
Hytale Update 8: Release Date, New Features, Patch Notes, & More
tarihinde yazan:
Despite there still being many goblins to slay, Hytale update 8 is already well underway! So, today, we explore the most exciting features of Hytale update 8, the Hytale update 8 release date, and the patch notes for each Hytale update 8 pre-release.
The Hytale Update 8 release date has not yet been shared. However, the development cycle of previous updates would suggest a release around early December, especially since it would fall in line with the holiday season. As for what update 8 actually contains, Simon has confirmed on X that it will not be chapter two content. This likely means that update 8 will focus on further solidifying the game’s foundation and fleshing out the content added in chapter 1.
When creating a world in Hytale, a custom seed can now be entered. This makes it so worlds with unique generation can be shared and experienced by others who use that same seed during world creation. Finding shared seeds online also serves as a great way to ensure the perfect start, such as spawning very close to Kweebec Village or in a specific biome.
Update 8 includes an abundance of adjustments for textures on blocks, player character cosmetics, and creatures alike. Further yet, new hurt and death animations have been added to many of Hytale’s enemies. Other small changes include proper head rotation while seated and being able to use teleporters while mounted.
Goblin breaches are most easily conquered with friends! Hytale Update 8 pre-release servers can be created for free with home hosting, but we recommend paid hosting due to the resources and RAM a Hytale server often demands. Paid hosting is offered here at BisectHosting and other places around the web.
Hytale Update 8 Release Date
What’s New? (Patch Notes Highlights)
Customizable Seeds
When creating a world in Hytale, a custom seed can now be entered. This makes it so worlds with unique generation can be shared and experienced by others who use that same seed during world creation. Finding shared seeds online also serves as a great way to ensure the perfect start, such as spawning very close to Kweebec Village or in a specific biome.
Quality of Life Adjustments
Update 8 includes an abundance of adjustments for textures on blocks, player character cosmetics, and creatures alike. Further yet, new hurt and death animations have been added to many of Hytale’s enemies. Other small changes include proper head rotation while seated and being able to use teleporters while mounted.
How to Make Hytale Update 8 Servers
Goblin breaches are most easily conquered with friends! Hytale Update 8 pre-release servers can be created for free with home hosting, but we recommend paid hosting due to the resources and RAM a Hytale server often demands. Paid hosting is offered here at BisectHosting and other places around the web.
Hytale Update 8 Patch Notes (So Far!)
Update 8 Pre-Release 3
Player-Facing Changes New Asset Editor Preview An opt-in early preview of the new asset editor is now available! We are still building the foundations of the future asset editor. Certain features are missing and you may run into bugs. As such, you won't be able to use it to edit all kinds of assets just yet. What we're giving you here is a sneak peek at what we're building. Here is a non-exhaustive list of features you can try out:- Better Inheritance Support
- Window Docking
- Unified Asset Browser
- Nested Property Search
- Turkish is now a selectable in-game language!
- Avatars’ heads will now turn to follow their bodies' rotation while they are mounted or seated.
- Holding down the Jump button while mounted will now cause the mount to jump repeatedly instead of just once.
- Keybind combos are now enabled for all controller keybinds.
- Controllers now have default button bindings for the inventory quick actions Take All, Put All, and Quick Stack.
- Added a new ‘Auto-refill hotbar’ setting that can be toggled on and off from the inventory UI. When enabled, using up the last of a stack of an item will automatically move some of that same item from your inventory to the hotbar, if possible.
- A notification will now appear when a crafted item goes directly into a backpack.
- The item pickup notification will now make it clearer if an item picked up goes directly into a backpack.
- Tooltips that show a keyboard or controller shortcut will now show that shortcut on a new line.
- The error message that is displayed when sitting on a block isn’t possible will now explain why it cannot be done.
- Added a ‘Reload Shader Textures’ keybinding to the settings.
- Bug report attachments may now be up to 200MB in size.
- The Stack operation and Selection Tool’s face extrusion can now copy entities in the selection in addition to blocks and fluids. Undoing a copy made this way will remove the copied entities.
- Improved the client’s startup time by optimizing how assets are loaded from disk.
- Improved server performance by reducing memory used when saving chunks and calculating lighting.
- It’s now possible to use a teleporter while riding a mount.
- Hopping into a rail cart will no longer cause the camera to be positioned too high up.
- Climbing out of a liquid onto solid ground will no longer cause entities to become briefly stuck as if they were falling.
- The free camera can now be used in Creative Mode while riding mounts, minecarts, or sitting.
- The Halloween Treat Basket will no longer flicker.
- Copying part of a patrol path will no longer leave gaps in the path. It will now instead copy the nodes of the path that were selected, and number them in order, with no gaps.
- The /warp commands will now accept double quotes around a warp name, so names can contain spaces.
- Pausing a singleplayer game will now also pause NPC ability cooldowns. Likewise, speeding up or slowing down the flow of time via time dilation commands will now also affect NPC ability cooldowns.
- Fixed NPC navigation to targets outside the legacy world-height bounds in cubic worlds.
- Mounted creatures will no longer drown even if completely submerged in liquid, provided their rider can breathe.
- The Gobliterator will now correctly detect combatants standing against the arena entrance during its phase changes.
- The Gobliterator’s projectiles will now disappear shortly after being fired, preventing them from sticking around if the Gobliterator resets or is defeated.
- Health packs that appear in the Gobliterator fight will no longer block dagger attacks.
- The Gobliterator’s damaging rocket fire has been vertically reduced in size to match the visuals of the flames.
- The Gobliterator’s Hard Mode fight will no longer occasionally drop two explosive barrels onto the same platform simultaneously.
- The barrel explosion visuals in the Gobliterator fight will no longer begin to desync in longer fights.
