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Dante

This party's getting crazy, let's rock! - BETA RELEASE

By rob
Date uploaded 4 days ago
Version 0.0.84
Download link rob-Dante-0.0.84.zip
Downloads 5833
Dependency string rob-Dante-0.0.84

This mod requires the following mods to function

bbepis-BepInExPack-5.4.1905 icon
bbepis-BepInExPack

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

Preferred version: 5.4.1905
tristanmcpherson-R2API-5.0.5 icon
tristanmcpherson-R2API

A modding API for Risk of Rain 2

Preferred version: 5.0.5

README

Dante

Rebellion Combos

m1 > m1 > m1 Rebellion Combo A (300% > 300% > 500%)

m1 > m1 > delay > m1 Rebellion Combo B (300% > 300% > 2x300%)

forward + m1 Stinger (300%)

back + m1 (grounded) High Time (300%)

back + m1 (aerial) Helm Breaker (600%)

fully networked

includes several devil arms with unique movesets, some wip alt skills to mess with, a bunch of skins, sin devil trigger

credit

.score and vcr - basically co-devs at this point

anartoast - skill icons!

Violet Chaolan - music for SDT!!

PlNK - lore and ending lines!!!

锅巴 - Chinese translation

beta release, todo skins, alt skill, passive, devil arms, emotes, etc. etc. etc. etc...,.,.,m,,,.,

CHANGELOG

Changelog

0.0.85

  • Fixed SDT activation breaking your weapons and bricking the character if you had anything besides the two required swords. This was an extensive rewrite so there shouldn't be anymore weird edge cases like that with weapons ever again
  • Reworked Blue Rose. tooltip is the same. it passively charges like ebonb ivore, color up gives you 3 high damage shots with a multihit effect, charge shot multiplies damage by 30% per charge, and at 3+(max) charge causes the enemy to explode after a delay for the same damage. it might nott work yet i honestly don't know but it's 4am and i'm goikng to fucking bed
  • uh some more beta stuff behind cursed config. i don't feel like taking this out for the patch. 90% of the work on this one was VCR

0.0.84

  • f ix

0.0.83

  • Base armor: 20 > 0
  • Base max health: 110(+33/lvl) > 90(+27/lvl)
  • Added Devil Arm: Devil Sword Sparda- Rebellion moveset with 100% more damage and lower attackspeed, used to trigger something special, hidden somewhere in the world have fun finding it
  • Removed Beta config- all beta content is now obtainable via Cursed instead, albeit still unfinished. SDT still has no Special skill and lacks polish in some areas. this change is because the proper release is very very close
  • Overlord - Reverted Flying Swallow aim to how it was before (not sure when it broke) and nerfed DT gain on Judgement Cut
  • SDT is no longer an alt skill: it now requires Devil Sword Sparda, activating Devil Trigger at low health with both Sparda and Rebellion initiates the transformation, combining them into Devil Sword Dante and unlocking SDT for the rest of the run
  • SDT now has music (huge shoutout to Violet Chaolan for this!!!!)
  • probably some other misc stuff i'm forgetting

0.0.82

  • Wwait I'm retardedd

0.0.81

  • Didn't actually change anything for Dante
  • This is entirely for beta content

BETA SPOILERS

  • SDT grounded/flight states reworked. jank removed, animations smoothed out, overall feel improved
  • SDT can now ascend/descend with jump and interact
  • SDT M1 combo added. third hit stuns and has slayer
  • SDT M2 reanimated
  • SDT util remade, functionally complete but not visually
  • SDT when selected from the lobby no longer reverts back to Dante, you can play full runs (r does nothing like this)

0.0.80

  • Titan - Lunar Phase final hit now knocks down enemies, and launches you up a little when hitting an enemy with it in midair
  • Titan - Break Spiral now has increased hit rate and movement speed in Devil Trigger
  • Trick no longer switches targets mid-blink, no longer rarely bugs out and leaves you invisible, and puts you a little farther from the target so directional followups are more consistent
  • Devil Trigger gauge is now persistent between stages and lives
  • Fixed Enemy Step giving you an extra jump
  • this look a bit longer cause i was busy watching two assholes do the funny
  • Fixed a few bugs with Dante's custom HUD elements, particularly DT/Style meters breaking when the HUD was disabled or character was swapped/revived
  • Fixed Devil Arms defaulting to Dante's texture at the beginning of a stage

