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Hytale Update 7 Part 5 Pre-Release — Rune Balance Overhaul, Goblin Breach Rework & A Hard Sweep Of Old Chunk APIs

Update 7 Part 5 of Hytale's pre-release has landed, dated October 1, 2026, and it's the most balance-heavy patch of the Update 7 cycle so far. Every ability in the game got touched, runes were renamed and rebalanced, mana regeneration arrived, Goblin breaches were reshaped, and weapon durability went up dramatically across the board.

A huge thank you to community member PrestonR88 for the fixes, features and polish brought to this update.

⚠️ For plugin developers and modders: this update deletes the old chunk accessor surface entirely. Part 4 restricted those APIs — Part 5 removes them. If your plugins or mods still read blocks through the old column accessors, they will not build. There's also a protocol change for boss bars. Read the developer sections below before updating a live server.

The full notes come from the official Hytale page, which is updated weekly through the Update 7 pre-release — read the official Update 7 pre-release patch notes from Hypixel Studios.

⚔️ The Rune & Ability Balance Overhaul

This is the heart of Part 5. Almost every ability was re-costed and re-timed, and the old mana economy has been replaced.

Mana is now a regenerating resource

  • Mana passively regenerates from empty to full over 30 seconds.
  • Signature abilities now restore mana whenever they hit an enemy — hitting several at once restores more, with diminishing returns.
  • All abilities now slow the caster to 60% of their movement speed while casting, so casting is a commitment again.

Potions share cooldowns

  • Health potions share a 15-second cooldown.
  • Stamina potions share a 30-second cooldown.

Cooldowns slashed across every ability

The pattern here is dramatic: cooldowns collapsed while mana costs rose, shifting abilities from "sparingly used ultimate" toward a mana-gated rotation.

  • Ground Slam: no longer roots the caster, costs 40 mana (from 30), and its cooldown dropped from 18 seconds to 5. It also received a visual overhaul.
  • Fireball: 30 mana (from 25), cooldown 2 seconds (from 12), 28 Fire damage (from 24), and it now travels approximately 25 blocks.
  • Wind Strike: 30 mana (from 20), cooldown 2 seconds (from 10), 10 Wind damage (from 8).
  • Enrage: 45 mana (from 20), cooldown 4 seconds (from 16), duration 8 seconds (from 10).
  • Imbue Poison: 40 mana (from 10), cooldown 4 seconds (from 18), duration 6 seconds (from 8).
  • Chain Hook: 50 mana (from 15).
  • Charged Shot: a flat 35 mana, its chill lasts 2 seconds (from 3), travels roughly 25 blocks, slows the caster more per channel stage, and now fires automatically when fully charged.

Four new Modifier Runestones

  • Wither Runestone — applies the Wither debuff: slows the afflicted enemy and makes them deal less damage.
  • Rend Runestone — applies Rend: the enemy bleeds for a duration, taking damage over time and receiving increased physical damage.
  • Quickening Runestone — reduces an ability's cooldown, mana cost, duration and damage, while increasing projectile speed.
  • Thrift Runestone — the ability deals less damage but costs less mana.

Existing runes renamed and re-balanced

The modifiers introduced in Part 4 came with downsides this time:

  • Colossal Runestone (was Expansion) — AoE increase 60% (from 100%), projectile size +150%, damage +40%, mana cost +60%, projectile speed -50%.
  • Enduring Runestone (was Extended Duration) — duration +50% (previously a flat +2 seconds), mana cost +30%, cooldown +60%.
  • Splinter Runestone (was Fork) — split projectiles now deal 30% less damage with 30% less area and scaling, plus +20% cooldown and +25% mana.
  • Rebound Runestone (was Ricochet) — split projectiles deal 20% less damage, projectile speed +40%, cooldown +30%, mana +25%.

Poison, crossbows and the glider

  • Poison is now a subtype of elemental damage, and Antidotes remove poison from the Imbue Poison Runestone and grant brief immunity to it.
  • The Glider's secondary boost action was removed — it was a test function.
  • Crossbow combo shots got a small buff: Iron 12.5 → 13, Ancient Steel 13.125 → 14.

Weapon durability roughly doubled — and then some

  • Crude, Bronze, Steel and Frost: 80 → 120
  • Copper: 100 → 200
  • Iron: 120 → 250
  • Cobalt and Thorium: 150 → 350
  • Adamantite and Ancient Steel: 180 → 500

Tools got the same treatment in the Items section, with Adamantite pickaxes and hatchets going from 400 to 1000 — and the Scrap Drill now breaks blocks in a 2x2 area instead of a 1x2 column.

