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Eti the Spirit :: If you're seeing this then something broke or you have JS off.
Void Reaver Player Character Update Logs
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Survivors of the Void
Version 4.0.1 ▶︎ when you at the = when you when ! when the == is at the should be !=
^ Fixed a minor mistake that caused the Reaver to stop the sprinting animations of everything except for the reaver - the exact opposite of what it was supposed to do.
Version 4.0.0 // Void Common API Implementation ▶︎ Yea, another major version bump.
@+ (Via Void Common API) All (applicable) configuration options are now network-synchronized. Joining someone in multiplayer who has different settings will no longer break things.
@+ (Via Void Common API) All configuration options can now be edited during runtime, including some options that would traditionally require a restart. This was very difficult and may have some bugs.
@+ (Via Void Common API) All configuration options are now in Risk of Options. You are encouraged to use Risk of Options to configure the mod from now onward in favor of the r2modman/thunderstore menu.
+ (Via Void Common API) The camera offset can now be customized in realtime.
+ (Via Void Common API) The transparency of the character can now be customized in realtime.
+ (Via Void Common API) The damage of Detain is now dependent on a new stat, which is referred to as the fallback damage.
+ Added new in-game notice to note some of these changes for those who are not sitting here reading this right now.
+ Fully implemented Void Common API 2.0.0.
+ Added the portal to the Reaver's spawn effect.
+ Added a configuration option to control the duration of Nullify on both standard monsters and bosses, much like on Jailer.
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@^ Fixed a very annoying bug causing Undertow to sometimes hit the player when casting and place the bombs in the wrong place.
^ There may have been a bug where Eclipse wouldn't save (I don't play Eclipse so I wouldn't know) but after reading someone's message in the Modding Discord I may have fixed that.
^ Fixed a mistake where the passive said Jailer instead of Reaver.
^ Fixed a bug causing Detain to kill the player that used it (I mean, being at the epicenter of a black hole imploding has to hurt, you know?)
^ Fixed a bug that prevented loadouts from saving.
Version 3.0.0 // Unification ▶︎ Rewriting the entire mod? Sounds like a bad pipeline.
@+ Implemented the Void Common API. This system does not have any notable changes to you the player, but for me, it means updating the Void character mods is made dramatically easier as all common code is in one place.
+ The post-run screen now waits until after the death animation completes so you can see your destruction in all its glory.
+ Added the Local Transparency config from the Jailer mod.
Version 2.0.7 ▶︎ get the fr*ck out of my room i'm modding minecraft!!!
+ Added a new dedicated status effect, Void Rift Shock, to replace Pulverize from 2.0.6.
+ Added a missing message when failing to escape the Moon on time.
+ Added a missing spawn animation to the character selection screen.
+ you can shittsing (VoidFartReverb compatibility added)
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@* Changed the names of the specials to "Detain" and "Reave". All previous changelogs have been updated to reflect on this.
* Increased the default damage for Detain again (from 5000% to 10000%) to account for low late-game damage.
* Reverted the 2.0.6 nerf to Reave.
* The duration of Detain and Reave is now 3 seconds (from 2.5) to mimic that of real Reavers.
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^ Interrupting Undertow's aiming sequence with another ability (like Dive) no longer puts it on cooldown even though you didn't fire it.
^ Fixed a bug where the preview character was perpetually in its falling animation.
Version 2.0.6 ▶︎ black hole gaming
+ Added the option to inflict Pulverize after using Detain.
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* Reduced the default damage for Detain (from 6000% to 5000%)
* Dramatically reduced the default value for Reave fallback damage (from 75000% to 30000%).
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^ Fixed a bug where the camera zoom out effect would only play on Detain, and never on Reave.
Version 2.0.5 ▶︎ Someone, somewhere, is into being deleted (what the fuck)
+ Added new configuration options to allow Detain and Reave to bypass friendly fire limits, and hurt/kill players even without the Artifact of Chaos.
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* Improved phrasing of various descriptions in the menu.
* Improved phrasing of some configuration options.
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^ Fixed a bug causing enemies killed with Detain and Reave to not be registered as killed by Void Death, meaning they didn't disappear.
Version 2.0.4 ▶︎ hngn,, kernol,, big color kerenol!!
+ Implemented HPBarAPI to customize the display of health-related Menu elements. There is now a fully Void-themed healthbar, with custom damage and heal colors!
+ Added a configuration option for Sprint Speed Multiplier
+ Added a configuration option to use the Lost Seer's Lenses kill effect when you kill something with Detain or Reave. It looks dope.
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* Improved the appearance of sprinting.
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^ Fixed a bug causing Reave to botch run stats, saying you did around 263 damage.
Version 2.0.3 ▶︎ Cutely squishes one bug then hysterically vomits out another. Oops uwu. (I'm never saying that again).
* Changed the mod's GUID as no packs/dependencies have been created yet.
* Full Size Reaver option is no longer marked as experimental.
* The configuration for the amount of time that Void Impulse takes to fire has been changed to prevent out of bounds values.
