Hytale Update 7 Part 2 Patch Notes: A Rebuilt Node Editor, a Goblin Versus Void War, and a Volume Bug That Can Deafen Your Players

By HytaleCharts Team श्रेणी: Name मिनट पढ़ा

Update 7 Part 2 is live on the pre-release branch, and finding it required re-reading a document rather than checking a feed. Hytale appended the notes to the same page as Part 1 and published nothing new to the news index. Inside: a Node Editor that finally feels finished, with a start screen, light and dark themes, a graph minimap, snapping with alignment guides, interactive curve editing on ManualCurve and FunctionForY, a searchable material picker with thumbnails and a new Trig Density node. The Void creatures and the Goblins are now hostile to each other, and most Goblins will flee unless they have allies nearby. For plugin authors it is another migration bill: WorldChunk.getWorld is gone, block health moved from the column to the chunk section, SimpleBlockCommand.executeWithBlock lost its WorldChunk, and a long-broken sound volume modifier now does exactly what it says, which is the kind of change that ships quietly and blows out a server full of ears. Stable moved too, through hotfixes 0.6.4 and 0.6.5, and 0.6.5 fixes two memory leaks that server owners have been working around with community mods.

Hytale shipped the second Update 7 pre-release on Thursday 10 September 2026, and if you were watching the news feed you missed it entirely. There is no new post. The team appended a section headed "Pre-Release (Update 7 Part 2)", dated "September 10, 2026", to the same rolling page that carried Part 1, which is still bylined "Posted by Hytale Team September 3, 2026". The block we covered last week now sits underneath the new one, labelled "Pre-Release (Update 7 Part 1) / September 3, 2026". The page states the plan in its own opening line: "Below you will find the pre-release patch notes for Update 7, which we will update weekly!" Access is unchanged: enable it via Launcher, then Settings, then Pre-Release. As with Part 1, the patch notes contain no version number anywhere. What moved is the version switcher on pre-release.docs.hytale.com, which now pins the pre-release branch at 0.7.0-pre.2 where it read 0.7.0-pre.1 on 3 September. Reading "Part 2" as 0.7.0-pre.2 is a strong inference, not a published fact, and we will not pretend otherwise. The stable switcher on docs.hytale.com moved too, from 0.6.3 to 0.6.5, which gets its own section below. The Short Version The Node Editor got the pass it has needed since WorldGen V2: a start screen, themes, a graph minimap, snapping, interactive curve editing, a searchable material picker and a memory leak fix. The Void and the Goblins are now enemies. Most Goblins run from Void creatures unless they have enough allies nearby to hold their ground. Portals gained per-player entry limits, and the Creative Inventory search now tolerates typos and missing diacritics. The wire changed again. ItemMovementSettings gained a trailing field, so client and server must come from the same protocol build. A silent audio change can deafen players. Sound volume modifiers above 1.0 used to be discarded and now apply. Read that item first if you ship a plugin. Chunk access keeps dissolving into sections. WorldChunk.getWorld() is gone, block health moved to the chunk section, and SimpleBlockCommand.executeWithBlock no longer receives a WorldChunk. Stable is on 0.6.5. Hotfixes 0.6.4 and 0.6.5 landed on the live branch on 7 and 10 September. Our write-up of Update 7 Part 1 covers the Rune Ability system, the six-Goblin roster, the gadgets, the glider rework and the API break that opened the train. None of it repeats in Part 2, and nothing below re-reports it as new. Nothing Appeared On The News Index, And That Is The Story No new standalone post has appeared on Hytale's /news index since 3 September. The /news/pre-release-patch-notes listing still shows 3 September as its newest entry, and /news/game-updates still shows 27 August. Every one of those surfaces is telling you, accurately by its own logic and completely wrongly in practice, that nothing has happened in eleven days. In those eleven days Hytale shipped a pre-release wave and two stable hotfixes. All three exist only as sections appended inside living documents: Part 2 inside the Update 7 pre-release page, and 0.6.4 and 0.6.5 inside the "HOTFIXES: UPDATE 6" page still bylined 27 August. None of them generates a new URL, headline or row in a listing, so a feed reader sees no change and a person checking weekly concludes it was a quiet fortnight. That is a false negative, and a structural one. Our Part 1 article already retired /news/game-updates as a check; Part 2 extends the lesson further. The category listings and the news index are all insufficient on their own. The only reliable method is to re-fetch the living