Risk of Rain 2/Unused Abilities
To do: Get footage and screenshots of these unused abilities |
There's a lot of unused SkillDefs and EntityStates related to those skills. The addressable paths of unused states are quoted, and the unused SkillDefs (whether SteppedSkillDef or PassiveSkillDef) are italicized.
Contents
- 1 Enemies
- 2 Survivors
- 3 Items
Enemies
Beetle
MeleeState
RoR2/Junk/Beetle/EntityStates.BeetleMonster.MeleeState.asset
This state calls for the animation "Melee1", lasts 3.5 seconds, deals 10 damage with a force magnitude of 10. This might have been planned to be a shared melee state. Ingame, the Beetle uses "HeadbuttState" and plays the "Headbutt" animation.
Beetle Guard
Defense Up
The monster has access to this ability normally, but lacks the AISkillDrivers to activate it. Lunar Chimera (Golem)s use theirs though. The Beetle Guard puts both hands down and shivers, buffing themselves.
Beetle Queen
Begin Burrow
RoR2/Junk/BeetleQueen/EntityStates.BeetleQueenMonster.BeginBurrow.asset
This state plays the "BeginBurrow" animation, spawns a "burrowPrefab" and then goes back to the main state. It's unknown when this state would have been played.
Brass Contraption
RoR2/Junk/Bell/EntityStates.Bell.BellWeapon.BuffBeam.asset RoR2/Junk/Bell/matBellBuff.mat
This ability would have chosen an ally within 50m within 180 degrees, and applied the "HiddenInvincibility" buff. The buff gets removed if the state is exited. This ability has a few unused fields: healTimer, healInterval, and healChunk; which suggests that this was copied from an existing healing ability state.
Grandparent
These unused abilities were used for the early, unused version of the Grandparent boss. Though, attempting to use the entitystates without any editing causes errors in console.
Offspring
RoR2/Junk/GrandParent/EntityStates.GrandParentBoss.Offspring.asset
The GrandParent would play the "SpawnPodWarn" animation. It would spawn up to 5 "Ancestral Pod"s near the farthest enemy.
Portal Fist
RoR2/Junk/GrandParent/PortalFist.asset RoR2/Junk/GrandParent/EntityStates.GrandParentBoss.PortalFist.asset
The GrandParent would play the "PortalFist" animation. The GrandParent would target an enemy, send its fist through a portal, and teleport to the enemy.
Portal Jump
RoR2/Junk/GrandParent/EntityStates.GrandParentBoss.PortalJump.asset
It would open a portal, "Retreat" into it for some time, teleport to another location, then "Emerge" out of it.
Spirit Pull
RoR2/Junk/GrandParent/EntityStates.GrandParentBoss.SpiritPull.asset
It spawns a teleport zone onto the player, and if the player remained it to for too long, then they would get teleported to the boss. The teleport looks the same as the one that players use to teleport into the stage and out, but its colored yellow.
Imp
Backstab
RoR2/Junk/Imp/EntityStates.ImpMonster.Backstab.asset
The imp would play the "Backstab" animation and deal 400% damage. It doesn't seem to detect whether the attack is applied to the back or not.
Spines
RoR2/Junk/Imp/EntityStates.ImpMonster.ChargeSpines.asset
The imp would play the "ChargeSpines" animation for 1 second, before transitioning to the FireSpines state.
RoR2/Junk/Imp/EntityStates.ImpMonster.FireSpines.asset
The imp plays the "FireSpines" animation, then fires spines for 120% damage. It has a base duration of 2 seconds, with a 0.1 second delay between throws with a max of 3 spines.
Jellyfish
Interestingly, the Jellyfish's unused EntityStates are in the "Jellyfish" namespace while the used states are in the "JellyfishMonster" namespace.
Dash
RoR2/Junk/Jellyfish/EntityStates.Jellyfish.Dash.asset
The dash sets their speed to 200% of their movement speed for 1.8 seconds. This moves the jellyfish towards its rigidbody direction, not the direction it's looking towards.
Swim
RoR2/Junk/Jellyfish/EntityStates.Jellyfish.SwimState.asset
The swim seems to be a MainState for the Jellyfish, where it plays its swim animation speed based on its velocity and sets its rigidbody direction towards where its looking.
Lemurian
Leap Attack
RoR2/Junk/Lemurian/EntityStates.LemurianMonster.LeapAttackState.asset
The Lemurian plays the "LeapAttack" animation, and leaps forward to attack. Similar to the Beetle's unused MeleeState, this attack deals only 10 damage.
