Risky Artifacts
Adds 6 artifacts to ruin your run with. Features Origin from Risk of Rain 1!
Date uploaded | 2 years ago |
Version | 1.7.1 |
Download link | Moffein-Risky_Artifacts-1.7.1.zip |
Downloads | 7701 |
Dependency string | Moffein-Risky_Artifacts-1.7.1 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2117README
Risky Artifacts
Adds 6 artifacts to ruin your run with.
- Artifact of Origination
- Bosses invade the map every 10 minutes.
- Invaders gain +50% movement speed, +30% attack speed, and +20% damage, -30% cooldown reduction, and adaptive armor (loop-only).
- Invaders drop items when killed, with a chance to drop Pearls.
- Boss spawn count scales based on playercount and loop count.
- Config allows for Classic Origin, where only Imp Overlords spawn.
Feedback on this would be greatly appreciated! Trying to figure out what bosses should be enabled/disabled with this (removed Beetle Queens and Worms already), or if the stat boosts need any adjustments. Once I'm more confident in the balance, I'll add a lot more config options.
-
Artifact of Arrogance
- Mountain Shrines are permanent.
-
Artifact of Expansion
- Teleporter radius is mapwide, but takes longer to charge and prices are increased by 25%.
- Doubles Moon/Void field holdout radius but increases their charge time.
- Disables Focused Convergence while active.
-
Artifact of Conformity
- Prevents scrappers and printers from spawning.
-
Artifact of Warfare
- Boosts monster movement speed, attack speed, and projectile speed by 50%.
-
Artifact of Primacy
- The Primordial Teleporter spawns on every stage after looping.
For Mod Devs
If you are making a custom boss and want to add it to the Artifact of Origination spawn pool, add a softdependency to com.Moffein.RiskyArtifacts then do:
Risky_Artifacts.Artifacts.Origin.AddSpawnCard(Spawncard, BossTier);
Boss Tier affects when the boss can spawn.
Stage 1-2: 100% chance T1
Stage 3-4: 30% chance T1, 70% chance T2
Stage 5+: 25% chance T1, 65% chance T2, 10% chance T3
T1: Beetle Queen (disabled), Titan, Vagrant, Dunestrider
T2: Imp Overlord, Magma Worm, Solus Control Unit, Grovetender, Xi Construct, Void Devastator
T3: Grandparent (disabled)
Icon Credits
Warfare - MinHui12g
Conformity, Arrogance, Expansion, Origin - KoobyKarasu
Installation
Place Risky_Artifacts.dll in /Risk of Rain 2/BepInEx/plugins/
Changelog
1.7.1
-
Origin
- Bosses no longer have adaptive armor when looping.
- Can be re-enabled in the config.
Disabled since adaptive armor sucks to fight when going against horde bosses.
- Bosses no longer have adaptive armor when looping.
1.7.0
-
Origin
- Reduced Yellow drop chance from 11% -> 8%
- Now attempts to drop the corresponding boss's item if possible.
- Falls back to Green items if there is no boss item available.
Getting regular Pearls from boss drops felt pretty underwhelming. This behavior should resemble RoR1 more.
1.6.1
- Conformity
- Added config options to let you only disable Scrappers/Printers, instead of being forced to disable both.
1.6.0
- Origination
- Now tries to avoid repeating the same boss twice in a row.
- Magma Worms now drop their items at the nearest available navigation node.
- Fixed Pearls dropping way too often. (Was set to have around a 50% drop chance. Now is more like 10%)
- Added Xi Construct.
- Added Void Devastator.
1.5.1
- Primacy
- Added force enable config option. (Disabled by default)
1.5.0
- Primacy
- Added config option to enable it on the first loop. (Disabled by default)
1.4.11
- Fixed for real.
1.4.10
- Fixed for latest patch?
1.4.9
-
Conformity
- Fixed Red/Yellow printers not getting deleted.
-
Arrogance
- Made values public for cross-mod compatibility.
1.4.8
- Origination
- Boss counter no longer increases when spawning new waves in the Artifact Reliquary.
- Added extra null checks.
1.4.7
- Fixed Conformity Disable in Bazaar config option.
1.4.6
- Added CannotSteal tag to OriginBonus.
1.4.5
- Added OriginBonus to BrotherBlacklist
1.4.4
- Fixed incompatibility issues.
1.4.3
- Updated for latest R2API update.