🌍 World Generation

  • Spiders place cobwebs more effectively, producing more natural-looking patches in spider encounters, and spider cave layouts are more varied.
  • Goblin mine layouts are more varied — and Goblin Burners are banned from the mines after one too many explosive mishaps.
  • Crypt cave layouts are more varied and moody, and Goblins in Crypts now keep their distance from Skeletons.

👹 NPCs & Entities

  • Hunts beyond Goblin breaches now require a Voidheart, and the number of hunts per breach has been reduced.
  • Goblins now drop items more appropriate to what they're carrying, some Goblins have discovered fashion (different clothes and hairstyles), and lazy Goblins found better sleeping spots.
  • Most void enemies now drop more void essence — except Larvae, who drop nothing. Meanwhile Voidhearts drop less frequently, so the breach gate costs more than it pays.
  • Scarak Seeker's poisonous spit was halved — 36 damage over 16 seconds down to 18 damage over 16 seconds.
  • Medium void anomalies defend themselves better, and void anomalies got new visual effects showing when they're protected.

🌀 Goblin Breaches Reworked

  • Minimum time between breaches increased to 30 minutes (from 10) — a significant slowdown in breach frequency.
  • Breaches now launch players away as they emerge, and no longer drop themselves as an item when broken.
  • Breaches have a slightly larger protected area around their spawn points, preventing blocks being placed or destroyed there.
  • A breach that's starting to form now vanishes after 5 minutes if nobody approaches (down from 10).

🧱 Blocks, Encounters & Visuals

  • Transparent and tinted glass arrived: Lost Civilization, Kweebec, Tavern and Wind Temple windows use transparent glass, village windows are no longer empty frames but tinted glass, and bottles and flasks on the Alchemy Bench are transparent too.
  • The Goblin Boiler and Goblin Workbench got visual overhauls, and Goblin Iron, Orbis Copper and Orbis Iron sets have improved metallic textures.
  • Plushies, mushroom blocks and large metal pipes had their shading updated, and Shiny Scrap Piles are shinier and easier to spot.

🎒 Items & Interactions

  • Chapter 1 crafting costs were adjusted.
  • Tool durability up: Crude pickaxes/hatchets 150 → 200, Copper 200 → 300, Iron 250 → 500, Cobalt and Thorium 325 → 700, Adamantite 400 → 1000. The Scrap Drill went 150 → 200.
  • Chests beyond Goblin breaches are more rewarding and now stay open once looted.
  • The Ancient Ruler Statue head is now craftable, the Spiked Scrap Shield is Uncommon rarity to match the Scrap Shield, and stray footprint and clawmark items got updated inventory icons.

🖥️ UI & Quality of Life

  • Weapons now show a small dot as a crosshair instead of a ring — swords, daggers, battleaxes, spears, maces, shields, shortbows, crossbows and the hookshot.
  • Dealing a killing blow flashes a red X around the crosshair.
  • Items on cooldown now dim and display an overlay that drains as the cooldown runs out — a much clearer read on ability readiness.
  • World Events can now be toggled in the World Settings screen for Exploration Worlds, extending the Creative-only setting from Part 3.
  • Hunt sites have a new world map icon, Chain Hook got an ability icon, and fullscreen messages now fade and slide into place instead of rolling open.
  • A reminder that Hytale is still in early access was added to the home screen — and the Goblin that appeared in the Chapter 1 main menu background has rushed off to attend to its campfire.

🔊 Audio, Graphics & Commands

  • Hitting and breaking metallic ore is quieter, and the Chainhook got additional sounds.
  • It's the rainy season: more rain now drops when it rains heavily.
  • /portal may now be used instead of /fragment, and /leave has been replaced with /portal leave.

🛠️ Creative Tools

  • Builder tools now work at any height in cubic worlds, and the height limit was removed when copying a selection.
  • Edits too large for a creative tool to perform in one action are now refused, and the editor is told what size would fit — instead of silently doing part of the job.
  • Saving a prefab wider than the tools can hold now fails rather than saving a partial prefab.
  • Undo and redo now report how many steps were undone or redone.
  • Trigger volume timers now respect the speed of time in the world — so /time pause and /time dilation apply to them.

🏷️ Renames & Categorization

  • Runestones: Expansion → Colossal, Extended Duration → Enduring, Fork → Splinter, Ricochet → Rebound.
  • Decorative blocks: the Bronze, Copper, Iron and Zinc blocks in the decorative set are now Cybercity Bronze, Copper, Iron and Zinc.
  • Chests: Crude, Sandswept, Goblin and Iron chests were renamed to indicate whether they're small or large.

