Welcome to the Hangar Open Beta. Please report any issue you encounter on GitHub!
Mobs spawn as bosses of six classes: abilities, minions, loot, and player levels.
New
- đˇď¸ Names in each playerâs language. The names over bosses and minions now come in each viewerâs language, through text displays only they see.
name_tags.per_player: falsebrings back the gameâs own name tag in the default language. - đ˛ Eight new bosses: Bogged, Blaze, Breeze, Cave Spider, Piglin Brute, Hoglin, Ravager, and Guardian, each with minions. A
bosses.ymlfrom 1.x or 2.0 doesnât have them; copy them from the bundled file to get them. - ⨠Four new abilities. A shockwave that knocks players back; a frost nova that freezes them as powder snow does; a grapple that pulls the farthest player in sight, against shooting a boss from a pillar; and enrage: once below 30% of its health, a boss hits harder and moves faster. A
classes.ymlwithout their levels keeps them off. - đ§ Minions have better names in every language, and they despawn as vanilla mobs do instead of filling the world.
- đ Plan: a playerâs page shows their MoâBosses level, experience, and kills, the players table gets a level column, and the server page counts the bosses alive.
- đ§Š MiniPlaceholders: its tags work in every message, for the player who reads it, and
<mobosses_level>,<mobosses_xp>,<mobosses_kills>work in TAB and elsewhere. - đĄď¸ No bosses in WorldGuard plots. No boss spawns in a region with owners or members unless
mobosses-spawnallows it there; regions without owners, like spawn, keep their bosses (no_bosses_in_owned_regions). - đŞ Never weaker than vanilla. A bossâs health, damage, armor, and toughness are at least its mobâs own, whatever the classes and curves say. Its gear only gets better: a piece goes on where the slot is empty or the piece is stronger, slots its set leaves out keep what the mob had, a skeletonâs pumpkin against the sun included, and an archer keeps its bow.
- đ
./gradlew balanceprints the stat curves from the real formulas and a config; it replaces the Python scripts, which kept numbers of their own.
Fairer progression
- Levels climb slower at first: 100 kills make level 19, not 29, so a new player doesnât meet level 30 bosses after a weekend.
- A kill counts toward your level only when you dealt 15% of the bossâs health (
progression.min_share), and the boss wasnât 20 or more levels below you. Bosses below your level give you less MoâBosses experience, and stronger ones a little more (progression.relevance), so farming weak bosses doesnât level anyone up. - The players near a spawn set the bossâs level together, by their average (
spawn.group_radius), so one veteran doesnât pull newcomers into level 90 fights. - A weaker boss is weaker by 5% to 30% of the level (
variance.min_cut,max_cut), no longer by up to 80 levels. - Vanilla experience from bosses dropped about sevenfold: a level 100 Mythic zombie gives 1286 points, not 9822.
- Level 100 can be reached; the curve used to stop at 99.
Against piles of bosses
- After a boss spawns for a group, its players wait about a minute for the next (
spawn.player_cooldown_seconds), and no boss spawns while three are within 48 blocks (max_nearby,nearby_radius). Mob farms and spawner rooms stay farms, not boss factories. - A boss keeps at most 12 minions alive (
summoning_max_alive), and minions that became bosses summon no minions of their own (summoning_by_mini_bosses).
Kept across relogs and restarts
- Who hit a boss and how much, its cooldowns, and its enrage live on the boss: a restart mid-fight doesnât cost anyone their loot or give the boss a free volley.
- The rewards cooldown and the spawn cooldown live on each player, so leaving and coming back doesnât reset them.
- Cobwebs from abilities go back even after a crash, on the next start.
- Meteors and arrows from abilities arenât saved, so a restart never drops one later.
Abilities
- Cooldowns are rolled once, when an ability goes off. They used to be rolled again on every hit, so a boss under many hits fired nearly at the base cooldown.
- When the picked ability finds nothing to do, like a fire ring over water, the boss tries another instead of wasting the hit.
- The fire ring goes out after
fire_ring_secondsand never starts next to anything that burns, so it scorches the ground but doesnât set a house on fire, and withdoFireTickoff it no longer stays for good. - The web ring slows players only when it placed webs, and its cobwebs drop nothing when broken.
- The teleport strike lands only on solid ground the boss fits on, out of water and lava, in sight of its target, and where the protection plugins would let it spawn: no more bosses falling into ravines or stuck in walls.
- The grapple pulls a player off a pillar down, not up, with a moment of slow falling, instead of throwing them into the air.
- Arrow arcs and arrow rain hit players only: pets, villagers, horses, and the bossâs own minions stay out of it.
- Arrow rain and meteors start under the ceiling in caves instead of in the rock above.
- Regeneration waits until the boss has lost a fifth of its health.
- The shockwave roars first and slams a moment later, so a player who watches the boss can step back.
Fixed
- Minions that rolled into bosses didnât count toward a bossâs minion limit.
- A boss that healed could give out shares adding up to more than the whole boss, and so more experience and loot.
- A death another plugin cancelled still paid out the rewards, and paid again when the boss died for real.
- A zero for
exp_scale,kill_scale, oroffsetin the config broke the level math. - Toughness came from the mobâs own, which is zero for nearly every mob, so the toughness formula did nothing; skeletons got no armor the same way. Both grow from
base_pointsnow.
Platforms
Paper
26.3