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Alloyed Collective is out.
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>>2105816
Same reason the Payday 2 devs haven't fixed their own version of it- it's a fundamental flaw in how they implemented the DLC.
Strictly speaking, they CAN'T fix it without killing Host-Only ownership requirements.
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>>2105684
Artificer'stits arefat
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It's really weird seeing there be two separate teams for Starstorm for 2 and Returns. Is there anything that's concerning about how the team handling Returns so far? From the consensus I gathered in these threads the team for 2 doesn't seem to be making it faithful to the original.
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>>2102949
>>2103494
this will sound like a shitty opinion but if they implemented a new mechanic like the artifact of potential mod (which is literally artifact of command but way more balanced), that could work as a bandaid fix if the game item pool gets too bloated
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>>2107528
Returns is sticking more to the original vision. 2's team has an absolutely pathetic track record of 2 complete survivors over the course of like 4 years, while the Returns team started earlier this year and currently has 4 survivors. Granted, 3D is probably harder to code in than 2D, and the entire Starstorm Team was abducted to make Alloyed Collective, but it's kinda ridiculous. Apparently, the modding API for Returns is getting completed, and that'll actually speed up dev time for SSR massively.
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>>2107855
>Returns is sticking more to the original vision.
>when survivors lack basic things present in the original mod and play entirely differently
haha, yeah, sure.
Pre-SotV SS2 was more accurate than SSR is. And that's just sad.
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>>2108539
>Just go play 4 different mods across 3 different games bro
It's not a good look when you can't explain your stance with reasoning. But I'll take your word for it for now since I'm going through OG Starstorm.
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>>2108645
Go for it. Any attempt at all is better than making statements without backing them up, it would make you a better man than most people on this website, let alone the internet. If I don't understand through lack of experience, then it's my concession that you have a better understanding of the subject. Plus you would give others a chance for others to jump into the conversation to disagree, or to back up what you're saying.
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>>2108714
Fine.
>SS
commando but melee, bleed DoT.
The original and tied directly to the Variant system, so less flexible, but still good.
He's Commando but different.
>SS2U
commando but close range, unique DoT.
Leans into Procman but different, like original nemmando did for original commando, but adapting to the new game.
The projectile can actually hit things instead of Bisoning out on random slopes.
More variety thanks to how survivors work in 2, allowing full melee or a more distant approach, but the now-default (just before the final pre-SotV update, re: before this was SS2U) M2 sucks against anything that isn't a wisp/pest because it inherits Commando's horrendous fucking damage falloff.
>SS2O
melee debuffer.
Damage is pitiful unless you stack the debuff and the projectiles are all wrong for it to be close range. First instance where the debuff doesn't do direct damage.
Poor proc chances.
Technically a more accurate port as it forces melee, but this is partly because the projectile will literally stop existing if it approaches a slope greater than 30 degrees, forcing you to use the abysmal pistol M2 and lose the ability to proc bands at all- a major source of damage.
Except scratch all that because they reverted the debuff to just be SS2U Gouge and will probably start flip-flopping again, making playing him a gamble each update. I hate this fucking mod.
Oh, and mandatory
>MoonstormUtils
>SSR
melee debuffer.
Damage is actually okay but as SSR is 'a port of Starstorm, not Starstorm 2' it pokes a giant hole in that proposition by being otherwise a clone of (bad) SS2ONemmando in overall gameplay loop.
Somehow less fun to play than ReturnsArti but that's a personal gripe.
This may have changed since the Returns Returns update but there have been 0 (zero) hosts of Returns since that, and i refuse to play Returns solo after grinding everything out.
tl;dr 'SS2+ devs lost sight of what Nemmando was supposed to be and are also inconsistent trannies, nothing new here'
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>>2108798
Seems pretty understandable to me; it was just a matter of giving examples of how Nemmando's original vision was lost. I'll see for myself soon how much I'll end up agreeing with this when I have experience with his different iterations.
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starstorm in 1 minute
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starstorm NOW!
184.144.132.231
11100
Starstorm: https://drive.google.com/file/d/1sv6FYImGI3rP47bSCI9L9BoA5ZR3dj4A/view
Elite Spite+: https://drive.google.com/file/d/13cEcjBKCt7XnLBnHspH5eyFMoJNqFDGL/view
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>>2110162
2/
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>>2110162
3/
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>>2110202
open
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>>2110162
4/
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>>2110162
open
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>>2110162
providence cleared and closed, ggs
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>>2110390
Mere months after Returns released, Embracer sold off Gearbox to Take-Two, and Take-Two in less than a day laid off a bunch of employees and restructured the company.
This meant the Returns devs lost all contact to anyone at Gearbox and were kept on radio silence seemingly until this year.
