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0.9207

The increment after 0.9206 through this build. The InnoVault dependency stays at 1.9.101.

Use the same mod version on every client, and update that dependency.

  1. Godsmith armor overhauls: When Divine Artifice is active, more than forty vanilla armor sets replace their default set bonuses with dedicated custom mechanics. For example, Molten Armor inflicts fire and grants a 40% chance on hit to trigger an explosion dealing 1.5× base weapon damage; Titanium Armor generates barrier shards on hit to provide up to 15% critical strike chance, which disperse upon taking damage; Hallowed Armor grants holy protection on hit and launches six holy stars upon dodging attacks; Meteor Armor trades maximum life and defense for substantial offensive damage and attack speed increases. The Lead Poisoning debuff has been introduced alongside these sets.
  2. Helmet inlaying system: Ore helmets now form sequential progression chains (Copper/Tin → Iron/Lead → Silver/Tungsten → Gold/Platinum, and Cobalt/Palladium → Mythril/Orichalcum → Adamantite/Titanium). Placing lower-tier helmets into the crafting recipe when forging a higher-tier helmet inlays them into the piece. Wearing a complete matching set inherits set bonuses progressively down the inlay chain. Hovering over a helmet displays the full inlay ladder with all inherited bonuses; top-tier helmets in Divine Artifice require evil ore bars.
  3. Melee swing timeline rework: Broadswords, shortswords, and spears feature restructured swing rhythms composed of an anticipation windup, a momentary pause, an explosive wide-arc release, and a sharp recovery freeze. Successful hits provide hitstop frames, while heavy impacts trigger subtle screen shake. Physical dash steps have been removed from attacks (such as Falcon Blade no longer lunging on its third swing), base broadsword attack speed has been increased by 12%, and an issue where high attack speed compressed swings into single frames and dropped hit registration has been resolved.
  4. Divine Artifice scope consolidation: Custom drawn visual layers across the weapon families are disabled by default to prioritize clean vanilla sprites, retaining full custom rendering only on Mandible Blade, Meowmere, Starfury, Death Sickle, Chlorophyte Partisan, North Pole, Toxikarp, Heat Ray, Last Prism, and Medusa Head. Secondary right-click weapon skills have been consolidated; sniper rifles and Onyx Blaster retain dual-mode firing, while right-click alternate modes across other firearms, yoyos, Calamity-tier magic staves, launchers, and boomerangs have been removed to restore standard vanilla functionality, to be reintroduced progressively after future reworks.
  5. Godsmith weapon adjustments: Night’s Edge, Excalibur, True Night’s Edge, True Excalibur, and Zenith revert to standard vanilla behavior under Divine Artifice. Silver Broadsword gains a blade-tip sweet spot where hits landed with the outer 40% of the blade deal 40% additional damage accompanied by a crisp audio chime, extending across half the blade at night; Hornet Staff summons have been reworked to execute diving strafe runs that loose stingers at close range, diving more aggressively upon manual command.
  1. Terra Blade global rework: Rebuilt independently of Divine Artifice mode without altering crafting requirements. Attacks now follow a five-beat fluid combo comprising two vertical downward cleaves, two sweeping oval arcs, and an expansive full-circle spin. Each swing unleashes homing Terra beams along the blade path; projectile impacts alternately invoke the twin spirits of the blades, summoning a colossal True Excalibur from above to impale the target and True Night’s Edge spinning rapidly on the impact point for continuous slicing damage.
  2. Firearm recoil presentation: Handheld guns now feature upward muzzle climb, damped recovery bounce, and subtle screen vibration upon discharge; Flamethrowers have been equipped with a dedicated two-handed holding posture and customized animations.
  3. Non-Godsmith weapon adjustments: Aureate Blade’s empowered right-click attack has been redesigned into a massive piercing light lance capable of penetrating up to three targets; Tiro Finale spawns two phantom flintlocks per shot instead of one, holding formation passively up to an eight-gun cap before firing alongside the primary shot in synchronized volleys; Sandstorm’s Melody base damage has been adjusted from 32 down to 16.
