Endless Leveling 12.3.0 (Optimization + Warchief Polished)
What's new
Endless Leveling 12.3.0
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 Daily Boss [08/02/2026]
LIST OF ALL PUBLIC ENDLESS SERIES MODS (FREE/PAIDS)
Support ongoing development and be among the first to experience new features as they’re
Core/API, reliability, Warchief, import, mob-scaling, and partner diagnostics update.
Attack Indicators & Telegraph System
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Fixed an overflow issue that could prevent attack indicators from displaying their windup frames. Indicators now appear immediately and maintain a consistent animation through impact.
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Reworked particle-heavy indicators into cleaner textured decals for circles, rings, sectors, and lanes.
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Telegraphs now use a faint initial wash to clearly show the affected area, followed by a brighter fill that progresses toward impact.
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Ring indicators now fill outward from their inner edge.
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Persistent hazards now display as steady indicators rather than repeatedly appearing to wind up for another attack.
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Added
faint,outline, andsolidengine styles alongsiderichandstampsparticle styles. -
Scale, heading, yaw, spin, wash, and fill can be adjusted live through
/lvl telegraph. -
Corresponding
attack_indicatorssettings remain configurable by server owners. -
Legacy Warchief glow/ring effects are automatically hidden while the shared indicator system is active, preventing overlapping telegraphs.
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Added
Type: "EL_Telegraph"to the NPC instruction registry. -
Role and EncounterManager JSON can now create Circle, Ring, Sector, and Lane telegraphs with:
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Self or sensor-based positioning
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Absolute or actor-facing yaw
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Configurable windup timing
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Persistent hazards
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Shared DANGER, WARNING, LETHAL, and ELITE styles
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Java API now includes SPREAD, STACK, and SAFE presets for common encounter mechanics.
Scripted Encounter APIs
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Added
WorldFloorSystem.FloorOverridewith per-world set, get, and clear operations. -
Scripted encounters can temporarily modify dungeon floor or arena boundaries without changing the original configuration.
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Floor overrides are automatically cleared when their world is removed.
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Added
FractionDamage, allowing damage based on a percentage of the target's maximum health while bypassing defense and damage reduction. -
Fractional damage is clamped to at least 1 damage but cannot directly kill its target.
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Added a dedicated
RAID_FRACTIONdamage marker to keep fractional damage separate from guaranteed-killExecuteDamagehandling. -
Added
HealthUtil.healToFull. -
Expanded
BossBarRegistrywith:-
Pluggable phase-text providers
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Status-provider removal
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Phase-aware HUD dividers
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External encounters can provide custom phase information while normal bosses continue using their configured HP thresholds.
Outlander Warchief
Charge & Animation Fixes
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Warchief Charge now maintains its Run animation throughout every teleport-stepped section of the attack.
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The Run animation is reasserted when locomotion state changes.
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Phase transitions now correctly cancel outgoing engine chains.
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Charges stopped by walls or external cancellation now clean up orphaned chains.
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The run loop now matches the animation clip's 0.8-second cycle.
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Fixed cases where the Warchief could slide or appear idle during Charge.
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Fixed late ability cancellation potentially removing the next windup or recovery animation.
Voice & Audio
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Added recorded voice-line pools for:
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Leap Slam
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Single Charge
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Rampage
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Voice lines are supported across the built-in Warchief and its Combo Arena, Seven Trumpets, Infinite Arena, and Tower variants.
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Signature Groundslam now uses the corresponding Leap Slam voice lines and sound events.
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Encounter music now remains controlled by EL-Core until the engine engage beacon is successfully sent, preventing silent encounter startups.
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Outlander Bridge now uses a proper looping music container.
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Increased the volume of the Warchief and Bridal Chorus mixes.
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Warchief boss-bar phase dividers now use configured phase thresholds instead of two hard-coded markers.
Imports & Dungeons
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Removing an imported pack through operator controls now creates an uninstall tombstone.
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Leaving the original source ZIP inside
imports/will no longer cause Core to automatically reinstall a deliberately removed pack after restarting. -
The Import UI now identifies uninstalled packs.
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Explicitly reinstalling a pack clears its uninstall tombstone.
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Fixed built-in
dungeons.jsonsynchronization permanently removing an external import'sdungeons_entry. -
Core now restores only missing imported entries after rewriting built-in dungeon data.
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Operator-edited dungeon entries are preserved.
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DungeonsConfigis reloaded after boot-time imports so newly installed floor and arena rules work during the same server session. -
Failed or unavailable instance transfers now return players to a functional Dungeons menu instead of leaving them on a page with non-functional buttons.
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Queue-promoted transfers now safely close the existing UI state before switching worlds, preventing late CustomUI acknowledgements from causing counter underflows.
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Wave parsing now supports the accidental flat
pools[].mobs: [{id,count}]format as a single batch. A warning is logged instead of discarding the wave configuration.
Cyber Frenzy 1.3.1
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Updated the bundled Cyber Frenzy import to
1.3.1. -
Wave 3 now contains:
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2×
EEM_ALPHA_01 -
2×
EEM_SEVER_03
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Removed the old
CPR_*dependency. -
Built-in dungeon version increased to 51 to refresh the boss-role stub.
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Existing installations must apply the import update before packaged content changes take effect.
Mob Leveling & Performance
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Reworked mob-leveling sweeps into two processing lanes:
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Every-pass processing for new, unsettled, or dead NPCs.
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Audited processing for already-settled living NPCs.
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Raid, daily-boss, and overridden instance worlds retain a 0.5-second audit interval.
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Open worlds now default to a 1-second audit interval through
Mob_Leveling.Mob_Settled_Audit_Interval_Seconds. -
Spawn scaling now processes a maximum of 16 mobs and approximately 8 ms of work per world task.
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Remaining mobs are automatically re-queued for the next tick instead of allowing large batches to monopolize a tick.
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Severe scaling overruns now report the slowest NPC role for easier performance diagnosis.
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Reduced repeated work during mob scaling by reusing:
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Scaling-path splits
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Normalized world IDs
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Per-store nameplate-prefix keys
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Partner UI & Diagnostics
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Improved diagnostics for tier-gated partner features.
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Core can now distinguish between:
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No partner addon installed
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Addon present but unverifiable
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Partner tier does not include the requested feature
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Inactive license
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Successful entitlement
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State changes are logged once per feature instead of repeatedly producing the same diagnostic output.
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/lvl activity statusnow displays the exact entitlement failure and recommended corrective action. -
The locked Activity Director UI provides the same diagnostic information.
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raid-schedulingis documented as an A/S/SSS/Z partner entitlement. -
Partner/provider UI documents are now used only when the document is actually available through Core's classpath or a currently registered asset pack.
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Missing, replaced, or closed asset-pack documents automatically fall back to the built-in UI with a single warning instead of disconnecting the client.
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Added a short-lived path cache that invalidates when asset packs change and expires after one second, allowing hot registration and removal to recover automatically.
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