Risk of Rain 2
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Void Fiend Passive and Buffs

A configurable set of additions for Void Fiend, built around Collapse and his two forms. Previously named Void Fiend: Unstable Touch.

Testing is ongoing. This is an experimental balance mod. Buff values and interactions may change based on gameplay feedback; the current settings are not final.

What changes?

Skill Default effect
Passive — Unstable Touch Successful hits have a 3% Collapse chance normally, or 7% while corrupted, multiplied by the attack's proc coefficient.
Flood — normal secondary Charges 20% faster, in addition to attack speed. Full-charge time is divided by 1.2.
Trespass — both forms After completing the dash, your first eligible hit within 5 seconds gets one 50% base-chance Collapse roll. Consumed on success or failure.
Corruption — transformation pulse Entering corrupted mode inflicts one Collapse stack on every enemy within 10 metres.

The in-game passive, Flood, and Trespass tooltips describe their additions using your current settings. Unchanged skills retain their original descriptions.

How the effects interact

  • Uses the game's standard Collapse damage, delay, stacking, visuals, and debuff handling. Needletick keeps its separate roll.
  • The Trespass follow-up makes one roll instead of rolling Unstable Touch on that hit. It is consumed whether it succeeds or fails; a failed roll does not retry or fall back to the passive. Subsequent hits use the normal passive again.
  • The follow-up's default chance is 50% before normal attacker luck. It is not multiplied by the hit's proc coefficient, although that coefficient must be positive. You can lower it further with FollowupChancePercent.
  • A qualifying hit must deal positive damage to a living enemy and have a positive proc coefficient. Damage-over-time ticks, rejected hits, and Collapse chains cannot trigger or consume the bonus. Misses do not consume it. An area attack consumes it on one eligible target, and item hits credited to Void Fiend can consume it.
  • The 5-second window begins when Trespass finishes. Using it again refreshes one pending hit; charges do not accumulate. Interrupted dashes do not grant it.
  • The pulse occurs once per entry into corrupted mode, including entering permanent corruption. It applies one stack per enemy body, regardless of hurtbox count. Distance is measured between body centres; walls do not block it. It excludes allies, neutral bodies, and dead targets, and does not consume a pending Trespass hit.
  • Flood's minimum tap-release delay and corrupted Flood are unchanged.

Configuration

Settings file: BepInEx/config/local.voidfiend.unstabletouch.cfg

Section / setting Default Purpose
Passive / NormalChancePercent 3 Normal-form passive chance; 0 disables.
Passive / CorruptedChancePercent 7 Corrupted-form passive chance; 0 disables.
Flood / ChargeSpeedBonusPercent 20 Additional charge speed; 0 disables.
Trespass / GuaranteedCollapseEnabled true Legacy setting name; now enables the chance-based follow-up. Existing on/off settings are preserved.
Trespass / FollowupChancePercent 50 Base chance on the first eligible hit; 0 disables.
Trespass / HitWindowSeconds 5 Hit window after the dash; 0 disables.
Transformation / PulseEnabled true Enables the transformation pulse.
Transformation / PulseRadiusMetres 10 Pulse radius; 0 disables.
Debug / LogProcs false Logs Collapse applications, Trespass primes, and pulse counts.

Each addition can be tuned or disabled separately for balance testing. Restart after editing the config outside the game.

Collapse applications, Trespass windows, and pulses run on the server. Flood charging runs on the player's owning client, and tooltips use local settings. Versions and settings must match across players for multiplayer.

Testing

Testing is ongoing, including in-game balance, visuals, other-mod compatibility, and multiplayer. The build and automated checks cover eligibility, chance selection, success/failure consumption, one-use windows, expiry, repeated dashes, independent players, pulse targeting, and tooltip values. These checks do not establish that the mod is balanced. Enable LogProcs for a short diagnostic run if needed.

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