tModLoader

tModLoader

Parry, Deflect and Riposte
Viser 1-10 af 25 forekomster
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Opdatering: 30. okt. kl. 12:45

The Precision & Choice Update

This update completely overhauls the parry system, replacing the old "Aimable Parry" toggle with a full-fledged style selection menu. This introduces two brand new aiming styles, one of which was directly inspired by community feedback!

A massive thank you to ForgottenVeX for suggesting the flagship feature of this update, and to fallenangelgg00 for the key QoL improvement!




⭐ Rework: Parry Style System
  • Reworked - Parry Style Selection: The old "Aimable Parry" toggle is gone. It has been replaced by a new dropdown menu under `Mod Config > Mechanics > Parry Style Options`. You can now choose from four distinct defensive styles:
    • Static: The original, non-aimable defensive stance.
    • Broadside Block: The classic 'Aimable Parry' mode, now with an official name. Your arm aims at the cursor, holding the weapon sideways to create a defensive wall.
    • NEW - Standard Aim: A brand new style where your weapon points at the cursor, while your arm is held perpendicular to your aim.
    • NEW - Thrust Aim Style: Based on feedback from ForgottenVeX! Your arm and weapon now form a straight line, pointing directly at the cursor like a spear for a more aggressive, precise feel.




⚙️ New Options & Quality of Life
  • NEW - Riposte Control for Summoners: Based on a suggestion from fallenangelgg00, a new config option has been added (`Mod Config > Mechanics`) that prevents your minions from consuming the Riposte charge. No more accidental strikes from your tiny pet on a slime during a boss fight!

  • Improved - Anchor Parry Hitbox: The Anchor now has unique parry logic. Its parry hitbox is now horizontal instead of diagonal, better matching the weapon's shape and making it more intuitive to parry with.




✔️ Fixes & Stability
  • Fixed - Aimable Parry for Special Melee Weapons: Fixed a major oversight where several unique melee weapons like the Arkhalis, Terragrim, Laser Drill, and all other Drills/Chainsaws were incompatible with aimable parry styles. They now function correctly and can be aimed as intended.

  • Fixed - Aiming Animation Fidelity: Aiming animations are now smoother and more responsive by removing unnecessary coordinate rounding that was present in the old aimable mode.

Opdatering: 27. okt. kl. 13:09

The Aiming Update

This update introduces an optional aiming mechanic for melee parries, an idea inspired by community feedback, and adds synchronization for the parry recoil animation in multiplayer.

A special thank you to pee god for their feedback! They asked about parrying in different directions. While the parry was already omnidirectional, their question sparked the idea for a more direct, skill-based aiming system. Thanks for the inspiration!




⭐ New Mechanic: Aimable Parry
  • NEW - Aimable Parry for Melee: An optional mode has been added for Melee weapons. When enabled, instead of a fixed animation, you can aim your weapon with the mouse to parry attacks. This feature includes multiplayer support, so other players will see your arm and weapon aim correctly. You can enable this in `Mod Config > Mechanics`.




⚙️ Improvements
  • Improved - Multiplayer Animation Sync: The recoil animation from a successful parry is now synchronized and visible to all players in a multiplayer session.

  • Adjusted - Whip & Summoner Stance: All Whips now use the same special defensive stance as other Summoner weapons for class consistency. The held position of whips during this stance has also been fine-tuned.




🔧 Configuration
  • NEW - "Enable Aimable Parry" option: Added a toggle in the Mechanics config to turn the new aiming feature on or off.

Opdatering: 8. okt. kl. 14:12

The Melee Purity Update

A small, focused update that introduces a new gameplay option based on community feedback.

A special thanks to community member Katora Noku for suggesting this feature!




⭐ New Gameplay Option: Melee-Only Parry
  • NEW - "Restrict to Melee Only" Mode: Added a new toggle in the Mod Config under 'Mechanics'.
  • When enabled, this option restricts the ability to parry exclusively to Melee and True Melee (from Calamity Mod) weapons.
  • This setting overrides the individual toggles for Magic, Ranged, and Summon weapons. Other modded classes, such as Rogue, will also be unable to parry while this mode is active.

