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Navigation

(Click on version number to jump to its changelog.)

Version Release Date
Work In Progress TBA
5.0 BETA 13C 2023.10.20
5.0 BETA 13B 2023.08.02
5.0 BETA 13 2023.08.01
5.0 BETA 12C 2023.03.11
5.0 BETA 12B 2022.12.25
5.0 BETA 12 2022.12.24
5.0 BETA 11F 2022.09.11
5.0 BETA 11E 2022.06.30
5.0 BETA 11D 2022.06.20
5.0 BETA 11C 2022.06.06
5.0 BETA 11B 2022.06.04
5.0 BETA 11 2022.06.02
5.0 BETA 10 2022.05.18
5.0 BETA 9 FIX 1 2022.02.10
5.0 BETA 9 2022.01.21
5.0 BETA 8 2021.07.19
5.0 BETA 7 2021.06.14
5.0 BETA 6 2021.05.13
5.0 BETA 5 FIX 1 2021.04.29
5.0 BETA 5 2021.04.29
5.0 BETA 4 2021.04.11
5.0 BETA 3 2021.03.20
5.0 BETA 2 FIX 1 2021.03.14
5.0 BETA 2 2021.03.06
5.0 BETA 1 2021.02.27

Work In Progress

Additions

  • Implemented a 'camera curio system'. Subtly shifting and zooming on important areas, the system will be used to hint the player's attention towards important objects and events, increasing cinematic feel on top of all.
  • The following camera curios have been implemented:
    • NPCs in dialogues;
    • Boss tracking (subtle);
    • Boss deaths;
    • Local player's remains;
    • Rare enemies (subtle);
    • Rare critters and NPCs (subtle);
    • Boss bags and rare pickups;
  • The Eye of Cthulhu has received an audiovisual overhaul, featuring new sound effects and transformation camera effects.
  • The Destroyer has received a full audiovisual overhaul, featuring a new massive sprite, debris effect system, movement & digging audio, as well as robotic screeches meant to intimidate and warn players of their impending doom. This comes with two options, one for the sprite and another for the whole set of effects.
  • The Eater of Worlds has received an audiovisual overhaul, featuring a debris effect system, disgusting movement & digging audio, as well as terrifying attack and pain screeches that make it look like the victim during its battle. Who knew worms could sing?
  • When the last alive boss is killed, a cinematic transition cue is now played in addition to the aforementioned camera focus.
  • Crimson and Corruption enemies now have new hit and death audio.
  • Leaves particles will now be baked as decals whenever they hit the ground.
  • New ambience tracks: Beach Waves (Thanks, @ZestyMace!).
  • Introduced many new randomly played ambience sounds (previously we've only had loops).

Difficulty

  • Various changes to compensate all the extra power given to the player by the mod.
  • Enemy health multipliers across all difficulties were increased from x2.0 to x2.25.
  • Enemy defense multipliers across all difficulties were increased from x1.0 to x1.25.
  • Mechanics and enemies in all Overhaul difficulty levels now always behave like it's Master Mode, getting rid of arguably ableistic content & feature walling, and fixing hidden balance inconsistencies. This means that Expert-level behaviors and loot will now be found even on I'm Too Young To Mine. However, Boss Relics and other Master-mode exclusive rewards remain exclusive to I Am Cthulhu Incarnate, as they are purely visual and do not affect gameplay. The EnableConsistentDifficulty option has been added in case this leads to mod compatibility issues.

Changes

  • Melee weapon swing velocity and miniguns' velocity recoil are now both scaled by the player's current gravity intensity. This resolves #204 (Featherfall weapon combos allow infinite ascension).
  • Climbing can now be activated past the second third of any dodgeroll animation, resulting in more fluid movement combos.
  • The decal system received some subtle improvements again. Some decals will now be randomly rotated. Involved math has been reworked and heavily simplified.
  • Slightly improved the melee power attack charge animation.
  • For English, changed Expert's difficulty level rename to Turn Me Undead. For obvious reasons.
  • Removed all unused and functionless legacy content from compilation: Charcoal, Calendars, Gramophones, Stone Axes, Stone Pickaxes, Ash Clots, Walking Ashes. These bits will be reintroduced when required.
  • Wall flips and wall rolls were made slightly more reliable, with their code rewritten.
  • Grappling hooks' code was made more data-driven, with some vanilla hook range values corrected.
  • Boss death music mute effect is now only triggered at the death of the last alive boss.
  • The crosshair will no longer shrink when UI scale is set to less than 100%. Additionally, a crosshair scale option has been added (x1.0 to x2.0 range) to account for high resolution screen users' needs. Finally, the crosshair will also now render using nearest-neighbour texture filtering.
  • Critical Judgement's guaranteed critical strike will no longer be triggered by summons' attacks.
  • Music Playback Position Preservation no longer affects boss tracks by default. Two options were added, a toggle for that behavior, and a list for music tracks to exclude manually. The latter however can only be modified through Config.toml for now.
  • Dodgerolls now produce slight screen shake effects.
  • Critical damage combat text will now be slightly more purple in color.

Configuration

  • Existing features received the following new options: Awareness: EnableHealthPickupSounds, EnableManaPickupSounds. Guns: EnableMinigunDynamicFirerate, EnableStarCannonDynamicFirerate. Interface: CrosshairScale, ForceInterfacePointFiltering. Music: AlwaysRestartBossMusicTracks, AlwaysRestartedMusicTracks. Visuals: EnableEnemyFlinchingEffects.
  • New features were introduced with the following options: Balance: EnableConsistentDifficulty. Bosses: EnableDestroyerEffects, EnableDestroyerMakeover, EnableEaterOfWorldsEffects, EnableEyeOfCthulhuEffects. Camera: FocusCameraOnBosses, FocusCameraOnBossEvents, FocusCameraOnDialogues, FocusCameraOnPlayerDeath, FocusCameraOnRareEnemies, FocusCameraOnRareFriendlies, FocusCameraOnRarePickups. Music: PlayBossDeathTransitionCue.
  • The CameraSmoothness option's effects will now closer match players' percentage scaling expectations.

