Modding/Planetside Of Gunymede

cFires

Planetside Of Gunymede is the 2nd content mod made by Some Bunny, with this one focusing more on being an expansion-based mod, adding new enemies and unlocks.

This page is currently being updated to add 1.3 Pre-Release Content

Link to to the mod: here

Lots of new content added oh boy!

## Shrines

-The Holy Chamber shrine requires you to pay one Master Round.

-On granting a Master Round, 2-4 perks will be placed on the ground, but the player can only choose one.

-If the gun is  ,  or  Tier, the cost of converting a gun is 1 Heart Containers (2 Armor as Robot), and the player will be granted 1 Curse.

If the player has no keys, they will be granted a key.
If the player has no blanks, they will be granted an extra blank per floor.
If the player has no ammo in their current gun, their max ammo capacity increases by 15%.
If the player has no money, they will earn 15% more money for the rest of the run.

The Null Shrine can also bestow a blessing onto the player, in the from of becoming the Null King.
When the player becomes the Null King, there's a 10% chance on room clear a Null Pickup will spawn. Interacting with the pickup erases all of your money, keys and blanks,
and converts them into stats.
The chance of getting the Null King is dependent on what the player was missing when using the shrine. Depending on how many of the criteria were met, the chance increases.
No Blanks : +6.25%
No Keys : +2.5%
No Ammo In Held Gun: +6.25%
No Money: +10%
If the player has all 4 criteria met, the chance of becoming the Null King is 100%.

-The Broken Chamber shrine, when interacted with, gives the player the Broken Chamber.

-The Broken Chamber is required to unlock the Diamond Chamber.

-When interacted with, displays a list of 3 items and 1 gun.

-Collecting all 4 grants the player something...

## Hell Shrines

Hell shrines are as their name suggests, shrines that can only be located in the Bullet Hell floor. These shrines do not have their own special rooms that they spawn in, but spawn in pre-existing ones.

All hell shrines are tied to the unlock for the Heresy Breaker, and, alternatively, can be used to obtain chests and items in Bullet Hell.

All hell-curses, if the player has any, grants a 4.5% chance for a random locked chest to drop upon clearing a room, up to a maximum of 18%.

-Becomes unusable once the player has left the room.
-Grants the Curse Of Darkness when used.

-Curse Of Darkness takes the effect of the "Dark Was The Night" Challenge mode modifier for every room, and dissipates when a room is cleared.
-Becomes unusable once the player has left the room.
-Grants the Curse Of Petrification when used.

-Curse Of Petrification grants enemies the on-death effect of spawning a Curse-Zone that prevents the player from shooting. The size of this zone is dependant on the enemies max HP. Each zone lasts 7 seconds before disappearing.
-Becomes unusable once the player has left the room.
-Grants the Curse Of Jamnation when used.

-Curse Of Jamnation grants a 40% chance for any enemy to be Jammed upon entering a room, regardless of Curse .
-If the enemy selected to become Jammed is already Jammed, they will turn into a unique form of enemy called "Umbral", where they turn completely black, attack and move even faster, and have a massive on-death explosion of bullets.
-Becomes unusable once the player has left the room.
-Grants the Curse Of Bolstering when used.

-Curse Of Bolstering reduces enemy attack cooldowns by 30% and increases enemy movement speed by 20%.
-While in combat, the shrine will have no collision, and will appear as a pool of star-goo. Once the room is cleared, the shrine loses its star-goo appearance, and becomes solid.
-The shrine is interactable while still in combat but the player will only have the option to close the selection UI.
-The shrine is able to remove a single hell-curse, and if the player has any, If the player has multiple, it will select one at random.
-Upon removing a hell-curse, a stronger version of the curse is granted to the player for a single room.

-Upon clearing a room with the empowered hell-curse, it is removed completely from the player, and the player is granted an unlocked chest.
-All four hell-curses must be removed at least once to unlock the Heresy Breaker (Note that you do not have to remove all four in a single run, it can be over the span of multiple runs.)

