Risk of Rain 2
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Date Uploaded
2 years ago
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5.3K
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49KB
Dependency string
0p41-0p41_Sots_ItemsReworked-0.3.2

This is very my first mod so expect some jank.

I didn't like the new items and even less having to blacklist them with a mod to try and enjoy the game, so I spent a week and a half learning how to (very poorly) mod this game.

The white items are specially bad, not only are most of them useless, they bloat the loot poll so other good items like Energy Drink or Delicate Watch are harder to find, this is extra bad since the DLC didn't add any white movement item to keep the ratio of movement items to the rest.

All my opinions on the new items are completely subjective and 0 multiplayer testing has been done.

Changes

Knockback Fin:

    • The problem with knockback fin is that it doesn't really do anything beside sending the enemy flying upwards for a bit, it provides no damage or utility unless you have a LOT of stacks, now it grants damage against any airborne enemy which are half of the enemies you will be fighting in all stages and keeps the chance to send a grounded enemy into the air so you can take advantage of the extra damage, kinda like clay pidgeon shooting, knockback(up) doesn't apply to bosses.
  • Increase damage by 15% (+15% per stack) against airborne enemies. 10% (+10% per stack) chance on hit to knock grounded enemies into the air.

Bolstering Lantern:

    • Bolstering Lantern main problem is that it requires you to stay below 50% hp which you can't really do and you shouldn't try to in the first place, now it grants armor passively and for each unique debuff (including cooldown ones) gain health regeneration, since it's supposed to support(bolster) you when you are down.
  • Increase armor by 10 (+5 per stack). Gain +1 hp/s (+1 hp/s per stack) base health regeneration per each unique debuff.

Chronic Expansion:

    • Chronic Expansion is probably the best white item of the new ones, but it feels a bit clunky to use and potentially broken since you can get infinite damage with FMP, I keep the stacking effect, however now is permanent for the stage, by the time you activate the teleporter it should be fully stacked or close to, it scales higher than Delicate Watch since it takes a while to build up (needs more testing)
  • Every 5 enemies killed grants a stacking damage bonus up to a maximum of 20, Elites count as 5 kills and Champions as 15. Each damage stack increases base damage by 1.25% (+1.25% per item stack), damage stacks are reset back to 0 at the start of the stage.

Warped Echo:

    • Warped Echo is not really bad I like the concept a lot is just that the effect feels a bit weird, the biggest problem that it has is that since it doesn't have a minimum damage it gets activated when you don't need it against low damage attacks instead of big chunky ones, now it has a minimum damage threshold and the damage is applied over time with 4 ticks per second so you can mitigate some of the damage by healing and adds synergy with RAPs due to the nature of multiple hits, DoTs have a minimum damage of 1 per tick, so if the damage to take is less than the amount of ticks the dot will end early when all damage is applied, this is intentional so you don't take more damage than you should.
  • Taking damage equal or higher than 20% of your maximum health will instead deal 50% of it normally and the rest will be applied gradually over the next 4 (+0.5 per stack) seconds. This effect has a cooldown of 10 seconds after all of the damage is dealt.

Antler Shield:

    • Antler Shield is by far the worst new white item, not only it only has a chance to proc, even when it does, it deals no damage, and what makes it even worse is that the damage scales of the damage you just took, so for it to do any damage you need at least 10 stacks to reflect 100% of the damage back and even then, enemies health scales much faster than their damage so it will still not do any real damage, the new effect is very simple antlers=>deer=>running=>give speed buff when shielded and shield in the name => blue tint => give shield like PSG.
    • (0.3.2) New effect, now it also reduces the time it takes to be "outside of danger" aka not receiving damage for 7 seconds, this is so it has more synergy with shield items since it gives such a weak shield by itself because the focus is the speed while shielded, this makes it so it takes 6 seconds for your shields(and Cautious Slug) to recharge instead of 7.
  • Gain a shield equal to 4% (+4% per stack) of your maximum health that recharges outside of danger. While you have a shield, increase movement speed by 10% (+10% per stack). Outside of danger effects trigger 1 second earlier.

TODO

  • Fix this god forsaken code.
  • Figure out how to add a config so every item change can be disabled or enabled at will.
  • Fix any balancing issue I find
  • Green items, Red Items and maybe the Lunar, I already have a design for most of the greens and some of the reds I just haven't started implementing them.

Changelog

0.3.2

  • Antler Shield new effect added and minor tweaks to description.
  • Cautious Slug description tweaked, "outside of combat" changed and highlighted to "outside of danger" since the description is incorrect, the Cautious Slug effect triggers when you have not been hit for 7 seconds aka "outside of danger", "outside of combat" is when you have not attacked for 5 seconds.
  • Highlighted Personal Shield Generator(PSG) "outside of danger" in the description.
  • Chronic Expansion description rewritten for better clarity.
  • Elites and Champions count as multiple kills for Chronic Expansion stacks.
  • Added the back normal SFX for when you gain the first stack of Bolstering Lantern.

0.3.1

  • Forgot to include Dll...

0.3.0

  • Initial Release
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