Driver
Adds the Driver, a mostly grounded survivor focused on simple gunplay. New skills and passives!!
Date uploaded | 7 months ago |
Version | 1.6.4 |
Download link | rob_gaming-Driver-1.6.4.zip |
Downloads | 93706 |
Dependency string | rob_gaming-Driver-1.6.4 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.1905README
Driver
- Adds the Driver, an original character based on the Driver from the film Drive (2011)
- Fully functional base kit with many weapon pickups that give him new attacks- all weapons can be found on the Wiki on this page
- Has item displays, unlockable skins and skills and is fully multiplayer compatible
- Configurable stats and a few other things to mess around with
- Full Risk of Options support for all configuration options
- Ancient Scepter support and crosscompat with a couple other mods
- Many more weapons planned!!!!
To share feedback, report bugs, or offer suggestions feel free to create an issue on the GitHub repo or join the Discord: https://discord.gg/HV68ujvkqe
Unlock
This can be circumvented via config for the lazy (it's a really easy unlock)
Skills
Passive
Enemies drop weapon briefcases that change your skills for 8 seconds, starting when you first attack with it
Primary
Shoot gun
Secondary
Aim gun and charge a high damage shot
Utility
Slide
Special
Stun grenade
Compatibility Stuff
RiskUI
Driver's custom weapon HUD is fully compatible with this UI overhaul
Standalone Ancient Scepter
Has Scepter upgrades for both specials
Starstorm 2
Enemies marked by the Relic of Termination are guaranteed to drop a weapon when killed
Steel Mechorilla
Unique weapon drop
Golden Gun
no more needed to say
Donations
If you enjoy my work and would like to support me, you can donate to my Ko-fi
Credits
rob - Mostly everything
tsuyoikenko - Leadfoot passive
.score - Fixed up Skateboard skill and made it fun
TheTimesweeper - Maintaining everything in my absence, making it super easy to get back on my feet, lots of code help and feedback
Moffein - Also maintained things :-) Riot Shotgun SFX, networking help and great feedback
Swuff - Code help, feedback, networking help
Bog - Code for Shuriken interaction fix
tsuyoikenko - Code for Supply Drop bugfix
Hyperinvox - Briefcases, Plasma Cannon model
Bruh - Riot Shotgun, Golden Gun, Nemesis gun models
Glasus - Grand Mastery skin concept and feedback
Falxxx - Grenade Launcher Model
iedalton - Heavy Machine Gun Model
Big thanks to everyone in the community for all the valuable feedback and criticism as well, he wouldn't be the same without it
Future Plans
- Many more weapons (dual uzis, railgun, minigun, etc.)
- Other things 100% decided on pure whimsy
- Proper skill icons? (unlikely given just how many weapons there are.)
- Unique monster-themed weapon drops (templar minigun, scav cannon, etc.)
- More mod crosscompat
- Unique secondary skills for each weapon; these are difficult to come up with, so feel free to hit me with any ideas!
Known Issues
- Some weapons are missing icons or descriptions for their abilities
- Goat Hoof display is backwards
- Incompatibility with MirroredStages
Changelog
1.6.4
- Actually implemented the previous bugfixes
- Added unique animations for aiming with any of the pistol focused passives
- Held weapon is now shown on your back while skateboarding
1.6.3
- Another handful of bugfixes from .score
- Godsling passive is now disabled in multiplayer due to balance concerns
- Added Badass Mode (must be toggled via config)
- Fixed Godsling unlock not working
1.6.2
- Various bugfixes courtesy of .score
- Skateboard cooldown: 0.5s > 1s, flying no longer possible- wasn't really a fun mechanic to begin with
- Nerfs to proc rates of most ammo types
1.6.1
- Player model is now normalized to the floor while skating
1.6.0
- Big thanks to tsuyoikenko and .score for this update, the new content is all them
- Added skill: Sidestep
- ^trade map traversal for in combat dodges
- Added skill: Skateboard (fixed up and made functional by .score!)
- ^trade combat mobility for crazy map traversal
- Added passive: Leadfoot (made by tsuyoikenko!)
- ^ammo pickups now give you unique bullets, over 15 different types with support for other mod devs to add their own
- Added passive: Godsling (also made by tsuyoikenko!)
- ^combines the two passives, but comes with a difficult unlock condition
- Changed Marksman passive to a legacy skill (hidden behind cursed config)
- Adapative Syringe reworked again into Experimental Syringe- now gives attack speed and increased health regen, making it a unique sustain option
- Added legacy skill: Suspicious Syringe
- Combat Knife now stuns on hit, making it less of a flight risk
1.5.1
- Pistol reload time reduced by 50%
- Pistol mag size increased from 13 to 26
1.5.0
- Added a new unlockable passive
- Added an ammo display below the crosshair
- Updated crosshairs for a handful of guns
- Revolver's secondary now has an awesome headshot kill effect
- Fixed Supply Drop resetting secondary stocks (courtesy of tsuyoikenko!)
