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Additional tuning for enemies, weapons, and progression systems to make combat and progression more engaging without deviating from the base Hytale Experience.

Description

The goal is to keep the appearance of vanilla Hytale while tuning the feel and difficulty of Hytale's combat and progression to feel more engaging, threatening, and rewarding.  Each enemy should feel more unique and have difficulty closer to Magma Toads to make players plan their engagements carefully based on each enemy type.  

 

Adjustments to Mob Behavior, Abilities, and Difficulty

  • All Golems - A juggernaut that pushes enemies around instead of getting pushed
  • Magma Toad - Slower and less accurate against moving targets (Updated to use Patch 2 Magma Toad Changes)
  • Yeti - A juggernaut that pushes enemies around instead of getting pushed
  • Scorpion - Draws enemies in with its claws to finish them off with its stinger
  • Scarak Seeker - Uses its agility in the air to reposition for deadly flyovers
  • Scarak Louse - Small and weak with a lasting bite. Now with immunity to nest's environmental damage
  • Scarak Fighter - Strikes quick from a safe distance to surprise unsuspecting prey.  Now with immunity to nest's environmental damage
  • Sabertooth Tiger and Snow Leopard - Aggressive hunters in their respective habitat that track down prey
  • Many enemies now become aggressive from further distances when attacked
  • Additional Enemy Adjustments Coming

Weapon/Combat Balancing

Combat in vanilla Hytale can be cheesed against nearly every enemy with the absurd knockback provided on all weapons.  Reduced knockback allows existing well designed enemies to shine without additional changes.
  • Knockback reduced for most weapons
The default dagger is notoriously overpowered for its strong charge attack that can be used from safe distances while also returning you to safety after striking.  These changes aim to keep the daggers as a high damaging wepaon with the tradeoff that they must be used from closer distances and have less potential for cleave.
  • Dagger
    • Charged Dagger ability's disengage distance reduced
    • Primary attack damage increased on first two attack
The default battlaxe is in a good spot, but the charge attack is a waste of stamina for a difficult to aim ability that does not do good damage.  These changes should make the battleaxe charge feel responsive to enemies and worth the stamina spent.
  • Battleaxe
    • Charge attack damage increased
    • Charge Attack damage triggers while airborn
    • Charge attack movement stops when an enemy is struck
The default sword lacks in damage compared to other weapons while also having less range and a weak charge ability with the only saving grace being the offhand torch or shield.  These changes should make the sword's damage feel on par with other weapons while keeping the tradeoff of attack range for better blocks.
  • Sword
    • Charge attack damage increased
    • Charge attack movement stops when an enemy is struck
    • Primary attack damage increased on first two attacks
The default crossbow has an insane level of mobility while maintaining fantastic burst while being a ranged weapon, the goal is keep the burst niche, make periods of reloading feel tense, and encourage a balance of freedom of movement with forced downtime.
  • Crossbow
    • Reduce reload rate
    • Reduced ammo capacity,
    • Reduced movespeed while reloading
    • Increased shot damage consistency
  • Additional Weapon Adjustments Coming