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FruitySurvivorTweaks
Makes Survivors actually Tweaked :)! Version 3.1: README and Void Fiend reworks!
| Date uploaded | a week ago |
| Version | 3.1.1 |
| Download link | RiskOfBrainrot-FruitySurvivorTweaks-3.1.1.zip |
| Downloads | 202 |
| Dependency string | RiskOfBrainrot-FruitySurvivorTweaks-3.1.1 |
This mod requires the following mods to function
RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.0.1RiskofThunder-R2API_Loadout
API for registering skills, skins and entity states
Preferred version: 1.0.2duckduckgreyduck-NegativeRegenFix
Fixes regen multipliers on negative regen. Good for the Heretic!
Preferred version: 1.0.0bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2116RiskofThunder-R2API_Prefab
API for Prefab creation, networking and duplication
Preferred version: 1.0.4HIFU-HuntressAutoaimFix
Makes Huntress able to target enemies nearest to her crosshair. Now with realtime config!
Preferred version: 1.2.0Goorakh-AttackDirectionFix
Fixes attacks not always aiming where your crosshair is. Also known as the "Pierce Bug".
Preferred version: 1.2.2RiskOfBrainrot-MoreStats
MSU (More Stats and Utilities) is an API mod for utilizing additional stats such as for jump count, barrier decay, shield regeneration delay, fractional luck, execution, healing multipliers, and more.
Preferred version: 1.2.5RiskOfBrainrot-RainrotSUL
Shared Utility Library for the RiskOfBrainrot family of mods - including ArtificerExtended, 2R4R, and more.
Preferred version: 1.1.3README
PLEASE JOIN MY DISCORD SERVER IF YOU HAVE ANY FEEDBACK https://discord.gg/w5QBHx5WNP
Overview
FruitySurvivorTweaks is one of many wings of the greater balance mod, 2R4R. Our goal with survivor balance is to push the limits of the design of each character, encourage more active and thoughtful gameplay, and make sure that every survivor is comfortably challenging (not too weak nor too strong).
Core tenets of 2R4R Survivor design:
- All pieces of a kit matter. Too many survivors have an overreliable Primary skill, and otherwise a forgettable kit. Characters can have a decent M1 and engaging skills at the same time.
- Abilities are more than the sum of their parts. A character like Void Fiend can't just have strong abilities, they need to work together in interesting ways - what we call "glue".
- Longer cooldowns on more impactful abilities make your decisions matter more. Not always having an ability when you need it might be an inconvenience, but it also discourages mindless spam.
Check out 2R4R here: thunderstore.io/package/RiskOfBrainrot/2R4R/
Full changes
Acrid Tweaks:
FST makes Acrid utilize its "hybrid" kit style much more actively, as well as improving his overall item synergy and damage. While the base damage nerf looks questionable, the reality is Acrid is MUCH more powerful with the rest of these changes even after such a massive nerf.
New ability additions pending.
Acrid:
- Removed Poison and Blight Passive options, DOTS are now spread out through Acrid's kit
- Reduced base damage: 15 -> 9
- Increased base movement speed: 7m/s -> 8 m/s
Primary
- Combo hit is now Festering (resets the duration of active Blight, Poison, and Corrosion stacks)
- Can no longer be sprint canceled
- Reduced base duration: 1.5s -> 1s
Neurotoxin (Secondary)
- Added Blighted keyword (applies Blight)
- Spit is no longer Poisonous
- Increased base stock: 1 -> 3
- Increased base cooldown: 2 -> 5
- Reduced damage coefficient to nearby targets: 240% -> 180%
- Increased damage coefficient to nearby targets: 240% -> 580%
Ravenous Bite (Alt Secondary)
- Added Blighted keyword (applies Blight)
- Bite is no longer Poisonous
- Bite now lunges in the direction of aiming
- Increased base cooldown: 2s -> 3s
- Increased damage coefficient: 310% -> 480%
Caustic Leap (Utility)
- Added Caustic keyword (applies Corrosion - a slow ticking DoT that reduces armor)
- Leap is no longer Poisonous
- Increased base cooldown: 6s -> 7s
- Reduced minimum angle to make it easier to aim a leap downwards
Epidemic (Special)
- Added Contagious keyword (spreads half of ALL DoT stacks from the initial target)
- Increased base cooldown: 10s -> 15s
- Reduced damage coefficient: 100% -> 50%
- Reduced new targets per bounce: 2 -> 1 (this reduces the max targets from like a million to just 20)
- Increased initial spread range: 50m -> 80m
- Increased bounce spread range: 20m -> 35m
Artificer Tweaks:
Due to the existence of ArtificerExtended, not much is needed to change Artificer, however I think some balance changes are in order to encourage a more fun playstyle. Snapfreeze should have a cooldown that fits in her skill cycle, and Flamethrower needs a little extra range these days to reach new flying enemies.
