![]() Fixed inability to distringuish Simulacrum waves from other CombatDirectors.Fixed accidental inclusion of AssetBundle loading logic.Tweak SimulacrumBaseline calculation to provide 66% more items, since it was providing astonishingly few.Fixed TeleporterBossBaseline overriding SimulacrumBaseline.Disabled debug logging that was left on by default on accident.Removed time component in SimulacrumBaseline calculation.Cleanly separated the Simulacrum calculation logic from the regular game calculation logic.Add config file support for all settings.Switch from Unity-based logging to BepInEx-based logging.Attempt to fix NullReferenceException in the SpawnCard_onSpawnedServerGlobal.If you have like 20 rusted keys, you can get expect an extra red every other map as well. Given that youll usually find 1 to 3 big chests per map, its not weird if you get like 2 extra reds per loop. Fix bosses in normal games having a 100% drop chance. According to the Fandom wiki, the chances of getting a red item from a big chest should be 1 in 5.Sets the Simulacrum boss wave drop chance multiplier (as percentage). Sets the Simulacrum non-boss wave drop chance multiplier (as percentage). Bonus Health: Percent: Certain enemies receive bonus health in multiplayer. Lower this value to lessen this effect, increasing player income. Income Penalty: Percent: Gold is typically split between all players. Sets the Classic boss wave drop chance multiplier (as percentage). Extra Item Rewards: True/False: Enable to drop additional items from the teleporter event, other bosses, and hidden realms. Sets the Classic non-boss wave drop chance multiplier (as percentage). Sets the Combat Shrine drop chance multiplier (as percentage). Sets the global drop chance multiplier (as percentage). rs_debug Įnables or disables debugging log output in the console. Console commands rs_enabled Įnables or disables the mod functionality. The defaults are very sensible though :-). You can also configure it during gameplay The mod can be configured though it's config file, me. From there, all we do is convert the value to a percentage to determine the item drop chance. This mod functions by actually recording how many of these credits are spent when a monster is spawned, and how many credits were being distributed at the time.īased on these metrics, we can determine the relative value of a monster. Internally in Risk of Rain 2, the spawning logic uses monster credits. This does not scale properly with the amount of players, since the game will then spawn bigger and stronger monsters, not proportionally more. ![]() In the base game, the Artifact of Sacrifice has a fixed chance of dropping an item based on monster type alone. Lets Play Risk Of Rain 2 Multiplayer Join Ghost, Spesh, Nitz, and Sky as they battle through tons of unique enemies, build crazy power-up combos, and try t. Added config option to control if Teleporter Bosses should drop items.Changes the Artifact of Sacrifice to be much more balanced, especially in multiplayer.Reduced random spread on item drop locations by 25%."Guaranteed Green from Tele Bosses" is disabled by default now.Added config option to set the chance for bosses to drop no items.Fixed Aetherium's Witches Ring causing bosses to drop items whenever it procs.This is to fix the issue where EliteSpawningOverhaul Elite Bosses would only drop +1 extra item when Honor is active. Elite Bosses now drop a minimum of +3 extra items (along with the guaranteed 1 item that all bosses drop).They are unaffected by the Guaranteed Teleporter Green setting because they spawn more numerously than normal bosses. Horde of Many bosses now drop 1 item each.Fixed buggy logic in the previous release.Fixed Teleporter Bosses Drop Items setting not working.Fixed Lunar Chimeras dropping items during Mitchell phase 2.Added config option to completely disable teleporter drops (tele drops are enabled by default).Added config option to make the mod only work if Sacrifice is enabled. ![]()
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