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
- 💀 Losing streaks cost a level. Three deaths to bosses in a row, with no boss killed between, and the third drops your Mo’Bosses level by one, to the least experience of the level below; each death after it drops one more, down to level 1. A kill that counts ends the streak.
progression.death_demotionsets how many deaths start it, and 0 turns it off; it works only whiledeath_penaltyis on. - 📖 The bestiary shows how far you are. “Bestiary” and “Mythic collector” count each boss type you killed, and the game shows it as a bar under the advancement, like its own “Monsters Hunted”. Kills from before the update tick off at your next login. A player who already had one of them sees it come again then, once.
- ❤️ The boss list is live. While an admin keeps
/mobosses→ bosses open, each boss’s health, place, distance, and fighters refresh every second. - 🥚 Spawn a boss from the menu. Admins with
mobosses.spawnget a button in/mobosses: pick the mob, its class, and its level, a digit at a time with arrows over and under each, then the place on a grid of chunks around you, north at the top. Your own head in the middle spawns the boss right on you. Any other chunk spawns it at that chunk’s safest spot at your height: solid ground, room overhead, nothing that burns or pricks. On Paper for now; the mods get it in the next version. - 🧪 Spawn a boss with the abilities you pick.
/mobosses spawntakes options after the class, in any order and around the coordinates:abilities=shockwave,whirlwindleaves the boss only those, whatever its level,abilities=noneleaves it none, andcount=5spawns five at once, up to 20. The boss keeps its abilities across restarts. Tab completion lists every ability.
Fixed
- 💥 A slam hurts. A shockwave mostly missed: the player’s blow knocked the boss two or three blocks back during its roar, and the slam went off out of their reach, behind the boss. Now the boss stands its ground until it slams. And a player close to a boss took a shockwave, whirlwind, stampede, or pounce mostly for nothing: the boss’s own swing left them the game’s half second of immunity, which swallowed a lesser hit, and at high levels the swing was almost always the harder one. Now these blows land in full whenever they come. Meteors, lightning, and arrows hit as before.
- ✨ Bosses glow on a new world. On a world whose glow teams had no color yet, Paper threw an error every second, and bosses got neither their glow nor their aura. Now the first boss of each class sets its team’s color.
- 🕸️ A boss walks through its own traps. A boss and its minions got stuck in the cobwebs it spun and caught fire in the rings it lit. Now they pass through what abilities leave, while players stay caught. Cobwebs and fire that were there before still hold and burn everyone.
Platforms
Paper
26.3