Overhaul 4.1(.0.1), yeehaw
Added 2019-10-27 10:01:03 +0000 UTC
Greetings! After many delays and accidents, 4.1 has finally arrived. Besides fixing a whoopin' 57 issues (some very old, some very important), this update adds multiple quality of life features, implements a few community suggestions, and applies some polishing & balance changes I think this mod needed for some time.
It also introduces an epic localization system ( foreshadowing an actually full localization update 10 years later, and perhaps support for localizing the game into languages vanilla doesn't have ), which lets anyone do localization edits via "ModLoader\TerrariaOverhaul\Localizations" directory (raise the version number to have your edits used in-game.
Oh, right, Overhaul also moved to tModLoader 0.11.5. I forgot that that was the only thing people cared about.
But wait, there's gonna be more!
Surprisingly, I'm not going on another hiatus yet. In just a few days, I'll release the second Music Update, 4.2(.0) (nice), which our friend Kirbyrocket has passionately been working for for nearly a year now, endlessly improving each track. That update will bring 16 new epic remasters (as well as major improvements to already present ones), raising the total amount done by him so far to 30! In case you forgot to get psyched, I'll remind you that there are 43 tracks in Terraria (counting the console versions), and it's 69% (NICE!) that we'll have remastered.
And after that's out, I'll take an average break (the break is actually me *actually* working on games!), after which I'll be working on the Config Update, that everyone, including me, has been crying out for since the Mesozoic era.
-== Download ==-
NOTE: Overhaul now requires tModLoader 0.11.5, which you can get here.
From Mod Browser: Link (OR just type "Terraria Overhaul" in Mod Browser!)
From MEGA: Link (Only use if mod browser doesn't work for you)
-== Changelog ==-
Important:
- Moved to tModLoader 0.11.5, which will be the new minimal version.
v0.10-loving pirates — go buy the game. - Rewrote auto updates in a very independent manner, so they should be way more stable and will no longer get broken by tModLoader updates for sure.
Added:
- Added "For Sale" and "Ignored" item marks, which can be cycled with Left Alt + Left Click, same as marking items as favorite in vanilla. These news marks hide items from Quick Action wheel, and "For Sale" mark is planned to be used by a planned "Quick Sell" button in shops.
- Added basic sound effects and particle effects for drinking of healing & mana potions.
- Drinking potions now gives players back their bottles. Not very hygienic. (Suggested by "Vortex Bunny" on discord).
- Ice blocks' ledges can now be climbed on like any other blocks', given that you have any climbing gear (Climbing Claws or better). Suggested by 'Humiddimly' on Overhaul's Discord.
- Obsidian Skin potion's effect will now also keep players at "Breezy" temperature level all the time, giving protection against possibly unwanted Warm, HOT and OVERHEAT (de)buffs. Suggested by 'inascet'/'rotyler' user (sorry if that's wrong!) on Overhaul's Discord.
- Time acceleration during sleeping will now accelerate (de)buffs' timers too.
- Added a sleeping potion, since many people wanted a balanced way of skipping daytime to fight bosses. It is sold by The Merchant and lets you sleep during daytime. Players will wake up at evenings and mornings, but will be able to get back into beds if they still have some of the buff remaining.
- Recolored vanilla "Marked as favorite" lines from white to cyan in item tooltips.
- Added screenshake to magic weapons' blasts, which all lacked visual feedback.
- Introduced `oUninstallFromWorld` command, which removes all of overhaul's tiles from the current world and exits it. Tiles like Wet Sand will turn into normal sand.
- Drinking buff potions now creates "combat text" with buff's name next to the user.
- Quick Buff, Quick Heal and Quick Mana now play drinking animations.
Changed:
- Weapons with no auto reuse will now have lower DPS used in crit charge calculations.
- Players will now play the usual waking up "animation" when manually getting out of a bed.
- Durability info will now appear below "Marked as favorite" lines in item tooltips.
