Risk of Rain 2 - contact@rockpapershotgun.com (Ollie Toms)

Your initial choice out of the Risk of Rain 2 characters roster plays a very important role in the length and flavour of your run. From the Mercenary to the Commando, from the Huntress to the Engineer, each character comes equipped with a different series of attacks, skills, stats, and viable builds and strategies – all of which we’ll go over in our Risk of Rain 2 characters guide. Below you’ll find detailed information on each of the six survivors currently in the game, along with practical tips on how to get the most out of each character.

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Risk of Rain 2 - contact@rockpapershotgun.com (Brendan Caldwell)

Risk Of Rain 2 is the second roguelikelike shooter that falsely declares itself to be about weather when it s really about firing innumerable bullets at hellish demons. This one is in 3D, and some players have been frowning and muttering about various shortcomings, like bosses being too grindy . An update yesterday hopes to turn those frowns rightside-around, making one fiery baddie in particular a little more interesting to fight. The gargantuan magma worm is getting a small but important change in his snakey behaviour. Let’s see what that means below the jump. But because I’m quite nosey, I’ve also asked developers Hopoo Games about other possible features, such as the ability to revive your mates when they die, which is something I want right now, wah wah wah, but a feature they re still undecided about.

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Risk of Rain 2 - hopooooooooooooooo
**Early Access Hotfix Patch (Build ID #3743353)**

This hotfix patch is to address a bug added in Build ID #3731106.

==== **Bug Fixes** ====
• Fixed an issue where enemies executed from freezing didn't call the correct events, leading to no money, on-kill procs, and potentially a stalled Teleporter event.

---------------------------------------------------------------

**Early Access Patch (Build ID #3731106)**

This patch is to address a ton of the more severe bugs we couldn't safely patch in the first week, especially associated with connection or desync issues. It also comes alongside some balancing, and also a slight reworking of some Elite affix behaviors to try to make them all equally threatening.

==== **Gameplay Changes** ====
• **Fire Elites**
[Community Suggestion] Rework burning calculation with unique new burning damage type
○ Number of stacks of Burning on the player are now visible in the buff bar.
○ Burning is now capped at 5% of your health a second PER stack. Just to be clear - this is a nerf. It'll always hit for less this patch.
○ Now ticks at twice the frequency (but same overall damage).
○ This damage type has also now been applied to the Magma Worm's impact and fireball damage, alongside Elder Lemurian's fire breath
The intent here is to make it clear to the player what exactly a burn DOES, regardless of how it's applied. Players never were told by the game that burning actually stacks. If you have a certain number of burn stacks, you will now be aware of exactly how much that will hit for. Overall this should make the burns way less bursty and way more consistent, also allowing heal over time effects to help counteract the damage. The intent is NOT to make the entire game easier, or to make burns never kill you. Fire elites are the only purely offensive elite-type, so they should be causing deaths. It should just feel less BS now.

• **Ice Elites**
○ Rework ice bomb
○ Improve graphics for ice bomb left when killed to be more clear.
○ Ice bomb damage reduced from 350% to 150%
○ Ice bomb damage is no longer reduced at the edge of the radius
○ Ice bomb now FREEZES characters in the radius for 1.5s
*Fire elites have always been the most threatening type, with the other 2 being pretty easy. The hope here is that after the nerf of the Fire affix, the Ice affix can now also be respected as a serious threat. The improved visuals should help clarify what the ice affix actually does - most players don't seem to notice it drops a bomb at all. We're starting with a low freeze duration to test how it feels.*

• **Lightning Elites**
○ Lightning bombs from Lightning Elites now properly attach to players.
○ Lightning elites now always spawn at full shields
○ Improve lightning bomb graphics

• **Magma Worm**
[Community Suggestion] Now switches between two modes of movement.
○ Leaping: goes high in the air, raining fireballs when it impacts the ground. This was the Magma worm's only previous stance.
○ Grounded: Snakes low but fast around on the ground.
○ *The intent is to give a break from the Worm's constant leaping and to give short range characters a chance to attack. The Worm should also be an intense fight, not a slog.*
[Community Suggestion] Reduced armor from 20 to 15 to make it less tanky.
[Community Suggestion] Can now jump off of platforms so it doesn't get stuck on certain ledges.

• **A Moment, Fractured**
[Community Suggestion] Obliteration now grants all participating players 5 lunar coins.
○ *People want a legit way to get more lunar coins, and there's currently no purpose on obliterating past the first time. This should help alleviate both.*

• **Helfire Tincture**
○ Increase radius from 6m to 9m.

