v0.13.0 - Elite Hostile Mobs Patch Notes
What's new in v0.13.0 - Elite Hostile Mobs
Elite Hostile Mobs
- Tiered elite mob system - Hostile mobs can now randomly become elite when they spawn into the world. Elite mobs have boosted max health, deal more damage, and take less damage. Three default tiers ship out of the box: Rare (70% chance, 1.5x HP/damage), Elite (25% chance, 2.5x HP, 2x damage), and Legendary (5% chance, 5x HP, 3x damage)
- On-spawn elite rolling - Elite status is determined the moment a mob first appears, not during combat. This prevents archetype changes mid-fight that could cause AI or damage bugs
- Data-driven tier config - All elite tier definitions, roll chance, and behavior are configured in
mods/mmoskilltree/elite-mobs.json. Add custom tiers, adjust multipliers, or change the 10% base roll chance without touching code - Override-based config - Elite mobs config now uses the same override pattern as other configs. Only your customizations are saved; defaults auto-update with mod versions. A reference file at
mods/mmoskilltree/_reference/defaults-elite-mobs.jsonshows all default values - Mob ID filtering - Control which mobs can become elite using allow/deny lists with substring pattern matching. Deny specific mobs (e.g., training dummies), restrict elites to certain mob types, or assign specific tiers to individual mobs via tier overrides
- Projectile and prop safety - Non-living entities (projectiles, props, triggers) can never become elite, preventing accidental stat scaling on arrows and environmental objects
- Admin toggle - Enable or disable the entire elite mob system from the Admin Dashboard under General Settings. Disabled by default — flip it on when you're ready
Looking for technical details? View full developer changelog for v0.13.0 - Elite Hostile Mobs