ENV Suit (Passive)
- Increased rate of descent while hovering: ??? -> -2m/s
- Increased movement speed while hovering by 15%
Charged Nano-Bomb (Secondary)
- Reduced max damage coefficient: 2000% -> 1200%
Snapfreeze (Utility)
- Reduced base cooldown: 12s -> 8s
Flamethrower (Special)
- Increased starting damage coefficient: 2000% -> 2800%
- Increased max range: 21m -> 26m
Bandit Tweaks:
Bandit's changes are heavily focused on increasing cooldowns and the overall impact of his abilities. We want to provide an emphasis on methodical gameplay, based on setting up targets for executions and fun combos. He's one of the vanilla kits with the best cohesion, so FST is really just adding a bit of extra glue.
Hemorrhage:
- Each tick deals more damage to high health targets (100% -> 250%)
- Each tick deals reduced damage to low health targets (100% -> 50%)
Burst (Primary)
- Reduced damage coefficient: 5x100% -> 5x75%
- Increased reload duration: 0.5s -> 0.7s
Blast (Primary)
- Reduced damage coefficient: 330% -> 280%
- Increased reload duration: 0.5s -> 0.7s
- Reduced bloom: 50% -> 40%
Serrated Dagger (Secondary)
- Increased damage coefficient: 360% -> 600%
- Increased cooldown: 4s -> 6s
- Added a short distance lunge
Serrated Shiv (Secondary)
- Increased damage coefficient: 240% -> 400%
- Increased cooldown: 4s -> 7s
- Increased max stock: 1 -> 2
- Increased reload stock: 1 -> 2
Smoke Bomb (Utility)
- Stealth now increases your attack speed by 200%
- Increased stealth duration: 3s -> 4s
- Increased cooldown: 6s -> 9s
- Reduced hop velocity
Lights Out (Special)
- Added Finisher keyword (Executes victims below 15% health for 1s)
- Increased damage coefficient: 600% -> 700%
- Increased cooldown: 4s -> 8s
Desperado (Special)
- Added Finisher keyword (Executes victims below 15% health for 1s)
- Now keeps a few tokens between stages, depending on current level
- Reduced damage coefficient: 600% -> 250%
- Reduced cooldown: 4s -> 3s
Captain Tweaks:
Similar to Bandit, the Captain tweaks make him less spammy, while making the tools of his full kit more valuable and synergistic. Beacons are refreshed for boss fights, allowing Captain to make more spontaneous use of his powerful support.
Adds 1 new ability: Pocket Wormhole
Shock:
- Breaking shock now creates Energizing Spark pickups
- Grants +25% attack speed to you and all allies within 50m for 5 seconds, up to 5 times
Defensive Microbots (Passive)
- Increased recharge length: 0.5s -> 1.5s
- Changed to Uncommon (Green) tier
- In the future, I want to make Defensive Microbots have the ability to appear in printers.