⚡ Performance

  • Blocks, fluids and creatures far above or below players now pause until a player approaches. A substantial win for tall and deep worlds — on a server, that's simulation work you no longer pay for in areas nobody is exploring.
  • The world beyond Goblin breaches now generates faster.

🐞 Player-Facing Fixes (Highlights)

  • Two combat exploits closed: shields can no longer be raised to interrupt an attack's animation after damage was dealt (they still interrupt the wind-up, before damage), and swapping hotbar slots no longer lets attacks come out sooner than intended after sword, dagger, mace or battleaxe swings.
  • Getting stuck inside blocks no longer pushes players through thin walls — you're nudged into open space, or held in place if there is none. Smaller characters can no longer phase through ceilings by mantling.
  • Dagger attacks now check line of sight like other weapons, so they can't damage entities through walls, and Wind Strike's hitbox was fixed. Abilities can no longer harm the caster.
  • Walking down stairs no longer briefly puts players into a falling state, and deploying a glider on the ground no longer plays a split-second animation before cancelling. The Stamina warning now appears when guarding with a shield without the Stamina for it.
  • World generation fixes: breach worlds no longer overrun with Goblin Outposts, factions band together more on the surface, spider cave rooms and tunnels line up, a broken room in the Goblin mines is fixed, void anomalies reliably show up, spikes no longer surround the Dragonspire Weald portal, breaches no longer fail to generate, Revenant Guardian crypts no longer contain random boulders, crypt treasure rooms generate with the correct floor, and Feastmasters' rooms now suit them.
  • Creative tools: table flipping fixed (including invisible hitboxes left behind), counts now read correctly when only one block, chunk or step is involved, and timed trigger volumes no longer all fire at once when unpausing a singleplayer world.
  • Items: removing an Ability Runestone from the Runebinder's Lattice now moves its connected Modifier Runestones to your bag, storage or hotbar — and if there's nowhere to put them, the Ability Runestone can't be removed. Goblin Lab devices now name themselves when you try to repair them, and the Power Generator, Boiler, Engine and Compressor are interactable again once repaired. Copper Pickaxes can mine Shiny Scrap Piles.
  • NPCs: ranged attackers track moving targets more steadily and land more shots, projectiles lead moving targets correctly in low and zero gravity, the Makinomagistra no longer always leaves her repaired lab as you approach, and Revenant Guardians now attack visible targets in their second phase and switch targets less often.
  • Graphics: raindrops face the correct way, dense grass no longer displays unrelated block textures, and texture fixes for dense grass, Kenolite stalactites, inverted corner stairs, the Ancient Bookshelf's back panel and shallow/steep metal roofs.
  • Stability: fixed a rendering crash with certain builder tools, and a freshly started server freezing when several players joined at the same moment — plus a long stall when joining a world.
  • Localization: wording, punctuation and quoting fixed across in-game messages with missing text filled in, 'Goblin' is no longer lowercase in item names, every cause of death now has its own complete message instead of one stitched together from pieces, and numbers in Noesis UI follow the selected language's formatting.

⚙️ Modder-Facing Changes

  • Two example biomes added: Example_Vector_Offset_Gradient (vector offset with gradient density forming spikes pointing away from a density centre) and Example_Sin_XValue (sin used to create a dune shape).
  • World-Gen V2 now manages Context Size dynamically, isolating the performance impact of adding new biomes and POIs from the rest of the world — configurable via the Runtime node's new ContextPrecision setting.
  • NPC roles can react to universe-wide game flags via a new GameFlag sensor taking a Flag, a Level and a Comparator.
  • Encounters can mark their boss as hard mode on the boss bar — SetEncounterBossBar takes an optional HardMode boolean (default false), and because each action replaces the whole bar state, leaving it out turns hard mode back off.
  • Target leading is now opt-in. Deflection defaults to false, so a role must set it to true if it wants ranged attacks to lead a moving target.
  • Item stacks now store a quality only when explicitly set — otherwise the stack follows its item asset, so updated items pick up new values. The /give command gained an optional quality argument that overrides the asset's quality.
  • Content can ask the player to confirm something with a new Confirmation page for OpenCustomUI: TitleKey and MessageKey for text, optional ConfirmKey/CancelKey for buttons, a required Success root running on confirm, and an optional Fail root for every other close.
  • BuilderTools gained two prefetch limits on how much world a single edit loads up front: PrefetchColumnLimit (default 1024) and PrefetchSectionLimit (default 10240). An edit over either limit reads what's in memory and reports the rest as skipped.

