

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
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
0.7.4
Gold Scaling
Improved how decimal gold values are handled.
This will mainly only matter earlygame when that $1 difference can mean a lot.
Gold - Scale to Combat Director Credits
Still trying to fine-tune the new gold scaling behavior. Gold earn rate was feeling too slow while looping, so I reduced how much it gets decreased. Let me know if any more changes are needed, or if things feel fine. Every bit of feedback helps, since this is a pretty major change to the gameplay loop in general.
0.7.3
Gold Scaling
Let me know if this has too much earlygame impact.
Combat Director Multiplier increased from 1.2 -> 1.4 - You will need to manually change this setting if you're updating from a previous version.
First loop was feeling too sleepy. After analyzing the difficulty graphs of Linear Scaling vs Vanilla Scaling, it turns out most of the difficulty from the old pre-0.7.0 scaling actually came from the enemy spawnrates, rather than the scaling values. 1.4 is slightly less than the halfway point between the minimum Director multiplier (1.2) and the maximum multiplier (1.7) that Linear Scaling used to use. Played some Commando/Railgunner runs and the spawnrates didn't seem too unreasonable, but let me know how this feels!
0.7.2
TODO: Experiment with Desperado changes.
0.7.1
Items
Polylute
Need to see how this plays.
Captain
0.7.0
Releasing this earlier than I was planning to due to the Vanilla update. Captain/Arti/Acrid changes need more balance testing. Haven't had much time to test things so lemme know if things are broken.
Config
Hoping this is the last major config restructuring that will be needed.
Run Scaling
Scaling
New Modded Scaling
Vanilla Scaling is needed because the game can't keep up while looping on Linear Scaling. At the same time Vanilla Scaling works pretty poorly in large lobbies due to how the difficulty scales. Planning to adjust this number til an appropriate balance is found.
Linear Scaling
Idea was that no proc chains would make exponentially scaling enemies not necessary, but it turns out that wasn't the case. In retrospect, even RoR1 ended up behaving this same way, with Starstorm's Ethreal portals being necessary for loop difficulty.
Loop Boss Armor increased from 20 -> 40
Combat Director credit multiplier increased from 1x -> 1.2x
Money
This makes it so that farming is still relevant on later stages. I'm happy with how this feels in singleplayer, but I don't know how it scales in multiplayer.
Allies
Todo: see if shields should be re-added now that exponential scaling is enabled by default. Noticing most drones are underpeforming in general when it comes to damage.
AI Blacklist
Interactables
Combat Shrine/Mountain Shrine/Void Seed playercount-scaled credit cost removed due to the latest update breaking it.
Void Seed
Multiple Void Seeds spam tons of enemies and all end up sharing the same objective tracker, requiring you to go on a scavenger hunt around the map to find where all the enemies are. A massive timesink without much reward.
Void Fields
Void Fields is quite possibly the most unfun experience the game has to offer, with its endless waiting and claustrophobic holdout size. New charge duration lowers the total charging time from 10m -> 6m 40s (plus travel time). If you use VoidQoL, I recommend adjusting the charge-on-kill value to accommodate this.
Moon
Void Locus
This stage ususally gets skipped in favor of directly going to Voidling after Mithrix, and it's a boring and unrewarding waitfest if you do decide to do it. Stage already has some item spawns, but I believe that giving the Signals item drops is needed to make them feel rewarding to do. Required Signal count isn't lowered like Moon's Pillar Count due to technical reasons, but I'd do it if I could figure out how.
Items
Lensmaker's Glasses
Glasses don't seem to be that much of an issue now that it's harder to stack fullcrit due to the item pool being more diluted, and I'm not sure if it actually needed the nerf in the first place. I'll be disabling this by default but leaving it in for people who want it.
Crowbar
Harvester's Scythe
The goal behind the rework was to make it so that it doesn't overlap with Leeching Seed, but I don't think I've managed to rework it well in any iteration. The Crit on Kill effect would be good as a standalone modded item focused around that, but trying to work in healing to the effect as well didn't work out. I think flat healing vs damage-scaled healing is a good enough distinction between Scythes and Seeds.
