

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.
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.
Contact me if you're interested in translating the mod!
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. There's some items that I don't like but don't have any ideas for reworking, so I'll list them here and leave it up to you on whether you want to enable them in your runs.
To make custom allies compatible with RiskyMod's ally changes, use these 4 items located in AllyItems.cs:
These are always initialized even if Ally changes are disabled and their effects have config-checking built-in, so you can simply add them to your allies without having to worry about anything.
Make sure these are only given to Player-team allies, since they'll be painful to fight against (in a bad/unintuitive way) when they're given to enemies.
Drone Targeting fix - ZetTweaks
Squid Polyp Distraction - DestroyedClone
Language Support - Anreol
Skill Icons - KoobyKarasu
Acrid Hitbox Tweaks - TheTimesweeper
Buff Icons - SOM, VALE-X
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