added artifact portals to halo/halo(alt)/flatgrass
fixed solus mines spawning on certain maps
1.0.1
emergency release, accidentally flattened the mod, so it no longer loaded
1.0.0
i did not do everything i wanted to do with this mod, but i am burnt out from snowtimestages. it will be on LTS, only receiving maintenance for bugfixes and game updates.
Custom Lunar Teleporter now properly locks all interactables.
ERROR has been removed. Will be making a new mod soon to reimplement them PROPERLY later. Likely going to be a singleton.
All Halo CE stages can now have the 3 day types of Dusk/Afternoon/Night, weighted 3/5 to whichever is its default and 1/5 for the alts. Excludes Gephyrophobia.
Sandtrap also has a darker "Night Time" version but w/e.
High Charity can now be played without Ultra LOD, and has been enabled by default.
Delta Halo is off by default. Not enough mental capacity to fix it, but considering most of its work is done, i can probably add to it later if i ever feel like it.
Lemurian Eggs now spawn in whilst using Devotion artifact.
REMOVED ODST MOMBASA. it was too much for me to handle solo.
Legendary Chests on Sandtrap are $400 again since im instantiating their prefab. I dont want to bother making clones in code.
thank you everyone for playing the mod. it still means a lot to me, so itll stay updated, but dont expect any new stages from other games anymore from myself.
0.9.99
stage 1 is guaranteed not to spawn bosses anymore for bloodgulch.
void seed selection weight reduced by half
0.9.98
wow i really might need 0.9.100 at this rate
Fixed an issue where on New Mombasa Bridge, enemies would fall off but simply walked in or on water (whoops, not sure how that evaded me after all this time)
Fixed newt altar spawns on ALL stages (it was min 0 max 0, meaning on most stages they never spawned! and some stages didnt even have the newt altars defined...)
Added check for DLC3 so that players dont get the guaranteed spawns with the DLC disabled
someone had their drones ated and it was really funny
Added guaranteed spawns for the Drone Upgrade/Drone Scrappers from DLC3 for Halo and Halo(Alt)
now its not just gephyrophobia that operator players can look forward to,,,
still havent fixed broken materials on the stage-guaranteed chests...
0.9.97
Forgot to remove the language for the difficulty
0.9.96
Split the custom difficulty to a separate mod
0.9.95
Fixed custom lunar teleporter outright softlocking the player when they want to go to the moon
0.9.94
Fixed Platinum Chest being a POS
Normalized all of the music for the stages, they are no longer nearly random in volume
Attempt to make Halo/Halo(Alt) much more reasonable to play by adding two jump pads to the former and making the river increase your speed in the latter
Corrected boss music on Halo/Halo(Alt)
(I will fix broken materials for opening certain chests on these stages next update)
0.9.93
Added 2R4R support (kinda), as it has native support for SnowtimeStages
This is just language atm, but later on it'll be a bit more unique using items from 2R4R
I don't play with 2R4R all that frequently so I apologize for any broken keyboards
0.9.92
Added missing DLC3 support to Gephyrophobia
Fixed missing music on Halo/Halo(Alt)
Fixed all portals being incorrect prefabs on custom teleporters
Re-Added custom lunar teleporter to stage 5's
0.9.91
Added missing dependency > R2API_Director
Fixed an issue where disabling Mombasa Streets in the config would brick the mod
...this was the default. so it was just bricked. i am a stupid
0.9.90
Updated to work after Alloyed Collective
Many other things were done, mostly compat
Stages will feel different, need to still adjust as needed