- Kebabs may now be found in a few select locations, such as Mage Towers. Mages have secretly loved them for quite some time, but the drop tables pointed at the wrong item.
- A chest that could appear in the Cursed Crypt dungeon will now contain loot more appropriate to its location.
- Fixed an issue that could cause various UI screens to stop working.
- The charge progress bar, which is shown when performing actions such as eating food, will now appear when using the free rotate camera.
- Fixed an issue preventing copying and pasting from working in some text boxes after Alt+Tabbing out and then back into Hytale.
- Changing worlds will no longer prevent status effect icons from being cleared from the HUD when the effect ends.
- Wearing the King’s Cape along with other specific customization options will no longer result in additional bonus capes being worn in odd locations. Adding capes to your boots is a tripping hazard.
- Fixed an issue that could cause sounds emitted from blocks to sound muffled even when there’s a clear line of sight to the block.
- Fixed a memory leak with the carousel menus.
- Fixed an issue that could cause connections to be dropped before they had a chance to refresh.
- Fixed an issue where platforms without quiche support could fail to connect to a world and not provide an error message.
- Fixed a crash that could occur when selecting or deleting text in the bug report form.
- Fixed a crash that could occur when leaving a world or turning off sound diffraction.
- Prefab Prop paths can now point straight at a .prefab.json file, not just a folder of prefabs.
- Removed deprecated Prefab Prop features.
- The /worldgen2 create command lets you select a pack with the asset pack browser.
- Fixed an issue with the WorldStructure SpawnPositions feature that caused it to ignore most positions generated with SquareGrid2d, SquareGrid3d, or TriangularGrid2d Positions.
- PositionsCellNoise Density now passes the contextual anchor and graph node to its Positions pin.
- PositionsPinch and PositionsTwist Density now pass the contextual anchor to their Positions pin.
- Cache Positions now accounts for the contextual anchor.
- Added a Linear tail mode option to the Manual Curve node that lets a curve continue linearly past its last point.
- Added a VectorComponent Density that extracts a component from a vector as Density.
- Mount templates can now name a specific bone to use as the rider's seat location, instead of relying on a fixed position.
- The /path nodes command now lists each patrol marker's entity UUID alongside its position.
- Added Angled and Radial knockback types for interaction configs, replacing Directional and Point, which are now soft-deprecated. Angled pushes targets relative to the source's body or head rotation, and Radial pushes relative to the source's position, and both types are configured through the Angle and AngleReference fields. Directional and Point configs still work for now, including ones that defaulted to Directional by leaving out Type, but migrate them since both types will eventually be removed.
- The ApplyAbilityEffects interaction's Effects field has been renamed to AbilityEffects. It no longer overwrites an inherited field of the same name, which could silently drop effects set elsewhere.
- The UpdateBossBar packet now accepts an optional Progress value between 0 and 1, so a mod can drive the boss bar's fill directly instead of showing the tracked entity's health. Leaving it null keeps the old behavior, and the UpdateBossBar constructor now takes a trailing progress argument.
- The InterpolatedBiomeCountList worldgen API no longer supports biome ID lookups. getBiomeIds(), get(biome), and get(id) are gone, so iterate with size() and at(index) and search the results yourself if you need a specific biome.
- CaveNode.forEachChunk(LongConsumer) has been removed. Use forEachChunk(context, ChunkCaveNodeConsumer) instead, which also hands your callback the chunk index and cave node and avoids a capturing lambda per chunk.
- Evaluator.NOT_USED has been removed. A null timestamp now means an option was never used. OptionHolder.setLastUsedNanos(long) is now setLastUsedTime(Instant), EvaluationContext.getLastUsedNanos/setLastUsedNanos are now getLastUsedTime/setLastUsedTime, and CombatActionEvaluator.getLastRunNanos/setLastRunNanos are now getLastRunTime/setLastRunTime. CombatActionEvaluator.completeCurrentAction and terminateCurrentAction now take a ComponentAccessor<EntityStore> as their first parameter.
- PatrolPathMarkerEntity has been replaced with a PatrolPathMarkerComponent, and marker UUIDs now live on UUIDComponent instead of a custom field. Existing worlds and prefabs migrate automatically on load, but a custom PersistentDisplayName set on a patrol marker is dropped, since marker names now rebuild from waypoint data.
- ChunkLightData no longer has the protected (Arena, MemorySegment, short) constructor. A subclass now uses ChunkLightData(short), and ChunkLightDataBuilder can be reused with reset(short) and reset(ChunkLightData, short).
- Fixed Prefab Prop nodes placing every child from all the prefabs in their path, instead of only the children of the prefab actually picked.
- TimeSinceLastUsed conditions in NPC behavior assets now pause while the world is paused and follow its time dilation, matching the cooldown behavior players see.
- Fixed StateTransitionConfig and MusicSyncConfig assets not displaying correctly in the legacy asset editor.
Update 8 Pre-Release 2
Player-Facing Changes UI & Quality of Life- Craftable items in the workbench now show their durability.
- The respawn point window now tells you how many respawn points you can keep at once.
- Workbench searches that match nothing now show a "No results" message instead of a blank panel.
- The health and mana bars and their associated icons have been updated.
- Upon disconnecting from a server due to the server not being able to load a cosmetic, the screen will now name the cosmetics that failed to load and provide an Edit Avatar button.
- Added full block versions of the blue, brown, green, purple, red, white, and yellow mushroom trunks, and improved the textures of both.
- Many Zone 2 blocks have been unified, reworked, and given a warmer palette. These include:
- Sandstone, Red Sandstone, and White Sandstone
- Sand, Red Sand, and White Sand
- Sand Gravel, Red Sand Gravel, and White Sand Gravel
- Red Clay
- Dry Dirt and Dry Grass
- Many missing transition states have been added to gravels, rocks, and dirts.