Vulcan Shotgun (Primary)
- Added Exacting keyword (Attack speed increases damage instead of reducing attack duration)
- Increased cooldown: N/A -> 2s
- Increased max stock: N/A -> 2
- Increased recharge stock: N/A -> 2
- Reduced charge duration: 1.2s -> 0.8s
- Reduced wind down duration: 1.0s -> 0.2s
- Reduced damage coefficient: 8x120% -> 8x100%
- Reduced proc coefficient: 8x0.75 -> 8x0.5
Power Taser (Secondary)
- Now chains Shocking lightning to up to 2 additional enemies
- No longer ricochets on impact with a surface
- Increased damage coefficient: 1x100% -> 3x200%
Diablo Strike (Utility)
- Bypasses oneshot protection
Healing Beacon (Special)
- Now refreshes at the beginning of the teleporter event
- Increased effect radius: 9m -> 12m
Shock Beacon (Special)
- Now refreshes at the beginning of the teleporter event
- Increased effect radius: 9m -> 12m
- Increased damage coefficient: 0% -> 200%
- Increased proc coefficient: ??? -> 1.0
- Increased shock frequency: 3s -> 6s
Resupply Beacon (Special)
- Now refreshes at the beginning of the teleporter event
- Now grants 25% Cooldown Reduction to all allies within 9m
Hack Beacon (Special)
- Now refreshes at the beginning of the teleporter event
Commando Tweaks:
FST changes Commando in a way that is respectful to the simplicity of his base kit while adding a bit of juice. His alts should additionally be balanced, allowing more choice in viable playstyles.
Double Tap (Primary)
- Increased damage coefficient: 100% -> 140%
- Increased attack duration: 0.167s -> 0.2s
- Added 0.08 second cadence variation for a slight double tap feel
Phase Round (Secondary)
- Increased damage coefficient: 300% -> 500%
- Increased cooldown: 3s -> 4s
- Increased attack duration: 0.5s -> 0.7s
- Increased attack scale by 100%
Phase Blast (Secondary)
- Increased damage coefficient: 8x200% -> 8x300%
- Increased cooldown: 3s -> 5s
Tactical Dive (Utility)
- Now grants perfect accuracy and +100% attack speed for 1 second after rolling
- Increased max stock: 1 -> 2
- Increased recharge stock: 1 -> 2
- Increased cooldown: 4s -> 6s
Tactical Slide (Utility)
- Increased cooldown: 4s -> 8s
- Increased max slide duration: 1s -> 4s
- Reduced slide speed by 40%
- Reduced slide strafe multiplier: 100% -> 2%
- Increased slide jump strength multiplier: 100% -> 120%
Suppressive Fire (Special)
- Renamed to Suppressive Barrage
- Can now lock on to up to 4 targets
- Increased base shots: 6 -> 8
- Increased damage coefficient: 100% -> 180%
- Increased cooldown: 9s -> 13s
Frag Grenade (Special)
- Renamed to Incendiary Grenade
- Now Ignites targets hit
- Now much easier to aim/roll
- Increased blast radius: 11m -> 16m
- Increased cooldown: 5s -> 8s
- Increased physics mass: 1 -> 2.5
- Increased physics drag: 0 -> 0.9
Engineer Tweaks:
I AM pressure mine's #1 biggest fan
Bouncing Grenades (Primary)
- Removed charge-up mechanic, now always fires 3 grenades
- Each grenade now has a 25% chance to stun
- Increased cooldown: N/A -> 1.2s
- Increased damage coefficient: 100% -> 130%
Pressure Mines (Secondary)
- Increased blast radius to be 2m larger than trigger area for both stages
- Reduced arming time: 3s -> 2s
Bubble Shield (Utility)
- Now functions as a Shelter (2R4R Only)
- Now applies Kit Slow to enemies inside the radius
- Increased radius: 10m -> 15m
Heretic Tweaks:
Balance changes include:
Heretic:
- Reduced base max health to 260 (+78)
- Increased base regen to -4 (-0.8)
- Reduced base damage to 16 (+3.2)
- Increased base armor to 30
Slicing Maelstrom (Secondary)
- Increased charge duration: 2s -> 3s
- Reduced slicing damage coefficient: 5x175% -> 6x100%
- Increased slicing proc coefficient: 5x0.2 -> 6x0.5
- Increased blast radius: 14m -> 17m
- Increased blast damage: 700% -> 900%
- Changed blast falloff model: ??? -> Linear
Shadowfade (Utility)
- Increased total healing: 18.2% -> 25%
Huntress Tweaks:
Vanilla Huntress struggles a lot with consistency and damage. I find that she can frequently be frustrating due to her autoaim attacks going wherever the fuck they want, which is made worse by her abysmal damage. That being said, she is still highly mobile, so she shouldn't get amazing damage either.