🔌 For Plugin Developers — The Old Chunk API Is Gone

Part 4 deprecated the legacy column accessors. Part 5 removes them outright:

  • Both getBlockType overloads are gone from IChunkAccessorSync (nothing called them).
  • The entire old column accessor surface is deleted: IWorldChunks, IWorldChunksAsync, IChunkAccessorSync, ChunkAccessor, OverridableChunkAccessor and LocalCachedChunkAccessor, along with the block accessors on World, WorldChunk and BlockChunk. Block reads now run through the section from ChunkStore.getChunkSectionReferenceAtBlock.
  • Reading blocks without a column got simpler: the new BlockReader interface carries getBlock and getFluidId, SectionReader implements it over chunk sections, and SectionAccessor extends it.
  • A chunk section can be pinned in memory for the length of an async edit using addKeepLoaded, removeKeepLoaded and shouldKeepLoaded on ChunkSection. Note that a held section does not keep its column resident.
  • WorldChunk.getBlockComponentEntity is gone — block entities come from BlockModule.getBlockEntity, whose world overload now rejects an invalid section ref.
  • BlockCarriedEvent lets plugins react when a player starts carrying a block, firing on the block entity holder with the carrier ref.
  • Server-side Noesis UI APIs have landed but are not usable yet — everything new is prefixed dev_ and should not be used.
  • Cubic world generators must now implement generateColumn(seed, index, x, z, stillNeeded, priority) on IWorldGen.Cubic, returning a GeneratedColumn holding only column-level data such as tint. Column and section generation are now split, so the 0–9 range no longer has to be generated with the column.
  • UpdateBossBar gained a HardMode field, which changes the wire layout — EncounterBossBarState.setTracked and the UpdateBossBar constructor both take a trailing hardMode argument.
  • The cooldown overlay on item slots can be reskinned via a new CooldownOverlay patch property on ItemGridStyle.

🐞 Modder-Facing Bug Fixes

  • Density node fixes: the Manhattan distance in PositionsCellNoise, the CellWallDistance density, Rotator density with an inverted Y axis, the SectionSize pin on the Cache Positions node, and Switch and SwitchState reading Default differently. Invalid Normalizer arguments (FromMin equal to FromMax) were downgraded from Error to Warning to give mods time to update — going forward, use the new logical density nodes for boolean maps. Missing density node tooltips were added.
  • NPCs that place blocks now write through section storage, so placements above or below the old height band land instead of being dropped; an unknown block type key in role data is skipped quietly rather than throwing. Block tick procedures now run in chunk sections at any height too — so a procedure written for the old Y 0–319 range needs to cope with negative and high coordinates.
  • Pathfinding and behaviour fixes: a trigger volume signalled by an NPC no longer fires its effects twice (the same guard applies to DestroyTaggedVolumesInteraction), a pathfinder crash on roles with DiagonalMoves off, blocked paths no longer recomputed every tick, the charge probe rejecting an invalid end position, and BuilderMotionControllerWalk.getFenceBlockSet throwing on an empty block set. The deprecated goblin spawn markers were restored under _Deprecated (Ogre, Scavenger and patrol variants) so worlds still pointing at them keep loading.
  • Text and formatting: trigger volume text now resolves a volume tag's value in plain written text (not just behind a translation key) for both SendMessage and ShowEventTitle, and formatted text no longer loses a character when it meets an unrecognised placeholder — an unknown {tag} is left exactly as written.
  • Asset editor and schemas: creating a folder now creates missing parent folders, checkboxes no longer show unchecked for fields whose schema default is true, and colour fields no longer lose their defaults (ColorCodec/ColorAlphaCodec read the default, and LightColor writes one byte per channel). Float2ObjectMap schema validation now matches the codec — accepting scientific notation and leading-dot values while rejecting non-numeric keys like 1x2. Refreshing an asset pack no longer errors because the ZIP closed before listeners finished reading.
  • Damages carry their own death message via a new DeathMessageKey on each damage asset, replacing text glued together at runtime; entity effects like poison stacks set theirs the same way.
  • Server & permissions: portal worlds reached via TeleportInstanceInteraction are now removed from disk when the portal timer hits 0; the world add command reports success or failure instead of dropping the result; /fluid setradius now makes the whole filled region flow rather than one block; /block setticking resolves its chunk section and says when it isn't loaded; a MaxViewRadius outside 1–32 in config.json no longer stops the server booting (it's clamped in memory with a warning, and the file keeps what you wrote), and the max view radius command now rejects anything above 32 instead of 512.
  • Protocol: a peer now rejects a structure nesting inside itself more than 32 levels deep (FormattedMessage trees, item categories, command trees, interaction chains), and UpdateLanguage.Language is now a required field with a bumped protocol version; both it and Connect.Language widened from a 16-character cap to 100 characters.
  • Plugin-facing fixes included: cursor server cameras are playable again (displayCursor, with consistent strafe speed) and PlayerMouseButtonEvent fires under a cursor camera; cursor cameras no longer read mouse input while a menu, chat or page is open (opening the pause menu used to spin the character); an ItemGrid no longer requires DefaultItemIcon; universe resources whose codec comes from a plugin are now written at shutdown via the new ShutdownEvent.FLUSH_UNIVERSE_RESOURCES stage; ClientTool now receives OnActiveStateChange(false) when a world is torn down while the tool is active; the kill feed renders markup properly; document writes moved off the common pool onto a fixed pool of four Document Writer threads so a world tick can't starve waiting on a save; TargetUtil.getTargetBlockAvoidLocations now takes Collection<Int3OpenHashSet> (the old packed-long form crashed the world thread on a stroke below Y 0); and unbounded growth of the server translation cache was fixed — I18nModule now keys cached messages by the language returned from its new resolveLanguage() instead of the raw client string.

