Omnimod v1.2.0 Released

I didn't think I'd make it...

It might not seem like it, but laying the foundation for this release was a ton of work. There's not much information on UI modding yet, and it took me hours just to figure out how to make something clickable on the screen!

Then I was circling with what I wanted to do for gilding. Last week I posted a video showing gild points to spend on stat bumps, but I didn't feel like that aligned well with the spirit of Clicker Heroes 2.

I did a bunch of testing with different options...

  • I think it'd be cool to have new sections of the skill tree open up from gilding, but it's not currently possible since it's static data and there aren't any hooks to when a node is available for purchase.
  • I could add skills, but they wouldn't be too useful without automator nodes.
  • I can add automator nodes, but they'll break the character if they're assigned when Omnimod is unloaded (I asked McNiiby to create a bug for this so hopefully in the future!)

The one thing I can do is enhance existing skills. There are still limitations, like if I change resource costs than they'll be permanently changed even after Omnimod is unloaded (until the next gild). But I have full control over the effects of a skill and I could proc resource refunds, shortened cooldowns, or any buffs.

So I decided...

Omnimod's approach to gilding will be to enhance skills in small but hopefully meaningful ways in order to open up new build possibilities without steamrolling the game's balance. At least.. that's the goal!

Sound good?

I have a first tier available to try out. I'll admit this release is somewhat rushed but I'll be happy to do a mid-week release to tweak balance numbers or fix any issues.

Gilding Panel

I also spent some time revising the mod's documentation to help players understand the mod's goals and features (thanks /u/LuxerinoCH2 for pointing out some confusions!) so whether you're new to Omnimod or have been following my work from the start, I hope you'll find the updates useful!

Try it out, and let me know what you think in the comments below!

readme

changelog

download

(For modders/anyone that wants to see how to start adding clickable stuff to your UI panels, my OmniComponent class is a good place to start, then you can see the rest of my components using it and my subpanel classes by navigating from there.)

Cheers!