Endless Leveling 11.10.1
What's new
Endless Leveling 11.10.1
hotfix: Fix Knockback in Raids
This update focuses heavily on activity scheduling, XP boosts, mob scaling reliability, combat fixes, UI stability, and several gameplay balance improvements.
Activity Director
Added the new Activity Director, a centralized scheduler for major server activities.
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Raids, Endless Events, S-Rank Gates, and Tower activities can now share one coordinated schedule.
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Prevents major activities from starting on top of each other and splitting the server population.
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Supports fixed schedules as well as configurable activity rotations.
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Activities that conflict with an existing event can be deferred instead of overlapping.
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Added admin controls for viewing the current schedule, upcoming activities, skipping activities, forcing activities, releasing stuck activities, and syncing schedules.
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Existing raid scheduling can automatically transition into the new Activity Director system.
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Manual raid calls remain available for administrators.
This provides a much cleaner foundation for coordinating large server activities.
XP Boost Stacking & Queueing
XP boosts have received a major rework.
Global and personal XP boosts can now stack.
Previously, activating a global boost paused personal boosts until the global boost ended. Personal and global boosts can now run together.
The default stacking mode is Additive.
Example:
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Global XP Boost: 1.25x
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Personal XP Boost: 1.25x
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Combined: 1.50x
Servers can also configure different stacking behavior.
XP boosts also now support queueing.
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Starting another boost while one is already active no longer overwrites the existing boost.
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Additional boosts are banked in a queue.
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Queued boosts automatically begin after the current boost expires.
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Queued boosts retain their full duration.
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Added new messaging for queued and banked boosts.
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Existing personal boost time is preserved when upgrading from the previous system.
Mob Scaling Overhaul
The mob health scaling pipeline has been significantly rewritten.
Fixed an important issue where mobs could spawn with the correct maximum health but incorrect current health, causing them to visibly regenerate toward their intended maximum.
Freshly scaled mobs now:
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Immediately receive their correct maximum health.
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Start at full current health.
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Scale within roughly one tick of spawning instead of waiting for the periodic scaling sweep.
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Preserve their current health percentage when legitimately being re-scaled later.
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Correctly distinguish newly spawned mobs from previously damaged mobs loaded from chunks.
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Recover automatically if an initial scaling task is interrupted.
Additional cleanup prevents temporary per-mob scaling data from incorrectly surviving after worlds or instances are removed.
Ability Critical Hits
Corrected the ability critical-hit system.
A temporary change unintentionally allowed several classes to naturally critical-hit with abilities. This has been reverted.
By default:
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Abilities do not naturally crit.
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Ability critical hits must come from an appropriate augment, such as Infinity Edge.
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Infinity Edge's ability-critical effectiveness is correctly respected.
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Server owners can still explicitly configure classes that are allowed to ability crit.
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Multiple ability-crit sources no longer incorrectly compound beyond their intended effectiveness.
Infinity Edge is also now explicitly recognized as a crit-dependent augment for augment weighting.
Dungeon Boss Reliability
Improved dungeon boss marker recovery.
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Fixed situations where a boss located in an unloaded chunk could incorrectly appear to be missing.
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Prevents the recovery system from spawning a duplicate copy of an existing boss.
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Boss roles that have already been satisfied are now remembered correctly even when chunk loading changes.
HUD & UI Reliability
Several UI reliability issues have been addressed.
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Player HUD information is now refreshed properly when transferring between worlds.
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Helps prevent stale level, race, or class information remaining on the HUD.
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Stacking augment HUD slots periodically revalidate themselves to repair client/server display inconsistencies.
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Improved internal handling of active popups and HUDs.
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Improved UI self-recovery when a page becomes desynchronized.
Also fixed an issue where respawning could leave an invalid UI acknowledgment pending, occasionally causing clicks on the death screen to stop responding. Death-related UI now clears the invalid state and includes an additional recovery mechanism.
Cross-World Stat Resync Fixes
Fixed attribute/stat resynchronization problems when players move between worlds.
Previously, retries belonging to players in healthy worlds could sometimes be discarded when another world or instance shut down or became empty.
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Pending stat retries are now retained correctly across worlds.
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Empty instance worlds no longer interfere with retries belonging to other worlds.
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Player transfers during a pending resync are handled more reliably.
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Failed transfer-time updates can return to the normal retry system instead of being silently lost.
Augment Balance Changes
Several HP-related augments have been updated.
Burn
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Health bonus changed from 100 flat → 150 base stat.
Raid Boss
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Previous +100% maximum-health bonus replaced with:
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+500 base stat
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+500 flat stat
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Bonus damage increased:
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12% → 15%
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Localization has been updated to match these changes.
Life Steal Rebalance Support
Added configurable PvE life-steal scaling.
Servers can now optionally reduce life-steal effectiveness against non-player targets while keeping PvP sustain unchanged.
The system supports:
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Racial Life Steal
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Life-steal augments
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Reaper's Reaping Edge bleed
The feature is disabled by default, so existing servers retain their current life-steal behavior unless they choose to enable the new scaling.
Peak-Hour XP Event Adjustment
Adjusted the default XP boost triggered by the 30-player peak-hour event:
Before: 1.50x XP for 60 minutes
Now: 1.35x XP for 60 minutes
Additional Fixes
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Added proper display naming for Loot Goblin PvP in upcoming-activity displays.
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Improved reliability of temporary scaling data when worlds and instances are unloaded.
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Improved mob spawn scaling recovery.
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Improved HUD recovery after world transfers.
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Improved stacking augment HUD synchronization.
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Improved UI recovery after respawning.
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Fixed duplicate dungeon boss recovery edge cases.
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Fixed Cyberblade carry interactions with positional recovery systems.
Version
Endless Leveling 11.10.0
A large portion of this update is focused on making combat, activities, mob scaling, and UI behavior more immediate and reliable while continuing to improve server-wide event coordination.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

