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StormboundFalseSon
(OPEN BETA RELEASE) A full revamp of the False Son and Aurelionite fights to make them more fun and dynamic.
By Bloonjitsu7
| Last updated | 4 days ago |
| Total downloads | 9723 |
| Total rating | 7 |
| Categories | Tweaks Enemies Server-side |
| Dependency string | Bloonjitsu7-StormboundFalseSon-0.7.2 |
| 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: 5.4.2108README
With My Eye I See A New Way
With My Club I Create A New Path
Inspired by mods such as Umbral Mithrix, this mod aims to amp up the challenge of the False Son boss fight while also giving it a more unique identity. Also reworks Aurelionite! Currently in beta, so be aware that there will likely be bugs. Seekers of the Storm DLC required (obviously).
Multiplayer compatible!
If you have any issues, suggestions, feedback, or anything of the sort, you can contact me directly on discord (bloonjitsu7) or through the modcord.
False Son Changes
Contains spoilers for the reworked fight, don't scroll ahead if you want to go in blind.
General Changes:
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False Son has increased adaptive armor
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False son now has a soft damage cap
- If a single instance of damage would exceed 15% of his max HP, the excess damage is halved
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Lunar Ruin is no longer considered a DoT effect (internal change, borrowed from Rainstorm Refinery)
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Increased lightning bolt damage from 10% to 12.5% of max hp
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Lightning now consistently applies lunar ruin during the fight
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Lightning from most sources will strike faster and deal more damage the more stages have been cleared
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Lightning now has clearer warning VFX for when it's about to strike
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Stone Golems no longer spawn during phase 2
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Lightning no longer passively strikes during phase 3
Geodes Mechanic:
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3 Geodes will now spawn at fixed locations during the fight (replacing the original randomly placed Geodes)
- This is reduced down to 2 during the final phase
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Geodes during the fight no longer passively regenerate
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Instead, a Halcyonite with boosted HP will spawn once all of the Geodes have been used, respawning all of them at once when killed
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Using a geode now also grants 5% Total Health Regeneration and 40% Movement Speed for 2s
Fissure Slam (Primary):
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Now creates one of 3 random patterns of 12 lightning bolts that strike after 1.2s
- Once you reach phase 2, it also creates a second pattern that contains 16 bolts, striking after 1.8s
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During phases 2/3, False Son can no longer use the Club Swipe attack, instead opting to use Fissure Slam in its place
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Changed fissure columns (tornadoes) to be consistent, now always spawning 3 columns in a single spot that evenly spread out from the spawn location
- False Son directly targets a player's position for the spawn location of the columns, with a 1.2s delay before spawning
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Fissure columns now apply Lunar Ruin, and no longer damage Lunar Rain crystals
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Fissure slam's wind-up is increased by 50% during phases 2/3, to compensate for the increased lightning and smaller arena
- Wind-up is also increased by an additional 20% during all phases
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False Son's turning speed is now significantly reduced during the wind-up
Corrupted Paths (Phase 1 Secondary):
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Dash now creates a lightning trail behind the False Son as he uses it, striking after 0.4s
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Dash wind-up time reduced by 0.2s
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Dash no longer deals contact damage
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Dash now has a 0.5s end delay before it gets followed up with Fissure Slam
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Dash no longer grants invulnerability, instead granting an Armor Boost
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Dash distance is now set to a fixed distance behind the player
- Additionally, the dash distance is now calculated once the dash starts, instead of at the start of the wind-up
Tainted Offering (Phase 1 Special):
- Reduced projectile count to 5
- Central projectile is now a faster-moving lunar stake, causing lightning to strike on impact
- Now stops aiming slightly before firing, giving the player more room to dodge
- Can no longer be used at point-blank range
Lunar Rain (Phase 2 + 3 Secondary):
- Increased the number of crystals spawned by 3
- Crystals no longer spawn in a perfect ring, several of them will be a bit more scattered over the arena
- Increased base crystal explosion damage by 60%
- Crystal explosion radius is now increased by 30% when destroyed by the Lunar Gaze laser or a Prime Devastator orb
- Crystal explosions now have half-linear damage falloff
- Crystal explosions now consistently apply Lunar Ruin
- Reduced delay time between crystal spawns by 0.1s
- Each crystal now generates a fissure column when spawned, spreading out from the center of the arena
Lunar Gaze (Phase 2 + 3 Utility):
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Now also causes a cascade of lightning bolts over the entire arena when False Son leaps at the start of the attack
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Completely Reworked the Laser:
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Increased laser fire interval from 0.5s to 0.25s, damage from 250% to 325%, total duration from 9s to 13s, and Lunar Ruin proc chance from 10% to 100%
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Laser now builds up stacks of "Laser Targeting" on hit
- Laser cannot deal any damage or apply Lunar Ruin until Laser Targeting hits 10 stacks (2.5s total)
- Laser Targeting depletes at a rate of 1 stack every 0.2s while behind cover
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During phase 3, the laser locks on quicker and applies an additional stack of Lunar Ruin per hit
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Laser can detonate Lunar Rain crystals after 1.5s of contact with them
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False Son is now prevented from using Prime Devastator while the laser is active
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Prime Devastator (Phase 3 Special):
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Now only locks skills for 3s, but it now also applies a permanent DoT that stacks up Lunar Ruin every 1s until cleansed at a Geode
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Completely Reworked the Orbs:
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Each orb now spawns at a progressively further distance from False Son, and then they stay fixed at that distance instead of expanding outwards
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The orbs now rotate around the center of the arena instead of False Son himself, and have a 50% chance to rotate the other direction
- This chance is rolled once at the start of the attack, to prevent multiple orbs from rotating in different directions at once
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Significantly increased time between orb spawns (all orbs will spawn over the course of 4s), and the duration of each orb is doubled (from 6s to 12s)
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False Son is now prevented from using Lunar Gaze while the orbs are active
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Orb damage coefficient is reduced from 600% to 250%, and orbs now apply 2 stacks of lunar ruin on hit instead of 1
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Aurelionite Changes
When looking at the damage coefficients, be aware that Aurelionite has an absolutely massive base damage stat (around 3x the amount of other monsters).
