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vinestweaks
Adds Risk of Rain 2 artifacts and some other challenging tweaks. Highly configurable.
By VGMWorld
| Date uploaded | 3 weeks ago |
| Version | 0.2.0 |
| Download link | VGMWorld-vinestweaks-0.2.0.zip |
| Downloads | 81 |
| Dependency string | VGMWorld-vinestweaks-0.2.0 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2121RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.1.0XoXFaby-MMHOOK_Standalone
Standalone MMHOOK_Assembly-CSharp for other mods to depend on.
Preferred version: 1.0.3Rune580-Risk_Of_Options
A convenient API for adding BepInEx ConfigEntry's to a option menu
Preferred version: 2.8.5README
VinesTweaks
Adds configurable artifacts and gameplay tweaks for Risk of Rain 2.
Sanguine Bargains
This is a direct Blood Shrine tweak, not an artifact. It can be enabled or disabled through Risk of Options.
When this tweak is enabled:
- Blood Shrines track the actual health sacrificed by each player.
- Every 100% cumulative max health sacrificed earns a Blood Tithe reward roll by default.
- Blood Tithe rewards drop a white item by default, with configurable green and red upgrade chances.
- If a Blood Shrine leaves the player at or below 35% combined health, Blood Insurance grants a temporary barrier by default.
- Reward chance, threshold, green/red chances, barrier threshold, barrier amount, and visual feedback are configurable.
Artifact of Rewarding Vines
When this artifact is enabled:
- Normal monsters drop a weighted random item at 0.3% by default.
- Elite monsters drop a weighted random item at 1% by default.
- Boss/champion monsters drop an extra weighted random item at 10% by default.
- The first 5 player team level-ups grant white-tier item reward rolls at 100% by default.
- Each time the player team reaches a new 25-level milestone above 0, it rolls a red-tier item at 100% by default.
Artifact of Recalibration
When this artifact is enabled:
- Direct player hits cannot remove more than a configurable fraction of a monster's max combined health.
- Common monsters default to 50% max health per direct hit.
- Elite monsters default to 15% max health per direct hit.
- Boss/champion monsters default to 3% max health per direct hit.
- Passive proc-chain damage is dampened by default to 15% of its original damage and capped at 2% of the monster's max combined health.
- Rapid direct hits on the same target share a short 0.10 second damage budget window by default.
- A distinct impact effect can play when damage is recalibrated.
Artifact of Undying
When this artifact is enabled:
- Monsters that would take lethal damage are held at 1 HP.
- They become immune and continue moving/attacking for a configurable duration.
- Common monsters default to 1.5 seconds.
- Elite monsters default to 4 seconds.
- Boss/champion monsters default to 8 seconds.
- A repeated visual pulse marks monsters during the immune last-stand period.
- When the timer expires, the monster dies for real.
Artifact of Survival Instinct
When this artifact is enabled:
- Monsters that survive a heavy hit gain temporary damage resistance.
- Common monsters trigger at 35% max health damage by default.
- Elite monsters trigger at 20% max health damage by default.
- Boss/champion monsters trigger at 8% max health damage by default.
- Active Survival Instinct reduces follow-up player damage by 45% for 1.25 seconds by default.
- Each monster has a configurable cooldown before it can trigger again.
Artifact of Scrappy Beginnings
When this artifact is enabled:
- Players take reduced damage during the opening stages.
- Protection lasts for the first 2 stages by default.
- Incoming player damage is reduced by 20% by default.
- The effect ends naturally after the configured protected stage count.
Artifact of Escalation
When this artifact is enabled:
- Monsters gain stage-scaling damage resistance after the early game.
- Escalation starts on stage 5 by default.
- Monsters gain 3% damage reduction per escalation stage by default.
- Elites gain an additional 5% reduction by default.
- Boss/champion monsters gain an additional 12% reduction by default.
- Total reduction is capped at 60% by default.
All numeric values are configurable through Risk of Options.
