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Alastair_069-NemesisAmpExpanded-1.0.0 icon

NemesisAmpExpanded

Expands Nemesis Amp with two new alternate skills, a Crimson skin, persistent Controlled Charge, Gathering Storm improvements, balance changes, fixes, and full custom VFX.

Date uploaded 3 weeks ago
Version 1.0.0
Download link Alastair_069-NemesisAmpExpanded-1.0.0.zip
Downloads 125
Dependency string Alastair_069-NemesisAmpExpanded-1.0.0

This mod requires the following mods to function

NeonRain-Amp-2.2.1 icon
NeonRain-Amp

Ride the lightning (SoTS Update!)

Preferred version: 2.2.1
RiskofThunder-R2API_Prefab-1.1.1 icon
RiskofThunder-R2API_Prefab

API for Prefab creation, networking and duplication

Preferred version: 1.1.1
Bloonjitsu7-BetterAmp-1.0.0 icon
Bloonjitsu7-BetterAmp

An overhaul for Amp and Nemesis Amp while also properly updating their compatibility with Seekers of the Storm and Alloyed Collective. Icon by DTEE Draws!

Preferred version: 1.0.0
KingEnderBrine-ScrollableLobbyUI-1.10.5 icon
KingEnderBrine-ScrollableLobbyUI

Adds scrolling to lobby UI (skills, loadout, character select, difficulty)

Preferred version: 1.10.5
Rune580-Risk_Of_Options-2.8.6 icon
Rune580-Risk_Of_Options

A convenient API for adding BepInEx ConfigEntry's to a option menu

Preferred version: 2.8.6

README

# Nemesis Amp Expanded

An expansion and polish mod for **Nemesis Amp** from NeonRain's Amp mod.

Nemesis Amp already had one of my favorite foundations for a survivor, so this mod builds further on his existing mechanics rather than replacing them.

The main focus is **Controlled Charge**, **Gathering Storm**, and giving Nemesis Amp more ways to convert setup into explosive momentum.

Version 1.0 adds two complete alternate skills, a new skin, several fixes and balance changes, and additional polish to Nemesis Amp's existing kit.

---

## Requirements

- [Amp](https://thunderstore.io/package/NeonRain/Amp/)

- R2API Prefab

This mod is **not standalone**. Nemesis Amp from the original Amp mod is required.

---

# New Alternate Secondary — Conductive Stake

Throw a piercing electrical stake that interacts heavily with Controlled Charge.

### Initial Throw

- Deals **300% damage**

- Pierces enemies

- Applies **Controlled Charge** to enemies hit

- Can embed itself into terrain

### Anchored Stake

When the projectile hits terrain, it anchors for **4 seconds** and creates an electrical field.

The field:

- Deals **50% damage**

- Pulses **3 times per second**

- Applies one guaranteed Controlled Charge per pulse

- Continues functioning independently after deployment

Multiple stakes can exist at once with additional Secondary stocks, including **Backup Magazine**.

### Teleport

After spending all available Secondary stocks, the skill changes into a contextual teleport while a usable stake is nearby.

Teleporting to a stake causes an explosion:

- **450% damage** if the stake has already anchored

- **900% damage** if the stake is still airborne

Teleporting to an airborne stake destroys it.

Teleporting to an anchored stake leaves it active, allowing its electrical field to continue dealing damage.

The teleport shares the Secondary's normal cooldown rather than functioning as a separate skill cooldown.

---

# New Alternate Special — Overdrive

Consume all nearby **Controlled Charge** and convert it into a temporary period of extreme Gathering Storm potential.

On activation:

- Absorbs all Controlled Charge from nearby enemies

- Gain **15% Attack Speed**

- Gain **10% Movement Speed**

- Gathering Storm cannot decay for the duration

- Gathering Storm's maximum can exceed its normal 100% limit

For every **3 Controlled Charge absorbed**:

- Gain an additional **5% Attack Speed**

- Gain an additional **2.5% Movement Speed**

- Increase the maximum Gathering Storm value by **10%**

Overdrive's duration also increases based on the amount of Controlled Charge absorbed.

There is no artificial cap on how much Controlled Charge can contribute.

### Example

Absorbing 30 Controlled Charge gives:

- +65% Attack Speed

- +35% Movement Speed

- A Gathering Storm maximum of **200%**

Gathering Storm can then continue building normally above 100%.

At the end of Overdrive:

- Gathering Storm returns to its normal maximum

- Any excess stacks are reduced back to 100%

- Normal Gathering Storm decay resumes

- Overdrive begins its **8 second cooldown**

Using Overdrive itself also counts as a Gathering Storm skill action.

---

# Gathering Storm Improvements

Gathering Storm received several fixes and extensions to support Overdrive.

### Extended Gathering Storm

Gathering Storm can now correctly exceed 100% while Overdrive is active.

The HUD dynamically scales to the new maximum while still displaying Gathering Storm in proper 10% increments.

For example:

- 10 stacks = 100%

- 15 stacks = 150%

- 20 stacks = 200%

### Empowered Primaries

Reaching 100% Gathering Storm still counts as being fully empowered even if the current Overdrive maximum is higher.

This means empowered Primary behavior remains active at:

- 100%

- 150%

- 200%

- and beyond

rather than being lost immediately after exceeding the original cap.

---

# Lorentz / Flux Blades Fix

The alternate Primary previously did not properly inherit Gathering Storm's damage scaling.

This mod fixes that.

Lorentz / Flux Blades now gain the same **+10% base damage per Gathering Storm stack** scaling used by Lightning Stream.

Its empowered six-blade version also remains active at **100% Gathering Storm and above**, including during Overdrive.

