InstanceBasedLoot
Adds balanced, instance-based loot when you're running with "Artifact of Sacrifice" and "Artifact of Command" enabled. Adds a shortcut F3 to pull all unpicked items to you
Last updated | a month ago |
Total downloads | 11113 |
Total rating | 5 |
Categories | Mods Items Client-side Server-side |
Dependency string | programit-InstanceBasedLoot-2.2.0 |
Dependants | 1 other package depends 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: 5.4.2117RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.0.1RiskofThunder-R2API_Networking
Networking API around the Unity UNet Low Level API (LLAPI)
Preferred version: 1.0.2README
InstanceLootPlugin
This plugin is used to provide instance based loot when you're running with "Artifact of Sacrifice" and "Artifact of Command" enabled.
Features
- Ensures drop rates are appropriate for the number of players, since all drops are shared now.
- Adds bad luck protection to prevent long stretches without item drops from kills.
- Adds a shortcut
F3
to pull all unpicked items to you. - Adds a console command
drop_rate <value>
to set a custom drop rate for items (0-100). - Adds a console command
drop_rate_report
to view drop rate statistics for your run in the debugging window. - Adds a console command
instance_loot_hotkey
that can be used to change the default hotkey
Changelog
2.2.0
- Add configurable hotkey management for pulling items to you through a new console command
instance_loot_hotkey
- Update packages
2.1.0
- Fix compatibility after Devotion update
2.0.1
- Fix compatibility with CommandQueue mod
2.0.0
Fixes
- No longer despawns all item drops if Artifact of Command is disabled.
- Mod will disable itself during Bulwark's Ambry to avoid a bug causing Artifacts to not be rewarded on successful clears.
- [DropInMultiplayer] Focusing (alt-tab) the Application will fix loot being non-interactable if a player joins after a level has loaded. This issue will resolve automatically at the beginning of the next stage if no action is taken.
- Resolve NRE log spam from F3 keybind when no items can be pulled.
Configuration Options
- Base drop rate
- Disable player-based drop rates
- Disable swarm drop rate modifier
- Minimum drop rate
- Drop rate mulitplier
Dynamic Drop Rates
There are a lot of details here, so it can be hard to understand how the game actually feels with these changes.
Here is what we aimed for:
- Roughly 1 item per minute (this inevitably speeds up later in the game).
- More consistent experiences with varying group sizes. (Roughly the same item rate as solo play.)
- More consistent experiences with and without Artifact of Swarms.
Balance Changes
- Compensate drop rate for Artifact of Swarms (the game doubles spawns, but reduces drop rates by as little as 15%).
- Ensures drop rates are appropriate for the number of players, since all drops are shared now.
- Account for additional factors used by the game when calculating drop rates.
- Artifact of Swarms lowers drop chances. (Lemurian w/ Swarms: 5%) vs (Lemurian w/o Swarms: 7.9%)
- Elites have higher drop rates than normal enemies. (Normal Lemurian: 7.9%) vs (Elite Lemurian: 19%)
- Some enemies have a higher base drop rate than others. (Normal Beetle: 5%) vs (Normal Scavenger: 43.2%)
- Some entities have a native drop rate of 0%. (Mending healing orbs, TheBackup drones, Void Infestors)
- Bad Luck Protection: A 4 player lobby will have a base drop rate of 1.25, so it is possible for drops to feel scarce. We prevent unlucky streaks by adding all drop chances to a pool, and increasing drop rates after it reaches 100%. Bad luck protection only kicks in if the survivor's item count is falling behind (fewer item drops than expected or low item drops per minute).
- Example: Survivors have killed 80 enemies with a drop rate of 1.25%, adding up to 100%.
- next enemy has a 1.25% drop rate, so the drop rate will be bumped to 2.5%. (cumulative chance = 101.25%)
- next enemy has a 3% drop rate, so the drop rate will be bumped to 7.25%. (cumulative chance = 104.25%)
- next enemy has a 1.25% drop rate, so the drop rate will be bumped to 6.75%. (cumulative chance = 105.5%)
- next enemy has a 5% drop rate, so the drop rate will be bumped to 10.5%. (cumulative chance = 110.5%)
- Example: Survivors have killed 80 enemies with a drop rate of 1.25%, adding up to 100%.
- Do not scale teleporter loot drops by player count
Contributors
- tgrieger
- Grey