Survivors
Pick a Risk of Rain 2 survivor in the lobby: Commando, Mercenary, MUL-T, Bandit, Huntress or Engineer, each with stats, their own weapon, abilities and effects. Everyone should install it.
By muckers
| Last updated | 34 minutes ago |
| Total downloads | 14 |
| Total rating | 0 |
| Categories | Addons |
| Dependency string | muckers-Survivors-0.6.6 |
| Dependants | 1 other package depends on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_Muck
BepInEx pack for Muck. Preconfigured and ready to use.
Preferred version: 5.4.1101README
Survivors
Pick a Risk of Rain 2 survivor in the Muck lobby. Your survivor changes your max HP, damage, armor and jumps, gives you the survivor's own weapon in hotbar slot 1, and adds ability keys. Every ability has its own visual effect, and players who all run the mod see each other's.
Survivors
| Survivor | Max HP | Damage | Armor | Weapon (left click) | Abilities |
|---|---|---|---|---|---|
| Commando | 100 | x1.00 | 0 | Commando's Pistols: Double Tap, 100% shots five times a second | Q Tactical Dive (4 s): a quick dash. F Phase Round (3 s): a piercing shot for 300%, +40% per enemy pierced, stopped by terrain. |
| Mercenary | 100 | x1.00 | 20 | Mercenary's Katana: cleaves for 180%. Later targets in the same swing take half | Double jump. Q Blinding Assault (5 s): a dash for 400%, longer with move speed. If it hits, you have 1.5 s to dash again, up to 3 times. F Parry (5 s): blocks damage for 1 s. Both cooldowns shorten with attack speed, and the parry lasts longer. Also starts with a Wood Axe. |
| MUL-T | 182 | x0.92 | 12 | MUL-T's Drill: swings for 150% every 0.4 s and mines Wood Pickaxe tiers about 3x as fast | Q Transport Mode (6 s): 1.5 s of 220% speed and +200 armor, ramming enemies for 250%. F Blast Canister (6 s): a shot that bursts for 220% where it lands, then drops 5 bomblets around it for 44% each. |
| Bandit | 100 | x1.00 | 0 | Bandit's Revolver: Burst, a shotgun, 5x100%, 4 shells | Attacks from behind crit for 2x. F Serrated Dagger: a lunge for 360%; a backstab bleeds for 2000% over 15 s. Q Smoke Bomb: 200%, a 3 s cloak that hides you from modded players, then 200% again. C Lights Out: a 600% revolver; a kill resets your cooldowns. Also starts with a Wood Axe. |
| Huntress | 82 | x1.00 | 0 | Huntress's Bow: Strafe, 150% at the nearest mob in view every 0.5 s, no arrows needed | F Laser Glaive: 250%, bouncing up to 6 times and growing 10% per bounce. Q Blink: teleport 10 m along the camera. C Arrow Rain: 110% ticks in a 7.5 m zone, 19 times over 6 s. |
| Engineer | 118 | x1.17 | 0 | Engineer's Grenade Launcher: Bouncing Grenades, hold to charge up to 8, release to fire, 100% each | F Pressure Mines (8 s): up to 4 mines, 300%, armed after 1 s, set off by an enemy nearby. Q Bubble Shield (25 s): a 10 m dome for 10 s that destroys enemy projectiles entering it. C TR12 Gauss Auto-Turret (30 s): up to 2 turrets that shoot the nearest enemy for 100%. Also starts with a Wood Axe. |
| No survivor | 100 | x1.00 | 0 | none | none (vanilla) |
Stats are RoR2's base stats scaled to Muck: RoR2's 110 HP is Muck's 100, and RoR2's 12 damage is Muck's x1.0. Armor works like RoR2: damage x 100 / (100 + armor).
Ability and weapon damage is based on the best weapon you carry, not the one in your hand: a weapon's damage, a bow's damage times the arrows in your arrow slot, or 10 if you have nothing better (a Wood Axe is 15). So holding your survivor weapon never weakens your skills. Your strength powerups apply.
Your survivor's weapon
Your survivor's weapon is a real item. It starts in hotbar slot 1, so it is in your hand when you spawn, and you can move it around your inventory and hotbar like any item. It is bound to you: it can't be dropped, put in a chest, furnace or cauldron, sold or crafted, and if you die it comes back to slot 1 when you respawn.
Left click with the pistols, revolver, bow or grenade launcher fires your survivor's primary instead of swinging. The katana and drill swing like vanilla weapons, so on-hit items work with them. Your other skills (Q, F, C) work with anything in your hand, so you can gather with an axe and still dash away.
Players without the mod see an empty hand while you hold it. Players with the mod see your survivor's own pistol, katana, revolver or bow.
Effects
Every ability has a short low-poly effect: tracers and muzzle flashes for the guns, a flying cyan bolt for Phase Round, slash arcs for the katana, drill and Serrated Dagger, trails for every dash, a ring around MUL-T while he charges, a burst and bomblet pops for Blast Canister, a cloud of light grey smoke for Smoke Bomb with dark screen edges while you are cloaked, dark screen edges and a wider view while Mercenary's parry is up, a spinning blade for the Serrated Shiv, a spinning disc for Laser Glaive, dark drops falling off a bleeding mob, and sparks where your hits land.
When everyone in the lobby runs Survivors 0.5 or later, you see each other's effects. They travel as hidden chat lines that never show in chat. If anyone in the lobby doesn't have the mod, effects stay on your own screen, so they never see a line. ShowSkillFx turns effects off on your screen, and ShareSkillFx stops sending and receiving them. Neither changes damage.
