KamunagiOfChains
Adds the Kamunagi of Chains from Utawarerumono as a playable survivor, multiplayer compatible!
Last updated | 12 minutes ago |
Total downloads | 1285 |
Total rating | 0 |
Categories | Player Characters Audio Seekers of the Storm Update |
Dependency string | NewlyHatchedDisciple-KamunagiOfChains-1.0.6 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
KingEnderBrine-ExtraSkillSlots
It's a library for other devs!!! It allows adding more skills for characters
Preferred version: 1.6.1RiskofThunder-R2API_Prefab
API for Prefab creation, networking and duplication
Preferred version: 1.0.4NewlyHatchedDisciple-ConcentricContent
Asynchronous content creation library
Preferred version: 1.0.0README
Introduction
This is 50% my vision of what a more mechanically diverse and nearly "perfect" Artificer would look like (with better perma-flight a la Ion Surge)
and 50% a love letter to one two of my favorite characters from my favorite video game ever made: Utawarerumono.
The Kamunagi of Chains are a caster character designed such that you can spec into a variety of roles based on the skills you equip.
ft. Mothmoth with a little more chitin
Ability Details
Click to Expand
Additional information may be added here in the future as necessary. Check back for updates
Passives
- Non-primary skills give 10 Zeal. Winds of Izuruha gives 5 Zeal and starts with two charges.
- The chains appear and disappear when the dash is off/on cooldown.
Soei Musou Arts (Primaries)
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- Time to sow each seed is influenced by attack speed.
- Cooldown for each orb is influenced by attack speed.
- Requires you to lead your shots, but great at dealing with tanky enemies.
- This ability is not influenced by attack speed.
- Bolt firing speed and sphere charge time are both influenced by attack speed.
Secondaries
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Utilities
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- Needs to be fully channeled to fire
- Refunds if not fully channeled
- Miasma lasts 8 seconds
- Souls last 15 seconds
- Goes on a reduced cooldown if you hit nothing
- Goes on full cooldown if you hit an enemy
- Uses the nodemap to teleport you, so if it can't find any nodes (i.e no places where enemies would spawn) it will fallback on just making you invulnerable briefly and not teleporting you.
- Picks a random ground position when used on the ground
- Picks a random air position when used in the air
Final Strikes
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- Requires 3 charges
- You take 80% reduced damage while channeling
- Requires 5 charges
Divine Skills
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- Mothmoth disappears after 10 seconds
- Completely impassable from the outside
- Chance to inflict a debuff on enemies scales with missing health, i.e. at 60% missing health it has a 60% chance to inflict a random debuff
- The Nugwisomkami of War exceeds in dealing damage and gains barrier on successive kills. This spirit is always Perfected or Voidtouched.
- The Nugwisomkami of Mischief has moderate damage output and high survivability. It teleports away to heal itself and cloaks on low health. This spirit is always Overloading or Blazing.
- The Nugwisomkami of Decay debuffs enemies with Weak, Slow, or Disabled Healing. It is the tankiest of the three and siphons health from nearby enemies. This spirit is always Malachite or Celestine.
- Can only have 1 active spirit at a time
- Using the ability again with an active spirit will re-roll another one.
- Spirits are summoned at ambient monster level
- Decay and Mischief use Lesser Wisp AI and get confused sometimes, i.e. coming too close to the ground and then going braindead. I'm not sure what causes this.
- Lord Mashiro 'permanently' takes 10% of your maximum health as an offering upon completion of a successful prayer.
- This penalty is cleared on stage change or on successful reincarnation.
- You can only pray while out of combat
- You can choose to forego a Divine Skill completely in favor of switching skillsets at will, for an even wider array of ability combinations
- All of your cooldowns reset when switching
This ability may or may not see a rework in the future, based on feedback.
Default Recommended Loadout
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If you're someone who gets choice paralysis I think this is the most beginner-friendly loadout
Credits
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me (Nines), for envisioning this project and bringing it to fruition. I concepted all the skill ideas, made all of the VFX, set up all the SFX, worked in Unity animator controller hell, wrote all of the Secondaries, most of the Utilities, The Great Sealing, Light of Nature's Axiom, and Soei Musou: Hono Gekko.
