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Endless Leveling - V12

Hytale RPG Leveling Mod - Endless Leveling adds full character progression: levels, stats, classes, races, augments, skills/abilities, dungeons & dynamic events. Solo Leveling inspired endless growth for singleplayer & servers.
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Endless Leveling 12.4.0 (Raid Framework Expansion)

File nameEndlessLeveling.jar
Uploader
AirijkoAirijko
Uploaded
Sep 4, 2026
Downloads
435
Size
22.4 MB
File ID
8810257
Type
R
Release
Supported game versions
  • 0.6

What's new

EndlessLeveling 12.3.0 → 12.4.0

Raid framework, profile safeguards, telegraph expansion, and dungeon reliability

Cooperative Raid & Encounter APIs

  • Raid-wide cooperative support: Active raid worlds now treat every participant as part of one cooperative support roster. Healing, shields, and buffs can reach all raid participants regardless of party, guild, or marriage membership.

    • FFA support suppression still takes priority and blocks beneficial targeting between opponents.

  • Added public registerSharedSupportWorld / unregisterSharedSupportWorld hooks.

    • Cooperative event worlds can opt into the same raid-wide targeting rules.

    • Worlds can reliably unregister during encounter teardown.

  • Added the reusable, timed GrievousWounds API.

    • Reduces damage-derived self-healing.

    • Healing received from other players remains unaffected.

    • Composes with the existing PvE lifesteal multiplier.

    • Uses strongest-wins expiry merging.

    • Fails open when disabled or unavailable.

  • Added RaidBuildAccess, a per-world build-phase override.

    • Encounters can temporarily bypass Core's dungeon block guards during controlled build phases.

    • The encounter's own placement restrictions remain in control.

  • Added reference-counted DeathScreenSuppression by world and caller.

    • Raid-owned death/revive interfaces can suppress Core's normal death summary.

    • Multiple addons can independently hold suppression without one addon accidentally releasing another's hold.

    • Suppressed death snapshots are discarded instead of appearing later during the encounter.

Synchronized Raid Intros & Activity Director

  • Added a reusable pre-raid cinematic framework with:

    • Top-down shots.

    • Orbit shots.

    • Boss-reveal shots.

    • Per-raid configuration through raids/settings.json.

  • Raid intros can use a temporary reveal mob that descends into position before the real Wave 1 boss spawns.

    • Orbit and reveal paths remain inside the arena.

    • Reveal paths clamp underneath the room ceiling.

  • Intro timing now uses the shared cross-shard wave-start deadline.

    • Every shard reaches T-0 together.

    • Disconnects, aborts, missing subjects, and teardown correctly restore camera/HUD state.

    • Temporary stand-ins are removed instead of leaving players or entities stranded.

  • Added the public RaidIntro API.

    • Raid addons can register cinematic subjects without Core depending on their encounter implementation.

    • Protocol: Overdrive's reveal descent and focus-height handling were corrected following the initial integration.

  • Added /lvl director next [<raid-id>|clear].

    • Inspect the currently pinned raid.

    • Set a persistent one-shot raid pin.

    • Clear the current raid pin.

    • A pinned raid overrides both authored schedule IDs and round-robin selection.

    • Pins survive server restarts and declined starts.

    • A pin is consumed only after that raid actually starts.

  • Improved Activity Director start handling.

    • Start paths reserve their slot before calling an external provider.

    • The Director monitor is no longer held while addon code executes.

    • Transient starter exceptions can be retried.

    • Plan/status output now provides clearer information about the next scheduled raid.

  • Improved raid teardown payout tracking.

    • Payout state remains available long enough for valid raid rewards.

    • Only worlds matching a raid import's world_pattern can enter the payout window.

    • Ordinary dungeon, gate, and boss clears no longer consume a Guild Raid charge. (Included from 12.3.3.)

Attack Indicators & Telegraphs

  • Added AttackIndicator.uprightLane(from, to, height) for airborne and vertical hazards.

    • Renders a sloped 3D ribbon.

    • Does not use ground probing or floor decals.

