Wetland Downpour
Adds a loop-exclusive variant for Wetland Aspect with new visuals, different monsters, and more random variations. Configurable!
| Date uploaded | a week ago |
| Version | 0.2.2 |
| Download link | wormsworms-Wetland_Downpour-0.2.2.zip |
| Downloads | 2402 |
| Dependency string | wormsworms-Wetland_Downpour-0.2.2 |
This mod requires the following mods to function
RiskofThunder-R2API_Director
API for easily modifiying the Director (RoR2 monster / interactable spawner) behaviour
Preferred version: 2.3.8JaceDaDorito-LocationsOfPrecipitation
A utils mod that features editor and runtime tools I use for making stages!
Preferred version: 1.1.2Smooth_Salad-ShaderSwapper
A lightweight library for upgrading stubbed shaders to actual shaders at runtime.
Preferred version: 1.0.1README
Wetland Downpour
Wetland Downpour is a loop-exclusive stage variant for Wetland Aspect with a lush, jungle-y theme and heavy rain. There aren't any new areas, but there are a few new random variations, some of which can drastically change a significant portion of the map.

Features
- New stage that replaces Wetland Aspect after looping (can optionally appear before looping and/or entirely replace Wetland Aspect)
- Some monsters from Starstorm 2 and EnemiesReturns can appear if their respective mod is enabled
Gameplay Changes (compared to Wetland Aspect)
- Updated enemy spawn pools (Added Alloy Vultures and Grovetenders. Added Larvae and Solus Amalgamator after looping. Removed Beetles and Beetle Queen)
- Updated interactable pools (Drone scrappers can appear. Drone combiners can appear after looping)
- Added ~6 new random variations
- Removed the random variations where a stone gate rises up to block a shortcut into a corner
- Replaced/re-arranged all pillars, logs and other clutter throughout the map
- Added a third body of water
- The map is very slightly smaller overall
Visual Changes
- There are now several distinct areas scattered throughout the map: an abandoned survivor camp, a flooded altar, dormant Lynx Totems, etc.
- Terrain textures are more saturated and the map is generally much more lush, with new mangrove trees, grass patches, and underwater foliage
- The giant shallow "lake" is now deep enough to completely submerge all non-modded survivors
- Water is clearer to make chests and other interactables more visible. Underwater post processing is a bit more noticeable
- Ground terrain now has more height variation, mostly to make transitions between dry ground and water look more natural
- The map is foggier and darker
Config Options
- Loop Variant (default true): If true, functions like a vanilla post-loop stage (does not appear before looping, replaces Wetland Aspect after looping). If false, it never replaces Wetland Aspect and can appear at any time, like a normal stage
- Replace Wetland Aspect (default false): If true, always replaces Wetland Aspect, before and after looping, regardless of what value Loop Variant is set to
Bugs / Issues
This is my first mod I've released for Risk of Rain 2 (and just generally the first mod I've ever completed and released for anything), so it's kind of a miracle that this works at all. I haven't tested it much outside of repeatedly playing it in singleplayer and multiplayer runs with/without ~100 other mods installed.
If you encounter any issue with the map, please let me know on GitHub or on Discord (@worms / @ry6240) and I'll try to fix it if I'm able to. Also feel free to message me if you have any feedback or suggestions.

CHANGELOG
0.2.2
- Adjusted fog post-processing again to re-saturate the map's colors and bring them closer to the README preview screenshots. Also upped sun brightness again to compensate for this
- Adjusted most materials. The differences are probably borderline indistinguishable without before-after shots, but generally they should look slightly better
- Reduced the Lynx Totem texture's file size
- Fixed a map node that was missing a gate, causing interactables to sometimes spawn inside a wall
0.2.1
- Made a couple changes to increase the map's brightness in an effort to (hopefully meaningfully) help with visibility in dark areas, particularly when the screen is dimmed by the damage vignette or other effects
- Adjusted fog colors ("fog start" color is brighter and more translucent)
- Slightly increased sun intensity (1 -> 1.4)
- Halved the selection weight for larvae relative to other basic monsters
- Changed spawn distance for Lynx Scouts (Far -> Standard)
- Fixed the tents not having an assigned surface def
- Fixed monsters not using the geyser to chase players onto the cliff
- Fixed a map node that should've had a gate assigned, but did not
0.2.0
- Added monsters from Starstorm 2!
- Followers, Wayfarers, and Archer Bugs can appear if the mod is enabled
- Added config options to toggle each enemy
- Added monsters from EnemiesReturns!
- Lynx Scouts, Lynx Totems, and Spitters can appear if the mod is enabled
- Added config options to toggle each enemy
- Lynx Shamans are disabled by default but can also appear if desired
- Lynx interactables do not spawn. I wasn't sure how to add them. Sorry!!
- Monsters added by mods should respect their respective mod's settings (ex. if SS2 beta is off, Archer Bugs won't appear)
- Shrunk the "sea"grass in the giant lake
- Reversed change log version order
0.1.4
- Revised the stage's subtitle
0.1.3
- Attempted fix for language files not loading
- Attempted fix for README images not embedding
0.1.2
- Maybe actually fully fixed the readme this time haha
0.1.1
- Fixed readme formatting (hopefully)
0.1.0
- Initial Release