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Bubbet for co-developing this entire mod with me and making ConcentricContent. Additional contributions include the zeal bar, the health overlay on Mashiro's Blessing, multiplayer compatability and networking, actually making the soundtrack replacement code work, item display code, helping port the project to SotS, and fixing 10 trillion errors in EffectManager. He also wrote Woshis' Miasma, Atuy's Sweeping Tides, Soei Musou: Seed, both passives, and all of the Divine Skills.
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bee9k for the model
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_ahvi for the animations
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Violet Chaolan for giving me guidance on Wwise and helping with the soundtracks
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dgosling for providing me with the swirling chains visual effect and fixing the shader to work with Prime Meridian and Sulfur Pools postprocessing <3
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previous code contributions for Sobu Gekishoha, Soei Musou: Jinsoku, and passive skill swapping by Dragonyck
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sounds and music taken from Utawarerumono: Mask of Truth
Thanks to these people for answering my questions in the modcord, this mod would be less polished without them
- HIFU
- pseudopulse
- Chinchi
- .score
- villiger
- Nuxlar
- shitter
Additional Special Thanks
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to Bubbet for helping me with this entire project for absolutely no reason at all
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to RandomlyAwesome for being a cheerleader on this project since the very beginning
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Violet Chaolan and TheTimesweeper for beta testing and giving balance feedback
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and most of all, to Tsubasa, for introducing me to Utawarerumono.
Known Issues
-- All feedback is welcome! Feel free to mention me in the RoR2 Modding Discord @Unit_9_Type_S
- When rebinding skills, make sure to navigate with controller if you're using controller or navigate with k&m if you're using k&m, clicking with the mouse and rebinding with a controller input doesn't work. This is a vanilla problem and also extends to ExtraSkillSlots.
- Jump pads will lock your movement to zero if you use Proxy Apotheosis without touching the ground after using them
- Clay templar tar blast tends to permanently force you in a direction until you land(?)
- Summon Nugwisomkami has some difficult networking issues to trace, so it's disabled for people who aren't the host
- The particle FX for Honoka's Veil are broken somehow. I presume this is another "Gearbox removed grandparent boulder" situation. I'll fix it at some point
Misc. Dev Comments
The Kamunagi have item displays too, but only as many as I felt like doing/ thought wouldn't look out of place. Most reds, yellows, void items, and items that "follow" you are done. I also did most of the Seeker's items too.
The mobility skills are available in either the Divine Skill slot or the Utility skill slot, to maximize available skill combinations.
Comes with 3 custom soundtracks that play during the teleporter event on Titanic Plains, Sundered Grove, and Siren's Call.
The Kamunagi are somewhat lacking in animations for a couple reasons
- Working with two skeletons is pretty difficult not to mention tedious
- Using Artificer as my precedent, she doesn't really have cast anims with a lot of motion either so shrug
- You're intended to be flying a lot of the time and making animations that work both on the ground and in the air is very tricky
- I'm not asking someone to animate this shit
- Animations are also expensive
The animations they do have are based off of their moveset from Utawarerumono ZAN 2
Future Plans
- Fix bugs
- maybe make Mashiro's Blessing a shareable buff
- That's it. I spent a really long time making this, I already did the plans
Changelog
1.0.6
- There were some oversights with updating to DamageAPI 1.1.4 oopsie
1.0.5
- Added hover toggle
- Fixed Denebokshiri Brimstone not actually igniting enemies
- Fixed soundtrack blowing your eardrums off. Again super sorry about that :/
1.0.4
- Added recommended loadout to the readme
- Temporarily disabled soundtracks. I am REALLY sorry if I blew your eardrums out with static, this worked completely fine for me when I tested it, but of course everything has to break as soon as you upload it :,)
1.0.3
- Fixed sounds for Atuykarounkami's Passage
- Fixed attack speed scaling for Soei Musou: Jinsoku
1.0.2
- Fixed issue where only direct downloads worked and downloading through mod managers didn't properly organize the directories, causing the mod to fail to load.
1.0.1
- Missed some dependencies oops
- Lobby sound was disabled for debugging, I re-enabled it
- Readme spelling errors
1.0.0
-Initial Release