

2.11.6
2.11.5
2.11.4
2.11.3
2.11.2
2.11.1
2.11.0
Void
Lost Seer's Lens
Finally getting this off the permanent item banlist. This is now Lensmakers but with a global crit modifier; weaker crits that proc more. Will keep my eye on how this is performing. Originally tested with a harsher damage penalty, but keeping it at equilibrium for now to see if that's actually necessary first.
DLC3
Hiker's Boots
Making this more situational so it's less of a direct upgrade to Lensmaker's Glasses.
Prison Matrix
2.10.2
2.10.1
2.10.0
DLC3 Item Pass. Most of these have really weird scaling values in Vanilla.
Basegame
Stun Grenade
Mirroring Boxing Glove from Returns.
DLC3
Eclipse Lite
Box of Dynamite
Kinetic Dampener
Networked Suffering
Quick Fix
Seared Steak
Prison Matrix
2.9.15
2.9.14
2.9.13
2.9.12
2.9.11
2.9.10
2.9.9
2.9.8
2.9.7
Delicate Watch
Power Elixir
2.9.6
Fixed Lightning Round not proccing Breaching Fin.
Suppressive Fire
8x120 was overcompensating for Shrapnel Barrage's AoE.
2.9.5
2.9.4
2.9.3
2.9.2
2.9.1
2.9.0
DLC3 Update
Added Dependencies
Allies
FOR MOD DEVS: Most of the mod-specific ally items have been completely removed. This will cause compatibility issues if you hard-depend on RiskyMod, and you will need to update your dependency.
Nuked most of this module since DLC3 makes basegame drones perform well enough to hold on their own even in lategame. Figuring out what needs to go in this module will pretty much involve starting from scratch.
Things that were left intact:
Gold Scaling
Voidtouched
Sacrifice
Survivors
Artificer
REX
Loader
Acrid
Integrated BlightReturns into the mod.
Contagion Passive
Now that Noxious Thorn is a thing, this feels redundant, and the passive is strong enough to not need it.
Items
Warbanner
Lepton Daisy
Now that the Heal Field works everywhere that the Heal Pulse works, there's no more need for the Heal Pulse.
Squid Polyp
Shatterspleen
Was originally disabled to be in-line with the Will o' the Wisp changes, but it ended up being too insane.
Removed War Bonds and Unstable Transmitter changes.
2.8.6
2.8.5
2.8.4
2.8.3
Survivors
Artificer
Added ArtificerPrimaryRework to the mod.
Originally released this standalone as a test. I'm happy with how it performs, so I've added it to the mod in-full. If you have the standalone plugin installed, it will take precedence over RiskyMod.
Flamethrower range increased from 25m -> 30m (20m is vanilla)
This is the value official CHEF uses.
Bandit
Captain
Items
Rose Buckler
Hunter's Harpoon
Returns lists this as 125%, but it actually is a flat 12.5 km/h, which is less than half of base move speed (28km/h)
2.8.2
2.8.1
2.8.0
Configs
Shield Gating
Pretty much just moving this to Guardian's Heart so that it's locked behind a Green item instead of a White.
False Son
Stats
Mainly aimed at adjusting the Growth curve since it currently is a lot easier to build growth in this mod compared to Vanilla. This is compensated by an armor buff for Tampered Heart.
Growth
Most health items in this mod are buffed, so spikes are way faster to build compared to Vanilla. With the reduced health + increased Growth cost, it now takes 2 Steaks to get 2 Spikes once again, though it still is a bit faster than Vanilla.
Tampered Heart
Compensating for lower health. At full spikes, effective HP is roughly the same, and spikes in general will have a larger impact on tankiness.
Being able to get +10hp/s (3 slugs worth) of regen earlygame by simply firing off all secondary stocks was too much. New regen makes him have a bit more regen than standard melee characters. At level 20, this breaks even with the flat regen, and beyond that it will be slightly higher.