documents and diff them. Keep both pages on a watcher that compares content rather than entries, watch both docs version switchers, which moved on the day for both events this week, and treat "the news index has not changed" as no information at all. If you are new to the test branch, our pre-release testing guide covers opting in safely and the guide to worlds and mods going missing after a patchline switch explains the folder layout. The Node Editor Got Rebuilt The largest block of Part 2 by line count is the Node Editor, and it turns a canvas with nodes on it into an application. It "now opens to display a start screen, where you can pick what to create or jump straight back into a recent file", reopens on the workspace type you used last, and opens files dropped onto it directly on Windows and macOS. There is a light theme and a dark theme, selected under File, then Preferences. A graph minimap toggles from the View menu: it "frames your current viewport, highlights your selection, and clicking anywhere on it jumps you to that part of the graph". Dragging nodes now snaps them "into line with their neighbors and to a grid, with guide lines showing what they are lining up against", and multi-node selections "keep their internal alignments as they're dragged", which is what made tidying a large graph a lost cause before. Brown and Bright Red joined the node colours. Curve editing became real editing. The ManualCurve and FunctionForY nodes "now have an interactive curve graph": right-click the plot to add a point, Delete or Backspace to remove one, "and points can cross each other or move outside of the visible range without the plot locking up. Panning and zooming the canvas no longer interferes with editing." Read that list as a bug report in reverse. One control detail to memorise: curve values snap to whole numbers as you drag, and you hold Alt for a fractional value. Material fields "now use a searchable asset picker, with a texture thumbnail rendered for each material in the picker itself", killing the other reliable time sink in worldgen authoring. A Trig Density node was added to the WorldGen workspace; the notes give it one line and no parameters, so we will not speculate beyond the obvious use for periodic terrain. Our WorldGen V2 node graph guide is the background and the visual scripting guide covers the wider workflow. There is also an option to keep undoing while Ctrl+Z is held, off by default. The fixes are the real headline. "Fixed a memory leak where every graph opened stayed in memory for the rest of the session." If you have been restarting the editor every hour because it got sluggish, that was this. "Copying and pasting nodes no longer loses the connections between them" is silent data loss in a copy operation, the worst class of editor bug. Beyond those: large graphs load in the background instead of freezing the editor, an unrecognised node type no longer loses information on save, shift-clicking works reliably, and switching workspace types no longer crashes. The Void And The Goblins Are Now At War The most interesting content change is a faction relationship rather than a feature. "Creatures aligned with the Void are now hostile toward Goblins", and "most of the Goblins will now try to run away from any Void creatures they encounter, unless they have enough allies nearby, in which case they'll try to hold their ground." That second line is proper AI design rather than a hostility flag. A Goblin's response depends on how many friends it has, so the same encounter reads differently depending on where you walk into it: a lone Scrapper runs, a camp holds, and a player can change the outcome of a fight they are not even in by thinning the numbers first. Two balance corrections came with it. The Goblins "will no longer chase their targets indefinitely", named for Burners, Feastmasters, Guardians, Lobbers, Miners and Scrappers, which ends the aggro chain that followed you across a biome. And the Goblin Burner's attacks "will now result in considerably less knockback", with a matching reduction on the Goblin Flamethrower item. Two Burner bugs are gone too: it "will no longer damage its neck when it needs to refuel", and it no longer taunts every time it reloads. Our no-code encounter manager guide covers the tooling for building around this, and the first look at the Chapter 1 Goblins has the roster. Items, Controls and the Inventory Search Portals may now be given a per-player entry limit, displayed in the Ancient Gateway UI. The hookshot's look and firing animation were reworked, and its projectiles no longer "hang around in the world for a long time after they've stopped moving". The Scrap Glider got a new model and texture, and its wings now flap. Explosive Barrels now show a pick-up tooltip, and "Hatchets may now be used as an unconventional way to