- Origin bosses now only show 1 entry on the objective HUD.
- Rewrote Conformity code to work with the new update.
- Now destroys Printers and Scrappers after they spawn.
- Might be buggy.
1.4.2
- Fixed Expansion not working when ZetTweaks is installed.
- Note: Elites are currently broken due to R2API issues. Should be fixed once that updates.
1.4.1
- Removed Conformity debug text.
1.4.0
- Updated for DLC update.
- Origination
- Bosses are now on the Void team (can be changed in config).
- Bosses now have a chance of dropping Void items if the DLC is enabled.
- Disabled Grandparents by default.
- Fixed Grandparents being unable to be disabled.
- Expansion
- Lowered price multiplier from +30% -> +20%
- Now affects Void Locus (uses same settings as Void Fields)
1.3.5
- Fixed Aetherium's Witches Ring causing Origin Bosses to drop items.
1.3.4
- Added missing EliteAPI submodule dependency that was causing errors on certain mod setups.
1.3.3
- Origination
- Disabled per-loop boss count scaling.
This was spawning too many bosses when combined with the +1 Boss Per Invasion change.
1.3.2
- Origination
- Each invasion spawns +1 extra boss, multiplied by Player Factor and Loop Factor.
Origination Bosses were feeling like too much of a pushover compared to Vengeance/Worms, so their numbers have been increased.
1.3.1
- Added config options for disabling artifacts.
1.3.0
- Origination
- Overhauled Elite selection code so that it can select modded Elite tiers.
- This breaks the Allow Elite Worms config option because it checks the elite spawning conditions. Mods that remove the Elite Worm restriction will be able to get around this.
- Item Drop rarity is now based on the Elite Cost Multiplier.
- Cost >= 3 guaranteed Greens
- Cost >= 15 gives guaranteed Reds
- White/Green chances decrease from their base chances to 0% linearly as the cost approaches each threshold.
- Overhauled Elite selection code so that it can select modded Elite tiers.
1.2.2
- Origination
- Made tweaks to spawning and fixed a bug that was causing less bosses to spawn than intended. Hopefully this will fix instances where bosses fail to spawn.
- Adjusted elite boss drop odds. Since they're tanky and take up a ton of potential boss spawns which would give more loot, they need better drops to account for that.
- If a T1 Elite drops a Pearl, it will always be an Irradiant Pearl.
- T2 Elites are now more likely to drop Reds instead of Pearls.
- TODO: Convert this into a consistent function that takes in a Elite's cost multiplier and adjusts drops based on that.
1.2.1
- Readme update.
1.2.0
- New Artifact: Artifact of Primacy
- Primordial Teleporter spawns on every stage after looping.
1.1.0
- Origination
- Reduced spawn count from +0.5 per player to +0.3 per player (same as how the game's difficulty scales with playercount).
- Now tries to combine spawns into elite bosses if too many are spawning.
- Elite Bosses drop better loot.
- T1 Elites drop Uncommons and above.
- If Honor is active, they drop Commons like normal unless the Ignore Honor setting is enabled.
- T2 Elites drop Legendaries and Irradiant Pearls.
- T1 Elites drop Uncommons and above.
- Elite Bosses drop better loot.
- Reduced per-loop spawncount increase from +100% -> +50%
- Fixed Honor bosses having more HP than intended.
- Added config to disable forced elites for Honor.
- Added config for what bosses can spawn.
- Added config to disable particle effect.
1.0.11
- Origination
- Fixed a bug where bosses sometimes wouldn't spawn if players are dead.
- ??? now adds 3 extra bosses per stack.
1.0.10
- Origination
- ??? now adds 2 extra bosses per stack.
- ??? extra boss count now increases with each loop.
- Fixed a bug where ??? stacks sometimes wouldn't be counted when spawning bosses.
In RoR1, a single Unstable Watch could net you 7+ imps per spawn. Hoping this should make it easier to get a party going in 2.
1.0.9
- Origination
- Fixed bosses never dropping Pearls.
1.0.8
- Origination
- Formula now only rounds downwards at the end so that it scales properly for even playercounts.
- New formula is Floor((0.5 + 0.5 x LivingPlayers) x Floor(StagesCompleted/5))
- Formula now only rounds downwards at the end so that it scales properly for even playercounts.
1.0.7
- Origination
- Bosses now only get Adaptive Armor after looping.
