Rein-RogueWisp icon

RogueWisp

An entirely new survivor with a model, animations, and visual effects.

By Rein
Last updated 2 days ago
Total downloads 1740
Total rating 4 
Dependency string Rein-RogueWisp-1.2.2
Dependants 0 other mods depend on this mod

This mod requires the following mods to function

bbepis-BepInExPack-3.0.0 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 3.0.0
tristanmcpherson-R2API-2.3.0 icon
tristanmcpherson-R2API

A modding API for Risk of Rain 2

Preferred version: 2.3.0
README

´╗┐This mod takes the existing unused model of Ancient wisp, strips everything off it, and adds 4 new skills. a passive, 10 new animations, 8 skins, and way too many particle effects for me to count.

Feedback (Please? I'll beg if needed)

  • I am extremely open to any kind of feedback, question, suggestion, bug report, or really anything.
  • You can contact me on discord (@Rein#7551) via DM or by pinging me on the Official Risk of Rain 2 server.

Showcase video

Showcase video

Install

  • Delete old versions. (You never know)
  • Unzip the plugin zip.
  • Copy all files to the plugins folder in Bepinex(in your game install directory)
  • Bonus points if you create a separate folder inside the plugins folder for every mod

Uninstall

  • Delete the files that come with the mod from the plugins folder

New this update (Feature update 2)

  • Updated showcase video. ( I said... updated showcase video.........) (Again... I swear....)
  • Completely reworked special into a laser type attack that prevents movement but gives armor and deals heavy damage.
  • For anyone who liked cremation, It will likely return as a variant in the future with some tweaks.
  • Primary no longer scales damage with charge.
  • Primary charge gain per attack doubled.
  • Primary has some tweaked animations, hopefully feels more smooth.
  • Fixed a bug causing small enemies to give more charge than expected on death.
  • Removed the Ascendent skin and replaced it with Abyssal which is red and stuff.
  • Compatibility with R2API and Bepinex updates (I hope, let me know if something conflicts)
  • Super fancy beam particle effects for the laser.
  • Very likely some minor things that I have forgotten... Ugh.

Character Information

Lore

  • Yeah... Maybe some day.

Base Stats

  • Base stats are all totally identical to REX with the exception of armor.
  • Rogue Wisp has 10 base armor due to its close range nature.

Skills

  • Descriptions for the skills and passive can be found in game. Feel free to ask me if you have any questions.

Playstyle

  • Rogue Wisp is a short ranged, immobile, high-damage caster.
  • They have an additional resource to manage called Flame Charge which is gained from primary, and from being within range of Utility while enemies are burning.
  • Flame Charge increases the potency of abilities, but falls off over time if it is over a certain threshold.
  • Flame Charge is visible as a UI element next to the crosshair. As it increases the bar goes from black (0) to white to red to green to blue to orange to teal to purple and then repeats (although it is exceptionally rare to increase it that high)
  • All skills except primary consume Flame Charge on use.

General tips for playing them

  • You want to have your utility down as often as possible, and you also want to be inside with as many enemies as possible.
  • Doing this will dramatically increase your damage output, with obvious risks associated.
  • Remember that there is no upper limit to your Flame Charge, but the rate of decrease increases with the value. At extremely high charge values your damage can be multiplied by 30, or even more.

Future plans

  • Much of the balancing is still in progress to some degree. Feedback is incredibly helpful here.
  • I am always looking to improve performance and fix bugs, so please inform me if you find anything.

Fairly soon (A few weeks or so, life permitting)

  • Rewriting the way primary restores charge and deals damage
  • Configuration options for visual effects (Some people have mentioned they are a bit too bright, figured a setting would solve this issue)

Fairly soon (within two to three weeks)

  • Cleaning up animations
  • Streamlining Primary and Secondary mechanics.

Later (a few months maybe? idk)

  • Skill variants
  • Custom unlocks (With a new stage and custom boss, maybe a few items as well)

Changelog

1.2.2

  • Insert explitives about video here...

1.2.1

  • Updated showcase video... Again...
  • Fixed minor typo in ability description.

1.2.0

  • Updated showcase video.
  • Completely reworked special into a laser type attack that prevents movement but gives armor and deals heavy damage.
  • For anyone who liked cremation, It will likely return as a variant in the future with some tweaks.
  • Primary no longer scales damage with charge.
  • Primary charge gain per attack doubled.
  • Primary has some tweaked animations, hopefully feels more smooth.
  • Fixed a bug causing small enemies to give more charge than expected on death.
  • Removed the Ascendent skin and replaced it with Abyssal which is red and stuff.
  • Compatibility with R2API and Bepinex updates (I hope, let me know if something conflicts)
  • Super fancy beam particle effects for the laser.
  • Very likely some minor things that I have forgotten... Ugh.

1.1.3

  • You now gain 25% extra movespeed while within the range of Utility.
  • Ability descriptions made even more clear.
  • Item pickups now display on the character model (not all are positioned very well, but that will improve over time)
  • Custom skin for the survivorpod.
  • Charge UI now hides while game is paused.
  • Sprint animation slightly improved (Just a temp fix until I can get all movement animations looking good)
  • Fixed an animation transition bug from sprinting to standing still.

