tModLoader

tModLoader

Parry, Deflect and Riposte
onlyEnot  [developer] 7 Sep @ 10:30am
Suggestions & Ideas
Hey everyone,

First off, a huge thank you for all the feedback, ideas, and bug reports. Your comments are the driving force behind the mod's development, and I read every single one.

This thread is the official place for all your suggestions and ideas for the future.




Update: Your Feedback in Action - The Recoil Update is LIVE!
Thanks to your amazing feedback, one of the most requested features is now in the game!

  • Dynamic Knockback / Recoil: The #1 requested feature is now in the game! Successful parries now have a tangible, physical impact. This system is fully configurable in the Mechanics menu, letting you control the force, scaling, and targets (player/enemy) of the knockback.
  • Full Tooltips: Every single option in the Mod Config menu now has a detailed description in both English and Russian, so you know exactly what you're changing.




Ideas on the Radar for Future Updates
Here’s a quick recap of other great ideas you've shared that I'm actively considering:

  • Parrying with Shields: A fantastic suggestion to allow shield accessories to grant the parry ability, possibly with its own unique balancing like a durability system or a separate cooldown.
  • Continued Audio Improvements: I'm still looking for the perfect sounds to distinguish a successful parry from a simple block.

Please don't hesitate to post your new ideas here, no matter how big or small. Even if I can't implement something right away, seeing what the community wants helps me plan for the long term.

Let's brainstorm together!
Last edited by onlyEnot; 21 Sep @ 10:47am
< >
Showing 1-11 of 11 comments
i think it would be sweet if parrying stronger attacks cause a longer hit pause
Your mod pairs really well with WeaponOut Lite to make weapons truly feel like they're being wielded. Though in using both mods, I have noticed weapons reenter their sheathed state after holding the parry hotkey for a while, leading to a weapon in the character's hand and on their back at the same time. Would you please implement some light compatibility to prevent that visual duplication?

Great work with this mod onlyEnot, and I really admire your openness to feedback
onlyEnot  [developer] 10 Sep @ 1:31am 
First of all, a massive thank you to both of you for posting your ideas here in the discussion thread! It's a huge help. My "openness to feedback" has turned the main comments section into a bit of a free-for-all, so having dedicated threads like this really helps me keep track of everything.

Mrmolasses - That's a brilliant idea. Having hitstop scale with the power of the attack being parried makes perfect sense for adding more impact. I'm happy to say I'll be adding this as a checkbox option in the next patch! It will go hand-in-hand with another planned feature: an option to make overwhelmingly powerful attacks unparryable (also as a toggle + a damage threshold slider).

Duncecap133 - Thank you for the kind words! I love hearing that the mod pairs well with others like WeaponOut Lite. Regarding the compatibility issue with the sheathed weapon: I will absolutely take a look and investigate what's causing the visual duplication. To be transparent, I can't promise an immediate fix from my end. Sometimes these kinds of visual hooks are controlled by the other mod, meaning the patch might need to come from the WeaponOut author. But I will definitely dig into it and see what I can do. No promises, but I'll try.

On a side note, I'm starting to realize the config menu is becoming a beast of its own. With all these new toggles and sliders, you can get lost in there for half an hour! I'm not sure what the best solution is for that yet, but it's something on my mind.

Thanks again for the fantastic feedback!
Manoa 10 Sep @ 4:41am 
Already made my suggestion in the comments but figured i would add it here and also elaborate a bit.

So i few ideas that i have in mind is to find a way to have specific rewards after a parry as an accessory. I imagine something like shields, perhaps this could be combined in a later parry with shield idea. Maybe even have the option to configure a seperate cooldown for the effect to trigger.

- shield accessory that triggers an explosion on parry, this could just scale off of either held weapon damage or just based on incoming dmg, but the idea would be to have parry related option to deal with crowds.

- magic shield that returns a flat amount of mana for a projectile parry allowing a mage to have an alternative to mana regen outside of the boring mana gulping.

