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DDberry-Dx2_Weapons-0.7.0 icon

Dx2 Weapons

Reworks the nocturnal arms so they play more like the weapons in Hades 1

By DDberry
Date uploaded a year ago
Version 0.7.0
Download link DDberry-Dx2_Weapons-0.7.0.zip
Downloads 399
Dependency string DDberry-Dx2_Weapons-0.7.0

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. The new weapons give you a simpler moveset and let you use any attack whenever you want (without having to worry about magick or extra long cooldowns). Some omegas were removed, some are still here (and cost 0 magick), while others have been replaced with something completely different.

Install

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

Staff

Attack

The dash-strike will chain into your attack combo (instead of dstrike -> atk 1 -> atk 2 -> atk 3, now it's dstrike -> atk 2 -> atk 3), which greatly improves this weapon's flow. The omega is still here and charges faster, but has reduced range. The goal of this change was making the staff more focused: now all the attacks are melee and deal area damage, while the special is single target ranged.

Special

It fires slow moving projectiles, but you can hold special to spam it really fast, and there's no omega. The special is mostly there to supplement the damage of your attacks. Attack -> dash away -> throw a few specials -> dash in -> attack again. This is very effective on bosses. It's also very effective to use your cast, since the special doesn't stagger!

Completion status

Only aspect of Mel for now

Daggers

Attack

Removed the last hit of its combo and the omega, but now you can hold to attack quickly. I decided to remove 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 may attack by accident while trying to dodge.

Special

Now it throws a dagger that pierces and stagger foes, but it doesn't boomerang back to you. The omega is quicker and you can use it for free. While the special lacks DPS, it's 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, you can also fire at point blank to deal tons of damage.

Completion status

All 3 aspects done, but need some polish

Torches

Attack

Reworked so it's more like the bow from Hades 1, but there's no power shot and you can move (slowly) while charging. The strategy isn't different from the old torches, just pick a target and attack the hell out of it. If you mash attack as fast as you can it'll fire many short attacks so it plays like (a crappy version of) the old torches.

Special

Fires a single spiral, which is good for dealing with crowds. Keep holding special until enemies are dead, it has enough speed that you can strafe and dodge slow projectiles. Another way to use it is doing attack -> special -> dash combos. 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. The omega has been moved to its own aspect.

Completion status

Weapon done, 3 aspects done (lacking vfx but still...), all hammers playable!

Axe

Attack

The old attack was a quick swing, then a slow one, then an absurd monstruosity of a 0.78 second charge time. Now it's one slow, one quick and another slow. Why is there a quick attack sandwiched between two slows? Idk, but it feels really nice once you get used to it. While attacking you can dash and change direction without breaking the combo. To properly aim the final chop, you have to dash BEFORE pressing attack.

Special

It does a single spin. Very simple, very situational. Unlike the attack, this move has sort of an "inverted charge time", it fires almost instantly but leaves you vulnerable after.

Completion status

Weapon done, 3 aspects done, lots of incompatible hammers

Skull

Attack

Now it fires a single skull that you won't ever need to worry about recovering, but there's a cooldown between attacks. This is a rhythm weapon: the optimal way to play it is special -> attack -> cast -> attack -> special, while interleaving a few dashes when necessary. Not the easiest weapon, but very satisfying once you get it working.

Special

There's no quick special, only the omega, which makes you invulnerable while running over enemies. 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.

Completion status

Weapon done, 3 aspects done, avoid hammers at all costs

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