
Starstorm2 Nightly
The Nightly Build of Starstorm 2 with beta contentStarstorm 2 Nightly
Overview
Starstorm 2 is a work-in-progress RoR2 port of Starstorm, a diverse gameplay and content mod for Risk of Rain 1. It features two new survivors, over 20 new items and equipment, 1 new stage and a new, dangerous event to shake up your runs.
More information on Starstorm, including features and content to look forward to in SS2, can be found in its info section at https://rainfusion.ml/ or its wiki at https://starstormmod.fandom.com/wiki/Starstorm_Mod_Wiki. For more information on SS2, including development updates and an outlet for feedback and bug reports, visit our Discord server at https://discord.gg/UpQpWqPAtZ.
Nightly?
Nightly builds are unstable versions of Starstorm 2! This release may be buggy, and if you're looking for stable gameplay, we recommend using the stable version of the mod found at https://thunderstore.io/package/TeamMoonstorm/Starstorm2/. If you do find any issues, report them in our Discord, linked above.
Note that updates may not truly be Nightly.
Features

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Executioner - An aggressive, versatile survivor with an arsenal made for picking off targets and chaining kills. His powerful ion gun gains a shot for every enemy you take down.
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??? - A survivor of unknown origin, familiar yet unfamiliar. Under the right conditions, you may meet him on the planet, but he certainly won't be on your side.

- New items - 20 new items and 5 new equipment to support new and existing playstyles. Strengthen your crits with the Erratic Gadget, become a stationary powerhouse with the Hunter's Sigil, or gain some vertical thrust on demand with the Pressurized Canister - and keep an eye out for the elusive Sibylline tier of items!

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Typhoon - The planet's ultimate challenge awaits those who dare...
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Storms - When the skies cloud over, be on your guard. These occasional bouts of bad weather provide enemies with dangerous stat boosts.
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The Void - Those who find themselves travelling to the planet's hidden realms may accidentally leak some of those realms back onto Petrichor V...

