itch.iohttp://itch.iohttps://itch.io/t/4133799/spine-implant-sfxSpine Implant SFXhttps://itch.io/t/4133799/spine-implant-sfxSun, 22 Sep 2024 16:07:40 GMTSun, 22 Sep 2024 16:07:40 GMTSun, 22 Sep 2024 16:07:40 GMTThe Spine Implant sounds can be a little bit annoying, especially when taking frequent damage. It would be nice if there was a config option to reduce its volume and/or turn it off entirely.

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https://itch.io/t/3471715/expansion-toggleExpansion Togglehttps://itch.io/t/3471715/expansion-toggleTue, 30 Jan 2024 06:40:28 GMTTue, 30 Jan 2024 06:40:28 GMTTue, 30 Jan 2024 06:40:28 GMTIt would be nice to be able to toggle the new items via the dlc/expansions menu, like in Starstorm 2. Other than that, loving the mod!

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https://itch.io/t/3062767/time-dilator-range-scalingTime Dilator range scalinghttps://itch.io/t/3062767/time-dilator-range-scalingSat, 12 Aug 2023 16:29:30 GMTSat, 12 Aug 2023 16:29:30 GMTSat, 12 Aug 2023 16:29:30 GMTI just started using the Mystic Items mod and I found the Time Dilator item really interesting but I was kinda disappointed to see that the range was hard-set, and although you can change the value I would love to see the option to also include a scaling value to tweak, sort of like the Frost Relic item.

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https://itch.io/t/2775407/wirehack-wrench-use-limitWirehack Wrench use limithttps://itch.io/t/2775407/wirehack-wrench-use-limitMon, 10 Apr 2023 01:47:14 GMTMon, 10 Apr 2023 01:47:14 GMTMon, 10 Apr 2023 01:47:14 GMTSimilar to From Omar With Love, for the purpose of balance with mods like BazaarPrinter by MagnusMagnusson, have Wirehack Wrench's per stage use limit dictated by equipment charges. For further balancing, if possible, make Wirehack Wrench have 2 charges by default, and consume 2 charges per use, so that Fuel Cells (as relatively easy as they are to stack), don't let this item get too out of hand too quickly. Values can be configurable.

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https://itch.io/t/2702450/classiccritadd-style-optionClassicCritAdd-style optionhttps://itch.io/t/2702450/classiccritadd-style-optionMon, 06 Mar 2023 04:24:30 GMTMon, 06 Mar 2023 04:24:30 GMTMon, 06 Mar 2023 04:24:30 GMTThere exists a mod called ClassicCritAdd, made by NetherCrowCSOLYOO, which allows Predatory Instincts, Harvester's Scythe, and Shatterspleen to grant their 5% Critical Strike Chance for every stack instead of only the first. It would be very handy if there was a config option for Ceremony of Perdition and Devil's Cry that did this same thing, to keep things continuous for users of both mods like myself.

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https://itch.io/t/2732461/a-few-notes-about-balanceA few notes about balancehttps://itch.io/t/2732461/a-few-notes-about-balanceMon, 20 Mar 2023 17:53:52 GMTMon, 20 Mar 2023 17:53:52 GMTMon, 20 Mar 2023 17:53:52 GMTNuclear Accelerator - very very overpowered and config doesn't help this. Mainly because it changes base damage, which causes it to be really powerful. (Could change the item description that this item increases base damage, if this is intended)

Black Monolith - would love to have a variant that's charge-based exactly like Regenerating Scrap. on 3rd shrine use (or third item from a chance shrine), lose a charge. Regain all charges on a new stage.

Moonglasses - not sure if it's a bug, or i misunderstand the item, but BetterUI stats break (maybe crit chance cant handle 0.5%s), but it seems to reduce the number there to 0. I used it on bandit so i have absolutely no idea if it actually zeroes crit chance, or its a -50% and not a *0.5.

