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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
CHANGELOG
0.7.2
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False Son - Prime Devastator (Phase 3 Special)
- Reduced orb damage coefficient from 600% to 250%
- Orbs now inflict 2 stacks of Lunar Ruin instead of 1
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Gilded Coast
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Reduced beacon timer from 90s to 75s
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Beacon timers are now always paused before Aurelionite spawns
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Activating a beacon now extends all other active beacon timers by 15s (up to a max of 75s)
- This should fix the problem where you'd activate a beacon just for another one to deactivate, sending you on a never-ending chase of beacon whack-a-mole.
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Aurelionite now has vfx indicating where all inactive beacons are
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Added a couple of global chat messages to indicate how close Aurelionite is to spawning
- The first message plays when 100s are remaining, and the second message plays when 50s are remaining.
- Additionally added a message for when Aurelionite spawns
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Bug Fixes
- Aurelionite laser spin attack no longer leaves behind a seizure orb for clients in multiplayer
0.7.1
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Gilded Coast
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Increased beacon timer from 80s to 90s
- More changes to the timers will likely come in the next minor update
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Bug Fixes
- Fixed interactables not spawning properly on maps with guaranteed Halcyon Shrines
- Fixed all large chests outside of the gilded coast costing way more than intended
0.7.0
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Risks & Rewards Update!
- Added a large variety of new QoL features and improvements throughout the whole Path of the Colossus experience!
- These are by far the largest patch notes yet, as this will (likely) be the final major update before full release, so I hope you all enjoy it!
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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
- Stages can be added/removed from the list to your liking in the config
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Halcyon Shrines are now slightly (around 15%) more likely to spawn on all stages
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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
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Gilded Coast
- Added a guaranteed large chest to Gilded Coast
- Changed the buff icon for Aurelionite's beacon armor bonus
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False Son - General Changes
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Slightly reduced lightning strike area of effect size
- VFX remains unchanged, this is just to make the hitbox feel a bit more consistent
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Changed damage cap from a hard cap to a soft cap
- Whenever you deal more than 15% of False Son's max hp in a single hit, the excess damage will be halved (instead of outright negated).
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Reduced scaling multiplier for lightning speed/damage from 25% to 20%
- This reduces the lightning speed by approximately 5% at stage 5, and 10% at stage 8
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Added an extra scaling level for if False Son is fought at stage 10 or later
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All stacks of Lunar Ruin are now cleansed upon starting the fight
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Increased the amount of geode reward options from defeating False Son from 3 to 4
- This also increases the amount of rewards you get per geode from 1 to 2
- I plan to further increase this if the challenge mode artifact is enabled, once that gets implemented on full release
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False Son - Geode Mechanics
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Geodes now grant a 2s long buff that boosts movement speed and regeneration when used
- In total, it heals you for 10% of your max hp
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Slightly moved the halcyonite spawn locations
- The halcyonite spawn location is based on which geode was used last (to prevent it from spawning right next to you), but it felt like it was spawning a bit too far away
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False Son - Fissure Slam (Primary)
- Slightly increased wind-up time during all phases
- False Son now rotates significantly slower during wind-up
- Added SFX to go with the extra VFX during phases 2/3
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False Son - Corrupted Paths (Phase 1 Secondary)
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Dash distance is now calculated once the dash starts, instead of at the start of the wind-up
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Dash distance is now more consistent, being set to a fixed distance behind the player
- This should fix False Son massively overshooting his target whenever he dashes from a long distance
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False Son - Tainted Offering (Phase 1 Special)
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Can no longer be used at point-blank range
- While the reduced aim timer helped with this, it could still feel a bit cheap at times when you get hit by this move from point-blank.