  1. Kikasa Blood Lake form: When the lake reaches full steady-state depth, primary-fire ink droplets transform into blood pearls that raise erupting blood spires on their first impact with the lake surface; secondary-fire reverse holding channels blood currents directly from the lake into the basin, transforming the triple-fountain discharge into eruptive blood geysers.
  2. Submerged lake space: Submerging the player character completely into the deep lake expands a cleared aqueous perimeter around the character, temporarily peeling back reflections, blood tint, and heavy fog; surfacing smoothly restores the environmental overlay. Blood Lake ambient coloring has been shifted to deep indigo tones with low-saturation dust rose block coloration, preserving natural entity hues.
  3. Kikasa mechanics and tutorial: Kikasa’s tutorial sequence now includes a dedicated step for dismissing Blood Lake, temporarily mapping an accessible key when unbound and preventing monster spawns during guidance. Ink drops and blood pearls targeting active enemies within 300 pixels ignore intervening tiles during downward descent to strike targets behind walls. Group drowning logic has been expanded to coupled bosses: drowning either twin of the Twins pulls the partner into the lake simultaneously, and drowning Slime God paladins removes the core together to prevent erratic despawning. Umbrella servant and thrall output scaling now steps across weapon rarity tiers rather than relying on inflated raw weapon tooltips, and damage distributions among multiple bound weapons are normalized cleanly.
  4. Onikiri thunderstorm criteria: Onikiri’s thunder strike techniques and Raikiri inscription now share a unified weather check requiring rain alongside thunderstorm conditions or strong wind speeds, properly accounting for hysteresis and remaining functional beneath overhanging eves or cave ceilings; the Rain Gutter inscription requirement for aerial cruise duration in rain now accumulates across seconds rather than requiring a single unbroken flight.
  5. Domain client performance setting: A new client setting, “Disable Other Players’ Domain Effects”, is enabled by default. Domain, Blood Lake, Ghost Rain, and Ghost Dream visuals invoked by teammates will no longer flood the local screen, rendering only when the player physically interacts with the space (such as treading the lake, being pulled underwater, or entering the Ghost Dream perimeter).
  1. Bloomsand Serpent expanded arsenal: Bloomsand Serpent gains crouching lunges, pincer cleaves, sand-sweeping waves, rolling coils, and fin thrusts; entering Phase 2 unlocks sandstorm vortices, crosswind flower blades, and quicksand traps; Phase 3 introduces a semi-buried circular ring formation that unleashes radial petal barrages inward from the perimeter. Older floating sand showers and aerial dance sequences have been removed, turning mechanics follow smooth curvature paths, and Expert Mode now awards a dedicated treasure bag alongside two body variant palettes.
  2. Festersand Serpent bespoke visuals: Festersand Serpent features a complete suite of original sprites covering head, body segments, tail, mandibles, legs, pustules, and blossoms, with updated bestiary iconography.
  3. Golem combat mechanisms: Phase 2 installs ceiling-mounted spiked ball traps adjacent to the eye-beam emitters, releasing heavy rolling spiked spheres that bounce across the terrain following laser sweeps; temple trap modules have been updated with authentic Lihzahrd Temple styling and visible rolling fire cores within flame pillars.
  4. Moon Lord and Cultist adjustments: Moon Lord’s Black Flash sequence occurs reliably in every rotation, leaving behind a spatial void fissure lasting approximately three seconds upon detonation; telegraphs display purple directional guides before locking into distinct danger radii. Lunatic Cultist phases feature dedicated ambient layers with wind streams, ember ash, and storm squalls, pacing core phase actions into tighter windows.
  5. Brutal Ambience rockfall pacing: In Brutal Ambience, falling rock trigger thresholds have been relaxed and the cooldown extended to 15 seconds; mining trigger weights have been tuned with input debouncing; drop positions spawn above solid ceilings to the side rather than in narrow vertical shafts, preceded by falling dust and muffled ground rumblings, and initial collision frames deal no damage.
