Overhaul Major Redesign Update 4.0, baby.
Added 2019-07-07 23:22:05 +0000 UTC
oh heck.
The biggest Overhaul update to date is finally here, bringing in completely re-imagined combat with auto-reuse, improved visual feedback, and unique gameplay between broadswords, axes & hammers, as well as a colossally impactful critical strike rework, community-voted sleeping feature (suggested by Niko), compatibility with >=v0.11 and DradonHunter's 64-bit tModLoader versions, improved compatibility with other mods' content, plenty of Quality of Life changes, and never-ending amounts of bug fixes and optimizations that were needed so much. Was that one sentence?
-== Download ==-
From ModBrowser: Link
(OR just type "Terraria Overhaul" in Mod Browser!)
-== Noteworthy Features ==-
Auto-Reuse
Pretty much all items that had auto-reuse in vanilla just got it back. Charged shots/strikes are now done with right click, and modded items' functions were moved to middle mouse button. No more finger pains! ..You can still move them, right?
Critical Strike Rework
The most experimental feature ever added to this mod, and my declaration of war on random. The rework consists of removing random crits, and making crits instead be charged up through dealing damage, greatly expanding combat, punishing the player for getting hit with charge loss, and opening up new possibilities for other item overhauls. Step by step explanation:
- Random crits are removed.
- Every time a player hits an enemy, their crit charges up, based on how much damage (before defense modification) it was in relation to weapon's normal DPS and crit chance (will be renamed to crit charge rate). Excessive damage is counted too, so doing Killing Blows with broadswords will charge up crits way more.
- Players lose crit charge with time, and when they get hit.
- Crits sometimes have to be initiated with a special attack. Broadswords, axes, and hammers, can only initiate crits on charged attacks.
- Crits cannot be initiated the same swing/item use that they were charged.
- All damage will be critical for ~1.75 seconds after the first critical hit.
- This feature is optional, and can be disabled in Gameplay Settings.
Axes - Bleeding
Axes now inflict bleeding on charged strikes, with the effect stacking up multiple times (unless strike is critical, in which case the damage will top over the ceiling immediately). First time in Terraria, the damage inflicted by bleeding debuff will be based on the weapon that caused it. Note that bleeding is affected by enemies' defense, and some enemies are even immune to it completely!
Hammers - Stuns

Hammers will now briefly stun enemies on charged strikes, and stun them for real on charged critical strikes. Stuns immobilize enemies, make them unable to deal contact damage, and decrease their defense. Hammers also have slight passive defense penetration, making them effective against enemies of not your size, mirroring axes, which work best for unarmored enemies.
Broadswords - Killing Blows
To make broadswords not fall behind hammers and axes after their newly added bleeding & stun inflictions, I added a feature called "Killing Blows". Every charged strike with a broadsword to an enemy that has less than 1/3 health will deal double damage and make a really, really satisfying sound. Of course, this turned players into unstoppable killing machines at some point, so, to balance it, I slightly rebalanced velocity based damage for all melee weapons.
Bow Rework

Bows have been rewritten and redesigned from scratch, fixing pretty much all the issues the previous bow overhaul had.
The new bows function as follows:
- LMB spams arrows exactly like in vanilla, but with initial startup time (same fire rate after it) and with auto-fire enforced (reduces speed slightly for bows that didn't have it);
- RMB charges up a shot, which will fire immediately if released at any point; If a shot is charged for enough time, the amount of arrows fired from it will be tripled;
- Bow will now just fire when charged for too long, instead of stunning the player like it used to do;
- Charging can be halted with Reload key.
All this is accompanied by damage rebalances and new enjoyable visual feedback.
Sleeping
Skip boring nights by actually sleeping at least once in your lifetime! This feature, suggested by a discord user with endlessly unique nickname 'Niko', has been voted for by the mod's community in Discord, and somehow got more votes than "Config Update"! Are you annoyed? I'm annoyed. Sleeping's cool though, and feature complete. You even get to hear some nice music when you sleep, so it's superior to the real life counterpart.
Networking Rewrite
Networking has been pretty much rewritten from scratch, and I fixed plenty of MP related bugs. It's cool!
