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IvoryBastion
An aerial skirmisher that deploys into a missile fortress with guardians, production and a run-based upgrade tree.
By Kuriyukihime
| Date uploaded | a day ago |
| Version | 0.20.0 |
| Download link | Kuriyukihime-IvoryBastion-0.20.0.zip |
| Downloads | 44 |
| Dependency string | Kuriyukihime-IvoryBastion-0.20.0 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2120RiskofThunder-RoR2BepInExPack
Simplify the modding ecosystem of Risk of Rain 2, making it easier for modders to create and maintain their mods while preventing harmful bugs.
Preferred version: 1.46.0RiskofThunder-R2API_Prefab
API for Prefab creation, networking and duplication
Preferred version: 1.1.1RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.1.0RiskofThunder-R2API_Networking
Networking API around the Unity UNet Low Level API (LLAPI)
Preferred version: 1.0.4Rune580-Risk_Of_Options
A convenient API for adding BepInEx ConfigEntry's to a option menu
Preferred version: 2.8.6README
Ivory Bastion
A small, fast aerial survivor who unfolds into an immobile missile fortress. The Seraph design uses white ceramic armor, black mechanical structure, four luminous propulsion petals, curved launcher shields, and a blue reactor halo.
Both playable models follow the Seraph concept: a slim armored android with four swept wing blades, and a broad fortress with tall curved missile banks, a long cannon and a broken blue halo.
The siege pilot sits on an elevated split-back throne with controls and seated legs. Its squared rail cannon has recessed blue accelerator channels and a hollow muzzle. Two slim, enclosed Skyfall launchers sit behind the forward-facing missile batteries. Their dark sleeves, white armor panels, curved side fins, blue guides and segmented open lips retain the original design and height, with 43% narrower diameters. Forked supports and raised mounting shoes clear the rear legs. There are no lids. All missile sizes share the same body detailing and compact-fin design; the battery variants are broader for visibility while Skyfall keeps its slim fit inside the rear launchers.
Both forms share health, inventory, missiles, and Fabrication. They have separate attack and defensive abilities. Changing form preserves cooldowns, upgrades, ammunition, and surviving units' health.
The Skyfall silos have inward-facing metal liners, open rims, recessed floors and interior guides at all three existing detail levels. Siege camera dithering checks individual armor parts around the crosshair. Normal camera distances and aim angles remain opaque; armor blocking steep upward or downward aim fades quickly, reaching 8% opacity for a blocked center. A short blend restores visibility when the obstruction clears. The halo's empty center does not trigger fading. This applies only to the camera following that Bastion; teammates retain their normal view.
Multiplayer ability requests use the game's body-ownership checks, with explicit host receipts, automatic retries and duplicate protection. Transformation finishes on the host independently of its animation, and older status messages cannot roll the model or resource bank backward. Near-ready casts can wait up to 0.35 seconds for the host cooldown; spending and damage still occur on the host. Boost release has retries and a short fail-safe lease. Engineering purchases use this same delivery path without interrupting weapon animations. All players should use the same mod version.
Seraph presentation
The Seraph models use authored ceramic armor, dark mechanical joints and blue energy accents, fitted to the proportions established with Nightbound's multiview reconstruction workflow. Exposed shells and flexible undersuit forms have clean manufactured contours, with separate 4K surface/emission atlases. Each form has three mesh detail levels selected by Unity's native LOD system, with a permanent skinned renderer for each level to avoid changing mesh buffers during rendering.
The mobile model uses fitted ceramic shells, dark mechanical joints and a clean blue visor. Its four wing blades and straight forearm guns move as separate mechanical parts. Pelvis-centered flight banking, asymmetric leg tucks, delayed follow-through, climbing, braking and alternating recoil give the silhouette a responsive flight stance. Aimed poses retain controlled shoulder reach. The fortress unfolds its curved launcher banks, opens 72 individual missile doors, and aims and recoils its armored cannon. Layered plates, launcher recesses, rail hardware and hydraulics follow those moving parts. Drones retain their existing poses and detail. Portraits, cockpit thumbnails and Engineering illustrations are renders of the actual playable meshes.