## NPCs

-All floors, except for the Keep, have an increased time limit from the default one.
The bosses of the appropriate floors must be beaten in under these times for the next floor to spawn a Time Trader:
Keep: 195 Seconds (3 Minutes, 15 Seconds)
Gungeon Proper: 225 Seconds (3 Minutes, 45 Seconds)
Black Powder Mines: 255 Seconds (4 Minutes, 15 Seconds)
Hollow: 315 Seconds (5 Minutes, 15 Seconds)
Oubliette: 315 Seconds (5 Minutes, 15 Seconds)
Abbey Of The True Gun: 315 Seconds (5 Minutes, 15 Seconds)
RnG Department: 255 Seconds (4 Minutes, 15 Seconds)
-Cannot spawn in the Keep, Rat Maze, RnG department and Bullet Hell.
-Chances to spawn its room on the according floors:
Gungeon Proper: 5%
Black Powder Mines: 8%
Hollow: 10%
Forge: 13%
Oubliette: 16%
Abbey Of The True Gun: 20%
-Once the player moves a certain range away after any amount of repairs, the Broken Machine will activate...

## Special Enemies

Passively have 4 lines of bullets orbiting around them in the base-4 cardinal directions.

-Fires singular, massive projectiles towards the player that explode into a large shower of bullets.
-Fires a burst of tracking projectiles.
-Fires a very large, tracking scythe of bullets.

-Passively have a ring of slowly-rotating skulls around it, which are able to block projectiles. These skulls break after 2 hits, but restore very quickly.

-Killing a Jammed Guardian unlocks Shelltans Blessing. Killing a Jammed Guardian also guarantees a Gold Casing to be dropped from it.
Notes:
-Beam weapons, such as Moonscraper make killing the Jammed a lot easier.

-With how brutal of an enemy it is, it can easily be considered its own miniboss. This is reinforced by the fact that:
* It contains its own Ammonomicon entry, that is placed next to the other minibosses added by Planetside Of Gunymede
* It has an unlock tied to defeating it.

-Something Wicked has multiple states, which it goes through one by one:
LURK, WATCH, PRE HUNT, HUNT, CHARGE, WAIT.

LURK: Selects a random room on the floor to lurk in, and will keep lurking until it has found a suitable room close enough to the player, from which it will enter the WATCH state.
WATCH: will move towards the player slowly, until it gets close enough. If the player has the Red Casing, the movement is increased by 33%. Once it gets close to the player, it will stop moving and switch to the PRE HUNT state.
PRE HUNT: lasts between 1 - 4 seconds, where itll come to a full stop. Once the time runs out, enters a HUNT state.
HUNT: moves towards the player at a rapidly increased speed, with the Red Casing boosting this speed even more. Once it gets close enough, enters a CHARGE state.
CHARGE: Slows down, before very rapidly dashing towards the direction in which it last moved before entering the CHARGE state. After dashing away, disappears amd enters a WAIT state.
WAIT: A cooldown period, lasting between 4 to 30 seconds. If the player has the Red Casing, this cooldown range is reduced to 4-11 seconds. Once the time has passed, re-enters a LURK state.
-Passively produces a hum that gets louder the closer it is to the player.
-**Cannot** be killed by common way.
(We are still consider how to kill it. We just know that kill that guy will drop 7 random pickups)
-**Instantly** kills the player on contact.
-(Tip: To visit secret boss [Prisoner], you have to meet this guy at least once)

## Minibosses

-Annihi-Chamber has 4 main attacks, and switches to a completely new set of attacks on reaching a health threshold of 30%.
Phase 1:
-Annihi-Chamber dashes 1 to 4 times, each time leaving a circle-pattern of bullets that expands over time.
-Annihi-Chamber charges up for a second, before dashing towards the player. It will fire 2 rows of bullets that move to the side after a short time.
-Annihi-Chamber roars, the start location of the beams being telegraphed, before firing 6 large lasers that rotate. Vomits large balls towards the player that leave a trail of bullets/
-Annihi-Chamber vomits up a stream, and occasionally firing out chains,
Phase 2:
-On switching phases, it will endarken the room and become mostly invisible, save for the eyes.