Opdatering: 6. okt. kl. 12:56

The Sustain & Stability Update

This update introduces a new mechanic based on community feedback, while also overhauling the projectile reflection system for greater stability, smarter targeting, and more accurate damage calculation.

A massive thank you to Manoa for their incredibly detailed feedback and for suggesting a key feature of this update!




⭐ New Feature: Rewarding Defense
  • NEW - Mana on Parry: Based on a suggestion from Manoa, every successful parry now restores a configurable amount of Mana. This adds a new layer of sustain to combat, providing a valuable tactical option for all classes to stay in the fight longer. You can adjust the amount of Mana restored (or disable it) in `Mod Config > Mechanics`.




⚙️ Reworks & Refinements
  • Reworked - Reflected Projectile AI: The default reflected projectile has been completely overhauled. It is now significantly more aggressive, visually clearer, and uses smarter speed calculations to effectively hunt down targets.

  • NEW - Line of Sight Targeting: All reflected projectiles (both standard and homing) will now only target enemies within their line of sight, preventing them from futilely flying into walls.

  • Reworked - Damage Calculation: The damage formula for reflected projectiles has been corrected. It now properly applies Expert and Master mode damage multipliers for a fair and powerful counter-attack. The logic also correctly handles NPC-based projectiles (like Chaos Balls) to prevent damage from being multiplied twice.




✔️ Fixes & Stability
  • Fixed - Martian Saucer Disappearing: Fixed a critical bug where parrying the main body of the Martian Saucer could cause its sprite to disappear, soft-locking the fight.

  • Improved - Invulnerable Enemy Handling: The fix for the Martian Saucer has been expanded into a universal solution. The parry system will now correctly ignore all invulnerable enemies and boss parts that have the `dontTakeDamage` flag, preventing similar issues with other complex encounters.

Opdatering: 3. okt. kl. 6:56

The Multiplayer & Polish Update

This update introduces a complete overhaul of the multiplayer projectile reflection system, alongside several key bug fixes and quality-of-life improvements.




⭐ Multiplayer Overhaul
The primary goal was to bring the powerful and varied single-player parry experience into co-op gameplay.
  • True Projectile Reflection: The generic, homing projectile used for all parries in multiplayer has been replaced. Reflected projectiles are now true, synchronized copies of the original attacks, inheriting their unique properties and visuals, just like in single-player.

  • Improved Stability: The new system is built on a more robust foundation to prevent desync and ensure reflected projectiles behave consistently and reliably online.




✔️ Fixes & Quality-of-Life
  • Improved Combat Flow: An internal delay following a successful parry has been removed, allowing you to counter-attack instantly for a more responsive feel.

  • Fixed - Tim's Chaos Ball: The Chaos Ball projectile summoned by the Tim NPC can now be correctly parried and reflected.

  • Fixed - WeaponOut Lite Compatibility: Resolved a visual glitch where the held weapon could appear duplicated during a parry stance when using WeaponOut Lite.

Opdatering: 27. sep. kl. 13:01

The Riposte Rework & Server-Side Update

This update addresses key community feedback, focusing on refining the riposte system, improving multiplayer visuals, and ensuring server-side configuration works as intended.

A huge thank you to Manoa for the insightful feedback on the riposte system, and to Hugo_ for identifying the critical server-side config issue! Your reports are invaluable.




⚙️ Core Mechanic Rework
  • NEW - Riposte Damage Multiplier (Replaces Guaranteed Crit): Based on excellent feedback from Manoa, the guaranteed crit reward for a melee parry has been replaced with a configurable damage multiplier. This provides a more balanced and valuable reward for all builds, especially those already focused on high critical strike chance. You can now fine-tune this bonus in `Mod Config > Mechanics` to perfectly match your playstyle.




🌐 Multiplayer Fixes & Server-Side Sync
  • Fixed - Special Parry Stance Sync: The unique visual stances for Yoyos, Flails, and Summoner weapons will now correctly display for all players in a multiplayer session, ensuring visual consistency.

  • Fixed - Config is Now Server-Side: As reported by Hugo_, the mod's configuration is now properly handled by the server. All connected clients will automatically use the host's settings, ensuring a consistent experience for everyone without needing manual changes.

Opdatering: 21. sep. kl. 10:02

The Recoil Update

This update is all about adding a satisfying, physical weight to combat. Introducing a brand new, fully configurable recoil system based on community feedback that makes every parry feel truly powerful.

