Sniper
Adds sniper to the game, complete with an original model and animations (by Drag), a polished kit, and a lot more content planned.
Date uploaded | 4 years ago |
Version | 1.0.12 |
Download link | Rein-Sniper-1.0.12.zip |
Downloads | 59773 |
Dependency string | Rein-Sniper-1.0.12 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.3.1README
- Code, UI, and other stuff by me
- Model, Textures and Animations by Drag
- Sounds by Violet Chaolan
- Skill icons by Leaf_It
Note: Everyone in multiplayer must have the exact same version of this mod or you will be unable to join the lobby. This will change starting with version 1.1.0, where the first 2 digits will be the important ones outside of specific issues
Note: Due to how saves currently work, it is imposible for a mod to retain its save data between installs, I am working on a solution for this, but for now bear this in mind.
Feedback and bug reports are welcome, feel free to join my discord server, I also do beta testing for new features and content there.
Fully compatible with multiplayer with no errors or desync as long as everyone has the mod installed. If you happen to find an issue, please let me know (preferably with the console logs from all players involved)
Showcase
Overview
New in this update (1.0.12):
Bugfix
- Now works with RoR2 v1.0.1.1
Installation
- Unzip the Sniper folder to
[RoR2InstallFolder]/BepInEx/Plugins/Sniper
- (Create the sniper folder if it isn't there)
- If you run into issues, try using r2modman by ebkr
- To uninstall, simply delete the Sniper folder from
[RoR2InstallFolder]/BepInEx/Plugins/
General info
Sniper is a long ranged, single-target dps that incorperates some elements of an assassin to stay alive.
They excel at taking down bosses and high priority targets but struggle against larger groups of weak enemies.
Skills
See the in game descriptions, maintaining two copies of all the information tends to just result in a mess of conflicting information.
FAQ
What does '1.0x' mean?
Any skill with that type of notation in its description means that a multiplier is being layered on top of another skill, usually your primary. So, for example, say an attack from your primary would deal 500% damage. If your ammo type has a 2.0x multiplier, that attack would be multiplied by 2.0, and deal 1000% damage.
How do I use this in multiplayer?
As with all custom characters, everyone must have the mod installed. If you still run into issues, verify that everyone has the exact same installed mods, including versions.
How do I unlock the skills?
For now, they are not unlockable. The locked skills are still WIP.
Can I use this on console?
Unfortunately no, there currently is no modding for console RoR2. This would require complete official mod support from Hopoo for both PC and consoles, which is no small task.
How do I zoom in on controller?
Unfortunately, you can't do it just yet. I'm working on a fix for this. You can still use secondary, you just can't scroll to increase zoom and enter scoped.
Known Issues
Incompatibilities
If you find any, please let me know.
- Skills++ (Symptoms: Unable to fire primary) Sniper currently runs the disable command on startup automatically for sniper. If you cannot fire then you must have enabled it, or something else is breaking things.
- Miner / Achievement Loader (Symptoms: weirdness with loadout selection) Miner is unfortunately not updated for 1.0 yet. AchievementLoader is having severe issues as well and I suggest avoiding it at all costs.
Bugs/issues
Again, if you find any let me know.
- No death animation.
- Does not work with vengance artifact (May be better this way. Aimbot hitscan long range AI does not sound like fun)
- Untested interactions with Visions of Heresy (but why)
- Ricochet tracer appears to fire from odd places in multiplayer (Only visual)
Changelog
1.0.12
Bugfix
- Now works with RoR2 v1.0.1.1
1.0.11
Adjustments:
- Added config for sound effects volume. 100 is default, 0 is totally muted.
1.0.10
Adjustments:
- Returned some momentum inheritance to backflip
- Reload attack speed smoothing now runs at all times, not just while reloading
With the longer smoothing time, and since attack speed starts at zero, it was very annoying getting the bar up to default speed at the start of a run
1.0.9
New:
Reworked Boosting mechanic for ammo
- Steady aim and Quickscope now solely apply a boost effect
- The effect of boost varies with ammo type
- FMJ scales in:
Damage +1.0x per 1 boost
Crit damage multiplier +0.1x per 1 boost
- Explosive scales in:
Damage +0.32x per 1 boost
Radius +7.5m per 1 boost
- Steady aim modifier: 0.0 - 3.0 boost
- Quickscope modifier: 0.75 boost
Decoy now inherits items
- ONLY purely defensive items
- Base stats of decoy reduced to match sniper
Adjustments:
- All skill descriptions improved and use the keyword system. Some could still use more work though.
