SirenHytale
In this section
  1. Cultivation
  2. Changelog
  3. v0.11.1

v0.11.1 — Seals, Domains and Hidden Veins

Update 7 gave Hytale ability slots and runes. Cultivation fills them with the Dao. Ten Dao Seals in two rings of five mark a foe with one element and detonate along the overcoming cycle. At Nascent Soul you unfold a Dao Domain: an area of your own Dao that slows your enemies and strengthens your allies, clashes with rival domains and resonates with friendly ones. Calamity Beasts, the Void Rift Warden and high-realm rogues now unfold domains of their own, and a sect under siege can raise a grand array over its land.

The hardest part of every breakthrough is finding a vein strong enough to host it. Now a Vein-Seeking Sinan points the way, a Heaven-Seeking Luopan also finds Secret Realms, Spirit Dens and Calamities, and a Vein-Tapping Array turns a rich vein into a steady income of Spirit Stones and Qi, if you can keep rivals off it. Update 7's Void faction now pours out of Void Rifts, its Goblin Breaches and dungeon bosses pay cultivators, and its new materials feed Cultivation's recipes. Your keybinds work again, singleplayer included. And a long list of features that quietly did nothing now do what they always said they would.

Everything carries over

Worlds, progress, sects, abodes, beasts, arts and Life-Bound Treasures all carry over, and every value you have set in your config files is kept. New settings appear with working defaults, and some config files are rewritten once on first boot to add their new keys and refresh their descriptions. One default moves on its own: a Void Rift wave list still on the old default switches to the Void faction, while a list you changed is left alone. A few rules also changed on purpose; they are listed under "Changed on Purpose".

Server compatibility

v0.11.1 targets the Hytale Update 7 release server, 0.7.2 or newer (ServerVersion: >=0.7.2 <0.8.0). It is no longer built for the 0.7.0 pre-release server - stay on v0.11.0 there. As always, back up your world before upgrading.

Dao Seals: The Five Phases in Your Ability Slots

  • A Dao Seal is a rune of one element that you bind into one of Update 7's core ability slots and cast like any ability rune. Every cast is paid in Qi, not mana, and like every rune it needs a weapon in hand. The classic seals open at Qi Condensation.
  • Golden Edge Seal (Metal) hurls a piercing blade of Sword Qi through everything in its path. Verdant Bind Seal (Wood) looses a Qi vine that hooks its target and drags it to you. Black Tide Seal (Water) rolls a crashing wave across the ground that throws foes back. Crimson Lotus Seal (Fire) blooms a lotus of flame around you. Mountain-Suppressing Seal (Earth) slams the ground and raises a ring of stone spikes.
  • Every seal leaves a mark. A mark does little on its own and fades within seconds. It is the window for the second half of the art: strike the marked foe with the element that overcomes it and the mark detonates in a burst of Dao damage with a control effect.
  • The overcoming cycle: Metal cuts Wood (Entangled becomes Severed, rooting the target), Wood parts Earth (Grounded becomes Uprooted, lowering its defenses), Earth dams Water (Soaked becomes Mire, a heavy slow with no jumping), Water quenches Fire (Kindled becomes Quenched, briefly silencing its abilities), and Fire melts Metal (Sundered becomes Molten, a burst and then searing damage). See Reactions.
  • A seal, a Dao art, or a melee blow from your own Dao all count as their element, so a Fire cultivator's sword can detonate what a Metal seal marked. Conversion seals go in a support slot beside an ordinary elemental rune and turn its damage into seal damage, so vanilla runes can detonate marks too, though they never leave marks of their own.
  • Resonance: a seal of your own chosen Dao costs 25% less Qi and strikes 15% harder. Against other players, a reaction's burst deals 60% of its normal damage.
  • Binding: craft a Dao Seal Altar, or use /cultivation seals anywhere, to open the ability bench over your own slots. The first time you open it, a short introduction explains the rules. A seal can sit on only one line at a time, and by default the bench will not open in the middle of a fight.
  • Crafting: core seals are made at the Workbench (Tinkering) from Runestone Shards, the herb of their element (Ironleaf, Bramblewort, Mistcap, Sunpetal, Loamroot), a Profound Core and Cinnabar Ink. The Codex has a full Dao Seals entry with every mark and reaction.

