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1.8.3_Alpha
Compatibility
Changes
This update is a focused stability and behavior refinement hotfix.
Delete boss_template.yml
No new mobs. No power creep.
Instead, v1.8.3_Alpha fixes critical early issues found in v1.8.2 and introduces the first experimental FLEE behavior layer.
🛠 What was fixed ❤️ Health Display & BossBar Stability Fixed multiple long-standing issues where:
❌ Display-health stopped updating correctly
❌ BossBar & health display disappeared after long fights
❌ Health values desynced during long boss phases
Now:
Real-time synchronized updates
BossBar persistence during:
long combat sessions
multi-phase bosses
reload-safe transitions
Automatic re-sync when edge cases occur
Result: Reliable visual health feedback even in extended boss encounters.
🧭 Phase Movement Bug – "Moonwalk Fix" Fixed an issue where mobs (especially bosses) could:
slide sideways
appear to "moonwalk"
drift unnaturally during high-intensity phases
(observed especially in chaotic / desperation phases)
Now:
Corrected velocity application
Stabilized movement vectors during:
forced AI overrides
phase-driven ability spam
Eliminated sideways drift artifacts
Result: Natural, readable movement even under extreme combat logic.
🩺 Long-Fight Visual Cleanup Bug Fixed a rare but critical issue where after very long fights:
❌ BossBar disappeared
❌ Health display vanished
❌ UI elements stopped updating
Root cause: Edge-case lifecycle cleanup triggered too aggressively during long runtimes.
Now:
Corrected cleanup triggers
Hardened lifecycle tracking
Added automatic recovery logic
Result: Boss fights remain visually stable for unlimited durations.
🆕 New: Experimental FLEE Behavior (Alpha) Introduced the first version of health-based flee logic.
🧠 Behavior Overview When certain health thresholds are reached, mobs can now:
attempt disengage
reposition strategically
escape pressure zones
break direct combat loops
✨ Features
Health-percentage based triggers
Smooth disengage pathing
Smart target loss handling
Fully AI-driven (no teleport abuse)
⚠ Status: Experimental (Alpha)
Enabled internally only
Still being tuned
Will be expanded in v1.9+
Goal: Create mobs that survive longer, reposition smarter, and feel tactical instead of suicidal.
⚙️ Stability Improvements
Additional safeguards in:
AI tick loops
boss phase transitions
HUD lifecycle handling
Improved fail-safes for:
stalled visuals
stuck UI updates
Hardened runtime cleanup safety
Result: Higher uptime reliability & smoother long-session gameplay.
⚠ Notes
No gameplay balance changes
No config changes
No breaking changes
Safe update from v1.8.2
Existing mobs & bosses continue to work unchanged
✅ Compatibility
Paper / Spigot 1.20+
Fully compatible with all existing TheMob configs
Safe for production testing environments
Final Note v1.8.3_Alpha is about polishing the foundations:
Stable visuals Predictable AI Smarter combat flow
This hotfix pushes TheMob one step closer to true next-gen mob intelligence.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:8hhaeY0e:bY78ugjN"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:8hhaeY0e:bY78ugjN"
}

