Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
| Date uploaded | 8 months ago |
| Version | 0.1.2 |
| Download link | VCR-DrifterHyperLight-0.1.2.zip |
| Downloads | 1382 |
| Dependency string | VCR-DrifterHyperLight-0.1.2 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.1905RiskofThunder-R2API_Prefab
API for Prefab creation, networking and duplication
Preferred version: 1.0.1RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.0.1RiskofThunder-R2API_Networking
Networking API around the Unity UNet Low Level API (LLAPI)
Preferred version: 1.0.4README
Drifter - BETA RELEASE
- Adds the Drifter, a melee/ranged hybrid survivor built around gathering upgrades during your run
- Fully multiplayer compatible! // Not yet
- Has item displays // Not done
To share feedback, report bugs, or offer suggestions feel free to join the Discord:
Unlock
Comes unlocked by default
Skills
Passive
One of three vendors spawn in the bazaar that sell upgrades to your kit.
Primary
Dash in input direction do a simple attack combo that deals more damage on the final hit.
If used in air instead travel in an arc dealing damage to everything until landing on the ground with no fall damage.
Secondary
Hold to aim your weapon then release to shoot.
Primary hits build towards refunding bullets
Utility
Dash in a direction
Hold input to mount a hoverboard and move faster
Special
Throw a Roly Poly grenade that detonates after 1 second of hitting the ground
Upgrades (So far)
Primary
- Charge Slash - Charge up a slash for 600%-1000% damage.
- Dash Slash - After attacking, use Light-Shift to perform a Dash Slash for 380% damage.
- Deflect - Attacking while grounded deflects nearby projectiles.
Secondary
- Charge Shot - Charge your shot up to 3x damage.
Utility
- Flash-Step - Attack quickly after Light-Shifting to perform a stunning Flash-step for 360% damage.
- Reckless Rider - After skating for 1 second, shock nearby enemies.
- Chain Dash - Kills refill all utility charges.
Discoverable Upgrade
- Magnum - Replaces Pistol with a high power magnum that deals 650% damage.
Config
Credits
-
VCR - Everything
-
rob - Feedback and Code assistance
-
Everyone's support and feedback in Modcord & robcord - Made me not lose interest in this fella
Future Plans
- Custom icons
- More Skins / Unlockables
- Additional Skills
- Ancient Scepter Support
- Further polish (Animations, Emotes)
CHANGELOG
Changelog
0.1.27
- Laser-Rifle no longer counts as hitting weakpoints. It only highlights them mostly for info/aesthetic.
- Laser-Rifle damage: 725% > 650%
- Fixed Rail-Gun having a broken skilldef
- Rail-Gun damage: 725% > 590%
- ^ While this never got felt, its adjusting in accordance to the laser rifle's damage, plus its ability to hit weakpoints easily boosts it by a chunk
- Air Slash Hitbox adjusted to be taller but narrower
- Air Slash now affected by aim direction on entry
- Air Slash initial speed value lowered: 6 > 4.9
- Air Slash final speed value lowered: 1 > 0.5
- ^ with the added aim direction, these changes are to make it not a viable method for aviation (not a good pillar skip)
- ^ Unfortunately this also makes trimping seemingly impossible :<
- uhhh idk if they were broken before but fixed the language tokens? Updated tokens are not in the translations atm
Meant for yesterday's build to be 100% foolproof but these are like... glaring issues. My B
0.1.26
- Added proper skin icons
- Reintroduced trick randomness
- Hopefully networked aiming and skate animations
- Added new config option to tweak lost wanderer spawn chance
- ^ You'll probably need to generate a fresh config
0.1.25
- Buffed Charge Shot max multi: 3x > 4x
- Buffed Charge Shot charge rate by 1.5x
- Adjusted Laser-Rifle damage type and token
- Added Rail-Gun discoverable upgrade
- ^ Updated Readme to reflect updates & hint on how to find discoverable upgrades
- Vendors will now check if a pickup is present and lock themselves. This should prevent potential duplicates from existing pickups
- Added Russian translation by coldeib!
0.1.24 - EMERGENCY PATCH
- Fixed vendor bug that would explicitly prioritize duplicates of upgrades already in inventory - This went unnoticed due to jumping between projects but was insanely gameplay impacting (Only found out it was happening from TrentoMento's D-HL vid)
- ^ This does not fix spawning dupes of non picked up upgrades. That still needs looked into
- Added Vendor spawn to Commencement - To give a last chance to spend any remaining / newly acquired data chips
- Implemented experimental adjustment for hoverboard rotation - Mostly for game feel
With this guy so close to being considered 1.0, I'm gonna pay a little more attention to some polishing such as potential vfx stuff, and finally implementing the last vendor model
0.1.23
- Im so fucking sleepy, small fix to something no one will even know what happened :)
0.1.22
- loop loop loop loop loop loop
0.1.21
- Fixed that fuck-ass Quality incompat
- Fixed missing R2API.items & R2API.Networking dep
- air slash now gives a brief upward boost before it's normal movement.
- ^ this should fix missing things right in front of you and also allow for pseudo mantling
0.1.20
- Fixed Guns restocking when full so eclipse lite isnt busted.
- Guns have unique cooldowns. Mostly to balance eclipse lite but also to let guns have better upkeep on low enemy density
- ^ Pistol: 6s
- ^ Magnum: 12s
- ^ Shotgun: 25s
- ^ Blunderbuss: 25s
- ^ Lasergun: 20s
0.1.19
- Fixed for Alloyed Collective!
0.1.18
- Fixed that fucking ragdoll that I hate
0.1.17
- Added more icons by anartoast!
