False Son - Prime Devastator (Phase 3 Special)
Gilded Coast
Reduced beacon timer from 90s to 75s
Beacon timers are now always paused before Aurelionite spawns
Activating a beacon now extends all other active beacon timers by 15s (up to a max of 75s)
Aurelionite now has vfx indicating where all inactive beacons are
Added a couple of global chat messages to indicate how close Aurelionite is to spawning
Bug Fixes
Gilded Coast
Increased beacon timer from 80s to 90s
Bug Fixes
Risks & Rewards Update!
Halcyon Shrines
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
Void Fields
After clearing the last cell in the Void Fields, mini-geodes will now spawn across the map
Gilded Coast
False Son - General Changes
Slightly reduced lightning strike area of effect size
Changed damage cap from a hard cap to a soft cap
Reduced scaling multiplier for lightning speed/damage from 25% to 20%
Added an extra scaling level for if False Son is fought at stage 10 or later
All stacks of Lunar Ruin are now cleansed upon starting the fight
Increased the amount of geode reward options from defeating False Son from 3 to 4
False Son - Geode Mechanics
Geodes now grant a 2s long buff that boosts movement speed and regeneration when used
Slightly moved the halcyonite spawn locations
False Son - Fissure Slam (Primary)
False Son - Corrupted Paths (Phase 1 Secondary)
Dash distance is now calculated once the dash starts, instead of at the start of the wind-up
Dash distance is now more consistent, being set to a fixed distance behind the player
False Son - Tainted Offering (Phase 1 Special)
Can no longer be used at point-blank range
False Son - Lunar Rain (Phase 2/3 Secondary)
False Son - Lunar Gaze (Phase 2/3 Utility)
Improved laser VFX to make it more clear when the laser isn't dealing damage
Added a unique interaction with Deus Ex Machina against the laser if it's timed just before the laser would start dealing damage
False Son is now prevented from using Prime Devastator while the laser is active
False Son - Prime Devastator (Phase 3 Special)
False Son now teleports to the center of the arena before using this attack
Increased skill duration from around 4s to 5s (increases the downtime before he can use another attack)
Completely reworked the way that the Prime Devastator spinny orbs spawn and travel
Significantly increased time between orb spawns
False Son is now prevented from using Lunar Gaze while the orbs are active
Doubled orb duration from 6s to 12s
Bug Fixes
General Changes
Geode Mechanics
Removed Elite equipment from Halcyonite (will likely be brought back in challenge mode)
Increased the Halcyonite's size by 20%
Significantly reduced the stat bonuses granted to Halcyonite during the fight
Added a visual indicator on the Halcyonite to show that it's part of the geode mechanics
Fissure Slam
Reduced delay between individual strikes for each of the lightning patterns
Added a new lightning pattern to phases 2/3
Corrupted Paths
Gilded Coast Update!
Added a basic config file!
A few individual aspects of the mod can now be toggled on or off
An in-depth configuration of pretty much everything will be available on full release
Aurelionite
Bug Fixes
We're starting to get close to the full release of this mod, and I want to take a moment to thank everyone for all of the positive feedback and constructive criticism I've been getting along the way. I never really expected so many people to love this mod, and I'm super grateful to all of you for giving it a chance. Game design has always been my absolute biggest passion in life, and this is the first big thing I've ever put out into the world, so it really does mean a lot to me.
General changes
False Son
Aurelionite
Temporarily removed passive regen outside of the False Son fight
Reduced Laser Count from 20 to 18 outside of the False Son fight
Fixed laser hitboxes going through walls
Lunar Gaze (Phase 2/3 Utility)
Increased lightning cascade count by ~25%
Reduced laser ticks per second from 5 to 4 (0.2s interval to 0.25s interval)
Increased laser damage per tick from 250% to 325%
Reduced time for laser to destroy Lunar Rain crystals from 2s to 1.5s
Geode Update!
General Changes
Completely removed passive lightning from the False Son fight
Fixed Lunar Ruin duration not always being properly refreshed when reapplied
False Son
Now has an extra stack of adaptive armor, making it harder to obliterate him instantly with a high DPS build
Aurelionite
Fissure Slam (Primary)
Corrupted Paths (Phase 1 Secondary)
Prime Devastator (Phase 3 Special)
General
Aurelionite
Fissure Slam (Primary)
Now has a 50% longer wind-up time during Phases 2/3
Slightly increased the distance between lightning strikes for one of the secondary lightning patterns, allowing for players to stay between them more consistently
Lunar Rain (Phase 2/3 Secondary)
Aurelionite Update!
Lunar Gaze no longer has increased duration in phase 3
Readded a phase 2/3 lightning pattern that was accidentally removed in 0.3.0 (oops)
Fixed the delayed state in between Corrupted Paths and Fissure Slam having a null state index
Fissure Column Update!
General changes
Fissure Slam (Primary)
Fully fixed rotations for the lightning patterns
Completely reworked the way that fissure columns (tornadoes) spawn:
Corrupted Paths (Phase 1 Secondary)
Lunar Rain (Phase 2/3 Secondary)
Lunar Gaze (Phase 2/3 Utility)
Laser Update!
Completely reworked the Lunar Gaze laser (details in the Readme)
False Son can no longer use the Club Swipe attack during phases 2/3
Fixed False Son AI completely breaking during phases 2/3 if you stand behind a pillar, he'll now attempt to use Fissure Slam to flush you out once he gets close
Replaced the new Fissure Slam lightning patterns from 0.1.1 with much better ones
Improved rotations for the lightning patterns
Corrupted Paths dash no longer deals any contact damage
Decreased Corrupted Paths wind-up time by 0.2s, and lightning strike delay by 0.1s
Fixed lightning strikes/lunar crystals applying lunar ruin twice
Fixed lightning dealing wildly inconsistent damage
Lightning now has the "Bypass Armor" damage type
Prime Devastator damage over time will now properly be cleansed once the fight ends
Fixed passive lightning not appearing during phase 3
Added some variance to the Tainted Offering (Phase 1 Special) spread pattern
False Son is now immune to Freeze (meant to add this in the first version but forgot)
Increased the delay between Fissure Slam and Laser Gaze lightning strikes
Reduced the amount of passive lightning spawned in phases 2/3
Added 2 new Fissure Slam lightning patterns
Increased Corrupted Paths Dash distance
Fixed Lightning damage being reduced based on the amount of shields you have
Increased lunar ruin duration from Lunar Rain crystals to match that of lightning bolts
Reduced the chance of Lunar Rain crystals spawning right next to each other
Borrowed some changes from JeffDev's FalseSonBossTweaks:
Added FS AI Fix as a dependency