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rob-MonsterVariants-1.2.3 icon

MonsterVariants

Adds rare, powerful monster variants to make runs more difficult

Date uploaded 3 years ago
Version 1.2.3
Download link rob-MonsterVariants-1.2.3.zip
Downloads 6959
Dependency string rob-MonsterVariants-1.2.3

This mod requires the following mods to function

bbepis-BepInExPack-5.3.1 icon
bbepis-BepInExPack

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

Preferred version: 5.3.1
tristanmcpherson-R2API-3.0.13 icon
tristanmcpherson-R2API

A modding API for Risk of Rain 2

Preferred version: 3.0.13

README

MonsterVariants

  • Adds a couple 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

Flamethrower Lemurian (2% chance)

  • 3000% attack speed
  • 30% damage

Badass Lemurian (2% chance)

  • Has a missile launcher

Nuclear Jellyfish (5% 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

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

Speedy Bison (30% chance)

  • 400% movement speed

Albino Bison (4% chance)

  • 125% size
  • 300% health
  • +20 armor

Beetle Guard Brute (25% chance)

  • 110% size
  • 200% health
  • 50% movement speed
  • 90% attack speed
  • 140% damage
  • +10 armor

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

Colossal Titan (2% chance)

  • 300% size
  • 300% health
  • 50% movement speed
  • 200% damage
  • +50 armor

Golemlet (2% chance)

  • 30% size
  • 500% movement speed

Known Issues

Future Plans

Better visual clarity and more unique effects Custom spawn sound for certain variants Lots more variants planned

Changelog

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