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Skeletogne-EnemyAbilities-1.15.3 icon

EnemyAbilities

A difficulty mod that adds 19 new skills for enemies to use, amongst other tweaks!

Date uploaded 2 weeks ago
Version 1.15.3
Download link Skeletogne-EnemyAbilities-1.15.3.zip
Downloads 2508
Dependency string Skeletogne-EnemyAbilities-1.15.3

This mod requires the following mods to function

RiskofThunder-R2API_Sound-1.0.3 icon
RiskofThunder-R2API_Sound

API for adding custom sounds or musics

Preferred version: 1.0.3
RiskofThunder-R2API_DamageType-1.1.7 icon
RiskofThunder-R2API_DamageType

API for registering damage types

Preferred version: 1.1.7
RiskofThunder-R2API_Prefab-1.1.1 icon
RiskofThunder-R2API_Prefab

API for Prefab creation, networking and duplication

Preferred version: 1.1.1
RiskofThunder-R2API_RecalculateStats-1.6.5 icon
RiskofThunder-R2API_RecalculateStats

API for manipulating Character Stats

Preferred version: 1.6.5
RiskofThunder-R2API_Language-1.1.0 icon
RiskofThunder-R2API_Language

API for modifying the language localisation of the game

Preferred version: 1.1.0
score-MiscFixes-1.5.7 icon
score-MiscFixes

Fixes some bugs

Preferred version: 1.5.7

README

Enemy Abilities

This is a difficulty mod that increases the challenge of defeating the game's various enemies by giving them new skills! Most abilities increase the difficulty of fighting a given enemy, however some abilities will open up new counter strategies!

Alloy Vulture

New Secondary - Swoop

  • Swoops towards the target, slashing with it's talons.
  • Inflicts Bleed
  • Will stun itself if it flies into a wall!

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Alpha Construct

New Passive - Alpha Tripwire

  • Creates tripwires between themselves and other Alpha Constructs.
  • Walking into these tripwires deals a heavy burst of damage, and can both root and slow.
  • Watch your step!

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Beetle

New Special - Summon Reinforcements

  • When Beetles are lonely enough for long enough, they gain the ability to call out and summon additional Beetles.
  • This will summon another Beetle nearby, having a small chance to propagate it's elite affix (config adjustable).
  • Only usable when more than 40m away from a player, and there are few enough beetles nearby, and they have not been attacked in the last 10 seconds.

New Passive - Strength in Numbers

  • Beetles gain stacks of Strength in Numbers when nearby other Beetles. Beetle Guards grant 2 stacks, and Beetle Queens grant 3.
  • Strength in Numbers gives them stacking armor and move speed up to a max of 10 times, and can grant additional stats via config options.

Other Changes

  • Director Cost reduced from 8 to 7.
  • Base Move Speed increased from 6m/s to 8m/s.
  • Headbutt range increased from 2m to 7m, and grants a small lunge towards it's target. This range grows by 0.5m for each stack of Strength in Numbers! (also config adjustable).
  • Custom buff icon by Synodii!

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Bighorn Bison

New Secondary - Unearth Boulder

  • Unearths a boulder in front of it. This boulder has a healthbar and can be damaged by both enemies and players. Melee-attacks from Bison will break the boulder instantly!
  • When the boulder is killed, it launches three mini-boulders in a spread towards the nearest enemy of the boulder's killer. These mini-boulders explode on impact.

Other Changes

  • Changed hitstun requirement from 15% to 30% of max health, to match Golems and Beetle Guards.
  • Charge can be used from 80m away, which is the same distance Unearth Boulder can be used from.

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Blind Pest

New Secondary - Thwomp Stomp

  • Slams down with a poison explosion to hit targets directly beneath it.
  • Enters a grounded state for three seconds afterwards.

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Brass Contraption

New Special - Explosive Toll

  • Tolls, then sends out a signal to up to 6 nearby embedded Brass Contraption projectiles.
  • The signal causes them to explode after a short delay!

