MonsterVariantsPlus
An Add-On for Rob's Monster Variants mod, Variants now have a chance to drop items, give extra gold and experience! Also comes with new Variants & 'Other' Variants! Configurable! Now on Github!
Last updated | 3 years ago |
Total downloads | 61840 |
Total rating | 15 |
Categories | Mods Enemies Artifacts |
Dependency string | Nebby-MonsterVariantsPlus-1.4.9 |
Dependants | 3 other packages depend on this package |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.3.1rob-MonsterVariants
Adds rare, powerful monster variants to make runs more difficult. Now properly networked.
Preferred version: 1.3.8README
MonsterVariantsPlus
- An Addon for Rob's MonsterVariants
- Adds Custom Variants on top of Rob's Existing Variants
- Killing a Variant now Gives rewards Depending on their Tier (Common, Uncommon & Rare)
- (Note, Tiers are not mentioned in Rob's page, each Variant has a Tier assigned to it which cannot be changed via configuration.)
- Rewards include Extra gold based off a Multiplier, Extra XP based off a Multiplier, & a Chance for an item to drop from the Variant (As if the Artifact of Sacrifice was Active).
- Rewards Configurable, including the Gold Multiplier, the XP Multiplier, & the Item drop chances.
Features
Gold Bonus
- Receive extra gold when killing a Variant, based off a Multiplier & the Variant's Tier. Values are fully Configurable.
Default Values:
- 1.3 for Common Variants
- 1.6 for Uncommon Variants
- 2.0 for Rare Variants
- For more information regarding the Gold Bonus, such as how it works and it's default values, check out it's wiki page. Link
XP Bonus
- Receive extra XP when killing a Variant, based off a Multiplier & the Variant's Tier. Values are fully Configurable.
Default Values:
- 1.3 for Common Variants
- 1.6 for Uncommon Variants
- 2.0 for Rare Variants
- For more information regarding the Gold Bonus, such as how it works and it's default values, check out it's wiki page. Link
Item Drops
- Each time you kill a Variant, there's a small chance for it to drop an Item which's tier can be White, Green or Red.
- Chances are highly configurable, and each Tier has it's own chances. (drop chances are not affected by the Luck stat).
Default Values:
Common Variants:
- 3% for a White item
- 0% for a Green item
- 0% for a Red item
Uncommon Variants:
- 5% for a White item
- 1% for a Green item
- 0% for a Red Item
Rare Variants:
- 10% for a White Item
- 5% for a Green Item
- 1% for a Red Item
- To avoid the player farming items inside hidden realms, a special config entry exists to determine how the mod calculates the chances for an item drop.
The Settings are:
- Unchanged:No changes are made.
- Halved: When the variant dies, there's a 50% Chance the mod will roll the dice to determine wether or not an item spawns.
- Never: Variants never drop items in hidden realms.
It is highly recommended that you check out it's Wiki page, since there you can find a better explanation of how the item drop mechanic works. Link
New Variants
Steel Contraption
AD-Shroom
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Monster Variants Plus adds new Variants to the game
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The end goal is to have at least one variant per type of enemy.
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Just Like in the Original Monster Variants, their spawn chance can be changed in the config file.
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All of my variants have custom names, so if you find a new one, you can ping it and it's name will show up.
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If you don't want any new variants, you can also disable the entire section in the config file.
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Due to the increasing list of variants, from now on only their Names and it's spawn chances will apear in the list below, you can check out the MonsterVariantsPlus wiki for all the details regarding the new Variants. Link
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Or you can click a variant's name and a new browser tab will open up with it's wiki entry.
