

Every time there is an update to configurable numbers, you need to delete your config files so that the game can generate a new one with the right default values and sliders. If there are no new config changes, you do not need to worry about this.
I messsed up my dependency safety check for CustomEmoteAPI which created an NRE if it wasn't installed, breaking some of the mod I'm looking into an issue involving multiplayer, but currently the mod breaks character assignement for clients. I think this only affect crossplay but I don't have the means to properly test multiplayer, so be aware that until I fix it, you may have to disable the mod whenever you want to play multiplayer.
Updated changelog on Thunderstore
This major update notably cuts down file size, adds in the Soul Fighter skin, SFX for rest of the skins, and some code changes including some more VFX!
The biggest thing is compressed audio, which brings the mod down to 1/3rd the filesize of the previous patch, even with all the new audio added (the file size doubled before I compressed everything :skull:) If you notice any issues with the audio because of this, please let me know! The currently implemeted VFX changes include Project Jhin's mask and ult overlay, as well as DWG's wngs (with animations). The current plan for other VFX is to create a set of particles for the base skin, then use thoses to create color swaps for all the other skins, until I bother to create unique VFX for each.
The next major update will likely be centered around fixing some multiplayer bugs
CONFIG CHANGE: Delete your config to get new options and updated values!
Dynamic bones are only active when emoting, and should alleviate a lot of clipping when using custom emotes
Whisper's Proc coefficient now benefits from attack speed bonuses, +100% attack speed is converted into +100% proc coefficient. Whisper should also now trigger Shuriken each time you attack. It's still not the best item for jhin's attackspeed, but hey at least it works properly!
The model VFX are only for visuals that appear during the ult, not for the ult shots yet. The exit time is a necessary feature added to support blending out VFX as well as certain animations, but it's a very short time so it should barely be noticeable
Updates the mod to work with Seekers of the Storm, as well as small changes and some WiP VFX for the Project skin. Because of the nature of SotS's bug severity, please let me know if there are any new bugs I missed. CONFIG CHANGE: Delete your config to get new options and updated values!
This does NOT fix any issues caused by the FPS-related issues from SotS. I do not see a need to make workaround changes when this bug should be fixed by Gearbox themselves soon. VFX has an override option like the SFX, allowing you to use any available VFX set on any skin if you would like
The ult was way too good at clearing enemies, this change intends to reduce its effectiveness at doing so
This update includes some wording fixes and some fixes targeted towards the special, which accidentally had inverted scaling making it LESS strong as the target lost health. I had accidentally forget to invert a fraction calculation, so the special was doing max damage on the first shot and less as enemy lost health, which is the opposite of the intended effect. That should be fixed with this update.
Additionally, I added a new component to the missile that checks between the last known position and the current one for any enemies inbetween. This should fix edge-cases where the missile would pass enemies, most notably golems. This is a rather experimental component so please let me know if it has any unintended effects or bugs.
300% per 1% of target's missing health to up to 300% based on the target's missing health (damage unchanged, I just typed it incorrectly, the actual ratio is 3:1)Jhin had unintended damage output because I forgot to account for a bunch of scaling values, like from the executes. As well as that, his passive scaled poorly, so I've increased the scaling on his passive and reduced the damage on his skills. This nerfs Jhin's base effectiveness, but makes it so that he scales MUCH better with attack speed items, increasing his late game effectiveness. The skills may be a bit too high in damage thanks to the new passive scaling, but that will be adjusted in a future update if need be.
0.25 to 0.6His passive scaling was very weak, requiring nearly 400% bonus attack speed just to double his damage. This change should increase the effectiveness of Attack Speed items and synergies drastically. The icon was changed as it was originally using the sprite meant for Deadly Flourish's root mark debuff.
8 to 6A simple tuning to balancing out the passive scaling change
6 to 4.440.35 to 0.3This change should hopefully make bouncing grenade more useful when used against groups of 2-3 monsters. I'd eventually like to make the grenade bounce on the same target multiple times if no other enemies are nearby, but with how the projectile type works makes this a little difficult, and I would probably need to make some entirely new movement code for this specific case
2 when triggered via Deadly Flourish (configurable)4 to 55 to 8Deadly Flourish was a bit lacking as a utility, so I implemted it's mark-root mechanic. Attacking enemies applies a mark for 4 seconds. Hitting a marked enemy with Deadly Flourish will consume the mark, rooting the enemy in place for 2 seconds. Additionally, the beam now ignores world geometry, so it no longer gets caught on slight hills or tight corners.
16 to 9This ult is just too strong, even with the cooldown nerf. Toning it down a bit more to bring it's potential damage in line with Railgunner's special
To give you a sense of the adjustments, these are the overall scaling changes:
3.75% to 9% extra damage % per syringe, now doubles effective damage at ~166% bonus attack speed instead of 400%3980% to ~2750% (Huntress Glaive has a potential of 2372%)22400% to 11700% (Railgunner's Special has a potential of 12000%)The range on Jhin's bullet-based abilities was absurd, if you could see it you could hit it. You can still hit things from pretty far away, I reduced it to be a little more reasonable.
512 to 25625 to 40512 to 25610s to 20s0.24 instead of the intended 2.4