Other Changes

  • Max Health increased from 300 (+90 per level) to 380 (+114 per level).
  • Can no longer interrupt its own attacks at high attack speed.

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Clay Apothecary

New Special - Tar Deluge

  • Spawns a Tar Ball that it charges for 3 seconds. If it takes damage during the charge, the Tar Ball will get bigger and deal more damage!
  • Creates a large lingering tar area upon landing. Deals low damage, but applies tar. The zone is larger the more charged the Tar Ball was!
  • If killed during the charge, it blows up, damaging nearby monsters!
  • Only usable below 60% health.

Other Changes

  • Base Armor increased from 0 to 10.
  • Max Health increased from 1050 (+315 per level) tp 1300 (+390 per level).
  • Director Cost increased from 150 to 175.
  • Custom buff icon by DTEE!

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Clay Templar

New Utility - Grenade Barrage

  • Launches a volley of five tar-filled grenades over cover to flush it's target out.
  • Only usable if it doesn't have line of sight, and can draw an arc to the target.

Other Changes

  • Minigun wind-down endlag reduced from 2s to 0.5s, to make it less cheeseable at close range.
  • Tar Blast endlag reduced from 1.3s to 0.5s.
  • Tar Blast knockback slightly increased, will roughly knock players back 30m instead of 20m.

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Greater Wisp

New Special - Inferno Wheel

  • Charges up a ring of powerful fireballs that spin around the Greater Wisp.
  • Fireballs explode and leave behind a large DoT zone on impact.
  • Each fireball can be damaged and destroyed.

Other Changes

  • Max Health increased from 750 (+225 per level) to 900 (+270 per level).
  • Director Cost reduced from 200 to 175.

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Grovetender

New Special - Mass Resurrect

  • Grovetenders passively collect gravestones when nearby enemies die.
  • They then launch collected gravestones at the player, which explode into the ghost of the killed enemy.
  • Ghosts provide armour to the grovetender.
  • Only usable below 50% HP.
  • ustom buff icon by DTEE!

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Larva

New Utility - Caustic Pod

  • Launches a small blob of acid towards their target. Deals no impact damage.
  • Spawns a Caustic Pod at the location of impact that explodes upon taking damage.
  • Deals light AoE damage to all nearby bodies (both ally and enemy!), and applies poison.
  • Behaves similarly to Sulfur Pods (although deals less damage).

Other Changes

  • To compensate for the additional self-damage of caustic pod, larval leap self damage reduced from 50% max HP to 33% max HP.

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Lunar Golem

New Special - Laser Sweep

  • Sweeps a laser along the ground towards the player, igniting the ground.
  • Ignited ground deals light AoE, and explodes after a short delay.
  • Only usable below 90% HP. Has 2 charges by default.

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Solus Extractor

New Utility - Tendril Tether

  • Fires off a tendril towards it's target.
  • Hooks onto both terrain and units, pulling the Extractor towards them.
  • If the Extractor hits a player, it slows them, gains an attack speed boost, and a reset on their Extract ability.
  • Extractors now prioritise enemies that have items that they can actually steal.

Other Changes

  • Will now prioritise targets that have items, meaning they are much more likely to target players over drones.
  • Move speed increased from 11.2m/s to 18m/s.
  • Acceleration increased from 40 to 60.
  • Director Cost increased from 25 to 30.

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Solus Prospector

New Secondary - Drill Burrow

  • Burrows beneath the ground, then emerges beneath it's target shortly after.
  • Is invulnerable whilst underground. Automatically re-emerges after 2 seconds.

Other Changes

  • Director Cost increased from 11 to 16.

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Solus Scorcher

New Utility - Jet Boost (new!)

  • Dashes forwards in the direction that it's looking.
  • Will use this to close the gap between itself and oiled targets.