The cockpit sits above the native skill and equipment panels and follows their angle. It shows form, ammunition or boost reserve, heavy-missile progress, innate shield and active damage reduction, Fabrication and the configured Engineering key. Engineering has model illustrations, upgrade cards, purchased-rank highlights and illustrated unit selectors. Skill illustrations and distinct transparent buff symbols share the Seraph palette.
Blue wingtip air trails appear only while holding Thruster Boost. Mobile engines and siege lift thrusters use layered animated plasma, with a hot white/cyan core, flowing blue filaments and soft outer gas. Boost smoothly increases the mobile plume's length and flow; the fortress uses broader downward jets and restrained ground wash near terrain. Directional Needlefire sparks and a layered ion-lance discharge distinguish the weapons. Blue Shift gathers energy behind the pilot before releasing a segmented halo and bright wing flares; deployment uses staged mechanical locking cues. The blue innate shield is a separate, clear sphere with travelling impact ripples; it does not coat or outline the character mesh. Aegis adds a gold hexagonal layer with inset contacts and localized hit waves. Skyfall approach markers stay restrained when impact zones overlap. Blue missile explosions and the accepted AI dialogue remain. Version 0.9.0 retains the 0.1.35 combat balance.
Controls
Use your normal skill bindings. The defaults are below.
| Input | Mobile | Siege |
|---|---|---|
| Primary / left mouse | Hold for rapid Needlefire | Tap for Ion Lance; hold at least 0.2s for missiles |
| Secondary / right mouse | Hold Thruster Boost | Aegis Protocol |
| Utility / Shift | Deploy within 6m of solid ground | Pack up and restore the flight shield |
| Special / R | Blue Shift | Skyfall Barrage |
| V, configurable | View Engineering | View Engineering and purchase upgrades |
Flight follows the camera's pitch while moving forward or backward. Space rises vertically. Release movement to hover. Look down while moving forward to descend. Sprint increases flight speed. No separate flight toggle is needed.
Base statistics
100 health (+30 per level), 12 damage (+2.4 per level), 1 health regeneration per second (+0.2 per level), and 0 armor. Mobile speed is 14 m/s, or 20 m/s while sprinting, before items and upgrades. The mobile collision and damage capsule is 1.35m high with a 0.23m radius. Siege expands the central capsule to 4m high and 1.5m radius; the outer weapon structures extend beyond it.
Both forms have a separately tracked innate shield. Item shields continue to absorb damage but never grant or maintain this shield's damage reduction. Damage reaching the shield bar consumes the innate reserve first. The native health bar shows total shield; the Adaptive Shield buff and cockpit display track the innate reserve.
| Form | Base innate shield | Reduction while innate shield remains | Recharge delay |
|---|---|---|---|
| Mobile | 15% maximum health | 50% | 7 seconds |
| Siege | 50% maximum health | 50% | 4 seconds |
The timer resets when damage gets through barrier to shield or health. Barrier-only hits do not interrupt innate shield recharge: Aegis can absorb attacks while the shield rebuilds underneath. Attacking enemies does not delay recharge. Both forms refill at 50% of their own shield capacity per second: two seconds from empty after the delay. Item shields retain native recharge timing and cannot accelerate the innate reserve.
Siege has no permanent passive damage reduction. The shield-breaking hit still benefits from the shield's reduction; subsequent hits do not. Aegis supplies independent damage reduction and stacks multiplicatively with the shield. Ordinary armor and item defenses continue to work.
Packing instantly fills the mobile innate shield, without refilling item shields. Deployment adds the siege form's larger capacity while preserving existing shield damage; it does not provide another full refill. The six-second mode-switch cooldown remains. Both forms' innate shields have a smooth translucent blue sphere with a clear center, white-blue impact ripples, and a brief dissolve on break. It has no grid or holes and disappears when only item shield remains. The siege sphere expands to fit the fortress; both shields resize with deployment and packing. Impact cues and reserve charge are synchronized to other players.
Damage percentages below are coefficients of the survivor's damage stat. Items, critical strikes, and enemy defenses can modify the final damage.