Other things, I personally use in configs - pretty subjective:

Choc Chip buff dur 1->0.5 debuff dur 0.2->0.15

Gunpowder dmg/stack 240->200, radius 15->20, rad/stack 3->5, proccoef 1->0.2, drop 25->15

Devil's Cry base crit 10->5

Manuscript statgain 10->7

Cat Headphones ms 25->20, item tier green->white

Stargazer records chance 12->10 damage 250->100 proccoef 1->0.5

Thought processor cdr/stack 50->25

Time dilator radius 18->25 slow 20->10, slow/stack 20->10 Note: Compatibility with "hex3mod"'s Overkill Overdrive item (which increases area-based buff radius) would be really nice.

Thanks for actually maintaining the mod.

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https://itch.io/t/2644254/chinese-translation-updatedChinese Translation Updatedhttps://itch.io/t/2644254/chinese-translation-updatedMon, 06 Feb 2023 15:30:54 GMTMon, 06 Feb 2023 15:30:54 GMTMon, 06 Feb 2023 15:30:54 GMTHello! I'm also a player from China, thank you for providing such interesting mod for us. Noticing that Chinese translation has stopped at 2.0.8, I have updated the Chinese version from ACroptf8 to 2.1.5. How can I send it to you?

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https://itch.io/t/2582352/marwan-vfx-optionMarwan VFX optionhttps://itch.io/t/2582352/marwan-vfx-optionSun, 08 Jan 2023 12:06:04 GMTSun, 08 Jan 2023 12:06:04 GMTSun, 08 Jan 2023 12:06:04 GMTPlease add toggling or reducing VFX from marwan light/weapon in config cause it's extremly laggy to use.

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https://itch.io/t/2570171/stargazer-records-overloadStargazer Records overload.https://itch.io/t/2570171/stargazer-records-overloadSun, 01 Jan 2023 04:52:49 GMTSun, 01 Jan 2023 04:52:49 GMTTue, 03 Jan 2023 21:57:46 GMTRecently had a god run as Miner (by EnforcerGang) and I had a single Stargazer and 4 Malice (Starstorm 2 I think? Hits 1 additional enemy per stack). I was spawning at minimum 150 stars.. at most I saw I had over 400 star stacks. The thing is the amount of polygons on screen lag the game ALOT. Because the stars only spawnfor the one holding the item, my friends framerate was unaffected. I would suggest one of the following.

a) Low poly. Just make the Stars a looped typical shiny star gif. This saves resources as it doesnt need to render that many poly's.

b) Rework. Instead make it so when a star hits you gain the stats and procs your "on pick up" effects.

I think this is a great item its just, like Omega in Noita, the cost to cpu performance

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https://itch.io/t/2527685/ukrainian-translationUkrainian translationhttps://itch.io/t/2527685/ukrainian-translationFri, 09 Dec 2022 05:15:24 GMTFri, 09 Dec 2022 05:15:24 GMTFri, 09 Dec 2022 05:15:24 GMTSo I'm working on an unofficial Ukrainian translation for RoR2 and want to translate most of the mod. Translation for other I employed into main translation, but I cant do this with mods that uses .language files. So I want to know should I translate it and whether or not it will be added to the mod.

Так, я знаю, що розробник росіянин. А ще дякую за кириличний шрифт.

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https://itch.io/t/2437830/metronome-reworkMetronome Reworkhttps://itch.io/t/2437830/metronome-reworkMon, 24 Oct 2022 21:07:31 GMTMon, 24 Oct 2022 21:07:31 GMTMon, 24 Oct 2022 21:07:31 GMTHeya! Can we PLEASE get the rhythm meter back under the cursor at least as a config setting? Or, better yet, at least make it so that we can change a setting in the config to get the pre-rework behavior back with the combo counter? It was more difficult to keep the buff going in exchange for it being more noticeable, and my friends and I greatly preferred that to the new version, as the new one is more problematic to actually hit the beat with, *significantly* less noticeable to the point where we can barely tell it works, and generally just isn't as interesting in our opinion.


Keeping the new behavior is fine to clarify, but I would kill for a config option to revert the behavior back to the prior version.