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>>2110383
They finally fixed that and got a significant update months ago
>player limit can be increased to 32 instead of 4
>emote system
>ping system
>QoL for some survivor abilities
>2 items
>hit detection for orange rockets, magma worm and wandering vagrant's projectiles are clientside instead of serverside so that players who are lagging a bit don't get owned by being hit where they used to be
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>>2111251
After finally trying him, even in the unofficial version I'm disappointed. I preferred when he was just a variant of Commando, not an entirely different character. Just give me my sick melee character with Suppressive Fire.
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>>2111453
It's the future of esports
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>haven't thought about risky in like five years
Does the DLC add anything substantial to the gameplay loop? I loved the threads but the game got boring quick when playing solo
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>>2112520
For like, new dynamics? Generally speaking they add their own alternate map chains and interactives to get to new bosses. SotV adds void seed events for a chance at corrupting items and potentials (mini-Commands) and leads to what might as well be a run-ending final boss, SotS is quite literal about a new map chain to follow with a new jew shrine and its green portals leading to ripoff Paladin, and AC has you find a button on Stage 3/4 for yet another new portal - a bit of an outlier in that it doesn't have an alternative ending.
SotV also has a survival mode of its own but you probably won't play it too often.
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>>2112835
The worst thing that can happen is getting jewed but for the most part people are fine with sharing with itemlets, in ROR2 you can pick them up as drones if you die so it's easier to catch up if you fall behind.
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>>2112520
I'd argue SotV adds the most with the void seeds and corrupted items. AC is great, but doesn't add much to recurring runs aside from a map chain to two new bosses. Honestly ending your run at the AC final boss is infinitely more interesting and fun than Mithrix since the bosses have engaging attacks and mechanics to play around.
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>>2114031
That's not really true though. Commando gets to control half of the screen with his endless amounts of cc and iframes. If you collect zero damage items, sure he'll suck but it's true for any other character.
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>>2114340
Unless there's something I'm not understanding about his playstyle his CC only truly comes in the form of his second ability. His special at most holds back three enemies while others will continue marching or firing from range since he's stationary. He's so reliant on his second ability only for help with clearing that you waste a lot of time compared to other characters while the difficulty is still scaling.
Also not to mention the level design can a lot of times be against him with small platforms of varying heights making it difficult to group and play at range like his kit wants.
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>>2114373
We're talking about RoR1, so every damage hit is effectively cc because most enemies get stunned for like half a second on a high enough hit. So every bullet is cc and you can spam that shit in droves. His stun grenade is AoE which is great but as you said, it's slow. You want dakka. The answer is always dakka. The more dakka you have, the more enemies you keep at bay. You want to keep 10 enemies away? Get 10+ bullets. 20 enemies? 20+ bullets. Syringe is god here. His ult is like 4 rapid fire shots so that's 4 hits of cc. You're never going to be able to stand your ground in RoR1 until you get some bullshit cheese like the Frost Relic sawblade or 10 stacks of barbed wire, so being able to run in one direction and constantly knock back enemies behind you is a ton of cc, and more than enough. If there's a ranking system for survivors, I would always put Commando on "average" or "better than average", never "bad".
Once you get decent on-hit damage, cc becomes less relevant because you're just deleting everything. This also applies to other characters like Bandit and Chef who can spam their basic shot from range, so they are also all good for similar reasons. On the opposite end of the spectrum, characters who can't button mash a basic amount of mobs would definitely fall under "suck", like Enforcer. Enforcer's got no range, his shield sucks at blocking, and he can't shoot shit so that's why Enforcer is pretty much one of the worst survivors in RoR1 despite the fact that his design is super cool. Then there's like, I dunno, I think Engi who also falls under "sucks" because those balls suck (they still suck in RoR2 but the turrets are god tier in 2). I also don't like Huntress for this reason but a lot of people swear by Huntress so I'm not going to start an argument with them.
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>>2113949
Reducing the maximum charge threshold to the current 50% (+80% speed and +100% jump, with the explosion range still being 32m at the "reduced" max charge) and buffing the explosion damage to 600% base damage is my take.
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>>2115633
>>2115682
closed, Typhoon Arraign jobbed.
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>>2113361
Eviscerate scales really hard with attack speed which leads to a fuckton of procs, plus you just have more survivability due to the iframes. Especially if you can stack some Lysate Cells too, it's one of the strongest abilities in the game with practically no risk and stupidly high reward.
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>Been consistently rolling like shit with shrines across both games for an entire week
>Used to get both items in a few rolls aside from a rare outlier
I'm taking this as a bad omen. This is fucked.
