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GlymeraRaces

RPG race system: pick from 16 races / 119 humanoid mob variants on first join and physically morph into your chosen form. Per-race HP, damage, speed, stamina, defense, mana and four elemental resistances. Switch after a cooldown.

File Details

GlymeraRaces-4.0.0.jar

  • R
  • Jun 15, 2026
  • 117.16 KB
  • 165
  • 0.5

File Name

GlymeraRaces-4.0.0.jar

Supported Versions

  • 0.5

GlymeraRaces Changelog

v4.0.0 (2026-06-15)

Big one: GlymeraRaces grows from a static race-morph system into a full RPG progression layer, while keeping everything that was already there. Driven by a CurseForge request ("add more races and a more in-depth levelling RPG system").

Everything new is account-wide (kept when you switch race) and config-tunable (/grace reload). Existing players and existing config.json files are migrated automatically on first boot — nothing is lost.

New: Levels & XP

  • Account-wide levels with a configurable cap (default 50). XP curve: xpToNext(level) = round(xpBase * level^xpCurveExp) (defaults 100, 1.5).
  • XP is earned from mob kills only, scaled by the victim's max HP (xpPerVictimMaxHp) plus a flat amount (xpFlatPerKill). Granted on the killing blow, detected inside the existing damage-filter system (no new ECS systems, no polling).
  • Level-up message + automatic stat re-apply. /grace info now shows your level and XP.

New: Per-race stat growth

  • Each race now grows its own stats per level — Trork piles on HP, Goblin gains speed, Skeleton/Wraith gain mana, Zombie/Tuluk harden their defense, etc. Tunable per race under races.<id>.growth.
  • Growth folds into the existing apply path (HP/Stamina/Mana via EntityStatMap modifiers, speed via MovementManager, damage/defense via the damage filter). No new stat mechanics, just richer values.

New: Skill points & attribute allocation

  • Earn skill points (default 10 at level 1, +4 per level) and spend them across seven attributes: Vitality (HP), Power (damage), Defense (all incoming damage), Agility (speed), Endurance (stamina), Arcane (mana), Warding (Fire/Ice/Poison resistance).
  • Allocation cap (default 80% of total earnable points on any single attribute) forces build variety.
  • Respec supported (refund all points). Points are kept when you switch race.

New: Race Ascension (evolution)

  • Every race group has a linear ascension ladder (default 3 rungs: base → Ascended → Exalted), gated by level (and optionally skill thresholds).
  • Ascending grants an escalating stat tier and a title, and can unlock extra "prestige" forms of that race that aren't selectable at the start — new race content earned through play.
  • Most variants stay available immediately (tier 0); only a few prestige forms sit behind ascension, so early variety is unchanged. Ascension progress is per race group and persists across switches.
  • Locked forms are shown in the variant picker with their unlock level; they cannot be selected until unlocked.

New: Progress UI & commands

  • /grace progress opens a progression page (built from the existing UI templates): level + XP, unspent points, + / - allocation per attribute, an Ascend button when eligible, and a Respec option.
  • /grace addxp <player> <amount> (OP) and /grace setlevel <player> <level> (OP) for testing/administration.

Compatibility & internals

  • config.json gains a leveling block (curve, caps, skill scaling) and per-race growth + ascension; missing pieces are filled in on load, your tuned values are preserved.
  • Per-player data files gain level / xp / totalXp / unspentSkillPoints / skills / ascension; legacy files are upgraded on first load and granted their starting points once.
  • All stat effects are computed once per player ("effective stats" = race base × per-level growth × ascension tier, then + skill allocation) and cached for the hot damage path; recomputed on level/skill/ascension/race change.
  • No new Hytale APIs and no new asset risk: the morph/hide/resistance/preview systems are unchanged.

v3.0.0 / v2.0.0

Maintenance releases (per-release full-major version bump policy).


v1.0.0 (2026-05-02)

Initial release.

Concept

RP race system with mandatory first-join selection. Players pick a race when they first join the server and morph into the chosen mob model. Each race has its own stat profile (HP, damage, speed, stamina pool, defense, mana, four damage resistances). After a configurable real-time cooldown, players are offered the option to switch on next join.

Features

  • 16 race groups, 119 humanoid mob variants (Human, Kweebec, Trork, Outlander, Goblin, Feran, Skeleton, Werewolf, Zombie, Ghoul, ShadowKnight, Wraith, Hedera, Tuluk, Klops, Scarak). All variants are real Hytale ModelAsset keys, validated at server start.
  • First-join enforcement: race selection UI cannot be closed; player picks before they can play.
  • Race-change cooldown (default 7 real-time days). After cooldown, on next join the UI offers "Stay as you are" (highlighted default) plus the race list.
  • Drilldown UI: Race group page → variant page. Each variant card has a Preview and a Choose button.
  • 5-second live preview: clicking Preview applies the morph + stats temporarily, opens the native Inventory page so the player sees themselves in the avatar render area, then auto-restores after 5 seconds and reopens the variant list.
  • Stats per race: HP / Stamina-pool (multiplicative EntityStatMap max modifiers), Mana (additive), Damage-out + Defense (ECS damage filter), Speed (MovementManager), Resistances Fire/Ice/Poison/Physical (per-variant effect assets).
  • Auto armor-hide for non-Human races (3-layer enforcement).
  • Auto re-apply after death (2s enforcer).
  • /grace reload re-applies to online players.

Commands

  • /grace, /grace info, /grace set (OP), /grace reload (OP), /grace cooldownReset (OP)