Arsonist Mod
The Manic Incendiary - 1.0.4 -> Small updates
| Date uploaded | 11 months ago |
| Version | 1.0.4 |
| Download link | PopcornFactory-Arsonist_Mod-1.0.4.zip |
| Downloads | 180204 |
| Dependency string | PopcornFactory-Arsonist_Mod-1.0.4 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.1905RiskofThunder-R2API_Unlockable
API for adding custom achievements and unlockables
Preferred version: 1.0.0RiskofThunder-R2API_Prefab
API for Prefab creation, networking and duplication
Preferred version: 1.0.0RiskofThunder-R2API_Networking
Networking API around the Unity UNet Low Level API (LLAPI)
Preferred version: 1.0.0RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.0.0README
Arsonist, The Manic Incendiary
The Arsonist is a close-ranged tank who uses fire as a means to an end. Managing his Overheat meter allows him to deal high amounts of damage to groups of enemies. Balance is crucial to victory.
- Your attacks will be weaker when you’re overheating. If you’re in a tight spot, Cleanse can immediately end the overheating period in exchange for extending its cooldown duration.
- Use Cleanse and Masochism together.
- Zero-Point Blast’s distance correlates to movement speed.
- Items such as Razorwire do not work with Cleanse when Masochism is active. Try finding other means of healing while Cleanse is active if you want to use it in a self-damage build.
Network Compatible! (Unless otherwise found not to be) For any issues or bug reports, contact me on the RoR2 Modding discord, or to me directly: @Ethanol 10#6656
Latest Update
- 1.0.4 -> Small Updates
- Added Icon to RiskOfOptions
- Removed references to PhotoMode in code since someone decided to change the bloody mod GUID. UI disables when all UI is disabled.
- Heat bar UI scales with resolution now
Trailer
Screenshots
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Mod Interoperability List:
- EmoteAPI / CustomEmotesAPI
- RiskOfOptions
Skills
Other Mods by Popcorn Factory
Check out other mods from the Popcorn Factory team!
Old Changelog
Click to expand previous patch notes:
- 1.0.4 -> Small Updates
- Added Icon to RiskOfOptions
- Removed references to PhotoMode in code since someone decided to change the bloody mod GUID. UI disables when all UI is disabled.
- Heat bar UI scales with resolution now
- 1.0.3 -> Bug Fix
- Added value to
cachedNameproperty to enable Eclipse progress.
- Added value to
- 1.0.2 -> Forgot to do one last update:
- Swapped animation for Left and Right strafe
- 1.0.1 -> Changes:
- New feature:
- Added a suicide button (Default off, turn on and press 9 in game.)
- Slight visual/audio changes
- Heat gauge text now vibrates on overheat.
- Overheat overlay color changed dependant on Primary selected.
- Doubled Attenuation range (100 -> 200) on all sounds.
- Added some Footstep VFX (Still needs work and some sound too)
- Bug fixes
- Changed Flinch animation to Additive instead of Override.
- Changing Priority on moves so Primary is overrided if Secondary is pressed.
- Fixing issue where flare tries to apply damage to the already dead body of an enemy causing an NRE.
- Fixing NRE on Flare shot due to some boilerplate code that adds an effect component when it didn't need one.
- Balance Changes
- Health Growth from 15 -> 40 per level
- Masochism health percentage reduced from 0.05% -> 0.03% of max health per tick.
- Masochism buff duration reduced from 8 -> 6.5 seconds
- Changed Overheat's (Default M1) damage coefficient from 300% -> 350% for non-overheated projectiles.
- Changed Overdrive's (Alt M1) damage coefficient from 300% -> 200% for non-overheated projectiles.
- Changed Overdrive's (Alt M1) damage coefficient from 150% -> 80% for overheated projectiles.
- Changed Overdrive's (Alt M1) base heat cost to fire a projectile from 8 -> 12
- New feature:
- 1.0.0 - Initial Release
Known Issues
- The UI Gauge is affected by the Guilded Coast water for some reason. Purely cosmetic, only affects how the UI is rendered.
- If someone can tell me how to implement a rope affected by gravity between two fixed objects (gun and the backpack), I'd like some help.
- Odd issues could possibly require a restart or file validation. Please try that and contact me (Ethanol 10) for bugs with a log file.
Credits
- Concept, Icons, 2D Art, SFX, Voice talent:
- Harmonchaos#7179
- DragonRollZ
- An Odd HermitVA
- 3D Modelling, Rigging, Animation:
- dotflare#7898
- Programming - Popcorn Factory team:
- Ethanol 10#6656
- TeaL#5571
- BokChoyWithSoy#3842
- Miscellaneous
- Rob - Character template