Adds 1 new alt: Laserrang
Huntress
- Increased base damage: 12 -> 14
Laser Glaive (Secondary)
- Now tries to bounce between the same two targets rather than chaining. This should help with consistency
- Increased base damage: 250% -> 340%
Arrow Rain (Special)
- Increased damage per second: 330% -> 400%
- Increased proc coefficient: 0.2 -> 0.3
- Increased radius: 7.5 -> 14
- Increased lifetime: 6s -> 8s
- Increased cooldown: 12 -> 22
Ballista (Special)
- Added Slayer keyword (Deals up to 3x damage to low health targets)
- Reduced damage coefficient: 3x900% -> 3x800%
- Increased proc coefficient: 1.0 -> 2.0
Loader Tweaks:
Work in progress! You can try out out changes in-game, but they will not be documented until we are done with her.
Check back soon!
Mercenary Tweaks:
Merc is another character with incredible kit cohesion, with our changes we really just wanted to add a little bit more interest to his options and make them slightly more skillful.
Mercenary
- Increased base movement speed: 7m/s -> 8m/s
Whirlwind (Secondary)
- Increased damage coefficient: 2x200% -> 2x250%
Rising Thunder (Secondary)
- Added Exacting keyword (Attack speed increases damage instead of reducing attack duration)
- Reduced damage coefficient: 550% -> 450%
- Increased cooldown: 2.5s -> 3.5s
Focused Assault (Utility)
- Added Exacting keyword (Attack speed increases damage instead of reducing attack duration)
- Reduced damage coefficient: 700% -> 600%
- Increased cooldown: 8s -> 11s
Eviscerate (Special)
- Reduced proc coefficient: 1.0 -> 0.4
- Increased slicing duration: 2s -> 2.5s
- Increased cooldown: 6s -> 11s
Slicing Winds (Special)
- Reduced proc coefficient: 1.0 -> 0.7
- Increased cooldown: 6s -> 9s
MUL-T Tweaks:
MUL-T deserves to be more of a multi-tool character, so many of the changes here are meant to support that. Additionally, some tweaks are inspired by earlier versions of RoR2, to help make MUL-T feel more unique when they aren't doing so well now. Or in other words, it stands to reason that some of Hopoo's changes actively make MUL-T less fun without really changing how well it performs in practice.
MUL-T
- Increased base movement speed: 7m/s -> 8m/s
- Reduced acceleration: ??? -> 25 (reverted CU1 movement changes)
Nailgun (Primary)
- Removed corkscrew spread pattern, now random (reverted CU6 spread changes)
- Now always fires its nail blast when the attack ends
Scrap Launcher (Primary)
- No longer resets its cooldown when firing (reverted CU3 cooldown changhes)
- Scrap projectile is now affected by slight gravity (reverted CU5 gravity changes)
- Increased projectile speed: 100m/s -> 150m/s
- Attack duration reduced: 0.3s -> 0.2s
- Increased cooldown: 1.5s -> 4s
Power Saw (Primary)
- Is now canceled by sprinting (can no longer be used during transport mode)
- No longer negates crosshair spread in Power Mode
Blast Canister (Secondary)
- No longer canceled from sprinting
Retool (Special)
- Now grants 100 armor while switching weapons
- Increased swap duration: 0.4s -> 0.5s
- Increased cooldown: 0.5s -> 2s
Power Mode (Special)
- (IF 2R4R IS NOT LOADED) Gives its own 20% attack speed penalty
Rex Tweaks:
These REX changes are focused on giving them slightly riskier gameplay, almost to invoke the unique feel of REX as they were when they first released in Scorched Acres but with the QOL improvements of Hidden Realms.