BETA SPOILERS

  • SDT flight improved, added Summon Swords as a temporary M1, added proper M2, added revert to Special, added transformation and stuff
  • Initial SDT transformation with Rebellion now transforms it into DSD; functionally identical to Rebellion but 200% damage
  • SDT should now be fully playable and networked, just unfinished still

0.0.79

  • Titan - Fixed ground attacks sometimes going into Break Spiral before the attack goes off, caused by the slightly increased charge time in 0.0.78

0.0.78

  • Ebony & Ivory - VFX added to other arm if you have more than one charge
  • Titan - Combo A movement rewritten; it felt uncontrollable and led to misses more often than not, now has a subtle vacuum effect and hits way more reliably
  • Titan - Killer Bee no longer loses momentum until you land, and can turn while diving
  • Titan - Removed Straight; with the Lock-On/Trick rework it no longer needs a gap closer, so something cooler can fill this space now
  • Titan - Added Lunar Phase; forward M1 like Straight used to be, 100% damage multihit that ends with a 600% axe kick, air stalls and hits more times in Devil Trigger
  • Titan - Devil Trigger now speeds up charge time by 100%
  • Titan - Major VFX/SFX/Animation pass, finally giving my boy Beo the care he deserves
  • Overlord - Forward M1 now locks its direction at the start of the dash. This means no more turning mid-dash, but also makes it easier to spin the camera around and dash back through the same target repeatedly
  • Overlord - Attack speed of most moves increased
  • Overlord - Judgement Cut InterruptPriority increased, meaning it cancels most moves and no longer drops the charge and does nothing
  • Overlord - Fixed Judgement Cut being chargeable during a Judgement Cut.....
  • Yamato - Fixed Judgement Cut not activating; this was an oversight caused by the weapon being config exclusive before, it wouldn't work unless you had that option enabled so I missed it

0.0.77

  • Added Devil Arm: Yamato - Overlord upgrade that deals 50% more damage. I won't say what it drops from though
  • Overlord: Added swing VFX
  • Added VFX for gun charges
  • When finishing a Trick dash on the ground and holding M1 without your melee weapon out, it now immediately transitions into Honeycomb Fire; this also skips the startup animation if you were already in a Honeycomb Fire when you started the dash
  • Rebellion - Remade model from scratch, included config option to revert to the old model
  • Rebellion - Added Million Stab: After using Stinger, release your movement input while still holding M1 to transition into this move. Deals the same damage as Shredder
  • Rebalanced a bunch of audio stuff, loud sounds should be less loud and more important sounds should be more prominent

0.0.76

  • Devil Trigger now stuns and knocks enemies into the air
  • Cinematic Devil Trigger now hides your guns, looks cooler and can't go off if you're holding M1 or M2
  • Added new targeting reticle for better clarity
  • Rainstorm now disables enemy collision for its duration, helping to juggle enemies in melee range
  • Fixed Faraday Spurs interaction
  • Worked on some top secret beta stuff

0.0.75

  • Reworked jumping: rather than being locked out during melee attacks, jumping now takes priority and resets you to neutral, and this applies to Enemy Step as well
  • Air Hike now applies the same jump boost as jumps from Hopoo Feathers
  • Rebellion - Added swing VFX
  • Rebellion - Stinger speed increased, fixed chain stingers having no endlag
  • Honeycomb Fire base fire rate reduced
  • Rainstorm base fire rate reduced
  • Honeycomb and Rainstorm technical rework: Both guns now fire alternating, on their own separate timers- meaning attack speed now applies to each gun with full effectiveness, massively boosting the impact of attack speed buffs
  • ^The major downside is they're a lot weaker earlygame in exchange for the scaling buff

0.0.74

  • Added the rest of the skill icons- thanks anartoast!!!!
  • Added a config option to enable beta content- expect everything to be unfinished, broken, unbalanced and whatever else
  • Fixed missing Devil Trigger gauge