- shield that triggers a life regen or gives a flat amount of hp back based on incoming dmg. This could help a true melee run since taking damage is often unavoidable in Terraria, so many will end up spamming heal regen items in an arena, or vampire knives.
onlyEnot  [developer] 10 Sep @ 4:52am 
Wow, thank you for such a detailed and well-thought-out post! These are genuinely fantastic ideas.

The concept of accessory-driven parry rewards (especially the different shields for different classes) is brilliant. I was already brainstorming how they could be obtained – maybe crafting recipes, or even as a milestone reward like you mentioned, e.g., "Parry 1,000 projectiles to unlock the magic shield". It's a really cool design space to explore.

That said, I need to be transparent about my current development priorities and my own skills. To be honest, I don't have much experience creating custom accessories with unique triggers like these just yet.

On top of that, my immediate to-do list is focused on polishing the core feedback that many people are waiting for. Things like adding more visual "oomph" to the weapon on a successful parry, and creating more satisfying special effects for the counter-attack itself are my top priorities right now.

So, while I absolutely love these concepts and will definitely keep them on my long-term "dream features" list, I can't promise when I'll be able to tackle them. I want to make sure I deliver on the existing requests first.

Please don't take this as a "no" – it's more of a "not yet". Your ideas are awesome, and they are exactly the kind of thing I'd love to add to the mod in the future once I'm more confident and have cleared my current backlog.

Thanks again for the amazing suggestions!
onlyEnot  [developer] 10 Sep @ 11:27pm 
Duncecap133,

Awesome news regarding your WeaponOut Lite feedback!

I've successfully implemented a solution for the visual duplication, and it looks absolutely amazing. Weapons no longer re-enter their sheathed state while parrying with WeaponOut Lite, so you'll only see the weapon correctly in hand.

This will be included in the very next patch! Just a heads-up, I've tested this specifically with WeaponOut Lite by FK99, so compatibility with other WeaponOut versions isn't guaranteed, but it should work perfectly for the Lite version.
I actually haven't checked your mod out thoroughly yet, but I have this idea in my head of parrying massive boss attacks. Is that possible? Like how would you parry something like... Empress of Light for example, or even something like Devourer of Gods? They have their laser attacks and such. In my mind I just think it's so cool that you would be able to parry the beam from moonlord, or like angle it away like a mirror. Looks so cool in my head, i'll definitely be trying this out!
onlyEnot  [developer] 13 Sep @ 5:18am 
You've got the right idea. Parrying boss attacks is the whole point of the mod. Most projectiles work, so you can definitely parry things like daytime Empress of Light.

There's also an optional "Unparryable Attacks" setting in the Mechanics config menu. It lets you set a damage threshold to make huge hits from modded bosses unparryable. It's off by default.

You're correct about the Moon Lord's laser, though. It's a special attack type that doesn't currently work, but I plan to add support for unique attacks like that in a future update. It's hard to track them all down, so if you find any others, feel free to report them.

Hope you enjoy it.
A simple suggestion, but one that seems useful to me. An option that limits the mod's functionality to the melee class only, so that if you have multiple modded classes, you can limit it to just the melee class without having to add multiple options for modded classes.
onlyEnot  [developer] 8 Oct @ 2:13pm 
@Katora Noku
Hey, I've just released a patch that includes the feature you suggested.

You can find the new "Restrict to Melee Only" option in the Mod Config, under the "Mechanics" section.

Could you please check it out and let me know if this is what you had in mind? If you have any comments, questions, or further suggestions, feel free to post them here.
Very good! I'll test it out soon and give you feedback! Thank you very much!!! ♥️

Edit:
Yep! It's working perfectly. Now I can keep this wonderful mod without it interfering with other classes.
Last edited by Katora Noku; 9 Oct @ 2:59pm
< >
Showing 1-11 of 11 comments
Per page: 1530 50