#Experimental Mado's Mods

751 messages · Page 1 of 1 (latest)

toxic rain
#

Finally, a place where I can post my every thought about this mod without making innocent modders read it (If you want to read my 400 word description just click on the link)

#

So I have been remaking Ion Engie once again and have done a proto "class upgrade" thing with one of my focuses

#

I was thinking that I should make the other focus into a sort of "battle engineer" playstyle

#

I'm not exactly sure what that means though

toxic rain
#

Technician is supposed to be a good burst damage dealer that can temporarily replace the role that the ion engie fills in its own "team" though the benefits it gives would make much more sense if negative hp regen killed the summons instead of a timer. Jugg is a pure tank, it works pretty well but it tends to run past the enemies shooting at you (Part of the dumb ai problem). The turret (class core) is supposed to decently tank and deal okay damage but not as much as the summons purely for it, right now if it randomly targets an enemy it cant shoot, it will stay that way until you kill that enemy and since it cant move it is just a distraction. For my final summon: Spec Op, it is meant to be a trash summon that will help you once every big combat encounter due to the cooldown being so low, right now I think it does not have enough HP and deals too much damage.

#

Certain enemies (Shotgunners) have a tendency to complexly ignore your summons and head right for you

#

It is slightly frustrating

toxic rain
#

Slightly scuffed class perk

toxic rain
#

So I have a dilemma right now, class core by default is rmb which makes much more sense as an ability you can shoot instead of this reload ability

#

Should I make my class core the specialization again?

#

I also feel like I should make more abilities that increase heat instead of being able to change mobility and special

#

The rest of the classes right now only have 1 thing you can change

#

and I would like that to be a theme

#

If anybody has any abilities that increase heat for a bonus id be happy to hear them

#

Random side note: Ion Enginner has become the class I put the most effort into over the past month due to it having nothing fun about it before

#

Really good for trying out new things since its essentially a new and different class

toxic rain
#

Seems solid enough though some of those tooltips are a bit chunky

toxic rain
#

I did too much work and now I can't release this as a 1.1 version

#

Would have to be at least 1.5

#

I wish I did one class at a time so I could release them faster

toxic rain
#

Well release be dammed

#

I think I might have a modbreaking bug

toxic rain
#

Not that extreme

#

Just annoying

toxic rain
#

Accidentally put ion gunner lifesteal as flat

toxic rain
#

Right multiplayer is out so I should probably release my current version

toxic rain
#

Version 1.1 of "Ion Subclasses" is out. It's about 90% finished, the abilities work but they lack feedback and power, I will be working on a sort of "class upgrade" system next
Along the way the abilities should get more fun

#

If anybody has any suggestions for class upgrades I would be happy to hear them

toxic rain
#

Module: Defense (Epic)
Turret: Gets 2k energy shield
Tech: Gives two seconds of an ion dome to every unit on activation
Jugg: Gets a reflect shield
Spec: Extends invisibility by 3 seconds

Module: Offense (Epic)
Turret: Shoots an homing ion cannon every 2 seconds
Tech: Places down a suitcase sentry on activation
Jugg: Has a weak shoulder mounted turret
Spec: Gets a x200 ion dmr

Module: Aura (Epic)
Turret: Gives 20 Temp armor
Tech: Increases critical chance of nearby units by 20%
Jugg: Increases damage of nearby units by 20%
Spec: Increases movespeed of nearby units by 20%

Module: Mobility (Legendary)
Turret: Teleports every 6 seconds to a random side
Tech: Overclocks units for 6 seconds on activation
Jugg: Teleports on being hit
Spec: Teleports backwards on being hit with a 10 seconds cooldown

Module: Grenade (Legendary)
Turret: Shoots a impact grenade every 5 seconds
Tech: Throws a ion grenade once
Jugg: Throws a spike bomb that deals slight damage and causes bleeding once
Spec: Throws a flash grenade once

Module: Death (Super Legendary)
Turret: Creates a large ion explosion on death
Tech: Overclocks all units for 6 seconds on death
Jugg: Stuns nearby units for 3 seconds on death
Spec: Makes all units invisible for 2 seconds on death

#

I am working on my ion engie class upgrades first and this is what I have

#

I need some generic and common upgrades

#

Or I can make every upgrade impactful

#

They don't need to be related to summons

toxic rain
#

Note to self: the player can change teams as well as ai for duration

toxic rain
#

The multiplayer test was sort of uneventful since nobody is playing it

#

U8 has some promise though

#

I will be going back to U7 to work on my mod

#

Speaking of

#

I have some more upgrade ideas

#

D6: (Epic)
"The house always wins"
At the start of a level:
-Have a 83.35% chance to lose 20% of your credits
-Have a 16.67% chance to gain 80% of your credits

Module: Defense (Epic)
Turret: Gets 2k energy shield
Tech: Gets the ability to take cover or gets a riot shield
Jugg: Gets a reflect shield
Spec: Extends invisibility by 3 seconds

Module: Offense (Epic)
Turret: Shoots an homing ion cannon every 2 seconds
Tech: Spawns with 2 gun drones
Jugg: Has a weak shoulder mounted turret
Spec: Gets a x200 ion dmr

Module: Grenade (Epic)
Turret: Shoots a impact grenade every 5 seconds
Tech: Throws a ion grenade once
Jugg: Throws a spike bomb that deals slight damage and causes bleeding once
Spec: Throws a flash grenade once

Module: Aura (Epic)
Turret: Gives 20 Temp armor
Tech: Increases shield of nearby units by 200
Jugg: Increases damage of nearby units by 20%
Spec: Increases movespeed of nearby units by 20%

Module: Mobility (Legendary)
Turret: Teleports to the player if out of combat (or something else depending on how it works)
Tech: Overclocks units for 6 seconds on activation
Jugg: Teleports on being hit
Spec: Gets the headhunter dodge on being hit

D20 (Legendary)
"You feel lucky punk?"
Roll the dice at the start of a level
-Have a 95% chance to gain 20 permant luck
-Have a 5% chance to lose all luck and delete the action

Module: Death (Super Legendary)
Turret: Creates a large ion explosion on death
Tech: Spawns two ghosts on death
Jugg: Stuns nearby units for 3 seconds on death
Spec: Makes all units invisible for 2 seconds on death

Module: Longevity (Super legendary)
-Ability summons no longer die with time

Blood Diamond: (Super Legendary)
-Double currency gain
-Take double damage

#

Line Break

Module: Wildcard (Divine)
Turret: Shoots an orbital ion beam twice per life
Tech: Places down a suitcase sentry on activation
Jugg: Does a battlecry when surrounded by 3 enemies in range
Spec: Spawns two on activation

Ability upgrade terminal teleporter (Divine)
-Spawn a class upgrade terminal on starting a level

D100: (Timeless)
"A spiral into madness"
On Kills or using a ability:
-Have a 99% chance to lose 10 luck
-Have a 1% chance to gain 1000 luck
Upon reaching 0 luck
-Gain the perk "Bankrupt"
-Lose 10% of your max hp
-Gain 100 luck
If I can't figure out how to check luck then the values will change to 1 lost and 100 gained while bankrupt is removed