Localization

  • Chinese (59.1% -> 100%) - PRs #232 & #233 by xiaoyvyv & Cyrillya.
  • Fixed Overhaul's main menu buttons sometimes being incorrectly shown in English when a different language is selected.
  • A few more GUI elements were made localizable.

Fixes

  • Fixed issue #217 (Decals may become offset or warped in rendering).
  • Fixed issue #195 (Cutting down a tree makes things disappear for a moment).
  • Fixed ambience tracks being broken again. If only unit tests were a thing...
  • Fixed the "Evil Drone" ambience track unintentionally playing in the Jungle due to a mishap in the internal 'environment signal' system.
  • Fixed the Vortex Beater playing its firing sound effects every frame, via a temporary workaround.
  • Fixed the crosshair sometimes appearing together with the base cursor, when hovering over GUI elements.
  • Fixed tile-based sound occlusion not being updated whenever sounds happen to move.
  • Fixed decal applying code sometimes skipping strips between decal chunk borders due to overcomplicated rectangle shenanigans.
  • Fixed a rare cross-mod issue where Overhaul's falling trees would cause issues by using outdated "spawn sources" in item/loot instantiation.
  • Fixed the EnableDecals option preventing only addition of new decals but not rendering of existing ones.
  • Fixed NPCs being tilted and/or shaking in the game's credits cutscene, especially if a world hasn't been loaded prior.
  • Fixed the Always Show Aimable Weapons feature unintentionally being active when sleeping in a bed.
  • Fixed weapon aiming animations not taking the player's full body rotation into account.
  • Fixed crosshair animations stacking up when user interface is turned off via F11.
  • Fixed issue #252 (Spirit Flame & Mystic Coil Snake wrongfully rotated by AlwaysShowAimableWeapons).

Performance

  • Improved performance of falling tree texture generation.

5.0 BETA 14

Additions

  • Updated for newest TML, please make sure you're up to date!
  • Kirbyrocket's rendition of DM Dokuro's Chaos Elemental music track will now play with Overhaul's main menu theme.
  • Muffling (low-pass filtering) will now be applied to sounds located underwater. Previously it's only been applied if the local player is underwater.

Configuration

  • Brand new configuration screen!
    (Thanks, @justreq!) Players will now be able to configure the mod in-game via a very accessible user interface, complete with option descriptions, some image previews, and a handy search function! Not only that, but the screen even features video previews for some of the mod's features, making it also excellent for familiarizing oneself with what Overhaul has to offer. Although most per-option previews are yet to be added.
  • Configuration files now use the .toml format instead of .json. It's a lot more human-friendly, and has a much simpler syntax. In addition to that, it also supports comments, so config entries' descriptions will now be included there.
  • Reorganized some existing options.
  • Added the following new options: Accessibility: EnableJumpInputBuffering. Ambience: EnableUnderwaterMuffling. Archery: EnableArcheryArrowVisualization, EnableBowSoundReplacements, EnableBowFiringDelays, EnableBowChargedShots, EnableBowChargeHovering, EnableBowHoverJumps, EnableArrowFragments. Balance: EnableDamageRandomizationRemoval, EnableHealthDropsRework, EnableManaDropsRework. BloodAndGore: EnableAdvancedParticles, EnableGoreAudio, EnableGoreBleeding, EnableGoreBurning, EnableGoreGibbing, EnableGorePhysics, EnablePlayerCharacterGore, ParticleMultiplierSafe, ParticleMultiplierViolent. Guns: EnableAlternateGunFiringModes, EnableBulletCasings, EnableBulletImpactAudio, EnableGunSoundReplacements, EnableMuzzleflashes, EnableMinigunRecoilHovering, EnableStarCannonRecoilHovering. Interface: EnableCrosshair, EnableCrosshairAnimations. Magic: EnableMagicSoundReplacements, EnableMagicPowerAttacks, EnableManaRegenerationRework, EnableManaRegenerationIcon. Melee: EnableAxeSoundReplacements, EnableBroadswordSoundReplacements, EnableHammerSoundReplacements, EnableImprovedMeleeCollision, EnablePickaxeSoundReplacements, EnableMeleeAttackAiming, EnableMeleeKillingBlows, EnableMeleeVelocityBasedDamage, EnableMeleeVelocityBasedDamageIcon. Movement: EnableDodgerolls, EnableDodgerollAudioCues, EnableRollJumps. Music: EnableBossDeathMusicStop. Visuals: EnableVisualWeaponRecoil.
  • Redesigned a half of the config backend, hopefully making it more robust in networking, filesystem operations, and error handling.

Changes

  • Fighter AI enemies will no longer leap at their targets if they're not facing them.
  • Dodgerolls can now be activated during an active item use animation or cooldown if the player is past its damage-dealing timeframe, and if at least 20 ticks (third of a second) have passed since the item usage was initiated. Feedback is welcome! (PR #221 by TimeSignMaid)
  • Enqueued dodgerolls will now prevent automatic weapons from being re-used, no longer requiring a release of the use button to trigger a dodge.
  • Active dodgerolls will no longer prevent usage of grappling hooks.
  • Jumping out of a dodgeroll no longer gives players insane horizontal speed, with it instead going down to the speed value you get when dodgerolling mid-air.
  • Rolljumps (also referred to as 'bunnyrolls'), which are performed by combining bunnyhops with a dodgeroll, now convert vertical/falling speed into horizontal speed. Jump from a-high and combine dodgerolling (which also reduces or nulls fall damage) with a jump to launch yourself horizontally.
  • Base bunnyhop effectivity has been much reduced. Utilize rolljumps & mantling to remain swift in early game.
  • Explosions now again affect large non-solid particles like smoke & dust (internally collisionless gores), excluding the ones they themselves produce. Shoot two rockets in a row and the second one will push away the first one's smoke.
  • Improved the underwater sound loop, previously it might've been getting muffled itself.
  • Reduced volume of jump/land footsteps, added pitch variance to every footstep sound.
  • Main menu buttons' localization text now loads immediately.

