programit-InstanceBasedLoot icon

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 3 months ago
Total downloads 4946
Total rating 4 
Categories Mods Items Client-side Server-side
Dependency string programit-InstanceBasedLoot-2.0.1
Dependants 1 other package depends on this package

This mod requires the following mods to function

bbepis-BepInExPack-5.4.2113 icon
bbepis-BepInExPack

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

Preferred version: 5.4.2113
RiskofThunder-HookGenPatcher-1.2.3 icon
RiskofThunder-HookGenPatcher

MMHOOK generation at runtime.

Preferred version: 1.2.3
RiskofThunder-R2API_Items-1.0.3 icon
RiskofThunder-R2API_Items

API for adding custom items

Preferred version: 1.0.3
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_Networking-1.0.2 icon
RiskofThunder-R2API_Networking

Networking API around the Unity UNet Low Level API (LLAPI)

Preferred version: 1.0.2
RiskofThunder-R2API_CommandHelper-1.0.1 icon
RiskofThunder-R2API_CommandHelper

API for registering console commands

Preferred version: 1.0.1

README

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.

Changelog

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

  1. Compensate drop rate for Artifact of Swarms (the game doubles spawns, but reduces drop rates by as little as 15%).
  2. Ensures drop rates are appropriate for the number of players, since all drops are shared now.
  3. 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)
  4. 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%)
  5. Do not scale teleporter loot drops by player count

Contributors