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Nuxlar-FathomlessVoidling-0.9.9 icon

FathomlessVoidling

1.0 'BETA' READ MODPAGE. Reworks the Voidling fight.

Date uploaded 2 years ago
Version 0.9.9
Download link Nuxlar-FathomlessVoidling-0.9.9.zip
Downloads 13682
Dependency string Nuxlar-FathomlessVoidling-0.9.9

This mod requires the following mods to function

bbepis-BepInExPack-5.4.2117 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.2117
RiskofThunder-HookGenPatcher-1.2.4 icon
RiskofThunder-HookGenPatcher

MMHOOK generation at runtime.

Preferred version: 1.2.4
tristanmcpherson-R2API-5.0.5 icon
tristanmcpherson-R2API

A modding API for Risk of Rain 2

Preferred version: 5.0.5
Rune580-Risk_Of_Options-2.8.5 icon
Rune580-Risk_Of_Options

A convenient API for adding BepInEx ConfigEntry's to a option menu

Preferred version: 2.8.5

README

Fathomless Voidling

SUBMIT UNKNOWN ISSUES USING THE LINK ABOVE

FEEDBACK FORM HERE

Info

  • Your run ends after Voidling dies (will be fixed next update - probably)
  • Voidling has the stats of an alt final boss not a loop boss currently (fight after mithrix)
  • You cannot attack Voidling's main body just the joints
  • There's no config (for now)
  • Voidling doesn't take damage at the healthbar points until he phase transitions (check phase info below)
  • Small Voidling's attacks are changed as well (in case you spawn them in using debugtoolkit/aerolt)
  • Attacks might change for the 1.0 (adding/swapping)
  • This mod is currently held together with duct tape but I wanted to get feedback while I take a break from it

Known Issues

  • No multiplayer compatibility for now
  • Acrid's epidemic can get through the barrier and poison the main body
  • Music repeats at the end
  • Run ends after big voidling dies

Attack/Phase Info

Expand

Phase 1

  • Primary: Void Missiles - Increased size, now have an explosive radius, less tracking, oscillating
  • Secondary: Portal Beams - Summons portals that fire predictive lasers at the closest enemy to the portal
  • Utility: Void Laser - Fires a large laser and spins around the arena
  • Special: Singularity - Creates a black hole under itself, instantly killing anything that enters

Phase 2

  • Primary: Void Missiles - Same
  • Secondary: Portal Beams - More lasers
  • Utility: Laser Blast - Aims and fires a large laser
  • Special: Wandering Singularity - Creates a small black hole that slowly follows enemies until it collapses, killing anything it touches

Phase 3

  • Primary: Void Missiles - Same
  • Secondary: Portal Beams - More lasers
  • Utility: Portal Blast - Creates a portal near a random enemy, firing a large laser through the portal
  • Special: Wandering Singularity - Creates a small black hole that slowly follows enemies until it collapses, killing anything it touches

In-Between Phases

  • Ward Wipe: Charges up to kill everything in the vicinity, take cover in a safe ward.

Phase 4

  • Certain Death: Charges up to kill everything in the vicinity, kill it first.

Changelog

0.9.9

  • Fixes crash from the Devotion Update

0.9.8

  • Fixes single joint breaking multiple times instead of once

0.9.7

  • Removes debug log spam
  • Added basic loop support until config is made (HP is multiplied by loop count)
  • Reduced main body HP again
  • Removed oscillation from primary attack
  • Increased tracking on primary attack
  • Increased speed of Wandering Singularity by 50%
  • Increased size of Phase 2/3's big laser attack indicator
  • Reduced Portal Beam spawn frequency for Phase 2 and Phase 3
  • Increased safe wards for Ward Wipe attack
  • Removed joint break Stun state
  • Removed Collapse state (falling through the donut)
  • Added joints regenerating on the third break instead of collapsing

0.9.6

  • Drastically reduced main body HP
  • Reduced joint HP
  • Gave joints Adaptive Armor (mithrix armor)
  • Made joints count as bosses
  • Increased Laser Blast's charge delay (2s -> 3s)
  • Added attack indicator for Phase 2/3's big laser attacks
  • Reduced big laser attack radius to match the VFX

0.9.5

  • 1.0 "Beta"

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