Magma Worm
Leap
To do: Try and get the worm state to work on the worm visually |
RoR2/Junk/MagmaWorm/EntityStates.MagmaWorm.Leap.asset
The worm would first "Burrow", moving to a depth of 200m. Once their height is equal or deeper than that value, it would switch to the "Ascend" LeapState enum. The worm would ascend with the ideal velocity of 90m, then set to the "Fall" LeapState. It would fall to a depth of 200m, then it would "Resurface" before going back to the MainState.
Due to the worm itself using a unique way of displacing itself, this unused skillstate is demonstrated on a Lemurian.
RoboballBoss
Eyebeams
RoR2/Junk/RoboBallBoss/EnableEyebeam.asset RoR2/Junk/RoboBallBoss/EntityStates.RoboBallBoss.Weapon.EnableEyebeams.asset
First, the boss would set its EntityStateMachines named "EyeBeam" to the "FireSpinningEyeBeam" state.
RoR2/Junk/RoboBallBoss/EntityStates.RoboBallBoss.Weapon.FireSpinningEyeBeam.asset
This attack inherits from the Solus Probe's "FireEyeBeam" state with two differences. The laser is set for the "forward" of the "eyeBeamOriginTransform", instead of its aim direction; and the laser is continuously on instead of only when the monster activates it.
Wandering Vagrant
Explosion Attack
RoR2/Junk/Vagrant/EntityStates.VagrantMonster.ExplosionAttack.asset
The Vagrant has the capacity to explode multiple times during this attack, increasing in radius until the final explosion.
Jelly Storm
RoR2/Junk/Vagrant/EntityStates.VagrantMonster.Weapon.JellyStorm.asset
The Jellyfish plays the "StormEnter" animation. It fires projectiles. When exiting, it plays the "StormExit" animation. Attempting to activate this will only play the initial sound and nothing else.
Survivors
Captain
Defense Beacon
RoR2/Junk/Captain/CallSupplyDropDefense.asset
Force Beacon
RoR2/Junk/Captain/EntityStates.Captain.Weapon.CallSupplyDropForce.asset
Plating Beacon
RoR2/Junk/Captain/EntityStates.Captain.Weapon.CallSupplyDropPlating.asset
Captain would have had access to a "plating" type beacon that gave up to 5 stacks of the "Plating" buff to the interactor, granting one blocked hit each. The beacon holds up to 10 charges.
Beacon Depletion States
RoR2/Junk/Captain/EntityStates.CaptainSupplyDrop.DepletionState.asset RoR2/Junk/Captain/EntityStates.CaptainSupplyDrop.PreDepletionState.asset
Beacon depletion states likely used for one of the unused beacon types.
Commando
CombatDodge
RoR2/Junk/Commando/EntityStates.Commando.CombatDodge.asset
An unused, early form of the dodge utility.
Fire Shrapnel
RoR2/Junk/Commando/EntityStates.Commando.CommandoWeapon.FireShrapnel.asset
Commando plays the "FireLaser" animation. He fires a 0 damage bullet and a damage-dealing explosion at the impacted point.
Sweep Barrage
RoR2/Junk/Commando/CommandoBodySweepBarrage.asset RoR2/Junk/Commando/EntityStates.Commando.CommandoWeapon.FireSweepBarrage.asset
A Commando skill that shares its icon with Phase Blast. It deals 3x300% damage with a 3 second cooldown, these shots seem to aim themselves towards enemies even if you clearly aren't facing them directly and they have no visuals if they don't see anything to shoot, despite still going on cooldown. It fires at least one shot towards enemies in sight, or up to 3 on a single target. It leaves a rebar shot as the bullet tracer.
Unused Suppressive Fire Preparation
To do: video |
RoR2/Junk/Commando/EntityStates.Commando.CommandoWeapon.PrepBarrage.asset
Barrage has an unused preparation state before firing his barrage. It has its own animation and sound string, and would scale with attack speed. It has a base duration of 3 seconds.
Sticky Grenade
RoR2/Junk/Commando/ThrowStickyGrenade.asset RoR2/Junk/Commando/EntityStates.Commando.CommandoWeapon.ThrowStickyGrenade.asset
Commando has an unused sticky variant of his normal grenades that sticks to enemies and is overall less bouncy. It has different graphics including using an effect when exploding akin to Artificer's Ion Surge or Nanobomb, they do the same damage as the normal grenades though.
Acrid
Disease
RoR2/Junk/Croco/EntityStates.Croco.Disease.asset
This attack would have acted similarly to what the disease projectile does on impact: inflicting on nearby enemies.
