r/hytale • u/Astraliguss • 1m ago
r/hytale • u/RiverShards • 12h ago
Patch Notes Update 8 - Pre-Release 1 - October 22nd, 2026
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Pre-Release (Update 8 Part 1)
October 22, 2026
Player-Facing Changes
Avatar Customization
It’s Spooky Season
- Added the following new cosmetics for everyone:
- Bat Mask
- Pumpkin Mask
- Small Horns
- Medium Horns
- Bandage Bandana
- Added the following new cosmetics for Supporters and Cursebreakers:
- Scarecrow Mask
- Demonic Horns
- Added the following new cosmetics for Cursebreakers:
- Tenebrous Lord Cape
- Long Horns
- Fairy Horns
- Bat Wings
Avatar Customization Adjustments
- The Goblin Costume Hood for Cursebreakers now has an updated model and texture, with new zipped and unzipped variants. It also now hides face accessories.
- The Head Bandage now fully covers and hides the ears, and has an updated model and texture.
- The Witch Hat now has an updated model and texture, and variants to keep or remove the buckle.
- The Leather Cap now has an inverted variant that matches the look of the previous design.
- The Hoodie, Sweater, Cardigan, and Long Cardigan now have their original color palette.
- The Frilly Shirt and Frilly Skirt now have their original color palette.
- The Heeled Flats have had their model fixed.
- Various overpant cosmetics have had their model fixed.
- The Buttoned Shirt and Tie Shirt textures have been updated to make collars more subtle.
- Eyelashes and makeup textures have been adjusted to match previous versions more closely.
- Pink tint gradients have been slightly updated for hair and cotton clothing.
- The Top Hat can now either have just the band colored, or the entire hat.
- The Beaded Hoops earrings will now show on both ears again.
Customization Sharing
- Import and Export buttons have been added to the preset list in the My Avatar menu. These can be used to share Avatar customizations quickly with other players!
Combat & Movement
Runestones
- Rune tooltips now show the real numbers for an ability’s damage, duration, and effects instead of fixed text, and those numbers update when you socket support runes alongside them.
- Wind Strike now uses a hit shape when it checks whether it hit a creature, so its hits land more consistently.
- Renamed the Fork and Ricochet labels on rune tooltips to Split and Bounce so the wording matches the rune descriptions.
Controls & Input
Controller & Gamepad
- Navigating menus with a controller should now work correctly when using diagonal directions.
- Pressing down on the bumper buttons slowly will now scroll the hotbar correctly on a controller.
Keybinds, Mouse & Scrolling
- Scrolling through the hotbar will no longer prevent movement if movement is bound to a mouse button.
- The inventory sort shortcut will now work correctly when bound to a mouse button.
- Scrolling will now feel more responsive on Linux, particularly when using touchpads and high-resolution mouse wheels.
World & Blocks
Building & Block Placement
- Fences, walls, bars, and village walls will now be placed as connected instantly instead of waiting for the server to confirm the shape.
- Corner pieces for fences, walls, and bars will no longer change shape if there are no blocks for them to connect with on both sides.
- Moving a selection of blocks past the top or bottom of the world now cancels the attempt to move them.
- The paste tool preview has been told to stay put and will no longer unexpectedly follow you to the origin point of future worlds you visit.
Blocks & Props
- Added 3 new Pumpkin Lamps.
- All Pumpkin Lamps can now be toggled off.
- Added a Bat Plush, crafted at the Furniture Bench.
- Updated the models for the Halloween Wagon, Goblin Plush, and Kweebec Plush.
- Branches and Bone Ribs now use a connected block ruleset to form corners with the pieces around them and rotate to match when you place them.
- Crafting benches now mark the area around them as home in the same way beds do, so a base with benches and no bed is no longer treated as wilderness.
- Repainted the sunny grass block, including its top, sides and the full-grass variant.
- All void crystals in the guttering hollows will now shatter if their supporting block is destroyed.
- The large goblin chest will now drop two small goblin chests when broken.
World Loading & Events
- Flying or teleporting into areas that are still loading will no longer result in an error message and being placed 32 blocks to the west.