- Probably some other misc things I'm forgetting
1.4.5
- Multiplayer fix
1.4.4
- Added a config option to disable all weapon recoil
- Supply Drop weapon drop now have half their maximum ammo capacity
- Suspicious Syringe renamed to Adaptive Syringe- now gives you a buff that synergizes with your currently equipped weapon
- Revolver's secondary now deals double damage on weakpoints
- SMG damage: 210% > 240%, damage falloff lessened
- Fixed awkward slide animations for two-handed weapons
1.4.3
- Added skin: Guerilla
- Syringe damage buff: player level * 1.5 > player level * 2
- Syringe attack speed buff: 30% > 50%
- Syringe crit buff: 25% > 30%
- Combat Knife armor reduction: 20 > 40
- Adjusted knife swing and cancel frames to feel a bit more fluid
- Fixed logbook model using the wrong idle animation
- Fixed weapon pickups dropped from ally deaths being unable to grab
1.4.2
- Weapon catalog now inputs a message in the console telling you the index when a weapon is added
- Fixed Sceptered Syringe giving the wrong buff
1.4.1
- Driver's held weapon now finally persists between stages :-)
- Nullifier primary damage: 300% > 500%
- Nemesis survivor weapons no longer consume any ammo
- Added scepter upgrades for the new specials, polish is needed but they're adequate for now
- Fixed some broken weapon icons to properly use the placeholder icons
- Fixed Lunar Exploders having a 100% drop rate on their unique weapon
1.4.0
- Rewrote a handful of weapon initialization code, making the system friendlier to external mods
- Changed in 1.3.9, forgot to list it, moved the pistol crit spin animation to after the shot and added config to revert this behavior
- Flashbang daze duration: 5s > 10s
- Flashbang cooldown: 8s > 12s
- ^5 seconds wasn't enough to even do anything defensively, this should make it a little more competitive with the other specials
- Added new special: Combat Knife - melee that reduces enemy armor by 30 for 4 seconds
- Added new special: Suspicious Syringe - self buff that randomly buffs either damage, attack speed or crit chance
- Added uncommon weapon: Submachine Gun
- Added uncommon weapon: Revolver
- Added legendary weapon: Preon Accelerator
- Added void weapon: Nullifier
- Added lunar weapon: Lunar Launcher
- Added unique weapon: Worn SMG
- Added unique weapon: Nano-Gauntlet
- Added unique weapon: Outlaw's Revolver
- Added unique weapon: Energy Cannon
- Nerfed ammo capacity of Rocket Launcher, Badass Shotgun and Prototype Rocket Launcher
- Brainstalks now resets your ammo
1.3.9
- Added skin: Special Forces, currently unlocked by default
- Focus no longer removes damage falloff unless the bullet is charged
- Added config to make Focus auto charge after reaching a certain attack speed, on by default
- ^Charging it got super tedious later into runs so this QoL should be a huge help
- Rewrote unique weapon drop system, allowing external mods to easily add their own
- Significantly changed drop rates
- Minimum chance when killing an elite: 40% > 25%
- Bonus multiplier when killing large enemies: 135% > 110%
- Pity multiplier after drop: 100% > 80%
- Pity multiplier growth on kill: 0.1% > 2.5%
- ^Weapons were way too common, you can config up the base chance if you don't like this change though
- Rocket Launcher damage: 700% > 500%
- Badass Shotgun damage: 180x24% > 140x24%
- ^Legendary weapons were basically a free win
- Attempted to fix Simulacrum boss waves dropping a weapon for every enemy
1.3.8
- Publicized weapon catalog code so that external mods can add their own weapons
1.3.7
- Supply Drop now drops a random normal weapon, spammable rocket launchers was way too much
- Added Supply Drop (Legacy), the old version of the skill (enabled Cursed config for this)
- ^skill ended up changing so drastically it felt worth having this option
- Flashbang base stock reduced from 2 to 1
- Flashbang now applies a unique Dazed debuff, causing enemies to aim in random directions for 5 seconds
1.3.6
- Added an extra indicator to Focus crosshair, showing the skill cooldown (so you know when your next shot is coming up)
- Updated all weapon icons and survivor icon to use the official template (huge thanks to Swuff for this!)
- Supply Drop is no longer once per stage- now functions as a normal skill with a 24s cooldown, ammo heavily reduced
- ^once per stage pretty much meant "use on teleporter boss only" which kinda sucked to play with, will nerf if needed
- Lunar Blaster and Null Blaster now pierce when firing charged shots with Focus
- Fixed Sniper Rifle not critting when hitting a weakpoint and updated VFX
1.3.5
- Alien Head's cooldown reduction now applies to Driver's ammo consumption, using the same formula
- Fixed a couple animations
- Fixed Driver umbra not having a headshot hurtbox
1.3.4
- Sniper Rifle reworked: charge removed, damage 800% > 1800%, unscoped spread increased, scope now only lowers spread + exposes headshots + makes bullets pierce, scope now enters first person view
- ^this weapon has been consistently terrible and needed an identity that's not walmart snipermod so let's go with quickscoping
- Bazooka fully charged primary damage: 800% > 1200%, charging it felt like a complete waste of time
- Flashbang now detonates a little bit faster- just a tiny qol
- Updated animations for all two handed guns, allowing their animations to properly aim vertically
- Updated Flashbang SFX
- Updated Focus stock indicators
- Added a new skin locked behind Cursed config
1.3.3
- Updated Flashbang skill icon
- Updated standard crosshair, can be disabled in config
- Driver's crosshairs are now highlighted while hovering over something, can be disabled in config
- ^ this can be applied to ALL crosshairs via a config option, if that interests you
- Added config option to move Predatory Instincts item display to the head
- Fixed some weapon tooltips
- Fixed Delicate Watch item display (thanks Zenithrium for both these fixes!!)