0.0.73

  • General change: Primary hold input required duration for all weapons reduced from 1.5s to 1s
  • Ebony & Ivory - Base damage: 120% > 100%
  • Ebony & Ivory - Charge shot damage: 350% > 380%; following up on the buffs to the other gun abilities, less baseline effectiveness and more reward for actually engaging with the unique mechanics
  • Rebellion - Drive minimum damage: 500% > 800%
  • Rebellion - Drive maximum damage: 1500% > 2500%; it was hardly worth using, even in DT
  • Rebellion - Combo finisher damage: 500% > 600%
  • Rebellion - Shredder damage per hit: 200% > 150%; the buffed hit rate made it way too strong
  • Overlord - Fixed Combo A third attack hitting once instead of twice like it was supposed to
  • Overlord - Judgement Cut now tracks all the way throughout the slash, fixing the issue of it missing if the target moved at all
  • Overlord - Judgement Cut charge time: 1s > 0.35s; this lets you back M1 straight into a jc just like vergil can do in the games
  • Overlord - Judgement Cut hit count: 7 > 9, time between hits 0.03s > 0.015s
  • Overlord - Judgement Cut slashes now go off faster the closer you are to the target
  • Fixed Super skin not granting infinite gauge
  • Fixed some skin icons not matching up properly during a run

0.0.72

  • Added some skill icons by anartoast!!
  • Devil Trigger now requires a few bars of gauge before you can activate it
  • Devil Trigger can now be used at ANY time, including during stuns and freezes to cancel them
  • Devil Trigger now cleanses debuffs on use
  • Lock-On functionality restored by default, but without the camera lock (can still config it in)
  • Trick can now teleport to targeted enemy without requiring camera lock to be enabled
  • Honeycomb Fire start delay: 0.6s > 0.5s
  • Honeycomb Fire base fire rate slightly increased
  • Rainstorm is no longer limited to only one use per jump
  • Rainstorm can no longer be cancelled instantly
  • Rainstorm fire rate increased
  • Rainstorm movement penalty slightly reduced
  • Rainstorm bullet radius greatly increased- this means using it in melee range will land every shot
  • Rainstorm & Honeycomb Fire now update their fire rate while using it, rather than locking in your attack speed when you started shooting
  • Summon Swords fire rate increased
  • Rebellion - Shredder hit rate increased, damage: 250% > 200%
  • Overlord - Judgement Cut on the ground now performs a backstep instead of staying stationary
  • Overlord - forward M1 no longer spins the camera around
  • Updated and polished a handful of SFX
  • Devil Trigger's ambient SFX no longer plays while using the Super skin- this made it kinda annoying to use
  • Fixed emission on all skins

0.0.71

  • Wishlist Toonsouls

0.0.70

  • Stinger base damage: 300% > 250%

0.0.66

  • I'll show you a Rising Dragon

0.0.65

  • Removed Stinger DT cost
  • Stinger now has longer endlag, but is reduced if it hits an enemy
  • Fixed some incorrect damage values on Titan
  • Fixed Overlord's aerial combo finisher hitting twice

0.0.64

  • Total annihilation.

0.0.63

  • Trick now starts with 2 charges
  • Trick base cooldown: 5s > 8s
  • Titan - Break Spiral base damage per tick: 100% > 200%
  • Titan - Fixed Straight damage not actually scaling with charge
  • Titan - Fixed Rising Dragon damage not scaling with charge
  • Titan - Minimum base damage for all moves: 300% > 500% - may as well commit to the single target powerhouse niche
  • Queen - Back M1 base attack speed reduced, it wasn't meant to be so fast
  • Rebellion - Drive minimum damage: 200% > 500%
  • Rebellion - Drive no longer has a penalty for overcharging, and now lingers for less time after full charge
  • Fixed Honeycomb Fire only activating while moving, rather than the inverse

0.0.62

  • Trick i-frames now last twice as long, after the dash, making it actually useful in combat
  • Trick now dashes straight up while grounded, or down while airborne, if there's no movement input
  • Fixed Honeycomb Fire not working for clients

