

Adds 5 artifacts to ruin your run with.
Feedback on this would be greatly appreciated! Trying to figure out what bosses should be enabled/disabled with this (removed Beetle Queens and Worms already), or if the stat boosts need any adjustments. Once I'm more confident in the balance, I'll add a lot more config options.
Artifact of Arrogance
Artifact of Expansion
Artifact of Conformity
Artifact of Warfare
If you are making a custom boss and want to add it to the Artifact of Origination spawn pool, add a softdependency to com.Moffein.RiskyArtifacts then do:
Risky_Artifacts.Artifacts.Origin.AddSpawnCard(Spawncard, BossTier);
Boss Tier affects when the boss can spawn.
Stage 1-2: 100% chance T1
Stage 3-4: 30% chance T1, 70% chance T2
Stage 5+: 25% chance T1, 65% chance T2, 10% chance T3
T1: Beetle Queen (disabled), Titan, Vagrant, Dunestrider
T2: Imp Overlord, Magma Worm (disabled), Solus Control Unit, Grovetender
T3: Grandparent
Warfare - MinHui12g
Conformity, Arrogance, Expansion, Origin - KoobyKarasu
Place Risky_Artifacts.dll in /Risk of Rain 2/BepInEx/plugins/
1.0.7
I found that Origin bosses were feeling a bit too tanky early-on when you don't have the DPS to burst them down, but become trivial once you start looping and reach the point where you can burst them in seconds. Hoping to address both of these issues with this update. Considering making it so that multiple bosses combine into 1 elite boss if too many are spawning, but at the same time a large part of the appeal of Origin in RoR1 is the sheer amount of bosses that could spawn from it, so I'm leaving it as-is for now.
1.0.6
Fixed the mod breaking when ProperSave isn't installed.
1.0.5
1.0.4
1.0.3
In multiplayer, Origination can end up feeling like a cheap run-ender due to the sheer amount of HP and area suppression the bosses have, compared to regular Vengance clones who only become dangerous later into the run. This spawncount change should more closely match with how RoR2's difficulty scales with playercount, and will make taking ??? more impactful.
1.0.2
The damage bonus was set to 1.5x to be lower than a T1 Elite's damage bonus, but it ended up being too much when combined with all their other attributes. -40% cooldowns and +50% attack speed were proving to be too much with Ancient Wisps, so they've been reduced slightly.
1.0.1
1.0.0