- Fixed Sniper Rifle consuming double the intended meter while shooting with Focus
- Optimized some asset initialization so the mod should load up a little faster
1.3.2
- Added weapon pickup notifications; these can be disabled via config if you find it too intrusive
- Prototype Rocket Launcher primary damage: 450% > 600%, low duration of the weapon means it can get some of its power back
- Rocket Launcher secondary meter consumption reduced by 33%
- Fixed Sniper Rifle secondary not actually boosting damage at all, oops
1.3.1
- Added weapon drop VFX
- Using weapons no longer consumes meter while Brainstalks is active
- Shifted Driver's position in the CSS because he is that guy
1.3.0
- REWORKED WEAPON TIMER
- ^Weapon duration is no longer time based, it's now a pseudo ammo system that scales with attack speed
- Readded weapon configs, game no longer has to be restarted to toggle weapons on or off
- Added weapon: Stone Cannon- rare drop from Stone Golems
- Machine Gun primary damage: 200% > 160% - this one was just shredding WAY too fast
- Sniper Rifle primary damage: 600% > 800% - this one sucked all around
- Sniper Rifle secondary max damage: 4000% > 5000%, damage now scales linearly with charge instead of being all or nothing
- Updated Heavy Machine Gun SFX
- Updated Chimeric Cannon VFX
- Improved weights on the Hitman skins
- Restored weapon pickup SFX
- Fixed stats not updating while holding down Focus
1.2.9
- Added weapon: ???
- Added weapon: ???
- Added some more Starstorm 2 crosscompat goodies
- Hammer of the King primary damage: 345600% > 3210%
- Badass Shotgun self force now scales down with attack speed
- Fixed certain weapon recoils not scaling down with attack speed
- Fixed Pyrite Gun overriding the other stronger pistol upgrades
1.2.8
- Added weapon: Chimeric Cannon
- Added weapon: Hammer of the King
- Added weapon: Badass Shotgun
- Added radius indicators to all explosives so you can actually see the blast radius
- Added Lystate Cell functionality to alternate special
- Added a wiki to the mod page listing all the weapons currently available
- Updated some projectile models and VFX to add a little more variety
- Grenade Launcher primary damage: 300% > 500%, blast radius 4m > 6m, fire rate increased by 25%, knockback force severely reduced
- ^this weapon really sucked and needed every one of these buffs
- Fixed cooldowns being reset any time the inventory was updated (this included equipment being used or coming off cooldown)
1.2.7
- Fixed weapon pickups not being fully networked, clients can now see what's in them!
- Fixed certain Pistol upgrades being overridden by inventory changes
- Fixed weapon HUD showing for everyone in multiplayer if someone else was playing Driver
- Fixed some animations/skill states not being networked properly
1.2.6
- Added support for permanent weapon replacements
- Upon reaching a run-ending boss stage, your default Pistol will now upgrade itself to better help you in the fight
- ^ can be disabled in config but that's no fun
- Added weapon: Needler
- Added weapon: Pyrite Gun, a permanent Pistol upgrade
- Heresy primary and secondary no longer take priority over picked up weapons- this hasn't been thoroughly tested so please report if you run into any weirdness
- Added animation and vfx for heresy skills
- Added some more flair to Combat Slide
- Added some new sounds
- Prototype Rocket Launcher secondary damage: 300% > 250%, base projectile count 7 > 4 (still scales up with attack speed)
- ^ weapon was deleting bosses way too fast even after the nerfs
- Fixed Egocentrism item display
- Fixed heresy special skill having no cooldown when used with alternate special
1.2.5
- Added RiskUI support! thanks to Bubbet for keeping the code clean so this was easy to implement
- Added a stock display to Pistol's secondary so you don't have to keep looking in the corner to see if you have any shots ready
- Golden Gun easter egg now works with the Golden Gun from ClassicItemsReturns (don't ask for classic ClassicItems compat it won't happen)
1.2.4
- Added weapon: Grenade Launcher
- Added weapon: Arm Cannon - unique drop from Steel Mechorilla
- Updated various sounds and added some more
- Updated Heavy Machine Gun model
- Updated crosshairs for Bazooka, Rocket Launcher, Prototype Rocket Launcher, Super Plasma Cannon
- Further nerfs to Rocket Launcher damage, this should be enough to keep it in line
- Fixed Golden Gun crosscompat breaking things if LostInTransit was installed but Golden Gun was disabled
- Fixed an oversight causing Brilliant Behemoth interaction to only occur with LostInTransit installed
1.2.3
- Nerfed both Rocket Launchers across the board- the new secondary is crazy strong so this was needed
- Added weapon: Chitin Shield, rare drop from Beetles
- Added weapon: Brilliant Behemoth, equipped when you pick up the respective item
1.2.2
- Added Pocket ICBM functionality to all grenades and explosives
- Added Ancient Scepter upgrade for Flashbang
- Added Ancient Scepter upgrade for Supply Drop, thanks to Hyperinvox for the weapon model!