Configuration
Open Risk of Options in-game and tune:
- Monster drop chance percent
- Elite drop chance percent
- Boss extra drop chance percent
- Early white item level count
- Early white item chance percent
- Player level red tier threshold
- Red tier milestone chance percent
- Common, uncommon, and legendary tier weights
- Item drop launch velocity
- Common, elite, and boss direct damage caps
- Passive proc damage multiplier and cap
- Direct damage budget window
- Recalibration impact effect toggle
- Common, elite, and boss undying durations
- Undying visual pulse interval
- Undying visual effect toggle
- Survival Instinct trigger thresholds, duration, cooldown, reduction, and visual effect toggle
- Scrappy Beginnings protected stage count, damage reduction, and visual effect toggle
- Escalation start stage, per-stage scaling, elite/boss bonuses, maximum reduction, and visual effect toggle
- Sanguine Bargains enable switch
- Blood Tithe threshold, reward chance, green chance, and red chance
- Blood Insurance enable switch, health threshold, barrier amount, and visual effect toggle
- Debug logging
The same values are also stored in BepInEx config under:
BepInEx/config/com.vgmworld.vinestweaks.cfg
Build
- Install the dependencies in a separate r2modman or Thunderstore profile.
- Copy
local.props.exampletolocal.props. - Set
BepInExProfilePathandRoR2ManagedPath. - Run:
dotnet build
Install Locally
Copy the built DLL from bin/Release/netstandard2.1/ into:
<profile>/BepInEx/plugins/vinestweaks/
Launch the modded profile, enable the VinesTweaks artifacts you want before starting a run, and inspect the BepInEx console or BepInEx/LogOutput.log if an artifact does not appear.
CHANGELOG
Changelog
0.5.0
- Marks the current package as human playtested.
- Promotes the latest VinesTweaks item and artifact balance pass for release.
- Adds and tunes Reach Wax as a white-tier primary attack range item.
- Adds and tunes Broadleaf Grip as a green-tier primary attack coverage item.
- Changes Broadleaf Grip from multiplicative width scaling to additive coverage, making it less explosive with Reach Wax.
- Adds Broadleaf Grip support for projectile primary coverage through projectile scale and blast-radius adjustment.
- Packages polished 256x256 transparent item icons for VinesTweaks items.
- Keeps VinesTweaks highly configurable through Risk of Options.
0.4.0
- Marks the current package as human playtested.
- Fixes a few bugs found during local playtesting.
- Adds G-Chicken Booster, a white-tier item that increases critical strike chance and critical strike damage.
- Adds Deflective Yolk, a green-tier item that turns critical hits into temporary barrier.
- Adds Reach Wax, a white-tier item that extends primary attack range.
- Adds Broadleaf Grip, a green-tier item that widens primary attack coverage.
- Adds a Risk of Options toggle for enabling or disabling VinesTweaks items.
- Adds Risk of Options tuning for G-Chicken Booster crit chance and crit damage values.
- Adds Risk of Options tuning for Deflective Yolk crit chance, barrier amount, and barrier cooldown.
- Adds Risk of Options tuning for Reach Wax range and melee multiplier values.
- Adds Risk of Options tuning for Broadleaf Grip range, coverage, and melee multiplier values.
- Tunes G-Chicken Booster defaults to +8% crit chance, +5% crit chance per stack, +6% crit damage, and +5% crit damage per stack.
- Tunes Deflective Yolk defaults to +14% crit chance, +5% crit chance per stack, and 3% barrier per stack.
- Tunes Reach Wax defaults to +30% primary range and +20% primary range per stack.
- Changes Broadleaf Grip from multiplicative width scaling to additive coverage, making it less explosive with Reach Wax.
- Tunes Broadleaf Grip defaults to +25% primary range, +10 degrees primary coverage, and +5 degrees primary coverage per stack.
- Adds Broadleaf Grip support for projectile primary coverage through projectile scale and blast-radius adjustment.
- Packages polished 256x256 transparent item icons for VinesTweaks items.