Fixes

  • (!) Fixed ambience tracks as well as reverb & low-pass audio effects all not functioning in multiplayer. Has no one reported this???
  • Fixed stump cutting still being redirected upwards when tree falling animations are disabled.
  • Fixed a few broken keys in Italian localization.
  • Fixed an injection not working in Debug builds of TML.
  • Fixed combo breaking sounds still playing when Bunny Paw's cues are disabled.

Compatibility

  • Now compatible with HighFPSSupport out of the box, not requiring LimitCameraUpdateRate option to be set to false by the user.

5.0 BETA 13C

Additions

  • Opening doors with dodgerolls will now deal high-knockback damage to entities.
  • Added velocity-based tilting (rotation offset) effects to enemies and NPCs, previously only seen on player characters. Toggled by the Visuals.EnableEnemyTiltingEffects config entry.

Changes

  • Heavily improved combat info tooltips. They now have far more information and feature formatting and color highlighting. They were also added to Hammers, Axes and Pickaxes.
  • Changed mana pickups' particles, fixed these particles being influenced by the local player's movement.
  • Changed how the Accessibility.ForceAutoReuse option works. Now it will only exist to make the vanilla global auto-reuse option that was added in Terraria 1.4.4 be enabled by default for players of Overhaul. This change also removes a 2-tick (33.33 milliseconds) use speed penalty from items that had its auto-reuse (auto-swing) forced on by Overhaul, as rebalancing has now been done in vanilla.
  • The ambience system has now been made fully data-driven, utilizing HJSON files for declaring ambience tracks. This changes nothing for users, but it's now easy to contribute expansions to the ambience module without a need to know any programming. Check out Content/Ambience/README.md if you're interested!
  • Slightly altered velocity-based tilting effects on player characters.

Localization

Optimizations

  • Completely rewrote blood particles for the sake of optimization, visible behavior being left mostly the same. The code is now data-oriented, no longer utilizes unnecessary object-oriented tooling such as inheritance, virtual calls, and needless references and reallocations, altogether minimizing stress on the Garbage Collector and maximizing CPU cache friendliness. This also introduces an upper limit to the amount of particles, currently set to 1024.
  • Optimized blood color recording by making it reuse collections using a pool, reducing GC stress from collection resizing. This is used by gibs during monster/NPC deaths to determine if gibs should bleed.
  • Improved performance of the implementation of the flood fill algorithm, which the mod uses mostly to analyze the player's surroundings for sound reverberation & wall-based occlusion.
  • Slightly improved performance of the implementation of the Bresenham Line algorithm, which the mod uses for block-based sound occlusion checking.

Compatibility

  • The aforementioned ForceAutoReuse penalty removal works around a compatibility bug in AFK's Pets that resulted in many items being used more than once. The real cause of that issue will be fixed by AFK's Pets authors.

Fixes

  • Fixed issue #186 (Balloons not functioning).
  • Fixed issue #200 (Killing Blow Localizations are Outdated).
  • Fixed issue #201 (Large mod trees are cropped when falling).
  • Fixed issue #202 (Crystal Vile Shard projectiles stretch too far).
  • Fixed issue #206 (Dodgerolling while standing still will be biased to the right).
  • Fixed issue #211 (Player body rotation ruins minecarts).
  • Fixed recent TML changes resulting in characters preferring to face their movement direction instead of their aiming direction when using swords and other weapons.
  • Partially fixed issue #198 (Various problems with 1.4.4 sword changes):
    • Fixed the Volcano, Blood Butcherer, and a few other melee weapons using incorrect rotations & locations for their particle effects.
    • Fixed the following projectile-only swords not getting the broadsword overhaul: Night's Edge, Excalibur, True Excalibur, True Night's Edge, Terra Blade, The Horseman's Blade.
    • Fixed Blade of Grass and projectile-only swords being able to create projectiles during a power attack charge.
    • Fixed projectile-only swords not being fully aimable.
  • Fixed ambience sounds' instances having a position, and thus being subject to rather inadequate and irritating sound occlusion & low pass filtering.
  • Fixed a possible IndexOutOfRangeException in FloodFill method used by SurroundingsReverb.

5.0 BETA 13B

Fixes

  • Fixed many broadswords not getting their item overhaul when Calamity is enabled.

