Ms Isle
Adds a playable missile drone survivor with a full suite of abilities and functionality!
Last updated | a year ago |
Total downloads | 92669 |
Total rating | 16 |
Categories | Player Characters |
Dependency string | Big-Crab-Ms_Isle-2.2.0 |
Dependants | 32 other packages depend on this package |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2103README
Ms. Isle
- Adds a playable Missile Drone survivor based on the existing Missile Drone ally, including a full suite of abilities to make being a flying survivor more playable and enjoyable
- Please read the skill descriptions and the Overview page on the selection screen to fully understand how to use their abilities!
Skills
Skill | Description | Stats | |
---|---|---|---|
Fly-by | Ms. Isle can fly in any direction! Flying close to terrain will cause her to sprint ! Jumping is replaced with Overclocked Drives . The jump and sprint keys now allow you to fly upwards and downwards respectively. |
Sprint activates when within 5 metres of terrain, deactivates when 8 metres away from terrain. |
|
AtG Misile Mk.II | Agile . Fire a barrage of missiles for 6x150% damage. Fire-rate bonuses increase the number of missiles in the barrage . |
Proc: 1.0 , CD: 2 sec |
|
Pack Hounds | Agile . Fire all your stock as barrages of auto-targeting Pack Hound missiles for 4x90% damage. Charges for this ability are gained per-kill . Max stock of 4. |
Proc: 1.0 |
|
Overclocked Drives | Enter a brief omnidirectional boost. Items that affect jumping affect this ability instead . This ability recharges all stocks upon flying near terrain. |
CD: Minimum of 2 sec |
|
Cumulative Warhead | Fire a cumbersome, slow-moving warhead for 500% damage that absorbs damage dealt by you and your allies, exploding on impact for a huge detonation of a radius and damage influenced by the amount of absorbed damage. |
Proc: 1.0 , CD: 30 sec |
Balance Pass Philosophy
- Pre 2.1, Ms. Isle felt too biased toward hoarding Pack Hounds charges and just using them and Cumulative Warheads to screenwipe every teleporter event, and her primary felt extremely weak and didn't always benefit from fire rate bonuses due to how they affected the ability. She was also much too sluggish when away from terrain, even if the intent with her movement mechanics being incentivising staying close to the ground.
- To remedy these problems, I brought her primary damage output more in line with other vanilla characters based on time-to-kill of Bosses as well as regular monsters. I reduced the proc coefficient of these because of how many procs you can potentially get from a single M1 press, which doesn't feel fair when the missiles are enemy-tracking.
- I also brought Pack Hounds' total accruable count down severely - it's no longer unlimited as that just forces you to keep all your stock until you activate the teleporter. Instead, each kill will net you a salvo of 4 missiles that are spread amongst the 4 nearest targets, with a small damage coefficient but a much higher proc coefficient to help with on-hit effects and bands etc.
- The Nuke was far too powerful with a few damage items or with a lot of Pack Hounds stocks, felt like it was either a tiny poof or a giant screenwipe. Reducing the maximum achievable radius and damage while raising the base damage helps this, and increasing projectile velocity makes it more of an interesting challenge to use instead of just firing and hiding inside of it.
- Mobility was a huge design challenge here, not just because jump and sprint needed to be replaced by up/down, but because if the player can fly to any height and stay there, why would they ever come down? Being airborne is much safer - you're away from enemies and near-immune to AoE and explosions. To incentivise staying low to the ground, I made sprinting automatically engage when near terrain and only allowed utility stocks to recharge similarly. Unfortunately, using the dash in midair felt like jogging rather than dashing, so I've upped the force when you're not sprinting to compensate.
- Engineer and Rocket both use the vanilla idea of the Pocket I.C.B.M, in that they add an extra 2 rockets to each shot with a missile in it, which feels a little too strong on Rocket. With Ms. Isle, this would be too powerful since most of her abilities are missile-related, so instead it adds two extra salvos onto Pack Hounds. Her primary is affected by the item as usual, except each missile deals half damage - this way it is still a powerful item, but it doesn't straight up triple your damage output and procs.
Changelog
2.2.0
- Fixed a bug relating to Cumulative Warhead and Starstorm
- Decreased Cumulative Warhead's velocity slightly
- Increase AtG Missile Mk.II's and Pack Hounds' projectile turbulence, randomised turbulence, and randomised their start-tracking delay
2.1.1
- Readme.md updates and corrections, added design philosophy section.
2.1.0
- Improved Cumulative Warhead internally:
- No longer relies on resetting health to track damage dealt to it; instead rejects the damage info. This will also fix the warhead being able to die if damage with a high enough attack.
- Fixed an issue with StarStorm's buff system panicking whenever you damage the missile (hopefully?)
