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0.9208

The increment after 0.9207 through this build. The InnoVault dependency stays at 1.9.101.

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

  1. Rework Godsmith armor: When Divine Artifice is active, Godsmith armor fully returns to an additive model: vanilla piece stats and the matching class set bonus from the worn helmet are kept in full, and Godsmith only adds one metal signature on top instead of stripping or replacing the set. This entry supersedes item 1 of the 0.9207 notes. Pre-Hardmode ore-helmet-chain breastplates still keep one extra mining-speed line. Extreme replace-style builds such as Meteor trading max life for raw power, or Molten explosions, are no longer current.
  2. Adjust helmet inlay inheritance: The inlay chains themselves are unchanged (Copper/Tin → Iron/Lead → Silver/Tungsten → Gold/Platinum, and Cobalt/Palladium → Mythril/Orichalcum → Adamantite/Titanium). Inheritance is clarified so the worn tier still grants defense and the breastplate mining-speed line, while inlaid lower helmets inject metal properties only and no longer stack the old helmet’s defense panel or full set bonuses — keeping growth without double-dipping stats.
  3. Release mid-to-late vanilla set bonuses: Hallowed, Lunar Pillar, mushroom, Hardmode ore, Spectre, and similar mid-to-late sets fully keep their signature vanilla set bonuses, with the metal signature stacked on that line. Spectre Hood still follows the vanilla −40% magic damage rule.
  4. Add signature debuffs with sampled sets: Four enemy debuffs ship with the signatures: Lead Poisoning (2 life per second with no natural regen, Lead set, 25% chance, lasts 4 seconds and suppresses regen), Amber Stasis (−30% move speed, Fossil set), Silk Bind (−30% move speed, Spider set), and Obsidian Brand (minions deal extra damage to branded targets; Obsidian-set whips apply it). Sample signatures: Copper arcs a static spark to the nearest other enemy every 6th hit (40% of that hit); Iron enters Cast Stance after standing still for 1 second (defense, armor penetration, knockback immunity; moving clears it); Platinum immunizes Poisoned, Bleeding, Weak, and Darkness; Ninja gains +20% move speed, and throwing knives, shurikens, and spiky balls cost no ammo while accelerating and applying Bleeding; Fossil spends no ammo or thrown items and applies Amber Stasis on ranged hits; Meteor makes Space Gun cost no mana and has a 15% chance on magic hits to call a small meteor; Molten grants +10% melee, always ignites, immunizes On Fire!, and every 6th melee hit sprays lava groundfire underfoot; Obsidian makes whips faster and longer, allows walking on Hellstone and Meteorite, and brands with Obsidian Brand; Palladium keeps vanilla rapid regen and, after six hits on the same target, spawns a parasitic light orb that returns 8 life; Titanium keeps the vanilla shard barrier, with more shards raising crit and damage until damage shatters them all; Adamantite builds forge heat and, at 12 stacks, the next attack bursts 6 Adamantite embers. Every other set likewise carries one signature line.
  1. Rewrite Onikiri tutorial buttons and prompts: The new-player guide UI is overhauled with clearer buttons: Start Tutorial, Not Now, Collapse Tutorial, and Skip Tutorial. Skipping unlocks trial commissions immediately and broadcasts that the tutorial was skipped and trial commissions are unlocked. The Keiko talisman’s “Open Onikiri instruction” line becomes “Restart the Onikiri tutorial.” Without Onikiri in the inventory, the tutorial cannot start.
  2. Improve stance and finishing execution: At full stance, the key locks a target for finishing execution; double-tap dash still pierces enemies. Past half stance, double-tapping that key then pressing left click fires World-Ending Slash. During the full finishing-execution frenzy the player is invulnerable for the entire sequence, stance is locked and no longer accumulates — so you no longer die mid-execution or scramble stance by accident (except dismemberment backlash).
  3. Standardize domain four-state copy: Domain states read: inactive; Omote (washi form); Ura (ink-wash form); transitioning.
  4. Rework Crimson Rend Slash feel: Swing rhythm and hit feedback are rebuilt from the ground up — clearer wind-up and recovery punch, and hit timing that tracks the blade more cleanly. During the finishing cut, the HUD blade syncs heat and shake to the attack beat. Not a new technique and not a new inscription.