- Each loop now causes extra bosses to spawn.
- Redid how the total amount of bosses is calculated. This should fix bosses sometimes failing to spawn if certain players are dead.
- New formula is Floor(0.5 + 0.5 x LivingPlayers) x Floor(StagesCompleted/5)
I found that Origin bosses were feeling a bit too tanky early-on when you don't have the DPS to burst them down, but become trivial once you start looping and reach the point where you can burst them in seconds. Hoping to address both of these issues with this update. Considering making it so that multiple bosses combine into 1 elite boss if too many are spawning, but at the same time a large part of the appeal of Origin in RoR1 is the sheer amount of bosses that could spawn from it, so I'm leaving it as-is for now.
1.0.6
Fixed the mod breaking when ProperSave isn't installed.
1.0.5
- Arrogance
- Now supports ProperSave (Thanks kumakuma215!)
1.0.4
- Origination
- Fixed bosses failing to spawn if a player is too far from an AI node.
1.0.3
- Origination
- Spawn count reduced to 1 boss for every 2 players.
In multiplayer, Origination can end up feeling like a cheap run-ender due to the sheer amount of HP and area suppression the bosses have, compared to regular Vengance clones who only become dangerous later into the run. This spawncount change should more closely match with how RoR2's difficulty scales with playercount, and will make taking ??? more impactful.
1.0.2
- Origination
- Damage bonus reduced +50% -> +20%
- Attack speed bonus reduced +50% -> +30%
- Cooldown Reduction bonus reduced -40% -> -30%
The damage bonus was set to 1.5x to be lower than a T1 Elite's damage bonus, but it ended up being too much when combined with all their other attributes. -40% cooldowns and +50% attack speed were proving to be too much with Ancient Wisps, so they've been reduced slightly.
1.0.1
- Fixed Expansion applying to the escape ship's holdout zone.
1.0.0
- Release
CHANGELOG
2.4.12
- Universe
- Fixed False Son category not being selectable.
2.4.11
- Added DLC2 survivors to default Hunted spawnlist. (Existing configs unaffected)
2.4.10
- DLC2 fix.
- Universe
- Updated default spawnlist. (Existing configs unaffected)
- False Son support (Untested).
2.4.9
- Updated CN TL
2.4.8
- Added Korean TL (Thanks dclear9901!)
2.4.7
- Fixed more nullrefs related to Origin.
2.4.6
- Fixed a nullref related to Origin.
2.4.5
- Fixed ArtifactOfPotential compat.
2.4.4
- Fixed Origin not dropping items due to the Devotion update.
- Let me know if this is still broken when using Artifact of Potential.
2.4.3
- Fixed Arrogance guaranteed mountain shrine not working, seems like the fix from 2.3.4 was breaking it.
2.4.2
- Fixed Hunted spawnpool changes permamently modifying the Universe spawnpool.
2.4.1
- Extra network check for Hunted random loadouts?
2.4.0
-
Added RU TL (Thanks Lecarde!)
-
Cruelty
- Added config for trigger chance. (Chance for Cruelty to be applied to an enemy)
- Added config for failure chance. (Chance for Cruelty to stop adding elites each time a new affix is added)
-
Hunted
- Added Skin/Loadout randomization. (Does this actually work online?)
- Adjusted default config (existing config unaffected)
- HP: 10x -> 4x
- Director Cost: 200 -> 160
Hunted survivors were feeling a bit too tanky to fight.
-
The Phantom
- Removed adaptive armor.
- Now uses Mithrix's actual scaling.
- Minimum HP multiplier of 4x to prevent him from being too easy to beat earlygame.
- Old stat overrides can be re-enabled in the config.
Old stats were an approximation of lategame Mithrix, putting him roughly in the same tier as an Overloading Worm. New stats should make him more viable to fight earlygame if you choose to do so.
-
Universe
- Removed Adaptive Armor from Mithrix Phase 4.
2.3.4
-
Arrogance
- No longer spawns an extra mountain shrine in Simulacrum since it does nothing there.
-
Origin
- Disabled world filter by default. (Existing config unaffected)
-
Hunted
- Disabled overlay by default. (Existing config unaffected)
- Added Nucleator to default config. (Existing config unaffected)
2.3.3
-
Hunted
- Fixed gold rewards being halved.
-
Universe
- Fixed drone gold rewards being halved.
