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DRAGON MINE Z: OVERHAUL
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DRAGON MINE Z: OVERHAUL

by LirouMage · on CurseForge

A "revamp" of Dragon Mine Z Mod, adding and modifying things at my view of what this mod could be!

⬇ Download on CurseForge
DRAGON MINE Z: OVERHAUL — screenshot 1DRAGON MINE Z: OVERHAUL — screenshot 2DRAGON MINE Z: OVERHAUL — screenshot 3DRAGON MINE Z: OVERHAUL — screenshot 4

IMPORTANT NOTE: IF YOUR MODPACK ALREADY HAVE CONFIG FILES FOR DMZ, DELETE THE "races" FOLDER BEFORE STARTING THE GAME!

IMPORTANT NOTE 2: THIS IS NOT THE ORIGINAL DRAGON MINE Z MOD! IT IS AN ADDON THAT EXPANDS/CHANGES IT'S FEATURES! YOU STILL NEED THE ORIGINAL TO PLAY!

 

 

Dragon Mine Z: Overhaul is a gameplay addon for Dragon Mine Z on Minecraft 1.20.1. It expands and reworks the core DMZ experience with faster movement, deeper class and racial identity, CUSTOM STRIKE ATTACKS, expanded Ki technique building, completely revamped clashes and fusion, better progression, configurable Battle Power, stronger equipment options, improved Dynamic Growth, and a LOT more.

And with v2.0, the Overhaul got MUCH bigger.

If you like what you see here, consider supporting me on Patreon! With your help I'll be able to keep modding and bringing more contet for DMZ Overhaul and other DMZ addons!

Donations — Engineering Media

 

A Faster And More Controlled Movement System

One of the biggest changes in this addon is the rework of SKP into SPD. Instead of mainly representing strike super damage, this stat now represents speed and affects movement speed, attack speed, swimming speed, and flight speed. And with this, STR is now the only stat responsible for Physical damage, including strike damage.

But do not be fooled, Speed is crucial to one's power. Leveling up STR makes your attacks heavier, and because of that your attack speed ALSO lowers. So if you focus everything on attack while sacrificing Speed, doesn't matter how strong you are, You Can't Hit Me.

Movement speed is not applied as a constant uncontrolled boost. Instead, movement ramps up while running until it reaches its cap. This makes high speed feel powerful without making normal movement impossible to control. Walking movement is by default capped at 200%, while sprinting has a much higher ramp up speed, giving players a much smoother experience in combat, exploration, and travel.

At very high speeds, players can even sprint across the surface of water or lava. Sprinting also no longer drains hunger through vanilla exhaustion, making fast movement feel like a real part of the Dragon Mine Z experience instead of something constantly punished by Minecraft's survival mechanics.

SPD also controls the speed of your actions! Dash and Skill cooldowns, Ki attack speed and cast speed, Strike Attack dash distance, all of those are controlled by SPD! So be sure to upgrade the stat if you want more advantage over your foes!

Weight movement penalties were also completely reworked. DMZ's original weight penalties could get completely out of control and did not properly affect flight. Overhaul now applies them much more fairly to regular movement AND flight, with configurable penalties for different amounts of loaded weight. Weight also reduces the soft and hard movement bonus caps, so carrying ridiculous amounts of weight actually feels like training instead of just destroying your controls.

Dynamic Growth Expanded

Dynamic Growth has been heavily expanded.

Running and Perfect Evasion grant SPD experience, swimming grants STR and SPD experience, staying underwater grants RES experience, Strike Attack practice rewards STR, and v2.0 adds even more ways to train every attribute.

Experience gained through Overhaul's Dynamic Growth systems now scales with your stats and also receives bonus multipliers from your general TP multiplier. You can even passively gain Dynamic Growth XP while training under high gravity.

Dynamic Growth notifications are also configurable, so once your stats get extremely high the chat does not need to scream at you every single level.

Minigame TP rewards now benefit from your TP multiplier too, making progression bonuses more consistent between the different ways you train.