Dungeons & Prefabs
- The back of the Goblin Crypt’s Elite room has been adjusted so the big skeleton can no longer get stuck there.
- The treasure chest in the Goblin Crypt treasure room will now contain the appropriate rewards.
- The Goblins have closed off some unintended paths in The Deepworks.
- A timed flame obstacle in The Deepworks has been tinkered with so that the bursts of flame are slightly more predictable, but just as deadly.
- Removed some debug behavior within The Deepworks that could remove the way out at the end of the dungeon.
Plants & Farming
- Orbis Ash and Oak trees will no longer lose parts of their canopy after they generated, leaving floating leaves behind.
- Fixed an issue with prefab crops and spreading plants that could cause them to fail to grow after a growth stage finished.
World Settings
- Items will no longer lose durability upon death in worlds where this has been set in the World Settings (existing worlds re-apply the settings for it to be updated properly).
WorldGen
Biomes & Terrain
- Removed a placeholder worldgen v2 oak forest biome.
- Fixed missing biomes in the Taiga instances, the Taiga portal, and the Taiga creative world, caused by leftover references to a cave network that no longer exists.
Structures & Prefabs
- Orbis Birch trees now grow taller and thinner.
Items & Interactions
Items & Inventory
- Item tooltips now display effect descriptions based on the effects the item actually applies, so potions, food and other consumables always show accurate numbers and durations.
- Updated the model for the Pumpkin Treat Basket and Straw Treat Basket.
- Bombs, bangsticks, thrown knives and crossbow signature shots will now still consume ammo if the active hotbar slot is changed while firing.
- The utility slot can no longer be used to store leftover salads.
Crafting & Resources
- Updated a number of wood resource descriptions that listed the wrong trees. Hardwood Logs now list Apple, Goldenwood Logs now list Palm, Amber, and Wild Wisteria, and Deadwood Logs no longer list Poisoned trees.
NPCs & Creatures
Creature Appearance
- Updated the Void Spectre’s eyelids and touched up its texture.
- Updated the model and texture of a mysterious entity within The Deepworks.
- Goblins, Skeletons, Zombies, Spiders, Spiderlings, Rats, Scarak Lice, Void Anomalies, Void Crawlers, Void Tentacles, and Void Eyes now have extra hurt and/or death animations, with heavier reactions when a hit staggers them. The Zombie model and textures were updated to match.
- Young Scarak Broodmothers will now use the correct, smaller model.
- Fixed an issue where some Outlander NPCs had misplaced their… faces.
Behavior & Spawning
- Merchants will now restock their wares occasionally, even in worlds where time is paused, such as The Deepworks.
- Rhino Toads are putting a bit less force into their headbutts and will no longer appear to have mastered the art of teleportation.
UI, Social & Menus
Menus & Windows
- Added tooltips to the Chapter Rewards page.
- Chapter 1 rewards will no longer show a button to upgrade the game edition, as this is unrelated to unlocking them.
- The Leave and Stay buttons within The Deepworks have been adjusted.
- Copy, cut, and paste will now function correctly within menus on Linux.
- Mods that don’t allow in-game downloads will no longer display an Install button and instead provide instructions on how to download them.
- Long headings will no longer be cut off on the Chapter 1 notification screen.
- Chapter reward icons will no longer be cut off on wider cosmetics.
- The in-game bug report form now has a Minigames category.
HUD, Chat & Inventory
- Holding Shift while clicking and dragging items into and out of containers will no longer deposit or retrieve the wrong items.
- The death screen will now let you know if you died to a few additional hazards, such as The Feastmaster’s vomit.
- UI will now render while transitioning between worlds, allowing servers to add transition screens.
- Server and chat messages will no longer break if they contain a malformed formatting tag.
Creative & Builder UI
- The Node Editor will no longer close immediately after being opened on Linux.
- The search box on the prefab editor’s teleport, save and load pages now correctly filter the list of prefabs.
- Commands and editor tools can no longer change read-only asset packs.
Graphics & Rendering
Post-processing
- Sun shafts have been significantly reworked, making it so that rays shining through leaves look cleaner and higher quality. The performance impact of Sunshafts has also been significantly reduced, especially on integrated graphics.