Engineer
Thermal Harpoons Startup
RoR2/Junk/Engi/EntityStates.Engi.EngiMissilePainter.Startup.asset
Engineer's alternate utility, Thermal Harpoons, appears to have had a brief "Startup" before being able to paint targets. Attempting to enter this state causes errors, however.
Wall Shield
RoR2/Junk/Engi/EntityStates.Engi.EngiWeapon.FireWallShield.asset RoR2/Junk/Engi/EntityStates.Engi.EngiWallShield.Deployed.asset RoR2/Junk/Engi/EntityStates.Engi.EngiWallShield.Undeployed.asset
Seems like engineer would have placed a wall-type shield.
Mine Deployer
RoR2/Junk/Engi/EntityStates.Engi.EngiWeapon.ThrowMineDeployer.asset RoR2/Junk/Engi/EntityStates.Engi.MineDeployer.BaseMineDeployerState.asset RoR2/Junk/Engi/EntityStates.Engi.MineDeployer.FireMine.asset RoR2/Junk/Engi/EntityStates.Engi.MineDeployer.WaitForDeath.asset RoR2/Junk/Engi/EntityStates.Engi.MineDeployer.WaitForStick.asset
An ability for Engineer that lets him place down a mine deployer. Interestingly, the skill uses a unique type of SkillDef "EngiMineDeployerSkill". The SkillDef only allows the skill to be used if there's not an existing mine deployer belonging to the owner. The skill iterates through all instances of the "BaseMineDeployerState", instead of using a DeployableSlot. While it can be placed, the mine deployer fails to spawn the prefab for mines and will throw errors.
Targeted Shield
RoR2/Junk/Engi/EntityStates.Engi.EngiWeapon.EngiOtherShield.asset RoR2/Junk/Engi/EntityStates.Engi.EngiWeapon.EngiSelfShield.asset RoR2/Junk/Engi/EntityStates.Engi.EngiWeapon.EngiTeamShield.asset
Footage of this can be found in the early multiplayer footage released by Hopoo Games. Engineer would have been able to apply a shield buff to himself or an ally.
Concussion Blast
RoR2/Junk/Engi/EntityStates.Engi.EngiWeapon.FireConcussionBlast.asset
Engineer would have fired up to 3 concussion blasts which dealt damage in a radius where he's looking. It has a low range.
Seeker Grenades
RoR2/Junk/Engi/EntityStates.Engi.EngiWeapon.FireSeekerGrenades.asset
Engineer would randomly fire Seeker Grenades into the air which would seek towards enemies. While the grenades do seek towards enemies, they do not explode.
Huntress
Idle Tracking
RoR2/Junk/Huntress/EntityStates.Huntress.HuntressWeapon.IdleTracking.asset
This might have been an EntityState for an EntityStateMachine on Huntress's weapon, given that this state doesn't have its own way to exit it (normally EntityStates will return to the main state after a set duration). It would have fired Huntress's orbs when she held down the button to activate her primary ability. It uses the tracking indicator prefab "Prefabs/ShieldTransferIndicator".
As part of the demonstration, the Huntress has a "Visions of Heresy" equipped to demonstrate that the ability activates while holding primary fire.
Backflip
RoR2/Junk/Huntress/EntityStates.Huntress.BackflipState.asset
Huntress would play the "Backflip" animation and launch backwards, and fire seeking arrows. Though, the animation doesn't play.
Charge Arrow
RoR2/Junk/Huntress/EntityStates.Huntress.HuntressWeapon.ChargeArrow.asset
If activated while sprinting, the "charge" integer would increase. While sprinting, Huntress continuously fires tracking arrows. Upon stopping sprint, it would switch to the "FireArrow" state with the provided damage-coefficient lerped between the min and maximum damage based on the amount of charge. Given that the EntityState exits if the primary ability isn't held down while sprinting, this was likely a Primary ability.
Fire Arrow
RoR2/Junk/Huntress/EntityStates.Huntress.HuntressWeapon.FireArrow.asset
Fires an arrow projectile for the amount of damage provided by "ChargeArrow" state.
Fire Arrow Old
RoR2/Junk/Huntress/EntityStates.Huntress.HuntressWeapon.FireArrowOld.asset
This fires the arrow projectile upon entering the state, instead of during the FixedUpdate() method.
Fire Glaive
RoR2/Junk/Huntress/EntityStates.Huntress.HuntressWeapon.FireGlaive.asset
Throws a glaive projectile for 120% damage. In-game, Huntress uses the "ThrowGlaive" entity state, which is actually an orb, not a projectile.
Loader
Pylon Powered Buff
This buff causes electricity to bounce upon damaging an enemy.