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https://itch.io/t/2183851/movement-speed-legendaryMovement Speed Legendaryhttps://itch.io/t/2183851/movement-speed-legendaryTue, 21 Jun 2022 00:08:13 GMTTue, 21 Jun 2022 00:08:13 GMTTue, 21 Jun 2022 00:08:13 GMTDue to the addition of the corrupted clover item in the DLC, it is easily possible to get all of your items to legendary. This is fun and massively overpowered, however, there are no legendary items (as far as I am aware) that give movement speed. This can make levels very tedious to move around in.

Can I recommend you add a legendary that gives movement speed in some way?

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https://itch.io/t/2170869/moonglasses-reworkrebalanceMoonglasses rework/rebalance?https://itch.io/t/2170869/moonglasses-reworkrebalanceTue, 14 Jun 2022 11:30:44 GMTTue, 14 Jun 2022 11:30:44 GMTTue, 14 Jun 2022 11:30:44 GMTI just got Moonglasses and Laser Scope in a run, and I realized that they have the same effect except Moonglasses nerfs your crit chance.

Would it seem more balanced to make Moonglasses 150% or 200% per stack instead? I do get the Lunar items being more common & controllable thanks to the bazaar, but a 50% crit chance is quite a fair bit, no?

Open for discussion ofc ^^

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https://itch.io/t/2092557/balance-and-content-togglingBalance and Content Togglinghttps://itch.io/t/2092557/balance-and-content-togglingThu, 05 May 2022 15:21:27 GMTThu, 05 May 2022 15:21:27 GMTThu, 05 May 2022 15:21:27 GMTFirst of all, awesome mod. Love the visual, sound and effect design of the items.

As for balance; Contraband Gunpowder, Metronome, Treasure Map and, of course, Mystic Sword stand out to me as being too powerful.  Cutesy Bow could have it's armor lowered (at least halved I think) and Frayed Bow should probably be an untiered item with no effect.

Contraband Gunpowder 

  • The damage is extreme at just 1 stack and could be lowered significantly. 
  • The drop chance is a bit too high especially considering that the drops last indefinitely (Ghor's = 4% (+4%), Bandolier = ~20% (+~10% diminishing per stack), Monster Tooth = 100% (big synergy)). 
  • It's bit strange that it's the only pickup that doesn't expire [EDIT: I seem to have forgot that's Ghor's gold doesn't despawn though I still feel the flasks probably should] (could perhaps last a little longer than healing orbs and ammo packs because it's "only" damage) but even stranger that allies cannot pick it up without having a copy of the item themselves. 

I'll be doing some testing but I imagine something like this: 8% chance to drop powder flask dealing 200% (+100% per stack) base damage. This makes the item a bit more reliant on pickup synergies but currently the item goes "autoplay" very quickly with just 1 stack and 1 Monster Tooth.

Metronome

  • Should probably have it's crit chance reduced to 5% (+5%) but have it's frequency increased to every 15s, breaking even but gives you more chances to drop the combo. Going to be testing this one as well.

Treasure Map

  • Dropping a Legendary per player per stage for having one Treasure Map is just too strong. Dropping one for each player with a Treasure Map seems like it'd be alright.

Mystic Sword

  • idek fam this ones just busted. I feel you just reach a point where you just start stacking it too rapidly, perhaps giving it a cooldown would work to keep it in check. Besides that maybe moving it up to Legendary tier tbh.

It would be nice if content toggling removed the toggled content from the game entirely (ie. disabled items won't show up in the logbook). At least I would appreciate the option to do such.

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https://itch.io/t/2081626/portuguese-translationPortuguese Translationhttps://itch.io/t/2081626/portuguese-translationSat, 30 Apr 2022 15:16:52 GMTSat, 30 Apr 2022 15:16:52 GMTSat, 30 Apr 2022 15:16:52 GMTHello. I made a Portuguese translation of the mod, already tested it in-game with the latest version (2.0.12) and i would like to share it. Is there a way for me to send it to you?

