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A like on the workshop page is always appreciated. If you have any ideas, there's a dedicated thread for them in the discussions, and you can find a support link on the main page.
Cheers!
A huge thank you for all the follows, ratings, and amazing comments recently! I've just pushed the new community-driven patch live for all of you.
Honestly, I'm a bit nervous I might have broken something in the process, so your feedback is more important than ever. If anything feels off or just plain broken, PLEASE let me know in the dedicated discussion threads. I'll be watching them closely and will fix any issues that come up.
Please post in the appropriate sections:
- Single-Player Bug Reports
- Multiplayer Feedback & Bug Reports
- Suggestions & Ideas
Also, one new thing I'd love your opinion on is the NEW SOUND EFFECT FOR A FAILED PARRY. What do you think of it? Does it fit? If you have any suggestions for a replacement, I'm all ears!
Cheers and thanks again for everything!
1.magic builder мод теряет отоброжение предпологаемой зоны построики строим теперь на угад :D
2. отзывчивость интерфейса из за лишнего прожатия mouse 2 страдает происходит действие мода игнорируя действия в рюкзаке и тд
3. возможно баг или фича хз но парирование дальним оружием это вроде бы круто а вроде бы кринж из за того что происходит холостой выстрел............
НО в целом очень очень круто 5++++++
If you haven't already, a thumbs up on the Workshop page would be a huge help. It makes a big difference for visibility, especially with over 1,600 subscribers and only 23 ratings right now!
You nailed it, that was exactly the problem. So sorry that I missed that, that was a pretty nasty bug to let through. It should be all fixed now.
Thanks again for reporting it so quickly, really appreciate it!
Will take a look later, thanks for the report. Does it happen with any enemy and any parry, both in SP and MP?
Thanks again for that detailed report!
I've just pushed a hotfix that should address the issue with bosses falling through the world. It was a critical bug related to how gravity was being handled, so your report was extremely helpful.
Please update the mod and give it another try. Hopefully, everything is working correctly now!
If you encounter any other issues, no matter how small, please don't hesitate to let me know. Your feedback is super valuable for making the mod stable.
Thanks for the suggestions! Those are some really cool ideas for parry-specific accessories, and I'll definitely keep them in mind for future updates. That sounds like a fun way to add more depth!
Regarding your other suggestion about binding the parry key:
You absolutely can bind the Parry key to any button you want! It works just like any other keybind in Terraria. Here's how:
Go to Terraria's Settings menu.
Click on Controls.
Scroll all the way down.
You'll see a section for "Parry, Block & Riposte" (my mod).
There, you can rebind the "Parry" action to any key you prefer.
Hope this helps you customize your controls! Thanks again for the feedback.
Thanks for the kind words and the approval!
Yes, absolutely! The mod is fully configurable. Here's how you can disable the guaranteed crit system:
In Terraria, go to Workshop/Mod Browser -> Manage Mods.
Find "Parry, Block & Riposte" in your enabled mods list.
Click the small gear icon next to my mod's name. This opens the Mod Configuration menu.
In the config, navigate to the "Mechanics" section.
Uncheck the box next to "Guaranteed Crit After Parry".
You can also adjust tons of other settings there, including the new impact effects (hitstop, screen flash, camera shake) in the "Juice & Effects" section!
Hope this helps you customize it just the way you like! Let me know if you have any other questions or feedback.
All these new features are available in the Mod Configuration menu. They're disabled by default, so go turn them on, test them out, and let me know what you think! Your feedback is always welcome.
P.S. I tried my best to freeze particle effects (Dust) during hitstop but couldn't get it to work reliably. If any experienced modders know a clean way to do this, please share your knowledge in the discussions. I'd love to implement it.
By the way, the ability to parry with magic weapons is already in the latest version—just enable it in the config!
sry for the late reply but this right here is perfect can even do shields like eye of Cthulhu.
as a mage player this would go crazy
What do you imagine that option would do? Make the hitstop effect extra intense or something?
You're absolutely right, a "parry freeze" or "hitstop" effect would feel incredibly satisfying. It's definitely on my list of features to add in a future update to give successful parries more "oomph".
Hit freezes. well technically parry freezes, but still.
Probably won't be compatible with multiplayer, but even if only for solo playthrough, it would be very cool.
Best to you!
If you like the mod, leaving a 👍 rating on Steam Workshop would help a lot. The mod's star rating appears after many players vote, so every like counts!
The main technical challenge is that many weapons (like yoyos, flails, spears, etc.) don't have a simple, static sprite when in use. They use complex projectiles and animations, which makes it incredibly difficult to create a reliable and good-looking parry stance for them. Even chainsaws have their own set of issues.
I'll definitely look into what's possible, but expanding it to all weapon types would likely introduce a ton of visual bugs and inconsistencies. For now, I'm focused on making the current system as stable and polished as possible.
- Maybe some blood/on-hit effects or even SFX when landing the riposte (something similar to the blood effects from hitting with the MGR Murasama in Calamity would be really cool)
- Maybe having the sword shift angle/rotate/flip a bit but not too much to mess up the hitbox after every successful parry to add more visual feedback as if we truly "deflected" the attack (kinda like the parrying in Sekiro).
- I saw you mention toning down knockback, that kinda gave me a thought that maybe adjustable knockback on the player might be fun, default could be pretty light just so it feels more tangible that you're actually getting pushed back as you deflect an attack (also like Sekiro lmao).
Honestly, the problem is more complex than I initially thought, and fixing multiplayer synchronization properly is going to require some deeper changes to the mod's code.
I'm definitely going to tackle it, but it will probably be for a future update rather than a quick hotfix.
Thanks again for your amazing bug report, it's a huge help
https://drive.google.com/file/d/1OmokStuwePq0mK-z-6aqMrPwXUU0Vghp/view