Rimuru is a form-changing character that alternates between utility and damage.
- His sword attack can dash towards enemies
- He has elemental interactions when an enemy is wet, shocked, or ignited
- Aim to switch between his forms to maximise his damage output
- Different enemies grant different passive buffs from Slime form's Devour
Network compatible.
Emote compatible.
Risk of options compatible.
Mod was completed with what we envisioned now, thanks to the commissioner, LeapedGold. If you'd like to add more to it, create a fork and talk to me (Discord: ethanol10), and we can setup a release for this mod.
- v1.1.1
- Fixed Proc-coefficient on Black Lightning from defaulting to using damage as a proc coefficient.
- Smoothed out teleport instead of instantly teleporting.
- v1.0.0
- Devour now has unique buffs for every monster in the base and expansion (SotV). (Further new enemies may not be supported if created.)
- We'll update a wiki page later with the list of skills.
- Added some animation tweaks to sword swing.
- After a dash attack, Rimuru will now spin and deal some damage, while moving slightly up.
- Rimuru can now glide by holding the jump down while in the air.
- Fixed some bugs, other fixes:
- Center for Rimuru has now been properly set so effects are set around the center of the body rather than the feet.
- Eclipse progress should naturally work now without other mods.
- Slightly optimized the sound sizes.
- Added some options into RoO
- Devour used to not work with other DoTs as they would take precedence and not give a buff. This was fixed to ensure that devour always get registered and should only grant buffs when you are in slime mode.
- Devour now has unique buffs for every monster in the base and expansion (SotV). (Further new enemies may not be supported if created.)
Check out other mods from the Popcorn Factory team!
Hitting burning enemies with shock damage stuns and creates an explosion.
Hitting wet enemies with fire damage ignites nearby enemies and removes the wet debuff.
Hitting wet enemies with shock damage shocks nearby enemies.
Swing forward for 200% damage, dashing to distant enemies. Devour all enemies in front of you for 100% damage. Gain buffs depending on which enemy type is killed. (Check the wiki page on Thunderstore for more information on these buffs.) Shock all enemies in front of you for 100% damage per tick for 4 seconds. Fire a Waterblade for 200% damage, applying a wet debuff on them. Hold to aim and release to teleport, gaining 300 armor. Analyze the target, gaining guaranteed crits on them for 6 seconds. Transform between your slime and human form.There's no need to pay for mods, but a coffee would be nice once in awhile!
Click to expand patch notes:
- v1.1.0
- Added support for SotS
- Fixed an issue where errors were spammed transitioning to a new stage with rimuru buffs.
- v1.0.5
- Fixing README from using discord as a CDN
- Fixed Wisp from not granting the buff on Devour.
- Fixed timer not counting pulses correctly on Lemurian Devour buff.
- Fixed proc-coefficient from not being applied correctly when devouring a Greater Wisp.
- v1.0.4
- Removed the need for net messages in transforming body. This should fix the Infinite Item Bug on Rimuru.
- v1.0.3
- Applying fall damage immunity buff wasn't networked correctly (it was, but not really, too complicated to explain). This should be fixed now.
- Should set health correctly when transforming between bodies. (No more full heals when transforming, sorry!)
- v1.0.2
- Added Flags to prevent fall damage from being registered while dashing into an enemy.
- Analyse on Players should buff giving crit to attacks instead of debuff.
- v1.0.1
- Fixed Dash from not working between Human and Slime form.
- Force Unground when doing a dash attack on the ground.
- Reduced Spatial Movement Distance by half.
- Set Falling Velocity to 0 on Spatial Movement execution.
- Updated Passive description to specify floating
- v1.0.0
- Devour now has unique buffs for every monster in the base and expansion (SotV). (Further new enemies may not be supported if created.)
- We'll update a wiki page later with the list of skills.
- Added some animation tweaks to sword swing.
- After a dash attack, Rimuru will now spin and deal some damage, while moving slightly up.
- Rimuru can now glide by holding the jump down while in the air.
- Fixed some bugs, other fixes:
- Center for Rimuru has now been properly set so effects are set around the center of the body rather than the feet.
- Eclipse progress should naturally work now without other mods.
- Slightly optimized the sound sizes.
- Added some options into RoO
- Devour used to not work with other DoTs as they would take precedence and not give a buff. This was fixed to ensure that devour always get registered and should only grant buffs when you are in slime mode.
- Devour now has unique buffs for every monster in the base and expansion (SotV). (Further new enemies may not be supported if created.)
- v0.9.4 -> Added Risk of options support for damage coefficients and other properties on each move, some options need a restart to apply. Text descriptions for options do not update until a restart, but if they are not cooldowns, they will be applied in the background.
- v0.9.3 -> R2API submodule release.
- v0.9.2 -> We forgot to write patch notes for this update, sorry.
- v0.9.1 -> Fixed Attenuation on all sounds so that players need to be in proximity to hear the sounds made by Rimuru.
- v0.9.0 -> Initial release
- We don't plan on updating this after this, other than bug fixes.
- Commissioner to finish the mod: LeapedGold (leapedgold)
- The coding team: Popcorn Factory (Ethanol 10, TeaL, BokChoyWithSoy)
- Audio from various including:
- That time I got reincarnated as a Slime anime
- Super Smash Bros Ultimate
- Model from SLIME ISEKAI memories by Bandai Namco
- Once again, we did not make the model. ALL CREDITS TO BANDAI NAMCO.
- v1.0.4 Bug:
- RandomlyAwesome for stepping through the mud (my code) and determining a fix.