- Slightly reduced gramophone audio's panning range (to 90%), so you won't ever hear music in only 1 ear completely.
- Redid guns' screenshakes. Should be way calmer and balanced.
- Repeaters and Crossbows no longer slow you down when reloading.
- Changed minimap update logic, should no longer lag behind when player's moving really fast, and it won't be updated when staying still anymore.
- Nerfed slimes' AI speed-up during King Slime battle. Spiked slime should no longer spam artillery strikes.
- Made sound and music volume modifiers fade out smoothly.
- Improved triggers for Wilhelm's scream, after repairing them.
- Rewrote many UIs used by the mod, so that they're less likely to break from future tModLoader updates.
- Reduced dodgeroll length from 0.5 seconds to 0.37.
- Increased dodgeroll cooldown from 0.7 seconds to 1.5.
- Reduced accessory-less swimming speed even further, but you can now jump underwater, like in vanilla.
- Improved stability of mining detections for durability item usage.
- More internal code rewrites, which will improve stability.
Optimization:
- Improved stability of item optimizations and reduced amounts of checks.
Translations:
- Added a system that lets people edit Overhaul's translations from disk from `ModLoader/TerrariaOverhaul/Localizations` directory. The "OverhaulLocalizationVersion" field's value has to be incremented for the localization to be used in-game. As the files there are automatically updated with yet to be translated fields, this system makes localization way smaller hassle for everyone.
- Updated Chinese localization (thanks ZY!).
- Updated Spanish localization (thanks Wolf Igmc4!).
- Updated French localization (thanks orian34!).
- Updated German localization (thanks Criddle!).
- Updated Russian localization.
- Semi-repaired Overhaul Settings' localizations.
Removed:
- Removed glass blocks being breakable by projectiles like bullets
- "Combat Text" message being spawned on top of local player on new season arrival.
Fixed:
4.1.0.1:
- Hotfixed crashes on Linux, Mac and 64-bit TML, after I forgot something.
4.1:
- Issue #224 - Various bosses become immortal if any mod returns false in PreAI NPC hooks. This was, for example, caused by calamity's revengeance boss AI changes.
(This was caused by a design flaw in tModLoader, which I fixed in 0.11.5) - Issue #206 - Bee's Knees shoot Frost Arrows instead of bees, all due to dumb typos.
- Issue #231 - Fire doesn't FRICKIN break blocks.
- Issue #246 - Durability just doesn't work. Cool.
- Issue #86 - Players have vanilla jump height when in 1 tile deep water ponds.
- Issue #210 - Gramophones, Lightning Rods, Repair Tables, etc. can't be placed on platforms.
- Issue #213 - Overhauled consumable weapons don't get consumed if used from inventory.
- Issue #226 - IndexOutOfRangeException may occur when underwater muffling effect gets activated.
- Issue #168 - Music doesn't play in main menu when using unofficial 64-bit tModLoader.
- Issue #203 - IndexOutOfRange may occur at NPC.getSupportsNPCTargets() call in OverhaulNPC.GetNPCTypeInfo(NPC npc) when hitting some modded enemies?
- Issue #202 - Revolver and possibly some other items don't charge crits at all. EDIT: Apparently it's just high fire rate weapons with no auto reuse having huge expectations from the player.
- Issue #207 - Actuated blocks can be climbed on.
- Issue #205 - Sleeping may break some UI of other mods.
- Issue #208 - OverhaulInit() hook doesn't get called for private and static methods.
- Issue #209 - There's still a lot of tagging code that doesn't get called, resulting in, for example, lava
- Issue #214 - Brain of Cthulhu, Eye of Cthulhu and Wall of Flesh don't play "flesh" audio loops.
- Issue #215 - Queen Bee doesn't have its wings sound playing.
- Issue #216 - Skeletron Prime doesn't have its chainsaw sound loop playing.