A huge thank you to everyone providing suggestions and helping improve the mod!




⭐ New Core Mechanic: Dynamic Recoil
  • NEW - Dynamic Recoil on Parry: Successful parries now create a powerful recoil, sending both you and your attacker flying back. By default, the force scales with the attack's power, but you have full control in the config:
    • Enable or disable recoil separately for the player and for enemies.
    • Switch between damage-scaling or a fixed strength.
    • Adjust the fixed value to be as weak or as powerful as you desire.




✔️ Quality of Life & Localization
  • New Defaults: To showcase the new system, Dynamic Recoil is now enabled by default for both players and enemies.
  • Full Tooltips: Added complete descriptions for every single option in the Mod Config menu for both English and Russian languages, so you always know what each setting does.

Opdatering: 20. sep. kl. 9:58

The Invincibility Hotfix

This is a small but critical hotfix to address a major invulnerability issue discovered in high-intensity modded scenarios. The goal is to ensure the parry mechanic is completely reliable against all threats.

A huge thank you to Just A Bait for the incredibly detailed bug report on this issue. Your feedback was essential for this fix!




✔️ Fixes & Compatibility
  • Fixed - Parry Invincibility Bypass: As reported by Just A Bait, certain high-intensity attacks (like the Devourer of Gods' charge) could bypass standard invincibility frames, dealing damage even after a successful parry. The post-parry defense system has been overhauled to grant a brief window of absolute invulnerability, ensuring that any subsequent damage from any source is completely nullified.

Opdatering: 18. sep. kl. 5:53

The Summoner's Aegis Update

This update introduces a brand new feature for Summoners, enhancing gameplay variety, and delivers a critical compatibility fix for a major community mod.

A huge thank you to Manoa for the detailed bug report that helped crush a tricky compatibility issue!




⭐ New Feature
  • NEW - The Summoner's Aegis: Summoners now have their own unique defensive stance! When parrying with a summoning staff, you will be surrounded by orbiting phantom familiars that form a protective barrier.




✔️ Fixes & Compatibility
  • Fixed - Fargo's Souls Mod Compatibility: Thanks to a detailed report from Manoa, a visual bug with Fargo's Souls Mod's Eternity Mode has been resolved. Previously, parrying with a 'reworked' weapon could leave a phantom duplicate of the weapon floating on screen. This issue has been fixed. Thank you for your reports!

Opdatering: 15. sep. kl. 4:05

The Pixel Perfect Update

This update is a surgical strike against some of the most stubborn and tricky visual bugs, born from a deep-dive into the rendering engine and a long, hard-fought battle with compatibility. The goal was simple: to make every weapon look and feel exactly right in the parry stance. No compromises.

A huge thank you to everyone in the community whose detailed bug reports and feedback make these deep-dives possible!




✔️ Fixes & Compatibility
  • Weapon Out Lite Compatibility Overhaul: A major visual conflict with the Weapon Out Lite mod has been resolved. Previously, entering the parry stance after attacking could cause the player's arms to be stuck in WOL's "Melee Ready" pose, resulting in broken animations. The mod now correctly overrides WOL's animation logic during the parry, ensuring a smooth and consistent visual experience.

  • Scourge of the Corruptor - Corrected Stance: This unique projectile weapon is no longer incorrectly treated as a standard spear. Its position and rendering in the parry stance have been completely reworked to match its proper in-hand look, fixing issues where it would float incorrectly or render the wrong sprite.

  • Jousting Lances - Ready for Battle: For the three of you who use Jousting Lances, their parry stance has been fixed! They no longer point at the player or float in strange positions above your head or below your feet. They are now held properly, aimed forward, and ready for a charge.

  • Magic Weapons Now Visible: A logic error that caused magic weapons to become invisible during the parry stance has been corrected. You will now properly hold your staves and spellbooks while channeling defensive magic.




⚙️ Optimizations
  • Asset Preloading for Tools: The "Just-in-Time" asset loading system, previously used only for spears, has been expanded. It now preloads the projectile textures for all Drills, Chainsaws, and Jackhammers the moment you equip them. This prevents potential stutters or visual glitches on their first use.