2.3.2
- Hunted
- Umbras no longer have spawn invulnerability.
2.3.1
Just a bunch of default config updates based on my experience playing/hosting with this. You'll need to manually apply these changes to your existing config.
-
Hunted
- Added MoffeinPilotBody to default config.
-
Universe
- Lowered AWU/Direseeker/Aurelionite cost from 7000 -> 6000
- Increased Mithrix cost from 6000 -> 8000
- Increased Mithrix Phase 4 cost from 18000 -> 24000
- Adjusted category weights:
- Special: 1 -> 0.5
- Voidling: 0 -> 0.25
2.3.0
-
Cruelty
- Major config changes, check your config!
- Max T1/T2 Affixes:
- "0" now prevents that elite tier from showing up. "-1" is required for "No Limit" now.
- Special Bosses
- Old Number of Affixes config option removed.
- New config options:
- Number of T2 Affixes
- Number of Non-T2 Affixes
- Fixed Elite type blacklist not working (?)
- Fixed T2 elites not being differentiated internally. (Options that specify T1/T2 elites now actually work (?))
- Max T1/T2 Affixes:
This will allow for better control over what type of elites Cruelty generates. Code for this artifact is a mess so I'm not sure if the bugfixes actually fixed anything.
- Major config changes, check your config!
2.2.14
-
Universe
- Disabled on Void Locus. (Can be re-enabled in the config)
Forgot to include this with 2.2.11
2.2.13
- Hunted
- Fixed "Allow Elites" config being reversed.
2.2.12
- Universe
- Added option to spawnlists to specify desired NodeGraphType. (Mainly intended to fix Brass Monolith spawning in the air)
2.2.11
- Universe
- Disabled on Commencement. (Can be re-enabled in the config)
2.2.10
- Hunted
- Fixed nullref when killing Teleporter Boss Umbras.
- Fixed 0 drop chance in Sacrifice.
2.2.9
-
Hunted
- Fixed HP Multiplier/Damage Multiplier reading from the Director Cost in the config.
- Fixed certain enemies not dropping gold.
Calculated gold reward might not be 100% accurate, but it's better than getting no gold at all.
-
Universe
-
Fixed certain enemies not dropping gold. (Namely Drones)
Calculated gold reward might not be 100% accurate, but it's better than getting no gold at all.
-
2.2.8
- Fixed missing comma in ES TL.
2.2.7
- Updated ES TL.
2.2.6
- Added FR Translation (Thanks StyleMyk!)
2.2.5
- Hunted
- Removed Nemforcer by default due to the possibility of getting softlocked by Heat Crash.
- Added config options for allowing Elites/Cruelty.
2.2.4
-
Hunted
- Removed Huntress by default due to undodgeable autoaim.
-
Universe
- Increased Mithrix weight from 0.1 -> 0.25
These are all just default config changes, and won't show up unless you manually change your existing config.
2.2.3
- Universe
- Fixed a potenetial nullref caused by the Universe Director Card Category Selection having no internal name.
2.2.2
- Universe
- Fixed config typos.
2.2.1
- Universe
- Automatic cost calculation now factors in base shields and armor.
2.2.0
-
New Artifact: Artifact of the Universe
- All monsters can spawn on any stage.
- Tons of config options.
- Default only includes normal monsters and Mithrix (Postloop).
- Can enable Voidling/Mithrix Phase 4/Lunar Scavengers/Drones
-
Hunted
- Increased default director cost from 125 -> 200
Existing configs unaffected, need to manually update your config to receive this change.
2.1.4
- Hunted
- Disabled enemy survivor HP regen by default.
- Fixed config parsing issues on locales that use a comma for the decimal point(?)
- Now requires a period as the decimal for it to be parsed.
2.1.3
- Fixed the Hunted "Use Overlay" option also enabling every survivor.
2.1.2
- Added option to disable Hunted survivor texture.
2.1.1
- Remembered to add icon credit to README.
2.1.0
-
Artifact of the Hunted
- Survivors can spawn as enemies.
- Enemy survivors have increased health and decreased damage.
- Lots of config options. Survivors need to be manually whitelisted for this. Default whitelist includes a decent amount of modded survivors, but not every one.
- Custom per-survivor stats can be specified by listing them as BodyName:DirectorCost:HpMult:DamageMult
- Engi is excluded by default, but there's an option to make his turrets not get the bonus health that survivors get if you want to enable him.