set off explosive blocks". The Snapjaw Trap now stuns for two seconds instead of indefinitely. An indefinite stun on a trap was, whatever the intent, a griefing primitive on a multiplayer server. On controller, ability controls were reworked so you hold the right bumper and press a different button for each ability, and rebinding a keykind now shows which keys and buttons can be held as part of a combo binding. The Creative Inventory search was reworked "to better match the player's intention". It now allows one-step typos, so "swrd" and "swodr" both return a sword, and returns results without diacritical marks, so typing "e" finds an item containing an accented e. Anyone who builds in Creative and types fast just got real time back; our Creative Mode guide covers the rest of that toolset. Rounding it out: a visual pass on the Runebinder's Effigy "Ability Workbench" UI, clearer portal-world UI when time is gained, and runes displaying their ability tags in tooltips. Official Hytale concept art. Runes now surface their ability tags in tooltips, the first step toward the elemental categorisation this sheet implies. Our runes system explainer has the background. Audio, Performance and the Fix List Audio is small and well-judged: a new impact sound "for when a block is struck with a tool too weak to break it", fewer breaking sounds while mining with the Scrap Drill, new and improved Feastmaster sounds, a quieter Signature Ability charge sound, and Rocket Boots getting their own rocket-burst double jump sound. The best detail is audio mixing expressed as character behaviour: "nearby Goblins will now quiet down temporarily if the Feastmaster is yelling at them." Three fixes address the mix itself, bringing down distant sounds that were louder than intended, making some sounds scale correctly against the audio settings, and making the flamethrower louder. Performance gets one line: "Improved server performance while ticking blocks, fluids and farmland, so busy areas cost the world less work each tick." If your server carries a large farm or a big fluid build, that is aimed at you. Stability covers a crash when a server sent a fluid update before some blocks had finished loading, a crash returning to the main menu with a machinima scene loaded, and three server errors: an explosion with no blast radius, a player leaving as they confirmed respawning, and an objective started with tasks that required spawning creatures. Those are edge cases a busy server hits far more often than a singleplayer world; our server crash recovery guide covers capturing the output when one fires. Two more worth naming. "Explosions will now deal damage to entities in worlds where block breaking is disabled." On any adventure or minigame server that turns block breaking off, explosives have been cosmetic, so re-test anything that relied on that. And the builder tools now refresh the map across the whole affected area on paste, undo and redo, instead of only the chunk under your cursor. The world upgrade fix comes with a caveat you must read "Entities with block models saved in Update 5 worlds now keep the correct position and scale when the world is upgraded." Then, immediately: "Note this does NOT repair entities that were already upgraded with the wrong position and scale." If you have already upgraded and your block-model entities came out displaced or wrongly sized, this does nothing for that world. It only protects worlds you have not upgraded yet, which makes an untouched Update 5 backup worth more today than it was yesterday. The same fix, with the same caveat, shipped to stable in 0.6.4. Stable Moved Too: Hotfixes 0.6.4 and 0.6.5 We covered hotfix 0.6.3 on 31 August and then followed Update 7 onto the pre-release branch. Two more hotfixes have landed on stable since, appended to the same "HOTFIXES: UPDATE 6" page, and they answer the question most people actually have. 0.6.5, 10 September: two memory leaks "Fixed a client memory leak that accumulated when joining worlds or switching instances." "Fixed a server memory leak where unloaded worlds could stay in memory after their world maps were generated." The client one explains the pattern where the game is fine on the first world and degrades across joins and instance transitions. The server one explains memory climbing across a day and never coming back down, because worlds that unloaded were not actually leaving. There is a community angle that needs care. A CurseForge mod called "Instances Memory Leak Fix" is still being installed by server owners for a leak in this area, and the obvious conclusion is that 0.6.5 makes it redundant. We are not asserting that. The official note covers unloaded worlds staying in memory after their world maps were generated; the mod targets destroyed instances. Those may be the same bug or two leaks in adjacent code, and nobody has verified which. If you run it, re-test on 0.6.5 with it disabled and watch your heap across a full day before deciding. Our roundup of CurseForge mods server owners should know has the context. 