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| Date uploaded | 6 years ago |
| Version | 1.0.2 |
| Download link | Tymmey-Lemurian-1.0.2.zip |
| Downloads | 438 |
| Dependency string | Tymmey-Lemurian-1.0.2 |
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_Prefab
API for Prefab creation, networking and duplication
Preferred version: 1.0.4RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.0.1RiskofThunder-R2API_Skins
R2API Submodule for adding custom Skins and Skin-related utilities to the game
Preferred version: 1.1.2RiskofThunder-R2API_Addressables
R2API Submodule for implementing Addressables functionality
Preferred version: 1.0.3README
Lemurian
Adds a playable Lemurian to the Game
Personal Thoughts
This project was started because of lots of runs, that got ended by the Elder Lemurians with their "Mega Fire Ball" attack. Out of frustration I decided to geneticaly engineer a Lemurian, better than every Lemurian Elder, to get the absolute revenge. (nothing beats an epic flamethrower battle against an Elder Lemurian :D)
Right now there are 2 abilities for every slot. Some are more "distance" and some are more "melee" focused. The Lemurian has some of it's signature moves like "shooting a fireball" or "5 spreading Fireballs from the Elder Lemurian" and also it's "Flamebreath" (a little modified though). To make things more interesting, I also added even more skills. Some are unique and some are a bit like abilities from other survivors (Flameburst = Commando's special, Fiery Leap = Acrid's utility).
The Lemurian also "should be balanced" if you think it is too weak or too strong, then you're able to change some config values like "Base Health", "Base Damage", "Damage Growth" etc. in /BepInEx/config/com.tim.lemurian.cfg . Also i would realy appreciate feedback for this kind of matter.
Please see the ability infos down here, since ingame info is shortened!
Gameplay
You should try to get as many stacks of the fire buff to push the damage of the special abilites. Since it's also increasing the chance to ignite enemies, "Death Mark" should also be on your list of usefull items. Some abilities do focus more on melee or distance playstyle. If you're unsure what to choose, start with the distance skills.
Abilities and Tips
As a master of fire, the Lemurian is able to build up a buff that increases the chance to ignite enemies on hit. Every stack increases the chance for 1%. Some abilities also gain a damage buff in different kind of ways.
A Fire Buff stack lasts for 15 seconds, except the ones, gained by Flameburst. Since you can get a good load with this skill, these stacks only last 10 seconds.
- This means that every attack, except the special abilities, grant you Fire Buff stacks. The special abilities profit from these buff stacks.
- Attacks like "Fireball", "FireBalls" and "Flameburst" give you 1 stack for every projectile shot. (For these three attacks, I wasn't able to implement an "on hit" way of giving buffs)
- Attacks like "Fire Roar", "Fiery Leap" and "Detonation" give you 1 stack for every enemy hit.
Primary
Fireball: (Distance)
Shoot a fireball that deals 150% damage. Grants 1 Firebuff stack per use.
- (I wasn't able to implement getting a buff "on hit")
Fire Roar: (Melee)
Charge up an explosive roar that deals 300%-500% damage with an explosion (3m radius) in front of the Lemurian. Gain Fire Buff stacks for every enemy hit.
- Has a charge duration, that shortens with attack speed. In general it works a little bit like Artificer's Novabomb charge
- You can release quickly to cast more attacks or wait to cast stronger attacks
Secondary
Fireballs: (Distance/Melee)
Shoot 5 fireballs that deal 350% damage each. Grants 5 Firebuff stacks per use. (This attack spreads horizontally)
- (I wasn't able to implement getting a buff "on hit")
- Since the projectiles spread horizontally, I recommend using this skill rather as melee attack, than as disctance attack
Flameburst: (Distance)
Fire 5 fast flame bolts that deal 125% damage each. Shoot more bolts the more Fire Buff stacks you have. (1 bolt for every 10 stacks)
- (I wasn't able to implement getting a buff "on hit")
- Works somehow like Commondo's special ability
- Instead of getting more projectiles with attack speed, you shoot more projectiles the more fire buff stacks you have
- remember, the more porjectiles you shoot, the more buff stacks you get ;)
Utility
Fiery Leap: (Melee)
Leap to the enemy and and burn the ground under you after landing. The ground burns enemies and slows them down. Grants 1 Firebuff stack for every enemy hit on impact.