• **Stone Titan**
[Community Suggestion] Reduce proc coefficient per tick of his laser from 1 to 0.15.
○ *This primarily affects the duration of burning effects.*

• **Hermit Crab**
[Community Suggestion] Reduce proc coefficient of mortar attack from 3 to 0.5.
○ *This primarily affects the duration of burning effects.
[Community Suggestion] Reduce base health from 150 to 100.

• **Imp**
[Community Suggestion] Reduce base health from 250 to 200.

• **Artificer**
[Community Suggestion] Increase Artificer proc coefficient on Flame Bolt from 0.2 to 1.
[Community Suggestion] Increase Artificer proc coefficient on Snap Freeze pillars from 0 to 1.
[Community Suggestion] Increase Artificer's Snap Freeze explosion radius from 1.5m to 2.5m to alleviate it not always freezing enemies who trigger it
○ *Artificer mistakenly had very low proc coefficients. Consider these bug fixes.*

• **Huntress**
○ Arrow Rain proc coefficient raised from 0.1 to 0.2 per tick.
○ *Arrow Rain had a very low proc coefficient because of its AoE dot status, but it was unnecessarily low.*

• **Mercenary**
○ Extend timeout duration to recast Blinding Assault from 2s to 3s
○ *Small QoL. Allows Merc to be able to cast his other abilities between recasts of Blinding Assault without losing his recasts.*

• **Commando**
○ Improve FMJ impact graphics
○ *We think that a majority of the Commando's problems are actually VFX and SFX making him feel weak and boring. This is a small first step towards that. A full pass will be done in a later patch.*

• **Misc**
[Community Suggestion] Time now pauses in intermission stages (A Moment, Bazaar, etc)
[Community Suggestion] Add 3 second invincibility period when first spawning into a map.
[Community Suggestion] Add localized formatting for numbers in the scoreboard (i.e it will now say 1,234,567 instead of 1234567.)

==== **Bug Fixes** ====
• Fixed a MAJOR issue with preplaced networked objects. This issue was especially frequent for clients with better performance specs than their host. This should fix at least the following bugs:
[Community Found] Map assets (portals, shop contents, Teleporters) will no longer sometimes be missing for clients
[Community Found] Clients will no longer be stuck in the pod when entering a stage
[Community Found] Clients will no longer be stuck mid-air when entering a stage
[Community Found] Clients will no longer be unable to select a character if joining from one networked session to another
[Community Found] Clients will no longer be missing out-of-bound zones, causing them to fall forever
[Community Found] Allow changes in maximum health/shield to instantly fill that missing amount. This means that Wake of Vultures / Transcendence will no longer give you empty shield.
[Community Found] Improve spawn logic to reduce chances of spawning through the floor
[Community Found] Clean up Engineer Turret skill drivers to fix their AI not working sometimes
[Community Found] MUL-T's secondary Equipment will no longer inherit the cooldown of the first when picking up Equipment off the floor
• Improve collision detection of Helfire aura
• Update Elite naming for localization and appearance in pings
• Prevent pre-placed map objects spawning into dynamically spawned ones
[Community Found] Clean up Save procedures to reduce chance of save corruption
[Community Found] Names for reconnected players will now appear correctly instead of ???
[Community Found] Bloom can now be turned off in the settings
• Frozen material overlay now properly always display
• Update Huntress strafing animation to blend properly. Fix incorrect normal textures. Add missing jump animation.
[Community Found] Fix Artificer's Snap Freeze explosion radius not being large enough to always freeze enemies who trigger it
• Fix AI sometimes considering itself as a target for friendly searches
[Community Found] Fix Engi being able to sometimes get more than 2 turrets
[Community Found] Fix Merc being able to take major fall damage during dashing attacks. **This is actually a significant portion of blazing deaths - you dash in, get set to 1, and then get ticked for that last point of health.**
[Community Found] Remove typo in Engineer description
[Community Found] Fix slider value text scrolling past the mask in the options menu
• Imp Overlords no longer blink off into the distance if no viable target is found
[Community Found] Brass Contraption bodies can no longer be targetted by clients
• Radar Scanner now properly identifies teleporters and barrels
• Correct some typos
• Reducing screenshake no longer reduces controller vibrations
• Controller vibration no longer persists into the main menu after quitting a run

==== **QOL** ====
• Reduce particle system noise quality to improve performance.
• Allow use of the Pause menu in character select
• Slightly increase bloom threshold in Abyssal Depths to be less glowy.
Risk of Rain 2 - contact@rockpapershotgun.com (Ollie Toms)

It’d be doing a disservice to the myriad Environments and stages of Risk of Rain 2 to say that they’re simply the backdrop to your journey of survival and inevitable death. Each of these levels plays an important role in shaping your run – but to use them to your advantage, you’ll need to learn everything about them; their layout, their passageways, their secrets. Our Risk of Rain 2 levels and stages guide will walk you through each Environment in turn and explore all their hidden depths, leaving no stone, tree root, or pile of snow unturned.