    • Existing flat-lane geometry and ground-following behavior remain unchanged.

    • /lvl telegraph test upright provides level and rising visual tests.

  • Improved sector direction handling.

    • Sector direction now uses the engine-verified heading calculation.

    • Particle headings use the same mode, keeping engine wedges and textured wedges aligned.

  • Added native 65°, 75°, and 85° sector assets.

    • These angles no longer need to round to neighboring sector shapes.

  • Moving attack indicators now measure displacement between frames.

    • When movement exceeds attack_indicators.particle_motion_max_blocks, the long-lived particle decal is skipped.

    • Default threshold: 2.5 blocks.

    • The faster engine layer renders the hazard by itself.

    • This prevents rotating or rapidly re-aimed attacks from leaving stale crossed decal copies behind.

  • Increased the per-world live attack-indicator ceiling from 96 → 320 for projectile-heavy encounters.

  • Telegraph textures were losslessly reduced in size.

  • Upright and moving indicator paths now avoid decal work when decals cannot accurately represent the hazard.

Temporary Profiles, Event Profiles & Progression

  • The temporary-profile world gate now ships enabled by default.

  • Admin sandbox profiles can access:

    • The normal world whitelist.

    • Classified raid worlds.

  • Preview/build-view profiles are restricted to preview_world_whitelist.

    • They remain blocked from raid worlds.

    • They remain blocked from ordinary instance worlds.

  • Existing servers using either of the two untouched legacy whitelist seeds are automatically migrated away from the stale override that silently kept the gate disabled.

    • Curated admin lists are preserved.

    • Empty admin lists are preserved.

    • Writes retain explicit JSON null values.

    • Settings UI saves serialize the values correctly.

    • Write failures are now reported accurately.

    • The effective gate state is logged prominently whenever protection is disabled.

  • Event loadouts and admin sandboxes now maintain separate return slots and grant scopes.

    • Entering an event from a sandbox returns the player to that sandbox afterward instead of restoring an unrelated profile.

    • Crash/restart recovery and expiry handling continue to reclaim managed event profiles.

  • Improved Ascension requirements for attributes that a class cannot directly invest in.

    • Physical builds use Strength.

    • Magic builds use Sorcery.

    • Hybrid builds use whichever of Strength or Sorcery is higher.

    • Race and class checks use the same resolver.

    • Combined requirements do not double-count substituted attributes.

    • Blocker text now points players toward the stat they can actually increase.

  • Passive cards can now opt into a larger ui.max_lines limit.

    • Mechanics-heavy descriptions can display more information without truncation.

    • This supports expanded descriptions such as Life Force Restriction and Ravenous Strike.

Dungeon & Wave Reliability

  • Dungeon instance initialization that interacts with:

    • PortalWorld

    • Gameplay configuration

    • Spawn overrides

    • Active-instance tracking

    now executes on the spawned world's thread.

  • Both synchronous and asynchronous initialization failures now complete the launch future correctly instead of leaving the global spawn lane jammed.

  • Improved region-wave vertical and terrain handling. (Includes fixes from 12.3.1 and 12.3.2.)

    • Recovery floors and vertical limits are now measured from each mob's own terrain column instead of the arena anchor's Y position.

    • High arena anchors no longer cause airborne mobs to be teleported on every sampling pass.

    • Grounded mobs more than 14 blocks above their terrain column are recovered.

    • Every mob retains a 48-block vertical ceiling.

    • Solid-roof detection avoids incorrectly treating forest canopies as caves.

Included Patch Fixes

12.4.0 includes the fixes previously released through:

  • 12.3.1 - Region-wave terrain and vertical recovery fixes.

  • 12.3.2 - Additional airborne mob, ceiling, and roof-detection reliability fixes.

  • 12.3.3 - Raid payout/world-pattern safeguards preventing ordinary dungeon, gate, and boss clears from consuming Guild Raid charges.

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]

RAID FRAMEWORK IN ACTION

LIST OF ALL PUBLIC ENDLESS SERIES MODS (FREE/PAIDS)

Support ongoing development and be among the first to experience new features as they’re

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