Starbound

Starbound

Borderlands 2 Random and Unique Shields
Showing 1-10 of 78 entries
< 1  2  3 ... 8 >
Update: Dec 26, 2024 @ 8:50am

-Mechs now obey player setting for crew members.
-Fixed the bug where unequipping a BL shield would deplete other modded shields.
-Fixed "Crew Spawn with shields" not working with pets correctly.
-Added a different check for "Spike" shields and should be more consistent now.
-"Roid" and "Amp" shields now work with pets/monsters.
-Small fix for npc for a possible script crash.

Update: Dec 14, 2024 @ 2:47pm

-Readjusted enemy health calculation for shield abilities, behaves better and it's a buff at higher tiers.
-Fixed "Black Hole" nova range.
-Better elemental support for "Adaptive" shields, some added colors.
-Added RPG Growth "bleed" resistance to shields; they are now immune to bleed damage.

Update: Dec 12, 2024 @ 2:44pm

-Added "config" and "parameters" as accessible options within "customGradeScript"
-Fixed "Tediore Turret" charge display.
-Minor fix for "Booster" overlay animations.
-Some monster bugfix.

Uniques:
-Added "Avalanche" from TPS, works like "Hide of Terramorphous" but ice version. (Legendary, aslo drops from ruin)
-Added "Death Gamble", based on Hakari's ability. (Effervescent, drops from bosses, more from tier +6)

Update: Nov 30, 2024 @ 7:22pm

General changes:
-Changed damage and health calculation to average out NPC and monster stats of corresponding tier, this is a buff or nerf depending on mods.
-Made auto-targeting-damaging shields avoid attacking villagers and other passive entities.
-Many animation condition fixes, makes the "Hide when full" work better.
-Removed some errors showing up when item shields are being moved around.
-Added support for pets using "Crew" section shields. (Works with multiple pets) (Aequitas and Hoplite count)
-Crew memebers and pets that die "return" a shield to the available list.

Shield changes:
-"Turtle" shields' capacity is now affected by special.
-Fixed "Adaptive" shields, weren't working properly at all.
-Fixed "Adaptive" shields element range, ie: More elements are supported.
-Increased "Absorb" shields sound frequency.
-Fixed a bunch of "randomseed" errors, each modpack is affected differently and I wasn't able to replicate it, but most have been found.

Uniques changes:
-Readjusted "Blockade's" damage resistance to better match BL2. (https://www.lootlemon.com/shield/blockade-bl2)
-Fixed "Power Surge" overload icon not disappearing when it should.
-Fixed "Aequitas" not absorbing projectiles.
-Added "Slagged" reaction voiceline for "1340 shield".
-Buffed "Overkill", high/low special behavior wasn't what I wanted, now more special. (higher special total damage)
-Fixed "Overkill", damage multiplier mapping was not working correctly above 20% shield. (About 5% more damage now)
-Fixed "Overkill", now deals damage to all entities hit by a single attack, normal "amp" shields work this way.

Update: Nov 27, 2024 @ 8:30am

Update: Nov 26, 2024 @ 9:58am

-Removed global setting updates, only the interface and teleporting to a planet changes settings.
-Readded "Amp" shields dealing elemental damage equal to the shot's damage type, except for "The Bee" and "Overkill".
-Fixed some unique roid shields on-hit effects.
-Added a random shield drop to the "Adult Poptop", should help in the early game and help solidify the shield's precense as a game mechanic.
-Added "disallowed" list to shieldnpcs.config to stop specific entity types from spawning with shields, added farming animals to it. (Shield wands still work on them)
-Fixed a bug when altering shield creation using shieldLevelMultiplier.
-Added stype.displayOverrides, works outside unique shields.
-Added "urate" as a "descfieldstype" for representing unit rates (x/s) instead of frequency rates (1/x/s).
-Buffed "The Bee" by 75% of base damage, still 50% of current amp shields.

Update: Jul 11, 2024 @ 8:22am

-Fixed a small bug that caused NPC shields to not activate.