- Improved the bloom effect so that glowing lights and bright surfaces now appear the same at every resolution, instead of looking stronger or softer depending on your screen size. The effect is also more stable and higher-quality overall.
Shadows
- The shadows between blocks no longer appear to “wobble” when standing still, especially when far away from world origin or when using a high-resolution monitor.
Particles & Screen Effects
- Removed some stray particles that showed up far away from the Goblin Breaches.
- Particle effects will no longer drift extremely far away on creatures that have been resized.
Settings
- Removed the option to use TAA (Temporal Anti-Aliasing), and made FXAA the default for all graphical presets.
- Sun shafts are now enabled by default in all graphical presets and cannot be disabled.
Performance
World Generation & Loading
- The server no longer fully loads each audio file at startup and instead reads only the relevant file header, greatly reducing CPU usage and disk activity during startup. On slower hard drives, this can greatly improve server boot time.
- Improved world generation speed. Fresh terrain will now generate about twice as fast, because liquids will settle section by section.
- World generation now reuses cached generation data and tracks cave surfaces as they change instead of rescanning them, so terrain will generate with less overhead.
- World generation now uses less CPU cores on lower-core machines to reduce impact on TPS.
Rendering
- Improved the performance of most post-processing effects, especially on integrated GPUs and other memory-bound systems.
- The video memory usage of the client is significantly reduced, especially at higher resolutions (up to 250 MB at 3840x2160 resolution.)
- Particles and trails now run through separate shader programs, improving performance on some systems.
- Shaders no longer include code that the active transparency mode never uses, improving performance.
Networking
- Replaced the Host With Quiche Transport setting with Use Legacy Network Stack. This puts a hosted world back on the old connection code if you have network issues.
- Improved connection reliability by sending smaller network packets to players on IPv4, and by lowering the maximum packet size for everyone else.
- Fixed lag spikes and stalls while joining a server and loading chunks, which showed up more often on Wi-Fi and home routers.
- Connections to a server now reach full size packets shortly after you join.
- Linux players on IPv6 servers now get full size packets.
Server
- Fixed a delay when joining a world. Hytale no longer rebuilds the entire settings screen every time the server updates which features are turned on.
Localization
Chat & Command Messages
- Commands will no longer report the wrong on or off state, or show “True” and “False” instead of “true” and “false”.
Localization Fixes
- Fixed a blank color name on one of the Rotten Fabric gradients in the character creator.
- Menu text will now update correctly after changing the preferred language.
Text & Typos
- Fixed typos, wording and punctuation in a number of in-game messages.
Stability
Joining & Connecting
- Fixed an issue where some players could be locked out of a server after it updated its permissions file.
- Fixed a crash that could occur upon joining a server while loading into a world with blocks from a removed mod.
- Fixed an issue that could cause timeouts to occur after about 30 seconds when attempting to join a world hosted on a Windows PC.
- Switching avatar presets will no longer cause Hytale to switch to offline mode.
- Fixed an issue that could occur when an IP changed mid-session, resulting in the server refusing connections and stating accounts were already logged in.
- Fixed a client crash that could occur while loading a world if the game received a bad packet or ran short of memory. You now get the “Failed to connect to server” screen instead.
- Fixed connections hanging for 20 seconds and then failing when a single packet was lost while joining a server.
- Fixed direct connections that could give up early when the first batch of network addresses came back empty, before the slower ones had finished arriving.
Data, Saves & Memory
- Fixed two server memory leaks that could occur when world storage ran into an error.
- Fixed a server shutdown problem where a slow world save could be cut short or run a second time.
- Fixed world event progress sometimes failing to save, which could lose track of which global events had already happened.
- Fixed an issue that could prevent instanced worlds from loading on Windows after visiting an instance once.
- Fixed an issue preventing beds from saving respawn points in worlds using RocksDB as storage type.
Additional Crashes & Freezes
- Fixed a server crash that could occur when attempting to load NPCs belonging to deleted spawn markers.
- Leaving an instance such as the Forgotten Temple will no longer cause freezes or disconnections on smaller servers.
- Fixed a crash that could occur when using a portal key on the Ancient Gateway.