- Clays found in Zone 2 now have transition textures so they blend smoother into surrounding blocks.
- Stone rocks found in Orbis will now generally be more consistent in their size and what material they’re made from. Some larger stone rocks will also appear in some areas.
- You can now set a seed when you initially create a world. This cannot be changed once the world is created, and leaving it empty will use a random seed. The World Settings screen will show the seeds for worlds that have already been created.
- Birch trees in the Seedling Woods will now grow richer foliage.
- Caves in the Deeproot biome now connect to the rest of the Seedling Woods caves.
- Goblin breaches will now more reliably open on the surface, rather than within terrain.
- Goblin breaches that haven’t yet been engaged with will now remain for 10 minutes (from 5 minutes).
- The Kweebec that’s a bit too close to the Goblins in the Forgotten Temple will now keep cowering until the Goblins stop throwing things.
- Revenant Guardians that are wielding two swords will now raise their guard to block attacks.
- Saddles will now sit better on Camels and Rams.
- The prefab editor no longer has a height limit.
- The maximum height of an OBJ import has been increased from 256 to 300 blocks.
- /selectchunk now selects the 10 chunk sections centered on you, and the new --sections argument picks how many to take.
- The Spyglass has been given an updated model and icon. Those using it will also now raise it to their eye.
- The Scrap Gloves are now referred to as the Scrap Arcanist Gloves.
- Reworked how the game works out what sits in front of what when drawing the world.
- Terrain now fills in faster when traversing the world. The difference will be most noticeable on computers with fewer CPU cores.
- Improved the order in which terrain comes back in after a change, so the ground closest to players rebuilds first.
- Reduced the work being done every frame to keep track of the terrain around you. Empty sections of the world are now skipped.
- Reduced memory usage in empty parts of the world, because sections the server reports as empty no longer take up room as blank chunks.
- The lower parts of each chunk now load and unload on their own instead of being tied to the whole column, so the server holds less of the world in memory.
- Dying will no longer cause players to return to the world spawn rather than their set respawn point if their bed is in an unloaded part of the world.
- Dying in an instance will no longer cause players to become stuck in a dead state upon being returned to an unloaded world, such as the Forgotten Temple.
- Underground layers have been unified within caves and dug shafts in the Seedling Woods.
- Bedrock will now generate at the bottom of the world in the Seedling Woods.
- The prefab editor will no longer paste prefabs if the area it needs isn’t loaded. A message will appear to indicate why it didn’t paste when this occurs.
- Hytale will no longer take control of the mouse on macOS upon connecting to a world if you were working in another app at the time.
- Respawn point windows will no longer have their text cut off, and they should be easier to read.
- Workbenches will no longer display details for the wrong items after performing a search or toggling unknown recipes.
- Server cards in the server list will now display their custom banner instead of displaying a placeholder. Banners will also display without needing to search or reset a filter.
- Boss health bars will no longer follow you to other worlds.
- On servers and worlds where the world map is turned off, the Map keybinding hint will no longer be displayed.
- The world event list on the map is now wider, and long event names and times will shrink to fit.
- Rail Carts will now display an interaction prompt.
- Creatures will no longer be forcibly evicted from the universe due to overcrowding.
- The Gobliterator’s cannon has had its texture fixed.
- The Goblins that are a bit too close to the Kweebec in the Forgotten Temple will no longer send signals every tick.
- Fog will no longer close in around you in worlds with a fixed height when the whole band of terrain sits outside your view distance.
- When predicted parts of the surface are replaced with the actual surface, the lighting will now also correctly update.
- Weapon trails now follow the swing as one smooth curve instead of showing sharp corners during fast swings. The heat haze on sword swings also no longer tears into spikes.
- Fixed thin lines and bands of the wrong color showing on a number of cosmetics including the Goblin Costume Hood, Bat Mask, Vampire Cape, and Goblin Mage Boots.
- Worlds now write considerably less to disk when saving, and clean shutdowns of Hytale no longer leave a large amount of leftover save data behind.
- Fixed an issue where the server could run out of memory when flying through new terrain, causing stalling.
- Worlds will no longer replay their entire save log each restart.
- Mod loading errors on the disconnect screen will no longer always appear in English.
- Several labels and tooltips related to the Builder Tools and Trigger Volume tool have been reworded so they’re easier to read.
- In circumstances where a client and server have no usable way to connect, the attempt will now end instead of hanging.
- Fixed an issue where a clock mismatch could stop anything from being sent to the server and result in excess warning messages in the log.
- Fixed a crash that could occur when attempting to Craft All with a custom search that provided no results.
- Fixed a rare sign-in failure that could occur when a connection’s security certificate was replaced partway through joining a server.
- Fixed an issue that could occur on Windows-hosted servers which would disconnect players with an internal server error if the host’s network became busy.
- Fixed a crash that could occur when leaving a server just as the connection was being established.
- Fixed a crash that could occur when connecting to a server that had removed an ambient sound or effect.
- Fixed a rare crash that could occur due to malformed cosmetic data when joining a server.
- Added the Badlands region with four new biomes, Outback, Bushland, Saltflats, and Mudflats, together with their prefabs, graphs, and biome assignments. The region and its biomes are only reachable through the instances command.
- Added the Fens region with four new biomes, Mangroves, Azure, Bogroot, and Twisted Forest, together with their prefabs, graphs, and biome assignments. The region and its biomes are only reachable through the instances command.
- The Flat, Void and Dummy generators now run in worlds with cubic chunk storage. In a cubic world a Flat layer with no From or To is unbounded in that direction, so a layer without From fills every section below its top, while legacy worlds still generate only the old column range.
- The player and horse models now carry a Mount-Attachment node that marks where a rider sits, and both skeletons were rebuilt around it.
- Added a Birch_Mushroom prefab set for Orbis birch stages 4 and 5.
