I have been working on this and hope to have it implemented around 2 to 3 mod updates from now. There will be rig requirements, and shaders will be limited to Unity URP standard shaders. I'll share more details once it's out.
Dragauka
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Hi, good to hear from you again. This is certainly possible to add and would be a fun addition. I'd probably implement it something like this:
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A new "Nemesis" mod tab for enabling/disabling.
Starting at gate level 15 or so, the highest level gate has a skull symbol added to it.
Upon entry, a visually modified and scaled enemy begins targeting and moving towards the player.
It can pull from all available attacks and can swap between them during combat.
It has greatly enhanced combat stats to start and is also immune to stun/ragdoll.
Upon defeat, it receives improvements to combat stats, which is saved on a per save file basis.
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I can add it to the pack, though I am still finishing some other requests first (mostly model work). Let me know if the proposed implementation seems decent or if there is anything you would add or alter.
The new mod update has options to adjust NPC/Enemy spawn rates. Lowering NPC spawns has a large positive impact on performance in island levels.
Otherwise, adding a graphics options menu would be best, but I still have other requests to fulfill at the moment. Possibly in a future update down the line though.
Just letting you know this change has been added to the most recent mod pack update. I assumed you meant lowering the area of effect for the fireball, so I added a slider under the "misc" tab in the mod menu that lets you adjust it. It may inadvertently affect a couple of other spells. Let me know if anything can use tuning.

