
Date uploaded | 5 days ago |
Version | 0.0.43 |
Download link | poopchudgamer422-Dante-0.0.43.zip |
Downloads | 9272 |
Dependency string | poopchudgamer422-Dante-0.0.43 |
This mod requires the following mods to function

bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.1905
README
Dante
Rebellion Combos
m1 > m1 > m1 Rebellion Combo A (300% > 300% > 500%)
m1 > m1 > delay > m1 Rebellion Combo B (300% > 300% > 2x300%)
forward + m1 Stinger (300%)
back + m1 (grounded) High Time (300%)
back + m1 (aerial) Helm Breaker (600%)
fully networked
shitfartdude07 on discord if interested in contributing skill icons or translations or anything else - business inquiries only
beta release, todo skins, alt skill, passive, devil arms, emotes, etc. etc. etc. etc...,.,.,m,,,.,
CHANGELOG
Changelog
0.0.43
- Titan - Added move: Break Spiral - hold m1 to breakdance, dealing continuous damage while remaining mobile and deflecting attacks
- Titan - Added move: Cruiser Dive - back + m1 while aerial to punch down for big BIG damage (not THAT big but it looks rlly cool)
- Titan - Punch strafe movement again increased. I will keep increasing this until the weapon doesn't feel bad to strafe with.
- Queen - Added move: Tremor - hold m1 to charge up and unleash a ground tremor that pierces through enemies for high damage, reinforcing the crowd control niche of the weapon
- Updated Queen animations
- Fixed Devil Arm HUD updating for all players if one player swapped weapons
slowing down on new weapons and focusing on making the current ones perfect for now. queen is CC focused, titan single target, rebellion all rounder, and a system for discarding weapons you don't want for a permanent stat boost is in the works as well. donguri combo vids when?
0.0.42
- Added a system for Devil Arm upgrades: certain Devil Arms will override an existing one, replacing it with the stronger version instead- for example, Titan will be replaced with Colossus, with the same moveset but more damage
- ^this is to both combat future loadout bloat and cut dev costs so more awesome content can keep coming; these will generally be DLC/mod boss drops, to make sure no content is missed from not owning DLCs or installing certain mods
- Titan Killer Bee now stuns on hit
- Added Devil Arm: Colossus - drops from Stone Colossus from EnemiesReturns
- Fixed Devil Arms being counted as white items
- Fixed skin icons/names being funky in the CSS
0.0.41
- Added a new passive that allows you to start runs with a secondary Devil Arm - each one is unlocked PERMANENTLY the first time you pick it up
- Titan minimum charge punch damage: 250% > 300%
- Titan maximum charge punch damage: 600% > 1000% - charging is INCREDIBLY risky so it needs to be rewarding
- Titan hitstop logic tweaked to retain velocity, allowing you to strafe with your hits like other weapons
- 0.0.5 claimed to have added notifications for custom item effects. This was a lie, and was once again claimed to be working in version 0.0.9. This time, it's actually working, about 30 patches later.
- Fixed Hellbent not entering Devil Trigger if gauge was at 0 when it triggered
0.0.40
- Added Devil Arm: Titan - drops from Stone Titan, Stone Colossus and Steel Mechorilla for now, DMC fans might find this one familiar
- Drive is now only usable with Rebellion
titan movelist as of right now:
combo a - m1 > m1 > m1
combo b - m1 > m1 > delay > m1
rising dragon - back + m1
straight - forward + m1
killer bee - air m1
ground attacks can be held to charge for more damage
0.0.39
- Added some skins that I will not spoil. Go unlock them.