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Risk of Rain 2 - contact@rockpapershotgun.com (Ollie Toms)

In the true fashion of a modern-day roguelite, Risk of Rain 2 locks a significant portion of its content behind numerous challenges which must be completed during your runs. Everything from powerful items and equipment to new characters must be unlocked by completing a specific challenge or achievement, and some of them are far from easy to obtain. But if you’re ready to try your hand at 100%-ing this already difficult game, our Risk of Rain 2 challenges guide will show you everything that is locked behind these achievements, and how to obtain everything on the list.

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Risk of Rain 2 - contact@rockpapershotgun.com (Ollie Toms)

Risk of Rain 2 would have fallen rather short of the expectations set by its predecessor if it didn’t feature a colourful and expansive cast of horrible monsters to contend with. From tiny wisps that hover in the sky and zap you from above to roaring bison that charge at you from the other side of the map, each enemy presents a unique set of stats and behaviours which you must learn if you are to defeat them. Our Risk of Rain 2 enemies guide will walk you through these enemies one at a time, explaining how they work and how to deal with them. We’ll also give you some handy info regarding the Elite variants that you can come across and why you should be wary of these deadly upgraded monsters.

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Risk of Rain 2 - hopooooooooooooooo
Hey!

With our first week of Early Access in the bag we thought we would share some more of our thoughts we have gatherd over the week. We also want to thank everyone again for all of the support, emails, tweets, and feedback in such a short amount of time. Thank you all.

Similar to our first Developer Thoughts we wanted to break things down into Major and Minor Points, along with some things we have been working on.

===Major Points===
• We want to get our content roadmap available to users as soon as possible - we will be working on that this week.
• Noting a LOT of people are dying very suddenty to blazing affixes and not enjoying it, and it will be tuned down. We do have concerns that the fire affix is artifically gating the difficulty and the game will be much easier once it's been normalized, but we will have to address that as it comes.
• Noting people want a legitimate way to actively pursue lunar coins
• Fighting Worm isn't fun, even though it is one of our higher effort bosses.
• People have gotten far enough into the game that things just... stop spawning. For context, the game skips spawns that it deems is too easy for the number of "spawn credits" it has. If you've gotten to that point congrats, the game thinks Overloading Worms are a bit too easy for you. This will naturally be fixed once higher tier monsters and affixes are added to the game. For now... it means that you terrified the whole planet.
• Some players falling through the floor on level startup
• Noting a large amount of players whose primary language isn't English who we want to support with localized text

===Minor Points===
• No one seems to notice Ice affix explosion on death
• Some users are still getting really low performance, while some are not.
• Prismatic Trials leaderboard change seems to be positive!
• Noting a lot of concerns that characters will continually get nerfed in a PvE game
• Engineer's weird dependency on Bustling Fungus to be viable has always been a concern for once we add more items - he will have a smaller percentage fungii in the pool. How will we make sure every item patch doesn't make Engi worse?
• Noting the Mercenary sometimes launching Greater Wisps into space
• MUL-T seems to have issues going up specific slopes with his lower speed
• Noting players want the number of Stages Complete displayed on the HUD
• Noting some Equipment are activating multiple times repeatedly over the network

===Stuff we are working on===
• Content/Early Access roadmap
• Improving the way we save data to further prevent save file corruption or the game not saving at all
• Players falling through the floor on entering a new stage
• Wake of Vultures taking half your health
• Improve MUL-T equipment swapping logic
• Changing burning calculation
• Improve the other elites (Ice, Lightning) to be threatening as well
• Improve Worm fight to be fun
• Changing the way some languages handle specific characters and fonts to make sure they are consistent
• Some inconsistent proc coefficients for certain survivor abilities (Artificer is very very low for no reason)
• Lots of bug fixes and quality of life improvements
• Adding in some Community Suggestions we have gathered from tweets, emails, and the official Discord


Please let us know if we missed anything - there is lots more going on behind the scenes but we wanted to make sure we get some of this information shared with the community. Again, thank you all so much for the amazing first week. We are so excited for the future of RoR 2 and what's to come!

