When it takes damage while holding a charge, it explodes and loses all its charges (blinding nearby players or enemies in its LOS and applying the LIGHTNING status effect if it had enough charges)
When it attacks with its detonation, it blinds and inflicts the LIGHTNING status effect on nearby players or enemies in its LOS
Changes to the Deluminator:
Can no longer absorb the ship
Change to light release: rather than returning it to nearby sources, at 100 charges the Deluminator can create a detonation that blinds and inflicts the LIGHTNING status effect on nearby players or enemies in LOS
Version 1.0.9
Updated to v73
Version 1.0.8
Game version update
Version 1.0.7
Fixed an issue from the last update where the Deluminator's charge count wasn't correctly updated after recharging the ship
Version 1.0.6
Added a config option to enable/disable the Deluminator
The Deluminator can now absorb an object even if its charge amount would exceed the max limit — only the necessary charges to reach the max will be taken
Added a glowing effect to the Light Eater when it enters overcharge
Modified how the Zap Gun gives charges to the Light Eater — charges are now applied progressively during shocking instead of all at once at the end (this allows players to notice when the Light Eater enters overcharge mid-shock)
The Zap Gun now gives 40 charges per second (meaning it takes 5 seconds to overcharge the Light Eater from 0 charges)
Version 1.0.5
Fixed a bug where the Light Eater could continue absorbing the ship even after takeoff
Removed the global rarity config
Added a new config to adjust rarity based on moon or tag
Introduced a new item: the Deluminator
Version 1.0.4
Some refactoring
Fixed an issue that allowed the Light Eater to absorb the ship's energy from a long distance
Fixed errors that occurred during Stormy Weather
Fixed an issue that forced the ship's door to close during takeoff
Fixed a bug that made all Light Eaters vulnerable after defeating one
When hunting for a player (outside of a chase), the Light Eater couldn't take any of the dungeon's entrances/exits
The Light Eater can now absorb items from BeltBags
Added a bestiary entry for the Light Eater
Version 1.0.3
Added ability to kill the Light Eater:
Once the Light Eater exceeds 200 charges, it stops absorbing energy and actively seeks the nearest player
If it attempts to explode while overcharged, it becomes stunned for 5 seconds instead of detonating
During the stun, the Light Eater is vulnerable, with 10 HP
After the stun ends, it resets to 200 charges (the equivalent of two stun explosions)
If killed, it plays a death animation and explodes 4 seconds later like a landmine
Added the ability to shock the Light Eater with the Zap Gun:
While shocked, the Light Eater is slowed to half its speed while chasing and cannot absorb the Zap Gun
Releasing the shock grants it a charge boost, 0.8 seconds of shock = +25 charges
Version 1.0.2
Attempted fix for some NREs
Fixed Light Eater's stun affecting all players
Reduced Light Eater's spawn chance
Charge value changed -> no longer a decimal, Light Eater now explodes at 100
Adjusted charge values gained per absorption
Changed the maximum number of Light Eaters per game from 3 to 1
Light Eater can now absorb mines and turrets
Light Eater can now absorb any configured enemy
Default enemies that can be absorbed: Old Bird, Boomba, Cleaning Drone, Mobile Turret and Shockwave Drone
Light Eater can now absorb the ship
Light Eater can now attract lightning
Version 1.0.1
Fixed an error displayed by PathfindingLagFix
Added delay before the Light Eater teleports through an entrance when following a chasing player