Weapon Tweaks

Rebalances weapon combat by adjusting damage distributions, adding quality of life and removing unnecessary interactions. Includes tweaks for: Swords, Daggers, BattleAxes, Maces and ShortBows)


This is the full pack for the Weapon Tweaks series, if you are interested in one of the modules but not the others you can download them separately here: Sword Daggers Battleaxe Mace Shortbow Crossbow

For the most part Hytale’s combat is interactive and feels really good, but there are some mechanics that are unpleasant and make certain weapons feel out of character for what you would expect from their archetypes. Because of that, I tweaked some aspects of each weapon that I felt needed adjustments.

If you like the balance directions for this mod you might also enjoy Wild Variants, a mod that creates diversity to hytale by adding new weapons designed from monsters of orbis, balanced for different combat styles rather than stronger stats!



The sword feels good to use, but its signature attack takes too much time to build without spamming heavy attacks, speaking of wich, are strictally horizontal, making it not as versatile as the other heavy attacks.
So i reduced the overall energy required to build your signature attack, making light attacks more viable towards energy building and reduced the heavy attack's energy gain on hit to balance out its new directional usability.

Changes:
• Decreased signature energy requirement: 20 → 16
• Decreased heavy attack energy buildup: 3 → 2
• Changed heavy attack thrust direction: horizontal → directional


Right now, the daggers are a one-trick pony, you hold your heavy attack, kill an enemy, and repeat, while the basic attacks barely deal any damage. I redistributed the daggers’ damage throughout their kit so that basic attacks deal more damage and heavy attacks no longer one-shot enemies.

Daggers should feel flashy and agile, there is no reason to nerf its mobility. However, they also shouldn’t have the highest damage in the game on an attack with only half a second of cast time. The damage was balanced based on DPS calculations of other melee weapons.

Changes:
• Changed damage distribution
  Adamantine Daggers example:
  Light attack: 4 / 5 / 16 / 19 → 12 / 12 / 18 / 18
  Heavy attack: 49 / 61 → 27 / 29


The main issue I found with the battle axe was its usability. The mouse sensitivity reduction during heavy attack's charges didn’t make you feel more “powerful,” but instead you feel weak, so I removed these sensitivity multipliers from heavy attacks.

Another issue was the battle axe’s signature ability. I've had several situations where I almost died because I couldn’t move away from an attacker after activating it. While the signature is active, the game applies a 40% debuff to horizontal movement speed. Since the signature’s damage also slightly pulls enemies closer, this made the situation worse. I reversed this effect and turned it into a buff, allowing better control over positioning after casting the signature ability.

Changes:
• Removed mouse sensitivity multipliers: 0.25 → 1.0  (1.0 means default speed)
• Increased signature horizontal speed multiplier: 0.6 → 1.4  (1.0 means default speed)


The mace has a similar issue to the battle axe, its usability is very punishing, charging a heavy attack leaves you vulnerable for up to 2 seconds, waists stamina, slows your mouse/movement down, just for a marginal increase on your hit's damage, leading to a decrease on your overall DPS. Its gimmick of directional attack inputs is unique, but doesnt actually add anything useful to combat.

I removed the mace's directional attack input and brought its light attacks to the same line as other weapons, being a simple chain of attacks, charged attacks no longer decrease your sensitivity and have been reworked to chain between left/right uppercuts with a short gap closer. Because of the new power budget added by this gap closers i have also increased the signature energy requirement of the mace, as the player is now much more capable of hitting charged attacks.

Changes:
• Removed mouse sensitivity multipliers: 0.3 → 1.0  (1.0 means default speed)
• Removed directional input from attacks
• Reworked charged attacks to perform a left/right upswings chain
• Added a short gapcloser to charged attacks (distance of around 3 blocks)
• Increased signature energy requirement: 8 → 12



The main problem with the shortbow is that its signature attack doesn't feel powerful enough, you spend alot of time building your beefy attack just to see 3 damage numbers that are even smaller then your normal hits, that is if you didnt miss any shots, so to make them more powerful i increased the damage of each arrow to be equal to the primary attack's headshot hits (1.3*base arrow damage), added a area of effect to the attack and a self knockback oposed to where you are looking to make it feel impactul, also adds oportunity to use it to reach higher terrain or flee from enemies.

Changes:
• Increased overall signature attack damage: 0.75 → 1.3 (1.0 equals to primary attack's damage)
• Added area of effect to the signature's attack (5 blocks)
• Added push force to signature attack



Most of the changes i've made to the crossbow on past versions are now implemented in to the game itself, so i guess i was on the right track, but, the crossbow still is a work in progress weapon, for now i've only added immersion to its shots with a camera recoil, i will be working on its kit to bring it up to part to the other vanilla weapons and define its own personality on the near future.

Changes:
• Added recoil to basic attacks


Community & Development:
Huge thanks to everyone in the community for the incredible feedback and support, it genuinely means a lot and helps shape the future of my mods!

I’m also excited to share that im now partnered with Kinetic Hosting! If you’re looking for a reliable and high-performance server to play with your friends, I definitely recommend checking them out, supporting them also helps support the continued development of my mods

Thank you all for making this possible! 💜

Weapon Tweaks Team

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