The Shadow Ring: Five Seals Built on Update 7

  • From Foundation Establishment, five more seals follow the shadow ring, each built on an Update 7 rune trick the classic five do not use.
  • Frostbloom Needle (Ice): a needle of living frost that shatters into a fan of lesser shards on the first creature it strikes. Nine-Gale Vortex (Wind): a roaring vortex where you aim, lifting and battering everything inside. Myriad Venom Edge (Poison): coats your weapon in venom, so several of your strikes release a burst of poison. Heaven-Splitting Arc (Lightning): a bolt that leaps on to nearby enemies, with arcs of lightning drawn between each victim. Void-Swallowing Maw (Void): a hungry maw that drags enemies to its center, then collapses with crushing force.
  • Shadow reactions: Ice freezes Wind (Unmoored becomes Flash-Frozen: frozen solid and unable to act). Wind scatters Poison (Envenomed becomes Miasma Gale: a burst, a slow, and the poison spreads to up to 3 other creatures within 4 blocks, never to your allies). Poison corrodes Lightning (Static becomes Corroded Conduit: weapon strikes silenced and slowed). Lightning hollows the Void (Hollowed becomes Void Rupture: the target's damage is cut). The Void shatters Ice (Frostbitten becomes Shatter: a heavy burst and a deeper slow).
  • Shadow and classic marks never react with each other. Shadow seals are crafted from Update 7 materials: Essence of Ice, Spider Silk and White Feathers, Venom Sacs, Essence of Lightning and Yellow Crystal Shards, Void Crystal Shards and Essence of the Void.

Dao Domains: The Dao Made Into a Place

  • When you break through to Nascent Soul, the Heavens grant you a Dao Domain Heart, a core rune with no recipe. Bind it like a seal and cast it with a weapon in hand to unfold a domain where you stand. It shares the two core slots with the Dao Seals, so a domain takes the place of a seal.
  • Anchored, and you must stay. The domain stays where you unfolded it and collapses the moment you step outside, die, log out or change worlds. It never deals damage itself. Instead, every enemy inside is slowed to 80% speed, and every ally inside (you, your party, your sect and allied sects, your spirit beasts and your sect's guardian posts) deals 10% more physical and elemental damage, arts and techniques included.
  • It wears your Dao. Each of the ten elements adds one effect: Metal and Fire leave enemies taking 12% more physical or elemental damage, Water slows them to 65%, Ice stops them sprinting, Poison and Void cut their damage, Wood heals your allies, Earth hardens them, Wind speeds them, and Lightning sharpens them further. A cultivator who walks no element unfolds a domain of plain Heavenly Qi.
  • It grows with you: 6 blocks for 10 seconds at Nascent Soul, 8 blocks for 13 seconds at Soul Formation, and 10 blocks for 16 seconds at Void Refinement, for 120, 150 and 180 Qi, with a 75-second cooldown. Duration and area support runes stretch it further.
  • Sword Intent: if your Sword Dao has manifested and you hold a sword, enemies in your domain also lose 10% physical resistance and you deal 10% more physical damage. A Dao Seal reaction set off inside your own domain bursts 20% harder.
  • Enemy players are not spared where PvP would let you strike them: in a PvP world, your duel opponent, or the opposing side of a Path War. In a duel a domain touches only the two duelists. Quest givers, merchants and anyone who is neither friend nor foe are never touched.
  • /cultivation domain shows your domain's element, size, cost and why a cast would be refused right now. Lost your Heart? /cultivation domain claim gives you another. The Heart stays with you on death.

Domain Clashes, Resonance and Hostile Domains

  • Clashes. When two hostile domains overlap, they contest each other. Power is the caster's realm, plus one if your element overcomes theirs in the Wu Xing cycles, so a counter can bridge a realm. The loser's domain shatters, and the loser is slowed for 4 seconds and loses a quarter of the Qi the domain cost. Equal power shatters both. A thunder crack marks the clash and both casters are thrown apart.
  • Resonance. The elements also feed each other: Wood feeds Fire, Fire feeds Earth, Earth feeds Metal, Metal feeds Water and Water feeds Wood, while in the shadow ring Ice feeds Lightning, Lightning feeds Wind, Wind feeds Void, Void feeds Poison and Poison feeds Ice. When an ally's domain overlaps yours and one feeds the other, every ally in the overlap deals 10% more damage and takes 10% less, and both domains clash with one more power. Heavenly Qi harmonizes with any elemental domain at half strength. Motes of the feeding element stream across the overlap.
  • Hostile domains. Your foes have walked their Dao too. Calamity Beasts and event bosses unfold a domain the first time their health falls below 75% and again below 40%, each in its own element: the Calamity Serpent in Poison, the Calamity Tiger in Metal, the Calamity Phoenix in Fire, the Tide Leviathan in Water, the Meteorfall Colossus in Earth, the Bloodmoon Howler in Wind and the Starfall Devourer in Wood. The Void Rift Warden unfolds one in Void, and Rogue Cultivators of Nascent Soul and above unfold their own once they fall below half health.
  • The foe gathers its Dao for a second and a half while its ring grows at its feet. That is your moment. Inside its domain you are slowed, carry its element's effect and deal 10% less damage, while the foe grows stronger.
  • Break it with your own. Unfold your domain over it and they clash. Win, and its domain shatters and the foe staggers for 3 seconds: rooted, unable to attack, and taking 25% more damage. A party whose domains resonate can break a domain none of them could break alone. The Codex explains it all under Hostile Domains and Domain Resonance.

