Last updated | 2 years ago |
Total downloads | 859 |
Total rating | 0 |
Categories | Modpacks |
Dependency string | Blankieeee-EggsSkills-2.0.10 |
Dependants | 1 other package depends 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: 5.4.9README
Eggs Skills adds a variety of new skills to survivors intended to give a natural, vanilla feel compared to other more extreme mods.
Huge credit to SOM for working on many of the new icons (FUCKING FOG #0001 in discord)
##Todo - Figure out why some animations are acting funky
- Artificer alt utility slight overhaul
so it's easier to modify in the future
Changelog
2.0.10
- Hopefully fixed networking bugs with dash,
bomb arrow, and magic bullet
2.0.9
- Remembered to add token for Lucky keyword
- Fixed Bandit primary bug causing crashes
2.0.8
- New Bandit primary and Commando utility
- Moved some stuff around
2.0.7
- 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
- Added config to enable / disable skills
by survivor
2.0.4
- Fixed artificer alt utility not working
- Fixed alt MUL-T secondary sound bug
2.0.3
- Forgot to mention last notes that Rex
alt R now scales with attack speed, this
patch it was given a cap
2.0.2
- 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
- Forgot to credit SOM for icon work, fixed
2.0.0
- 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
- Fixed wrong files
1.0.6
- Actually for real fixed the engi mine bug
- Reverted back to R2API
1.0.5
- 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
- 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
- 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
- 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
- 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
- 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.