0.6.5 also carries a security-adjacent item that deserves more attention than a hotfix line usually gets: "Server bans now apply to asset editor connections. Kicking or banning a player also closes their active editor connections." Read what that implies about the previous behaviour: a banned player's asset editor connection stayed open. If you have ever kicked someone mid-session and assumed they were gone, on 0.6.4 and earlier they were not necessarily gone. That alone is a reason to move a public server to 0.6.5, and our guide to whitelisting and access control covers the surrounding model. The rest of 0.6.5 covers social features recovering after startup connection timeouts, the social sidebar appearing when social features arrive partway through a session, lifting a block no longer triggering its block-breaking effects such as explosions, timed visual effects no longer expiring while a singleplayer world is paused, and two trigger volume fixes: NPC-signalled volumes now fire once instead of twice, and volumes targeting a projectile's shooter find the shooter rather than the projectile. 0.6.4, 7 September: port forwarding and router discovery Improved automatic port forwarding. "Router discovery no longer gives up early when other devices on your network are slow to answer, so fewer players should see the 'automatic port forwarding is unavailable' message." Two PCs on the same network no longer remove each other's port forward when either opened or joined a world. If you and a housemate both play, that was why hosting kept breaking. Hosts keep their connection to the network alive while a world is open, addressing friends being unable to rejoin after a disconnect until the host restarted. It also carries the Update 5 world upgrade fix and its caveat, the multi-axis builder rotation fix, builder tool keys no longer staying bound after you leave a world, ambient loops stopping when you leave a world, the fluid-update crash, both server errors, and for modders the Anchor PropDistribution 8x8 dropout fix. So which branch should you be running? You areRunWhy Running a live public serverStable 0.6.5The editor-connection ban fix closes a moderation hole and the server leak fix is free headroom. Neither exists below 0.6.5. Hosting for friends at homeStable 0.6.50.6.4's router discovery, double-PC port forward and keepalive fixes are what make hosting work. Writing a pluginBothShip against stable, build and test against the pre-release. You do not want to meet the list below on release day. Building worldgen or assetsPre-releaseThe Node Editor work is the biggest reason to be on the test branch, and none of it is on stable. Playing for Chapter 1 contentPre-release, with a backupGoblins, runes and gadgets only exist there, and a pre-release world may not reopen cleanly on stable. The Networking Fixes Are One Family Reaching Both Branches Part 2's three Multiplayer and Networking fixes cover automatic port forwarding failing to find the router "when other devices on the home network answered first", multiple devices on one network causing disconnections when a world was joined, and an issue "that prevented rejoining friends' worlds after being disconnected, which previously required both players to restart the game to resolve". Line them up against 0.6.4's three Joining and Connecting fixes above and they are plainly the same work described twice, reaching stable on 7 September and pre-release on 10 September. That is a good sign rather than a redundancy: connectivity work is being backported rather than parked behind Update 7. It is also the same family our Double NAT explainer covers, so be precise about what it settles. None of these lines mentions NAT, STUN, TURN, relays or carrier-grade NAT, and the commitment made on 20 August was for a Double NAT solution across the Update 7 pre-releases, plural. If your problem is a modem and a router both doing NAT, nothing here is your fix yet. If it was the "automatic port forwarding is unavailable" message or a housemate stealing your port forward, this is your fix and it is on stable today. Our guide to failed to connect errors covers the diagnosis path. Protocol and Networking: The Wire Changed Again ItemMovementSettings gained a trailing ExtraJumpLocalSoundEventIndex, "which changes its wire layout. The client and the server have to be built from the same protocol build." That is the whole rule, and a mismatched pair will not fail in a way that looks like an audio problem. Separately, the portal state now carries BonusSeconds, the time just added to the fragment timer, which the server clears after the broadcast "so later