High Charity is no longer enabled by default; the map still needs time to bake. You can re-enable it at your own discretion
Mombasa Streets was included early in this update as an opt-in stage. I wanted to get the main stages out first before finishing it. Beware of low framerate; The stage is not polished in the slightest
0.9.61
(im stupid i accidentally uploaded as 0.9.6, which is technically an "earlier" version than 0.9.51)
Added mvm_mannhattan
Added teleporters to Gephyrophobia, Ice Fields, and Sidewinder
Updated Sidewinder, upper floor is now accessible via the ladders (secretly a no-grav zone)
Fixed spawning issue on gm_construct and gm_flatgrass
Some other stuff I probably did that I forgot about
0.9.51
Forgor icons
0.9.5
Added plr_hightower
0.9.44
Fixed invalid spawn cards causing levels to simply not spawn any enemies with ProperSave nor Artifact of Kin
0.9.43
Increased Error Family spawn cost by 4x (No more swarming)
Increased Error spawn cost by 2x
Updated config to actually skip loading stages scenedefs, and modified the scenedef loading function so the mod doesnt just load all present scenedefs
Music volume reduced by request
0.9.42
Updated ALL Poiyomi materials to 9.2
Foliage now appropriately sway
Tweaks to all materials
Updated Sandtrap to be visually closer to its original counterpart
High Charity's ambient lighting is now slightly brighter
0.9.41
Disabled Legendary Spawn Mults until I can confirm it is fixed in the future
0.9.40
Added gm_bigcity, only accessable on stage 4 via the Bazaar
gm_bigcity is a MESS simply to find anything. Good Luck.
Updated Post-Process to play nice with everyone else
Added the Microsoft GCUR guidelines and Poiyomi Shaders TOS from Github to Thunderstore upload for extra caution
0.9.34
Fixed an issue where Legendary would break all monster spawns on consecutive runs after your first, even if you never selected it
0.9.33
Difficulty icon by PlNK
last update in quick succession
0.9.32
Reduced the overall difficulty of Legendary. Good Lord.
0.9.31
Identical to 0.9.3 but not so it is the "latest"
0.9.3
Legendary
0.9.21
Fixed the Alloy Worship Unit evading my sight on Constructs DLC1 monster pool
Fixed custom enemy material again
0.9.2
Custom enemy wrong shader . Whoops .
0.9.1
Fixed pissing off the planet whenever any halcyonite/holdout shrines were in the level
Added High Charity
The amount of work I put into high charity alone is ridiculous
Completely redone general post-processing across all stages except Gephyrophobia
0.9.0
The custom enemy is now fully ready
Removed a few spawn cards to prevent incurring the wrath of the planet when any sort of pillars or holdout zones existed
0.8.9
Missed one for the previous update
0.8.8
Fixed missing interactables and enemies for clients
0.8.7
Slightly tweaked constructs dlc1 monster pool by community request
Gup Moment
0.8.6
Apparently I forgot that Mithrix existed. Added a temporary bandaid
Added gm_flatgrass
Added a neat 1/4 chance for the GMod stages
Reduced the brightness of the GMod stages and tweaked the post processing to try to make it feel more like Gmod
Made the water on Construct have a no-gravity zone so you can move in it like its source engine water (kinda)
Disabled the navblockers on Halo(Alt). whoops
0.8.5
The Overambitious update. I went insane making this.
Completely overhauled the stubbed material swapping system. It now just uses ShaderSwapper.
Added a reskinned, "custom" enemy to gmconstruct (I could not figure out how to change its projectile.)
Added a new, rare, interactable that only spawns on my stages (I could not figure out how to properly register it and add it to other stages.)
