CHANGELOG
0.1.6 - Baby's first "emergency" patch
This is the actual last update for a while! A kind stranger has informed me that Loader's Grapple did not work with Killdroid mod installed.
- Updated README
- I was playing a very big modpack when I had the particle issues, I dont think it was caused by any of the mods in the modpack directly. Will look into it more.
- Killdroid now correctly continues the ApplyForceImpulse & CharacterMotor FixedUpdate hooks
- AKA loader works now, and probably alot of other knockback things that were broken. You did not have to have a killdroid active for this to occur, it just had to be downloaded
- Killdroid has new colors (wow!)
- Killdroid's audio levels have been slightly adjusted
- Killbots use unique sound effects that should be significantly quieter.
- Killbots use an explosion effect more accurate to their explosion range
- Cancelling flight manually now divides your velocity instead of setting it to a specific amount
- Probably some other things I forgot about
Sorry if any bugs are introduced by this update but I dont think anything should break...??? This update just wasnt meant to release yet. Happy birthday!
0.1.5
Likely the final update for a while. (For real this time)
- "Updated README" who GAF
- Deploy
- Deploy is no longer considered a combat skill
- Detonate
- Fixed Detonate's curse not being removed properly when using the ability again
- Deploy Explode/Utility
- No longer able to cancel itself
- Now deletes the killbot if the skill is cancelled
- Flight
- Fixed being unable to jump when landing
- FlightCancel velocity reduced (was I high when I made this ??)
- Probably some other things I forgot sorry I just wanna watch Lythero Thank you for your patience!
0.1.4
- Added description of what Killdroid actually does to the README. I think I did this right.
- This was suggested by someone in the ror2 modding discord. getting pinged in the RoR2 modding discord is unironically the scariest experience of my life and I would like to prevent it so I will listen to them!
0.1.3 - Quality of Death
AHAHAHA IM OS FUNNY GET IT THATS THE NAME OF THE UPDATE FOR THE ORIGINAL GAME!!!!
-
More adjustments to README
-
Killbot
- Base damage reduced from 18 to 16
- Explosion Radius increased (but like for real this time)
- Now use more accurate projectile colliders
-
Killdroid
- New passive: Ignorance. Killdroid can phase through enemies.
- Mainly because its funny and game accurate (characterMotors are "invisible walls", right?) but also to fix edgecases with flight because capsule colliders on enemies like golems and titans are fucking massive so I increased flight hitbox to account but now flight's hitbox is just way too big
- Base damage reduced from 15 to 13
- Max Health reduced from 180 -> 160
- Armor increased from 0 -> 12 (Same effective health as before he just struggles less trying to regenerate it)
- Detonate:
- Now deals damage AFTER the explosion UNLESS deus ex machina is active.
- It dealt damage to you before damage was dealt to everything else specifically FOR Deus Ex Machina. However this created issues with RiskyMod's Delicate Watch & Plasma Shrimp (because that item really wasnt good enough)
- ALL phases of detonate block you from using deploy
- Detonate's curse now wears off faster (15 second delay -> 10 second delay, 0.6 seconds per stack -> 0.5 seconds per stack), but their timers are recalculated if you obtain more stacks (AKA using detonate again before curse wears off results in it lasting significantly longer).
- Now deals damage AFTER the explosion UNLESS deus ex machina is active.
- Flight:
- Hitbox size decreased by like 75% horizontally
- Hitbox is now slightly ahead of killdroid (still does not extend past old hitbox)
- Killdroid properly faces the direction it is flying in
- FlightCancel now resets your vertical velocity.
- Resets all jumps
- Attempting to jump during Flight will now cancel it with a little boost instead. (Animation TBA)
- Bonk:
- Air Control is given back on exit
- This should prevent accidental trimps that end with you flying across the map with no control. It was kinda funny tho.
- Added an 0.4 second grounded grace period before it ends
- You can trimp and keep your speed now. But like for real. You're welcome.
- If you have a jump available and attempt to use it, the bonk state is cancelled.
- Only resets sound effect if touching the ground
- Air Control is given back on exit
- Deploy Explode/Utility
- Gives less speed overall.
- Redirects velocity better.
- Can no longer cancel itself.
- Deploy
- No longer considered a combat ability (AKA red whip success)
- Deploy Killbot/Primary
- No longer considered a combat ability (AKA red whip success)
- New passive: Ignorance. Killdroid can phase through enemies.
0.1.2
- Updated README
- Increased time to detonate by 1s
- Killbots now spawn on your left
- Increased Killbot projectile speed
- Increased Killbot projectile explosion radius
- Reduced killbot projectile damage
- Reduced killbot death explosion radius
- Fixed killbot death explosion having really weird nonsensical exponential damage scaling (now just does 2000%, may adjust)
- Fixed Killdroid primary not scaling with attack speed properly
- Reduced Detonate curse & curse duration
- Increased Detonate Damage
- Detonate now scales from 100% to 50% damage from the center (as opposed to 100% to 0%)
- Reduced Detonate Cripple duration
- Increased minimum radius of Detonate (should be more consistent when early booping)
- Increased maximum damage of Detonate (Further insentivize booping I think its really funny)
- Increased Bonk state Acceleration
- Increased Deploy Detonate damage per tick
- Increased Detonate Cooldown
- Can no longer activate Deploy during Detonate
- Reworked Deploy Utility speed (You gain less from activating while falling but it is a stronger force by default)
- You can now launch directly upwards with Deploy Utility by releasing the movement keys
- Increased gravity during bonk
- Increased turn control over bonk
- Probably fixed the False Son attacking killdroid for using Deploy Detonate
- Detonate & Deploy Detonate now "share" a cooldown (via semi janky means)
0.1.1
- Updated README
0.1.0
- Removed Evil Scary