Alien Hominid
Adds an aliem | new weapons, configs, polish, and somewhat-ror-friendly config
Date uploaded | 5 months ago |
Version | 1.0.1 |
Download link | TheTimesweeper-Alien_Hominid-1.0.1.zip |
Downloads | 34158 |
Dependency string | TheTimesweeper-Alien_Hominid-1.0.1 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2101RiskofThunder-R2API_Prefab
API for Prefab creation, networking and duplication
Preferred version: 1.0.0RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.0.0Smooth_Salad-ShaderSwapper
A lightweight library for upgrading stubbed shaders to actual shaders at runtime.
Preferred version: 1.0.1README
Aliem
When will alien hominid invasion come out that shit's gonna be funit is fun indeed- happy halloween modjam 2022 c:
- multiplayer compatible!
- scepter support
- somewhat-ror-friendly version in config
Anything you'd like to say about the guy, ping me (thetimesweeper
) on the ror2 modding discord or the enforcer discord (https://discord.gg/GgjjDvStcV).
someone get me some cool screenshots pls
Weapons
There are different primary weapons to choose from.
- Repeatedly press to shoot normally, and hold for an alternate fire that can charge up!
- (You don't have to break your fingers. So long as you are pressing at a reasonable pace, you are considered mashing, and the weapon will fire at max attack speed.)
Credits
Dotflare - Model
rob - Animations
tsuyoikenko - Gip skin
The Behemoth - inspiration, sounds
Known Issues
- I fuckin fixed them all
- if I didn't, let me know
Future Plans (that I may or may not get to)
finish him lol- more weapons: BB gun, lightning gun
- more mutations: fire trail, jetpack
- better effects maybe
- more sounds
- enemy version?
- pretty up readme
Changelog
see changelog tab for more
1.0.1
- fixed close range knife not activating always
- tweaked its hitboxes, added it to config
- fixed skins breaking when raindroplobotomy was installed
1.0.0
shout out to rob. this update wouldn't have happened if he didn't give the boy some attention
- added energy sword
- added human machine gun
- added sawed off
- added Weapon Swap specials, replacing secondary with a second primary
- added somwhat ror-friendly gup skin (thanks tsuyoikenko!) (config to set as default and change icon)
- solidified mash to shoot and hold to charge functionality for primaries
- mash at pretty lenient pace and it will auto shoot at max attack speed
- hold and it will charge up a charged attack
- secondary now fires charged version of primary at max charge, depending on selected primary
- updated most animations and added new ones (thanks rob!)
- a few nerfs for a few reasons. long story short I care about him now
- added configs for pretty much everything, available in Risk of Options
- added shooting while diving and riding
- added armor while diving and riding
- added a double jump which can cancel dive
- severely improved riding presentation
- added hitbox on popping out of burrowing
- added config ability to control movement of the enemy or ally AI you're riding. behind config cause it's probably buggy
- added proper AI
- added shank on close range ray gun (in reference to the original game)
- increased hitbox size of projectiles with respect to enemies but not world
- separated assetbundles n stuff
- added language support
CHANGELOG
Changelog
1.2.3
- fixed incredible nullref spam from the latest update
1.2.2
- fixed fps issues
1.2.1
nevermind DamageAPI is fixed
- returned chomp decapitating and broken achievements
- fixed missing footsteps
- dive can now be aimed downwards (this was in a previous patch idk which)
1.2.0
half updated for sots
- damagetypes are disabled until r2api.damagetypes is fixed. for now this means:
- chomp will not do decaptiate effect on kill
- some achievements are removed, their skills unlocked by default
- sots fuckery. these issues are likely out of my control until gearbox fixes their issues
- sword projectile is no longer client authoritative. it might feel like ass on client. still works though
- hold to charge weapons now charge faster/slower based on fps
- sword dash now goes much further/shoerter baed on fps
- human machine gun charged shots shoot much faster/slower based on fps
- close range knife attacks faster/slower based on fps
- charactermotor onhitground changes have made burrowing inconsistent
- wew
- wip BBGun weapon in cursed config untested for time. will be fixed/released with full patch
1.1.0
- added config to remove mashing, allowing to simply hold to shoot. this removes the ability to hold to charge of course
- let me know if this causes any issues
- added new WIP weaopn in cursed config, BBGun
- Ignore all the empty config entries haha
- let me know if this causes any issues
- shoots a ton of bees, but they're optimized as fuck. if you have potato pc please reach out and let me know if it hurts your frames at all
1.0.1
- fixed close range knife not activating always
- tweaked its hitboxes, added it to config
- fixed skins breaking when raindroplobotomy was installed
1.0.0
shout out to rob. this update wouldn't have happened if he didn't give the boy some attention
- added energy sword
- added human machine gun
- added sawed off
- added Weapon Swap specials, replacing secondary with a second primary
- added somwhat ror-friendly gup skin (thanks tsuyoikenko!) (config to set as default and change icon)
- solidified mash to shoot and hold to charge functionality for primaries
- mash at pretty lenient pace and it will auto shoot at max attack speed
- hold and it will charge up a charged attack
- secondary now fires charged version of primary at max charge, depending on selected primary
- updated most animations and added new ones (thanks rob!)
- a few nerfs for a few reasons. long story short I care about him now
- added configs for pretty much everything, available in Risk of Options
- added shooting while diving and riding
- added armor while diving and riding
- added a double jump which can cancel dive
- severely improved riding presentation
- added hitbox on popping out of burrowing
- added config ability to control movement of the enemy or ally AI you're riding. behind config cause it's probably buggy
- added proper AI
- added shank on close range ray gun (in reference to the original game)
- increased hitbox size of projectiles with respect to enemies but not world
- separated assetbundles n stuff
- added language support
0.3.2
- increased damage on ray gun
- projectile is harder to hit (especially in mp), so it can afford to do higher than commando-tier damage
- increased chomp heal from 10% max health to 30%
- lowered chomp cooldown and damage
- chomp now has
BonusToLowHealth
damage type
these changes should hopefully make his kit flow a little better, and give some needed buffs
(from what I know. If I buffed him too much let me know)
0.3.1
- leap now only rides if you're holding the input
- config for always ride
- you're welcome, contra c:
- slightly toned down the range on riding detecting
- readded hitbox to leap
- added scepter why not
- added another silly way to shoot raygun in cursed
- moved up aim origin so projectiles hit the floor less
- reordered so he's not in between tesla trooper and desolator
- fixed stats not being to vanilla standard
0.3.0
- fixed projectiles in multiplayer
- fixed riding error spam in multiplayer
- networked riding position for clients.
- each player will see their proper riding position on their screen, but on other screens they will floating behind
- can now ride allies, which gives them a movement buff
- was already giving enemies a movement buff to simulate panicking. simply applies to allies as well
- chomp now heals for 10% of max health
- borrowed some sounds from the game for his projectiles' impacts
- added his upper and lower jaw to ragdoll
likely (hopefully, barring bugs) my last update for this guy until I sometime later decide to revisit him
have fun and thanks for havin fun c:
0.2.1
- fixed another bug with ridden enemies dying causing lockups when certain mods were installed
- fixed character collider causing him to spawn through the floor out of the pod
0.2.0
- added item displays
- chomp now decapitates enemies if it kills them
- fixed bug with riding certain entities
- adjusted character collider to more suit his tiny body
0.1.0
- c: