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RiskOfBrainrot-FruitySurvivorTweaks-3.0.0 icon

FruitySurvivorTweaks

Makes Survivors actually Tweaked :)!

Date uploaded 2 weeks ago
Version 3.0.0
Download link RiskOfBrainrot-FruitySurvivorTweaks-3.0.0.zip
Downloads 27
Dependency string RiskOfBrainrot-FruitySurvivorTweaks-3.0.0

This mod requires the following mods to function

RiskOfBrainrot-MoreStats-1.2.5 icon
RiskOfBrainrot-MoreStats

MSU (More Stats and Utilities) is an API mod for utilizing additional stats such as for jump count, barrier decay, shield regeneration delay, fractional luck, execution, healing multipliers, and more.

Preferred version: 1.2.5
RiskOfBrainrot-RainrotSUL-1.0.0 icon
RiskOfBrainrot-RainrotSUL

Shared Utility Library for the RiskOfBrainrot family of mods - including ArtificerExtended, 2R4R, and more.

Preferred version: 1.0.0
duckduckgreyduck-NegativeRegenFix-1.0.0 icon
duckduckgreyduck-NegativeRegenFix

Fixes regen multipliers on negative regen. Good for the Heretic!

Preferred version: 1.0.0
HIFU-HuntressAutoaimFix-1.2.0 icon
HIFU-HuntressAutoaimFix

Makes Huntress able to target enemies nearest to her crosshair. Now with realtime config!

Preferred version: 1.2.0
viliger-RevertStunBuff-1.0.0 icon
viliger-RevertStunBuff

Reverts stun stacking to how it was pre-SoTS.

Preferred version: 1.0.0
Goorakh-AttackDirectionFix-1.2.2 icon
Goorakh-AttackDirectionFix

Fixes attacks not always aiming where your crosshair is. Also known as the "Pierce Bug".

Preferred version: 1.2.2
RiskofThunder-R2API_Language-1.0.1 icon
RiskofThunder-R2API_Language

API for modifying the language localisation of the game

Preferred version: 1.0.1
RiskofThunder-R2API_Loadout-1.0.2 icon
RiskofThunder-R2API_Loadout

API for registering skills, skins and entity states

Preferred version: 1.0.2
RiskofThunder-R2API_Prefab-1.0.4 icon
RiskofThunder-R2API_Prefab

API for Prefab creation, networking and duplication

Preferred version: 1.0.4
RiskofThunder-R2API_RecalculateStats-1.6.0 icon
RiskofThunder-R2API_RecalculateStats

API for manipulating Character Stats

Preferred version: 1.6.0
RiskofThunder-R2API_Deployable-1.0.1 icon
RiskofThunder-R2API_Deployable

API for adding custom deployables

Preferred version: 1.0.1
bbepis-BepInExPack-5.4.2116 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.2116

README

PLEASE JOIN MY DISCORD SERVER IF YOU HAVE ANY FEEDBACK https://discord.gg/w5QBHx5WNP

Huntress Tweaks:

Finally pulling through with Hopoo's intended sprint design. This counts as a Huntress buff because it nerfs every other character.

	Passive:
- All characters can no longer sprint during non-agile attacks. However, some attacks may still be canceled by sprinting.

Rex Tweaks:

These REX changes are focused on giving them slightly riskier gameplay, almost to invoke the unique feel of REX as they were when they first released in Scorched Acres but with the QOL improvements of Hidden Realms.

	Primary:
- syringe damage reduced from 80% to 80.07%
- syringe healing reduced from 60% to 30% (of damage dealt)

	Secondary:
- barrage damage increased to 600%
- barrage cooldown increased to 0.75s
- drill cooldown reduced to 4s

	Utility:
- bramble volley healing reduced from 10% of max health to 7% of max health

	Special:
- harvest now executes enemies below 15% health
- reduced "endlag" after casting harvest to 0.5s

Bandit Tweaks:

The BANDIT changes give them more of a cooldown-juggling style of gameplay. It's slower, but more rewarding, with a higher emphasis on using Lights Out to dish extra damage in bursts. Backstabbing with secondaries is made easier and more viable with extra stealth, mobility, and damage.

Desperado, too, has been buffed considerably to compensate for Lights Out's new prominence!