Static Charge
Loader would have spawned with the "LoaderStaticChargeComponent" component. Loader would build up charge from dealing and taking damage to a maximum amount. Upon consuming the charge, Loader would get the "LoaderOvercharged" buff and then the component would set its state to "Drain". The charge would slowly drain until it hits zero, then it would switch to the "Idle" state. You can gain charge while it drains.
Begin Overcharge
RoR2/Junk/Loader/BeginOvercharge.asset RoR2/Junk/Loader/EntityStates.Loader.BeginOvercharge.asset
Loader gets the "LoaderStaticChargeComponent" component on her body, and calls "ConsumeChargeAuthority()", which gives her the "LoaderOvercharged" buff. Activating the ability, however, does nothing.
Big Punch
RoR2/Junk/Loader/BigPunch.asset RoR2/Junk/Loader/EntityStates.Loader.BigPunch.asset
Loader does a short hop and plays the "BigPunch" animation. Upon hitting an enemy, Loader spawns the "Prefabs/Projectiles/LoaderZapCone" projectile and gets launched back. This state has an unused "FireSecondaryRaysServer()" method which also zaps nearby enemies. This is a SteppedSkillDef.
Artificer
Cut content suggests that Artificer would have had a much more extensive elemental loadout (Fire, Ice, and Lightning). Artificer would have spawned with the unused item MageAttunement, which was used to keep track of her current element.
Calibration
RoR2/Junk/Mage/EntityStates.MageCalibrate.asset
This uses the "MageCalibrationController" component to set the element. It does not appear to work.
Meteor
RoR2/Junk/Mage/EntityStates.Mage.Weapon.ChargeMeteor.asset
Artificer would have charged up a meteor attack, causing an explosion where she's looking with a radius between 0 and 10 meters based on charge. The damage would have been scaled similarly, with a sweetspot on the explosion. {{clear}
Ice Bolt
RoR2/Junk/Mage/MageBodyFireIceBolt.asset RoR2/Junk/Mage/EntityStates.Mage.Weapon.FireIceBolt.asset
An alternative primary for Artificer. Ice Bolt that slowly fires out ice crystals that deal 300% damage and freezes enemies briefly on hit, however the freeze's execute is janky. The attack speed is actually so slow that the cooldown time is nearly faster than it. {{clear}
Ice Orb
RoR2/Junk/Mage/EntityStates.Mage.Weapon.FireIceOrb.asset
Presumably an alternate skill, where Artificer fires an ice orb projectile.
Laserbolt
RoR2/Junk/Mage/EntityStates.Mage.Weapon.FireLaserbolt.asset
While the attack is held down, Artificer continuously fires laser bolts. {{clear}
Roller
RoR2/Junk/Mage/EntityStates.Mage.Weapon.FireRoller.asset
If Artificer has no element selected, then this defaults to the "Ice" element. This skill activates differently based on Artificer's current element. As "Ice", it acts like her "Snapfreeze" ability. As "Fire", it launches explosive pot projectiles upwards in that same pattern.
Ice Nova
RoR2/Junk/Mage/EntityStates.Mage.Weapon.IceNova.asset
An attack where Artficer would cause a freezing explosion on her position.
Mercenary
Assaulter
RoR2/Junk/Merc/EntityStates.Merc.Assaulter.asset
A simple dash attack that doesn't apply Expose. The release EntityState for "Blinding Assault" is "Assaulter2". {{clear}
GroundLight
RoR2/Junk/Merc/MercBodyGroundLight.asset RoR2/Junk/Merc/EntityStates.Merc.GroundLight.asset
Essentially the same as "Laser Sword", except it doesn't apply Expose. The used EntityState is "GroundLight2".
MUL-T
Heal Drone
RoR2/Junk/Toolbot/EntityStates.Toolbot.AimHealDrone.asset RoR2/Junk/Toolbot/EntityStates.Toolbot.DroneProjectileHoverHeal.asset RoR2/Junk/Toolbot/EntityStates.Toolbot.DroneProjectileHover.asset RoR2/Junk/Toolbot/EntityStates.Toolbot.DroneProjectileHoverStun.asset RoR2/Junk/Toolbot/EntityStates.Toolbot.DroneProjectileInFlight.asset RoR2/Junk/Toolbot/EntityStates.Toolbot.DroneProjectilePrepHover.asset
Seems like MUL-T would have been able to launch a healing drone of some kind. Something to note is that the stun grenades thrown are used by the EntityState "AimStunDrone", so it's possible that MUL-T would have been able to throw a stun drone of some kind too.
Charge Spear
RoR2/Junk/Toolbot/EntityStates.Toolbot.ChargeSpear.asset
MUL-T would have played the "ChargeSpear" animation, before switching to the "FireSpear" state with the provided "charge" value. In-game, it just calls the "FireSpear" state and the "charge" field is left unused.
