Description
IT'S FOR VERSION PRE-RELEASE 7 OR CHAPTER1 AND BEYOND, do not expect it to work in v6
Currently this mod is made thru 100% via Asset Editor in game, no coding Project currently going thru player testing first Weapons will be released as templates for now
Install PerfectDodge by Narwhals, This project was made with PerfectDodge in mind so it is extremely necessary to work properly!
Current version:
Please begin with /give Togo_Template_Claymore to start playtesting
I have not added a signature yet
RECOMMENDING SETTINGS FOR PerfectDodge
[Mods->Perfectdodge->dodge_Config.js] { "dodgeCooldownMs": 600, "iFrameDurationMs": 400, "velocity": 12.0, "baseVerticalVelocity": 4.0, "unstableDodgeMultiplier": 0.6, "dodge3DForward": false, "staminaCost": 1.5, "usePercentageStamina": false, "staminaLossPercentage": 10.0, "staminaRegenDelaySeconds": 1.5, "airDashes": 1, "infiniteAirDash": false, "useSprintKey": false, "useAbility2": false, "useAbility3": false, "useSecondary": true, "overwriteSprintKey": false, "overwriteAbility2": false, "overwriteAbility3": false, "overwriteSecondary": false, "sprintTapThresholdMs": 0, "roll": true, "twirl": false, "flip": true, "walk": false, "sprint": false, "dodgePreset": 2, "defaultDodgeForward": false, "dodgeOnlyWhenMoving": true, "useVelocity": true, "disableCreativeDash": false, "perfectDodgeWindowMs": 400, "counterattackWindowMs": 750, "counterattackDamageMultiplier": 1.0, "counterattackFirstStrike": true, "enableCounterReticle": true }
Roadmap
Part 1 - Main Weapon
- CLAYMORE
- SWORD - [WIP]
- POLEARM - [WIP]
- DAGGERS - [WIP]
- SLINGER - [WIP]
- CATALYST - [WIP]
- CONSTRUCT - [WIP]
- ElementalRunes - [WIP]
Weapons will be able to do various attacks
- Normal-Attack
- Heavy-Attack
- Plunge-Attack
- Counter-Attack (Only thru PerfectDodge by Narwhals
- Signature-Attack
Dash-AttackJump-Attack
This will define your playstyle, by playing thru new weapon class/types and working your way to unique weapons with outstanding gameplay, Base weapons provide new overhauled combat, that aim to be fast paced and interactive, with more creative combos in mind, please provide me with more feedback
Part 2 - Elemental System [ Planned ]
Hytale elements will be built upon further and revamped into a more interactive version where elements can react with one another, and even be modified with an alignment that defines your playstyle ,shhh No spoilers for now :3
Part 3 - Food System [ Planned ]
A vision to overhaul the food/cooking system into a modular, giving the player the freedom, where a player starts with a cooking/processing stations that allow you to mix and combine/refine ingredients and unlock recipes with dynamic stats and buffs depend on the weight of an ingredient, My rule is to never have useless/forgotten items, every new ingredient can also improve an older one for more advanced cooking, allowing players the freemdom to decide what they want in their foods, food is cooked and simmered into servings in a pot/cauldron that can be taken and plated out for you or your party
NOTE: I Do Not and WILL be Using/accepting any GenerativeAI work/contribution in this project, It is a passion project for the love of the game and I want nothing but my human love and effort to be put in it


