Changed file structure slightly, hopefully fixes language token issue
2.4.0
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Added 5 new skills, go crazy
Hopefully fixed things for new update
Acrid compat with spikestrip (Deeprot)
Cool new logo
Now using actual language folder, if you speak not english feel free to start translating!
Probably more stuff, this was heavily overdue so I don't remember all the changes I made
2.3.1
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Fixed for new R2API Update
2.3.0
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Classicitems Scepter now upgrades appropriate skills, still need to add standalone scepter
Less damage on shock mines, but lower cooldown to be more in-line with base-game mines
No more broken Skills++, at least until it changes again
Uses better logging and error handling for debugging
Some innacurate numbers between skill descriptions and actual numbers fixed
2.2.0
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New cross compatibilities with other mods
All skills are now Skills++ upgradeable if you have that mod.
Autosprint now doesn't cuck / isn't cucked by any skills
Fixed achievements
Merc utility is now a special, no more % based damage but is slayer
0.4 proc coefficient on commando primary to 0.6
2.1.3
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New artificer keyword actually functions now
No longer can m2 while invis as bandit
2.1.2
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Skills no longer break over network
Kinetic Refractor works again
Merc achievement no longer breaks health cost interactables
Note: MUL-T projectile bug still exists, I have no idea why it behaves the way it does but fortunately it is just a visual bug. Will be fixed as soon as I figure out wtf is going on
2.1.1
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Loads of code refactors and comments added for clarity
Tesla mines no longer have the aoe indicator, cant haunt me if you dont exist
Projectiles hopefully now network properly
Lots of typos fixed in skill descriptions
Slight nerf to Fatal Assault, will keep an eye on its shredding potential but should still work more than fine as a boss melting tool. Also slight animation fixes
Artificer can now hold the full charge of quantum transposition, several range and aoe buffs, much harder to place yourself in objects now
Commando dash now properly has animations, slight changes to speed and cast times
MUL-T indicator just got logarithmic
Bandit magic bullet richochet fixed
Some other changes I mightve forgotten Im tired
2.1.0
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Fixed for SotV update
No other changes. Yet.
Seriously, this update has no real content. Loads of bugfixes, rebalances, and QOL changes will be arriving asap, but for the moment I wanted to get a functioning version out for this update.
2.0.10
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Hopefully fixed networking bugs with dash, bomb arrow, and magic bullet
2.0.9
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Remembered to add token for Lucky keyword
Fixed Bandit primary bug causing crashes
2.0.8
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New Bandit primary and Commando utility
Moved some stuff around
2.0.7
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Lots of new fun configs to use
Forgot to mention alt MUL-T secondary getting an indicator in last update, as well as being able to hold it and aim before firing.
You can now unlockall achievements via config as well
2 new console commands to help share config with friends to avoid possible conflicts: es_getconfig && es_setconfig (Requires game restart to apply)
Eggsmods discord now exists
2.0.6
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Added config to enable / disable skills by survivor
2.0.4
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Fixed artificer alt utility not working
Fixed alt MUL-T secondary sound bug
2.0.3
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Forgot to mention last notes that Rex alt R now scales with attack speed, this patch it was given a cap
2.0.2
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Misc fixes and organization
Fixed Bandit sound bug on alt utility
Commando alt primary now functions more like standard primary skills; no charges, and also has recoil effect added.
2.0.1
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Forgot to credit SOM for icon work, fixed
2.0.0
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Every survivor now has at least one new skill!
Lots of misc bug fixes and organization
DIRECTIVE: Respire uses new keyword instead of armor
Seriously I think I fixed that engi mine bug and if I didnt spam ping me please this thing has haunted me for multiple updates now
New secondary for MUL-T and Huntress
New utility for bandit
New achievements for every skill (may be buggy over network)
Known bugs : Slight jank on animation on new MUL-T skill, otherwise works fine
1.0.7
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Fixed wrong files
1.0.6
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Actually for real fixed the engi mine bug
Reverted back to R2API
1.0.5
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Fixed for recent update
Fixed my readme to have a less obnoxious changelog
Maybe fixed engi mine bug? To be honest I dont know if I did, someone with friends test this.
1.0.4
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Added dependancy on Eggs Buffs
Misc code organization / optimization
Artificer teleport no longer puts you inside walls even on wonky terrain
Various skill renamings and description updates
Artificer utility split into two distinct entity states for charging and releasing
New captain secondary Tracking Grenade : Throw a grenade that inflicts new "Tracked" debuff on enemies that slows and increases damage taken by 50%
1.0.3
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Fixed for anniversary update!
Damage & added move speed buffs for Shield Buster, renamed to Barrier Buster
More optimization, consistency, and damage for Fatal Teleport, hopefully feels even nicer to use than before. Short hop added to provide airtime. Tracker disabled when skill is on cooldown.
New engineer secondary Tesla Mine : Deploy up to 4 mines that upon triggering pulse 5 times over 5 seconds where they are triggered. Each pulse deals damage and stuns.
Created a Github
Known bugs : Directive PULL animation only plays after you have landed from a fall at least once in the run; Artificer teleport can drop you out of bounds if used into weird geometry; Merc teleport may also be able to do this, but is much rarer
1.0.2
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Finally new skills!!!
New Acrid special Expunge : "Purges" poison from afflicted targets, causing them to explode in a radius with damage based on the type of poison afflicted but removing the poisoned status effect
New Loader special Shield Buster : Expend all of your current barrier to deal massive damage in a radius around you!
New Rex special Directive PULL : Root yourself in place, slowing your speed and gaining armor for the duration. Additionally deal damage and pull nearby enemies closer, gaining barrier for each affected enemy.
Fixed even more spaghetti. Hopefully no more nullrefs. Merc fatal teleport now has permanent tracker, and is a conditional skill (Can only be used if there is a target)
1.0.1
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Changed mercs "Fatal Teleport" into an execute ability instead of anti-air and now utilizes the new "exposed" keyword; in all, feels more fun and less clunky to use. Hopefully.
Removed the spaghetti that was overflowing inside of the Artificers "Surge Teleport" skills code.
New, but secret and ultimately useless (For now) code for making a new engineer mine skill. Does nothing gameplay-wise yet.
Known bugs : Spamming fatal teleport without a target resets attack speed (Potentially infinite attack speed), Both teleport abilities can put you out of bounds in the right situation, but are unlikely to come up in normal play.
Updated for 1.0 release of RoR2
1.0.0
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Created the mod and put it on thunderstore
3 Skills, Artificer utility, Merc utility, and commando primary
Fatal Teleport : Teleport to an enemy and strike them for execute based damage
Surge Teleport : Charge up to teleport a distance scaling with charge time. Additionally deal damage around your start and ending locations, radius and damage also scaling with charge time
Combat Shotgun : Holds 8 charges, rapid fire shotgun for commando. Spread becomes tighter during crits in addition to normal crit damage.