
ArtifactOfTheNight
Some nights roll a Risk of Rain 2 artifact: Kin (one monster type) or Swarms (double monsters, half health). Off until the host sets [Artifact] Enabled = true. Only the host needs it.Artifact of the Night
Some nights, at dawn, the host rolls one Risk of Rain 2 artifact for the coming night and says so in chat. The line comes again at dusk, when the night starts and the effect begins: "Night falls: Artifact of Swarms. 2x the monsters at 50% health." Vanilla players in the lobby see both lines.
The mod is off by default, like a Risk of Rain 2 artifact. The host sets [Artifact] Enabled = true to turn it on. Before 0.1.2 it rolled with no switch, so an existing install is now off until you set that key.
Kin. Every director spawn that night is one monster type. The type is one the night could already spawn. Bosses, neutral animals, Woodman, and mobs tagged DontCount are skipped. Battle Totems still spawn their own mix.
Swarms. The night's mob cap is doubled, and each director spawn is followed by one extra of the same type, placed on the ground beside it. Those mobs have half health. A buff mob stays large and still drops the extra loot, and its health is halved too. Damage is not changed.
One spawn tick can go a little past the cap. The next tick stops. The chat line uses the same path as vanilla death messages, so it can fail to arrive; the host log still has it.
Only the host needs this mod. Vanilla clients receive the normal spawn and chat packets. A client who has the mod installed does nothing with it.
Glass and Frailty are not in this version.
Config
BepInEx/config/evan.muck.artifactofthenight.cfg, created on first launch. Only the host's file is read. Roll settings apply at the next dawn. Swarms count and health are read when each director mob spawns.
| Section | Key | Default | |
|---|---|---|---|
| Artifact | Enabled |
false | Opt-in. Off leaves every night vanilla, ForceArtifact included |
| Night | Chance |
0.35 | Chance a Survival night rolls. Not from the game |
FirstDay |
1 | First day that can roll. Not from the game | |
SkipBossNights |
true | No artifact on a boss night | |
| Kin | Enabled |
true | |
Weight |
1 | Relative to Swarms. Not from the game | |
MaxRerolls |
8 | Tries to find an eligible Kin mob. Not from the game | |
| Swarms | Enabled |
true | |
Weight |
1 | Relative to Kin. Not from the game | |
CountMultiplier |
2 | Risk of Rain 2 doubled spawns | |
HealthFactor |
0.5 | Risk of Rain 2 halved health, including buffs. Damage is unchanged | |
CapMultiplier |
2 | Scales the mob cap. Not from the game. The default matches CountMultiplier; the two are independent. The game's own cap stops at 999 |
|
| Announce | Chat |
true | Send the line in chat |
HostLocalEcho |
false | Also print it on the host if the host misses its own chat packet | |
| Debug | ForceArtifact |
None | Kin or Swarms skips the chance roll. [Artifact] Enabled, day, boss night, and enabled still apply |
VerboseLogging |
false |
Known interactions
- Saving and loading does not remember tonight's artifact. A load runs a new dawn roll. Mobs restored from a save are not halved again.
- Blazing Elite and Glacial Elite 0.2.0 or later still roll on a Swarms night, on any mob that is not a vanilla buff. Each one scales the halved health, so at the defaults a Swarms-night elite has about 2× normal health instead of 4×. Its damage is unchanged. Glacial Elite 0.1.0 never rolls on a Swarms night, so update it if you run both. This has not been tested in game.
- MuckReplayable's Blood Moon is a different modifier. Whether they stack has not been tested.
- Turning
SkipBossNightsoff is untested in game. On the first boss day the game recomputes the mob cap, and this mod scales that new cap.
Credits
Kin and Swarms are Hopoo Games' artifacts from Risk of Rain 2. Muck is Dani's. This mod contains no assets from either game. The icon is original.