Rifter
Adds Rifter, a positional-based survivor. Networked! has basic VFX, not finalized. Needs model and animations.
By Hippo
CHANGELOG
ChangeLog
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