#

Now to actually put these into the game

#

by 1 luck I mean 0.01 luck

toxic rain
#

I have taken half an hour to make a single change to the UI

#

This is 20 less kills then other classes are going to need

#

Because the player should not be hiding behind summons

#

Instead they should be shooting from behind them

toxic rain
#

I forgot about this one

#

Coinflip: (Uncommon)
On ending a level delete the action that gives or removes luck while giving a new one
-Have a 49% chance to land heads gaining 50 luck for the level
-Have a 49% chance to land tails losing 25 luck for the level
-2% chance to land on its side doubling luck for the level

toxic rain
#

Sometimes I fear my own intellect

#

I went into the tutorial to test an action that required a level to end

#

Right I have to remake my subclasses due to reasons beyond my comprehension

#

At least the uni editor is kind enough to function correctly 99% of the time

toxic rain
#

D6 is sort of just ignoring most conditions I place on it

#

So it might only be a positive

#

Another reason is that you cant do -% without it removing all of your credits

#

Or change it

#

Not sure yet

toxic rain
#

I can't make it on level start so I will simply lie to the player saying that it does

#

Here is some insider knowledge: Coin flip is actually on the level ending

toxic rain
#

I am only willing to do 5² action paths and new actions per summon

#

Grenade and wildcard are being removed

#

Looks like I am adding another 100 actions

toxic rain
#

Revised Class upgrades

#

Class Upgrade Ideas:

Construct: Drone
-Summon one gun drone on starting combat with 30 seconds cooldown
-affected by multicast

Safe Stocks: (Common)
"Stocks for Kaida Corp"
-Lend 1000 credits
-Gain 600 per floor
20% (2x scale with luck) to gain 1200 credits

Risky Stocks: (Common)
"The house always wins"
At the end of a level:
-Have a 16.67% chance to gain 50% of your credits
-Lose 250 credits

Coinflip: (Common)
On ending a level delete the action that gives or removes luck while giving a new one
-Have a 49% chance to land heads gaining 50 luck for the level
-Have a 49% chance to land tails losing 25 luck for the level
-2% chance to land on its side doubling luck for the level

Module: Defense (Uncommon)
Turret: Gets 2k energy shield
Tech: Gets the ability to take cover or gets a riot shield
Jugg: Gets a reflect shield
Spec: Extends invisibility by 3 seconds

Module: Offense (Uncommon)
Turret: Shoots an homing ion cannon every 2 seconds
Tech: Spawns with 2 gun drones
Jugg: Has a weak shoulder mounted turret
Spec: Gets a x200 ion dmr

Module: Aura (Epic)
Turret: Gives 20 Temp armor
Tech: Increases shield of nearby units by 200
Jugg: Increases damage of nearby units by 20%
Spec: Increases movespeed of nearby units by 20%

Module: Mobility (Epic)
Turret: Teleports to the player if out of combat (or something else depending on how it works)
Tech: Overclocks units for 6 seconds on activation
Jugg: Teleports on being hit
Spec: Gets the headhunter dodge on being hit

#


D20 (Legendary)
Roll the dice every 120 seconds
-Have a 95% chance to gain 20 permeant luck
-Have a 5% chance to lose all luck gained and delete the action

Module: Death (Legendary)
Turret: Creates a large ion explosion on death
Tech: Spawns two ghosts on death
Jugg: Stuns nearby units for 3 seconds on death
Spec: Makes all units invisible for 2 seconds on death

Blood Diamond: (Super Legendary)
-Double currency gain
-Take double damage

Ability upgrade terminal teleporter (Divine)
-Spawn a class upgrade terminal on starting a level

D100: (Divine)
"A spiral into madness"
On Kills
-Have a 99% chance to lose 1 luck
-Have a 1% chance to gain 100 luck

#

The weighting for the shop right now is a bit scuffed to where you get common about 1/4 of the time

#

It seems like the meta for this abomination is to stack the common upgrades

#

The ability summon upgrades wont be able to stack though

toxic rain
#

Woah there is an actual d20 sprite

#

Glad I didn't give up my search

#

I can almost fit them all on the screen

toxic rain
#

If you started with this you would get about 25 rolls per game

#

You still have to be able to play the game so 60 seconds it is

#

That is all the "Gamble" upgrades done

#

The summon upgrades will be really boring to read

#

<style=ion>Commando Turret:</style>

<style=nano>Technician:</style>

<style=scatter>Juggernaut:</style>

<style=psy>Spec-Op:</style>

#

<style=ion>Commando Turret:</style>
-Teleports to the player if out of combat
<style=nano>Technician:</style>
-<style=buff></style><style=yellow>Overclocks </style>units for 4 seconds on activation
<style=scatter>Juggernaut:</style>
</style>-Grants nearby units a <style=bold>Reflecting</style> Shield<style=bold></style>
<style=psy>Spec-Op:</style>
-Grants <style=buff></style><style=purple>Invisibility</style> to nearby units for 3 seconds

#

Now here is them in order (Common-Divine)

#

Checklist
-Construct: Drone (Common)
-Safe Stocks: (Common)
-Module: Defense (Uncommon)
-Module: Offense (Uncommon)
-Module: Aura (Epic)
-Module: Special (Epic)
-D20 (Legendary)

toxic rain
#

I should have paid more attention in math

toxic rain
#

Instead of doing something reasonable I took the "Infinite monkeys" approach to things

#

You have Attack Special and Defense yes
You have attack Aura and defense yes
You have attack aura and special yes

You have attack and defense
You have Aura and Defense
You have aura and attack
You Have Special and Aura
You have Special and defense
You have Special and Attack

toxic rain
#

Infinite typewriters

toxic rain
#

-Properly test how the luck upgrades interact at the end of a level

#

The most important one of all: Wait for the terror level luck bug to be fixed

toxic rain
#

Turret
Offense: Autofire ion cannon (Made,added)
Defense: (Made,added)
Aura: Turret Upgrade Aura (Made,added)
Special: Turret Upgrade: Teleport Out Of Combat (Made,added )

Tech
Offense: AI Ability Summon Two Drones (Made,added)
Defense: Officer injured (Made,added)
Aura: NPC Mastery Upgrade (Made, added)
Special: Overclock self and others (Made, added)

Jugg
Offense: Heavy Strike (Made,Added)
Defense: Ion Shield Reflect (Made, Added)
Aura: Juggernaut Upgrade Aura (Made,Added)
Special: Reflect Shield Others Upgrade Jugg (Made,Added)

Spec
Offense: (Ent) Ion Spec Op X200 (Made,
Defense: Mado's 6 second stealth no break on shots (made,Added)
Aura: Mado's Movespeed Aura Spec Upgrade (Made, Added)
Special: Mado's Invis Others Upgrade Spec (Made,Added)

toxic rain
#

You can get two modules you already have so I will make the module upgrades give you 25% power if you already own the module

#

If you don't own the module you will obv get it

#

I will also make all summons scale 1:1 with power since the item summons do that

#

If you own all four actions you get a 1.25 scaling boost :)

toxic rain
#

AAAAAAAAA

#

Negative progress

#

Special will be removed

#

For real this time

toxic rain
#

JK :)

#

Its now an easter egg perk that you get for owning all 3 actions

#

It doesn't need any conditions so I am fine

#

They are just empty perks used as conditions after all

toxic rain
#

Turret cant move so it is easy to stay in the aura but it has only a small boost

#

Technician is the same way

#

Jugg is risky to stay in the aura but its another 10% damage resistance on top of the 20%

#

Spec-Op is hardest to stay in the aura of and does not have the greatest boosts but can almost always be active

toxic rain
#

Dear Android,

My loan Terms are 100% fair, but I can see that you are committed to not paying me so I will be sending four commandos after you now. I am a fair man so I will still let you pay me to stop the next wave, assuming that you survive this next attack.

