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- thoriums sheaths are somehow depleted when parrying, even when i am parrying with a spear which cannot use the sheath charge.
- when parrying with sunfury flail it did a weird sort of glowing animation. I would kinda suggest not letting players even parry with flails since its a flail, but regardless there is a wacky animation.
Let's break these down:
1. Thorium Sheaths:
Thanks for flagging this. I have to be honest, I've never played with the Thorium mod, so I'm not familiar with its "sheath" mechanic. To help me investigate, could you give me a bit more detail?
* What is the exact name of the Thorium item/accessory that has the sheath charge?
* How can I replicate this on my end? Do I just need to equip that item and a spear, and then press the parry button?
* How do I see that the charge is being depleted? Is there a buff icon or a UI element I should be looking for?
Any info you can provide would be a massive help for me to even start debugging this.
2. Sunfury Flail Animation:
The "wacky glowing animation" is actually intentional! You're very observant. For certain weapon types like flails, yoyos, or even Murasama, creating a conventional parry pose with the weapon sprite looks very strange or is technically impossible. Instead of a broken animation, I opted to give them a unique, "magical" particle effect to represent the defensive stance. So, what you're seeing is the special parry animation for that class of weapon.
Regarding the suggestion to disable parrying for them — my design philosophy is to empower the player. I'd rather give you the *option* to parry with almost anything and let you decide what feels good, rather than restricting your choices. You don't have to use it if you don't like it, but the possibility is there for those who want it.
Thanks again for the detailed report!
as for the thorium sheath bug: The thorium mod adds a subclass of accessories called sheaths. These will give a certain boost to your swords after not using them for about 3 to 4 seconds. This is to make true melee more rewarding. The leather sheath is just fine for testing.
When you equip it and hold a sword and don't use it for 4 seconds, you gain a buff with a glowing sword icon. This is the "Sheath charge" as the buff depletes after a hit. Right clicking to parry will also count as "using" the sword so it will not charge the buff. But when you have the buff, parrying will also deplete the buff without using it to do more damage or anything. It seems that the parry will count as "using" the sword somehow.
And for the spear part, it seems it is also bugged on the thorium mod side, so we will ignore that part for now until i get some more clarification from them.
I hope i was detailed enough and that it is something that can be fixed. This would allow for a quite fun playstyle of going in defensively with the parry and blocking until you have the charge for a massive hit.
I see now that my parry action is somehow being registered as a "use" that consumes the sheath charge. Honestly, I'm not entirely sure why it's happening, as I've built the system to avoid standard item use flags (Terraria Overhaul also briefly thinks the parry deals damage in the first few nanoseconds, so something weird is definitely going on).
Untangling these cross-mod interactions can be tricky.
That said, fixing this is definitely on my list. My priority right now is shipping the next big feature update (which includes the new damage-based unparryable attacks). After that, I'm planning a major push to improve compatibility with other mods, and I'll make sure this Thorium issue is addressed.
Seriously, reading detailed and thoughtful feedback like yours makes all the effort on this janky mod feel worthwhile. It's awesome to see people care. Thanks again for your help.
I understand that it needs some time for other content stuff to be done first, but i already appreciate the acknowledgement and i hope the fix will be swift.
This mod in my opinion is a very interesting way to add depth to defence outside of just dodging. Not to mention the added potential of viable true melee.
I made sure to credit you in the patch notes for the excellent bug report. Let me know if the sheath charge issue is working correctly for you now.
However, I did notice that entering the parry state while moving with weapons like axes, broadwords and summon staves (that cause the character to adopt a downward-extended arm animation) cause their weapon to float in front of them while their arm remains at their side.
Would it be possible to override WeaponOut's downward-extended arm animation in favour of the typical parrying animation when moving?
Thanks again for your commitment to this mod and amazing attitude!
The movement animation applies to all axes and broadswords due to the categories they fall under in the WeaponOut config, which are "tools" and "melee weapons". So for the sake of testing, it is fine to look at copper weapons.
Simply moving forward and pressing the parry key while holding a broadsword will be enough to see the issue.
Thanks for the excellent report! The latest update is out and should fix this.
You were right, that was a tough one. It took hours to fix, almost as hard as debugging multiplayer stuff, but it's finally done. The parry stance should now correctly override those movement animations for broadswords, axes, etc.
Give it a try and let me know if it works for you. If you spot anything else, you know what to do. Thanks again!
Thank you for adding this compatibility and all the hours you spent refining workarounds in response to my bug report. Your design philosophies truly set a new standard in the Terraria modding community, and this particular feature will no doubt impress many others just as it has impressed me.
Keep up the great work!
If you ever feel like supporting the mod, there's a link in the description, but no pressure at all. I'll always be here to help and improve the experience regardless.
I do have a new one for you tho:
Fargo's souls mod introduces its own "weapon reworks" which change the animations of many melee weapon swings and some stats when you are playing on the "eternity mode" or "masochist mode".
It appears that when you combine these two mods that occasionally you parry with a "reworked" weapon (Platinum broadsword for example) it will spawn in a duplicate floating copy of the weapon around the player. Location seems to be tied to when you last swung the weapon.
Not sure what causes this bug and it seems to only trigger on swords even tho spears are reworked too.
Not the most gameplay impactful bug, but it could be a bit off putting to some. I would say this isn't the biggest deal, but the mod is quite big in popularity so it might harm wide spread appeal.
Either way i am super happy about the sheath fix! It came just in time for my playthrough with a bunch of friends that we are starting soon, so i will be curious how this mod will be viewed by all of us considering we have a wide range of skill levels.
Thanks for the detailed report on Fargo's Souls — a patch for that is now live in the latest update! Also really happy you're enjoying the new counter-attack effects. It can be tricky to get that "crunchy" feel just right.
Hope you and your friends have a great playthrough!