VoidFieldsQoL
A few quality of life tweaks to make the Void Fields less boring and grindy. Fully configurable!
By rob
Last updated | 3 years ago |
Total downloads | 69072 |
Total rating | 18 |
Categories | Mods Tweaks |
Dependency string | rob-VoidFieldsQoL-1.0.2 |
Dependants | 33 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
VoidFieldsQoL
A few quality of life changes to make the Void Fields less boring and grindy. Fully configurable!
Healing
All players are healed to full health whenever you begin a round, to save valuable time spent waiting for regen or Bungus heals. The amount you heal can be configured.
Frenzy
Every enemy spawns with the frenzied buff for 3 seconds, making encounters much more tense. Should also help melee enemies actually reach you at a decent pace. Frenzy amount is configurable.
Certain enemies, listed below, get double the frenzy duration. The intent is to help them actually reach you within a reasonable time so you're not left sitting around waiting for something to happen.
- Beetle
- Bighorn Bison
- Stone Golem
- Imp
- Clay Man
- Parent
- Scavenger
- Stone Titan
Faster Charging
Killing enemies inside the cell charges it faster, encouraging aggression over survival. Configurable.
Revive
By default, all players are revived after the final cell is completed, allowing them to pick up their loot and not be left behind while one player gets it all. This can be changed via config to revive them at the start of every round, or to disable it.
Sacrifice Fix
Prevents hidden realms from dropping items with the Artifact of Sacrifice in order to prevent infinite farming from breaking the game. This applies to every hidden realm including the Artifact Reliquary. Can be toggled off in config.
This change is just merging my other mod, SacrificeFix
, but the two are compatible together if for some reason you want to run them both.
Note
The most commonly suggested change has been to decrease the amount of cells, but due to the way the event is coded this can't be cleanly done without completely rewriting it and breaking compatibility with everything- including my own changes. So unfortunately that won't be happening.
Future Plans
None, suggestions are welcome
Changelog
1.0.2
- Fixed for latest RoR2 version
1.0.1
- Added config option to revive players after the last cell is completed, or after every cell(drizzle)
- Added config for the amount of items monsters will receive
- Certain enemies now get double the frenzy duration- intent was to help them reach you faster as it takes so long to traverse the map, but it ended up just buffing ranged enemies and changing nothing else
- Added an option to disable hidden realms from dropping items- compatible with my other SacrificeFix mod so no need to worry about overlap
- Fixed the vanilla error with the WarCry buff effect so people would stop reporting it to me like it was somehow my fault
1.0.0
- Initial release