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DDberry-Dx2_Weapons-0.2.0 icon

Dx2 Weapons

A collection of buffs, nerfs, tweaks and reworks for all the 6 weapons (WIP), also removes the magick cost of omegas

By DDberry
Date uploaded 2 years ago
Version 0.2.0
Download link DDberry-Dx2_Weapons-0.2.0.zip
Downloads 118
Dependency string DDberry-Dx2_Weapons-0.2.0

This mod requires the following mods to function

SGG_Modding-ModUtil-3.1.1 icon
SGG_Modding-ModUtil

Utility mod for mod interactions within lua for SGG's games

Preferred version: 3.1.1
SGG_Modding-SJSON-1.0.0 icon
SGG_Modding-SJSON

A plugin for handling .sjson files in ReturnOfModding.

Preferred version: 1.0.0
LuaENVY-ENVY-1.2.0 icon
LuaENVY-ENVY

A plugin to allow ReturnOfModding plugins greater control of their environment.

Preferred version: 1.2.0

README

Dx2 Weapons

This mod is a collection of changes I made to the base weapons

Key features:

  • All the attacks/specials cost 0 magick and you can use them whenever you want. Of course this breaks the game right now, you'll still be offered max magick and hexes, but imo cool witch games don't need magick (or mana or whatever) so I'm making this mod to prove my point.
  • With omegas out of the way, there are some big QoL improvements to be made, for example: hold to spam the staff special.
  • Some omegas were kept, but are better integrated as part of your basic moves.
  • Dash-strikes will flow into your attack combo (instead of dstrike -> atk 1 -> atk 2 -> atk 3, now it is dstrike -> atk 2 -> atk 3). This improves the flow of the combat now that we have only 1 dash.
  • With so many attacks and omegas, there was a massive overlap of which one you're supposed to use in each situation, for example: staff Ω attack and Ω special are both charged ranged moves. By removing options, players are forced to be more creative with what they have.
  • This mod also (attempt to) remove overlap between weapons: a staff special should feel different then a dagger special, even though both are quick ranged moves.

Of course what makes a "good" weapon is entirely subjective, so check each one out, see what you like and what you don't, hopefully you'll find something of use :D

Install

Check this https://thunderstore.io/package/ebkr/r2modman/

Roadmap

This mod is still very WIP, implemented features are listed below

Weapons:

  • Staff
  • Daggers
  • Torches
  • Skull

Aspects:

  • Gone, reduced to atoms
  • But seriously, always use aspect of Mel when testing new weapons

Hammers:

  • Some hammers may work, but most of them are broken

What's new

Staff

Attack: now deal 30-30-50 damage (instead of 20-25-45), your dash-strike also deals 30 damage and chain into the combo, but is slightly shorter

Ω Attack: costs 0 magick and charges faster, but deals only 80 damage (instead of 120) and has MUCH shorter range

Special: fires slow projectiles that deal 25 damage (instead of 15) and you can hold to spam it really fast, it no longer stagger foes

Ω Special: removed

Tips: the attack has a pretty big AoE so use it aggressively. While attacking an enemy you can dash through it to hit both the enemy and anything that was further behind, then dash away and repeat. This also works really well with the new omega: you can easily string quick attacks and omegas together, but to make good use of it you need to stand between foes. The special is mostly there to supplement the damage of your attack. Attack -> dash away -> throw a few specials -> dash in -> attack again. It's very effective on bosses. You can do a special-only run if you build for it, start with Poseidon (for DPS) or Demeter (for defense) and always cast to keep enemies away.

Daggers

Attack: removed the last hit of your combo, now you can hold to attack quickly dealing 20-20-10x5 damage, or 40-20-10x5 if you dash-strike

Ω Attack: removed

Special: back to its pre-patch version, now it deals 20 damage and pierce, but don't boomerang back to you

Ω Special: still here, it's free and also charges faster!

Tips: I removed the "wait for big damage" gimmick because it just doesn't feel right in the daggers, the new kit is entirely designed for low commitment so you can easily jump in and out of combat. Dash-strike and hold attack to do a full combo, then dash behind the enemy and attack again to keep the combo going. You need to HOLD the attack button, if you keep pressing it you'll accidentally attack while trying to dodge (for those who don't know, attacks cancel your dash's iframes, this is a big deal now in Hades II because you only have one dash). While the special lacks DPS, it's really good for utility: you can easily apply Zeus, Heph or Demeter, you can also stagger unarmored foes from the other side of the screen before running towards them. The omega is useful for killing waves of weak enemies, but you can also fire at point blank to deal tons of damage.

Torches

Attack: reworked, the new attack works more like the bow in Hades 1, but there's no power shot and you move with 30% speed while charging, you can either charge to the end for 70 damage or spam short attacks

Ω Attack: removed

Special: deals 30 damage (instead of 25) and you can hold to attack while moving at 70% speed

Ω Special: removed (I'm aware most people like it, I plan on adding it back as an aspect ;)

Tips: the strategy isn't different from the original torches, just pick a target and attack the hell out of it. Unlike the bow, there's no guilt in doing half charges, you should release almost fully charged attacks for max DPS, but spamming it also deal decent damage. Attack single targets and use special when dealing with crowds. Keep holding special until most enemies are dead, it has enough speed that you can strafe around enemies and dodge slow projectiles. The trick for good specials is positioning: there's a sweet spot, not too close, not too far, where the target gets hit twice by each fireball.