- Issue #212 - Magic Dagger and perhaps some other weapons don't consume mana, even though they should.
- Issue #163 - Triple shots from bows only use 1 arrow/other ammunition.
- Issue #164 - Thrown weapons' charged triple throws don't have tripled ammunition usage.
- Issue #15 - Title cards for day and season changes don't show up in multiplayer.
- Issue #217 - Current day announcements don't show up at all.
- Issue #38 - Durability state tooltips' percentages are very frequently extremely wrong
- Issue #45 - Wilhelm's scream doesn't work. What the shit.
- Issue #128 - Gemspark blocks may not be emitting light.
- Issue #131 - Super Shotgun and possibly some other items behave in an unexpected way with Item Overhauls turned off.
- Issue #189 - Sometimes, when the game runs out of memory, an AggregateException exception may be thrown by ResourceSystem, replacing the out of memory message, and possibly causing confusion.
- Issue #183 - Ammo use chances don't work with thrown weapons and bows.
- Issue #138 - Clockwork Assault Rifle pauses fire if mouse is hovering over UI.
- Issue #218 - Right clicking Overhaul tiles like Repair Tables and Gramophones doesn't consume input, resulting in unwanted item uses.
- Issue #219 - Bug in critical strike code may result in some automatic weapons autorefilling crits.
- Issue #221 - Generic projectile-shooting weapons' damage isn't affected by plenty of armors and accessories. Quite serious. Thanks to Cherry and Skuylar for reporting.
- Issue #222 - A crash may occur when reloading mods, if user exits a world that had rain ongoing in it.
- Issue #223 - Critical strike chance -> Crit charge rate text replacing code sometimes multiplies wrong percentage values.
- Issue #117 - Other mods' music boxes don't work.
- Issue #225 - Magic Dagger and perhaps some other items don't get slower stats for added auto-reuse.
- Issue #227 - Player rendering is completely screwed when using mounts.
- Issue #228 - Players' shirts, undershirts and shoulders sometimes use armor dyes, although they shouldn't.
- Issue #201 - Still items sometimes don't react to players, and take ages to get picked up by players.
- Issue #229 - Red Gel doesn't have a hitbox defined, and so it falls through tiles, once on ground.
- Issue #230 - Items frozen by optimizations don't get moved by conveyors.
- Issue #232 - Sound isn't affected by underwater muffling if the currently playing music track isn't.
- Issue #233 - An IndexOutOfRange exception may occur in some unknown circumstances (probably mod compatibility related) at OverhaulNPC.GetNPCTypeInfo(NPC npc).
- Issue #234 - There were some debug code leftovers in NPC code, sponsoring issue #233 and slightly affecting performance in npc-heavy scenarios.
- Issue #235 - Overhaul doesn't correctly work on recently released tModLoader 0.11.5.
- Issue #238 - Burned trees sometimes have default tree trunk.
- Issue #165 - Stumps may get desynchronized in multiplayer.
- Issue #239 - Vanilla sometimes throws a null reference exception in Main.LoadBackground when Overhaul changes backgrounds on Halloween. That's dumb.
- Issue #220 - Overhaul breaks developer/mod sources menu on tModLoader 0.11+, due to outdated method injections.
- Issue #240 - In some cases, dodgerolls don't force jumping leg frame animation for players, resulting in them looking dumber than they have to.
- Issue #241 - Old fires can sometimes bug out, resulting in very friendly dancing chunky phantom flames appearing in some places.
- Issue #242 - Players are able to initiate climbing while dodgerolling.
- Issue #243 - A null reference exception may sometimes occur when going to players screen after disabling Overhaul.
- Issue #244 - Flippers are way less effective than they are in vanilla.
- Issue #245 - Random and EXTREMELY RARE "Value already exists" errors may occur when saving worlds
- Issue #247 - Outdated tModLoader message's download link is outdated. Ha
I'm very thankful for your support.