Let me know if you'd like to see other skills being added (I don't think they're that great, which is why I didn't bother with them, but I'll add them if someone asks)
1.1.12 Patch Notes
Updated to new ContentPack system (THIS MAY HAVE BROKEN PROJECTILE NETWORKING. If certain skills aren't working in multiplayer, lemme know)
CD Heavy Tap damage 2x170% -> 2x165%, 4 charges, cooldown 2.75s -> 2.5s
Micro Missile now uses sweet spot falloff model (also used by Frag Grenade and Scrap Launcher in vanilla)
Sweep Barrage now attempts to search on each Fire() instance if no targets were available
Not much else this time, I'd planned to package this as part of 1.2.0 but RoR2 update broke stuff
1.1.11 Patch Notes
Updated Plasma Tap and Phase Missile sound effects
Mini Flamethrower now uses its inspiration's sound effects (this and the new achievement sound effect is the bulk of why this update is over three times as large)
Renamed the achievements for Phase Missile and Sweep Barrage
The phrase you type in for the Axiom Verge achievement is no longer case-sensitive
Axiom Verge achievement now has an additional sound effect
Fixed Passives config referring to an older achievement name
Scorched debuff reverted to Shattered, color reverted to roughly what it was before
Setting roll armor to 0 now disables the debuff entirely (untested)
New Tactical Dive's description will now be changed depending on active config, similarly to Frag Grenade and Phase Round
Errors fixed in Thunderstore description
Removed unused skills and other unnecessary code
Added SoundAPI to dependencies, should fix the new sound effects not working sometimes
1.1.10 Patch Notes
Mini Flamethrower prevents sprinting while active for compatibility with AutoSprint mod
Spark Chaser proc coefficient 0.6/0.6 -> 1/0.5 for orb and arcs
1.1.9 Patch Notes
CD Heavy Tap damage 2x185% -> 2x170%
Mini Flamethrower proc coefficient 0.6 -> 0.5, now has a 30% chance to ignite enemies per hit instead of automatically inflicting Scorched
Mini Flamethrower self recoil 300 -> 290
Sweep Barrage bullet damage 325% -> 310% to match Suppressive Fire nerf from 1.1.6
Sweep Barrage tracer and sound effect updated
Sweep Barrage tracking code rewritten, hopefully should work with the new networking changes
Spark Chaser projectile damage 600% -> 500%, arc damage per second 300% -> 280%
Spark Chaser size increased slightly, arc range 9m -> 11m
Spark Chaser now has the Agile tag
Updated the descriptions of most skills altered in 1.1.0 to match their new damage values
Updated CD Heavy Tap to correct number of charges
Fixed typo in Second Wind description
1.1.8 Patch Notes
So. Remember how I did a fix for networking projectiles and stuff? So it turns out that I put them in a different method so I could move it before the unlockable setup, since that's where the hook into RoR2.ContentPack was placed, right? Turns out I completely forgot to call that method before uploading 1.1.7, so uh two skills completely broke lmao
Changed wording of Tapped Out achievement
1.1.7 Patch Notes
Added projectiles to RoR2.ContentPack; I think? them not being added was why networking them failed
Fixed Spark Chaser breaking skills apart from Phase Missile when fired
Updated version number
1.1.6 Patch Notes
Migrated back to R2API (hopefully this is the last time I ever have to deal with this)
Phase Blast force reverted to vanilla on first shot, second shot remains 500
Suppressive Fire damage 12x95% -> 12x90%
Fixed Suppressive Fire description listing the wrong damage value
Added missing GetMinimumInterruptPriority() to Spark Chaser, not sure what this fixes but it's probably something?
Added missing text color to Phase Round's updated description if ramping damage is enabled.
Rewrote Ramping keyword and both passive descriptions.
Altered the achievement name and description for Mini Flamethrower to be less vague.
Fixed Adrenaline being locked even with achievements toggled off.
Added config to restore Frag Grenades' old physics (must be enabled in config).
Added config to remove reworked Tactical Dive's stun effect (does nothing if Dive fix isn't enabled).
