Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
| Last updated | 4 years ago |
| Total downloads | 1033 |
| Total rating | 0 |
| Categories | Modpacks |
| Dependency string | Blankieeee-EggsSkills-2.0.10 |
| Dependants | 1 other package depends 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: 5.4.9README
Eggs Skills adds a variety of new skills to survivors intended to give a natural, vanilla feel compared to other more extreme mods.
Huge credit to SOM for working on many of the new icons (FUCKING FOG #0001 in discord)
##Todo - Figure out why some animations are acting funky
- Artificer alt utility slight overhaul
so it's easier to modify in the future
Changelog
2.0.10
- Hopefully fixed networking bugs with dash,
bomb arrow, and magic bullet
2.0.9
- Remembered to add token for Lucky keyword
- Fixed Bandit primary bug causing crashes
2.0.8
- New Bandit primary and Commando utility
- Moved some stuff around
2.0.7
- Lots of new fun configs to use
- Forgot to mention alt MUL-T secondary
getting an indicator in last update, as well
as being able to hold it and aim before
firing.
- You can now unlockall achievements
via config as well
- 2 new console commands to help
share config with friends to avoid
possible conflicts: es_getconfig &&
es_setconfig (Requires game restart
to apply)
- Eggsmods discord now exists
2.0.6
- Added config to enable / disable skills
by survivor
2.0.4
- Fixed artificer alt utility not working
- Fixed alt MUL-T secondary sound bug
2.0.3
- Forgot to mention last notes that Rex
alt R now scales with attack speed, this
patch it was given a cap
2.0.2
- Misc fixes and organization
- Fixed Bandit sound bug on alt utility
- Commando alt primary now functions
more like standard primary skills;
no charges, and also has recoil effect
added.
2.0.1
- Forgot to credit SOM for icon work, fixed
2.0.0
- Every survivor now has at least one new
skill!
- Lots of misc bug fixes and organization
- DIRECTIVE: Respire uses new keyword instead
of armor
- Seriously I think I fixed that engi mine
bug and if I didnt spam ping me please
this thing has haunted me for multiple updates
now
- New secondary for MUL-T and Huntress
- New utility for bandit
- New achievements for every skill (may be
buggy over network)
- Known bugs : Slight jank on animation on
new MUL-T skill, otherwise works fine
1.0.7
- Fixed wrong files
1.0.6
- Actually for real fixed the engi mine bug
- Reverted back to R2API
1.0.5
- Fixed for recent update
- Fixed my readme to have a less obnoxious
changelog
- Maybe fixed engi mine bug? To be honest
I dont know if I did, someone with friends
test this.
1.0.4
- Added dependancy on Eggs Buffs
- Misc code organization / optimization
- Artificer teleport no longer puts you inside
walls even on wonky terrain
- Various skill renamings and description
updates
- Artificer utility split into two distinct
entity states for charging and releasing
- New captain secondary Tracking Grenade :
Throw a grenade that inflicts new "Tracked"
debuff on enemies that slows and increases
damage taken by 50%
1.0.3
- Fixed for anniversary update!
- Damage & added move speed buffs for
Shield Buster, renamed to Barrier Buster
- More optimization, consistency, and
damage for Fatal Teleport, hopefully feels
even nicer to use than before. Short
hop added to provide airtime. Tracker
disabled when skill is on cooldown.
- New engineer secondary Tesla Mine : Deploy
up to 4 mines that upon triggering pulse 5 times
over 5 seconds where they are triggered. Each
pulse deals damage and stuns.
- Created a Github
- Known bugs : Directive PULL animation
only plays after you have landed from
a fall at least once in the run; Artificer
teleport can drop you out of bounds if
used into weird geometry; Merc teleport
may also be able to do this, but is
much rarer
1.0.2
- Finally new skills!!!
- New Acrid special Expunge : "Purges" poison
from afflicted targets, causing them
to explode in a radius with damage
based on the type of poison afflicted
but removing the poisoned status effect
- New Loader special Shield Buster : Expend
all of your current barrier to deal massive
damage in a radius around you!
- New Rex special Directive PULL : Root
yourself in place, slowing your speed
and gaining armor for the duration.
Additionally deal damage and pull
nearby enemies closer, gaining
barrier for each affected enemy.
- Fixed even more spaghetti. Hopefully
no more nullrefs. Merc fatal teleport
now has permanent tracker, and
is a conditional skill (Can only be
used if there is a target)
1.0.1
- Changed mercs "Fatal Teleport"
into an execute ability instead
of anti-air and now utilizes the
new "exposed" keyword; in all, feels
more fun and less clunky to use.
Hopefully.
- Removed the spaghetti that was
overflowing inside of the Artificers
"Surge Teleport" skills code.
- New, but secret and ultimately
useless (For now) code for making
a new engineer mine skill. Does
nothing gameplay-wise yet.
- Known bugs : Spamming fatal teleport without
a target resets attack speed (Potentially
infinite attack speed), Both teleport abilities
can put you out of bounds in the right
situation, but are unlikely to come up in
normal play.
- Updated for 1.0 release of RoR2
1.0.0
- Created the mod and put it on
thunderstore
- 3 Skills, Artificer utility,
Merc utility, and commando primary
- Fatal Teleport : Teleport to an
enemy and strike them for execute
based damage
- Surge Teleport : Charge up to
teleport a distance scaling with
charge time. Additionally deal
damage around your start and ending
locations, radius and damage also
scaling with charge time
- Combat Shotgun : Holds 8 charges,
rapid fire shotgun for commando.
Spread becomes tighter during crits
in addition to normal crit damage.