  5. Rename The Charred Hand’s ability: The ability formerly called Grasp is now Bone-Grip.
  6. Tighten inscription tooltip language: Some inscriptions now note trigger range and resolution rules — for example that residual-mind chase cuts can resolve them, or that non-head segments do not count. Deed hints become plain purpose language. Origin stories are not retold here.
  1. Improve ink-drop hit feedback: When an ink drop hits an enemy it now bursts into an instant ink splash instead of leaving long-lived ground stains that clutter the fight. Dyed drops bloom splashes matching their talisman tint. Core ground systems — ink pools, ink falls, ink springs, teleports, and Yin talismans — are unchanged and still leave stains where they should.
  2. Widen wall-chase range: The effective chase range for ink drops and blood pearls punching through walls expands from about a quarter screen to nearly a full screen, so wall fights lock and pierce more reliably. If the shot is still inside brick when penetration ends, it resolves as a ground impact on the spot. The entry cue is a half-strength quiet splash, not a seeping long-lived stain.
  3. Adjust ink brand stacking: One enemy carries one brand. On multi-segment worms the mark sits on the core body only; segments no longer wear a string of ink rings that block the view. Rings are translucent.
  4. Improve Blood Lake dive visibility: After fully submerging, the clear water around you spreads naturally across the whole lake, cutting back how much blood water and reflections block your view so underwater fights read more clearly. Surfacing eases back over about 0.5 seconds. Local client presentation only.
  5. Limit lake outlines to hostiles: While submerged, only hostile targets and hostile projectiles get outline highlights so you can read the fight; near the surface you see the body, deeper down only a silhouette. Friendlies, critters, and NPCs behind tiles do not outline. Drown-performance targets are excluded.
  6. Rename two talisman mechanic phrases: Rain Dance’s “Grand Yu” becomes “Grand Rite” (rain-seeking grand rite / storm grand rite). Fine Rain’s full-charge “Lin Cheng” becomes “lingering fine rain.” The talisman names themselves are unchanged.
  7. Plain-language Lake Heart Vista and tutorial copy: “Brace open the Blood Lake” becomes “Unfold the Blood Lake”; “the lake is not full yet” becomes “Blood Lake water level is not yet full.” Drowning, lake stash, the dial, the rain-prayer rope, and talisman settlement (each ink drop settles only to the leftmost talisman) become stepwise plain instruction. During the tutorial, enemies deal no damage and nearby spawns stop. Full key names include “Kikasa: Blood Lake Omote/Ura” and “Kikasa: Tide Draw.” Decorative UI titles keep the spaced forms “Lake Heart Vista” and “Rain Prayer Rope” where the Chinese layout uses letterspacing.
  1. Add forest raven roost ambience: Pure forests gain roosting raven flocks that settle off-screen in canopy or on the ground and flush away when you approach. On foggy nights something unseen can startle them up. When an off-screen threat has the player locked, the flock stirs and flees early as a natural combat warning (already on-screen enemies do not report). Thorns death line: 0 stepped into the thorns between the trees.
  2. Tune Brutal Ambience sight and sound: Brutal Ambience introduces no new Brutal biomes this build. Fern-water audio anchors to real water surfaces and is nearly silent without water; humid night fog uses soft lit vapor instead of harsh color blocks; ambient loops fade in and out more cleanly and no longer mute each other out.
  3. Tune Wall of Flesh presentation: In the Underworld corridor, blood curtains and flesh membranes now span the full vertical shaft end to end, removing hard edge cuts for a cleaner transition. Crimson migration fog gathers only along walkable open corridors and does not seep into rock seams.
  4. Improve Brutal Eye of Cthulhu dash telegraphs: Dashes become telegraph-as-hit: once the warning path is set, that is the flight that actually happens — no mid-dash whip turns that chase you unfairly. Feint dashes and charge tremors are cleaned up visually; charge shake is presentation-only and no longer wobbles the collision body.
  5. Fix boss facing: Skeletron’s skull pitch and Duke Fishron shark-dragon facing are corrected.
  1. Improve Ghost Roster reading: The Ghost Roster scroll now lets you wheel through each wraith’s full origin and endowment text. When copy runs past the view, vermilion cue lines on the right signal unread paper instead of truncating to three ellipsis lines. Urge Brush can reveal the full text in one stroke.