1.1.2

  • Utility cooldown reduced by 0.00001 seconds. It is important, I promise.
  • Fixed Special damage scaling once again... I'm roughly 46% certain the skill is cursed at this point.
  • Special projectile now travels significantly faster.
  • Special projectile now has a slightly smaller collider (hopefully will keep it from hitting the floor on fire at some angles?)
  • Tuned the rate that Flame Charge is transferred from Utility to you.
  • UV mapped the model (from script, please send help)
  • Created a fancy custom material for the armor (It is animated!)
  • Re-Scaled the character to not be like double the height of all other survivors... (They are now ~the same height as loader)
  • Adjusted camera positioning and hitbox size to go along with the scaling.
  • Particle effects on body fit to the shape a bit better.
  • Added better visuals for aiming Utility.
  • Made the in game ability descriptions more clear (I hope)
  • Most likely other stuff I forgot... ugh.

1.1.1

  • Base armor up to 10.
  • Further reworked Utility.
  • It now stacks Flame Charge inside it damages enemies, and as those enemies die.
  • That flame charge is transferred to you over time as a buff while you are within the radius of Utility.
  • In addition, damage ticks twice as often and also has a 0.05 proc coef while you are within the radius.
  • Radius scales with flame charge.
  • The above further reinforces the close range playstyle intended for this character.

1.1.0

  • Fixed all known multiplayer issues (if you find more, tell me)
  • Added two new buff types (one is the flame debuff on enemies, the other is a flame regeneration buff on you)
  • Totally reworked Utility mechanics. Now creates one larger zone and applies stacks at an increased rate.
  • The method of gaining Flame Charge from utility now operates through a buff and is overall easier early game and harder late game.
  • Fixed bugs with ability damage scaling with flame charge. Bug was causing them to be much weaker than intended.
  • Primary and Special totally rewritten with very similar functionality.
  • New sounds for primary.
  • All charge consumption is now percent based instead of flat. Abilities scale based on the amount of charge consumed.
  • Special and passive both greatly buffed to have less trash names.
  • Base damage reduced to 12 from 15 (because it was making equipment way too strong)
  • Primary increased to 300% base damage.
  • Range on primary increased to 40
  • Primary cooldown increased to 2.5 seconds
  • Secondary outer radius increased to 8, inner radius is now half the outer radius.
  • Secondary damage reduced to 150% from 200% (The increased radius means you hit more times per enemy per wave, this is a buff against most enemies)
  • Special increased to 437.5% - 1750% base damage.
  • Special no longer slows at all and instead just prevents sprinting. This is overall very close to neutral, but feels better in game.
  • Base armor increased to 5 (just a small nudge for survivability particularly early game)
  • Ability descriptions updated...

1.0.3

  • Even further primary cleanup
  • Fixed compatibility issue with AutoItemPickup
  • Reduced movespeed penalty while charging Special
  • Camera position adjustments (Will include config for this setting in the future)
  • Fixed a bug where flames didn't tick after spreading a certain number of times.
  • Fixed a bug that prevented you from being frozen
  • Validated that save file issues from skins are no longer occuring

1.0.2

  • Further cleanup of primary behaviour
  • Reduced time to charge special by 40%
  • Actually updated the descriptions too this time!

1.0.1

  • Added a Character Select display
  • Tuned cooldowns and damage across the board to get damage output in line with other survivors
  • Cleaned up primary behaviour to be more consistent
  • Reduced radius on Special explosion, it was excessively large (may still be a bit too large, we'll see)
  • In compensation for the damage changes (overall output is significantly higher than original) range on Primary and Utility are reduced.

1.0.0

  • First release

Available versions

Please note that the install buttons only work if you have compatible client software installed. Otherwise use the zip download links instead.

Upload date Version number Downloads Download link  
2019-11-15 1.2.2 216 Rein-RogueWisp-1.2.2.zip Install
2019-11-15 1.2.1 4 Rein-RogueWisp-1.2.1.zip Install
2019-11-15 1.2.0 5 Rein-RogueWisp-1.2.0.zip Install
2019-11-11 1.1.3 308 Rein-RogueWisp-1.1.3.zip Install
2019-11-8 1.1.2 237 Rein-RogueWisp-1.1.2.zip Install
2019-11-7 1.1.1 167 Rein-RogueWisp-1.1.1.zip Install
2019-11-5 1.1.0 125 Rein-RogueWisp-1.1.0.zip Install
2019-11-1 1.0.3 417 Rein-RogueWisp-1.0.3.zip Install
2019-11-1 1.0.2 139 Rein-RogueWisp-1.0.2.zip Install
2019-11-1 1.0.1 56 Rein-RogueWisp-1.0.1.zip Install
2019-10-31 1.0.0 66 Rein-RogueWisp-1.0.0.zip Install