
StageBasedProgression
changes difficulty scaling to use stages completed instead of time
Date uploaded | 2 years ago |
Version | 1.5.0 |
Download link | FROG_MAN-StageBasedProgression-1.5.0.zip |
Downloads | 2106 |
Dependency string | FROG_MAN-StageBasedProgression-1.5.0 |
This mod requires the following mods to function

bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2108
README
Stage Based Progression
a mod that changes the difficulty scaling formula in Risk of Rain 2 from time-based to stage-based. perfect for people who:
- like to take the game slower
- like to explore the environments
- have a hard time finding the teleporter in reasonable time
- like to hunt for secrets
why?
because the time pressure stresses me out (especially when playing with others), but reducing the difficulty scaling makes the game piss easy, so instead i rewrote the scaling code.
compatability
the mod is written in a way that should be compatible with *most* difficulties (depending on if they edit RecalculateDifficultyCoefficent
). The mod will change the ambient level accordingly with scaling speed.
however, since this mod completely overwrites the default function, expect some issues with mods that do modify that function.
the math?
this is the default scaling function
playerfactor = 1 + 0.3*(playercount-1)
timefactor = 0.0506*difficultyscaling*(playercount^0.2)
stagefactor=1.15^stagescompleted
difficulty=(playerfactor + minutesingame * timefactor) * stagefactor
and this is this mod's scaling function
playerfactor= 1 + 0.3*(playercount-1)
stagefactor= (1+.05*(stagescompleted-1)) * stagescompleted *1.25
difficulty= 1+(stagefactor*playerfactor*difficultyscaling)+1.25*difficultyscaling*playerfactor
effect on balance?
i'm not really sure what effect it'll have. more time probably means more time to get items, and might even lead to grinding (since the clock stands still), but the numbers can be tweaked at a later date after balance is gagued better it'll probably be easier if you take a lot of time per stage, but harder if you speedrun stages. but this is just speculation.
CHANGELOG
1.5.0
- fixed ambient level cap not being respected correctly.
- the multiplayer playerfactor now applies to the initial difficulty.
- makes it consistent with how vanilla scaling works.
- increased exponential difficulty increase from 2.5% to 5%
1.4.1
- fixed the mod logging every frame with data
1.4.0
- fixed multiple players causing the ambient level to be negative
- reduced multiplayer scaling to use vanilla values. +.3x, from +.5x
1.3.0
- added an additional 1 and 1/4 block of difficulty (scales with difficulty scaling) to start out with.
- the intent is to make going into a map more difficult, to balance the fact that difficulty never increases while in a map.
1.2.0
- reduced the difficulty gain. each stage now nets 2.5 "blocks" per stage (down from 3)
- added an amount of exponential scaling. each stage cleared after the first now adds 2.5% more block
1.1.0
- increased the difficulty gain by 1.5x
1.0.0
- First release