ticks do not replay the animation". Part 1 bumped the protocol version for UpdateLanguage.Language and reshaped ShowEventTitle. Part 2 adds a field to a settings struct. The assumption to carry through the whole Update 7 train is that every pre-release can move the wire, and our Hytale/3 protocol breaking changes guide is the right shape of triage to reuse. For Plugin Developers: The Migration Table Read this one first: sound volume modifiers now actually apply This is the single most important line in the release, and it is buried in the middle of a developer list where it is very easy to skim past. "Volume modifiers passed to SoundUtil.playSoundEvent2d and playSoundEvent3d are linear multipliers, not decibels, and they were thrown away above 1.0. They now take effect, so a plugin passing 3.0 goes from roughly unity to about +7.5 dB. Nothing validates them, so check any modifier above 1.0." Unpack why that is dangerous. It is not a compile break. Nothing stops building, nothing logs a warning, and no test that checks behaviour rather than loudness will catch it. If any code path was written by somebody who assumed the modifier was a decibel value, or who passed a large number once, saw no effect and left it in, that number was silently discarded for as long as the bug existed. It now applies in full. A modifier of 3.0 is roughly +7.5 dB. Played at a player's position, on an event that fires for everyone at once, through headphones, that is genuinely unpleasant and potentially harmful, and the notes are explicit that nothing validates the value. So, before you test anything else: grep for playSoundEvent2d and playSoundEvent3d and read every volume modifier argument; treat anything above 1.0 as newly live, remembering that 1.0 is unity; clamp anything that comes from a config file or a server-owner-editable asset, because the engine will not; and test with headphones at a normal level. Authored content got a ceiling in this release, covered below. Plugin code did not. Removed and changed symbols Budget an afternoon. Our server plugin development guide covers the API these changes are moving through. SymbolWhat happenedWhat to do instead WorldChunk.getWorld()Removed. A chunk no longer points back at its own world.ChunkPreLoadProcessEvent now carries the world and exposes getWorld(), matching ChunkSectionPreLoadProcessEvent. SimpleBlockCommand.executeWithBlockNo longer receives a WorldChunk, so every override breaks.It now gets the CommandContext, the ChunkStore, a Ref<ChunkStore> section reference and the block coordinates, "so a custom block command can reach any height". BlockHealthChunkDecode only. Block health moved from the column to the chunk section.Read and change health through BlockHealthSection on the section entity, keyed by ChunkUtil.indexBlock. WorldNotificationHandler.updateBlockDamage and getBlockDamagePacketGone.Nothing. Damage "replicates on its own once it is written to the section". Delete the call, do not replace it. PortalWorld.overrideRemainingSecondsRenamed and resignatured.setRemainingSeconds(world, seconds, force), which also leaves the timer alone when the portal world is already scheduled for removal. BlockChunk.getSectionAtIndexGone. It indexed the legacy 0 to 9 section array and threw outside it.Resolve sections through the ChunkStore. There is no height-limited equivalent, because the height limit is what is being removed. WorldChunk.getBlockStill deprecated, but the note now names the right replacement.Resolve the section with ChunkStore.getChunkSectionReferenceAtBlock and read through BlockSection.get. The old BlockChunk.getBlock route "is still capped to the legacy column range". WorldUtil fluid and material helpersNow take the ChunkStore and resolve the block's section themselves.Pass the store. getWaterLevel, findFarthestEmptySpaceBelow and findFarthestEmptySpaceAbove take a caller bound rather than stopping at the column top, and PositionProbeBase.updateWaterLevel takes the store too. Legacy UI Element baseNullable-annotated. Runtime behaviour unchanged.HitTest and Find<T> return a nullable element and the constructor takes a nullable parent, so "an override that declares a non-nullable return needs a ? to match". Three of those nine exist so a block operation can reach any height, the same pressure that drove the Part 1 removals. Our cubic chunks explainer covers why the API keeps moving one way: a column-shaped API cannot address a world with no column. Additions worth using A new BlockSection.forEachTicking overload takes the section coordinates and a TriObjectPositionBlockFunction, "so the callback gets world positions and a third context value through its parameters". If you have been capturing coordinates into a lambda for that, you can stop. BlockSelection.computePlacementBounds(Vector3ic, Vector3i, Vector3i) reports which world