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
- š Start over:
/mobosses resetwipes your level, experience, and kills and takes you off the board, after/mobosses reset confirm; the menu has a button for it that asks twice. Bosses near you come at level 1 again; spawn and reward cooldowns stay. Everyone hasmobosses.reset;/mobosses reset <player>wipes someone elseās at once and needsmobosses.reset.others, part ofmobosses.admin. - šæ Obelisk: high-level bosses raise an end crystal that heals them through a beam, a share of their health each second, 1.2% at most at level 100. Players break it in 2 to 6 hits, more at higher levels; nothing else can, and it never explodes.
- āļø Chain (from level 18 as a Common, 8 as a Mythic): the boss chains the farthest archer in sight. For 5 to 10 seconds they canāt stray past 8 blocks without being yanked back and hurt; three blows to the boss in melee break it.
- š„ Doubles: the boss vanishes in smoke and comes back among up to 6 copies with its look, gear, name, and glow. A copy falls to one hit and drops only what its mob would, and 1 experience; the rest vanish after 20 seconds.
- š„ A second phase for bosses of level 40 and higher: at half health the boss canāt be hurt for 3 seconds, throws everyone back, casts an ability at once, burns with soul fire, and casts a third faster for the rest of the fight.
- New abilities have sections of their own in
abilities.yml(obelisk,chain,doubles,phase_two), and their levels inclasses.yml; aclasses.ymlwithout them keeps them off. - š Nights of the hunt: under a full moon bosses come 1.5 times as often, and rarer classes more often still, Mythic twice as often; the players in the world hear it rise. Other phases change nothing (
full_moon). - š”ļø Bosses grow against groups: each player past the first who has dealt 5% of a bossās health adds 35% to it, up to six players, and the fighters see it over the hotbar. Someone who only stood by changes nothing (
group_health). - š Luck in the loot: the survival bonus tips drops toward rare and better items, and a player whose drops from Rare or better bosses brought nothing rare for 8 to 12 kills, a count rolled anew each time, gets a rare item at least, never above the bossās class (
loot.pity,loot.survival_luck). - š Dying to a boss costs something: the progress toward the next level burns; the level stays (
progression.death_penalty). - š Spawner farms pay less over time: a player who keeps killing spawner bosses in one spot gets less experience and loot after the third, down to a fifth, and it comes back with time; natural bosses are never affected (
spawner_fatigue). - ā³ A survival bonus, as in Sacred: each minute a player spends playing without dying raises the chance of bosses near them: +25% after an hour, +50% after three, +75% after nine, toward double. Death takes it all, with a note in the chat; minutes idle for 3 or more donāt count, so standing AFK earns nothing. The card in
/mobosses infoand the menu shows it (survival_bonus). - šŗ Bosses fight back against pets and golems. A wolfās or a golemās hit sets off abilities, as a playerās does, and area abilities (lightning, shockwave, meteors, frost nova, whirlwind) and ability shots hit the pets and golems that hit the boss in the last 15 seconds. A petās damage counts toward its ownerās share, and so toward kills and loot, in full; in experience itās worth almost all of theirs at low levels and 60% at level 100 (
progression.pet_damage). - šÆļø Forgotten bosses despawn: one nobody comes within 64 blocks of for 10 minutes leaves without loot, so bosses no longer pile up in caves for good (
despawn). Bosses from/mobosses spawnstay. - š„ A creeper bossās blast grows with its level, from the gameās 3 to 8 at level 100, past a charged creeperās 6; a charged boss goes from 6 to 11 (
formula.explosion). A creeper that blows itself up still gives nobody anything. - š¬ Players learn why they got less: after a kill, each one reads in the chat when a boss below their level gave part of its experience, or one above it more; when the kill didnāt count, or they dealt too little for loot, with the shares needed; when potion rewards are on cooldown; and what their petsā damage was worth (
broadcast.kill_notes). - š¹ Bossesā own arrows, fireballs, and tridents grow with their level, by 60% of their melee growth (
formula.ranged_damage).
Changed
- š¤ Groups get their loot: in a group of N players, no share threshold, for loot, rewards, or the kill, asks more than 60% over N (
progression.group_share). Four friends who split a boss evenly used to get no loot at all. - ā¤ļø Top bosses are tougher than the gameās own. A zombie boss has more health than the Ender Dragon from level 30 as a Common and 20 as a Rare, and more than the Warden from level 40 as an Epic, 20 as a Mythic, and 100 as a Common; the first levels stay about as they were. Small mobs start from a zombieās 20 health (
formula.health.base_points). - āļø Bosses hit harder as they grow: at level 100 a Common zombie hits for 13 instead of 7, a Mythic for 31, close to the Warden; level 1 stays as it was, and level 10 hits about a third harder (
formula.damage). - ⨠Vanilla experience grows with the fight: a level 1 Common zombie gives 8, little more than a zombie; from level 30, when it outlasts the Ender Dragon, a Common gives more than the dragonās 500; a level 100 Mythic gives 20,000, more than the dragonās first kill. Mobs that drop little start from 5 (
formula.experience). - š Relevance compares levels by ratio (
progression.relevance): a boss a few levels below you costs little experience, one half your level most of it, and a level 80 player still counts a level 60 boss as a kill, but not a level 40 one. A boss cut by variance always counts now. - š The board ranks by level, from experience and kills together, as levels grow, instead of by experience alone.
- A kill that counts gives at least 1 MoāBosses experience; the first bosses used to show 0.
- Players who own an old
config.ymlkeep their oldformula.healthandformula.damage; copy the new values from the bundled file to get the tougher bosses.
Platforms
Paper
26.3