- Works somehow like Acrid's leap attack, the impact does no damage, though
Detonation: (Distance)
Cast an explosion that deals 1000%-1250% damage in a 12,5m - 7,5m radius. Ignites on hit. (50m maximum distance)
- Oh man, have fun... ;) (can't be used while primary ability is held down/ in use)
- The radius starts at 12,5m and gets smaller, to 7.5m after about 1 second. The greater the radius, the lower the damage (12.5m = 1000%, 7.5m = 1250%)
- Charge duration does not scale with attack speed, it would be useless after getting some attack speed. also this makes it viable for bigger range/more enemies, or lower range/strong enemies
- Credit to LuaFubuki for inspring this attack, check out his VoidReaver mod!
Special
Flamebreath:
Fire a flamebreath that deals 100% damage per tick for 3 seconds. (10 ticks/s) Every Firebuff stack also increases the damage for 1%. Gain armor boost while using Flamebreath. (25m maximum distance)
- You can move while using flamebreath with reduced speed. The armor buff should compensate this
- Proc chance is reduced on this attack becaus you get up to 30 hits/enemy
- gives you more charactermass while using, so you are not gettting kicked around while using the skill
Explosion:
Explode and deal 2000% damage in a 25m radius. Damage and increases 2% for every Fire Buff stack.
- Get some Fire Buff Stacks and explode ;)
- The charge duration reduces with attack speed
- You get slowed while charging up, but also gain an armor boost for this time
Multiplayer
Should work... but I only tested it with everyone having the mod installed If you're the host, and some else is choosing the Lemurian, not every animation may be played for the host (except your own animations)
Known Issues
-
Milky Chrysalis and Crowdfunder are not working due to lack of item displays. (maybe even more?)
-
Detonationist not perfectly working right now. If you use the primary skill and useDetonation, it just instantly casts an invisible explosion -
If there are more issues, then I'm sorry! I never wrote code before, but tell me if there are any, maybe I can fix them.
Big Thanks
Big thanks to LuaFubuki for answering some of my questions and actually (indirectly) got me into modding, since I realy loved his VoidReaver mod (especialy the secondary attack). Somehow one of Lemurian's utility skill is influenced by this one. Also a big thanks to the developer community, and especialy for (who was there...) harb, ideathHD, Twiner and Rob for also answering my (I guess realy stupid) questions and furthermore a very big thanks to everyone involved in maintaining this platform! :)
Contact Me
You can contact me on discord ( @Tymmey#6213 ). I'd be realy happy to get some feedback and maybe some ideas :) But since I actually don't have a clue in writing code, I'm not sure, if I can implement things.
##To Do
-
Maybe the item displays... I don't have the skills though.
-
Little explosion on impact for
Fire BallPrimary (and again thanks to Rob for the idea:D )
Changelog
1.0.2
- increased
Fire Ball(Primary) force from 55 to 75 Fiery Leapnow leaves you sprinting after useFlame Breathnow gives you even more charactermass while using, so you are not gettting kicked around while using the skill
1.0.1
- added character mass, so the Lemurian is a bit more stable with knockbacks (thanks for Rob for the tip!)
1.0.0
- initial release
CHANGELOG
8.1.3
- recompiled with latest updates...
- fixed folder structure so you get Language back ;)
8.1.2
- fixed skins (replaced metallic skin, since the prefab changed and didnt look good anymore)
8.1.1
- forgot to fix item displays :( now they are back
8.1.0
- patched for memop update
- changed Lemurian third secondary impacteffect due to changes in RoR2 Update
- fixed all primaries not being able to proc luminous shot
8.0.4
- recompiled with latest updates etc.
8.0.3
- increased Lunar Exploder interactable distance
8.0.2
- added missing item displays for newer elite horns
- fixed horn in character selection screen
- added config to disable horns
- added more configs to even chose which horns you wanna have
- removed survivors from monster log
- felt bad removing firebuff duration bonus. so now crits increase duration for addtional 5 seconds
- increased firebuff overlay duration to reflect buff duration
- fixed effects/added correct effect networking, registration etc.