Skull

Attack: pretty much the same, now it has a long cooldown, but you don't need to worry about grabbing your skulls

Ω Attack: removed

Special: removed

Ω Special: reworked, charge it for 0.74s then become invulnerable for another 0.74s while running over enemies, the new special moves slowly and you can control it

Tips: this weapon was clunky before... still is but I love it ^^ The attack's cooldown is long enough that you can always dash between attacks without sacrificing DPS, you can also attack -> cast -> attack, which is a deadly combo. The special gives you lots of iframes but it's just not quick enough to block incoming damage. The idea is to charge it from far away or look for breathing room between enemies' attacks. Once charged, nothing can stop you! Now you can either chase distant targets, or float to a safe place, or (my favorite) circle around an enemy to hit it twice.

CHANGELOG

Changelog

0.10.0

  • Dagger:
    • Now the omega special throws more daggers (from 5 to 7)
    • Aspect of Pan: reduced damage (from +15 to +10)
    • Increased charge time of the 3rd attack
    • Now it's easier to dash out of the attack sequence
  • Torch:
    • New attack sound
    • Fixed crash with Clean Candle
    • Sustained Spark: increased power (from 40 to 50)
  • Staff: reduced screen shake
  • Axe: reduced screen shake
  • Reduced auto-lock angle of most weapons

0.9.0

  • Staff:

    • New aspects: Circe and Momus
    • Fixed omega attack getting cancelled on dash
    • Now the omega attack can hit enemies at the very tip of its range
    • Slightly reduced dash-strike recovery
    • Aspect of Mel: now special also deals +40% damage
  • Dagger:

    • Increased attack damage (from 40-20-50 to 45-25-50)
    • Aspect of Pan: increased damage (from +10 to +15)
    • Melting Sickle: reworked, now affects the attack
    • New hammers: Sudden Barrage and Divine Flurry
  • Torch:

    • Reduced attack min damage (from 20 to 15) but increased max damage (from 70 to 75)
    • Increased attack fire rate
    • Fixed attack animation
    • Flaring Field: slightly increased area
    • Clean Candle: power shot is easier to execute
    • Exploding Blaze: increased damage, now all fireballs explode as expected
  • Axe:

    • Aspect of Mel: increased damage (from 200% to 300%)
    • Aspect of Charon: fixed bug that caused the special recovery to be too short
    • Hell Splitter: reworked, now it fires the 3rd strike with +40 power
    • New hammers: Melting Heave, Extending Heave and Triple Chop
  • Skull:

    • Aspect of Perseph: increased cast duration (from -50% to -30%)
    • Aspect of Perseph: fixed bug where bonus damage carried to the next chamber

0.8.0

  • Added loads of hammers for every weapon (not the coat!)
  • Aspect of Art (daggers) fixed bug where the omega special was affected by the attack boon
  • Aspect of Than (axe) reduced max critical from 20% to 15%
  • Reworked aspect of Pan (daggers), now it increases the omega special power at point blank
  • Added an UI indicator for aspect of Eos and Perseph

0.7.0

  • Increased immunity duration of the skull special (from 0.74 to 0.8)
  • Now the dagger special is blocked by walls
  • Added vfx when the torch attack is fully charged
  • Added aspect of Medea (skull)
  • Added aspect of Pan (daggers)
  • Reworked aspect of Mel (staff), now it increases your special speed
  • Reworked aspect of Perseph (skull), now it increses your cast damage after each special
  • Reworked aspect of Eos (torch), now your special empowers the attack for 4 sec.
  • Aspect of Mel (torches) now gives you global damage, instead of attack & special damage
  • Aspect of Moros (torches) is capped at 5 max projectiles (or less, based on upgrade level)
  • Aspect of Charon (axe) increased special charge time (from 0.04 to 0.14) and improved vfx
  • Aspect of Art (daggers) adjusted omega special behavior on edge cases
  • Added new hammers for the torches, reworked old ones, and removed the ones that didn't work

0.6.0

  • Staff:

    • Omega attack charge time increased (from 0.54s to 0.6s)
    • Omega attack damage increased (from 80 to 90)
  • Skull:

    • Special charge time increased (from 0.74s to 0.78s)
    • Attack cooldown reduced (from 0.78s to 0.75s)
  • New aspects

    • Axe: Charon
    • Skull: Mel and Perseph

0.5.0

  • New aspects

    • Staff: Mel
    • Dagger: Mel and Artemis
    • Torch: Mel, Moros and Eos
    • Axe: Mel and Than
  • Torch: fixed dash-strike (finally)

  • Skull: removed ammo icon

  • Skull: fixed a handful of bugs

0.4.0

  • Skull: removed attack input buffer

  • Toned down most screen shake effects

  • Removed the charge/mana indicators

  • Torch: added hit slow motion effect on the attack

  • Torch: fixed animation bug when attacking for the first time

  • Skull: added zoom effect when charging the special

  • Other minor vfx/sfx changes

0.3.0

  • Axe: base weapon added

  • Torch: fixed audio bug when charging attack

  • Skull: audio redesign for the special

  • Staff: special charges literally 1 frame faster

  • Changes to hit stun duration

    • Axe attack, from 1.1 to 0.7
    • Staff final attack, from 1.1 to 0.5
    • Dagger dash-strike, from 0.7 to 0.5
    • Dagger special, from 1.1 to 0.7
    • Torch attack, from 0.3 to 0.5

0.2.0

  • Staff:

    • Attack damage increased (from 25-30-40 to 30-30-50)
    • Dash-strike damage increased (from 25 to 30)
    • Now it's a bit easier to dash out of a special
  • Torches:

    • Attack now charges faster (from 0.54s to 0.4s)
    • Max damage reduced (from 80 to 70)
    • Move speed increased while attacking (from 20% to 30%)
    • Range and projectile speed slightly reduced

0.1.0

  • Staff: base weapon added
  • Daggers: base weapon added
  • Torches: base weapon added
  • Skull: base weapon added