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Rei Solar Ash

Rei from Solar Ash as a fast, skating melee survivor: momentum skating, wallruns, a grapple, Glint marks, a ranged loadout, Remnant Trials, an Echo Rush ultimate and 6 Solar Ash outfits. Multiplayer ready. Unofficial fan mod.

CHANGELOG

Changelog

1.0.5

  • Amp now powers Needle and Grapple too. Amp's +25% damage per stack (x1.5 with double Amp) now applies to the Needle stab, the Needle flurry slashes after a Final Strike, and the Grapple strike, not just the combo, Volley, Crescent Wave and Goo Boost ram.
  • Needle and Amp's attack speed: the Needle stab's attack-speed-to-damage scaling ignores the attack speed Amp gives, so Amp doesn't double-dip on the stab. Amp's attack speed still adds extra flurry slashes.
  • Echo Rush + Amp: the echo copies each hit's final damage, so Amped hits come back Amped. Fixed Glint counting twice on echoed hits (the echo's copy now gets Glint once, when it lands).

1.0.4

  • Final Strike + Needle: using Final Strike with Needle as your special charges up your next 3 Needles: each one opens with the finale's flurry (she darts all the way around the target, cutting it from every side, one slash per crystal plus more with attack speed and crit, 150% each) before the lance comes down. The remaining charges show above the special icon. (Echo Rush still gets its free cast.)

1.0.3

  • Air Boost fixed: it was using Solar Ash's air-dash pose again, which reaches a metre ahead of her and lurched/snapped. The air Boost is now a quick front flip (her air-jump flip, played faster), which stays centred on her.
  • Grapple fix (for real this time): the 1.0.2 pull turned any input held toward the anchor into a random sideways shove, so she wobbled on the way in. Steering now only uses input that points across the line, and her sideways momentum bleeds off more gently, so she curves onto the line smoothly and heads straight to the point.
  • Echo Rush: the echo's hits deal 35% of the original (was 60%).

1.0.2

  • Melee buffs (making up for the old Glint pops): Hard-light Combo 200/200/320% → 230/230/380%.
  • Needle buff: 1950% → 2400%, and the low-health bonus is x2.5 (was x2) under 33% health. New unique scaling: attack speed doesn't make the stab faster, it makes it hit harder (+0.75% damage per +1% bonus attack speed).
  • Grapple fix: grappling to terrain no longer jerks her around before she starts moving. The surface pull is now a clean, direct pull: her momentum curves smoothly onto the line to the anchor and she heads straight there, easing off in the last few metres. Looking around with the camera no longer tugs her path, and her upper body no longer twists toward the camera while she's pulled. Hold to keep pulling, let go to fly on with your speed, jump to fling up (unchanged).

1.0.1

  • Glint simplified. Glint now does one thing: everything Crescent Wave passes through glints for 6s and takes 20% more damage from everything. The combo finisher, Glint Volley, Needle and Final Strike no longer apply or pop marks, and the mark-pop bursts, second cuts and shatter explosions are gone. Needle now chains on kills only.

