


This mod adds a genetics system to the monsters, with every stat being able to mutate in specific ways. The core stats that are affected are: Health, Regen, MoveSpeed, Damage, AttackSpeed, and Armor (and Size if its enabled) The goal of the system detailed below is to allow the game to adapt to the player, and in turn force the player to adapt to it.
1.4.5 - 30-minute overview https://youtu.be/V4uxtHPvQKY 2.4.1 - "Rapid Mutation" overview https://youtu.be/odUNUfmcHg4
3.2.0 - Updated for the ContentProvider update 3.1.0 - Converted to a master-driven system instead of a body-driven one, also fixed a few end-of-game bugs with RapidMutation 3.0.0 - Updated for Content Update March, generic mode is no longer supported, also we standalone now 2.6.0 - Added new Infection mode (disabled by default) and some underlying improvements 2.5.2 - Switched config from values to binds, should allow hot-reloading now 2.5.1 - Fixed chat bug where the rapid mutation messages would display even if the artifact was disabled 2.5.0 - Added new custom event flag system to allow mods to define their own "Rapid Mutation" events 2.4.2 - Fixed the RogueWisp conflict, turns out that hook load order was the problem 2.4.1 - Housekeeping update, now unregisters hooks on game close and a new explanation video 2.4.0 - Added optional "Rapid Mutation" mode that can be triggered by Teleporter events, the final stage, or both (and a bit of polish) 2.3.1 - Changed master assignment in order to resolve bug where generic mode would fail to find a valid master 2.3.0 - Artifact can now be enabled/disabled/paused during a run (for use with KingEnderBrine-ArtifactsRandomizer) 2.2.0 - Major refactor of underlying mutation and balance system, each stat now has its own configurable cap and floor (manual installs will need to delete the old config) 2.1.1 - Moved component activation to prevent a visual bug with teleporter healthbars when Swarm is also active 2.1.0 - Minor refactor of stat application, fixed Armor and Regen not working in some cases, and cut Acceleration since MoveSpeed dominates it 2.0.0 - Major refactor of the underlying systems, and publicized most of the functionality for potential use by other mods 1.5.0 - Switched the stat application from the On space to the IL space (help from ThinkInvis and Rein) 1.4.7 - Switched logging system as per Harb's request 1.4.6 - The link broke in the readme for some reason, fixed that 1.4.5 - Housekeeping update, fixed the readme and added a video explanation 1.4.4 - Added even more NaN checks and security to the scoring system 1.4.3 - Added a NaN check for damage calculations in attempt to fix -infinty bug 1.4.2 - Added the body level to the optional logging to help cut out some guesswork 1.4.1 - Added some optional logging for the bug-hunters, and a bit a additional safety in the master/child relationship 1.4.0 - Brand new balance system in attempt to prevent the -infinity health bug, expect new bugs 1.3.0 - Added config option to apply the artifact to neutrals and player minions 1.2.1 - Added config options for per-generation deviation and re-enabling the Size modifier 1.2.0 - Refactored the hook registry to prevent behaviour's from spamming hooks, should greatly reduce lag issue 1.1.1 - Minor improvement to garbage collection, at this point I'm fighting with the engine's computational power 1.1.0 - Major change to genetic system, possible performance hit, but should be more consistent 1.0.1 - Minor optimization due to bug report, should almost halve the computations required 1.0.0 - Initial upload, expect day one bugs
Place the .dll in Risk of Rain 2\BepInEx\plugins or use a mod manager.
If you have issues/suggestions leave them on the github as an issue/suggestion or reach out to Rico#6416 on the modding Discord.