Laser of the Father
This has fallen by the wayside ever since Laser Burst got buffed. Lowering the time it takes to cast should help it fit into his skill flow a bit better.
Gunner Turret
Items
Leeching Seed
This was singlehandedly the best healing item in the game. Should still be pretty strong, just that now the first stack is the same as other stacks.
Noxious Thorn
Same deal as Ukulele and other range scaling items in the mod.
Squid Polyp
CannotCopy ItemTag (Default: False)
Minion Squid Limit (Default: -1)
Enemies
2.7.5
2.7.4
2.7.3
2.7.2
2.7.1
2.7.0
Moved hooks to SneedHooks.
Enemies
Bighorn Bison
Magma Worm
These have been very weak ever since SotV changed burn damage to scale off of the initial hit damage, rather than being a fixed duration.
Mithrix
His health was nerfed from 1400 to 1000 in an undocumented change during SotV. New health is 1200, which is a halfway point between the two. Debuff resistance is due to debuff spam in modded causing him to become almost harmless in some MP scenarios.
2.6.2
2.6.1
2.6.0
Teleporter size scales for large lobbies. (5+ players)
Void Seed limit is increased by 1 per loop, up to a maximum of 3 total.
Bringing back some of the chaos of Vanilla's Void Seeds.
Champion Freeze Execute
This was making Dunestriders and Vagrants too easy to counter. This is the number used for CHEF's Alt Special execute in Returns.
Artificer
Noticed these mesh pretty poorly with Artificer skill mods, as they all are balanced around her base skill/mobility distribution. These can still be re-enabled in the config.
2.5.11
2.5.10
2.5.9
2.5.8
2.5.7
2.5.6
2.5.5
2.5.4
2.5.3
2.5.2
2.5.1
2.5.0
This update has a lot of internal system refactors. Let me know if anything borke.
Removed all references to LegacyResourcesAPI. This is purely an internal change, but necessary for futureproofing.
True OSP
Transcendence
Necessary change because the special cases for it were making the True OSP and Shieldgating code unworkable.
Scorch Worm
2.4.6
2.4.5
2.4.4
Wake of Vultures
Allies
2.4.3
2.4.2
2.4.1
2.4.0
SotS Phase 3
Artificer
Seeker
A free self-revive on a character with tons of built-in healing and barrier is insane.
2.3.2
Items
Bolstering Lantern
Stack behavior was only marginally better than taking Syringes (on a specific conditional, 20% vs 15%). This should help widen that gap (24% vs 15%).
Elusive Antlers
First stack is good, future stacks are worse than just taking Hooves. This should fix that.
Spawnpools
2.3.1
Fixed spawnpools for latest update.
"Fixed" lack of SotV monster replacements.
This is a hacky fix that just removes the replaced monster in favor of leaving the DLC one, and will result in a smaller spawnpool if playing without SotV. (Yes, DLC1)
Rallypoint Delta
Siren's Call
Stadia Jungle
Tweaked Spawnpools
Sky Meadow
Abyssal Depths
Helminth Hatchery
Gave it some thought and I realized I actually hate fighting these things and they spawn on way too many maps.
2.3.0
Updated for SotS Part 2.
Bolstering Lantern
Unstable Transmitter
At risk of being too similar to Elixirs. Probably won't figure something out later.
Breaching Fin
War Bonds
Growth Nectar
I don't like this update's item/void changes at all.
Items
Spawnpools
2.2.21
2.2.20
Fixed a bunch of modded damagetypes not working.
Acrid
2.2.19
2.2.18
2.2.17
Allies
Added Skill Icons for: (Thanks Glad!)
2.2.16
2.2.15
2.2.14
2.2.13
2.2.12
2.2.11
Untested beyond fixing startup errors, let me know if there's anything broken.
2.2.10
2.2.9
2.2.8
2.2.7
2.2.6
2.2.5
Spawnpools
Disturbed Impact
Viscous Falls
This is aimed towards mods that add these to the Stage 1 pool.