	Primary:
- shotgun damage reduced to 5x75%
- rifle damage reduced to 280%
- rifle bloom reduced
- reload duration for both primaries increased (0.5s -> 0.7s)
- Added ONE new skill

	Secondary:
- dagger damage increased to 600%
- dagger ACTUALLY lunges
- shiv damage increased to 400% 
- cooldown for both secondaries increased to 6s
- hemmorhage changed to deal more damage to targets with more health (makes it easier to execute with specials)
- Added ONE new skill

	Utility:
- stealth duration increased (3s -> 4s)
- stealth cooldown increased to 9s
- stealth hop velocity reduced

	Special:
- lights out damage increased to 700%
- lights out cooldown increased to 5s
- desperado damage reduced to 250%
- desperado cooldown reduced to 3s
- desperado now keeps a few tokens between stages, based on bandits current level
- both specials now execute targets below 15% health for 1s after getting hit (for flavor and consistency)

Acrid Tweaks:

Acrid changes are focused mostly on discouraging Acrid users from sitting back and kiting enemies for most of the game. It's still very possible, but there is new downtime in which using melee or poisoning single targets with your secondary would be a good idea. Many of these changes are intended to help Acrid feel more fluid in combat, to support the aggressive play style Acrid was meant to have.

- Increased base movement speed to 8 m/s

	Passive:
- Reduced Poison duration to 8s
- No longer cancels sprinting

	Primary:
- DOUBLED attack speed
- No longer canceled from sprinting

	Secondary:
- Increased Neurotoxin cooldown to 3s
- Increased Neurotoxin damage to 360%
- Increased Bite cooldown to 3s
- Increased Bite damage to 460%
- Added a little lunge to Bite

	Utility:
- Reduced Caustic Leap cooldown to 5s
- Reduced Frenzied Leap cooldown to 8s
- Reduced "Minimum Y Direction" of both leaps (can be aimed further downwards)

	Special:
- Increased Epidemic cooldown to 12s
- Increased damage to 200%
- Increased spread radius to 100m

Captain Tweaks:

The Captain changes are, like that of Bandit, mostly focused on making him less of a "m1 character". Less of his gameplay is skewed towards spamming primary attacks all the time, and instead on the interesting quirks that arise from his unique kit. For Captain, that means area denial and general crowd control.

	Microbots:
- Now attacks about 1/3 as often

	Primary:
- Now has a 1.5s cooldown, resetting when firing
- Has 2 charges, both recharging at once
- 100% damage and 0.5 proc coefficient per bullet
- Added ONE new skill

	Secondary:
- Increased blast radius (2m -> 6m)
- Deals 250% damage, or 500% damage after it bounces
- Reduced cooldown (6s -> 5s)
- Added TWO new skills

	Utility:
- diablo strike now bypasses oneshot protection

	Special:
- ALL beacons are now refunded at the start of the teleporter event
- Radius of heal + shock beacons increased to 12m
- Increased Shock Beacon fire rate to once every 2s
- Increased Shock Beacon damage (50%, 0.4 proc coefficient)
- Increased Shock Beacon force
- Increased Hack Beacon hack time (15s per chest cost -> 30s per chest cost)
- Resupply beacon now grants 25% CDR to nearby allies

Engineer Tweaks:

pressure mine

	Pressure Mine:
- increased blast radius of both stages to be 2m larger than trigger area
- reduced arm time (3s -> 2s)

MUL-T Tweaks:

MUL-T deserves to be more of a multi-tool character, so many of the changes here are meant to support that. Additionally, some tweaks are inspired by earlier versions of RoR2, to help make MUL-T feel more unique when they aren't doing so well now. Or in other words, it stands to reason that some of Hopoo's changes actively make MUL-T less fun without really changing how well it performs in practice.