Reordered config file to be less confusing; this won't change existing config files, only new ones
Trimmed code a bit
Small edit to Thunderstore description
1.1.5 Patch Notes
Forgot to add a soft dependency for Playable Akali to prevent it inheriting passives
Thunderstore description has been updated to anniversary changes
Updated version number in console
1.1.4 Patch Notes
Fixed Spark Chaser unlock not working if you entered Void during stage 7 or later
Fixed Frag Grenade using the old wording for damage if any changes were enabled
Added config to restore Micro Missile's original appearance/sounds (using updated missile prefab)
Tactical Dive cooldown 4.5s -> 3s, now only restores 1 charge
Sweep Barrage should now have its original force, previously had none
Flamethrower now uses Incinerator Drone's prefab like it originally did during the pre-anniversary beta
Attack speed scaling on Flamethrower reduced slightly
Phase Round post-anniversary changes are currently scrapped until I can figure out what components I'm looking for, for now it's 400% + 40% per hit
Phase Blast force 100/100 -> 0/500
Micro Missile renamed to Phase Missile
Phase Missile now has new visuals/sound effects to give an electric theme
Phase Missile range 6.25 -> 6
Phase Missile proc coefficient 1 -> 0.8
Phase Missile maximum charge duration raised slightly to prevent the skill from firing immediately after the last loading sound
Phase Missile interrupt priority reverted to Skill -> Priority Skill for now, may change this back later
Mini Flamethrower (Secondary) added
Tactical Roll is slightly longer, felt too short before
Tactical Roll CD 4s -> 4.5s, now refreshes 2 stocks
Suppressive Fire damage 10x80% -> 10x100%, cooldown 7.5s -> 8s
Grenade no longer has keyword if Scorched is disabled
1.0.9 Frag Grenade change reverted, I couldn't get the code to work properly w/ Phase Flare post-anniversary
Gravity Wave (Special) added*
Cloned Sweep Barrage skill in files and finished graphics
Shattered debuff renamed to Scorched to fit Phase Flare
Scorched armor reduction -20 -> -30
May have other changes I forgot about
1.0.10 Patch Notes
Forgot to add Pain interrupt priority to Micro Missile's loading half, should no longer consume multiple charges on use
1.0.9 Patch Notes
Heavy Tap's tracer wasn't finished in 1.0.8, should be coded correctly now
Micro Missiles should now fly slower initially but speed up over time
Micro Missiles will now home in on nearby enemies similar to Visions of Heresy, may need reworking later
Micro Missiles now actually have the Stunning keyword
Frag Grenade now applies Shatter only if it deals more than 200% damage (it's done this way to keep compatibility with StandaloneAncientScepter for now)
All new gameplay changes have config to disable them for now, may be removed in future updates
1.0.8 Patch Notes
Heavy Tap tracer made slightly longer (I think???)
Alt version of Heavy Tap renamed to "Heavy Tap (legacy)"
Heavy Tap (legacy) damage 2x170% -> 2x130%, speed increased to compensate (it's weaker than Double Tap, but not by much)
Fixed old duration system for both versions of Heavy Tap since using shootDelay wasn't working; Heavy Tap should now resemble RoR1 Double Tap
Suppressive Fire damage 12x65% -> 10x80%
Suppressive Fire duration per bullet 0.06s -> 0.075s (total duration 0.72s -> 0.75s), should make it easier to spread damage around
Suppressive Fire cooldown 7s -> 7.5s, but begins cooldown immediately instead of after the skill executes
Military Training renamed to Collector to avoid overlap with Sniper, still has the same benefits
Text changes
1.0.7 Patch Notes
Now has a soft dependency on Sniper Classic to avoid it inheriting the modified prefab
If other mods are inheriting the passives, let me know and I'll fix it
1.0.6 Patch Notes
Didn't actually change Plasma Tap unlock last time, my b
Unneeded logs regarding Plasma Tap removed
1.0.5 Patch Notes
Prefabs reverted to old method; passives now have no effect if the survivor's base name token is not "COMMANDO_BODY_NAME" (should fix mods like Sniper Classic benefitting from it)
Tracer prefab and lightning effect for Plasma Tap updated, should hopefully look more electric now (also gives compatibility with BalanceOverhaulRBO post-Tesla nerf but that's not as important)
Second Wind will now work if brought from above 50% to below 25% in one hit, previously would not activate until they heal back to above 25% due to leftovers from an older version of the passive
Second Wind now has a visual effect when active
The unlocks for both Heavy Tap and Plasma Tap weren't given if you exited the stage via a portal; both of them have been changed to when the teleporter is fully charged
