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FathomlessVoidling

A reworked voidling fight. Now works with Inferno!

CHANGELOG

1.0.6

  • Adds Inferno compat (inferno turned big voidling into a beyblade)

1.0.5

  • Fixes Maze warning laser not growing (instead of instantly appearing, the warning laser grows over 1s)
  • Fixes configs that don't need a restart mentioning a restart being needed
  • Removes Roost donut since it was super dark even with the lighting changes (might add later if I decide to figure it out)
  • Increases general lighting and post processing slightly
  • Replaces abyssal donut materials with abyssal's simulacrum materials
  • Tweaks AI to hopefully stall less

1.0.4

  • Brightens arena post processing
  • Fixes P3 Maze desync in multiplayer
  • Reduces Eye Blast turn speed (homing) 20 -> 10
  • Reduces joint cleanse HP interval 10% -> 5%
  • Adds an ability charge for Singularity after the first P2 joint threshold
  • Adds an ability charge for Maze and Singularity after P2 Ward Wipe

1.0.3

  • Changes inner cylinder material for the Maze warning VFX
  • Brightens up arena so Ward Wipe is more obvious, also better visibility in general

1.0.2

  • Fixes Maze in multiplayer
  • Adds logic to force Singularity or Maze activation after an Eye Blast or Portal Beam if they are ready
  • Readds singularity becoming activated after the first threshold in Phase 1 instead of just putting it into cooldown on start
  • Readds maze becoming activated after the first threshold in Phase 2
  • Should cycle through abilities better

1.0.1

  • Maze doesn't work properly in multiplayer at the moment
  • Tweaks Maze warning VFX to be way less harsh on the eyes
  • Adds config value for eye blast missile count

1.0.0

  • 1.0 RELEASE (no major changes/additions for the forseeable future)
  • Adds configs
  • Fixes potential softlocks if level up occurs right before Ward Wipe fires
  • Fixes Voidling's name cutting into the subtitle
  • Maze II (P3's Maze), now has 1 of its 2 lasers point towards a targeted player
  • Joints are immune during spawn cutscene
  • Barnacle director now gains credits whenever Gravity Bombs start firing
  • Voidling Haunt's cooldown reduced (P1 40 -> 30 | P2/P3 30 -> 20)
  • Phase 2 music now plays after the first Ward Wipe
  • Changes Voidling's subtitle
  • Changes Gravity Bomb/Projectile hit SFX
  • Tweaks AI to choose and use skills better
  • Tweaks wandering singularity speed to decrease linearly instead of the previous curve
  • Tweaks Wandering Singularity projectile to only follow players
  • Increases lowest speed of Wandering Singularity from 20% of initial speed to 50%
  • Reduces max frog pets (10 -> 1)
  • Reduces damage from Eye Blast mortars by 25%
  • Reduces Singularity starting speed (20 -> 15)
  • Removes Singularity activation after joint threshold in P1 (now just goes into cooldown on spawn)
  • Removes Eye Blast phase changes (waves and projectile count remain constant)
  • Removes Portal Beam phase changes (frequency is now constant)
  • Removes lunar coin cost for petting the frog
  • Removes Voidling Haunt's gravity bomb spawn increase after P2
  • Removes Portal Beam fire frequency increase in P3

0.9.15

  • Makes Voidling and Joints immune to executes, void death, and ignore breaching fin's knockup
  • Increases joint base and level HP (1250 -> 1500 | 350 -> 425)

0.9.14

  • Improves arena lighting/visibility
  • Increases force on Gravity Bombs/Projectiles (3000 -> 5000)
  • Ward Wipe now forces gravity bombs and barnacle spawns
  • Increases Barnacle director passive credit generation
  • Wandering Singularity now lasts longer (20s -> 30s)
  • Portal Beams now properly show the indicator of where the attack will land (vanilla bug apparently)
  • Reworks joint mechanic
    • You will now need to damage each joint down to its threshold to advance the phase
    • Joints now have 2 thresholds, 75% HP and 50% HP
    • Barnacles no longer spawn on the joints on thresholds
    • After phase advance, joints are no longer immune and no longer heal
    • Joints now cleanse debuffs when they lose 10% HP (like mithrix's dash)
  • Tweaks Eye Blast mortars
    • Mortar count and fire delay no longer change between phases
    • Wave count (amount of times it fires a barrage) has been reduced to 3 in P1 then increases to 5 in P2/P3

0.9.13

  • Fixes joints not having adaptive armor
  • Fixes joints not being "boss" enemies
  • Fixes clients not teleporting after Ward Wipe
  • Fixes Maze lasers not being accurate for clients
  • Adds warning VFX for maze lasers
  • Adds nullchecks/tweaks to prevent incompats
  • Adds R2API to dependencies

0.9.12

  • We're so back