8.0.1
- renamed changelog.md to CHANGELOG.md .....
- updated package with plugins folder etc...
8.0.0
-
reworked skills that shoot projectiles, making them more precise by using a custom vector for aiming
-
laser primary has it's own Croshair now, also added config for enabling/disabling aim assist for Laser
-
resworked second Lemurian primary (melee) a little bit. Explosions are now lining up a cone instead of a cylinder, also changed buff behaviour
-
some Lemurian balancing
-
removed second secondary increasing bullet counts with fire buff stacks (don't know why i even implemented it)
-
removed permanent fire buff stacks per level and duration bonus
-
added effect for aiming/radius indicator spherers (Thanks TimeSweeper!:)
-
tweaked some skills (aiming, projectiles, code, whatever)
-
some Imp balancing
-
added/improved Camera fading for skills like explode special and lunar utility
-
improved aiming for Lemurian second utility, making it smoother and better
-
reworked LunarExploder primary
-
this primary now spawns explosiions on designated area instead shooting projectiles (has aim indicator sphere, that can be disabled in config)
-
added config for enabling/disabling intense explosion effect on Lunar Special skill
-
added/restructured options with RiskOfOptions support now!
-
added new skins for all survivors
-
internal code optimizations and cleaning up
-
some animation tweaks/changes, effect changes etc.
-
tried a lot of new things
-
gave up on some of these things
-
added language support (for skills only!), added german translation
7.4.0 (never released)
- fixed for SOTS Update
- removed Lemurian Summon Special Skill... I hated it. there's also an artifact now ;)
7.3.2
- fixed alternate skills in multiplayer when not being host
- added info for Summon skill, not to use in multiplayer
7.3.1
- fixed/changed some buff icons due to changes after the dlc
7.3.0
- fixed for Void DLC Update
- cleaned up readme, removed Discord... sorry Guys :(
- changed some Lunar Exploder effects, because some were missing after the update
7.2.2 Lemurian
- fixed incorrect behaviour regarding permanent Fire Buff stacks depending on survivor level
7.2.1 Lemurian
- buffed Lemurian, now gets base Fire Buff stacks on each map, according to character level on map start
- added a few (6 or so) new item displays
- changed behaviour: TemporaryOverlay when using skills is removed now. Lemurian burns up for around 2 seconds when gaining a Fire Buff stack now
- changed behaviour: internal code for spawned Lemurian Summons. they still do the same, but get killed in a different way after 15s now (nothing you should notice)
- changed the origin position of Special Flamethrower to be more fitting
Imp
- corrected Slash Primary damage values to do damage as described
Lunar Exploder -fixed dot zone size of low health explosion to not be the size of the last skill used but now fixed as intended
7.2.0 Lemurian
- added some effect when transforming
Lunar Exploder
- disabled sprintanimation for lunar exploder (disabled by default, setting in config file to enable it again)
7.1.3
- Added back Transformation
- removed desrciptions from readme into survivor description when using Scrollably UI
- fixed Leap Utility dot field not doing any damage, effect is back for now.
