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Desolate Coast
An alternate Stage 1 map set on a dark, overcast island. Also comes with a Simulacrum variant!
| Date uploaded | a day ago |
| Version | 1.1.0 |
| Download link | wormsworms-Desolate_Coast-1.1.0.zip |
| Downloads | 859 |
| Dependency string | wormsworms-Desolate_Coast-1.1.0 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2121JaceDaDorito-LocationsOfPrecipitation
A utils mod that features editor and runtime tools I use for making stages!
Preferred version: 1.2.3RiskofThunder-R2API_Addressables
R2API Submodule for implementing Addressables functionality
Preferred version: 1.1.3RiskofThunder-R2API_Prefab
API for Prefab creation, networking and duplication
Preferred version: 1.1.1RiskofThunder-R2API_Director
API for easily modifiying the Director (RoR2 monster / interactable spawner) behaviour
Preferred version: 2.3.9Smooth_Salad-ShaderSwapper
A lightweight library for upgrading stubbed shaders to actual shaders at runtime.
Preferred version: 1.0.1README
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.

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
- EnemiesReturns: Sand Crab
- Starstorm 2: Wayfarer
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
1.1.0
- 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
- Added a waterfall in the sloped area near the big wooden structure and moved/added a few rocks and pillars surrounding it
- 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
- Made the map's fog and lighting purple-pink-ish
- 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