-Annihi-Chamber can close its eyes and teleport somewhere in the room, upon re-appearing back, fires a set of bullets towards the player.
-Annihi-Chamber charges for a short period of time, before dashing towards the player. It will leave a trail of bullets while dashing, which will move to seek out the player.
-Annihi-Chamber quickly dashes, and fires 6 bullets in a different direction to attempt to confuse the player. The bullets will burst into more bullets after a short period of time.

On death, Annihi-Chamberdrops 2-4 random pickups, and has a chance to spawn a chest of a random tier.
-Shellrax has 5 attacks:
-Shellrax sinks into the floor, and drops multiple Curse-Zones around the room. These zones disable the player from shooting. Once all have been dropped, Shellrax reappears somewhere in the room.
-Shellrax blinks with its functioning eye, and creates 4 plus-shape pattern of bullets that move to a random position in the room. After a short time, a large bullet will fall from the sky. On impact with the ground, each spawns one Un-Jammed Gummy Spent.
-Shellrax opens his ribcage, and with a loud roar, creates a circles of bullets. Half of the bullets will move immediately after slowing down, and the other half start moving after a delay. Shellrax repeats this 4-5 times.
-Shellrax slams his fist into the ground, firing a spray of bullets towards the player.
-Shellrax opens his ribcage, firing 4 eye-shaped patterns of bullets towards the player. The centre bullet has a chance to re-direct towards the player mid-flight.
-After dropping to 1 health, Shellrax will move to the center of the room, and begin using its final attack. He will fully regain his HP when he starts, but his HP drains at a consistent rate during the final attack, guaranteeing he dies after 20 seconds. The final attack consists of the same circle attack with half the bullets moving forward at a different time, however the time between circles slowly decreases. Shellrax will also be firing a laser that sweeps the entire room during this attack. Shellrax is vulnerable to damage during this phase, meaning you can make the final attack end faster if you hurt him,

On death, Shellrax drops 2-4 random pickups, and a chest of a random tier.
Bullet Banker has 4 attacks, 2 basic attacks and 2 support attacks.

Basic attacks:
Emits a loud roar, while firing 2 lines of bullets that sweep across the room.
Fires a set of projectiles in the shape of a Φ, that slowly speeds up.

Support attacks:
Of note, each support attack spawns one of 24 unique minions exclusive to this miniboss.
Cannot spawn more minions once a cap of 4 is reached.

-Bullet Banker slams its bottles against each other, firing a large projectile towards the player and spraying small bullets everywhere.
On impact, the bullet spawns one of its unique minions.

-Bullet Banker dashes once or twice, with each dash creating a large, immobile bullet that spawns one of its unique minions.

A short list of what each minion does:
- Fires a semi-circle formation of bullets towards the player
-Spawns rockfalls near the player.
-Fires a set of projectiles around the room, vaguely forming a snails-shell shape.
-Fires a more aggressive attack resembling that of the Shroomer.
-Fires a set of projectiles in a singular direction.
-Calls down an airstrike on the players location.
-Hold a gun, and fires a 3-shot burst of bullets towards the player.
-Fires a spread of flaming bullets towards the player.
-Fires a spread of bullets that can either speed up or slow down.
-Fires a circle of bullets around it.
-Does not attack, but has a set of 5 skulls orbiting it. These skulls block player projectiles.
-Fires a veteran shotgun-like attack of icicle and flaming bullets.
-Fires a tentacle-like set of bullets.
-Throws a grenade towards the player. Particularly handsome.
-Fires a burst of 3-2-3 bullets.
-Fires a set of bullets resembling that of one of Blobulords attacks.
-Fires a chamber-shaped set of bullets that move towards the player.
-Fires a set of bullets resembling the attack of a Gunreaper.
-Fires a set of 4 bullets that burst into a pool of fire.This minion is unique in that it also bursts into a large pool of fire on death, and is immune to fire damage.
-Fires a burst of 8 helix shots.
-Fires 3 gear-shaped bullet patterns in a spread pattern.
-Fires several large shots that slow down, and re-direct towards the player.
-Fires 3 gears that slowly speed up.
-Fires 4 spears that slow down, then rapidly speed up.
On death, drops 2-4 random pickups and has a chance to spawn a chest of a random tier.
Killing the Bullet Banker for the 1st time also unlocks the Soul Lantern.

