VVitchh-VoidFiendRework icon

VoidFiendRework

Reduces animation times and improves ability values to make void fiend faster, snappier, more responsive and actually fun!

Last updated a day ago
Total downloads 1336
Total rating 1 
Categories
Dependency string VVitchh-VoidFiendRework-1.0.1
Dependants 1 other package depends on this package

This mod requires the following mods to function

bbepis-BepInExPack-5.4.2118 icon
bbepis-BepInExPack

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

Preferred version: 5.4.2118
RiskofThunder-HookGenPatcher-1.2.8 icon
RiskofThunder-HookGenPatcher

MMHOOK generation at runtime.

Preferred version: 1.2.8
tristanmcpherson-R2API-5.0.5 icon
tristanmcpherson-R2API

A modding API for Risk of Rain 2

Preferred version: 5.0.5

README

THANK YOU HIFU

Huge shoutout and thank you to HIFU, his void fiend mod helped me immensely to understand which methods were which. As a novice having a reference from somebody else made this INFINITELY easier, endless thanks to HIFU

Design Philosophy

Void Fiend feel way to clunky and "floaty", especially early run he just feels terrible. My goal for this mod was to make him far quicker, snappier, and more consistent. I know his theme is supposed to be wild and hectic, but it's just not fun to play.

Compatibility

Probably not compatible with other mods that change void fiends abilities, idk for sure I didn't really test it. But just assume stuff will break

Primary changes

Corrupted drown is a little too strong, especially early run, nerfing the damage and proc coefficient helps level it out, worse in the early run, still great late run.

  • Corrupted Drown
    • Base damage reduced 2000% --> 1500%
    • Proc coefficient reduced 5 --> 3

Secondary changes

Honestly I think flood for the most part is fine. Might make some changes down the road. But for now I'm leaving it as is

Tresspass changes

Tresspass sucks SO BAD especially early run, these changes aim to make it feel much better mobility and consistency wise. These changes are only for the uncorrupted trespass, corrupted is just fine imo

  • Changed trajectory ~2 units forward, 2 units up --> ~3.2 units forward .8 units up
  • Base charges 1 --> 2
  • Base cooldown 5s --> 8s
  • Animation time(at base) ~1s --> .5s
  • Corrupted tresspass unchanged
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Suppress

Suppress takes so long, and feels very clunky. Speeding it up lets you dance around while having much more control over corruption levels.

  • I removed attack speed scaling, as once you get a few items its literally instant, so i wanted to keep it short, but have it always be the same duration.
  • However since in corrupt mode it costs you health, scaling with attack speed is fine, its too inhibiting late game to have to be slowed down for that long

Uncorrupted:

  • Corruption loss 25% --> 10%
  • Healing 25% --> 7%
  • Animation time 1s --> .3s (Will not scale with attack speed)

Corrupted:

  • Health loss 25% --> 20%
  • Corruption gain 25% --> 20%
  • Animation time 1s --> .7s (will scale with attack speed)
  • Base Charges 2 --> 3
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Passive changes

The main idea to just make the gameplay loop more consistent. Instead of big jumps here and there, should fill up at a similar pace early run to late run

  • Corruption per void item 2% --> 0%
    • Getting to 13 void items and just infinitely healing is dumb, itll always reset to 0
  • Each void item increases charge rate by 2%
  • Corruption per crit 2% --> 0
  • Corruption change per heal -100 --> -50
  • Corruption change per damage 100 --> 50
  • Transition animation 1s --> .4s
    • Real talk why is the vanilla animation so damn long

To-do list / possible changes

  • Rewrite to make all the values configurable
  • Change flood to be higher speed, less damage, idk play with some values there
  • Refactor code, im aware my code is complete garbage, acknowledging it absolves me of all wrongdoing