v0.10.9 Patch Notes

What's new in v0.10.9

Mod Compatibility

  • Modded weapons now earn XP automatically - Added generic weapon-type fallback patterns to all combat skill XP maps so that weapons from other mods earn XP even without explicit configuration. For example, any item with "Longsword" in its name earns Swords XP, any item with "Bow" earns Archery XP, and so on. Specific vanilla weapon entries always take priority over these generic patterns
  • New fallback patterns by skill:
  •     Swords - "Longsword" (8 XP), "Greatsword" (8 XP)
  •     Axes - "Battleaxe" (8 XP), "Hatchet" (4 XP)
  •     Archery - "Bow" (5 XP), "Shortbow" (6 XP), "Longbow" (6 XP), "Crossbow" (7 XP), "Arrow" (3 XP), "Blowgun" (4 XP)
  •     Magic - "Wand" (6 XP), "Spellbook" (8 XP)
  •     Artillery - "Bomb" (10 XP), "Gun" (25 XP), "Grenade" (30 XP)
  •     Daggers - "Knife" (4 XP), "Claw" (4 XP)
  •     Polearms - "Halberd" (6 XP), "Trident" (6 XP), "Glaive" (6 XP), "Lance" (6 XP), "Pike" (5 XP), "Javelin" (5 XP)
  •     Blunt - "Hammer" (6 XP), "Flail" (6 XP), "Maul" (8 XP)
  •     Staves - "Staff" (6 XP)

Bug Fixes

  • Fixed Defense XP maps not using mob IDs - Defense XP map entries were matching against the damage cause type (e.g., "Physical", "Sword_") instead of the attacking mob's ID. This meant server owners couldn't customize Defense XP per mob through the XP maps config or admin UI. Defense XP maps now use mob IDs, matching how all other combat XP maps work. For non-mob damage (environmental, PvP), falls back to the damage cause ID (e.g., "Physical", "Fire"). Defaults rebalanced by mob tier: critters (2-3 XP), standard enemies (5-6 XP), tough enemies (8 XP), elites (12 XP), bosses (25-30 XP)
  • /mmoboost no longer requires the --world= flag - The boost command now resolves the world automatically from the player or server context, removing the need to specify a world argument
  • Fixed combat reward targeting for custom skills - Skill tree combat rewards (Damage, Critical Chance, Lifesteal, Parry stats) can now target custom skill IDs in addition to built-in weapon types. Previously, entering a custom skill ID (e.g., "KATANA") as the target in the Skill Tree Overrides editor would silently default to "All Combat". Custom targets now work correctly — rewards targeting a custom skill only apply when using a weapon mapped to that skill
  • Custom skill tree rewards now included in combat stat calculations - Rewards claimed from custom skill trees (e.g., a custom Katana skill tree) now contribute to combat stats like damage, crit chance, and lifesteal. Previously only rewards from built-in skill trees were counted

Looking for technical details? View full developer changelog for v0.10.9