1.0.0

  • First full release. Everything from the 0.9 betas, plus:
  • Remnant Rush is now part of her passive (Remnant Trial). Every 1–3 minutes a time trial starts on its own: 4 crystals in a row before the clock runs out. Clear it and her special becomes Final Strike for 15s (or until you use it); afterwards her special is back exactly as it was. Missing the clock just means waiting for the next one. Trials are more generous (start 8s, +4.5s per crystal, max 10s; late-run 6.5s / +3.5s / 8.5s), the crystals run along a mostly straight course ahead of her instead of doubling back, a few more of them sit up a wall or out over a drop (a little higher and further out than before), and a small white marker on the HUD shows the current crystal through enemies and walls. Final Strike's flurry is 4 slashes plus extra from attack speed and crit, and the plunge still deals 4200%.
  • New alt special: Echo Rush. For 7s a hard-light echo of Rei follows 0.2s behind her and repeats everything she does: her slashes, crescents, needles and the Final Strike flurry play out again from the echo, and every hit she lands lands again 0.2s later for 60% damage (0.5x proc coefficient). If it's ready when you use Final Strike, it goes off for free. 16s cooldown.
  • Remnant Rush reworked into a time trial (16s cooldown, no meter). One Solar Ash time-trial crystal appears ahead of her (further out the faster she is, always on walkable ground). Slash it and the next one appears, six in a row: melee near it, aim Glint Volley at it (18m), throw Crescent Wave at it (25m), or grapple to it (25m) to zip through and fling onward. Each crystal shatters into red goo, adds 3.5s (6s to start, 8s max) and tops up her momentum. Running out of time refunds half the cooldown.
  • Trials scale with the run's difficulty (time, stages and difficulty setting): later on, crystals are up to 45% further apart, the clock tightens (start 6s → 5s, +3.5s → +2.6s per crystal, max 8s → 6.5s), and 20% → 60% of crystals land in a tricky spot - up a wall (3.5–6m high, wallride or double jump to it) or out over a drop (2.5–4.5m past the edge, jump out and back).
  • Trial HUD: a countdown at the top of the screen with a closing bar, a diamond per crystal, and an arrow + distance to the current crystal. It turns red in the last 3 seconds, with Solar Ash's timer pulses and crystal sounds. Only you see and hear your crystals.
  • Final Strike: clearing the trial turns the special into Final Strike for 10s. A red reticle locks the enemy under your crosshair; press it to tether to them, then flurry and plunge for 4200% in a 14m blast. Landing it refreshes her other skills. It no longer resets the special itself.
  • New icons for Remnant Rush and Final Strike.
  • Balance pass (bringing her damage closer to vanilla):
    • Amp (after a Boost): +50% → +25% damage. Reach, attack speed and move speed are unchanged.
    • Hard-light Combo: 265/265/420% → 200/200/320%.
    • Glint Volley: 180% → 140%, finisher needles 110% → 90%.
    • Base armor 0 → 10.
  • Grapple: surface reach 80m → 60m. Combo hits no longer shave time off its cooldown (it's a flat 7s, still refreshed by kills).
  • Shorter skill descriptions: every tooltip trimmed to the essentials (the full numbers live in the README).
  • Remnant Rush polish: urgent timer pulses in the last 3s of the Final Strike window; a voice line if the window lapses.
  • Crescent Wave reworked into a piercing slash:
    • Charge while you keep skating (no more stopping), full charge in 0.6s instead of 1s.
    • One big crescent that cuts through every enemy in its path once, for 400%–900% (was 210–525% plus a lingering storm of cuts where it landed).
    • Perfect release: let go right as it finishes charging (there's a glint and a chime) for a guaranteed crit and a bigger blade. Normal throws crit as usual, and the charge gets faster with attack speed.
    • Perfect release also refunds 40% of the cooldown.
    • Cutting 3 enemies with one throw grants its own Amp, which stacks with the Boost's: double Amp gives +50% damage and +80% attack speed (the +33% move speed applies once), with a burst and magenta sparks while it lasts.
    • Charging in the air gives a light hang: half gravity and a gentle fall cap, plus a small lift on release. Her forward speed is never touched.
    • Up to +30% damage at full momentum.
    • Glint-marked enemies it cuts take a second cut for the full damage, then get marked again, so back-to-back Waves chain.
  • Goo Boost gives Amp: she's Amped the whole time she boosts and for 1.5s after (stacks with Crescent Wave's Amp for double Amp). Retuned to match: speed past her cap +60% → +30% (the Amp's +33% makes up the rest, so top speed is about the same), armor +50 → +30, its own +50% attack speed removed (the Amp's +40% replaces it), and rams now scale with Amp.
  • Combo hits no longer recharge Boost - Amp is a moment you choose again, not always on.
  • Glint Volley: the last of the finisher's three needles now leaves a Glint mark, so the Volley works with the Grapple too.
  • Final Strike finish: after the flurry the camera cuts to a wide cinematic side shot (Solar Ash's remnant finish), holds at the top of her leap, rides the plunge and punches in on impact, with a hit-stop freeze as the lance lands. HUD hides for the shot.
  • Solar Ash VFX: her effects now use Solar Ash's own hand-drawn flipbooks, drawn like the game (flat white-hot core, hard cyan or magenta rim, breaking up as it fades), and they live on her rather than in the world:
    • Her multitool swings: the blade's trail and the slash it leaves in the air are now the game's sword swipe, traced along the exact path of her swing.
    • Boost: the rings pop around her and ride along with her body, with speed lines streaming past her. Double Amp crackles with small magenta sparks off her chest instead of bursts around her.
    • Hits are small and clean (an impact splash, a thin breaking ring, a few shards and sparks). Trial crystals break into one clean glass burst instead of a spray of red goo. Wall rides throw small sparks.
    • Her smoke hair sheds far fewer wisps, so there's no trail of black blobs behind her.
    • Falls back to the old effects if the textures are missing.
  • Polish from testing:
    • Sword swing effects (blade trail and the slash it leaves) are about 40% smaller.
    • Final Strike's camera glides out into a three-quarter view behind her shoulder instead of cutting to a side-on shot, follows more smoothly, has a gentler punch on impact, and never drops below the floor.
    • Final Strike no longer sinks her into the ground on short enemies: she stays above the floor through the flurry and lands her plunge on the ground in front of the target.
    • Trial crystals are slimmer and taller, and hang a little higher to match.
    • Slower start: base move speed 6.5 → 5.8, so she starts slower and builds into her speed (full momentum still adds +50%).
    • Slower grapple: enemy/crystal zip 48 → 38 m/s (it no longer adds 15% on top of the speed you came in with, and ramps up a touch more gently); surface pull 34 → 28 m/s with gentler haul, look and steer acceleration, keeping up to 36 m/s (was 42) of the speed you came in with. Long zips no longer cut short before reaching the target.
  • Crescent Wave sounds: the perfect-release cue is now Solar Ash's plasma-crystal ting (clear and short), a perfect release plays Solar Ash's timed-boost hit with one of Rei's happy voice lines, and the low charge-up drone is gone. Double Amp and a full Goo Boost meter use the same crystal ting.
  • Air Boost animation: boosting in the air now uses Solar Ash's air dash (she stretches out flat into the dash, then eases back upright) instead of the ground skate push.
  • Cleanup: removed the old Remnant meter, the unused Goo Needle and Speed Gear skills, Mercenary's old wind projectiles and two dead grapple config options. Nothing left running in the background.
  • Wax Quail: no longer boosts her double jump (RoR2 counted it as a first jump). The first jump still gets a quarter of its push.

