DDberry-Dx2_Weapons icon

Dx2 Weapons

Reworks the nocturnal arms so they play more like the weapons in Hades 1

By DDberry
Last updated a month ago
Total downloads 712
Total rating 0 
Categories Mods
Dependency string DDberry-Dx2_Weapons-0.7.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

SGG_Modding-SJSON-1.0.0 icon
SGG_Modding-SJSON

A plugin for handling .sjson files in ReturnOfModding.

Preferred version: 1.0.0
SGG_Modding-ModUtil-3.1.1 icon
SGG_Modding-ModUtil

Utility mod for mod interactions within lua for SGG's games

Preferred version: 3.1.1
SGG_Modding-ENVY-1.1.0 icon
SGG_Modding-ENVY

A plugin to allow ReturnOfModding plugins greater control of their environment.

Preferred version: 1.1.0

README

Dx2 Weapons

This mod is a collection of changes I made to the base weapons. The new weapons give you a simpler moveset and let you use any attack whenever you want (without having to worry about magick or extra long cooldowns). Some omegas were removed, some are still here (and cost 0 magick), while others have been replaced with something completely different.

Install

Check this https://thunderstore.io/package/ebkr/r2modman/

Staff

Attack

The dash-strike will chain into your attack combo (instead of dstrike -> atk 1 -> atk 2 -> atk 3, now it's dstrike -> atk 2 -> atk 3), which greatly improves this weapon's flow. The omega is still here and charges faster, but has reduced range. The goal of this change was making the staff more focused: now all the attacks are melee and deal area damage, while the special is single target ranged.

Special

It fires slow moving projectiles, but you can hold special to spam it really fast, and there's no omega. The special is mostly there to supplement the damage of your attacks. Attack -> dash away -> throw a few specials -> dash in -> attack again. This is very effective on bosses. It's also very effective to use your cast, since the special doesn't stagger!

Completion status

Only aspect of Mel for now

Daggers

Attack

Removed the last hit of its combo and the omega, but now you can hold to attack quickly. I decided to remove the "wait for big damage" gimmick because it just doesn't feel right in the daggers, the new kit is entirely designed for low commitment so you can easily jump in and out of combat: dash-strike and hold attack to do a full combo, then dash behind the enemy and attack again to keep the combo going. You need to HOLD the attack button, if you keep pressing it you may attack by accident while trying to dodge.

Special

Now it throws a dagger that pierces and stagger foes, but it doesn't boomerang back to you. The omega is quicker and you can use it for free. While the special lacks DPS, it's good for utility: you can easily apply Zeus, Heph or Demeter, you can also stagger unarmored foes from the other side of the screen before running towards them. The omega is useful for killing waves of weak enemies, you can also fire at point blank to deal tons of damage.

Completion status

All 3 aspects done, but need some polish

Torches

Attack

Reworked so it's more like the bow from Hades 1, but there's no power shot and you can move (slowly) while charging. The strategy isn't different from the old torches, just pick a target and attack the hell out of it. If you mash attack as fast as you can it'll fire many short attacks so it plays like (a crappy version of) the old torches.

Special

Fires a single spiral, which is good for dealing with crowds. Keep holding special until enemies are dead, it has enough speed that you can strafe and dodge slow projectiles. Another way to use it is doing attack -> special -> dash combos. The trick for good specials is positioning: there's a sweet spot, not too close, not too far, where the target gets hit twice by each fireball. The omega has been moved to its own aspect.

Completion status

Weapon done, 3 aspects done (lacking vfx but still...), all hammers playable!

Axe

Attack

The old attack was a quick swing, then a slow one, then an absurd monstruosity of a 0.78 second charge time. Now it's one slow, one quick and another slow. Why is there a quick attack sandwiched between two slows? Idk, but it feels really nice once you get used to it. While attacking you can dash and change direction without breaking the combo. To properly aim the final chop, you have to dash BEFORE pressing attack.

Special

It does a single spin. Very simple, very situational. Unlike the attack, this move has sort of an "inverted charge time", it fires almost instantly but leaves you vulnerable after.

Completion status

Weapon done, 3 aspects done, lots of incompatible hammers

Skull

Attack

Now it fires a single skull that you won't ever need to worry about recovering, but there's a cooldown between attacks. This is a rhythm weapon: the optimal way to play it is special -> attack -> cast -> attack -> special, while interleaving a few dashes when necessary. Not the easiest weapon, but very satisfying once you get it working.

Special

There's no quick special, only the omega, which makes you invulnerable while running over enemies. The idea is to charge it from far away or look for breathing room between enemies' attacks. Once charged, nothing can stop you! Now you can either chase distant targets, or float to a safe place, or (my favorite) circle around an enemy to hit it twice.

Completion status

Weapon done, 3 aspects done, avoid hammers at all costs