VinesTweaks
Adds configurable artifacts and gameplay tweaks for Risk of Rain 2.
Version 0.3.0 has been human playtested and fixes a few bugs found during local playtesting.
Sanguine Bargains
This is a direct Blood Shrine tweak, not an artifact. It can be enabled or disabled through Risk of Options.
When this tweak is enabled:
- Blood Shrines track the actual health sacrificed by each player.
- Every 50% cumulative max health sacrificed earns a Blood Tithe reward roll by default.
- Blood Tithe rewards drop a white item by default, with configurable green and red upgrade chances.
- If a Blood Shrine leaves the player at or below 55% combined health, Blood Insurance grants a temporary barrier by default.
- Reward chance, threshold, green/red chances, barrier threshold, barrier amount, and visual feedback are configurable.
- A per-use reward cap prevents extreme config values from creating item bursts.
Artifact of Rewarding Vines
When this artifact is enabled:
- Normal monsters drop a weighted random item at 0.3% by default.
- Elite monsters drop a weighted random item at 1% by default.
- Boss/champion monsters drop an extra weighted random item at 10% by default.
- The first 5 player team level-ups grant white-tier item reward rolls at 100% by default.
- Each time the player team reaches a new 25-level milestone above 0, it rolls a red-tier item at 100% by default.
Artifact of Recalibration
When this artifact is enabled:
- Direct player hits cannot remove more than a configurable fraction of a monster's max combined health.
- Common monsters default to 50% max health per direct hit.
- Elite monsters default to 15% max health per direct hit.
- Boss/champion monsters default to 3% max health per direct hit.
- Passive proc-chain damage is dampened by default to 15% of its original damage and capped at 2% of the monster's max combined health.
- Rapid direct hits on the same target share a short 0.10 second damage budget window by default.
- A distinct impact effect can play when damage is recalibrated.
Artifact of Undying
When this artifact is enabled:
- Monsters that would take lethal damage are held at 1 HP.
- They become immune and continue moving/attacking for a configurable duration.
- Common monsters default to 1.5 seconds.
- Elite monsters default to 4 seconds.
- Boss/champion monsters default to 8 seconds.
- A visible Undying status icon is applied during the last-stand period.
- A repeated visual pulse marks monsters during the immune last-stand period.
- When the timer expires, the monster dies for real.
Artifact of Survival Instinct
When this artifact is enabled:
- Monsters that survive a heavy hit gain temporary damage resistance.
- Common monsters trigger at 35% max health damage by default.
- Elite monsters trigger at 20% max health damage by default.
- Boss/champion monsters trigger at 8% max health damage by default.
- Active Survival Instinct reduces follow-up player damage by 45% for 1.25 seconds by default.
- Each monster has a configurable cooldown before it can trigger again.
Artifact of Scrappy Beginnings
When this artifact is enabled:
- Players take reduced damage during the opening stages.
- Protection lasts for the first 2 stages by default.
- Incoming player damage is reduced by 20% by default.
- The effect ends naturally after the configured protected stage count.
Artifact of Escalation
When this artifact is enabled:
- Monsters gain stage-scaling damage resistance after the early game.
- Escalation starts on stage 5 by default.
- Monsters gain 3% damage reduction per escalation stage by default.
- Elites gain an additional 5% reduction by default.
- Boss/champion monsters gain an additional 12% reduction by default.
- Total reduction is capped at 60% by default.
All numeric values are configurable through Risk of Options.
Configuration
Open Risk of Options in-game and tune:
- Monster drop chance percent
- Elite drop chance percent
- Boss extra drop chance percent
- Early white item level count
- Early white item chance percent
- Player level red tier threshold
- Red tier milestone chance percent
- Common, uncommon, and legendary tier weights
- Item drop launch velocity
- Rewarding Vines kill-drop per-second safety limit
- Visual effect throttle
- Common, elite, and boss direct damage caps
- Passive proc damage multiplier and cap
- Direct damage budget window
- Recalibration impact effect toggle
- Common, elite, and boss undying durations
- Undying visual pulse interval
- Undying visual effect toggle
- Survival Instinct trigger thresholds, duration, cooldown, reduction, and visual effect toggle
- Scrappy Beginnings protected stage count, damage reduction, and visual effect toggle
- Escalation start stage, per-stage scaling, elite/boss bonuses, maximum reduction, and visual effect toggle
- Sanguine Bargains enable switch
- Blood Tithe threshold, reward chance, green chance, and red chance
- Blood Tithe per-use reward limit
- Blood Insurance enable switch, health threshold, barrier amount, and visual effect toggle
- Debug logging
Visual effect prefabs are also retried lazily in-game so feedback effects can recover if RoR2 asset references are not ready during plugin startup.
The same values are also stored in BepInEx config under:
BepInEx/config/com.vgmworld.vinestweaks.cfg
Build
- Install the dependencies in a separate r2modman or Thunderstore profile.
- Copy
local.props.example to local.props.
- Set
BepInExProfilePath and RoR2ManagedPath.
- Run:
dotnet build
Install Locally
Copy the built DLL from bin/Release/netstandard2.1/ into:
<profile>/BepInEx/plugins/vinestweaks/
Launch the modded profile, enable the VinesTweaks artifacts you want before starting a run, and inspect the BepInEx console or BepInEx/LogOutput.log if an artifact does not appear.