Other Changes

  • Full AI overhaul
  • They now prioritise using their flamethrower directly on oiled targets before using it on oil blobs.
  • Will use their flamethrower on non-oiled targets if they get too close!
  • Oil puddles are now TeamIndex.Neutral and thus can be damaged and detonated by enemies with fire-based attacks such as Lemurians or Scorch Worms.
  • Can no longer damage allies with it's flamethrower.
  • Flamethrower total damage coefficient incraesed from 100% to 200%.
  • Flamethrower cooldown reduced from 6s to 1s, but this cooldown now only starts once the skill ends.
  • Director Cost increased from 18 to 28.
  • Spawn duration increased from 0s to 1s.

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Solus Transporter

New Utility - Tractor Beam / Fling

  • Picks up monsters with a tractor beam, before tossing them at its target.
  • Deals damage dependent on the flung monster's weight.

Other Changes

  • Move speed increased from 10m/s to 14m/s.
  • Acceleration increased from 14 to 20.
  • Director Cost reduced from 200 to 150.
  • Custom buff icon by DTEE!

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Stone Titan Primary: Seismic Shockwave

New Primary: Seismic Shockwave

  • Jumps and upon landing creates a slow-moving radial shockwave.
  • Can be jumped over!
  • Knocks both players and monsters up into the air!

Other Changes

  • Stone Construct summon animation duration reduced from 9s to 5s.
  • Stone Construct delay before firing reduced from 6s to 3s.
  • Delay between Stone Construct projectiles reduced from 1.5s to 0.75s.

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Void Reaver

New Special: Summon Void Anglers

  • Summons a Void Angler!
  • Void Anglers float and fire extremely long-range lasers at players.
  • They're fragile, and also disappear once their summoning Void Reaver is killed!
  • Custom buff icon by DTEE!

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Xi Construct

New Secondary: Core Launch

  • Spins up to fire it's core at the nearest player.
  • The core embeds in the ground for a few seconds, and transfers any damage it takes to the Xi Construct.

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Notes

  • All modules are enabled by default! Don't like a skill? You can disable it in the config!
  • May contain bugs! Please report any issues that you find by using the github link, or messaging me in the RoR2 Modding Discord server.

Credits

  • DTEE of Icons fame for creating the mod icon, and numerous buff icons! Go check their stuff out!
  • .score for the PluginConfig and for some AISkillDriver utils that I filched from Enemies++
  • Synodii for creating the cute little beetle buff icon.
  • rune580 for RiskOfOptions
  • The many wonderful folks on the RoR2 modding discord for helping me with both code and ideas.

CHANGELOG

Changelog

1.15.4

  • Addressed a bug that causes Brass Contraption projectiles to expand infinitely. Was unable to reproduce this bug on my end, but added some guards that should prevent this behaviour.

1.15.3

  • Added a load of icons made by DTEE to the mod!
  • Made another attempt to correctly network Angler Eyes. We'll see if this one sticks.

1.15.2

  • Beetles now correctly update their stacks of Strength in Numbers to 0 if they're the only beetle nearby.
  • Beetle summon animation duration lasts longer and they now can be interrupted by taking damage.
  • Beetles have additional restrictions on their summon. They have to be more than 40m (adjustable) away from any target, rather than their current target. This should reduce instances of them summoning despite being near the player due to targeting a far-away enemy. They also cannot summon if they have been damaged in the last 10 seconds.
  • Bison rocks now deal 2.5x damage when detonated by a player, allowing it to be used more effectively as a counterattack. Added a configuration option to tune this multiplier.
  • Added config settings for on-kill proc chance for Acid pods. By default these are set to 0.

1.15.1

  • Beetles now ACTUALLY retain 100% of their gold and exp reward, and summoned Beetles half.
  • Fixed a bug that stopped Solus Extractors from using Tendril Tether
  • Solus Scorchers' spawn states now last 1 second instead of 0.

1.15.0

  • Gave Solus Scorchers a new ability: Jet Boost!
  • Void Anglers now provide vision for their owner Void Reavers, allowing the Reavers to use their primary without direct line of sight.
  • Void Anglers default range reduced (500m => 200m). Attack charge time increased (1.5s => 3s). Add some sound cues and visual touch-ups to their attacks.
  • Summoning Beetles now retain 100% of their gold and exp reward, and summoned Beetles inherit half of that value.
  • Strength in Numbers got a new custom buff icon courtesy of Synodii!
  • Solus Extractors now actually require line of sight to use Tendril Tether.
  • Solus Extractors now unhook early if their continued trajectory would take them away from their target.
  • Reduced the volume of most of the mod's sounds.