Nice knowing you,

-Mado

toxic rain
#

Dear Android,

In your most recent payment you didn't pay the full amount, I will accept the partial payment as an apology. Do not make the same mistake again.

Thank you,

-Mado

toxic rain
#

I think that's everything done

#

Now I just need to make 2 videos and do a bit of playtesting

#

an entire day should be enough

#

Though that is more of a time limit

#

Friday

toxic rain
#

50% increase to power is 12.5% more hp and dmg

toxic rain
#

While the aura gives 1:1 scaling with power

#

Besides the dmg resistance one which is halved

#

for obv reasons

#

You can still become immortal with 200% if you get a good multicast roll though

toxic rain
#

(Music is Oasi in cittĂ  - Righeira 1987)

#

So as you might be able to tell by the video I am done with making my class upgrade system-but only for Ion Engineer, I sort of set a tight deadline for releasing it so I was not able to playtest it all that much. I will be away from my PC for about a week but I at the very least know that all of the upgrades do something, if that "something" is intended or not I will have to find out.
I have a few questions to those that test this feature out:

  1. Did you get the advertised effect from an upgrade?
  2. Did you not get a upgrade/ different unit spawning for any of the ability summon upgrades?
  3. How often do you get class upgrades per run?
  4. Did you get too many rare or too many common upgrades?
#

Of course I would also like to hear any bugs as well in #1028133576509771816 I will be away for a few days, but will check it when I come back

#

That seems like a good enough announcement

#

Now time to actually finish up

#

For those special people that read the modding chat I have not just come to paste what I have already posted, but instead want to show you what I did for my class upgrade system

#

Time to make that video

#

Hooray I don't have to wait for Youtube's 5 hour HD renders for a 10 second clip

#

Yeah this is pretty big

toxic rain
#

Glad I did some playtesting

#

Coin flip right now is d20 on crack

#

Turret with a defense upgrade spawns a spec op

#

You get like one class upgrade a level if you don't play like s1 engineer

#

Which seems okay

#

If I got a 2% chance to break my ability

#

Nope I just forgot to add something

#

If the uni editor isn't lying then coin flip should be fine now

#

Safe and Risky stocks I will check though

toxic rain
#

They do use a diff system so you don't have bonus luck to get more luck on your next coinflip

#

But still get bonus luck for your money rolls at the end of a level

toxic rain
#

Fixed

toxic rain
toxic rain
#

Mod is actually out

#

It is 1 am and I need to get up at 7 am

toxic rain
#

Idea: The class upgrade selection gets added by an action when combat ends

#

Well my absolute deadline is in 5 minutes

#

If there is anything critical now is the time

#

Alright, good morning and have fun with my mod

toxic rain
#

Looks like my mod at the very least works

#

Time to work on the balance and I guess paragon

#

One problem with paragon

#

I only like about half of the class

#

Yet if I remove the other half it becomes bad

#

Here is one prototype of an idea

#

Energy (Currency)
-Can only be gained via perks

0 Energy "No power"
-Shields disabled
-vent all heat

25 or less "Critical power"
-50% less heat gain
-50% shield regen speed

50 or less "Low Power"
-25% shield regen speed
-25% less heat gain

75 or less "Standard Power"
Standard

100 or less "High Power"
+25% shield charge rate
+50% heat gain

More then 100 "Overcharged"
-Double heat gain
-+50% shield recharge rate

#

Energy is consumed on melee attacks/ shooting but is gained back depending on heat

#

Don't really like the idea of a shield on paragon though

#

I might have to change the model due to this "Critical miss" business going on

#

The model my mod uses is an enemy model

#

So when it is shot it shakes much more

#

Since where your bullet comes out is from the barrel of your gun

#

You miss so many more shots then a normal playermodel

#

I tested trying to roll with this model

#

it took about 1.2 seconds to be able to fire normally again

#

Also cant really use subclass colors

#

Which are good for drawing attention

#

Also most animations don't work

#

Which sucks for more then one reason

#

Okay so parry and combo are 100% good besides the combo doing a funny teleport

#

The rest needs some looking over

toxic rain
#

Here is my logic for the order on what classes to work on

#

How much I dislike them (Starting from the bottom)

#

#1 Hyper Trooper
#2 Ion Engineer (Formerly #5, but now has class upgrades)
#3 Ion Spec-Op
#4 Ion gunner
#5 Ion Paragon

#

Hyper trooper is #1 since chrono striker except shooting guns is very fun (I had no idea that the 10 kills with a 4 second stack reset was already made so I wasted a ton of time on this class)

#

Ion engineer is second purely for the fact of class upgrades

#

The summons being dumb as hell might make it #5 when the other classes get upgraded

#

Spec op has overpowered and fun gimmicks that I justify by dying in 1 shot. simple enough

#

Heavy gunner is my third favorite class so it is no surprise that on an even field a ion flavored clone would be third

#

Paragon is an oxymoron of a class in its current state

toxic rain
#

Shrike is the 2nd person to mention my mod at all

#

and the only person to give real feedback

#

I think I chose a poor time to make my mod

#

Now that I think about it more paragon is a husk of a class in the perk department

#

Change reactive bulwark into enrage:?

#

Enrage:
Getting hit builds rage
-Increases movespeed by 5%
-Increases damage resistance by 5%
-Lasts 6 seconds each but is reset upon gaining another stack
-Max 5 stacks
Stacks are reset upon using melee combo

#

That seems pretty riotguard

#

Lemme just put in my checklist for a good class

#

-Carrot on a stick (Something to always work towards/manage) (Yes)

#

-Permanent in game progression (No)

#

-Fun to play (Eh)

#

-Distinct (Yes)

#

One special just for me: Easter egg perk (Not yet)

#

Idea: Have melee combo give parry for 0.15 seconds

#

Then replace parry as the mobility with Charge:
-6 second cooldown
-Applies the action Charge:

#

-Charge for 3 seconds
-Increases movespeed by 10% per enrage
-Increases damage resistance by 5% (0.5 scaling with power) per enrage
-Upon an enemy entering 3m of player delete self action and deal damage

toxic rain
#

Another random disappointing thing about paragon is that my gpu can't handle the powerful looking explosions like plasma or neutrino

#

It's really a class that discovers the limits of the game for me

#

-Can't knockback enemies so it teleports
-Powerful explosions tank my fps
-No melee weapons
-"Rank of ent killed" bool does not work
-Limited animations for the playermodel

toxic rain
#

Class Upgrade: Plating Punch
-The first punch of combo attack strips all plating
-If any plating is removed grants 1 plating to the player

Class Upgrade: Flash Punch
-Your second punch of the combo now deals aoe damage 5m in front of you
-Teleports the player 5m forwards

Class Upgrade: Falcon Punch
-Your third attack of the combo now applies burning and deals more damage

Class Upgrade: Ultra Heavy Punch
Your final attack of the combo:
-Now stuns for longer
-Applies bleeding

#

My thumbnail is slightly hecked right now (Not like anyone is downloading mods right now)