🖥️ What This Means For Your Server

  • Expect plugin breakage — this one is not optional. Part 4 marked the legacy chunk accessors @RestrictedApi; Part 5 deletes them, along with several whole interfaces. If you run plugins built against older builds, test on a staging instance before deploying to a populated world.
  • Server and client must match. UpdateBossBar gained a field that changes the wire layout, and the protocol version was bumped for UpdateLanguage.Language. Update both sides together.
  • The crash fixes target exactly what breaks launch nights. A freshly started server freezing when several players join at the same moment is the classic "server just came up and everyone piled in" failure — and the long stall when joining a world fix improves every session start.
  • The pause-when-far-away optimization is a genuine server win. Blocks, fluids and creatures far above or below players now stop simulating until someone approaches. If your community builds tall or mines deep, that's CPU you're getting back.
  • Goblin breach pacing changed substantially. Breaches appear at most every 30 minutes instead of 10, form-then-vanish after 5 minutes, launch players away on emergence, can't be farmed as items, and block edits more around their spawn. Combined with hunts beyond breaches now requiring a Voidheart and Voidhearts dropping less often, breaches went from a repeatable activity to a rarer, costlier event. Worth telling a PvE/exploration community.
  • Combat shifted toward mana-gated ability rotations. Cooldowns collapsed across the board (Ground Slam 18 → 5 seconds, Fireball 12 → 2) while mana costs rose, mana now regenerates on a 30-second cycle, signatures restore mana on hit, and all casting slows you to 60%. Potion sharing cooldowns (15s health, 30s stamina) also changes sustained-fight rules. Expect balance feedback from your community either way.
  • Weapon and tool durability roughly doubled, and the Scrap Drill now mines a 2x2 area. That takes pressure off repair loops and speeds up mining for everyone.
  • For world builders: builder tools work at any height in cubic worlds, oversized edits are now refused with a size hint rather than silently half-applied, prefab saves fail instead of truncating, and trigger volume timers now respect /time pause and /time dilation.
  • World Events can now be toggled for Exploration Worlds in World Settings — extending the Creative-only control from Part 3 to the mode most servers use.

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Conclusion

Update 7 Part 5 is the balance pass Update 7 has been building toward. Mana now regenerates over 30 seconds, signatures restore it on hit, every casting ability slows you to 60%, potions share cooldowns, and cooldowns collapsed across the board (Ground Slam 18 → 5 seconds, Fireball 12 → 2) in exchange for higher mana costs — while four new Modifier Runestones (Wither, Rend, Quickening, Thrift) arrived and the existing four were renamed and given real downsides. Weapon and tool durability roughly doubled, the Scrap Drill mines 2x2, and Goblin breaches were slowed to a 30-minute cadence, made non-farmable and gated hunts behind Voidhearts. Add transparent and tinted glass, more varied spider/goblin/crypt layouts, a dot crosshair with a red X on kills, draining cooldown overlays, faster breach-world generation, the pause-when-unobserved optimization, and a hard sweep of legacy chunk APIs — including the complete removal of the old column accessor surface and a boss bar protocol change.

Read the official, weekly-updated notes from Hypixel Studios: Pre-Release Patch Notes (Update 7) — and enable the pre-release branch via Launcher → Settings → Pre-Release if you want to test it yourself.

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