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egpimp-EggsSkills-2.1.3 icon

EggsSkills

Adds new skills to survivors

Date uploaded 2 years ago
Version 2.1.3
Download link egpimp-EggsSkills-2.1.3.zip
Downloads 26350
Dependency string egpimp-EggsSkills-2.1.3

This mod requires the following mods to function

bbepis-BepInExPack-5.4.2103 icon
bbepis-BepInExPack

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

Preferred version: 5.4.2103
tristanmcpherson-R2API-5.0.3 icon
tristanmcpherson-R2API

A modding API for Risk of Rain 2

Preferred version: 5.0.3
RiskofThunder-R2API_Language-1.0.0 icon
RiskofThunder-R2API_Language

API for modifying the language localisation of the game

Preferred version: 1.0.0
RiskofThunder-R2API_Loadout-1.0.0 icon
RiskofThunder-R2API_Loadout

API for registering skills, skins and entity states

Preferred version: 1.0.0
RiskofThunder-R2API_ContentManagement-1.0.1 icon
RiskofThunder-R2API_ContentManagement

API for adding content to the game

Preferred version: 1.0.1
RiskofThunder-R2API_Core-5.0.2 icon
RiskofThunder-R2API_Core

Core R2API module

Preferred version: 5.0.2
egpimp-EggsUtils-1.2.1 icon
egpimp-EggsUtils

Handles lots of helpers and stuff for EggsMods

Preferred version: 1.2.1

README

Eggs Skills adds a variety of new skills to survivors intended to give a natural, vanilla feel compared to other more extreme mods.

Huge credit to SOM for working on many of the new icons (FUCKING FOG #0001 in discord)

Todo

- Loads of new skills coming up soon my guys

- Autosprint compatability

Changelog

2.1.3

- New artificer keyword actually functions now

- No longer can m2 while invis as bandit

2.1.2

- Skills no longer break over network

- Kinetic Refractor works again

- Merc achievement no longer breaks health
cost interactables

- Note: MUL-T projectile bug still exists,
I have no idea why it behaves the way it does
but fortunately it is just a visual bug.  Will
be fixed as soon as I figure out wtf is going on

2.1.1

- Loads of code refactors and comments added
for clarity

- Tesla mines no longer have the aoe indicator,
 cant haunt me if you dont exist 

- Projectiles hopefully now network properly

- Lots of typos fixed in skill descriptions

- Slight nerf to Fatal Assault, will keep an
eye on its shredding potential but should still
work more than fine as a boss melting tool.  
Also slight animation fixes

- Artificer can now hold the full charge
of quantum transposition, several range and aoe
buffs, much harder to place yourself in objects
now

- Commando dash now properly has animations, 
slight changes to speed and cast times

- MUL-T indicator just got logarithmic

- Bandit magic bullet richochet fixed

- Some other changes I mightve forgotten
Im tired

2.1.0

- Fixed for SotV update

- No other changes.  Yet.

- Seriously, this update has no real content.  
Loads of bugfixes, rebalances, and QOL changes
will be arriving asap, but for the moment I
wanted to get a functioning version out for
this update.

2.0.10

- Hopefully fixed networking bugs with dash,
bomb arrow, and magic bullet

2.0.9

- Remembered to add token for Lucky keyword

- Fixed Bandit primary bug causing crashes

2.0.8

- New Bandit primary and Commando utility

- Moved some stuff around

2.0.7

- Lots of new fun configs to use

- Forgot to mention alt MUL-T secondary 
getting an indicator in last update, as well
as being able to hold it and aim before
firing.

- You can now unlockall achievements
via config as well

- 2 new console commands to help
share config with friends to avoid
possible conflicts: es_getconfig &&
es_setconfig (Requires game restart
to apply)

- Eggsmods discord now exists

2.0.6

- Added config to enable / disable skills
by survivor

2.0.4

- Fixed artificer alt utility not working

- Fixed alt MUL-T secondary sound bug

2.0.3

- Forgot to mention last notes that Rex
alt R now scales with attack speed, this
patch it was given a cap

2.0.2

- Misc fixes and organization

- Fixed Bandit sound bug on alt utility

- Commando alt primary now functions
more like standard primary skills;
no charges, and also has recoil effect
added.