region a selection will write to before you place it, and returns false for a selection with no cells. That is the missing piece for validating a paste against a claim boundary. ConcurrentFastUtil moved off sun.misc.Unsafe onto VarHandle, keeping volatile ordering, which "removes one of the three sources of the deprecation warning at server launch". Two to go. LivingEntity, NPCEntity, PatrolPathMarkerEntity and SpawnBeacon now mark their World constructor parameter @Nullable, "which matches the null world that Entity.clone already passes". If you subclass any of them, your constructor was already being handed null in the clone path. Asset Schemas, Renames and Removals Instance worlds no longer take DocumentDisplayOnRemoval. A new EventTitleOnRemoval shows an event title while the instance closes, and the close delay follows the title timing. The old key is not described as still decoding, so migrate it. TimeLimitSeconds and AllowedEntryCount on PortalType apply to every key of that type, "and a PortalKey only needs the fields when it wants to differ". If you set the same values on every key, move them up to the type. Interface sound volume from SoundStyle and SoundEffect is now bounded to +10 dB, matching every other authored gain field, and AudioState volume deltas are bounded to +10 dB per axis on the per-voice path. "A pack leaning on a bigger per-voice delta gets clamped." Local spawn beacons can be limited by weather through an optional WeatherIds list on BeaconNPCSpawn, and a placed beacon "removes itself and despawns its NPCs when the weather stops matching". The weather checked is the world's forced weather, otherwise the environment weather at the beacon, resolved by WeatherResource.getEffectiveWeatherIndex(environmentId). Note the exclusion: per-player weather, such as a trigger volume override, does not count. Items can hang an interaction off a fourth ability slot, and the crossbow's Root_Common_StatAmmoReload_Entry reload moved onto it in Template_Weapon_Crossbow. Items can also play a separate sound to the wearer on an extra jump via a new ExtraJumpLocalSoundEvent on ItemMovementSettings, the field behind the protocol change above. Smaller additions: an optional SoundEventId on EventTitleConfig; name and icon fields on WorldEventAsset plus new IntervalCondition fields that put a world event on the player world map; an AttachBeam interaction that hangs a textured beam between the context owner and a named entity, "which is how the hookshot draws its rope"; and a Lifetime value on the Projectile interaction, which is what fixed the lingering hookshot projectiles. OldNewNotes Hookshot_Goblin.blockymodelScrap.blockymodelThe Goblin hookshot models are now named after scrap. Tool_Hookshot.json points at the new path. Hookshot_Goblin_Projectile.blockymodelScrap_Projectile.blockymodelHookshot_Hook.json points at the new path. Bite2 and Bite3Bite_Left and Bite_RightVoid tentacle animations, which moved as well as being renamed. Idle and Idle2 now sit in the Default folder next to the new spawn animations. Spawn_Void roleVoid_Spawn_EntombedThe deprecated role is removed along with its Spawn_Void and Spawn_Void_Manual spawn markers. The replacement's name now points at the correct lang key. Debug_Movement_BootsRemovedDebug-only armor. No replacement. MemoriesNameOverride on the Void SpectreFixed, not renamedIt pointed at Spectre_Void, which stopped existing after the Part 1 rename. Template, variant and static variant all use Void_Spectre now. The Spawn_Void removal is the one to watch, because it was deprecated rather than broken until now. Any world or mod still referencing that role or either spawn marker stops resolving on this build. Server Commands: Block Operations Reach Any Height fragment timer add <seconds> is new. It adds time instead of replacing it, "which is what triggers the gained time tag on the HUD". If you have been setting a computed total, switch to adding or players never see the feedback. The /block point commands and /block row now work at any height in a cubic world, so get, set, getstate, setstate and setticking reach above Y 320 and below Y 0. An unloaded section answers with a new server.commands.block.noSection message, which is worth teaching your staff, because "nothing happened" and "that section is not loaded" used to look identical. /block bulk find-here and /block bulk replace now take their radius in chunk sections and sweep a sphere around you, including sections above and below the old height range. The unit changed. If a script or staff macro passes a radius to either command, re-read it before running it, because the same number now means something different. /block bulk find gained --chunkY and --radius. It searches a sphere around that chunk position, up to the server's maximum view radius, "instead of spiraling outward across