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False Son - Lunar Rain (Phase 2/3 Secondary)
- Lunar Rain crystals now only gain increased radius if they're destroyed by the Lunar Gaze laser or a Prime Devastator orb
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False Son - Lunar Gaze (Phase 2/3 Utility)
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Improved laser VFX to make it more clear when the laser isn't dealing damage
- The laser's opacity now starts low, increasing based on how many laser targeting stacks you have
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Added a unique interaction with Deus Ex Machina against the laser if it's timed just before the laser would start dealing damage
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False Son is now prevented from using Prime Devastator while the laser is active
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False Son - Prime Devastator (Phase 3 Special)
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False Son now teleports to the center of the arena before using this attack
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Increased skill duration from around 4s to 5s (increases the downtime before he can use another attack)
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Completely reworked the way that the Prime Devastator spinny orbs spawn and travel
- Each one now spawns at a progressively further distance from False Son, and then they stay fixed at that distance instead of expanding outwards
- Additionally, 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 (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
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False Son is now prevented from using Lunar Gaze while the orbs are active
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Doubled orb duration from 6s to 12s
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Bug Fixes
- Fixed False Son's AI completely breaking if his current target stands right on top of him
- (Mostly) Fixed Fissure Slam end animation being a bit weird sometimes
- Fixed Lunar Gaze laser proccing on-hit effects
- Properly removed passive lightning from phase 3 of False Son
- Fixed Gilded Coast occasionally being counted as completed before Aurelionite was killed
- Future-proofed some code
0.6.5
- Fixed NRE spam whenever an enemy was killed (didn't seem to affect gameplay, but would clog up the logs)
- Removed Herobrine
0.6.4
- Fixed Halcyonite mitosis (for real this time)
0.6.3
- Fixed Halcyonite committing infinite mitosis with HalcyonKnight installed
0.6.2
- Readme/Changelog fix (oops)
0.6.1
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General Changes
- Removed Stone Golems from phase 2 of False Son
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Geode Mechanics
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Removed Elite equipment from Halcyonite (will likely be brought back in challenge mode)
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Increased the Halcyonite's size by 20%
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Significantly reduced the stat bonuses granted to Halcyonite during the fight
- Damage bonus is removed
- HP bonus is reduced from 2.5x to 2x
- HP bonus is further reduced down to 1.5x if HalcyonKnight is installed (can be disabled in config)
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Added a visual indicator on the Halcyonite to show that it's part of the geode mechanics
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Fissure Slam
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Reduced delay between individual strikes for each of the lightning patterns
- This was done to make the new warning VFX a bit clearer between the first and second patterns during phases 2/3
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Added a new lightning pattern to phases 2/3
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Corrupted Paths
- Improved dash end animation
0.6.0
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Gilded Coast Update!
- Added new mechanics for Gilded Coast
- As per usual, details are in the readme
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Added a basic config file!
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A few individual aspects of the mod can now be toggled on or off
- This includes the changes to the Lunar Gaze laser, Geode Mechanics, Aurelionite, and Gilded Coast
- All of these are on by default (obviously)
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An in-depth configuration of pretty much everything will be available on full release
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Aurelionite
- Re-enabled passive regen in Gilded Coast
- Removed adaptive armor outside of the False Son fight
- No longer gains armor per level
- Increased max HP from 2100 (+630 per level) to 2200 (+900 per level)
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Bug Fixes
- Fixed a couple of null reference exceptions related to Aurelionite
- Removed a bunch of debug logs that would spam the console
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We're starting to get close to the full release of this mod, and I want to take a moment to thank everyone for all of the positive feedback and constructive criticism I've been getting along the way. I never really expected so many people to love this mod, and I'm super grateful to all of you for giving it a chance. Game design has always been my absolute biggest passion in life, and this is the first big thing I've ever put out into the world, so it really does mean a lot to me.
0.5.2
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General changes
- Added better warning VFX for when lightning is about to strike
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False Son
- Added a damage cap to False Son (no single instance of damage can exceed 15% of his total health)
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Aurelionite
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Temporarily removed passive regen outside of the False Son fight
- This will probably be brought back in the next major update alongside a rework to the Gilded Coast mechanics.