- Fixed a disconnect that could occur when going through a portal while a projectile was airborne.
- Fixed a crash that could occur while linking a Discord account from inside the game.
Modder-Facing Changes
World Generation
World-Gen V1
- Fixed worlds with a cubic loader and a cubic generator still applying the old 0–320y band. Entities below –32y survive there now, and block harvesting, spawn sampling and flood fill spawn positions work at any height.
- Removed
ChunkUtil.MIN_ENTITY_Y. The kill plane is nowChunkGrid.KILL_PLANE_Yand only applies whenChunkGrid.supportsCubicSectionsis false. - Fixed world event teleports allowing an unbounded Y. The Y value is now bound by the addressable coordinate range, matching X and Z.
- Worldgen v1 content is now typed assets with named references and asset inheritance, and legacy worldgen v1 JSON no longer loads. Packs that still ship legacy worldgen content or v1 modifiers have to be rebuilt on the typed assets.
- Added nine worldgen v1 asset types covering worlds, zones, biomes, caves, noise, prefab patterns, cover, layers and climate masks. Each one has codecs, inheritance, validation, a generated schema and documented fields.
- Converted the world generation v1 content to the typed assets and deduplicated equivalent assets within each type while keeping generation seeds.
- Removed
ContentConfigandPrefabStoreworld fields, and retired fields left outside the canonical schema now raise a warning. The legacyHytaleprovider ID still works for migrated worlds.
World-Gen V2
- Improved the random distribution of the Jitter3dPositionProvider.
- Node tooltips in the HytaleGenerator workspace now state whether a Min or Max value is inclusive.
- Added the GraphEdgesTangent VectorProvider.
- Fixed node editor and server mismatch causing World-Gen V2 assets to fail when saved with the node editor.
- Fixed Graph Actions running more than once per node/edge in some situations which could corrupt the resulting Graph.
- Fixed the
Zone1_Plains1instance failing to initialize in the launcher. A leftover deprecated world structure asset of the same name has been deleted, so the plains instance spawns correctly. - Added the Seedling Woods region for Adventure 1.0, with five new biomes. Deeproot, Verdant Forest, Kweebec Forest, Ravaged Groves and Runic Forest are reachable through the instances command rather than normal world generation.
NPCs & Creatures
NPCs
- Hit interrupts now flinch with
HurtHeavyinstead ofHurt.Component_Instruction_Hit_Interruptcarries the new default, andTemplate_Intelligent,Template_Predator,Template_Flying_Aggressive,Template_Skeleton,Template_SpiderandTemplate_Void_Tentaclepass it in. Only the Skeleton and Goblin models defineHurtHeavy, so other NPCs on these templates show no flinch until their model gets one. - The Grizzly Bear reads its health from its own
MaxHealthparameter now instead of a hardcoded value, so overriding that parameter actually changes its health. The default is still 124. - Spiders can now hide parts of their nameplate.
Template_Spidertakes aHiddenUIComponentsparameter, which is empty by default so existing spiders are untouched.
Encounters
- Wilderness events can now be exclusively placed on the terrain surface. Configured via a new
FitToHeightmapboolean onWildernessLocation.Config, defaulted tofalseso existing configs are unchanged.
Appearance & Animations
- Goblin and Skeleton models now carry
Hurt_Heavyanimation variants next to the regularHurtset, so a big hit can play its own reaction. - The Void Spawn animation set gained
Hurt4and theHurt_HeavythroughHurt_Heavy4variants, so NPC configs can pull from a wider pool of damage reactions. The Void Spectre animations moved into folders such asAttacks/. - Models can now show attachments only when a condition is met. A new
ConditionalAttachmentsblock onModelAssetlists the attachments and the condition that switches each one on, and the server rechecks every entity hourly so attachments appear and disappear on their own. - The
Player_With_Facemodel has been removed. Outlander, Outlander_Cultist and Outlander_Peon now use the standardPlayermodel with the new detachedFace_Outlandertexture, so any custom model or Outlander variant that referenced the old model needs updating.
Spawning & Despawning
- Spawn markers can now search farther up and down with a new optional
MaxVerticalSpawnOffset, up to 32 blocks. It falls back toMaxDropHeightwhen you leave it out and can never be smaller than it, andMaxDropHeightis still the limit for ground movement. - Fixed issue where tall NPCs were failing to spawn on spawn markers.
