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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