- Added a large Orbis stone rock set in the new Prefabs/Orbis/Rocks/Stone/Large/ folder. The small and medium sets were reworked onto the same materials and size rules, and the Seedling Woods boulder assignments now reference them.
- Sound event layers now get the same Ogg check on their Files through the new SoundFileValidators.OGG_VORBIS.
- Character creator parts now take an optional LiveConfigFlag string that keeps a part out of the avatar editor and the randomizer while the flag is off. A part the player already wears stays in the list so it can be removed, and the server ignores the field.
- PlayerTrackerChunkRadiusY in the shared Default.json gameplay config has been raised from 2 to 11, so player tracking reaches much further up and down.
- Orbis faction prefabs moved under Prefabs/Orbis/NPC/<Faction>/, so a path such as Orbis/Trork/Huts_Small/ is now Orbis/NPC/Trork/Huts_Small/. Size-only subfolders were merged into the parent name, so Trork/Deco_Statues/Large became Trork/Deco_Statues_Large.
- The Temple Goblin role template folded PesterDetectRange into PesterRange, and BrawlAltitudeRange is now SocialAltitudeRange, which also filters dance partners. RepairHitRange is gone from the Goblin Lab Scrapper, whose seek distances come from RepairRange now.
- The Drifting Plains region moved onto the standard naming scheme, so their worldgen folders and assets now carry a region prefix, for example Drifting_Plains_Hills_Trees.
- The spyglass item moved from Item/Items/Tool/Tool_Spyglass.json to Tool_Spyglass_Scrap.json, and its model from Items/Tools/Spyglass/Goblin_Spyglass.blockymodel to Items/Tools/Spyglass/Scrap.blockymodel.
- JoinWorld no longer carries MinSectionY and MaxSectionY, so a client must treat any section the server reports as absent as air, at any Y. The server now handles every Y the same way, with no special case for worlds of a fixed height.
- Asset load failures can now carry a translation key, so LoadAssetEvent.getReasons() returns List<Message> instead of List<String>. There is a new failed(boolean, Message) overload for a translatable reason, and the old String overload still shows its text as is.
- ModLoadOrderException now carries a sorted list of Entry records, one per blocked mod with the mods it waits on and its manual order constraints. Its constructor takes that list instead of a message string, and getEntries() reads it back.
- A cubic world generator now returns a column holder from IWorldGen.Cubic.generateColumn instead of a GeneratedColumn, which has been removed. The generator can attach its own components to that holder before the column joins the store, and a component registered with a codec saves with the column while one without stays in memory only.
- The Ogg info cache is now one blocking OggVorbisInfoCache.get(String) that throws InvalidOggFileException, and getNow, invalidate and the async get overloads are gone. CommonAsset.getBlobPrefix returns a MemorySegment and subclasses implement the new readBlobPrefix, and OggVorbisInfo is now final.
- Cubic section generation can now read the components its column carries. IWorldGen.Cubic.generate takes a new GenerationContext, whose getColumnComponent is safe to call from any thread. A null read means the column unloaded, and a generator that returns null has its section dropped.
- World.tick now drains the world task queue between the entity store tick and the chunk store tick. A task queued during the entity store tick runs before the chunk store ticks rather than at the end of the tick, so anything relying on the old ordering sees it earlier.
- Spawn beacons are components now. LegacySpawnBeaconEntity is gone and plugins should use LegacySpawnBeaconComponent, with the beacon UUID and display name moved into standard ECS components. Saved beacons in worlds and prefabs are migrated automatically.
- UIPage and UIHudWidget now take an optional XAML path and createDataContext is abstract, so every page and widget has to return a view model. Leave the path out and the client picks a DataTemplate for that view model type instead of loading a file.
- A serverside page or widget with no matching DataTemplate now shows a localized error panel rather than nothing at all. A page fills the screen and names the Escape key, and a HUD widget gets a small panel.
- Both AbilityProjectileLauncher.launch methods now hand back the Ref<EntityStore> of the projectile they spawned, or null when the ProjectileConfig is missing, so a rune or ability can attach its own components to the projectile instead of copying the whole launch path.
- The com.hypixel.hytale.builtin.triggervolumes.manager.CooldownMode enum has been removed. VolumeEntry.getCooldownMode, VolumeEntry.setCooldownMode and the cooldownMode component of TriggerEffectAsset.VolumeSettings all use the protocol enum TriggerVolumeCooldownMode (PerEntity, Total) now, and worlds saved with the old TOTAL and PER_ENTITY spellings still decode.
- Added EnumSetCodec<T> to the codec library for EnumSet backed fields. InteractionModule.INTERACTION_TYPE_SET_CODEC and NPCPlugin.MOVEMENT_MODE_SET_CODEC moved onto it, so a plugin jar built against an older server throws NoSuchFieldError when it reads either field until it is rebuilt.
- Release and pre-release builds now publish Server-<version>-sources.jar beside the server jar in the Maven repository, so your IDE can attach sources to com.hypixel.hytale:Server. Bundled third-party libraries and the ConcurrentFastUtil fork are left out, and versions published before this do not gain sources.
- Fixed /viewport, /worldgen reload, and /chunk regenerate commands not refreshing tints on the client side.
- A broken Ogg file in an asset pack now fails validation with the file name and the reason, for example "First page checksum does not match contents", instead of being logged as a server error.
- Fixed the sound validator failing on a file with an unusual channel count, such as 5.1, or on a sound event with no readable files.
- Fixed a removed animation override keeping its old duration, because dropping a common asset now clears its cached animation too.
- Fixed the worldgen v1 asset types opening in a config editor that could not edit them. PrefabPatternAsset, NoiseAsset, WorldGenLayerAsset, CoverAsset, ClimateMaskAsset, CaveTypeAsset, CaveNodeAsset, and WorldGenBiomeAsset now open in the JSON text editor only in the legacy asset editor.