Discord: O!ek#9191

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https://itch.io/t/2038032/mithrix-wielding-marwans-weaponMithrix wielding marwan's weapon.https://itch.io/t/2038032/mithrix-wielding-marwans-weaponThu, 07 Apr 2022 21:46:15 GMTThu, 07 Apr 2022 21:46:15 GMTThu, 07 Apr 2022 21:46:15 GMTAnd chance you could blacklist this item from phase 4 mithrix? Sure dying instantly when you get hit by a single shard of his is reasonable, but in this item's final form(which it always will be because monsters level up a lot), if mithrix hits *any* of your allies within a quarter of the arena of you even once, you get hit by the debuff which is essentially a guaranteed kill. Having the ai in general not be able to get this item would probably also be wise, but it's especially excruciating when you have to deal with it when you have very limited healing or resistance due to not having any items. When you can both kill the monsters wielding it quickly, resist the DoT with armor and armor repulsion, and heal back the damage taken, it's way less punishing, so evolution and void fields both are tolerable, but I'd like to have a sporting chance vs mithrix. I'd do it myself, but I can't get moffien's ai item blacklist to work on it.  Or at least add a config option to blacklist it?

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https://itch.io/t/2024870/treasure-map-balancing-with-sharesuiteTreasure Map balancing with ShareSuitehttps://itch.io/t/2024870/treasure-map-balancing-with-sharesuiteSat, 02 Apr 2022 10:46:41 GMTSat, 02 Apr 2022 10:46:41 GMTSat, 02 Apr 2022 10:46:41 GMTI play on modded server with my friends and when we get the treasure, it drops the same amount of items as the amount of players. We also use ShareSuite so this means every one gets 4 red items. My wish is to have a way to make the treasure map drop only 1 red item every time to make the item more reasonable when used with ShareSuite.

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https://itch.io/t/2024593/chinese-translationChinese translationhttps://itch.io/t/2024593/chinese-translationSat, 02 Apr 2022 05:07:45 GMTSat, 02 Apr 2022 05:07:45 GMTSat, 02 Apr 2022 05:07:45 GMTHello.I'm a chinese player. I made a Chinese translation of this mod,  tested it in-game with version 2.0.8,and i would like to share it. How can I send it to you?

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https://itch.io/t/2024022/voidfiend-railgunner-item-displaysVoidfiend & Railgunner Item displayshttps://itch.io/t/2024022/voidfiend-railgunner-item-displaysFri, 01 Apr 2022 22:07:51 GMTFri, 01 Apr 2022 22:07:51 GMTFri, 01 Apr 2022 22:07:51 GMTThere are no item displays for Voidfiend and Railgunner when they have mystic items!

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https://itch.io/t/2017252/more-turrets-with-hikers-backpackMore turrets with Hiker's Backpackhttps://itch.io/t/2017252/more-turrets-with-hikers-backpackTue, 29 Mar 2022 15:55:18 GMTTue, 29 Mar 2022 15:55:18 GMTTue, 29 Mar 2022 15:55:18 GMTHiker's Backpack could work like Lysate cell for Engineer (or give him even more turrets with more backpacks).

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https://itch.io/t/2008989/item-balance-feedbackItem Balance Feedbackhttps://itch.io/t/2008989/item-balance-feedbackThu, 24 Mar 2022 23:43:27 GMTThu, 24 Mar 2022 23:43:27 GMTThu, 24 Mar 2022 23:43:27 GMTSo I've been testing this mod out a lot with the extensive modpack I'm working on, which includes a lot of other balance changes and additions. I wanted to give some feedback on some of the items as I've experienced them through playtesting, with the obvious caveat that some of them may have a different-than-intended feel as a result of my other changes. Let me know if you'd like my full changelog and/or mod loadout code.