---

# Controlled Charge Changes

Controlled Charge has been reworked into a more persistent resource.

Stacks now maintain their own durations and are no longer unintentionally removed by effects such as Mithrix's buff-clearing mechanics.

Controlled Charge is also no longer consumed by Voltaic Onslaught.

This allows Nemesis Amp to build and maintain Charged enemies before deciding how to spend that setup.

---

# Voltaic Onslaught Changes

Voltaic Onslaught remains the more direct offensive Special option.

Its Controlled Charge scaling has been reduced from the original extremely high value to compensate for Controlled Charge now persisting.

Current scaling:

- **200% base damage**

- **+60% damage per Controlled Charge stack**

- Controlled Charge is **not consumed**

This makes Voltaic Onslaught the straightforward damage option, while Overdrive converts Controlled Charge into longer-term momentum.

---

# Crimson Skin

Adds a third skin for Nemesis Amp: **Crimson**.

Crimson includes an extensive red visual conversion across Nemesis Amp's effects, including:

- Body materials

- Spawn effects

- Lightning effects

- Primary effects

- Lorentz Blades

- Secondary effects

- Static Field

- Voltaic Onslaught

- Gathering Storm effects

- Conductive Stake

- Overdrive

- Max Gathering Storm lightning

The skin is intended to feel like a complete visual variant rather than a simple material swap.

---

# Design Intent

The two new skills are designed around different ways of using Nemesis Amp's existing mechanics.

**Conductive Stake** provides:

- Positioning

- Area control

- Controlled Charge generation

- Mobility

- Burst damage

**Overdrive** provides:

- Controlled Charge conversion

- Temporary speed

- Extended Gathering Storm scaling

- A high-momentum payoff for setting up large groups of Charged enemies

Neither skill is intended to replace the original options outright.

Voltaic Onslaught remains the immediate burst Special, while Overdrive rewards setup and aggressive Gathering Storm chaining.

---

# Compatibility

This mod directly modifies several parts of Nemesis Amp's existing behavior and therefore may conflict with other mods that substantially rewrite Nemesis Amp's skills or Gathering Storm systems.

Mods that make unrelated changes to Amp should generally be less likely to conflict.

Multiplayer has not been extensively tested in Version 1.0.

---

# Credits

Huge credit to **NeonRain / the Amp developers** for creating Amp and Nemesis Amp in the first place.

This mod is an unofficial expansion and is not affiliated with the original Amp developers.

---

# Changelog

## 1.0.0

Initial release.

- Added Conductive Stake alternate Secondary

- Added Overdrive alternate Special

- Added extended Gathering Storm scaling

- Added Gathering Storm HUD support above 100%

- Fixed empowered Primary behavior above 100% Gathering Storm

- Fixed Lorentz / Flux Blades Gathering Storm damage scaling

- Reworked Controlled Charge persistence

- Prevented Voltaic Onslaught from consuming Controlled Charge

- Rebalanced Voltaic Onslaught Controlled Charge scaling

- Added Crimson skin

- Added extensive Crimson VFX recoloring

- Added custom Conductive Stake VFX and audio

- Added Overdrive VFX

- Various Nemesis Amp compatibility and polish fixes

CHANGELOG

Changelog

1.3.2

Massively Improved Startup Time

1.3.1

Fixed bug where the new primaries didn't apply Controlled charge

1.3

Added Returning Blade

Added Weave Volley

1.2

Added Capacitor Blade Primary

Added Resonant Bolt Secondary

Added Thunderfall Utility

Added Electrical Overload Special

Added 15 New skins

Added Configuration for all new and reworked skills

Fixed Luminous shot not working with Lorentz blades

1.1.5

Shortened Description and ReadMe

1.1.4

Icon Change

1.1.1/3

Description and README fixes

1.1.0

New Skills

Added Lorentz Cleave alternate Primary

Maximum Gathering Storm lightning finisher

Added Arc Burst alternate Secondary

Added Countercurrent alternate Utility

Added Charge Compression alternate Special

Skill Reworks

Reworked Fulmination:

Now fires discrete lightning bursts

Reworked Static Field:

Amplifies external Controlled Charge application

Existing Skill Improvements

Expanded Gathering Storm compatibility across the new skills

Added Gathering Storm scaling to Lorentz Cleave

Added additional Controlled Charge interactions

Improved Charge Compression compatibility with multi-hit and persistent skills

Improved Conductive Stake behavior and presentation

Added skin-aware VFX support across newly added skills

Visual / Animation Improvements

Added custom Lorentz Cleave sword visuals and slash effects

Added Countercurrent brace animation using Nemesis Amp's intro animation

Added smooth animation blending into and out of Countercurrent

Added successful and failed parry explosion effects

Added lightning-trail VFX to Countercurrent's successful follow-up

Expanded Crimson compatibility to new skills and effects

Other

Various balance adjustments

Compatibility fixes

Additional audio and VFX polish

Internal performance improvements

1.0.0

Initial release.

Added Conductive Stake alternate Secondary

Added Overdrive alternate Special

Added extended Gathering Storm scaling

Added Gathering Storm HUD support above 100%

Fixed empowered Primary behavior above 100% Gathering Storm

Fixed Lorentz / Flux Blades Gathering Storm damage scaling

Reworked Controlled Charge persistence

Prevented Voltaic Onslaught from consuming Controlled Charge

Rebalanced Voltaic Onslaught Controlled Charge scaling

Added Crimson skin

Added extensive Crimson VFX recoloring

Added custom Conductive Stake VFX and audio

Added Overdrive VFX

Various Nemesis Amp compatibility and polish fixes