- Fixed a server continuing to boot with no asset packs loaded after an asset pack load order failure. It now stops with a MOD_ERROR and a translated message that names the mods involved, instead of a generic start failure.
- Fixed /worldgen reload leaving a world unable to save until a restart when the chunk delete step ended early. Saving now unlocks on every path, and it unlocks before the loaded chunks regenerate so those chunks save as well.
- Servers now reject TLS certificate chains that use the eight eMudhra intermediate CA keys compromised in October 2026. The new CertificateTrustPolicy installs before plugins or HTTP clients start, so anything on standard JSSE is covered, while code that builds its own SSL context or uses a native TLS stack is not.
- RocksDB worlds keep a much smaller write-ahead log. The cap has been decreased from 512 MB to 128 MB, and -Dhytale.rocksdb.max_total_wal_size=<bytes> sets your own. The log and every SST level are compressed with zstd, and existing worlds still open without a migration.
- Fixed inbound watchers and filters registered through PacketAdapters never firing on the QUICHE transport. PacketHandler.handle runs the inbound adapters now, so a filter can cancel a packet on both transports.
Update 8 Pre-Release 1
Player-Facing Changes Avatar Customization Avatar Customization Adjustments- The Goblin Costume Hood for Cursebreakers now has an updated model and texture, with new zipped and unzipped variants. It also now hides face accessories.
- The Head Bandage now fully covers and hides the ears, and has an updated model and texture.
- The Witch Hat now has an updated model and texture, and variants to keep or remove the buckle.
- The Leather Cap now has an inverted variant that matches the look of the previous design.
- The Hoodie, Sweater, Cardigan, and Long Cardigan now have their original color palette.
- The Frilly Shirt and Frilly Skirt now have their original color palette.
- The Heeled Flats have had their model fixed.
- Various overpant cosmetics have had their model fixed.
- The Buttoned Shirt and Tie Shirt textures have been updated to make collars more subtle.
- Eyelashes and makeup textures have been adjusted to match previous versions more closely.
- Pink tint gradients have been slightly updated for hair and cotton clothing.
- The Top Hat can now either have just the band colored, or the entire hat.
- The Beaded Hoops earrings will now show on both ears again.
- Import and Export buttons have been added to the preset list in the My Avatar menu. These can be used to share Avatar customizations quickly with other players!
- Rune tooltips now show the real numbers for an ability’s damage, duration, and effects instead of fixed text, and those numbers update when you socket support runes alongside them.
- Wind Strike now uses a hit shape when it checks whether it hit a creature, so its hits land more consistently.
- Renamed the Fork and Ricochet labels on rune tooltips to Split and Bounce so the wording matches the rune descriptions.
- Navigating menus with a controller should now work correctly when using diagonal directions.
- Pressing down on the bumper buttons slowly will now scroll the hotbar correctly on a controller.
- Scrolling through the hotbar will no longer prevent movement if movement is bound to a mouse button.
- The inventory sort shortcut will now work correctly when bound to a mouse button.
- Scrolling will now feel more responsive on Linux, particularly when using touchpads and high-resolution mouse wheels.
- Fences, walls, bars, and village walls will now be placed as connected instantly instead of waiting for the server to confirm the shape.
- Corner pieces for fences, walls, and bars will no longer change shape if there are no blocks for them to connect with on both sides.
- Moving a selection of blocks past the top or bottom of the world now cancels the attempt to move them.
- The paste tool preview has been told to stay put and will no longer unexpectedly follow you to the origin point of future worlds you visit.
- Branches and Bone Ribs now use a connected block ruleset to form corners with the pieces around them and rotate to match when you place them.
- Crafting benches now mark the area around them as home in the same way beds do, so a base with benches and no bed is no longer treated as wilderness.
- Repainted the sunny grass block, including its top, sides and the full-grass variant.
- All void crystals in the guttering hollows will now shatter if their supporting block is destroyed.
- The large goblin chest will now drop two small goblin chests when broken.
- Flying or teleporting into areas that are still loading will no longer result in an error message and being placed 32 blocks to the west.
- The back of the Goblin Crypt’s Elite room has been adjusted so the big skeleton can no longer get stuck there.
- The treasure chest in the Goblin Crypt treasure room will now contain the appropriate rewards.
- The Goblins have closed off some unintended paths in The Deepworks.
- A timed flame obstacle in The Deepworks has been tinkered with so that the bursts of flame are slightly more predictable, but just as deadly.
- Removed some debug behavior within The Deepworks that could remove the way out at the end of the dungeon.
- Orbis Ash and Oak trees will no longer lose parts of their canopy after they generated, leaving floating leaves behind.
- Fixed an issue with prefab crops and spreading plants that could cause them to fail to grow after a growth stage finished.
- Items will no longer lose durability upon death in worlds where this has been set in the World Settings (existing worlds re-apply the settings for it to be updated properly).
- Removed a placeholder worldgen v2 oak forest biome.
- Fixed missing biomes in the Taiga instances, the Taiga portal, and the Taiga creative world, caused by leftover references to a cave network that no longer exists.
- Orbis Birch trees now grow taller and thinner.
- Item tooltips now display effect descriptions based on the effects the item actually applies, so potions, food and other consumables always show accurate numbers and durations.
- Bombs, bangsticks, thrown knives and crossbow signature shots will now still consume ammo if the active hotbar slot is changed while firing.
- The utility slot can no longer be used to store leftover salads.
- Updated a number of wood resource descriptions that listed the wrong trees. Hardwood Logs now list Apple, Goldenwood Logs now list Palm, Amber, and Wild Wisteria, and Deadwood Logs no longer list Poisoned trees.
- Updated the Void Spectre’s eyelids and touched up its texture.
