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muckers-BlazingElite-0.2.0 icon

BlazingElite

Some hostile mobs spawn as Blazing elites with 4x health, 2x damage, and a fire trail. All players should install it.

By muckers
Date uploaded 20 hours ago
Version 0.2.0
Download link muckers-BlazingElite-0.2.0.zip
Downloads 9
Dependency string muckers-BlazingElite-0.2.0

This mod requires the following mods to function

BepInEx-BepInExPack_Muck-5.4.1101 icon
BepInEx-BepInExPack_Muck

BepInEx pack for Muck. Preconfigured and ready to use.

Preferred version: 5.4.1101

README

Blazing Elite

Some ordinary hostile mobs spawn as Blazing elites.

A Blazing mob has 4× health and deals 2× damage. It is tinted orange, and it is larger, because Muck already enlarges a mob whose multiplier is above 1. It leaves a trail of see-through orange embers behind it, each one shrinking to half size over 3 seconds. Standing in an ember hurts, twice a second. The burn zone shrinks with the ember, so you are burned only where you can see fire. The trail ignores the elite's 2× damage, but it grows with the day the same way every mob hit does. Shield drains before health.

Muck treats a Blazing mob as a buffed mob. It drops 1.25× loot, and killing one counts toward the Steam BuffKills stat.

Trail damage

The mod sends TrailBaseDamage × TrailDamageFraction × TickInterval per tick, rounded down and capped at TrailTickCap. The defaults give 15 × 1.5 × 0.5 = 11. The host multiplies that by the day's mob damage multiplier, the same one every mob hit uses, and then applies your armor. Damage per tick before armor, at the defaults:

Day Easy Normal Gamer
0 3 9 19
4 12 21 30
8 24 44 73
10 31 58 109

TrailTickCap applies before the day multiplier, so it limits the 11, not the damage you take. At the default 15 it never binds.

On an Artifact of the Night Swarms night, mobs still roll Blazing. Swarms' health factor (0.5 by default) stacks with the 4×, so a Blazing mob has 2× normal health that night.

This is not a new powerup. It adds no item ids, so chest and shrine drops stay the same.

Bosses, guardians, and neutral animals do not spawn Blazing. Set IncludeNeutral if you want neutral animals included. Bosses and guardians stay excluded.

RoR2 Enemies' Lemurians, Jellyfish, Lesser Wisps and Stone Titans are never Blazing, the same as with Glacial Elite. A Blazing Jellyfish would double its burst.

Multiplayer

All players should install this mod. A peer without it can still join, because the mod adds no packets and no ids. The players will not agree about which mobs are Blazing.

Every player in a lobby should use the same Spawn and Stats values. If they differ, health bars disagree. On launch the log prints Blazing config and a hash of those values. Every peer should print the same hash.

  • Modded host, vanilla client. The client sees a normal-sized mob whose health sits above the client's own max. The bar can look full for a while. The client takes normal hit damage and no trail damage.
  • Vanilla host, modded client. The host's health is normal. The client's bar shows the 4× value. That client takes 2× hits and trail damage.
  • Both modded, same config. Both players pick the same mobs, and the health bars match.

Embers hurt only the player who is standing in them. Each client checks its own player and sends the hit the same way a mob hitbox does.

Saves

MuckSaveGame loads mobs by calling the normal spawn path with the saved multipliers and a new mob id. A saved mob whose multiplier is already above 1 is not scaled again. It also does not get the tint or the trail back, because the component is only added on a fresh roll. A saved mob that is still at multiplier 1 can become Blazing on load.

Config

BepInEx/config/evan.muck.blazingelite.cfg, created on first launch. Melee already gets the 2× from the damage multiplier. A ScaleMelee line left over from 0.1.0 does nothing, and you can delete it.

For a test, set Chance to 1. Every eligible mob is then Blazing.

Section Key Default Where the number comes from
Spawn Chance 0.1 Not from the wiki. RoR2 elites come from director credits, not a flat chance.
Spawn IncludeNeutral false Not from the wiki
Stats HealthFactor 4 RoR2 wiki, tier 1 elite health
Stats DamageFactor 2 RoR2 wiki, tier 1 elite damage
Trail TrailDamageFraction 1.5 RoR2 wiki, 150% damage per second
Trail TrailBaseDamage 15 Not from the wiki. 15 is the Goblin and Dave melee baseDamage in a pre-Update-4 asset dump.
Trail TrailTickCap 15 Not from the wiki. Caps the tick before the day multiplier.
Trail TickInterval 0.5 Not from the wiki
Trail Radius 1.5 Not from the wiki
Trail HeightTolerance 2 Not from the wiki
Trail Lifetime 3 Not from the wiki
Trail DropInterval 0.25 Not from the wiki
Trail MinSpacing 1 Not from the wiki
Visual TintStrength 0.6 Not from the wiki
Visual TintColor 1, 0.45, 0.1 Not from the wiki. Also colours the embers, at 0.25 alpha.
Debug VerboseLogging false Not from the wiki. When on, the log names each Blazing mob id.

What this version leaves out

  • Burn on hit. Muck has no burn status.
  • Mobs spawned by a MobZone. Those never go through MobSpawner.SpawnMob.
  • Other elite types.
  • Trail damage to other mobs.
  • Copying this config to other players. The log hash only shows a mismatch.
  • Putting the tint and the trail back on a saved Blazing mob.

Credits

The Blazing elite idea is Hopoo Games' from Risk of Rain 2. This mod contains no assets from Risk of Rain 2 or Muck. The icon is original.

CHANGELOG

Changelog

0.2.0

  • Embers are see-through orange. They used Unity's legacy additive particle shader, which ignores the colour the mod set, so each ember most likely drew as a white sphere and a trail summed to a white streak. They now use Sprites/Default with TintColor at 0.25 alpha. A recoloured TintColor recolours the embers too.
  • The burn zone shrinks with the ember. An ember shrinks to half size over its life, but it used to burn at full radius for all of it, so you could be burned up to 0.75 m outside the visible fire.
  • RoR2 Enemies' tagged enemies are never Blazing, the same rule Glacial Elite uses: bossMultiplier must sit on the 1/16 grid. A custom Artifact of the Night Swarms HealthFactor off that grid (0.6, for example) also stops Blazing on Swarms nights, as it does Glacial. A Blazing Jellyfish doubled its burst, to 101 at day 2 on Normal, which one-shot an unarmoured player. Artifact of the Night's Swarms nights still roll Blazing.

0.1.1

  • A killed Blazing mob's ragdoll keeps its tint. The tinted material copies now belong to each renderer, so they live as long as the 10 s ragdoll. In 0.1.0 the mob root destroyed them while the corpse was still drawing them.
  • Removed the ScaleMelee option. It rescaled HitboxDamage, which no eligible mob has. Melee was already 2× through the mob's damage multiplier, and still is. A ScaleMelee line left in an existing config file is ignored.
  • The docs now give the real trail damage. The host multiplies each tick by the day's mob damage multiplier, so the default tick goes from about 9 at day 0 to about 58 at day 10 on Normal. TrailTickCap is described as a cap before that multiplier. Its behaviour did not change.
  • The docs mention the 1.25× buffed-mob loot and the BuffKills stat, and how Blazing stacks with Swarms.

0.1.0

  • First release. Some hostile mobs spawn as Blazing elites with more health, more damage, an orange tint, and a local fire trail.
  • A mob is scaled only after it is found, and a second spawn does not scale it again.
  • Trail ticks use a flat base and a cap. They do not stack on the elite damage multiplier.
  • A failed world-seed read promotes nobody. The log prints a config hash at world start.