CHANGELOG
Eggs Skills: Vanilla-Flavored Skill Mod
Changelog
2.4.6 (Current)
- 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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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.