#

I will aim for 10 upgrades per class

toxic rain
#

Class Upgrade: Built in Flash
-Your mobility now flashes enemies for 6 seconds in 8m of the hit enemy

toxic rain
#

The class upgrade system showcased in U8 is pretty similar so it seems that I was on the mark with the design

#

Though the Elite kill is about just as reliable as I expected it to be

#

Unless there is some change I will just keep my 30-50 kills

#

Elite kills are a bit more satisfying though

toxic rain
#

I have no idea how to do minor upgrades so i'll just steal the ones that shrike makes

#

I only expect people to play mine for a few runs so I'll generally keep the number of low impact upgrades small

#

Lemme just repaste what I already posted

#

The thing with making a modded class is that realistically, people are only going to play a few runs with the class you make. This gives me the freedom to make all of my upgrades impactful without wearing down the charm of getting a mega-rare, class changing upgrade too often
Making bread and butter upgrades that are thematic to a class and are not just a stat chest is pretty hard

toxic rain
#

I love working with 17 action paths (2 of them being blocked by the editor helper)

#

That was the fastest 17 acton paths I have done

#

Only about 20 minutes

#

I made some changes to paragon

#

I also changed the perks

#

I have like half of the upgrades done right now due to remaking the abilities

#

I should work slower

#

My remaining upgrades are simple to add

#

Class Upgrade: Rewire Nerves (Common)
-Gain 5% permanat damage resistance

Class Upgrade: Aura (Uncommon)
-Allies gain 20 armor

Class Upgrade: Teleporting Attacks (Legendary)
-All of your specials teleport you to the nearest enemy in 8m but not if in 3m range

Class Upgrade: Auto Teleporting Frame (Legendary)
-On being hit teleport forwards 3m
-3 second cooldown

Class Upgrade: 2nd phase (Legendary)
-under 2000 health
-same effect

Class Upgrade: Burning Aura
While Above 70 heat apply burning to enemies in 8m range

#

I don't really like rewire nerves

#

It's either a game break or nothing at all

toxic rain
#

I wonder what this pfp looks like

#

Not all that bad

#

It needs to be much more obvious

#

I created this on accident

#

Would use it if you could still tell what it was

#

It's so compressed that I cant key out the white

#

Good enough

toxic rain
#

This might be even better

#

I still retain my main colors and some of my shape

#

But you have no idea what this is without looking closely

#

I wonder if I could post any of these into the art channel and get away with it

#

Well I know I am using the red one as my pfp for actual spooky day

#

and I will use the green and cow one with no context then ghost the person

toxic rain
toxic rain
toxic rain
#

Class Upgrade: Kaon Beam (Legendary)
Flavor text:
-Elastic Scattering Particle

Now fire A <style=ion></style><style=green>Kaon Beam:</style>
-Has halved range
-Ignores Shields(,Armor and damage resistance, etc since its pure hp reduction?)
-Becomes unable to headshot

#

For Hyper Trooper

#

Pulled from my list of randomly cool ability names

#

Somatic Hypermutation
Supercritical
Thermal Shock
Hypernucleus
Hyperon
Resonance
Kaon

#

I will rename "Shattered" to "Thermal Shock"

#

In physics, a sigma model is a field theory that describes the field as a point particle confined to move on a fixed manifold. This manifold can be taken to be any Riemannian manifold, although it is most commonly taken to be either a Lie group or a symmetric space. The model may or may not be quantized. An example of the non-quantized version i...

#

I might be able to come up with better abilities if I was able to understand any of this shit

#

I think i'm gonna go insane and just start using random theoretical physics terms

toxic rain
#

Shoot a Tachyon in addition to your normal attack:
-Shoot a preimage and an afterimage beam
-Deal light damage
-One is very fast and one is very slow

#

One of them firing behind you would be cooler then being slower but I am not sure how useful that would be

toxic rain
toxic rain
#

I waited quite a bit for the new test branch but it didn't come out today

#

I forgot that I had 17 action paths for melee combo

#

I am amazing

#

Other then that what was I actually doing

#

rewire nerves, teleporting attack and auto teleporting frame all suck

#

Okay checklist time:
-Make the shop for paragon (Done)
-Copy the actions for the shop (Done)
-Add a naming scheme to engie and paragon upgrades
-Have at least 10 upgrades (7/10) +1 easter egg perk
-Playtest

#

Mado's Class Upgrade Paragon:

#

Mado's Class Upgrade Engie:

#

Mado's Class Upgrade: Hyper

#

Mado's Class Upgrade: Spec

#

Mado's Class Upgrade: Gunner

toxic rain
#

Class Upgrade:

toxic rain
#

Change Brutaility to a cloaker rush?

#

-Becomes like charge but only for 1 second
-Grants 25 dodge
-Increases movespeed by 50%

#

-+2 second cooldown

#

-Staggers instead of applying thermal shock

toxic rain
#

This was easier then I thought

toxic rain
#

#FFFDD0

#

#800000

toxic rain
#

2B6790C0

toxic rain
#

Make inverted core the synergy?

#

Make overt the 2nd perk or synergy

#

Make all classes have their heat scale up to 100?

#

Remove ideal heat from mod page?

toxic rain
#

Replace Explosive Dropkick (Sad since this was a fun action to create) with Resonating punch

#

-If target has thermal shock instantly kill them and create a explosion
-Otherwise deals light aoe damage

toxic rain
#

A neutrino revolver that was probably stolen from the machine legion. It is unclear why this unconventional ammo type was made or why it does not fire x66 lightspeed, but x55 neutrino is just below the speed of light.

toxic rain
#

Replace explosive dropkick with Counter Roundhouse

#

-on activation gain counter for 0.5 seconds (0.6 with godhand)

#

If hit while having counter teleport to the nearest enemy and deal 1000ish dmg while healing 100 health, functionally parry but for special

#

Baton rush 9 sec cd
Charged punch 12 second CD
Counter 6 second CD

toxic rain
#

Class Upgrade: Cursed Flesh

#

-When hit release a cursed explosion that also hurts you, half dmg of bloodrite
-Can be blocked with parry/counter

#

Class Upgrade: First Mover (Replaces plating punch)
-Get counter instead of parry

#

Make all melee combo upgrades state that they increase parry by 0.1 seconds

toxic rain
#

Class Upgrade (Spec op) Insanity chip

#

-Instead of exploding converts and boosts the stats of an enemy for 10 seconds
-Afflicted enemy dies of a heart attack after 10 seconds, unless it is a boss
-Creates a larger secondary explosion/ bleed effect

toxic rain
#

Style- Super Legendary
"Super Badass Supreme"
-Taking less then 10 damage gains 10 stacks
-Killing an enemy grants 10
-Every second lose 2 stacks
-Taking greater then 10 damage loses 5 stacks

-Increases currency gain and damage by 1% per stack

(If owns godhand) -At max stacks gain 100% damage resistance for 10 seconds (and get a routlette move?)

toxic rain
#

-Class Upgrade Descriptions

#

-Make Enraged refresh melee stacks but remove the movespeed bonus

#

-Make class upgrade selectors

#

-Add generic/any to all abilities

toxic rain
#

I sort of neglected categories, I should fix that before U8

toxic rain
#

If already owned increased <style=power>Ability Power </style>by 25%
The first punch of your combo now counters instead of parrying:

#

-Take <style=green>No Damage </style>during this time
-If hit teleport onto the attacker and kick them
-Deals <style=damage>Medium Damage

toxic rain
#

Vamp is third punch
Flash is second

#

Class Upgrade: Wicked (Uncommon, Stackable)
-Self explanatory

toxic rain
#

Wicked
Taking health damage briefly slows the attacker with a chance to stun and reflects 300 damage.

toxic rain
#

Resonating punchdraws in close range enemies 12m

#

Melee Combos final attack jams the enemies weapon for 8 seconds

#

Vamperic fangs heals 100 health when hitting an enemy

#

Buff parry to 100 and counter to 200

#

The final attack of melee combo stuns for 2 seconds longer

toxic rain
#

Check parry times for melee combo with godhand
Add a vortex teleport to Resonating punch via godhand?
Complete description to godhand?
Add style
Add 1 more stacking upgrade
Make resonating punch readable but not gpu melting

toxic rain
#

a

toxic rain
#

Class Upgrade: Base Rage

#

-Stacks up to 3 times, uses a selector to grant 1 3 and 3 base "Enrage"stacks

#

If owns action and stacks at 0 add 1-3 stacks to enrage

toxic rain
#

No godhand with all upgrades?

#

Teleporting too far with flash punch?

#

6-7 upgrades per game

toxic rain
#

Getting too many melee charges?

toxic rain
#

Repairing strike gives perma regen?
Critical strike gives perma ability crit chance to all melee abilities?

#

Give enrage 0.1 second cooldown

#

Fix random high regen (Done)

toxic rain
#

Replace Armor Aura

#

Male revolver ent death nearby enemy activated

#

Change baton rush to get counter with godhand

#

Change to get godhand with a delay and divine fanfare

#

"Godhand giver" gets godhand after 8 seconds

#

Make style lose 2 a second

#

Class Upgrade: Dampener Aura (Epic) (stacking)
-Decreases movement speed and firerate by 25% of all enemies in 10m range
-increases shield regeneration speed by 25% of player if enemy in 10m range

toxic rain
#

Class Upgrade: Cursed Body (Legendary) (Stacking but its a bad idea)
-Taking health damage releases a cursed explosion that also damages the player

toxic rain
#

Oh boy time for my newest checklist

#

Make cursed body
Make revolver on ent death near
Make the final strike of melee combo given by godhand more fun
Synergy description since godhand and aspect of mari wont fucking pop up

toxic rain
#

All Done

#

I even playtested it all

#

Now to wait

toxic rain
#

Pick a shop that shows rarity while still looking good

toxic rain
#

Buff Wicked

toxic rain
#

Buffed

#

Gain 10% ability power per floor cleared

#

Replace when elite kills work

toxic rain
#

Done

toxic rain
#

Change Ion Gunner to 70 heat instead of overheating

#

X750 given to Paragon?

#

PDW given to Engie?

#

AR given to hyper?

#

X1000 MK2

#

The X1000 MK2 is used by the Hyper Troopers that form the quick response teams of the Red Guard. By removing the charge up, elements such as magazine size, heat tolerance and reload speed were sacrificed for the sake of speed.

#

4 magsize
1.5x heat
0.75 cooling
-0.5 reload speed

#

Perk: Ammo Switch
-Grants access to ion splitstream

#

Removed charge up and less movement inaccuracy

#

Make x750 not load one by one

#

Keep x250 load one by one

#

Nerf x200 activate reload

toxic rain
#

For enrage:

  • grant 2 charges to melee combo
#

-Deal double damage

toxic rain
#

Make enraged! double heat gain

#

Fix x700 perk on ion guns check other perks

#

Make x1000mk2 perk

#

Paragon Checklist:
-Carrot on a stick (Something to always work towards/manage) (Yes)
-Permanent in game progression (Yes)
-Fun to play (Yes)
-Distinct (Yes)
-Easter egg perk (Yes)

toxic rain
#

Hide most of the things your not supposed to see

toxic rain
#

Nerf and check the enrage boost to 50%

toxic rain
#

Something I would recomend doing is following this process:

  1. Come up with an idea
  2. Make idea to the best of your ability, changing it if its impossible or not fun. What I did starting out was come up with an idea and check the base classes for anything similar
  3. Playtest to check if the idea is fun and works as intended. If something is not up to speed, repeat from step one. I went through this process 8 times with my most recent class

Misc Stuff:
Always name your actions before you save them or they will be hard to find
Always have a consistant naming scheme for everything you do to easily find it later (ex. mado's example ability)
Action paths are those numbers at the top of an action. 1 has priority

toxic rain
#

Nerf ion shotgun

#

Add weapon frame to ion shotgun

#

Check weapon perks spawning on normal guns

toxic rain
#

Graphic design is my passion

toxic rain
#

Class Upgrade: built in stun

#

-On class mobility use: same conditions for activation as charge

#

Class Upgrade: Built in claymore

#

Same as stun

#

Secret perk: Shield of Champions
-?

#

Always have charge but only have it activated with shield?

toxic rain
#

Work style to remove a stack if hit for more then 1 dmg

toxic rain
#

Shield of Champions:
-Strike targets in 8m from the impact of your target with divine feedback and 1200 dmg and 0.5 sec stun

#

-Also gain 1 second of damage immunity after charge ends

#

15 upgrades a class (including secret)

#

5 abilities per class, IG is the only one who breaks this rule

#

Update to 200+ actions

toxic rain
#

Complete "Built in x" then shield of champions then other charge

#

Test

toxic rain
#

Start with: Assist Laser

#

Start with: (Rarity) tier gun

#

Start with: Sniper

toxic rain
#

Max 15-19 5-14 1-4 0

toxic rain
#

I have remade half of the base class

#

Without the action path copy function

#

How many of those action paths were nearly identical?

#

80%

#

This has taken months of my active modding lifespan

toxic rain
#

Remake enraged to grant 2 charges but only reduce by 10

#

Remake description

#

Use the synergy to dump enraged in

toxic rain
#

Remove the base shield

#

Make sure to readd the x750 instad of r2000

#

Synergy: R2000 my beloved

#

-Sets up faster
-Has 1 more bullet in mag

#

Hide more stuff

#

Make a r2000 difficulty mod in the other mod

#

What's the matter officer? I'll tell you what's the matter. It's a little insurance policy called "Directive 4", my little contribution to your psychological profile. Any attempt to arrest a senior officer of OCP results in shutdown. What did you think? That you were an ordinary police officer? You're our product, and we can't very well have our products turning against us, can we?

#

Make heat 70 again?

#

Plasma Shot:
1% chance per 1 heat to fire a plasma shot that melts all plating

#

Shrapnel Shot:
Activated after using specialization
-luck based chance to fire 1-12 Nails X3

toxic rain
#

Mado’s Ion Subclasses

Updated for U7!

Last Updated October 21st, 2022

Do you ever say stuff like: "I don't have fun if I'm not lighting myself on fire at all times" or "unlocking unholy power by sacrificing my healthbar is great fun” If so, this mod is for you!

I am very much looking for feedback. If you have any bug reports, suggestions or grievances ping SNUDDERMADO in the Synthetik discord server or just post them in the modding chat as I am very active there

Currently, this mod has 5 sub classes that all have great benefits and great problems with heat. All of them have some sort of new ion weapon to start with and have lore or references in the secondary descriptions.