Sect Array Domains: A Ward Over Your Land

  • When a rival sect declares a siege on yours, your Patriarch or an Elder can raise the grand sect array (宗门大阵) with /sect array raise, for 100 of their own sect contribution. It lays a ward over every chunk your sect has claimed. It places nothing and changes no block.
  • Your sect's members, allied sects and anyone reinforcing your hall take 15% less damage inside it. The besieging sect's members are slowed and deal 10% less damage, and a Metal, Water, Fire or Ice array bites harder. It also adds 15% to the slow on the attackers' hold clock, sharing one budget with the Warding formation and your guardians.
  • The array takes your sect's element, from its border ring of light to the sound it makes. An attacker's Siege Banner mutes it nearby, and an attacker's Dao Domain unfolded inside it clashes with it: the array fights at Nascent Soul or at the realm of the strongest defender standing inside, whichever is higher.
  • It holds until the siege ends, however it ends, survives a server restart, and works whether or not the world allows PvP: the siege is the consent. /sect array shows whether it stands and who is inside.

Finding the Veins: The Sinan and the Luopan

  • Vein-Seeking Sinan. A lodestone spoon turning on a bronze earth plate, the oldest compass there is, crafted at the Workbench (Tinkering) from copper and iron ingots and Spirit Herb, with no realm needed. Right-click to divine the nearest rich or dragon spirit vein within about 1,500 blocks: a chat line names the vein, its distance and its direction, a trail of motes drifts toward it, and it is pinned on your compass bar and world map while the Sinan is in your hand.
  • Walk far and it quietly re-locks on a nearer vein. Reach the vein and the pin clears: sit down and meditate. It skips land another sect holds, but never your own.
  • Heaven-Seeking Luopan. The Sinan's greater sibling: a round heaven dial on a lacquered handle, made by upgrading a Sinan with gold and silver ingots, a Profound Core and Spirit Stones. It has four dials. Spirit Veins searches farther than the Sinan. Secret Realms finds the nearest open Secret Realm or Immortal Court, how long until it seals, and whether you meet its threshold. Spirit Dens finds the nearest den you may claim from, ready broods first. Calamities follows the Calamity Beast or an event's world boss as it moves, and feels a Calamity's omen before it descends.
  • Left-click turns the dial, right-click divines, or use /cultivation luopan veins|realms|dens|boss. The dial you set stays with the luopan.

Vein-Tapping Arrays: A Vein That Pays

  • Stand on a rich or dragon vein and plant a Vein-Tapping Array Flag (Workbench, Tinkering: a Profound Core, a Spirit Core and 8 Spirit Stones). From Foundation Establishment, the array gathers Spirit Stones and Qi whether you are near or not: 8 stones and 2,880 Qi a day from a rich vein, 16 stones and 5,760 Qi from a dragon vein, up to a full day's worth.
  • It draws only the vein's surplus and never drains the vein, so meditation and breakthroughs on that ground are untouched. Stand on the vein for a few seconds to collect. You may keep one array on your own, and a sect may keep three, which by default only its Patriarch and Elders may draw from.
  • Rivals may raid it. A Foundation Establishment cultivator who is not of your sect, its allies or a sect at peace with it can stand on the vein and use /cultivation tap raid. The siphon takes 60 seconds of holding the vein, half again as long under a Mountain-Guarding Array, and the keepers are warned at once. While any keeper stands on the vein, the siphon stalls.
  • A raid that holds takes half of what is stored, the rest spills back into the earth, and the array lies dormant for 4 hours. An array on its own sect's claimed land can only be raided by a declared rival or a sect at war with it. /cultivation tap lists your arrays and what they hold, and /cultivation tap release releases the one you stand on.

