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StormboundFalseSon
(OPEN BETA RELASE) A full revamp of the False Son and Aurelionite fights to make them more fun and dynamic.
By Bloonjitsu7
| Last updated | 2 days ago |
| Total downloads | 3339 |
| Total rating | 3 |
| Categories | Tweaks Enemies |
| Dependency string | Bloonjitsu7-StormboundFalseSon-0.4.1 |
| Dependants | 0 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: 5.4.2108README
With My Eye I See A New Way
With My Club I Create A New Path
Inspired by mods such as Umbral Mithrix, this mod aims to amp up the challenge of the False Son boss fight while also giving it a more unique identity. Also reworks Aurelionite! Currently in beta, so be aware that there will likely be bugs. Seekers of the Storm DLC required (obviously).
If you have any issues, suggestions, feedback, or anything of the sort, you can contact me directly on discord (bloonjitsu7) or through the modcord.
False Son Changes
Contains spoilers for the reworked fight, don't scroll ahead if you want to go in blind.
General Changes:
- Lightning now constantly strikes throughout the whole fight, intensifying as the phases progress
- Lunar Ruin is no longer considered a DoT effect (internal change, borrowed from Rainstorm Refinery)
- Increased lightning bolt damage from 10% to 12.5% of max hp
- Lightning now consistently applies lunar ruin during the fight
- Lightning from most sources will strike faster and deal more damage the further into the run you are
Fissure Slam (Primary):
- Now creates one of 3 random patterns of 12 lightning bolts that strike after 1.2s
- Once you reach phase 2, it also creates a second pattern that contains 16 bolts, striking after 1.8s
- During phases 2/3, False Son can no longer use the Club Swipe attack, instead opting to use Fissure Slam in its place
- Changed fissure columns (tornadoes) to be consistent, now always spawning a spread of 3 columns directly on a player's position with a 1.2s delay
- Fissure columns now apply Lunar Ruin, and no longer damage Lunar Rain crystals
- Fissure slam's wind-up is increased by 50% during phases 2/3, to compensate for the increased lightning and smaller arena
Corrupted Paths (Phase 1 Secondary):
- Dash now creates a lightning trail behind the False Son as he uses it, striking after 0.4s
- Dash wind-up time reduced by 0.2s
- Dash no longer deals contact damage
- Dash now has a 0.25s end delay before it gets followed up with Fissure Slam
- Increased Dash distance by 30%
- Dash no longer grants invulnerability, instead granting an Armor Boost
Tainted Offering (Phase 1 Special):
- Reduced projectile count to 5
- Central projectile is now a faster-moving lunar stake, causing lightning to strike on impact
- Now stops aiming slightly before firing, giving the player more room to dodge
Lunar Rain (Phase 2 + 3 Secondary):
- Increased the number of crystals spawned by 3
- Crystals no longer always spawn in a perfect ring, a couple of them will be a bit more scattered over the arena
- Increased crystal explosion radius by 40%
- Increased base crystal explosion damage by 60%
- Crystal explosions now have half-linear damage falloff
- Crystal explosions now consistently apply Lunar Ruin
- Reduced delay time between crystal spawns by 0.1s
- Each crystal now generates a fissure column when spawned, spreading out from the center of the arena
Lunar Gaze (Phase 2 + 3 Utility):
-
Completely Reworked:
- Increased laser fire interval from 0.5s to 0.2s, total duration from 9s to 13s, and Lunar Ruin proc chance from 10% to 100%
- Laser now builds up stacks of "Laser Targeting" on hit, each stack lasts for 2.5s
- Laser cannot deal damage or apply Lunar Ruin until Laser Targeting hits 10 stacks
- Now also causes a cascade of lightning bolts over the entire arena as False Son leaps at the start of the attack
- During phase 3, the laser locks on quicker and applies an additional stack of Lunar Ruin per hit
- Laser can detonate Lunar Rain crystals after 2s of contact with them
Prime Devastator (Phase 3 Special):
- Now only locks skills for 3s, but it also applies a permanent DoT that stacks up Lunar Ruin every 0.75s until cleansed at a Geode
- Increased the number of lightning balls spawned by 2, and increased spawn rate from 0.5s to 0.35s
Aurelionite Changes
When looking at the damage coefficients, be aware that Aurelionite has an absolutely massive base damage stat (around 3x the amount of other monsters).
General Changes:
- Now passively regens 0.5% max hp every second
- Now gains an additional 0.1 armor per level
- Now deals 25% less damage and moves 50% slower during the False Son fight
- Spawn location during the False Son fight is now fixed at the back of the arena
Stone Sword (Secondary):
- Increased sword count from 6 to 9
- Swords now spawn in an X formation (rotates randomly)
Stone Construct (Utility):
-
Completely Reworked:
- Aurelionite summons an orb above her head for 10s that fires a rotating ring of 16 lasers, converging on Aurelionite over the course of the duration
- Each laser deals 300% damage on contact and bypasses all armor
- Laser count is reduced to 12 during the false son encounter
- Lasers deal significantly reduced damage to Lunar Rain crystals
Eye Laser (Special):
-
Completely Reworked:
- Aurelionite takes aim at a player for 3s, rapidly firing explosive projectiles during the charge
- After charging, she fires an explosive beam for 175% damage that ignites on hit for 50% TOTAL damage
Planned/Upcoming Changes
Most of these are still just conceptual, and might not make it into the full release.
General:
- Add a challenge mode artifact for an even harder fight
- Add a custom icon for the new Prime Devastator debuff
- Add better VFX for the new Prime Devastator debuff
- Make stage 5 halcyon shrines more common (on certain maps), and allow them to take you to False Son
- Add new mechanics for respawning Geodes
- Spread out Geodes more in phase 3
- Increase the rewards for defeating false son
Known Issues
- Lunar Rain crystals will occasionally clip inside terrain (pretty much unfixable)
- Aurelionite is too hot
- The invisible border around the arena will sometimes fail to spawn (unsure if this is a base game issue or not)