Current sub classes:

Ion Paragon

"Idk the idea of a "paragon" seems innately OP tbh"

-Strong single target melee fighter that can still fight at any range

-Gains armor and damage resistance as they take damage

-Fights by punching enemies and parrying attacks

-Benefits from high levels of heat to deal bonus fire damage (Soon)

-Class Upgrades related to Survivability, Debuffs and Melee Attacks (Soon)

Ion Special Operative

"Rouge+Recon"

-Has a passive cloak to join fights on their own terms

-Can use drugs that can compensate for low survivability, but have side effects

-Fights by ending a combat encounter before it even begins

-Gains insane critical damage the higher the heat, ideally stays at medium-high heat

Hyper Trooper

“You can rebind your class specialization to mouse3”

-Has abilities that increase heat, which can very easily back you into a corner if used recklessly

-Can move at extreme speeds, but is as fragile as recon; has high dodge to compensate

-Fights by weaving through combat encounters as fast as possible

-Has ability damage scale with heat, ideally stays at medium heat

#

Ion Engineer

"Multiplayer when"

-Has access to powerful summons that buff you and each other

-Starts off with weaker base stats but gets more powerful each floor

-Fights by making a chokepoint of summons

-Benefits from staying just below overheating

-Class upgrades related to summons, luck and gambling

Ion Gunner

"Is it pissing napalm?"

-A class entirely built around firing as many projectiles as possible

-Has passive ammo regeneration but high heat gain

-Fights by grouping together as many enemies as possible

-Benefits from overheating at the right time to gain high damage/ life steal

This mod kinda changes a lot, so dont be surprised if your core strategy just vanishes

toxic rain
#

Make counter apply bleeding by default but apply shatter for 1 second with godhand

#

Remove built in status after time

#

Make shield not stagger

#

Make baton rush stagger

#

Remove divine lightning delay

toxic rain
#

and as item

toxic rain
#

5% ability power per floor

#

Change godhand desc

toxic rain
#

Shotgun Punch! (Synergy)

#

-Granted by owning the masterkey
-Make the shotgun pellets explode

#

Synergy: R2000 my beloved
-Sets up faster or grants 25% increased recoil reset speed
-Has 1 more bullet in mag

#

Change x700 perk?

toxic rain
#

Well 27/75

#

5 Unique Specializations that all have some gimmick related to heat

#

10 guns that you can only get via the classes

#

25 Specially Made abilities

#

75 Class Upgrades, 15 per class

#

100+ Actions (I have no life)

#

Make the Paragon a cover with the updated amounts

#

Actual trailer video?

#

Make 3 more upgrades for engie while you playtest it

toxic rain
#

gimp is free, or photoshop CS2 is also free
theres also photoshop on web
like knockoff

toxic rain
#

I may have been a bit mad over the lack of responses to editor bugs over the past few days but this redeems it

toxic rain
#

Feedback for this as a thumbnail

#

1.5x font size

#

The blue cheats the darken

toxic rain
#

Spot heal my beloved

toxic rain
#

Good enough for me but i'll add some particle effects

toxic rain
#

Smudge tool

#

Make any particle effects below the normal image and text layer

#

Or above however it works

#

Crop out the logo from the good image?

#

Taken at this moment and used spot heal

#

FFFFCAFF Cream

toxic rain
#

Methadone.. not even once

toxic rain
#

This seems like a good idea for spec op

toxic rain
toxic rain
toxic rain
toxic rain
toxic rain
#

Make godhand counter count as backhit damage

toxic rain
#

Ability power loan?

#

Make Aurum a secret perk granted by owning all luck increase upgrades

#

Construct drone has a 1% chance to spawn a hovercraft with special module (Synergy after 10 seconds tied to special)

#

Ultra Secret timeless perk: aspect of Eos

#

-Attack the nearest enemy with psionic damage that scales with current luck every 3 seconds in combat
-Divine stats

toxic rain
#

Make champion of eos dmage scale with luck

#

13/15 done

toxic rain
#

Dmg resistance buff given by jugg is perma

#

AiAbility summon two drones

toxic rain
#

Damage resistance buff is permant, which one?

#

Make flash punch the 3rd punch

#

Make the 2nd punch "Vital punch"

#

-Your second punch now applies Hemorrhaging

#

-Take 100 damage every 0.33 seconds for 4 seconds

#

Or Rouge kick

#

-Removes all plating

#

-steals one plating if target has plating

#

Make ulra heavy punch legendary

toxic rain
#

Plating thing works

#

Replace 2nd punch of combo with Rouge Punch

#

Make flash punch the third punch

#

#5D3FD3

#

Rouge Punch, Counter Kick and Flash Punch are epic

#

Ultra Heavy is legendary

#

Make counter kick uncommon?

toxic rain
#

Rename vampieric claw into Rouge Punch

toxic rain
#

Make cooler enrage effect cooler melee combo

toxic rain
#

Make the class upgrade shop show rarity but only have text if hover over

toxic rain
#

Make godhnad counter not backhit

#

Nerf wick

toxic rain
#

Oh golly engie is no fun

#

Class Core: Chaos Potion

#

-Starts with 3 charges

#

-Gains 1 charge on health pickup, 3 on crate

#

-Grants a random powerup (Ex. Bonus shield or ammo regen)

#

-Heals or damages health (Luck based)
-15 second cooldown

#

That or make the upgrades count all deaths

#

Good growth!

#

All auras for engie are perma

#

On level end and timer?

#

Make the turret 50 second cooldown and jugg 40 second?

#

Make jugg on top and tech on bottom

#

Nerf turret hp

toxic rain
#

Replace Aura Upgradw with a upot uprade?

#

Class Upgrade: Big Gulp:

#

-Grants 2 random powerups per drink

#

3 upgrades for specials and 3 upgrades for cflask?

#

Big Gulp (Legendary)
-2 powerups per drink

Convenience Teleporter (Epic)
-If has 0 charges buy a charge for 250 credits
-Does not trigger cooldown?

Quality Control (Uncommon)
-No chance of self damage

#

Divine Flask (Divine)
-Gain the non-permanent divine buffs
-Lasts 5 seconds

#

-Granted by owning all cflask upgrades

#

9/15

#

Delete blood diamond

#

Make d20 ultra legendary

#

delete safe stocks

#

Replace aurum with divine flask

toxic rain
#

Make charge giver for Cflask

#

Make ability summons no longer start with multicast

#

Make ability summons gain 25% damage resistance if in aura

#

Make Cflask have as long a cooldown as the powerups

toxic rain
#

Make flask selectors and givers

#

Make flask Heal or Damage action

#

Make flask heal only action

#

Make flask Random Buff Action

#

Make flask random buff x2 action

#

Make flask charge purchase action

#

Rename to unidentified flask?

#

Rename to mysterious flask

#

Drink from the <style=nano>Mysterious Flask: </style>
-Grants a random <style=buff>Powerup </style>for 8 seconds
-Chance to either <style=green>Gain </style>or <style=red>Lose </style><style=hp></style><style=green>Health</style>
-Amount </style>depends on <style=luck>Luck</style></style>

Gains charges from health pickups:
-Three from medical chests
-One from health kits

#

Elusive

toxic rain
toxic rain
#

Always at max charges

#

Tech overdrive lasts too long?

#

Ammoregendoes nothing?

