Inspired by mods such as Umbral Mithrix, this mod aims to amp up the challenge of the False Son boss fight while also giving it a more unique identity. Also reworks Aurelionite! Currently in beta, so be aware that there will likely be bugs. Seekers of the Storm DLC required (obviously).
Multiplayer compatible!
If you have any issues, suggestions, feedback, or anything of the sort, you can contact me directly on discord (bloonjitsu7) or through the modcord.
Contains spoilers for the reworked fight, don't scroll ahead if you want to go in blind.
False Son has increased adaptive armor
False son now has a soft damage cap
Lunar Ruin is no longer considered a DoT effect (internal change, borrowed from Rainstorm Refinery)
Increased lightning bolt damage from 10% to 12.5% of max hp
Lightning now consistently applies lunar ruin during the fight
Lightning from most sources will strike faster and deal more damage the more stages have been cleared
Lightning now has clearer warning VFX for when it's about to strike
Stone Golems no longer spawn during phase 2
Lightning no longer passively strikes during phase 3
3 Geodes will now spawn at fixed locations during the fight (replacing the original randomly placed Geodes)
Geodes during the fight no longer passively regenerate
Instead, a Halcyonite with boosted HP will spawn once all of the Geodes have been used, respawning all of them at once when killed
Using a geode now also grants 5% Total Health Regeneration and 40% Movement Speed for 2s
Now creates one of 3 random patterns of 12 lightning bolts that strike after 1.2s
During phases 2/3, False Son can no longer use the Club Swipe attack, instead opting to use Fissure Slam in its place
Changed fissure columns (tornadoes) to be consistent, now always spawning 3 columns in a single spot that evenly spread out from the spawn location
Fissure columns now apply Lunar Ruin, and no longer damage Lunar Rain crystals
Fissure slam's wind-up is increased by 50% during phases 2/3, to compensate for the increased lightning and smaller arena
False Son's turning speed is now significantly reduced during the wind-up
Dash now creates a lightning trail behind the False Son as he uses it, striking after 0.4s
Dash wind-up time reduced by 0.2s
Dash no longer deals contact damage
Dash now has a 0.5s end delay before it gets followed up with Fissure Slam
Dash no longer grants invulnerability, instead granting an Armor Boost
Dash distance is now set to a fixed distance behind the player
Now also causes a cascade of lightning bolts over the entire arena when False Son leaps at the start of the attack
Completely Reworked the Laser:
Increased laser fire interval from 0.5s to 0.25s, damage from 250% to 325%, total duration from 9s to 13s, and Lunar Ruin proc chance from 10% to 100%
Laser now builds up stacks of "Laser Targeting" on hit
During phase 3, the laser locks on quicker and applies an additional stack of Lunar Ruin per hit
Laser can detonate Lunar Rain crystals after 1.5s of contact with them
False Son is now prevented from using Prime Devastator while the laser is active
Now only locks skills for 3s, but it now also applies a permanent DoT that stacks up Lunar Ruin every 1s until cleansed at a Geode
Completely Reworked the Orbs:
Each orb now spawns at a progressively further distance from False Son, and then they stay fixed at that distance instead of expanding outwards
The orbs now rotate around the center of the arena instead of False Son himself, and have a 50% chance to rotate the other direction
Significantly increased time between orb spawns (all orbs will spawn over the course of 4s), and the duration of each orb is doubled (from 6s to 12s)
False Son is now prevented from using Lunar Gaze while the orbs are active
Orb damage coefficient is reduced from 600% to 250%, and orbs now apply 2 stacks of lunar ruin on hit instead of 1
When looking at the damage coefficients, be aware that Aurelionite has an absolutely massive base damage stat (around 3x the amount of other monsters).
Aurelionite now spawns on a 150s timer, instead of after activating 4 beacons
Now gains armor while beacons are inactive, instead of immunity
Each beacon now has an individual timer, deactivating 75s after being purchased
If any beacons are inactive, Aurelionite will drop gold chunks when damaged
Completely Reworked:
Aurelionite summons an orb above her head for 10s that fires a rotating ring of 18 lasers, converging on Aurelionite over the course of the duration
Each laser deals 300% damage on contact and bypasses all armor
Completely Reworked:
Other changes that don't really fit into the other categories
Added a guaranteed large chest to the gilded coast
Increased the number of reward options granted by the geode after the False Son fight from 3 to 4
Stage 5 Halcyon Shrines now take you to the Prime Meridian, instead of the Gilded Coast
Halcyon Shrines are now guaranteed to spawn on a select handful of stages
Halcyon Shrines are now slightly (around 15%) more likely to spawn on all stages
After clearing the last cell in the Void Fields, mini-geodes will now spawn across the map
Most of these are still just conceptual, and might not make it into the full release.