How to pick
Open or join a lobby. A panel on the left lists the survivors and every player's pick. Click one. Your pick is saved in BepInEx/config/evan.muck.survivors.cfg (SelectedSurvivor), so it also works in solo worlds and non-Steam lobbies.
The panel shows [config XXXXXXXX] next to players whose ability settings differ from the host's, [version ...] for a different mod version, and "no Survivors mod" for players without it. It never blocks the Start button.
Multiplayer
- Everyone should install the mod. Each player's survivor runs on their own machine, and ability damage goes through Muck's normal hit packets, so the host doesn't need special code.
- A player without the mod plays vanilla. This is expected to work but hasn't been tested.
- Survivor weapons never travel to other players as items, so a player without the mod can't be broken by them.
Bandit
Bandit is the RoR2 kit adapted to Muck. Hold left click with Bandit's Revolver for Burst or, in the config, Blast. When the revolver is empty it reloads every shell before it can fire again, and letting go of left click does not cut that reload short. F is Serrated Dagger or Serrated Shiv. Q is Smoke Bomb. C is Lights Out or Desperado. Standing behind a mob makes the hit a crit.
Config can switch Burst/Blast, Dagger/Shiv and Lights Out/Desperado. The defaults are Burst, Serrated Dagger and Lights Out. Changing them changes the config code, so the lobby shows [config …] until everyone matches.
A Lights Out or Desperado kill counts when the mob your revolver hit dies to your ability hits within 1 s, as Muck reports it. Smoke Bomb does not make mobs forget you. Other players who have the mod stop seeing your survivor model while you are cloaked. The guns, the shiv and Smoke Bomb's blasts trigger on-hit items. The bleed's ticks do not. Vanilla crits, such as Horseshoe, are not doubled a second time by Backstab, even when Sniper Scope also procs. A weakness hit that also procs Sniper Scope is the one exception.
Huntress
Huntress uses the same keys, and only while you are playing her. Hold left click with Huntress's Bow for Strafe. F is Laser Glaive. Q is Blink. C is Arrow Rain.
Strafe does not fire unless a mob is in view, and it stops at walls. The glaive's later bounces do not. Blink follows the camera, including up and down. It moves your whole body along that path, stops short of terrain, rocks and trees, and lands you on your feet. Arrow Rain lands on the ground you are looking at, as a ring with arrows falling inside it. The zone ends if you die. It does not slow enemies. Strafe and the glaive trigger on-hit items. Arrow Rain's ticks do not. None of them crit.
Engineer
The Engineer uses the same keys, and only while you are playing him. Hold left click with the Engineer's Grenade Launcher to charge Bouncing Grenades, one more every 0.375 s up to 8, and let go to fire them. A grenade bounces once and blows on its next bounce, on an enemy, or after 1.5 s. F lays a Pressure Mine 2 m ahead. It arms after 1 s and blows when an enemy comes within 4 m. A fifth mine removes the oldest. Q raises the Bubble Shield where you stand. For 10 s, enemy projectiles that enter the dome are destroyed. It does not stop melee mobs, and projectiles fired from inside it fly on. C places a TR12 turret 2.5 m ahead. It shoots the nearest enemy it can see within 45 m, for 100% of your damage every 0.5 s, faster with your attack speed. A third turret removes the oldest. Turrets last until enemy projectiles that reach them take their 150 hit points, or until a new world or Wave Run island. Melee mobs ignore them.
Turrets use your current weapon damage, strength and attack speed. Their shots count as your hits, like the grenades and mines, so they trigger your on-hit items the way the other survivors' skills do. None of them crit. Players who run the mod see your mines, turrets and dome, and their own copies of enemy projectiles are stopped by your dome too. Players without the mod still take hits from projectiles your dome stops on your screen.
With Bustling Fungus installed, each of your turrets projects your Bustling Fungus aura while you hold the powerup. It needs nothing else and does nothing without Bustling Fungus.
Keys
The cooldown HUD on the right side of the screen shows the key for each skill, and tells you which weapon to hold for your primary. It hides while a menu, chat or the map is open.
The primary is your weapon's left click, so 0.4's PrimaryKey setting is gone. The special key's config entry is SpecialSkillKey (default C). Before 0.4.1 it was SpecialKey, and some older configs saved F there, the same key as the secondary skill. On first load the mod copies an old SpecialKey into SpecialSkillKey, unless it is another skill's key (an old F stays C) or you already changed SpecialSkillKey. Then it removes the old line and logs what it did.
If two skill keys are the same, or a skill key is one of Muck's own keys (movement, jump, sprint, interact, inventory, map, left or right click, R, Escape, Enter or 1 to 7), the mod moves the later skill to a free key and logs a warning that names both. The order is utility, secondary, special, and Muck's keys always win. A rebind in Muck's settings is checked right away.
Not in this version
- Commando has his weapon, Tactical Dive and Phase Round. Mercenary has his weapon, Blinding Assault and Parry. MUL-T has his weapon, Transport Mode and Blast Canister.
- Ability hits don't crit (no Horseshoe, no lifesteal). Bandit's backstab crits are the exception for his own attacks, and only from behind.
- Starting tools are given again if a save mod reloads a world. Set
GrantStartingTools = falseto avoid that. - No sound effects for the new weapons and effects. Parry uses Muck's armor clink.
- There's no Artificer yet.
Risk of Rain 2 and its survivors are Hopoo Games'. Muck is Dani's. This mod contains no assets from either.