CHANGELOG

Eggs Skills: Vanilla-Flavored Skill Mod

Changelog

2.4.8 (Current)

  • Fixed issues with the recent update and projectiles

2.4.7

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  • Increased range and knockback force of Void Fiend's Consume skill
  • Increased time before Bandit's Kinetic Refractor invisiblity kicked in

2.4.6

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  • Fixed error with not null checking attacker body in damage hook for Flechette Rounds achievement

2.4.5

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  • Fixed everything for the SOTS update
  • Fixed captain Mercury Repeater achievement unlocking whoever you were playing
  • Fixed Acrid Poison Breath not showing poisonous description when hovered
  • Electric boomerang also counts as an electric item for Tesla Mines unlock
  • All skills now give you 10 lunar tokens for unlocking them, thanks SOTS not my idea
  • All new skills now finally have icons!!!
  • Removed a bunch of unneccesary dependancies. Don't know if it helps anything but simplifies things overall
  • Made my markup less trash

2.4.4

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  • Fixed issue with mobile turrets only checking their spawn-position for distance from micromissile tracker
  • Fixed issue where lance rounds would not be disabled after supercharge
  • Added some recoil and spread bloom to a few skills that did not have it already
  • Slightly reduced damage of mercury repeater
  • Slapped on a spicy new set of icons for consume / expel

2.4.3

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  • I finally identified and fixed language token issue

2.4.2

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  • Put correct file in the
  • Removed unused dependancy from manifest

2.4.1

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  • Appropriately credited bm for making new logos
  • Fixed wrong string issue completely breaking huntress cluster bomb arrow
  • Changed file structure slightly, hopefully fixes language token issue

2.4.0

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  • Added 5 new skills, go crazy
  • Hopefully fixed things for new update
  • Acrid compat with spikestrip (Deeprot)
  • Cool new logo
  • Now using actual language folder, if you speak not english feel free to start translating!
  • Probably more stuff, this was heavily overdue so I don't remember all the changes I made

2.3.1

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  • Fixed for new R2API Update

2.3.0

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  • Classicitems Scepter now upgrades appropriate skills, still need to add standalone scepter

  • Less damage on shock mines, but lower cooldown to be more in-line with base-game mines

  • No more broken Skills++, at least until it changes again

  • Uses better logging and error handling for debugging

  • Some innacurate numbers between skill descriptions and actual numbers fixed

2.2.0

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  • New cross compatibilities with other mods

  • All skills are now Skills++ upgradeable if you have that mod.

  • Autosprint now doesn't cuck / isn't cucked by any skills

  • Fixed achievements

  • Merc utility is now a special, no more % based damage but is slayer

  • 0.4 proc coefficient on commando primary to 0.6

2.1.3

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  • New artificer keyword actually functions now

  • No longer can m2 while invis as bandit

2.1.2

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  • 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

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  • 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

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  • 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

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

2.0.9

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  • Remembered to add token for Lucky keyword

  • Fixed Bandit primary bug causing crashes

2.0.8

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  • New Bandit primary and Commando utility

  • Moved some stuff around

2.0.7

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  • 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

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  • Added config to enable / disable skills by survivor

2.0.4

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  • Fixed artificer alt utility not working

  • Fixed alt MUL-T secondary sound bug

2.0.3

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

2.0.2

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  • 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

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  • Forgot to credit SOM for icon work, fixed

2.0.0

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  • 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

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    • Fixed wrong files

    1.0.6

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    • Actually for real fixed the engi mine bug

    • Reverted back to R2API

    1.0.5

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    • 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

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    • 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

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    • 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

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    • 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

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    • 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

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    • 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.