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1.1 - 2R4R : Difficulty
Updated 2 weeks agoSee also:
- (Eclipse QoL) https://thunderstore.io/package/RiskOfBrainrot/2R4R/wiki/5174-submods-modular-eclipse/
Difficulty
The difficulty changes here may seem rather subtle, however, they are a sort of capstone on 2R4R's design and balance. Do not underestimate these, especially the changes made to difficulty scaling.
Mechanics
(One-Shot Protection)
- Removed
(Teleporter Overcharge)
- Added
- The Teleporter may now be charged past 99% if the Boss has not yet been killed
- During Overcharge, any remaining Boss enemies will be Crippled, Poisoned, and siphoned of their health
- During Overcharge, the Teleporter's Holdout Zone will additionally begin to shrink
(Pickup Picker Panel Protection)
- Added
- When using any Pickup Picker (example: void potentials), you will be granted 4 seconds of invincibility
Difficulty Scaling
(Difficulty Formula)
- Time scaling is now frozen on Final Stages
- Time scaling is now exponential with time
- Reduced difficulty change on stage increment: +15% -> -10%
* For clarity, this means that difficulty is reduced on stage change *
- Increased difficulty change on loop increment: +0% -> +30%
- Reduced base difficulty factor per additional player: +30% -> +20%
(Economy)
- Enemy rewards are now compensated for difficulty scaling that occurs during a stage
* In other words, as enemies begin to spawn more during a stage, they will drop less gold, remaining proportional to the chest cost *
- Reduced global gold reward multiplier: 100% -> 35%
- Reduced global exp reward multiplier: 100% -> 40%
Base Difficulty Modes
(All)
- Added glowing red outline to base Teleporter object to improve visibility in higher difficulty modes
- Reduced base range of Teleporter particles: 100% -> 80%
(Drizzle)
- Increased range modifier of Teleporter particles: 100% -> 125%
- Increased minimum stage for Tier 2 elites: 6 -> 11
(Rainstorm)
- Increased ambient level cap: 99 -> 999
- Increased starting difficulty: Easy -> Medium
(Monsoon)
- All monsters gain 1.33% attack speed per level, up to level 300 (+400%) (halved for Clay Templars, Chimera Wisps, and Jellyfishs)
- Champions gain 3 armor per level without limit
- Non-champions gain 0.67% movement speed per level, up to level 300 (+200%)
- Increased ambient level cap: 99 -> 999
- Reduced range modifier of Teleporter particles: 100% -> 50%
- Increased starting difficulty: Easy -> Hard
- Increased starting level boost: 0 -> 3
- Reduced minimum stage for Tier 2 elites: 6 -> 4
Eclipse
(All)
- Inherits all changes made to Monsoon
(Eclipse 1)
- Old: -50% Ally Starting Health
- New: Boss Enemies are Always Elite
(Eclipse 2)
- Old: -50% Teleporter Radius
- New: +30% Enemy Movement Speed
(Eclipse 3)
- Old: Fall Damage Doubled and Lethal
- New: All Holdout Zones are 40% Smaller and Discharge 2% Per Second While Vacant
(Eclipse 4)
- Old: +40% Enemy Movement Speed
- New: -25% Ally Healing
(Eclipse 5)
- Old: -50% Ally Healing
- New: -40% Enemy Cooldowns
(Eclipse 6)
- Old: -20% Enemy Gold Drops
- New: Dying Enemies Drop Exploding Bombs
(Eclipse 7)
- Old: -50% Enemy Cooldowns
- New: 20% Item Tax Per Stage
(Eclipse 8)
- Unchanged
Directors
Initial Director
- Increased interactable credits on all stages by +125
Pre-TP Director
- Increased fast director Elite Bias: 100% -> 120%
- Increased slow director Elite Bias: 100% -> 120%
- Increased slow director Credit Multiplier: 75% -> 100%
TP Director
- Reduced lesser director Credit Multiplier: 100% -> 80%
Pages
- 0.1 - 2R4R : A Foreword (Read First)
- 0.2 - 2R4R : A Brief Guide to All That Is Known
- 1.1 - 2R4R : Difficulty
- 1.2 - 2R4R : Items : Damage/AutoPlay
- 1.2 - 2R4R : Items : Healing/Defense/Mobility
- 1.2 - 2R4R : Items : Utility/Economy
- 1.3 - 2R4R : Items : Equipment
- 1.4 - 2R4R : Enemies
- 1.4 - 2R4R : Interactables
- 1.4 - 2R4R : Stages/Spawnlists
- 2.1 - SwanSongExtended : Core
- 2.1 - SwanSongExtended : Item Reworks
- 2.2 - SwanSongExtended : Artifacts
- 2.2 - SwanSongExtended : Elites
- 2.2 - SwanSongExtended : Interactables
- 2.2 - SwanSongExtended : Items
- SubMods : Abyssal Depths
- SubMods : Adaptive Chest
- SubMods : Block Chance Reworks
- SubMods : Elite Reworks
- SubMods : Ending Reworks
- SubMods : Green Alien Head
- SubMods : Inventory Sorting
- SubMods : Jump Reworks
- SubMods : Missile Reworks
- SubMods : Modular Eclipse
- SubMods : Proc Chain Nerfs
- SubMods : Speedy Beetles
- SubMods : Sprint Rework
- SubMods : Survivor Reworks
- SubMods : Trophy Item Acquisition
- SubMods : Void Cradle Reworks