Mobile kit
| Ability | Base behavior |
|---|---|
| Needlefire | Six shots per second, each dealing 90% damage; 45m range; 0.6 proc coefficient. Each damaging hit loads half a missile into the shared stockpile. Attack speed increases firing speed and ammunition generation. |
| Thruster Boost | Hold right-click for +100% movement speed with free steering and simultaneous firing. Three seconds of fuel, or five with Thruster Tank; refills in two seconds after a 0.25-second recovery delay. With no movement input, boost follows your aim. Release after exhausting the tank to rearm. No invulnerability. |
| Blue Shift | Eight seconds of +60% attack speed, +30% movement speed, and doubled thruster recharge speed. Restores half the thruster tank. 40-second recharge. These bonuses apply in mobile form; the timer keeps running when deployed. |
| Deploy / Pack | Deploy in 0.8s; pack in 0.25s. Six-second shared mode-switch cooldown, affected by normal cooldown items. Both the initial position and final deployed footprint must be within 6m of solid ground. Slopes and low hovering work; clearance adjustments cannot bypass the altitude limit. No deployment over open voids or through walls/ceilings. Packing immediately restores the innate flight shield. |
Siege kit
While deployed, movement and knockback are suppressed. The fortress remains fixed at its deployment position, including low hovering within the deployment height limit, and you can aim freely. Siege has the innate shield described above and repairs 1% maximum health per second after three seconds without taking damage.
When deployed above the ground, six underside lift thrusters emit blue exhaust with white cores and a stronger turbine hum. Their intensity follows ground clearance; the fortress remains stationary.
| Ability | Base behavior |
|---|---|
| Ion Lance | Tap primary to lock onto a visible enemy within 120m and fire a piercing 900% damage laser, five-second recharge, 1.0 proc coefficient. Prefer the enemy nearest your aim; a blue lock marker shows the current target. The host reacquires on firing and resolves the locked hit even with unusual modded hurtboxes. No visible target: no shot or cooldown spent. Its first enemy/terrain impact also explodes in an 8m radius for the same damage; beam victims, including the locked target, are excluded from splash, so each target takes the shot once. Usable while Skyfall launches its warheads. |
| Missile Battery | Hold primary to launch five homing missiles per second at reachable enemies within 90m. Each deals 130% damage in a 5m radius, with 0.6 proc coefficient. Every eighth missile becomes a 450% warhead with a 10m blast radius and 1.0 proc coefficient; Warhead System improves this to every sixth shot. A warhead still costs one missile. Both have white armor, black nose cones, blue exhaust, and blast effects matching their damage radius. |
| Aegis Protocol | For six seconds, gain 35% damage reduction, heal 18% maximum health over the duration, and double siege missile production. Immediately gain 40% maximum health as barrier and deploy an eight-second temporary Sentinel. 18-second recharge. With the base siege shield active, total reduction is 67.5% before armor; after shield depletion, Aegis still gives 35%. Barrier absorbs damage first and protects the innate recharge timer. |
| Skyfall Barrage | Alternate ten extra-large sky-diving warheads between the two open vertical launchers behind the throne. Each deals 800% damage in a 15m blast radius, with a 1.0 proc coefficient. Uses its own supply and consumes no stockpile ammunition. Rise vertically, arc overhead, then dive. Before each launch, prioritize clusters > bosses > elites > ordinary enemies anywhere within 90m, accounting for damage already in flight. No quadrant restrictions. 60s recharge. No enemies in range: no charge spent. |
Missile impacts use a white-hot flash, an expanding blue fireball, rolling charcoal smoke and short sparks. Their maximum visual envelope uses the same radius as the damage calculation: 5m regular / 10m heavy / 15m Skyfall warhead (10m / 20m / 30m across). The fireball expands rapidly; damage is still a single impact, not a lingering damage field. Smoke and sparks stay inside that envelope.
Missile capacity starts at 40, increasing to 60 with Ordnance I, with 30 missiles on spawn. Passive production is 1 missile/second deployed, or 0.25/second mobile. Aegis doubles the deployed rate to 2/second. Needlefire adds 0.5 missile per damaging shot, including boss hits and killing blows, up to magazine capacity. At base attack speed, landing all six shots adds 3 missiles/second, on top of passive reload. Ricochets, item procs, misses, and invulnerable hits do not create additional ammunition. This does not produce Fabrication. Firing rates scale with attack speed.
