

This mod should work entirely fine if only the Host has the mod.
Everything configurable ingame via RiskOfOptions.
A couple enemies have been moved or replaced to encourage enemy diversity.
Gup family event now spawns Geep & Gip too
Parent family event now spawns Grandparent & Children too
Family Event distribution is more varied.
Mili-Printers, Cleansing Pools and Equipment Drones are a bit more common
Shrine of Order & TC-280 will spawn on some additional stages.
Reduces Credits cost of:

Mending Healing Core now increases stats with level is generally a bit tougher.
Twisted Elites :
Overloading Worms projectiles leave behind Overloading Bombs
Aquaduct Elder Lemurians now activate their Bands & scale with difficulty.
Void Devastator now immune to Freeze and Void Implosions.
Elite XI's spawn elite Alphas. (no bonus stats, matching other minion bosses)
Twisted Scav & Voidling have slightly less damage scaling.
Twisted Scav special scaling no longer counts 0 players.
Interactable Credits :
Stages 1,2,3 will spawn with slightly more monsters on them so there's more to do.
Stage 5 has a guaranteed Void Portal so Void Locust & Voidling can be used as a proper Mithrix alternative.
The Bazaar has a third Lunar Seer. Because we keep getting more stages.
Gilded Coast will have some extra shrines.
Void Fields Cells now charge faster
- (40s for the first 4, 50s for the next 4, 60 for the last).
Cells now have a regenerating aura before activating them.
Deep Void Signal now takes 48 seconds instead of 60 & has a 30% larger Radius.
Pillar of Mass now charges 20% faster but can spawn 20% more monsters.
Moon Drop Ship and Void Fields Cell charge at full speed at just 1 player.
Printers, Scrappers & Shrines are faster / have less delay.
Generally I wish to make Looping a bit more chaotic because it's rather boring.
Stages start with more monsters on loops.
Teleporters spawn more bosses per loop.
Teleporter Boss HP scales with Loop and Stage clear count, so that it remains something exciting.
Every loop-stage completed raises the enemy level by 10, beyond the cap.
Every Stage 5 will spawn a Void Locust Portal.
Stage 10 will spawn a Celestial Portal.
Tier 2 elites are cheaper. (30x instead of 36x)
Scavengers can be encountered as bosses and will have a random Boss item.
Elite Scavengers will be given more items.
After Mithrix you can continue looping via a Portal at spawn.
After Twisted Scavengers you also get a portal.
For people who don't like looping :
Captain keeps his abilities in Hidden Realms.
Captain gets a third beacon with Lysate Cell.
Huntress will use 2 Ballista Charges for 6 Shots with Lysate Cell.
Commando & Acrid M2s shoot out rapdily without needing to press each time.
Equipment Drones will fire their equipment as often as they can depending on the equipment. (ie Scanner, Jade Elephant)
TC-280 will have Adaptive Armor & resistance to AoE attacks.
Spawns Squid Turrets and Ghosts at full health
Elite Equipment have a 1/1600 chance of dropping (instead of 1/4000).
Boss items are now a 20% chance to drop. (instead of 15%)
Making the stages interactables credits more equal and having less credits spent on bad interactables adds up to more items. Not too many but maybe a noticible difference.
But mod also makes game a bit harder in cerain areas so evens out.
More Void Locust spotlight, More varied Eclipse, and some other stuff it's nice.
Report bugs to @Wolfo.wolfo in the Risk of Rain 2 discord or RoR2 Modding discord.
If you're reporting a bug that isn't something obvious include the log file.