts as player kills dragon, for now does nothing but more content would be added by the v1.0.0 release

Ability

  • Leap Attack: zombies leap to the target once in a life, which gives them 1st hit benefit, unless player controls environment and blocks or dodges attacks, makes it hard to fight against hordes.
  • Leap Explosion: every creeper would leap to the target right before exploding, which makes it much harder to block their explosions and turns creepers into terrifying monsters they probably once were for most players.
  • Hunt & Horde Panic & Panic & Scent: zombies hunt big animals, spiders hunt small animals, skeletons hunt villagers, monsters hunt illagers. Animals are afraid if their hunters, also afraid animals spread panic. Zombies could scent lowe health player through walls, endermans scent players that have any item related to ender pearls. It makes world much more hostile, adds a lot of interactions and forces better tactics.
  • Web: spiders shoot web at their target, which make fighting them much harder, if they dont miss
  • Fire Blast: blazes once in a time charge fire blast and release it when near target, putting on fire nearby blocks. Makes fighting them without fire resistanve really hard, forces strategic block placement.
  • Extinguish Light Sources: zombies and some skeletons could break torches, so zombie in a cave would slowly spread darkness.
  • Trample Farmland: zombies trample farmlands, which makes it harder to farm on a large scale in dark undefended areas.
  • Ghast Blast: ghasts shoot fireballs with random increased power, could shoot small fireball area attack

Variant

Not all vanilla mob variants could get any variant, for example Drowned can't become Revenant

  • Skeleton: wont burn
    • Normal: has 20->6 health, has 5->6 damage, limited arrows, low chance to shoot fire arrows, could spawn with melee weapon, when on fire shoots fire arrows; sort of fragile enemy with huge melee damage or dynamic behavior
    • Longdead Skeleton: has 12 health, wears chainmail or iron armor could have bow or iron sword, spawns underground; just a better skeleton
    • Bone Lord Skeleton: has 24 health, wears chainmail or iron armor, switches between bow and sword, spawns underground, when target nearby and no longdeads nearby summons 4 support longdeads; huge threat, could be considered miniboss by many
    • Withered: in post wither
  • Zombie:
    • Normal: just zombie, hunts animals, leap attacks, breaks torches
    • Pumpkinhead: zombie that wears pumpkin and holds sticks or bones, wont burn under sun, faster than normal zombie; days not 99% safe now, but something like 80% safe
    • Revenant: spawns in deep underground, wears iron armor, has light sourse item in offhand, spawns with iron tools, silent, has 50% more hp; massive threat if it sneaks behind, quite tanky
    • Ghoul: spawns underground, wont burn under sun, has 50% more health, faster, applies Slowness V on hit; if attacks from behind, theres only Fight option, no Run possible
    • Brutal: spawns in hardmode, wears head and chest armor, has iron axe or sword, faster
    • Gargantua: spawns in post wither, 2 times bigger, wears no armor and no weapon, has 8 times more health, 10 damage, a lot faster than notmal zombie; if u see it rushing at u, its better to get prepared, its tanky, in later versions it would be reworked with new abilities added
  • Creeper:
    • Normal: leaps, blows up in fire, spreads fire around when bolows up while on fire.
    • Stalker: silent, faster, has 2 times longer fuse, has bigger explosions; a thing to be afraid about, if it sneaks behind, player would probably die if they aren't aware of surrounding.
    • Infernal: spawns in hardmode, wont take fire damage, always on fire, when explodes, spread fire around.
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