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StandaloneBellTower
The Bell Tower boss from Forgotten Relics, brought back as a standalone enemy with performance fixes.
By Phreel
| Last updated | 20 hours ago |
| Total downloads | 125 |
| Total rating | 0 |
| Categories | Mods Enemies |
| Dependency string | Phreel-StandaloneBellTower-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2117RiskofThunder-R2API_Director
API for easily modifiying the Director (RoR2 monster / interactable spawner) behaviour, cloning Spawn Cards and enabling/disabling Combat Directors
Preferred version: 3.1.2README
Standalone Bell Tower
The Bell Tower from Forgotten Relics as its own mod. It was disabled in Forgotten Relics 1.1.6 and later removed.
A stationary champion that rings in Brass Contraptions, launches barrages of spiked brass balls and stomps anything that gets too close.
Abilities
- Brass Barrage: raises spiked balls above the tower and above each of its bells. Each ball hovers, tracks the nearest enemy, then launches.
- Stomp: a slow wind-up slam that stuns and knocks back nearby enemies.
- Toll: summons inert Brass Contraptions next to the tower. They act as extra launch points for the barrage.
- Call to Arms: calls in small monsters from the current stage's spawn pool.
Configuration
Phreel.StandaloneBellTower.cfg lets you set:
- which stages the Bell Tower spawns on (internal stage names, modded stages work too)
- its spawn weight, director cost and minimum stage
- the caps on bells and summoned monsters
- whether it summons monsters at all
Default stages: Abandoned Aqueduct, Aphelian Sanctuary, Scorched Acres, Sky Meadow.
Changes from the original
Performance:
- Summoned monsters are capped. Before, it could call in 2 more every 20 seconds with no limit.
- Removed per-instance material controllers that cloned materials and updated around 50 shader properties every frame. Removed a shader swapper that ran
Resources.Loadevery time a projectile ghost spawned. - The bell chain was simulated by 11 overlapping DynamicBones; now it uses one.
- The tower's point light no longer casts soft shadows.
- Animated colliders get kinematic rigidbodies, so PhysX no longer treats them as static colliders that move every frame.
- Projectiles retarget 4 times a second instead of scanning every hurtbox each physics tick. Their overlap checks run at 20 Hz instead of 60.
- Death debris now cleans itself up.
- The asset bundle shrank from 196 MB (all of Forgotten Relics) to about 5 MB.
Fixes:
- Stomp no longer hits the tower itself.
- Projectile hits no longer log errors from an unregistered impact effect.
- Summon beams are now visible to clients, not just the host.
- The release sound for the balls plays for everyone.
- Bells die with their tower.
- The death effect actually shows the tower falling apart. Its mesh was never assigned.
- The "Call to Arms" skill is now properly registered.
- The logbook entry is now titled "Bell Tower" instead of "Sanctum Wisp".
- Fixed an oversized Overloading elite display.
- Works on the current game version (Wwise components, shaders and assets updated).
Can be installed alongside Forgotten Relics.
Credits
- PlasmaCore: original Bell Tower code and design, as part of Forgotten Relics
- dotflare: Bell Tower model
- Groove_Salad: Forgotten Relics spawn director work
- Nuxlar / Goorakh: mod template