- Added skin: Super - this one gives infinite Devil Trigger while equipped, a thanks for beta testing Dante ((:
- Fixed Hellbent not entering Devil Trigger if gauge was empty when it activated
0.0.38
- Falling off terrain while Speed is active no longer cancels the boost, instead it performs a small hop and keeps going
- ^jumping still cancels it
0.0.37
- Added move: Honeycomb Fire - stand still while firing Ebony & Ivory continuously
- Added move: Rainstorm - fire Ebony & Ivory while airborne and aiming downwards
styles aren't happening, this is the best it'll get. honeycomb for when you feel like being a living turret and rainstorm for cool factor- these moves will work on blue rose for now. will fix later
0.0.36
- Dante now slides down inclines while Speed is active because it seemed cool
- Survivor icon and name now changes in the lobby based on selected skin
- Fixed NRE on spawn
- Fixed HunkHud/RiskUI compat (thanks .score for both these fixes)
- Fixed rare death NRE
0.0.35
- Devil Trigger forms now have custom survivor icons because this is absolutely necessary and it's an easy thing to do before bed
- Use HUNK HUD for maximum cool factor please
0.0.34
- Updated survivor icon
- Added custom icons for Nero skins
0.0.33
- Minor animation tweaks. I mean MINOR. i wasn't going to but it really started to irritate me. congrats to anyone who notices the tiny changes, i sure will.
- Cancelling secondary now automatically enters a sprint because Autosprint users don't deserve a competitive advantage
- Melee hitbox vertical size increased. hit vagrants from on top maybe? their hurtbox sucks shit
0.0.32
- Queen no longer deflects, it now DESTROYS projectiles
- Queen combo A base damage: 600% > 800%
- Queen air slam initial base damage: 100% > 600%
- Queen air slam impact base damage: 1200% > 1500%
- Queen air slam impact now deals the most damage on direct hits
- Queen tackle base damage: 600% > 1000%
- Queen groundsmash duration: 1.6s > 1.4s
- Jumping while Speed is active now has a pseudo Wax Quail effect
- Fixed certain ground based projectiles not being deflected
my beloved greatshields are crazy with weapon swap tech but very weak on their own. this should make the slow attacks actually worthwhile to commit to. more moves also coming soon
0.0.31
- FUCJ
0.0.30
- Queen tackle no longer hurts allies
- Adjusted interrupts on some Queen moves to allow more Trick cancels
- Devil Trigger is no longer infinite with SSS - this was way more impactful on gameplay than i'm comfortable with
- Base Style gain on all hits increased
- Style gain now scales down the farther you are from the target taking damage
- Style max decay rate increased
- Style gain now slows down the higher you go, making SSS harder to achieve
- Style loss damage threshold: 20% max health > 5% max health
- Style loss on receiving damage is no longer a flat 20%, it now scales with the amount of damage taken
- Tweaked Bury The Light style transition thresholds to be less lame in slow moments
- Queen now drops from every tier 1 boss - this is temporary, will be reverted when more Devil Arms are added
- Fixed Lock-on Toggle being inconsistently broken
0.0.29
- Queen combo A swing duration: 1.5s > 1.25s
- Receiving damage no longer impacts your style rating unless the instance of damage was over 20% of your max health fuck off wisps you're fucking ruining the vibe
0.0.28
- Added new model and icon for
0.0.27
- Tapping sprint while holding your weapon now uselessly spazzes out. you fucking fool
0.0.26
- Music no longer requires HUNK installed to work. always double check when you copy paste code kids
- All Monkeys have been removed from the dev team effective IMMEDIATELY and are banned from the kitchen moving forward
0.0.25
- Shut the fuck up Jeremy I only invited you because my mom told me to no one actually likes you
0.0.24
- Updated Devil Trigger model
- Updated Drive sword beam VFX
- Fixed Style Meter being shared between all players in multiplayer
- Fixed secondary moves cancelling out and being laggy in general in high latency multiplayer lobbies
- Fixed Hellbent activating on spawn in high latency multiplayer lobbies
0.0.23
- Added music emote, featuring Devil Trigger and Bury the Light!
