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FathomlessVoidling
Improved Voidling fight with some extras. Configurable
| Date uploaded | 3 years ago |
| Version | 0.9.1 |
| Download link | Nuxlar-FathomlessVoidling-0.9.1.zip |
| Downloads | 98677 |
| Dependency string | Nuxlar-FathomlessVoidling-0.9.1 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2117Rune580-Risk_Of_Options
A convenient API for adding BepInEx ConfigEntry's to a option menu
Preferred version: 2.8.5README
Fathomless Voidling
A Voidling rework mod that makes the fight more fun. Stats are reduced by default but can be increased in either the in-game config or the R2Modman config (for those who want to tweak things even more). Makes the Void Locus an alternate moon by adding a stage 5 portal, removing void fog from void pillars, and adds item cauldrons (Can toggle the alt moon/void fog).
Phase info:
Phase 1:
- Primary: Disillusion
- Fires waves of void missiles and summons 3 large predictive death bombs
- Secondary: Vacuum (Vanilla)
- Creates a black hole underneath itself
- Utility: Transpose
- Slips deeper into the void, reappears near the target
- Special: Rend
- Fires an inaccurate barrage of lasers
Phase 2:
- Primary: Disill??usion
- Fires waves of void missiles and summons 3 faster predictive death bombs
- Secondary: Singularity
- Creates a black hole at the center of the donut
- Utility: Transpose
- Slips deeper into the void, reappears near the target
- Special: SpinBeam (Vanilla)
- Fires a giant laser and spins in a circle
Phase 3:
- Primary: ?Disill??usio?n
- Fires waves of void missiles and summons 3 tracking death bombs
- Secondary: Crush
- Pulls meteors from the surrounding area and launches them at the player
- Utility: Transpose
- Slips deeper into the void, reappears near the target
- Special: SpinBeam (Vanilla)
- Fires a giant laser and spins in a circle
Plans
- Finishing P3 Laser Special (probably not going to happen)
Changelog
0.9.1
- Stage 5 locus portal bug fix (thanks prod o7)
0.9.0
- Made Locus a Moon alternative
- Added 5 cauldrons (1 red to white, 2 green to red, 2 white to green)
- Void Locus portal spawns stage 5
- Removes void fog from void pillars
0.8.6
- Fixed Voidling not using its special ability in all phases
- AI Changes
0.8.5
- Fixed Phase 2 and 3 having extra HP
- Set up in-game configs (Toggles, Stats, CDs) (RiskOfOptions support)
- Removed some wonky AI changes
- Added singularity (center vacuum)
- README edit
0.8.0
- Rewrote a lot of the code (fixed console spam, makes sure things work properly, better organized, etc...)
- R2API updates
- Slightly buffs HP (1100 -> 1250 base | 325 -> 350 level)
- Slows down meteor speed (150 -> 100)
- Updates Disillusion to change death bombs each phase and actually be predictive
- Moves Crush to Phase 2/3
- Adds SpinBeam to Phase 2/3
- Adds more missile waves to Disillusion
- README Updates
0.6.2
- Fixes buffed HP value
0.6.2
- Fixes blink to stay near donut
- Fixes Interrupt States so blink doesn't interrupt skills mid-fire
- Increased CD for Transpose (20 sec total)
- Increased CD for Crush (40 sec total)
- Decreased CD for Desolate (30 sec total)
- Reduced Desolate duration (4 sec total)
- Increased Crush duration (6 sec total)
- Adds a charge state to Crush (more obvious when it's going to activate)
- Adds Captain abilities to the Planetarium (not really an alt boss if u can't use half ur kit)
0.6.1
- Reduces Crush AoE by 25%
- Reduces Crush damage
- Reduces Desolate laser damage by 50%
- Reduces Desolate pool damage by 75%
- Prevents Voidling from Blinking out of bounds and dying
- Adds a Deep Void portal to soup island so you can choose (to be polished)
0.6.0
- Phase 1 Kit and Stats completed
CHANGELOG
1.1.2
- Fixed multiplayer issue of client players not teleporting through phase switch
- Fixed Luminous Shot bug and any other potential issues that use the body's position within code (the way the joints "move" doesn't include moving the actual body, so now the body matches the position of the lowest joint)
- Fixed (maybe) abyssal donut not having its materials swapped occasionally
- Added compat with Artifact of Swarms (only spawns 1 body even with the artifact instead of soft-locking)
- Reduced max ring spread of Eye Blast (10 -> 6)
- Increased homing of Eye Blast missiles (10 -> 20)
- Increased Eye Blast missile damage by 25%
- Enhanced Portal Beam's predictive code, should be more predictive rather than falling back to player position so often (credits to .score and AdvancedPrediction)
1.1.1
- Actually fixes softlocking and "dead AI" issues
- Stopped being lazy and refactored how Voidling manages its skills
1.1.0
- Adds Inferno as a soft dependency internally to prevent compat from potentially not working
- Bunch of internal code refactors
- Some multiplayer issues might be fixed with the refactors, report multiplayer bugs with logs from client and host in the Github or on Discord please!!!