DIRECTIVE: Inject (Primary)
- Reduced healing fraction: 60% -> 30% (reverted CU3 healing changes)
Seed Barrage (Secondary)
- Increased damage coefficient: 450% -> 600%
- Increased cooldown: 0.5s -> 0.75s
DIRECTIVE: Drill (Secondary)
- Reduced cooldown: 6s -> 4s
Bramble Volley (Utility)
- Reduced healing on hit: 10% -> 7%
DIRECTIVE: Harvest (Special)
- Added Finisher keyword (Executes victims below 15% health for 1s)
- Reduced endlag after casting: 1s -> 0.5s
Void Fiend
Void Fiend, in vanilla, is one of my most hated characters, even more than loader. The pieces are cool in theory, but there's very little or no glue holding its kit together, and the execution is incredibly poor. I want Void Fiend's uncorrupt form to have more nuance, as well as a slightly longer cycle to encourage planning around form changes. On the other hand, corrupt form should be significantly more dangerous.
Void Fiend
- Void Fiend can no longer heal while in corrupt form
- Increased base uncorrupt form time: 33.3s -> 45s
- Reduced heal to corruption ratio: -100% -> -50%
- Reduced corruption per crit: 2% -> 0%
[Drown] (Primary)
- Now creates a lingering void pool on every 3rd shot
- Increased attack duration: 0.6s -> 0.8s
- Increased finisher attack duration: 0.6s -> 1.1s
- Increased damage coefficient: 300% -> 380%
- Decreased aim assist factor: 75% -> 25%
[Flood] (Secondary)
- Now inflicts self-knockback for mobility
- Increased blast radius: 5m -> 6m
- Increased cooldown: 5s -> 7s
[Flood] Corrupted (Secondary)
- Now inflicts self-knockback for mobility
- Increased blast radius: 10m -> 12m
- Increased cooldown: 5s -> 7s
[Trespass] (Utility)
- Now grants 3% corruption per cleansed debuff
[Trespass] Corrupted (Utility)
- Now grants 3% corruption per cleansed debuff
[Suppress] (Special)
- No longer restocks over time
[Suppress] Corrupted (Special)
- Can now be used to your heart's content
CHANGELOG
3.1.1
- Updated README with core design philosophy and fixed some formatting/information errors
3.1.0
Artificer:
- Flamethrower range increased: 21m -> 26m
Commando:
- Double tap now double taps (Added 0.08 second variation in cadence)
Void Fiend:
- Reduced base uncorrupt form time: 66.666s -> 45s
- Reduced base corrupt form time: 25s -> 15s
- [Drown] now creates a lingering void pool on every 3rd shot
- [Drown] attack duration increased: 0.6s -> 0.8s
- [Drown] finisher attack duration increased: 0.6s -> 1.1s
- [Drown] attack damage increased: 300% -> 380%
- [Drown] aim assist decreased: 75% -> 25%
- [Flood] (both forms) now inflicts self-knockback for mobility
- [Flood] (both forms) cooldown increased: 5s -> 7s
- [Flood] blast radius increased: 5m -> 6m
- [Flood] corrupted blast radius increased: 10m -> 12m
- [Trespass] (both forms) now grants 3% corruption per debuff cleansed
- [Suppress] no longer restocks over time
- [Suppress] corrupted can now be used to your hearts content
* Suppress is pending a larger rework, but I wanted to release my current Void Fiend changes as they stand. Just expect something much cooler in the future. *
3.0.19
Commando:
- Suppressive Fire now immediately selects targets on activation
3.0.18
FruitySurvivorTweaks:
- Actually updated RainrotSUL dependency
3.0.17
FruitySurvivorTweaks:
- Updated RainrotSUL dependency for Shock rework
* Abilities that use Shock (in vanilla, only Captain's) said they used spark pickups, but in reality these were a 2R4R-dependent feature, which was unintentional. Migrated shock rework from 2R4R to RainrotSUL *