#

Make your own buffs

toxic rain
#

Make flaskheal more then dmg 70:30

#

Add drink and summon animations

#

Remove divine boost from pool

#

25% critical chance 1

#

50% movespeed 2

#

25 dodge 0.5 scaling) 3

#

500 shield 4

#

25% damage resistance (0.5 scaling) 5

#

50% firerate 6

#

5 ammo regeneration 7

#

25 health regeneration 8

#

25% No ammo cost chance 9

#

25% free extra shot chance 10

toxic rain
#

Make givers and selectors for mflask upgrades

#

remove spec op from upgrades

#

Move auras to synergy descrtips

toxic rain
#

Coinflip is acting up again

#

Permanant no ammo cost chance

toxic rain
#

Aura is empty

toxic rain
#

Boost amount from tisky roan to 500

toxic rain
#

All auras are still permanant

#

50% movespeed boost is perma? (Checkwhich one is granted)

#

Risky loan is not risky

#

Make risky stocks an upgrade instead of safe and increase chance to 20?

#

Medical chests only grant one charge

#

Remove upgrade icons for specials

#

Make coinflip the same as safe stocks

#

Add timer to stocks and coinflip?

toxic rain
#

Make Mflask 4 charges

#

2 charges per 1500 feedback

toxic rain
#

1 -10 5 8 -8 16 20 -32 +50 -50

#

Make idle dance action?

toxic rain
#

Chest still only grants 2

toxic rain
#

Risky stocks did nothing besides take money

toxic rain
#

Only one buff with big gulp and quality control

toxic rain
#

Literally nothing wrong

#

did I imagine it?

toxic rain
#

Make special cyber commando enemy?

#

-2 second slow-mo when hit (No dmg boost just debuffs you and the other enemies in range)

#

-Nerfed fusion railgun

#

-Side teleport when hit 2 second cooldown, time in combat greater then 5

#

-Teleport behind every 6 seconds

#

-Teleport on shot 10 second cooldown

#

-Roundhouse kick player if in 3m range, staggers and deals mininal dmg

#

-Initial teleport, teleports near the player and deletes self action

toxic rain
#

Nerf amount spawned to one and two

#

-Add animations to summons
-Make all gambles be controlled by the gamble controller
-Remove currecy icon from all specials
-Make luck tie more into the class?
-replace hp regen with dmg resistance
-Give tech the 10% dmg resistance aura and reload buff
-remove multicast chance from all summons
-Make damage aura the defualt and movespeed buff for jugg
-Firerate aura buff and dodge buff

toxic rain
#

Nerf summons hp

#

Ent Class

toxic rain
#

Add heavystrike to attack mod des

toxic rain
#

make special module synergy text -Grants a reflecting shield

toxic rain
#

Add dmg resistance action to synergy

toxic rain
#

Because a tachyon would always travel faster than light, it would not be possible to see it approaching. After a tachyon has passed nearby, an observer would be able to see two images of it, appearing and departing in opposite directions. This double-image effect is most prominent for an observer located directly in the path of a superluminal object (in this example it is a sphere, shown in transparent grey). Because the tachyon arrives before the light, the observer sees nothing until the sphere has already passed, after which (from the observer's perspective) the image appears to split into two—one of the arriving sphere (to the right) and one of the departing sphere (to the left).

toxic rain
#

Remove all luck increases and make everything gamble?

#

Class Upgrade: Slot Machine

#

-Gamble controller

#

-On time since last stack granted greater then 15 spawn a slot machine shop

#

-Buy mini gambas

#

-3 options

#

-10
-25
-100

#

Safe stocks replaces coin flip

#

Make d20
-Get an option to roll a divine boost or instant death at the start of the floor

#

D20
-Every 20 kills gain 5% increase to basic stats

#

5% chance to gain a divine boost

toxic rain
#

Flask conv tele make consume 0 charges

toxic rain
#

Ammoregen buff does not work

toxic rain
#

I sort of missed my window to release today

#

Will fix stuff and probbly release tmrw

toxic rain
#

Make risky loan disappear after 12 payments, aka start at 5 stacks, gain one stack by paying and lose one stack by not paying

#

Change stack amounts

#

Rig Flask to not damage you if it will kill you

toxic rain
#

#🌍general message

toxic rain
#

Don't scroll up if you don't want spoilers

#

This is my devblog that I happen to also use as a checklist

#

Though I might use it more as a devblog for the rest of developemnt

toxic rain
#

Specialized Ammo: Legenedary
-Grants access to ion ammo types for all weapons
-Neutrino for Snipers
-Splitstream for shotguns
-Half-Cell for smgs
-Lightspeed rails for ars
-Rails for lmgs
-Beam for all others
-Increases ammo gain by 25%

#

-Does not stack

toxic rain
#

Never mod again?

toxic rain
#

Overreaction but I still can't do anything to fix it

#

So I just might

toxic rain
#

"Idk the idea of a "paragon" seems innately OP tbh"

-Strong single target melee fighter that can still fight at any range

-Gains movement speed and damage resistance as they take damage

-Fights by punching enemies and parrying attacks

-Class Upgrades related to Survivability, Debuffs and Melee Attacks

#

-Parry, Counter and anything related to being "Hit but taking no damage" is Broken

-Took me over a month to make only for the logic behind my most fun actions to be changed the day after I release it

-Is way less fun without them

-Inshallah will be fixed

toxic rain
#

Make minor elite kills only give 1% melee power

#

Make legion elite kills grant 5% melee power

#

50 minor health

#

250 major health

#

50 minor credits

#

250 major credits

toxic rain
#

Replace 2nd phase with scrapper?

#

-Elite kills grant a random 8 second buff

#

-Legion Elites grants a random permanent buff

toxic rain
#

Broken Stopwatch
"It shows 2 seconds passing every second"
-Double movespeed for 1 second
-Be unable to shoot during this time
-Gain 40 heat
"Catch up" after 1 second
-Gain double firerate
-Deal double weakpoint damage
-lasts 1 second
-Same particle as universe reset
-Halves enemy speed
-8 second cooldown

-Halve the speed of the world around you
-Gain 40 heat
-Be unable to shoot during this time
Catch up after 1 second:
-Deal double weakpoint damage
-Doubles firerate
-Lasts 1 second

#

L72 "Dreadnaught" Harpoon
Using exaust lauch a harpoon
-Gain knockback and greater damage to an insane degree
-Per 20 heat vent 10 heat
-20 knockback per 20 heat
-Harpoon also explodes at 100 heat
-Deals 1000 aoe damage at destination
-500 damage per 20 heat

#

-Bowling pin/ risk of rain loader idea?

#

-+1000 per 20 heat

toxic rain
#

10 second cooldown?

toxic rain
#

Ion Classes

toxic rain
#

Remove wrong use of instant once from 250 action

#

AAAAAAA

toxic rain
#

Pretty much done

#

Remake and move inverted core to mastery slot

#

add curse immunity as second perk for spec

#

Add proper upgrades to all abilites even if placeholder

#

Remake hyper trooper

toxic rain
#

Remake Neutrino tech
-Make it core and claymore mobility?

#

Class Specialization: Spy Teleporter
-2 charges, 1st places down a marker with 20 second despawn time

#

-2nd charge teleports to the marker and places a decoy at current location for 3 seconds

#

-Grants increased critical chance and recoil reset for 3 seconds

#

Class Specialization: Coco
-Same but remove some of the fluff text?