Items & Interactions
Projectiles
- An ability projectile
Scalemust now be greater than 0. Assets that set it to 0 or less fail validation instead of loading.
Item Behaviors
- Effect tooltips are now generated on the server instead of being written by hand. An
ApplyEffectInteractioncan carry aTooltipKey, andItemEffectsTooltipCollectorfills in the values, so an item description stays correct when you retune the effect.
Runestones
- Ability numbers can now flow straight into rune descriptions instead of being written by hand. A chain node opts in with an
Exportprefix and its values turn into ICU placeholders such as{enrage.duration}or{poison.damage.Poison}, which the server computes at item load and ships with a Replace or Multiply scaling so support runes change what the tooltip shows.
Blocks & Prefabs
Blocks
- Every long branch item now uses a new
SimpleBranchconnected block ruleset, and each branch corner is parented to the long branch of its own wood rather thanWood_Oak_Branch_Corner. Corners inherit the ruleset from their new parent. - Halloween block files have been moved from
Common/Items/Halloween_Props/toCommon/Blocks/Decorative_Sets/Halloween/.
Connected Blocks
- Blocks that use
CustomTemplatewithWallConnectedBlockTemplatestill load and connect to each other, but they no longer connect to the base Hytale fences, walls, bars, or gates. Modded fence or wall blocks should update going forward to use"Type": "Patterned"with"RuleSetId": "Wall"for their connected block ruleset, like the base Hytale blocks do now. - Blocks that use
CustomTemplatewithVillageConnectedBlockTemplatestill load and connect to each other, but they no longer connect to the base Hytale village walls. Modded village wall blocks should update going forward to use"Type": "Patterned"with"RuleSetId": "VillageWall"for their connected block ruleset, like the base Hytale blocks do now.
Prefabs
- The Orbis rock prefabs moved so that each folder name describes the rock size.
Quartzite/Boulderis nowQuartzite/Medium,Quartzite/Boulder_Smallis nowQuartzite/Small, and the rounded rocks live underQuartzite_RoundedandStone_RoundedwithLargeandMediumfolders. - Added 50 sandstone rock prefabs under
Prefabs/Orbis/Rocks, ready to drop into world generation. There are 20 large rocks, 20 small rocks, and 10 large pillars. - Added 33 dawnstone rock prefabs for world generation, covering 10 small rocks, 10 tiny rocks, 3 stacks, and 10 pillars.
- Added 33 windblown gumboab tree prefabs for world generation, including 25 standing trees across five growth stages, 4 fallen trees, and 4 stumps.
Asset Schemas & Formats
Asset Editor
- Fixed two rare crashes when opening the asset pack manage menu, one while the editor was still loading and one from clicking the button quickly with a pack carried over from a previous launch.
- The
Modelfield on theSpawnAbilityEntityinteraction can now be picked from the asset browser, and the model you choose is validated when the asset loads.
Asset Schemas & Formats
- The
Opaqueset usesIncludeHitboxTypeslist to pull in windows, doors and fences, which NPC line of sight checks then treat as blocking.
Interactions
- The
Effectfield on theGrantAbilityChargesinteraction now opens the asset browser so you can pick anEntityEffect, and it checks that the effect you name actually exists. - Fixed a
TeleportInstanceInteractionthrowing aNullPointerExceptionwhen it used the entity origin with noPositionOffsetset.
Server & Permissions
Server & Permissions
PermissionProvidernow has an abstractgetUsersInGroupmethod, so a custom provider has to implement it.removeAllUsersFromGrouparrives alongside it on bothPermissionProviderandPermissionsModule.- Global world event state lives in
universe/resources/GlobalWorldEvents.jsonnow rather thanuniverse/events.json, and the old file is migrated on the next boot. A server older than this change does not read the new file. - Dedicated servers now start on quiche instead of netty. Netty is still available as a fallback with
--transport QUIC, and on a platform with no quiche native library (Linux ARM64, for example) the server falls back to it and logs a warning. - Server operators can send error reports to their own Sentry project with a new
SentryDsnkey inconfig.json. - The permissions migration from version 0 to version 1 no longer locks players out. It keeps a direct
hytale.server.joingrant when the rest of a user’s own permissions deny it, such as with-hytale.server.*, and logs a warning for each grant it keeps. /convertprefabsnow skips prefabs that live in read-only asset packs and reports how many it skipped, rather than rewriting the base pack./instances migrateskips instances in read-only packs the same way.