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New Maps - Revisit familiar Starstorm Worlds in a 3D Enviroment, Expanding the Available Stages and adding new secrets.
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Lui says this: Break the map as much as possible please and leave the feedback in the Feedback channels using threads.
Credits
- Code - Anreol, Flan, KevinFromHPCustomerService, Nebby, rob, swuff★, Shared, TheTimesweeper, xpcybic, Xubas
- Art/Modelling/Animation - Bolty, bruh, Cexeub, Draymarc, JestAnotherAnimator, Gem, LucidInceptor, KevinFromHPCustomerService, Plexus, PapaZach, QuietAnon, redacted, rob, Spenny, swuff★, xpcybic, Reithierion, UnknownGlaze
- Writing - Blimblam, Lyrical Endymion, swuff★, QandQuestion, T_Dimensional
- Translations - Anreol (Spanish), MysticSword (Russian), Omar (Turkish)
- Sound - KevinFromHPCustomerService, Neik, UnknownGlaze
- Additional support/special thanks - Shooty, don, Draymarc, Gnome, KomradeSpectre, MinimalEffort, Moffein, Moshinate, Neik, Riskka, Altzeus, JesusPxP, Vale-X, MysticSword
Known Issues
- Slate Mines: Respawn planes could lead to softlocking. Let us know.
- Slate Mines: All Newt Altars spawn at once
- Slate Mines: (Probably) Currently doesn't appear in the Lunar Seer
- Slate Mines: Game crashes upon "existing the respawn menu" (I'm not sure what Lui meant by this) or clicking "Back to Menu"
There are no issues. The mod is perfect. ...In all seriousness, if you find anything, post an issue on this github link! Before Posting a Bug Report, keep the following things in mind:
- 1.- Try to be as descriptive as possible about your issue.
- 2.- Make sure this is not due to some Mod Compatibility Error, The Easiest way to check for this is testing out with the bare minimum (That is having only ss2 nightly and its dependencies active. maybe even DebugToolkit if you need its tools).
- 3.- A FULL LOG is required for proper bug fixing, not giving us a log is not helping us in any way when it comes to squashing bugs.
Changelog
Warning: content spoilers below!
0.3.3β 0.3.30β
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Items
- Updated config to make almost every numerical value for Items / Equipment configurable. Let there be config!
- Coffee Bag: Additional attack speed is now configurable
- Coffee Bag: Additional movement speed is now configurable
- Cloaking Headband: Duration of the Invisiblity buff is now configurable
- Detritive Trematode: Corrected pickup text / description text to match changes made in last patch
- Detritive Trematode: Health theshold is now configurable
- Detritive Trematode: Trematode debuff length is now configurable
- Dormant Fungus: Corrected pickup text / description text to match changes made in last patch
- Dormant Fungus: Base amount of healing is now configurable
- Dormant Fungus: Stacking amount of healing can now be configured
- Droid Head: No longer adds a movement speed bonus.
- Droid Head: Stacking damage is now configurable
- Droid Head: Lifetime can now be configured
- Erratic Gadget: Flat crit chance can now be configured
- Erratic Gadget: Additional crit damage is now configurable
- Field Accelerator: Charge per kill is now configurable
- Field Accelerator: Maximum stacking charge per kill is now configurable
- Field Accelerator: Now uses inverse hyperbolic scaling, opposed to linear with a hardcoded capacity
- Greater Warbanner: Extra health regen is now configurable
- Greater Warbanner: Extra crit chance is now configurable
- Greater Warbanner: Cooldown reduction is now configurable
- Hottest Sauce: Radius is now configurable
- Fork: Additional damage is now configurable
- Hottest Sauce: Duration of the Burn debuff is now configurable
- Hunter's Sigil: Added armor is now configurable
- Hunter's Sigil: Added armor per stack is now configurable
- Hunter's Sigil: Extra crit is now configurable
- Hunter's Sigil: Extra crit per stack is now configurable
- Hunter's Sigil: The duration of the buff lingering after beginning to move again is now configurable
- Hunter's Sigil: The additional duration to the above per stack is now configurable
- Molten Coin: Proc chance is now configurable
- Needles: Corrected pickup text / description text to match changes made in last patch
- Needles: Proc chance is now configurable
- Needles: The duration of the buildup debuff is now configurable
- Needles: The amount of needed buildup debuffs for the Needles debuff to apply is now configurable
- Needles: Duration of the Needles debuff can now be configured
- Prototype Jet Boots: Base radius of the explosion can now be configured
- Prototype Jet Boots: Stacking radius of the Prototype Jet Boots can now be configured
- Prototype Jet Boots: Max radius of the explosion can now be configured
- Prototype Jet Boots: Base damage of the explosion can now be configured
- Prototype Jet Boots: Stacking damage of the explosion an now be configured
- Watch Metronome: Base capacity for buffs is now configurable
- Watch Metronone: Additional capacity is now configurable
- Watch Metronome: Maximum movespeed bonus is now configurable
- Hates will say this is an artifically inflated changelog.
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Stages:
- Stages can now be enabled / disabled via config file
- Slate Mines: Added Solus Probes to the enemy pool
0.3.29β
- General
- Updated config to allow players to enable / disable specific items
- Nemesis Commando
- Unlock condition should work properly now
- Submission is now fully agile
- Distant Gash properly spawns a projectile
- Maps
- Added a beta version of Slate Mines as part of the Stage 2 pool - heavy feedback on this is appreciated, and should be directed towards JestAnotherAnimator (Lui) in feedback threads. This is a VERY EARLY PROTOTYPE, and we are currently looking for feedback on stage layout and playability, rather than texture / model work
- Items
- Fixed a lot of items that were broken due to the deprecation of StaticValues.cs - this includes Detritive Trematode, Molten Coin, Prototype Jet Boots, Droid Head, Relic of Mass, and probably others
- Erratic Gadget: Damage is now applied to the crit itself, rather than as a second damage instance
- Detritive Trematode: Now applies a 10% slowness debuff alongside the damage over time
- Dormant Fungus: Uses old % based behavior rather than the weird level-based scaling
- Droid Head: Security Drones are temporarily missing displays for EliteVariety and Aetherium elites. Now supporting Lost in Transit, though.
- Needles: Now uses a building debuff rather than immediately applying. Think of it like a chance-based Shattering Justice
- Needles: Lowered odds of applying debuff (8% -> 6%)
0.3.28β
- General
- Now dependant on MoonstormSharedUtils
- General language changes that we didn't keep track of
- Added Russian localization
- Added Turkish localization
- Mod now properly loads on non-English operating systems
- Executioner
- Networked gaining Ion Burst charges
- Nemesis Commando
- Fixed Nemesis Commando transforming into a mess of polygons when having an overlay active.
- Drastically improved Nemesis Commando Boss AI
- Nemesis Commando now must manually enter the stage like other survivors, and will only use a void portal to enter the stage on Stage 1
- Events
- Added back Nemesis Encounter event
- Canticum Vitae now plays dynamically
- Added Sandstorm, Blizzard, Ashstorm and Purple Rain events to Abandoned Aqueduct, Rallypoint Delta, Abyssal Depths and Sky Meadow respectively
- Items
- Back Thruster: Added
- Nkota's Heritage: No longer drops items on the ground if the item is held by a non-player body (e.g. Mithrix, Engineer Turrets), and puts them straight into their inventory instead
0.3.27β
- General
- Fixed frequency of events as to not permanently rain later into runs
- Fixed event messages showing something along the lines of "<spritename=MARIOSTARBIT>" instead of sprites
- Executioner
- Wastelander skin is now armed with a gun, rather than a Petrichorian Apocalypse Series Collectable Action Figure
- Items
- Dormant Fungus: Updated logbook description for accuracy
- Other
- Changed naming scheme for beta versions in the readme to now include the manifest's release version, marked with a "β"
0.3.26β
- General
- Fixed the package to properly work when automatically installed from R2ModMan