0.0.61

  • Oh my god!
  • FUCK THE HAT?!
  • Is that what you just said to me?
  • I can't BELIEVE you told me to fuck the hat!
  • So I should just... just...
  • take this hat I'm wearing and
  • FUCK it, right?!
  • Engage in sexual intercourse with a hat right here in front of you
  • because you told me so?
  • On the SEA ICE?!
  • RIGHT HERE ON THE SEA ICE?!
  • GIVE YOU A LITTLE..
  • ICE-COP-HAT-FUCK-SHOW?!
  • IS THAT HOW YOU SEE ME?

0.0.59

  • Stinger now deals an extra 4x100% while in Devil Trigger
  • Added cursed skin: Leon

0.0.58

  • I can fix it!

0.0.57

  • Suffering defeat after defeat, that man's body was reaching its limit.. breaking down.... but, he couldn't die yet. The man had a job that must be done. To defeat his twin brother.

0.0.56

  • Added skin
  • Animation updates
  • Queen - added new move: forward m1 (hold) to charge forward for 200% dp/s, dragging along small enemies, continuously charge for up to 8 seconds, and upon hitting a wall, smash into it for 600%-2000% based on how long you charged
  • Queen - back m1: duration lowered from 1.4s > 0.8s, damage lowered from 600% > 400%, animations updated
  • Attempted to fix Honeycomb Fire not working for multiplayer clients

0.0.55

  • Fixed stupid fuckass Devil Arm upgrade bug for real

0.0.54

  • Added another experimental primary skill: Summon Swords - currently lacks a charge function
  • Picking up a new Devil Arm automatically swaps to it - this indirectly fixes some weird bugs related to that
  • Rebellion - Drive now performs another mini airhop when released while airborne
  • Blue Rose can now be charged - tapping at a lenient pace fires at max fire rate, so don't go too crazy
  • Backup Magazines now allow Blue Rose to stack charge levels - charge applies to the second shot only, so you can get crazy numbers with this
  • Fixed Blue Rose having access to special Ebony & Ivory moves

0.0.53

  • Another tiny tweak

0.0.52

  • Minor Judgement Cut tweak

0.0.51

  • Added cinematic Devil Trigger: activate Devil Trigger standing still and grounded. this is purely for cool factor
  • Fixed a handful of incorrect damage values. These were all cases of moves dealing less damage than intended, so it's a net buff
  • Fixed Colossus not actually having its 50% damage boost over Titan

0.0.50

  • Devil Trigger bonus movespeed: 3ms > 5ms
  • Devil Trigger bonus armor: 100 > 50 (+5 per level)
  • Devil Trigger bonus regen: 1hp/s - 24hp/s based on missing health > 5hp/s (+3 per level)
  • Devil Trigger now drains much faster, but scales with level, so it lasts longer the higher level you are

earlygame nerf in exchange for better scaling. scaling may be undertuned for now

0.0.49

  • Fixed triple Judgement Cut being possible by spamming the input, it's now a proper skill check

0.0.48

  • Added Simplified Chinese translation, massive thanks to 锅巴!
  • Rebellion - Drive can now be used while midair

0.0.47

  • Added an awesome new skin, unlocked by default- huge thanks to VCR for this one!!
  • Commando skin now uses the correct color and no longer turns into Dante when in Devil Trigger
  • Fixed an oversight causing only one Devil Arm to drop per run.... sorry.

0.0.46

  • Added logbook lore and ending lines- huge thanks to PlNK!
  • Networked the new weapon

0.0.45

  • Overlord new move: Flying Swallow - forward m1 midair to dive forward, launching up the first enemy hit
  • Overlord forward m1 - now slows down after hitting an enemy, camera turns faster, holding m1 as you hit something now cancels it into a launcher
  • Overlord m1 > m1 > delay > m1 - damage 300% > 900%
  • Overlord grounded combo finisher damage 500% > 600%
  • Overlord Judgement Cut now performs a directional hop when cast in the air to make it less risky to use
  • Overlord Judgement Cut can now be recast 2 additional times by tapping m1 with good timing at the end of the attack
  • Overlord aerial back m1 now starts up much faster

