Devlog - EliteMobs... 9.0? And a poll
Added 2024-06-17 06:37:07 +0000 UTCHello everyone,
As I am sure at least most of you are aware, I have recently released a poll on Discord to gather feedback on how to update to 1.21. Long story short, a lot changed for 1.21 and the Spigot API is not really backwards compatible with 1.20.
Based on your votes, the overwhelming majority of you seem to agree that forking EliteMobs, meaning creating a new version specifically for 1.21+, is the way to go. I agree that this is certainly the easier way to do things, and I think it's an excellent opportunity to clean up a lot of absolutely ancient code in EliteMobs.
Thus, since we're doing such a big change anyway, I figure we go all in and give EliteMobs an aesthetic facelift that has been rattling around in my mind for a while. It would take too long to explain every single feature, so I will keep it short and just list some of the things I plan to improve or add.
Remove schematic dungeons (new world-based dungeons are already in production)
Remove Super Mobs (this should be its own plugin)
Make dungeon installation easier by letting people skip the setup menu (just importing will be enough)
Completely remake damage and health indicators, adding the possibility of using customizable health bars and generally fancier displays
Redo the way boss bars are used in EliteMobs, not tying them to the announcement priority system exclusively (dungeon bosses should all have them)
Add custom sounds to things unique to EliteMobs, like clearing dungeons and leveling up guild ranks (we already have the sounds)
Add optional custom models to treasure chests (we already have the models)
Implement the custom armor and weapon system based on elite item level that we've been teasing
Create an easy way to preset a server with some settings. Some servers don't want events, or don't want elites, or don't want procedurally generated loot, the list goes on. I want to make the configurations feel more modular and allow admins to toggle entire sections of EliteMobs off or on from in-game based on some of the most highly requested kinds of customization (looking at you, admins who just want the BetterStructures shrines)
I want the systems to be easier to use, easier to install, more performant, more customizable while still being largely or entirely backwards compatible. All in all, I think the presentation will end up looking and feeling significantly better from what it currently is.
Finally, I wanted to run a poll. As you might be aware, we announced a roadmap for this month. Thus far, we've largely been able to follow the release schedule, and I will fight to keep this going though between the 1.21 release and the development of Resource Pack Manager some of the things that were planned for the second half of this month might be getting bumped to the start of next month (specifically the prop system for FMM).
This has meant a weekly release schedule for dungeons, far more announcements and releases than usual and in general putting in hard work to follow what is honestly a very ambitious plan.
I'd like to know how you, the supporters, feel about the work we've been putting out. If you'd like to post a more detailed breakdown of how you feel about the releases, I'd love to read it and you can leave it as a comment down below. Alternatively, you can also
Comments
It would've required a core rewrite of EliteMobs to make it work, and would've probably taken weeks to make. I had more details in the discord announcement for the poll but yeah it would've been a massive time investment for probably not that much of a payoff.
MagmaGuy
2024-06-17 22:10:29 +0000 UTCI missed the discord poll but I totally expected this for 1.21 given how much changed around items and entities in the snapshots coming up to the actual release. It should allow for some better and nicer flexibility on things but I didn't see any way it could be compatible without doing some insanely stupidly hard to maintain magic somewhere.
Ryan Voots
2024-06-17 10:46:31 +0000 UTC