RiskOfBrainrot-FruitySurvivorTweaks icon

FruitySurvivorTweaks

Makes Survivors actually Tweaked :)!

Last updated 12 hours ago
Total downloads 14382
Total rating 1 
Categories Mods
Dependency string RiskOfBrainrot-FruitySurvivorTweaks-3.2.11
Dependants 1 other package depends on this package

This mod requires the following mods to function

RiskOfBrainrot-MoreStats-1.2.5 icon
RiskOfBrainrot-MoreStats

MSU (More Stats and Utilities) is an API mod for utilizing additional stats such as for jump count, barrier decay, shield regeneration delay, fractional luck, execution, healing multipliers, and more.

Preferred version: 1.2.5
RiskOfBrainrot-RainrotSUL-1.3.7 icon
RiskOfBrainrot-RainrotSUL

Shared Utility Library for the RiskOfBrainrot family of mods - including ArtificerExtended, 2R4R, and more.

Preferred version: 1.3.7
RiskOfBrainrot-ProcPatcher-1.2.0 icon
RiskOfBrainrot-ProcPatcher

Makes proc coefficient no longer affect proc chance for bleed and total damage procs. Also makes Shuriken use Primary Damage Source. Configubale.

Preferred version: 1.2.0
duckduckgreyduck-NegativeRegenFix-1.0.0 icon
duckduckgreyduck-NegativeRegenFix

Fixes regen multipliers on negative regen. Good for the Heretic!

Preferred version: 1.0.0
HIFU-HuntressAutoaimFix-1.2.0 icon
HIFU-HuntressAutoaimFix

Makes Huntress able to target enemies nearest to her crosshair. Now with realtime config!

Preferred version: 1.2.0
Goorakh-AttackDirectionFix-1.2.2 icon
Goorakh-AttackDirectionFix

Fixes attacks not always aiming where your crosshair is. Also known as the "Pierce Bug".

Preferred version: 1.2.2
RiskofThunder-R2API_Language-1.0.1 icon
RiskofThunder-R2API_Language

API for modifying the language localisation of the game

Preferred version: 1.0.1
RiskofThunder-R2API_Loadout-1.0.2 icon
RiskofThunder-R2API_Loadout

API for registering skills, skins and entity states

Preferred version: 1.0.2
RiskofThunder-R2API_Prefab-1.0.4 icon
RiskofThunder-R2API_Prefab

API for Prefab creation, networking and duplication

Preferred version: 1.0.4
RiskofThunder-R2API_RecalculateStats-1.6.0 icon
RiskofThunder-R2API_RecalculateStats

API for manipulating Character Stats

Preferred version: 1.6.0
RiskofThunder-R2API_Deployable-1.0.1 icon
RiskofThunder-R2API_Deployable

API for adding custom deployables

Preferred version: 1.0.1
bbepis-BepInExPack-5.4.2116 icon
bbepis-BepInExPack

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

Preferred version: 5.4.2116

README

PLEASE JOIN MY DISCORD SERVER IF YOU HAVE ANY FEEDBACK https://discord.gg/w5QBHx5WNP

Overview

FruitySurvivorTweaks is one of many wings of the greater balance mod, 2R4R. Our goal with survivor balance is to push the limits of the design of each character, encourage more active and thoughtful gameplay, and make sure that every survivor is comfortably challenging (not too weak nor too strong).

Core tenets of 2R4R Survivor design:

  • All pieces of a kit matter. Too many survivors have an overreliable Primary skill, and otherwise a forgettable kit. Characters can have a decent M1 and engaging skills at the same time.
  • Abilities are more than the sum of their parts. A character like Void Fiend can't just have strong abilities, they need to work together in interesting ways - what we call "glue".
  • Longer cooldowns on more impactful abilities make your decisions matter more. Not always having an ability when you need it might be an inconvenience, but it also discourages mindless spam.

