This package has been marked as deprecated, and it's suggested another
alternative is used.
MonsterVariants
Adds rare, powerful monster variants to make runs more difficult. Now properly networked.
Last updated | 3 years ago |
Total downloads | 87251 |
Total rating | 33 |
Categories | Mods Tweaks Enemies |
Dependency string | rob-MonsterVariants-1.3.9 |
Dependants | 21 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: 5.3.1README
MonsterVariants
- Adds a a bunch of rare, powerful and unique monster variants for those seeking more difficulty in their runs
- There are no upsides, it's purely for the difficulty spike
- Spawn rates fully configurable
- Well documented, easy to understand backend that supports mesh swaps, texture swaps, skill replacements, custom inventories and more! Adding a new variant is as simple as one line of code
Current Variants
Monsters can spawn with multiple modifiers (if applicable) Suggestions for more always welcome!
Armored Beetle (10% chance)
- 150% size
- 300% health
- +20 armor
Speedy Beetle (30% chance)
- 170% movement speed
Toxic Beetle (2% chance)
- Explodes into a pool of acid
Battle Beetle (2% chance)
- 200% damage
- Extreme knockback
Flamethrower Lemurian (2% chance)
- 3000% attack speed
- 60% damage
Badass Lemurian (2% chance)
- Has a missile launcher
Molten Elder Lemurian (2% chance)
- 120% size
- 80% health
- 50% movement speed
- 80% attack speed
- 120% damage
- +500 armor
Nuclear Jellyfish (1% chance)
- 75% movement speed
- 200% size
- 1500% health
- +20 armor
- 600% damage
- Larger blast radius, applies Cripple debuff
Spectral Jellyfish (4% chance)
- 1 Dio's Best Friend
- 50% health
- 150% movement speed
- 50% damage
M.O.A.J (2% chance)
- 400% size
- 4000% health
- 40% movement speed
- +80 armor
- Spawns 5 Jellyfish on death
Cursed Jellyfish (1% chance)
- 3 Red Whips
- 2 Runald's Bands
- 1 Crowbar
- 80% health
- 150% attack speed
Infernal Wisp (2% chance)
- 3 Brilliant Behemoths
- 100% crit
- 80% movement speed
- 60% attack speed
- 200% damage
Almost-But-Not-Quite-Great Wisp (8% chance)
- Fires a single Greater Wisp blast
- 110% size
- 300% health
- 80% movement speed
Greatest Wisp (2% chance)
- 120% size
- 200% health
- 500% movement speed
- 200% attack speed
- 5 Alien Heads
Full-Auto Golem (4% chance)
- 800% attack speed
- 80% damage
- -20 armor
Titanlet (2% chance)
- 250% size
- 400% health
- 50% movement speed
- 300% damage
Overcharged Golem (2% chance)
- All health is converted to shields
- 1000% damage
- 300% movement speed
- 200% attack speed
Rush Golem (2% chance)
- Laser is replaced with a teleport
- 60% size
- 90% health
- 160% speed
- 160% attack speed
- 200% damage
- +100 armor
Speedy Bison (30% chance)
- 400% movement speed
Albino Bison (4% chance)
- 125% size
- 200% health
- 150% damage
- +50 armor
Beetle Guard Brute (25% chance)
- 110% size
- 200% health
- 50% movement speed
- 90% attack speed
- 140% damage
- +10 armor
Beetle Guard Sharpshooter (2% chance)
- 80% size
- 80% health
- 60% movement speed
- 300% attack speed
- 40% damage
- 10 Alien Heads
Clotted Imp (5% chance) - by Syme
- 80% size
- 80% health
- 2 Hardlight Afterburners
- 4 Lens Makers Glasses
- 1 Shatterspleen
Artillery Vulture (3% chance) - by Syme
- 125% size
- 400% attack speed
- 50% damage
- +100 armor
- 3 Clovers
- 1 ATG
- 3 Brilliant Behemoths
Alloy Deagle (2% chance)
- Has a gun
Fucking Templar (4% chance)
- 120% size
- A lot of attack speed
- A lot of movement speed
Colossal Titan (2% chance)
- 300% size
- 300% health
- 50% movement speed
- 200% damage
- +50 armor
Golemlet (2% chance)
- 30% size
- 500% movement speed
Unstable Vagrant (2% chance)
- Can use its nova at any time
- -50 armor
Dream Scavenger (10% chance)
- Only picks up red items
MonsterVariants+