Bandolier
Berzerker's Pauldron
This still felt like it was giving too much of a boost with respect to how easy it is to trigger. Attack Speed boost now matches Predatory Instincts. Move Speed boost has been increased to be the same number as the Attack Speed boost to make it easier to remember.
Leeching Seed
Idea behind Seeds scaling off of final damage was to give it synergy with damage items, but it ended up not being much of a consideration since those items are items you'll always be taking anyways. Hoping to get this balanced to be around the same level as Vanilla Scythes.
Infusion
Rose Buckler
This makes it perform the same as Vanilla while sprinting. 10 armor passive, 20 conditional.
Ukulele
Was originally opposed to any type of proccing on this item, but after having played with it for a while, it simply doesn't feel that good without it. Going to try setting it lower than Vanilla first.
Polylute
This makes the scaling similar to other damage items and Ukuleles.
Sentient Meathook
Same reasoning as Ukulele.
H3AD-5T
Cooldown Scaling isn't needed anymore since it got changed to scale damage with stacks a few updates ago. Cooldown is cleansable to be consistent with other item cooldown effects.
Ben's Raincoat
Resonance Disc
I have never seen a single person chase after this item at any point in time. Probably fine to just leave it with its Vanilla stats. All the config option does now is enable it to charge up from assists.
Pluripotent Larva
Survivors
Anti flying force max mass reduced from 1000kg -> 400kg (This is only used for reworked MUL-T M2 + Acrid Shifts)
Turns out that this could still be used to easily gib bosses even with the previous changes due to the checks that prevent it not working in multiplayer.
Commando
Artificer
With these changes, new DPS is somewhat comparable to REX, which I'm fine with since REX is easier than Arti.
Primaries
Flame Bolt
Probably the hardest M1 to actually aim with, and the only ranged M1 that actually has a problem with killing Wisps (aside from Scrap Launcher).
Plasma Bolt
The effect is boring, but it can at least 1shot Wisps comfortably now. Might end up being technically better than Flame Bolt due to the AoE being more valuable than ignite lategame, but I think they're close enough.
Utilities
Snapfreeze (Rework)
Goal with this rework is to fix Snapfreeze being useless against flying enemies and to solve the longstanding issue of Artificer having no mobility in her base kit.
Ion Surge
Blaze Storm (New Fire Utility)
Was originally going to rework Ion Surge into a castable skill like Ice Wall, but decided not to, so it has been quickly repurposed into being a new Fire utility. Not sure if this should even be enabled by default since it's such a low effort asset flip.
Flamethrower
Acrid
Passives
Virulent
Virulent's duration increase wasn't significant enough to be worth taking over Contagion. With the Poison/Blight changes below, Poison remains the same while Blight's new boosted duration goes up from 7s to 10s.
Contagion
Being able to spread Epidemic ended up being a bit too much due to its ability to proc. Shifting the focus of the skill towards letting you keep your Blight stacks going even after killing an enemy.
DoTs
Poison
Blight
Epidemic
This is just the same as pre-update Virulent Epidemic.
Captain
Defensive Microbots
Numbers need fine tuning. Overall a net loss in how high you can scale the recharge rate, which is intended since it's an item that removes the need to dodge a lot of types of projectiles.
Vulcan Shotgun
Power Taser
Diablo Strike
This change is mainly geared towards the Resupply Beacon changes, which allow Captain to have 3 Bandolier uses on-demand. (It recycles Bandolier's restock code due to networking reasons)
Orbital Supply Beacon
Beacon: Shocking
Can't be bothered to think of anything for it. With the increased radius, it can make a decent safe zone around your other beacons I guess.
Beacon: Resupply
Beacon: Hack (Rework)
Vanilla version was exclusively used by Captains to grab all the items on the map before anyone else could. Hoping this new effect will lead to some interesting synergies with certain Survivors.
Bandit
Added primary fire select config options (disabled by default).
Knife skills no longer interrupt reloading.
Hemmorrhage proc coefficient increased from 0 -> 0.3
Hemmorrhage ended up being underwhelming while looping, especially considering the effort/risk required to apply it in the first place.
Railgunner
Polar Field Device
Don't really have any clue how to make this skill worthwhile while keeping its effect similar to Vanilla, so here's a small tweak.
Void Fiend