At level 1 with no items or upgrades, Needlefire delivers a nominal 64.8 single-target DPS. A stocked Missile Battery averages 102 DPS, including every eighth heavy missile; once empty, passive siege reload limits missile-only output to 20.4 DPS. A full 40-missile stockpile supports approximately 10 seconds of maximum-rate fire while reloading, or 15 seconds with the 60-capacity upgrade alone. These are timing-based calculations before armor, misses, critical strikes and engine scheduling; other abilities, units and splash onto additional enemies are excluded.
Missiles use the actual launcher position to check their path, with a central launch fallback if a wing intersects terrain. They can rise over low cover when both legs of the route are clear. Standard missiles travel at 60m/s and warheads at 50m/s, with clamped homing movement and a swept proximity check to avoid orbiting or skipping a close target. Client trails use the same movement calculation.
Skyfall rechecks current enemies before each launch. A cluster is at least three enemies inside one 15m-radius blast. Clusters outrank bosses, bosses outrank elites, and elites outrank ordinary enemies; larger clusters win within the same priority. Damage already assigned by in-flight missiles is deducted using an armor-adjusted estimate, allowing subsequent warheads to cover another group or enemy once enough damage is incoming. Only when all available targets have enough assigned damage does fallback allow redundant overlap. With only one enemy available, all ten can target it; pending shots are cancelled if no enemies remain in range. Each warhead is approximately 4.84m long, takes 2.1–2.9 seconds to fly its arc, and launches 0.18s after the previous one. Regular missiles remain 1.12m long, and battery heavy missiles remain 2.02m long. Their full fin spans are approximately 0.24m / 0.43m / 0.76m, respectively. Normal and heavy missiles are approximately 37% wider than in 0.12.0, with matching exhaust and trails; Skyfall dimensions and all missile lengths are preserved. Impact points stay fixed after launch: these are area bombardments. Terrain and ceilings can intercept their flight. Ten overlapping hits total 8,000% damage before crits, items and armor: 960 raw damage at level 1, or 16 DPS averaged over the 60-second cooldown if every hit connects. Skyfall works with an empty magazine. Packing does not cancel launched warheads.
Skyfall leaves your stockpile, reload, heavy-missile cadence and regular primary attacks unchanged. You can keep firing the laser or your normal missile battery while its warheads are in flight, and fabrication continues while deployed. The ultimate does not fire regular missiles, battery heavy missiles or attack drones. Purchased Legion units are unchanged.
Aegis forms a yellow hexagonal shell outside the blue innate shield. Its cells assemble on activation, carry a subtle energy scan and brighten under fire. The layers operate independently: if the innate shield breaks, blue disappears while yellow remains for the rest of Aegis. When innate shield regenerates, blue returns inside yellow. Aegis always uses the yellow shell, including activation with an empty innate shield; it does not revert to the old blue panels. The barrier amount still follows the game's normal barrier cap and decay. Aegis's resistance, healing, and reload boost apply while deployed.
Passive repair and Aegis healing are delivered in quarter-second pulses to avoid healing-number spam. Native healing/overhealing item interactions remain enabled. Packing flushes the unfinished pulse's already-earned healing. Item auras follow the current form's dimensions rather than retaining the size of the previous form.
Autonomous units
The first permanent Sentinel arrives two seconds after deployment. Vacant slots rebuild on a 15-second production timer. Packing docks surviving units and saves their health fraction; redeploying does not heal them. Unit health is set from your maximum health when constructed. They do not copy your entire item inventory.