	General:
- Increased base move speed to 9, reduced acceleration to 25 (reverted CU1 movement changes)

	Nailgun:
- Replaced corkscrew spread pattern with random spread (reverted CU6 spread changes)
- Now always fires it's nail blast when the attack ends

	Scrap Launcher:
- No longer resets it's cooldown when firing
- Cooldown increased (1.5s -> 3s)
- Base duration reduced (0.3s -> 0.2s)
- Scrap projectile is now affected by slight gravity
- Projectile speed increased (100 -> 150)

	Power Saw: 
- Is now canceled by sprinting (can no longer be used during transport mode)

	Retool:
- Now grants an armor buff while switching weapons
- Swap duration changed to 0.5s
- Cooldown increased to 2s

	Blast Canister:
- No longer canceled from sprinting

	Power Mode:
- (IF BALANCEOVERHAULRBO IS NOT LOADED) Gives its own 20% attack speed penalty

Commando Tweaks:

Commando has been deserving of some kit love since day 1! The hope with these changes is that it will help Commando feel more versatile with kit options, and less like he must be played a certain way or with a certain set of skills.

	Secondary:
- Increased Phase Round cooldown (3s -> 5s)
- Increased Phase Round base damage (300% -> 500%)
- Increased Phase Round projectile size by 2x
- Increased Phase Blast cooldown (3s -> 5s)
- Increased Phase Blast damage (200% per bullet -> 250%)

	Utility:
- Increased Tactical Dive max stock (1 -> 2)
- Increased Tactical Slide cooldown (4s -> 5s)

	Special:
- Increased Suppressive Fire damage (100% per bullet -> 120%)
- Reduced Suppressive Fire cooldown (9s -> 8s)

Artificer Tweaks:

On top of new the content, ArtificerExtended also gives balance changes to help keep Artificer a cohesive whole. They are as follows:

- ENV Suit: Movement speed and fall speed while hovering increased. The hope is that this will help the Hover feel better next to the new passive content.
- Charged Nano-Bomb: Max damage coefficient reduced to help stay in line with Nano-Spear and reduce power creep
- Snapfreeze: Base cooldown duration reduced to better fit inside Artificer's skill cycle
- Flamethrower: Now scales duration and tickrate with attack speed. Reduced base total damage coefficient and proc coefficient to help curb scaling effects
- General: Artificer Base Damage increased.

Heretic Tweaks:

On top of new content, Heretic Unchained also tweaks and fixes existing Heretic content. The changes are...

	General:
- Reduced base max health to 260 (+78)
- Increased base regen to -4 (-0.8)
- Reduced base damage to 16 (+3.2)
- Increased base armor to 30

	Secondary:
- Reduced Slicing Maelstrom "slice" DPS, increased proc coefficient (600% and 6x0.5 per second)
- Increased Slicing Maelstrom "blast" damage and radius (900% and 17m)
- Changed Slicing Maelstrom "blast" falloff model (Linear)
- Increased Slicing Maelstrom charge duration (3s)

	Utility:
- Fixed Shadowfade healing behavior (now 15 ticks of 1.67% healing, or 25% total)

CHANGELOG

3.0.1

    FruitySurvivorTweaks:
- Started updating README before i realized idgaf

3.0.0

    FruitySurvivorTweaks:
- Brought back from the dead.... MWAHAHAHAHAH (split off from 2r4r once again)

    Bandit:
- Hemmorhage base damage reduced: 20 -> 15
- Now gains +200% attack speed while cloaked
- Reduced primary reload duration: 0.7s -> 0.6s
- Shiv (secondary) increased stock: 1 -> 2

    Captain:
- Shotgun primary is now Exacting
- Reduced shotgun charge time: 1.2s -> 0.8s
- Reduced shotgun endlag: 0.35s -> 0.2s
- Increased shotgun cooldown: 1.5s -> 2s
- Reduced tazer AOE radius: 6m -> 2m
- Increased tazer damage bonus on bounce: 2x -> 3x
- Increased diablo strike duration: 20s -> 40s
* i dunno how to make the effect scale properly so im not gonna bother *
- Increased time between Shock Beacon shocks: 2s -> 6s
- Increased Shock Beacon proc coefficient: 0.4 -> 1.0

    Huntress:
- Glaive targeting changed, now tries to bounce between only two targets
- Arrow Rain damage per second increased: idr -> 400%
- Arrow Rain proc coefficient reduced: 0.5 -> 0.3
- Arrow Rain radius increased: 12m -> 14m
- Ballista cooldown increased: 16s -> 18s
- Ballista damage coefficient reduced: 1100% -> 800%
- Ballista proc coefficient increased: 1.0 -> 2.0
- Ballista now has the Slayer damage property (bonus damage to low health)

