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wormsworms-Desolate_Coast-1.2.0 icon

Desolate Coast

An alternate Stage 1 map set on a dark, overcast island. Includes a Simulacrum variant and music by Cane B!

Date uploaded 4 days ago
Version 1.2.0
Download link wormsworms-Desolate_Coast-1.2.0.zip
Downloads 2083
Dependency string wormsworms-Desolate_Coast-1.2.0

This mod requires the following mods to function

bbepis-BepInExPack-5.4.2121 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.2121
JaceDaDorito-LocationsOfPrecipitation-1.2.3 icon
JaceDaDorito-LocationsOfPrecipitation

A utils mod that features editor and runtime tools I use for making stages!

Preferred version: 1.2.3
RiskofThunder-R2API_ContentManagement-1.0.10 icon
RiskofThunder-R2API_ContentManagement

API for adding content to the game

Preferred version: 1.0.10
RiskofThunder-R2API_Addressables-1.1.3 icon
RiskofThunder-R2API_Addressables

R2API Submodule for implementing Addressables functionality

Preferred version: 1.1.3
RiskofThunder-R2API_Prefab-1.1.1 icon
RiskofThunder-R2API_Prefab

API for Prefab creation, networking and duplication

Preferred version: 1.1.1
RiskofThunder-R2API_Stages-1.0.3 icon
RiskofThunder-R2API_Stages

API for Stage creation

Preferred version: 1.0.3
RiskofThunder-R2API_Director-2.3.9 icon
RiskofThunder-R2API_Director

API for easily modifiying the Director (RoR2 monster / interactable spawner) behaviour

Preferred version: 2.3.9
RiskofThunder-R2API_Core-5.3.0 icon
RiskofThunder-R2API_Core

Core R2API module

Preferred version: 5.3.0
Smooth_Salad-ShaderSwapper-1.0.1 icon
Smooth_Salad-ShaderSwapper

A lightweight library for upgrading stubbed shaders to actual shaders at runtime.

Preferred version: 1.0.1
RiskofThunder-HookGenPatcher-1.2.9 icon
RiskofThunder-HookGenPatcher

MMHOOK generation at runtime.

Preferred version: 1.2.9
RiskofThunder-R2API_Sound-1.0.3 icon
RiskofThunder-R2API_Sound

API for adding custom sounds or musics

Preferred version: 1.0.3

README

Desolate Coast

An alternate Stage 1 environment set on a small, dreary island with dark, rocky shores littered with debris. The map is obviously based on Desolate Forest from Risk of Rain 1, but features some elements from Dried Lake, too.

The map has a fairly simple layout. It's roughly the same size as Titanic Plains and is mostly quite open aside from a large cove in one corner of the map. There's also a large wooden building that only opens up after looping.

Music

Desolate Coast has a unique music track, 'Castle of Memories' by Cane B - the track is unreleased (at least, at the time of writing), but you can check out his other work on YouTube and SoundCloud!

Simulacrum

Desolate Coast also has a Simulacrum variant which looks a bit dry, but is otherwise pretty much the same as the regular version.

Other Features

  • Sand
  • Find a 'eggs'
  • Config options
    • Desolate Coast - Enabled (true/false)
    • Simulacrum Variant - Enabled, Enabled on Stage 1 (true/false)
    • Modded enemy toggles
  • Modded enemies can appear if their respective mod is enabled

Bugs / Issues

Please let me know on GitHub and/or Discord (@worms / @ry6240) if you encounter any issues with the map. Also feel free to message me if you have suggestions or other feedback!!

CHANGELOG

1.2.0

  • Changes:
    • Added a unique music track - 'Castle of Memories' by Cane B! It's unreleased at the time of writing this, but you can check out his other work on YouTube and SoundCloud! Thanks to Cane B for letting me use it for the stage!
      • Also added dependency on R2API Sound
    • Starstorm 2: Security Chests can now appear in the stage! (also added a config option to toggle them)
    • Slightly desaturated the sky
    • Removed a bunch of unused assets, which should reduce the mod's file size somewhat
  • Fixes:
    • Attempted to fix an issue where the ocean could appear to disappear when viewed from certain angles
    • Fixed a few floating ground nodes in the metal platform area
    • Fixed geysers being silent
    • Increased the distance required for willow trees and logs to transition from LOD2 to culled

1.1.1

  • Adjusted vertical placements for each of the manually placed escape pod spawns to align them with the ground (one in particular was partially submerged, which may or may not have been causing players to spawn under the map)
  • Added Colossus to the stage after looping if EnemiesReturns is enabled
    • Also added a config option to toggle Colossus

1.1.0

  • Layout changes:
    • Added a waterfall in the sloped area near the big wooden structure and moved/added a few rocks and pillars surrounding it
      • The waterfall is not present in the Simulacrum version. This is intentional
    • Replaced some props with new metal platforms
    • Added a fence to a ledge while the large wooden building is boarded up to make it clearer that it's a dead end
  • Lighting changes:
    • Made the map's fog and lighting purple-pink-ish
      • The original lighting was more blue/aqua, which did not feel especially night-time-ish and generally looked kind of dull and flat. This new look's a bit more unique and I think it looks nice but feel free to beat me to death with hammers if it sucks
      • We got Purple Berry, okay? You know we got Purple Berry all day, and it's got those Purple Berries in there. So That's great, man. Ten outta Ten. You can't go wrong with Purple Berry. Tastes just like Purple, man. Tent outta Tent
    • Slightly increased shadow intensity (0.5 -> 0.66)
    • Fixed the Simulacrum variant using the wrong skybox material
  • Other changes:
    • Doubled the selection weight for every basic monster except Blind Pests, which should in theory make Blind Pests less likely to spawn
    • Wayfarers will now only appear after 1 stage completion
    • Added ground nodes to a small corner where I forgot to put them

1.0.0

  • Initial Release