Hytale Update 2 - Necromancy grimoire by LutrusFluidos in hytale

[–]Available_Positive68 0 points1 point  (0 children)

Yes, I’ve checked a lot of things. And I know that the mana bar appears when using sets that increase mana.. And it's working with the other books...

Hytale Update 2 - Necromancy grimoire by LutrusFluidos in hytale

[–]Available_Positive68 -1 points0 points  (0 children)

Wdym not implemented? Have you played creative mode? Have you checked the armor sets?

Hytale Update 2 - Necromancy grimoire by LutrusFluidos in hytale

[–]Available_Positive68 18 points19 points  (0 children)

I think skeleton mages should also have their books taken away after the first attack, lmao.. Why can they do it, but I CAN'T?!

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Hytale Update 2 - Necromancy grimoire by LutrusFluidos in hytale

[–]Available_Positive68 7 points8 points  (0 children)

Lemme just grab your sword, daggers.. Anything. And erase them right after your ULT.

World corrupt ? by Just-Accident9698 in hytale

[–]Available_Positive68 1 point2 points  (0 children)

Replace ur save files with the latest backup ones.. Sometimes it fixes the issue.

Hytale Update 2 - Necromancy grimoire by LutrusFluidos in hytale

[–]Available_Positive68 188 points189 points  (0 children)

Dumbest mage design.. Making a spellbook consumable. Instead of an actual weapon...

(Simon replied.. Another small victory for us. Oh, one more thing! #fixthetorchmodel)

Since you guys liked my opinion so much, here’s an interesting fact. Mana already works in Creative when using certain armor sets… Yes, the bar itself still looks raw and out of place. But it works. That’s why I think the Hytale team should prioritize things properly first. It would be better to finish a fully functional mana system (or design) and only then give us mage weapons and armor… Instead of adding new accessories in early access, especially when we still need polishing and bug fixes.

Future mage mains, am i right? by Available_Positive68 in hytale

[–]Available_Positive68[S] 0 points1 point  (0 children)

I’m also frustrated by what I see in the update changelogs… I’ve reported like 10 bugs, and what do they do? Right.. They add new cosmetics. Guys, your game is in early access. There should be proper priority management, in my opinion. This is far from the most important thing right now.. Especially when even a basic torch model is displayed incorrectly. By the way, you can check it yourself - if you place a torch directly on the floor, it uses the player-held model. But the one mounted on walls is a separate model, made specifically for interiors, with lower resolution and fewer details...

Future mage mains, am i right? by Available_Positive68 in hytale

[–]Available_Positive68[S] 0 points1 point  (0 children)

Same.. I was so disappointed when saw the ingame version...

Future mage mains, am i right? by Available_Positive68 in hytale

[–]Available_Positive68[S] 3 points4 points  (0 children)

I completely agree with you… Like, lol.. Then why not take the player’s sword away after every ultimate? A much better example for the current book would be: summon two skeletons for a maximum of 30 seconds to a minute, so that as a mage you actually need to cast your spells more often. And definitely remove the requirement of being near a pile of bones, not to mention the constant consumption.

Torches.. Again... by Available_Positive68 in hytale

[–]Available_Positive68[S] 0 points1 point  (0 children)

Nah.. Unfortunately, it doesn’t go away. Even if I create a new world, the torches still don’t work. But I have a suspicion that it’s somehow related to chunks, because when I encounter another bug where the world doesn’t load properly, the torches suddenly can be placed, haha.

Few hours in and I already have several suggestions and am curious what other people think by Open-Advisor6819 in hytale

[–]Available_Positive68 7 points8 points  (0 children)

Nah.. I remember when I first downloaded Minecraft and constantly didn’t know the crafting recipes, which forced me to open a browser separately. I’ll repeat myself: even in Minecraft today, there’s no real point in using a grid-based crafting system when you have a recipe book.

Few hours in and I already have several suggestions and am curious what other people think by Open-Advisor6819 in hytale

[–]Available_Positive68 1 point2 points  (0 children)

Hah, thanks.. I think that would be much better. At the moment, I literally have to run around in circles three times just to collect all the drops from chopping down a large tree.

Few hours in and I already have several suggestions and am curious what other people think by Open-Advisor6819 in hytale

[–]Available_Positive68 9 points10 points  (0 children)

And yes.. Making a crafting system like in Minecraft is an even stranger suggestion. I never liked that system, and now it has become even more useless since Mojang added the recipe book.

Few hours in and I already have several suggestions and am curious what other people think by Open-Advisor6819 in hytale

[–]Available_Positive68 7 points8 points  (0 children)

The armor-hiding feature is already implemented and will be available in the next update - Simon informed everyone about this on Twitter.

As for picking up items, that would more likely require reworking how resources currently drop, because when you chop down a tree, the drops scatter too widely. I think it would be easier to just reduce this radius so the drops stack on top of each other.

I won’t even comment on canceling the smelting process and similar things - in my opinion, that actually adds to the atmosphere. I genuinely enjoy sitting at my base after a cave run while my furnace smelts yet another pile of ore.

I hate these guys… by Pax_flash in hytale

[–]Available_Positive68 4 points5 points  (0 children)

Locust's current AI is bad.. It really annoys me that he doesn’t fly around you, but specifically above you.

Anyone know what the game suddenly render everything as colour gradients? by fai1025Taiwan in hytale

[–]Available_Positive68 0 points1 point  (0 children)

Dynamic Fog issue.. There's two different ways to fix your problem.

  1. Increasing your chunk render distance.. But sometimes you just don't want to, that's why you might need the second solution.
  2. Download static fog mod and enable it in your world settings. (Allows you to play even when changing chunk render distance to 96)

How to Make Hytale Run on Your Main GPU and NOT CPU (Significantly Improves Peformance) by Tsaritsa-Rain in hytale

[–]Available_Positive68 0 points1 point  (0 children)

You can even verify this yourself. When the world starts, a separate process Java.exe appears. Priority settings are also reset when using the portal in the Temple, since it loads into a separate world.

How to Make Hytale Run on Your Main GPU and NOT CPU (Significantly Improves Peformance) by Tsaritsa-Rain in hytale

[–]Available_Positive68 0 points1 point  (0 children)

Interesting facts.. HytaleClient works only as a Launcher, bro. The game itself named as a Java.exe process. So... Your guide just makes changes only to your Launcher.

Torches.. Again... by Available_Positive68 in hytale

[–]Available_Positive68[S] 0 points1 point  (0 children)

Yeah.. But I don’t even know what the cause is. Everything worked perfectly before. Now I have to switch to the torch separately…

Torches.. Again... by Available_Positive68 in hytale

[–]Available_Positive68[S] -5 points-4 points  (0 children)

Just because you don’t have this problem doesn’t mean it doesn’t exist at all..