Some extra information regarding Grimoire of Gaia 3 for you folks, since I originally suggested it.
- There's a decent amount of "monster girls" in this mod. Probably half the mobs are these. So it might get a bit too fanservice-y for some.
- Not all mobs are agressive. A small portion of them are assist (like zombie pigmen), and another portion are passive traders summoned by cards (random loot)
- Compatible with ATG/BoP biomes, as far as I saw on my test instance, since their spawning is biome dependant.
- Mobs have interesting, non-op random loots by default :
+ Reward bags
+ Small/tiny dust equivalents of vanilla material
+ Alternative fuel sources, some are very powerful but very rare. (cf Materials)
+ Unique weaponry, like battle books (inflicting debuffs or/and allowing you to throw special projectiles), ornate fans with a high knockback effect, and rings giving permament buffs like haste, night vision, jump height or movement speed (they are very rare loots, and rings require to be crafted with a beacon to be active).
+ Special foods
- Mobs are classified by level. The higher their level, the harder they are, but rarer they spawn and better loot. Example: The Minotaur; lv 3 mob. 160 HP, 8 hearts of damage, Slowness and mining fatigue on hit.
- Spawn rates are adjustable, but are very fair by default. I encountered the infamous Minotaur only once in 6+ hours of play (I died ofc, having flint tools and stuff), and Vanilla mobs are not removed, but less frequent - I still get attacked by small groups of zombies in my testificate village.
- Also, all mobs have half an heart of armor-bypassing damage. You can't nullify mob damage entirely (except by using electrical armor, I suppose). Configurable.
- Strenght and health points of all the mobs in the same level category can be tweaked as well, with percentages. Default values are fair.