  6. Boss Rush event compatibility: While the Boss Rush event is active, Kikasa’s drowning mechanic on boss-tier targets automatically routes into whip lash attacks, preventing targets from being unceremoniously pruned and stalling event progression.
  1. Herb Farmer and industrial overhauls: The Herb Farmer now automates harvesting across all seven vanilla herb varieties, matching seeds dynamically to appropriate soil tiles; machines and terminal panels feature five distinct status readings including Awaiting Bloom, Growing, Output Full, Missing Seeds, and Missing Soil. The Mushroom Farmer harvests trailing vine tendrils beneath mushroom grass, and decanting stations return drained liquids back into pipeline manifolds.
  2. Collector facility interactions: Interaction zones for the Collector Station and Transfer Station match tile reach distances to prevent accidental closure from slight character movement; renaming stations supports Enter confirmation, pressing Escape to exit editing avoids opening the inventory, and IME composition candidates respond reliably.
  1. Death sequences and narrative protection: Ghost Rain narrative death animations feature physical rain-throat constriction; charred withered hand grabs gain airborne void-tear variants. During initial Ghost Rain encounters and Kikasa introductory sequences, players receive temporary narrative protection preventing hostile mob spawns and damage.
  2. Shenyo main menu overhaul: The main menu interface has been reconstructed into the “Drowned Moon Phalanx” composition, framing a semi-submerged drowned moon between sentinel gate silhouettes with an extended atmospheric musical theme.
  3. Numerical copywriting standardization: All 156 Onikiri inscriptions and 107 Kikasa talismans have been rewritten with exact, standardized numerical formulas; Shenyo and Mayo gift dialogues and commission guidelines have been refreshed. Three Brutal Relics have been renamed, and characters are officially normalized as Himura Mayo.
  4. Localization modularization: Localization structures have been split into modular files across Godsmith, industrial, hacking, inscription, talisman, and relic systems; hundreds of Portuguese translation entries have been added, and English, German, Spanish, French, and Russian locales have been synchronized with rewritten text.
  1. Status cleanses and potion delays: Fixed an issue where executing a cleanse via Kikasa, cyberware, or Halibut removed the Potion Sickness debuff icon without resetting the underlying internal potion delay timer, leaving players unable to drink healing potions; cleanses now clear the potion cooldown synchronously.
  2. Kikasa domain and subworld flips: Fixed a persistent lock preventing players from flipping into the deep Ghost Rain domain after transitioning between subworlds due to unreset frame timestamps, adding cross-world resets and timestamp self-healing. Fixed Eater of Worlds segment detaching into an isolated floating head during drowning pulls by placing target worms under a hold lease.
  3. Onikiri time-stop and combat fixes: Fixed an issue where Onikiri dismemberment paralysis timers continued to deplete while world-freezing interfaces such as the Inscription Table were open; timers now pause properly. Fixed tutorial rune reissue logic overlooking portable banks and repeatedly distributing duplicate items on world entrance. Fixed occasional shader calculation crashes during Shin’i Dash and Cherry Blossom drift.
  4. Boss kill event resolution: Fixed kill-dependent inscriptions such as Hannya, Senju, and Bonsho failing to trigger against bosses with custom death cutscenes or invulnerability phases because the killing blow encountered a locked health threshold; fatal damage is now tracked and retroactively resolved upon final despawn.
  5. Multiplayer movement synchronization: Overhauled multiplayer synchronization for Brutal Plantera by removing local client velocity extrapolation, distributing hot state data through network sync packets, and eliminating rapid vertical jittering in multiplayer sessions. Fixed dropped animation frames during multiplayer execution sequences.
  6. Quests and world flag leakage: Fixed Draedon signal tower deployment commissions becoming permanently blocked if completion cutscenes were interrupted; fixed Halibut world flags erroneously bleeding into newly created worlds.

Notes after 0.9207 are on 0.9208.