
SnowtimeStages
A mod which adds over a dozen artstyle clashing maps from other games to RoR2; now with functional configs and a custom difficulty.
CHANGELOG
0.9.51
- Forgor icons
0.9.5
- Added plr_hightower
0.9.44
- Fixed invalid spawn cards causing levels to simply not spawn any enemies with ProperSave nor Artifact of Kin
0.9.43
- Increased Error Family spawn cost by 4x (No more swarming)
- Increased Error spawn cost by 2x
- Updated config to actually skip loading stages scenedefs, and modified the scenedef loading function so the mod doesnt just load all present scenedefs
- Music volume reduced by request
0.9.42
- Updated ALL Poiyomi materials to 9.2
- Foliage now appropriately sway
- Tweaks to all materials
- Updated Sandtrap to be visually closer to its original counterpart
- High Charity's ambient lighting is now slightly brighter
0.9.41
- Disabled Legendary Spawn Mults until I can confirm it is fixed in the future
0.9.40
- Added gm_bigcity, only accessable on stage 4 via the Bazaar
- gm_bigcity is a MESS simply to find anything. Good Luck.
- Updated Post-Process to play nice with everyone else
- Added the Microsoft GCUR guidelines and Poiyomi Shaders TOS from Github to Thunderstore upload for extra caution
0.9.34
- Fixed an issue where Legendary would break all monster spawns on consecutive runs after your first, even if you never selected it
0.9.33
- Difficulty icon by PlNK
- last update in quick succession
0.9.32
- Reduced the overall difficulty of Legendary. Good Lord.
0.9.31
- Identical to 0.9.3 but not so it is the "latest"
0.9.3
- Legendary
0.9.21
- Fixed the Alloy Worship Unit evading my sight on Constructs DLC1 monster pool
- Fixed custom enemy material again
0.9.2
- Custom enemy wrong shader . Whoops .
0.9.1
- Fixed pissing off the planet whenever any halcyonite/holdout shrines were in the level
- Added High Charity
- The amount of work I put into high charity alone is ridiculous
- Completely redone general post-processing across all stages except Gephyrophobia
0.9.0
- The custom enemy is now fully ready
- Removed a few spawn cards to prevent incurring the wrath of the planet when any sort of pillars or holdout zones existed
0.8.9
- Missed one for the previous update
0.8.8
- Fixed missing interactables and enemies for clients
0.8.7
- Slightly tweaked constructs dlc1 monster pool by community request
- Gup Moment
0.8.6
- Apparently I forgot that Mithrix existed. Added a temporary bandaid
- Added gm_flatgrass
- Added a neat 1/4 chance for the GMod stages
- Reduced the brightness of the GMod stages and tweaked the post processing to try to make it feel more like Gmod
- Made the water on Construct have a no-gravity zone so you can move in it like its source engine water (kinda)
- Disabled the navblockers on Halo(Alt). whoops
0.8.5
- The Overambitious update. I went insane making this.
- Completely overhauled the stubbed material swapping system. It now just uses ShaderSwapper.
- Added a reskinned, "custom" enemy to gmconstruct (I could not figure out how to change its projectile.)
- Added a new, rare, interactable that only spawns on my stages (I could not figure out how to properly register it and add it to other stages.)
- Replaced the Teleporter on my stages with a Covenant Cruiser. It is functionally identical, just with a different model, discovery range, and some small neat things. Its a little bigger than the regular teleporter, mostly meant to assist with finding the teleporter on Halo/Halo(alt), but it was cool enough to put on 90% of the halo maps. It doesnt fit into Delta Halo due to its small size however. This might look a little ridiculous on some maps like Gephyrophobia or New Mombasa Bridge at times but whatever
- Removed all of the out-of-bounds nodes for Halo(alt), I got tired of having to rock climb to submit HUNKs samples
- Added easter eggs of a few halo weapons around a few halo stages as copium for wanting custom HUNK weapons, they functionally do nothing
- Probably a few dozen other things I updated that I cannot remember, just trying to get the EntityState on the custom enemy killed me (and I still never got it working)
- I was going to fix New Mombasa Bridge not being a post-loop stage, but honestly its fun getting it as a stage 3
0.8.2
- Fixed the skydomes of most maps. They will NEVER inherit lighting ever AGAIN
- Moved one of the guaranteed legendary chests in sandtrap to remove a two-for-one deal for HUNK players; It is still in the same room
0.8.1
- Fixed an issue where the ghost of a map passed would call out to the player like the Green Goblin mask, begging to be selected and softlock their run. For whatever reason, forgot to remove a SceneDef from the assetbundle that I dropped like a year ago.