- fixed some different minor things, that probably noone even noticed
- changed some texts
- renamed the survivors to ..._Survivor instead of ..._NAME
- changed camera params to no longer affect normal survivors
- increased some Imp skill damages (the ones you charge up)
7.1.2
- forgot to update Lunar Exploder Skill Descriptions
7.1.1
- fixed for latest update
- fixed some minor things
- additional characters enabled by default now
- Added Lunar Exploder survivor
7.1.0
- cleaned up more code to make it easier for me to work in the future on it, especially for adding survivors
- Added back Imp
- readme overwork
- fixed multiple Lemurians on select screen due to latest R2API release
7.0.2 - never released
- added fire buff duration bonus per level
- skins are now choosable in skin selection (configs removed)
7.0.1
- cleaned up code (nothing you should notice)
- item displays are back :)
- fixed void cells not spawning items when Lemurian was loaded (hopefully)
- changed some aim preview settings on secondary Exploding Fire Ball
- tewaked primary Fire Roar base duration reduced 1s -> 0,75s, changed timing of explosions a little bit, lowerd scaling now only needs 100 Fire Buff stacks to double size instead of 200
- added a litte bonus to movement speed for each fire buff stack
7.0.0
- fixed for anniversary update
- remember added support for BetterUI
6.1.3 (never released)
- added aim prediction line to Exploding Fire Ball (third secondary)
- Fire Ball base speed increased from 100 to 125
- removed Transformation
6.1.2
- changed some
Flame Breatheffects
6.1.0
- base crit chance now 1%
- changed
Summonbehaviour, instead of more minions, the 5 minions will get stronger. also made them little, duration and cooldown increased to 15s and 25s - added keywords, descriptions, lore, ending message and tips
- added Lunar Skin
6.0.8
- freeze no longer kills
- removed double log entry for Lemurian
- removed base ignite chance of 15% for every skill that makes use of firebuffs for igniting
6.0.7
- corrected utility cooldowns
6.0.6
- increased necessary prepare stack count for
Transformationfrom 250 to 375 Flame Burstnow needs 15 Fire Buff stacks, to add addtional bullets, also it has a maximum count of 10 bullets now- now compatible with Ryan's SkinAPI again
Detonationcooldown increased to 7,5s
6.0.5
-
increased
Flame Breathcooldown to (10s) 7.5s after finishing the skill. also now gives 7 prepare stacks instead of 5 -
added discord link
-
heavy armor buff for specials reduced from +210 armor to +140 armor
-
Fiery Leap,DetonationandExplosionnow always ignite -
Fiery Leapdots reduced fomr 10/s to 5/s, damage doubled from 50% to 100% -
Changed igniting behaviour:
-
skills now have a base percentage to ignite enemies of 15%, means you only need 85 Fire Buff stacks to have 100% ignite percentage, these are still needed for increasing special skills damage
-
increased proc coefficient of some skills
6.0.4
- fixed minion issues for
Summon, drones and beetle gland - changed armor buff behaviour for
Fire Roar - fixed projectile damage of
Flame Burstnow applying correct damage - fixed description for
Laser
6.0.3
- reverted
Laserdamage back to 60% - added SkinReady tag, compatible with skinapi now? i don't know
- fixed skin issues, Thanks to Rob for this :)
- added networking compatibility tag
- fixed collisions?
6.0.1
- fixes for 1.0
- changed
Fiery Leapeffect to the Fire Tornado to no longer be a clusterf*** Fire Roarnow grants the same buff as Acrid's slash skill on the third explosion, also it's now cancelled by releasing skill buttonLaserdamage increased from 60% to 75%- Transformation now gives you 3s immunity after transforming
- Transformation now only needs 250 stacks
- Special skills now give a fixed amount of additional transormation prepare buff stacks (more cooldown, more stacks)
6.0.0
- added new special skill
Summon - added Transformation to Elder Lemurian
- buffed primaries a little bit (more dmg, shorter duration or whatever)
- changed primary
Fire Ballbehaviour a little bit, before it could be exploited by sprint cancelling, now it also first needs to be charged - decreased the scaling of
Fire Roarblast radius - fixes
Fire Ballsnow scaling with attack speed without shooting less projectiles - added/changed some effects
- changeed camera behaviour for
DetonationandExplosion Fiery Leapnow has only one charge, increased tick damage from 40% to 50%, increased blast radius from 10m to 12,5m, on impact it pulls enemies into the dot zoneExplosionhas now a minimun charge duration = 0,5s- fixed aimorigin location,
Flame Breatheffect origin should now look better - fixed/tweaked the projectiles a little bit
- internal code cleanup/fixes/changes
- cleaned readme
5.0.0
- reworked
Exploding Fire Ballto be more different from toher secondaries, also no charge time and fixed damage, projectile is now affected by gravity, changed projectile and effects - added new primary skill
Laser, (does what a laser does) Flame Breathnow uses a different crosshair, max distance increased to 35m- some more item displays
- added stuff, and fixed this stuff..., changed some effects
- internal code cleanup
- cleaned readme, adde skill duration and cooldown times
4.1.2
- reworked
Exploding Fire Balla little bit, now does 500%-1000% damage, base charge duration reduced to 2s and blastradius is now fixed at 10m - fixed