0.9.12

  • Air Boost: no more lurch. It now uses her upright boost push like on the ground (Solar Ash's air dash is a horizontal dive that tipped her a metre forward and snapped her back).
  • Boost: also gives +33% move speed for 3s (with the Amp). The fading Overdrive speed after a Boost is lower to make room (+35% → +15%).
  • Grapple: cooldown 4s → 7s. The pull toward terrain is much gentler (max 34 m/s, was 48) and keeps at most 42 m/s of the speed you came in with. Strike 400% → 440%.
  • Needle: a third faster (lunge, stab and recovery), better targeting: it goes for the enemy nearest your crosshair (in sight, within 45m), preferring a marked one. Bonus damage now under 33% health (was 30%). 1800% → 1950%.
  • Melee: combo slashes 240/240/380% → 265/265/420%, finisher pop 250% → 275%.
  • Ranged: Glint Volley 170% → 180% (finisher 105% → 110%), Crescent Wave 200–500% → 210–525%.

0.9.11

  • Fixed her model running ahead of her and snapping back during the air Boost, Grapple, the grapple strike, the Remnant Rush finale and big hit reactions. Solar Ash's animations carry their own travel (up to 20m on the grapple) and Unity was playing it on her model; that travel is now stripped, so RoR2 moves her and the animations only pose her.

0.9.10

  • Fixed the air Boost lunging her model forward and snapping it back: it now uses a version of Solar Ash's air dash that stays centred on her.

0.9.9

  • Remnant Rush: the meter fills about twice as fast (kills and hits give double, mark pops 12 → 18), and a failed Rush refunds half the meter instead of 30%.
  • New finale: she darts around the last weak point in a flurry of hard-light slashes (150% each; 4 slashes, +1 per 25% attack speed and per 20% crit chance, up to 14), then leaps high, hangs for a beat and drives her lance down. Finale blast 600% → 1000% per weak point in a bigger 14m radius, with a gold shockwave ring and a pillar of light. Finishing it resets all your cooldowns.
  • Smoother air moves: Boost and Grapple no longer snap her model around in the air. She turns into the dash smoothly, and the grapple poses stay centred on her instead of lurching forward.
  • Grapple to terrain: slower pull (max 48 m/s instead of 75, and it no longer pushes past the speed you came in with), so it doesn't fling you as hard.