Keep in mind though, that many of the specifics of the changes made are intended for the higher intensity and balance scope of 2R4R; for example, reduced proc coefficients on abilities. This is a change that would sound outrageous in vanilla, but is not so crazy when you consider that FruitySurvivorTweaks depends on ProcPatcher thunderstore.io/package/RiskOfBrainrot/ProcPatcher/

Check out 2R4R here: thunderstore.io/package/RiskOfBrainrot/2R4R/

Credits

  • Borbo (Main Developer)
  • Orange_Peel (Loader Rework & Assistant Developer)

Full changes

Acrid Tweaks:

FST makes Acrid utilize its "hybrid" kit style much more actively, as well as improving his overall item synergy and damage. The overall result is that Acrid has a lower performance floor, but a much higher performance maximum according to your skill level (like Mercenary!)

New ability additions pending.

    COMPLETION STATUS: Near Complete!
- Want to add a new alt Utility and Special ability
- Planned Utility: Fire a corrosive bubble that you can damage. Enemies will prioritize targeting the bubble. Dealing enough damage will pop it, spreading debuffs to nearby enemies.
- Planned Special: Cough up an infested spore sac. Enemies hit by the explosion are "Inoculated," continuously taking damage and refreshing debuffs.

    Acrid:
- Removed Poison and Blight Passive options, DOTS are now spread out through Acrid's kit
- Increased base movement speed: 7m/s -> 8 m/s
- Reduced base damage: 15 -> 9
* I cant believe this needed to be said, but Acrid's damage is reduced BECAUSE other changes to its kit DRASTICALLY INCREASE ITS DAMAGE OUTPUT *

    Primary
- Combo hit is now Festering (resets the duration of active Blight, Poison, and Corrosion stacks)
- Can no longer be sprint canceled
- Reduced base duration: 1.5s -> 1s

    Neurotoxin (Secondary)
- Added Blighted keyword (applies Blight)
- Spit is no longer Poisonous
- Increased base stock: 1s -> 3s
- Increased base cooldown: 2s -> 5s
- Reduced damage coefficient to nearby targets: 240% -> 180%
- Increased damage coefficient to far-away targets: 240% -> 580%

    Ravenous Bite (Alt Secondary)
- Added Blighted keyword (applies Blight)
- Bite is no longer Poisonous
- Bite now lunges in the direction of aiming
- Increased base cooldown: 2s -> 3s
- Increased damage coefficient: 310% -> 480%

    Caustic Leap (Utility)
- Added Caustic keyword (applies Corrosion - a slow ticking DoT that reduces armor)
- Leap is no longer Poisonous
- Increased base cooldown: 6s -> 7s
- Reduced minimum angle to make it easier to aim a leap downwards

    Epidemic (Special)
- Added Contagious keyword (spreads half of ALL DoT stacks from the initial target)
- Increased base cooldown: 10s -> 15s
- Reduced damage coefficient: 100% -> 50%
- Reduced new targets per bounce: 2 -> 1 (this reduces the max targets from like a million to just 20)
- Increased initial spread range: 50m -> 80m
- Increased bounce spread range: 20m -> 35m

Artificer Tweaks:

Due to the existence of ArtificerExtended, not much is needed to change Artificer, however I think some balance changes are in order to encourage a more fun playstyle. Snapfreeze should have a cooldown that fits in her skill cycle, and Flamethrower needs a little extra range these days to reach new flying enemies.

    COMPLETION STATUS: Complete!

    ENV Suit (Passive)
- Increased rate of descent while hovering: ??? -> -2m/s
- Increased movement speed while hovering by 15%

    Charged Nano-Bomb (Secondary)
- Reduced max damage coefficient: 2000% -> 1200%

    Snapfreeze (Utility)
- Reduced base cooldown: 12s -> 8s

    Flamethrower (Special)
- Increased starting damage coefficient: 2000% -> 2800%
- Increased max range: 21m -> 26m
* Damage buffs to Flamethrower to account for Ignite damage nerfs during SOTV. This actually doesnt fully make up for the lost damage, but Flamethrower has attack speed scaling now so whatevs *

Bandit Tweaks:

Bandit's changes are heavily focused on increasing cooldowns and the overall impact of his abilities. We want to provide an emphasis on methodical gameplay, based on setting up targets for executions and fun combos. He's one of the vanilla kits with the best cohesion, so FST is really just adding a bit of extra glue.