| Unit | Function |
|---|---|
| Bulwark Sentinel | Four times your maximum health, 20 armor, approximately 75% owner damage per second. Every six seconds, pulls susceptible enemies within 12m and stuns for 0.75s; draws ordinary AI attention within 18m for three seconds. Boss displacement, stun immunity, and scripted attacks retain their normal restrictions. |
| Needle Gunner | Twice your maximum health, 20 armor, 100% owner damage per second, 40m range. |
| Arc Interceptor | Twice your maximum health, 20 armor. Deletes one eligible hostile projectile within 15m every two seconds. Does not delete hitscan attacks or projectiles marked undeletable. |
| Field Repairer | Twice your maximum health, 20 armor. Restores 2% maximum health per second to a nearby wounded ally within 20m. |
Sentinel and Gunner shots have a 0.5 proc coefficient. Unit damage follows your current damage stat. The first permanent slot starts with a Sentinel. After Legion II unlocks the drone blueprints, every unlocked slot, including slot 1, can be configured in Engineering. Each slot cycles through Sentinel, Gunner, Interceptor and Repairer; choices persist for the run.
Fabrication and upgrades
Earn 14 Fabrication/minute while deployed, or 35/minute during combat. The Engineering panel displays these whole-number rates; currency accrues continuously. Combat lasts eight seconds after you or your units deal damage, or after you take damage. Nearby enemy deaths within 60m grant 0.25, 0.75 for elites, or 2.5 for bosses, including ally kills. Mobile form does not produce Fabrication. Ammunition and replacement units have no currency upkeep.
Fabrication uses elapsed run stopwatch time, not time spent waiting in the scene. When the run timer is paused, both passive Fabrication and kill rewards stop; the HUD and Engineering panel display the paused state. Resuming, redeploying or reviving does not pay out missed production. Currency and purchased upgrades are retained. Missile reload, ability cooldowns, shield recharge and unit replacement keep their normal gameplay timing.
Each branch has three ranks costing 60 / 140 / 300 Fabrication. Purchases require siege mode. All progress lasts for the current run, including stage transitions. Currency and upgrades are stored on the persistent character master. As an example, five minutes split between three minutes of combat and two minutes idle generates 133 Fabrication before kill rewards; finishing one branch costs 500.
| Branch | Rank I | Rank II | Rank III |
|---|---|---|---|
| Ordnance | Missile capacity 60 | Deployed reload 1.5/s; Aegis 3/s | Choose warheads every 6th battery missile, or Ion Lance 1200% damage / 4s recharge |
| Aegis | Innate shield capacity +20%: mobile 18%, siege 60% of max health. Aegis barrier 50%. | Innate capacity +40% total: mobile 21%, siege 70%. Aegis healing 30% over six seconds. | Hardening: shield reduction becomes 55% in both forms; Aegis reduction 40% (73% combined in siege). Or Renewal: Aegis instantly restores half the innate shield capacity and heals 35% max health over six seconds. |
| Legion | Second permanent unit slot | Unlock all drone types and configure every unlocked slot, including the first | Third permanent unit slot |
| Skirmisher | +15% flight speed | Thruster reserve increases from three to five seconds | Blue Shift lasts ten seconds; Needlefire hits ricochet to one visible enemy within 12m for 25% damage and 0.3 proc coefficient |
Percent and flat skill cooldown reductions are supported, including the thruster refill time. Each extra secondary stock adds one second of thruster capacity and one Aegis charge. Native single-stock restocks restore one second of thruster fuel; full resets fill the tank. Extra special stock applies to the independent Blue Shift and Skyfall pools. These effects do not create missile ammunition. Missile production uses its own magazine and upgrade system.
The mobile HUD displays thruster percentage and seconds remaining. Fuel recharges while released, including during siege. Changing form does not refill the tank. At base stats, boost reaches 28m/s, or 40m/s while sprinting; movement items and upgrades still apply.
Requirements and multiplayer
The Thunderstore manifest declares all ten direct requirements below. Release packaging verifies each pinned version and its transitive requirements against the official Thunderstore API.
- BepInExPack 5.4.2120
- RoR2BepInExPack 1.46.0
- HookGenPatcher 1.2.9
- Risk of Options 2.8.6 for the in-game audio switch
- R2API Core 5.3.0
- R2API ContentManagement 1.1.0, Prefab 1.1.1, Language 1.1.0, RecalculateStats 1.6.6, and Networking 1.0.4
Install the same mod version and dependencies for every player and the host. Server-side logic owns damage, ammunition, Fabrication, purchases, production, and summons. Form state, effects, and positional audio cues are replicated to clients. Custom missiles use native damage and proc handling, but projectile-specific mods that require a native ProjectileController may not recognize the custom homing simulation.