- Gave Heavy Machine Gun and Rocket Launcher new secondary skills
- Heavy Machine Gun primary damage: 210% > 160%, the armor penetration ended up being way more impactful than expected
- Flashbang damage: 650% > 500%, max stocks 1 > 2, partially reverting the damage buff and giving more utility in exchange
- Supply Drop now drops a Prototype Rocket Launcher, a slightly nerfed version of the base weapon
- Added a secret Golden Gun weapon, thanks to bruh for the model!
- Fixed attack speed stat not updating while using Focus, locking your fire rate at the value it was at when you pressed the skill
- Fixed Bandolier not refreshing weapon duration if alternate special was selected
- Fixed Supply Drop not spawning a weapon if used by a client in multiplayer
1.2.1
- Added weapon: Sniper Rifle (thanks to Swuff for the weak point targeting implementation)
- Added a new unlockable skin (thanks Glasus for the challenge idea)
- Flashbang damage: 400% > 650%, animation slightly sped up
- Tweaked kickback on all shotguns
- Bazooka minimum damage: 400% > 600%, charge time lowered and lockout before you can release an uncharged shot decreased
- Updated Grand Mastery skin, adding more detail and polish
- Fixed weapon duration meter being visible with no weapon equipped
- Fixed Eclipse levels not going up
1.2.0
- Added Grand Mastery skin!! huge thanks to Glasus for the design
- Added weapon: Bazooka
- Added an unlockable alternate special- Flashbang bridges a pretty crucial gap in his kit so hopefully it's not a straight upgrade
- Machine Gun primary damage: 190% > 200%, fire rate slightly increased
- Heavy Machine Gun primary damage: 240% > 210%, fire rate increased, shots now ignore armor (more damage to bosses)
- Changed a handful of item displays
- Enemies marked by Starstorm 2's Relic of Termination are now guaranteed to drop a Rocket Launcher
- All shotguns now have varying degrees of backwards force when fired
- Updated models for Slug Shotgun and Rocket Launcher
- Temporarily removed functionality from weapon duration configs and reverted Rocket Launcher to 8 seconds
1.1.2
- Pocket ICBM now works on Rocket Launcher. This has to be hardcoded into the skill state apparently
- Rocket Launcher primary damage: 800% > 1000%
- Rocket Launcher duration: 8s > 20s - Considering it only drops from bosses, at the end of the teleporter event for pretty much the whole first loop, it can get away with lasting a while
- Added weapon: Slug Shotgun
- Added weapon: Heavy Machine Gun
- Added config options to enable or disable weapons
- Fixed weapon pickups dropping for the enemy teams, preventing player Drivers from picking them up
- Fixed Pistol and Machine Gun spread patterns
- Fixed Simulacrum boss waves dropping Rocket Launchers from every enemy
1.1.1
- Rocket Launcher primary damage: 600% > 800%, fire rate increased
- Shotgun primary damage: 6x190% > 8x190%, removed pierce
- Added weapon: Riot Shotgun, deals 6x140% with 0.75 proc coefficient but pierces (thanks bruh for the model =))
- Removed level scaling and nerfed weapon drop pity modifier a little, last update made them drop just a bit too frequently
- Added a custom pickup model for legendary tier weapons
- Added a config option to make Driver call out his weapon pickups- enable this in multiplayer to make people mad
- Added a config option to use the old crate pickups if you for some reason liked those more
- Added cursed config
1.1.0
- Added weapon: Rocket Launcher, guaranteed drop from bosses
- Picking up Bandolier drops now resets your weapon timer
- Replaced goofy weapon drop crates with a cool looking briefcase (old ones will be a config at some point)
- Pistol now has some spread when firing without Focus
- Machine Gun spread reworked for better accuracy when burst firing
- Rewrote entire weapon backend, allowing new weapons to be easily added (even from external mods) and streamlining the whole development process
- Made mastery skin 3% more epic
- Fixed the big guy, elite, boss drop rate tweaks from 1.0.3 not working, please don't ask why this wasn't working
- Fixed Machine Gun's secondary cancelling before the projectile was fired if you had some attack speed
1.0.5
- Fixed ragdoll; the incredibly handsome developer of this mod never dies and so never realized it was broken
1.0.4
- Buffed Pistol's fire rate
- Shooting with Focus no longer has damage falloff
- Machine Gun no longer has falloff
- Shotgun now has falloff
- Weapon drops now have a pity system, chance goes up with each kill until one drops and then the pity modifier resets
- Weapon drops no longer require a Driver to land the killing blow- the only requirement now is a Driver on the player team
- Fixed Combat Slide consuming all charges of Hardlight Afterburner instantly
1.0.3
- Weapon timer won't start until your first attack with the weapon now
- Tweaked weapon drop rates -- Champions (beetle guard, templar, etc. big guys) now have double the chance to drop a weapon -- Elites have 50% minimum chance to drop one, and can still scale up past that threshold -- Bosses are guaranteed to drop one- when higher tier weapons are added, they will drop these as well -- Drop chance is halved when playing on Swarms
1.0.2
- Synced gun pickups, but for now only the host is able to see what's in the crate (until i can figure out this stupid code)
- Fixed non host players being unable to pick up guns
- Fixed non host players throwing a Captain airstrike instead of a flashbang
1.0.1
- Fixed gun pickups being permanent- when commenting out the gun test code for release, I accidentally hit the code that swaps back to the pistol as well, whoops
1.0.0
- Initial release
CHANGELOG
Changelog
1.8.0
- Fixed for SOTS thanks to .score!
