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FathomlessVoidling
(BETA READ MODPAGE) A reworked voidling fight. Umbral Voidling.
| Date uploaded | 3 months ago |
| Version | 0.9.13 |
| Download link | Nuxlar-FathomlessVoidling-0.9.13.zip |
| Downloads | 2344 |
| Dependency string | Nuxlar-FathomlessVoidling-0.9.13 |
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
Releasing a short beta to catch any bugs/incompats before doing a full 1.0 release.
CONFIGS WILL BE ADDED WITH 1.0, USE THE FORM BELOW TO ASK FOR SPECIFIC CONFIGS, ALSO INTENDED AS A STAGE 6 BOSS FIGHT SO THE BASE HP WILL REFLECT THAT
Feedback form! Link
Spawns a void locus portal on stage 5 and go to the locus as an alt moon, currently no void fog during void pillars but there are cauldrons.
Known Issues
- (Multiplayer) Joint break VFX doesn't show up for clients
Bug Reports
Report bugs using the GitHub link above or in the RoR2 Modding Discord. Please include a detailed description and a log file. For multiplayer bugs, provide logs from both the host and a client.
SUBMIT A LOG WITH ALL BUG REPORTS PLEASE
How to get a log
If you are using r2modman or Thunderstore Mod Manager:
You can copy your log by going to the Settings screen, selecting the Debugging tab. Click the Copy LogOutput.log file contents to clipboard and use Ctrl+V to paste it
NOTE: If it says Log file does not exist then you should double check in the Locations tab that your Risk of Rain 2 and Steam folder paths are correct!
If you are using Gale Mod Manager
You can copy your log by either pressing the File tab then pressing either Open game log and use Ctrl+A then Ctrl+C and use Ctrl+V to paste it or Open profile folder then go to BepInEx and select LogOutput.log and use Ctrl+V to paste it
Credits
DTEE for the icon art (I added effects to the base art) viliger for the void locus cauldron and portal code
Attack Details and Phase Flow
SPOILERS! Use for reference when reporting bugs
Expand
Attack Details
Voidling Skills
- Eye Blast: fires a volley of mortars that rain down with slight tracking
- Portal Beams: spawns portals that fire predictive laser beams
- Maze: laser pizza
- Wandering Singularity: spawns a black hole that slowly follows enemies
Maze and Singularity can interrupt the Eye Blast and Portal Beams
Voidling Haunt Attacks
- Gravity Bombs: spawns bombs across the arena, if hit you get launched in a random direction
- Gravity Barnacles: combat director spawns special barnacles that shoot gravity bullets with the same effect as the bombs
Gravity attacks go through block but only deal 1 damage
Joints
- 80% HP threshold: go immune and spawn barnacles on the leg, immunity lifts once barnacles are killed
Phase Flow
Phase 1
Voidling spawns at the center with the main body shielded.
Voidling:
- Primary: Mortar Blast I
- Secondary: Portal Beams I
- Utility: none
- Special: Wandering Singularity (active after 80% HP)
Voidling Haunt:
- Intermittent Gravity Bombs
- Gravity Barnacle director active after 80% HP
Phase 2
Joint break, 1 leg retracted, other joints heal.
Voidling:
- Primary: Mortar Blast II (missile count 6 -> 8)
- Secondary: Portal Beams II (increased beam frequency)
- Utility: Maze I (active after 80% HP)
- Special: Wandering Singularity
Voidling Haunt:
- Intermittent Gravity Bombs (increased bomb quantity)
- Gravity Barnacle director still active
Phase 3
Joint break, 2 legs retracted, other joints heal.
Voidling:
- Primary: Mortar Blast III (increased attack speed)
- Secondary: Portal Beams III (increased beam frequency)
- Utility: Maze II (full line randomness)
- Special: Wandering Singularity
Voidling Haunt:
- Intermittent Gravity Bombs (forced active during Maze)
- Gravity Barnacle director still active
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