

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. The dream is a universal ruleset that anyone can host, similar to 1's.
I highly recommed installing https://thunderstore.io/package/Moffein/EliteReworks/ to go with this.
Full change list can be found here. 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
Drone Targeting fix - ZetTweaks
Squid Polyp distraction - DestroyedClone
Language Support - Anreol
Skill Icons - KoobyKarasu
Acrid Hitbox Tweaks - TheTimesweeper
Buff Icons - SOM
0.6.3
Crowbar
Clarifying the previous patchnotes. It only triggers on the first 400%+ damage hit against an enemy.
AtG
OrbAttack behavior ended up penalizing slow heavy hitters due to missiles being unable to change target after the target dies. Hoping this will serve as a good halfway point.
57 Leaf Clover
This only ends up actually being a problem in heavily modded setups that make it easy to stack Clovers. Was focusing too much on those when adding this.
0.6.2
Updated Acrid/Commando so that their secondaries don't require re-pressing to use like how they worked pre-DLC update. Let me know if there are any other skills that should receive this treatment!
Split up the Tweaks section of the config into more categories to improve readability.
RiskyMod Bugfixes
Vanilla Fixes
Run Scaling
Adaptive armor ended up penalizing rapid-hit characters/builds too much due to adding armor on each hit, so it's being replaced with a flat armor increase. Current number is based on the base amount of armor that bosses get. Testing will be needed to determine what number this should be set to.
Shieldgating
Noticed that players are feeling a lot more tanky currently compared to pre-DLC RiskyMod, so this is just a small tweak intended to tone down survability a bit. While this makes players susceptible to multihits, Oneshot Protection should still protect against cheap kills from that. Shield gating will remain in the mod since it allows for On Damage Taken items to be triggered safely and reliably.
Allies
Col. Droneman now benefits from ally changes.
TC280, Gunner Drones, Gunner Turrets, and Backup Drones no longer have damage falloff.
Normalized drone damage stats
Spare Drone Parts (Listed under the Allies section of the config)
Spare Drone Parts allows drones to solo the game, but its effect per-drone varied greatly since its damage is based on the Drone's base damage. Normalized damage will make it give the same benefit for every drone. Need to do more testing to find an appropriate number for it. Feedback would be useful here.
Gunner Turrets/Squid Turrets
Trying out an alternate way of boosting their survivability. Since Mushrum gas and other stationary AOE attacks tend to have lower proc coefficients, this should give them a natural resistance to them.
Removed shields from all drones except the TC280 and Gunner Turrets.
Reduced HP/level from 30% -> 20%
Drones are intended to perform the same on all stages, but their HP scaling outscaled enemy damage scaling (higher elite spawnrates lategame seem to somewhat counteract this). Did some test runs with this, and it seems that this change had less of an impact than I expected, with the only noticeable change being that Squid Turrets seemed to die faster to Mithrix.
Vagrant Resistance changed to a general resistance to all attacks that deal IgnoreShieldGate damage.
Mod has changed internally to always set up the IgnoreShieldGate damagetype even if ShieldGating is disabled in the config. This should have no effect on gameplay, but let me know if it causes any bugs if you're playing with ShieldGating disabled.
Moon
AI Blacklist
Would add Beetle Gland, but need to see if that affects the Lunar Scavenger that uses them since I don't want to change that.
Voidtouched (Copied from EliteReworks)
Voidtouched Templars could stunlock you in a fraction of a second with no way to fight back due to guaranteed procs.
Items
Crowbar
This was part of the original rework but got shelved for the sake of testing out how it played. Current crowbar behavior has antisynergy with attacks like Nanobomb and Phase Round which shoot out lightning before the main hit. This change should fix that.
Berzerker's Pauldron
This item felt too strong for a Green, as unlimited buff stacking caused things to snowball too fast. Current number is similar on how other Greens perform (up to +45% attack speed conditionally, +30% per stack), but I'll need to see if adjustments need to be made.
Harvester's Scythe
Thinking along the lines of Hunter's Sigil, which is a Green item conditionally gives a high amount of crit. This is a nerf to the item's damage output, but a buff to the total healing each stack provides. Question remains if the crit chance/healing is effective enough to warrant taking.
Chronobauble
AtG Missile
57 Leaf Clover
Stacking Clovers ends up turning the game into a complete lagfest, and ends up trivializing the game due to making powerful random effects almost guaranteed. Is 15% enough for a Red item?
