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Wolfo-SimulacrumAdditions-1.7.3 icon

SimulacrumAdditions

Adds many Augments and makes Simulacrum beatable in way. Updated balance and some quality of life for the Simulacrum.

Date uploaded 4 months ago
Version 1.7.3
Download link Wolfo-SimulacrumAdditions-1.7.3.zip
Downloads 5374
Dependency string Wolfo-SimulacrumAdditions-1.7.3

This mod requires the following mods to function

bbepis-BepInExPack-5.4.9 icon
bbepis-BepInExPack

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

Preferred version: 5.4.9
RiskofThunder-HookGenPatcher-1.2.1 icon
RiskofThunder-HookGenPatcher

MMHOOK generation at runtime.

Preferred version: 1.2.1
tristanmcpherson-R2API-5.0.5 icon
tristanmcpherson-R2API

A modding API for Risk of Rain 2

Preferred version: 5.0.5
Wolfo-WolfoAlternateSkins-1.2.0 icon
Wolfo-WolfoAlternateSkins

Adds 25+ skin recolors, a lot of them based on RoR:Returns palettes. Unlocked by beating alt endings or Simulacrum wave 50.

Preferred version: 1.2.0
Wolfo-VanillaArtifactsPlus-2.5.2 icon
Wolfo-VanillaArtifactsPlus

Updates a lot of vanilla Artifacts to make them more interesting.

Preferred version: 2.5.2

README

Simulacrum

Starting on wave 50, every stage a ending portal will spawn to end a run peacefully.
A super boss wave (such as Mithrix) will be forced on wave 50, reoccuring every 30 waves. (they can still occur randomly).
This makes getting to wave 50 a set goal and makes the gamemode "beatable".
One of these runs should take around an hour (similiar to loop Mithrix) and counts as a win.

Adds a large amount of Augments
Basic Waves:
-Added 13 Family Event Augments.
-Added 5 Artifact Augments.
-Added 3 Elite Augments.
-Added 7 Item Augments. -Added 15 Other Augments.

-In total raises Basic Augment count from 9 to 52 (+8 with supported mods).

Boss Waves:
-Added 6 Special Boss Augments.
-Added 4 Aritfact Boss Augments.
-Added 8 Other Boss Augments.

-In total raises Boss Augment count from 5 to 23 (+2 with supported mods).

Every stage now uses it's own interactable spawn pool to make each stage feel more unique.
This leads to interactables like Shrine of Chance, Shrine of Woods, Shrine of Order and Cleansing Pools spawning in the game mode.

More enemies are added to the spawn pool starting wave 21.
Void enemies are added to the spawn pool starting wave 61.

Balance

Special Boss Augments now have special scaling like they have in the regular game.
Special Boss Augments now spawn with enemies too.
Mithrix will be in phase 3 during his augment.

Earlier stages reward more money.
Stage 5+ get less interactables.
You get more gold and more interactables will spawn in multiplayer

The focus moves faster the more waves are completed.
For each stage completed, -1 second between regular waves.

Late waves spawn more enemies at the start, leading to bigger enemies but also less time in the wave overall.
Elites spawn more often the more waves are completed.

Items are now granted every 8 waves until the first red.
Afterwards every 4 then 2 waves, shortening after each red is added.
Some overpowered items were blacklisted for enemy team usage. (Tesla Coil, Nkuhanas)

Only 20 enemies can be alive at a time instead of 30.
Really early waves even less because of how often flying enemies overwhelm the player.

Special waves will get likelier after wave 30 and wave 50.

Other

Void Coins can be used as an alternative to blood on void interactables in Simulacrum.
They drop like Lunar Coin and from Void Barrels. You start with 1.
Void Blood Payments can no longer be blocked (in Simu)

Scavengers are given a random Void item in Simulacrum.
Enemies have a small chance to get a void item.

There's a void themed teleport effect for the gamemode.

Void Potential Chests now can present choices from any tier.
Void Potentials use their respective tiers particle effects.

The Focus is bigger when moving and expands upon sitting down. This is helps with awkward focus positions in Meadows/Depths.

You wont encounter your previous stage as your next stage (ie: Meadows -> Sanctuary -> Meadows, no longer happens)

Simu Titanic Plains now plays Void Fields music
Simu Abyssal Depths now plays Void Locusts music
Simu Rallypoint Delta now plays Snowy Forests music
Simu Simulacrum has ramps.

Fireworks and Halcyon Seed are now available in Simulacrum.
Warbanners pop on Boss Waves similiar to teleporters.

Report bugs to @Wolfo.wolfo in the Risk of Rain 2 discord or RoR2 Modding discord.
If you're reporting a bug that isn't something obvious include the log file.
Generally happy about feedback

This mod was originally part of LittleGameplayTweaks

The balance of this mod can be questionable as Simulacrum sucks to balance.

Also download my other mods:
VanillaArtifactsPlus for updated vanilla artifacts, noticible in the Augments.
WolfoArtifacts for some fun extra Artifacts and 3 more Artifact augments.
LittleGameplayTweaks more enemy variety and some small changes and 4 more family augments.
WolfoQualityOfLife for many visual improvements.