- Updated the model and texture of a mysterious entity within The Deepworks.
- Goblins, Skeletons, Zombies, Spiders, Spiderlings, Rats, Scarak Lice, Void Anomalies, Void Crawlers, Void Tentacles, and Void Eyes now have extra hurt and/or death animations, with heavier reactions when a hit staggers them. The Zombie model and textures were updated to match.
- Young Scarak Broodmothers will now use the correct, smaller model.
- Fixed an issue where some Outlander NPCs had misplaced their… faces.
- Merchants will now restock their wares occasionally, even in worlds where time is paused, such as The Deepworks.
- Rhino Toads are putting a bit less force into their headbutts and will no longer appear to have mastered the art of teleportation.
- Added tooltips to the Chapter Rewards page.
- Chapter 1 rewards will no longer show a button to upgrade the game edition, as this is unrelated to unlocking them.
- The Leave and Stay buttons within The Deepworks have been adjusted.
- Copy, cut, and paste will now function correctly within menus on Linux.
- Mods that don’t allow in-game downloads will no longer display an Install button and instead provide instructions on how to download them.
- Long headings will no longer be cut off on the Chapter 1 notification screen.
- Chapter reward icons will no longer be cut off on wider cosmetics.
- The in-game bug report form now has a Minigames category.
- Holding Shift while clicking and dragging items into and out of containers will no longer deposit or retrieve the wrong items.
- The death screen will now let you know if you died to a few additional hazards, such as The Feastmaster’s vomit.
- UI will now render while transitioning between worlds, allowing servers to add transition screens.
- Server and chat messages will no longer break if they contain a malformed formatting tag.
- The Node Editor will no longer close immediately after being opened on Linux.
- The search box on the prefab editor’s teleport, save and load pages now correctly filter the list of prefabs.
- Commands and editor tools can no longer change read-only asset packs.
- Sun shafts have been significantly reworked, making it so that rays shining through leaves look cleaner and higher quality. The performance impact of Sunshafts has also been significantly reduced, especially on integrated graphics.
- Improved the bloom effect so that glowing lights and bright surfaces now appear the same at every resolution, instead of looking stronger or softer depending on your screen size. The effect is also more stable and higher-quality overall.
- The shadows between blocks no longer appear to “wobble” when standing still, especially when far away from world origin or when using a high-resolution monitor.
- Removed some stray particles that showed up far away from the Goblin Breaches.
- Particle effects will no longer drift extremely far away on creatures that have been resized.
- Removed the option to use TAA (Temporal Anti-Aliasing), and made FXAA the default for all graphical presets.
- Sun shafts are now enabled by default in all graphical presets and cannot be disabled.
- The server no longer fully loads each audio file at startup and instead reads only the relevant file header, greatly reducing CPU usage and disk activity during startup. On slower hard drives, this can greatly improve server boot time.
- Improved world generation speed. Fresh terrain will now generate about twice as fast, because liquids will settle section by section.
- World generation now reuses cached generation data and tracks cave surfaces as they change instead of rescanning them, so terrain will generate with less overhead.
- World generation now uses less CPU cores on lower-core machines to reduce impact on TPS.
- Improved the performance of most post-processing effects, especially on integrated GPUs and other memory-bound systems.
- The video memory usage of the client is significantly reduced, especially at higher resolutions (up to 250 MB at 3840x2160 resolution.)
- Particles and trails now run through separate shader programs, improving performance on some systems.
- Shaders no longer include code that the active transparency mode never uses, improving performance.
- Replaced the Host With Quiche Transport setting with Use Legacy Network Stack. This puts a hosted world back on the old connection code if you have network issues.
- Improved connection reliability by sending smaller network packets to players on IPv4, and by lowering the maximum packet size for everyone else.
- Fixed lag spikes and stalls while joining a server and loading chunks, which showed up more often on Wi-Fi and home routers.
- Connections to a server now reach full size packets shortly after you join.
- Linux players on IPv6 servers now get full size packets.
- Fixed a delay when joining a world. Hytale no longer rebuilds the entire settings screen every time the server updates which features are turned on.
- Commands will no longer report the wrong on or off state, or show “True” and “False” instead of “true” and “false”.
- Fixed a blank color name on one of the Rotten Fabric gradients in the character creator.
- Menu text will now update correctly after changing the preferred language.
- Fixed typos, wording and punctuation in a number of in-game messages.
- Fixed an issue where some players could be locked out of a server after it updated its permissions file.
- Fixed a crash that could occur upon joining a server while loading into a world with blocks from a removed mod.
- Fixed an issue that could cause timeouts to occur after about 30 seconds when attempting to join a world hosted on a Windows PC.
- Switching avatar presets will no longer cause Hytale to switch to offline mode.
- Fixed an issue that could occur when an IP changed mid-session, resulting in the server refusing connections and stating accounts were already logged in.
- Fixed a client crash that could occur while loading a world if the game received a bad packet or ran short of memory. You now get the “Failed to connect to server” screen instead.
- Fixed connections hanging for 20 seconds and then failing when a single packet was lost while joining a server.
- Fixed direct connections that could give up early when the first batch of network addresses came back empty, before the slower ones had finished arriving.
- Fixed two server memory leaks that could occur when world storage ran into an error.
- Fixed a server shutdown problem where a slow world save could be cut short or run a second time.
- Fixed world event progress sometimes failing to save, which could lose track of which global events had already happened.
- Fixed an issue that could prevent instanced worlds from loading on Windows after visiting an instance once.
- Fixed an issue preventing beds from saving respawn points in worlds using RocksDB as storage type.
- Fixed a server crash that could occur when attempting to load NPCs belonging to deleted spawn markers.
- Leaving an instance such as the Forgotten Temple will no longer cause freezes or disconnections on smaller servers.
