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