Destiny 2 All Subclasses and Aspects
113 Destiny-inspired cards: classes, subclasses, aspects, exotic armor and fragments. Vanilla cards remain; your subclass gates every build choice.
By HonkMods
| Date uploaded | 3 days ago |
| Version | 0.3.0 |
| Download link | HonkMods-Destiny_2_All_Subclasses_and_Aspects-0.3.0.zip |
| Downloads | 24 |
| Dependency string | HonkMods-Destiny_2_All_Subclasses_and_Aspects-0.3.0 |
This mod requires the following mods to function
BepInEx-BepInExPack_ROUNDS
BepInEx pack for ROUNDS. Preconfigured and ready to use.
Preferred version: 5.4.1901willis81808-UnboundLib
This is a helpful utility for ROUNDS modders aimed at simplifying common tasks.
Preferred version: 3.2.14README
Destiny 2: All Subclasses and Aspects
113 cards: three classes, fifteen subclasses, sixty aspects, fifteen exotic armor pieces and twenty fragments. Requires ROUNDS’ old-rounds-for-mods branch and the four support mods listed in the manifest.
The opening draft offers exactly Hunter / Warlock / Titan. Choose one class and one matching subclass for the match. Later turns use the normal five-card draft, retain vanilla cards and randomly offer your five matching subclasses, then your chosen subclass’s four aspects, four fragments and matching exotic. Every Destiny card is Common and can be acquired once. Multiple different aspects combine; there is no two-aspect slot limit. Prismatic and Supers are excluded.
Controls
Normal gun, movement, jump and block controls stay in use. Aspect cards describe their inputs; the small build panel shows cooldowns, charge counts and special inputs.
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Block: most active aspects. Each keeps its own cooldown, separate from native block recovery.
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Air block: grapple, Icarus Dash, Ascension or Weavewalk, when owned.
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Crouch + air block: Shatterdive, Trapper’s Ambush or Ensnaring Slam. Slam takes priority over grapple.
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Crouch + block: Tempest Strike, Consecration, Howl of the Storm or Flechette Storm. Continue crouching for Consecration’s follow-up slam.
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Hold block: Unbreakable guard or a readied Soul Siphon. Release to end the channel.
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Sunbreaker: fire throws the hammer; hold fire to recall it, then release before throwing again. Return flight can pass through terrain and damage each enemy once. Walking over the hammer also retrieves it.
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Shoot your Tangle to activate it. An opponent can destroy it harmlessly. Turrets, nests, decoys and crystals are destructible.
Classes and subclasses
Hunter gains a midair jump, Warlock heals slightly on block with an independent four-second cooldown, and Titan blocks slightly longer. Warlock’s old bonus-pick system is removed.
| Class | Solar | Arc | Void | Stasis | Strand |
|---|---|---|---|---|---|
| Hunter | Gunslinger: scorch | Arcstrider: jump resistance | Nightstalker: cloak | Revenant: close-hit slow | Threadrunner: growing resistance |
| Warlock | Dawnblade: block glide | Stormcaller: crouch slide | Voidwalker: pulling vortex | Shadebinder: block freeze | Broodweaver: grounded Threadlings |
| Titan | Sunbreaker: throwable hammer | Striker: extra jump | Sentinel: decaying overshield | Behemoth: breakable block crystal | Berserker: no base passive |
All sixty aspect descriptions and prerequisites are in ASPECTS.md. Card text deliberately omits exact tuning values.
Exotic armor and fragments
Adds fifteen curated exotic armor cards and twenty fragments. Each class/subclass combination unlocks one corresponding exotic and four fragments of its element. For example: Hunter → Revenant → Renewal Grasps and the four selected Stasis fragments. Dawnblade and Sunbreaker share Solar fragments with Gunslinger, but their exotic armor differs.
Every card uses Common rarity and ordinary random offers. None is guaranteed after the opening class draft. Equipment cannot appear before subclass selection, cannot cross class/subclass boundaries, and cannot be acquired twice. All four matching fragments can coexist with the four aspects and matching exotic; there is no additional slot system. Vanilla card availability remains unchanged.
See EQUIPMENT.md for all card descriptions. Effects are ROUNDS adaptations of Bungie's named perks. The armor cards do not require an aspect to function; some fragments reward status effects provided by your other cards. Fragment buffs do not compound on refresh. Independent cooldowns limit healing, ammunition and block refunds. Weaker Woven Mail/frost-armour buffs do not replace stronger ones.