2.2.4
2.2.3
2.2.2
Shield Gating
With modded bosses becoming a thing, it was becoming unsustainable to keep adding special cases for specific attacks. Additionally, Shield Gating was added before SotV, and Opal and Safer Spaces being easily-obtainable makes it a bit excessive.
2.1.1
Artificer
Engineer
2.1.0
Pressure Mines
Bubble Shield
Using the same Defense Matrix system as Arti's Ice Wall and Cyborg.
2.0.14
2.0.13
2.0.12
2.0.11
2.0.10
Exposed option: Scale to Combat Director Multiplier (Default: True)
This was lumped into the Gold Scaling Tweaks config option, but is now toggleable.
New option: Scale to Combat Director Multiplier - Stage 1 (Default: False)
Felt Stage 1 gold rewards were too low, while I'm happy with the scaling past Stage 1.
2.0.9
2.0.8
2.0.7
2.0.6
2.0.5
Bandit
Moved Wiki folder into the same directory as the DLL so that r2modman doesn't mess up its directory structure.
2.0.4
2.0.3
2.0.2
2.0.1
2.0.0
Fixed for the DLC2 update. Haven't had much time to test, so let me know if anything is broken since the mod went through heavy structural changes.
Split the mod into 3 mods
RiskyMod
RiskyTweaks
RiskyFixes
Made RiskyMod-exclusive functionality public for other devs to use.
Moved all documentation to the Thunderstore Wiki.
Survivors
Commando
Phase Round reverted to vanilla behavior.
New Secondary: Phase Lightning
Suppressive Fire reverted to vanilla behavior.
New Special: Shrapnel Barrage
Vanilla versions of the skills are now selectable alongside the reworked ones.
Huntress
Mercenary
Alt shift was just outright better in most scenarios.
Artificer
Fire Bolt
Charged Nano-Spear
Acrid
Completely rewrote module, starting from scratch. All changes will be listed here, including ones that were in the old module.
Buffed Caustic Leap Acid proc coefficient from 0.1 -> 0.7
Frenzied Leap
New Alt Passive: Contagion
Gameplay rework is now a selectable passive that exists alongside the Vanilla passives. Let me know if it has any compatibility issues with other Acrid passives.
Captain
Bandit
Items
Common
Uncommon
Squid Polyp/Old War Stealthkit
Stealthkit procs were way too rare. Polyp doesn't need the buff, but I'm changing it to be consistent and it's capped at 3 squid turrets anyways.
Ignition Tank
Legendary
Brilliant Behemoth
Frost Relic
Item is already really easy to maintain due to proccing off of assists and the kill requirement for max range being lower.
Laser Scope
Equipment
Enemies
False Son
Mithrix
Wandering Vagrant
Barrage
Tracking Bomb
This boss was pretty harmless outside of its death nova.
Blind Pest
Child
Falloff damage is roughly the same, max damage is lower (but still very high all things considered).
Scorch Worm
Vanilla damage is roughly on par with a Mushrum, except the hitbox is over 30% bigger, so the damage was reduced here with that in mind.
Spawnpools
Siphoned Forest
Sirens Call
Sky Meadow
1.7.5
1.7.4
Bandit Backstab Rework now only applies if he has the Backstab Passive Bodyflag.
Attempt at compatibility with DOOM skills. Untested.
1.7.3
1.7.2
1.7.1
1.7.0
Fixes
Hunter's Harpoon
1.6.12
1.6.11
1.6.10
1.6.9
Allies
Items
Assists
1.6.8
1.6.7
1.6.6
1.6.5
1.6.4
Allies
Gunner Turret
These seem to be in a state I'm happy with now, aside from Mithrix's AI being unable to reliably hit them.
TC280
Moon
Only relevant with Origination/Vengeance Void Team
Enemies
Mithrix
After much experimentation, came to the overall conclusion that it's better to leave Prioritize Players on.