A Stronger Class System

Dragon Mine Z: Overhaul separates race stats from class stats, allowing classes to feel more meaningful and easier to balance. Every built in class has a clear identity, and servers can adjust class stats, names, colors, and race restrictions through generated class configuration files.

Warrior builds Fury stacks through melee and strike hits. Fury improves stamina regeneration and defense penetration, making Warrior a reliable front line fighter with strong pressure.

Berserker becomes more dangerous as health gets lower, gaining critical chance and critical damage as the fight becomes more desperate.

Martial Artist deals bonus melee, strike, and Ki damage to enemies below half health, making it excellent for finishing weakened opponents.

Speedster builds Momentum stacks through melee and strike hits. Momentum increases SPD and adds a melee damage bonus based on speed, turning movement into direct combat power.

Duelist rewards timing, parries, and guard pressure. It gains stronger parries, faster redirected Ki blasts, and extra damage and knockback against guard broken targets.

Ki Assassins are the fastest at Ki attack charging and have the highest Ki damage output, but are also VERY weak physically and can die pretty easily. A true Glass Cannon.

Spiritualist, Enchanter/Cleric, Paladin, and Tank keep their familiar class roles while fitting into the separated race and class stat system.

And now, you can now create CUSTOM CLASSES WITH CUSTOM PASSIVES! Multiple different passive types can be configured with their own values, letting modpacks go much further than simply changing the numbers of the default classes.

There is even compatibility with DMZ Ragnarok so custom classes and their passives can be configured in-game!

with this new system, there is an example class called POTENTIALIST, an example of what the new custom class system can do.

When a Potentialist reaches low enough health, their maximum Release increase 50% beyond their normal maximum Release. This can drastically increase their stats during desperate situations, but there is a price: techniques and transformations also become more expensive.

When you're at the edge...

BREAK YOUR LIMITS!

Races With Stronger Identity

Races feel much more distinct, with several gaining custom active or passive mechanics inspired by Dragon Ball Xenoverse and the series itself.

Human uses Ki Boosting Body. High Ki improves combat stats, and the racial kit also improves passive Ki recovery. The Android Upgrade increases Ki regeneration even further, but lowers the damage boost gained from keeping your current Ki high.

Saiyan Zenkai is improved to behave more similarly to the anime. Surviving near death situations and fully recovering can grant permanent stat growth depending on how close to death you were. This effect has a big cooldown, becomes weaker each time it is triggered until eventually giving nothing, and gives an even lower bonus when sparring with Friendly Fist enabled. Since you weren't REALLY about to die lol.

Frost Demon uses Dangerously Fast. Lower health increases speed and Ki power, while Melee attacks cost less stamina.

Majin Absorption is enhanced. You gain stats based on the target's stats like in DMZ, and just like Zenkai it loses effectiveness every time you use it. Death reduces absorption bonuses, making the mechanic powerful but not free.

Bio Android uses Perfect DNA. This combines reduced versions of multiple racial strengths, including Saiyan Zenkai, Namekian regeneration, Human Ki Boosting Body, and Frost Demon speed and Ki power.

Namekian Assimilation now works similarly to the revamped Majin Absorption system. It can be used many more times, keeps its bonus contained in one stat bonus line, loses effectiveness with repeated uses, can be reset through the Dragon Balls, and is entirely configurable.

Namekian transformations were also reorganized with new transformation stages. Giant Form has been separated from the main transformation branch and is available from the beginning, similar to how Oozaru works for Saiyans.

Exclusive Racial Techniques

Certain races can also equip exclusive racial techniques in their Skills tab!

Androids and Bio Androids can use Absorption, draining an opponent's HP and Ki for themselves.

Namekians can use Namek Regeneration, trading Stamina to recover HP.

Majins can use Sleep, trading Ki to recover HP.

These do NOT replace the race's normal racial skill. Internally, they work as special Strike Attacks with their own scaling, so they can be equipped and used as part of your actual combat build.

Transformations That Actually FEEL Like Transformations

Transformation multipliers have been increased across the board. Forms are supposed to be an enormous deal in Dragon Ball, so Overhaul makes the jump between forms much more noticeable while still keeping them balanced enough to actually play the game.