Lesser Wisp Variants
- 7% Chance
Almost-But-Not-Quite-Archaic Wisp
- 4% Chance
- 2% Chance
Brass Contraption Variants
7% Chance
- 7% Chance
Hermit Crab Variants
- 5% Chance
Clay Templar Variants
- 5% Chance
Mini Mushrum Variants
- 5% Chance
- 10% Chance
- 2% Chance
Parent Variants
- 8% Chance
- 6% Chance
Imp Variants
- 10% Chance
- 5% Chance
Bighorn Bison Variants
- 5% Chance
Greater Wisp Variants
- 8% Chance
Kinda-Great-But-Not-Greater Wisp
- 6% Chance
- 2% Chance
Solus Probe Variants
- 7% Chance
Elder Lemurian Variants
- 5% Chance
- 4% Chance
- 4% Chance
Stone Golem Variants
- 3% Chance
Grandparent Variants
- 4% Chance
Scavenger Variants
- 8% Chance
Clay Dunestrider Variants
- 4% Chance
- 2% Chance
Solus Control Unit Variants
Malfunctioning Solus Control Unit
- 4% Chance
Alloy Worship Unit Variants
Malfunctioning Alloy Worship Unit
- 4% Chance
Stone Titan Variants
- 4% Chance
Aurelionite Variants
- 4% Chance
- 2% Chance
- 2% Chance
Beetle Queen Variants
- 4% Chance
- 2% Chance
Imp Overlord Variants
- 2% Spawn Chance
- 4% Spawn Chance
Modded Variants
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Monster Variants Plus also adds variants for modded enemies, given if their mod is installed.
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All the things said in the "New Variants" section also applies to these variants
ClayMen Variants (Mod Link)
- 15% Chance
- 7% Chance
Ancient Wisp Variants (Mod Link)
- 4% Chance
- 2% Chance
Archaic Wisp Variants (Mod Link)
- 4% Chance
- 7% Chance
- 2% Chance
Other Variants
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Other variants is a new concept, where Nebby adds variants for potentially helpful Creatres.
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Other Variants can be toggled OFF with a simple boolean switch on the config file.
Beetle Guard Variants (Queen's Gland)
- 25% Chance
- Taken directly from Robs Monster Variants.
- 2% Chance
- Taken directly from Robs Monster Variants.
Squid Polyp Variants
- 10% Chance
- 2% Chance
- 3% Spawn Chance
- 4% Spawn Chance
- 2% Spawn Chance
Not Listed here are variants for the Empathy Cores' Solus Probes. These variants are exactly the same as the normal Solus Probe variants and have their same spawn chances by default.
If you have Mystic Items installed, MVP will enable special variants for the Legendary Mask's Archaic Wisps. These variants are exactly the same as the normal archaic wisp variants and have their same spawn chances by default.
Artifact of Variance
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MVP Adds a new artifact called the Artifact of Variance
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The Artifact causes all monster variants spawn rates to be multiplied by 2
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Multiplication number can be increased in the Config File
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Has an option for increasing rewards alongside spawn rate (Disabled by default).
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More information can be found in it's respective wiki page. Link
Installation
- To install the addon, simply drag the MonsterVariantsPlus.dll onto your plugins folder. Make sure Rob's DLL is also there, or else the plugin will not activate.
Known Issues
- The Ichor Imp's Material causes the imp to have a weird blotch of yellow on its back, no clue what causes this.
Future Plans
- Have Boss variants drop their Boss item based off Chance.
- Create actually pleasing to the eyes textures for the variants instead of the awful look of some of them cough cough Alpha Bison cough cough
- Wait for Rob to implement DeathState replacers to replace the Wisp Amalgamate's death behavior instead of using a hook, which would increase performance overall.
- Make some wizardry to improve the Wisp Amalgamate's Death explosion & it's light emmiting properties so they arent green.
Contacting
In case you need to report a bug, please do so using Github's Issue Tracker found Here In case you have a suggestion for a variant, please suggest it in the Github's issue tracker using the correct label. I am no longer taking variant suggestions via discord. I also hang out in the Official Risk of Rain 2 Modding Discord Server under the name of "Nebby" in case you want to contact me for other purposes.
Special Thanks
Rob, for making his MonsterVariants mod and helping me a lot with questions i've had.
KomradeSpectre, for helping me a ton with making the variants have custom skins and more stuff i can't write rn.
Aaron, which helped making the Artifact of Variance a reality.