5.0 BETA 13

Additions

  • Updated to support 1.4.4 Terraria and 2023 TModLoader.
  • Multiple features have been decoupled from "Item Overhauls", and will now appear on all fitting items in the game (including other mods' content), instead of only applying to thought-ahead categories of items ("shotguns", "bows", etc.):
    • Crosshairs - The aiming reticle, but a great feedback booster more importantly.
    • Visual Recoil - The slight offset in weapon's rotation after it's used.
    • Muzzleflashes - The weapons' fire breath.
    • Screen-shake - Self-explanatory.
  • Implemented an initial Archery Overhaul:
    • Bows can now again be manually charged using right click. This charge can be released at any time, scaling damage, knockback and projectile speed according to the charge progress.
    • Reintroduced arrow charging animations, improved much with fancy easing functions.
    • Introduced experimental (experimental means fun) "Hover-shots" - Start a bow charge while holding down the Jump button to hover over enemies. Release the string to receive double-jump-like recoil velocity.
    • Bows' primary use now has a short delay before firing. The after-firing use cooldown is shortened as a compensation, so this shouldn't affect DPS.
  • Implemented tree falling animations. Difference from 1.3 Terraria Overhaul versions are as follows:
    • Stumps are now automatically destroyed after a tree falls down. Toggleable.
    • Rendering is done with vanilla callsites, should be compatible with all mods' trees out of the box.
    • Particles from initial tile breakage are now seamlessly captured and released once the tree falls down.
    • Far more reliable and readable code, higher stability.
  • Implemented player character gore generation, powered by a dynamically textured gore system. This replaces vanilla's Mario-like "going off the screen" player death effect, allowing you to meet and mop up your old remains, as well as your friends'.
  • Weapon muzzleflashes are now automatically colored based on the shot projectile (or used ammunition).
  • Added two new alternated muzzleflash variations, and two frames of animation.
  • Reimplemented player/npc water/rain interactions, i.e. application of the wet debuff.
  • Players now face NPCs during dialogues.

Changes

  • Blood/Gel/Whatever particles' line lengths will now be rounded in rendering, with positions aligned to the pixel grid, appearing slightly more pixelated and low framerate, and preventing very thin lines forming at low velocity. They are still rotated however.
  • Crosshairs will now take "re-use delay" into account for their rotations.
  • Wooden arrow pieces will now be excepted from the "Gore Stay" feature, always disappearing in a short timespan.
  • Improved Magic Weapons' power attack charge screenshake.
  • Improved workarounds for FAudio's audio filtering issues:
    • Using uncommon audio configurations will now only disable Reverb and not Low Pass Filtering.
    • Reverb will now be disabled with unsupported audio device channel counts.
    • Ambience.EnableAudioEffects option replaced with .EnableReverb and .EnableLowPassFiltering.
  • Rewrote and rebalanced NPC stuns:
    • Melee weapons now apply 1 to 60 ticks (60 ticks == 1 second) of stun time depending on use speed.
    • Projectiles (+ spears, yoyos, etc.) now apply 1 to 20 ticks of stun time depending on their weapon's use speed, entity penetration, and hit cooldowns. Unlike previously, when all projectiles applied a fixed and useless stun time of 5 ticks.
    • Enemies now accumulate "stun penalties" with every hit, reducing each succeeding hit's stun time by a few ticks. Stun penalties are reset after the enemy has not been hit for 45 ticks.
    • These changes should keep stuns a reliable mechanic for diving into enemies in an in-and-out combat style, while preventing easy stun-locking of enemies and bosses that allowed people to receive no damage while standing still and holding the use button.
    • The red flash visual effect is no longer reduced in intensity for bosses.
  • Aimable weapons no longer show during NPC dialogues.

Fixes

  • Fixed issue #177 (Explosives ignore knockback resistance).
  • Fixed issue #124 (Unable to pet cats & dogs).
  • Fixed issue #188 (Vanilla mining helmet light not appearing if PlayerVisuals.EnableAimableFlashlights is disabled.)
  • Fixed force applied to gores being biased towards the right, due to an incorrect linear interpolation function being used for velocity angles.
  • Fixed the Axe of Regrowth not getting the Axe item overhaul.

Netcode

  • Fixed some cases of desynchronization within power attacks.

Optimizations

  • Crosshair impulse registration no longer causes any heap allocations.

5.0 BETA 12C

Changes

  • Reduced mages' Mana Absorption passive's max multiplier from 11.0 to 5.0, with its required speed reduced from 30.0 to 15.0. The reason for this is that 5.0 is usually the maximum multiplier that people could reach, and there's little need in suggesting that they try to go even faster.
  • Improved coloring of melee damage text and the Hack and Slash passive: removed green shades since people thought that they were sometimes healing enemies, widened white shades' range.
  • Fast-firing bows' audio will now stack instead of being abruptly reset all the time.
  • Slightly slowed down Mana Absorption passive's icon pulse rate.

Fixes

  • Fixed another typo in Journey mode scaling fixes, this time resulting in lowest stats being used when Master difficulty values are selected in Journey mode's customization.
  • Fixed bows using extreme screenshake intensity values.
  • Fixed enemies bleeding more than intended due to some code accidentally getting duplicated. The removal of that also fixes the fix to worms bleeding excessively. Oops.
  • Fixed blood spawning in place of cloudy dust when Blood & Gore is disabled in vanilla settings.
  • Prevented a seemingly impossible concurrency error in decal code from ever happening. This game has no concurrency, and yet this was reported.
  • Fixed a rare IndexOutOfRangeException that could occur when dodgerolling while on a grappling hook.
  • Fixed many screenshakes being global (positionless) in multiplayer.

Optimizations

  • Optimized decal addition code to perfection, minimized reallocations and GC stress.

Configuration

  • Added Melee.EnableSwingVelocity option.
  • Added Ambience.EnableAudioFiltering option. Set that to false if your game is crashing when entering a world.

Localization

  • Chinese - PR #173 by Cyrillia.
  • Polish - PR #172 by J00niper.

5.0 BETA 12B

Changes

  • Increased minimal Journey player damage scale from 0.33 to 0.625 (half of I'm Too Young To Mine.)

Fixes

  • (!) Fixed a bad typo in IL injection code resulting in projectile-to-player damage failure. Oopsie doopsie.
  • (!) Fixed a big difficulty-agnostic balance issue introduced by the Journey fix.
  • (!) Fixed #171 - Ranged config entries having wrong default values.
  • To address the aftermath of the above issue properly, floating point number config values will be reset to their proper default values.
  • Ensured correct unloading of difficulty rebalance systems.