Small Holdout Charging
Run Scaling
Artificer
Added Config: Freeze Executes Bosses: Nerf Freeze Globally (Disabled by default)
Fixed startup warning text related to Captain's Beacons/Warbanner during startup.
1.6.3
Allies
Gunner Turret
Played a bunch of runs against Mithrix, and it turns out that he can't even hit these most of the time. When he did land perfect hits, they'd only do a pitiful amount of damage since these were balanced around tanking hordes, rather than singular enemies. 2x damage from Mithrix means they have "Vanilla" survivability against Mithrix specifically.
Squid Polyp
Same reason as Gunner Turrets, Mithrix has a really hard time hitting targets that stand completely still.
Imp
Turning this back on since it's an intentional bit of flair that they're supposed to do, though it doesn't seem to actually change much.
1.6.2
Gunner Turret
Planning to make a lot of small incremental tweaks to these until they end up in a good spot. Previous version seemed too tanky against Mithrix, though part of that was due to him constantly missing his attacks against them.
Delicate Watch
1.6.1
1.6.0
Fixed for Devotion update.
Items
Allies
Gunner Turret
AoE resist put these in a weird state where they'd be able to facetank multiple Elder Lemurians at the same time, but would die quickly to beetles. New HP value is between their old HP and their effective HP with AoE Resist (1200). Will be keeping my eye on this to see if more changes are necessary.
Mithrix
Spawnpools
1.5.19
1.5.18
1.5.17
Added extra nullcheck to Happiest Mask.
Ally Resistances
SS2 Official Compatibility: Attempted to fix bug where Gunner Turrets (and TC280s?) could be infinitely rebought when scrapping them via a drone scrapper.
(REVERTED) For Devs:
1.5.16
1.5.15
REX
All self-damage is now affected by armor and other defense items.
This is inconsistent across his skills in Vanilla. (Seed Barrage bypasses armor, Bramble Volley and Tangling Growth don't)
Acrid
Leap hitbox
Leap Air Control
This was causing him to lose a lot of momentum/distance due to air control kicking in.
1.5.14
Commando
Bandit
Blast
Specials (existing config unaffected)
1.5.13
Gasoline
Safer Spaces
1.5.12
1.5.11
1.5.10
1.5.9
1.5.8
Bandit
Just a small tweak to make this a bit more appealing to take when compared to Serrated Dagger's lunge and Dynamite's overall damage output, though I believe this skill will still end up by the wayside compared to the other 2.
1.5.7
1.5.6
Drones are now immune to splat damage.
Not sure how well this actually works.
Items
Berzerker's Pauldron
Predatory Instincts
This was a thing in earlier versions of the mod but was mistakenly removed due to the incorrect assumption that it got added to Vanilla.
Internal: Updated Ancient Scepter compat to replace skills by SkillDef instead of Index for better mod compatibility.
1.5.5
1.5.4
1.5.3
1.5.2
1.5.1
1.5.0
Bandit
Desperado
Added Standoff from Risk of Rain Returns as a selectable Revolver Passive.
Damage bonus is lower than in Returns due to 2Bandit having backstab along with cooldowns being shorter compared to 1/Returns.
Items
Hunter's Harpoon
Razor Wire
1.4.10
Added separate config option for Aurelionite changes.
Stone Titan
1.4.9
Added config option to make Captain's Diablo Strike only deal damage to himself instead of all teammates. (Disabled by default)
Artificer M1 Reload now gives priority to the standalone mod to make it easier for custom skill makers.
1.4.8
1.4.7
1.4.6
1.4.5
Removed random spread from Void Fiend's primaries.
Small QoL that doesn't really matter much since the primary already has heavy autoaim. Only really noticeable at high attack speeds.
1.4.4
Ally Scaling
Played for a few months without it off and I found I prefered Vanilla scaling here.
Loader
Mainly intended for King Kombat Arena, but also so that you dont get locked when Loader Vengeance Clones use their pylon.