Update: Jul 9, 2024 @ 2:01pm

-Removed global setting updates, only the interface and teleporting to a planet changes settings.
-Readded "Amp" shields dealing elemental damage equal to the shot's damage type, except for "The Bee" and "Overkill".
-Fixed some unique roid shields on-hit effects.
-Added a random shield drop to the "Adult Poptop", should help in the early game and help solidify the shield's precense as a game mechanic.
-Added "disallowed" list to shieldnpcs.config to stop specific entity types from spawning with shields, added farming animals to it. (Shield wands still work on them)
-Fixed a bug when altering shield creation using shieldLevelMultiplier.
-Added stype.displayOverrides, works outside unique shields.
-Added "urate" as a "descfieldstype" for representing unit rates (x/s) instead of frequency rates (1/x/s).
-Buffed "The Bee" by 75% of base damage, still 50% of current amp shields.

Update: Jul 21, 2023 @ 5:34pm

-Fixed "Crew Spawn With Shields" toggle.
-Updated "NPC Shields & Bars" compatibility.
-If an NPC has a shield and a "Shield Augment", removing the shield no longer removes charge from the augment.
-Fixed CCustomization+ bug that made crew members keep the shield after removing it.
-Added shields to monsters, needs "Monster Core" to work.
Monsters will only have spike/adaptive/roid/turtle/basic shields. Also "blue" in rarity with Anshin parts.
Other stats are controlled by the config interface of NPCs.

Update: Jul 16, 2023 @ 3:17pm

-Fixed "Roid" shields not working on NPCs.
-Fixed visual bug on "Adaptive" shields, unknown elements now render a default color when it's resistance is applied.
-Fixed "Transformer" not absorbing electric damage. (It was using old code to try to recognize the shield)
-Increased "Rainbow Factory" base firerate 0.7 -> 0.5 (1.4/s -> 2/s), to compensate for high-special versions barely shooting.
-Rebalanced "Nova" radius, base: 8 -> 12, scaling 13% -> 3.5%. (BL2 Parity).
-Increased "Nova" damage: 25% -> 35%.
-Fixed "Spike" damage scale: 4% -> 1.8%. (BL2 Parity)
-Increased "Spike" damage a little -> 45% -> 55%.
-"Spike" shields now require atleast 10 damage to activate.
-Increased "Ranged attack" minimum distance: 3->6, some melee attacks weren't counting and short range shotguns were triggering some melee events.
-Added "inaccuracy" to turret shields and increased bullet projectile speed by 100%.
(31 special is enough to 1 shot small monsters and 2 shot large ones, will usually take 2-3 hits to kill something)
-Added effect icon to "Power Surge" overload timer.
-Added/updated "rarity" bonus, my source of information was updated and it now follows manufacturer-rarity bonuses. (BL2 Parity)
-"Accesory" no longer grants stat bonuses. (BL2 Parity) (A nerf/buff, depending on the shield, ex: Turtles have less capacity now, but higher rechargeRate and faster Delay)
-Added a "status.stat("blshield_dmg_mod")", to externally modify damage dealt by shields.
-Readjusted elemental resistances. (BL2 Parity)
-Added more modded elemental resistances (Arcana and Elithian): check here: https://docs.google.com/spreadsheets/d/13I1OR-7yw06XHsgY9FO9xv3TqKBZRrtUKKeHF_ROmB0/edit?usp=sharing
-Fixed "RPG Growth's Nova" element text with "Starfall" effect.
-Added a new parameter "custom_stats_mod", it goes like this:
"custom_stats_mod" : {
//Grades are additive for pre-calculation of stats
"grades" : {"capacity":0,"rechargeRate":0,"rechargeDelay":0,"special":{0,0,0,0}}},

//Stats are multipliers for final numbers
"stats" : {"capacity":1,"rechargeRate":1,"rechargeDelay":1,"special":{1,1,1,1}}}
}
-Made NPC shields prefer parts with less "special" stats.