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Reduced Laser Count from 20 to 18 outside of the False Son fight
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Fixed laser hitboxes going through walls
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Lunar Gaze (Phase 2/3 Utility)
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Increased lightning cascade count by ~25%
- The added VFX for lightning made this attack much easier to dodge, so the extra lightning should help keep it challenging
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Reduced laser ticks per second from 5 to 4 (0.2s interval to 0.25s interval)
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Increased laser damage per tick from 250% to 325%
- This overall slightly increases the DPS of the laser, while also making it take longer to start damaging you (from 2s to 2.5s).
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Reduced time for laser to destroy Lunar Rain crystals from 2s to 1.5s
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0.5.1
- Increased the delay between the Corrupted Paths dash and slam by 0.2s
0.5.0
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Geode Update!
- Added new mechanics for respawning Geodes during the False Son fight
- Details are in the readme
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General Changes
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Completely removed passive lightning from the False Son fight
- All the passive lightning really did was serve as an annoyance and made it hard to read False Son's attacks, though I might bring it back in a challenge mode of some sort later down the line.
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Fixed Lunar Ruin duration not always being properly refreshed when reapplied
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False Son
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Now has an extra stack of adaptive armor, making it harder to obliterate him instantly with a high DPS build
- Alongside this, the max amount of armor granted by adaptive armor now increases based on the number of stacks
- I also plan to add a damage cap for him to prevent one-shotting (since that bypasses adaptive armor), but this update already took way too long to release
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Aurelionite
- Now has adaptive armor, matching other major boss fights
- Reduced passive regen from 0.5% hp/s to 0.4% hp/s
- Increased laser count outside of the False Son fight from 16 to 20
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Fissure Slam (Primary)
- Further increased wind-up time in phases 2/3 by a slight amount
- Added extra VFX for wind-up on phases 2/3
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Corrupted Paths (Phase 1 Secondary)
- Reformatted code to make it a bit less janky for clients in multiplayer
- Made dash distance far more consistent
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Prime Devastator (Phase 3 Special)
- Significantly reduced Prime Devastator DoT damage per tick
- Reduced Prime Devastator DoT tick rate from 0.75s to 1s
- Increased Prime Devastator cooldown time from 45s to 60s
- Added better VFX for the Prime Devastator DoT
0.4.2
- Fixed Aurelionite laser vfx not showing up for clients in multiplayer
0.4.1
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General
- Changed the icons for the laser target and prime devastator debuffs
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Aurelionite
- Now has halved movement speed during the False Son fight
- Now spawns in a consistent position at the back of the arena during the False Son fight
- Fixed a bug that caused the vfx for Aurelionite's laser orb to persist indefinitely if she was defeated during the attack
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Fissure Slam (Primary)
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Now has a 50% longer wind-up time during Phases 2/3
- Because of the extra lightning patterns and smaller arena during these phases, it could feel very cramped. This change should give each slam much more weight while also reducing the amount of clutter in later phases.
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Slightly increased the distance between lightning strikes for one of the secondary lightning patterns, allowing for players to stay between them more consistently
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Lunar Rain (Phase 2/3 Secondary)
- Slightly reduced crystal blast radius (40% increase down to 30% increase)
- Increased the number of scattered crystals by 2 (does not increase the total number of crystals, just the layout)
- Crystals can no longer be damaged by the Lunar Gaze laser
- Instead, crystals will detonate after 2s of contact with the laser
0.4.0
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Aurelionite Update!
- Massive overhaul to Aurelionite, fully reworking pretty much every attack!
- Details are in the readme
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Lunar Gaze no longer has increased duration in phase 3
0.3.1
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Readded a phase 2/3 lightning pattern that was accidentally removed in 0.3.0 (oops)
- If you were wondering why these phases felt much more oppressive than before the update, this is probably why
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Fixed the delayed state in between Corrupted Paths and Fissure Slam having a null state index
0.3.0
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Fissure Column Update!
