EliteMobs Versions Save

This is a spigot plugin that aims to extend Minecraft's survival endgame by making mobs more interesting.

v.8.7.3

4 months ago

EliteMobs 8.7.3 changelog:

  • [New] Completely remade most of the antiexploit systems, they should now be far more flexible and detect far more cases
  • [New] Added the NormalUndergroundSpawn premade custom spawn, fixing some events
  • [New] The dungeon interface is now translatable and partially customizable
  • [New] The translation files have been updated on https://crowdin.com/project/elitemobs
  • [New] The EliteMobs resource pack is now by default set to use FMM for the custom models instead of ModelEngine, meaning that you can now use FMM for EliteMobs directly without having to change anything about the resource pack
  • [Fix] Fixed changing language not working with console
  • [Fix] Updated Primis to fix some issues with the final boss and the custom models
  • [Refactor] Moved all my projects to the snapshot repository of sonatype, making it more uniform and easier to use

v.8.7.2

5 months ago

EliteMobs 8.7.2 changelog:

  • [New] Released The Bridge Sanctum
  • [New] Added The City Dungeon package
  • [New] Added The Palace Sanctum
  • [New] Added The Oasis Pyramid Sanctum
  • [New] Added The Primis Blood Temple
  • [Fix] Fixed a bug with relative offsets not reading configuration data correctly
  • [Fix] Fixed a typo in a mobcombatsettings config description
  • [Fix] Changed how max health based player count on is scaled for instanced bosses

v.8.7.1

5 months ago

EliteMobs 8.7.1 changelog:

  • [New] Added The Bridge Sanctum package
  • [New] Added the Diamond League Arena package
  • [New] Added The Mines package
  • [New] Added NPCs for the new content
  • [Tweak/Fix] Tweaked / fixed item level limiter for instanced dungeons with enforced level syncs
  • [Fix] Fixed issue where script targets were not fully working for NEARBY_MOBS targets
  • [Fix] Fixed health scaling for instanced dungeons, should now be getting applied correctly
  • [Fix] Fixed API-related error
  • [Fix] Fixed issue where elite items could be enchanted with vanilla methods when that option was disabled under specific conditions

v.8.7.0

6 months ago

EliteMobs 8.7.0 changelog:

  • [New] Added FreeMinecraftModels as a drop-in replacement for ModelEngine! ModelEngine R3 will still work for now, but support will be dropped in the future
  • [New] Arenas are now able to spawn Mythic Mobs as wave bosses!
  • [New] Added the elitemobs-explosion-block-damage flag, which when denied makes fireballs still do damage but not damage the terrain
  • [Fix/Revert] Fixed issue where players couldn't pick up elite currency. This reverts a previous compatibility fix for plugins that change item pickup behavior
  • [Fix] Fireballs now do damage correctly when appropriate
  • [Fix] Custom boss spawn with level command will now work correctly for bosses with a dynamic level
  • [Tweak] Remove command stops removing if you relog
  • [Tweak] Thoroughly optimized the PlasmaBlaster power based on feedback
  • ...and more

v.8.6.2

7 months ago

EliteMobs 8.6.2

  • [New] Updated EliteMobs to be compatible with MC 1.20.2
  • [Fix] Fixed bug related to having dungeons installed but not having worldguard
  • [Fix] Fixed error related to reloads and dynamic quests
  • [Fix] Fixed issue where some plugins would force pick up visual items

v.8.6.1

8 months ago

Warning: With this version there's been an update to 26 different dungeons, soon to be every single dungeon the plugin has!

The biggest update is for The Oasis, which has seen absolutely massive changes, introducing 75 quests and making it more like Primis in terms of questlines, loot, bosses and everything else!

Also, The Cave is now out as a free story mode dungeon!

The Oasis update:

Download links for the other updated dungeons:

Important: The combat system has changed, so the boss settings all had to be updated! It is not guaranteed that combat will be balanced as intended if you do not update the dungeons. You are able to change the boss combat multipliers yourselves to adjust combat, but it will take a while to get it right.

EliteMobs 8.6.1

  • [New] Considerably rebalanced combat for normalized bosses. This means every regional boss, and every dungeon. They are now squishier and deal less damage by default, based on feedback and changes to how the plugin uses these mobs and the amounts they are used in
  • [New] Players who use the commoner rank (the opt out rank for EliteMobs) will no longer be subjected to random events
  • [New] Based on feedback, gold shotguns no longer move around when triggered, they will aim in a specific direction and shoot after the delay similar to other powers, making it possible to dodge them
  • [Tweak] Players that are too low level will now be unable to obtain coins from killing a boss that is too high level. This is because in almost every instance where this happens, players are just getting carried by other players.
  • [New] Added individual damage multipliers for combat against bosses in the normalized combat system (regional bosses). This means that the damage multipliers for elites / event bosses and for dungeon content can and must now be adjusted individually. This update resets configuration changes to combat multipliers to avoid causing balance issues due to the new combat balance.
  • [Tweak] Tweaked the mob level to use integer values for the level difference warning
  • [Tweak] When regional bosses engage in combat with other bosses they will now lose the out of combat slowness effect
  • [Fix] Fixed some code around the action conditions
  • [Fix] Fixed how blocking filters work for elite scripts
  • [Fix] Fixed error related to zones
  • [Fix] Fixed error related to PAPI placeholders
  • [Fix] Fixed bug where elite tools would not lose durability
  • [Fix] Fixed bug where players would be able to loot elite items of levels above their own guild limit
  • [Fix] Fixed issue where levitation / blindness/ slow was being applied to major bosses incorrectly
  • [Fix] Fixed issue where not dropping randomized loot would also cause EliteMobs not to drop coins
  • [Fix] Fixed issue where players were unable to correctly abandon dynamic quests under specific conditions
  • [Fix] Changed default flag setup to allow the use of redstone in regions set up by EliteMobs