The Super Saiyan progression has also been reorganized.

Super Saiyan Mastered was removed, and Super Saiyan now has two main branches:

SSJ > SSJ2 > SSJ3 > SSJ4D

and

SSJ Grade 2 > SSJ Grade 3

The Oozaru branch remains untouched.

Namekians also received their new transformation stages mentioned above, and saga configurations can now define second and third transformation values for NPCs.

Quest makers, go crazy.

CREATE YOUR OWN STRIKE ATTACKS

v2.0 finally brings CUSTOM STRIKE ATTACKS!

You can create your own unique physical techniques using a pool of different Strike Attack animations and attack styles.

Strike Attacks are no longer just something you pick from a predefined list. They can now become part of your character's actual identity in the same way custom Ki techniques already could.

And that becomes even more important because...

STRIKE ATTACK CLASHES

Strike users can now CLASH.

If you perform a Strike Attack against someone who is ALSO performing a Strike Attack, both fighters can be thrown into a Strike Clash.

The winner completes their Strike Attack with increased damage while the loser gets stunned, and unlike Ki Clashes, your Melee Damage AND Speed influence who gets the upper hand.

So yes, two people can now fly directly at each other screaming and see who hits harder.

As they should.

A Bigger Ki and Strike Technique System

 

Custom Ki and Strike attacks have more build options, clearer limits, and much more room for creative techniques.

Ki attacks can be overcharged up to 400%. You need to hold the charge button for a VERY LONG TIME to reach that, and it has its cost. If you do not have enough Ki, you won't charge more, and firing the Ki attack without enough Ki may cost you some HP!

This feature is disabled if you have the mod Dragon Mine Z: Overcharge Unlimited, so that mod can handle Overcharging instead. v2.0 also improves compatibility with it, including properly displaying the red overcharge bar and applying Overhaul's slower charge behavior.

Techniques are separated into Basic, Advanced, and Ultimate categories based on strength and utility. Players can equip up to 2 Advanced techniques and 2 Ultimate techniques, so a build cannot simply fill every skill slot with the strongest attacks. This is configurable.

Ki techniques can support third and fourth secondary effects, allowing more than one buff or debuff on a single attack. These added effects increase the technique's tier and cost, making stronger custom attacks feel properly earned.

Techniques can also include extra mob effects. Damage techniques can use harmful effects, while healing techniques can use beneficial effects, giving players more ways to affect both allies and enemies.

Small Ball and Medium Ball techniques can be configured to fire multiple projectiles. Area techniques can use custom area size controls, allowing them to cover much larger zones.

Area techniques can even use support and harmful utility at the same time (DOMAIN EXPANSION basically lol)

Unsafe internal effects are filtered out, so cooldowns, transformations, racial passives, fusion states, and other risky effects cannot be selected. Some Ki debuffs can also slow mob movement and attack speed, and the effects blacklist can be edited manually if you want to prevent certain effects from ever being used.

Ki Clashes Configurable!

Almost every aspect of a Ki Clash is now configurable. The speed of the clash meter, the area where you need to press, which attacks can participate, and much more can all be adjusted. (this also applies to Strike Clashes).

By default, almost every Ki Attack can enter a clash except for Disks, Barrages, Small Balls, Shields, and Area attacks.

But more importantly...

YOUR STATS ACTUALLY MATTER NOW.

If your Ki Damage is higher than your opponent's, you gain an advantage during the clash. This means the guy with 10 times your power does not need to pretend that a clash is somehow completely even.

You can also TRANSFORM DURING THE CLASH to increase your stats and suddenly gain the upper hand.

KAIOKEN TIMES FOOOUUURR!

And clashes are no longer limited to only two people.

TEAM KI CLASHES

Multiple players can now join the SAME Ki Clash and create teams pushing against each other's attacks.

The combined Ki Damage of everyone supporting a side contributes to the struggle, and the winning team's main blast receives a power increase based on the Ki Damage of the whole team.

Yes.

The entire squad can now help you push the giant beam back.