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^ Fixed a regression introduced by 2.0.2 where ragdolls would get stuck.
Version 2.0.2 ▶︎ Hot, hot, hot fix!
^ Fixed a bug causing Detain to do the instakill damage that only Reave is supposed to do.
^ Fixed a bug where the player's body was not cleaned from memory after death, causing enemies to attack an empty space and breaking the spectator camera.
Version 2.0.1 ▶︎ Some stragglers to 2.0.0 that needed more testing.
+ Added a new option to replace the now obsolete "million damage threshold" mechanic for Reave's instant kill. Rather than setting the damage to a comically high number, the instakill is just a toggle.
+ The shield bar and overlay are now always rendered in the Void style, even if you do not have a Plasma Shrimp.
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* Slightly buffed the base damage (16 => 20).
* Buffed starting health (200 => 220).
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^ The mod manifest now properly mentions that it needs HookGenPatcher. Most people have this by default so it was not a problem, but still.
^ Fixed a bug preventing the animation speed from being correct when using the full size character.
^ Fixed a bug where Reave would not set shields/barriers to 0, making it look like killed targets still had some health remaining.
Version 2.0.0 // Skins and Void Immunity ▶︎ I heard you liked shiny new things.
+ Added new icons for all abilities. Old icons can still be accessed via configs.
+ Added new skins for the character. There is currently the default Void skin and the alt skin for the Newly Hatched Zoea item.
+ Added the option to resist void atmospheric damage and void fog.
+ Added a passive ability slot to describe the aforementioned resistances and the Reave mechanic.
+ Added the ability to configure all parts of Dive.
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@* Configs got re-organized. Double check your config files because some things might have been reset.
* Tweaked the descriptions of some config entries that were accidentally misleading.
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^ Fixed a bug where Bustling Fungus would never spawn its AoE.
^ Fixed bugs relating to the Use Full Size Character option placing the player in the wrong location.
^ Fixed a bug causing Reave to not do the correct amount of self-damage.
^ Fixed a bug preventing replication of Reaver's death over the network, causing a frozen, T-posing corpse to get stuck on non-host machines. Funny, but also problematic.
Version 1.1.1 ▶︎ A few changes to UI and Void Impulse/Spread.
* Added a configuration option to change the number of shots fired in Void Spread.
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* Rephrased some mod information that was accidentally misleading.
* Rephrased the description of Void Impulse to reflect upon the new behavior. This should make it much easier to understand.
* Changed the configuration option for the spread angle of Void Spread so that it is the entire angle rather than the individual increment between bullets. This way you don't have to do math to find the correct angle.
* Nerfed the default damage of Detain (100x => 60x) which better suits the health cost. Collapse was not changed.
Version 1.1.0 ▶︎ Big changes to the character's stats and mechanics.
+ Added limits to all compatible config values to prevent unwanted data.
+ Added the ability to configure bullet spread on Void Impulse.
+ Added the ability to configure the amount of time it takes to fully fire Void Impulse.
+ Added an experimental behavior switch to Void Impulse that makes it "bulk up" bullets when attack speed increases beyond 2x. This means you still fire 3 shots (or whatever you configured), but 2x attack speed makes it fire in pairs, 3x in triplets, so on. This is on by default. (The main reason is that there is a certain point in which your firerate gets capped due to Unity's update rate, this prevents that).
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* Slightly nerfed the firerate of Void Spread to prevent it from having such a sharp DPS advantage over Void Impulse.
* Slightly buffed the default setting for base damage of the character to make it match up with other survivors a bit more.
* Slightly tweaked the bullet spread of Void Impulse so that it is uniform across all bullets instead of "building up" over the course of the shots.
* Reduced the default damage of the player death from 12500x => 2250x. A mathematical error when translating damage values resulted in this being a little (read: "way") too high for what it was worth. This value may still be too high, but I want the damage to be big and powerful still. Configure this as you so please.
* Detain and Reave are now also tagged to bypass one-shot protection, allowing it to have full potential when playing with Artifact of Chaos.
* Detain's self-damage is no longer blocked by items or resisted by armor.
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^ Fixed a bug where Detain and Reave could be resisted and/or blocked by items such as Tougher Times and Safer Spaces, as well as by Voidtouched enemies.
^ Fixed an issue where the radius of Detain and Reave was too small, preventing it from killing things right on the edge.
Version 1.0.1 ▶︎ Tweaks, tweaks everywhere!
+ Added unique outro text when using the escape ship. This outro text fits into the story presented in the survivor lore.
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* Greatly improved the presentation, general storytelling, and flow of the survivor lore entry. This should make it easier to follow along with, keeping it mysterious but not flat out confusing.
* Corrected some typos and incorrect tags in the survivor lore, like > showing instead of >
* Tweaked the survivor overview tooltip describing Collapse to more closely relate it as a means of manually triggering your death, which in turn causes the explosion (where it previously implied that it caused the explosion and killed you in the process). It's minor, but meaningful.
* Tweaked the text formatting of the overview panel to match that of other survivors.