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Guilds

With Guilds, you can create, manage, and protect your guild's territory with a robust system that's fully integrated into the game.
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File nameGuilds-1.3.jar
Uploader
BanibuBanibu
Uploaded
Feb 23, 2026
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89
Size
5.1 MB
File ID
7668597
Type
R
Release
Supported game versions
  • Early Access

What's new

๐Ÿ“Œ Guilds Plugin โ€” Changelog

โœ… Version 1.3 โ€” Diplomacy Expansion, Stability Pass, and Versioning Update

Release Date: 2026

Version 1.3 introduces the first public iteration of Guilds diplomacy, plus broad quality improvements and an important compatibility notice related to Hytale version matching.


๐Ÿค New Diplomacy Module (Initial Public Iteration)

This release adds a new diplomacy layer for guild-to-guild relationships.

What this module currently delivers

  • Alliance flow via /guild ally with request/accept behavior.
  • Enemy declaration via /guild enemy.
  • Neutral reset flow via /guild neutral.
  • Relationship overview via /guild relations.
  • Allied communication channel via /guild allychat and /guild allytoggle.
  • Conflict-state foundation linked to diplomacy relationships.

How to enable and configure

Diplomacy is controlled in config.json under diplomacy.

Core switches

  • diplomacy.enabled: enables/disables all diplomacy commands and relation logic.
  • diplomacy.allianceCooldownSeconds: cooldown after alliance changes.
  • diplomacy.enemyCooldownSeconds: cooldown after returning to neutral from enemy state.

Claim interaction rules

Under diplomacy.claimRules:

  • allyInteract: allow allies to interact with interactive blocks in allied claims.
  • allyContainer: allow allies to open containers in allied claims.
  • allyCrafting: allow allies to use crafting interactions in allied claims.

Conflict settings (war progression base)

Under diplomacy.conflict:

  • enabled: enables conflict progression features.
  • minTensionToInvade: minimum tension required to start invasion.
  • tensionOnEnemyKill: tension gained on enemy kills.
  • tensionDecayPerHour: passive tension decay.
  • shieldDrainPerKill / shieldRegenPerHour: war shield balance.
  • objectivePointsPerKill / objectivePointsToWin: objective progression.
  • bypassRegionPvpDuringWar: allows configured PvP exceptions during active war context.
  • postWarProtectionMinutes: temporary post-war protection window.

Optional economy dependency

Under diplomacy.conflict.economy:

  • enabled: enables diplomacy-related economy costs.
  • allianceCreateCost, allianceBreakCost, declareEnemyCost: operation costs.

Economy costs only apply if both diplomacy economy config is enabled and the server economy bridge/module is active.

Offline protection and takeover behavior

  • diplomacy.conflict.offlineProtection.minOnlineMembersPerGuild: online-members threshold gate.
  • diplomacy.conflict.offlineProtection.requireShieldDepleted: can require defender shield depletion.
  • diplomacy.conflict.takeover.mode: full | partial | disabled.
  • diplomacy.conflict.takeover.partialPercent: percent used for partial takeovers.
  • diplomacy.conflict.takeover.partialMaxClaims: cap for transferred claims in partial mode.

Dependencies and integration points

  • Depends on the Guilds relation/conflict services being active (diplomacy.enabled=true).
  • Integrates with claim protection rules through ally permissions (claimRules).
  • Integrates with ally chat features (/guild allychat, /guild allytoggle).
  • Optionally integrates with economy for diplomacy action costs.
  • Conflict rewards/bonuses and takeover rules depend on diplomacy.conflict sub-configs.

General behavior and what it affects

  • Changes how guilds interact politically (alliances, hostilities, neutral resets).
  • Affects chat routing/communication for allied guild networks.
  • Can affect claim interaction permissions based on relation status.
  • Can affect conflict progression variables (tension, shields, objectives, invasion readiness).
  • Can affect post-war pacing via protection windows and takeover settings.

Why this matters

The diplomacy module formalizes inter-guild politics and conflict progression, creating a foundation for strategic gameplay where alliances and rivalries have direct gameplay impact.

Current scope and limitations

  • This is the first public milestone, not the final diplomacy vision.
  • Some edge cases still need balancing and additional validation.
  • Minor bugs or inconsistencies can occur while the module matures through upcoming releases.

๐Ÿ› ๏ธ Fine-Tuning and Bug Fixes

Version 1.3 also includes a general pass focused on reliability.

Included in this pass

  • Internal fine adjustments to improve flow consistency.
  • Stability corrections in existing systems.
  • General bug-fix sweep to improve day-to-day gameplay reliability.

โš ๏ธ Hytale Compatibility Notice: Exact Version Matching

From this release cycle onward, Hytale requires the exact game version number for mod compatibility.

Guilds release policy from now on

  • Guilds builds will target the latest stable release of the game.
  • Guilds builds will not target pre-release game versions by default.

Possible future variant strategy

In the future, alternate builds may be published with explicit naming, for example:

  • 1.3-pre-release

This variant strategy is not active yet at this moment.


๐Ÿš€ Summary

Guilds v1.3 delivers:

  • A new diplomacy module (initial public iteration) with configurable relation and conflict systems.
  • Fine-tuning and bug fixes across the mod.
  • A clear version compatibility policy aligned with Hytale exact-version requirements.

Thank you for supporting the project!
Developed by CrystalOcean

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