- Explosive Ammo explosion radius: 6.0m -> 7.5m
- Steady aim now counts vertical speed as movement for charge rate
- Steady aim charge speed: 0.2 -> 0.4
- You now automatically reload during spawn animation
- Improved overall feel of primary and reload
- Attack speed reload smoothing bar factor: 0.5s -> 2.0s
- Second passive: Removed
- New icons border slimmed down
- Sprint animation speed adjusted
- Strafe animation speed adjusted
- Aim animation sync improved
- Cleaned up backflip movement
- Totally rewrote the backend code of primary to allow for more interesting ammo types in the future (soon tm)
Bugfixes:
- Gorags Opus now works properly on sniper
- Now runs spp_disable_survivor Sniper on startup in order to prevent skills++ from breaking the character.
1.0.8
New:
- Entirely new skill icons (courtesy of Leaf_It)
Adjustments:
- Corrected a few skill descrpitions (Currently working on getting keywords set up to make things read more nicely)
Bugfix:
- Updated to use standard r2api format for networkmodlist entry
1.0.7
Bugfix:
- Deleted an in-progress ammo type that was conflicting with r2api
1.0.6
Adjustments:
-Backflip distance increased
-Backflip is now more stable while firing
-Updated default crosshair
-Added configuration options for crosshair, there are quite a few to work with
-Added configuration option for scope zoom sensitivity
-3 new item displays
Bugfixes:
-Fixed bug that prevented eclipse progress from saving
-Networking is now stable
1.0.5
Adjustments:
-Backflip cooldown: 8s -> 5s
-Backflip backflip duration now decreases with movespeed.
-Backflip distance and height reduced.
This makes backflip much more usable to do quick reloads and then fire.
Bugfix:
-Now works properly on eclipse
-Decoy now has the same item display setup as Sniper
-Decoy cooldown no longer resets when decoy dies
1.0.4
-Now compatible with 1.0 update.
Adjustments:
-Decoy reactivation delay: 2s -> 0.75s
-Decoy cloak duration: 2.5s -> 3s
-Decoy cloak now gives 40% movespeed
-Decoy cooldown is now not visible until reactivation (it already didn't start until then)
-Backflip now stuns and knocks back enemies
-Backflip now automatically grants a perfect reload on use
-Explosive ammo bullet radius: 0.1 -> 0.5
-Explosive ammo damage: 0.45x -> 0.4x
-Explosive ammo description now more clearly indicates that it will deal damage two times to the main target.
Explosive ammo is generally a more forgiving option compared to FMJ. Overall it was a bit overtuned.
-Ricochet shots more reliably hit enemies
-Reloading before too early now incurrs a small delay before able to fire (equal to waiting for bar to reach the start of good region)
This elimates potential abuse cases at higher attack speeds where mashing primary would yield more dps than perfect reloads.
-Bad reload multiplier: 0.8x -> 1.0x
-Good reload multiplier: 1.4x -> 1.2x
-Perfect reload multiplier: 2.0x -> 1.5x
-Snipe base damage: 450% -> 600%
The resulting %s on reloads:
Bad reload: 360% -> 600%
Good reload: 630% -> 720%
Perfect reload: 900% -> 900%
Due to fixing that abuse case, the penalties for missing a perfect reload can be made much less severe (more in line with ror1 values)
This also should help with making attack speed feel less risky to take.
-Added 14 item displays
-Adjusted crosshair UI
-Added icon for decoy reactivation
-Added quickscope icon
-Updated steady aim icon
1.0.3
Bugfixes:
- Fixed reload UI not working on artifact hidden stage.
1.0.2
Adjustments:
- The impact of attack speed on the reload bar is now smoother
Essentially, when your attack speed changes, the bar move speed gradually shifts over half a second to that new speed.
This should make items like berserkers, predatory, war horn, and tonic less jarring upon activation.
While this does mean that you don't get the full benefits of conditional attack speed items immediately, you do get to keep them a bit longer because of the falloff time.
Bugfixes:
- Fixed various UI issues for clients in multiplayer
1.0.1:
Adjustments:
-Quickscope cooldown: 4s -> 5s
Quickscope was allowing too many successive shots without items.
-Steady aim max damage: 6.5x -> 6x
-Steady aim min damage: 1.5x -> 1.25x
-Steady aim delay: 0.35s -> 0.5s
Steady aim was a bit too strong with backup mags
-Decoy cooldown: 18s -> 12s
-Decoy stealth duration: 2s -> 2.5s
Decoy was not up enough to do its job of keeping you safe
-Precise aim now also gives +1% crit chance per character level
Precise aim relied on items too much.
-Remade scope UI and added a new shader for it
-Greatly reduced size of reload bar
-Moved reload bar to upwards
-Reload bar now has some transparency
-Charge indicator outline thickness reduced
-Improved perfect reload sound
-Improved some ability descriptions
-Slimmed down crosshair
Bugfixes:
-Steady aim properly restarts delay between shots
-Fixed issues with ricochet sounds on fmj
-Fixed ricochet being limited to 2 bounces
-Fixed reload bar hiding on death
-Fixed reload bar being visible on other characters
-Corrected version number
-Fixed reload bar not being visible after revive
-Fixed issue with quickscope not starting aim animations
1.0.0:
-First release