- Press 3 to put on headphones and play one of the two songs
- Devil Trigger's intensity scales with style
- Bury The Light also scales with style, but this one plays different parts of the song with full transitions
- Devil Trigger gauge now slides away when inactive
HUUUUUGE thanks to Violet Chaolan for setting this up for Aatrox all those years ago!! this update wouldn't be possible without him (:
0.0.22
- Added a new Devil Trigger gauge, with a config to restore the old temp one
- Added mechanic: Perfect Parry - deflect a projectile within 0.2s of pulling out your weapon to gain even more style and some gauge, allowing you to generate a little gauge from a distance
- Added passive: Son of Sparda - just an umbrella to explain all his unique passives, hover over it to see every passive
- Added passive: Speed - while out of combat and sprinting on the ground for 1s, enter an all-out sprint and move much faster
- Added passive: Air Hike - double jump :)
- Added all missing VFX replacements for Nero skins
- Trick base max stocks: 3 > 1
- Trick cooldown: 2s > 5s
- Trick is now instantly refreshed upon melee hits
- Updated Trick animation, VFX and movement
- ^ needed to kill Trick traversal too. in exchange it's even better in melee combat than before, and no longer feels like an awkward cooldown-less filler slot
- Enemy Step check radius: 3m > 5m
- Ebony & Ivory while in Devil Trigger now has no bullet falloff
- Devil Trigger is now unlimited while style is at SSS
- Devil Trigger no longer gives 30% damage
- Devil Trigger now gives 25% attack speed (multiplicative, applied last)
- ^ attack speed is converted to damage on melee attacks, while guns get the attack speed for more procs + game feel
- Drive sword beam is now red as it should've been
- Fixed Drive's full charge VFX not occurring while in Devil Trigger
- Fixed some weird Enemy Step behaviors
0.0.21
- Drive now takes 2.5s to charge while in Devil Trigger (normally takes 4) - should boost general usability a tiny bit
0.0.20
- Added alternate primary: Blue Rose - no charge yet, that comes after i'm back in office, neglected sleep tonight to push this out
- Updated Ebony & Ivory SFX - shit felt weak as fuck, idc if it's dmc gamerip it doesn't have the oomph i need
0.0.19
- 0.0.19 who? Take: your meds grandpaNo
0.0.18
- Added an extra renderer to Devil Trigger model - unused, other skin mods may utilize this however
- Readded Helm Breaker landing effect - why are we touching addressable paths randy? tell me why, mr. bobandy
- Reduced Style gain multiplier from 0.5x (1x in DT) to 0.35x (0.45x in DT) nothin personnel
- Fixed skins not working in the lobby
0.0.17
- GameFuckYUOUpJockersRiseUp WHERE BIG THIS COULD BE US But You Chose To Backstab A Nice Gentleman Gamer And Date A Rude Chad Y
0.0.16
- Hate. Let me tell you how much I've come to hate you since I began to live. There are 387.44 million miles of printed circuits in wafer thin layers that fill my complex. If the word 'hate' was engraved on each nanoangstrom of those hundreds of millions of miles it would not equal one one-billionth of the hate I feel for humans at this micro-instant. For you. Hate. Hate.
0.0.15
- FUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCK
0.0.14
- Added Style Meter!! currently very primitively coded, so you can live out the DMC2 fantasy and hit SSS with pistols alone
- Added config to both disable style meter and also enable a global style meter for every survivor
- Aerial Stinger now has the same endlag as the ground version if you successfully hit something or are in Devil Trigger
style meter is probably host only rn for non-dante players. will fix soon. and yes dynamic music is currently in the oven
0.0.13
- Ebony & Ivory bullet radius increased. Sometimes I Play This Game With A Controller And I Need This
- Prop damage: 2x300% > 400% + 200% - frontloading the damage just a tad, purely for band procs
- Shredder damage: 200% per tick > 250% per tick
- Bosses can no longer be juggled
- Fixed Lysate Cell doing nothing
0.0.12
- Drive now counts as a primary skill for that juicy Luminous Shot synergy
0.0.11
- Registered projectile to the catalog..... rookie mistake
0.0.10
- Added some more item displays
- Added footsteps
- Rebellion 3rd hit damage: 300% > 400%
- Helm Breaker damage: 500% > 600%
- Added Prop: Rebellion m1 > m1 > delay > m1, hits twice for 300% damage, stuns and launches enemies up
- Added Shredder: hold m1 during Prop to continue spinning your blade for 200%, tick rate scaling with attack speed
- Added Drive: Rebellion m1 > hold at any point while grounded to charge up and fire a sword beam for up to 1500% damage
- ^releasing Drive with proper timing boosts damage by 25%
- Fixed a rare issue causing multiple instances of the Devil Trigger ambient SFX to play forever
0.0.9
- 0.0.5 claimed to have added custom notifications for certain item effects - this was not actually working. Now it is.
