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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