0.9.8

  • Speed rebalance: base move speed 7 → 6.5, full momentum +65% → +50%, and momentum builds a bit slower (about 5s to full instead of 4s). Top skating speed is about 15% lower.
  • Movement items: move speed from items and buffs (Goat Hoof, Energy Drink, Red Whip, Mocha, Hunter's Harpoon...) gives Rei half its usual bonus. Her own momentum, Boost and Goo Boost speed aren't affected.
  • Grapple: surface reach 80m → 60m. Combo hits no longer shave time off its cooldown (it's a flat 7s, still refreshed by kills).
  • Remnant Rush polish: urgent timer pulses in the last 3s of the Final Strike window; a voice line if the window lapses.
  • Combo hits no longer recharge Boost - Amp is a moment you choose again, not always on.
  • Glint Volley: the last of the finisher's three needles now leaves a Glint mark, so the Volley works with the Grapple too.
  • Final Strike finish: after the flurry the camera cuts to a wide cinematic side shot (Solar Ash's remnant finish), holds at the top of her leap, rides the plunge and punches in on impact, with a hit-stop freeze as the lance lands. HUD hides for the shot.
  • Cleanup: removed the old Remnant meter, the unused Goo Needle and Speed Gear skills, Mercenary's old wind projectiles and two dead grapple config options. Nothing left running in the background.
  • Wax Quail: she gets a quarter of its forward launch (it was rocketing her across the map with her air momentum).
  • Both are adjustable in the config (Item Move Speed Effect, Wax Quail Effect).

0.9.7

  • Voice lines: about 100 of Rei's own Solar Ash lines. She says them now and then: on arriving at a stage (and on the first stage, looping, and the final fight), starting and finishing the teleporter, boss arrivals, bosses at half health and boss kills, elite kills, Remnant Rush, Goo Boost, big hits, low health and recovering, being revived, dying, idling, opening chests and failing shrines. At least ~14s between lines. Every player hears the same line. Config: on/off, frequency, chat subtitles.
  • New animations: she rises from a crouch when she arrives on a stage, relaxes after standing still out of combat, flicks her tool when she opens or uses something, and staggers or flinches (front or back, grounded or airborne) when a hit takes 15%+ of her health. Solar Ash's wall-slide pose is available as an optional wall-ride look in the config (off by default; the skating wall ride stays).
  • Boost now has 3 charges with a 7s recharge.
  • Fixed Needle kills not resetting its cooldown.
  • Fixed Grapple kills sometimes not giving the reset.

0.9.6

  • Her Solar Ash jump animations now play: the neutral jump from standing (it was snapping straight to the fall loop), and her long jump when jumping out of a run or skate. Landings flow straight back into skating.
  • Boost's amp now also grants +40% attack speed for its 3s.

0.9.5

  • Crescent Wave's storm of cuts now hits each enemy 3 times for half the throw each (300%–750% total per enemy).
  • Her Remnant Rush and Goo Boost meters moved from the middle of the screen to just above their skill icons.

0.9.4

  • Fixed Crescent Wave doing almost no damage after 0.9.2. Its storm of cuts now hits each enemy inside once for the full throw damage (200%–500%), instead of 8 times a second.

0.9.3

  • Crescent Wave: attack speed adds follow-up blades (one per +50%, up to 3) that fan out for half damage each.
  • Melee slashes: each swing now leaves its exact blade path in the air as a wide, bright hard-light crescent (cyan, magenta when amped), replacing the old arcs that didn't always follow her swing. Blade trails are longer and smoother at any frame rate.
  • Wallrun rail: no more stutter, flicker or streaks between walls; a fresh rail is laid on each wall.
  • Goo Boost effects are now blue to match its meter.
  • Lock-on reticle (Needle, Glint Volley) is restyled in Rei's cyan.

0.9.2

  • Crescent Wave hit the same enemy many times per throw (reworked again in 0.9.4).
  • Goo Boost now also grants +50% attack speed while boosting.
  • Boost no longer caps you below your current speed when you're stacked with move speed items.

0.9.1

  • New special: Remnant Rush (replaces Goo Needle). Fill the Remnant meter by popping Glint marks, kills and hits, then break 5 glowing weak points before the timer runs out for a huge finishing strike.
  • Glint Volley needles no longer apply marks; they pop them for +50% damage (and fill the Remnant meter). Crescent Wave marks, the Volley cashes in.
  • Outfits now show in the character select preview.
  • Ranged needles (Glint Volley) are always visible, start at her hand and no longer flash in the wrong spot.
  • Needle and Remnant Rush kills heal (10% of damage dealt, 25% on chained stabs and the Rush finale).
  • Goo Boost is faster (60% past her top speed), lasts longer, and its bar is blue.

0.9.0 (beta)

  • First public release.
  • Rei with her Solar Ash model, animations, voice, sounds and effects.
  • Skating passive (momentum, glide, wallrun, wall jumps), 8 abilities across 4 slots, 6 alternate outfits.
  • Multiplayer support.