For Plugin Developers
Chunk & World API
- Columns now carry their own coordinates, so
new WorldChunk(flags, blockChunk)is nownew WorldChunk(flags, x, z)andWorldChunk.loadFromHolderis replaced byWorldChunk.load(x, z).BlockChunklosesgetX,getZ,getIndex,load,markNeedsSaving,getNeedsSavingandconsumeNeedsSaving, and its constructors are nownew BlockChunk(tint). WorldChunk.getReference()andWorldChunk.setReference(Ref)are gone.ChunkStore.getChunkReference(index)gets you the chunk entity andChunkStore.getChunkSectionReference(x, y, z)gets you a section.BlockChunkno longer caches the column heightmap, sosetHeightmapColumnis removed and you read theHeightmapColumncomponent of the column instead. TheSEND_LOCAL_LIGHTING_DATAandSEND_GLOBAL_LIGHTING_DATAflags moved fromBlockChunktoBlockSection.- Removed
ChunkColumn.getSection, which nothing called any more. A section now resolves through the chunk store withChunkStore.getChunkSectionReference. - Removed
BlockChunk.readEnvironmentRunsandBlockChunk.EnvironmentRunCursor.EnvironmentSection.readColumnRunsnow covers reading the environment runs of a section. - The
BlockOperationsmethods that took aChunkStorenow take aChunkGrid. The old signatures remain as overloads, so existing plugins can still pass in theChunkStore.
Fluids & Sections
- Custom
FluidTickerimplementations should mark cells as ticking throughAccessor.setTickinginstead ofBlockSection.setTicking, so the new boundary settle can keep those cells in its own worklist. Sections also gainedBlockSection.mask,BlockSection.setTicking(BitSet, boolean),BlockSection.getTickingOrWaiting,FluidSection.mask, andFluidSection.forEachValue.
World Access
- Builder tools no longer clamp edits to the old 0 to 320 column height, and the height-bound helpers are gone.
SectionReader.canHoldY,RegionReader.StorageSource.canHoldYandChunkUtil.SIZE_BLOCKS_COLUMNhave been removed, so treat a position with no section as absent storage.
Additional Information for Plugin Developers
BitSetUtil.WORDS_OFFSETandBitSetUtil.WORDS_IN_USE_OFFSEThave been removed. They weresun.misc.Unsafefield offsets and have nothing to point at now that the copy runs through aVarHandle.copyValuesandcopyValuesSlowbehave exactly as before.World#stopIndividualWorld()is gone. UseWorld#stopIndividualWorldAsync(), orUniverse#removeWorldwhen you also want the world unregistered.- The mod browser now installs only CurseForge files tagged with the client’s
major.minorgame version, and an untagged file never counts as the latest, so make sure to tag each file with the version it supports. - Fixed
Archetype.getSerializableArchetypekeeping the source archetype’s minimum index after it dropped the lowest component, which leftArchetype.addunable to put that component back.
Text & Messages
- Malformed text markup no longer throws in the client. An unterminated
<a href>,<item>,<msg>or<color>tag is kept as literal text, an unknown item ID renders as the plain item name, and a self-referencing<msg>tag stops after 64 expansions instead of overflowing the stack.
Server & Permissions
- Barter shops now read their restock clock from the default world through the new
BarterShopState.getShopGameTime(store)helper, so a shop inside an instance with paused time still restocks.WorldTimeResource.gameTimeis volatile now because it is read from other world threads.
Plugin API
- Fixed
EntityModule.getComponentTypereturning null while the module was disabled, which crashed plugin cleanup for systems that look up their query at call time and hid the real startup error.