- Things may be broken rn
- Coin skill disabled temporarily
- Combat Knife and other melee attack hitbox sizes increased
- Added CN translation
1.7.3
- Networked pistol shoot SFX (how has it been broken this whole time)
1.7.2
- ugh
1.7.1
- Fixed oversight causing a conflict with Daredevil, sorry!
1.7.0
This update is entirely .score and tsuyoikenko's work, all the credit goes to them, all I'm doing is releasing it
- Added passive: Arsenal - any weapon can be selected as your default in the loadout after you obtain it once. Can be disabled in config if you care about balance
- Added special: Pay it Forward - it's the ultrakill coin and it has no icon yet
- Leadfoot now actually says what it does
- Godsling passive reenabled for multiplayer, with config to disable if you care about balance
- Godsling functionality smoothed out to work entirely as you might expect
- Experimental Syringe now gives decaying movement speed
- Added aerial strafe animations
- Setting weapon drop rate to 0 now properly makes weapons never drop
- Added compatibility for Ravager's sword
- Added Revengeance mode in config
- Weapon pickups now gravitate to you when you're nearby and have no current weapon - configurable
- Config fully restructured
- ModelSwapperSkins support added
- Misc UI improvements for both base UI and RiskUI
- Bugfixes, bugfixes wayyyyy too many bugfixes to list, check the GitHub repo if you're actually curious just how much was fixed - the mod should be mostly bug-free now, huge thanks to .score and tsuyoikenko for being so thorough with this
1.6.4
- Actually implemented the previous bugfixes
- Added unique animations for aiming with any of the pistol focused passives
- Held weapon is now shown on your back while skateboarding
1.6.3
- Another handful of bugfixes from .score
- Godsling passive is now disabled in multiplayer due to balance concerns
- Added Badass Mode (must be toggled via config)
- Fixed Godsling unlock not working
1.6.2
- Various bugfixes courtesy of .score
- Skateboard cooldown: 0.5s > 1s, flying no longer possible- wasn't really a fun mechanic to begin with
- Nerfs to proc rates of most ammo types
1.6.1
- Player model is now normalized to the floor while skating
1.6.0
- Big thanks to tsuyoikenko and .score for this update, the new content is all them
- Added skill: Sidestep
- ^trade map traversal for in combat dodges
- Added skill: Skateboard (fixed up and made functional by .score!)
- ^trade combat mobility for crazy map traversal
- Added passive: Leadfoot (made by tsuyoikenko!)
- ^ammo pickups now give you unique bullets, over 15 different types with support for other mod devs to add their own
- Added passive: Godsling (also made by tsuyoikenko!)
- ^combines the two passives, but comes with a difficult unlock condition
- Changed Marksman passive to a legacy skill (hidden behind cursed config)
- Adapative Syringe reworked again into Experimental Syringe- now gives attack speed and increased health regen, making it a unique sustain option
- Added legacy skill: Suspicious Syringe
- Combat Knife now stuns on hit, making it less of a flight risk
1.5.1
- Pistol reload time reduced by 50%
- Pistol mag size increased from 13 to 26
1.5.0
- Added a new unlockable passive
- Added an ammo display below the crosshair
- Updated crosshairs for a handful of guns
- Revolver's secondary now has an awesome headshot kill effect
- Fixed Supply Drop resetting secondary stocks (courtesy of tsuyoikenko!)