2.0.1

- Forgot to credit SOM for icon work, fixed

2.0.0

- Every survivor now has at least one new
skill!

- Lots of misc bug fixes and organization

- DIRECTIVE: Respire uses new keyword instead
of armor

- Seriously I think I fixed that engi mine
bug and if I didnt spam ping me please
this thing has haunted me for multiple updates
now

- New secondary for MUL-T and Huntress

- New utility for bandit

- New achievements for every skill (may be 
buggy over network)

- Known bugs : Slight jank on animation on
 new MUL-T skill, otherwise works fine

1.0.7

- Fixed wrong files

1.0.6

- Actually for real fixed the engi mine bug

- Reverted back to R2API

1.0.5

- Fixed for recent update

- Fixed my readme to have a less obnoxious
changelog

- Maybe fixed engi mine bug?  To be honest
I dont know if I did, someone with friends
test this.

1.0.4

- Added dependancy on Eggs Buffs

- Misc code organization / optimization

- Artificer teleport no longer puts you inside
walls even on wonky terrain

- Various skill renamings and description
updates

- Artificer utility split into two distinct
entity states for charging and releasing

- New captain secondary Tracking Grenade : 
Throw a grenade that inflicts new "Tracked"
debuff on enemies that slows and increases
damage taken by 50%

1.0.3

- Fixed for anniversary update!

- Damage & added move speed buffs for 
Shield Buster, renamed to Barrier Buster

- More optimization, consistency, and
damage for Fatal Teleport, hopefully feels
even nicer to use than before.  Short
hop added to provide airtime.  Tracker
disabled when skill is on cooldown.

- New engineer secondary Tesla Mine : Deploy
up to 4 mines that upon triggering pulse 5 times
over 5 seconds where they are triggered.  Each
pulse deals damage and stuns.	

- Created a Github

- Known bugs : Directive PULL animation
only plays after you have landed from
a fall at least once in the run; Artificer
teleport can drop you out of bounds if
used into weird geometry; Merc teleport
may also be able to do this, but is
much rarer

1.0.2

- Finally new skills!!!

- New Acrid special Expunge : "Purges" poison 
from afflicted targets, causing them 
to explode in a radius with damage 
based on the type of poison afflicted 
but removing the poisoned status effect

- New Loader special Shield Buster : Expend
all of your current barrier to deal massive
damage in a radius around you!

- New Rex special Directive PULL : Root 
yourself in place, slowing your speed 
and gaining armor for the duration.  
Additionally deal damage and pull 
nearby enemies closer, gaining
barrier for each affected enemy.

- Fixed even more spaghetti.  Hopefully 
no more nullrefs.  Merc fatal teleport
now has permanent tracker, and
is a conditional skill (Can only be
used if there is a target)

1.0.1

- Changed mercs "Fatal Teleport"
into an execute ability instead
of anti-air and now utilizes the
new "exposed" keyword; in all, feels
more fun and less clunky to use.  
Hopefully.

- Removed the spaghetti that was
overflowing inside of the Artificers
"Surge Teleport" skills code.

- New, but secret and ultimately
useless (For now) code for making
a new engineer mine skill.  Does
nothing gameplay-wise yet.

- Known bugs : Spamming fatal teleport without
a target resets attack speed (Potentially
infinite attack speed), Both teleport abilities
can put you out of bounds in the right
situation, but are unlikely to come up in
normal play.

- Updated for 1.0 release of RoR2

1.0.0

- Created the mod and put it on
thunderstore

- 3 Skills, Artificer utility,
Merc utility, and commando primary

- Fatal Teleport : Teleport to an 
enemy and strike them for execute
based damage

- Surge Teleport : Charge up to
teleport a distance scaling with
charge time.  Additionally deal 
damage around your start and ending
locations, radius and damage also
scaling with charge time

- Combat Shotgun : Holds 8 charges,
rapid fire shotgun for commando.  
Spread becomes tighter during crits
in addition to normal crit damage.