Fight Properly While Using Weapons

You no longer need an empty hand to access DMZ's main combat mechanics.

Players can now BLOCK, PARRY, AND USE TECHNIQUES WHILE HOLDING WEAPONS!

Weapons with a secondary function, such as Bows and Tridents, cannot use blocking because their normal secondary action already needs that input, but regular weapons can finally participate properly in DMZ combat.

Wristbands And Gloves For Empty Hand Fighters

You can now craft and equip Wristbands and Gloves in the Curios Hand slot to give your empty hand combat weapon enchantments and effects.

Basically anything a Sword could normally use can enhance your empty hand attacks.

It even supports Apotheosis affixes.

So now punching someone in the face can be properly enchanted.

Fusion Reborn

Fusion is no longer just a big stat bonus.

In v2.0, Fusion actually combines much more of BOTH characters.

A fusion adds together both players' stat scalings. If one player has a 2.0 STR scaling and the other has 1.5 STR scaling, the fusion can have 3.5 STR scaling.

Player bonuses are also carried into the fusion, and because both players' stats are synchronized, racial bonuses can properly function while fused too.

Metamoran Fusion between different races is supported, Fusion between TWO ANDROIDS is supported, and the system is fully configurable.

Transformations Consume Fusion Time

Transformation power now has a price during fusion.

Every time the fusion transforms, part of the remaining Fusion Timer can be removed based on the new form's multiplier compared to the previous form.

Jumping directly from Base to SSJ3 costs more time than going from SSJ2 to SSJ3, while going Base > SSJ > SSJ2 > SSJ3 results in the same total decrease as reaching SSJ3 directly.

The system can be completely disabled, or configured to make transformations consume more or less fusion time.

Fusion Cosmetics

Metamoru and Potara fusion can change the appearance of the controlling player with temporary fusion clothing.

Metamoru can give the fusion the recognizable fusion outfit, and Potara Fusion has received even more special cosmetic behavior in v2.0.

If both players are wearing outfits matching characters from the anime who canonically fused, and their fusion clothing exists in-game, the fused player can display that character's actual fusion clothing.

So if you and your friend show up dressed as Goku and Vegeta...

You know EXACTLY where this is going.

Scouters Revamped

Changed the style numbers to be normal numbers.

While a Scouter is active, you can use it to lock onto an enemy even if your character does not have Ki Sense.

Scouters also have a second mode that points toward the nearest Master Structure, making them useful for exploration and progression instead of only checking someone's power.

But be careful.

Scouters STILL break if they try to read a Battle Power equal to or higher than Freeza's BP.

Some traditions must remain.

Better Ki Blasters

Ki Blaster weapons are much more useful now.

They deal their base damage of 10 plus 60% of your Ki Damage, giving Ki focused characters a weapon capable of firing energy attacks without consuming Ki.

They deal a little more damage than your regular Ki Blast too, giving them an actual reason to exist in your loadout.

COMPLETELY Configurable Battle Power

Mob BP is calculated similarly to Player BP, meaning you should no longer see an enemy with 10% of your Battle Power suddenly dealing MASSIVE DAMAGE to you.

v2.0 takes this even further with a CUSTOM BP SYSTEM.

You can configure how Battle Power is calculated for BOTH players and mobs, including which attributes contribute to it, how heavily they contribute, the exponent used to inflate the final number, and more.

Basically, if you want your server's Battle Power numbers to look completely different, you can.

The default BP values were also rebalanced so early game numbers do not inflate nearly as quickly. You will not casually reach Raditz's power level at level 10 anymore.

Every Saga Quest enemy has been rebalanced again around the new Battle Power calculations and stronger transformation multipliers.

Quest NPC configurations can also define values for their second and third transformations, and custom Battle Power assigned to quest targets now properly interacts with Overhaul's automatic BP calculation so their displayed power actually represents what you are fighting.

Danger Visual BP

Battle Power can now visually warn you about what you're looking at.

Depending on how another player or mob's BP compares to your own, their Battle Power can appear with different colors and sizes, giving you an immediate idea of whether they are weaker than you...

