Phreel-StandaloneBellTower icon

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

RiskofThunder-R2API_Sound-1.0.3 icon
RiskofThunder-R2API_Sound

API for adding custom sounds or musics

Preferred version: 1.0.3
bbepis-BepInExPack-5.4.2117 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.2117
RiskofThunder-R2API_Core-5.3.0 icon
RiskofThunder-R2API_Core

Core R2API module

Preferred version: 5.3.0
RiskofThunder-R2API_Director-3.1.2 icon
RiskofThunder-R2API_Director

API for easily modifiying the Director (RoR2 monster / interactable spawner) behaviour, cloning Spawn Cards and enabling/disabling Combat Directors

Preferred version: 3.1.2

README

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.Load every 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