Aetherium
A mod that currently adds 9 varied items to Risk of Rain 2 and now fully customizable with configs!
Date uploaded | 4 years ago |
Version | 0.2.0 |
Download link | KomradeSpectre-Aetherium-0.2.0.zip |
Downloads | 3612 |
Dependency string | KomradeSpectre-Aetherium-0.2.0 |
This mod requires the following mods to function
RiskofThunder-R2API_Networking
Networking API around the Unity UNet Low Level API (LLAPI)
Preferred version: 1.0.2RiskofThunder-R2API_Orb
API for creation and management of custom Orb types.
Preferred version: 1.0.1RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.0.1RiskofThunder-R2API_Unlockable
API for adding custom achievements and unlockables
Preferred version: 1.0.2RiskofThunder-R2API_Prefab
API for Prefab creation, networking and duplication
Preferred version: 1.0.4bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2117RiskofThunder-R2API_Director
API for easily modifiying the Director (RoR2 monster / interactable spawner) behaviour
Preferred version: 2.3.0README
What is Aetherium?
Aetherium is a mod for Risk of Rain 2 that adds in a few items of varying tiers. Most of the item ideas listed were sourced from the ideas channel on the official discord, and as such the ones that were I will list the person that came up with the idea next to them.
The mod so far has the following items implemented:
- Feathered Plume (Original idea by Ajarl, altered a tiny bit)
- White Rarity - Gain a temporary 7% speed boost upon taking damage that stacks 3 times for 5 seconds. (+3 stacks and +0.5 second duration per additional Feathered Plume.)
- Shielding Core (Original idea by NepNep)
- Green Rarity - You gain 10 (+5 per stack) armor while BLUE shields are active.
- Shark Teeth (Original idea by FancyFrenc)
- Green Rarity - 25% of damage taken (+25% per stack, hyperbolically) is distributed to you over 5 seconds as bleed damage.
- Blood Soaked Shield (Original Idea by Kaboose, altered quite a fair bit)
- Green Rarity - Killing an enemy restores 10% max shield (+10% per stack hyperbolically.)
- Upcoming - The first of the stack of this item will grant a small portion of shield on pickup.
- Inspiring Drone (Original Idea by Kaboose "Aftermarket Spare Parts", altered a ton from that.)
- Red Rarity - When a bot is purchased, it gains a 50% boost to each of its stats based on yours (+50% per stack, linearly).
Some bots gain more ammo for their attacks based on the bonus to their attack speed, and have their ammo replenished twice as fast per additional Inspiring Drone.
Finally, if an inspired bot is too far away from you, it is teleported to you after a delay (40 seconds for Turrets, 30 seconds for Drones). - Known Issues - The "Inspiring" name prefix does not currently sync in multiplayer. I will address this in the next version.
- Red Rarity - When a bot is purchased, it gains a 50% boost to each of its stats based on yours (+50% per stack, linearly).
- Alien Magnet (Original Idea, if you call a vacuum original)
- Lunar Rarity - Enemies hit by your attacks will be pulled towards you, starting at 6x force (+1 force multiplier, up to 10x total force. The effect is more noticeable on higher health enemies.)
- Weighted Anklet (Original Idea)
- Lunar Rarity - Gain a 25% reduction to knockback from attacks (+25% per stack (up to 100%) linearly). Lose 10% move speed (+10% per stack (up to 40%) linearly).
- Upcoming - I may up the cap for the movement speed loss to allow a bigger downside when using randomizers or challenges.
- Unstable Design (Original idea by Spooky Boogie, altered a bit to improve)
- Lunar Rarity - "Every 30 seconds you are compelled to create a very 'FRIENDLY' Lunar Chimera, if one of your creations does not already exist. It has a 400% base damage boost (+100% per stack), a 10% base HP boost (+10% per stack), a 300% base attack speed boost, and finally a 24% base movement speed boost (+24% per stack). This monstrosity can level up from kills."
- Upcoming - Make kills by the Lunar Chimera give half XP/Half Gold to the Unstable Design wielder. Make it configurable between individual per player or similar to halcyon seed.
- Heart of the Void (Original idea by Hyperion_21, altered a bit to improve)
- Lunar Rarity - "On death, cause a void implosion with a radius of 15m (+7.5m per stack) that revives you if an enemy is killed by it BUT at 30% health (+5% per stack, max 99%) or lower, all kinds of healing are converted to damage.
- Known Issues - With PlayableVoidcrab mod, all runs (including the current) after the Voidcrab has died will cause every Voidcrab explosion to occur instantly when triggered, including this. This is fixed by restarting.
