Risk of Rain 2
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Latest version
1.2.0
Last Updated
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158
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0
Size
94KB
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1.2.0

  • New: projectile fire-rate cap, on by default (30 per kind per physics tick, covers every item). Ghost Blades are kept at 30 alive by the game, so each new blade destroys the oldest; 4,960 were created and destroyed in one frame, freezing the game for 33 seconds. The alive cap couldn't catch that because only 30 ever existed.
  • Fix: the "never block ally-spawning projectiles" check also matched projectiles that are themselves deployables (Ghost Blades), which exempted them from every cap. It now only matches projectiles that create a character (ally, minion, clone), and the log says which component matched.
  • New: money overflow guard, on by default. Money stops at 2,147,483,647 instead of wrapping past ~4.29 billion back to near zero (and showing as negative on the HUD above ~2.15 billion).
  • Fix: the money guard never ran in-game, because the game inlines the tiny GiveMoney method into its callers and skips the hook. A new preloader patcher (BepInEx/patchers/LoopLagLimiter.Patcher.dll) marks GiveMoney, the money setter and the price methods as non-inlinable before the game loads. Money is now also clamped in its setter and by a periodic backstop.
  • New: heavy-load mode (only below 15 FPS, so normal runs are untouched): gold nuggets from Ghor's Tome are paused, and item drops queue once 50 items are on the ground, dropping one at a time as items are picked up. Gold nuggets are also skipped whenever every player's money is maxed. While items are queued, a big red chat warning appears when a player is near a charged teleporter or portal, so nobody leaves items behind. Other physics pickups (Monster Tooth healing orbs, Bandolier ammo packs, buff pickups and modded quality variants) are paused under heavy load too, with their own setting. When heavy load starts (and every second while it lasts), the nuggets and pickups already on the ground are cleared too.
  • Changed: the visual effect cap is now on by default at 75 per tick (purely visual; cut total stall time from 26 s to under 8 s in testing). It is a new setting, "Visual effects per tick limit", so 1.1.0 configs get 75 too; a non-zero value set under the old "Max visual effects per tick" is carried over.
  • Changed: queued item drops keep the spacing they were dropped with (e.g. the teleporter's delay between boss items), and that spacing pauses while the ground is full, so picking up a pile of items no longer releases the backlog all at once.
  • New: Sky Meadow falling rocks pause under heavy load, then ramp back from none to normal over 60 seconds once the game recovers.
  • Fix: queued item drops left over when a run ends are discarded quietly instead of logging an error for each one.
  • New: total projectile cap (Limits → Max alive projectiles total, 1000). Once that many projectiles exist together, kinds with 100+ alive stop firing until the total drops; smaller kinds (skills, rare items, enemy attacks) are unaffected.
  • Config sections renumbered to match the settings page order: 0. Troubleshooting, 1. General, 2. Limits, 3. Heavy load, 4. Fixes, 5. Proc limits, 6. Diagnostics. Settings saved under the old section names are carried over automatically.
  • New: price overflow guard, on by default. Prices that overflow into negatives (base cost times a huge loop difficulty multiplier) become 2,147,483,647, the same ceiling as money, so items stay buyable once money is maxed.

1.1.0

  • New: Gasoline chain guard (on by default). Gasoline's explosion runs inside the death that triggered it, so a dense pack of low-health enemies (e.g. a Halcyon Shrine wave deep into a loop) could chain deep enough to crash the game with a stack overflow, freezing it completely. Past 20 levels, the next explosion is queued for the next physics tick; every explosion still happens.
  • New: projectile cap, on by default (500 alive per kind, covers every item). A looped Halcyon Shrine fight had 10,577 Sticky Bombs alive at once. The old opt-in "Max alive projectiles per prefab" setting is replaced by "Max alive projectiles per kind".
  • New: orb cap, on by default (300 in flight per kind, covers every item). The same fight had 1,500 Polylute orbs in flight.
  • New: the credit cap now also covers the Halcyon Shrine's wave director (seen at 650,000+ credits).
  • Fix: projectile counting is now correct even if the game recycles projectile objects, and a burst fired within one tick can no longer overshoot the cap.
  • Safety: the pull cap only removes free-standing pull effects (never characters, allies, minions or deployables), and projectiles that spawn something (allies, minions, clones like Goobo Jr.'s) are never blocked by any cap or limit.
  • New: Bundle of Fireworks proc limit (off by default). Fireworks combined with Pocket I.C.B.M. can flood the stage with rockets.
  • README: new "How each mechanic works" section explaining every setting, its trade-off and default.
  • README: diagnostics keys (F9/F10) only work after turning on "Enable diagnostics" and restarting.

1.0.0

  • First release.
  • On by default: physics catch-up cap, Meat Hook pull cap, removal of orbs with dead targets, camp director credit cap, exception spam guards.
  • Optional: per-second proc limits, max alive projectiles per prefab, max visual effects per tick.
  • Diagnostics mode with stall reports and deep profiling (off by default).
  • Risk of Options settings page with icon (optional dependency).
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