File Details
Endless Leveling - HOTFIX - (Boss Spawn Fix / Significant Optimization Changes)
- R
- Jun 16, 2026
- 25.50 MB
- 1.2K
- 0.5
File Name
EndlessLeveling.jar
Supported Versions
- 0.5
EndlessLeveling 9.33.3 (HOTFIX)
HOTFIX: Crash Issue due to music asset
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]
Endless Link/Guilds (Upcoming)
Support ongoing development and be among the first to experience new features as they’re released!
Endgame Boss Reliability Fixes (Major Highlight)
This update addresses several long-standing reports of Endgame dungeon bosses occasionally failing to appear or disappearing unexpectedly.
Importantly, these were not EndlessLeveling bugs. Investigation traced the root causes to weaknesses in Endgame & QoL's own boss spawning systems. Endless only routes players into dungeon instances and applies scaling; it does not control how Endgame creates these bosses.
Because Endless cannot patch another mod directly, this release adds a series of reliability safeguards that automatically recover from Endgame's failure cases.
Fixed Endgame Bosses Not Spawning
Reports involving bosses such as Hedera and the Frost Dragon were traced to Endgame's spawn logic occasionally failing without retrying. In some cases a boss could fail to spawn once and remain missing for the entire dungeon run.
Endless now monitors Endgame instances and automatically recovers bosses that failed to appear, ensuring players are no longer forced to abandon a run due to a missing boss.
Fixed Endgame Bosses Disappearing
A separate Endgame issue could place bosses into chunks that were not fully loaded, causing them to effectively disappear from the dungeon.
Endless now keeps critical boss arena chunks active while the dungeon is in progress, preventing bosses from being lost after spawning.
Fixed Boss Health Conflicts
An incompatibility between Endgame's boss health scaling and EndlessLeveling's scaling could occasionally cause bosses to vanish or die incorrectly.
Endless now automatically resolves these conflicts so boss scaling remains stable and reliable.
Why This Matters
These changes are intentionally implemented as a band-aid for Endgame's fragile spawning system, not as a replacement for an upstream fix. The real fix belongs in Endgame itself, but Endless now protects servers from the issue and automatically recovers affected bosses when failures occur.
Dungeon Boss Marker Rescue System
This update also addresses a separate issue affecting dungeon mods that use engine spawn markers for boss creation.
The problem was confirmed in Endgame & QoL, and can affect any dungeon mod that relies on the same marker-based spawning system.
Under certain timing conditions, a dungeon boss marker could fail repeatedly while an instance was generating and permanently remove itself, resulting in a dungeon with no boss.
Again, this was not an EndlessLeveling bug. Endless does not spawn these bosses and never did; the issue originates in the dungeon mods' own assets and spawning setup.
To protect players, Endless now includes a generic boss rescue system that:
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Detects when a dungeon boss marker has failed.
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Verifies the boss is genuinely missing.
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Automatically spawns the intended boss.
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Works across all configured dungeons without per-dungeon code.
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Preserves boss mechanics, rewards, phases, and progression.
This system automatically covers existing supported dungeons and future dungeon content configured through Endless.
Raid Performance & Scalability
A major performance pass was completed with the goal of improving large-scale raids containing 20-30 players.
Outlander Warchief Improvements
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Fixed runaway summon scaling that could cause add counts to spiral out of control.
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Warchief summons now respect a live population cap instead of stacking indefinitely between health phases.
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Daily-boss and raid versions now use separate scaling curves.
Raid Nameplate Optimization
Raid mobs already hide health bars, but nameplate processing was still being evaluated far more often than necessary.
Nameplate updates are now heavily optimized in raid worlds, reducing overhead from large enemy groups.
EndlessEliteMobs Raid Changes
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Raid worlds no longer create new elite mobs by default.
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Prevents unnecessary ability processing and visual effects during large encounters.
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Overworld and dungeon elite spawning remain unchanged.
Optional Raid Sharding
Server owners can now optionally split large raids across multiple parallel instances.
This feature ships disabled by default, preserving existing raid behavior while providing an additional scalability option for high-population servers.
Mob Processing Optimization
Added a new optional settled-mob optimization system designed to reduce processing costs from inactive mobs.
The feature is included but ships disabled by default while additional real-world testing is performed.
Additional Performance Improvements
Warchief Spawn Smoothing
Large summon waves are now distributed across multiple ticks instead of spawning all entities simultaneously, reducing lag spikes during major encounters.
Augment HUD Optimization
The augment overlay system has been optimized to reduce unnecessary refreshes and lower UI overhead.
General Optimizations
Various systems received performance improvements, reduced allocations, and additional safeguards against unnecessary processing.
Compatibility
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No database migration required.
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No player data reset required.
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Existing saves remain compatible.
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Existing raid schedules remain compatible.
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Existing configurations remain compatible.


