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MonsterVariants

Adds rare, powerful monster variants to make runs more difficult. Now properly networked.

Date uploaded 3 years ago
Version 1.3.8
Download link rob-MonsterVariants-1.3.8.zip
Downloads 2621
Dependency string rob-MonsterVariants-1.3.8

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 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

1.3.8

  • Minor bugfix

1.3.7

  • Made everything in code public rather than internal 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