If you're interested in getting a reward for killing variants, or just interested in more variants, be sure to check out this mod: https://thunderstore.io/package/Nebby/MonsterVariantsPlus/
Known Issues
Future Plans
Better visual clarity and more unique effects Custom spawn sound for certain variants Lots more variants planned
Changelog
1.3.9
- Added support for basic AI modifications- currently only handles force sprinting and using desperation moves at any time
- Added support for name overrides
- Added unique tag to prevent certain variant overlaps- not fully implemented so may not work as intended, but is safe to add
- Fixed incompatibility with StickyStunter
1.3.8
- Minor bugfix
1.3.7
- Made everything in code
public
rather thaninternal
so other mods can add their own variants - Added support for modded enemies
- Changed around some backend stuff that should ensure better future stability
1.3.6
- Added variant: Fucking Templar
1.3.5
- Fixed to work on the latest RoR2 version
1.3.4
- Fixed Unstable Vagrants having a 50% spawn rate
1.3.3
- Added variant: Unstable Vagrant
- Added variant: Dream Scavenger
- Albino Bison health 300% > 200%
- Albino Bison damage 100% > 150%
- Albino Bison bonus armor 20 > 50
1.3.2
- Fix spawn rates for new variants
1.3.1
- Added variant: Almost-But-Not-Quite-Great Wisp
- Added variant: Rush Golem
- Adjusted Albino Bison visuals
1.3.0
- Synced variant spawns in multiplayer
- Added variant: Toxic Beetle
- Added variant: Battle Beetle
- Added variant: Beetle Guard Sharpshooter
- Added variant: Molten Elder Lemurian
- Flamethrower Lemurian damage 30% > 60%
- Alloy Deagle attack speed 100% > 50%
- Nuclear Jellyfish spawn chance 5% > 1%
- Added unique visuals for Infernal Wisp
- Full-Auto Golem eye is now blue
- Fixed Armored Beetle body deforming with item displays
1.2.3
- Added custom model for Armored Beetles, big thanks to Nunchuk for help getting it working!
- Added variant: Alloy Deagle
- Overcharged Golem movement speed: 100% > 300%
- Overcharged Golem attack speed: 1000% > 200%
- Overcharged Golem damage: 100% > 1000%
1.2.2
- Forgot to actually apply the networking fix
1.2.1
- Possibly networked spawns
- Overcharged Golem attack speed: 100% > 1000%- any damage is enough to stun them so they should be threatening at least
1.2.0
- Fixed a stupid mistake causing half the variants not to spawn and Nuclear Jellies to spawn 5x as much- thanks Syme for fixing!
- Cleaned up code some more, some bugfixes, more modularization and implemented skill replacements
- Nuclear Jellyfish size: 300% > 150%
- Nuclear Jellyfish movement speed: 75% > 85%
- Nuclear Jellyfish health: 1000% > 500%
- Nuclear Jellyfish armor: +50 > +20
- Nuclear Jellyfish blast radius increased, now applies cripple
- Added variant: Badass Lemurian
- Added variant: M.O.A.J.
- Added variant: Speedy Bison
- Added variant: Albino Bison
- Added variant: Clotted Imp(made by Syme!)
- Added variant: Artillery Vulture(made by Syme!)
- Added variant: Colossal Titan
- Added variant: Golemlet
- Added a secret variant
1.1.0
- Added variant: Speedy Beetle
- Added variant: Beetle Guard Brute
- Added variant: Overcharged Golem
- Added variant: Cursed Jellyfish
- Added variant: Spectral Jellyfish
- Added variant: Infernal Wisp
- Armored Beetle size: 150% > 135%
- Titanlet movement speed: 20% > 50%
- Titanlet damage: 150% > 300%
- Nuclear Jellyfish movement/attack speed: 50% > 75%
- Nuclear Jellyfish bonus armor: 20 > 50
- Refactored code and linked repo to make adding variants easy even with zero programming experience
1.0.2
- Fixed the damage multipiler using the same value as the attack speed multiplier, causing Flamethrower Lemurians to have 4000% damage
- Lowered Flamethrower Lemurian damage multiplier to 30%
- Lowered Full-Auto Golem damage multiplier to 80%
- Increased Nuclear Jellyfish health multiplier to 1000%, added 10 more armor
1.0.1
- Added configurable spawn rates
1.0.0
- Initial Release