1.4.3
1.4.2
1.4.1
1.4.0
1.3.3
General
Survivors
Artificer
REX
Utilities
DIRECTIVE: Inject
Fruit-on-hit was neat but impractical to actually use. This should make the skill work better for actually healing people.
Items
Allies
1.3.2
1.3.1
1.3.0
Old War Stealthkit
Squid Polyp
Removed Planula Stealthkit/Squid compatibility code since it's no longer needed.
AtG Missile
Plasma Shrimp
Polylute
Was still a direct upgrade to Ukulele even with lowered proc coefficient. Even with this nerf, it still remains very strong.
1.2.9
1.2.8
1.2.7
1.2.6
1.2.5
1.2.4
1.2.3
1.2.2
1.2.1
1.2.0
Survivors
Frag Grenade
This skill was feeling a bit redundant with Phase Round lightning and Suppressive Fire AoE.
Engineer
MUL-T
Nailgun
Originally lowered it to try to encourage use of his other weapons, but in retrospect I don't think this was really necessary.
Items
Power Elixir
Barrier gain originally got buffed because it was getting punched through super quickly in multiplayer runs. After playing around with it for a while, I've found that it's way too strong in solo while still being pretty bad in multiplayer, so the change has been reverted.
Infusion
Brilliant Behemoth
Damage per stack was a holdover from earlier versions where range scaling was removed. Removing the damage scaling, and making the diminishing returns on the range scaling less severe.
Newly-Hatched Zoea
1.1.4
1.1.3
Survivors
Diablo Strike
This is so that CDR items won't make Bandoliers less effective.
Items
Empathy Cores
These are fine in Vanilla, and deal way too much damage with RiskyMod ally scaling.
1.1.2
1.1.1
1.1.0
Artificer
Snapfreeze
Based on SS2U Cyborg code, hopefully this isn't too buggy.
Allies
Enemies
Mushrum
Lunar Exploder
1.0.2
Lunar Wisp
Noticed these getting spammed en-masse when reaching the moon after looping (especially in MP), creating instadeath firing squads the moment you leave the spawn area. Current credit cost is 2x the price of a Lunar Golem (350). For comparison, Greater Wisps cost 5x the price of a Stone Golem. 1.5x damage multiplier was originally there to compensate for 2 hitscan shots being merged into 1 projectile, but after playing around with it a bit I noticed people were dying way too fast to them.
1.0.1
1.0.0
Nothing major in this update, but I think this pretty much covers all I've intended to do with this mod. There's a few sore spots left, like Void Lens, but RulebookUnlocker blacklisting works well enough.
0.18.4
Gunner Turret Teleport
This should fix all turrets being teleported to the same spot.
Bandit
Burst
Hemorrhage
0.18.3
0.18.2
Bandit
Artificer
Items
0.18.1
0.18.0
Hoping to make Void Fields less tedious to do, since Starstorm's Nemesis Invasions are locked behind completing it. General idea is for it to be shorter but more intense. Worried about it being too easy to get a free Red, will adjust if needed.
Allies
Spawnpools
Items
Bandit
Hemmorrhage
Hemmorrhage tickrate doesn't scale with stacks, and I found it still ended up not being worth the effort compared to just shooting things with your gun.
0.17.8
0.17.7
0.17.6
0.17.5
0.17.4
Allies
Gunner Turret
0.17.3
Ally Regen modifiers are now calculated after all HP changes.
Gunner Turrets are now repairable.
Reduced default max Shrine of Combats per stage from 5 -> 3
Having too many of these on a single stage causes it to be a hassle for everyone to have to scramble across the entire stage to figure out which shrines they missed.
0.17.2
0.17.1
Changed default Mountain/Combat shrine limit back to 5.
0.17.0
Interactables
Shrine of the Mountain
Shrine of Combat
Scaling director credit cost got broken by SotV, but I figured out a fix for it.
Character Mechanics
Allies
Items
Squid Polyp
Defense Nucleus
Survivors
Enemies
Parent
Mithrix
With allies being a lot more durable, Mithrix often got stuck fighting them instead of acutal players.