As of Bandit's revisit in Version 3.2.0, we wanted to add more focus on his specials. His time to fire is more consistent, yet can be "hip fired" with consecutive casts to mow down several enemies at once. Overall, his specials can now scale much more consistently and reliably compared to Vanilla.

    COMPLETION STATUS: Complete!

    Hemorrhage:
- Is now non-lethal
- Each tick deals more damage to high health targets (100% -> 250%)
- Each tick deals reduced damage to low health targets (100% -> 50%)
* The intention behind these Hemorrhage changes is to more reliably allow Bandit to set up executions with his specials *

    Burst (Primary)
- Can now be held to automatically fire. Tap shots will fire faster than the auto-fire rate.
- Reloading now correctly procs Eclipse Lite
- Reduced damage coefficient: 5x100% -> 5x70%
- Increased reload delay duration: 0.25s -> 0.4s
- Increased reload duration: 0.3s -> 0.6s

    Blast (Primary)
- Can now be held to automatically fire. Tap shots will fire faster than the auto-fire rate.
- Reloading now correctly procs Eclipse Lite
- Reduced damage coefficient: 330% -> 280%
- Increased reload delay duration: 0.25s -> 0.4s
- Increased reload duration: 0.3s -> 0.6s
- Reduced bloom: 50% -> 30% 

    Serrated Dagger (Secondary)
- Increased damage coefficient: 360% -> 600%
- Increased cooldown: 4s -> 6s
- Added a short distance lunge

    Serrated Shiv (Secondary)
- Increased damage coefficient: 240% -> 400%
- Increased cooldown: 4s -> 7s
- Increased max stock: 1 -> 2
- Increased reload stock: 1 -> 2

    Smoke Bomb (Utility)
- Stealth now increases your attack speed by +60%
- Cooldown no longer runs while in stealth
- Increased stealth duration: 3s -> 4.5s
- Reduced hop velocity

    Lights Out (Special)
- Added Exacting keyword (Attack speed increases ability damage)
- Added Finisher keyword (Executes victims below 15% health for 1s)
- Now is considered "activated" when the shot is actually fired (this affects stock when sprint canceling, as well as attacking out of Stealth)
- Now continues aiming as long as the trigger is held (fire on release)
- Now has a greater bullet width for a short time after fully drawing
- Now stays drawn after first cast, reducing the duration of repeated casts
- Consecutive shots skip the draw animation
- Reduced damage coefficient: 600% -> 450%
- Increased cooldown: 4s -> 8s

    Desperado (Special)
- Added Exacting keyword (Attack speed increases ability damage)
- Added Finisher keyword (Executes victims below 15% health for 1s)
- Removed Slayer keyword
- Now is considered "activated" when the shot is actually fired (this affects stock when sprint canceling, as well as attacking out of Stealth)
- Now continues aiming as long as the trigger is held (fire on release)
- Now has a greater bullet width for a short time after fully drawing
- Now stays drawn after first cast, reducing the duration of repeated casts
- Increased attack speed bonus per Desperado Token: 0% -> 5%
- Now keeps a few tokens between stages, depending on current level
- Reduced damage coefficient: 600% -> 300%
- Reduced cooldown: 4s -> 3s

Captain Tweaks:

Similar to Bandit, the Captain tweaks make him less spammy, while making the tools of his full kit more valuable and synergistic. Beacons are refreshed for boss fights, allowing Captain to make more spontaneous use of his powerful support.

Adds 1 new ability: Pocket Wormhole

    COMPLETION STATUS: Near Complete!
- Want to make Microbots appear RARELY in Uncommon printers

    Shock:
- Breaking shock now creates Energizing Spark pickups
- Grants +25% attack speed to you and all allies within 50m for 5 seconds, up to 5 times

    Defensive Microbots (Passive)
- Increased recharge length: 0.5s -> 1.5s
- Changed to Uncommon (Green) tier

    Vulcan Shotgun (Primary)
- Added Exacting keyword (Attack speed increases damage instead of reducing attack duration)
- Increased cooldown: N/A -> 2s
- Increased max stock: N/A -> 2
- Increased recharge stock: N/A -> 2
- Reduced charge duration: 1.2s -> 0.8s
- Reduced wind down duration: 1.0s -> 0.2s
- Reduced damage coefficient: 8x120% -> 8x100%
- Reduced proc coefficient: 8x0.75 -> 8x0.5