Not balance tested much. Eager to hear suggested settings, feel free to report them on the GitHub page! Icon by Thingw
- Survivors can spawn as enemies.
2.0.5
- Cruelty
- Enemy rewards now scale. (Default: Additive)
2.0.4
- Cruelty
- Default Special Boss max affixes increased 3 -> 4 so that it matches the affix limit from the previous update (need to update config)
2.0.3
- Cruelty
- Added config option for max T2 affixes (Default: 1)
- Added config option for max non-T2 affixes (Default: 3)
2.0.2
- Cruelty
- Fixed Special bosses receiving Cruelty bonuses when the artifact isn't active.
2.0.1
- Cruelty
- Added option to make it guaranteed for Special Bosses (Mithrix, Voidling, Aurelionite, AWU, Direseeker), disabled by default.
- Gets 3 affixes, affix count can be changed in config.
- Non-elite enemies that get turned into elites now receive the proper HP/Damage multipliers for the first elite affix gained regardless of settings.
- Artifiact now works if it's enabled mid-stage via MidRunArtifacts
- Added option to make it guaranteed for Special Bosses (Mithrix, Voidling, Aurelionite, AWU, Direseeker), disabled by default.
2.0.0
-
Expansion
- Changed default price increase from 1.2x -> 1.0x (no increase)
-
New Artifact: Cruelty (From RyanPallesen's FloodWarningArtifacts)
- Enemies can have multiple elite types, with increased health to match.
- Config Options:
- Scale HP (None/Add/Multiply)
- Scale Damage (None/Add/Multiply)
- Scale Cost (None/Add/Multiply)
Starting ports of some of the old artifacts that used to get run in hosts. Thanks to RyanPallesen for giving me permission to include them here!
1.9.6
- Friendly Origination bosses no longer turn the skybox purple.
1.9.5
- Updated BR TL.
1.9.4
- Added Brazilian Portuguese translation (Thanks Kauzok!)
1.9.3
- Primacy
- Fixed lunar teleporter having the wrong starting orientation after Void Fields.
- Now checks if the stage spawns a lunar teleporter naturally, instead of checking stage count.
- Fixed lunar teleporter having the wrong starting orientation after Void Fields.
1.9.2
-
Arrogance
- Guaranteed Mountain Shrine no longer spawns on the Moon, Void Locus, and Voidling
-
Origination
- Added config option for invasion timer.
- Fixed Stage 5+ boss chances being set incorrectly
- T1 Boss: 16.7% -> 25%
- T2 Boss: 72.2% -> 65%
- T3 Boss: 11.1% -> 10%
- Added Scavengers
- On stage 5+, adds a 5% chance to overwrite the boss with Scavengers.
- Half as many Scavengers spawn compared to normal bosses.
1.9.1
- Arrogance
- Fixed Mountain Shrines spawning in intermission levels (Bazaar, Gilded Coast, etc.)
1.9.0
- Arrogance
- Now always spawns an extra mountain shrine like Prestige in Returns.
- Can be disabled in config.
- Now always spawns an extra mountain shrine like Prestige in Returns.
1.8.10
- Origination
- Changed boss spawnpoint selection from NearestNode to Approximate. This will make it generally less buggy and less prone to instant boss deaths.
1.8.9
- Added Spanish translation (Thanks Juhnter!)
1.8.8
- Phantom
- Added min stages config (0 by default).
1.8.7
- Phantom
- Reduced spawn distance from Far to Standard
- Increased damage multiplier from 2 -> 3
1.8.6
- Added Ukrainian translation (Thanks Damglador!)
1.8.5
- Origination now supports ArtifactOfPotential from zombieseatflesh7
1.8.4
- Added nullchecking to Conformity so the game doesn't error when mods spawn printers in the main menu.
1.8.3
- Phantom and Origination now get Evolution items.
1.8.2
- Artifact of the Phantom
- Increased lunar coin drop count from 4 -> 5.
- Added spawn timer config.
1.8.1
-
Artifact of the Phantom
- Reduced spawntime from 5.33min-7min -> 4.5min-6min
Felt like Mithrix never showed up unless you really took your sweet time farming.
1.8.0
-
New Artifact: Artifact of the Phantom
- The Phantom King of Nothing hunts you down if you spend too long on a stage.
- Spawns after spending 5.33min-7min on a stage.
