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ExtradimensionalItems

A mod that aims to add ideas from other games.

CHANGELOG

0.5.9
  • SoTS update.
  • Removed BetterUI compatibility.
0.5.8
  • Made all equipment no longer being triggered by Bottled Chaos.
    • You would think that it would be the same trigger as Enigma, but no, it's actually a separate flag.
0.5.7
  • Joke has been joked.
0.5.6 (a.k.a. Give me all your money)
  • Added donate button that you should totally click and give me money.
  • Witch Hunter's Tools
    • Removed unneeded SphereCollider so it should no longer have collision.
  • Adrenaline Core
    • Added Transcendence check so if player has it, item checks for shield damage instead of health damage. This can be disabled in the config.
    • Added additional checks to health, so when player loses health from scrapping items and other things that modify max health, delevel won't trigger.
  • Fixed sound attenuation for all items and equipment, it should now be 100m for everything instead of being 30m for some and infinite for others.
  • Added missing R2API Language and Prefab dependency.
0.5.5 (Also known as "Guess who came back to the game instead of using it as a way to study Unity")
  • Witch Hunter's Tools
    • New item
  • Fixed error on start up if BetterUI was not present, for real this time.
  • Fixed error on start up if ShrineOfRepair was not present.
  • Fixed modded items having small icons when scrapping\printing.
  • Rewrote how text strings are filled. Now also dynamically updates with in-game config changes (this feature requires RiskOfOptions version 2.6.0 or higher, will probably throw errors if below).
    • Thanks to Faby for telling me that my current implementation is shit, new implementation should lead to better performance overall.
  • Added missing "restartRequired" flag to some options in RiskOfOptions, mainly those that are used in catalog initialization.
  • Made all equipment Enigma incompatible.
    • I've finally played with Enigma, for the first time in 200 hours, and as it turns out none of my equipment are Enigma-compatible. Skull instantly stops working, dealing damage once, Chronoshift does nothing (while potentially throwing errors in network play) and Checkpoint instantly transforms back into equipment. This is all due to how I made them and how there are checks for what equipment player has. While I can fix it, I honestly don't want to, especially with Chronoshift, maybe on code rewrite.
  • Sheen
    • Lowered per stack scaling to 150% (was 250%).
    • Proc coefficient is now 0 (was 1.0).
    • Buff application now has 1.5 second cooldown (can be adjusted in the config).
    • Max buff stacks for the first item is now 3 (was 2).
      • Original intent for Sheen was to give caster type of character (Loader, Artificer, Acrid to some extend) something to do while their main damaging ability is recharging. However, due to how game is designed, characters that benefit the most from Sheen are those that actively spam abilities together with using primaries, so Huntress, Mercenary and the likes. And those lads obviously don't need more damage. Buff application is now also on a short cooldown and now stacks up to 3 by default, so the intent of stacking the buff and then discharging it after you did your primary "rotation" is there.
    • Added config entries for per stack damage and per stack buff amount.
  • Atma's Impaler
    • Changed how item works. Now instead of giving percentage of health as damage, now it gives one level worth of base damage per 250HP (-25% per stack, stacks hyperbolically). Always gives at least one level worth of base damage.
      • Base damage is a tricky thing to balance to be honest, there is a reason why base game doesn't really do that outside of a single, very rare item. Original Atma had very bad scaling, post loop you would be lucky to get 10 base damage out of it which is nothing. I'll play a bit more with new version to see if it needs additional balancing.
  • Adrenaline Core
    • Fixed pick up not rotating.
  • Fuelling Bellows
    • Added some additional logging, can be disabled in the config as usual.
  • Skull of Impending Doom
    • Fixed damage, but not speed, buff appearing sometimes on clients when using different equipment.
0.5.4
  • Fixed error on start up if BetterUI was not present.
  • Implemented item displays for Sniper and Rocket.
  • Chronoshift
    • "Fixed" compatibility issue with NetworkedTimedBuffs
      • Technically the issue is fixed from NetworkedTimedBuffs side, but since I got the bug report might as well put it here.
  • Sorcerer's Pills
    • Added information about what it corrupts to pickup text.
  • Updated dependencies.
0.5.3
  • Adrenaline Core
    • Fixed errors and UI disappearing when using RiskUI
      • Currently the UI portion of the item just disables itself when it can't find some things that RiskUI removes. I might add actual UI with appropriate style to support RiskUI, but for now, we just disable the leveling bar. It also opens another can of worms of supporting each UI that comes out (which I doubt more will happen but still) and I really don't wanna do that. In the meantime, you can check you current Adrenaline level by looking at the color of the item display's glow.
    • Fixed an issue when disabling UI in RiskOfOptions didn't actually disable it.
0.5.2
  • Adrenaline Core
    • New item.
  • New console command "give_item_ai"
    • It can be used to give AI team items when either Artifact of Evolution is enabled or if players are in Void Fields. Won't work otherwise.
  • Skull of Impending Doom
    • DamageType now also inculdes DoT.
  • Atma's Impaler
    • BetterUI now shows actual bonus damage from the item instead of percent value.
0.5.1
  • Pizza Box
    • Tier replaced with Lunar
      • After some thinking and suggestions, I decided to move Pizza Box into Lunar tier from Legendary. Simply put, the item is way too playstyle changing to be red, unless you deliberately want to play with it, finding it inside Stage 4 chest can lead to frustration, if you pick it up it can end your run and if you don't you just wasted gold on something that you can't even pick up. It doesn't suit Lunar tier stylistically, maybe something for later.
    • Removed unneeded after parry grace buff, replaced it with in-game invincibility.
  • Added item displays for Miner, Enforcer, Nemforcer and Paladin.
0.5.0
  • Initial release