- Increased Cumulative Warhead damage and radius scaling slightly, but also increase velocity to compensate (it's harder to make a screenwipe now)
- Adjusted AtG Missile Mk.II: Added angle limit of ~15 deg. for targeting (missiles will be fired at the closest target, both in terms of distance and angle within a 15 degree cone)
- Reduced AtG Missile Mk.II proc coefficient from 1.0 -> 0.4 (per missile)
- Reduced AtG Missile Mk.II spread from 0-5 degrees to 0.5-1.5 degrees
- Increase Overclocked Drives' effect when not sprinting (midair dashing was too weak compared to dashing while sprinting/near terrain)
- Reworked Pack Hounds:
- Reduced damage from 400% to 90% base damage
- Each stock now fires a salvo of four missiles, with a small delay between salvos
- Additional stocks increase the salvo count
- Tweaked proc coefficient to 0.7 (up from 0 I think? Unconfirmed)
- Tweaked sounds
2.0.1
- Readme formatting fixes
2.0.0
- Ms. Isle Returns! Major Rebalance Update:
- Increased AtG Missile Mk.II damage (100% base -> 150%)
- Decreased AtG Missile Mk.II knockback
- AtG Missile Mk.II: Firerate increases that result in a fractional amount of bonus rockets now increases the firerate and reduces the cooldown by up to 25% - for example, 1 Soldier's Syringe -> +25% firerate, 0.25 / 0.3 = 0.83 -> firerate and cooldown bonus = 0.83 * 25%
- Pocket I.C.B.M now applies to her primary and secondary abilities:
- AtG Missile Mk.II fires an additional 2 rockets in fork pattern, but each missile's base damage is reduced by 50% (otherwise one stack would give triple damage on a primary ability lol)
- Pack Hounds fires an additional 2 rockets total
- Updated the Pack Hounds skill:
- Capped total stock to 12
- Changed Backup Magazine interaction: now increases cap as with other survivors, instead of giving +1 (per stack) stock per kill
- Reduced Cumulative Warhead damage and radius scaling significantly
- Changed base crit chance to 1%, in line with other survivors
- Updated secondary ability icon (old texture no longer exists)
1.3.2
- Added a character master. This will fix any errors that could potentially pop up when the games tries to spawn an NPC of Ms. Isle.
1.3.1
- Fixed spawning under the ground sometimes.
1.3.0
- Updated for SOTV.
1.2.1
- Fixed aim-ray intersecting with self
1.2.0
- Ms. Isle is now multplayer compatible! All abilities have been tested in 2-player multiplayer on both client-side and host-side, with the only remaining issue being the invisible nuke bug. Aside from this visual bug, the mod is now multiplayer ready.
- Fixed Pack Hounds not accumulating stocks on anyone but the host.
- Fixed Pack Hounds ability icon showing an incongruent number of stocks (especially on level transition).
- Fixed Pack Hounds appearing to have no controller and just flying into the ground on the client-side, despite actually working on the server.
- Changed Pack Hounds to have a cap of 50 (Short term fix for Back Magazines' interaction with this mod being very poorly designed by me)
- Fixed Cumulative Warhead not having the intended number of health points and dying early. Previously it was possible to detonate the nuke early using a high damage attack like a Royal Capacitor.
1.1.2
- Fixed absent skin definition causing issues on the character selection screen
1.1.0
- Hotfix for Hardlight Afterburner breaking the Overclocked Drives ability. Overclocked Drives now actually displays how many charges it has as other skills would (Influenced by Hopoo feathers and Hardlight afterburners). Overclocked drives is no longer interruptible. Minor fixes to localisation strings and to the Thunderstore page's images.
1.0.3
- Hotfix for infinite M2 (Pack Hounds) spam
1.0.1
- Fixes to readme file
1.0.0
- Initial release!
Credits
Sgerbwd Gwyn (Alex James) - Programming/Development
Hopoo Games - Stock assets etc.
Discord users A Very Spooky Fisho, The GoldenOne, Gonk, and Shiroe - Reporting the gamebreaking bug from the initial release
Discord user SethHoward - Reporting the Hardlight Afterburner bug
twitch.tv/JustANiceDude and EnderGrimm - Testing multiplayer and reporting bugs with specific details
Discord user Tank Man - reporting aim-ray bug
Dragonyck - Updating to SOTV and updates 1.3 to 1.32
Contacts
Sgerbwd Gwyn (Alex James) - Discord @ Sgerbwd Gwyn
Fun Facts:
Not a single new prefab, asset, of resource was used in the creation of this mod. All resources are either stock (already installed with RoR2), or in-code modified versions of those stock assets. (Hence the small install size)
Source:
Looking to get into modding? Check out the bitter, swear-word ridden source code at https://bitbucket.org/AJames99/missiledronesurvivormod