Transformations wait for host confirmation before returning control to the joining player. The host checks deployment height and clearance at completion; rejected transformations show a reason. The deployment animation and shield size hold while waiting for a result instead of reverting when only the local timer expires. Host and clients must all use the same version.
From a published Thunderstore listing: use Install with Mod Manager or download Ivory Bastion from the manager's Online tab with dependencies enabled. The manager downloads the required libraries.
From a local ZIP: importing a local mod preserves the dependency list but does not automatically download those libraries. To download them through the manager, return to profile selection, choose Import/Update > Import from file, and select the companion IvoryBastion-Dependencies-0.20.0.r2z. Create a new profile; updating an existing profile from this dependency-only file replaces its mod selection. Open the new profile, then use Settings > Import local mod to import IvoryBastion-0.20.0.zip. The companion contains only verified library references and includes the libraries' own dependencies.
To keep an existing profile, install any missing requirements above from its Online tab before importing the character ZIP. For manual installation, place BepInEx/plugins/IvoryBastion/IvoryBastion.dll into your profile with the listed dependencies installed. See Thunderstore's local mod limitations.
Configuration
In the game's settings, open Mod Options > Ivory Bastion > Audio > Enable Mod Audio to toggle all Ivory Bastion audio on your computer. Changes apply immediately without a restart and are saved between sessions. This controls the same existing setting, including sounds from other players' Ivory Bastions.
You can also edit BepInEx/config/com.yuiki.ivorybastion.cfg after the first launch. Manual installs without Risk of Options retain these settings:
Audio.EnableAudio = falsemutes this mod on your computer, including other players' Ivory Bastion audio.Audio.Volumecontrols its local volume from 0 to 1; default 0.65.Controls.Engineeringchanges the upgrade-panel hotkey; default V. The current binding is shown on the HUD.
The audio output implementation currently targets Windows. Muting it does not change other players' settings or gameplay. Bastion has an expressive female AI character voice. Siege R says, “Onslaught protocol engaged. Enjoy the fireworks.†Mobile R says, “Combat limits released. Try to keep up.†Aegis says, “Defensive systems online. You will not break me.†Aegis speech has a 30-second cooldown per player, preserved through form and stage changes; its normal activation sound still plays every time. Voices carry up to 90m with distance attenuation and play for nearby teammates. Each character queues her lines so one skill does not interrupt another's voice. Weapon sounds are softened while a voice line is playing.
All included meshes, icons, and sound cues are authored for this mod. Voice performances were generated locally with Qwen3-TTS VoiceDesign using original text prompts, without an actor reference recording. Only the finished audio is distributed; inference software and model weights are not required to play. The Seraph design is inspired by the compact-avatar/fortress contrast of Scarlet Rain; no anime/game character meshes or recordings are included.
CHANGELOG
0.32.0
- More reliable multiplayer abilities. Requests survive pauses, important skills get priority over a backed-up primary queue, and abilities queued around a form change get enough time to activate.
- Fixed skills being ignored after taking control of an existing body. Client and host control handoffs now preserve request delivery.
- Barrier hits pause passive hull repair correctly. They still let Seraph Shield recharge behind the barrier, as intended. Shield amounts, healing and damage reduction are unchanged.
0.31.0
- Restored Aegis and Seraph defense stacking. While Seraph has charge, it also fortifies Aegis's yellow barrier. With active Aegis, the two give 67.5% damage reduction before armor, or 73% with Hardening. Separating the defense pools had accidentally removed this protection from Aegis.
- Seraph Shield follows your final max health. Health pickups, level-ups and later stat bonuses now update its capacity in both forms. Doubling max health doubles shield capacity; ordinary stat updates cannot refill damage already taken.
0.30.0
- Seraph Shield and Aegis Barrier get their own defense pools and gauges. Their charge stays readable above health, even when item effects change the normal health bar. Aegis absorbs damage before Seraph.
- Shield protection follows the damage it absorbs. Seraph's damage reduction protects its own points, and Aegis still stacks with it. Hits absorbed by barrier let Seraph keep recharging behind it.
