
DifficultyPLUS
An overhaul that diversifies the difficulty of Risk of Rain 2 with no bullshit.
Last updated | 3 years ago |
Total downloads | 731 |
Total rating | 1 |
Categories | |
Dependency string | duckduckgreyduck-DifficultyPLUS-0.1.1 |
Dependants | 0 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: 5.4.9

duckduckgreyduck-HuntressBuffULTIMATE
The ULTIMATE buff to Huntress! Extra config!
Preferred version: 1.1.0README
JOIN THE DISCORD AND STUFF https://discord.gg/yFRx3E6Yep
Overview
DifficultyPlus is, in a way, a sister mod for BalanceOverhaulRBO. Where BORBO exists to correct item design and balance, DifficultyPlus is about monster and stage difficulty.
In Vanilla RoR2, more often than not it is the case that running away from combat is safer and easier in the long run than actively participating in combat. Let's face it - this is boring as fuck. It drags out the pace of the game to a crawl, nay, to a screeching halt, and yet time and time again it is the trap that players fall into as it is the path of least resistance. The goal of DifficultyPlus is to create a kind of gameplay where playing fast and dangerously is the most effective strategy, as opposed to taking your time and full clearing stages. Taking too much time should be punishing, so that the ability to make the right decisions, sacrifices in the name of saving time, will be what saves your run.
Future Additions
DifficultyPlus is only just getting started! In future releases, you can look out for the following changes:
New Stage Mechanic: Storms
- In every stage, a Storm will gradually approach. The time it takes to arrive depends on your difficulty level.
- When a Storm arrives, it will introduce new stage hazards, like scattered explosives, debuffs, reduced visibility, and even Storm-exclusive elites.
- Fret not, however! The Teleporter bubble will provide shelter from all Storm hazards.
- The idea of Storms is to provide a hard time limit, to force players to act quickly and make compromises.
- For the time being, you can try Artifact of Instability from DiluvianArtifacts for a similar experience. DifficultyPlus storms will deal less damage, and be more forgiving in that the Teleporter provides shelter from them.
Current Changes...
FEATURES & CONTENT
Added Items: Mocha (Rework), Medics Scalpel, Coin Gun
Added T1 Elites: Frenzied, Volatile
Added T2 Elite: Serpentine
Added Twisted Scavenger: Gibgib the Greedy
CHANGES
All changes are configurable in "packets", similar to BalanceOverhaulRBO.
Difficulty Dependent Ambient Difficulty Boost:
- The Difficulty Slider starts at a higher level depending on the difficulty setting. No longer are the days where every difficulty starts just as easy as the others.
- Reduced the rate at which the Difficulty Coefficient scales over stages from 115% to 110%
- Increased the rate at which the Difficulty Coefficient scales over time from 100% to 120%
Elite Stats and Ocurrences:
- Tier 2 elites spawn earlier depending on the difficulty setting. Stage 1 in eclipse, stage 4 in monsoon, stage 6 in rainstorm (the default), and stage 11 in drizzle.
- Reduced the health boost of base Tier 1 elites from 4x to 3x
- Reduced the health boost of Tier 2 elites from 18x to 9x
- Reduced the damage boost of base Tier 1 elites from 2x to 1.5x
- Reduced the damage boost of Tier 2 elites from 6x to 4.5x
Teleporter Particle Radius:
- The radius of the teleporter's particles is smaller depending on the difficulty setting.
- 125% in drizzle, 100% in rainstorm, 50% in monsoon, and no particles in eclipse; configurable.
Monsoon Stat Booster:
- Monsoon Only: All monsters gain unique scaling stat bonuses.
Boss Item Drops:
- All bosses now have a chance to drop their boss items on death
- Removed Overgrown Printers entirely
- Boss items no longer drop from the teleporter (Someone remind me to look into replacing this feature at a later date)
* This can be configured for Aurelionite *
Overloading Elite Rework:
- Overloading bombs no longer stick to targets
- Increased overloading bomb blast radius from 6m to 9m
- Reduced overloading bomb lifetime from 1.5s to 1.2s
- Overloading elites now deal far less knockback to players
- Increased the damage of overloading bombs from 50% total to 150% total
Newt Shrine:
- Every newt altar now only has a 30% chance to spawn, including ones which were previously guaranteed to spawn
Gold Gain and Chest Scaling:
- Increased scaling of interactable prices from 1.25 to 1.6
- Legendary Chests now have a cost multiplier of 10x instead of 16x
- Big Drones now have a cost multiplier of 8x instead of 14x
- AWU now has adaptive armor to help match chest cost scaling
- Monsters spawned by the teleporter event drop even less gold. Spend more time in combat!
Elite Gold Rewards:
- T2 Elites drop 1/3 as much gold
Printer Ocurrences:
- Printers now only spawn on stages 2, 4, and 5
- Increased Green printer spawn weight (6 -> 10)
- Increased Red printer spawn rate (1 -> 3, or 12 on Stage 5)
Scrapper Ocurrences:
- Scrappers now only spawn on stages 1 and 3
- Increased Scrapper spawn rate (12 -> 25)
Equipment Barrel/Shop Ocurrences:
- Increased Equipment Barrel spawn weight (2 -> 2, or 6 on Stage 1)
- Increased Equipment Shop spawn weight (2 -> 2, or 10 on Stage 3)
Blood Shrine:
- Shrines of Blood now give 2 chests per 100% health sacrificed
(Blood packet)
- Blood shrines now grant 2 chests worth of gold per health bar sacrificed