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Exiled Boss

Fallen celestial bosses, banished to their own worlds. Hunt them, survive their patterns, and claim gear worthy of an exile.
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exiledboss-1.0.2.jar

File nameexiledboss-1.0.2.jar
Uploader
PierreCVOVEPierreCVOVE
Uploaded
Oct 27, 2026
Downloads
32
Size
100.8 MB
Mod Loaders
NeoForge
File ID
9342356
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:exiled-boss-1735361:9342356"

Learn more about Curse Maven

What's new

1.0.2 (NeoForge 1.21.1 + Forge 1.20.1)

  • Now also available for Forge 1.20.1 (same content as NeoForge 1.21.1; see the Forge file's changelog for the few 1.20.1 differences).
  • Much faster startup in big modpacks: wild Apex resistances are now added only when a monster becomes Apex, instead of to every creature type at startup.
  • Same for the fallback RPG attributes (crit, dodge, life steal, flat fire / cold, only used without Apothic Attributes): added to players only; other creatures get them on the fly when an item actually gives them one. Monsters wearing items with Exiled Boss resistances get them again.
  • Epic Fight compatibility removed for now.
  • Boss music could stay silent in big modpacks (voice lines fine): many mods and modpack scripts stop the whole Music category (Battle Music every tick, Iron's Spellbooks, Soulslike Weaponry, KubeJS scripts sending a stop-sound packet, /stopsound @s music), which also killed our boss themes. Themes now play outside the Music category so they can't be cut that way, while still following your Music volume slider (at 0 % the theme is silent, raise the slider mid-fight and it comes in). If something else still stops a theme, it restarts after 2 s instead of every tick. During our fights, Battle Music's track is held back and Biome Beats is paused (resumed after the fight), both optional and detected at runtime. Note: some modpacks ship with the Music slider at 0 % (SUPERIOR - RPG does): raise it to hear any boss music.

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