- Fixed a crash that could occur when using a portal key on the Ancient Gateway.
- Fixed a disconnect that could occur when going through a portal while a projectile was airborne.
- Fixed a crash that could occur while linking a Discord account from inside the game.
- Fixed worlds with a cubic loader and a cubic generator still applying the old 0–320y band. Entities below –32y survive there now, and block harvesting, spawn sampling and flood fill spawn positions work at any height.
- Removed ChunkUtil.MIN_ENTITY_Y. The kill plane is now ChunkGrid.KILL_PLANE_Y and only applies when ChunkGrid.supportsCubicSections is false.
- Fixed world event teleports allowing an unbounded Y. The Y value is now bound by the addressable coordinate range, matching X and Z.
- Worldgen v1 content is now typed assets with named references and asset inheritance, and legacy worldgen v1 JSON no longer loads. Packs that still ship legacy worldgen content or v1 modifiers have to be rebuilt on the typed assets.
- Added nine worldgen v1 asset types covering worlds, zones, biomes, caves, noise, prefab patterns, cover, layers and climate masks. Each one has codecs, inheritance, validation, a generated schema and documented fields.
- Converted the world generation v1 content to the typed assets and deduplicated equivalent assets within each type while keeping generation seeds.
- Removed ContentConfig and PrefabStore world fields, and retired fields left outside the canonical schema now raise a warning. The legacy Hytale provider ID still works for migrated worlds.
- Improved the random distribution of the Jitter3dPositionProvider.
- Node tooltips in the HytaleGenerator workspace now state whether a Min or Max value is inclusive.
- Added the GraphEdgesTangent VectorProvider.
- Fixed node editor and server mismatch causing World-Gen V2 assets to fail when saved with the node editor.
- Fixed Graph Actions running more than once per node/edge in some situations which could corrupt the resulting Graph.
- Fixed the Zone1_Plains1 instance failing to initialize in the launcher. A leftover deprecated world structure asset of the same name has been deleted, so the plains instance spawns correctly.
- Added the Seedling Woods region for Adventure 1.0, with five new biomes. Deeproot, Verdant Forest, Kweebec Forest, Ravaged Groves and Runic Forest are reachable through the instances command rather than normal world generation.
- Hit interrupts now flinch with HurtHeavy instead of Hurt. Component_Instruction_Hit_Interrupt carries the new default, and Template_Intelligent, Template_Predator, Template_Flying_Aggressive, Template_Skeleton, Template_Spider and Template_Void_Tentacle pass it in. Only the Skeleton and Goblin models define HurtHeavy, so other NPCs on these templates show no flinch until their model gets one.
- The Grizzly Bear reads its health from its own MaxHealth parameter now instead of a hardcoded value, so overriding that parameter actually changes its health. The default is still 124.
- Spiders can now hide parts of their nameplate. Template_Spider takes a HiddenUIComponents parameter, which is empty by default so existing spiders are untouched.
- Wilderness events can now be exclusively placed on the terrain surface. Configured via a new FitToHeightmap boolean on WildernessLocation.Config, defaulted to falseso existing configs are unchanged.
- Goblin and Skeleton models now carry Hurt_Heavy animation variants next to the regular Hurt set, so a big hit can play its own reaction.
- The Void Spawn animation set gained Hurt4 and the Hurt_Heavy through Hurt_Heavy4 variants, so NPC configs can pull from a wider pool of damage reactions. The Void Spectre animations moved into folders such as Attacks/.
- Models can now show attachments only when a condition is met. A new ConditionalAttachments block on ModelAsset lists the attachments and the condition that switches each one on, and the server rechecks every entity hourly so attachments appear and disappear on their own.
- The Player_With_Face model has been removed. Outlander, Outlander_Cultist and Outlander_Peon now use the standard Player model with the new detached Face_Outlander texture, so any custom model or Outlander variant that referenced the old model needs updating.
- Spawn markers can now search farther up and down with a new optional MaxVerticalSpawnOffset, up to 32 blocks. It falls back to MaxDropHeight when you leave it out and can never be smaller than it, and MaxDropHeight is still the limit for ground movement.
- Fixed issue where tall NPCs were failing to spawn on spawn markers.
- An ability projectile Scale must now be greater than 0. Assets that set it to 0 or less fail validation instead of loading.
- Effect tooltips are now generated on the server instead of being written by hand. An ApplyEffectInteraction can carry a TooltipKey, and ItemEffectsTooltipCollector fills in the values, so an item description stays correct when you retune the effect.
- Ability numbers can now flow straight into rune descriptions instead of being written by hand. A chain node opts in with an Export prefix and its values turn into ICU placeholders such as {enrage.duration} or {poison.damage.Poison}, which the server computes at item load and ships with a Replace or Multiply scaling so support runes change what the tooltip shows.
- Every long branch item now uses a new SimpleBranch connected block ruleset, and each branch corner is parented to the long branch of its own wood rather than Wood_Oak_Branch_Corner. Corners inherit the ruleset from their new parent.
- Blocks that use CustomTemplate with WallConnectedBlockTemplate still load and connect to each other, but they no longer connect to the base Hytale fences, walls, bars, or gates. Modded fence or wall blocks should update going forward to use "Type": "Patterned" with "RuleSetId": "Wall" for their connected block ruleset, like the base Hytale blocks do now.
- Blocks that use CustomTemplate with VillageConnectedBlockTemplate still load and connect to each other, but they no longer connect to the base Hytale village walls. Modded village wall blocks should update going forward to use "Type": "Patterned"with "RuleSetId": "VillageWall" for their connected block ruleset, like the base Hytale blocks do now.
- The Orbis rock prefabs moved so that each folder name describes the rock size. Quartzite/Boulder is now Quartzite/Medium, Quartzite/Boulder_Small is now Quartzite/Small, and the rounded rocks live under Quartzite_Rounded and Stone_Rounded with Large and Medium folders.