    Power Taser (Secondary)
- Now chains Shocking lightning to up to 2 additional enemies
- No longer ricochets on impact with a surface
- Increased damage coefficient: 1x100% -> 3x200%

    Diablo Strike (Utility)
- Bypasses oneshot protection

    Healing Beacon (Special)
- Now refreshes at the beginning of the teleporter event
- Increased effect radius: 9m -> 12m

    Shock Beacon (Special)
- Now refreshes at the beginning of the teleporter event
- Increased effect radius: 9m -> 12m
- Increased damage coefficient: 0% -> 200%
- Increased proc coefficient: ??? -> 1.0
- Increased shock frequency: 3s -> 6s

    Resupply Beacon (Special)
- Now refreshes at the beginning of the teleporter event
- Now grants 25% Cooldown Reduction to all allies within 9m

    Hack Beacon (Special)
- Now refreshes at the beginning of the teleporter event

CHEF Tweaks:

Nothing planned at the moment.

    COMPLETION STATUS: N/A

Commando Tweaks:

FST changes Commando in a way that is respectful to the simplicity of his base kit while adding a bit of juice. His alts should additionally be balanced, allowing more choice in viable playstyles.

    COMPLETION STATUS: Complete!

    Double Tap (Primary)
- Increased damage coefficient: 100% -> 140%
- Increased attack duration: 0.167s -> 0.2s
- Added 0.08 second cadence variation for a slight double tap feel

    Phase Round (Secondary)
- Increased damage coefficient: 300% -> 500%
- Increased cooldown: 3s -> 4s
- Increased attack duration: 0.5s -> 0.7s
- Increased attack scale by 100%

    Phase Blast (Secondary)
- Increased damage coefficient: 8x200% -> 8x300%
- Increased cooldown: 3s -> 5s

    Tactical Dive (Utility)
- Now grants perfect accuracy and +100% attack speed for 1 second after rolling
- Increased max stock: 1 -> 2
- Increased recharge stock: 1 -> 2
- Increased cooldown: 4s -> 6s

    Tactical Slide (Utility)
- Increased cooldown: 4s -> 8s
- Increased max slide duration: 1s -> 4s
- Reduced slide speed by 40%
- Reduced slide strafe multiplier: 100% -> 2%
- Increased slide jump strength multiplier: 100% -> 120%

    Suppressive Fire (Special)
- Renamed to Suppressive Barrage
- Can now lock on to up to 4 targets
- Increased base shots: 6 -> 8
- Increased damage coefficient: 100% -> 180%
- Increased cooldown: 9s -> 13s

    Frag Grenade (Special)
- Renamed to Incendiary Grenade
- Now Ignites targets hit
- Now much easier to aim/roll
- Increased blast radius: 11m -> 16m
- Increased cooldown: 5s -> 8s
- Increased physics mass: 1 -> 2.5
- Increased physics drag: 0 -> 0.9

Drifter Tweaks:

Nothing planned at the moment.

    COMPLETION STATUS: N/A

    Trash to Treasure (Primary)
- (from MoreStats) Now includes modded scrap types

Engineer Tweaks:

I AM pressure mine's #1 biggest fan

    COMPLETION STATUS: Partial
- Default kit is in a satisfactory state
- Want to rework Spider Mines and Thermal Harpoons. 

    Bouncing Grenades (Primary)
- Removed charge-up mechanic, now always fires 3 grenades
- Each grenade now has a 25% chance to stun
- Increased cooldown: N/A -> 1.2s
- Increased damage coefficient: 100% -> 130%

    Pressure Mines (Secondary)
- Increased blast radius to be 2m larger than trigger area for both stages
- Reduced arming time: 3s -> 2s

    Bubble Shield (Utility)
- Now functions as a Shelter (2R4R Only)
- Now applies Kit Slow to enemies inside the radius
- Increased radius: 10m -> 15m

False Son Tweaks:

Nothing planned at the moment.

