hotslice-BalanceMod icon

BalanceMod

Fixing every stupid bug... and some small balance tweaks.

Last updated 5 years ago
Total downloads 6940
Total rating 0 
Categories Mods Tweaks
Dependency string hotslice-BalanceMod-2.2.1
Dependants 0 other packages depend on this package

This mod requires the following mods to function

bbepis-BepInExPack-1.3.1 icon
bbepis-BepInExPack

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

Preferred version: 1.3.1

README

Balance Mod 2.2.1

by Hotslice

How to Install and Configure

This mod now requires the community mod loader / BepInExPack to load. You can find that release on thunderstore.io.
To install, copy the files inside this mod package's BepInEx folder to your Risk of Rain 2 / BepInEx folder.
To configure, edit the installed BepInEx/config/com.hotslice.balancemod.cfg file in a text editor. Currently the only supported values are true or false.

All Changes Compiled:

You can enable or disable any of these change blocks via the BepInEx/config/com.hotslice.balancemod.cfg file.

Artificer base move speed increased from 7 to 9 (same as pre-nerf MUL-T)

Artificer M1 proc coefficient increased from 0.2 to 1.0
Artificer M1 damage coefficient reduced from 2.2 to 1.0
Increasing the proc coefficient has the side effect of making her burning DoT tick 8 times instead of 2.
Some math behind this change, at level 1 the ability damage is:
OLD: 24 + 2x3 ticks = 30 damage, 0.2 x 220% = 44% proc efficiency
NEW: 12 + 8x3 ticks = 36 damage, 1.0 x 100% = 100% proc efficiency
So she does less frontloaded damage but slightly more overall and scales better into late game with procs (less hard hitting, but 5x as common)

Monster DoT (burn) damage reduced from 4x100% (of base?) to 4x60% (of hit damage)
Monster DoT (burn) now scales off the damage of the hit instead of the base damage of the monster (Blazing Titan beam fix)

Gesture of the Drowned no longer infinitely spams the looted equipment if you pick it up before picking up any equipment

Wake of Vultures item Blue Affix now grants +50% bonus HP as shield instead of cutting your health in half

Item damage now scales linearly off the damage of the hit, giving the listed damage increase on the item.
This is a buff to the following scenarios:
Base damage <100% (Double Tap/Auto-Nailgun) + item damage <100% (Ukulele)
Base damage >100% (Rebar, all M2, etc) + item damage >100% (Sticky Bomb, ATG Missile, etc)
All characters received a small buff from this change, but it is a bigger buff to the hardest hitting abilities.

In very long games, when the Combat Director would start skipping spawns due to them being "too cheap", mobs will start to spawn with items.
Items will be added until the mob reaches an acceptable difficulty. What items are added and in what number is totally at my discretion.
A chat message will be displayed when this behavior is enabled.
Beware of the blue bubbles :)

Changelog

v0.1.1:

Removed unnecessary debug logging

v0.1.2:

Fixed an unintended bug with Wake of Vultures fix affecting overloading elites

v0.1.3:

Monster DoT (burn) now scales off the damage of the hit instead of the base damage of the monster (Blazing Titan beam fix)

v0.1.4:

Artificer M1 proc coefficient increased from 0.2 to 0.4 (seriously Hopoo wtf)
Removed unnecessary debug logging... again

v1.0.0:

No gameplay changes.
Now compatible with Discord community mod loader aka BepInEx. See "How to Install and Configure" at the top.

v1.1.0: Increased Blazing Monster DoT back to 60%, the change to make it scale off the actual hit damage seems to have fixed the most broken scenarios.
Artificer M1 proc coefficient and damage coefficient both to 100%. See full changelist.

v2.0.0:
Updated for compatibility with BepInExPack 1.3.1 or higher
Not backwards compatible

v2.1.0:
Gesture of the Drowned no longer infinitely spams the looted equipment if you pick it up before picking up any equipment

v2.2.0:
Added a new way to scale difficulty of mobs in very long games. See full changelist.

v2.2.1:
Reworked the way enemies are granted items. They will now receive 1 defensive, 1 offensive, and 1 other item each time their cost is doubled.
Reworked the spawning logic so the game won't spam endless weaker enemies with items.
Enemies will start spawning with items earlier by default to prevent a period of low spawns.
The activation threshold for this feature is now configurable.
Removed the ability to display enemmy items in chat, it was too spammy to be useful.
Beware of the blue bubbles :)