5.0 BETA 12

Additions

  • Added "Critical Judgement" - A brand new counter mechanic that rewards players with a critical strike in a short time window after they avoid damage with a dodgeroll. It also turns your eye into a LED light.
  • Added Bunnyhop + Dodgeroll combination - #139.
  • Added a tooltip to grappling hooks that hints that the grapple key can be held down for a classic pull.
  • Added a feature of music playback position synchronization.
  • Reimplemented boss death music pausing.
  • Added tiny screenshakes for enemies getting hurt and killed.
  • Reimplemented GoreStay from 1.3. Toggleable.
  • Improved gore interaction, added splash force to bullet impacts.
  • Added bullet & ice decals.
  • Added a tiny toggleable tweak that causes the OS cursor to be displayed when interface is disabled.

Changes

  • Rewrote and improved everything about the camera features - #168.
  • Heavily improved melee swing velocity, now respects player movement input - #137 (and many commits after that.)
  • Enemy velocity no longer stacks indefinitely from knockback. Fixes shotguns launching demon eyes to space.
  • Melee air combat completely reworked:
    • Now uses player movement input in place of attack direction. This is much more predictable, natural, and leaves the player in control.
    • No longer reduces knockback done to enemies while mid air, which had to be done due to the aforementioned knockback stacking.
    • The above changes result in the players now being able to keep themselves above enemies even by striking downwards, or even push themselves away from the enemies they're attacking. Experiment!
    • Now enabled on hammers, not sure why it wasn't.
  • Reworked and rebalanced melee velocity-based damage:
    • Reduced world view bloat: hitting enemies no longer creates separate "combat text" lines.
    • Added a visual buff that shows the current effectiveness factor and the damage multiplier.
    • Rebalanced to straightforward and slightly nerf melee. Damage mltiplier now capped in [1.0, 2.0] range, mapped to player speed range of [0.9, 12.0], all subject to changes.
    • Improved damage text coloring.
  • Ledge climbing will now preserve player velocity, is now a tone more fluid.
  • Added Bunnyhop Combos, reworked Bunny Paw - #140.
  • New health & mana pickup sounds - Closes #113.
  • Heavily improved life & mana pickup visuals.
  • Broadswords' Killing Blows can no longer occur more than once per swing.
  • Ambience: Improved bird & cricket audio.
  • Ambience: Bird audio is now tied to the amount of nearby trees.
  • Ambience: All booleans that dictated presence of ambience tracks are now replaced with smooth floating point factors.
  • Increased the Mop's effectivity against gore.
  • Made the mop use a texture for decal clearing. Now more effective, too.
  • Decals will now be cleared from doors when they open.
  • Decals will now be cleared from tiles that become surrounded (Might be inconssistent.)

Compatibility

  • Improved compatibility friendliness of grappling hook physics code.
  • Fixed slashes appearing for noMelee weapons.
  • Fixed melee animations not checking for useStyle in realtime.
  • Fixed melee gore interaction not checking for noMelee boolean.
  • Fixed HoldOut animations lingering on weapons that swap animation types.
  • Fixed melee mana experiments breaking "AltUse shoot" weapons, like Thorium's Valadium Slicer.

Fixes

  • Fixed #101 - Binoculars & other camera offsets do not work.
  • Fixed #119 - Smooth Camera doesn't handle teleports, reveals map areas.
  • Fixed #159 - Enemies that pick up spare coins drop too many coins when killed near a banner.
  • Fixed journey mode using wrong difficulty values.
  • Fixed a rare load-time threading error.
  • Fixed the Mop and a few other weapons not interacting with gore & gibs.
  • Fixed explosions accelerating their own particles into bottom right direction.
  • Fixed some vanilla grappling hooks not emitting lights and other effects after latching onto a tile.

Configuration

  • PR #157 by BAMcSH - Added bool config to toggle air combat functionality.
  • PR #166 by Hoabs - Added config option to enable/disable difficulty tweaks.
  • Added Enemies.EnableEnemyLunges option.

Localization

  • Localization files in the GitHub repository will now be refreshed based on English strings automatically on mod rebuild, making the development and localization contribution processes a lot more convenient.
  • Main menu overlays are now localizable.
  • Brazilian Portuguese - PR #135 by Pixelnando.
  • Chinese - PRs #112, #131 and #170 by Cyrillia, PR #130 by ZHAI10086.
  • French - PR #134 by orian34.
  • German - PRs #115 and #133 by Foxx-l and CriddleZap.
  • Polish - PRs #141 and #142 by J00niper.
  • Russian - PRs #138 and #158 by Snoop1CatZ69 and Blueberryy.
  • Spanish - PRs #120 and #132 by Wolf-Igmc4.

5.0 BETA 11F

Additions

  • (!) Implemented configuration synchronization. Behavior of the mod will no longer revert to default settings when playing in multiplayer, and will follow the server's configuration file instead.
  • PR #122 by clownwithnoname - Added config toggles for melee power attacks.
  • PR #128 by Tenrys - Added config options for new Melee Animations and Slash sprites.
  • Added PlayerVisuals.EnableAimableFlashlights config option.

Fixes

  • Issues #151 and #147 - Excessive mana drops with worms & segmented enemies. Segmented (worm-like) enemies now drop mana at random segments. This is the issue that resulted in some Calamity-ish bosses not dropping loot bags.
  • Issue #123 - Texture2D failure crash (Chunks being created outside the world.)
  • Issue #118 - Driver & blood related world texture corruption.
  • Issue #143 - Wings not pulling you up instantly.
  • Issue #136 - Hooks have incorrect ranges and can launch players.
  • Issue #117 - Prevent hook "drifting" while moving horizontally.
  • Issue #110 - AlwaysShowAimableWeapons option not being clientsided.
  • Issue #149 - Config button may crash the game.
  • Fixed & improved audio filtering tests (unfortunately with assumptions.)
  • Fixed tool PvE hitchecks running after animation ended.
  • Fixed CanUseItem not being checked for power attacks. This slightly improves compatibility with modded content.
  • Fixed segmented enemies bleeding excessively.
  • Improved melee cooldown IL patches' stability.
  • Fixed mount rotations getting stuck, re-enabled tilting at half intensity.
  • Fixed killing blows applying to "projectile npcs".
  • Fixed somehow typo'd discord invite in main menu.
  • Try-catch for config FileSystemWatcher.