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General changes
- Added a .pdb file for debugging
- Increased the base strike delay time for most lightning by ~20%
- Lightning strike delay time now speeds up based on how far into the run you are (1.25x speed after stage 5, 1.5x speed after stage 8)
- Reduced the amount of passive lightning that spawns during phases 2/3
- Increases the strike speed of passive lightning during phases 2/3
- Reduced base lightning damage from 15% HP to 12.5% HP
- Lightning damage now scales based on how far into the run you are (same rate as lightning strike speed)
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Fissure Slam (Primary)
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Fully fixed rotations for the lightning patterns
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Completely reworked the way that fissure columns (tornadoes) spawn:
- No longer randomly spawns 5 scattered columns, now spawns 3 columns directly where the player was when the slam hit
- The 3 columns will spread out from this position at a consistent angle proportional to the False Son's position
- Improved warning fx for fissure column spawn locations
- Increased fissure column spawn delay to match the first lightning pattern (1.2s at base, speeds up with loops)
- Fissure columns now apply Lunar Ruin on hit, and can no longer damage Lunar Rain crystals
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Corrupted Paths (Phase 1 Secondary)
- Removed dash invulnerability, replaced it with an Armor Boost
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Lunar Rain (Phase 2/3 Secondary)
- Decreased delay between crystals from 0.2s to 0.1s
- Each crystal now also creates a fissure column when spawned, spreading out from the center of the arena
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Lunar Gaze (Phase 2/3 Utility)
- Significantly improved VFX for the reworked Lunar Gaze
- Laser can now one-shot Lunar Rain crystals once charged (currently inconsistent)
- Laser no longer has increased fire rate in phase 3, instead it applies 2 stacks of Lunar Ruin per tick
- Reduced lock-on speed for the Laser in phase 3
0.2.0
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Laser Update!
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Completely reworked the Lunar Gaze laser (details in the Readme)
- The visuals for it aren't done yet, I plan to have the laser be a different colour until it starts dealing damage
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False Son can no longer use the Club Swipe attack during phases 2/3
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Fixed False Son AI completely breaking during phases 2/3 if you stand behind a pillar, he'll now attempt to use Fissure Slam to flush you out once he gets close
- This is probably just a temporary fix to a wider issue, but I might end up keeping it
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Replaced the new Fissure Slam lightning patterns from 0.1.1 with much better ones
- The new patterns from the previous update felt very inconsistent and RNG-heavy, and also just weren't very fun to dodge
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Improved rotations for the lightning patterns
- They still freak out a bit at a very specific angle for some reason, but other than that they work fine
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Corrupted Paths dash no longer deals any contact damage
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Decreased Corrupted Paths wind-up time by 0.2s, and lightning strike delay by 0.1s
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Fixed lightning strikes/lunar crystals applying lunar ruin twice
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Fixed lightning dealing wildly inconsistent damage
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Lightning now has the "Bypass Armor" damage type
- High armor setups felt a bit too strong in this fight, so giving False Son something that ignores armor helps balance out different builds
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Prime Devastator damage over time will now properly be cleansed once the fight ends
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Fixed passive lightning not appearing during phase 3
0.1.1
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Added some variance to the Tainted Offering (Phase 1 Special) spread pattern
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False Son is now immune to Freeze (meant to add this in the first version but forgot)
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Increased the delay between Fissure Slam and Laser Gaze lightning strikes
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Reduced the amount of passive lightning spawned in phases 2/3
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Added 2 new Fissure Slam lightning patterns
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Increased Corrupted Paths Dash distance
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Fixed Lightning damage being reduced based on the amount of shields you have
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Increased lunar ruin duration from Lunar Rain crystals to match that of lightning bolts
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Reduced the chance of Lunar Rain crystals spawning right next to each other
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Borrowed some changes from JeffDev's FalseSonBossTweaks:
- Added a 0.25s delay between Corrupted Paths and Fissure Slam
- Reduced downtime between phases
- Fixed ability spam on Eclipse 7+
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Added FS AI Fix as a dependency
0.1.0
- Open Beta Release