- 12000 HP, 200% damage
- Immune to Void Fog and fall damage.
- Can die to Void Reaver bubbles.
- Drops an Irradiant Pearl and 4 Lunar Coins when killed.
- Begins ravaging the map with explosions after death.
Inspired by the ghost from Spelunky. Barely playtested, give feedback! Will add config for spawn times once I have a better feel for how it plays.
- The Phantom King of Nothing hunts you down if you spend too long on a stage.
1.7.3
- Added Simplified Chinese translation (Thanks JunJun_w!)
1.7.2
-
Languagefile support.
-
Origin
- Increased boss spawn distance from Close to Standard
Hopefully this will reduce instances where bosses get instagibbed when spawning.
1.7.1
-
Origin
- Bosses no longer have adaptive armor when looping.
- Can be re-enabled in the config.
Disabled since adaptive armor sucks to fight when going against horde bosses.
- Bosses no longer have adaptive armor when looping.
1.7.0
-
Origin
- Reduced Yellow drop chance from 11% -> 8%
- Now attempts to drop the corresponding boss's item if possible.
- Falls back to Green items if there is no boss item available.
Getting regular Pearls from boss drops felt pretty underwhelming. This behavior should resemble RoR1 more.
1.6.1
- Conformity
- Added config options to let you only disable Scrappers/Printers, instead of being forced to disable both.
1.6.0
- Origination
- Now tries to avoid repeating the same boss twice in a row.
- Magma Worms now drop their items at the nearest available navigation node.
- Fixed Pearls dropping way too often. (Was set to have around a 50% drop chance. Now is more like 10%)
- Added Xi Construct.
- Added Void Devastator.
1.5.1
- Primacy
- Added force enable config option. (Disabled by default)
1.5.0
- Primacy
- Added config option to enable it on the first loop. (Disabled by default)
1.4.11
- Fixed for real.
1.4.10
- Fixed for latest patch?
1.4.9
-
Conformity
- Fixed Red/Yellow printers not getting deleted.
-
Arrogance
- Made values public for cross-mod compatibility.
1.4.8
- Origination
- Boss counter no longer increases when spawning new waves in the Artifact Reliquary.
- Added extra null checks.
1.4.7
- Fixed Conformity Disable in Bazaar config option.
1.4.6
- Added CannotSteal tag to OriginBonus.
1.4.5
- Added OriginBonus to BrotherBlacklist
1.4.4
- Fixed incompatibility issues.
1.4.3
- Updated for latest R2API update.
- Origin bosses now only show 1 entry on the objective HUD.
- Rewrote Conformity code to work with the new update.
- Now destroys Printers and Scrappers after they spawn.
- Might be buggy.
1.4.2
- Fixed Expansion not working when ZetTweaks is installed.
- Note: Elites are currently broken due to R2API issues. Should be fixed once that updates.
1.4.1
- Removed Conformity debug text.
1.4.0
- Updated for DLC update.
- Origination
- Bosses are now on the Void team (can be changed in config).
- Bosses now have a chance of dropping Void items if the DLC is enabled.
- Disabled Grandparents by default.
- Fixed Grandparents being unable to be disabled.
- Expansion
- Lowered price multiplier from +30% -> +20%
- Now affects Void Locus (uses same settings as Void Fields)
1.3.5
- Fixed Aetherium's Witches Ring causing Origin Bosses to drop items.
1.3.4
- Added missing EliteAPI submodule dependency that was causing errors on certain mod setups.
1.3.3
- Origination
- Disabled per-loop boss count scaling.
This was spawning too many bosses when combined with the +1 Boss Per Invasion change.
1.3.2
- Origination
- Each invasion spawns +1 extra boss, multiplied by Player Factor and Loop Factor.
Origination Bosses were feeling like too much of a pushover compared to Vengeance/Worms, so their numbers have been increased.
1.3.1
- Added config options for disabling artifacts.
1.3.0
- Origination
- Overhauled Elite selection code so that it can select modded Elite tiers.
- This breaks the Allow Elite Worms config option because it checks the elite spawning conditions. Mods that remove the Elite Worm restriction will be able to get around this.
- Item Drop rarity is now based on the Elite Cost Multiplier.
- Cost >= 3 guaranteed Greens
- Cost >= 15 gives guaranteed Reds
- White/Green chances decrease from their base chances to 0% linearly as the cost approaches each threshold.