5.0 BETA 11E

Additions

  • Added PlayerMovement.EnableAutoJump config toggle.
  • Added PlayerMovement.EnableGrapplingHookPhysics config toggle.

Changes

  • Rewritten melee weapon range calculation functions, now way more accurate. This is a bugfix, but it does directly affect gameplay.. Probably a buff.

Fixes

  • Fixed the mod not working on headless servers (you may need to be on preview TML until 1st of July.)
  • Fixed dedicated servers crashing on 29/30th June TML preview after a super recent fix for illegal operations not being reported.
  • Fixed many mod accessories that affect melee weapon size not doing so with Overhaul (Thanks, JaksonD!)

5.0 BETA 11D

Changes

  • Polished mana drops again. They will now be culled by the amount needed on per player basis.
  • Adjusted volume of some ambience tracks, made broadsword swings a bit quiter.
  • Changed Accessibility.ForceAutoReuse's netside to Both.

Fixes

  • ❗❗❗ Fixed bosses sometimes not dropping their loot due to too many mana drops being spawned and overtaking all slots.
  • Fixed URL link opening issues. I fixed this through TML, so make sure it's up to date too.
  • Fixed #104 (Grapples don't release when tile is mined.)
  • Fixed ambience tracks getting stuck at low volume.
  • Fixed Brand of Inferno's right click behavior.
  • Fixed EnableProjectileSwordManaUsage option imperfections.

5.0 BETA 11C

Additions

  • Config files will now automatically reload when modified.
  • Added Accessibility.ForceAutoReuse config option.

Changes

  • Compatibility - Excluded ClickerClass items from ForceAutoReuse.

Fixes

  • Issue #103 - Fixed looping sounds being louder than supposed to.
  • Issue #103 - Fixed ManaRegenerationSoundVolume setting not working.
  • Fixed the mod breaking in TML debug builds.
  • Avoid injection & lock in ChunkLighting - Potential workaround for extremely rare lighting-related freezing issues.
  • Fixed squirrel hooks not working on trees.

5.0 BETA 11B

Additions

  • Added EnableProjectileSwordManaUsage configuration toggle.
  • Spanish difficulty level translations (Thanks, Igmc!)
  • ru-RU grammar corrections (Thanks, Snoop1CattZ69!)
  • Included a small version of the icon, may be used by other mods.

Changes

  • Public Overhaul builds will now also be uploaded to Github releases.

Fixes

  • Fixed spears & chain knives using mana.
  • Made main menu links preferably open in steam for now, due to some issues in Firefox & Process.Start's UseShellExecute.

5.0 BETA 11

News

  • Goodbye, MergedTesting. Overhaul no longer needs custom TML builds, and is now compatible with both 1.4-stable (soon to be default) and 1.4-preview Steam branches.
  • Overhaul is now out on Steam Workshop!

Additions

  • Reintroduced Monster Banner Rework from 1.3 Overhaul. The rework is the same as it was in 1.3, it replaces defense & damage bonuses with double loot & coin drops.
  • Configuration files now store last used mod version, so that resets like the above could be prevented in the future.
  • Added EnableAimingRecoil ConfigEntry, aiming recoil is now disabled by default due to instability and its experimental nature.
  • Added a Terraria Overhaul Music Pack getting/enabling button to main menu. Currently not ideal however, as Steam won't download this vanilla Terraria pack until you close TML. Also, doesn't do anything for GOG users. So I'll probably be upgrading this later.
  • Added a Configuration button to main menu. Currently, it just opens the Config.json file in whatever your default json editor is.

Fixes

  • Fixed an issue with config files that resulted in screenshake strength and other floating point values to be zero by default. Because of this, configs will now be reset.
  • Issue #82 - Difficulty names go out of bounds in GUI - Fixed partially.
  • Issue #95 - Dodgeroll UI sounds are global in MP.
  • Fixed gun recoil being shared in MP.

5.0 BETA 10

Additions

  • Mana regeneration is now based on player speed. Complete with a beautiful indicator in the top left. The already present mana regeneration sounds compliment this too.
  • Added 4 configuration options related to low health, low mana, and mana regen effects.
  • Brand new logo by Zoomo & Donmor. I've also added some glowmasks to the one in main menu, so it looks better in dark.

Changes

  • Improved dodgerolls with twice the dodgerolls. Players now have two dodgeroll charges, for which polished indicators have been added. Using up all charges before they're restored penalizes players with a longer cooldown.
  • Weapons' power attacks' activation no longer requires a new button press, and it's all now auto-reusable.
  • Health & Mana drops now exist per-player in multiplayer.
  • Health drop rules updated. 2 hearts will now be dropped at >25% and <=33% player health, instead of just 3 drops getting replaced with 1 immediately after the player reaches health above 25%.
  • Statue-spawned enemies now drop health too.
  • Health and mana default pickup ranges increased:
    • 10.5 -> 11 blocks for health;
    • 12 -> 16 blocks for mana.
  • Large codebase quality improvements, once again. Is gud!

