Risk of Rain 2

Details

Last Updated
3 weeks ago
First Uploaded
3 weeks ago
Downloads
65K
Likes
2
Size
3.4MB
Dependency string
ds_gaming-HedgehogUtils-1.1.3
Dependants

Changelog

v1.1.3

  • (Internal) Potentially breaks custom Boost skills. Added missing Time.fixedDeltaTime to boost meter FixedUpdate stuff. The default values for BoostLogic.baseBoostRegen and the Boost entity state's boostMeterDrain are now 60x what they previously were

  • (Internal) Instead of adding/removing Boost skill stocks when the meter comes-back/runs-out, now it checks for whether boost is available within the BoostSkillDef's IsReady()

  • (Bug Fix) Added missing </style> to the launch keyword

Known Issues

  • Launch projectiles' values aren't properly networked and don't update after the projectile is spawned. Things like the unique vfx of a crit launch projectile won't update to clients if the values are updated during the launch, such as if you launch a launch projectile
  • Some enemies become invisible in their death animations after being killed by a launch

v1.1.2

  • (+ Buff) Sliiiiightly reduced the speed the boost meter drains so 2 Alien Heads is enough to reach infinite boost

  • (Bug Fix) Fixed boost not properly updating meter recharge stats when on characters other than Sonic

  • (Internal) Added a new DamageType that can be added alongside a Launching DamageType to easily ignore Launch's usual auto-aim

  • (Internal) Added a new overload for LaunchManager.Launch that lets you more easily create a launch that uses most of the default values

  • (Internal) Added a new overload to the new overload of Helpers.Flying() that doesn't out an ICharacterFlightParameterProvider

  • (Internal) Added a new method to Helpers.cs that cancels the slow downwards floating that Milky Chrysalis does after its duration has run out

  • (Internal) Set BoostIdle and Brake's interrupt priority to PrioritySkill for consistency with Boost. They're both body skill states that don't read inputs, so I'm not even sure if this does anything

v1.1.1

  • (Bug Fix) Fixed issue causing Gilded elites to be miscolored

v1.1.0

  • (Assets) Redone the design for the Chaos Emeralds. The emeralds have a new model, texture, shader, item icons, and artifact icons. The new Chaos Emerald model and shader look much better than the old one

  • (Internal) Moved the material for the Chaos Emerald interactable's ring into the Assets file so it can be reused easily

  • (Internal) Cleaned up slightly redundant InstantiateEntityState related code in BoostSkillDef

  • (Internal) Added a new overload for BoostSkillDef's DetermineNextBoostState method that lets you use a unique EntityState for air boosting

  • (Internal) Added an easy reference to the language tokens for the launch keyword and the momentum passive in Language.cs

  • (Internal) Added a Helpers.cs method that colors text to be the Super form color for Super skill overrides

  • (Internal) Added an overload to the Helpers.cs Flying method that outs an ICharacterFlightParameterProvider so you don't have to do GetComponent yourself

  • (Internal) LaunchManager's AngleAwayFromGround and AngleTowardsEnemies now returns a Vector of the same magnitude as the one it was given

  • (Internal) Added missing NetworkServer.active checks to ensure that Launches are only run on host

v1.0.1

  • (Bug Fix) Blacklisted Sandswept's Delta Construct from being launched to prevent framerate killing error spam on death

  • (Internal) The check for whether an enemy is unable to be launched has been moved into its own static method

  • (Internal) The check for whether a damagetype launch attack is able to launch a given enemy has been moved into its own static method

  • (Internal) Added a new CanBeOverridden method to FormStateBase that determines whether the form can be cancelled by trying to transform into a different form

v1.0.0

  • Initial Release
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