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>>2119618
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>went messing around with the spawn_as command alone to see what happens
>no matter what, even if you spawn as an enemy, you'll get respawned as your starting survivor when you go to the next stage
i wonder if this is what's causing shit like join_as and the skill swap to reset between stages?
godammit randy
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the icon for typhoon in starstorm 2 official has fucking jpeg artifacting on it or something. do the people making this mod have eyes? it genuinely looks like they used the ms paint fill tool to color it
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>>2123164
Void Chests will rape your ass unless you have the capacity to burst down enemies fast. Taking a second void portal that spawns naturally from portals will have a item you want to search for that coincides with the portal you find from activating ethereal teleporters.
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>Get hit by a single void enemy for daring to play a melee character
>Get one shot from full HP with defenses
This shit has gatekept me all week from getting the mastery skins for Drifter and Operator. Might just give up on Operator, he's the one character I find unsatisfying to play.
>>2123390
Starstorm does a good job balancing out the item archetypes, I would say it's more so 1's items that are lacking as they're mostly focused on CC while the offensive items you do have are lacking in the damage department compared to how fast enemies scale in 1. But really I think the bigger issue is enemy scaling when it comes to ROR1's balance.
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What survivors become disproportionately weaker when playing with no allies of ANY kind? No drones, no Beetle Guard, no Squid Polyps, no Goobo, no other players, nothing like that.
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Is Hive Cluster bugged or something? I swear on my life it spawns so little interactables compared to other stages. The worst I've seen was it spawning a single shrine. Feels like your run is giga-fucked if you roll it on your first loop without an already good set-up on Monsoon.
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>>2131499
I don't remember anything special about Hive Cluster so probably not unless something changed over the years. It spawns a decent number of chests and I never thought that it was worse than the other stages. The immensely flat terrain is also super nice for Teleporter events.
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>>2131808
Could you imagine if you were playing a melee character.
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>>2132573
>and the boorus are fucking deadand almost no-one bothered uploading to them because they were lazy faggots like cmon they were made FOR YOU
You don't seem to be aware the booru locked out all guest uploads and removed the ability for new registration for literal years, because the guy who made it wasn't able to get in and fix that. It only got unlocked relatively recently
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Man I really wish more mods tackled new monsters. I much prefer them over new items cause their effects on gameplay are way more varied on a run-to-run basis.
good example would be sand crabs in enemiesreturns and how your capacity to deal with their bubbles is heavily dependent on which survivor you’re playing until you get a good build going.
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>>2132665
anon...
>You don't seem to be aware the booru locked out all guest uploads and removed the ability for new registration for literal years
>>and the boorus are fucking dead
this is what I meant by dead
even when they were not locked and at their peak, few people actually uploaded art to them
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>>2132922
For me, it's
>early-game TP bosses (stage 1 only ever pitting ONE (1) WV, BQ or ST against the player is a little boring)
>elite types that, in practice, change the enemy behavior (an easy way to multiply the effective number of enemies)
>equipment
>new void items
>new enemy species
>new items of other categories
In that order.
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>>2133966
>>2133969
there's also two of them, because the first one died and the 2nd one was made in an attempt to get around guest lockouts or something. Maybe it was simply because the admin for first one fell off the face of the earth so no one could register, I forget. Either way, there was
>rorbooru.booru
which was abandoned, and
>riskofrain.booru
which succumbed to registration dying
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>>2134230
Returns is the better experience in terms of being more polished, less prone to crashes, and having more options / content.
1 is the better experience for mods. Returns doesn't have workshop / mod support yet and the mods that do exist are slim. If you're just looking to replay vanilla 1, I'd recommend Returns.
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>doing Seeker's achievementslunarless, because I'm a lunatic
>get an Armor Plate printer on stage 3
>swap all my whites to Plates
>Sojourn only deals 1 dmg per tick
>fly around for tens of seconds
>>>>>>>>>>>after some time I suddenly start taking 21 dmg per tick
>>>>>>>>>>>kicked out of Sojourn before I can ramp the damage to 500000%
>this ramp-up is not mentioned on either wiki at all
Certified Risk of Hidden Mechanics moment.
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>>2136225 (Me)
>>2138683 (Me)
oh yeah i forgot it's crimbus season because i'm a lonely neet
that'd probably explain the lack of hosts
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>voidsent flame is borked
>drop everything but the flame
>it still doesn't trigger and causes projectiles to explode infinitely
>look into the console
>a single nullref error message that blames every item from every mod i installed
>literally doesn't fit on the screen
>mfw no face
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>>2133326
i honestly think we need more late game enemies with fat director costs cause wow.
with riskymod and exponential time scaling (NoStageDifficultyScaling) pretty much nothing but elite bosses spawn on loop 3, and with prestige on top of that i was hitting the "game doesn't know what to do and just doesn't spawn the teleporter boss" boundary on every stage, even on conduit canyon. pretty funny but also frustrating cause damn bro shit isn't even dropping.