New update notifications

Get your bugfixes right in your mailbox!
tModLoader v11 and 64-bit Compatibility
Overhaul finally works with DradonHunter's Unofficial FNA/64bit tModLoader, and also now supports tModLoader v11, while still working on v10! It doesn't mean that I recommend anyone to immediately move to one of them, though.
NOTE: It's temporarily recommended to generate worlds with overhaul off when using 64bit.
..but wait, there's more!
What I've covered is just a tip of an iceberg. Even I don't know how much more stuff there may be.. I mean, it's not like I wrote a discord bot to keep track of changes better. Speaking of changes, the not-so-full changelog is right below.
-== Changelog ==-
Added:
- Auto-swing/Auto-reuse reimplemented. Charged attacks were moved to Right Click, modded items' functions were moved to middle mouse button.
- Terraria's "Smart Cursor Toggle" will now trigger when its button is released, not pressed. This allows players binding it to Alt, and not have smart cursor toggled when Alt+Tab is pressed.
- Community-voted "Sleeping" feature implemented: Players can now accelerate time by sleeping on beds during night, when no invasion or event is ongoing.
- Melee weapons' charged damage is now displayed next to their base damage in tooltips.
- If local player dies during a boss fight, their camera will follow one of the bosses.
- Completely redesigned the way critical strikes work.
1. Random crits are removed.
2. Every time the player hits an enemy, their crit charges up, based on how much damage (before defense modification) it was in relation to weapon's normal DPS and crit chance (will be renamed to crit charge rate). Excessive damage is counted too, so doing Killing Blows will charge up crits way more.
3. Players lose crit charge with time, and when they get hit.
4. Crits sometimes have to be initiated with a special attack. Broadswords, axes, and hammers, can only initiate crits on charged attacks.
5. Crits cannot be initiated the same swing/item use that they were charged.
6. All damage will be critical for ~1.75 seconds after the first critical hit.
7. This feature is optional. - Added plenty of effects to when a meteorite lands (Suggested by Kiroto, then, much later again, by Superkip).
- Improved smart cursor controls. Its key now needs to be held down for smart cursor to be active, but it can be toggled by pressing it 2 times in a row. This can be disabled.
- Overhaul Settings will now be highlighted in main menu if they were never visited.
- Added automatic mod update dialogue.
- Smart Cursor will no longer get toggled if it's assigned to Left Alt and the player is hovering over inventory/other UI.
- Ensured that OutOfMemory exceptions crash the game instead of making the game look unplayable
Changed:
- Spiky Balls and similar items now behave like any other Thrown Weapons.
- Tripled the amount of projectiles created on charged uses of thrown weapons.
- Rewrote the way broadsword swings accelerate players.
- Neptune's Shell (and anything else that may turn you into a merfolk) now grants immunity to freezing from cold water.
- Changed mod's target framework from '.NET Framework 4.6.1' to'.NET Framework 4.5'.
- Rewrote the Discord Rich Presence library in '.NET Framework 4.5' instead of '4.6.1'.
- Camera will no longer ever follow the mouse outside the game's window, which strips users of multiple monitors of their magic abilities to see forever.
- Camera will no longer ever follow the mouse if the game's window isn't focused.
- Overhaul Config.json and Stats.json will now have alphabetically sorted variables.
- Water/Extinguisher projectiles now wash away snow overlays.
- Freshly instantiated gore (<5 frames of lifeTime) will now only be hit by projectiles with ~25% chance, to make shotguns not always turn enemies into liquid.
- Burned grass now regrows way easier, as it now checks for grown grass with 7x7 rectangle shape instead of 3x3 diamond shape.
- The mod will now get online information (MOTD, latest version, etc) off mirsar.io through HTTP instead of FTP. Most likely quicker, and fixes 1 minor issue.
- Updated credits screen code, so that it would no longer access an outdated dropbox text file. I hope to have something automatically update the credits file in real time, to add all patrons into it.
- Readjusted the way gramophones lower music volume, the range of the effect has been heavily increased.
- Improved bullet ricochets. They should no longer ever get stuck in enemies.
- Rewrote configuration code, in preparation for the config update.
- Completely redesigned overhaul settings' menus.
- Changed Brain of Cthulhu's confused debuff duration time from 1 second to 5. This actually makes the fight easier.