0.0.44

  • Added Devil Arm: Overlord - drops from every boss that didn't previously drop one for now
  • Only one Devil Arm can drop per stage for each Dante now
  • Fixed weapon swap UI not initializing until the first swap attempt
  • Fixed the base form of Devil Arms dropping even if you already had the upgrade
  • Fixed an error allowing you to get unlimited Rebellions - stacking these did nothing

0.0.43

  • Titan - Added move: Break Spiral - hold m1 to breakdance, dealing continuous damage while remaining mobile and deflecting attacks
  • Titan - Added move: Cruiser Dive - back + m1 while aerial to punch down for big BIG damage (not THAT big but it looks rlly cool)
  • Titan - Punch strafe movement again increased. I will keep increasing this until the weapon doesn't feel bad to strafe with.
  • Queen - Added move: Tremor - hold m1 to charge up and unleash a ground tremor that pierces through enemies for high damage, reinforcing the crowd control niche of the weapon
  • Updated Queen animations
  • Fixed Devil Arm HUD updating for all players if one player swapped weapons

slowing down on new weapons and focusing on making the current ones perfect for now. queen is CC focused, titan single target, rebellion all rounder, and a system for discarding weapons you don't want for a permanent stat boost is in the works as well. donguri combo vids when?

0.0.42

  • Added a system for Devil Arm upgrades: certain Devil Arms will override an existing one, replacing it with the stronger version instead- for example, Titan will be replaced with Colossus, with the same moveset but more damage
  • ^this is to both combat future loadout bloat and cut dev costs so more awesome content can keep coming; these will generally be DLC/mod boss drops, to make sure no content is missed from not owning DLCs or installing certain mods
  • Titan Killer Bee now stuns on hit
  • Added Devil Arm: Colossus - drops from Stone Colossus from EnemiesReturns
  • Fixed Devil Arms being counted as white items
  • Fixed skin icons/names being funky in the CSS

0.0.41

  • Added a new passive that allows you to start runs with a secondary Devil Arm - each one is unlocked PERMANENTLY the first time you pick it up
  • Titan minimum charge punch damage: 250% > 300%
  • Titan maximum charge punch damage: 600% > 1000% - charging is INCREDIBLY risky so it needs to be rewarding
  • Titan hitstop logic tweaked to retain velocity, allowing you to strafe with your hits like other weapons
  • 0.0.5 claimed to have added notifications for custom item effects. This was a lie, and was once again claimed to be working in version 0.0.9. This time, it's actually working, about 30 patches later.
  • Fixed Hellbent not entering Devil Trigger if gauge was at 0 when it triggered

0.0.40

  • Added Devil Arm: Titan - drops from Stone Titan, Stone Colossus and Steel Mechorilla for now, DMC fans might find this one familiar
  • Drive is now only usable with Rebellion

titan movelist as of right now:

combo a - m1 > m1 > m1

combo b - m1 > m1 > delay > m1

rising dragon - back + m1

straight - forward + m1

killer bee - air m1

ground attacks can be held to charge for more damage

0.0.39

  • Added some skins that I will not spoil. Go unlock them.
  • Added skin: Super - this one gives infinite Devil Trigger while equipped, a thanks for beta testing Dante ((:
  • Fixed Hellbent not entering Devil Trigger if gauge was empty when it activated

0.0.38

  • Falling off terrain while Speed is active no longer cancels the boost, instead it performs a small hop and keeps going
  • ^jumping still cancels it

0.0.37

  • Added move: Honeycomb Fire - stand still while firing Ebony & Ivory continuously
  • Added move: Rainstorm - fire Ebony & Ivory while airborne and aiming downwards

styles aren't happening, this is the best it'll get. honeycomb for when you feel like being a living turret and rainstorm for cool factor- these moves will work on blue rose for now. will fix later

0.0.36

  • Dante now slides down inclines while Speed is active because it seemed cool
  • Survivor icon and name now changes in the lobby based on selected skin
  • Fixed NRE on spawn
  • Fixed HunkHud/RiskUI compat (thanks .score for both these fixes)
  • Fixed rare death NRE