Stun protection and limits
Freeze and suspension cannot refresh or replace each other while active. After either ends, the victim gets two seconds of shared immunity to both, regardless of which player or ability tries again. Early shattering also starts the full immunity window. Ordinary damage still works during immunity. Freeze prevents actions; suspension allows shooting and blocking. Blocking prevents new hard control.
Terrain stops normal ability projectiles, area effects, waves, dashes and pulls. The recalled Solar hammer is the explicit exception. Howl’s wave travels through its own generated ridge but stops at map terrain. Ground-seeking pets cannot fly. Cooldown and damage budgets prevent recursive summons, repeated healing and indefinite shield growth. Native block refunds do not shorten aspect cooldowns. Temporary constructs and charges clear between points.
Installation and multiplayer
Install Destiny 2: All Subclasses and Aspects by HonkMods through Thunderstore Mod Manager/r2modman for ROUNDS. The manager installs the four required dependencies. Use Steam's old-rounds-for-mods beta branch and launch Modded. Both players need the same version and build fingerprint; the lobby shows readiness before the class draft starts.
For a manually shared ZIP, import support profile code 01a0dff7-702b-60da-e48c-b3c2cd8232c8, then use Settings → Import local mod and choose HonkMods-Destiny_2_All_Subclasses_and_Aspects-0.3.0.zip. The support code contains only BepInExPack_ROUNDS 5.4.1901, UnboundLib 3.2.14, MMHook 1.0.0 and RoundsWithFriends 2.2.2. The ZIP supplies Guardian Paths itself. Keep only one enabled Guardian Paths copy. Local unpublished DLLs do not travel with a profile code.
Solo testing
Open Local → Sandbox. Add a class, its subclass, then matching aspects; invalid combinations are rejected. Begin a fresh session when changing class or subclass. Sandbox does not reproduce the competitive draft; use local Versus for that. On a shared local screen, cloak uses the translucent owner cue. Enemy-only invisibility requires separate clients.
Presentation and verification
Cards use official Bungie artwork. In-game effects and audio are original Destiny-inspired work: flame wings and knives, electrical staves and bolts, violet guards and spirals, faceted ice, braided tethers and woven decoys. No extracted Destiny audio is included. Ability sounds use the game’s SFX mixer, restrained gain and a voice limit. Change Audio / AbilityVolume in BepInEx/config/com.honkmods.rounds.guardianpaths.cfg to adjust or mute them.
Tests exercise native card registration/drafting, all aspect prerequisites and effects, terrain, ammo use, cooldowns, stun immunity, cleanup, and replication between separate Photon game processes. The test harness bypasses Steam lobby UI; a full two-machine Steam playtest and balance feedback are still valuable. The mod hooks shared drafting and combat paths rather than a single game mode. Arbitrary third-party modes may have their own incompatible mechanics.
Credits
Unofficial fan mod, not affiliated with Bungie. Destiny names and card artwork belong to Bungie. See ART-CREDITS.md, BUNGIE-SOURCES.json, ASPECT-SOURCES.json and EFFECTS-CREDITS.md and EQUIPMENT-SOURCES.json. Thanks to the BepInEx, UnboundLib, MMHook and RoundsWithFriends authors.
CHANGELOG
0.4.0 — power overhaul and flying Threadlings
- Buff all sixty aspects and all fifteen exotics: much higher ability damage, longer buffs/constructs, stronger utility and shorter major cooldowns.
- Gunpowder Gamble charges from gun damage and detonates for four full bullets across a large terrain-blocked blast.
- Threadlings fly, acquire targets across a much larger area, accelerate into close pursuit, steer around cover and last sixteen seconds. Both subclass and aspect pets deal at least one and a half full bullets.
- Replace multi-hit proc counters with fixed damage meters. All accepted pellets contribute their actual damage; extra pellets do not grant free charge. Resistance is accounted for, shields count and blocked hits do not charge.
- Ability damage has an unmodified bullet floor so low-damage pellet builds do not weaken every ability.
- Guarantee all five matching subclasses on each player’s second pick; restore ordinary random offers afterward.
- Enforce one exotic per player in offers and direct grants. Existing class/subclass requirements and once-only cards remain.
- Preserve terrain obstruction, owner-authoritative replication, cleanup, summon limits and two seconds of shared freeze/suspend immunity.
0.3.1 — Destiny package icon
- Replace the GP monogram with the official Destiny wordmark and Tricorn.
- Packaging-only update: the game plugin remains 0.3.0, byte-for-byte identical and multiplayer-compatible.
