tModLoader

tModLoader

Parry, Deflect and Riposte [MP BETA]
目前顯示第 1-10 項,共 11 項
< 1  2 >
更新:9 月 11 日 @ 下午 12:13

The Community Update is Here!

This is a massive overhaul driven directly by your feedback. The mod's internal logic has been completely rewritten to be more stable, more compatible, and more fun, incorporating some of the most requested features from the community.

A huge thank you to Mrmolasses, Omega, Duncecap133, and Manoa for their brilliant suggestions that shaped this update!




⭐ Community-Driven Features
  • NEW - Scalable Hitstop: As requested by Mrmolasses, stronger parries now create a longer, more impactful hitstop! The duration of the time freeze now scales with the damage of the attack you parry.
    • You can enable and configure this feature under the Juice & Effects category. It is disabled by default.

  • NEW - Unparryable Attacks: Based on feedback from Omega, you can now configure attacks that exceed a percentage of your max health to be unparryable, preventing cheese against difficult modded bosses.
    • This hardcore option can be enabled in the Mechanics category and is disabled by default.




⚙️ Compatibility & Quality of Life
  • Major Compatibility Overhaul: The internal logic of the parry stance has been rewritten to resolve major compatibility issues. Special thanks to Duncecap133 and Manoa for their reports!
    • WeaponOut: Weapons will no longer reappear in their sheaths while you are in the parry stance.
    • Thorium Mod: Parrying no longer accidentally consumes Sheath charges from Thorium's weapons.

  • Complete Config Rework: The Mod Configuration menu has been completely restructured with new categories (Juice & Effects, Timings, Mechanics, Debug), making it easier than ever to fine-tune your experience.




✔️ Fixes & Polish
  • Stable Weapon Rendering: Fixed a persistent issue where weapons held in the parry stance would jitter or vibrate. The rendering position is now perfectly stable for a smoother visual experience.

  • Reworked Stance Visuals: The visual effect for the special defensive stance (used by Yoyos, Flails, etc.) has been completely revamped into a more distinct and dynamic energy vortex.

更新:9 月 9 日 @ 下午 1:44

Hotfix: Loot Drops & A New Look!

Another quick follow-up to address a major issue that slipped through. My sincere apologies for the recent bugs, and thank you all for your patience and reports!




✔️ Fixes
  • Loot Drops During Hitstop (FIXED): Resolved a critical bug where enemies killed by a melee parry while hitstop was active would not drop any loot. This was caused by the logic that also froze items in place, which interfered with the loot spawning process. The item-freezing feature has been completely removed to ensure loot always drops correctly.

更新:9 月 8 日 @ 下午 11:33

Hotfix: Multiplayer & Hitstop Stability

This small hotfix addresses critical issues found in the recent "Impact Update" and "Multiplayer Beta".




✔️ Fixes & Polish
  • Hitstop in Multiplayer (FIXED): Hitstop will now ONLY activate in Single Player mode, as intended. It will no longer erroneously trigger in "Host & Play" sessions.
  • Falling Bosses (FIXED): Resolved a critical bug where certain flying bosses (like Eye of Cthulhu, Skeletron, Plantera) would fall through the world immediately after spawning. Bosses will now correctly retain their natural gravity behavior.
  • Spinning Bosses (FIXED): Fixed an issue where some bosses would continue to rotate their heads or bodies during hitstop. All NPCs now completely freeze their position, velocity, and rotation during hitstop.
  • Gore Physics (FIXED): Corrected a bug where Gore (blood, debris) would lose its momentum and fall through the world after hitstop ends. Gore now properly retains its velocity and rotation.

更新:9 月 8 日 @ 下午 12:04

The Impact Update!

This update is all about one thing: making parries feel incredibly satisfying. Based on your amazing feedback, I've added a suite of optional "juice" effects designed to give every successful counter a powerful, visceral punch.

All new effects are disabled by default, so be sure to visit the Mod Configuration menu to enable and customize them to your liking!




⭐ New Feature: Fully-Fledged Hitstop & Impact System
  • Hitstop (Parry Freeze): Adds a dramatic, hard-hitting impact to your counter by freezing the action for a few frames. (Note: This feature is for Single Player only and will not activate in multiplayer sessions, including "Host & Play").
    • Visually Seamless Freeze: The system is designed to be visually perfect. Projectiles composed of particles (like a Cursed Skull's trail or a Ragged Caster's bolt) remain fully rendered during the freeze.
    • Perfect State Preservation: All entities — NPCs, projectiles, items, and gore — perfectly retain their momentum and animation state, ensuring a clean, bug-free effect with no unexpected physics glitches.
  • Screen Flash & Camera Shake: Add extra punch to your parries with a configurable screen flash and camera shake, providing powerful visual and physical feedback for every perfect block.
  • Fully Configurable: Every new effect can be fine-tuned. Adjust the duration of the hitstop, the intensity of the camera shake, and even the color and intensity of the screen flash to create your perfect parry experience.

更新:9 月 7 日 @ 上午 10:47

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).

更新:9 月 1 日 @ 上午 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.

更新:8 月 31 日 @ 下午 11:07

[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.

更新:8 月 31 日 @ 上午 1:04

Bind hotfix.

更新:8 月 31 日 @ 上午 12:42

[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.

更新:8 月 30 日 @ 上午 5:18

Really wanted to update the icon...