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T4ylorTweaks
Income, teleporters, Bazaar, Ambry, Simulacrum fog, Moon boarding/portal and selected Eclipse changes.
By T4ylor
| Last updated | 3 days ago |
| Total downloads | 29 |
| Total rating | 1 |
| Categories | Tweaks Mods AI Generated Gamemodes |
| Dependency string | T4ylor-T4ylorTweaks-1.0.3 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
RiskofThunder-R2API_Networking
Networking API around the Unity UNet Low Level API (LLAPI)
Preferred version: 1.0.4bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2122README
T4ylorTweaks
Gameplay tweaks for Risk of Rain 2, covering eclipse, income, teleporters, the Bazaar, spawning, Simulacrum and the Moon.
Income and teleporters
- Enemy-free income: living players gain 1 gold per second, scaled with the game's normal difficulty scaling, while no enemies remain and gold loot purchases are still available. Income stops for Longstanding Solitude owners and for everyone once the teleporter is activated. Unaffordable loot still counts; drones and healing shrines do not. Passive payouts stop at the current difficulty-scaled legendary chest price (even without a legendary chest); spending below that balance allows income again. Ordinary adventure stages are covered by default.
- Departure scan: leaving a supported stage triggers a Radar Scanner pulse to reveal missed loot. Departure waits at least 3 seconds by default, giving you time to see it.
- Stage-wide charging: once the entire teleporter boss group is defeated, living players can contribute to charging from anywhere on the stage. Charging keeps its normal speed and unlocks interactables across the stage. Enabled Eclipse 2 rules override this feature.
Bazaar
- Lunar stock refresh: the reroll slab costs exactly 3 Lunar Coins and can be used once per player per visit. Each use refreshes all five offers, including buds already purchased, with the original sweep, particles and sounds. Only the interacting player pays.
- Heresy bud: the customer-left lunar bud has an 85% chance to offer an available Heresy item: Visions, Hooks, Strides or Essence. This applies to initial stock and rerolls. Other lunar stock is used if the required item pool is unavailable.
Spawning
- Bulwark's Ambry: active artifact trials receive 1.5× enemy spawn credit income by default. Actual enemy counts depend on normal spawning limits. Keys, the Artifact Reliquary, rewards and enemy stats keep their normal rules.
Eclipse changes
Choose E1–E8 regardless of unlocked badges through the normal lobby difficulty selector. The Eclipse overview shows your selected survivor's badges and the penalty descriptions. Badges are gray when unearned, silver when earned, and gold when completed across the survivors counted by the game's medal rules.
Progress advances one badge per win. Win at or above your survivor's next unbeaten level to earn that next badge only. For example, winning at E5 after clearing E1 and E2 awards E3. Progress remains separate for each survivor and profile.
Changes below apply from their respective Eclipse levels onward. E3, E4 and E7 retain their vanilla penalties.
- E1 — opening champion: start at normal health instead of half health. Each supported ordinary stage adds one champion from that stage's enemy pool, without spending the normal spawn budget. It gives normal XP and intrinsic drops but only 20% of its normal gold payout, with no extra teleporter boss reward. Before or at 40 minutes it is non-elite; after 40 minutes it has a 50% regular elite chance. After 70 minutes and a loop, the odds become 50% non-elite, 25% regular elite and 25% Tier 2 elite, subject to available elites.
- E2 — teleporter pressure: keep the normal teleporter radius, with 20% more teleporter-event spawn credits. Stage-wide charging is disabled while E2 is enabled. Vanilla E2 can also be selected; disabling E2's rule entirely permits stage-wide charging.
- E5 — healing over time: receive 75% of eligible healing, delivered gradually at up to 20% of current maximum health per second by default. Regeneration and Heal-based lifesteal are included. Rejuvenation Rack and Corpsebloom bonuses apply once; Corpsebloom retains its additive healing bonuses and caps delivery at 10% of maximum health per second divided by stack count, limited by the configured E5 rate. Excess healing is discarded, and queued healing clears on death, body replacement or stage change.
- E6 — gold growth: replace the flat gold penalty with slower enemy-gold growth using a configurable 0.75 exponent by default. Player-count scaling is preserved. Chest prices, passive income and item-generated gold are unchanged. The E1 champion's gold reduction applies after this adjustment.
- E8 — ability self-damage: verified REX, Void Fiend and Seeker health costs, plus your own Captain Diablo Strike hits, still deal damage but no longer add permanent E8 health loss. Enemy hits, falls, Blood Shrines and Void Cradles retain their normal effects.
Simulacrum
- Fog damage: environmental fog starts at 67% of vanilla damage for waves 1–5. That multiplier increases by 20% every five waves, starting at waves 6, 11, 16 and so on, continuing across arena changes. The normal exposure damage ramp still applies. Initial damage, growth and an optional cap are configurable.
Moon
- Rescue ship boarding: after the normal escape sequence opens the ship, bring every living participating player inside its bay for 0.5 seconds to finish. No ship charging is required. Standing on the roof or outside does not count; the normal escape deadline remains.
- Free Deep Void portal: a portal appears automatically at the glass frog's location when the Moon escape begins, without paying Lunar Coins. Survivors of the Void and its destination must be available. Entering it is optional; normal Moon progression is still required.