General Changes:
- Now passively regens 0.4% max hp every second
- Increased max HP from 2100 (+630 per level) to 2200 (+900 per level)
- Now has adaptive armor during the False Son fight
- Now deals 25% less damage and moves 50% slower during the False Son fight
- Spawn location during the False Son fight is now fixed at the back of the arena
Gilded Coast Mechanics:
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Aurelionite now spawns on a 150s timer, instead of after activating 4 beacons
- Each beacon that you activate accelerates the spawn timer by 20s
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Now gains armor while beacons are inactive, instead of immunity
- Gains 100 armor, plus an additional 100 armor for each inactive beacon (800 total armor if all 7 are inactive)
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Each beacon now has an individual timer, deactivating 75s after being purchased
- Timers are paused until Aurelionite spawns
- Activating a beacon extends all other active beacon timers by 15s (cannot extend them past 75s)
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If any beacons are inactive, Aurelionite will drop gold chunks when damaged
- 2s (+1s per active beacon) timer between gold chunk spawns, accelerated based on the amount of damage dealt (damage threshold is lower the less beacons are active)
Stone Sword (Secondary):
- Increased sword count from 6 to 9
- Swords now spawn in an X formation (rotates randomly)
Stone Construct (Utility):
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Completely Reworked:
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Aurelionite summons an orb above her head for 10s that fires a rotating ring of 18 lasers, converging on Aurelionite over the course of the duration
- Laser count is reduced to 12 during the False Son fight
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Each laser deals 300% damage on contact and bypasses all armor
- Lasers deal significantly reduced damage to Lunar Rain crystals
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Eye Laser (Special):
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Completely Reworked:
- Aurelionite takes aim at a player for 3s, rapidly firing explosive projectiles during the charge
- After charging, she fires an explosive beam for 175% damage that ignites on hit for 50% TOTAL damage
Miscellaneous Changes
Other changes that don't really fit into the other categories
Loot Changes:
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Added a guaranteed large chest to the gilded coast
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Increased the number of reward options granted by the geode after the False Son fight from 3 to 4
- This also increases the number of rewards you can take from 1 to 2
Halcyon Shrines:
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Stage 5 Halcyon Shrines now take you to the Prime Meridian, instead of the Gilded Coast
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Halcyon Shrines are now guaranteed to spawn on a select handful of stages
- By default, these stages are Shattered Abodes, Treeborn Colony, Helminth Hatchery, Hollow Summit, and Frozen Summit
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Halcyon Shrines are now slightly (around 15%) more likely to spawn on all stages
Void Fields:
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After clearing the last cell in the Void Fields, mini-geodes will now spawn across the map
- Just like the bazaar between time, 3 randomly selected geodes will spawn out of 9 potential spawn locations
- After destroying these geodes, a Green Portal will open, allowing you to continue/start the Path of the Colossus
Planned/Upcoming Changes
Most of these are still just conceptual, and might not make it into the full release.
General:
- Add a challenge mode artifact for an even harder fight
- Add a custom icon for the new Prime Devastator debuff
Known Issues
- Lunar Rain crystals will occasionally clip inside terrain (pretty much unfixable)
- Halcyonite tether vfx doesn't appear for clients in multiplayer
- False Son dash looks a bit janky for clients in multiplayer
- Aurelionite is too hot
- The invisible border around the arena will sometimes fail to spawn (unsure if this is a base game issue or not)