Voidling
Just bare minimum changes to make it slightly more tolerable to fight.
Spawnpool Changs are now out of beta and are enabled by default. No longer relies on DirectorAPI.
Titanic Plains
Distant Roost
Siphoned Forest
Abandoned Aqueduct
Siren's Call
Sundered Grove
Sky Meadow
0.16.8
0.16.7
0.16.6
Barrier
Allies
Increased DoT Zone Resistance from -80% -> 90%
Noticed turrets and similar allies still dying way too quickly to Mushrums and Exploders.
Gunner Turret
Emergency Drone
Incinerator Drone
Items
Artificer
Primaries
New damage number is the same as MUL-T's buffed scrap launcher, not factoring in Ignite.
Fixed Utility Ion Surge cancelling Flamethrower.
Flamethrower ignite chance increased from 50% -> 100%
Puts this between pre-SotV numbers and current Vanilla numbers. Probably gets crazy with Ignition Tank, but it's such a niche item in most scenarios that this type of interaction is fine.
0.16.5
0.16.4
0.16.3
0.16.2
0.16.1
0.16.0
Enemies
AI Targetfinding
RoR2's AI targetfinding doesn't work well with its horde shooter gameplay. Enemies often go AFK in random parts of the map and take up spawnslots, and oftentimes they will forget what they're doing and go AFK mid-combat due to losing their target.
Items
Stickybomb
Bandaid fix for stickies falling off of flying enemies in MP.
Shuriken
For most characters, this item is an instant scrap due to how it steals Band procs.
Razor Wire
Simplifying this item's behavior since the proc coefficient thing is really only necessary for Helfire.
Squid Polyp
Unstable Tesla Coil
New radius matches the radius used for most other lightning/AoE type effects.
Shaped Glass
Transcendence
Survivors
Made internal survivor modifaction code more robust.
Huntress
Bandit
Stats
*Bandit got a lot of buffs in this mod, with the extra dash from his knife, the invisibility position tracking buff, and more. Lower HP is more in line with his role of being a hit and run Assassin. This is the same HP value used for BanditReloaded.
Burst
Closer to Vanilla, but still higher.
Serrated Dagger
Smokebomb
This increases the effective cooldown from 3s -> 4s, which is the same as Commando's Roll.
Special Grace Period
0.5s was the original intended value for BanditReloaded, but it had to be increased due to problems with consistency for online clients.
MUL-T
Engineer
Mobile Turrets
These sometimes like to walk off cliffs because the AI isn't very smart.
Artificer
Disabled Blaze Storm and Electrocute by default.
These skills are made of reused assets and aren't polished at all. Since they won't be getting any work done on them, they'll be hidden by default.
0.15.0
Frag Grenades
Wanted to give the option to use vanilla-ish nades, since I feel cooking is a bit awkward with Commando's skill flow. I feel explode on impact trivializes Vanilla nades a bit, but that's preferable to being unable to use them against flying enemies.
0.14.13
Fixed Beetle Guard spam with QueensGlandBuff.
Old compat code no longer works, so I'll just let QueensGlandBuff handle things.
0.14.12
Commando
Suppressive Barrage (Scepter)
Changed HE Grenade (Scepter) into Carpet Bomb (Scepter)
Commando's RiskyMod Scepters were a bit underwhelming because they were originally balanced around his RoR1 Scepter, rather than the balls to the wall insanity that 2's Scepter provides. These changes should bring them more in line with how they are supposed to be.
0.14.11
Beetle
Blind Pest
Same distance as Vultures. For comparison, Lemurians are 35m and Wisps are 20m
0.14.10
Stone Titan
Laser Rework didn't work well at all, accuracy was too poor. Would require a rewrite of the skill state to make it workable, which I don't plan on doing.
0.14.9
Items
Power Elixir
50% healing on a single Common item was too strong, and there was no way to balance it without making it feel terrible. Barrier should allow this item to function as quick temporary protection, while still requiring you to actually find a way to heal yourself up.
