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Parry, Deflect and Riposte [MP BETA]
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Update: 7 Sep @ 10:47am

The Multiplayer Beta is LIVE!

This is the largest update to the mod yet, introducing a complete overhaul of core systems and the long-awaited Multiplayer Beta. Thank you for your incredible feedback and patience.

Please note that multiplayer is in a beta state. While extensively tested, bugs may still exist. Please report any issues in the discussions section!




⭐ Major Features
  • Multiplayer Support (BETA): The mod has been rebuilt from the ground up for multiplayer. All core mechanics, including the parry stance, visual effects, and counter-attacks, are now fully synchronized.

  • Network Integrity Ensured: The multiplayer experience has been designed to be fair and consistent.
    • Reflected attacks in multiplayer are designed to never crit, ensuring predictable damage.
    • The Parry Damage Multiplier from your client-side config is now correctly synchronized and applied on the server.

  • Expanded Weapon Compatibility: Parry with (almost) anything! You can now enable parrying for Magic, Ranged, and Summon weapons via the Mod Configuration menu.




⚙️ Improvements & Reworks
  • Complete Overhaul of Projectile Detection: The parry system is now far more reliable. It now checks the projectile's entire path between frames, allowing you to reliably parry even the fastest-moving projectiles like sniper bullets.

  • Yoyos & Flails Now Supported: These weapon types now have a unique defensive stance. Instead of showing the weapon sprite, a protective ring of energy appears around the player, allowing you to parry attacks from all directions.

  • Smarter Reflected Projectile AI: Reflected projectiles now actively seek out the nearest enemy. If no enemies are nearby, they will travel towards your cursor.




✔️ Fixes & Polish
  • Spears Now Render Correctly: Fixed a long-standing bug where spears and other weapons with projectile sprites would not display correctly on the first parry attempt.

  • Special Projectiles Fixed: Parrying certain projectiles (like the Diabolist's Inferno Bolt) no longer triggers their on-death effects (e.g., creating a damaging fire pillar).

Update: 1 Sep @ 2:46am

[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 @ 11:07pm

[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 @ 1:04am

Bind hotfix.

Update: 31 Aug @ 12:42am

[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 @ 5:18am

Really wanted to update the icon...

Update: 25 Aug @ 4:45pm

Version 0.1 has been published to Stable tModLoader v2025.6