FlitPix-ModpackRegular icon

ModpackRegular

My personal modpack for Risk of Rain 2

By FlitPix

CHANGELOG

Changelog

1.3.0

New mods

Removed mods

  • riskofresources-ItemDisplayRemoval, because it hides more important items like Chronic Expansion, and any performance benefit is outweighed by looping anyway.
  • Many skins, because they weren't used anyway, so just took up VRAM and increased startup time.

Updated mods

Not including dependencies:

  • mwmw-DynamicSkinsFix-1.0.4 -> 1.0.6
  • Goorakh-CollapseDisplay-1.3.6 -> 1.4.0
    • Now works with Lunar Ruin
  • EnforcerGang-HAND_OVERCLOCKED-1.5.1 -> 1.5.2
  • EnforcerGang-Pilot-0.5.2 -> 0.6.1
    • New icons, balance changes, bug fixes
  • ds_gaming-SonicTheHedgehog-3.0.3 -> 4.0.2
    • Lots of code was separated into ds_gaming-HedgehogUtils (so other survivors could have special super forms, for example).
    • Chaos Emeralds are now enabled by a new Artifact.
    • Many of Sonic's attacks now send some enemies flying and turn them into projectiles. More info here.
  • Risky_Sleeps-ClassicItemsReturns-3.4.1 -> 3.5.0
    • Arcade Blades buff
  • AGU-DeltaruneMod-1.7.8 -> 1.8.7
    • Many new items, fixes bugs including Roaring Blade
  • Faustvii-QoLChests-1.2.1 -> 1.2.2
  • DropPod-LookingGlass-1.12.0 -> 1.13.1
    • Updated descriptions for some items and added info such as proc coefficient, base cooldown for equipments, etc.
  • TheTimesweeper-Red_Alert-3.3.1 -> 3.3.3
  • Risky_Sleeps-EnemiesReturns-0.5.21 -> 0.6.6
    • Adds the Swift, adds monsters to more environments, mechanical spider variants
  • viliger-BobombBattlefield-1.1.1 -> 1.1.2
    • Starman and coin rework, audio fix??
  • Wolfo-WolfoQualityOfLife-4.3.0 -> 4.3.1
  • LordVGames-LunarRuinDamageNerf-1.1.1 -> 1.1.2
  • EnforcerGang-SniperClassic-2.0.3 -> 2.0.5

Gameplay changes

  • Using the Chaos Emeralds now grants you 200 armor (x0.33 damage taken) rather than making you fully invincible.
  • Re-enabled Roaring Blade as the exponential heal bug was fixed
  • Disabled the Spamton's dumpster interactable - I found the ambient music annoying and the interactable's effect is very overpowered.
  • Disabled Portable Reactor, since it's maybe a tiny bit too overpowered even as a red item
  • Disabled Showman's Buckle, since Smart Shopper already exists and is somewhat better balanced
  • Buffed Crown's Diamond - it now reduces barrier decay by 10%, +7.5% per stack (previously 6%, 3% per stack).
    • This will likely receive additional adjustments in the future as I use the item.
  • Buffed Makeshift Plating - it now gives 200% plating on stage entry, +100% per stack (previously 50%, +50% per stack). Damage unchanged
    • This will likely receive additional adjustments in the future as I use the item.

1.2.2

New mods

Other changes

  • Actually nerfed Crown's Diamond and Makeshift Plating because I forgot to include the config file again. I've now started using git so this shouldn't keep happening.
  • Nerfed Red Spring Water. Halved all regen values.
  • Purchased interactables now become almost entirely invisible instead of completely disappearing, so loot quantity can still be estimated while open chests can still be clearly identified.
    • If you prefer the old behavior, open the QoLChests config's Hide section and set Fade to false.

1.2.1

Actually disabled Locked Jewel. (Forgot to include the config file in the archive...)

1.2.0

New mods

Removed mods

Bumped mod versions

Gameplay changes

I thought these would make the game more interesting and fun. Most were added by Wolfo-LittleGameplayTweaks and WolfoQualityOfLife, others were config changes to existing mods. These may be changed frequently with more multiplayer sessions and more testing. Not everything is listed here because there's a lot.

General

  • The title screen shuffles between different color themes.
  • The objectives on the right side are expanded to remind you to use Rusted Keys, Regen Scrap, and Sale Stars; claim your Shipping Request Form item(s); use portals; and hit all the Aurelionite Geodes on Prime Meridian's path to the boss (gives a small Aurelionite Fragment).
  • Chat messages are sent when you die (what killed you), win, get revived (tells you what item was used), break watches/elixirs, use a Shrine of Shaping, or lose items to scrappers, printers, Egocentrism or Benthic Bloom (now more specific).
  • When you pick up a regular item while also having its Void counterpart, the chat displays how many of that Void item you now have. For example, if you pick up a Tougher Times with Safer Spaces, it will show "Tougher Times(2)" with (2) being Void colored.
  • The delay before you can reuse printers, scrappers, and shrines has been reduced.
  • When looping...
    • Teleporters spawn more bosses, which get additional health.
    • Void Seeds spawn more monsters.
    • Stages start with more monsters.
    • The ambient level cap increases by 20 for each completed stage.
    • Tier 2 Elites cost 30x credits instead of 36x.
  • Pinging allies displays a friendly greeting!
  • Exiting a stage no longer emits a scanner.