DISABLED
  • Mechanical Arm
    • This item ended up feeling like it either didn't do much, or was a way to just one-click delete a boss whenever you felt like it. If possible, I think an interesting change might be to make you activate the item, and build up damage for a certain amount of time, then swing in front for some percentage of the damage dealt.
  • Ratio Equalizer
    • I actually quite like the idea of the item, but it's very easy to troll with this in multiplayer lobbies, so I had to disable it by default. I'm not sure it needs to actually set the health of allies around you to yours, as you are already taking a risk by using it at low HP, and it also becomes an incredibly powerful turtle tool if you use it to heal instead.
  • Vendetta
    • I have no idea when this is a useful item. Even in vanilla, allies die rarely, so this item procs infrequently and feels like a dead pickup most of the time. Additionally, in this modpack (which includes RiskyMod), drones are much tougher to kill, making this even more difficult to use.
  • Choc Chip
    • I actually disabled this one since it's buggy/not working correctly with the SotV buff/debuff changes.
  • Mystic Sword
    • Extremely powerful even at just one stack. Had to disable. Not sure how to fix, but there were some suggestions in another thread already.
  • Metronome

    • Feels sort of weird/strange to use, plus it seems to be broken in SotV.
  • Scratch Ticket
    • Way too overpowered in certain situations, way too useless in others. I quite like the idea of a mini Clover, but it just felt bad to use in my testing, sadly.
  • Treasure Map
    • Disabled due to being broken currently.
CHANGED

I changed a few items to fit with RiskyMod's balance philosophy of removing area scaling and proc coefficients, so I won't list those changes here, since they are outside of the default scope of the mod. (Thank you for the granular config options, by the way!)

  • Cutesy Bow
    • Armor decreased to 30, down from 60.
      • This item tended to last a lot longer than I thought it would, so having it at 60 armor was a huge bonus. I debated between this and halving the number of stacks, but I am trying out lower armor first.
  • Faulty Spotter
    • Duration lowered to 7 seconds, down from 10.
      • Minor nerf since it ended up being extremely powerful in MP lobbies. Not sure if it was warranted though.
  • Hiker's Backpack
    • Removed built-in cooldown reduction.
      • I honestly don't know why it has 8% CDR on it. It does little for most survivors, and a bonus stock to EVERY skill is already insane enough.
  • Nuclear Accelerator
    • Damage% per 1% of speed decreased to 0.1, down from 1.
    • Damage% per 1% of speed per stack decreased to 0.1, down from 0.5.
    • Sprinting no longer further increases damage.
      • This item spirals out of control super quickly in most games, making Goat Hooves more than twice as good as they already are. My nerf is probably a little bit too harsh (I can probably bump it up a few decimals), but it was incredibly strong in testing. The sprint change is due to some sprinting changes in the pack, but it does seem very good even in vanilla.
  • Puzzle of Chronos
    • Health regen increased to 6/s, up from 3/s.
      • This item is abysmal. Cautious Slug has the same effect while only requiring you to be out of combat. The fact that it stacks on all allies is fine in a full MP lobby, but worthless in single player. I'm still not sure it's worth taking at this value, but I'd rather not push it too high to start.
  • Spare Wiring
    • Ok, this one isn't actually a change but I don't know where to put it. I'm not even sure if this item is working or not. If it is, there seems to be very little obvious visual or audible feedback that it is.
  • Timely Execution
    • Duration reduced to 5 seconds, down from 9 seconds.
      • This one I made before most other changes; 9 seconds is a very long time, and 5 is already plenty to get away. It's basically a Dio's that regenerates, which is insanely good. However, this change is probably only necessary in my modpack specifically.
  • Treasure Map
    • Unearth time reduced to 60 seconds, down from 120 seconds.
    • Unearth time reduction per stack reduced to 25%, down from 50%.
      • This item (if it worked) feels sort of like a second teleporter event with a smaller range and an (on average) better reward. However, you have to find it in the first place, and then stand still for two entire minutes to get your reward. It didn't feel very compelling.

That being said, I genuinely really love this mod and almost all of the items. They feel very much in line with the base game, the models are great, and they all work well for the most part. I could also be totally off on some of these, they're just the changes I made for the pack. 

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https://itch.io/t/1950499/donut-buffDonut Buffhttps://itch.io/t/1950499/donut-buffWed, 23 Feb 2022 02:59:45 GMTWed, 23 Feb 2022 02:59:45 GMTWed, 23 Feb 2022 02:59:45 GMTThis item's effect is sometimes nice but it feels very limited. I suggest making it also heal the player when they collect pick ups, but at a greatly reduced amount.