Railgunner
Blinding Mines
Railgunner's Polar Field Device uses the SkillDef "RailgunnerBodyFireMineBlinding", which suggests that the unused Blinded debuff was going to be used for her mines. It's possible it was cut due to lack of utility.
REX
Sun Buff
REX has the unused component "TreebotSunBuffGranter", which grants a buff if REX is under sunlight.
Pounder
RoR2/Junk/Treebot/EntityStates.Treebot.Weapon.CreatePounder.asset RoR2/Junk/Treebot/EntityStates.Pounder.Pound.asset RoR2/Junk/Treebot/EntityStates.Pounder.Spawn.asset
REX would have been able to place a "Pounder" of sorts which would continuously "Pound" and blast.
Burrow
RoR2/Junk/Treebot/EntityStates.Treebot.BurrowDash.asset RoR2/Junk/Treebot/EntityStates.Treebot.Burrowed.asset RoR2/Junk/Treebot/EntityStates.Treebot.BurrowIn.asset RoR2/Junk/Treebot/EntityStates.Treebot.BurrowOut.asset
Seems to be related to REX's dashing animation, where he partially goes underground and vines roll over in his place. BurrowIn plays the "BurrowIn" animation, switches the camera, and switches to the "Burrowed" state. During the burrowed state, the primary switches to "AimMortar" while it seems like the Utility switches to another skill (probably BurrowOut). The BurrowDash would have caused the burrow to deal damage and freeze enemies, strangely enough. "BurrowOut" causes REX to leap out of the ground.
Aim Flower
RoR2/Junk/Treebot/EntityStates.Treebot.Weapon.AimFlower.asset
This is an AimThrowable type EntityState which deals damage to REX upon firing the projectile.
Mortar
RoR2/Junk/Treebot/EntityStates.Treebot.Weapon.AimMortar.asset RoR2/Junk/Treebot/EntityStates.Treebot.Weapon.FireMortar.asset RoR2/Junk/Treebot/EntityStates.Treebot.Weapon.FireMortar2.asset
This is likely the unused EntityStates of what is known now as "Seed Barrage", which does its aiming and firing just in "AimMortar2". AimMortar preps an animation, then switches to FireMortar. FireMortar only plays an animation, and doesn't actually fire anything. On the other hand, FireMortar2 does fire a projectile, but was likely compressed into AimMortar2.
Sonic Pull
RoR2/Junk/Treebot/TreebotBodySonicPull.asset RoR2/Junk/Treebot/EntityStates.Treebot.Weapon.FireSonicPull.asset
This ability inherits from "FireSonicBoom". It weakens and pulls enemies towards REX.
Void Fiend
Melee
RoR2/DLC1/VoidSurvivor/SwingMelee.asset RoR2/DLC1/VoidSurvivor/EntityStates.VoidSurvivor.Weapon.SwingMelee1.asset RoR2/DLC1/VoidSurvivor/EntityStates.VoidSurvivor.Weapon.SwingMelee2.asset RoR2/DLC1/VoidSurvivor/EntityStates.VoidSurvivor.Weapon.SwingMelee3.asset
Seems like Void Fiend would have gotten a melee attack. It's unknown whether this would have been an alternate ability or was part of the default kit.
Items
Claw Special
RoR2/Junk/LunarSkillReplacements/LunarClawSpecialReplacement.asset RoR2/Junk/LunarSkillReplacements/EntityStates.GlobalSkills.WoundSlash.WoundSlash.asset
Under the name of LunarClawSpecialReplacement the skill is a simple 400% damage melee attack that would have replaced the special slot.
Mired Urn
RoR2/Junk/SiphonOnLowHealth/EntityStates.SiphonItem.BaseSiphonItemState.asset RoR2/Junk/SiphonOnLowHealth/EntityStates.SiphonItem.ChargeState.asset RoR2/Junk/SiphonOnLowHealth/EntityStates.SiphonItem.DetonateState.asset RoR2/Junk/SiphonOnLowHealth/EntityStates.SiphonItem.ReadyState.asset RoR2/Junk/SiphonOnLowHealth/EntityStates.SiphonItem.RechargeState.asset
These entitystates are copied and modified from the "Genesis Loop" item. Once your health reached 50%, the item would transition from "ReadyState" to "ChargeState". After charging up after some time, the "DetonateState" would follow. It'd burst and deal damage to nearby enemies while siphoning health from them. Then it would switch to the "RechargeState", for a 30 second cooldown (divided by the amount of this item).