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>>2142623
CLOSED
Jobbed to judgement
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starstorm in 60 seconds
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Starstorm
184.144.132.231
11100
Starstorm: https://drive.google.com/file/d/1sv6FYImGI3rP47bSCI9L9BoA5ZR3dj4A/view
Elite Spite+: https://drive.google.com/file/d/13cEcjBKCt7XnLBnHspH5eyFMoJNqFDGL/view
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>>2143191
2/
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>>2143191
3/starting soon
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>>2143191
>>2143219
open
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OC
It's amazing how 2Drifter becomes a hundred times better when you stop using the skills people tell you to use
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>>2145455
It seems that no matter where I ask, every time I ask someone whose art I like how to get started, or which tutorials they followed for stuff like anatomy or hands, they all just keep saying "idk just practice". Like MF I know but I have to have a basis to work off of. People who are getting into camping don't run out into the woods with nothing and start banging rocks together for fire, they have tools they use to get started.
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>Every time I make it to the third phase of Starstorm's void boss a nemesis enemy inevitably one shots me
I'm not even sure how to play around this other than using command and stacking Dio's.
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Merry riskmas
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Merry riskmas
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Merry riskmas lads
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>>2151777
Some achievements can be gotten sooner into a run and/or more easily on Monsoon, including Bandit's 20 stacks of hemorrhaging and False Son's Aurelionite kill.
You probably won't unlock them ALL eventually just by playing, as some require unnatural conditions or simply looping a bunch of times. Feel free to switch to Drizzle if you don't care for challenging yourself, but be aware that EVERYTHING can be gotten on Monsoonaside from the Prismatic Trial challengesand, in a handful cases, it's even the better choice.
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>>2151799
>>2151779
>>2151791
thanks, its the opposite for me i find the lack of monsters (because of slow difficulty scaling) extremely boring and annoying
i just dont know what should i do at the beginning, i got 1 win 2 obelisk ends and failed void twice
the only good runs i have are when i play something immortal like seeker or mercenary i also dont want to play with artifacts
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>>2151814
>the only good runs i have are when i play something immortal like seeker or mercenary
You might be taking the usual points of advice too literally.
The best strategy is to be efficient in your item acquisition. Don't just bumrush the TP out of fear of the rising difficulty, but also don't spend 20 minutes on stage 1 just because you are looking for the stage's last chest.
Try to keep the rough guideline "1 item/drone per minute = good" in mind, while adjusting for whatever is happening in a given run (for instance - 3 legendaries by the 20th minute? you're probably already very powerful and, consider switching to rushing the teleporter and only picking up whatever is on the way, because picking up more items at that point risks getting bad item RNG that fails to counteract the time you spent on getting said bad item RNG). Finding the right balance takes experience and game knowledge, so you will get that worked out eventually. You will eventually learn some basic thresholds to consider, such as the fact that, the moment the difficulty becomes Very Hard, two basic bosses may start spawning from the TP event instead of one.
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>>2151777
monsoon is not very difficult these days, it was only really "hard" in early access. just play monsoon and get the hang of going faster. you'll need to play monsoon anyway and it's better to not develop bad habits from playing snoozefest drizzle runs.
and when in doubt, loop more. the game gets exponentially easier after looping.
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>>2152109
Closed. Just beat Moonman cause started late so no time for judge. Gonna have to add some mods to speed up teleporters and stuff up so we can do an all boss run one day
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i still don't know what teleports onto the ship at the end of ror1
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>>2155257It's entirely possible they just used the teleport noise as an ending noise and didn't assign any meaning to it. While they do show the teleporter in the cargo bay right before, I think that was meant as a reveal of "this is why Providence was pissed off" rather than implying anyone was still using it to come aboard. Like it can just as easily be a stinger noise to close the game with.
In Hopoo's own words they made shit up as they went along and I don't think it was meant to point to anything larger. I guess it could potentially point to the Void Reavers coming aboard and imprisoning Commando and Acrid, but given the way they retconned that immediately and said "oh it's a different random Commando they captured" I don't think that's likely or they thought that far ahead, either.
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>>2155786
>I guess it could potentially point to the Void Reavers coming aboard and imprisoning Commando and Acrid, but given the way they retconned that immediately and said "oh it's a different random Commando they captured" I don't think that's likely or they thought that far ahead, either.I should add an addendum and say "before they figured out what the Void Reavers are / how they teleport" (since they don't need teleporters and can just do it) but again, that's implying they thought that far ahead with a potential cliffhanger when they clearly didn't. I guess we'll never know since Hopoo fucked off forever and Gearbox doesn't care, so I choose to assume it was meant to be a stinger and nothing else.
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>Executioner with Gigantic Amethyst
Holy shit.
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>>2156770
>He couldn't save Loomis
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>>2157390
My senses have been completely poisoned by the modern internet. I thought your post was a very roundabout insult. I apologize.