Leeching Seed
Trying to even out the performance of this item compared to Scythes.
Defense Nucleus
Enemies
0.14.8
0.14.7
0.14.6
0.14.5
Allies
Items
Transcendence
Putting this at a halfway point between the earlier 1s (+1s) value and the 0 (+0.5s) value.
Enemies
Stone Titan
Nerfs from previous updates made these a bit too ineffective at using their laser.
0.14.4
0.14.3
Commando
Allies
0.14.2
0.14.1
0.14.0
Fixed missing DirectorAPI dependency causing the mod to not work on certain modpacks.
Items that fall out of bounds are now teleported back into the stage.
Homing projectiles now select targets based on angle, instead of angle + distance.
Void Locus
Signals Drop Items
You will need to manually change the chance config if you are updating.
Artificer
Items
Aegis
Should give this item a much more tangible benefit. Leaving the base overheal->barrier percent alone for now to gauge how effective this item is in its current state.
Brittle Crown
Needletick
The -1 armor did nothing to actually help the item in MP/loops, and just bloated the item's functionality. Will only re-enable changes if I actually have something that works.
Newly-Hatched Zoea
Enemies
Stone Titan
Was annoying to fight at midrange, and made them worse at close range due to being committed to lasering for longer.
0.13.26
0.13.25
Added config option to disable Snapfreeze Rework/Blaze Storm self-knockback.
Fixed Electrocute's config option name being horribly misspelled. This will reset the config option for this skill.
0.13.24
0.13.23
Tele Expansion
Can be changed in config.
MUL-T
Items
Delicate Watch
Gasoline
This used to be in an older version of the mod but got broken by SotV.
Rose Buckler
Reverting this to how it was in earlier versions of the mod.
Hunter's Harpoon
Weeping Fungus
Bringing this closer to Starstorm 2's original values for Dungus (1.0%/0.5%)
Safer Spaces
Having done a lot of runs with this, I've found that Safer Spaces is generally a no-brainer on most characters, since you don't get hit very often.
Equipment
0.13.22
Stone Titan
*Laser radius buff was originally there to counteract the poor aim of the old laser rework. Now that the tracking works properly, it's not needed anymore. Falloff has been re-enabled to match the Xi Construct."
0.13.21
0.13.20
Allies
Drones
Missile Drone
Pretty much the same as Vanilla now (but with better accuracy/targeting). This doesn't change breakpoints for killing Wisps/Lemurians.
TC280
Items
Power Elixir
Being saved from the dangerous <50%HP threshold every stage is an incredibly strong effect for a Common item, so healrate is getting lowered to make it less effective at facetanking out of situations where you should be dying.
Spare Drone Parts
Toning down the ability of drone swarms to full-clear the map by reducing their crowd damage. Item is still incredibly strong despite these changes.
Enemies
Stone Titan
This is closer to my original intention, which was for the laser to be like Vanilla but without the perfect lockon. Cooldown was increased back to Vanilla levels because Titans were spending too much time lasering things and not enough time using their other skills.
0.13.19
Acrid
I've heard that Acrid changes got broken for some people after a recent update. I can't reproduce the bug on my end, so be sure to contact me with your LogOutput.log file if the issues persist after this update.
0.13.18
Blast
This skill was still feeling like a direct downgrade to the shotgun. Reduced spread will allow it to be more effective at its intended range, and increased damage makes it come out on top in terms of proc DPS when compared to the shotgun (5x90% x 0.75)
0.13.17
Removed Bison debug text.
Captain
0.13.16
0.13.15
Added Tele Charge Time Increase option (disabled by default).
Intended to counteract the faster clear times from Tele Expand on Boss Kill. Left disabled by default since I think it's not that fun, and a better option is to play modded difficulties with higher scaling values.
Items
Tweaked description style tags on Fresh Meat, Warbanner, Beetle Gland, and Squid Polyps.
