


A full-game overhaul that aims to bring it closer to RoR1's balance. My main priority is multiplayer, but the mod is balanced in solo as well. The dream is a universal ruleset that anyone can host, similar to 1's.
I highly recommed installing https://thunderstore.io/package/Moffein/EliteReworks/ to go with this.
Full change list can be found here. https://docs.google.com/document/d/1Igxdur0M33fdkcDLYgDEbLE0M4-89gSTorxgdn-oyKs/
This mod merges in fixes and tweaks from a bunch of other mods. If you have those mods installed, these fixes/changes will disable and the original mod will take priority (Except for Bandit Grace Period).
Feel free to take features of this mod and release them as standalone as long as you link the original GitHub repo in the README.
Place RiskyMod.dll AND the language folder in /Risk of Rain 2/BepInEx/plugins/RiskyMod
Make Survivors more configurable.
Make Corpsebloom less bad somehow.
Combine Desk Plant with Filial Imprinting.
Make Aureleonite/AWU as OP as they were in earlier builds?
More Survivor Tweaks
Enemy Tweaks
Drone Targeting fix - ZetTweaks
Squid Polyp distraction - DestroyedClone
Language Support - Anreol
Skill Icons - KoobyKarasu
Acrid Hitbox Tweaks - TheTimesweeper
Buff Icons - SOM
0.5.0
Added a ton of Survivor config options for enabling/disabling changes to individual skills to improve compatibility with other mods.
Let me know if any of these config options are bugged.
Game Mechanics
Barrier decay now scales linearly based on barrier amount, going from a minimum of 1%/s to 6%/s at max barrier.
Low amounts of Barrier drain too fast to be of any use. This change lets small amounts of Barrier last much longer, so it can actually soak up damage. Holding off on tweaking Barrier items until I can get a feel for how this changes things.
Freeze
Freeze is great against normal enemies, but completely useless against bosses except for Mithrix who can be executed at 30% HP for some reason. This change aims to make Freeze useful at all times, instead of falling off once tons of bosses start spawning when you loop.
Shield Gating
Transcendence's penalties were too high to be worth taking over the reliable OSP + Shield Gating of normal builds, so these changes should help it at least get somewhat closer to that. Worried the "Ignore Bypass Shield Gate" change will make it an always-take with Glass, but I'd like to wait and see if it's actually an issue first before making any changes to address that.
Items
Crowbar
I originally let it trigger off of non proccing attacks to keep its synergy with Will-o-the-Wisp, but it ended up having too many anti-synergies with lots of items to justify it.
Harvester's Scythe
Razor Wire
Squid Polyp
Happiest Mask
Shaped Glass
Item Tag Changes
Enemies
Removed passive health regen from Imps, Hermit Crabs, Mini Mushrums, and Lunar Golems.
Beetle
Jellyfish
Stone Golem
Should this even have falloff in the first place?
Brass Contraption
Greater Wisp
Not sure if Greater Wisps even need this. Will have to see how it plays.
Parent
Lower credit cost is due to the Anniversary Update changes, which lowered their HP from 900 -> 585 but left their old director credit cost the same. I feel that they are a bit on the weak side still, but I'll address that in a future update if needed.
Lunar Wisp
Considering swapping their primary to a rapid burst of tracking bombs since their hitscan is plain unfun to fight.
Magma/Overloading Worms no longer die when out of bounds.
Beetle Queen
Merging a slightly weaker version of the spit changes from Beetle Queen Plus.
Solus Control Unit
This is the weakest boss in the game. This damage boost makes them able to deal damage on par with the other 800 credit bosses.
Alloy Worship Unit
Damage has been increased since the boss isn't very threatening after getting nerfed in Vanilla some time back. This new damage makes it weaker than the Direseeker, but still a lot more threatening than Vanilla.
Commando
Tactical Dive
The increased CDR made the skill too focused on cooldown reduction which made Commando obnoxious to play, needing to spam the roll for maximum efficiency. With the new stats, the skill is better at dodging attacks, with the CDR being a small bonus.
Artificer
(Global Change) Freeze skills can now execute bosses at 15% HP.
Secondaries
2 options for preventing accidental M2 discharges.
Flamethrower
Snapfreeze
Napalmthrower (Scepter Flamethrower)
Goal is to get Artificer to a state where people can play her in MP as a DPS survivor, rather than only being used as a floating Freeze support. Looking to see how the Freeze execute changes affect where she stands before deciding how to handle her M1.
Mercenary
This pretty much just makes it so that Merc can weather through minor chip damage without healing items earlygame.
Acrid
With the shorter heal duration, it should be easier for Acrid to receive the full benefit of Regenerative. Heal penalty on hit has been increased slightly to account for this. Bite's heal on kill has been changed so that it's a separate effect from Regenerative.
Loader
(Global Change) Barrier now decays slower at low amounts.
Base Stats
Health is reduced since Barrier changes make it much easier for Loader to build and maintain Barrier. I need to play more runs with this to get a feel for it, so feedback would be appreciated.
Fixed Utilities not giving Barrier if Ancient Scepter is installed. (I need to remember to remove this once it's fixed on Scepter's end)
Thunder Gauntlet
M551 Pylon
Trying to make this skill more than just passive AOE damage. Deals less damage (still enough to reliably kill Wisps), but makes it really good at setting up multikills and can also be used to drag Wisps and other flying enemies to the ground if placed right. Let me know how this feels to use.
Thunderslam
I originally was planning a bunch of huge nerfs to Loader's damage + base stats, but ended up scrapping that because it simply made her less fun without actually expanding on her gameplay. Instead of that, Loader is mainly just getting a few minor changes, with the Pylon changes being a leftover from the scrapped balance changes since I feel it's more dynamic compared to the Vanilla Pylon.
Bugfixes