- Wandering enemies will now be able to see players through glass/other transparent blocks.
- Arkhalis now has velocity based damage, just like every other melee weapon.
- Overhaul will no longer modify all existings input profiles.
- QoL: Bushes will no longer grow next to doors.
- Reduced health and armor of Brain of Cthulhu's Creepers.
- Brain of Cthulhu and Eater of Worlds will no longer spawn due to player's kills in Blooming Evil if there is already an instance of that boss.
Combat:
- Reimplemented Auto-reuse for magic weapons.
- Reduced magic weapons' charge time by 16.5%
- Removed mana regeneration changes. It's all back to vanilla behavior.
- Superfast magic weapons no longer shoot twice amount of projectiles per use.
- (!) Magic weapons' charged attacks' time and power is now multiplied exponentially based on their firerate. This means that fast weapons will now have charge time on par with normal firerate weapons, but will shoot way more projectiles when charged.
- Improved magic weapons' charge sound effect.
- (!) Experimental: Melee weapons' damage to enemies is now based on the numbers of enemies hit per swing. Currently, damage to each enemy is modified with the following expression: "damage = damage / ( 1.0 + ( amountOfEnemiesHit / 5.0 ) )"
- Axes can now be charged.
- Axes now inflict bleeding on charged strikes, with the effect stacking up multiple times (unless strike is critical, in which case the damage will top over the ceiling immediately). First time in Terraria, the damage inflicted by bleeding debuff will be based on the weapon that caused it. Note that bleeding is affected by enemies' defense, and some enemies are even immune to it completely!
- Reduced broadswords' charged attack damage multiplier from x1.6 to x1.5.
- Rebalanced axes.
- Rebalanced hammers.
- Hammers will now briefly stun enemies on charged strikes, and stun them for real on charged critical strikes. Stuns immobilize enemies, make them unable to deal contact damage, and decrease their defense. Hammers also have slight passive defense penetration, making them effective against enemies of not your size, mirroring axes, which work best for unarmored enemies.
- To make broadswords not fall behind hammers and axes after their newly added bleeding & stun inflictions, I added a feature called "Killing Blows". Every charged strike with a broadsword to an enemy that has less than 1/3 health will deal double damage and make a really, really satisfying sound.
- Added screenshake to melee weapon impacts. Surprisingly improves melee feedback and doesn't seem to cause any motion sickness. It'll be toggleable though, just in case.
- Melee weapons now have screen shake on enemy hits. Extremely satisfying.
- Thrown weapons have been rewritten from scratch.
- Thrown weapons' primary attack now throws 3 projectiles in a row, with a pause afterwards. Damage is the same, but velocity is boosted.
- Thrown weapons' charged attack now throws 3 projectiles immediately in a fan shape, with both charging delay and a pause afterwards, but the entire attack takes the same amount of time as primary. Damage is boosted, but velocity is reduced.
- Thrown weapons now do very slight screen shakes on throws.
- Rebalanced velocity based damage. Should no longer give you free damage when you just press LMB.
- Completely revamped bow overhaul:
LMB now shoots arrows exactly like in vanilla, but with initial startup time (results in same firerate), and with autofire enforced (reduces speed slightly for bows that didn't have it);
RMB charges up a shot, which will fire immediately if released;
If charged for too long, the shot will change into a triple one;
If again held for too long, it'll fire a triple shot instead of stunning the player;
Charged shots can also be halted by pressing reload key.
All this is accompanied by damage rebalances and enjoyable visual feedback. - Pickaxes got some new effects and are now chargeable. Their charged attack is a triple swing, like on shortswords.
- Shortswords can now be charged for a triple swing.
Music:
- Replaced Goblin Army remix with a newer, cooler one.
- Generally improved music stability by doing a rollback to previous version's music system, with big improvements done to it.
- Town Music will no longer play during Autumn and Winter, due to its cheery nature & repetitiveness.
- Updated 'The Towers' track by Kirbyrocket. Hella more epic.
UI:
- Improved Crosshair texture.
- Crosshair is now animated, reacting to actions like shooting projectiles, reloading weapons, and charging up power attacks.