Replaced the Teleporter on my stages with a Covenant Cruiser. It is functionally identical, just with a different model, discovery range, and some small neat things. Its a little bigger than the regular teleporter, mostly meant to assist with finding the teleporter on Halo/Halo(alt), but it was cool enough to put on 90% of the halo maps. It doesnt fit into Delta Halo due to its small size however. This might look a little ridiculous on some maps like Gephyrophobia or New Mombasa Bridge at times but whatever
Removed all of the out-of-bounds nodes for Halo(alt), I got tired of having to rock climb to submit HUNKs samples
Added easter eggs of a few halo weapons around a few halo stages as copium for wanting custom HUNK weapons, they functionally do nothing
Probably a few dozen other things I updated that I cannot remember, just trying to get the EntityState on the custom enemy killed me (and I still never got it working)
I was going to fix New Mombasa Bridge not being a post-loop stage, but honestly its fun getting it as a stage 3
0.8.2
Fixed the skydomes of most maps. They will NEVER inherit lighting ever AGAIN
Moved one of the guaranteed legendary chests in sandtrap to remove a two-for-one deal for HUNK players; It is still in the same room
0.8.1
Fixed an issue where the ghost of a map passed would call out to the player like the Green Goblin mask, begging to be selected and softlock their run.
For whatever reason, forgot to remove a SceneDef from the assetbundle that I dropped like a year ago.
0.8.0
Add Delta Halo
Scaled up construct by 1.35x to allow access to the secret room
Gave gm_construct tf2 music temporarily
Fixed New Mombasa Bridge's Boss Music not ending properly
0.7.3
And this is why you thoroughly test first before throwing out updates
Fixed an issue where Halo's reflective water in the skybox was replaced with the wrong cubemap
Changed how the volume_master interacts with music to reduce its double dipping nature
0.7.2
Fixed a glaring issue where on New Mombasa Bridge you would be prevented from entering the tunnel, potentially pre-maturely ending runs.
0.7.1
Added gm_construct
0.7.0
Made it where you can toggle every individual stage on or off. Experimental, and only removes them from the LOOP at the moment
Updated the music to have it inherit from Master Volume on top of the Music Volume
Added Sidewinder for Stage 1
Added New Mombasa Bridge for Post Loop Stage 3
Nerfed the director starting credits for most stages to reasonable values
Probably a few hundred other things I forgot about
0.6.2
Updated lighting on all maps to hopefully reduce eye strain.
Fixed issue on the alternate Halo (level) Stage 5 where the level boundary was not working, as it was still using Halo (level) Stage 5's standard position
Updated forerunner materials (should fix gephyrophobia having a sort of gray filter)
0.6.1
Fixed missing collision for the rocks on the alternate Halo (level) Stage 5
Fixed an edge-case with Railgunner where on certain maps, the skybox would render over everything while zoomed in
0.6.0
Fixed the Halo Sub-Content expansion not working with certain profiles
Added Ice Fields for Stage 2
Added Alternate Halo (Level) Stage 5 Variant
Improved visuals AGAIN (Beam emitter light!)
0.5.3
Fixed flashbangs in regards to Starstorm 2's storms and the void seeds.
Added an expansion for the Halo content (will be relevant in the future)
0.5.2
Attempt to make the volume of the music match that of vanilla
0.5.1
Fixed issue where players can get stuck under one of Death Island's Geysers, which tries to propel them indefinitely and never let them go.
Fixed language tokens
0.5.0
Added Sandtrap for Stage 4
Added ambience for all levels
Improved visuals further
Added random locations for newt altars
0.4.0
Added full support for Seekers of the Storm and Survivors of the Void
Rebalanced interactables for all Stages
Added Halo (Stage) for Stage 5
Improved visuals across the board
0.3.1
Fixed missing R2API Sound Dependency
Rebuilt AssetBundle
Improved Water color of Death Island
0.3.0
Added Gephyrophobia
Added ending(s) for the custom bossfight music(s)
Collision upgraded with surface definitions (footstep sounds make sense now)
Upgraded interior lighting of Death Island to be similar in fashion to Gephyrophobia
If you have any lag issues due to the lighting, please let me know on the Risk of Rain Modding Discord
0.2.1
Added custom music
0.2.0
Added Blood Gulch
Massively improved director starting credits for Death Island
Improved some materials
0.1.2
Fix missing material on Death Island's red team interior
0.1.1
Added props and geysers to Death Island
Added Language (English)
Changed stage order of Death Island from Stage 1 to Stage 2