Stages

  • Path of the Colossus Environments are in the main stage rotation. You still need to use the green portal to enter Prime Meridian, as normal.
  • Most Stage 1s, 2s, and 3s start with 40% more monster credits. This means monsters should spawn more frequently, and/or more Elites should appear.
  • Three Lunar Seers appear in the Bazaar Between Time, and they'll tell you the stage name in pings and on hover. If you use the seers to go to Gilded Coast, Void Locus, or a stage in the Path of the Colossus, the exit portal will change accordingly.
  • Cells in the Void Fields give regeneration before they're activated.
  • On first loop, modded stages appear slightly more frequently.
  • Loop variants now have a 10% chance to appear pre-loop.
  • Family events can happen on Stage 1. More family events can happen in vanilla Environments that don't normally have them.

Interactables

  • Mountain Shrines can now appear in Sulfur Pools.
  • Gunner Turrets no longer appear in Stage 4s and 5s.
  • Mili-Tech (Legendary) Printers, Large (Boss) Printers, and Cleansing Pools are a bit more common.
  • Blood Shrines reward 25/40/60 gold scaled with time, with a small mult based on HP.
  • Shrine of the Woods costs 10 gold, its cost ramps up less, and can be purchased four times.
  • TC-280 costs 300 gold and has better regen and resistance.
  • Equipment Drones will use equipment a lot more often with certain equipments, like Radar Scanner.
  • Void Potential Chests (50% health for non-void item) can contain any item from any tier. Pinging any Void Potential will include their contents in the ping.
  • Aurelionite Fragments (rewarded from Halcyon Shrines) no longer always have SotS items. Pinging an Aurelionite Fragment will include its contents in the ping.
  • The Pillar of Mass on Commencement charges 20% faster but spawns 20% more monsters.
  • Chaos Emeralds now cost 40 gold (previously 50). This makes them more expensive than small chests but cheaper than big chests.
  • Added physical cost indicators to interactables that didn't have them (Cleansing Pools, Lockboxes)

Items

  • Starstorm 2 adds many new items.
  • Bob-omb Battlefield has some exclusive items for that Environment only. Shake the trees!
  • Pearls and Irradiant Pearls appear as teleporter rewards now. This wasn't actually intentional, but I left it in because it's neat.
  • The Chaos Emeralds will only appear if Sonic is in play.
  • In multiplayer, anyone who has collected a Chaos Emerald may now enter their super transformation. Previously, anyone could, even if they didn't get an Emerald. If you want to be able to go super, contribute to collecting the Emeralds!
  • Jack of Spades is now Uncommon (green).
  • Nerfed Crown's Diamond. It now gives 10% barrier (previously 20%) when out of combat every seven seconds, and reduces barrier decay by 6%, +3% per stack (previously 15%, 15% per stack).
  • Nerfed Makeshift Plating. It now gives 50% plating on stage entry, +50% per stack (previously 200%, +200% per stack). Damage unchanged.
  • Disabled Locked Jewel.
  • Disabled Roaring Blade. The item currently has a major bug where, in multiplayer, it will exponentially increase bosses' health. It will be re-enabled when the bug is fixed.

Survivors

  • Disabled Desolator.
  • Captain can use beacons on all stages now, except for the Bazaar Between Time.
  • Disabled some sounds in Paladin's Link skin, since they play on other Survivors for some reason.

Other changes

  • Disabled Colossus and Ifrit because they aren't fun to fight. Their boss items are I think still available in printers/Command.
  • Opening the in-game options for the first time no longer informs you that you can configure mod options. (...By the way, you can do that!)
  • Removed dependencies like R2API from the manifest because they don't need to be there.

1.1.1

Removed DestroyedClone-DropInMultiplayer_GUI (doesn't work) and chravis-Bisharp_Mod (broke after adding other mods). I meant to do this in 1.1.0 but I somehow missed it??

1.1.0

Click to show/hide...

New mods

Gameplay

Survivors

Skins

Added 31 new skin mods.

Quality of life

Bumped mod versions

Other changes

  • Thunderstore Listing: Removed mod list from README, as it was too large to maintain and too high-effort for a personal modpack implying somehow that this changelog isn't...
  • Config: Manually reorganized the Survivor list in-game. Vanilla and RoR1/RoRR Survivors are properly mixed together first (including Pilot and Robomando), followed by original/inspired Survivors, followed by copyrighted character Survivors.
  • Config: Changed DropinMultiplayer chat message to reflect the removal of DestroyedClone-DropInMultiplayer_GUI.

1.0.0

Initial release.