Aetherium
A mod that currently adds 13 varied items to Risk of Rain 2 and now fully customizable with configs!
Date uploaded | 4 years ago |
Version | 0.4.2 |
Download link | KomradeSpectre-Aetherium-0.4.2.zip |
Downloads | 24572 |
Dependency string | KomradeSpectre-Aetherium-0.4.2 |
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. The first stack of this item will grant 4% of your max health as shield on pickup.
- 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.) The first of the stack of this item will grant 8% of your max health as shield on pickup.
- Blaster Sword (Original idea by Bord, altered a bit by me.)
- Red Rarity - At full health, most attacks will fire out a sword beam that has 200% of your damage (+50% per stack) when it explodes after having impaled an enemy for a short duration.
- Known Issues? - MUL-T's nailgun fires an absurd amount of swords. They aren't super powerful (as they're based on MUL-T's base damage), but they are a bit spammy on him.)
- 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). - Big Credits To - Chen of the Chen's Classic Items and Chen's Gradius mods for putting a ton of work in to improve the Inspiring Drone's code as of 0.3.2.
- Red Rarity - When a bot is purchased, it gains a 50% boost to each of its stats based on yours (+50% per stack, linearly).
- Accursed Potion (Original idea by Shadokuro, slightly modified by me.)
- Lunar Rarity - Every 30 seconds (reduced by 25% per stack) you are forced to drink a strange potion, sharing its effects with enemies in a
20m radius (+5m per stack) around you. Max: 8 buffs or debuffs can be applied at any time.
- Lunar Rarity - Every 30 seconds (reduced by 25% per stack) you are forced to drink a strange potion, sharing its effects with enemies in a
- 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).
- 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."
- 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.
- Jar of Reshaping (Original idea)
- Equipment - On activation, absorb projectiles in a 20m radius for 3 second(s).
Upon success, fire all of the projectiles out of the jar upon next activation.
The damage traits of each projectiles fired from the jar depends on the bullets you absorbed.
After all the projectiles have been fired from the jar, it will need to cool down.
- Equipment - On activation, absorb projectiles in a 20m radius for 3 second(s).
Upcoming
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Version 1.0.0 will include a new survivor, we're building up to that.
-
ItemStatsMod integration soon, possibly 0.4.3.
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The Key of Solomon idea is being brainstormed, but will still likely focus on stealing skills from enemies. However, those skills will likely be custom made by me, who knows.
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Weighted Anklet will be reworked soon to be more desirable. How I'll do that? I'll have to think on it.
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Make kills by the Lunar Chimera give half XP/Half Gold to the Unstable Design wielder. Make its spawn behavior configurable between individual per player or similar to halcyon seed.
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Will be adding more custom VFX/SFX to the Jar of Reshaping now that I'm more familiar with effect networking.
Changelog
[0.4.2]
- Added Witches Ring.
- Fixed DOT effects doing nothing on the Accursed Potion. Be wary of how many potions you have now.
- Fixed a weird bug involving loading due to TILER2.
[0.4.1]
- Quick hotfix by Chen. Bots that had stocks able to be modified by Inspiring Drone couldn't fire if their owner didn't have an Inspiring Drone, woops, fixed now.
[0.4.0]
- BIG Inspiring Drone update. Code quality has improved greatly thanks to Chen. The drone by default is active now (config in a later update to make it able to be on purchase again if you want that), and a fair handful of bugfixes in my default logic by Chen to make this item fantastic.
- Added Integration for Eviscerate (Mercenary's first R attack) into the Blaster Sword. Enjoy!
- Added Integration for Rex's Root R move, it's a bit janky as it works at full health only and will not work on things already entangled if your health didn't meet the threshold prior to them being tangled up. Will make better soon.
- Added Jar of Reshaping, my first equipment!
- Migration to TILER2 3.0.4, everything should be stable, but if it's not, let me know.
- Fixed Inspiring Drone being upside down on MUL-T, he was vibin' now he isn't.
[0.3.1]
- Turrets teleporting into the ground with inspiring drone has been fixed by Chen (Chen's Classic Items/Chen's Gradius Mod). Thanks!
- Fixed Blaster Sword's internal class being non-public. Woops!
- Fixed mod description stating that we only have 9 items. We're up to 11 now.
- Nothing else to see here yet folks!
[0.3.0]
- Added Accursed Potion
- Added Blaster Sword
- The first pickup of Blood Soaked Shield and Shielding Core will now grant a small portion of shield thanks to an ILHook provided by Harb.
- Tried to fix turrets being half in the ground, failed. Will try again soon.
- Fixed an issue related to me forgetting basic PEMDAS with the Shielding Core's calculation. E.
[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!
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.
Chen - Fixed turrets teleporting into the ground with Inspiring Drone. Provided me a snazzy build event to let me test things faster now. Put in a ton of work to highly improve the Inspiring Drone's code as well, can't thank them enough for it.
Harb - For providing the ILHook from their HarbCrate mod, which allows Bloodsoaked Shield and Shielding Core to be able to provide some base shields.
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.
Rolo - For providing a projectile code example, which allowed us to use it as a basis to create Blaster Sword with heavy modifications.
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
[0.8.1]
- 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.