File Details
Endless Leveling 9.7.0
- R
- May 19, 2026
- 22.07 MB
- 1.3K
- Early Access
File Name
EndlessLeveling-9.7.0.jar
Supported Versions
- Early Access
Endless Leveling 9.7.0
A major performance and stability update focused on reducing lag in large dungeons, raids, and mob-dense worlds. This patch targets mob processing, HUD update frequency, and instance-entry packet spikes to improve overall gameplay smoothness during high-player activity.
ENDLESS EARLY ACCESS ADDONS/DLCS [NOW FREE, THANKS FOR ALL THE SUPPORT]
- ENDLESS ELITE MOBS [04/12/2026]
- ENDLESS DUNGEONS: OUTLANDER BRIDGE [04/15/2026]
- ENDLESS QUESTS [Part of the Base Mod - 05/13/2026]
- Outlander Warchief -> 1k likes, and I'll release it [CLICK HERE]
⚔️Endless Rifts and Raids [CLICK HERE]
⚔️Endless Fates (Genshin Artifact/WuWa Echoes System) [CLICK HERE]
Support ongoing development and be among the first to experience new features as they’re released!
Performance Improvements
- Large reductions to mob-processing overhead
- Optimized mob scaling, augment handling, and health updates to significantly reduce per-tick CPU load in mob-heavy dungeons and raids.
- Reduced repeated recalculations for mob health, augment rolls, and world override checks.
- Improved handling for mobs that spawn with no augments to prevent unnecessary repeated processing.
- Reduced instance-entry lag spikes
- HUD overlays, dungeon panels, and wave HUD updates are now briefly delayed when entering fresh dungeon instances.
- Prevents large packet floods during the first few seconds of dungeon entry when chunks, mobs, and UI all initialize simultaneously.
- Helps stabilize ping during:
- Seven Trumpets
- Major Dungeon of Fear
- Large raid encounters
- Multi-party dungeon starts
- Wave HUD refresh rate reduced
- Wave HUD updates slowed from
250ms → 600ms. - Dungeon tab refresh interval increased from
2s → 5s. - Maintains responsive UI while significantly lowering outbound packet traffic during combat.
- Wave HUD updates slowed from
- Nameplate packet reduction
- Mob health/nameplate updates are now only pushed within a nearby readable radius.
- Distant mobs still scale correctly, but no longer spam unnecessary update packets for players too far away to read the text.
- Improved mob spawn stability
- Fixed cases where freshly spawned mobs could incorrectly die before their scaling and health initialization completed.
- Reduced retry storms and repeated recalculation loops caused by partially initialized mobs.
Dungeon & Raid Stability
- Reduced ping spikes during simultaneous dungeon activity
- Further mitigations added for the dungeon-entry ping-rise issue introduced by heavy world initialization.
- Multiple players entering separate instances simultaneously should now produce far smaller outbound network spikes.
- Mob augment handling optimized
- Passive augment processing now reuses internal contexts instead of rebuilding them every tick.
- Improves performance noticeably in augment-heavy raid encounters and large wave events.
- Health/nameplate synchronization improved
- Duplicate nameplate updates are now suppressed when displayed values haven't visually changed.
- Reduces unnecessary network traffic during sustained boss fights and tank-heavy encounters.
Gameplay & Systems
- XP API expansion
- Added a new XP-grant API path for systems that intentionally bypass the anti-grind XP cap.
- Intended for controlled reward sources like quests and special completion rewards.


