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CCBot mod: lqm-joern-mod#546

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CCBot mod: lqm-joern-mod#546
krypciak wants to merge 2 commits into
stablefrom
ccbot/0

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Submitted by:
lubkuluk

@github-actions github-actions Bot changed the title CCBot stable: ccbot/0 CCBot mod: lqm-joern-mod May 28, 2026
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Mod info:
https://github.com/lubkuluk/lubkuluks-joern-mod
Lubkuluk's Playable Classes \i[class-quadro] \c1 v0.6.1
Adds Playable Quadroguards alongside Summoners and Custom PvP content. \c[1]Is in early access, expect some bugs.\c[0]

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0.6.1 Beta

Important Change

  • Lubkuluk's Barrier GUI mod has been discontinued (now it's a part of LPC instead)
  • Power Up now has a different calculation if you had an aggressive build, instead of punishing you for trying to convert your low defence into high attack while gutting your attack stats, it now works in reverse if your build is attack oriented, granting you massive increase in defensive stats in trade of aggressive stats
  • Joern2 can no longer benefit from Pin Body (aka spike damage) that originate from equipment while guarding.
  • Shelfed Alternating Strike combat art (Shock Throw Lv 1) which now has a replacement

New Combat Arts

  • Calamity Burst (Heat Guard Lv 2a) (replaced Di'aro's Might from the cold tree)

Buffs

  • Joern2 basic attack fly strength changed from HEAVY to MEDIUM (should be easier to combo enemies since they will be knocked back less)
  • Iron Spike buffed and reworked, now deals multi hit to target which is increased significantly if they are already rooted
  • Explosion Salvo projectiles' explosion fly strength increased from LIGHT to MEDIUM and now hit enemies are pulled in instead of pushed away (reverse knockback)
  • Armor Cleaver debuff can now be applied to more than one target
  • Armor Cleaver has a new functionality when used in Power Up mode
  • During Power Up, non-charged ranged attacks are significantly stronger and faster, charged shots unaffected
  • Chains of Frost now grants 25 energy per enemy hit by its chain explosions
  • Knockback Bros now grants 20 energy if the combo is inputted correctly
  • Charged melee attacks (can be done by holding the melee input (currently excludes mouse buttons)) now grant 10 energy per hit
  • Charged melee attack require less time to charge when in power up mode
  • Infernal Firestorm can now be empowered by being in power up mode as well as guarding
  • Spirit Combustion explosion now causes status effects
  • Shattering Hammer now ticks faster and deals less damage to compensate (almost no change in damage, overall buff for breaking)
  • Shattering Hammer minimum pull radius decreased, meaning enemies will be pulled more towards the center
  • Shattering Hammer explosion now inflicts status effects
  • Plasma Cage initiator projectile travel speed increased
  • Plasma Cage borders now have reverse and increased knockback which should keep enemies in more
  • Plasma Cage lightnings now pull enemies inwards with reverse knockback
  • Plasma Cage lightnings now have a slightly larger hitbox
  • Plasma Cage now spawns slightly more lightnings
  • Lightning Crash hammer initiator projectile size increased, it should feel more accurate to the visuals now
  • Armor Cleaver now has guardable NEVER, so it should now be true to its description and go through guards (if this turns out to be too op I'll hotifx it)
  • While in power up mode, Ramping Strikes' attacks are performed 50% faster

Nerfs

  • Offensive Power Up mode defensive stat to offensive stat conversion efficiency reduced by %25 in all levels
  • Focus gained by the result of offensive Power Up mode is now lesser compared the attack gained (no more almost 100% crit chance)
  • Joern2 now gains 20 energy from blocking with the met conditions instead of 25 (either blocking a melee attack, blocking 4 attacks or blocking enough damage)
  • This value is reduced further for blocked ranged attacks, gaining only 10 energy when blocking enough of them
  • Joern2's guard can now be broken again, unbreakable guard was something I tested before the power up mechanic but now it makes fishing for energy too easy, you can still invest into the respective modifiers to improve your guard
  • Chains of Frost chain explosion no longer benefits from melee modifiers
  • Reduced the overall damage of Calamity Burst (formerly Di'aro's Might)
  • Cinder Orbiters hammers and slam damage slightly reduced
  • Plasma Cage initiator projectile no longer grants sp (this was an oversight)
  • Plasma Cage initiator projectile now bounces for 2 times instead of 3, deals less damage and its lifespan is slightly decreased
  • Plasma Cage lightning knockback type changed from HEAVY to MEDIUM meaning they're less likely to interrupt some enemies

Misc Changes

  • Added new VFX and SFX to the combat art Iron Spike
  • Toxic Synchronization waveGun proxies position offset changed (combat power or effect unaffected)
  • Added SET_FACE_TO_DIR with dashDir to the following arts for QoL, they should feel better to aim now
    -Fae Rush
    -Indigo Advance
  • Chains of Frost chain explosion's Z knockback reduced (combat power unaffected)
  • Chains of Frost now uses a different cast animation
  • The text label shown when using Power Up mode has been altered slightly
  • Changed groundDashPulse effect of melee charge and Whirlwind combat art to have a fixed face
  • Removed cold effects that were carry over from its earlier versions in hammer slam VFXs
  • Added new SFX to axe swinging effects
  • Added new SFX to hammer slam effects
  • Added timers to some buffs and debuffs added by LPC
  • Added the Power Up mode mechanic to Arcane Lab quadroguard guard for hexacasts
  • Nerfed Lightning Crash's damage and status while changing it into a level 1 combat art
  • Improved the camera during pvp spectate in rookie harbor pvp

Fixes

  • Moved summoner frame mod's alternate item consume sound code to LPC, this way the summoner frame shouldn't cause a crash when it isn't used with LPC

@krypciak krypciak closed this May 28, 2026
@krypciak krypciak deleted the ccbot/0 branch May 28, 2026 15:13
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