1.14.0

  • Gave Beetles a new special ability: Summon Reinforcements!
  • Void Anglers should now correctly appear on clients in multiplayer.
  • Buffed Solus Extractor tether's projectile speed from 100 to 120.
  • Gave Solus Prospectors some new burrowing SFX.

1.13.0

  • Gave Brass Contraptions a new special ability: Explosive Toll!
  • Larva caustic pod explosion range now correctly reads the right config option. Default explosion radius restored to 12m.
  • Added a sound cue to the start of Alloy Vultures' swoop attacks.
  • Polished up the README to make additional module changes more clear.
  • Added additional config options to modify the base stats and director cost of each enemy tweaked in the mod.
  • Added SoundAPI dependency.

1.12.1

  • Changed Gravekeeper Ghosts to be even more red to distinguish them from burning enemies.
  • Fixed the Angler Eye Beam Cooldown config option being locked at the lowest setting.
  • Solved a few NREs here and there.
  • Slightly reduced the distance that non-oiled players can be from an oil blob before a Solus Scorcher prioritises attacking the blob.

1.12.0

  • Gave Void Reavers a new ability: Summon Void Anglers!
  • Gave Solus Scorchers smarter AI!

1.11.2

  • Added a config option for bison boulders for adjusting the spread angle.
  • Minor VFX update to Bison mini-boulders. (they start at a random rotation now, that's it)
  • Added extra sounds and visual cues to Clay Apothecary Tar Deluge
  • Added a trail effect to enemies thrown with Solus Transporters' tractor beam.
  • Made the Lunar Golem Laser Sweep blue. (now with extra sound and visual cues!)
  • Made the Greater Wisp Inferno Wheel green. (now also with extra sound and visual cues!)
  • Reduced default Caustic Pod explosion radius (12m => 8m)

1.11.1

  • Xi Constructs no longer disable their main hurtbox during core launch. A new config option has been added to toggle this.
  • Alpha Constructs can no longer use Alpha Tripwire from inside Drifter's bag.
  • Alpha Tripwire no longer activates if the two Alpha Constructs are within 3m of eachother to prevent really small, hard-to-see tripwires.
  • Bison can no longer unearth a boulder within 5m of another boulder.
  • Changed this a few versions ago but forgot to include it and can't remember which version it was, so here it is - Clay Templars now have better VFX on their grenades.

1.11.0

  • Gave Stone Titans a new ability: Shockwave Stomp!
  • Changed the Bison Rock spawn sound to make it less ridiculously loud.
  • Fixed a Swoop NRE related to them losing their target during windup.
  • Reduced the default base damage of Alpha Tripwire (350% => 250%)
  • Increased the speed of Grovetender gravestone projectiles (60 => 120)
  • Lowered the base health of Greater Wisp inferno wheel projectiles (130 +39 per level => 100 +30 per level)

1.10.1

  • Fixed the Root and Slow configs for Alpha Constructs

1.10.0

  • Gave Alpha Constructs a new ability: Alpha Tripwire!
  • Greater Wisp Fire Carousel fireballs now correctly scale max health with level.
  • Clay Templars have less endlag on their attacks, which should encourage them to use Cluster Grenade more often.
  • Solus Transporters can no longer pick up and throw Scorch Worms.

1.9.0

  • Gave Solus Extractors a new ability: Tendril Tether!
  • Tightened the spread on Bison Boulders if they fire more than 1 from 30 degrees to 15 degrees.
  • Bison Boulders no longer target neutral character bodies.
  • Gave Xi Core a pulsing visual effect upon getting embedded so it's easier to locate.

