Bloonjitsu7-StormboundFalseSon icon

StormboundFalseSon

(OPEN BETA RELEASE) A full revamp of the False Son and Aurelionite fights to make them more fun and dynamic.

Last updated 3 days ago
Total downloads 7758
Total rating 7 
Categories Tweaks Enemies Server-side
Dependency string Bloonjitsu7-StormboundFalseSon-0.6.5
Dependants 0 other packages depend on this package

This mod requires the following mods to function

RiskofThunder-HookGenPatcher-1.2.3 icon
RiskofThunder-HookGenPatcher

MMHOOK generation at runtime.

Preferred version: 1.2.3
bbepis-BepInExPack-5.4.2108 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.2108
0n_x-FS_AI_Fix-1.0.0 icon
0n_x-FS_AI_Fix

Fix various bugs and issues with False Sons AI

Preferred version: 1.0.0
0n_x-FS_Arena_Fix-1.1.2 icon
0n_x-FS_Arena_Fix

Fix False Son arena sometimes not falling down

Preferred version: 1.1.2

README

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).

Multiplayer compatible!

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:

  • False Son has increased adaptive armor
  • False son now has a damage cap, preventing him from losing more than 15% of his total hp from a single instance of damage
  • 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 more stages have been cleared
  • Lightning now has clearer warning VFX for when it's about to strike
  • Stone Golems no longer spawn during phase 2

Geodes Mechanic:

  • 3 Geodes will now spawn at fixed locations during the fight (replacing the original randomly placed Geodes)

    • This is reduced down to 2 during the final phase
  • Geodes during the fight no longer passively regenerate

  • Instead, a Halcyonite with boosted HP will spawn once all of the Geodes have been used, respawning all of them at once when killed

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 3 columns in a single spot that evenly spread out from the spawn location

    • False Son directly targets a player's position for the spawn location of the columns, with a 1.2s delay before spawning
  • 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 0.5s 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 spawn in a perfect ring, several 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 0.25s, damage from 250% to 325%, 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 any damage or apply Lunar Ruin until Laser Targeting hits 10 stacks (2.5s total)
    • Now also causes a cascade of lightning bolts over the entire arena when 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 1.5s 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 1s 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 0.4% max hp every second
  • Increased max HP from 2100 (+630 per level) to 2200 (+900 per level)
  • Now has adaptive armor during the False Son fight
  • 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

Gilded Coast Mechanics:

  • Aurelionite now spawns on a 150s timer, instead of after activating 4 beacons

    • Each beacon that you activate accelerates the spawn timer by 20s
  • Now gains armor while beacons are inactive, instead of immunity

    • Gains 100 armor, plus an additional 100 armor for each inactive beacon (800 total armor if all 7 are inactive)
  • Each beacon now has an individual timer, deactivating 80s after being purchased

    • Timers pause after 20s until Aurelionite spawns, to prevent them from going out immediately after the fight starts
  • If any beacons are inactive, Aurelionite will drop gold chunks when damaged

    • 2s (+1s per active beacon) timer between gold chunk spawns, accelerated based on the amount of damage dealt (damage threshold is lower the less beacons are active)

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 18 lasers, converging on Aurelionite over the course of the duration

      • Laser count is reduced to 12 during the False Son fight
    • Each laser deals 300% damage on contact and bypasses all armor

      • 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
  • Make stage 5 halcyon shrines more common (on certain maps), and allow them to take you to False Son
  • Increase the rewards for defeating false son

Known Issues

  • Lunar Rain crystals will occasionally clip inside terrain (pretty much unfixable)
  • Aurelionite laser orb vfx will sometimes persist for clients in multiplayer
  • Halcyonite tether vfx doesn't appear for clients in multiplayer
  • False Son dash looks a bit janky for clients in multiplayer
  • 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)