6.4.0 - Massive power overhaul, new major powers, new config options, nerfed superchicken & more!
6.4.0 Changelog:
Critical changes:
Changed the way Elite Mobs get powers! Elite Mobs now get a maximum of 2 defensive powers, 2 offensive powers, 2 miscellaneous powers and 2 major powers. One new power is added every 50 levels. This means that the power cap is now at 8 powers total, as opposed to being able to just stack every power in the plugin. This will make fights more tactical and less hectic. You may want to review your damage and health multipliers as this does makes Elite Mobs significantly easier to fight as of right now, although the new influx of major powers aims to fix that. You'll still be able to manually spawn Elite Mobs with all the powers you desire.
Nerfed super chicken eggs so they will no longer get picked up by dispensers and last for a shorter amount of time than vanilla eggs. This is to prevent massive lag issues related to the equivalent of thousands of chicken constantly laying new eggs into automatic egg farms
Added new major power: SkeletonTrackingArrow. High level skeletons may now fire an arrow that will follow the player around until it hits something!
Added new major power: SkeletonPillar. High level skeletons may now summon two white pillars that rotate around them for a few seconds and cause damage to nearby non-passive living entities.
Added a configurable timeout value for bosses so they don't just accumulate over time if people don't hunt them down
Added config option to see the damage display and health for every mob you hit (instead of just for Elite Mobs), disabled by default
Added new power to the elite mob hunting bow: Bosses near the elite mob hunting bow will now get highlighted to make hunting them easier
Fixed vanilla minecraft boat/minecart exploit by adding a config option to disable the mount even for Elite Mobs (on by default)
Added XP loot multiplier separate from the old vanilla loot multiplier
Added configurable distance-based difficulty increase for Elite Mobs so they spawn at higher levels the farther away you travel from spawn (off by default, as a lot of servers rely on randomtp when players first set out to build a home)
Minor changes:
Added option to never turn mobs with custom names into Elite Mobs (improves compatibility with other plugins)
Fixed several aspects of damage and health indicators
Fixed errors related to damage event
Added config option to not show item worth for unique items
Changed event launched to only start when the minimum amount of players is met
Fixed a number of issues related to color codes in config files
Made boss mob power intervals configurable
Fixed the spawnmob command. It now spawns from console and from command blocks properly, and reports errors better.
Parting notes:
I've been doing more development livestreams lately, if you're interested in checking them out keep an eye out for
https://www.twitch.tv/magmaguy. They're a good place to prompt me with complicated questions or requests, or to just come watch me working on things and give me some feedback as I create new features.
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6.3.0 Changelog
Critical changes:
Created a brand new event with a brand new boss mob! The Dead Moon event only ever occurs during an in-game new moon. During this event, all Zombies spawned are Elite Mobs, all Zombies spawn an additional two unique event mobs called "The Returned" and at the start of the event a special boss mob called Zombie King spawns. This mob is level 1000 and has a Flamethrower power, a Unholy Smite power, a Summon Minions power and a Spirit Walk power.
Created a new power for all boss mobs (Zombie King and Treasure Goblin) called Spirit Walk. If they get hit 16 times in a row without dealing melee damage, they will ghost their way to a new location in order to avoid getting stuck in 2 blocks deep holes or other player traps that would make the fight too easy.
Added a unique item: Zombie King's Axe. Right clicking this item will recreate the power that the Zombie King has for the player. Using this will wear the item out. It currently deals no pvp damage whatsoever.
Fixed issues related to using the built-in reload commands, specifically those related to the loot. Reloading loot should now work properly.
Minor changes:
Fixed console error related to bad custom death message assignment.
Made it so players killed by bosses get the name of the boss displayed in the death message instead of the level of the boss
Fixed recurring shop bug, players should now be able to use shops normally and the shop system should prevent them from buying items if their inventories are already full
Overhauled the non-permanent nametag system to use vanilla settings, should no longer cause any amount of additional processing power to use
Fixed console error on paper spigot related to the Team Rocket death event
Tweaked the Team Rocket death event in general
Rewrote the Health and Damage displays so they display any damage dealt to Elite Mobs, not just player damage
Added a cooldown to the AttackWither power
Optimized the signature item in shops to only ever access servers once during runtime
Added config option to MobCombatSettings.yml to turn Health display off
Added config option to MobCombatSettings.yml to turn Damage display off
Changed natural mob spawning eligibility to never try to turn already named mobs into Elite Mobs (should fix compatibility issues with several plugins)
Fixed github repo issue caused by case sensitivity changes between versions
Made visual improvements to the GoldShotgun power's warning of the Treasure Goblin boss mob
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6.2.0 Changelog
Critical changes:
Fixed shop bug introduced in 6.1.0 where players could no longer sell items to shops
Introduced dynamic lore - Elite Mob items now transition the lore text between item worth and item resale value. These messages are both configurable and should take existing formatting into account. Items held by the player won't have dynamic lore for now. This is a Minecraft limitation.