-Hopoo Games Team
Risk of Rain 2

I've been playing a lot of Risk of Rain 2 this week. So have a few other people, apparently—in just seven days, the indie roguelike has hit 500,000 players in Early Access, which means at least 250,000 copies sold (it had a buy-one-get-one-free deal going for its first couple days on sale). Developers Hopoo Games were, I think it's fair to say, surprised. This is the opening to their first update on the game's Steam page:HOLYMOLYOLYMOLY 

Risk of Rain 2 does a remarkably good job of re-imagining a 2D action roguelike in 3D, retaining the same feel despite the new perspective. I wanted to know more about that process and about what's coming next for Risk of Rain 2 in Early Access, so I asked Hopoo Games co-founders Paul Morse and Duncan Drummond. Here's what I learned.

The levels in the game so far definitely have the vibe of Risk of Rain 1, but notably there's no Temple of Elders or Contact Light. Are you planning to add similar stages (or totally different later-game stages) during Early Access?

Returning players wanted to come back to something familiar, so a lot of the early access launch content was updated and returning favorites. Looking forward, we’re really excited to start bringing fresh and unique content for players new and old, so we’re going to focus more on that. Maybe we’ll sprinkle in some returning content, as well, depending on our community.

Which character proved the hardest to translate to 3D? And which do you think is most improved in 3D, compared to how fun they were to play in the original?

Melee characters, like the Mercenary, were tough since we had to not only bring the character and their abilities to a 3D space, but also had to think about balance regarding large bosses and flying monsters. By working on his mobility kit more, we feel really good now about the Mercenary’s playstyle in 3D. As for the most fun, it’s hard for us to pick our favorite child but we’re really excited to see what our community shows an affinity to.

As of today, how many copies of Risk of Rain 2 have you sold so far?

Over the opening weekend for Early Access, the Risk of Rain 2 community has grown to over 500K players. It’s absolutely surreal, and we’re so happy and grateful to our dedicated community who got us to this size so far.

Can you lay out your broad plans for what will be added to the game during Early Access? Artifacts and at least 4 more characters are the obvious ones, just from playing the game!

With the first patch having addressed initial community feedback, we’re now turning our sights to aligning on the early access roadmap. The plan is to deliver more content (characters, stages, bosses, and items) and to make sure the game is super polished by the time it officially launches. This will include additional game features, platforms, and localization. We expect this to be a mixture of larger content updates interspersed with patches and hotfixes—the cadence and amount of these will be announced at a later time.

Has the popularity of the game so far made you change the scope of your plans for what you want to add to it?

We entered Early Access with a plan and outline until 1.0 launch. We’re planning to stick to the plan we’ve thought out at the moment.

Are you planning to support modding and/or Steam Workshop?

This currently is not in our scope or priority but that doesn’t mean it’s off the table! A part of early access is listening to what the community wants and seeing if, when, and where we can implement it.

My friends (who spent a good chunk of the weekend playing) want to know if you plan to beef up the ping system to allow for permanent pings to better keep tabs on items, the teleporter, etc.

After seeing the great ideas implemented in Apex Legends, we implemented a new ping system and wanted to see how people utilized before beefing it up. A lot of people like it and we have plans to improve upon it based on the community feedback.

Risk of Rain 2 - hopooooooooooooooo
Early Access Patch (Build ID #3703355)**

This patch is to address critical bugs and issues we've seen in the first week, amongst some minor balance changes.


==== **Gameplay Changes** ====
• **Prismatic Trials**
○ Add Friends-Only Leaderboard
○ Update Global Leaderboard to be around your current position in the Leaderboard

• **MUL-T**
○ Reduce base movement speed from 9 to 7 to match all other Survivors
○ Reduce base damage from 12 to 11
○ Increase Transport Mode speed boost from 200% to 220% to compensate for his lost base movement speed.
○ We really really don't like to nerf characters in general - these are very light touches, and the movement speed being higher was an oversight. We also want to make sure that MUL-T's big success isn't coming from its ability to abuse Ocular HUD for infinite crits.

• **Imp Overlord**
○ Remove passive regen
○ Increase base damage from 13 to 16
○ The boss fight was a big of a slog if you had lower DPS because of the boss' natural regen. Higher damage should make the boss fight more intense.