3.0.16
FruitySurvivorTweaks:
- Alloyed COllective update
* They didnt document changes to the properties in Artis Flamethrower state!!!!!! *
3.0.15
FruitySurvivorTweaks:
- Added Heretic tweaks from HereticUnchained
* FST lacking Heretic tweaks was an oversight as 2R4R used to contain HereticUnchained like it does ArtificerExtended *
3.0.14
FruitySurvivorTweaks:
- Updated RainrotSUL dependency
3.0.13
FruitySurvivorTweaks:
- Updated RainrotSUL dependency
3.0.12
FruitySurvivorTweaks:
- Fixed typo in changelog
3.0.11
Captain:
- [IF 2R4R IS NOT INSTALLED] Shotgun primary cooldown now scales with attack speed
MUL-T:
- [IF 2R4R IS NOT INSTALLED] Scrap Launcher primary cooldown now scales with attack speed
3.0.10
Commando:
- Fixed Primary tweaks being improperly set
3.0.7
Engineer:
- Increased Bouncing Grenades cooldown: 0s -> 1.2s
- Increased min Bouncing Grenades per use: 1 -> 3
- Reduced max Bouncing Grenades per use: 8 -> 3
- Increased Bouncing Grenades stun chance: 0% -> 25%
Huntress:
- Fixed glaive hitting its second target twice
- Reduced glaive damage per bounce: 30% -> 10%
- Increased glaive starting damage coefficient: 300% -> 340%
3.0.6
FruitySurvivorTweaks:
- Fixed missing icons
Captain:
- Retiered microbots to T2
3.0.5
Captain:
- Removed Tazer ricochet behavior
- Tazer now bounces to up to 2 additional targets
- Improved consistency of Pocket Wormhole aiming
- Added an endpoint indicator for Pocket Wormhole aiming
- Pocket Wormhole can now be canceled by sprinting
3.0.4
Captain:
- Reduced Pocket Wormhole minimum portal distance: 4m -> 2m
3.0.3
Huntress:
- Increased base damage: 12 -> 15
- Fixed glaive targeting changes not correctly applying
3.0.1
FruitySurvivorTweaks:
- Started updating README before i realized idgaf
3.0.0
FruitySurvivorTweaks:
- Brought back from the dead.... MWAHAHAHAHAH (split off from 2r4r once again)
Bandit:
- Hemmorhage base damage reduced: 20 -> 15
- Now gains +200% attack speed while cloaked
- Reduced primary reload duration: 0.7s -> 0.6s
- Shiv (secondary) increased stock: 1 -> 2
Captain:
- Shotgun primary is now Exacting
- Reduced shotgun charge time: 1.2s -> 0.8s
- Reduced shotgun endlag: 0.35s -> 0.2s
- Increased shotgun cooldown: 1.5s -> 2s
- Reduced tazer AOE radius: 6m -> 2m
- Increased tazer damage bonus on bounce: 2x -> 3x
- Increased diablo strike duration: 20s -> 40s
* i dunno how to make the effect scale properly so im not gonna bother *
- Increased time between Shock Beacon shocks: 2s -> 6s
- Increased Shock Beacon proc coefficient: 0.4 -> 1.0
Huntress:
- Glaive targeting changed, now tries to bounce between only two targets
- Arrow Rain damage per second increased: idr -> 400%
- Arrow Rain proc coefficient reduced: 0.5 -> 0.3
- Arrow Rain radius increased: 12m -> 14m
- Ballista cooldown increased: 16s -> 18s
- Ballista damage coefficient reduced: 1100% -> 800%
- Ballista proc coefficient increased: 1.0 -> 2.0
- Ballista now has the Slayer damage property (bonus damage to low health)
Mercenary:
- Eviscerate duration reduced: 3.5s -> 2.5s
- Eviscerate cooldown reduced: 12s -> 11s
Void Fiend:
- Reduced corruption loss for full heal: -100% -> -50%
- Reduced corruption gain per crit: 2% -> 0%
- Increased armor while corrupted: 25 -> 100
- Can no longer heal while in corrupt form
2.7.0
Bandit:
- Backstab passive now converts all critical strike chance into critical strike damage.