Enemies
Blind Pest
This number matches Wisps. Tweak attack to have a clearer windup in a later update?
Mushrum
More changes planned later. Want to reduce damage, increase AOE.
Commando
Acrid
Bandit
Burst
Hemorrhage
Ideally, choosing between Desperado/Gunslinger should be a choice between Hemorrhage stacking or Revolver damage, but Hemorrhage doesn't seem to perform well enough when looping to justify it. This change should at least help against Mithrix and bosses.
0.6.1
0.6.0
This is a huge update. Let me know if there's any bugs!
Voidtouched
Removed Distant Roost credit boost since it's Vanilla now.
Run Scaling
Once Loops start, teleporter bosses end up toppling way too fast to do anything. This change only affects teleporter bosses since the idea is that naturally spawned boss enemies shouldn't be a barrier to progression through the stage. Worried that Adaptive Armor might make tele bosses too tanky, needs more testing.
Increased max level to 9999 to match simulacrum
At a certain point, enemies stop spawning in Vanilla simulacrum. Need to figure out when that point is reached, and find out what to do there.
Simulacrum Scaling
Left untouched for now, need to see how Vanilla scaling fares against RiskyMod balance.
Void Locus
Void fog led to team wipes in large lobbies since it is impossible to coordinate everyone to stand inside a tiny circle, and the circles aren't very fun in the first place.
Player-controlled monsters now get 2.5 (+0.5/level) health regen and +20 armor if they don't already have built-in health regen.
This is only relevant if you use mods to play as enemies.
Oneshot Protection
Concerned that Opal + Safer Spaces + Shieldgating + OSP may be too effective at negating damage when combined together. Needs testing.
Shield Gating
Added a default AI Blacklist independent of item changes.
Not sure how expansive this list should be. I personally use a much more restrictive blacklist with the standalone AI Blacklist plugin (https://thunderstore.io/package/Moffein/AI_Blacklist/). Might consider looking at certain items and specifically tweaking them for enemies at some point (ex. Bleeds, Medkits).
Artifacts
Enigma
For more in-depth options and custom blacklist settings, install the standalone https://thunderstore.io/package/Moffein/EnigmaBlacklist/ which overrides this.
Drones/Allies
Telegraphed atatcks like Grandparent Suns and Void Implosions can easily be dodged by players, but Drones have no clue how to deal with them, and will simply stand in their radius and die.
Items
Cautious Slug
This item was good in early builds of the game, but became pretty mediocre after health regen got changed. Hoping to bring back some of that strength.
Tougher Times
Felt that the nerf made stacks a bit too underwhelming, especially when compared to Safer Space's guaranteed blocking. Need to be careful to not powercreep too hard when considering DLC items.
Safer Spaces
10% -> 7% would make it equivalent to Tougher Times, but is it actually needed?
Gasoline
Need to get a feel for where it stands now before further adjustment is made.
Warbanner
Healing was removed due to being overloaded with way too many features. TODO: Add to Voidling fight.
Chronobauble
Bonus damage made the item good, but it didn't fit with the theming of the item at all. Swapping it to an attack speed debuff since no vanilla items provide this effect. Numbers may need tuning. Plan is to keep it below -30% since LiT's Prison Shackles does that already and is a perfectly viable item with that number.
Lepton Daisy
Not sure if this combined with the healing novas is overkill, but at least this should help it be more than Scrapper fodder.
Razor Wire
Scaling changes seemed to make this item not effective against most normal hits, while Helfire + Razor Wire remained mostly the same due to the sheer spam it could put out.
Rose Buckler
Since Vanilla now has more reliable ways to get armor, the total armor multiplier ended up being excessive.
Predatory Instincts
Harvester's Scythe
Red Whip
Move speed makes a night and day difference between how the game plays, but only a few specific items actually give move speed unconditionally. This small buff should help with that.
Hunter's Harpoon
Vanilla duration is too low to be useful in any capacity.
Ukulele
Sentient Meathook
Technically this scales way more than Ukulele due to targets+chance per stack, but I think it's fine since it's naturally hard to stack in the first place due to being a Red item.
Brilliant Behemoth
Stacking this item was pretty underwhelming, considering it's a red item and naturally hard to get stacks. New numbers match the stacking values of AtGs/Rings.
Bottled Chaos
Ben's Raincoat (Credits to SOM for the buff icons!)
Vanilla effect invalidates nearly all the Elites in the game. Trying to keep the spirit of countering debuffs without completely removing them from the game. Needs more testing and tweaking.
