Fixed multiplayer issue of client players not teleporting through phase switch
Fixed Luminous Shot bug and any other potential issues that use the body's position within code (the way the joints "move" doesn't include moving the actual body, so now the body matches the position of the lowest joint)
Fixed (maybe) abyssal donut not having its materials swapped occasionally
Added compat with Artifact of Swarms (only spawns 1 body even with the artifact instead of soft-locking)
Reduced max ring spread of Eye Blast (10 -> 6)
Increased homing of Eye Blast missiles (10 -> 20)
Increased Eye Blast missile damage by 25%
Enhanced Portal Beam's predictive code, should be more predictive rather than falling back to player position so often (credits to .score and AdvancedPrediction)
1.1.1
Actually fixes softlocking and "dead AI" issues
Stopped being lazy and refactored how Voidling manages its skills
1.1.0
Adds Inferno as a soft dependency internally to prevent compat from potentially not working
Bunch of internal code refactors
Some multiplayer issues might be fixed with the refactors, report multiplayer bugs with logs from client and host in the Github or on Discord please!!!
Fixes multiplayer lag with Maze (removes the little hit VFX from the maze laser)
Fixes lack of space between "Abyss" and the cloud in the boss subtitle
Fixes Ward Wipe occasionally not firing and softlocking players
Tweaks barnacle director so more should spawn (no elite barnacles)
Eye Blast
Completely reworked
Now an oscillating ring of projectiles
Spread increases with every shot
Projectiles move slower
Slight tracking
You can now fight fathomless without needing an absurd amount of speed
Portal Beams
No longer has "ghost" hits where the indicator doesn't match explosion
Changed positioning to be more in-view of players (a wall in front of Voidling)
Can hit mid-air now
Can go through terrain/objects
Reduced laser spawn frequency since they're more likely to hit now
1.0.6
Adds Inferno compat (inferno turned big voidling into a beyblade)
1.0.5
Fixes Maze warning laser not growing (instead of instantly appearing, the warning laser grows over 1s)
Fixes configs that don't need a restart mentioning a restart being needed
Removes Roost donut since it was super dark even with the lighting changes (might add later if I decide to figure it out)
Increases general lighting and post processing slightly
Replaces abyssal donut materials with abyssal's simulacrum materials
Tweaks AI to hopefully stall less
1.0.4
Brightens arena post processing
Fixes P3 Maze desync in multiplayer
Reduces Eye Blast turn speed (homing) 20 -> 10
Reduces joint cleanse HP interval 10% -> 5%
Adds an ability charge for Singularity after the first P2 joint threshold
Adds an ability charge for Maze and Singularity after P2 Ward Wipe
1.0.3
Changes inner cylinder material for the Maze warning VFX
Brightens up arena so Ward Wipe is more obvious, also better visibility in general
1.0.2
Fixes Maze in multiplayer
Adds logic to force Singularity or Maze activation after an Eye Blast or Portal Beam if they are ready
Readds singularity becoming activated after the first threshold in Phase 1 instead of just putting it into cooldown on start
Readds maze becoming activated after the first threshold in Phase 2
Should cycle through abilities better
1.0.1
Maze doesn't work properly in multiplayer at the moment
Tweaks Maze warning VFX to be way less harsh on the eyes
Adds config value for eye blast missile count
1.0.0
1.0 RELEASE (no major changes/additions for the forseeable future)
Adds configs
Fixes potential softlocks if level up occurs right before Ward Wipe fires
Fixes Voidling's name cutting into the subtitle
Maze II (P3's Maze), now has 1 of its 2 lasers point towards a targeted player
Joints are immune during spawn cutscene
Barnacle director now gains credits whenever Gravity Bombs start firing