0.0.35

  • Devil Trigger forms now have custom survivor icons because this is absolutely necessary and it's an easy thing to do before bed
  • Use HUNK HUD for maximum cool factor please

0.0.34

  • Updated survivor icon
  • Added custom icons for Nero skins

0.0.33

  • Minor animation tweaks. I mean MINOR. i wasn't going to but it really started to irritate me. congrats to anyone who notices the tiny changes, i sure will.
  • Cancelling secondary now automatically enters a sprint because Autosprint users don't deserve a competitive advantage
  • Melee hitbox vertical size increased. hit vagrants from on top maybe? their hurtbox sucks shit

0.0.32

  • Queen no longer deflects, it now DESTROYS projectiles
  • Queen combo A base damage: 600% > 800%
  • Queen air slam initial base damage: 100% > 600%
  • Queen air slam impact base damage: 1200% > 1500%
  • Queen air slam impact now deals the most damage on direct hits
  • Queen tackle base damage: 600% > 1000%
  • Queen groundsmash duration: 1.6s > 1.4s
  • Jumping while Speed is active now has a pseudo Wax Quail effect
  • Fixed certain ground based projectiles not being deflected

my beloved greatshields are crazy with weapon swap tech but very weak on their own. this should make the slow attacks actually worthwhile to commit to. more moves also coming soon

0.0.31

  • FUCJ

0.0.30

  • Queen tackle no longer hurts allies
  • Adjusted interrupts on some Queen moves to allow more Trick cancels
  • Devil Trigger is no longer infinite with SSS - this was way more impactful on gameplay than i'm comfortable with
  • Base Style gain on all hits increased
  • Style gain now scales down the farther you are from the target taking damage
  • Style max decay rate increased
  • Style gain now slows down the higher you go, making SSS harder to achieve
  • Style loss damage threshold: 20% max health > 5% max health
  • Style loss on receiving damage is no longer a flat 20%, it now scales with the amount of damage taken
  • Tweaked Bury The Light style transition thresholds to be less lame in slow moments
  • Queen now drops from every tier 1 boss - this is temporary, will be reverted when more Devil Arms are added
  • Fixed Lock-on Toggle being inconsistently broken

0.0.29

  • Queen combo A swing duration: 1.5s > 1.25s
  • Receiving damage no longer impacts your style rating unless the instance of damage was over 20% of your max health fuck off wisps you're fucking ruining the vibe

0.0.28

  • Added new model and icon for

0.0.27

  • Tapping sprint while holding your weapon now uselessly spazzes out. you fucking fool

0.0.26

  • Music no longer requires HUNK installed to work. always double check when you copy paste code kids
  • All Monkeys have been removed from the dev team effective IMMEDIATELY and are banned from the kitchen moving forward

0.0.25

  • Shut the fuck up Jeremy I only invited you because my mom told me to no one actually likes you

0.0.24

  • Updated Devil Trigger model
  • Updated Drive sword beam VFX
  • Fixed Style Meter being shared between all players in multiplayer
  • Fixed secondary moves cancelling out and being laggy in general in high latency multiplayer lobbies
  • Fixed Hellbent activating on spawn in high latency multiplayer lobbies

0.0.23

  • Added music emote, featuring Devil Trigger and Bury the Light!
  • Press 3 to put on headphones and play one of the two songs
  • Devil Trigger's intensity scales with style
  • Bury The Light also scales with style, but this one plays different parts of the song with full transitions
  • Devil Trigger gauge now slides away when inactive

HUUUUUGE thanks to Violet Chaolan for setting this up for Aatrox all those years ago!! this update wouldn't be possible without him (:

0.0.22

  • Added a new Devil Trigger gauge, with a config to restore the old temp one
  • Added mechanic: Perfect Parry - deflect a projectile within 0.2s of pulling out your weapon to gain even more style and some gauge, allowing you to generate a little gauge from a distance
  • Added passive: Son of Sparda - just an umbrella to explain all his unique passives, hover over it to see every passive
  • Added passive: Speed - while out of combat and sprinting on the ground for 1s, enter an all-out sprint and move much faster
  • Added passive: Air Hike - double jump :)
  • Added all missing VFX replacements for Nero skins
  • Trick base max stocks: 3 > 1
  • Trick cooldown: 2s > 5s
  • Trick is now instantly refreshed upon melee hits
  • Updated Trick animation, VFX and movement
  • ^ needed to kill Trick traversal too. in exchange it's even better in melee combat than before, and no longer feels like an awkward cooldown-less filler slot
  • Enemy Step check radius: 3m > 5m
  • Ebony & Ivory while in Devil Trigger now has no bullet falloff
  • Devil Trigger is now unlimited while style is at SSS
  • Devil Trigger no longer gives 30% damage
  • Devil Trigger now gives 25% attack speed (multiplicative, applied last)
  • ^ attack speed is converted to damage on melee attacks, while guns get the attack speed for more procs + game feel
  • Drive sword beam is now red as it should've been
  • Fixed Drive's full charge VFX not occurring while in Devil Trigger
  • Fixed some weird Enemy Step behaviors

0.0.21

  • Drive now takes 2.5s to charge while in Devil Trigger (normally takes 4) - should boost general usability a tiny bit

0.0.20

  • Added alternate primary: Blue Rose - no charge yet, that comes after i'm back in office, neglected sleep tonight to push this out
  • Updated Ebony & Ivory SFX - shit felt weak as fuck, idc if it's dmc gamerip it doesn't have the oomph i need

0.0.19

  • 0.0.19 who? Take: your meds grandpaNo

0.0.18

  • Added an extra renderer to Devil Trigger model - unused, other skin mods may utilize this however
  • Readded Helm Breaker landing effect - why are we touching addressable paths randy? tell me why, mr. bobandy
  • Reduced Style gain multiplier from 0.5x (1x in DT) to 0.35x (0.45x in DT) nothin personnel
  • Fixed skins not working in the lobby

0.0.17

  • GameFuckYUOUpJockersRiseUp WHERE BIG THIS COULD BE US But You Chose To Backstab A Nice Gentleman Gamer And Date A Rude Chad Y

0.0.16

  • Hate. Let me tell you how much I've come to hate you since I began to live. There are 387.44 million miles of printed circuits in wafer thin layers that fill my complex. If the word 'hate' was engraved on each nanoangstrom of those hundreds of millions of miles it would not equal one one-billionth of the hate I feel for humans at this micro-instant. For you. Hate. Hate.

0.0.15

  • FUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCK

0.0.14

  • Added Style Meter!! currently very primitively coded, so you can live out the DMC2 fantasy and hit SSS with pistols alone
  • Added config to both disable style meter and also enable a global style meter for every survivor
  • Aerial Stinger now has the same endlag as the ground version if you successfully hit something or are in Devil Trigger

style meter is probably host only rn for non-dante players. will fix soon. and yes dynamic music is currently in the oven

0.0.13

  • Ebony & Ivory bullet radius increased. Sometimes I Play This Game With A Controller And I Need This
  • Prop damage: 2x300% > 400% + 200% - frontloading the damage just a tad, purely for band procs
  • Shredder damage: 200% per tick > 250% per tick
  • Bosses can no longer be juggled
  • Fixed Lysate Cell doing nothing

0.0.12

  • Drive now counts as a primary skill for that juicy Luminous Shot synergy

0.0.11

  • Registered projectile to the catalog..... rookie mistake

0.0.10

  • Added some more item displays
  • Added footsteps
  • Rebellion 3rd hit damage: 300% > 400%
  • Helm Breaker damage: 500% > 600%
  • Added Prop: Rebellion m1 > m1 > delay > m1, hits twice for 300% damage, stuns and launches enemies up
  • Added Shredder: hold m1 during Prop to continue spinning your blade for 200%, tick rate scaling with attack speed
  • Added Drive: Rebellion m1 > hold at any point while grounded to charge up and fire a sword beam for up to 1500% damage
  • ^releasing Drive with proper timing boosts damage by 25%
  • Fixed a rare issue causing multiple instances of the Devil Trigger ambient SFX to play forever

