winterwonderland-SnowtimeStages icon

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 Two For One Deal

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