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

Description


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 required: 2016
• Decreased heavy attack energy buildup: 3 2
• Changed heavy attack thrust direction: horizontaldirectional


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 / 1912 / 12 / 18 / 18
  Heavy attack: 49 / 6127 / 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: 0.251.0  (1.0 means default speed)
• Increased signature horizontal speed multiplier: 0.61.4  (1.0 means default speed)


The mace has a similar issue to the battle axe, its usability is very punishing, charging an attack heavily slowed your mouse's sensitivity and made you vunerable to taking a hit, if you let go before the 2 seconds of charge time you would still play the light attack animation, having no increase in damage for the time you spent charging and if you fully charged the enemy might've blocked or moved away from you, because the heavy attack automatically fires once it reaches full charge.

To give the mace more skill expression i added a new damage threshold at half of its charge duration, enabling you to dish some of the damage you charged until then, the attack animation is released immeadtly as you stop holding, to further promote skill expression you can now choose to keep holding your heavy attack even further after fully charging, allowing you to prepare an attack for an enemy that is approaching and release once you feel its the right time.

Changes:
• Removed mouse sensitivity multipliers: 0.31.0  (1.0 means default speed)
• Can be held indefinetly: false True (still reaches full charge at 2 seconds)
• Added a new charged attack release treshold (reached by charging for 1 second)



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



The crossbow isnt well implemented in the game yet, having only one craftable variant and another one that drops from mobs, my goal with this tweaks is to set a balanced foundation for other mods that add crossbow variants without touching its damage numbers.

That beeing said, the foundation that we have at the moment is too powerful, the crossbow doesnt get penalyzed for beeing a ranged weapon, because it can shoot while running at normal speed, it has access to the shield but never gets to use it, the combo mechanic does to much damage and only allows for the 3rd hit to build signature energy, its signature also doesn't feel impactul enough.

So i removed the combo mechanic from the crossbow, now every hit builds signature energy and its damage is consistent, since every hit builds energy i had to increase the signature's energy requirement to balance out the new buildup rate.

The crossbow has access to the shield, so i wanted to turn it into a defensive/ranged playstile, for that i decreased the player's movement speed and added a subtle delay for stamina regen while firing, you can still outrun most enemies, but if they get too close you can bash them with a shield.

The signature's damage is good, but it lacks any visual difference from a normal shot other then the bigger number on the screen, so i added a self knockback similar to the bow, where you get launched backwards by firing your signature attack, this should make it feel more impactul

Changes:
• Removed combo shot mechanic
• Added signature energy buildup on normal hits
• Increased singnature energy requirement: 518
• Reduced horizontal movement speed while firing: 1.0 → 0.6
• Added stamina regen delay while firing: 00.3
• Added push force to signature attack


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! 💜