Fixes

  • Fixed many multiplayer synchronization issues! Multiplayer experience should now be quite comfortable.
  • Issue #94 - Enemy mana drops don't accumulate from debuff damage.
  • Issue #92 - Add option to turn off the low hp sounds.
  • Issue #91 - Boomerangs have reversed knockback.
  • Issue #89 - Audio processing isn't always supported, and may crash the game.
  • Issue #84 - Gun muzzleflashes incorrectly account for Item.scale.
  • Issue #73 - Climbing while using Bunny Paw cause Player char stuck on jumping animation.
  • Issue #61 - ChildSafety enemy death particles can bleed.
  • Issue #59 - Can't sit, can't sleep (Thanks to JaksonD for the fix!)
  • Issue #57 - Enemies that spawn enemies on death spawn more than they should.
  • Issue #54 - Healing hearts and mana stars don't spawn in multiplayer.
  • Issue #53 - SDMG keeps muzzleflash after being fired.
  • Issue #50 - Sword power attacks not shown to other players.
  • Fixed chunk textures being loaded outside the main thread (that caused rare crashes.)
  • Fixed bullet/shell casings & arrow chunks turning into mist when the vanilla Blood & Gore option is turned off.
  • Fixed broadswords' killing blows' damage multipliers not making their way to multiplayer servers, causing "killed" enemies to come back.

Localization

  • Updated Chinese localization (Thanks, Cyril!)
  • Updated Brazilian Portuguese localizations (Thanks, Pixelnando!)

5.0 BETA 9 FIX 1

Fixes

  • Fixed the mod not working on servers.

5.0 BETA 9

Additions

  • Difficulty levels have finally been (partially) overhauled, with names again turned idiosyncratic (why wouldn't they be) and descriptions updated. Debuff lengths, enemy health, defense, knockback, and coin drops are now the same between the 3 (4) difficulty levels, equalized mostly around Expert's values.

    Enemy-to-Player damage multipliers switched from [1.0, 2.0, 3.0] to [1.25, 2.0, 3.25].

    Here are the new difficulty level names & descriptions:

    • Journey - The Creative / Accessibility mode (For those who want to be in control)
    • I'm Too Young To Mine (Normal) - Less damage from enemies, but same rewards (For the easy-going)
    • Bone Me Plenty (Expert) - The new standard experience (For those who like a fair challenge)
    • I Am Cthulhu Incarnate (Master) - Extreme punishment and new rewards (For the truly ruthless)

    (In the future, Expert's features will be backported to "Normal", with slightly less severity)

  • Experimental: Projectile-firing swords now use 3-10 mana, depending on their firerate. I already have another idea for them, but let me know what you think, and don't forget the above 2 points before writing hate mail.

  • Axes & Hammers now have charged attacks (not fully done with them.)

  • Axes & Hammers now use broadswords' swing animations.

Changes

  • Huge backend rewrites - now component-based with no reliance on the unreliable paradigm that is inheritance.
  • Mana drop logic redone again. The amount of mana dropped from each enemy is now pre-determined based on their assumed (by the mod) role. Fodder will drop 15 mana, heavies - more, bosses - depending on their healthpools. The used weapon's stats no longer affect mana drops at all. Honestly not sure why they did, it's pretty dumb.
  • Mana regeneration redone & rebalanced again. Regeneration is now (again???) constant and works even while firing. The vanilla "staying still doubles mana regen" feature has been (again????) removed. A multiplier to the whole regen value has been added, to prevent regeneration buffs & accessories from being too overpowered.
  • Life & Mana pickups now disappear in 10 seconds instead of 5.
  • Brand new broadsword audio! Again! (Thanks egshels!)
  • Brand new audio for tools! (No thanks to egshels!)
  • Melee weapons' projectiles are now sped up when charged. Much more satisfying.
  • Reduced Killing Blow damage scaling from 2.0 to 1.5.
  • Reduced Magic Weapon charged projectile damage multiplier from 2.50 to 1.75.

Fixes

  • Fixed killing blows only doubling damage on kills that would happen regardless. Facepalming.
  • Fixed slashes showing up in after-images (appearing not translucent during dashes.)
  • Space Gun will no longer be considered a MagicWeapon. An overhaul for it will be reimplemented soon.

5.0 BETA 8

Additions

  • Replaced magic staves' sound effect with an actually good one.
  • Added a charged magic blast sound effect.
  • Added screenshake to magic power attack charges.

Changes

  • Made bow sounds quieter.
  • Simplified mana drops. No longer exclusive to magic damage, no longer based on the current weapon's mana usage.
  • Mana is no longer regenerated during item use (like it wasn't in vanilla.) This is done because you're now able to get mana back from enemies.
  • Readjusted melee velocity boosts once more to battle abuse.
  • Rebalanced magic power attacks, made them quicker.

Fixes

  • Fixed magic weapon power attacks not checking for mana until fire.
  • Fixed broadsword charged attacks being activatable during item use.
  • Fixed broadswords' power attacks not being reset on item reuse.
  • Fixed various textures being disposed on worker threads, causing crashes on unloading.
  • Fixed dodgerolls being able to be activated when hovering over GUI.
  • Fixed mana effects being active while dead.
  • Fixed Main Menu links not working (by RighteousRyan.)

Localization

  • Brazilian Portuguese localization (by goiabae & Pixelnando.)
  • Polish Localization (by J00niper.)

5.0 BETA 7

Additions

  • Implemented a new configuration design.
  • Implemented 12 new configuration options, for a total of 14. (Welcoming code contributions for this! See issue #41.)
  • Implemented Localizations. For now, translations include Spanish and Russian. (If you want to contribute, see GitHub.)
  • Early bow overhaul. Just audio & visuals.
  • Added a "fan the hammer" alt fire to revolvers.
  • Reworked miniguns, all now have star cannon's recoil velocity, i.e. you can hover by shooting downwards! (Send feedback.)
  • Implemented gore footsteps via the new physical material system.
  • Added jump footstep sounds to dirt, grass, stone and wood.
  • Wooden arrows now break into visible 'gore' pieces.
  • Implemented a basis for seasons. They don't actually appear in the game yet.