- Probably some other misc things I'm forgetting
1.4.5
- Multiplayer fix
1.4.4
- Added a config option to disable all weapon recoil
- Supply Drop weapon drop now have half their maximum ammo capacity
- Suspicious Syringe renamed to Adaptive Syringe- now gives you a buff that synergizes with your currently equipped weapon
- Revolver's secondary now deals double damage on weakpoints
- SMG damage: 210% > 240%, damage falloff lessened
- Fixed awkward slide animations for two-handed weapons
1.4.3
- Added skin: Guerilla
- Syringe damage buff: player level * 1.5 > player level * 2
- Syringe attack speed buff: 30% > 50%
- Syringe crit buff: 25% > 30%
- Combat Knife armor reduction: 20 > 40
- Adjusted knife swing and cancel frames to feel a bit more fluid
- Fixed logbook model using the wrong idle animation
- Fixed weapon pickups dropped from ally deaths being unable to grab
1.4.2
- Weapon catalog now inputs a message in the console telling you the index when a weapon is added
- Fixed Sceptered Syringe giving the wrong buff
1.4.1
- Driver's held weapon now finally persists between stages :-)
- Nullifier primary damage: 300% > 500%
- Nemesis survivor weapons no longer consume any ammo
- Added scepter upgrades for the new specials, polish is needed but they're adequate for now
- Fixed some broken weapon icons to properly use the placeholder icons
- Fixed Lunar Exploders having a 100% drop rate on their unique weapon
1.4.0
- Rewrote a handful of weapon initialization code, making the system friendlier to external mods
- Changed in 1.3.9, forgot to list it, moved the pistol crit spin animation to after the shot and added config to revert this behavior
- Flashbang daze duration: 5s > 10s
- Flashbang cooldown: 8s > 12s
- ^5 seconds wasn't enough to even do anything defensively, this should make it a little more competitive with the other specials
- Added new special: Combat Knife - melee that reduces enemy armor by 30 for 4 seconds
- Added new special: Suspicious Syringe - self buff that randomly buffs either damage, attack speed or crit chance
- Added uncommon weapon: Submachine Gun
- Added uncommon weapon: Revolver
- Added legendary weapon: Preon Accelerator
- Added void weapon: Nullifier
- Added lunar weapon: Lunar Launcher
- Added unique weapon: Worn SMG
- Added unique weapon: Nano-Gauntlet
- Added unique weapon: Outlaw's Revolver
- Added unique weapon: Energy Cannon
- Nerfed ammo capacity of Rocket Launcher, Badass Shotgun and Prototype Rocket Launcher
- Brainstalks now resets your ammo
1.3.9
- Added skin: Special Forces, currently unlocked by default
- Focus no longer removes damage falloff unless the bullet is charged
- Added config to make Focus auto charge after reaching a certain attack speed, on by default
- ^Charging it got super tedious later into runs so this QoL should be a huge help
- Rewrote unique weapon drop system, allowing external mods to easily add their own
- Significantly changed drop rates
- Minimum chance when killing an elite: 40% > 25%
- Bonus multiplier when killing large enemies: 135% > 110%
- Pity multiplier after drop: 100% > 80%
- Pity multiplier growth on kill: 0.1% > 2.5%
- ^Weapons were way too common, you can config up the base chance if you don't like this change though
- Rocket Launcher damage: 700% > 500%
- Badass Shotgun damage: 180x24% > 140x24%
- ^Legendary weapons were basically a free win
- Attempted to fix Simulacrum boss waves dropping a weapon for every enemy
1.3.8
- Publicized weapon catalog code so that external mods can add their own weapons
1.3.7
- Supply Drop now drops a random normal weapon, spammable rocket launchers was way too much
- Added Supply Drop (Legacy), the old version of the skill (enabled Cursed config for this)
- ^skill ended up changing so drastically it felt worth having this option
- Flashbang base stock reduced from 2 to 1
- Flashbang now applies a unique Dazed debuff, causing enemies to aim in random directions for 5 seconds
1.3.6
- Added an extra indicator to Focus crosshair, showing the skill cooldown (so you know when your next shot is coming up)
- Updated all weapon icons and survivor icon to use the official template (huge thanks to Swuff for this!)
- Supply Drop is no longer once per stage- now functions as a normal skill with a 24s cooldown, ammo heavily reduced
- ^once per stage pretty much meant "use on teleporter boss only" which kinda sucked to play with, will nerf if needed
- Lunar Blaster and Null Blaster now pierce when firing charged shots with Focus
- Fixed Sniper Rifle not critting when hitting a weakpoint and updated VFX
1.3.5
- Alien Head's cooldown reduction now applies to Driver's ammo consumption, using the same formula
- Fixed a couple animations
- Fixed Driver umbra not having a headshot hurtbox
1.3.4
- Sniper Rifle reworked: charge removed, damage 800% > 1800%, unscoped spread increased, scope now only lowers spread + exposes headshots + makes bullets pierce, scope now enters first person view
- ^this weapon has been consistently terrible and needed an identity that's not walmart snipermod so let's go with quickscoping
- Bazooka fully charged primary damage: 800% > 1200%, charging it felt like a complete waste of time
- Flashbang now detonates a little bit faster- just a tiny qol
- Updated animations for all two handed guns, allowing their animations to properly aim vertically
- Updated Flashbang SFX
- Updated Focus stock indicators
- Added a new skin locked behind Cursed config
1.3.3
- Updated Flashbang skill icon
- Updated standard crosshair, can be disabled in config
- Driver's crosshairs are now highlighted while hovering over something, can be disabled in config
- ^ this can be applied to ALL crosshairs via a config option, if that interests you
- Added config option to move Predatory Instincts item display to the head
- Fixed some weapon tooltips
- Fixed Delicate Watch item display (thanks Zenithrium for both these fixes!!)