Update 7's World, Woven In

  • Void Rifts belong to the Void. Rift waves now pour out Update 7's Void faction: larvae and crawlers, Voidtaken goblins and watching eyes, and the Void Spawn as the elite. Every qualifying contributor also receives 1 to 3 Void Crystal Shards.
  • Breaches and dungeons pay cultivators. Clearing a Goblin Breach, opening a Goblin Coffer, finishing a Voidtaken Hunt, or felling a dungeon boss such as the Gobliterator or the Feastmaster pays everyone who fought nearby in Spirit Stones, sect contribution and Merit, with a daily cap on each kind. Sects get a new mission: Clear Goblin Breaches. Cultivation only listens for these events; it never starts one.
  • Boss cores. Update 7's bosses, the Gobliterator, the Feastmaster and the Voidtaken Grizzly among them, always drop a Profound Core, with a one-in-four chance of a Divine Core instead.
  • New materials, new recipes. Refined Forging Material from an Enkindled Sigil, Pristine Forging Material from a Voidtaken Grizzly Hide, Profound Cores from Bundled Treasure, Divine Cores from a Gobliterator Core, and Spirit Paper from Spider Silk, all at the Workbench (Tinkering).
  • Compass alerts. When a Void Rift opens or a world boss appears, its pin pulses on your compass bar for its first 30 seconds. Beast Tides stay off the map, so a tide never reveals the Cave Abode it targets.
  • Piercing Sun Qi Beam now fires a true Update 7 beam of golden light.

Keybinds Work Again, Singleplayer Included

  • Technique and menu keybinds stopped firing after a Hytale game update, and in singleplayer worlds they never reached Cultivation at all. Both are fixed: binds are now read on the world itself, the same way on every kind of server.
  • Your ALT+number technique binds fire again, and so do the menu binds (ALT+3 for the overview, ALT+4 for the Codex). When a bind fires, your hotbar stays on the slot it was on.
  • The Tea Ceremony's and Fire Watch's key timing now works in singleplayer too.
  • Tip: press ALT and the number together. Holding ALT for more than half a second before the number reads as a plain hotbar swap. Q, E and R binds still work only on a dedicated server.

Safer Breakthroughs

  • If anything fails while a breakthrough or advancement completes, your new realm or stage still stands and the rest of the ceremony carries on, instead of the whole thing falling over.
  • If a fault hits mid-ritual, the ritual is ended safely: nothing is lost, no stage is taken, and you can meditate to try again. This also closes a rare fault that could advance a realm twice.
  • The notice that announces newly opened systems no longer carries a count, which removes one suspect for the crash some players reported on reaching Foundation Establishment. If your game still closes when you break through, please send us your client log.

Features That Finally Do What They Promised

  • Marrow-Cleansing Rite helpers now receive their Merit and the assist notice. Both were silently skipped.
  • Reclusive mode tribulations now strike with fewer bolts, as the Codex always said. They were striking with more.
  • The Dream Trial can be reached. The Waking Bell Charm had no source; it is now crafted at the Workbench (Tinkering) from silver ingots, Spirit Stones and Mistcap. Admins set the trial's location by standing there and running /cultivation admin dreamtrial here.
  • Dao-Heart Flaws can be cured. A broken oath's flaw now cleanses with a Clear-Mind Pill, burns down faster while you meditate beside the one you wronged, reminds you while you meditate, and tells you when it wears off. Qi Deviation now tells you when it wears off, too.
  • The Grand Tournament runs. Nothing could open it before. Players join with /cultivation duel grandtournament register (unregister and status too), and admins open signups with /cultivation duel opengrandtournament or an optional timer.
  • Corpse Miasma now applies its withering: the target deals 15% less damage and moves slower. Its effect was missing from the mod.
  • Void Rifts reach the Warden. A rift with several waves stalled after the first, so the Warden never came. Rifts also pay their promised Qi now, retry a stuck wave spawn on schedule, and, when the server-wide announcement is switched on, reach players in other worlds.
  • Area techniques reach players where PvP allows it (see "Changed on Purpose"). Before, every area technique passed straight through other players.
  • Support arts that reached nobody now do. Aegis of Boundless Compassion, Guiding Lantern, Merciful Hand and Bestow Virtuous Qi could never find another player, and Immortal Radiance healed no one. They now reach the players around you. See Merit arts and race arts.
  • Addon perks now work. A Sacred Bodies or Heavenly Flames perk that widens your Yin-Yang balance now does. A cultivator whose constitution lets them meditate in lava, like the Yang Sacred Body, now takes no burn damage from the lava while meditating, is not interrupted by it, and gets that body's lava bonus. Cultivation could not detect lava at all before. See Meditating in lava.
  • Two items you could not get are now crafted at the Workbench (Tinkering): the Transmission Compass and the Qi Gathering Talisman.
  • The Cracked Dantian setting that decides whether the injury blocks a breakthrough is now honored.

