Items spawned before this version will lose their unique EliteMobs properties - they won't be able to be sold to the store and they will lose any potion effects they may have.
Unique items are in the middle of getting overhauled to make way for custom enchantments - they will be fixed over the next few updates. The zombie king's axe flamethrower power is not currently working.
You will need to reset your config files for this update. This is not optional if you want EliteMobs to work properly.
Critical changes:
Updated the plugin for 1.13 and 1.13.1 (1.13 specific mobs and mechanics are not in the plugin yet, but they will be soon). It is still 1.12.2-compatible and I'm working to make it 1.9 compatible. If you want to help me by testing EliteMobs on 1.9, let me know, because I really need someone to do that for me.
Added the Adventurer's Guild system, accessible through /ag or /adventurerguild or /adventurersguild (requires elitemobs.adventurersguild) which allows players to set their own difficulty for EliteMobs and recieve rewards according to what difficulty they're playing on (better loot for harder difficulties, trash for easy difficulties)
The combat system has been redone from scratch. It now uses tiers to make the combat difficulty much more consistent. A video will be made explaining exactly how it works.
The item system has been remade from scratch. Items can now have fake enchantments - all enchantments above level 5 are actually level 5, despite showing a higher level in the item lore. This is so you can set the maximum enchantments on Elite Mobs items to the 100s or 1000s without breaking other stuff (like pvp).
Added the /em setmaxtier [tierLevel] command. This one is very important. I recommend you set it to 100. This means that to players it will look like EliteMobs items can have up to sharpness 99 with a diamond sword and protection 99 for armor, when in reality these items just have special lore that looks like enchantment levels. The actual sharpness and protection enchantments never go over level 5. The custom lore only affects EliteMobs.
The item quality system has been completely overhauled. Item quality is no longer entirely reliant on the item tier - low level items can be high quality (many secondary enchantments) and high tier items can be low quality (no secondary enchatments).
Added the permission elitemobs.user which contains all permission nodes which I recommend (more details in the commands and permissions github page)
Moved data files to dedicated data folder inside the folder for EliteMobs config options. You can move the old data files in while the server is offline - it will not work if you try to move them while the server is online.
All event boss levels are now dynamic - action events are always relatively easy (they're just there to spice things up) while timer-based events are always hard.
Added exploit prevention mechanics - attempts made by players to trap Elite Mobs will hopefully result in said mob not dropping any special loot. Right now this is indicated by the mob suddenly losing their visual trail.
Added a very basic combat tag system. Flying and vanilla godmode (not godmode made by other plugins) will now be toggled off when the player either strikes or gets struck by an Elite Mob.
Fixed some nasty bugs related to the Balrog event
Added alerts that notify server OPs when a new public version of EliteMobs is available (permission-based)
Kraken event is temporarily disabled for 1.13 servers
Minor changes:
Added the following permission nodes: elitemobs.setmaxtier , elitemobs.checktier, elitemobs.checkmaxtier , elitemobs.gettier
Added the following commands: /em setmaxtier [tierLevel] , /em checktier , /em checkmaxtier , /em gettier [tierLevel]
Added a ton of aliases for commands
If you want more info regarding commands or permission nodes, check the github page about them.
Improved the data logging security and efficiency in preparation for SQL integration
Added item tier info to the lore structure of custom and procedurally generated items
Added code which automatically deletes deprecated config options, making it easier to remove old config options as the plugin is developed
Improved the /em simloot command - it now fully simulates a mob drop, meaning that it might even not yield any items if you don't get lucky with the drop chance.
Drastically increased the event rarity for action events
Added escape mechanics to the Balrog and the Fae
Player wallets now round down to two decimal places
Event bosses will now retain their visual effects even after the chunk they were on has been unloaded and loaded back in
/em reload config & /em reload loot have been merged into /em reload
Restructured the item lore customization options to be more immediately understandable
Added the "display" tag so that "/em spawnmob zobie 500 display" will spawn a zombie with the noAI tag for players to take a good look at the effects
Made vindicators valid Elite Mobs
Added a lot of more specific entity subtypes to ValidMobs.yml
A number of compatibility fixes have been made to accommodate plugins such as MythicMobs, InfernalMobs and various pet plugins.
A lot of config options have been introduced, which I won't get into here as they're just too numerous.
Bug fixes:
Armor stand health and damage displays have been vastly improved
Massive refactors and restructuring
Action events no longer trigger for players in creative or spectator mode
Fixed the name of the Saturation potion effect
Fixed issues related to the SkeletonTrackingArrow getting stuck
Fixed death messages so they rely on vanila death message mechanics, making them more compatible with other plugins
So much more stuff that it would be senseless to try to write it down here.
6.5.0 Changelog:
Critical changes:
Added a new type of events : Action events. These events get triggered when a specific type of action is executed by players.
Added the Balrog action event (mining). It has a 1/100 chance of getting triggered when players break an ore block. This spawns a level 100 silverfish that spawns two more silverfish with 1 hp each when struck. It drops the unique pickaxe "Dwarven Greed". Can be manually spawned through the command "/em spawnbossmob balrog". Fully configurable.
Added the Kraken action event (fishing). It has a 1/100 chance of spawning when players reel in a fishing hook out of the water. This spawns a squid with 100 health that fires fireballs at players. It drops the unique fishing rod "Depths Seeker". Can be manually spawned through the command "/em spawnbossmob kraken". Fully configurable.
Added the Fae action event (wood cutting). It has a 1/1000 chance of spawning when players cut down a log. It spawns three level 20 vexes, each with their own elemental power - lighting, freeze and fire. They have a 1/3 chance of dropping the unique axe "The Feller". They can be manually spawned through the command "/em spawnbossmob fae". Fully configurable.
Added vexes to the list of valid Elite Mobs.
Removed all unique items from the custom shop except for the mob hunting set.
Expanded custom death messages to include the following mob types: husks, strays, zombie pigmen, wither skeletons.
Minor changes:
Tweaked commands errors for the sake of clarity. Error messages for spawning mobs now clarify the possible syntax.
Tweaked the event permissions: elitemobs.spawnbossmob ; elitemobs.events.kraken ; elitemobs.events.deadmoon ; elitemobs.events.smalltreasuregoblin ; elitemobs.events.* . The action event permissions are currently unused as they should be true by default but permission plugins don't seem to be handling that properly.
Fixed config reloading not updating the valid world list properly.
Using the spawnmob command will no longer also spawn an extra normal mob.
Fixed incorrect capitalization of world names for the treasure goblin event.
Added SkeletonPillar to the valid list of powers in the spawnmob command.
Note: EliteMobs 6.6.0 will be a massive update. I will try to be as expedient as I can with it, but please bear with me if it takes a bit longer than usual to release to spigot. You'll be able to get in early if you follow discord dev builds. That update will introduce enchantment levels that go up to 100, mobs that can have thousands of levels and an adventurer's guild. Feel free to drop by the discord to learn more or provide much needed feedback or help with testing!
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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