Changes

  • Lowered overall aim recoil.

Fixes

  • Fixed weapon rotations jumping when switching direction.
  • Fixed the slash draw layer possibly rendering when charging.
  • Fixed some issues in player direction code.

5.0 BETA 6

Additions

  • Redid player physics. Now more vanilla-like, with vanilla jump height and more air control. Jump key holding physics has been added back and rewritten, and jumps are way smoother than in vanilla.
  • Experimental: Added gun recoil. Let me know what you think after trying it out. In the future, this will let me remove random spread from many guns, like the miniguns.
  • Reimplemented the audio ambience system. Currently has 4 audio tracks for 3 different biomes.
  • Implemented low pass filtering-based wall occlusion of outdoors ambient sounds. You will no longer hear birds so clearly while indoors or in a cave.

Changes

  • New grass, dirt and stone footstep sounds that I find less jarring.

Fixes

  • Fixed "projectile enemies" being able to drop health and mana.
  • Fixed the ChunkSystem sometimes freezing on mod unload.

5.0 BETA 5 FIX 1

Fixes

  • Fixed the mod's code injections crashing on TML release configuration.

5.0 BETA 5

Additions

  • Reimplemented FNA audio processing, which, in <=4.X, was only available on unofficial TML versions.
  • The reverb, which was previously just based on the local player's depth in the world, is now completely dynamic and surroundings based.
  • Introduced experimental sound occlusion, which will do 'line of sight' checks towards the player on every sound. Sounds quite good with giant worms.
  • Being underwater will muffle sounds in a bit smoother way than before, and with a better sound playing.
  • Explosions near the player will muffle out audio for a bit of time.
  • Introduced new low health effects. They muffle out not just audio, but also music. NOTE: Applying low-pass filtering to music requires Overhaul's music pack, or other music that comes from a resource pack or a mod.

Changes

  • Nerfed health drops from enemies.
  • Explosions' decals' alpha is now based on the guessed explosion power.

Fixes

  • Fixed the mod crashing on servers. Multiplayer is still quite unstable.
  • Fixed #49 - Combat crosshair impulse triggered by all players.
  • Fixed #46 - Crosshairs spread out when switching to gun after melee attacking.
  • Hardcoded a fix for explosive bullets having too powerful effects.

5.0 BETA 4

Additions

  • Completely reworked mana to try and make magic weapons at least somewhat viable without potion spamming & constant standing still.
  • Reimplemented and rebalanced health drop changes.
  • Increased default pickup range
  • MagicWeapon overhaul - screenshake and power attacks.
  • Reimplemented crosshairs.
  • Added outlines to the crosshair.
  • Implemented low mana warning effects & a sound.
  • Implemented mana regeneration effects & a sound.
  • Added 'Mana Channelling' UX buff to notify the player that standing still speeds up mana regeneration.

Changes

  • Heavily speeded up climbing.

Fixes

  • Fixed autoreuse forcing breaking magic missile & other items.
  • Fixed 1.4.2 TML getting stuck due to an unused corrupted ogg.
  • Fixed #43 - "If using a charged melee attack and it won't end before dying, then after respawning it will be triggered"
  • Fixed power attacks being triggered when interacting with tiles.

5.0 BETA 3

Additions

  • Added broadsword power attacks.
  • Added broadswords killing blows. They're very different from 1.3 -- they double damage on power attacks whenever an enemy with non-full health will die from that.
  • Striking enemies will now launch the player towards their velocity. This lets you 'ride' demon eyes into the sky!
  • Made a new system that allows me to replace enemy hit sounds on per-item basis. Swords now play custom audio, and so do wooden tools.

Changes

  • Redid swing velocity logic from scratch. Removed extra velocity bonuses for attacking downwards.
  • Heavily improved enemy hit & death sounds.
  • Heavily improved gore audio and fixed some issues with it.
  • Improved gore blood splatters.
  • Removed unused keybindings.

Fixes

  • Fixed configs not loading.
  • Fixed retro lighting lagging the game (and sometimes crashing on some graphics drivers.)
  • Improved the mop's code, fixed the mop hitting enemies through walls.

5.0 BETA 2 FIX 1

Fixes

  • Fixed servers not working due to client things autoloading.
  • Fixed the mop hitting through walls.
  • Moved keybind definitions, removed currently-unused ones.
  • Fixed configs not loading.

5.0 BETA 2

Additions

  • New melee animations.
  • Directional knockback for NPCs.
  • Striking with melee weapons now lets the player stay up in the air.
  • New arc-based melee collision checks.
  • Removed damage randomization.
  • Velocity-based melee damage.
  • New perfected muzzleflashes for guns.
  • Melee screenshake.
  • Broadsword attack dashes, with many adjustments.
  • Added new NPC hit effects: scaling, rotation & offsets.
  • Reimplemented npc "stuns" for melee.
  • Added debug mode - /oToggleDebugDisplay.

Changes

  • Lowered footstep volume.

Fixes

  • Fixed gun recoil going in the wrong direction when gravity is flipped.
  • Fixed the player rotating incorrectly when gravity is flipped.

5.0 BETA 1

This is the first public release of version 5.0, which is a from-scratch recreation of the mod.

Starting features

  • (!) Jump key buffering and a new addition: forced-on auto-jump.
  • (!) New and improved NPC blood and gore.
  • (!) Improved grappling hook swinging physics.
  • (!) New and improved decals.
  • (!) Now-automatic gun overhauls with improved audio, screenshake, and bullet/shell casings.
  • Camera improvements.
  • Footstep sounds.
  • Movement changes.
  • Bunnyhopping.
  • Players facing the mouse cursor.
  • Velocity-based rotation for players.
  • Walljumps and wallrolls.
  • Climbing.
  • Melee weapons audio.
  • Other things.