Fire Roar, it was no longer granting Fire Buff stacks after patch 4.0.0
4.1.1
- added new secondary skill
Exploding Fire Ball - some more item displays
- tweaked projectile shoot origin a little bit
- changed
Fiery Leapdot zone effects, since the flames were inconsistent when hitting an enemy directly Fire Roarattack speed increased a little bit- increased
Flame Burstdamage from 175% to 200% to make it more competitive againstFire Balls, also fixed projectile speed to 200 now, since it sometimes went through enemies, increased splash radius a little bit
4.0.2
- fixed some more descriptions
- added description in character menu
- fixed heavy bug, causing ice and thunder elite explosions to destroy the f... out of you
4.0.1
-forgot some readme changes
4.0.0
- some more item displays :)
- fixed clientside projectiles now ignitig enemies in the correct way
Fire Ball,Fire Balls,Flame BurstandFire Roarnow grant a buff when you hit enemies, no more guaranteed buffs now! (blastradius of secondaries now give more buffs since you can hit more enemies with 1 projectile)- reworked
Flame Breath: it is now firing in a fixed direction and the effect should now have the correct length, base (possible total output) Flame Breathno longer cancelled by sprinting, but now you have to hold down button while usingFlame Breathdamage reduced from 3000% to 2500%, duration reduced to 2,5 seconds, tick count now 20 ticks/s, max distance lowered from 30m to 25m, Fire Buff stacks now increase the tick count, instead increasing just the damage. This is generally giving the same scaled damage output, but also gives more procs now to make it more unique/balanced againstExplosion(more ignites, bleeds, ukulele shocks etc.)Flame Breathignites now with a rising percentage (1% more for every bullet fired) this still means, that Fire Buff stacks increase ignite percentage since more bullets are fired and thus the ignite percentage at the end is higherExplosiondamage scaling reduced from 75 Fire Buff stacks to double damage, to 100 Fire Buff stacks now, reduced cooldown duration to 8sExplosionRadius increases now with Fire Buff stacks (10stacks = +1m)- reworked
Fiery Leap: dot zone duration now 2,5s, dots can crit now. This makes it more viable with Scythe item. Also changed damage values to do correct damage now - lowered damage from
Fire Ballsfrom 350% to 300% - fixed
Fire Ballto now actually scale speed with Fire Buff stacks - reduced the Armor Buff values a little
- cleaned readme
- fixed some descriptions
3.0.0
-
First batch of item displays :) (Special thanks to Rob again for helping me here)
-
Fixed
Detonationnot scaling correctly with attackspeed. -
Fire RoarPrimary now boosts armor +45 while using (+1second after use to give melee advantage) -
Fire Roarbase blast radius increased a little -
Fire Roargrants a buff for every explosion now instead of every enemy hit (making it as fast and consistent asFire Ballregarding gaining and holding buffs) -
fixed some
Flame Burstcode -
adjusterd
Detonationto not cast an explosion aiming more than 50 meters (it cancelled the animations and gave back utility load, but still exploded) -
reverted projectile changes from
Fire BallandFlame Burstsince there have been issues -
reduced
Explosionbase charge duration back to 2s
2.0.4
- some internal code changes
- removed damage scaling of primary attacks, since that didn't realy fit imo
- changed utility
Detonation, damage is now fixed at 1250%, radius size increases from 1m to 12,5m in 2s/attackspeed - polished
Fiery Leapdot zone to be easier to balance, now 5 ticks/s, for 5s lifetime doing 50% damage each tick. - this makes more sense to be more usefull for gaining Fire Buff stacks
Flame Burstback to 10 Fire Buff stacks for additional bullet, damage increased from 150% to 175%- removed splash damage from
Fire Balland added it back toFlame Burst(switched the projectiles) since i wasn't really satisfied with the balancing - changed some descriptions i forgot to change
2.0.3
- buffed primary damage from 125% to 150% with damage scaling from Fire Buff Stacks (150 stacks needed to double the damage,
Fire Roarhas different scaling for the three explosions 100,125,150 to double damage) - small ability tweaks:
Fire Ballbase bullet speed increased from 75 to 100Flame Burstget a projectile for every 7,5 Fire Buff stacks instead of 10 now.Detonationrange increased from 50% to 75%Explosionbase damage increased from 2000% to 2500%, but lowered the scaling (before: 50 Fire Buff stacks to double the damage, now: 75 Fire Buff stacks)- fixed
Flame BurstandFire Ballsfiring multiple projectiles in multiplayer
2.0.2
Detonationnow realy fixed!! sorry for this.Detonationthe aimsphere is no longer going out of bounds or disappearing. if you overstep the max distance (50m), the aimsphere is always 50m away from you in any direction
2.0.1
- now actualy fixed
Detonationby removing restock if you aim too far away, skill is now always exploding in a 50m range. - lowered
Detonationrestock intervall from 7,5s to 7s - lowered primary attack speed a little (aiming for ~33 Fire Buff stacks when holding primary down)
- changed the projectile of
Flame Burstagain, since sometimes the projectiles went through enemies without hitting, no more splash damage here Flame Burststill grants 1 Fire Buff stack per projectile shot, but maximum 10 now.