Changed on Purpose

  • Area techniques hit players where PvP allows. In a PvP world, against your duel opponent or the opposing side of a Path War, area techniques, beast arts and the Explosive Talisman now strike players as well as creatures. Your party, your sect and allied sects are spared, and so is anyone in Creative or in the Heavenly Gate sanctuary. Duels are closed to bystanders both ways.
  • Rogue Cultivators hunt. They now notice and mark the nearest player within 24 blocks, and their area arts reach players. They no longer chase a player in Creative, a duelist, or anyone in a sanctuary. Dungeon boss hazards, such as the molten floor, now reach the party too. Tell us if any of them hits too hard.
  • Void Rifts pay Qi. The Qi payout was configured but never paid. A contributor now receives roughly 180 to 2,880 Qi per rift on top of the usual rewards.
  • Domain clashes replace suppression. A mightier enemy domain no longer simply switches yours off. You may unfold inside it, and the two clash: realm against realm, counter element against counter element.

For Server Owners

  • Server version: v0.11.1 is built against Server 0.7.2 and declares >=0.7.2 <0.8.0. See Compatibility.
  • Admin permission: every admin command and the admin menu need the cultivation.admin permission. If yours do not answer, grant it with /perm user add <uuid> cultivation.admin.
  • New config files, all with working defaults and all in the admin config menu: Arts/DaoSealConfig, Arts/DaoDomainConfig (player domains, clashes, resonance and hostile domains), Society/SectArrayConfig, Society/BreachRewardConfig, Cultivation/VeinCompassConfig (Sinan and Luopan) and Cultivation/VeinTapConfig.
  • Switches worth knowing: Dao-Seals-Enabled, Seal-Reaction-Pvp-Multiplier (0.6), Dao-Domains-Enabled, Domain-Affects-Enemy-Players (on), Domain-Ally-Scope (party, sect and alliance), Domain-Clash-Enabled (on; off brings back suppression), Npc-Domains-Enabled with a toggle each for Calamities, event bosses, the Warden and rogues, Sect-Array-Cost-Contribution (100), Vein-Tap-Raid-Enabled (on) and Vein-Tap-Sect-Elders-Only (on).
  • Config-file only: Rift-Reward-Void-Crystal-Min / Max (1 / 3), Rift-Compass-Alert-Window-Seconds and Boss-Compass-Alert-Window-Seconds (30), and the Dungeon-Boss-Reward-Roles list.
  • Void Rifts: Rift-Wave-Spawn-Config-Ids moves to the new Void faction beacons only if your list was still the old default. Rift-Reward-Qi-Per-Currency (12) is now paid; set it to 0 to keep rifts Qi-free.
  • Dream Trial: DreamTrial-World is still blank by default, so the trial stays closed until an admin runs /cultivation admin dreamtrial here once (clear undoes it). It never touches blocks.
  • Grand Tournament: automatic signups are off by default. Set Grand-Tournament-Interval-Hours above 0 to turn them on (at least 1 hour apart).
  • Lava meditation: Meditation-Lava-Qi-Multiplier (1) in SpiritVeinConfig adds Cultivation's own lava bonus on top of an addon's. The addon's bonus already applies, so raise it with care.
  • Test tools: /cultivation admin rift open|close, /cultivation admin dungeon stop, /cultivation admin domain rival|boss|arm|calm|ally, /cultivation admin array raise|lower <sect> (in game, for 30 minutes) and /cultivation admin tap list|fill|rival|clear. A force-closed rift pays nothing and starts no cooldown. All are listed under Admin Commands.
  • For addon makers: new public events for Dao Domains and their clashes, Sect Arrays and Vein-Tapping Arrays. See API Events.

Fixed

  • Codex and journal. The Alchemy page's Pill Toxicity section, the Tea Ceremony rules heading and the journal lines for Meridian injuries and cures showed raw text keys. Fixed.
  • Blank names in messages. Four messages left a blank where a name or number belonged: a beast expedition that is not ready, a lapsed expedition at login, the Siege Banner limit and the rushed-breakthrough risk notice. Fixed.
  • Rogue's Testament always taught the same art. It now picks one at random, as its text says.
  • /cultivation achievements listed five of the seven titles. It lists all seven.
  • Sect buildings. The building-limit message still talked about sect level, and its hint pointed at a command that now claims land. /sect building types lists what your sect can raise.
  • Admin menu. Seven config sections showed a raw key instead of a title, and many setting descriptions were out of date. Settings that do nothing yet are now labeled "(unused)".