- Hemmorhage dynamic damage formula changed to be a little more predictable.
- Added 2 new skills: Breach and Nail Bomb
MUL-T:
- Fixed a bug where MUL-T's nailgun did not have as much bullet spread as intended.
Captain:
- Reduced Shock beacon's force on hit to minimize cases where it would knock enemies out of it's own stun zone.
- Fixed a bug where MUL-Ts nailgun did not have as much bullet spread as intended.
- Fixed a bug where dual wielding MUL-Ts nailgun with certain other weapons would cause the nailgun to have dramatically less spread than it was meant to
- Renamed the Executes keyword to Finisher
- Added 2 new Bandit skills: Breach and Nail Bomb
- Fixed some sprint-related bugs
- Imported balance/design changes from ArtificerExtended and HereticUnchained
- Slightly buffed Captain's wormhole skill
2.6.1
- Updated R2API submodule dependencies
2.6.0: Commando tweaks!
Commando:
- Increased Phase Round cooldown (3s -> 5s)
- Increased Phase Round base damage (300% -> 500%)
- Increased Phase Round projectile size by 2x
- Increased Phase Blast cooldown (3s -> 5s)
- Increased Phase Blast damage (200% per bullet -> 250%)
- Increased Tactical Dive max stock (1 -> 2)
- Increased Tactical Slide cooldown (4s -> 5s)
- Increased Suppressive Fire damage (100% per bullet -> 120%)
- Reduced Suppressive Fire cooldown (9s -> 8s)
Captain:
- Fixed Pocket Wormhole skill not making Eccentric Vase enigma-incompatible
2.5.6
Acrid:
- slightly reduced acrid bite boost force
- added compatability with AcridBiteLunge by Withor
- increased damage and cooldown of spit and bite
Captain:
- Reduced Vulcan Slug cooldown (2 -> 1.5)
- Added a small amount of self force to Vulcan Slug
(There was no reason for slug to be so slow! It was simply weaker than shotgun. These changes should make it less of a Vulcan SLOG to use ;) )
- Increased Wormhole firing delay (0.6 -> 0.8)
- Updated Thermal Cannon firing behavior + SFX
2.5.5
- increased rex m1 damage back to 80%
- reduced rex m1 heal fraction to 30% (healing should stay roughly the same)
- increased rex alt utility heal fraction to 7% of max health
- added a config option to disable captain beacons refreshing when the teleporter event begins
- fixed a (harmless?) bug with desperado tokens failing to transfer from nothing at the beginning of every run
2.5.3
- reduced bandit reload time to 0.7s
- reduced desperado damage to 250%
2.5.2
- reduced pressure mine arm time
2.5.0
- captain skills
2.4.0
- MUL-T
- Actually compatible with latest R2API
2.3.2
- Engineer
- Compatible with latest R2API
2.3.1
- consolidated execution effects into a single consistent behavior
- added Execution keyword
- fixed some lang errors
2.3.0
- rex pass 2
- captain beacon + diablo stuff
2.2.1
- adjusted beacon radii
- adjusted shock beacon force + proc coeff
- adjusted hack time
- updated hemmorhage keyword to more accurately reflect new behavior
- increased acrid's move speed
2.2.0
captain
2.1.0
added acrid changes
2.0.3
added behavior to keep desperado tokens between stages
2.0.2
fixed some stuff in the readme
2.0.1
Bandit:
- Fixed a bug where Dagger was having way more force than intended
- Fixed a bug where Smoke Bomb was having a little less bounce than intended
- Fixed a bug where the primary reload speed was a little faster than intended
- Fixed a bug where the stealth duration changes werent actually working
- Fixed a bug where Desperado damage would not increase with additional tokens
- Added new Hemmorhage behavior
- Added new execution behavior for both specials
2.0.0
- Release ver; migrated from RexTweaks
- Added bandit tweaks