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>>2157390
if you use 4chan x you can just manually mark a post as being (You)rs
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First and last time i took that Benthic Bloom item.
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I've never done RoR2 modding before. Let's say that I want to play modded with friends, but purely vanilla alone, at least for the time being. Do I risk fucking my save file over? Do I need to keep separate saves for modded and vanilla? Would the stats in the Logbook show inexistent items or characters if loading a modded save on vanilla?
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>>2161346
>Would the stats in the Logbook show inexistent items or characters if loading a modded save on vanilla?
Yes, it does that. Names of modded characters show up in your playtime even after unloading the mods.
If you care about it make sure to back up the files in your steam folder, they're basically spreadsheet files
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Seekers of the Storm, yea or nay?
I thought Void was overall decent, it had more good than bad (but fuck flying pests, what were they thinking). Railgunner is interesting but Void Fiend was half-baked. Voidling is a complete pisser of a final boss and I'm glad there's only a few things tied to fighting him. Regen elites are inoffensive, I like seeing them because they're easier to handle than other elites. Void elites draw aggro, which is always funny to watch.
Alloyed is also mostly good, Operator and Drifter are both solid characters even if Drifter tends to have a shaky start. The new monsters and elite avoid being overbearing. New drones are welcome. Solus Wing and Solus Heart are both a big step up from Voidling but still not fun to fight with melee characters. Kinda wish we had more opportunities to access Chef and his item blending.
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>>2161515
It's meh.
Some okayish non-rng damage items like Breaching Fin and Chronic Expansion. Too many item economy items to be healthy for the game.
Survivors suck. False Son is passable but kinda busted, Seeker is a design clusterfuck and not very fun to play but she's busted due to self-revive and having a 70 meter nuke in her kit, CHEF is a clusterfuck and kind of sucks.
New enemies are terrible and actively make the game worse.
False Son boss is terrible, with his only saving grace being that he's better than Voidling.
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>>2161640
Kinda mid, some things are less abysmal now. Everything has cheap-knockoff-of-mod feelings but the shrines are nice when you aren't getting hit for 500% damage every frame by the new golem it spawns.
May as well get it for when a mod demands it for something.
Or, y'know, edit your dll, that's totally fine with me too.
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>>2161646
Fuck I'm reminded of the Halcyon Shrine now. They absolutely fuck stage 1 pacing because they take forever to charge, but are insanely god due to the selectable items with a high chance of a red so you always end up doing them (or else they just become wasted director credits if you skip them).
They're the worst, every post-SotS run involves a 7-8 minute stage 1 now due to them.
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>>2161515
The False Son fight is the most fun final boss and the path to him is fun, too.
The stages are mostly good. It adds the only stage 5 other than Sky Meadows, which is a big plus, but Shattered Abodes is a little questionable in that it has no "hidden" teleporter spots, i.e. standing in the middle and looking around will always let you see the TP or at least its sparks. There is also the fact that 3 stages (and 1 loop variant) require taking the Green Portal, limiting the variety a little.
The only badly designed item is the Sale Star, all other items are at least decent, if not necessarily balanced. Some of them break Simulacrum in half.
2 of the new survivors are kinda broken, but the 3rd one is well balanced. False Son's health gimmick makes him unique enough to let his brokenness slide. Seeker is just too good.
The enemies are... passable. Halcyonite is fun to fight and satisfying to cheese, but the other two can be annoying, depending on the survivor. Overloading Scorch Worm is a nightmare.
The elites are enjoyable to fight – adding armour to allies and one of the only "predictive" attacks in the game+having to retrieve your gold at risk of losing it are good gimmicks.
The skins are good, but that I don't need to tell you – you can just look at them yourself and judge them based on your own taste.
Artifact of Rebirth is boring and just a difficulty decrease. Chances are you will never use it.
Obviously, SotS does not add new content to Simulacrum except for the new enemies and items.
Conclusion: a positive addition to the game, but still the worst DLC. Only buy if you expect to venture the False Son's path at least a couple of times.
>>2161656
They don't use up credits on stage 1. You can skip them without losing out on items compared to non-SotS runs. On stage 1, charging them is indeed so tedious that I ignore them unless going for the False Son.
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>>2162761
?
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>>2163274
the absolute state of this definitelynotageneral
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I have not played Starstorm in ages, has there been anything new? Is Starstorm Returns any good? Are the Starstorm 2 devs still fucking lazy and stupid?
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Does Gearbox consider these DLCs successful? I know RoR2 has millions of sales but I can't help but notice that most of achievements for SotS and AC have sub 5% completion rates on steam, hell most of them are sub 3%
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Has anyone here played Endless Alice? Is it any good for a change of pace?