the world until it times out". Two command fixes came with them: /block bulk replace was counting blocks it never changed and /block setstate threw on an unknown block id instead of reporting one, so "a block command that fails partway through now tells the sender rather than going quiet". And a block placed by a /block command into a freshly loaded section no longer stays inert, because the command now loads the section as ticking. Our guide to tuning Hytale server console commands covers the surrounding set. Three worldgen and NPC fixes close the modder-facing list. Props placed with an Anchor PropDistribution "no longer come out with random parts missing in an 8x8 grid pattern", which stable got in 0.6.4 with the cause attached: it happened when world generation ran on more than one thread. Gradient Density nodes no longer produce grid-aligned artifacts. And NPC block sensors and resource reservations now work at any height instead of being clamped to the 0 to 320 band, with the Block sensor capping Range and MaxHeight at 256. Frequently Asked Questions Where are the Hytale Update 7 Part 2 patch notes? On the same page as Part 1, at hytale.com/news/2026/9/pre-release-patch-notes-update-7, as a new section headed "Pre-Release (Update 7 Part 2)" dated September 10, 2026. No new post was published, the byline still reads "Posted by Hytale Team September 3, 2026", and the news index has not changed, so a feed or category listing will not show you anything happened. What version is Update 7 Part 2? The patch notes contain no version number. The switcher on pre-release.docs.hytale.com now pins the pre-release branch at 0.7.0-pre.2, up from 0.7.0-pre.1 on 3 September. Treating Part 2 as 0.7.0-pre.2 is a reasonable inference from those facts lining up, but Hytale has not published it. Is Update 7 Part 2 on the live version of Hytale? No. Update 7 remains pre-release only. The live branch is on 0.6.5 as of 10 September 2026, reached through hotfixes 0.6.4 and 0.6.5 appended to the Update 6 hotfixes page. You opt in through Launcher, Settings, Pre-Release. Why did my plugin suddenly get much louder? Almost certainly the sound volume modifier change. Modifiers passed to SoundUtil.playSoundEvent2d and playSoundEvent3d are linear multipliers rather than decibels, and values above 1.0 were being discarded. They now take effect, so a plugin passing 3.0 goes from roughly unity to about +7.5 dB. Nothing validates the value, so audit every modifier above 1.0 and clamp anything a server owner can configure. Does hotfix 0.6.5 mean I can remove my memory leak mod? Possibly, but nobody has verified it. 0.6.5 fixes "a server memory leak where unloaded worlds could stay in memory after their world maps were generated" and "a client memory leak that accumulated when joining worlds or switching instances". The community mod most server owners run targets destroyed instances, which may or may not be the same bug. Re-test with the mod disabled and watch your heap across a full day before relying on the official fix. Will my plugin break in Update 7 Part 2? If it touches chunks, blocks or sound, yes. WorldChunk.getWorld() and BlockChunk.getSectionAtIndex are removed, SimpleBlockCommand.executeWithBlock changed signature, block health moved from BlockHealthChunk to BlockHealthSection, WorldNotificationHandler.updateBlockDamage and getBlockDamagePacket are gone, PortalWorld.overrideRemainingSeconds became setRemainingSeconds, and the WorldUtil fluid and material helpers take a ChunkStore. The sound change is not a compile break, which is exactly why it is the dangerous one. Did Update 7 Part 2 fix Double NAT? No. The three Multiplayer and Networking fixes cover router discovery when other devices answer first, multiple devices on one network causing disconnections on join, and rejoining a friend's world after a disconnect. None mentions NAT, STUN, TURN or carrier-grade NAT, and the same three fixes shipped to stable in 0.6.4. The Double NAT commitment was for the Update 7 pre-releases plural, so it remains pending. What To Do This Week If you run a live server, move to stable 0.6.5: the asset editor ban fix closes a real moderation hole and the memory leak fix is free headroom. Then stand up a second instance on the pre-release branch and find out what breaks before it is urgent. If you write plugins, do the sound audit first. It takes ten minutes, it is not caught by your compiler, your tests or your code review, and the failure mode lands in somebody's headphones. Then work the removal table above. If you build worlds, get on the pre-release for the Node Editor alone. And if you just want to see the Goblins run from something for once, back up, opt in, and go find a Void creature. When you have a build you are happy with, browse the Hytale server list and find a server running the branch you are on.