Survival Refightalized: Difference between revisions

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m (change module type to base and fix some typos)
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|creator=Thanathor
|creator=Thanathor
|versions=1.21.3+
|versions=1.21.3+
|complementary=[[Monsters Unbound]]}}
|complementary=[[Monsters Unbound]], [[Augmented Armor]]}}
This module reworks the survival experience to be tougher, even at later stages of progression.
This module reworks the survival experience to be tougher, even at later stages of progression.



Latest revision as of 20:39, 3 December 2024

Survival Refightalized

Module TypeBase
Created byThanathor
Complementary ModulesMonsters Unbound, Augmented Armor
Compatible MC Versions1.21.3+

This module reworks the survival experience to be tougher, even at later stages of progression.

Features

Survival Refightalized expands on the game's difficulty. Mobs will be given additional stats and many survival related mechanics such as health and armor are completely redone.

Survival Mechanics

Health

Natural health regeneration is considerably slowed down, restoring half a heart every 30 seconds.

To compensate any damage taken from non-combat sources, such as falling or being on fire will regenerate rapidly when out of combat.

Sleeping in a bed will also restore full health, once per night.

Armor

Armor no longer provides a percentage protection against damage, instead any damage taken will first drain armor points in a similar manner to health.

Armor always drains before health unless the damage is armor piercing, such as most environmental effects or magic.

Armor recharges quickly 10 seconds after it was last damaged, or after 5 seconds if the damage came from a non-combat source.

Shields

Shields will always "break" when absorbing damage, similar to being hit with an axe.

The time before a held shield starts blocking attacks is decreased from 0.25 seconds to 0.05 seconds.

If an attack is blocked within this timeframe the attack will be parried. A parry knocks back and slows the attacker.

If the block button is held for less than 0.25 seconds the parry will become a perfect parry, which does not disable the shield.

Enchantments

Protection enchantments have been nerfed.

Protection will only grant 1% damage protection per level and the other specific Protection enchantments grant 2% per level.

Mobs

Mobs will spawn with higher health, damage and movement speed based on their spawn location. Above ground the stats will increase based on the moon cycle and weather. Below the surface they will increase based on the distance to the surface.

Mobs are also much more likely to spawn wearing armor, although they will not use Iron, Golden or Diamond Armor if the player has not equipped armor of that tier or above yet.

Spawners

Mobs spawned from spawners do not benefit from any stat increases. Mobs are considered spawner spawns if they spawn in the air.

Cave Spiders, Drowned, Phantoms and Silverfish will gain modifiers even if spawned from a spawner.

Special Cases

Certain mobs have additional changes to balance them:

  • Zombies will not spawn as Leaders or Babies
  • Phantoms drown when submerged in water
  • Mobs that fire projectiles such as skeletons will have additional delay added between shots

Advancements

Advancement Requirement
Armor Up!
Discover that Armor works a bit differently now
Take damage while having Armor points
Not Today
Parry with a Shield by blocking just before an attack
Parry damage with a Shield by blocking less than 0.25 seconds before the hit
Not Today, Either
Block lethal damage with a Shield Parry
Parry damage that exceeds your total Health, Armor Points and Absorption combined.

Any possible damage reduction (such as from Protection) is not considered.

Technical Details

Configs

Certain scores on the gm4_sr_config scoreboard can be changed to configure certain mechanics:

$natural_regen - set to 1 to enable the 30 seconds natural regeneration, set to 0 to disable it [default = 1]

$combat_regen_timer - set to change the timer between health regeneration, every 125 score added is 1 second [default = 3750]

$armor_recharge_timer - time before armor starts to recharge, every 125 score added is 1 second [default = 1250]

Mob Difficulty Calculation

Mobs will determine their difficulty on spawn based on the following:

Overworld

World Difficulty

+5 when playing on Easy +10 when playing on Normal

+20 when playing on Hard

Surface

+10 if outside in the rain

+15 if outside in a thunderstorm

+0-20 if outside during the night, based on the fullness of the moon, where a new moon is +0 and a full moon is +20

Underground

If the mob spawned underground difficulty is added based on the Depth

Depth = y_level_of_mob - y_level_of_surface - 16

Depth will always be limited between 0 and -128

Added Difficulty = (Depth2 * 5) / 1024

Other Dimensions

World Difficulty

+10 when playing on Easy

+25 when playing on Normal +50 when playing on Hard

Random

+20-60 randomly

Mob Stat Changes

Mob Stats Additional Effects
Zombie/Husk/Drowned Max Health: 18 - 36

Attack Damage: 3 - 6.5

Movement Speed: 80% - 120%

Damage Cap[1]: 8

0-75% chance to equip armor (chance is the same for each armor piece)

Drowned with trident +8s fire delay

Skeleton/Stray/Bogged Max Health: 9 - 22

Attack Damage: 2 - 6.5

Movement Speed: 75% - 105%

Damage Cap[1]: 7

0-75% chance to equip armor (chance is the same for each armor piece)

+2.4s fire delay arrows deal 80 - 120% normal damage

Spider Max Health: 12 - 30

Attack Damage: 2 - 5.5

Movement Speed: 95% - 145%

Cave Spider Max Health: 4 - 12

Attack Damage: 0.5 - 1.5

Movement Speed: 90% - 135%

Poison effect on hit is reduced:
  • 2 seconds on Normal
  • 4 seconds on Hard
Creeper Max Health: 12 - 24

Movement Speed: 90% - 125%

Enderman Max Health: 40 - 55[2]

Attack Damage: 5 - 8

Movement Speed: 90% - 125%

Phantom Max Health: 4 - 16

Attack Damage: 1.5 - 5

Wither Skeleton Max Health: 22 - 36

Attack Damage: 0.5 - 2.5 (+6)

Movement Speed: 95% - 120%

Damage Cap[1]: 8.5

40% chance to spawn with Bow that has:
  • Withering Arrows
  • 3.2s fire delay
  • 70 - 100% normal damage+66.6% Knockback Resistance
Piglin Max Health: 16 - 32

Attack Damage: 2 - 4 (+3)

Movement Speed: 80% - 115%

Damage Cap[1]: 7

50% chance to equip gold armor
Silverfish Max Health: 1 - 6

Attack Damage: 1 - 2.5

Movement Speed: 80% - 120%

Randomly picks a size:
  • 50% chance to be normal size and +20% Movement Speed
  • 25% chance to have +25% size
  • 15% chance to have +50% size and +2 Max Health
  • 10% chance to have +75% size, +4 Max Health and +1 Attack Damage
Zombified Piglin Max Health: 14 - 20

Attack Damage: 0.5 - 2 (+3)

Movement Speed: 90% - 140%

Damage Cap[1]: 6

Learn More and Download

Download

History

Version Date Change
1.21.3 soon Released Survival Refightalized

== Notes ==


  1. 1.0 1.1 1.2 1.3 1.4 Damage cannot exceed this value, even if the mob is wielding weapons that would usually causes it to exceed this
  2. Does not apply in The End