CHANGELOG
ChangeLog
ver 1.0.2
- Slight buffs update
- Fracture deals 70% instead of 60% damage. Damage scales up to 170% at ideal rift distance. Scaling not included in secondary skill, though might be added later depending on feedback.
- midrange rift deals 460% damage instead of 450%.
- reasons for changes is it is too punishing when you don't hit at the perfect range. This should help deal damage outside of ideal range a little better, and help gauge the distance a little better by how much damage you're dealing.
ver 1.0.1
- Mostly a visual update.
- Finalized icons for all moves! Thank you Anartoast once again.
- MainHurtbox origin relocated. This fixes a bug where certain item displays (e.g. oddly shaped opal sphere) were not centered on the character.
- Item displays added for base game and sotv items.
- Ragdoll on death added.
- README corrections.
- I will be working on onHit vfx one of these days...
- Sounds effects are being worked on, but will take some time before any implementation.
- I will try to network the portal soon.
ver 1.0.0
- we calling it full release because WE GOT ANIMAIONS BABYYYYYYYYYYYYYYY
- many updated icons by the outstanding Anartoast
- animations by JestAnAnimator. Phenominal
- config cleanup.
ver 0.5.8
- wip icons. Anartoast is goated.
- that's it, I think. Small update.
ver 0.5.7
- double heh. Unlockable should display correctly now (thanks Mightysmallfy for the fix!)
- portal input adjustments
- PORTAL IS NOT MULTIPLAYER FRIENDLY. LIFE WILL BE TERRIBLE IF TWO PEOPLE PLAY RIFTER AND HAVE PORTALS. THERE CAN ONLY BE ONE. I'm gonna fix that.
ver 0.5.6
- portals should not proc on use. Blast around portal still procs.
- fixed spelling error that TryAgain pointed out, but I couldn't find it again until now.
- log has minor revisions.
ver 0.5.5
-
New Utility: Quantum Portals. Have fun with it. If it's a hit, I might phase out slipstream
-
Complete rework of teleportation mechanic (totally did not steal Kenko Seamstress code without permission. Thx tho lol)
-
Back vent display mesh removed. It looks much cleaner now.
-
roadmap for those interested:
-
Alt abilities, unlock abilities
-
hit effects (and sfx???)
-
skill icons... eventually. Soon or late idk
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expect at least 3 months for animations to even start
ver 0.5.4
- heh
ver 0.5.3
- updated unlockable token
ver 0.5.2
- Bug fixes
- Overlays scale correctly
- Distance assist logic should be improved, with a midrange color swap
- Updated skill texts (TryAgain being a goat once again)
- Added lore
- Scattered Rift should be an unlcockable now
- Teleportation is still buggy. Working on it
- Back vent display improvement
ver 0.5.1
- Bug fix: rifts now teleport enemies to Timelock if there is one out.
- Fracture shots recharging if all shots connected was a silly idea. Too silly, even.
- Removing Chained Worlds for now -- too buggy right now. I want to look at it and fix it in my own time.
- Figured out why Buckshot wasn't working. It's now working.
- Some text adjustments.
ver 0.5.0
- Major Rework!
- SOTS Compatible!
- Primary now has a long-range and mid-range distance. Hold Primary and Secondary for the mid-range distance.
- All New Secondaries!!!
- Secondary: Fracture Shot - shoot 3 consecutive fracture lines that teleport hit enemies.
- Secondary Alt: Chained Worlds - shoot up to 5 rifts that teleport enemies to the next. You may recall this used to be a special.
- All New Special!
- Special: Timelock - create a space which nullifies all enemies within. If present, enemies will be teleported to the Timelock instead of primary distance. Shooting the Timelock with a Rift will cause it to explode!
- Should be networked. Though it might be finicky.
- Teleports are inconsistent. I will wait to see if Gearbox update will help with this.
- I have removed a lot of alts and abilities for this build. If it seems like it's working better, I'll start adding some alts back in and new alts.
- There is no longer ancient scepter items :(
- Cripple chance is removed for the time being.
ver 0.4.6
- RiskOfOptions Support!
- AncientScepter Support!
- Shatter reworked. Cripple is our friend now.
- Updated descriptions.
- Slipstream and Rift Rider now cleanse debuffs. I kept forgetting to do this. I also didn't test if this works.
- Gauntlet 25, Scattering has a new mechanic. I will not elaborate.
- Rifts and Fractures vfx changed once again. This is a neverending story.
- Distance assist beam should no longer spawn at world 0,0,0 if not in use
- I should really make this a 0.5.0 update. But I'm reserving that for bigger changes, aka, animations or sfx.
ToDo/Next update, expect:
- adjust model to be more accurate to vision (the backlight is still being mean to me)
- unlockables!
- hitEffects
ver 0.4.5
- MODEL
ver 0.4.4
- HUD should work only when you're Rifter now.
ver 0.4.3
- rift redesign #3.
- all rifts have been shrunken a little bit.
- tracer redesign #2.
