Roadmap
The skill system shipped as Slice 1 of a larger design (MythicMobs-class skills + ModelEngine-class models). This page tracks the planned waves. Everything here follows the same invariants as the shipped API: declare once in Starlark/Python, Go interprets pure data on the hot path, capabilities are enforced fail-closed at load, and no vanilla mob’s behavior or RNG stream is ever perturbed by an undeclared feature.
Skills: the road to full MythicMobs parity
Shipped (Slice 1): triggers timer/spawn/damaged/death; targeters
self/nearest_player/players_in_radius/mobs_in_radius; mechanics damage/effect;
condition health_below; capabilities skills.damage/skills.effects.
Reserved capability strings (documented, rejected-as-unknown today): skills.spawn,
skills.projectile, skills.world, models.declare.
Persistence note: declared mobs are currently session-scoped; a future entity-persistence pass will re-attach skill runners by declaration name on world load.
Models: ModelEngine-class declared rigs (design)
The planned declare_model API brings Blockbench-style rigs — bones rendered as item displays,
mounted on an invisible base mob, animated by server-side keyframe interpolation with client-side
smoothing:
Planned phases:
As with skills, the MythicMobs and ModelEngine plugins are conceptual references only — they define what an operator can express, never a runtime or config-compatibility target.

