Risk of Rain 2
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Wider Blasts

Adds the Shockwave Lens, a white (common) item that makes the areas of your skills bigger: explosions, lingering damage zones and melee swings.

Tier White
Effect +20% skill area per stack (linear)

How stacking works

Every stack adds the same amount of ground area: 20% of the skill's normal area. The radius grows more slowly, because area grows with the square of the radius. One stack adds 20% area but only about 9.5% radius, and 15 stacks cover 4× the ground with 2× the radius.

Stacks Area Radius Example: Plasma Bolt (6 m)
0 ×1.0 ×1.00 6.0 m
1 ×1.2 ×1.10 6.6 m
2 ×1.4 ×1.18 7.1 m
3 ×1.6 ×1.26 7.6 m
5 ×2.0 ×1.41 8.5 m
10 ×3.0 ×1.73 10.4 m
15 ×4.0 ×2.00 12.0 m

So big stacks stay useful without filling the whole screen. If the radius grew 20% per stack instead, 15 stacks would make it 4× wider and cover 16× the ground.

Settings (Mod Options → Wider Blasts)

Setting Default What it does
Area Per Stack 20% Extra area per stack. The radius grows by the square root, so +20% area is about +9.5% radius.
Melee Hitboxes Non-primary Which melee swings grow. By default only Secondary, Utility and Special skills, so basic attacks stay the same.
Excluded Skills Ascent Protocol Comma-separated skill names the item never affects. Needs a game restart.
Kill Chain Crash Fix On Stops long on-kill chains from crashing the game (see below).

Kill Chain Crash Fix

On-kill effects such as Gasoline run inside the kill that set them off. If Gasoline's burst kills another enemy, that kill (and its own Gasoline burst) is handled inside the first one, and so on down the chain. Every step also runs every mod's damage hooks, so with a big crowd and a large modlist the chain gets deep enough to crash the game with a stack overflow.

With the fix on, a kill that happens while another kill is being handled waits until that one finishes, then runs right after it in the same frame. Every kill still triggers all its on-kill effects. They just run one after another instead of inside each other.

This works for any on-kill effect, vanilla or modded, not only Gasoline. It only matters for the host. You can turn it off in settings.

Which skills does it affect?

The mod scans every survivor's skills when the game starts, including modded survivors.

To see the list in game: Settings → Mod Options → Wider Blasts → Affected Skills. Hover a survivor to see their skills, or press Show. The same list is written to BepInEx/config/com.ewan.WiderBlasts.AffectedSkills.txt.

Some vanilla examples:

Survivor Affected skills
Artificer Flame Bolt, Plasma Bolt, Charged Nano-Bomb, Snapfreeze, Seismic Spear, Ion Surge
Engineer Bouncing Grenades, Pressure Mines, Spider Mines, Bubble Shield, Rapid Displacement
Mercenary Whirlwind, Rising Thunder, Blinding Assault, Focused Assault, Eviscerate, Slicing Winds
Huntress Arrow Rain
Acrid Neurotoxin, Ravenous Bite, Caustic Leap, Frenzied Leap, Epidemic
Loader Charged Gauntlet, Thunder Gauntlet, Thunderslam
MUL-T Scrap Launcher, Blast Canister, Transport Mode
Commando Frag Grenade, Sabotage

How it works

  • Only areas from skills grow. Explosions from items (Gasoline, Brilliant Behemoth, Will-o'-the-wisp, Sticky Bomb) stay the same size, even when a skill set them off.
  • Projectile explosions (like Artificer's bolts) grow along with their explosion effect.
  • Explosions made directly by a skill (like Loader's Thunderslam or Artificer's Ion Surge) get a bigger damage area, but the visual effect stays its normal size.

Known issues

  • The item uses a placeholder icon and the "?" pickup model, and it doesn't show on your character.
  • Some modded survivors share code between all their skills, so the list can show skills as affected when they never use an area in practice. Only real areas get bigger in game.
  • For "area search" skills, the list can't tell exactly what the search is for (who gets hit, rooted or targeted).
  • Not yet tested in multiplayer. Every player needs the mod.
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