    COMPLETION STATUS: INCOMPLETE
- Want to nerf Growth really hard, but still keep him fun to play

Heretic Tweaks:

Balance changes include:

    COMPLETION STATUS: Partial
- She's just not that fun

    Heretic:
- Reduced base max health to 260 (+78)
- Increased base regen to -4 (-0.8)
- Reduced base damage to 16 (+3.2)
- Increased base armor to 30

    Slicing Maelstrom (Secondary)
- Increased charge duration: 2s -> 3s
- Reduced slicing damage coefficient: 5x175% -> 6x100% 
- Increased slicing proc coefficient: 5x0.2 -> 6x0.5
- Increased blast radius: 14m -> 17m
- Increased blast damage: 700% -> 900%
- Changed blast falloff model: ??? -> Linear

    Shadowfade (Utility)
- Increased total healing: 18.2% -> 25%
* This is a correction to reflect Shadowfade's vanilla description *

Huntress Tweaks:

Vanilla Huntress struggles a lot with consistency and damage. I find that she can frequently be frustrating due to her autoaim attacks going wherever the fuck they want, which is made worse by her abysmal damage. That being said, she is still highly mobile, so she shouldn't get amazing damage either.

Adds 1 new alt: Laserrang

    COMPLETION STATUS: Complete!

    Huntress
- Increased base damage: 12 -> 14

    Laser Glaive (Secondary)
- Now tries to bounce between the same two targets rather than chaining. This should help with consistency
- Increased base damage: 250% -> 340%

    Arrow Rain (Special)
- Increased damage per second: 330% -> 400%
- Increased proc coefficient: 0.2 -> 0.3
- Increased radius: 7.5 -> 14
- Increased lifetime: 6s -> 8s
- Increased cooldown: 12 -> 22

    Ballista (Special)
- Added Slayer keyword (Deals up to 3x damage to low health targets)
- Reduced damage coefficient: 3x900% -> 3x800%
- Increased proc coefficient: 1.0 -> 2.0

Loader Tweaks:

Work in progress! You can try out out changes in-game, but they will not be documented until we are done with her.

    COMPLETION STATUS: INCOMPLETE

Mercenary Tweaks:

Merc is another character with incredible kit cohesion, with our changes we really just wanted to add a little bit more interest to his options and make them slightly more skillful.

    COMPLETION STATUS: Complete!

    Mercenary
- Increased base movement speed: 7m/s -> 8m/s

    Laser Sword (Primary)
- Added Exacting keyword (Attack speed increases ability damage)

    Whirlwind (Secondary)
- Increased damage coefficient: 2x200% -> 2x250%

    Rising Thunder (Secondary)
- Added Exacting keyword (Attack speed increases ability damage)
- Reduced damage coefficient: 550% -> 450%
- Increased cooldown: 2.5s -> 3.5s

    Focused Assault (Utility)
- Added Exacting keyword (Attack speed increases ability damage)
- Reduced damage coefficient: 700% -> 600%
- Increased cooldown: 8s -> 11s

    Eviscerate (Special)
- Reduced proc coefficient: 1.0 -> 0.4
- Increased slicing duration: 2s -> 2.5s
- Increased cooldown: 6s -> 11s

    Slicing Winds (Special)
- Reduced proc coefficient: 1.0 -> 0.7
- Increased cooldown: 6s -> 9s

MUL-T Tweaks:

MUL-T deserves to be more of a multi-tool character, so many of the changes here are meant to support that. Additionally, some tweaks are inspired by earlier versions of RoR2, to help make MUL-T feel more unique when they aren't doing so well now. Or in other words, it stands to reason that some of Hopoo's changes actively make MUL-T less fun without really changing how well it performs in practice.

Worth noting, a lot of my changes are oriented around encouraging MUL-T to swap primaries more often. I'm not the biggest fan of the character, so my analysis may be wrong, but I believe this is what makes MUL-T unique.

    COMPLETION STATUS: Partial
- Many of these changes are very old and could use a tuning or polish pass. That being said, MUL-T is in a decent spot overall.