Or whether you should maybe turn around.

This feature is disabled if Combat Remade is installed because that mod already provides a similar system.

A Full Prestige System

Finished everything?

Beat every Saga?

Reached max level?

Good.

Now do it again.

After completing all normal Sagas, a new Prestige Challenge Saga becomes available where you fight some of the strongest enemies you have faced so far, including some of the strongest currently available: Vegitto and Gogeta.

After completing the challenge and reaching max level, a Prestige button appears in the Stats menu.

Prestiging resets your character to level 1 and removes their transformations and skills, except for their created Ki and Strike Attacks.

But in exchange, you permanently increase your:

Stat Scalings

TP Gain

Mastery Gain

Quest Reward Gain

Your story progression also resets and the difficulty increases, letting you play through the entire progression again against stronger enemies while becoming stronger yourself every cycle.

The more you replay...

The stronger you become.

The entire Prestige system is configurable, and it automatically disables itself if the separate dmzprestige mod is installed.

Better Level And Attribute Configuration

Servers and modpacks have much more control over progression now.

You can configure the maximum player level, maximum attribute value, and even how many character levels a player gains for each point distributed.

The possible amount of distributed points has also been increased from 1,000 to 100,000, giving extreme progression packs much more room to work with.

The Hexagonal Stats display has also been changed to look closer to Xenoverse, dynamically representing your character's stats when Overhaul's custom level system is enabled.

Several speed influenced calculations and Damage Reduction can also use a new progression curve that increases faster at low levels and slows down later, preventing certain values from scaling too violently in the endgame. This system can be disabled.

Adaptive Defense has also been rebalanced so Defense remains strong without becoming completely ridiculous.

Combat And Movement Improvements

Parrying preserves the stamina value from before the parry cost is applied, making successful defense feel more consistent.

Combat flight supports a double dash while flying in combat mode. Flight speed scales with SPD, Ki Power, Fly skill level, and the movement ramping system, giving fast characters a stronger aerial presence.

The default movement values and Adaptive Defense settings were adjusted again in v2.0 to make very high Speed builds more playable.

General movement speed is also handled more consistently with other addons. Bonuses from dmzbonuses no longer directly increase general movement speed, leaving base statistics and transformation multipliers responsible for that system.

Quality Of Life, Compatibility And Polish

Dragon Mine Z normally uses a helmet list to decide which helmets allow hair to display, but it does not include a general option to make hair show with most helmets. Overhaul adds a config value that can turn that list from a whitelist into a blacklist. In practice, this allows hair to render with any helmet that is not specifically listed.

v2.0 also adds compatibility with DMZ Ragnarok / Shurui's Utils, allowing custom races to correctly use Overhaul's separated race statistics, as well as support for its custom class system.

Compatibility with dmz skill progression has also been added.

Major Overhaul features now have dmzwiki entries, so players and pack makers have an easier way to check how the bigger systems work without needing to dig through every config file.

A LOT of the addon has also been optimized, so Overhaul should be less demanding and less laggy than before.

v2.0 includes a huge amount of fixes for both Overhaul and base DMZ behavior too, including fixes for Majin Absorption and Zenkai bypassing configured stat limits, Strike Attack Ki costs scaling incorrectly with transformations, racial skills ignoring configuration changes, Scouter rendering, Ki Clash screen behavior, Instant Transmission during combat flight, several SPD related bonuses incorrectly increasing with transformations, and more.

Server Commands

The command /dmzrevamp resetcooldowns resets this addon's racial and class cooldowns for the command user.

The command /dmzfusion finish finishes the targeted/self fusion and apply fusion cooldown for both players

The command /dmzskill now accepts "all" in the place of "skillname" and can add or set every skill in a single command.

The command /dmzracial reset now also resets the Overhaul passives

Dragon Mine Z's own reload command can also reload the class configuration layer used by this addon.

DRAGON MINE Z: OVERHAUL is a free Minecraft Java mod. Compatible with Minecraft 1.20.1. Downloaded 16,664 times (via CurseForge). Download it and open it directly in the game.

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