Fixed Super Chicken bug where Super Chicken wouldn't lay eggs properly
Fixed item worth so it only has two decimal values
Smaller changes:
Fixed more passive mob related issues
Smaller technical stuff
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6.1.0 Changelog
Critical changes:
Added cooldowns to quite a lot of powers to make fights less hectic and annoying to go through
Added two new powers: RadialGoldExplosion (for Treasure Goblins) and ZombieBloat (for Elite Zombies)
Fixed some bugs related to death messages and added a way to customize them based on mob type
Tweaked the Treasure Goblin event to be challenging and fun again
Smaller changes:
Tweaked Elite Mobs armor
Elite Mobs should no longer be able to pick items up
Fixed bug where selling items to /em shop could prompt the inventory full message
Added item worth to bows and shields
Rewrote most powers to be more unified and work more reliably
Tweaked a bunch of powers to make fights more interesting
Treasure Goblin level was increased from 200 to 600 (hunting parties should now be mandatory, probably, unless the player is extremely well equipped and a goo fighter)
Cleaned up code
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6.0.0 Changelog
Critical changes:
This update completely redoes elite mob difficulty! Now, when players fight against mobs, they fight outside of the vanilla Minecraft combat system. Enchantments, materials and potion effects have been optimized to be able to scale to fight against mobs with millions of levels (though, for now, the vanilla values are recommended. The level 10,000,000 update will be released in the next few weeks). Current vanilla settings recommend level 2500 as the max level for naturally spawned Elite Mobs (for hunting parties)
Changes to config.yml and EconomySettings.yml! A lot of elements have been removed from it and moved to their own config files (MobCombatSettings.yml and ItemsDropSettings.yml).
Cool new damage and health remaining effects! You can disable these, obviously. They're there to show players just how good their gear is and how much of a dent they're putting on the Elite Mobs.
Item worth is now entirely configurable! You can customize the worth of individual elements for items. It is not recommended that you stray too far from the default values, as it might break some built-in progression settings.
New and improved item drop system! Items are now dropped less randomly and instead they are dropped according to power and worth. As a result, custom items are also dropping far more reliably.
Smaller changes:
[Bug fix] Slots 0-8 on stores can now be used properly for selling items if that's what they're configured to do.
[Request] There's now a setting that allows admins to globally toggle off displaying enchantments on items.
Players can no longer die in 1 hit from full health (max damage is 19).
Players can no longer have untouchable armor (min damage is 1).
Mob difficulty now makes mobs 10% harder with each subsequent level.
The best weapon in the hotbar is now taken into account when spawning an Elite Mob
Removed a few dead config options
Other smaller fixes and tweaks
Code (Text):
Version 6.0.0
- Public release of 5.2.x features
Version 5.2.2
- Fixed issue where damage would be applied when it shouldn't (god mode)
- Made plugin more compatible with other plugins as far as damage goes
- Adjusted the level at which armor shows up for elite mobs
- [Request] Added hide enchantment option to config
- Temporarily disabled some aspects of /em config
- Created ItemsDropsSettings.yml
- Created MobCombatSettings.yml
- Moved config options out of config.yml
- Removed item rank option from EconomySettings.yml
- Removed simloot boundaries from EconomySettings.yml
- Added config option to disable displaying dealt damage
- Added config option to disable displaying mob health
Version 5.2.1
- Rewrote the entire combat system
- Rewrote the entire item drop system
- Rewrote the entire item worth system
- Rewrote the entire item rank system
- Rewrote the entire player threat level system
- Made it so players can't die in 1 hit (max damage = 19)
- Made it so players can't have god armor (min damage = 1)
- Made it so mob health and damage scales 10% per level
- New combat system is much easier on new players and much tougher on veterans, scaling difficulty linearly and allowing for a more robust global buff of mobs
- Nerfed vanilla drops so they only increase by 10% per level (as opposed to 1 new mob worth of drops per level)
- Fixed quirks with the simloot command, should now be a transparent reflection of drops
- Added config option to disable mob showing up naturally with levels from mob spawners, which is enabled by default
- Added way to customize prices for materials, echantments and potion effects that scales dynamically
- Tweaked default config values to accomodate new max mob levels and new item ranks
- Fixed issue where customized shop slots couldn't use slots 0-8 for buying and selling purposes
- Made it so procedural items are far more sensible in how they spawn items, treating each enchantment separately based on worth which itself is based on power and config settings
- Added a display to show how much damage players do to elite mobs on hit
- Added a display to show how much life an elite mob has when a player hits them
- Made level 1 mobs not dangerous anymore
- EliteMob damage dealt and recieved now gets entirely recalculated by the plugin, armor is only cosmetic
- Player threat level now takes the best weapon in the player's hotbar into account
- Other combat-related stuff that is too long to explain here