Changelog
[0.2.0]
- Added Configs to all items currently in Aetherium. All major values can be configured to your liking now.
- Buffed Shielding Core's base values to 15 armor for first pickup, and 10 for each additional pickup after that.
- More icon art by WaltzingPhantom, and the other new ones retouched to look better ingame, this time Shielding Core and Shark Teeth.
[0.1.51]
- Made my mod item classes public so modders can easily reference them to add Item Displays of Aetherium items to their characters. These can be accessed with the path "Aetherium.Items.WeightedAnklet.ItemBodyModelPrefab" for instance.
- Updated the modpage to properly credit WaltzingPhantom for their nice icon art. I forgot when I uploaded 0.1.5 to do that here but did it everywhere else, woopsie!
[0.1.5]
- Fixed issue related to Heart of the Void killing you on stage start if the difference between your item gained max health and base max health was greater than the activation percent on Heart of the Void. (Big thanks to Rico for the component that allowed this!)
- Fixed being able to increase your turret stock by placing down another turret with Heart of the Void. (Sorry, mobile turret bombers.)
- New Icon Art for Feathered Plume and Blood Soaked Shield courtesy of WaltzingPhantom! They're set by default, but if you prefer the old icons for some reason, there is a config to re-enable those per item.
- Added Inspiring Drone.
[0.1.4]
- Fixed issue related to Dio's Best Friend revival adding another Unstable Design Chimera. Oops.
- Made Blood Soaked Shield work with Forgive Me Please.
- Added "Heart of the Void".
[0.1.3]
- Fixed issue related to turrets being able to summon individual Lunar Chimeras from Unstable Design.
- Fixed issue where Lunar Chimera would not teleport back up when falling into deathzones.
- Fixed Shielding Core model to actually use transparency for the gem (as I intended it to).
- Added a skill the Lunar Chimera will use on its enemy if it is in the air.
[0.1.2]
- Added Unstable Design
- Fixed styletag issue with Shark Teeth displaying the style tags ingame as text.
[0.1.1]
- Added Weighted Anklet.
Special Thanks
ThinkInvis - I learned a whole lot of things from their Classic Items mod, utilize their config/logger system, and utilize their TILER2 API in this project.
RyanP - We reference his void implosion (from his Flood Warning warden elites) as basis for our void implosion, albeit modified a bit to work for our item.
Rob - For varied questions relating to coding on ROR2. Also for helping solve some issues regarding ItemDisplay rendering.
OkIGotIt (referencing Rico) - For providing a code snippet for ItemDisplays which let me learn how to have them show up in the first place.
Rico - For the above, and for creating a timer component for me to fix an annoying Voidheart issue that I couldn't solve.
BordListian - Basically co-dev support in creating this and playtesting.
GrimTheWanderer - Playtesting.
WaltzingPhantom - For providing alternative icon art for Feathered Plume, Blood Soaked Shield, Shark Teeth, and Shielding Core!
Various ROR2 Modding Core Developers and Modders - Answering questions related to modding for ROR2 at random stages during development of version 0.1.0.
Lorc (http://lorcblog.blogspot.com/) - For the base feather icon I did a small edit to for Feathered Plume's speed buff.
CHANGELOG
[0.8.2]
- Recompiled to work with latest game ver
[0.8.1]
- Fixed Blaster Sword throwing an NRE if a projectile literally is not existing (?????)
[0.8.0]
- Optimized the code for Inspiring Drone (no more stuttering!!)
- Optimized the code for Buff Braziers (Chill Rework is now compatible with Aetherium)
- both of these changes are thanks to .score, seriously thank you so much for the help
[0.7.9]
- Fixed Nail Bomb formatting
[0.7.8]
- Added stationary enemies to Sanguine dash blacklist (Alpha Constructs, Iota/Major Constructs, Void Barnacle and Brass Monoliths)
- Made Sanguines equal to actual T1 elites (thanks Slipskip lol), the cost config default is now 1 instead of 6
[0.7.7]
- Blacklisted Engineer's Toolbelt & Inspiring Drone from simulacrum (not sure if Buff Braziers could be disabled in there but its planned)
- Increased Sanguine Elite cost config default from 2.5 to 6 to match actual tier 1 elite cost (existing configs aren't affected!!!)
- Col. Droneman / Spare Drone Parts now works with Inspiring Drone
[0.7.6]
- During Inspect mode, you can now see descriptions for both Buff Braziers and Bell Totems
[0.7.5]
- Removed debug testing lines that caused issues with lobbies having more than 2 players
[0.7.4]
- Fixed Buff Brazier desyncs for good, thank you .score for helping me with Weaver!!