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https://itch.io/t/2011615/is-this-challenge-impossible-currentlyIs this challenge impossible currently?https://itch.io/t/2011615/is-this-challenge-impossible-currentlySat, 26 Mar 2022 16:50:31 GMTSat, 26 Mar 2022 16:50:31 GMTSat, 26 Mar 2022 16:50:31 GMTThe challenge, 'Sincere Apologies' requires you to put a sawmerang into an equipment drone and then presumably let it hit you (the challenge just says "and...?" After literally doing this for hours and seeing the sawblades clip through my character, I'm fairly sure this challenge is impossible due to some bug maybe. There is a good chance I'm just stupid and that's not the challenge at all, or I'm doing it wrong. Any suggestions?

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https://itch.io/t/1937155/the-mystic-sword-item-is-very-powerfulThe mystic sword item is very powerful!https://itch.io/t/1937155/the-mystic-sword-item-is-very-powerfulThu, 17 Feb 2022 14:30:30 GMTThu, 17 Feb 2022 14:30:30 GMTThu, 17 Feb 2022 14:30:30 GMTHey, awesome mod by the way!
Wanted to point out that i feel that the mystic sword item is extremely powerful for a green item.
It can easily give you a huge boost to damage very quickly, maybe too quickly as it stands. Me and a friend have been finding ourselves dumping every single green item we get into a printer to get more whenever the opportunity comes along as it pays for itself in damage in only a couple minutes. 

I think the item either should be made a red item and have a slight buff ( 10% +5%?) or be nerfed/changed from its current 3% +3% to something like a 5% +1%.  Would encourage you to have at least one but not effectively make your entire build just stacking as many as you can.

If you are just doing the one loop straight to the boss then it might be fine where it is, but if you are doing more then one loop then it sky rockets in strength.

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https://itch.io/t/1954314/enable-disable-configEnable / Disable Confighttps://itch.io/t/1954314/enable-disable-configFri, 25 Feb 2022 04:25:26 GMTFri, 25 Feb 2022 04:25:26 GMTFri, 25 Feb 2022 04:25:26 GMTAdding a enable/disable config would be great. I dont even want to update the mod without it.  Ive tried RuleBook and DropList before but there just more in game / lobby menu mods and the "disabled" items will still show up in the log book and command menu as locked items. This is very irritating when your trying to find an item and its mixed in with a bunch of locked icons, especially when it gets you killed.

The new config is very usfull but i think i speak for almost everyone when i say being able you fully remove at item without dealing with other mods to kinda do the same thing, would be a good thing.

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https://itch.io/t/1932109/making-devils-cry-a-red-itemMaking Devil's Cry a red itemhttps://itch.io/t/1932109/making-devils-cry-a-red-itemMon, 14 Feb 2022 19:47:03 GMTMon, 14 Feb 2022 19:47:03 GMTMon, 14 Feb 2022 19:47:03 GMTThe item feels too powerful as a green. My suggestion is to make it red and increase the amount of crit it gives you on first pick up.

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https://itch.io/t/1935904/spanish-translationSpanish Translationhttps://itch.io/t/1935904/spanish-translationWed, 16 Feb 2022 20:37:08 GMTWed, 16 Feb 2022 20:37:08 GMTWed, 16 Feb 2022 20:37:08 GMTHello. I made a Spanish translation of the mod, already tested it in-game with the last version (2.0.3) and i would like to share it. It's there a way to send it to you?

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https://itch.io/t/1928291/rift-lens-on-commencement-configuration-stuffRift Lens on Commencement + Configuration Stuffhttps://itch.io/t/1928291/rift-lens-on-commencement-configuration-stuffSun, 13 Feb 2022 03:31:51 GMTSun, 13 Feb 2022 03:31:51 GMTSun, 13 Feb 2022 03:31:51 GMTThe timer seems too short for the Moon, 2 minutes seems reasonable. On a run with Artificer I managed to get to about the center of the map before the timer ran out (The timer was about 1 minute and 35 seconds), I only had a few items that improved mobility so maybe I was just very unlucky.

The configs seem to be missing the ability to disable items, I'm pretty sure the older version allowed for this.

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