Dormant Fungus
Plasma Shrimp
Changes to this item mirror AtG changes. This item is very good in Vanilla because it can trigger off of low proc coefficient passive item effects and proc chains along with proc spam, but does it still hold up once those are gone? Will need to playtest to find out.
Voidsent Flame
Changes to this item mirror Will-o'-the-Wisp changes. Range remains at the default 12m as opposed to Wisp's increased 16m radius so that it isn't just a straight upgrade.
Polylute
Singularity Band
Cool effect, but not worth taking over regular bands due to the long cooldown + low damage. Falloff removal should help this item's damage feel more consistent, instead of constantly whiffing for barely any damage. Damage scaling has been changed to match the scaling changes for Elemental Bands.
Molten Perforator
Transcendence
Since Cursed/Glass players have no defense against these attacks by default, Transcendence should not change that, or else it becomes a must-take for those builds.
Gesture of the Drowned
Equipment
Enemies
Beetle
Imp
Imps are supposed to be a mobile melee enemy, but they're terrible at chasing and keeping up with players. Their Vanilla AI makes them attempt to strafe after using their slash attack, letting players simply run away, and their slash attack has a 50% speed slowdown as well, ensuring that they'll never actually manage to hit anything moving.
Blind Pest
This makes their HP the same as Jellyfish instead of Beetles, and shot damage the same as Lemurians.
Void Infestor
These shouldn't be tankier than Wisps.
Acrid/Loader/MUL-T
Flying Knockdown Force
This means that the heaviest enemy they can knock downwards is a Solus Control Unit. This is mainly to prevent weird interactions with Voidling, which is a fyling enemy.
Commando
Reverting to Vanilla stats since it currently is overshadowed by Phase Round. I believe Phase Round is in a good spot in its current state, so no changes are planned there.
Huntress
Phase Blink is strong in the context of Huntress's kit, but it's hardly impactful enough on the overall game state to justify nerfing, so it has been reverted to its Vanilla stats.
MUL-T
Rebar Puncher
The original idea was that a damage increase would allow it to be used full-time as a primary, but in practice it didn't actually work out that way. Damage has been reduced to be similar to what it was at the start of early access when MUL-T has 12 base damage.
Scrap Launcher
Engi
Debloating the config a bit. The option was disabled by default, and the standalone mod is compatible with RiskyMod.
Originally omitted this because I wanted to see if they'd be survivable enough with the defensive item changes from this mod, but it seems that always-sprint is necessary to make them hold up compared to Stationary Turrets.
Merc
Inspired by Ya_boi_PHAT's MercenaryTweaks. Expose + Dash extension tech is cool, but it stops working once you get enough attack speed, so this fixes that. Not too concerned about the DPS loss since most of Merc's attack speed scaling comes from Eviscerate. This is a clientside setting.
Artificer
Primary reload now scales with attack speed.
Was originally hesitant to add this because I was worried that it would lead to people simply machinegunning her primary, but after playing around with it for a bit, it seems fine. Bandit is in the same spot where he technically can machinegun his primary with enough attack speed, but no one really does it in practice.
Fire Bolt
This puts the total damage around the same as pre-ignite changes, with higher proccing damage. Also hitting a projectile attack with a considerable reload time should be worth as much as hitting a hitscan rifle shot (Bandit's Blast) at the bare minimum.
Lightning Bolt
Removed M2 input changes since M2 Requires Re-press is now Vanilla.
Removed Flamethrower changes since they're now Vanilla.
Removed Solid Ice Wall
Solid Ice Wall ended up being a hindrance, blocking your own shots from hitting while being hard to actually use as cover. More changes are planned for a later update.
Nanobomb
REX
Bandit
I like the idea of crits being based on doing certain actions, rather than simply stacking glasses until they become an always-on thing. Additionally, the old minicrit code was a buggy mess. Not sure if Minicrit damage needs to be bumped up or if it's fine as-is.
Railgunner
Trying to get more of a feel for Railgunner before deciding if anything else needs to be done. Her single target damage is really strong, but at the same time she has absolutely no crowd control, and this mod's lack of proc-chaining exacerbates that.
Void Fiend
Corruption
Trying to make Corruption more based on player actions rather than things out of your control (unpredictable healing and reliance on Crits on a character with no built-in crit). Numbers may need tweaking.
Corrupted Suppress
This can be spammed even when you're at 1HP, but staying at that HP range is a risky move so I think it's fine.