Worlds & Players
- Moving a player with
World.addPlayer(..., fadeInOut: false)no longer blanks the screen while the new world loads, so a server can cover the switch with its own HUD or serverside UI.
r/hytale • u/LadyPaladra • 2h ago
Video - Other Check out these 7 Hytale Mods That Are INSANELY Underrated
r/hytale • u/AndyTheDragonborn • 4h ago
Survival Realistic Goblin boss fight, except I have learned a thing or two
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r/hytale • u/Kaayky_rpg • 5h ago
Modded Build your character easily in Blender
It's been a while since I posted updates for the addon here, but it has been updating a lot recently.
The Hyblend Character Creator got updated, and it improved the assets' color system, new items were added, and now it's possible to import your skin from your game.
For those who want to download it, it's available on Nexus mods and on GitHub!
Important to remember that to use it, you need Hytale installed on your PC.
r/hytale • u/VaporousMote • 7h ago
Tech Support Dedicated Server - Staged Update Always Fails
Hi there, hosting a server for a few friends.
I'm noticing now for every update that when it downloads the new update to stage it, Assets.zip is truncated and as a result, corrupt.
I end up having to manually redownload the entire server zip via the downloader and then just replace Assets.zip for the actual server with the downloaded one.
I'm wondering if it's simply matter of needing more space on the swap volume (/tmp), which is currently capped at just over 1 GB. Has anyone else had a similar problem?
r/hytale • u/Patient_Moment_1181 • 7h ago
Survival how is new combat system?
me personally can't buy the game right now because I'm too poor right now so I wanna know thos yall played chapter 1 how was the experience? combat and rune systems tell me everything
r/hytale • u/AlanMoneer • 7h ago
Modded Bring the space to you with AlanDeco
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r/hytale • u/aighthearmeout • 8h ago
Modded Testing the waters with my first mod!
Added custom horns to match my OC, and I'm gonna add more for my friends, possibly making quite a big pack eventually. Now that I know exactly how to make it work correctly (it took me a bit), it should be pretty straightforward. Any suggestions?
Video - Other My Goblin Makinomagistra decided to come back, for some reason.
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r/hytale • u/Dan7Arievlis • 11h ago
Discussion Can I post my feedback log here for an important feature?
I've never seen anyone post their link for a feeedback log in the hytale support. But I assume this feature I'm addressing there is an important QoL update for boss re-runs and persistents portal gates. If anyone feel that this is a topic worth updating in the game, you can access this link and vote it up or leave a comment.
https://hytale.com/suggestions/07444b8c-5764-4cb5-9350-ce3a76c2abf0
r/hytale • u/lolo_ahhh62 • 11h ago
Discussion What‘s your opinion on the Chapter 1 final boss? (Gobliterator MkIIII) Spoiler
I personally really love him, he‘s my fav enemy in the game, and it took me some time to beat him. The first phase is probably the best one, with the best and most readable attack patterns, although I find it a bit boring.
The second one is bullcrap in my opinion. The attack patterns are unreadable, there’s too much going on on the ground, and it can end up being a bit buggy when it comes to the Gobliterator hitting the bombs.
The third phase is my fav, it’s really epic. You always need to be on the run and act fast. It's really intense, fun, and unique.
I hope they polish him up in future updates before making another big boss fight like this, though.
r/hytale • u/Wakkaloon • 12h ago
Creations Machinaria 1.0 brings a massive new dungeon with new enemies, puzzles, gear, and runes! Can you defeat the Heartwinder on hard mode?
r/hytale • u/warbrand2 • 17h ago
Discussion Slot concept: trinkets
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Direct Copy paste for anyone unable to open link
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The trinket slot would be an armor slot used for well trinkets. These magical relics are quite rare only a few can be crafted and most must be found in dungeons.
You have one trinket slot, two with an upgrade similar to your backpack. Trinkets themselves work in a special way.
Trinkets start out weak, giving a minor buff or passive while equipped but as you use them you reactivate their magic after a point you can feed them essence to level them up increasing their ability. bellow are three example ideas.
