

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. Nearly every change from this mod can be toggled on/off, so you can configure it to your liking!
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 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
Full changelog included in the .zip
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.