tModLoader Terraria Overhaul - Gameplay enhancements and much more

Everything related to fire is set to true.
No multiplayer. I also reinstalled and reloaded the mod a few times. Other mechanics are working.
 
Would love to see a mechanic where if you fired out your grappling hook, you can either pull an enemy towards you or be able to drag them around with your grappling hook still latched onto them, perhaps you could also make it to where if you knock enemies against walls then they can take some sort of damage, too. Bosses and what not would be immune to this.
 
Shotguns need a buff.

RIght now, they barely do enough damage to be effective against mediocre enemies.

The normal shotgun's probably the worst since it only deals about 20 damage per pellet, which is reduced to about 1 damage per pellet since hard mode enemies have lots of defence. In other words, we're looking at about 8 damage per shot.

Boomstick's also not so great, especially when you can only use the weapon in a two-shot burst before having to reload.

Super shotgun's probably not great either, but I haven't tried that yet to be sure.
 
uhh hi i have a slight problem with this mod when trying to use terraria leveled mod the mobs wont give exp can you please look into it i would really love to play this mod in combination with my other mods
 
Shotguns need a buff.

In my play-through, I used shotguns fairly extensively and I do agree that most shotguns need a buff.

the boomstick is very weak for it's low clip size and long reload time, though I suppose the idea might be to get that 2 shot burst in and then switch to another weapon?
The regular shotgun is, eh, 'Good-Enough' in early hardmode. Mobs with a lot of defense will always be the bane of shotguns. Have you tried using Ichor Bullets?
The Onyx Blaster's raw damage honestly makes it 'good' even against the Moonlord when used properly. I used it against all the Mech-bosses, Planterra, and Golem to great effect.

The Super Shot gun?
Super shotgun's probably not great either, but I haven't tried that yet to be sure.
Well... I'll just say; Prepare to be pleasantly surprised! Pair it with Ichor or Chlorophyte bullets and you are in for a treat!
(for best effect, maybe use a spell or melee weapon to apply the Ichor debuff, and then use chlorophyte bullets)
 
Where i can disable the fire and the durability? i read the Fire System and the Durability but i dont know where is... where i can found it?
 
Every time I swing a sword, it seems to lag the game a bit, and when I swing a sword during some boss fights, It lags even more. does anybody know how to fix this, or at least make the lag a little less noticeable?
 
Hello there! Wanna jump into the mod but my tModLoader fails to load the mod after i push reload mods...

Error info:

Could not load type 'System.Reflection.CustomAttributeExtensions' from assembly 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'.
at TerrariaOverhaul.OverhaulItems.Initialize()
at TerrariaOverhaul.OverhaulMod.Load() in C:\Users\Merser\Documents\My Games\Terraria/ModLoader\Mod Sources\TerrariaOverhaul\OverhaulMod.cs:line 348
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
 
THe Phoenix Blaster's sprite is a bit bugged: it's kinda "clipped" too far into the player. If you look closely, you can see the grip of the gun sticking through my arm.
 

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Can there be a config option to disable the new swimming or allow torches to be held or placed while floating at the top of the water since you can no longer get over the surface, being in an unlit area with water means that torches can't be pulled out and you have no way of lighting the area up unless you have glow sticks. this is only a problem early game, but has caused me several deaths.

Things such as blizzard in a bottle don't work correctly, only giving a regular double jump, and not giving any height at all in water. I also feel the rate of which you ascend while swimming feels a bit too slow, which could also be kept in the config.
 
So Titanium Armors dodge ability doesn't seem to function at all with the mod on. Whenever you have it up you don't dodge attacks and still get hit.
 
So Titanium Armors dodge ability doesn't seem to function at all with the mod on. Whenever you have it up you don't dodge attacks and still get hit.
I think that has to do with the removal of Invicibilty Frames. Whether it's intended is something I don't know.
 
I think that has to do with the removal of Invicibilty Frames. Whether it's intended is something I don't know.
That's the most likely scenario in my mind. I don't have one but I figure it probably happens to the Ninja Tabi dodge too.
 
There's a bug with the "Wet" debuff. While under water, this mod still displays the wet animation on the player, along with ***all*** other npc's/enemies currently in water or recently out of water. This dripping animation is meant to only display when recently out of water.

Although due to this bug, while underwater (especially in large areas like Thorium's Aquatic biome) it looks very... odd to have clusters of blue chunks endlessly flying around everything you see.

Is there a way to make the animation only appear when out of water, or make the debuff only activate after just getting out of water?
 
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