Details

Last Updated
3 days ago
First Uploaded
3 days ago
Downloads
305
Likes
0
Size
124KB
Dependency string
RiskOfBrainrot-FruitySurvivorTweaks-3.0.2
Dependants

3.0.1

    FruitySurvivorTweaks:
- Started updating README before i realized idgaf

3.0.0

    FruitySurvivorTweaks:
- Brought back from the dead.... MWAHAHAHAHAH (split off from 2r4r once again)

    Bandit:
- Hemmorhage base damage reduced: 20 -> 15
- Now gains +200% attack speed while cloaked
- Reduced primary reload duration: 0.7s -> 0.6s
- Shiv (secondary) increased stock: 1 -> 2

    Captain:
- Shotgun primary is now Exacting
- Reduced shotgun charge time: 1.2s -> 0.8s
- Reduced shotgun endlag: 0.35s -> 0.2s
- Increased shotgun cooldown: 1.5s -> 2s
- Reduced tazer AOE radius: 6m -> 2m
- Increased tazer damage bonus on bounce: 2x -> 3x
- Increased diablo strike duration: 20s -> 40s
* i dunno how to make the effect scale properly so im not gonna bother *
- Increased time between Shock Beacon shocks: 2s -> 6s
- Increased Shock Beacon proc coefficient: 0.4 -> 1.0

    Huntress:
- Glaive targeting changed, now tries to bounce between only two targets
- Arrow Rain damage per second increased: idr -> 400%
- Arrow Rain proc coefficient reduced: 0.5 -> 0.3
- Arrow Rain radius increased: 12m -> 14m
- Ballista cooldown increased: 16s -> 18s
- Ballista damage coefficient reduced: 1100% -> 800%
- Ballista proc coefficient increased: 1.0 -> 2.0
- Ballista now has the Slayer damage property (bonus damage to low health)

    Mercenary:
- Eviscerate duration reduced: 3.5s -> 2.5s
- Eviscerate cooldown reduced: 12s -> 11s

    Void Fiend:
- Reduced corruption loss for full heal: -100% -> -50%
- Reduced corruption gain per crit: 2% -> 0%
- Increased armor while corrupted: 25 -> 100
- Can no longer heal while in corrupt form

2.7.0

	Bandit: 
- Backstab passive now converts all critical strike chance into critical strike damage.
- Hemmorhage dynamic damage formula changed to be a little more predictable.
- Added 2 new skills: Breach and Nail Bomb

	MUL-T:
- Fixed a bug where MUL-T's nailgun did not have as much bullet spread as intended.

	Captain:
- Reduced Shock beacon's force on hit to minimize cases where it would knock enemies out of it's own stun zone.

- Fixed a bug where MUL-Ts nailgun did not have as much bullet spread as intended.
- Fixed a bug where dual wielding MUL-Ts nailgun with certain other weapons would cause the nailgun to have dramatically less spread than it was meant to
- Renamed the Executes keyword to Finisher
- Added 2 new Bandit skills: Breach and Nail Bomb
- Fixed some sprint-related bugs
- Imported balance/design changes from ArtificerExtended and HereticUnchained
- Slightly buffed Captain's wormhole skill

2.6.1

- Updated R2API submodule dependencies

2.6.0: Commando tweaks!

	Commando:
- Increased Phase Round cooldown (3s -> 5s)
- Increased Phase Round base damage (300% -> 500%)
- Increased Phase Round projectile size by 2x
- Increased Phase Blast cooldown (3s -> 5s)
- Increased Phase Blast damage (200% per bullet -> 250%)
- Increased Tactical Dive max stock (1 -> 2)
- Increased Tactical Slide cooldown (4s -> 5s)
- Increased Suppressive Fire damage (100% per bullet -> 120%)
- Reduced Suppressive Fire cooldown (9s -> 8s)

	Captain:
- Fixed Pocket Wormhole skill not making Eccentric Vase enigma-incompatible

2.5.6

	Acrid:
- slightly reduced acrid bite boost force
- added compatability with AcridBiteLunge by Withor
- increased damage and cooldown of spit and bite

	Captain:
- Reduced Vulcan Slug cooldown (2 -> 1.5)
- Added a small amount of self force to Vulcan Slug
(There was no reason for slug to be so slow! It was simply weaker than shotgun. These changes should make it less of a Vulcan SLOG to use ;) )
- Increased Wormhole firing delay (0.6 -> 0.8)
- Updated Thermal Cannon firing behavior + SFX

2.5.5

- increased rex m1 damage back to 80%
- reduced rex m1 heal fraction to 30% (healing should stay roughly the same)
- increased rex alt utility heal fraction to 7% of max health
- added a config option to disable captain beacons refreshing when the teleporter event begins
- fixed a (harmless?) bug with desperado tokens failing to transfer from nothing at the beginning of every run

2.5.3

- reduced bandit reload time to 0.7s
- reduced desperado damage to 250%

2.5.2

- reduced pressure mine arm time

2.5.0

- captain skills

2.4.0

- MUL-T
- Actually compatible with latest R2API

2.3.2

- Engineer
- Compatible with latest R2API

2.3.1

- consolidated execution effects into a single consistent behavior
- added Execution keyword
- fixed some lang errors

2.3.0

- rex pass 2
- captain beacon + diablo stuff

2.2.1

- adjusted beacon radii
- adjusted shock beacon force + proc coeff
- adjusted hack time
- updated hemmorhage keyword to more accurately reflect new behavior
- increased acrid's move speed

2.2.0

captain

2.1.0

added acrid changes

2.0.3

added behavior to keep desperado tokens between stages

2.0.2

fixed some stuff in the readme 

2.0.1

	Bandit:
- Fixed a bug where Dagger was having way more force than intended
- Fixed a bug where Smoke Bomb was having a little less bounce than intended
- Fixed a bug where the primary reload speed was a little faster than intended
- Fixed a bug where the stealth duration changes werent actually working
- Fixed a bug where Desperado damage would not increase with additional tokens
- Added new Hemmorhage behavior
- Added new execution behavior for both specials

2.0.0

- Release ver; migrated from RexTweaks
- Added bandit tweaks
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.