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Jeffdev-FalseSonBossTweaks-1.0.4 icon

FalseSonBossTweaks

A mod that tweaks the False Son Boss to be more fun and fair.

Date uploaded 2 weeks ago
Version 1.0.4
Download link Jeffdev-FalseSonBossTweaks-1.0.4.zip
Downloads 3422
Dependency string Jeffdev-FalseSonBossTweaks-1.0.4

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-5.4.2109 icon
bbepis-BepInExPack

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

Preferred version: 5.4.2109
RiskofThunder-R2API_Core-5.1.5 icon
RiskofThunder-R2API_Core

Core R2API module

Preferred version: 5.1.5
RiskofThunder-R2API_Skills-1.0.1 icon
RiskofThunder-R2API_Skills

API for skills

Preferred version: 1.0.1
RiskofThunder-R2API_ContentManagement-1.0.8 icon
RiskofThunder-R2API_ContentManagement

API for adding content to the game

Preferred version: 1.0.8
Jeffdev-LaserRampFix-1.0.0 icon
Jeffdev-LaserRampFix

Fixes a major damage ramping issue with the False Son Boss Laser, and False Son Laser of the Father.

Preferred version: 1.0.0

README

False Son Boss Tweaks

A mod that tweaks the False Son fight, and has various changes. Changes include:

  • Tweaks to Eclipse difficulty False Son fight, to make it more fair (longer laser/skill steal attack cooldown)
  • Adds a small delay between the False Son dash and slam, to give you a bit more time to dodge it
  • Slowing down the False Son during phase 2 laser.
  • Reducing the number of Golems during phase 2 to a maximum of 4 golems, and making them unable to become elite.
  • Smaller credit amount for the Prime Meridian stage (450 -> 320)

Todo

  • Make each change configurable

Credits

  • PlNK for the mod icon, the goat
  • .score and Chinchi in the modding discord for helping me understand how to even mod and use hooks at all

CHANGELOG

1.0.6

  • Fixed one of the configurations mentioning Shrine of Shaping when it was actually about the dash to slam time.

1.0.5

  • Made all changes to the mod configurable.
  • Changed default dash to slam time from 0.75s to 0.4s (last time it will be changed since its configurable now)
  • Reduced the cooldown increase for Eclipse 7 changes from 2x to 1.5x (basically, it's now 25% cooldown decrease on eclipse 7, rather than no cooldown increase, as it negated eclipse 7 a bit too much.)
  • Elite golems will now appear on the fight if you have looped at least once, by default. They will not appear pre loop.

1.0.4

  • Changed the time from dash to slam windup from 0.35s to 0.75s.
  • (Hopefully?) fixed an issue where the false son would still spawn elite golems at times.
  • Changed the phase 2 combat director to spawn 4 golems, up from 3 changed in 1.0.2. (Feels a bit closer to the original fight, and knocking away elite golems helps well enough.)

1.0.3

  • Fixed yet another issue with the phase 2 laser cooldown (can you tell I hate this skill yet)

1.0.2

  • Fixed an issue where the phase 2 laser cooldown wasn't being reduced properly in Eclipse 7.
  • Changed the Phase 2 Combat Director to only spawn a maximum of 3 golems, rather than 5.
  • Changed the Phase 2 Combat Director to only spawn normal golems, rather than sometimes spawning elites.

1.0.1

  • Fixed an issue where the cooldown for laser and skill disable skills weren't being reduced properly
  • Fixed an issue where Stone Golem lasers would have double the cooldown on eclipse 7 (oops)
  • Potentially fixed some multiplayer related issues (I hope)
  • Removed the length reduction for False Son dash on Eclipse 4 or higher (wasn't working properly anyways lol)
  • Added a new way to nerf the dash a bit, False Son will now stall for 0.5 seconds, then properly do a windup before slamming, rather than insta slamming. This feels a lot nicer in practice than the vanilla slam, while still being very threatening.

1.0.0

  • First release of renamed FalseSonFairLaser
  • Changed False Son from being completely stopped and gaining 2000 armor, to instead being heavily slowed during the phase 2 laser.
  • Changed Phase 3 to be unaffected by this mod (it's not really needed cause of the small arena, and it kinda trivializes the entire 3rd phase)
  • Changed False Son's Laser and Ability Steal skill cooldowns to be doubled in Eclipse 7 or higher. (This is to prevent him spamming these abilities in Eclipse 7 or higher, which just sucks to play against)
  • Changed the combat director credits of Prime Meridian to be 320, down from 450 (for reference, sky meadows has 230 credits.) (Inspired by Nuxlar's meridian changes, thanks Nuxlar)
  • Reduced how far the False Son dash goes in Eclipse 4 or higher.