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0.9209

The increment after the 0.9208 release through this build. The InnoVault dependency stays at 1.9.101.

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

The Fire-Control Console, forest ravens, Onikiri execution invulnerability, Kikasa ink splashes and dive visibility, and the quest / commission Mod.Call APIs are on 0.9208.

  1. Adjust the pain floor: The floor uses the life the enemy actually lost. Extra damage past an empty health bar, instant-kill hits, and hits on Calamity’s Super Dummy do not count. The number then holds for about 3 seconds, then falls to zero over about 12 seconds. Hitting an enemy again restarts that timer. Entering a world, respawning, or turning Asura off starts from zero. See Game Modes.
  2. Keep grab and tutorial damage caps: Golem grabs, Moon Lord pins, and the Onikiri tutorial still cap a hit so you keep 1 life. Those caps still apply while Asura is on.
  1. Fix broadsword blade size: With Divine Artifice on, vanilla broadsword swing length and sprite scale follow the item itself. Short swords and wooden swords are no longer scaled up to a giant size.
  2. Retune Orichalcum petal splits: Orichalcum-set petal splits now scale from your recent real hits instead of vanilla petals’ fixed damage.
  3. Fix Heat Ray double-draw: Divine Artifice Heat Ray no longer draws two guns at once. Other held weapons in Conduit stop drawing a second copy as well.
  4. Fix projectile sprites: Stardust cell shots, Spirit Flames, and Brutal Plantera seeds no longer draw the entire vertical sheet at once.
  1. Fix Wall of Flesh and Golem draw lockups: A conflict with TerrariaOverhaul. When both mods are enabled, The Hungry, Wall of Flesh eyes, and the Golem head shrink from hit-shake. If The Hungry gets too small, chain drawing freezes the game.
  2. Fix leftover manifestation unlocks: Manifest unlocks for Arbiter and Weaver Grievances clear when you create a world, load a world, or drop during a multiplayer join. An unlock from the previous world does not carry over.