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Parry, Deflect and Riposte [MP BETA]
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Update: 1 sep om 2:46

[Fixed]

CRITICAL - Fixed a fundamental bug where some weapons (especially early-game vanilla swords) would permanently stop dealing damage after performing a parry with the "Guaranteed Crit" feature enabled. This was a major conflict with Calamity Mod that has now been resolved. Attacking after a parry is now safe and reliable.

CRITICAL - Fixed the parry stance itself becoming a damaging attack that would constantly hurt enemies and break grass. The parry stance is now purely defensive as intended.

Fixed a bug where spears and other projectile-based weapons would not display their sprite correctly on the first parry attempt.

[Changed]

Major logic overhaul for weapon eligibility. The system that decides which items can parry is now much smarter and more compatible with other mods.

Parrying with items like blocks, walls, bombs, or consumables is no longer possible.

Yoyos and Flails are now correctly excluded from being used to parry.

Weapons like the Arkhalis and Terragrim now have proper sound and visual effects during the parry stance, without dealing unintended damage or breaking the environment.

Update: 31 aug om 23:07

[Fixed]

Critical Crash Fixes with Projectiles: Addressed major game crashes that could occur when parrying a large number of projectiles or certain complex ones (like those from Yharon or the Moon Lord).

The parry logic has been rewritten to prevent the "Stack Overflow" and "IndexOutOfRangeException" errors that were causing the game to freeze and crash.

Parrying should now be significantly more stable and reliable against all types of attacks.

[Changed]

Boss Parry Interactions Overhauled: The way parrying works against bosses has been significantly improved for a better combat flow.

You can now use your weapon's parry hitbox to deflect the contact damage from bosses (e.g., Yharon's charges, The Destroyer's body). Previously, only the player's body could do this.

Parrying a boss's charge attack will no longer awkwardly stop them in their tracks. Bosses will now take the parry damage but continue their movement, preserving the intended fight dynamics.

Update: 31 aug om 1:04

Bind hotfix.

Update: 31 aug om 0:42

[Changed]

Complete Overhaul of Weapon Parry Logic: The system for determining which weapons can parry has been rewritten from the ground up.

Previously, the ability to parry was limited to a very strict set of weapons, primarily standard swords and some spears.

The new, more flexible logic now allows a much wider range of melee weapons to perform parries, including axes, drills, chainsaws, and unique channeled weapons like the Terragrim. This greatly expands the arsenal of viable parrying tools.

[Added]

Improved Calamity Mod Compatibility: With the new weapon logic, many melee weapons from the Calamity Mod should now be able to parry correctly.

Continuous Sound for Channeled Weapons: Fixed a long-standing issue where channeled weapons (like the Terragrim and drills) would not play their sound correctly while holding the parry stance. They now sound continuous, as intended.

Update: 30 aug om 5:18

Really wanted to update the icon...

Update: 25 aug om 16:45

Version 0.1 has been published to Stable tModLoader v2025.6