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>>2163946
Judging by the file size and lower graphical fidelity of RoR2, there isn't as much effort involved in making RoR2 content compared to an AAA game. That plus RoR2 hitting a somewhat specific niche means that releasing a DLC for RoR2 every now and then is bound to generate some profit from groups that would not not purchase 2K's other stuff.
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>>2164760
>>2164714
Closed. Judge jobbed.
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>>2164385
It's jank but the devman is soulful and transparent, unlike the hack bastard hopoo.
Different enough to not just be a RoR2 copypaste, but I'd say RoR2 is the better game overall.
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>>2166991
Fuck you for putting that image in my head.
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Clay Templar Monster Girl
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>>2167223
>activate super big dick ability because everything with shooting in it these days has to be cooldown slop
>see this every time
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>>2169131
He isn't that good unfortunately, barely uploads
Bro has no soul
https://x.com/XenoMonBro
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You fags aren't into REAL monster girls
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>>2170597
Bro doesn't realize you can rotate the camera all the way around and also boobs so big you can see them from behind are splendid
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>>2171544
When do you practically get to see the front of your survivor during gameplay, retardbro? Plus you never get to see backboob because that requires the boobs to be parted, which they never are with these mods.
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>>2172166
>When do you practically get to see the front of your survivor during gameplay, retardbro?
When I hit the teleporter and I'm waiting for the teleporter to activate / take me to the next level or I'm in the bazaar, retardbro.
>that requires the boobs to be parted, which they never are with these mods.
You're using the wrong mods.
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>>2172174
Starting the teleporter event is gameplay retardino, and you ignored the other post mentioning being able to see other players.
>Doesn't give specify which mods
Literally any 12Gauge mod or Fatify. Lrn2browse.
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More monster girls
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big fan of that new mod that dares to ask the question "what if wetland aspect was good"
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>Try out Typhoon difficulty on SS2
>Make the mistake of running the mod alongside Enemies Returns
>Within literal moments of dropping in three of those giant fucking crabs spawn around me and kill me instantly
Sums up my experience with Typhoon so far. Call me a shitter but having double the amount of enemies up my ass at all times with like 1/2 of them being elites is pretty fucking hard.
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>>2177218
>>2177143
>>2177064
Çlosed. Jobbed to armor
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Alloy Volture
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>>2185453
i randomly noticed this when i went to preload the game, is this gonna be an issue?
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>>2185727
>https://arch.b4k.dev/vm/thread/1034889/#1038877
Could some anon post the full version of this on catbox? Also, who made this drawing? I am thinking maybe ciircuit but I couldn't find it on any booru so I'm lost.
There's very few art of Chirr.
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>>2185753
There is no full version of that. Also post the better version.
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Also, is there a full version of this one? https://arch.b4k.dev/vm/thread/1034889/#1038801
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>>2185817
Thank you my negger.
I'm working on chirring up the booru by uploading chirr stuff to the vidya booru from /v/
https://vidya.pics/post/list/chirr/1
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>>2187393
>>2187270
>>2187203
CLOSED
Almost did an all bosses run until the result screen popped up before we all died. I think it was when i forced the load to planetarium cause the portal wasn't spawning when things went wrong. Ah well
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Never ever
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>>2189158
CLOSEd
jobbed to ifrit pillars
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>>2189453
Nah
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Riskymod's balancing seems entirely tuned toward a combination of skilled players/large number of players/late game. Some of these nerfs seem really like they're targeting things that only would show up in a game from here. Which is fair, and makes perfect sense but I often play solo or with friends who are way worse and we're usually at 3 players max and I'm not sure how many of these options even apply. Anyone configured modlists toward a more casual audience? what changes did you make?
Also wtf is the point of LinearDamage?
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Damn I'm actually enjoying the game a bit more after unlocking the Artifact of Command, I'm more focused on dodging enemies and clearing stages\bosses rather than being the most optimal with the chests.
Unironically enjoying ROR2 now.
Am I a shitter?
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>>2192879
LinearDamage is aimed towards normalizing damage gains from Vanilla items, since every new damage amplification source increases it exponentially. Most modded items don't have this problem.
More noticeable after SotS/AC where there's a bunch of new damage multiplier sources.
RiskyMod should work fine if you disable it if you want that kind of behavior.
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>>2192973
Thanks. I'm guessing this is more of a problem with either things like command and/or people just gunning for those specific multipliers. My initial confusion was just wondering how often it was relevant but on consideration knowing the specific items would easily let you gun for them making it very relevant.
>>2187270
Was checking out this list, isn't faster proc chain pointless with riskymod?
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...Is operator meant to be so fucking retardedly op?
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Alloy Worship Unit
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>site-wide ban instead of board-wide for >>2189447
Not cool, mod
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hopoo... c'mon man...
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Risky... Rests...
