syntaxevasion-RiskOfRexReturns icon

RiskOfRexReturns

..and so they left, growing anew with every step. | WORK IN PROGRESS RELEASE

CHANGELOG

v1.0.5

  • Scepter Upgrade: Ravenous Growth
    • Massively increased range. Slightly increased damage, and lifesteal

A lot of Scepter upgrades are actually pretty disappointing. This one should be in the upper end in terms of increases in power level.

  • Mortar horizontal range 250 -> 350
  • Fixed Barrage not working (lol)
  • DISPERSE now applies a weaker knockback and recoil if tapped, behaving normally if otherwise held
  • DISPERSE now applies a minor amount of vertical force if used in the air
  • DISPERSE cooldown 6s -> 5s

For when you want to DISPERSE for the healing/debuffs without launching enemies out of range. The Afterburner stuff still works exactly the same. If reception to this is lukewarm I may ditch this entirely, but I always wanted DISPERSE to have this functionality because of how absurdly broken RoR2 Tangling Growth is.

v1.0.4

Next update is going to include charge-able DISPERSE and (finally) the Scepter upgrade. I wanted to push this update first because it fixes a really important bug.

  • Damage: 12+3 -> 10+2.8
  • Regeneration reduced: 0.6+0.1 -> 0.5+0.15
  • INJECT armor debuff -4, 6s -> -3, 4s
  • INJECT lifesteal 30% -> 40%
  • Mortar damage 350% -> 300%
  • Growth lifesteal 25% -> 20%
  • Mortar no longer fires twice in a single skill use when held down for long enough with multiple skill charges

Thanks to ANXvariable for the assist.

  • Mortar no longer causes rendering issues with certain VFX

For once I actually played a run to test this. REX should no longer cause any abrupt screen flashing or game crashes, sorry about that.

v1.0.3

  • Mortar radius reduced from 75 to 60
  • Growth damage reduced from 150% to 50%
  • Growth lifesteal increased from 15% to 25%
  • Mortar can be canceled into itself, allowing for rapid fire
  • DISPERSE can be canceled by climbing
  • DISPERSE push force is more consistent (i think)
  • DISPERSE can be used in quick succession to wavedash

Thanks to ANXvariable for the assist.

  • Fixed Growth inconsistent pull strength (for the last time)

Flower used to create a pull object for every enemy in its range, then each object would pull every enemy within its range towards it. Now it only pulls each enemy once.

v1.0.2

  • New Secondary: SATURATE
    • Fires a barrage of stunning missiles at the targeted location
  • INJECT damage reduced from 3x40% to 3x30%
  • INJECT lifesteal reduced from 50% to 30%
  • DISPERSE damage reduced from 50% to 30%
  • DISPERSE lifesteal reduced from 75% to 60%
  • Tangling Growth damage reduced from 8x150% to 8x120%

Thinking about reducing REX's base damage stat to cut their damage output across the boatd. A thing I'm noticing is that the healing output is still a lot compared to your self-damage output.

  • Fixed Special not pulling harshly enough

Next up is probably going to be the Scepter upgrade, then after that the new sprites/visuals. I wanted to push this update out first because god dammit i broke the special AGAIN

v1.0.1

  • Fixed God punishing you for clicking the Special button

v1.0.0

  • Initial release