- Hard Light Sword no longer requires keypress
- Charge slash now procs from holding m2 during combo and releasing m2 for attack
- Air slash start percent time: 0.3 > 0.1
0.1.16
- Added the Swordmaster
- Fixed clients getting cucked when it comes to gearbit to data chip conversion. properly has the 4:1 conversion
- Hard light sword step grace: 0.5 > 0.7s
A small update that originally was going to be much larger. Just some fixes for client and a new vendor model. Dash vendor to be finished
0.1.15
- Added 33% chance for searching a Lost Wander to spawn enemies instead of an item.
0.1.14
- Dashing while airborne will dash in look direction. Should help deal with those damn pests
- Added skin descriptions for SkinFlavorText
- Added some Placeholder icons by Anartoast!
- Updated sprint animation
- Futureproofed body name
- Removed randomness from skate tricks so they'd work on clients
- Skate min trick delay from skate start: 0.5 > 1.25s
- Properly networked nearly all upgrades & ammo regain
- Sycom no longer unhighlights interactables if they start lit (eg, pinged by any means prior to being hovered near)
- Fixed blunderbuss not having it's proper hit conversion values
Overall a big W for non-hosts. Marks the near 1.0 state. Now it's polishing with fx & missing assets
0.1.13
- Added Blunderbuss model
- Sycom no longer highlights interactables you cannot afford
- Reduced sycom size
- Reduced trick min delay: 1.5s > 0.5s
0.1.12
- Added starting item Sycom: A handy companion, highlights nearest interactable
- Added Deflect sfx
- Forgot to update readme with Overload Shot & Blunderbuss
0.1.11
- New Gun Upgrade: Overload Shot - On kill, enemy explodes for 50% total damage in 12m
- Laser-Rifle overhaul;
- ^Increased damage: 650% > 750% damage
- ^Increased self knockback
- ^Bullet refund cost: 4 > 3
- ^Fixed weakpoint damage, now crits on weakpoint hit
- ^Reveals enemy weakpoints
- ^New model
- Added new Discoverable upgrade; Blunderbuss - Replaces shotgun for 6x150% damage and burns on hit - Currently no unique model
- Fixed shoot anim abruptly cutting off
- Fixed Deflected projectile not hitting it's original owner
- Adjusted deflect projectile damage to be more substantial
- Deflected projectiles get +50% speed
- Made board loop sound louder
- Skating no longer canceled by m2 if it has no stocks
- Added pt-BR translations by Snakeman!
0.1.10
- so- FUCK
- So unsure before its even heard
- never confident in a single word
- this bird, expert in the absurd
- Number one in life that has been deferred -It hurts this relentless introvert
0.1.9
- Added Shotgun model
- Added logbook by the amazing PlNK!
- added chain dash to dash vendor table; kills regain all utility stocks
- Fixed dash slash dealing self damage if you slam into the ground
- Gun shots can now be canceled with m1 or util. No more wasted shots
0.1.8
- Added Rest Emote. Bound to numpad 2 by default - This was added sometime earlier but undocumented
- Fixed air anim not transitioning back.
- Charge shot now increases self knockback as well - This was added last update but undocumented
- My child will post 5 updates in a day.
0.1.7
- Actually networked the ammo gain
- increased shotgun range significantly
0.1.6
-
Added Skate tricks
-
Skate now auto exits if no move input is pressed for a short time
-
Reworked air m1 to no longer be one time use or rely on being grounded
-
Adjusted melee hitboxes
-
Clients can now properly gain ammo progress
-
Hopefully networked Vendor spawns
-
Hopefully networked corpse spawns
0.1.5
- Fixed audio balancing & tied it to sfx slider
- New primary SFX
0.1.4
- Accidentally broke swing effect last update, whoops
0.1.3
New or changed
- Added crosshair behavior: Simple dot by default. when using gun show gun specific crosshairs (currently missing magnum and lasergun)
- Added config option: Spawn Lost Traveler. Spawn the lost traveler interactable without a drifter being present
- M1 dash now has diminishing returns on speed. Hate lunging past enemies on high speed
- M1 impact changed, swing effect soon to follow
- M2 no longer has minimum hold time. tap to your hearts content
- Updated util description to mention skating
- Skating update; Omnidirectional movement. To end skate use primary or secondary
- new icon - Thanks rob!
- Only Boss tier enemies will drop chips, no more horde of many or boss minions
Bug fixes
- Fixed corpse dropping the same item each use
- Fixed Vendors also dropping the same item each use
0.1.2
-
Primary attack speed increased for all steps - Needed to be faster to make up for no speed scaling
-
Reduced primary attack final hit damage: 420% > 380%
-
Guns now have their minimum time to shoot affected by attack speed
-
Flashstep damage: 280% > 360%
-
Flashstep now applies weak on hit to make it more of an initiator.
-
increased Flashstep initial speed
-
Charge Slash Damage ramp: 400-900% > 600-1000%. Now dedicated melee band proc
-
Charge Slash now adds bullet progress. Major oversight
-
Quick step rework: Reckless Rider. After skating for 1 second, shock nearby enemies
-
Made Quick step's old effect base kit and removed auto transition when running
-
^Agreed that it was super annoying to be interrupted by it auto playing
-
Skating now allows melee attack out of it
-
Updated currency tokens, Data Bits > Gearbits. Hopefully this curbs confusion
-
Guns now have different recoil amounts. Highest is shotgun, lowest pistol
-
Added Magnum Pickup model
Overall balance update following some feedback. If you couldn't tell I didn't spend months QA testing like I did with ghoul (and yet ghoul is still buggy )
0.1.1
- Fixed ammo conversion function not applying to lasergun properly. Now has default fallback and includes lasergun
0.1.0
- Initial beta release