- Fixed Sniper Rifle consuming double the intended meter while shooting with Focus
- Optimized some asset initialization so the mod should load up a little faster
1.3.2
- Added weapon pickup notifications; these can be disabled via config if you find it too intrusive
- Prototype Rocket Launcher primary damage: 450% > 600%, low duration of the weapon means it can get some of its power back
- Rocket Launcher secondary meter consumption reduced by 33%
- Fixed Sniper Rifle secondary not actually boosting damage at all, oops
1.3.1
- Added weapon drop VFX
- Using weapons no longer consumes meter while Brainstalks is active
- Shifted Driver's position in the CSS because he is that guy
1.3.0
- REWORKED WEAPON TIMER
- ^Weapon duration is no longer time based, it's now a pseudo ammo system that scales with attack speed
- Readded weapon configs, game no longer has to be restarted to toggle weapons on or off
- Added weapon: Stone Cannon- rare drop from Stone Golems
- Machine Gun primary damage: 200% > 160% - this one was just shredding WAY too fast
- Sniper Rifle primary damage: 600% > 800% - this one sucked all around
- Sniper Rifle secondary max damage: 4000% > 5000%, damage now scales linearly with charge instead of being all or nothing
- Updated Heavy Machine Gun SFX
- Updated Chimeric Cannon VFX
- Improved weights on the Hitman skins
- Restored weapon pickup SFX
- Fixed stats not updating while holding down Focus
1.2.9
- Added weapon: ???
- Added weapon: ???
- Added some more Starstorm 2 crosscompat goodies
- Hammer of the King primary damage: 345600% > 3210%
- Badass Shotgun self force now scales down with attack speed
- Fixed certain weapon recoils not scaling down with attack speed
- Fixed Pyrite Gun overriding the other stronger pistol upgrades
1.2.8
- Added weapon: Chimeric Cannon
- Added weapon: Hammer of the King
- Added weapon: Badass Shotgun
- Added radius indicators to all explosives so you can actually see the blast radius
- Added Lystate Cell functionality to alternate special
- Added a wiki to the mod page listing all the weapons currently available
- Updated some projectile models and VFX to add a little more variety
- Grenade Launcher primary damage: 300% > 500%, blast radius 4m > 6m, fire rate increased by 25%, knockback force severely reduced
- ^this weapon really sucked and needed every one of these buffs
- Fixed cooldowns being reset any time the inventory was updated (this included equipment being used or coming off cooldown)
1.2.7
- Fixed weapon pickups not being fully networked, clients can now see what's in them!
- Fixed certain Pistol upgrades being overridden by inventory changes
- Fixed weapon HUD showing for everyone in multiplayer if someone else was playing Driver
- Fixed some animations/skill states not being networked properly
1.2.6
- Added support for permanent weapon replacements
- Upon reaching a run-ending boss stage, your default Pistol will now upgrade itself to better help you in the fight
- ^ can be disabled in config but that's no fun
- Added weapon: Needler
- Added weapon: Pyrite Gun, a permanent Pistol upgrade
- Heresy primary and secondary no longer take priority over picked up weapons- this hasn't been thoroughly tested so please report if you run into any weirdness
- Added animation and vfx for heresy skills
- Added some more flair to Combat Slide
- Added some new sounds
- Prototype Rocket Launcher secondary damage: 300% > 250%, base projectile count 7 > 4 (still scales up with attack speed)
- ^ weapon was deleting bosses way too fast even after the nerfs
- Fixed Egocentrism item display
- Fixed heresy special skill having no cooldown when used with alternate special
1.2.5
- Added RiskUI support! thanks to Bubbet for keeping the code clean so this was easy to implement
- Added a stock display to Pistol's secondary so you don't have to keep looking in the corner to see if you have any shots ready
- Golden Gun easter egg now works with the Golden Gun from ClassicItemsReturns (don't ask for classic ClassicItems compat it won't happen)
1.2.4
- Added weapon: Grenade Launcher
- Added weapon: Arm Cannon - unique drop from Steel Mechorilla
- Updated various sounds and added some more
- Updated Heavy Machine Gun model
- Updated crosshairs for Bazooka, Rocket Launcher, Prototype Rocket Launcher, Super Plasma Cannon
- Further nerfs to Rocket Launcher damage, this should be enough to keep it in line
- Fixed Golden Gun crosscompat breaking things if LostInTransit was installed but Golden Gun was disabled
- Fixed an oversight causing Brilliant Behemoth interaction to only occur with LostInTransit installed
1.2.3
- Nerfed both Rocket Launchers across the board- the new secondary is crazy strong so this was needed
- Added weapon: Chitin Shield, rare drop from Beetles
- Added weapon: Brilliant Behemoth, equipped when you pick up the respective item
1.2.2
- Added Pocket ICBM functionality to all grenades and explosives
- Added Ancient Scepter upgrade for Flashbang
- Added Ancient Scepter upgrade for Supply Drop, thanks to Hyperinvox for the weapon model!
- Gave Heavy Machine Gun and Rocket Launcher new secondary skills
- Heavy Machine Gun primary damage: 210% > 160%, the armor penetration ended up being way more impactful than expected
- Flashbang damage: 650% > 500%, max stocks 1 > 2, partially reverting the damage buff and giving more utility in exchange
- Supply Drop now drops a Prototype Rocket Launcher, a slightly nerfed version of the base weapon
- Added a secret Golden Gun weapon, thanks to bruh for the model!