1.8.0

  • Reworked the Bison Boulder ability to make it less janky! Can be damaged by both players and enemies, launches three mini-boulders on death and is killed instantly by Bison melee attacks.
  • As a result, changed a few of the Bison config options.
  • Actually added the .dll this time lmao
  • Lots of under-the-hood changes to make the mod less boilerplate-y and easier for myself to make future additions to the mod.
  • In particular finally made use of the BaseModule class and dechunkified the PluginConfig. With that in mind, I HIGHLY recommend clearing your Config file for this update!
  • Changed Greater Wisps' Inferno Wheel from a secondary to a special ability.
  • Lunar Golems will no longer use Laser Sweep on airborne targets.
  • Solus Prospectors will no longer use Drill Burrow on airborne targets.

1.7.0

  • Gave Greater Wisps a new ability: Inferno Wheel!
  • Added LanguageAPI dependency.
  • Added name tokens for the mod's CharacterBody projectiles. (Xi Core shows up as Xi Construct, as they share hitboxes - will look into this at some point).

1.6.0

  • Gave Larvae a new ability: Caustic Pod!
  • You can no longer play as the bison boulder by picking one up as Drifter.
  • Removed Xi Construct "prioritises players" config option as it hasn't worked since 1.4.0.
  • Updated Xi Construct core projectile visuals slightly. Still not exact, but closer!
  • Added MiscFixes dependency.
  • Moved the changelog.

1.5.2

  • Fixed a frequent Clay Apothecary NRE that I somehow missed
  • Changed the visual charge effect for the Clay Apothecary Tar Ball to something less noisy

1.5.1

  • LOTSA BUG FIXES!
  • Solved a whole pile of NREs
  • Solus Transporters should no longer permanently lose collision after using Fling.
  • Bison Rocks should no longer get stuck in a weird rolling state. They're still a bit buggy tho lmao
  • Clay Templar grenades should clip terrain mid-flight a little less often.
  • Fixed some networking issues with Clay Apothecary tar blobs.
  • Lunar Golem fire trails should no longer randomly disappear before exploding.
  • Removed "KABOOM!" log spam from Laser Sweep. Oops.
  • Xi Constructs should no longer rarely get stuck in their recall state indefinitely.
  • Vultures should no longer commit to swoop if their target is above them.

1.5.0

  • Gave Lunar Golems a new ability: Laser Sweep!
  • Fixed an NRE related to tractor-beamed enemies getting killed during the fling wind-up.
  • Removed an Error Log message from the TractorBeam module that should've really been a Debug message anyway.

1.4.0

  • Gave Clay Apothecaries a new ability: Tar Deluge!
  • Should no longer replace Pillar of Blood visuals with Grovetender chains.
  • Prospectors should no longer get yoinked out of the ground by Transport Drones.
  • Fixed an NRE related to Prospectors getting stuck underground.
  • Xi Constructs previously had trouble making up their minds about their targets. This has a band-aid fix: Xi Constructs will now ALWAYS target players.

1.3.2

  • Updated Grovetender ghost visuals to look fiery to differentiate from Happiest Mask visuals.

1.3.1

  • The Grovetender ghost item (should) no longer appear as a white item.
  • Added DamageSources to each of the mod's attacks.

1.3.0

  • Gave Grovetenders a new Special: Mass Resurrect!
  • Added some new visuals for Solus Prospectors' Drill Burrow
  • Minor touchups to the Bison Rock ability but it's still kinda buggy.

1.2.0

  • Gave Bighorn Bison a new Secondary: Unearth Boulder!
  • Networked the mod's various projectiles and attacks.
  • Added a boatload of Configuration options. (Some of them are even untested!)
  • Added R2API DamageType dependency.

1.1.1

  • Local idiot forgets to update the README properly
  • Got rid of the accursed extra apostrophe in the manifest description

1.1.0

  • Gave Xi Constructs a new Secondary: Core Launch!
  • Clay Templars should now correctly use Grenade Barrage within 10 seconds of last seeing a target, rather than after.
  • (hopefully) solved some NREs here and there.

1.0.1

  • Updated manifest to include git repository link. that's it

1.0.0

  • Exists