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4.2.0
- Added a GeneBlocker item for use in GeneticVariantsPatch that prevents stat mutations from effecting the holder
- This item also prevents the holder from scoring points and participating in the fitness evaluation
4.1.0
- Added portal code, compound, and challenge for the artifact (thanks to ArtifactCodeAPI)
- The Genetics challenge will not be required to unlock it for new runs, but...
- The challenge will instead provide a dramatic mutation rate while in the Bulwark (20%-500% instead of base 90%-110%)
- Portal code - in left-right top-bottom order - is TDTCGCTDT
4.0.7
- Fixed the random assignment math that`s been broken since 4.0.0 (oops)
- Monsters now have the chance to get stronger instead of just atrophying away
- Random range is now 90%-110% instead of 90%-90%
4.0.6
- Adjusted/fixed the math in the RecalculateStatsAPI stat hook
- Stat modifications should work like all non-4.0.5 versions now
4.0.5
- Rebuilt the hidden item stats using RecalculateStatsAPI from R2API v3.0.43
- This should help prevent future conflicts with other stat-adjusting mods
4.0.4
- Adjusted TakeDamage hook to avoid certain nullrefs
- This should prevent Glacial Wisps from infinitely exploding when they die
- Adjusted learning algorithm to round to 2 digits before spawning new bodies
- Should prevent fringe cases where items are given when they shouldn`t be
4.0.3
- Algorithm will no longer attempt to give genes to bodies that lack inventories (Barrels, Pots, Vagrant Bombs, Urchins, etc.)
- This would cause nullrefs for these bodies when it tried to allocate their genes
- Mods that give inventories to these special bodies shouldn`t re-break them
4.0.2
- Fixed a potential divide-by-zero error that could happen during the learning cycle
- This would only happen if a given BodyIndex had no scoring children
4.0.1
- Removed caching that was causing some major conflicts with certain lobby mods
- This should fix not being able to start a run in most cases
4.0.0
- Reduced number of genes to 4 (Health, MoveSpeed, AttackSpeed, and AttackDamage)
- Regen and Armor either didn`t apply to most monsters, or were used by the algorithm to "cheat-out" extra points in other stats
- Size never really worked they way I wanted, and balancing it doesn`t make much sense
- The remaining stats should keep the algorithm learning and guessing, instead of just sticking with one stat
- Max and Min gene values have been greatly expanded (0.01 to 10.00, starting at 1.00)
- Max Product has also been adjusted (from 10 down to 1.5)
- This should prevent the algorithm from maxing multiple stats, instead pushing for a more balanced build
- Scoring algorithm has been adjusted to focus on time spent in combat instead of just dps
- Should prevent mega-tanks and glass-cannons, instead pushing for solid combatants
- Learning algorithm has been revamped to use new scores and more data
- Instead of every 10 seconds, the learn only runs every 60 seconds or once enough data (40 monsters) is available
- This may seem significantly slower than before, but the extra data means that it can be "smarter" with it
- Networking is now managed through hidden items
- Host is now the source of truth for the algorithm, no more work for clients
- Rapid Mutation and Infection have been removed
- Infection was unstable at best and buggy more often than it was worth
- Rapid Mutation might come back if demand is high enough, but the new algorithm benefits from having more data
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.