## Bosses

Planetside features two custom bosses and a secret boss, serving as alternate bosses to the Oubliette and the Abbey.

-Fungannon has 5 attacks:

-Fungannon fires a slow burst of 6 projectiles in random directions, leaving a trail of lingering projectiles. A small cloud of lingering projectiles is also fired in the opposite direction.
-Fungannon creates 4 markers on the ground, telling the player where it will fire its next projectiles. Shortly, the markers disappear and Fungannon fires a burst of 4 projectiles in the marked directions.
-Fungannon roars, causing a cloud of projectiles to come out from the wall and move towards Fungannon.
-Fungannon jumps, and when it lands it fires 4 projectiles in the 4 cardinal projectiles. The trail of bullets these projectiles leave linger for a long time, dividing the arena into 4. A burst of lingering projectiles is also fired in all directions.
-Fungannon takes a defensive stance, and creates a ring of bullets around him that block projectiles. While in this stance, Fungannon will follow this cycle 8 times:
-Creates 16 markers in random directions, then fires a burst of fast bullets in the direction of the markers,
-Fires a single, large projectile in a random direction that slows down, then bursts into many bullets.
-Shortly after the 4th cycle, the 4 rings of bullets that protect Fungannon start to move away and towards the player.

Upon reaching 50% HP, Ophanaim gains a movement speed boost, slightly reduced attack cooldowns and changes to attacks.

-Ophanaim fires 4 lasers out of its eyes that move around the arena, while firing 2 rings of bullets that move up and down while firing large bullets towards the player.
Upon reaching 50% HP, adds a 3rd ring and fires out large balls faster,

- Ophanaim creates 8 sets of bullets split apart evenly that move at a curve, speeding up as they go, and a burst of fire projectiles in all directions.
Upon reaching 50% HP, the burst of projectiles contains more bullets and moves faster.

-Ophanaim fires a set of bouncy flaming projectiles in all directions.
Upon reaching 50% HP, the amount of projectiles in the set is reduced but the projectiles will create small pools of fire upon bouncing.

-Ophanaim creates 4 lines from each eye, that slowly rotate, when fire out a lingering fire projectile
Under 50% HP, the delay between each burst is reduced and fires out 6 bursts,

-Ophanaim creates 12 evenly spaced apart markers that spin around. These markers slow down, before coming to a halt. Ophanaim then fires a fast line of lingering bullets in the direction of the markers. it repeats this 3 times.
Upon reaching 50% HP, it will instead repeat the cycle 4 times, with less time in between cycles.

-Ophanaim fires out curved lines of bullets in all directions, while occasionally firing a fire projectile in a random direction.
Upon reaching 50% HP, this attack is disabled and will not be able to be used for the rest of the fight.

-Upon reaching 50% HP, this attack will be enabled. This attack has a very high priority, and a very long cooldown, meaning Ophanaim will usually use this attack as soon as its able to.
Ophanaim teleports to the centre of the arena, where it proceeds to fire a massive barrage of tightly packed bullets that very slowly rotate. This barrage continues for 15 seconds.
Every few seconds, Ophanaim fires 3 slow moving projectiles, one towards the player and the two others in 120 degree intervals. These projectiles leave a trail of fire, reducing the amount of space the player has every time it fires.

## The Forgotten Zone

### A new forgotten section of the Gungeons past has been remembered, filled with new foes and other special content. Are you ready for the challenge?

TO\_DO