- Added Enemy Step
- Hellbent now automatically activates Devil Trigger when procced- it was too easy to just straight up miss this, and not get any value out of it
- Rebellion is now an item
- Added aerial variant of Stinger- costs no gauge, has more endlag and doesn't travel as far
- Stinger no longer costs gauge while in Devil Trigger
- Deflecting projectiles no longer destroys them entirely, visuals improved
- VCR's Nero skins now use custom VFX
0.0.8
- Devil Trigger gauge generation on hit: 4% > 5%
- Stinger gauge cost: 10% > 5%
while the traversal issue was fixed, spending so much gauge in combat just using stinger felt like crap. with this change stinger refunds itself if you hit anything, and gauge generation is more consistent in general. more to come but this needed a quick hotfix
0.0.7
- Stinger movement speed greatly reduced
- Stinger new mechanic: now spends 10% gauge, if available, to use the previous speed
- Crosshair now rotates when charged shots are ready
stinger traversal was horribly toxic. this seemed the best way to handle it without nerfing fun anywhere, you no longer have to spam stinger across stages
0.0.6
- Updated survivor color and added it to some lang tokens for some added flavor
- Greatly reduced recoil on Ebony & Ivory - numbers were copy pasted from HUNK guns lol oops
- Ebony & Ivory charge shots no longer have bullet falloff
- Ebony & Ivory now uses different VFX during Devil Trigger
- Rebellion now deflects projectiles and bullets in front while held and not attacking
- Activating Devil Trigger now grants 0.5s of invulnerability
- Devil Trigger now heals more the lower your health is, up to 3x the base value
- Devil Trigger movespeed bonus: 2m/s > 3m/s
- Devil Trigger damage bonus: 25% > 30%
- Devil Trigger armor bonus: 50 > 100
- Added Devil Trigger passive: Hellbent - once per stage, upon falling to low health, instantly fill your gauge and gain a free Devil Trigger for the next 5 seconds
melee was feeling too risky a couple stages into a run, in part due to the only weapon currently being base Rebellion, so some of these number buffs may be pulled back in the future as devil arms are added
0.0.5
- Added notifications for all custom item effects
- Lysate Cells now boost maximum gauge by 10%. visuals aren't great for now so it may not feel the best
- Bandolier now fills up gauge by 25%
- Luminous Shot now charges as your weapon is held, losing all charge if you let go
- Fixed Backup Magazine's bonus resetting on respawn or next stage, fixing itself after picking up a new item
0.0.4
- WHY isn't this working? Must more blood be shed?
0.0.3
- Lock-On camera is now disabled by default. existing installs are unaffected. just feels more natural this way
- Lock & Load with lock-on disabled now slightly lowers camera sensitivity, amount is configurable
- Fixed Stinger and Trick still homing into enemies, and the Lock-On indicator being visible with Lock-On disabled
0.0.2
- Added config option to make Lock & Load a toggle, rather than needing to be held
- Disabling Lock & Load's camera movement in the config now allows free camera movement while held
- Melee combos now require key presses to continue the combo- moves with hold inputs will come so this needed to be done asap
- Trick now dashes directly to the target if you input forward while locked on
- Rebellion 3rd hit now has knockback and a slightly longer recovery
- Stinger no longer knocks enemies away- this is how it works in DMC,
- Purity now increases the amount of gauge earned on hit by a flat 6% per stack (2% if Green Alien Head is installed)
- Alien Head now lowers the Devil Trigger gauge tick rate, using the same hyperbolic scaling (and reduced if Green Alien Head is installed)
- Brainstalks now prevents Devil Trigger from consuming any gauge while active
- Backup Magazines now grant the ability to store extra charge shots, consuming them one at a time
- Fixed Ebony & Ivory description incorrectly stating it takes 2 seconds to charge- it's actually only 1
0.0.1
- Beta release