  2. Adjust Seal Disk tutorial wording: The Seal Disk tutorial now states that the outer ring holds collected wraiths and the inner triangle has only three seal slots.
  3. Add the Fire-Control Console: Defense turrets, the Shield Generator, and the Heal Station gain a dedicated right-click panel — the Fire-Control Console — for power on/off, UE charge readout, and module install in one place; wire signal toggles remain compatible. Status reads Working / Offline / Insufficient Energy. Industrial charge bars no longer borrow energy-bar art from the Calamity Mod.
  4. Simplify Wheel of Rebirth entry: The “Void Time Invasion” and “Wheel of Rebirth: hold to open” keybinds are removed. The Wheel of Rebirth now opens by clicking the Spirit Lamp on the HUD; close with Esc or right-click. Unlock broadcast remains: Death nods, and “0” enters the Wheel of Rebirth.
  5. Update credits role labels: Credits add roles “Lead Creator” and “Art Assistance”; “Balance Testing” is renamed “Testing,” clarifying tester and art-assistance categories.
  1. Rework Bloodmist Eye visuals: Presentation is rebuilt end to end. The old heavy fog that blocked the fight is replaced with more dynamic blood surge, guarding blood cocoon, and condense-burst effects; recongeal no longer lays down vision-killing fog, so combat readability while wearing it is much better. Stats, panel, and mechanics are unchanged; the tooltip still says “bloodmist” by the old name.
  2. Replace Crystallized Shrimp Bait art: The bait uses an original hand-drawn sprite instead of the vanilla lobster icon. Tooltip text is unchanged. Deepcrystal Sea Shrimp and related gear remain existing content.
  3. Rewrite wraith, inscription, and talisman lore: Ghost Roster wraith, Onikiri inscription, and Kikasa talisman origin texts are rewritten as short folk-ghost pieces with more countryside weirdness; mechanical numbers stay the same. Onikiri’s own origin is formally replaced — the old “one Rei Bridge that cuts ghosts” account no longer stands. Explore the details in the in-game Ghost Roster and item tooltips.
  4. Unify instructional voice: Sentences players must follow as key presses read like a manual. “Tutorial” replaces “Lesson / Teach Me” wording; open/close no longer use “open-close” ritual phrasing. Parallel English and Portuguese rewrites land with this pass; The Scapegoat Wraith and The Ghost Rain keep the definite article.
  5. Rewrite erosion and revival prompts: Wraith erosion and revival prompts become a six-step plain ladder. Progress bars are still Revival % and Erosion %. Examples: early “as if cold worms crawl under the skin,” late “the fierce ghost is about to wake; one more use and it will seize the body and kill.”
  1. Fix multiplayer Brutal boss motion: The motion and timer sync approach validated on Plantera is rolled out to more Brutal bosses, cutting twitch, hitch, and post-teleport jitter on high-speed charges in multiplayer.
  2. Fix heat-haze effect crashes: Fixed some GPU hardware and driver setups that could black-screen or crash when heat-haze effects such as the Flame Generator warp and Ashen Hell magma haze first loaded. This continues the same line as the 0.9207 “Shin’i Dash and Cherry Blossom first-cast crash” fix.
  3. Fix subworld black borders: Fixed occasional black-border artifacts when entering or leaving Old Net, Ghost Rain, and Ghost Dream.

The following is for mod authors. Players can skip it.

  1. Add quest and commission Mod.Call APIs: Other mods can Mod.Call content into CWR’s quest log and commission systems. Quest title, summary, and detail, plus commission title, summary, category, and publisher, are all supplied by the caller; CWR does not author them. Registration ids and keys must carry the calling mod’s name prefix; collisions fail immediately. Externally registered quests do not count toward Completionist stats by default; CWR’s own nodes still do. Commission v1 exposes display, progress, and state only (Active / Tracked / Suspended / Completed / Failed). Publisher names are one-shot display strings and never enter the official commissioner roster. Commissions clear on world unload and must be re-registered on world enter. On dedicated servers, commission writes are no-ops on the client side. CWR does not weak-reference callers and does not hard-code any external nodes.

Notes after 0.9208 are on 0.9209.