- Fixes multiplayer lag with Maze (removes the little hit VFX from the maze laser)
- Fixes lack of space between "Abyss" and the cloud in the boss subtitle
- Fixes Ward Wipe occasionally not firing and softlocking players
- Tweaks barnacle director so more should spawn (no elite barnacles)
- Eye Blast
- Completely reworked
- Now an oscillating ring of projectiles
- Spread increases with every shot
- Projectiles move slower
- Slight tracking
- You can now fight fathomless without needing an absurd amount of speed
- Portal Beams
- No longer has "ghost" hits where the indicator doesn't match explosion
- Changed positioning to be more in-view of players (a wall in front of Voidling)
- Can hit mid-air now
- Can go through terrain/objects
- Reduced laser spawn frequency since they're more likely to hit now
1.0.6
- Adds Inferno compat (inferno turned big voidling into a beyblade)
1.0.5
- Fixes Maze warning laser not growing (instead of instantly appearing, the warning laser grows over 1s)
- Fixes configs that don't need a restart mentioning a restart being needed
- Removes Roost donut since it was super dark even with the lighting changes (might add later if I decide to figure it out)
- Increases general lighting and post processing slightly
- Replaces abyssal donut materials with abyssal's simulacrum materials
- Tweaks AI to hopefully stall less
1.0.4
- Brightens arena post processing
- Fixes P3 Maze desync in multiplayer
- Reduces Eye Blast turn speed (homing) 20 -> 10
- Reduces joint cleanse HP interval 10% -> 5%
- Adds an ability charge for Singularity after the first P2 joint threshold
- Adds an ability charge for Maze and Singularity after P2 Ward Wipe
1.0.3
- Changes inner cylinder material for the Maze warning VFX
- Brightens up arena so Ward Wipe is more obvious, also better visibility in general
1.0.2
- Fixes Maze in multiplayer
- Adds logic to force Singularity or Maze activation after an Eye Blast or Portal Beam if they are ready
- Readds singularity becoming activated after the first threshold in Phase 1 instead of just putting it into cooldown on start
- Readds maze becoming activated after the first threshold in Phase 2
- Should cycle through abilities better
1.0.1
- Maze doesn't work properly in multiplayer at the moment
- Tweaks Maze warning VFX to be way less harsh on the eyes
- Adds config value for eye blast missile count
1.0.0
- 1.0 RELEASE (no major changes/additions for the forseeable future)
- Adds configs
- Fixes potential softlocks if level up occurs right before Ward Wipe fires
- Fixes Voidling's name cutting into the subtitle
- Maze II (P3's Maze), now has 1 of its 2 lasers point towards a targeted player
- Joints are immune during spawn cutscene
- Barnacle director now gains credits whenever Gravity Bombs start firing
- Voidling Haunt's cooldown reduced (P1 40 -> 30 | P2/P3 30 -> 20)
- Phase 2 music now plays after the first Ward Wipe
- Changes Voidling's subtitle
- Changes Gravity Bomb/Projectile hit SFX
- Tweaks AI to choose and use skills better
- Tweaks wandering singularity speed to decrease linearly instead of the previous curve
- Tweaks Wandering Singularity projectile to only follow players
- Increases lowest speed of Wandering Singularity from 20% of initial speed to 50%
- Reduces max frog pets (10 -> 1)
- Reduces damage from Eye Blast mortars by 25%
- Reduces Singularity starting speed (20 -> 15)
- Removes Singularity activation after joint threshold in P1 (now just goes into cooldown on spawn)
- Removes Eye Blast phase changes (waves and projectile count remain constant)
- Removes Portal Beam phase changes (frequency is now constant)
- Removes lunar coin cost for petting the frog
- Removes Voidling Haunt's gravity bomb spawn increase after P2
- Removes Portal Beam fire frequency increase in P3
0.9.15
- Makes Voidling and Joints immune to executes, void death, and ignore breaching fin's knockup
- Increases joint base and level HP (1250 -> 1500 | 350 -> 425)
0.9.14
- Improves arena lighting/visibility
- Increases force on Gravity Bombs/Projectiles (3000 -> 5000)
- Ward Wipe now forces gravity bombs and barnacle spawns
- Increases Barnacle director passive credit generation
- Wandering Singularity now lasts longer (20s -> 30s)
- Portal Beams now properly show the indicator of where the attack will land (vanilla bug apparently)
- Reworks joint mechanic
- You will now need to damage each joint down to its threshold to advance the phase
- Joints now have 2 thresholds, 75% HP and 50% HP
- Barnacles no longer spawn on the joints on thresholds
- After phase advance, joints are no longer immune and no longer heal
- Joints now cleanse debuffs when they lose 10% HP (like mithrix's dash)
- Tweaks Eye Blast mortars
- Mortar count and fire delay no longer change between phases
- Wave count (amount of times it fires a barrage) has been reduced to 3 in P1 then increases to 5 in P2/P3
0.9.13
- Fixes joints not having adaptive armor
- Fixes joints not being "boss" enemies
- Fixes clients not teleporting after Ward Wipe
- Fixes Maze lasers not being accurate for clients
- Adds warning VFX for maze lasers
- Adds nullchecks/tweaks to prevent incompats
- Adds R2API to dependencies
0.9.12
- We're so back