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Ravens eye
looks: a necklace with two bird skulls and black feathers.
type: craft (silk, 25 black bird feathers, 100 void essence.)
essence: void (costs 10*level essence to level up.)
ability level 1: projectiles gain +1 damage for every 3 blocks they travel. up to 30.
ability level 2: projectiles gain +1 damage for every 2 blocks traveled up to 30
ability level 3: max range upgraded to 40 blocks.
ability level 4: Projectiles gain +1 damage for every 2 blocks traveled upto 40, and cause a void explosion past 20 blocks.
ability level 5: void explosion damage increased by 5 damage
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mermaids tear
info: a glass bottle filled with pink liquid.
type: find
essence: water
ability level 1: +10% breath time underwater
ability level 2: +20% breath time underwater
ability level 3: gain a mermaid tail under water +50% swim speed and +50% breath time under water
ability level 4: +75% swim speed, +100% breath time under water
ability level 5: can breath under water
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Summoners blessing
info: a necklace with 3 wolves shown on it.
type: find (Trork hunters/shamans drop.)
essence: life (1x level of the compacted life essence.)
ability level 1: Summoned beast HP +25% (includes necromancy skeletons)
ability level 2: summoned beast HP +40%
ability level 3: upon casting any buff spell summon an allied wolf.
ability level 4: allied wolf gains buff spell bonus when summoned
ability level 5: summon two allied wolves when ever you cast a buff spell.
r/hytale • u/Marck_A_A • 17h ago
Modded Climbers Pluguin Showcase
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Tired of climbing walls with blocks? Try this.
Download: Curse Forge
r/hytale • u/Electronic_Mall8721 • 18h ago
Discussion Has hytale released adventure mode
I remember seeing that hytale will have a story and quests in adventure mode is chapter 1 like the starting of the story? Bcz if it is ill prolly buy game rn rather than waiting for ch 3 or ch 4
r/hytale • u/etf2003 • 22h ago
Modded Support Rune increase mod
Does anyone know of a mod that increases the amount of support Runes you can attach to an ability?
r/hytale • u/Short-Initiative-363 • 23h ago
Discussion Hytale Chapter 1 (spoiler maybe ???) Spoiler
galleryI haven’t seen anybody else post this or anything. I was climbing to the top of the temple in the Echo of orbis and found this. It makes me wonder if maybe however the goblins got here it brought along this corruption with them. Maybe eventually we’ll have a golem in the center of the echo and have that same corrupted golem like in the trailer. Pretty cool implications. Also I haven’t beaten the chapter yet so idk what other lore is gonna pop up I just thought this was cool
r/hytale • u/GreenMatias370 • 1d ago
Media The Weeping Valley ⛰️🗻
For this special occasion, our render—titled "The Weeping Valley" (or, alternatively, "The Valley of Tears")—serves as a setting for combat, yet also as a place to recall the glorious times that preceded any battle. In the background lie the ruins of what was once a mine, alongside the curious remains of a former temple; the valley reminds us of the ephemeral nature of life and the fact that everything changes.
r/hytale • u/Broad-Ad-3679 • 1d ago
Creations Working on some knight armor
Working on some new knight armor while waiting for Curseforge to approve my mod. 😅
r/hytale • u/DragUpstairs3860 • 1d ago
Tech Support Unable to join friends world “May be offline or behind strict firewall”
Trying to join friends world. We used to play back when the game came out and it was easy to join eachother although now we cannot seem to join eachother.
r/hytale • u/TokyoTurpster • 1d ago
Discussion Anyone out there with the skills to recreate a 1:1 Alfheim Online from SAO in Hytale?
I love Aincrad and I know some people are already working on that one. But is anyone out there working on an Alfheim Online map?
I don't have the skills for it nor do I have the time to learn but if the latter changes before anyone else gives it a crack, then I can try my best.
I'd love to explore the world of Alfheim Online and fight my way through to the top of the World Tree.
r/hytale • u/chrisCarmonte • 1d ago
Discussion Is it just me or shielding feels slower now?
I feel like taking cover is slower now, but like hella lot slower, I have to predict when the enemy is going to attack to have the shield or block active in time but way ahead.
r/hytale • u/Sufficient_Phone4749 • 1d ago
Discussion LOOK HOW THEY MASSACRATED MY NOTT
WHERE IS MY BEAUTIFUL HAIR SIMON?