Dgosling and DestroyedClone for helping me with the Stone Wisps
Changelog
'1.4.9' New Coat Of Paint
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Recreated the materials for the following variants:
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AD-Shroom
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Healer Shroom
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Alpha Bison
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Aluminum Contraption
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Steel Contraption
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Added Materials for the Alpha Bison's Hair and the Steel Contraption's Steel Balls.
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Fixed wrong names in Quiet Probe Variants.
'1.4.8' I havent Learnt my lesson yet.
- Fixed wrong mod version being shipped with the dll, no longer should cause a 100% spawn rate on assasins.
'1.4.7' I'm running out of ideas for these titles
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Added the following Variants
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Berserker Overlord
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Ichor Overlord
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Gaussian Probe
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Solus Probe MK2
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The Solus Probes from the Empathy Cores can now be variants, Spawn chances by default are the same as the enemy version's spawn chances.
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Tweaked the Following Variants
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Clay Soldier
- now has 20 armor
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Clay Assasin
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7% Spawn Chance -> 4% Spawn Chance.
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50% Damage -> 25% Damage
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Now only has 10 LensmarkerLenses
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No longer deals bleed damage.
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Now causes Hemorrage on hit, youre welcome. (Feedback apreciated because i dont know how busted this can be lololol)
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Time Bomb, Lunar & Cannon Squids
- No longer uses the Squid Chaingun's Spawn Chance
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Archaic Wisps Variants from MysticItems' LegendaryMask now have it's own spawn rates, these by default are the same as the enemy version' spawn chances.
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'1.4.6' Totally did realize about another r2api missing dependency
- Fixed missing PrefabAPI dependency. that's it.
'1.4.5' Totally Didn't forget about adding this to 1.4.4
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Tweaked the following Variants
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Incinerating Elder Lemurian
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750% Damage -> 200% Damage
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5 Brilliant Behemoths -> 2 Brilliant Behemoths
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Now has 20 Focus Crystals
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'1.4.4' Shrug
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Fixed missing R2API dependency. Mod should load now without needing to depend on another mod that loads ArtifactAPI
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Added code from KomradeSpectre's ItemModCreationBoilerplate repository, allowing the creation of custom items for MVP's Variants.
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Internal Code Changes.
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Tweaked the Following Variants
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Ichor Imp
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No longer applies blight
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Instead of applying blight, the imp now has a 50% chance of applying Bleed.
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Uses a special item which gives them the ability to apply the Shattering Justice's Pulverized on hit. Reducing armor by 60 points.
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'1.4.3' Optimization n stuff
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Fixed Time Bomb Squids never detonating their Genesis Loop.
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Tweaked code related to rewards and enemy spawning from other variants to use switch statements instead of if else chaincs
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Added a new config entry to determine wether certain variants can spawn enemies.
'1.4.2' Nebby did a Poopy 2, Electric Boogaloo
- Fixed a problem with the Artifact of Variance, it should no longer make all variants always spawn, whoops.
'1.4.1' Stone Wisp Update
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Added the Following Variants
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Lesser Stone Wisp
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Greater Stone Wisp
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Archaic Stone Wisp
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Ghost of Runald
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Ghost of Kjaro
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Blighted Imp
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Added Support for Mystic Items
'1.4.0' Artifact of Variance Update
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Added the Artifact of Variance
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Added Ye Olde Golem Variant
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Tweaked the Following Variants
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Steel Contraption
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Changed primary attack, now launching a massive brass ball instead of 3 brass balls.
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0 Armor -> 25 Armor
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Aluminum Contraption
- 1 Alien Head -> 2 Alien Heads
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ADShroom
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6% Spawn Chance -> 5% Spawn Chance
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0.06% Damage -> 0% Damage
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Now has a Shattering Justice Alongside 10 Alien Heads
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Incinerating Elder Lemurian
- Now shoots Lemurian fireballs instead of Elder Lemurian Fireballs
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Looking for an Old Version's Change log? check it in the Github's Readme