- Sets custom item rarity through the newer runtime item tier definition when available, so Deflective Yolk displays and sorts as a green item.
0.3.0
- Marks the package as human playtested.
- Fixes a few bugs found during local playtesting.
- Promotes the current VinesTweaks feature set for release packaging.
- Adds G-Chicken Booster, a white-tier item that increases critical strike chance and critical strike damage.
- Adds Deflective Yolk, a green-tier item that turns critical hits into temporary barrier.
- Adds a Risk of Options toggle for enabling or disabling VinesTweaks items.
- Adds Risk of Options tuning for G-Chicken Booster crit chance and crit damage values.
- Adds Risk of Options tuning for Deflective Yolk crit chance, barrier amount, and barrier cooldown.
- Tunes G-Chicken Booster defaults to +8% crit chance, +5% crit chance per stack, +6% crit damage, and +5% crit damage per stack.
- Tunes Deflective Yolk defaults to +14% crit chance, +5% crit chance per stack, and 3% barrier per stack.
0.2.0
- Adds Artifact of Rewarding Vines.
- Adds configurable monster, elite, boss, and recurring player-level-milestone red-tier item drops.
- Adds configurable early white-tier item rewards for the first player team level-ups.
- Changes the default red-tier level milestone from every 10 levels to every 25 levels.
- Adds chat messages when Rewarding Vines successfully grants early white-item rewards or red-tier milestone rewards.
- Changes artifact glyphs and Rewarding Vines chat emphasis to a green VinesTweaks palette.
- Moves Rewarding Vines level milestone rewards out of monster death handling so boss deaths cannot dump delayed level rewards.
- Adds Artifact of Recalibration.
- Adds configurable direct-hit damage caps, passive proc-chain dampening, a short per-target damage budget window, and recalibration impact feedback.
- Adds Artifact of Undying.
- Adds configurable 1 HP immune last-stand durations for common monsters, elites, and bosses with repeated visual pulse feedback.
- Adds a visible Undying status marker while monsters are held at 1 HP.
- Adds Artifact of Survival Instinct.
- Adds configurable monster anti-burst resistance that triggers after heavy nonlethal hits.
- Adds Artifact of Scrappy Beginnings.
- Adds configurable early-stage player damage reduction for rough starts.
- Adds Artifact of Escalation.
- Adds configurable late-game monster damage resistance with elite and boss bonuses.
- Adds Sanguine Bargains as a direct Blood Shrine tweak, controlled by Risk of Options instead of an artifact.
- Adds configurable Blood Tithe item rewards based on cumulative max-health percentage sacrificed at Blood Shrines.
- Adds optional Blood Insurance barrier when a Blood Shrine leaves a player at low health.
- Changes Sanguine Bargains to detect Blood Shrine purchases through
PurchaseInteraction.OnInteractionBegin. - Makes Sanguine Bargains detect Blood Shrine behavior on the purchase object, parents, or children for better prefab compatibility.
- Prevents Blood Tithe from showing a reward chat message if the item drop list is empty and no item was created.
- Changes Blood Tithe and Blood Insurance defaults so a normal Blood Shrine use gives visible feedback.
- Uses RoR2's built-in damage-rejected visual feedback while monsters are in the Undying immune period.
- Adds a reliable fallback visual effect for Recalibration when capped damage is reduced.
- Retries VinesTweaks visual effect prefab loading lazily so feedback effects do not permanently disappear if startup references are unavailable.
- Restyles all in-game artifact icons as lower-resolution green glyphs with darker deselected icons.
- Adds Risk of Options integration for all numeric values.
- Adds safety limits for Rewarding Vines random kill drops, Blood Tithe reward bursts, and repeated visual feedback effects.
- Requires a player-team attacker before Rewarding Vines random monster-kill drops can trigger, preventing environment cleanup deaths from creating loot.
- Reduces debug-log spam from Rewarding Vines level milestone checks.
- Updates the Thunderstore description to emphasize artifacts, challenging tweaks, and high configurability.