Description
Advanced Dagger Play – Version 1.3.2
Advanced Dagger Play expands dagger gameplay with new moves, mechanics, and combat systems.
***UPDATE: As of Version 1.3.2, Hytalor is only needed if you want patches for other mods that add daggers, or more compatability with other mods that use daggers. It is no longer required to run this mod properly by itself.
Also as of 1.3.1, the name changed, so you will need to reactive it in your world.
Primary Chain Attacks:
A new sequence of basic attacks builds to higher damage. The sequence has a built in dash (with iframes) and lunge for the final attacks.
Assassins Blade:
The first attack in your chain is a stab. Using this precisely on someone's back does very high damage (21 Degree angle, so you need to be as straight on as you can.)
Dodge / Dash System:
While holding block:
- Use your primary attack + a direction key to dodge in that direction at a stamina cost.
- Use your primary attack while standing still to perform a Swift Counter, negating damage and activating a counter sequence if timed correctly with sufficient Signature Energy.
Jump Kick
Primary click while jumping performs a flashy kick, which knocks back your enemy and dazes them for 1 second. Consumes stamina.
Signature Energy:
Energy is set to 24 for all daggers - 4 Pounce stabs will fill the meter to full. Signature energy costs now vary based on the signature move. You can perform a signature move without filling the meter, so long as you meet the signature move cost.
Signature Ability Activation Expansion:
There are three ability keys in Hytale. Each ability key now checks for movement, allowing up to 9 different moves per ability key. To activate, press the ability key while holding a particular direction.
Signature Moves:
Ability 1 – Razor Strike
The standard Signature Attack, but with a bleed effect. Each strike stacks 7 seconds of bleed duration. Bleed DPS increases with higher tier daggers.
Default Key: Q (all directions)
Energy: 75%
Ability 2 – Viper’s Recoil
A double stab that pins the enemy, followed by a backflip, then a leap foward into a powerful kick with significant knockback.
Default Key: E while holding forward, forward-left, or forward-right
Energy: 50%
Ability 3 – Fivefold Fang
A backward acrobatic flip followed by a fan of five razor sharp kunai.
Default Key: E while holding backwards, backwards-left, or backwards-right
Energy: 25%
Ability 4 – Reaping Whirl
A roundhouse kick that knocks back everyone around you, followed by a flourish of kunai in all directions. Each kunai that hits an enemy restores 5 stamina.
Default Key: E while neutral, or holding left, or right
Energy: 50%
Ability 5 – Rage Flurry
A rapid series of aggressive stabbing attacks, followed by a leap, and a crashing slam, damaging everyone in a radius. Gain 12 health for each enemy hit with the slam. Note: You are granted a small window of invulnerability when initiating this attack.
Default Key: R (all directions)
Energy: 100%
Ability 6 – Swift Counter
A parry that initiates a series of strikes. The final strike inflicts a small amount of bleed, and restores some stamina.
Default Key: Primary click while holding block. Will only activate the counter if you have at least 25% Engery.
Energy: 25%
Keybinds for all abilities can be changed in the Controls menu.
Full Damage Balance
The goal of this mod is to make daggers complex and interesting. I want purpose behind every move, whether that's dealing damage, escaping, blocking, countering, dealing ranged damage, restoring stamina, inflicting bleed, etc. I Like variety and meaningful choices. I don't want this mod to be overpowered. I have, and will continue to adjust damage values, to include base values like that of Pounce. In this latest version, all Pounce damage has been reduced by about 33%. This is because it was overshadowing everything else, and when you have one powerful move that you can spam over and over it takes the fun out things. The latest damage value spreadsheet is in the media section, so you can see how things stack up.
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Currently, balanced damage values have been applied to:
Crude Daggers
Copper Daggers
Iron Daggers
Thorium Daggers
Cobalt Daggers
Doomed Outlander Daggers
Adamantite Daggers
The other daggers are missing backstab values in the original game, so they are just worse than their counterparts. I plan on updating them Gradually with new stats.
This is my first published mod. Feedback is welcome and appreciated.
Compatibility Patches:
These are patches I've made to allow daggers from other specific mods to use Advanced Dagger Play properly, with curated damage values. Let me know if you have any specific requests. You will need Hytalor to use these.
Changelog:
Version 1.3.2
- Removed Dependancy on Hytalor. I figured out that if you change a template (dagger_template) it gets buggy. So I re-wrote all changes to be dagger specific.
- Updated patches for use with Hytalor
Version 1.3.1
- Added Hytalor dependency (soft). My damage values across the daggers were not properly loading into the game. Still can't figure out why. But Hytalor solved this, and gives me the ability to add compatability with other daggers from the mods you love.
- Created compatability patch with Wan's Wonder Weapons (See Description for Link)
- Added invulnerability state to final counter attack move, so that you are not locked in a long animation and getting beat.
- Config added for Counter Attack window, so you can tune it to your liking
- Fivefold Fang damage adjustment
- Renamed file for load order purposes.
Version 1.3.0
- Updated to Hytale Patch 3
- Moved from pure data pack to plugin
- Full damage balance (including addressing Pounce)
- Added Jump kick
- Added Counter Attack Sequence
- Fixed Dash perma-invulnerability bug (hopefully for good this time)
- Improved animations
- Variouss other fixes and tweaks that I can't remember
Verison 1.2.2a
- Small fix for Rage Flurry while holding backwards. It held a placeholder when I was building the mod and didn't do the whole effect.
Version 1.2.2
- Made unique folder paths for my custom animations to prevent some conflict issues
- Added Custom idle animation
Version 1.2.1
- Fixed animation reference that caused an issue with the mace signature attack.
- Added health restore to the end of Rage Flurry. Gain 12 health per enemy struck with the ending slam.
Version 1.2
- Full damage / signature energy balance pass. I will keep adjusting to make strong, but balanced gameplay.
- 2nd to last move in the primary chain now causes you to dash backwards (with i-frames) while the last move now lunges forward.
- New move: Reaping Whirl - A roundhouse kick that knocks back everyone around you, followed by a flourish of kunai in all directions. Each kunai that hits an enemy restores 5 stamina. Great to use if you are surround or out of stamina.
- Rage Flurry Rework: Now includes a final leap followed by a slam attack.
- A bunch of small fixes, tweaks, and other things I can't remember.
Version 1.1.1
- Fixed a bug that made it so you became permenantly invulnerable upon dashing. Using Pounce would reset this. However, now there should be just a short window of i frames.
Version 1.1.0
- All ability keys now register directional inputs. This allows up to 9 assignments per ability key. I don't think I'll end up with 27 abilities, but I like having the room for them.
- New Ability: Fivefold Fang - assigned to ability 2 while holding backwards
- Added some sounds to dash and to the second strike of the second move in the primary chain.
- Various other small adjustments.
Version 1.0.1
- Added Stats to Doomed Outlander Daggers - Slightly higher than Cobalt, but slightly less durability.
