


Feedback and bug reports are welcome, feel free to join my discord server, I also do beta testing for new features and content there.
Fully compatible with multiplayer with no errors or desync as long as everyone has the mod installed. If you happen to find an issue, please let me know (preferably with the console logs from all players involved)
Note that the ??? locked skills are not possible to unlock, they are only partly complete currently. Their unlock conditions will be added in future updates.
-Now compatible with 1.0 update.
Adjustments:
-Decoy reactivation delay: 2s -> 0.75s
-Decoy cloak duration: 2.5s -> 3s
-Decoy cloak now gives 40% movespeed
-Decoy cooldown is now not visible until reactivation (it already didn't start until then)
-Backflip now stuns and knocks back enemies
-Backflip now automatically grants a perfect reload on use
-Explosive ammo bullet radius: 0.1 -> 0.5
-Explosive ammo damage: 0.45x -> 0.4x
-Explosive ammo description now more clearly indicates that it will deal damage two times to the main target.
Explosive ammo is generally a more forgiving option compared to FMJ. Overall it was a bit overtuned.
-Ricochet shots more reliably hit enemies
-Reloading before too early now incurrs a small delay before able to fire (equal to waiting for bar to reach the start of good region)
This elimates potential abuse cases at higher attack speeds where mashing primary would yield more dps than perfect reloads.
-Bad reload multiplier: 0.8x -> 1.0x
-Good reload multiplier: 1.4x -> 1.2x
-Perfect reload multiplier: 2.0x -> 1.5x
-Snipe base damage: 450% -> 600%
The resulting %s on reloads:
Bad reload: 360% -> 600%
Good reload: 630% -> 720%
Perfect reload: 900% -> 900%
Due to fixing that abuse case, the penalties for missing a perfect reload can be made much less severe (more in line with ror1 values)
This also should help with making attack speed feel less risky to take.
-Added 14 item displays
-Adjusted crosshair UI
-Added icon for decoy reactivation
-Added quickscope icon
-Updated steady aim icon
[RoR2InstallFolder]/BepInEx/Plugins/Sniper[RoR2InstallFolder]/BepInEx/Plugins/Sniper is a long ranged, single-target dps that incorperates some elements of an assassin to stay alive.
They excel at taking down bosses and high priority targets but struggle against larger groups of weak enemies.
See the in game descriptions, maintaining two copies of all the information tends to just result in a mess of conflicting information.
Most likely a conflict with another mod, in particular skills++ is known to cause this issue.
Any skill with that type of notation in its description means that a multiplier is being layered on top of another skill, usually your primary. So, for example, say an attack from your primary would deal 500% damage. If your ammo type has a 2.0x multiplier, that attack would be multiplied by 2.0, and deal 1000% damage.
As with all custom characters, everyone must have the mod installed. If you still run into issues, verify that everyone has the exact same installed mods, including versions. There is usually some level of leeway here, but when in doubt that should be the first thing you try.
For now, they are not unlockable. The locked skills are still WIP.
Unfortunately no, there currently is no modding for console RoR2. This would require complete official mod support from Hopoo for both PC and consoles, which is no small task.
Unfortunately, you can't do it just yet. I'm working on a fix for this. You can still use secondary, you just can't scroll to increase zoom and enter scoped.
If you find any, please let me know.
Again, if you find any let me know.
###1.0.4
-Now compatible with 1.0 update.
Adjustments:
-Decoy reactivation delay: 2s -> 0.75s
-Decoy cloak duration: 2.5s -> 3s
-Decoy cloak now gives 40% movespeed
-Decoy cooldown is now not visible until reactivation (it already didn't start until then)
-Backflip now stuns and knocks back enemies
-Backflip now automatically grants a perfect reload on use
-Explosive ammo bullet radius: 0.1 -> 0.5
-Explosive ammo damage: 0.45x -> 0.4x
-Explosive ammo description now more clearly indicates that it will deal damage two times to the main target.
Explosive ammo is generally a more forgiving option compared to FMJ. Overall it was a bit overtuned.
-Ricochet shots more reliably hit enemies
-Reloading before too early now incurrs a small delay before able to fire (equal to waiting for bar to reach the start of good region)
This elimates potential abuse cases at higher attack speeds where mashing primary would yield more dps than perfect reloads.
-Bad reload multiplier: 0.8x -> 1.0x
-Good reload multiplier: 1.4x -> 1.2x
-Perfect reload multiplier: 2.0x -> 1.5x
-Snipe base damage: 450% -> 600%
The resulting %s on reloads:
Bad reload: 360% -> 600%
Good reload: 630% -> 720%
Perfect reload: 900% -> 900%
Due to fixing that abuse case, the penalties for missing a perfect reload can be made much less severe (more in line with ror1 values)
This also should help with making attack speed feel less risky to take.
-Added 14 item displays
-Adjusted crosshair UI
-Added icon for decoy reactivation
-Added quickscope icon
-Updated steady aim icon
###1.0.3
Bugfixes:
- Fixed reload UI not working on artifact hidden stage.
###1.0.2
Adjustments:
- The impact of attack speed on the reload bar is now smoother
Essentially, when your attack speed changes, the bar move speed gradually shifts over half a second to that new speed.
This should make items like berserkers, predatory, war horn, and tonic less jarring upon activation.
While this does mean that you don't get the full benefits of conditional attack speed items immediately, you do get to keep them a bit longer because of the falloff time.
Bugfixes:
- Fixed various UI issues for clients in multiplayer
###1.0.1:
Adjustments:
-Quickscope cooldown: 4s -> 5s
Quickscope was allowing too many successive shots without items.
-Steady aim max damage: 6.5x -> 6x
-Steady aim min damage: 1.5x -> 1.25x
-Steady aim delay: 0.35s -> 0.5s
Steady aim was a bit too strong with backup mags
-Decoy cooldown: 18s -> 12s
-Decoy stealth duration: 2s -> 2.5s
Decoy was not up enough to do its job of keeping you safe
-Precise aim now also gives +1% crit chance per character level
Precise aim relied on items too much.
-Remade scope UI and added a new shader for it
-Greatly reduced size of reload bar
-Moved reload bar to upwards
-Reload bar now has some transparency
-Charge indicator outline thickness reduced
-Improved perfect reload sound
-Improved some ability descriptions
-Slimmed down crosshair
Bugfixes:
-Steady aim properly restarts delay between shots
-Fixed issues with ricochet sounds on fmj
-Fixed ricochet being limited to 2 bounces
-Fixed reload bar hiding on death
-Fixed reload bar being visible on other characters
-Corrected version number
-Fixed reload bar not being visible after revive
-Fixed issue with quickscope not starting aim animations
###1.0.0:
-First release