- Item overhaul informational tooltips will now be shown when Left Alt is held.
Animations:
- Improved broadsword animations. They were way more jaggy than they had to be.
- Giant broadswords like Breaker Blade no longer shrink in players' hands when they're not being used.
Multiplayer:
- Improved climbing synchronization; Logic checks for climb start now only occur for local player, slightly lowering max CPU usage.
- Rewrote all of overhaul's network packets from scratch with some much fancier object-oriented design, which should improve stability consistency by a lot and make it harder to screw up code.
- Rewrote and heavily improved config synchronization in MP.
Optimizations:
- Changed the way Overhaul's threads are disposed of when unloading the mod -- should be more memory leak and exception proof.
- Performance improvements for raycasts (blood, melee weapons, etc)
- Additionally reduced memory usage by fixing incorrect management of streams for stopped music instances.
- Drastically reduced Overhaul's base memory usage by changing how the mod uses MonoMod injections (thanks 0x0ade).
- Heavily improved memory optimization system, also made it do LargeWorldEnabler's work and in a much better way, making it completely redundant.
- Overhaul's asynchronous code will now run on ThreadPool threads, instead of creating custom permament threads that will have to constantly sleep and wait for next tasks to arise. This all really did improve average FPS slightly for me.
- Optimized vanilla's dust instantiation. Should reduce projectile lag.
- Slightly improved performance of decal creation.
- Melee weapons no longer do raycasts on servers, heavily improving performance.
- Melee weapons of non-local players will now only do a single raycast for gore, heavily improving performance in MP in cases when a lot of people are swinging their swords.
- Upgraded some item optimizations with injections. Items that are motionless will no longer do collision checks every frame, which drastically boosts performance.
- Slightly optimized some npc loot related code.
Fixed:
- Issue #116 - Gores with <=0 type aren't ignored and may cause awful issues (Though it's other mods' fault for spawning such gores).
- Issue #105 - Dot-looking blood particles don't create sounds when hitting floor.
- Issue #104 - Gun UI goes off screen when zooming in, due to being rendered as if it's an in-world sprite.
- Issue #103 - Player may rarely randomly start jumping without an end to it.
- Issue #102 - Brain of Confusion's tooltip shows up on Shield of Cthulhu instead???
- Issue #43 - Some clothing styles still have their colors swap when overhaul rendering gets enabled.
- Issue #84 - Campfires emit light when turned off.
- Issue #100 - A very rare null reference exception may occur in 'NetRequestSystem.get_OnlineInfo' when reloading the mod too much, caused by the mod trying to access a possibly not yet initialized subsystem.
- Issue #99 - SoundSystem's thread does not get disposed on mod unload, leaving possibilities for issues.
- Issue #83 - Wet Sand, Living Leaf and Pine Tree blocks make stone noises when you step on them.
- Issue #97 - World loading may fail on January 26th (Australia Day) due to a typo in code. Check <#339605333389344770> for an immediate temporary fix.
- Issue #96 - Floods may be spawning when the game is paused under some circumstances.
- Issue #68 - When entering a world with autopause on and the game's window not in focus, tons of lightning strikes may occur, even though the game is paused.
- Issue #95 - A null reference exception may very rarely occur in DRPSystem.Update due to Main.rand being null sometimes.
- Issue #94 - Velocity wind atmosphere sound doesn't work when going up with gravity flipped.
- Issue #93 - Stomping doesn't work when gravity is flipped.
- Issue #92 - Collision box for crimson ligaments behaves incorrectly when gravity is flipped.
- Issue #91 - Debug mode's rendering debugging isn't affected by gravity potion's view flipping.
- Issue #90 - There's plenty of (possible) player animation issues when using gravity potion.
- Issue #89 - OGG Music Audio may be getting reset for no reason when the game's window is not focused.
- Issue #88 - Overhaul's player rendering doesn't work (on purpose) when player's gravity is flipped.
- Issue #87 - Back Arm may be rendered when holding a shield, making the player look as if they have 3 hands.
- Issue #84 - Items like Flintlock Pistol may appear shaking rapidly when being reloaded, when playing on >60 fps with frameskip off.
- Issue #82 - When walking backwards, arm movements may get desynced from legs movements.
