

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 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
0.9.3
Moon Pillars Drop Items
Void Signals Drop Items
0.9.2
Shrine of Combat Items
Leeching Seed
0.9.1
0.9.0
Releasing this earlier than expected due to the Vanilla update breaking the previous version. Let me know if there's any bugs or if I accidentally left some unfinished changes in.
Artificer
Void Fiend
Player-Controlled Monsters
Run Scaling
Modded Scaling
Loop Boss Armor
Applies to all Champion enemies now because they all die before they even get a chance to fire off their attacks. The armor bonus alone isn't enough to let bosses keep up while looping. Look at making Elite bosses appear as TP bosses earlier?
Gold Scaling
Generally, the new scaling should keep the first few stages feeling roughly the same, while Stage 5+ will require a bit more farming than Vanilla instead of being able to instabuy the whole stage. Feedback will be helpful for fine tuning this.
Shrine of Combat Items
Enemies
Fall Damage
Xi Construct
Need to figure out how to make it less cancer for melee characters to fight later.
Magma Worm (TODO)
Items
Safer Spaces
This will make the item able to gate against multiple hits in the same frame. With the latest update, this technically allows for full invincibility at around 50 stacks, but I think it should be fine since that will only really happen in Bazaar lobbies.
Old Guillotine
In terms of Effective HP reduction, Guillotines were pretty lackluster compared to other Green items. This should make them less situational.
Chronobauble
This increases the actual slowdown from -37.5% -> -44.4%, since slowdown is calculated as 1 / (1 + slow percent)
Leeching Seed
Past Lv20, Seeds were outperforming fullcrit Harvester Scythes on most attacks. This lower number should make it so that at full crit, Scythes outperform Seeds for weak attacks while Seeds will outperform Scythes for strong attacks. Need to see how this plays and adjust further, and need to see how this affects earlygame.