Changelog:

v1.7.3
-Rarer to get multiple of the same ghost and limited ghosts to 3.
-Adjusted Drone Family wave HP/Damage so it should be less long
--Slightly higher damage, less hp, less hp in multiplayer
--(Mostly a joke wave, hard to make good but rather too short than too long but I guess tbd)
-Nerfed Healing Equipment Drone Again (10.3s cooldown increased to 32.8s)

-Less "less" time between waves in multiplayer (ie -0.8 seconds at 2 players instead of -1)
-Made Crab Speed slightly slower on stage4+

-Items every 8 waves and items more frequently are now 2 configs.
-Enemies won't be given stacks of items on very late waves anymore.
-Actually changed default values for Ending Portal/Super Boss to 50 (whoops)

v1.7.2
-Augment of Sulfur
-Pot augment
-Augment of Brigade+Honor
-Waves with 2 rewards will now shoot one reward further away
-Nerfed Sacrifice in Simulacrum
--Only get 2 options per Potential
--Less items from enemies (30% less, you still get way too many)
--Void Chests can rarely spawn now.
-Fixed "simulacrum ending" showing the ending cutscene.
-Fixed issue with super boss waves getting far too many credits on very late waves
-Fixed a issue with Boss Infestation augment causing too many infestors.
-Nerfed Healing Equipment Drone Again
-Made Boss Augments more common

v1.7.1
-Augment of Misfortune
-Augment of Implosion
-Augment of Blaze 

v1.7.0
-Artifact of Augments
--All waves will be augmented waves
--Only available in Simulacrum
-Equipment Drone waves no longer leave broken drones,
-Equipment Drone waves announce what equipment is being used
-Made Guap slightly smaller as his sheer size caused some issues
-Music during super boss waves. (to be determined how well this actually fits)
-* Allowed Squid Polyp, Defiant Gauge and Spare Drone Parts as items

-Fixed ITMoon Ramps/Circle not being enabled on client
-Fixed Radius increases not visually working on clients
-Fixed Vanilla bug where Clients won't teleport to the Crab when falling off stage.
-Special Bosses no longer scale extra hard on multiplayer
-Less Void Coin in multiplayer

-Waves
--Minimum Wave requirement for most super boss waves increased.
--Special Waves get even more common past wave 30/50
--Eclipse8 Boss Augment
--Drone Family Boss Augment
--Irradiant Boss Aumgment
--Slippery Ground Augment
--Pulse Waves
---Augment of Design (Pillar)
---Augment of Nullification
---Augment of Attraction
---Augment of Poison

v1.6.4
-Fixed start up error related to mod support.
-Void Cradles won't change their cost if BetterVoid is installed.
-Slightly more interactables (in general)

v1.6.3  
-Fixed an error on run start caused by unknown incompatibility.
-ITMoon now always has Void Barnacles and Reavers in the spawn pool instead of only wave31+.
-Various wave adjusments.
-Safer Spaces Augment.
-Less Void Coin later on.
-Earlier stages wont get bonus interactables, instead just more gold is given earlier on.

v1.6.2  
Left only special waves on by accident.  

v1.6.1 - (Surprised this took a week to be reported)  
-Fixed multiplayer not spawning clients properly.  
-Fixed certain waves not being network spawnable.  
--Needed to change a fair amount of stuff for this hopefully nothing weird happens.  
-Boss Augment of Haunting bigger radius  

v1.6.0   
-Rare chance for enemies to get void items.  
-ITMoon enabled unused like border or smth I think it looks cool.  
-Fixed ITSand Interactables    
-Halcyon Seed now works in Simulacrum and is in the boss pool.  
-Add previously unused Void Coin/Void Marker  
--Use Void Coin as an alternative to Blood.  
--Drops like Lunar Coins and from Void Barrels.  
--Should make it easier to get voids early on, in exchange the damage can no longer be blocked.   

-Balance  
--Enemies should be a bit less overwhelming on stage 1.  
--Enemies spawn slightly faster after wave 20;    
--Boss waves in general spawn enemies faster / Go on for less time.    

-Augments   
--Adjustments  
---Horror now dies on wave end instead of after a duration.  
---Multiple Horrors now spawn on later waves  
---Equipment Drones are now invulnerable and die on wave end.  
--Acid Larva Family Augment  
--Quick Wave  
--Augment of Caffeine  
--Augment of Detonation  
--Augment of Hoarding  
--Augment of Blindness  
--Augment of Battery  
--Augment of Flowers  
--Boss Augment of Cell Breach (Acrid and stuff)  


v1.5.0 - Cleanup && Mod Split  
-Augments   
--Augment of Honor for basic waves  
--Augment of Swarms for basic waves  
--Augment of Heresy  
--Augment of Flight  
--Augment of Moon/Void Family for basic waves as late waves  
--Augment of Malachite  
--Augment of the Equipment Drone  
--Augment of Haunting   
--Boss Augment of Haunting  
--Boss Augment of the Mountain    
--Boss Augment of Kin     
--Boss Augment of Dissonance     
--Boss Augment of the Giant (Gup)    
--Boss Augment of the Devastator   
--Boss Augment of Wurms Family (if LittleGameplayTweaks)  
--Augment of Cognation (if StarStorm2)  
--Boss Augment of the Direseeker (if Miner or Direseeker mod)  

-Simulacrum Balance  
--Ending Portal starts at wave 50 and happens every stage now.  
--Super Boss is on wave 50 now.    
--After Wave 50 more special waves.  
--Only 20 Enemies can be alive at a time instead of 30. (Helps with lag and small enemy spam)  
--Later waves spend more credits at the start. Spawning more dangerous enemies and making them quicker.  
--Elites cost less on later waves  
--Crab travels faster on later stages  
--Less time between waves per stages completed  
--Enemies gain items every 8 waves.  
--Enemies gain more items and more frequently on later waves  
--Boss Augment of the Moon now drops a Green too.  

-General  
--Allow Fireworks in Simu (Mostly for VanillaVoids)  
--Warbanner on boss wave  
--Void Potentials have their tiers particles now.  
--Void Potential Chests can now drop items from any tier.