#

Class Specialization: Neurotoxin Vial

#

-Strongly debuffs enemies for 5 seconds, aoe only lasts 2 seconds

toxic rain
#

Unlockable focus perks grant different starter gear along with class upgrades?

#

Class upgrades are a fifth visible perk?

#

Enemy Idea: Chrono Bait
-1k Health
-Teleports last attacker unit to it on death
-Also Staggers
-Rare Enemy
-Effect wears off after 8 second in combat
-Very weak damage

toxic rain
#

Heavily buffed flask, stomped out all the bugs I know about currently, properly added the U8 ability upgrades to the rest of the classes and made the 2 class upgrade classes far more readable

toxic rain
#

Flask never heals?

#

Add "Class core ability" to flask

toxic rain
#

Dodge buuf from flask having a stroke

toxic rain
#

change teleporter to 250

toxic rain
#

Overdrive instant once

toxic rain
#

Not enough lifesteal

#

Hide engineer stuff again

#

Remove debug from flask

toxic rain
#

increase afk dance to 120 seconds

#

Casting two turrets with attack and defnese

#

It still spawns 1000000

#

nerf loan amount to 200 credits/30 seconds

#

Make paying loan a shop choice?

#

Make action say "You have not paid, I am sending a debt collector now"

toxic rain
#

Fix overdrive using instant once

Fix turret spawning two with attack nad defense??????????
Make a new upgrade to replace loan

make class upgrades shops stack?

Fix instant once drugs

Fix dodge buff from flask
Hide engineer flask stuff

Add positive and negative vfx to flask
-health changed= paricles and sounds

toxic rain
#

6 upgrades as engie

toxic rain
#

8.59

#

2 buffs

toxic rain
#

Defense produces 2 turrets (Might be psy brain)

#

still getting 2 charges

toxic rain
#

Gains 2 stacks per plating

toxic rain
#

Check riotguard distance and make that the one for involentary summons

#

On boss killnot wroking right

toxic rain
#

5 8

toxic rain
#

Loan Perk Issues:
Add "You have not paid, I am sending a debt collector now" message to debt
Make paying a shop choice
Nerf loan amount to 200 credits per 30 seconds
Add stack system to loan
Fix cyber commando spawn issue

toxic rain
#

Not getting aura after 3 seconds

toxic rain
#

On death "singnal" to delete aura buffs

#

add to 5 other then movespeed

toxic rain
#

Test Cyber Command

toxic rain
#

Safe stocks does not stack?

toxic rain
#

Cyber commando triggering kick animation while nearby player

toxic rain
#

Change turret model

toxic rain
#

Fixed everything I know about yet again, replaced a few upgrades on engie with new ones and dissolved the ion class into the base classes

toxic rain
#

Start with the HS50:

If no enemy is in 8m
-Reduces Deviation by 2
-Increases Firerate by 30%

#

Resistance Faction Kit:
Start with the LS30

Weakpoint hits:
-Reload one shot

toxic rain
#

Added curse immunity

toxic rain
#

Back from fishing for 2 weeks

#

Mods making steady progress to 1000 downloads, one new mod came out, Experimental Weapons is finished and that prototype raider mod finally lost momentum

#

Good day to get back I guess

toxic rain
toxic rain
#

Coming Soon?

toxic rain
#

Make Class Upgrade: Kingslayer (Replaces 2nd phase)
-Upon killing an elite
-Regain one melee combo charge?
-Gain 5 enrage stacks

Upon killing a legion elite:
-Gain back all melee combo charges?
-Gain 20 enrage stacks

#

Split regaining melee combo charges into another upgrade?

#

-Replace cursed body and make Wicked Legendary or Epic?
-Replace Style?
-Replace Dampener Aura
-Make the plating punch also steal shield
-Make the final upgraded punch more powerful (Shattered lasts for 10 seconds, with godhand lasts forever)

toxic rain
#

X700 Perk: Finisher
-Headshot kills reduce all cooldowns by 3 seconds

toxic rain
toxic rain
#

JSON files have 3 ID's:
CreatorID which are the numbers before the first underscore and serve as the first half of mod identification
ID which is the second bit of numbers until the next underscore
ID in Depot which is what separates all JSON files
Creator ID and ID will remain consistent across all JSON files in the current mod folder while the ID in Depot will change
An example ID is -1129603994_976636371_491174135.
-1129603994 is the Creator id
976636371 is the ID
491174135 is the ID in Depot
You will have to change all JSON files to have the Creator ID and ID of your current mod folder
You can use the rename tool in Notepad++ to change in file references and PowerRename to change file names

#

Mado's Mods

#

Mado's Elite Engineer
Mado's Paragon
Mado's Power Gunner
Mado's Special Operative
Mado's Hyper Trooper

toxic rain
#

find 316920613 replace with 976636371

toxic rain
#

find 259479782, 1582202097, 849318294

toxic rain
#

<style=red>Enraged:</style></style>
-Deal 50% more <style=damage>Damage </style>
-Decreases Mode </style>stacks by 10 after 5 seconds</color></style></color>
Melee Combo: </style>
-Refreshs two charges

toxic rain
#

-Hard hitting <style=ion>Neutrino </style>Revolver
-High <style=weakpoint>Weakpoint</style> damage
-Long downtime from high recoil and <style=heat>Heat </style>

#

A neutrino revolver that was probably stolen from the machine legion. It is unclear why this unconventional ammo type was made or why it does not fire x66 lightspeed, but x55 neutrino is just below the speed of light.

#

Most Ion weapons are highly experimental one-off prototypes made by an engineer. This however, despite being dumb in concept, has claimed the title of the only mass-produced ion weapon in history due to its reliability, cooling, and accuracy. It is often called a "range queen", however it is becoming far less popular due to it having the second highest range incident rate: just behind laser shotguns.

#

-Hard hitting <style=ion>Ion </style>Revolver
-Accurate but weak against <style=Shield>Shields </style>
-Slow firing but reliable

toxic rain
#

Experimental Mado's Mods

fading cape
#

Its time to try your mod.

toxic rain
#

Paragon is probably the best one with enginner as a second

#

The other three have some neat ideas but are even more unfinished

fading cape
#

Also last changes in tooltips brings some... Saturated hell

#

So you maybe want to recreate them

toxic rain
#

Let me see my current tooltip

#

Since paragon has had some more work put into it

#

Not too different

#

The style damage could be removed along with the second yellow parry

fading cape
#

Charge makes no sound or effect or nothing

toxic rain
#

Does it still do the shield particle effect?

fading cape
#

Only after spec. ability

#

Looks like problem with particle system precaching

toxic rain
#

My version works fine

#

The effect changes with how many stacks you have

#

Not sure what its called in the old version either "Mode" or "Enrage"

fading cape
#

Old?

toxic rain
#

I've been working on it as a separate mod

#

Its too hard to update 5 classes as one person, especially when 3 of them are not worth updating

toxic rain
#

But yeah i'll have to change a few of the styles

#

At least this makes me think about them again

#

Would you want to be able to download the depot early?

#

Since it's not going to come out anytime soon

toxic rain
#

That engineer probably has no functional perks and yet it will still be played by people seeking engineer

#

I'm gonna work on isolating my engineer next

toxic rain
#

Engie file stuff
"CreatorID": -1129603994,

#

"ID": 1440025542