Date uploaded | 3 years ago |
Version | 1.0.0 |
Download link | nayDPz-DaredevilMod-1.0.0.zip |
Downloads | 14743 |
Dependency string | nayDPz-DaredevilMod-1.0.0 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.9README
Daredevil
- Adds Daredevil (based on Samira from League of Legends), a fast paced, low-range survivor that outputs extreme damage by using clever repositioning.
i love reading all feedback, im in the ROR2 modding discord, my username is orbeezeater22#0704
To-Do
- Model eventually needs a redesign.
- Skill icons
- Alt skills
Thanks to Rob for making HenryMod and to everyone in the modding discord for answering my questions. =)
Changelog
1.0.0
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Item Displays
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Ragdoll
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New weapons
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New VFX
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New HUD
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New animations
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Pretty much added everything that was missing.
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File size reduced by 80%
0.0.9
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Small update, not that important unless you want to play PVP, especially King Kombat Arena.
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Special now properly deals damage in PVP.
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Other small bug fixes in PVP.
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Stunning an enemy will only mark them if Daredevil is in game.
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Secondary's "lock on" now interrupts the targets as if they got hit by a big instance of damage. This one's actually a pretty nice buff.
0.0.7
Probably the last set of changes for a while, before I work on a final update (VFX, SFX, animations, etc) to make Daredevil a complete survivor. Just targeting some of the last problems I had with gameplay.
- Utility now cancels Special completely.
- Utility now travels the same distance whether you are sprinting or not.
- Special no longer "slows", it applies a walking speed penalty instead. This only changes items and skills that scale with movement speed to use the players non-debuffed movement speed stat while in Special.
- Secondary's "lock on" now only be able to target mobs within view range instead of the entire map. Mostly a multiplayer fix, because before this change you still required a stunned mob in view range to activate the ability.
- I think I changed some damage numbers. i dont remember lol.
- Melee "activation" range decreased. This is a buff. it should feel much easier to switch between melee and ranged skills in order to gain combo faster.
- fixed missing faces on the model
0.0.6
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Really good changes (in my opinion) that makes Daredevil feel much better to play. Really recommend updating!
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New sounds for gaining combo! Let me know what you think. More sounds for other abilities soon hopefully.
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Being at max combo now creates an indicator in the direction the player is looking, and in the position they will end up when using Special.
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Special now only requires one press to blink and fire.
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Buff icons instead of placeholder shields.
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Transitioning between abilities should feel smoother. (a lot of skills should interrupt eachother better)
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Lots of minor changes/fixes (aka stuff I probably did but dont remember)
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Trying to design a better HUD for combo. Not in this update but it will be here eventually
0.0.5
Early game Daredevil had the risks of a low range character without the damage or durability to support it. Super late game, Daredevil is way too vulnerable while using skills, especially Secondary's "Lock-On" against large groups of enemies. They were also way too reliant on attack speed to deal damage. These will be very big buffs overall.
- Special damage increased substantially (135% -> 300%), but number of shots no longer scales with attack speed.
- Secondary "Lock-On" damage increased (125% -> 200%). Blink scales better with movement speed. Large groups of stunned enemies are shot faster.
- Primary "Gun" damage decreased (180% -> 150%)
- Secondary "Gun" damage decreased (290% -> 230%)
- Lockout duration of Utility's bounce now scales down with movement speed.
- Lots of bug fixes and minor non-gameplay changes.
0.0.3
- Added some details to the model so its not just a red blob.
- Fixed a lot of clipping too
- This is probably the final version of the model for a while, or at least close to it. Im not good enough at blender to make improvements.
- Animations touched up again.
- Lowered melee activation range but increased size of the attack
- Increased the hitbox size of utility's attack
- Hopefully fixed floating enemies and random invincibility in multiplayer
0.0.2
- Touched up a few animations ( still havent figured out AimAnimator so guns arent perfect yet ).
- New VFX and animation for Special. Also increased damage slightly.
- Glued a sword to the right arm for sword animations.
- Other minor fixes.
0.0.1
- Brand spankin' new =)