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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
CHANGELOG
0.4.1
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General
- Changed the icons for the laser target and prime devastator debuffs
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Aurelionite
- Now has halved movement speed during the False Son fight
- Now spawns in a consistent position at the back of the arena during the False Son fight
- Fixed a bug that caused the vfx for Aurelionite's laser orb to persist indefinitely if she was defeated during the attack
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Fissure Slam (Primary)
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Now has a 50% longer wind-up time during Phases 2/3
- Because of the extra lightning patterns and smaller arena during these phases, it could feel very cramped. This change should give each slam much more weight while also reducing the amount of clutter in later phases.
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Slightly increased the distance between lightning strikes for one of the secondary lightning patterns, allowing for players to stay between them more consistently
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Lunar Rain (Phase 2/3 Secondary)
- Slightly reduced crystal blast radius (40% increase down to 30% increase)
- Increased the number of scattered crystals by 2 (does not increase the total number of crystals, just the layout)
- Crystals can no longer be damaged by the Lunar Gaze laser
- Instead, crystals will detonate after 2s of contact with the laser
0.4.0
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Aurelionite Update!
- Massive overhaul to Aurelionite, fully reworking pretty much every attack!
- Details are in the readme
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Lunar Gaze no longer has increased duration in phase 3
0.3.1
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Readded a phase 2/3 lightning pattern that was accidentally removed in 0.3.0 (oops)
- If you were wondering why these phases felt much more oppressive than before the update, this is probably why
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Fixed the delayed state in between Corrupted Paths and Fissure Slam having a null state index
0.3.0
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General changes
- Added a .pdb file for debugging
- Increased the base strike delay time for most lightning by ~20%
- Lightning strike delay time now speeds up based on how far into the run you are (1.25x speed after stage 5, 1.5x speed after stage 8)
- Reduced the amount of passive lightning that spawns during phases 2/3
- Increases the strike speed of passive lightning during phases 2/3
- Reduced base lightning damage from 15% HP to 12.5% HP
- Lightning damage now scales based on how far into the run you are (same rate as lightning strike speed)
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Fissure Slam (Primary)
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Fully fixed rotations for the lightning patterns
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Completely reworked the way that fissure columns (tornadoes) spawn:
- No longer randomly spawns 5 scattered columns, now spawns 3 columns directly where the player was when the slam hit
- The 3 columns will spread out from this position at a consistent angle proportional to the False Son's position
- Improved warning fx for fissure column spawn locations
- Increased fissure column spawn delay to match the first lightning pattern (1.2s at base, speeds up with loops)
- Fissure columns now apply Lunar Ruin on hit, and can no longer damage Lunar Rain crystals
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Corrupted Paths (Phase 1 Secondary)
- Removed dash invulnerability, replaced it with an Armor Boost
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Lunar Rain (Phase 2/3 Secondary)
- Decreased delay between crystals from 0.2s to 0.1s
- Each crystal now also creates a fissure column when spawned, spreading out from the center of the arena
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Lunar Gaze (Phase 2/3 Utility)
- Significantly improved VFX for the reworked Lunar Gaze
- Laser can now one-shot Lunar Rain crystals once charged (currently inconsistent)
- Laser no longer has increased fire rate in phase 3, instead it applies 2 stacks of Lunar Ruin per tick
- Reduced lock-on speed for the Laser in phase 3
0.2.0
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Completely reworked the Lunar Gaze laser (details in the Readme)
- The visuals for it aren't done yet, I plan to have the laser be a different colour until it starts dealing damage
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False Son can no longer use the Club Swipe attack during phases 2/3
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Fixed False Son AI completely breaking during phases 2/3 if you stand behind a pillar, he'll now attempt to use Fissure Slam to flush you out once he gets close
- This is probably just a temporary fix to a wider issue, but I might end up keeping it
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Replaced the new Fissure Slam lightning patterns from 0.1.1 with much better ones
- The new patterns from the previous update felt very inconsistent and RNG-heavy, and also just weren't very fun to dodge
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Improved rotations for the lightning patterns
- They still freak out a bit at a very specific angle for some reason, but other than that they work fine
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Corrupted Paths dash no longer deals any contact damage
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Decreased Corrupted Paths wind-up time by 0.2s, and lightning strike delay by 0.1s
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Fixed lightning strikes/lunar crystals applying lunar ruin twice
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Fixed lightning dealing wildly inconsistent damage
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Lightning now has the "Bypass Armor" damage type
- High armor setups felt a bit too strong in this fight, so giving False Son something that ignores armor helps balance out different builds
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Prime Devastator damage over time will now properly be cleansed once the fight ends
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Fixed passive lightning not appearing during phase 3
0.1.1
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Added some variance to the Tainted Offering (Phase 1 Special) spread pattern
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False Son is now immune to Freeze (meant to add this in the first version but forgot)
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Increased the delay between Fissure Slam and Laser Gaze lightning strikes
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Reduced the amount of passive lightning spawned in phases 2/3
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Added 2 new Fissure Slam lightning patterns
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Increased Corrupted Paths Dash distance
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Fixed Lightning damage being reduced based on the amount of shields you have
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Increased lunar ruin duration from Lunar Rain crystals to match that of lightning bolts
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Reduced the chance of Lunar Rain crystals spawning right next to each other
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Borrowed some changes from JeffDev's FalseSonBossTweaks:
- Added a 0.25s delay between Corrupted Paths and Fissure Slam
- Reduced downtime between phases
- Fixed ability spam on Eclipse 7+
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Added FS AI Fix as a dependency
0.1.0
- Open Beta Release