- Experimental HUD overlay added to keep track of overcharge stacks. I have not tested if it is multiplayer compatible. You can disable it in the config (HUD).
ver 0.4.2
- Small rifts in Buckshot Rift do not apply shatter.
- No longer destroys tracer is an enemy is teleported or teleporting with Rift Rider.
- Shatter Icon added
- small fixes here and there. Hopefully some major fixes... got fixed this time.
ver 0.4.1
- CONFIG OPTIONS. I have not fully tested if they work entirely, but they exist now.
- Added "Distance Assist" laser to help visualize primary distance.
- Buckshot Rift logic improved on small rifts.
- Buckshot Rift adds more rifts if overcharged.
- Slipstream angle in air reduced.
- Temp VFX for Tracer (Woo! Could look terrible)
- Rift Rider now can stack overcharge if hits enemies.
- Recursion damage increased from 2200% to 2600%
- Mild fixes here and there
ver 0.4.0
- New Primary! Buckshot Rifts
- Slipstream now moves at an upwards angle if airborne
- Color scheme on loadout screen
- bug fixes that I don't remember what they were before
- Beginning of VFX rework
ver 0.3.0
- Description changes
- Specials reworked! Recursion is now a ranged tool, and Chained Worlds acts as god intended (or so I hope).
- Enemy healthbar now shows the amount of health shattered.
- May or may not have fixed shatter being applied by non-rifter characters. This needs to be playtested.
ver 0.2.3
- forgot dll whoops
ver 0.2.2
- description fixes and changes. (Special thanks to TRYAGAIN211 for the constant help with this!)
- many a nerf, to compensate for shatter's strengths.
- secondaries are all at 300%. Changes to percentage will be based on which feels the weakest from here on out.
- specials were lowered to 280% base damage.
- this should be the last update for a hot minute. Will be working on VFX, getting a model, etc. Have fun, and let me know how the damage %s feel!
ver 0.2.1
- Networked!
- Some slight fixes, Rapidfire is reverted to base stocks of 3, not 4 (it was a mistake)
- Cooldown increases were made, this was from the last update, forgot to mention
- Chained Worlds logic is pretty screwy at times. I will work on this, but in the meantime, either avoid it or let me know what situations make it worse.
ver 0.2.0
- Bug Fix: Rift Rider teleports enemies again.
- Some Networking has been done. Yay! Not fully networked.
Major Changes
- Base damage has been increased from 12 to 14. This means ALL ability percentages have been tweaked.
- Rift radius has been reduced for primary and secondary.
- Added a new experimental passive: Shatter. Currently a hidden debuff (will not count toawrds Deathmark rn).
- Shatter reduces armor and total health of enemies. Stacks up to 20 times, for a max of 60 armor and 50% health reduction.
- Armor reduction for shatter is NOT linear; this is used to assist with bosses and spongy enemies.
- health reduction IS linear. Not that you needed to know either of these.
- Shatter is not networked currently
ver 0.1.0
- Bug Fix: Added R2API_DamageType as a dependency. LMK if this isn't working correctly still
- Bug Fix: Rifts no longer permanently Friendly Fire
- Bug Fix: All Refraction Rifts now teleport
- primary rift size slightly increased. Distance slightly decreased.
- overcharge now stacks (I actually tested it and it works now)
- Chained Worlds might be buggy, but I think I reverted it
- issues: Teleporting enemies does not activate if you are not the host player. Working on it.
- future changes: vfx overhaul, model, anims, you know, the pretty stuff.
- I only changed it to 0.1.0 cuz I felt like it.
ver 0.0.6
- slight change. Maybe it worked, maybe it didn't.
ver 0.0.5
- Yippee! Blacklisting works (lunar is not blacklisted as of currently - for research purposes)
- Slipstream stacks overcharges (I was lazy, I did not double check, let me know if I'm lying)
buffs/nerfs
- Refraction cooldown changed to 3s.
- Refraction damage reduced from 375% to 325%. It seems fairly balanced now.
- Refraction side rifts might not teleport enemies? This is a bug if so. Will change. Let me know.
ver 0.0.4 Eventual Changes:
- blacklisting of lunar enemies, void barnacles, and minor constructs from being teleported
- possible slipstream changes
Changes:
- Added another special: Chained Worlds
- Added basic vfx. Ideas or help welcome. I don't like it.
buffs/nerfs
- primary buffed from 550% to 600%
- refraction now always teleports
- recursion buffed to 350% base damage
ver 0.0.3
- Got rid of my lazy implementation of passives that aren't showing up anyways (they were breaking things, apparently (hopefully))
ver 0.0.2
- I intended to add basic vfx for visual clarity. I am leaving that for later (if you want to do this, let me know!)
- Made it so other skills cannot be used during Recursion.
- Fixed Rift Rider getting cancelled by everything.
buffs/nerfs
- primary buffed from 450% to 550%
- Refraction buffed from 375% to 475% (I'm too lazy to change the logic right now, so I'm testing this first)
- Recursion charge-up time has been increased from .5s to .8s.
ver 0.0.1
- Initial build