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I have an asinine question. Does anyone remember what mod circa 2020-2022 was responsible for making enemies larger the more powerful they got? I thought it was Flood Warning, but the old pages for Flood Warning on thunderstore denote no such feature. There was a mod that, when two enemies of the same type ran into each other, they would merge and make a larger, stronger, faster attacking version, but I don't think I'm thinking of that one. I may be wrong, however.
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>>2209614
Found it, FW_Tweaks.
>>2209614
Hey hey there's Congregate, that's the one I mentioned in the latter half of my post. But what I was looking for was FW_Tweaks, when the Flood Warning author split his mod into two or three separate mods for neatness.
>Includes; Making enemies larger based on elite or boss status Scavenger ghosts will not get a new set of items Artificer's ice wall is solid Multishops avoid duplicated items The prototype drone flies better Deployables inherit your elite affixes when the final void cell is completed, dio's does not revive enemies. When in multiplayer, items are not automatically picked up.
I'm only interested in the size scaler. Tracking down old mods and seeing if I can fix them. Congregate maybe maybe not. I don't see it in these old screenshots, and these old screenshots were my favorite time to host Risky 2, which I'm trying to get as close to as I can.
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>>2209619
Shit meant to quote you here: >>2209629 but at least I have an excuse to post another old screenshot.
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>>2209632
Many a good time has been had with Risky 2.
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>>2209636
God, it's been a bit since these were taken, I miss pre-SoTV Risky 2. Where did the time go?Mithrix with every elite type instantly killing everything he touches will never not be funny. Always hectic however once he starts stealing your shit and everyone instadies.
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>>2209638
My favorite was annihilator Mithrax. I understand some people didn't enjoy spending 70, 90 minutes on a run only to instantly die, but I genuinely never minded.
>>2209640
I have never not enjoyed playing Risk of Rain 2, but I can say 2020-2022 or 23 was my favorite time. All the available mods coalesced into a flow of gameplay unmatched in anything else, not to mention more people were playing. Good shit.
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>>2209682
Maybe within two hours if I can get the size scaler working in that time. Although I wouldn't upload it to thunderstore just yet, everyone who joined would have to drop it in their plugins folder manually.
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16 man Risky 2
019c0864-0cac-0800-dd6a-2c3d8de6673e
109775242210609103
https://mega.nz/file/JRAwhRrR#kQKqqoxwTJvmxCvDuL_4U6z1S5d0_ethIXK295uW cqY
>FLOOD WARNING TWEAKS ENEMY SIZE INCREASER IS BACK
Unzip the above mega file to your bepinex>plugins folder after downloading the profile.
Ain't hosting long at all, stop in if you're interested.
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>>2211403
WIPED TO ROBO BALL, closed. Thanks to mul-t who joined.
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>>2211473
Thanks for hostan.
Remember to disable BepInEx GUI and ShareSuite and enable console under the BepInEx config.
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>>2211328
>One of the least interesting enemies in the game?
Visually, maybe. Gameplay-wise, they're the MOST interesting.
>item stealing, sharing with allies, generating temps AND a hilariously childish walking animation with an item, all in one enemy
>AoE debuffing that explodes upon taking fire damage
>AoE pull-in that affects ALL teams, but only deals damage to opposing teams
>generating weak off-springs whose purpose is pretty much just tripling down on elite effects
>temporarily disabling items with one of the game's only movement-predictive attacks
>...and a drilling bot that is, in fact, not very interesting
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>>2212481
what the hell is this
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>>2212563
>>2212570
this is what google translate says
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https://youtu.be/m1snCA92C58?t=4
https://thunderstore.io/package/FloodWarningRestoration/FloodWarning_S izeTweaksRebuild_Unofficial/
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i did a little testing with the vol-t mod character if anyone gives half a shit, apparently attack speed affects ALL of his skills
>affects how often his little balls do their shock (also slightly affects how often he can shoot them, but only if you've already got purity)
>affects how often his big ball tics
>affects how often his shift teleport thing shocks (it gets very loud and annoying at high speeds)
>affects how often his fuckoff laser tics
also for hostman, apparently the weirdness with his teleport is only in multiplayer or something, it works as intended in singleplayer
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>>2212563
AerosSkills is a Dragonyck mod (third world modder that makes underbaked commissions, and has scammed people in the past), so it's full of bugs and underbaked as a result.
Hostman should delete it along with any other mods by the guy.
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>>2212702
>Dragonyck mod (third world modder that makes underbaked commissions, and has scammed people in the past)
QRD? I wanted to use his Tinkaton mod when I finally get around to playing with mods, should I not bother?
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16 man Risky TWO
109775242304911495
019c0d26-25a7-53c1-a62b-4885a37a515b
>Flood Warning enemy size increaser
>Riskymod
>Cruelty
>etc.