- Fixed attack speed stat not updating while using Focus, locking your fire rate at the value it was at when you pressed the skill
- Fixed Bandolier not refreshing weapon duration if alternate special was selected
- Fixed Supply Drop not spawning a weapon if used by a client in multiplayer
1.2.1
- Added weapon: Sniper Rifle (thanks to Swuff for the weak point targeting implementation)
- Added a new unlockable skin (thanks Glasus for the challenge idea)
- Flashbang damage: 400% > 650%, animation slightly sped up
- Tweaked kickback on all shotguns
- Bazooka minimum damage: 400% > 600%, charge time lowered and lockout before you can release an uncharged shot decreased
- Updated Grand Mastery skin, adding more detail and polish
- Fixed weapon duration meter being visible with no weapon equipped
- Fixed Eclipse levels not going up
1.2.0
- Added Grand Mastery skin!! huge thanks to Glasus for the design
- Added weapon: Bazooka
- Added an unlockable alternate special- Flashbang bridges a pretty crucial gap in his kit so hopefully it's not a straight upgrade
- Machine Gun primary damage: 190% > 200%, fire rate slightly increased
- Heavy Machine Gun primary damage: 240% > 210%, fire rate increased, shots now ignore armor (more damage to bosses)
- Changed a handful of item displays
- Enemies marked by Starstorm 2's Relic of Termination are now guaranteed to drop a Rocket Launcher
- All shotguns now have varying degrees of backwards force when fired
- Updated models for Slug Shotgun and Rocket Launcher
- Temporarily removed functionality from weapon duration configs and reverted Rocket Launcher to 8 seconds
1.1.2
- Pocket ICBM now works on Rocket Launcher. This has to be hardcoded into the skill state apparently
- Rocket Launcher primary damage: 800% > 1000%
- Rocket Launcher duration: 8s > 20s - Considering it only drops from bosses, at the end of the teleporter event for pretty much the whole first loop, it can get away with lasting a while
- Added weapon: Slug Shotgun
- Added weapon: Heavy Machine Gun
- Added config options to enable or disable weapons
- Fixed weapon pickups dropping for the enemy teams, preventing player Drivers from picking them up
- Fixed Pistol and Machine Gun spread patterns
- Fixed Simulacrum boss waves dropping Rocket Launchers from every enemy
1.1.1
- Rocket Launcher primary damage: 600% > 800%, fire rate increased
- Shotgun primary damage: 6x190% > 8x190%, removed pierce
- Added weapon: Riot Shotgun, deals 6x140% with 0.75 proc coefficient but pierces (thanks bruh for the model =))
- Removed level scaling and nerfed weapon drop pity modifier a little, last update made them drop just a bit too frequently
- Added a custom pickup model for legendary tier weapons
- Added a config option to make Driver call out his weapon pickups- enable this in multiplayer to make people mad
- Added a config option to use the old crate pickups if you for some reason liked those more
- Added cursed config
1.1.0
- Added weapon: Rocket Launcher, guaranteed drop from bosses
- Picking up Bandolier drops now resets your weapon timer
- Replaced goofy weapon drop crates with a cool looking briefcase (old ones will be a config at some point)
- Pistol now has some spread when firing without Focus
- Machine Gun spread reworked for better accuracy when burst firing
- Rewrote entire weapon backend, allowing new weapons to be easily added (even from external mods) and streamlining the whole development process
- Made mastery skin 3% more epic
- Fixed the big guy, elite, boss drop rate tweaks from 1.0.3 not working, please don't ask why this wasn't working
- Fixed Machine Gun's secondary cancelling before the projectile was fired if you had some attack speed
1.0.5
- Fixed ragdoll; the incredibly handsome developer of this mod never dies and so never realized it was broken
1.0.4
- Buffed Pistol's fire rate
- Shooting with Focus no longer has damage falloff
- Machine Gun no longer has falloff
- Shotgun now has falloff
- Weapon drops now have a pity system, chance goes up with each kill until one drops and then the pity modifier resets
- Weapon drops no longer require a Driver to land the killing blow- the only requirement now is a Driver on the player team
- Fixed Combat Slide consuming all charges of Hardlight Afterburner instantly
1.0.3
- Weapon timer won't start until your first attack with the weapon now
- Tweaked weapon drop rates -- Champions (beetle guard, templar, etc. big guys) now have double the chance to drop a weapon -- Elites have 50% minimum chance to drop one, and can still scale up past that threshold -- Bosses are guaranteed to drop one- when higher tier weapons are added, they will drop these as well -- Drop chance is halved when playing on Swarms
1.0.2
- Synced gun pickups, but for now only the host is able to see what's in the crate (until i can figure out this stupid code)
- Fixed non host players being unable to pick up guns
- Fixed non host players throwing a Captain airstrike instead of a flashbang
1.0.1
- Fixed gun pickups being permanent- when commenting out the gun test code for release, I accidentally hit the code that swaps back to the pistol as well, whoops
1.0.0
- Initial release