AtG Missile, Plasma Shrimp, Molten Perforator, Charged Perforator
Stacking damage increase was leaning a bit too close to Common item territory on AtGs. Similar items have been tweaked as well for consistency.
Brilliant Behemoth
Stacks felt lacking without range scaling, and the item is hard to stack in the first place.
Defensive Microbots
Artificer
Acrid
Fixed Bite not getting the Slayer damagetype if Deeprot is equipped.
Frenzied Leap
Losing out on 1 extra jump is a huge penalty, even with the existing buffs from the mod.
0.13.14
Allies
Fixed Missile Drones not benefiting from ally changes.
TC280
Shield Overload stacked on top of faster HP regen and the drone's naturally high tankiness ended up being too much, especially since drones are now cheaper to repair if they go down.
Artificer
0.13.13
0.13.12
Void Locus
Tweaked Fog Damage
Void Fields got changed in an update post-SotV to make the fog damage more reasonable, but Void Locus never received that change. New numbers are the same as current Void Fields.
Remove Fog
This was originally enabled by default due to the Void Fog being unplayable in large lobbies, along with the Fog killing too fast to catch up to teammates who decided to activate Signals early.
Items
Crowbar
Queen's Gland, Empathy Cores, Defense Nucleus, Newly-Hatched Zoea, Halcyon Seed, Backup, Goobo Jr.
This is how it used to work pre-0.13. Item config affects the actual stats/stacking, while the general game-wide ally scaling changes are tied to the Ally Changes config.
0.13.11
Siphoned Forest
Having Vermin, Pests, and Bisons on Stage 1 ended up making this stage feel skewed.
0.13.10
Enemies
Bighorn Bison
Partially inspired by Inferno's changes, should be compatible with it. Vanilla Bisons are too slow and unmaneuverable to be much of a threat. Faster charge speed should make them a bit harder to dodge. Turn speed has been increased as well, but I'm not sure if it's actually doing anything.
Spawnpools (Beta)
0.13.9
Artificer
This bug was introduced a few versions ago when it got changed from Blast Jumping to a simple backwards push.
0.13.8
0.13.7
0.13.6
Queens Gland
Squid Polyp
Intended to mirror how allies take 40s to regen to full.
Defense Nucleus
*These would spawn on one side of the map, then sit there doing nothing while the fight has moved to another part of the map.
0.13.5
Power Elixir (Rework)
Removing perma-break effect while trying to keep the spirit of the Vanilla item. 50% threshold will make this more consistent to trigger, but with a weaker healing effect to compensate for being more readily-accessible.
0.13.4
0.13.3
Fixed styling on Razorwire description.
Increased Shatterspleen bleed chance from 5% -> 10%
No other +5% bleed chance items exist in the game, which made this feel out of place.
0.13.2
Little Disciple
Been on the fence about doing this for some time. After playing a lot with 0 proc Disciple, I've come to the conclusion that it needs some proc coefficient to be worthwhile.
0.13.1
Queens Gland, Defense Nucleus, Empathy Cores
Enabling Void Implosion deaths on expendable allies that can easily respawn, as a stylistic touch. Things that don't respawn easily (Aureleonite, Col. Droneman, Drones in general) will remain immune to Void Implosions.
0.13.0
Compatibility and Configs
AI Blacklist
Survivors
Allies
Refactored code to be a LOT cleaner.
See the For Developers section of the README for more info!
Increased Mushrum resistance from -67% damage -> -75% damage.
Drones
Repairing drones that were destroyed in combat is now 50% cheaper.
Missile Drone
Incinerator Drone
Emergency Drone
TC280
Is this too much?
Col. Droneman
Items
Happiest Mask
Damage reduction is due to the +50% level damage scaling increase from Ally Scaling.
Queen's Gland
Empathy Cores
Halcyon Seed
Defense Nucleus
Newly-Hatched Zoea
Equipment
Enemies
Spawnpools Beta