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Теперь в конфиге можно настроить, что происходит со снарядами при столкновении.
+ PARRY
+ RICOCHET
+ DISRESPECT
1. Режим где снаряд врага не отражается, а уничтожается.
2. Так же: должен ли уничтожаться снаряд игрока.
3. Реверсировать отражение. Снаряды игрока отражаются от вражеских, либо вражеские снаряды уничтожают снаряды игрока.
Если что-то ещё придумаю - напишу.
One step closer to being able to play Ultrakill in Terraria.
My main concern with a "reflections only" run would be the frustration factor. What happens if your own projectiles accidentally hit an enemy and deal damage? Does the entire run become invalid? It seems like it would be incredibly difficult to manage, especially in chaotic fights.
But if you're looking for a "parry only" style of challenge, that's definitely more viable. My other mod, Parry, Deflect and Riposte, is built exactly for that. You can just take any weapon you like and focus entirely on parrying for your damage.
Also, you seem to have forgotten that the Destroyer body itself fires lasers too.
Funnily enough one could only even consider such a run on Expert+ since Skeletron only fires projectiles on that difficulty.
Plantera would also be trouble since her only projectiles in phase 2 are technically enemies and thus probably not able to be reflected, but you could bring other projectile shooting enemies into the arena and slowly drag her health down.
My mod is designed so that the projectiles you fire to block will still deal their own damage to anything they hit. It's not possible to do "pure" reflection damage.
More importantly, you'd get stuck on certain bosses. For example, The Destroyer won't release its probes (which fire the lasers) until you damage its segments first. You'd have nothing to reflect and couldn't progress.
So while it's a super cool concept, the core mechanics of Terraria would make it a dead end.
So, melee weapons that create their own projectiles (like spears, the Terra Blade, etc.) can reflect things with it.
However, for a dedicated parry mechanic where you block with the weapon itself by pressing a key, that's my other mod: Parry, Deflect and Riposte. It lets you parry with any weapon. You can find it here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3556114866
It turns out the mod currently has issues with penetrating lasers, like the ones from the Martian Saucer and Moon Lord. They just disappear instead of being reflected. The Saucer's rockets are also a bit wonky.
So, you're right to ask. This is definitely something I need to fix. A patch to properly handle these special projectile types is high on my priority list now. Thanks for pointing this out!
even js making weapons that force the parry mechanic would be enough to turn it into a parry class it feels like, which idrk if this one does, but it's great that any weapon counts
how about, the parry weapons that will revolve around parrying do parry all the time, but also you have an upgradeable side-ability that works for ANY weapon which means this is one of those classes that you can't NOT multiclass (think of calamity rage/adrenaline)
But are you talking about wanting a specific weapon, the Feedbacker itself, as a dedicated parry tool? Maybe with some unique bonuses or visuals beyond the standard config options?
If it's just about the effects, the feature is already there in my other mod. If you're suggesting a dedicated weapon, that's an interesting idea I can think about. If you have something else in mind, let me know.
I just double-checked with Calamity as an example: it successfully reflects projectiles from bosses like Yharon when you shoot them with modded weapons like the Magna Cannon.
As long as a modded weapon fires a standard projectile, it should be able to reflect enemy projectiles. Enjoy!
Are you suggesting this as an idea for a new, dedicated mod (like a full "Parry Class" with its own gear)? Or are you thinking more of a self-imposed challenge run that players could do using my existing mods?
Just curious to hear more about your vision for it!
*that parry all the time!
that's all i got lol sorry
Honestly, this whole set of mods started with a simple idea: I missed the headshot mechanic from an older overhaul and just decided to build it myself. It got way more popular than I expected.
So I made the Parry mod to see if I could catch that hype again, and now the Reflector to keep the momentum going.
You're right that they feel cohesive, and merging them is a cool idea. But for now, keeping them separate is just way easier for me to manage and update, especially since the Parry mod's config is already pretty wild. It helps me release patches faster and keeps things from becoming a debugging nightmare.
Really appreciate the feedback though, it's super valuable.
Если будут какие-то идеи (для этого мода или даже для нового) — обязательно пиши, я всё читаю.
It seriously means a lot to hear that, especially from a long-time follower. I'm thrilled you're having fun with all of them. Comments like yours are the biggest motivation. Cheers!
That's an interesting thought about merging them. I designed them to be modular but work together as a full package. Do you feel they're missing some synergy when used together, or is the idea of a single "combat overhaul" pack just more convenient?
I'm always happy to hear suggestions for new features or even new mods to expand the set.