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Lee Hyperreal

Simulation complete... Commandant, we're going to win this fight. -> v1.1.12 Recompilation/Added Damage Sources.

CHANGELOG

Lee: Hyperreal - A Character Mod for Risk of Rain 2

Changelog

  • 1.1.12
    • Recompiled to use new method signatures
    • Added Damage Type changes from new RoR2 version.
      • Primary triggers primary effects.
      • However, when in snipe mode, Primary does secondary effects.
        • Luminous shot triggers secondary off activation, not on hit, so these damage changes do nothing.
        • However sniping does not trigger the lightning bolt on hit.
        • If this causes issues down the line, I will revert this to use primary.
  • 1.1.11
    • Fixed an issue regarding Non-simple control inputs where orb groupings greater than 3 would not trigger 3-ping effects
      • 3-ping effects include:
        • Stronger orb effects
        • Coloured Bullet retrieval
      • These should now run properly if using Non-simple control inputs.
      • Simple mode was not affected in anyway.
  • 1.1.10
    • Added more fallbacks to prevent lockups on orb inputs.
    • Changed Armament Barrage 4 to deal uniform damage regardless of distance.
    • Updated dependencies to reduce incompatibilities.
  • 1.1.9
    • Fixed Lee hitting himself when doing a blast attack with Artifact of Chaos enabled.
  • 1.1.8
    • Added input reset on yellow orb skill to prevent lockups.
      • Thanks to .score for finding this bug.
  • 1.1.7
    • Added Stun on hit for the following moves:
      • Armament Barrage 3
      • Armament Barrage 5
      • Armament Barrage Aerial Slam
      • Armament Barrage Hypermatrix Aerial Slam
    • Added some logic to allow the character to be played even if the UI doesn't display.
  • 1.1.6
    • Added the option to remove Alt orb trigger and opt for 8 separate orb buttons in non-simple mode.
      • If you wish to use this mode, Uncheck simple mode, Uncheck Orb Alt trigger and setup the buttons for 1-8.
    • Added a failsafe for Orbs when unable to be triggered for longer than 3 seconds.
    • Removed log spam on first stage from Lee's pod.
  • 1.1.5
    • Added a list of states that prevent freeze from occurring on some enemies
      • An example of this: Mithrix Item steal was being cancelled and the items would not be applied to either you or Mithrix. This state should be played out entirely.
  • 1.1.4
    • Added the ability to cancel Snipe stance by sprinting
      • RTAutoSprint should not affect this, however if it does, let me know!
    • Added the ability to cancel Snipe stance by jumping.
      • If you don't have any more jumps, you will simply cancel and not jump.
    • Snipe Entry and Exit animations now scale with attack speed.
    • Fixed using Reality Travel from not running when Sniping.
    • Armament Barrage now scales with attack speed up to 135%.
      • This max attack speed is achieved when reaching 250% attack speed.
      • The timing for Parry is not changed even when attacking faster.
    • Reality Travel now scales with movement speed up to 250%
      • This max movement speed is achieved when reaching 2500% movement speed.
      • Timing for invincibility should not be affected.
    • Reality Travel now scales with attack speed
    • Armament Barrage 4 scales with move speed
      • Each pulse allows Lee to travel further with more move speed.
      • Scaling is capped similar to Reality Travel.
  • 1.1.3
    • Removing warning on README. (LITERAL README UPDATE AAAGH)
  • 1.1.2
    • Fixed an issue making enemies become invincible if they were frozen during their death animation.
    • Added support for Betterhudlite.
  • 1.1.1
    • Fixed the item notification popup from duplicating.
    • Removed Extra skill slots as a Hard dependency, can be now included optionally if needed
    • Renamed skill families appropriately.
  • 1.1.0
    • Updated Dependencies to support SotS
      • Unfortunately, controller players will not be able to use orbs as we have removed the dependency on ExtraSkillSlots until further notice.
    • Removed dependency on R2API.Sound, was not being used.
    • Fixed an edge case where Hypermatrix Aerial Attacks play the particle stream infinitely due to Hypermatrix ending while in an aerial dive.
    • Fixed the pod from blowing out your eyes on some maps.
    • P2 now behaves more closely to source material
      • 3 -> 5 hits
      • 125% -> 70% damage
  • 1.0.4
    • Fixed the pod from not being registered on the Network properly.
    • Fixed an issue regarding client's getting spawned in without a pod, causing the server and clients to desync from what would be expected.
    • Fixed the wrong dependency from being compiled in the mod, should now work with the suggest mods in the Thunderstore manifest.
    • Changed the UI Instantiation to use Find when navigating the RoR HUD, instead of indexes. Should be more compatible with mods that modify the UI.
    • Changed the values on the following moves:
      • End of Time cooldown -> 4s to 6s per stack. (Total 60s for 10 stacks)
      • End of Time damage -> 5000% to 6500%
      • End of Time enemy freeze duration -> 8s to 6.9s (This should allow the enemies to start moving 0.2s after the move has ended.)
      • Red Orb Hypermatrix damage -> 175% to 155%
  • 1.0.3
    • Removing Debug Chat output that was left in accidentally.
  • 1.0.2
    • Following changes have been added to Invincibility and Parry:
      • Invincibility granted from Utility and Orbs now do not allow you to bypass shrines that cost health.
      • Parrying a shrine that costs health now inflicts half the damage it would normally do.
      • Parrying now returns 25% of the damage that would've been inflicted if you didn't parry.
    • Changed the values on the following moves:
      • Armament Barrage 1 damage -> 150% to 100%
      • Armament Barrage 2 damage -> 200% to 125%
      • Armament Barrage 3 damage -> 300% to 225%
      • Armament Barrage 4 damage -> 100% to 70% per tick
      • Armament Barrage 4 Hit Radius -> 20m to 25m
      • Armament Barrage 5 damage -> 1000% to 600%
      • Armament Barrage Aerial (Non-Hypermatrix) damage -> 500% to 400%
      • Blue Orb Blast damage -> 300% to 225%
      • Blue Orb Shot damage -> 400% to 300%
      • Yellow Orb damage -> 100% to 45%
      • Yellow Orb 3-ping damage -> 1000% to 800%
      • Yellow Orb Hypermatrix damage -> 50% to 45% per hit
      • Red Orb damage -> 150% to 125% per shot
      • Red Orb 3-ping damage -> 600% to 500%
      • Red Orb Hypermatrix damage -> 200% to 175%
      • End of time damage -> 6000% to 5000%
      • Collapsing Realm damage -> 2000% to 1500%
  • 1.0.1
    • Fixing soundbank from not loading.
  • 1.0.0
    • Initial Release!