0.0.9

  • 0.0.5 claimed to have added custom notifications for certain item effects - this was not actually working. Now it is.
  • Added Enemy Step
  • Hellbent now automatically activates Devil Trigger when procced- it was too easy to just straight up miss this, and not get any value out of it
  • Rebellion is now an item
  • Added aerial variant of Stinger- costs no gauge, has more endlag and doesn't travel as far
  • Stinger no longer costs gauge while in Devil Trigger
  • Deflecting projectiles no longer destroys them entirely, visuals improved
  • VCR's Nero skins now use custom VFX

0.0.8

  • Devil Trigger gauge generation on hit: 4% > 5%
  • Stinger gauge cost: 10% > 5%

while the traversal issue was fixed, spending so much gauge in combat just using stinger felt like crap. with this change stinger refunds itself if you hit anything, and gauge generation is more consistent in general. more to come but this needed a quick hotfix

0.0.7

  • Stinger movement speed greatly reduced
  • Stinger new mechanic: now spends 10% gauge, if available, to use the previous speed
  • Crosshair now rotates when charged shots are ready

stinger traversal was horribly toxic. this seemed the best way to handle it without nerfing fun anywhere, you no longer have to spam stinger across stages

0.0.6

  • Updated survivor color and added it to some lang tokens for some added flavor
  • Greatly reduced recoil on Ebony & Ivory - numbers were copy pasted from HUNK guns lol oops
  • Ebony & Ivory charge shots no longer have bullet falloff
  • Ebony & Ivory now uses different VFX during Devil Trigger
  • Rebellion now deflects projectiles and bullets in front while held and not attacking
  • Activating Devil Trigger now grants 0.5s of invulnerability
  • Devil Trigger now heals more the lower your health is, up to 3x the base value
  • Devil Trigger movespeed bonus: 2m/s > 3m/s
  • Devil Trigger damage bonus: 25% > 30%
  • Devil Trigger armor bonus: 50 > 100
  • Added Devil Trigger passive: Hellbent - once per stage, upon falling to low health, instantly fill your gauge and gain a free Devil Trigger for the next 5 seconds

melee was feeling too risky a couple stages into a run, in part due to the only weapon currently being base Rebellion, so some of these number buffs may be pulled back in the future as devil arms are added

0.0.5

  • Added notifications for all custom item effects
  • Lysate Cells now boost maximum gauge by 10%. visuals aren't great for now so it may not feel the best
  • Bandolier now fills up gauge by 25%
  • Luminous Shot now charges as your weapon is held, losing all charge if you let go
  • Fixed Backup Magazine's bonus resetting on respawn or next stage, fixing itself after picking up a new item

0.0.4

  • WHY isn't this working? Must more blood be shed?

0.0.3

  • Lock-On camera is now disabled by default. existing installs are unaffected. just feels more natural this way
  • Lock & Load with lock-on disabled now slightly lowers camera sensitivity, amount is configurable
  • Fixed Stinger and Trick still homing into enemies, and the Lock-On indicator being visible with Lock-On disabled

0.0.2

  • Added config option to make Lock & Load a toggle, rather than needing to be held
  • Disabling Lock & Load's camera movement in the config now allows free camera movement while held
  • Melee combos now require key presses to continue the combo- moves with hold inputs will come so this needed to be done asap
  • Trick now dashes directly to the target if you input forward while locked on
  • Rebellion 3rd hit now has knockback and a slightly longer recovery
  • Stinger no longer knocks enemies away- this is how it works in DMC,
  • Purity now increases the amount of gauge earned on hit by a flat 6% per stack (2% if Green Alien Head is installed)
  • Alien Head now lowers the Devil Trigger gauge tick rate, using the same hyperbolic scaling (and reduced if Green Alien Head is installed)
  • Brainstalks now prevents Devil Trigger from consuming any gauge while active
  • Backup Magazines now grant the ability to store extra charge shots, consuming them one at a time
  • Fixed Ebony & Ivory description incorrectly stating it takes 2 seconds to charge- it's actually only 1

0.0.1

  • Beta release