
BlazingElite
Some hostile mobs spawn as Blazing elites with 4x health, 2x damage, and a fire trail. All players should install it.Blazing Elite
Some ordinary hostile mobs spawn as Blazing elites.
A Blazing mob has 4× health and deals 2× damage. It is tinted orange, and it is larger, because Muck already enlarges a mob whose multiplier is above 1. It leaves a trail of see-through orange embers behind it, each one shrinking to half size over 3 seconds. Standing in an ember hurts, twice a second. The burn zone shrinks with the ember, so you are burned only where you can see fire. The trail ignores the elite's 2× damage, but it grows with the day the same way every mob hit does. Shield drains before health.
Muck treats a Blazing mob as a buffed mob. It drops 1.25× loot, and killing one counts toward the Steam BuffKills stat.
Trail damage
The mod sends TrailBaseDamage × TrailDamageFraction × TickInterval per tick, rounded down and capped at TrailTickCap. The defaults give 15 × 1.5 × 0.5 = 11. The host multiplies that by the day's mob damage multiplier, the same one every mob hit uses, and then applies your armor. Damage per tick before armor, at the defaults:
| Day | Easy | Normal | Gamer |
|---|---|---|---|
| 0 | 3 | 9 | 19 |
| 4 | 12 | 21 | 30 |
| 8 | 24 | 44 | 73 |
| 10 | 31 | 58 | 109 |
TrailTickCap applies before the day multiplier, so it limits the 11, not the damage you take. At the default 15 it never binds.
On an Artifact of the Night Swarms night, mobs still roll Blazing. Swarms' health factor (0.5 by default) stacks with the 4×, so a Blazing mob has 2× normal health that night.
This is not a new powerup. It adds no item ids, so chest and shrine drops stay the same.
Bosses, guardians, and neutral animals do not spawn Blazing. Set IncludeNeutral if you want neutral animals included. Bosses and guardians stay excluded.
RoR2 Enemies' Lemurians, Jellyfish, Lesser Wisps and Stone Titans are never Blazing, the same as with Glacial Elite. A Blazing Jellyfish would double its burst.
Multiplayer
All players should install this mod. A peer without it can still join, because the mod adds no packets and no ids. The players will not agree about which mobs are Blazing.
Every player in a lobby should use the same Spawn and Stats values. If they differ, health bars disagree. On launch the log prints Blazing config and a hash of those values. Every peer should print the same hash.
- Modded host, vanilla client. The client sees a normal-sized mob whose health sits above the client's own max. The bar can look full for a while. The client takes normal hit damage and no trail damage.
- Vanilla host, modded client. The host's health is normal. The client's bar shows the 4× value. That client takes 2× hits and trail damage.
- Both modded, same config. Both players pick the same mobs, and the health bars match.
Embers hurt only the player who is standing in them. Each client checks its own player and sends the hit the same way a mob hitbox does.
Saves
MuckSaveGame loads mobs by calling the normal spawn path with the saved multipliers and a new mob id. A saved mob whose multiplier is already above 1 is not scaled again. It also does not get the tint or the trail back, because the component is only added on a fresh roll. A saved mob that is still at multiplier 1 can become Blazing on load.
Config
BepInEx/config/evan.muck.blazingelite.cfg, created on first launch. Melee already gets the 2× from the damage multiplier. A ScaleMelee line left over from 0.1.0 does nothing, and you can delete it.
For a test, set Chance to 1. Every eligible mob is then Blazing.
| Section | Key | Default | Where the number comes from |
|---|---|---|---|
| Spawn | Chance |
0.1 | Not from the wiki. RoR2 elites come from director credits, not a flat chance. |
| Spawn | IncludeNeutral |
false | Not from the wiki |
| Stats | HealthFactor |
4 | RoR2 wiki, tier 1 elite health |
| Stats | DamageFactor |
2 | RoR2 wiki, tier 1 elite damage |
| Trail | TrailDamageFraction |
1.5 | RoR2 wiki, 150% damage per second |
| Trail | TrailBaseDamage |
15 | Not from the wiki. 15 is the Goblin and Dave melee baseDamage in a pre-Update-4 asset dump. |
| Trail | TrailTickCap |
15 | Not from the wiki. Caps the tick before the day multiplier. |
| Trail | TickInterval |
0.5 | Not from the wiki |
| Trail | Radius |
1.5 | Not from the wiki |
| Trail | HeightTolerance |
2 | Not from the wiki |
| Trail | Lifetime |
3 | Not from the wiki |
| Trail | DropInterval |
0.25 | Not from the wiki |
| Trail | MinSpacing |
1 | Not from the wiki |
| Visual | TintStrength |
0.6 | Not from the wiki |
| Visual | TintColor |
1, 0.45, 0.1 | Not from the wiki. Also colours the embers, at 0.25 alpha. |
| Debug | VerboseLogging |
false | Not from the wiki. When on, the log names each Blazing mob id. |
What this version leaves out
- Burn on hit. Muck has no burn status.
- Mobs spawned by a
MobZone. Those never go throughMobSpawner.SpawnMob. - Other elite types.
- Trail damage to other mobs.
- Copying this config to other players. The log hash only shows a mismatch.
- Putting the tint and the trail back on a saved Blazing mob.
Credits
The Blazing elite idea is Hopoo Games' from Risk of Rain 2. This mod contains no assets from Risk of Rain 2 or Muck. The icon is original.