Updated for RoR2 1.0
Information:
Adds a playable Void Reaver and Lunar Chimera into Risk of Rain 2.
Void Reaver:
- Primary and Secondary skills act as if you have 0.5 of the Lunar item equivalents.
- Secondary is derived from the the Void Reaver's only original attack. Its been modified to activate where you're looking, and has been given a shorter timer on explosions.
- Special sacrifices half(?) your health to deal a big burst of damage.
Lunar Chimera:
- Features two modes for its Primary Skill. During normal motion you fire four swerving rockets with high knockback. While sprinting, it swaps to a auto-target rapid fire gun.
- Secondary has a huge forward range but no range on the sides.
- Special flies into the air and then quickly decends to deal major damage in the area around you.
Multiplayer:
All players need the mod installed!
Known Bugs:
- Getting frozen makes both survivors's feet fly up. This is a vanilla game bug.
- Textures are flipped and off-screen in loadout tab.
- The lack of skins causes errors while in the loadout tab, if anyone knows how to add skins let me know!
- Lunar Chimera's Utility causes them to fly into the air when going down slopes, and doesn't do much when going up slopes...
(Please let me know if you find anything else!)
Ver 0.0.1
Ver 0.0.2
- Secondary now will summon bombs at the spot you're looking instead of in an area in front of you. With the added control, bomb number has been reduced and the area has been shrunk down.
- Utility should now make you impossible to hit even when you're not the host
- Scaled up Void Reaver's size a bit, let me know if this causes any issues but I didn't run into any while playtesting!
- Reave now will leave you at 1HP rather than killing you when below 50% health
- Added more detailed (and and colorful!) stats about each skill
- Added a display model to the selection screen
- General bug and stat fixes
Ver 0.1.0/0.1.1
- Updated for the Artifacts update!
- Added skill icons.
- Removed debug messages (oops!).
Ver 0.2.0
- Major quality update
- Reticle changed so that there's a dot in the center (Helpful for pinging)
- Secondary now has Proc Coefficient! Apparently proc coefficient is still broken for enemy Reavers...
- Utility has been completely redone. Now is 100% identical to the item and works on clients!
- Special got a bit wonkey with the latest update so I went over it and found I did a lot of things wrong, so I worked on effects and networking and fixed the health values so it should now function as intended!
- Alt Special (Client Reave) is GONE!! Now Reave works on both host and client!!
- I learned quite a bit since I last worked on Void Reaver and I made plenty of mistakes back then, so I took some time to really fix it up and give it some polish...!
Ver 0.2.1
- Forgot to set immunity to executes! (Such as being frozen)
- M2 now has an area indicator so you know where it'll fire!
- Fixed the mod icon's outline to be the correct color.
- Death animation now instantly explodes to differentiate it between the Reave ability.
Ver 0.2.2
- Removed hitstun all together instead of making it "only if 100% health damage taken" due to a bug in Transcendence (Enemies who pick up this item should have issues in the vanilla game if I'm understanding correctly?)
- Made Void Reaver's Collision Cylinder slightly smaller so they can fit in the legendary chest cave (Size and hitboxes should still be the same size)
- Slightly altered how the M2 works. If no ground is nearby, it will spawn in the general area of the indicator.
Ver 0.2.3/0.2.4
- Updated compatibility for Risk of Rain 1.0 update!
Ver 0.3.0
- Lunar Chimera has been added! Still has a few bugs but is mostly playable.
- Originally I was going to make a skin for void reaver but they ended up becoming their own survivor...
- Currently testing increased armor during Void Reaver's special, let me know how it feels during runs!
- Reave also takes away from 50% of your current HP, I may change the scaling of the damage too in the future depending on how much health you have...
Ver 0.3.1
- Chimera bugfix update!
- No longer falls through the floor forever after falling out of bounds.
- Special now has a maximum duration of 10 seconds before reverting back to a default state to prevent any other possible infinite duration bugs.
- Special no longer scales its jump speed based on attack speed.
- Updated VFX/mechanics on default primary to fire 4 bullets instead of 2 (like the vanilla enemy). I originally didn't want to do this but it gives you a greater chance at hitting enemies which could have been annoying before. Damage adjusted accordingly!
- Updated VFX on sprinting primary. rewrote some of the aiming mechanics/projectile homing to deal with moving enemies. Reduced proc coefficient (I think?).
- Secondary now spawns 3 pillars and increased knock-up. Damage remains the same but will hit larger enemies harder due to the two extra pillars.
- Special had its damage reduced slightly... Still working on balance of overall abilities so this will probably change again with next update.
- All abilities now leave sprinting as-is. For example, if you dash while walking, you'll continue walking. If you're sprinting while using your special, you'll continue sprinting.
- Damage and balance are very unfinished, I mostly wanted to get the mechanics working correctly first. Let me know how you feel about Chimera in the modding discord! And thank you to everyone that sent me bug reports and ideas!
- Oops this changelog is getting too long maybe I should condense it...
Ver 0.3.2
- Reworked the primary system. Although I loved the idea of swapping modes with sprinting, it required much more button presses and conflicted with auto-sprint mods. Now if you tap the primary it fires the smaller targetting shards, but if you hold it to the end of the charging animation it fires out the rockets.
- Adjusted some damage values, still working on balancing so let me know if you don't like anything!
- Fixed sway on primary's rockets.
- Reworked the M2 a bit. It didn't feel right as a damage tool due to it's absolutely wild range and could be used to hide behind things and chip away at boss health, so now it's strictly for causing status ailments. Let me know if you hate this change :^)!