

A full-game overhaul that aims to bring it closer to RoR1's balance. My main priority is multiplayer, but the mod is balanced in solo as well.
I highly recommed installing https://thunderstore.io/package/Moffein/EliteReworks/ to go with this.
Full change list can be found at https://docs.google.com/document/d/1Igxdur0M33fdkcDLYgDEbLE0M4-89gSTorxgdn-oyKs/
This mod merges in fixes and tweaks from a bunch of other mods. If you have those mods installed, these fixes/changes will disable and the original mod will take priority (Except for Bandit Grace Period).
Feel free to take features of this mod and release them as standalone as long as you link the original GitHub repo in the README.
Place RiskyMod.dll AND the language folder in /Risk of Rain 2/BepInEx/plugins/RiskyMod
Mostly done with everything I've wanted to do with the mod. Plan going forward is to iron out the existing balance and do a bit of spawn pool tweaking. I don't like the state that Pennies/Watch/Elixir are in, and Corpsebloom/Desk Plant are still bad, but they probably won't get changed. I personally just blacklist them when playing.
Drone Targeting fix - ZetTweaks
Squid Polyp distraction - DestroyedClone
Language Support - Anreol
Skill Icons - KoobyKarasu
Acrid Hitbox Tweaks - TheTimesweeper
Buff Icons - SOM
0.10.3
0.10.2
Run Scaling
Teleporter Bosses are less likely to repeat for multiple stages in a row.
Limited to 2 because most stages only have 3 basic bosses.
Loops increase teleporter boss credits by 1 Mountain Shrine.
It takes way too long before Elite Bosses start to show up regularly. This should help with that.
Items
Added partial compatibility with QueensGlandBuff
Note: This ignores QueensGlandBuff's changes to how many beetles you can have, which is why this is listed as only being partially compatible. The mod and its ally changes work fine (and worked even before this update).
Mercenary
0.10.1
0.10.0
Firemode Selection (Credits to Nunchuk for the keybind code from CustomEmotesAPI)
Allies
Items
Ukulele
Polylute remains at 0.1 proc, hoping this makes it more of a choice when deciding between the two.
Sentient Meat Hook
This makes it the same as Vanilla. I don't think it's a major balance concern since most other proc chaining items have been disabled.
Symbiotic Scorpion
Trying to make this a bit more even compared to Shattering Justice.
Enemies
Stone Golem
Magma Worm and Overloading Worm
Reduced follow delay from 0.6s to 0.1s (inspired by Inferno)
Tried to make players a higher priority for the AI.
Now fires fireballs in both stances, instead of only when leaping.
Is this too spammy?
Stone Titan
Animations are faster.
Titans can't attack much because their anims take a ridiculously long time.
Mega Laser
Trying to shift laser from being a "hide behind cover" check to something that you actively dodge and interact with. Can be easily avoided, but deals high damage if it catches you off-guard. Needs playtesting.
Lowered max aim velocity from 180 -> 60
This is to prevent the Mega Laser from jerking around erratically. Other skills are auto-targeting so I'm not too concerned about this.
Stone Fist
Stone Construct
Aurelionite
Early Access Aurelionite was notoriously bullshit, but nowadays people rarely die to it. Starting with a small increase due to the major Titan changes.
Commando
Suppressive Fire
Swapping the numbers on the Direct Hit/AoE to make this better at dealing with bunched up enemies.
Suppressive Barrage (Scepter)
Artificer
Blaze Storm (Needs Playtesting)
Trying to shift this more towards being an area control skill as was originally intended. With these changes, total damage is higher while immediate burst DPS is lower (500% DPS over 3 seconds -> 320% DPS over 6 seconds). Meant to be comparable to Arrow Rain and Directive: DRILL.
Electrocute (Special) (Needs Playtesting)
Does this even work online? Intended to be more reliable than Flamethrower and good at dealing with flying trash, but worse at dealing with bosses and tanky enemies. DPSwise this is lower than your primaries, but it's guaranteed to hit. Needs balancing and polish.
Unlimited Power (Electrocute Scepter)
Captain
Power Tazer and Beacon: Shocking
This should make these skills more useful when fighting unshockable enemies.
Beacons
Beacon: Hacking
The Skill Recharge effect from the rework would become unavailable depending on whether or not the host wanted to use Vanilla Hacks or Reworked Hacks, and often caused confusion among Captain players. To address this, the Skill Restock effect has been merged with Resupply beacons, and Hack beacons have been moved closer to their Vanilla effect so that there isn't such a big shift in functionality.
Beacon: Resupply
The dedicated Skill Recharge beacon ended up being too niche. Thematically, Skill Restock/Equipment Restock have a pretty similar effect, and both beacons weren't very popular on their own, so merging them seemed like the right choice.
Acrid
Regenerative (Needs Playtesting)
Original intent behind duration loss on hit was to force Acrid to hit and run instead of facetanking, but it ended up feeling bad in practice due to how he could suddenly get every stack of Regenerative cancelled at the same time. Plan is to try to balance around Regenerative healrate instead. Will be challenging since Bite makes a huge difference to Acrid's regen speed.
Frenzied Leap
This skill ended up lagging behind in MP due to enemies not bunching up as much as in solo, along with the loss of 1 jump being a huge mobility penalty in general.
Loader
Void Fiend
Spawnpools Beta (Disabled by default)
Disabled by default. Can be enabled in the Core Modules section of RiskyMod_General.cfg
Current Issues:
General Notes:
Stage 1
Titanic Plains
Distant Roost
Alpha Constructs mirror Hermit Crabs, and work nicely with how there's a lot of tightly-packed surfaces for the projectiles to bounce off of.
Snowy Forest
Stage 2
Wetland Aspect
Abandoned Aqueduct
Figured this stage could use stronger enemies since Aphelian Sanctuary has both Templars and Apothecaries on loop 1.
Stage 3
Stage 4
Stadia Jungle
Trying to make the spawnpool on this map less generic.
Sirens Call
Stage 5
Sky Meadow
I don't like Alpha Constructs since they take up enemy slots and AFK on the other side of the map. Split on whether or not removing Xi Constructs is the right call. Removed Bronzongs and replaced them with Lunar Golems since the map has too many flying enemies, along with Lunar Golems being a parallel to RoR1's Temple Guards.