    Mercenary:
- Eviscerate duration reduced: 3.5s -> 2.5s
- Eviscerate cooldown reduced: 12s -> 11s

    Void Fiend:
- Reduced corruption loss for full heal: -100% -> -50%
- Reduced corruption gain per crit: 2% -> 0%
- Increased armor while corrupted: 25 -> 100
- Can no longer heal while in corrupt form

2.7.0

	Bandit: 
- Backstab passive now converts all critical strike chance into critical strike damage.
- Hemmorhage dynamic damage formula changed to be a little more predictable.
- Added 2 new skills: Breach and Nail Bomb

	MUL-T:
- Fixed a bug where MUL-T's nailgun did not have as much bullet spread as intended.

	Captain:
- Reduced Shock beacon's force on hit to minimize cases where it would knock enemies out of it's own stun zone.

- Fixed a bug where MUL-Ts nailgun did not have as much bullet spread as intended.
- Fixed a bug where dual wielding MUL-Ts nailgun with certain other weapons would cause the nailgun to have dramatically less spread than it was meant to
- Renamed the Executes keyword to Finisher
- Added 2 new Bandit skills: Breach and Nail Bomb
- Fixed some sprint-related bugs
- Imported balance/design changes from ArtificerExtended and HereticUnchained
- Slightly buffed Captain's wormhole skill

2.6.1

- Updated R2API submodule dependencies

2.6.0: Commando tweaks!

	Commando:
- Increased Phase Round cooldown (3s -> 5s)
- Increased Phase Round base damage (300% -> 500%)
- Increased Phase Round projectile size by 2x
- Increased Phase Blast cooldown (3s -> 5s)
- Increased Phase Blast damage (200% per bullet -> 250%)
- Increased Tactical Dive max stock (1 -> 2)
- Increased Tactical Slide cooldown (4s -> 5s)
- Increased Suppressive Fire damage (100% per bullet -> 120%)
- Reduced Suppressive Fire cooldown (9s -> 8s)

	Captain:
- Fixed Pocket Wormhole skill not making Eccentric Vase enigma-incompatible

2.5.6

	Acrid:
- slightly reduced acrid bite boost force
- added compatability with AcridBiteLunge by Withor
- increased damage and cooldown of spit and bite

	Captain:
- Reduced Vulcan Slug cooldown (2 -> 1.5)
- Added a small amount of self force to Vulcan Slug
(There was no reason for slug to be so slow! It was simply weaker than shotgun. These changes should make it less of a Vulcan SLOG to use ;) )
- Increased Wormhole firing delay (0.6 -> 0.8)
- Updated Thermal Cannon firing behavior + SFX

2.5.5

- increased rex m1 damage back to 80%
- reduced rex m1 heal fraction to 30% (healing should stay roughly the same)
- increased rex alt utility heal fraction to 7% of max health
- added a config option to disable captain beacons refreshing when the teleporter event begins
- fixed a (harmless?) bug with desperado tokens failing to transfer from nothing at the beginning of every run

2.5.3

- reduced bandit reload time to 0.7s
- reduced desperado damage to 250%

2.5.2

- reduced pressure mine arm time

2.5.0

- captain skills

2.4.0

- MUL-T
- Actually compatible with latest R2API

2.3.2

- Engineer
- Compatible with latest R2API

2.3.1

- consolidated execution effects into a single consistent behavior
- added Execution keyword
- fixed some lang errors

2.3.0

- rex pass 2
- captain beacon + diablo stuff

2.2.1

- adjusted beacon radii
- adjusted shock beacon force + proc coeff
- adjusted hack time
- updated hemmorhage keyword to more accurately reflect new behavior
- increased acrid's move speed

2.2.0

captain

2.1.0

added acrid changes

2.0.3

added behavior to keep desperado tokens between stages

2.0.2

fixed some stuff in the readme 

2.0.1

	Bandit:
- Fixed a bug where Dagger was having way more force than intended
- Fixed a bug where Smoke Bomb was having a little less bounce than intended
- Fixed a bug where the primary reload speed was a little faster than intended
- Fixed a bug where the stealth duration changes werent actually working
- Fixed a bug where Desperado damage would not increase with additional tokens
- Added new Hemmorhage behavior
- Added new execution behavior for both specials

2.0.0

- Release ver; migrated from RexTweaks
- Added bandit tweaks