Added logs for when certain modules are complete to make debugging a bit easier
1.0.4 Patch Notes
Plasma Tap's tracer may be slightly different, currently experimenting with improving the visuals
Added in a missing base.isAuthority check to reworked Tactical Slide, should hopefully fix animations in multiplayer
EDIT: The prefab fix from this update didn't work, see 1.1.0 notes
1.0.3 Patch Notes
Micro Missile duration 0.2 -> 0.16, no longer speeds up with additional missiles (this was causing unintended firing patterns; may need to adjust further if this got too nerfed)
Micro Missile's skill classes now have Pain priority instead of PrioritySkill, may cause unintended behavior but should fix the skill interrupting itself
1.0.2 Patch Notes
Added in ResourceAPI
Considering taking bets for what small error will cause this mod to crash and burn next time
Thank you to everyone who's been pointing out these mistakes, I'm asleep at the wheel ig
1.0.1 Patch Notes
HealthComponent.TakeDamage was being called even if passives were turned off, should be fixed now
1.0.0 Patch Notes
Double Tap spread 0.08 -> 0.12
Heavy Tap damage 165% -> 170%
Heavy Tap cooldown 1.15s -> 1.2s, shot delay 0s -> 0.1s
Micro Missile duration 3.5s -> 3s, now enters cooldown after firing begins
Micro Missile can now be charged, releasing up to 6 missiles at full (up from firing 3 immediately)
Micro Missiles now use their original prefab instead of Paladin's Rocket, hitbox hasn't been adjusted though
Micro Missile damage 270% -> 180%, no longer has falloff
Tactical Dive duration 0.9s -> 0.55s, animation made slightly longer than duration to improve visuals
Tactical Dive initial speed increased to compensate; final result is slightly shorter than vanilla Dive
Using Tactical Dive next to an enemy (about 3.5m away) will stun them briefly
Tactical Dive now has 2 charges
Tactical Slide now has +20% more vertical velocity when used in the air
Suppressive Fire cooldown 6.5s -> 7s
Second Wind passive + unlock added
Blank passive removed, not much point when you can disable passives
Config moved to MandoGaming.cfg from FMCommando.cfg
Toggle for whether Tactical Dive gives armor or i-frames (armor by default)
Toggle for whether Tactical Slide uses the same buff choice as Dive (disabled by default)
Toggle for whether Frag Grenades stick to enemies (disabled by default)
Fixed several typos (seriously, I must've been asleep at the keyboard lol)
Vanilla Heavy Tap (enabled in config) now has 0.4s shot delay instead of changing duration within the class itself; this should hopefully prevent issues with interrupting this with a different skill
Tactical Dive's armor boost was incorrectly labeled as a debuff
Optimized asset loading; achievement icons should now work
A lot of bloat was removed (shouldn't have any effect on gameplay)
R2API logs now have the correct title
0.9.7 Patch Notes
Yep I sure did
0.9.6 Patch Notes
Micro Missiles should actually have their priority as PrioritySkill now
Added toggle for giving Slide the armor buff from Dive, although note that it's not balanced around that change
I stg if I have to do ANOTHER update because I fixed the wrong thing and uploaded it without playtesting it first >_>
0.9.5 Patch Notes
Micro Missiles interrupt prioritiy updated from Skill -> PrioritySkill, should now be castable during M1
Plasma Tap SFX altered slightly, hopefully less annoying now
Version number is now correct in the mod itself
0.9.4 Patch Notes
I'm dumb and used OnBodyRequirementBroken instead of the much easier (and actually functional) base.meetsBodyRequirement
Heavy Tap unlock should work properly now
0.9.3 Patch Notes
More typos fixed
Suppressive Fire has significantly more spread
Heavy Tap unlock should now only work with Commando
Heavy Tap now fires continuously instead of requiring inputs for each shot
Plasma Tap lightning range reduced (15m -> 11m)
Possibly??? fixed Plasma Tap not working correctly in multiplayer, haven't been able to test it yet
Replaced old Micro Missile unlock with a more accessible one
(Micro Missile itself might be improved in later updates, just want to get the fixes here out a bit faster for now)
Passive order switched to account for the game defaulting to the first slot
Military Training now applies +0.5 armor per level (down from +1)
0.9.2 Patch Notes
Fixing a couple typos within the mod
Tactical Dive's armor increase can be adjusted with config (making this an exception since I'm unsure on what to do here, for the most part I'm keeping numbers out of config)
Double Tap buffed to 100%, attack speed moved closer to vanilla to compensate but it's still a small DPS increase