GeneticVariantsPatch
Adds some VarianceAPI functionality to GeneticArtifact
Last updated | 2 months ago |
Total downloads | 10684 |
Total rating | 1 |
Categories | Enemies Artifacts |
Dependency string | Rico-GeneticVariantsPatch-0.4.0 |
Dependants | 7 other packages depend on this package |
This mod requires the following mods to function
Nebby-VarianceAPI
VarianceAPI allows you to create Variants for CharacterBodies, Variants can have different textures, lights, skills, and more.
Preferred version: 2.2.0Rico-GeneticArtifact
Adds an artifact that emulates a genetic algorithm on monster stats.
Preferred version: 4.5.3README
Basic Description
- This mod adapts the stat-based learning system from GeneticArtifact to the variant selection system of VarianceAPI
- This doesn't evaluate the performance of each variant, but instead suggests variants based on the stats they have
- With the current math, each variant can be recommended anywhere between half and twice as often (subject to change)
- Note: this mod does NOT require the Artifact of Genetics to be active to function, as it only runs IF the artifact is enabled
How it Works
- Each variant in VarianceAPI has 5 stat multipliers, and 4 of these match GeneticArtifacts' choices
- As the genetic learning system chooses which stats to prioritize, this mod will keep track of how well those match the variants' multipliers
- If it discovers a close match, that variant will have it's spawn rate increased - poor matches will have theirs reduced
Known Issues/Planned Updates
- This is a prototype build of this concept, so balance and polish haven't been taken care of yet
- If you run into any bugs or have feedback, either reach out in the discord or contribute a issue on the github
- Have a better idea for an icon? I'll gladly take it since the current one is not great
Changelog
0.4.0
- Updated for Variance v2.2 internal catalog names
0.3.0
- Updated for VarianceAPI v2 (Nebby my beloved, make the catalog public)
- Due to the new VAPI structure, the method of adjusting spawn rate isn`t super safe and may break on conflict
- Added config option to set the maximum effect this mod can have on each spawn rate (globally)
- Default value is 0.5 - variants will be up to 50% more/less common than their base rate
- Fitness evaluation is much stricter now and uses fancier maths for the spawn rate tweaks
- Simple variants are much more likely to spawn early into runs, but taper off as the algorithm learns
- Extreme variants are unlikly to spawn early, but can dramatically increase later on
0.2.0
- Added ability to prevent variants from recieving the genetic bonuses it`s standard version would recieve
- Added configuration option to enable/disable the above (enabled by default)
- Added configuration option to enable/disable the dynamic variant chance tweaking (enabled by default)
0.1.0
- Prototype release, expect things to be broken/unpolished
Installation
Place the .dll in Risk of Rain 2\BepInEx\plugins or use a mod manager.
Contact
If you have issues/suggestions leave them on the github as an issue/suggestion or reach out to Rico#6416 on the modding Discord.