- A clearer HUD for the fortress. Fuel is teal, missiles are coral, heavy-shot progress is orange, and Fabrication is green. Combat resources sit above skills, with Fabrication alongside them so ally and drone readouts stay clear. Upgrade progress and your Engineering key are always visible.
- Quiet cues keep you informed. Three low beeps warn when Seraph breaks, and a soft electrical buzz marks recharge. The buzz stops if the shield takes another hit. Both cues are local and follow your audio settings.
- Fixed flight and unresponsive skills after installing a local update over the official release. Updated the RecalculateStats requirement to 1.7.0.
0.22.0
- Added all config settings to Risk of Options, including volume and the Engineering key.
- Added 137 gameplay settings covering survivor stats, abilities, shields, missiles, production, upgrades and all four drone types. Existing balance remains the default.
- Balance changes apply at the start of the next run. Multiplayer clients automatically use the host's settings without changing their own saved config; audio and controls apply immediately.
0.21.0
- Bulwark focuses on defense: armor 20 -> 40, gun damage 75% -> 25% per second, firing range 25m -> 15m. Health, taunt, pull and stun are unchanged.
- Gunner focuses on damage: sustained damage 100% -> 200% per second, range 40m -> 50m. Fires 80% damage every 0.4s. Health 200% -> 150% of yours; armor 20 -> 0.
- Repairer now chooses injured health instead of wasting healing checks on full-health allies with depleted shields. Interceptor is unchanged.
- Engineering now shows each drone's role. Shortened the mod description and changelog around gameplay and current stats.
0.20.0
- Restored siege camera fading when armor obstructs aim, while keeping normal views visible.
- Improved multiplayer skill delivery with retries and duplicate protection. Transformations finish independently of their animation; outdated updates cannot roll the model or resources back.
- Added a safe boost timeout and let Engineering purchases go through without interrupting attacks.
0.19.0
- Corrected dependency installation guidance and added a companion dependency profile for local installs.
0.18.0
- Reduced excessive siege camera fading and improved detection around gaps in the model.
0.17.0
- Added 120m Ion Lance lock-on, a target marker, and reliable locked hits without double damage from the blast.
- Improved silo interiors and added siege camera fading.
0.16.0
- Skyfall now prioritizes clusters > bosses > elites > ordinary enemies, spreading damage before repeating targets.
- Set blast radii to 5m regular / 10m heavy / 15m Skyfall. Damage remains 130% / 450% / 800%.
0.15.0
- Innate shields now reduce damage by 50% in both forms. With Aegis, siege reaches 67.5% total reduction.
- Hardening gives 55% shield reduction, 40% Aegis reduction, and 73% combined.
0.14.0
- Heavy battery missiles now fire every 8th shot, or every 6th with Warhead System.
- Reduced boost fuel to 3s base / 5s upgraded.
0.13.0
- Made regular and heavy missiles more visible and increased Skyfall damage to 800% per warhead.
- Temporarily increased blast radii; their current values were set in 0.16.0.
0.12.0
- Restored enclosed Skyfall launchers with slimmer housings and consistent missile proportions.
0.11.0
- Reduced rear-launcher bulk and clipping around the fortress legs and missile banks.
0.10.0
- Added the raised throne, rebuilt rail cannon and two vertical Skyfall launchers.
- Ion Lance now explodes in an 8m radius without damaging beam victims twice.
0.9.0
- Replaced mobile and siege thrusters with flowing blue plasma exhaust and softer ground effects.
0.8.0
- Refined both Seraph models, flight animation, shields, weapon effects and HUD artwork.
0.7.0
- Improved client transformations with host confirmation and clear failure messages.
0.6.0
- Fixed disappearing models and primary attacks lost when multiplayer updates arrived together.
0.5.0
- Added the local audio switch to Risk of Options.
Early releases (0.1.x)
- Introduced both forms, Engineering upgrades, configurable drones, shared missiles and Fabrication.
- Developed the Seraph models, blue explosions, shields, flight effects and AI dialogue.
- Added run-persistent progression, item interactions, shield recharge rules and multiplayer support.