2.0.0
- added horns to the Lemurian, and again a very big thanks to Rob for helping (or rather for supllying the code for this :D)
- base armor reduced from 20 to 15
- base health growth per level reduced from 40 to 35
-> new config File with this version, if you have some values changed, you have to change it in the new config file
1.2.0 - polished some blasteffects
- increased primary
Fire Roardamage from 100% to 125% (this makes it a little stronger thanFire Ballto balance this out. - changed primary
Fire Ball(see the description above) - primary
Fire Ballbase duration decreased from 0,45s to 0,4s. damage decreased from 130% to 125%, this should make it more spammable to build up Fire Buff stacks
1.1.1
- fixed unintended behaviour from
Fire Roarhitting multiple times with one blast
1.1.0
- completely reworked the alternative Primary
Fire Roar(see the description above) - updated readme
- reduced
Fiery Leapimpact damage from 250% to 200%, since the alternative primary is now usefull ;)
1.0.6
- big thanks to Gnome for giving me lots of productive feedback
Flame Burstwas actually doing 150% damage and not 125%, corrected the description- also increased base force from 150 to 175 (with 200 Fire Buff stacks you double the force now)
Flame Breathcooldown reduced from 12,5 to 8 seconds, but already starting on use. also it is now cancelled by sprinting. this makes this move more viableExplosionradius decreased from 25m to 20m, charge up base duration increased from 2 to 2,5 seconds- added an areaindicator while charging
Explosion - lowered the camera position a little bit, hopefully make it a little bit easier to aim, expecially with
Flame Breath - added a camera position change while casting
Detonation, aiming should now be a little bit more consistent and not stuck to your body anymore. if it does, tell me please - changed Primary
Fire Balldamage from 150% to 130%, but increased the attack speed, so that the dps is now a little bit higher, this makes it a bit more usefull to gain Fire Buff stacks - bullet speed increases now slightly with more Fire Buff stacks
1.0.5
-
Fixed utility skills exploding es often as people ar participating. Big thanks to Moffein for helping me out here!
-
Changed the
ExplosionandDetonationanimations for clients in multiplayer. Before the sky turned dark when a blast attack is casted. (this was becuase of a specific animation, that people in multiplayer will not see anymore) -
cleaned up the readme a little bit
-
Ability changes:
-
Flamebreathmaximum distance increased from 25m to 30m -
Detonationradius charge time increased from 1s to 1,25s -
Fiery Leapnow does 250% damage on impact -
some little fixes in the code
1.0.4
- Fixed BuffAPI errors, when only having Lemurian as custom survivor installed (thanks to Gnome for pointing this out)
- added a folder with a custom skin for everyone using Ryan's Skin API
1.0.3
- fixed
Detonationbehaviour not to be interrupted by primary attacks anymore
1.0.2
- increased
Fire Ball(Primary) force from 55 to 75 Fiery Leapnow leaves you sprinting after useFlame Breathnow gives you even more charactermass while using, so you are not gettting kicked around while using the skillFlame Breathcooldown reduced to 12,5 seconds
1.0.1
- added character mass, so the Lemurian is a bit more stable with knockbacks (thanks Rob for the tip!)
1.0.0
- initial release