0.3.0 — exotic armor and fragments
- Added fifteen subclass-specific exotic armor cards and twenty elemental fragments, all Common and non-duplicating.
- Class and subclass prerequisites apply to both random offers and direct card grants.
- Added tripmines, Duskfields, Coldsnap projectiles, thrown Void shields, flank crystals, Firesprites, Radiant and Sever.
- Preserved shared freeze/suspend immunity, terrain obstruction, independent proc cooldowns and summon caps.
- Added official inventory icons, matching elemental cast/status effects, quiet SFX and equipment HUD entries.
- Fixed suspension seeds being treated as grenade seeds when hitting a player; this also fixes The Wanderer's physical suspension projectile.
- A stronger active movement/reload/armour buff is no longer overwritten by a weaker equipment proc.
0.2.0 — all non-Prismatic aspects
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Add sixty Common, unique, subclass-gated aspects and their official Bungie icons.
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Add replicated projectiles, companions, turrets, nests, decoys, Tangles, waves, dashes, grapples, guards, pickups and passive upgrades.
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Add two seconds of shared freeze/suspend immunity after control ends, including existing Shadebinder freeze.
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Add owner-facing cooldown/charge/input indicators, visible-target reticles and distinct elemental signatures with restrained sound layers.
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Bound construct counts, damage/heal budgets, armour stacking and secondary procs; retain terrain counterplay and the hammer-recall exception.
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Retain Warlock block healing, held-fire hammer recall, grounded one-second Behemoth crystals and draft/art compatibility fixes.
0.1.3 — block healing, hammer recall, grounded crystals and elemental effects; unpublished
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Replace Warlock bonus picks with a small heal on normal block and an independent four-second cooldown.
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Hold Fire to recall Sunbreaker's hammer. Its return ignores terrain, damages each enemy once and restores the held hammer. Release Fire before the next throw.
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Place Behemoth crystals above nearby floor surfaces. Reduce their independent cooldown to one second; recasting replaces the previous crystal.
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Add flame wisps, lightning branches, inward Void spirals, Stasis shards, woven Strand tendrils, filled hammer/crystal meshes and animated Threadling legs.
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Add quiet original elemental sounds for every active ability, including remote hammer impacts and recall. Route audio through the game's SFX mixer; configurable default gain 0.18 and limited simultaneous voices.
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Preserve 0.1.2 artwork exposure, opening class selection, five-option drafts, spectator visibility and matching-build diagnostics.
0.1.2 — artwork correction and multiplayer loading diagnostics, unpublished
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Correct artwork exposure for the actual game camera and enlarge the image area. Previous previews bypassed the game's post-processing and missed the clipped highlights.
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Advertise the loaded version and DLL fingerprint in the lobby. Wait before drafting if another player has not loaded the same build and all 18 cards.
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Log the assembly path, build fingerprint, remote readiness and each draft's mode/player/class state.
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Make the friend download directly importable, with manifest.json and the DLL exposed in the archive. No nested mod ZIP to confuse local import.
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Test normal Versus and Team Deathmatch startup through the mode handlers, actual game-camera screenshots, and an intentionally old remote DLL.
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The friend's missing-class report has not been reproduced with both clients loading 0.1.1 or 0.1.2. The old nested ZIP is a possible installation trap, not a confirmed diagnosis. Obtain the affected client's startup log if the new readiness check does not resolve it.
0.1.1 — multiplayer draft fixes, unpublished
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Resolve draft eligibility and native card grants by stable player ID instead of registration-list position.
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Keep the opening three-card anchors aligned with the native pick-animation indices and restore the full five-slot layout afterward. This fixes cards overlapping after the first pick.
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Keep Destiny card fronts readable while unhighlighted, including on the observing client. Preserve artwork colour independently of the card's canvas fade.
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Added a regression that fails on the original overlapping-slot bug, reversed-player-order checks, and a private two-process Photon test using actual RoundsWithFriends player registration and native card RPCs.
0.1.0 — unpublished local test build
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Added Hunter, Warlock and Titan opening choices and all fifteen non-Prismatic subclasses.
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Added class and subclass prerequisites, one-time acquisition, and one subclass per match.
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Preserved vanilla cards and weighted random drafting after class selection.
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Implemented all requested subclass passives, elemental visuals and official Bungie card artwork.
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Added player-controlled Warlock bonus picks with match-limited charges.
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Fixed the legacy midair jump reset for Hunter and Striker.
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Added runtime validation and a separate support-profile export for friend testing.