Teleporter boss items fixed
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>>2212810
He's a modder that got banned from the modding discord due to ditching and not delivering on big commissions from multiple people. He still is active and taking commissions outside of it, though.
He's likely a third worlder due to the dirt cheap rates he charges for his projects ($15 for custom skills, $300 for an entire survivor.
>>2212905
His mods almost always have weird incompats and error spam, and they never get fixed because he only updates his mods if the commissioners pay him, so it's reliant on both the commissioner being able to notice the errors (they never notice) and also being willing to pay to get them fixed.
If you really want to run his mods, feel free to do so, but I can guarantee that any weird errors that pop up are probably due to his mods specifically.
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>>2213044
WIPED TO MOONMAN, closed. Thanks to all who joined.
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Moonman kills group and dies
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>>2213081
>If you really want to run his mods, feel free to do so, but I can guarantee that any weird errors that pop up are probably due to his mods specifically.
I'll keep it in mind. Only have 2 of his mods in the list and the other one is a simple QoL one for railgunner that works fine. If anyone notices any of his skills bugging out let me know. I guess I'll disable some of the jankier ones right now
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>>2213858
>Is there limit to the increase or nah
I don't think so. The bosses toward the end of the run were getting gargantuan.
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>>2218817
About neutral overall.
If you're new, a bit harder due to slight enemy buffs + more enemy spawns.
If you don't have trouble with enemies and know itemization, a bit easier due to overall better survivors and the item pool having more useful stuff than Vanilla does. But even if the items are better overall, they don't chain as hard as they can in Vanilla, so you overall get more consistent good runs, but not as many outright god runs.
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>>2218843
those fuckers need to have their bubbles be like twice the radius or something, because as it is now trying to get in to kill them just puts you right into "you're gonna fucking die" range
also somewhat unrelated but FUCK CLAY TEMPLARS
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I require assistance remembering an old mod that would raise all of of all enemy's stats based on time or something. It was a last resort artifact I used to host with and it was really busted because all it'd really do is make everything oneshot. What I'd like to do is find it, modify it so that only monster health increases.
Then again I could just take Artifact of Accumulation and make that only work on health. Maybe that's better. Hmm
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>>2218827
Yo Risky, nerf the broken spurs in your mod to have their explosion activate (using up the charge without jumping) when the charge reaches 100%, thanks
Or do anything else to fix the spurs since rn they're both kinda an instawin item and annoying to use as jumping is actively punishedAnd make shurikens activate the bands when used by Engi turrets
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16 man Risky DIE
019c1c16-b2aa-789b-6f84-b916e2c9c954
109775242646679771
>EWI
>Flood Warning big monsters
>Risky Artifacts
>Riskymod
>Bigger Bazaar
>Bazaar Is My Haven (Bazaar is My Home fixed and less Chinese unfortunately)
>Starstorm 2
>Starstorm 2 Unofficial
so both Chirrs
>Skillsmas
>etc.
Changes since last time:
-Scavs disabled outright. I have always disliked how they dilute the boss pool for late game runs.
-EWI crowbar enemies return, but the rate at which enemies may or may not generate them is down. Should be a pretty even keel
-Bigger Bazaar prices lowered a great deal
-Some adjustments to Riskymod, I do not remember at this time
-ZetAspects adjusted so Overloading Elites will have half their health become shields just like vanilla
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>>2219058
JUDGED, CLOSED. Thanks to all who joined.
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Going to work on fixing the original BazaarIsMyHome. I appreciate BazaarIsMyHaven, but it's just not the same without the broken English, and there are no green-->white cauldrons which were really cool, and I like the old lunar buds system because you could still reroll those.
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FIXED. Good fucking god. I'll upload it later. There are some geometry errors I'll fix maybe next week (floating equipment pods to the right, buried equipment pods righter than that), I really don't care that much. The point is it works as it used to, functionally.
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BazaarIsMyHome is up, but I fucked up something and will wait to host when it's 1.3.2 that's listed in the browser on thunderstore. Newt's dialogue isn't working in 1.3.1, so do not use that anyone passing by and reading this.
>>2223031
I just bought it because I'm lazy.
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>>2223085
>nearly an hour later
>modmanager still says 1.3.1 is the latest version
this thing is such a piece of fucking shit dude
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16 man Risky 2
019c2713-4bf1-9632-12d3-ea151768b06e
109775242850756648
>BAZAAR IS MY HOME
>Flood Warning big monsters
>Risky Artifacts
>Riskymod
>Bigger Bazaar
>2chirr
>Skillsmas
>etc.
Changes since last time:
-EWI off
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ack
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>>2223164
REOPEN
109775242853739884
>>2223237
No harm in trying.
>>2223248
F. Thanks for joining.
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>>2223250
Arraign defeated, closed. Thanks to all who joined.