- Overhauled Elite selection code so that it can select modded Elite tiers.
1.2.2
- Origination
- Made tweaks to spawning and fixed a bug that was causing less bosses to spawn than intended. Hopefully this will fix instances where bosses fail to spawn.
- Adjusted elite boss drop odds. Since they're tanky and take up a ton of potential boss spawns which would give more loot, they need better drops to account for that.
- If a T1 Elite drops a Pearl, it will always be an Irradiant Pearl.
- T2 Elites are now more likely to drop Reds instead of Pearls.
- TODO: Convert this into a consistent function that takes in a Elite's cost multiplier and adjusts drops based on that.
1.2.1
- Readme update.
1.2.0
- New Artifact: Artifact of Primacy
- Primordial Teleporter spawns on every stage after looping.
1.1.0
- Origination
- Reduced spawn count from +0.5 per player to +0.3 per player (same as how the game's difficulty scales with playercount).
- Now tries to combine spawns into elite bosses if too many are spawning.
- Elite Bosses drop better loot.
- T1 Elites drop Uncommons and above.
- If Honor is active, they drop Commons like normal unless the Ignore Honor setting is enabled.
- T2 Elites drop Legendaries and Irradiant Pearls.
- T1 Elites drop Uncommons and above.
- Elite Bosses drop better loot.
- Reduced per-loop spawncount increase from +100% -> +50%
- Fixed Honor bosses having more HP than intended.
- Added config to disable forced elites for Honor.
- Added config for what bosses can spawn.
- Added config to disable particle effect.
1.0.11
- Origination
- Fixed a bug where bosses sometimes wouldn't spawn if players are dead.
- ??? now adds 3 extra bosses per stack.
1.0.10
- Origination
- ??? now adds 2 extra bosses per stack.
- ??? extra boss count now increases with each loop.
- Fixed a bug where ??? stacks sometimes wouldn't be counted when spawning bosses.
In RoR1, a single Unstable Watch could net you 7+ imps per spawn. Hoping this should make it easier to get a party going in 2.
1.0.9
- Origination
- Fixed bosses never dropping Pearls.
1.0.8
- Origination
- Formula now only rounds downwards at the end so that it scales properly for even playercounts.
- New formula is Floor((0.5 + 0.5 x LivingPlayers) x Floor(StagesCompleted/5))
- Formula now only rounds downwards at the end so that it scales properly for even playercounts.
1.0.7
- Origination
- Bosses now only get Adaptive Armor after looping.
- Each loop now causes extra bosses to spawn.
- Redid how the total amount of bosses is calculated. This should fix bosses sometimes failing to spawn if certain players are dead.
- New formula is Floor(0.5 + 0.5 x LivingPlayers) x Floor(StagesCompleted/5)
I found that Origin bosses were feeling a bit too tanky early-on when you don't have the DPS to burst them down, but become trivial once you start looping and reach the point where you can burst them in seconds. Hoping to address both of these issues with this update. Considering making it so that multiple bosses combine into 1 elite boss if too many are spawning, but at the same time a large part of the appeal of Origin in RoR1 is the sheer amount of bosses that could spawn from it, so I'm leaving it as-is for now.
1.0.6
Fixed the mod breaking when ProperSave isn't installed.
1.0.5
- Arrogance
- Now supports ProperSave (Thanks kumakuma215!)
1.0.4
- Origination
- Fixed bosses failing to spawn if a player is too far from an AI node.
1.0.3
- Origination
- Spawn count reduced to 1 boss for every 2 players.
In multiplayer, Origination can end up feeling like a cheap run-ender due to the sheer amount of HP and area suppression the bosses have, compared to regular Vengance clones who only become dangerous later into the run. This spawncount change should more closely match with how RoR2's difficulty scales with playercount, and will make taking ??? more impactful.
1.0.2
- Origination
- Damage bonus reduced +50% -> +20%
- Attack speed bonus reduced +50% -> +30%
- Cooldown Reduction bonus reduced -40% -> -30%
The damage bonus was set to 1.5x to be lower than a T1 Elite's damage bonus, but it ended up being too much when combined with all their other attributes. -40% cooldowns and +50% attack speed were proving to be too much with Ancient Wisps, so they've been reduced slightly.
1.0.1
- Fixed Expansion applying to the escape ship's holdout zone.
1.0.0
- Release