0.8.0
- Add Delta Halo
- Scaled up construct by 1.35x to allow access to the secret room
- Gave gm_construct tf2 music temporarily
- Fixed New Mombasa Bridge's Boss Music not ending properly
0.7.3
- And this is why you thoroughly test first before throwing out updates
- Fixed an issue where Halo's reflective water in the skybox was replaced with the wrong cubemap
- Changed how the volume_master interacts with music to reduce its double dipping nature
0.7.2
- Fixed a glaring issue where on New Mombasa Bridge you would be prevented from entering the tunnel, potentially pre-maturely ending runs.
0.7.1
- Added gm_construct
0.7.0
- Made it where you can toggle every individual stage on or off. Experimental, and only removes them from the LOOP at the moment
- Updated the music to have it inherit from Master Volume on top of the Music Volume
- Added Sidewinder for Stage 1
- Added New Mombasa Bridge for Post Loop Stage 3
- Nerfed the director starting credits for most stages to reasonable values
- Probably a few hundred other things I forgot about
0.6.2
- Updated lighting on all maps to hopefully reduce eye strain.
- Fixed issue on the alternate Halo (level) Stage 5 where the level boundary was not working, as it was still using Halo (level) Stage 5's standard position
- Updated forerunner materials (should fix gephyrophobia having a sort of gray filter)
0.6.1
- Fixed missing collision for the rocks on the alternate Halo (level) Stage 5
- Fixed an edge-case with Railgunner where on certain maps, the skybox would render over everything while zoomed in
0.6.0
- Fixed the Halo Sub-Content expansion not working with certain profiles
- Added Ice Fields for Stage 2
- Added Alternate Halo (Level) Stage 5 Variant
- Improved visuals AGAIN (Beam emitter light!)
0.5.3
- Fixed flashbangs in regards to Starstorm 2's storms and the void seeds.
- Added an expansion for the Halo content (will be relevant in the future)
0.5.2
- Attempt to make the volume of the music match that of vanilla
0.5.1
- Fixed issue where players can get stuck under one of Death Island's Geysers, which tries to propel them indefinitely and never let them go.
- Fixed language tokens
0.5.0
- Added Sandtrap for Stage 4
- Added ambience for all levels
- Improved visuals further
- Added random locations for newt altars
0.4.0
- Added full support for Seekers of the Storm and Survivors of the Void
- Rebalanced interactables for all Stages
- Added Halo (Stage) for Stage 5
- Improved visuals across the board
0.3.1
- Fixed missing R2API Sound Dependency
- Rebuilt AssetBundle
- Improved Water color of Death Island
0.3.0
- Added Gephyrophobia
- Added ending(s) for the custom bossfight music(s)
- Collision upgraded with surface definitions (footstep sounds make sense now)
- Upgraded interior lighting of Death Island to be similar in fashion to Gephyrophobia
- If you have any lag issues due to the lighting, please let me know on the Risk of Rain Modding Discord
0.2.1
- Added custom music
0.2.0
- Added Blood Gulch
- Massively improved director starting credits for Death Island
- Improved some materials
0.1.2
- Fix missing material on Death Island's red team interior
0.1.1
- Added props and geysers to Death Island
- Added Language (English)
- Changed stage order of Death Island from Stage 1 to Stage 2
0.1.0
- Initial Release