v.8.6.1-SNAPSHOT-3

8 months ago

EliteMobs 8.6.1-SNAPSHOT-3

  • [Fix] Further fixed default worldguard flags for dungeons for the Oasis release
  • [Fix] Fixed particle effect for gold shotgun

v.8.6.2-SNAPSHOT-2

8 months ago

EliteMobs 8.6.1-SNAPSHOT-2

  • [New] Based on feedback, gold shotguns no longer move around when triggered, they will aim in a specific direction and shoot after the delay similar to other powers, making it possible to dodge them
  • [New] Added individual damage multipliers for combat against bosses in the normalized combat system (regional bosses). This means that the damage multipliers for elites / event bosses and for dungeon content can and must now be adjusted individually. This update resets configuration changes to combat multipliers to avoid causing balance issues due to the new combat balance.
  • [Fix] Changed default flag setup to allow the use of redstone in regions set up by EliteMobs
  • [Tweak] Tweaked the mob level to use integer values for the level difference warning
  • [Fix] Fixed issue where events would no longer trigger at all
  • [Tweak] When regional bosses engage in combat with other bosses they will now lose the out of combat slowness effect
  • [Tweak] Gold shotguns no longer deal damage to other elites

v.8.6.1.-SNAPSHOT-1

9 months ago

EliteMobs 8.6.1-SNAPSHOT-1

  • [New] Considerably rebalanced combat for normalized bosses. This means every regional boss, and every dungeon. They are now squishier and deal less damage by default, based on feedback and changes to how the plugin uses these mobs and the amounts they are used in
  • [New] Players who use the commoner rank (the opt out rank for EliteMobs) will no longer be subjected to random events
  • [Fix] Fixed some code around the action conditions
  • [Fix] Fixed how blocking filters work for elite scripts
  • [Fix] Fixed error related to zones
  • [Fix] Fixed error related to PAPI placeholders
  • [Fix] Fixed bug where elite tools would not lose durability
  • [Fix] Fixed bug where players would be able to loot elite items of levels above their own guild limit
  • [Fix] Fixed issue where levitation / blindness/ slow was being applied to major bosses incorrectly
  • [Fix] Fixed issue where not dropping randomized loot would also cause EliteMobs not to drop coins
  • [Fix] Fixed issue where players were unable to correctly abandon dynamic quests under specific conditions
  • [Tweak] Players that are too low level will now be unable to obtain coins from killing a boss that is too high level. This is because in almost every instance where this happens, players are just getting carried by other players.

v.8.6.0

9 months ago

EliteMobs 8.6.0

  • [New] Added a configuration field to enchantments which allows admins to disable enchantments from appearing on procedurally generated items
  • [New] Disabling an enchantment on the enchantment configuration file will now disable it on custom items as well as procedurally generated items
  • [New] Admins and operators with the permission elitemobs.* are now able to bypass the instanced dungeon mechanic that kicks non-players and non-spectators out of an instance
  • [New] Added enchantment limits that allow admins to limit the maximum enchantment level possible done via the elitemobs custom enchantment system
  • [New] Improved range damage resistance / vulnerability accuracy
  • [New] It is now possible to trim elitemobs gear for minecraft 1.20+
  • [New] Updated improved leash pathfinding for versions 1.20+
  • [New] Added NEARBY_MOBS as a valid script target
  • [New] Added isStandingOnMaterial: MATERIAL as a possible elite script condition
  • [New] Defense in player gear page now reflects the full base damage reduction with the gear the player is currently wearing
  • [Fix] Fixed important bug where under specific conditions players could infinitely boost the amount of damage they dealt by switching weapons
  • [Fix] Fixed issue that was causing notifications for outdated dungeons to not appear correctly
  • [Fix] Fixed issue where location-dependent conditions in actions would not work when applied to entity targets
  • [Fix] Fixed issue where offhand items were not accounted for properly for damage reduction in elite combat
  • [Fix] Fixed elite projectile damage reduction and explosion damage reduction to reflect updated item enchantment system
    • [Fix] Fixed NPCs not saying greetings
  • [Fix] Fixed error related to flamethrower
  • [Fix] Fixed error with on death commands chances not running under some conditions
  • [Fix] Fixed issue where limited items did not have level limitations
  • [Fix] Fixed issue where null lore could break startup sequence
  • [Fix] Fixed error when elites try to full heal but other plugins have modified the mob's max health
  • [Tweak] Cleared debug messages
  • [Tweak] Bosses will no longer cull reinforcements for phase switches
  • [Tweak] Disguised entities will always display their names because I can't get libsdisguises to alternate between showing and not showing
  • [Tweak] Halved the damage of the flamethrower enchantment based on numerous points of feedback