File Details
RPGMobs-4.260326.0.jar
- R
- Mar 30, 2026
- 1.29 MB
- 178
- Early Access
File Name
RPGMobs-4.260326.0.jar
Supported Versions
- Early Access
[4.260326.0] - 2026-03-28
Added
- 6 new combat abilities bringing the total from 3 to 9:
- Dodge Roll - elites dodge sideways when you swing at them. Higher tiers dodge more often, and charged attacks trigger a boosted dodge chance. The dodge happens instantly and won't wait for other ability cooldowns
- Multi Slash Short - quick 1-2 hit strikes, 3 random variations per weapon. All tiers
- Multi Slash Medium - aggressive 2-4 hit combos, 2 variations per weapon. T2+
- Multi Slash Long - devastating 4-6 hit full combos, 1 variation per weapon. T3+
- Enrage - the elite throws away its weapon and goes berserk, punching rapidly for 10 seconds before dying from exhaustion. Drops normal loot. Only living humanoids (Outlanders, Goblins, Trorks). T2+
- Volley - ranged elites fire a burst of projectiles. T3+
- 54 unique weapon combos - every melee weapon type (Swords, Longswords, Daggers, Battleaxes, Axes, Maces, Clubs, ClubsFlail, Spears) has its own set of combo animations with matching sounds and visual trails
- Smart combat AI - elites now use Hytale's CombatActionEvaluator with 4 distinct fighting styles:
- Disciplined - steady, measured attacks with long shield blocks
- Berserker - fast, aggressive, barely retreats
- Tactical - circles around you, retreats early, flanks at T5
- Chaotic - unpredictable timing, swarms then scatters
- Reactive parry - elites with shields can block your attacks. Higher tiers parry more often (T2: 15% up to T5: 70%)
- Per-tier movement speed - T1 elites rush in fast, T5 elites approach with a slow, menacing walk
- Global ability cooldown - elites wait 1-3 seconds between abilities so they don't chain them back to back. Dodge roll and parry bypass this so elites can still defend themselves
- Pickaxes as weapons - pickaxe-wielding NPCs now attack with proper Pickaxe animations
- Charge Leap weapon sounds - the charge-up, launch, and slam now match the weapon the elite is holding
- (Debug mode) Weapon category on spawn command -
/rpgmobs spawn Skeleton 5 --weapon longswordspawns a T5 Skeleton with a longsword - Debug nameplate - enable debug mode to see each elite's enabled abilities, current activity, and cooldowns above their head
- Master kill switch - one toggle in
core.ymlto disable RPGMobs across all worlds instantly - In-game Admin UI -
/rpgmobs configopens a full configuration panel with per-world and per-instance settings - Per-world and per-instance configuration - each world or dungeon instance can have its own settings. Unset fields inherit from the base config
- Category-based equipment system - weapon and armor categories (e.g. Swords, Axes, Heavy Armor) replace the old text-based filters. Fully editable in the Admin UI
- Loot templates - create custom drop tables and link them to specific mobs or entire categories. Each drop can be toggled per tier individually
- Per-mob armor slot restrictions - control which armor slots a mob can equip, so mobs whose models don't support armor no longer look broken
- Role-based summoning - summoners now call reinforcements matching their own role instead of only undead
- Generic entity effects - new status effects can be added via config alone, no code changes needed
- Elite anti-aggro - new option to prevent elites from targeting other elites
- Per-world tier and loot overrides - restrict which tiers specific mobs can spawn as, adjust spawn weights, and assign loot templates per mob per world
- Ability weapon gating - abilities now check the mob's equipped weapon, so staff-wielding mobs won't use melee-only abilities like Charge Leap
- Per-mob per-tier ability control - each linked mob in an ability can have tiers toggled individually
Admin UI
- Combat AI tab - new tab with 3 sections to customize how elites fight:
- Combat Styles - adjust attack speed, retreat behavior, and group tactics for each combat personality
- Tier Behavior - toggle which tactics each tier unlocks (shield blocking, stepping back, retreating, watching allies, flanking)
- Weapon Combat - configure attack chains, animation sets, sounds (with preview), and visual effects per weapon type. Supports modded weapons and sounds from other asset packs
- Global Mob Rules - new sidebar section. All mob rules are now edited in one place with per-mob combat style selection
- Per-world mob rules - simplified ON/OFF toggles per world. Toggle individual rules or entire categories at once. Shows "X of Y rules active" summary
- Asset picker popup - browse all loaded sounds, animations, trails, and particles by pack name. Click a sound to hear it
- Save & Reload is fast now - no more disconnects when saving combat AI changes
Changed
- Config files reorganized into
base/(9 files),worlds/,instances/, andcore.yml- existing configs are migrated automatically - Mob rules are now global - edit them once, enable/disable per world
- Mob rule weapon filtering now uses categories instead of substring matching
- Ability gating reworked from role-based allow/deny lists to per-mob-rule linking with tier control
- Heal Leap restricted to living humanoids (Outlanders, Goblins, Trorks) - undead mobs no longer drink healing potions
- Config changes now take effect on already-spawned elites (mob rules are re-evaluated on reload)
- NPC and item lists are now detected automatically from loaded asset packs - modded NPCs and items show up without rebuilding
- Hytale Update 4 compatibility
Fixed
- Model scaling not applying on spawn - elites all appeared the same size until a config reload triggered reconciliation. The tick-based scaling path was gated behind the reconcile check, so newly spawned mobs never hit the initial scaling code
- Elites spawned via
/rpgmobs spawnpersisting in disabled worlds - they now correctly de-elite when the world has RPGMobs disabled - Ability weapon restrictions being silently ignored
- Crash when switching between world instances