- Issue #81 - Walking backwards causes an offset in player's legs' position: https://i.imgur.com/6qjP5Lx.png
- Issue #80 - Incompatibility with "Absolute Immersion"'s goblin head rendering.
- Issue #79 - Clothier's Jacket's Auto-Generated extended armor texture looks absolutely ugly.
- Issue #78 - Pre-made armor textures don't get loaded, making many pre-hardmode armors look not as good as they should
- Issue #77 - [tModLoader Issue] "The given key was not present in the dictionary." crash may randomly or repeatedly occur in "Terraria.GameInput.PlayerInput.FixDerpedRebinds()", making the game unplayable for very few people.
- Issue #76 - Some armors like Shroomite & Titanium are missing sleeves when using a weapon.
- Issue #75 - Crosshair is sometimes rendered on top of cursor, instead of replacing it.
- Issue #73 - Sometimes music replacements just don't load right away.
- Issue #71 - "logEverything" config option doesn't work.
- Issue #70 - Underground & Alt Underground themes may both play at the same time with different volume.
- Issue #67 - Tile array resizing optimization doesn't get unloaded, resulting in issues with loading worlds with overhaul disabled (until the game is restarted).
- Issue #65 - [tModLoader Issue] A crash may occur in ModHooks.PostUpdateInput enumeration if any mod accesses the list of mods during loading.
- Issue #64 - Various WorldGen class methods can throw handled IndexOutOfRange exceptions during world generation.
- Issue #123 - [tModLoader 0.10.1.5 Issue] Included tML BETA's fix for tile frames breaking world loading into Overhaul, so that it gets fixed on older tML versions too.
- Issue #127 - A division by zero may occur when trying to determine a slime-like enemy's blood color based on their texture, if their texture is transparent.
- Secured some item loading code, to minimize the chances of player corruption (there weren't actually any reports of that).
- Issue #135 - A handled exception may occur during online information download (MOTD, latest version, etc).
- Issue #134 - Similarly to #68, hurricane enemy spawning code will run when the game is paused, resulting in bursts of enemies when unpaused.
- Issue #113 - When using broadswords, holding right mouse button when doing a left mouse button click will result in a vanilla swing.
- Issue #98 - Popping sound glitches can sometimes be heard when hitting too many enemies at once with bullets.
- Issue #66 - Gramophones don't start playing their music when entering a world, even though they play their animations in singleplayer.
- Issue #136 - Gramophones and some other tiles' rightclicks behave incorrectly.
- Issue #137 - A bug in weapon logic was letting players reactivate already ongoing weapon reloads.
- Issue #139 - Update checks sometimes behave incorrectly for private betas.
- Issue #132 - Emote and Quick Action wheels' elements sometimes become non-clickable (or offset?). Gets fixed via alttabbing.
- Issue #111 - Quick Action buttons seem to work awfully in 4K
- Issue #69 - Quick Action menu buttons don't always work, reason is yet unknown.
- Issue #140 - Stomps can weirdly happen multiple times per landing in multiplayer.
- Issue #141 - Climbing can sometimes get desynchronized in MP.
- Issue #142 - Players sometimes get desynced in multiplayer after they finish a dodgeroll.
- Issue #62 - Tree falling animation doesn't work if tree is cut down by the stump.
- Issue #143 - Included a fix for tModLoader 0.10's (already fixed in 0.11) bug that could cause crashes when opening controls menu with no input profiles.json file created yet.
- Issue #144 - Included a fix for a perhaps difficult to reproduce Vanilla crash which could occur when leaving controls screen after modifying something.
- Issue #145 - Cloud in a bottle-type items increases jump height.
- Issue #146 - Probably fixed Overhaul's network packets causing "Invalid operation at this state" kicks of clients that were joining servers. Other mods, however, can still cause it, and this is up to be fixed by tModLoader's developers.
- Issue #63 - Terraria's process doesn't get closed due to non-background threads?
- Issue #85 - Some of "The Throwing Expansion" mod's items are broken or behave unexpectedly with Overhaul installed.
- Issue #106 - Phantasm and some other bows are invisible.
- Issue #147 - Huge error spam may occur when using Siren's Heart accessory from Calamity.
I need a break.