- Added 50 sandstone rock prefabs under Prefabs/Orbis/Rocks, ready to drop into world generation. There are 20 large rocks, 20 small rocks, and 10 large pillars.
- Added 33 dawnstone rock prefabs for world generation, covering 10 small rocks, 10 tiny rocks, 3 stacks, and 10 pillars.
- Added 33 windblown gumboab tree prefabs for world generation, including 25 standing trees across five growth stages, 4 fallen trees, and 4 stumps.
- Fixed two rare crashes when opening the asset pack manage menu, one while the editor was still loading and one from clicking the button quickly with a pack carried over from a previous launch.
- The Model field on the SpawnAbilityEntity interaction can now be picked from the asset browser, and the model you choose is validated when the asset loads.
- The Opaque set uses IncludeHitboxTypes list to pull in windows, doors and fences, which NPC line of sight checks then treat as blocking.
- The Effect field on the GrantAbilityCharges interaction now opens the asset browser so you can pick an EntityEffect, and it checks that the effect you name actually exists.
- Fixed a TeleportInstanceInteraction throwing a NullPointerException when it used the entity origin with no PositionOffset set.
- PermissionProvider now has an abstract getUsersInGroup method, so a custom provider has to implement it. removeAllUsersFromGroup arrives alongside it on both PermissionProvider and PermissionsModule.
- Global world event state lives in universe/resources/GlobalWorldEvents.jsonnow rather than universe/events.json, and the old file is migrated on the next boot. A server older than this change does not read the new file.
- Dedicated servers now start on quiche instead of netty. Netty is still available as a fallback with --transport QUIC, and on a platform with no quiche native library (Linux ARM64, for example) the server falls back to it and logs a warning.
- Server operators can send error reports to their own Sentry project with a new SentryDsn key in config.json.
- The permissions migration from version 0 to version 1 no longer locks players out. It keeps a direct hytale.server.join grant when the rest of a user’s own permissions deny it, such as with -hytale.server.*, and logs a warning for each grant it keeps.
- /convertprefabs now skips prefabs that live in read-only asset packs and reports how many it skipped, rather than rewriting the base pack. /instances migrate skips instances in read-only packs the same way.
- Columns now carry their own coordinates, so new WorldChunk(flags, blockChunk)is now new WorldChunk(flags, x, z) and WorldChunk.loadFromHolder is replaced by WorldChunk.load(x, z). BlockChunk loses getX, getZ, getIndex, load, markNeedsSaving, getNeedsSaving and consumeNeedsSaving, and its constructors are now new BlockChunk(tint).
- WorldChunk.getReference() and WorldChunk.setReference(Ref) are gone. ChunkStore.getChunkReference(index) gets you the chunk entity and ChunkStore.getChunkSectionReference(x, y, z) gets you a section.
- BlockChunk no longer caches the column heightmap, so setHeightmapColumn is removed and you read the HeightmapColumn component of the column instead. The SEND_LOCAL_LIGHTING_DATA and SEND_GLOBAL_LIGHTING_DATA flags moved from BlockChunk to BlockSection.
- Removed ChunkColumn.getSection, which nothing called any more. A section now resolves through the chunk store with ChunkStore.getChunkSectionReference.
- Removed BlockChunk.readEnvironmentRuns and BlockChunk.EnvironmentRunCursor. EnvironmentSection.readColumnRunsnow covers reading the environment runs of a section.
- The BlockOperations methods that took a ChunkStore now take a ChunkGrid. The old signatures remain as overloads, so existing plugins can still pass in the ChunkStore.
- Custom FluidTicker implementations should mark cells as ticking through Accessor.setTicking instead of BlockSection.setTicking, so the new boundary settle can keep those cells in its own worklist. Sections also gained BlockSection.mask, BlockSection.setTicking(BitSet, boolean), BlockSection.getTickingOrWaiting, FluidSection.mask, and FluidSection.forEachValue.
- Builder tools no longer clamp edits to the old 0 to 320 column height, and the height-bound helpers are gone. SectionReader.canHoldY, RegionReader.StorageSource.canHoldY and ChunkUtil.SIZE_BLOCKS_COLUMNhave been removed, so treat a position with no section as absent storage.
- BitSetUtil.WORDS_OFFSET and BitSetUtil.WORDS_IN_USE_OFFSET have been removed. They were sun.misc.Unsafe field offsets and have nothing to point at now that the copy runs through a VarHandle. copyValues and copyValuesSlow behave exactly as before.
- World#stopIndividualWorld() is gone. Use World#stopIndividualWorldAsync(), or Universe#removeWorld when you also want the world unregistered.
- The mod browser now installs only CurseForge files tagged with the client’s major.minor game version, and an untagged file never counts as the latest, so make sure to tag each file with the version it supports.
- Fixed Archetype.getSerializableArchetype keeping the source archetype’s minimum index after it dropped the lowest component, which left Archetype.addunable to put that component back.
- Malformed text markup no longer throws in the client. An unterminated <a href>, <item>, <msg> or <color> tag is kept as literal text, an unknown item ID renders as the plain item name, and a self-referencing <msg> tag stops after 64 expansions instead of overflowing the stack.
- Barter shops now read their restock clock from the default world through the new BarterShopState.getShopGameTime(store) helper, so a shop inside an instance with paused time still restocks. WorldTimeResource.gameTime is volatile now because it is read from other world threads.
- Fixed EntityModule.getComponentType returning null while the module was disabled, which crashed plugin cleanup for systems that look up their query at call time and hid the real startup error.
- Moving a player with World.addPlayer(..., fadeInOut: false) no longer blanks the screen while the new world loads, so a server can cover the switch with its own HUD or serverside UI.
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