    MUL-T
- Increased base damage: 11+2.2 -> 12+2.4
- Increased base movement speed: 7m/s -> 8m/s
- Reduced acceleration: ??? -> 25 (reverted CU1 movement changes)

    Nailgun (Primary)
- Removed corkscrew spread pattern, now random (reverted CU6 spread changes)
- Now always fires its nail blast when the attack ends

    Scrap Launcher (Primary)
- No longer resets its cooldown when firing (reverted CU3 cooldown changhes)
- Scrap projectile is now affected by slight gravity (reverted CU5 gravity changes)
- Increased projectile speed: 100m/s -> 150m/s
- Attack duration reduced:  0.3s -> 0.2s
- Increased cooldown: 1.5s -> 4s

    Power Saw (Primary)
- Is now canceled by sprinting (can no longer be used during transport mode)
- No longer negates crosshair spread in Power Mode

    Blast Canister (Secondary)
- No longer canceled from sprinting

    Retool (Special)
- Now grants 100 armor while switching weapons
- Increased swap duration: 0.4s -> 0.5s
- Increased cooldown: 0.5s -> 2s

    Power Mode (Special)
- (IF 2R4R IS NOT LOADED) Gives its own 20% attack speed penalty

Operator Tweaks:

Nothing planned at the moment.

    COMPLETION STATUS: N/A

Rex Tweaks:

These REX changes are focused on giving them slightly riskier gameplay, almost to invoke the unique feel of REX as they were when they first released in Scorched Acres but with the QOL improvements of Hidden Realms.

    COMPLETION STATUS: Partial
- Many of these changes are very old and could use a tuning or polish pass. That being said, REX is in a decent spot overall.

    DIRECTIVE: Inject (Primary)
- Reduced healing fraction: 60% -> 30% (reverted CU3 healing changes)

    Seed Barrage (Secondary)
- Increased damage coefficient: 450% -> 600%
- Increased cooldown: 0.5s -> 0.75s

    DIRECTIVE: Drill (Secondary)
- Reduced cooldown: 6s -> 4s

    Bramble Volley (Utility)
- Reduced healing on hit: 10% -> 7%

    DIRECTIVE: Harvest (Special)
- Added Finisher keyword (Executes victims below 15% health for 1s)
- Reduced endlag after casting: 1s -> 0.5s

Seeker Tweaks:

Nothing planned at the moment.

    COMPLETION STATUS: INCOMPLETE
- Want to make her less all-or-nothing

Void Fiend

Void Fiend, in vanilla, is one of my most hated characters, even more than loader. The pieces are cool in theory, but there's very little or no glue holding its kit together, and the execution is incredibly poor. I want Void Fiend's uncorrupt form to have more nuance, as well as a slightly longer cycle to encourage planning around form changes. On the other hand, corrupt form should be significantly more dangerous.

    COMPLETION STATUS: Nearly Complete!
- Still need to rework its special

    Void Fiend
- Void Fiend can no longer heal while in corrupt form
- Increased base uncorrupt form time: 33.3s -> 45s
- Reduced heal to corruption ratio: -100% -> -50%
- Reduced corruption per crit: 2% -> 0%
- Reduced base damage: 12+2.4 -> 11+2.2

    [Drown] (Primary)
- Now creates a lingering void pool on every 3rd shot
- Increased attack duration: 0.6s -> 0.8s
- Increased finisher attack duration: 0.6s -> 1.1s
- Increased damage coefficient: 300% -> 380%
- Decreased aim assist factor: 75% -> 25%

    [Flood] (Secondary)
- Now inflicts self-knockback for mobility (aka rocket jumping)
- Increased blast radius: 5m -> 6m
- Increased cooldown: 5s -> 7s

    [Flood] Corrupted (Secondary)
- Now inflicts self-knockback for mobility (aka rocket jumping)
- Increased blast radius: 10m -> 12m
- Increased cooldown: 5s -> 7s

    [Trespass] (Utility)
- Now grants 3% corruption per cleansed debuff

    [Trespass] Corrupted (Utility)
- Now grants 3% corruption per cleansed debuff

    [Suppress] (Special)
- No longer restocks over time

    [Suppress] Corrupted (Special)
- Can now be used to your heart's content <3