Welcome to the Hangar Open Beta. Please report any issue you encounter on GitHub!
Broad RPG progression with 19 skills, active abilities, leaderboards, anti-exploit handling, and secure profile storage.
StormMMO 0.2.0
Player-Visible Changes
- Reworked skill progression around a hard level cap of 100.
- Players keep earning current and lifetime XP after reaching level 100, but no longer gain levels or extra combat power past the cap.
- Added a slower 1-100 XP curve where every next level costs more than the previous one.
- Updated
/stormstats,/stormskill, and progress actionbars to show100/100, overflow XP, and lifetime XP for capped skills. - Retuned active ability unlocks and reward milestones to the new 1-100 scale.
- Retuned combat XP, fishing XP, Alchemy XP, combat passives, limit-break damage, and active gathering multipliers for the 1-100 scale.
- Blast Mining and Explosive Shot now have bounded gameplay effects instead of only entering cooldown.
- Fishing treasure drops are rarer and no longer award Totems of Undying.
Admin And Config Changes
progression.max-levelis clamped to 100 at runtime, even when old configs still contain higher values.- The default progression formula is now the 100-level curve. The old
retroformula name remains accepted as a compatibility alias. abilities.duration-level-divisornow defaults to5so active ability durations continue scaling across the 1-100 range.anti-exploit.suppress-spawner-mob-xpis now enforced for mobs spawned after StormMMO loads.- Admin XP edits now reject non-finite values such as NaN and infinity.
Fixes And Compatibility
- Existing stored skill levels above 100 are normalised to 100 on load while preserving current XP, lifetime XP, and last gained time.
- Child skills such as Salvage and Smelting now respect the 100-level cap.
- Leaderboards continue ranking by effective level first and lifetime XP second, so capped players can still compete by total XP.
- Combat XP now uses pre-skill damage, preventing passive damage bonuses from feeding back into faster XP gains.
- Salvage returns are capped by recipe cost, item durability, and skill yield so tools and armour cannot create extra base materials.
- Ability and passive effects now respect the same world, player-state, and permission eligibility checks as XP.
- Projectile tracking is cleaned up after hits so long sessions do not retain stale arrow records.
- No storage migration is required.
Information
| Published on | May 27, 2026 |
|---|---|
| Downloads | 2 |
Platforms
Paper (26.1.2)
Dependencies
Paper