[0.7.3]
- Readded customdrone support, some old mods still used it so why not bring it back
[0.7.2]
- Hopefully fixed Buff Brazier's buffs being rarely desynced on clients
[0.7.1]
- Buff Brazier prices are fixed
- Added Mercenary Expose debuff buff brazier, it is kinda cool you have to admit, same price as Brainstalks one as it could be OP
[0.7.0]
- Hopefully fixed Voidheart overlay issues, do let me know if I couldn't
[0.6.9]
- Now maintained by Phreel
- CHANGELOG.md
- Initial fixes for SotS (namely Alien Magnet, Planula x Voidheart cheese is back but soon will be patched)
- Artifact of the Tyrant now supports False Son
- Sanguine Assassins and Sanguine Scorch Wurms will not teleport, or if they do, they'll do just as frequently as Mushrums
[0.6.8]
- Hopoo Games is at fault for this patch version. Aaaaaaaaaaaaaaaaa!!! Fixes the Weighted Anklet Limiter Release not having deprecatedTier set, but instead having tier set which causes it to show up in regular item pools.
[0.6.7]
- Lots of bugfixes to make the mod compatible post-SOTV. Thanks to Bubbet, Time, and everyone else that contributed towards fixing Aetherium up.
- New Heart of the Void explosion VFX. Sound is coming next update for it.
- Modified Artifact of the Tyrant to affect all route-ending bosses instead of just Mithrix.
[0.6.6]
- Fixed NRE in Buff Brazier that happened if you completed a teleporter event with an orb, but didn't have any next teleporter event (woops!).
- Reduced default duration of Shark Teeth's damage spread to 2 seconds from 5, should synergize better with certain items and not screw up others as much.
- Restored the missing Heart of the Void cell shader, didn't realize it was missing.
- Fixed texture artefacts arising from using point sampling and normal compression (to save on mod size), but sadly we're gonna be 50mb or more for the moment.
- Adjusted some descriptions in this readme to match ingame counterparts.
- Fixed Jar of Reshaping's new effect on equipment drones. Shouldn't be sideways anymore.
[0.6.5]
- Buff brazier update! Adds in a new interactable shrine that can appear with a variety of buffs/debuffs that will spread their effects out into the radius of the teleporter event of any map!
- Fixes Bell Totem collision problems.
- Fixes some model scaling problems.
- Adds in a new Nail Bomb model (with new detonation effects! sfx next update), adds in new models for witches ring, and shielding core as well.
- Adds a new effect for the jar of reshaping, sound coming next update.
- Tons of other bugfixes.
- New mod logo, headers, bits and bobs.
[0.6.4]
- Adds Bell Totem, an equipment/interactable hybrid that spawns an interactable bell totem that throws enemies back and stuns them. It also triggers any On Shrine Use effects.
- Adds an Entity State blacklist for Sanguine Elites that prevents the dash from interrupting specific attacks. Currently, it prevents the dash from cancelling Mithrix's item stealing and fist slam.
- Hides Limiter Release item icon. I couldn't figure out an icon for the moment for it, and it has a buff anyway that shows you the count of Limiter Releases you have.
[0.6.3]
- Adds Sanguine Elites. Elite buff icon was done by FOG, display model done by Ragon. The elite type grants abilities similar to the regular imps, including bleed on hit and a special dash ability. Players get invulnerability during the dash state but have a mandatory cooldown period between uses of the dash. AIs get the ability to chain dash if their enemy is too far away, but if they dash too often in too short of a period they get stunned.
- Added Zenith Accelerator, a lunar that decreases your attack speed initially but you gain it back and then some with continuous hits. If it's too powerful, I'm going to add another downside. We'll see.
- Fixed memory leak issue from using the tracer from Mul-T's nail. It doesn't clean up its smoke.
- Added a temporary visual effect to Jar of Reshaping's opening.
[0.6.2]
- Adds Artifact of the Journey. When enabled, stages will be chosen randomly. The dream seers in the bazaar will also be randomized. After every 5 (or stages per loop) amount of stages, a Primordial Teleporter will be placed.
- Fixed Heart of the Void's overlay pulling from the wrong material. You can no longer be thick and veiny after reviving by it.
- Fixed a rare culture specific issue regarding using "ToLower" to do a dictionary lookup. It's now culture invariant.
[0.6.1]
- Fixed odd infinicombo Nail Bombing. It can no longer proc from a hit with 0 proc coefficient.
- Fixed readme.