• **Teleporter**
○ Add slight rim glow
○ Increase teleporter passive particle radius from 38 to 60. Increase particle count so density remains the same.
○ A lot of players are having issues finding the Teleporter. Players are starting to notice the passive particles indicating the teleporter is around - we will try increasing the radius to see if it helps. The rim glow will help distinguish it from identically colored surfaces. This is intended to be a fairly big change - if it turns out we jumped the gun and the community was simply learning, we can approach a middle ground.


==== **Bug Fixes** ====
• Corrupted save files no longer prevent the game from initializing past the first splash screen. We will continue to figure out why exactly they are being corrupted in the first place.
• Refactor Multiplayer connection setup to be more stable - hopefully less weird half-states on connecting to other players.
• Selecting the "Quit to Menu" pause menu option from the Prismatic trials no longer temporarily shows the main menu.
• Engineering Perfection challenge can no longer be completed by starting 30 levels without finishing them.
• Environment logs now count towards the 10 logs challenge.
• Equipment - Royal Capacitor now requires line of sight to use.
• When playing with a controller, pressing the confirm button at the main menu will no longer choose the last option that was hovered onto.
• Revert button text now properly becomes highlighted when functional.
• The Mercenary is now properly targeted by enemies after he uses a non-primary skill.
• Multiplayer: Characters no longer come back to life after dying in a multiplayer game, leaving it and joining it back.
• Monster Tooth: The Monster Tooth healing orbs heal amount now match the description.
• Multiplayer: Acquired Items now properly show up in the Item bar or the Info Screen after leaving a multiplayer game and joining it back.
• Names can no longer extend beyond the profile text box in the main menu
• Large profile names can no longer overlap the Back button and run off of the screen
• The Enter Quickplay button of the Multiplayer Menu no longer needs to be pressed twice to start searching a lobby when using a controller.
• Holding the Primary Skill Button down while activating Ocular HUD and shooting with Mul-T Auto-Nailgun no longer deals infinite critical damage.
• Back button in Prismatic Trials' character select no longer returns you to the main menu
• Falloff models for delayed blast attacks (Titan Fist, Ice Affix Death, Willowisp) are now properly assigned. This may cause them to do more damage than before.
• Quickplay launch time is now properly Time Zone independent


==== **QOL** ====
• Error messages now tell you when the host is shut down
• Remove collision from Teleporter nub to prevent monsters getting stuck
Risk of Rain 2 - hopooooooooooooooo


HOLYMOLY
O
L
Y
M
O
L
Y




Uh, ok. First, I just wanted to say from the whole team how absolutely floored we are with the reception so far. I was personally hoping for something to match at least half of the original game: apparently we're doing a LOT better. It's absolutely surreal - thank you all again.

We want to make sure the community is aware we are listening and in touch, so for the format of this post and subsequent ones in the future I want to try something new. Consider Development Thoughts to be an honest brain dump of the team. Excuse us if it's a bit scattered in formatting.


=== Major Points ===

Overall, we're ecstatic with the gameplay of Risk of Rain 2. There are some crashes we are trying our best to address, especially on game boot-up.

A goal we are currently trying to figure out is the most appropriate Customer Support path going forward. We've been helping players manually, but a lot of players are falling through the cracks. DMing people through Discord isn't the most efficient. Will update everyone with info once it comes.

Another goal is a general roadmap for the game: what does the future of Risk of Rain 2 look like? How frequent are patches, compared to Content Updates? Will they be major chunks of content or trickling in over time? What would the community feel would keep the game the most enjoyable throughout Early Access?

We have internally finished a patch to address a lot of initial feedback and critical bugs - it is in QA and hopefully available to everyone early next week.

=== Minor Points ===

• Happy with progression rate for classes - a touch faster than intended but still OK
• Happy with Rainstorm difficulty - haven't seen much of Monsoon content to know. Drizzle is very easy but also fine.
• Pleasantly surprised with people saying performance is good - have to narrow down why it runs poorly on some high-end machines
• Happy with in-run decision making (3D Printers, Mountain Shrine, Order Shrine, etc). Should try to brainstorm more big decision points like this..
• Happy that new teleporter event rules don't seem upsetting to RoR1 players
• Curious about content distribution - are players progressing through unlocks too fast? How long do the more difficult item unlocks take?
• Very happy with secret progressions - players are finding it at the ideal rate
• The HDR sound is causing some strange issues (certain sounds being too quiet, music suddenly getting quiet or loud, etc)
• Noting lots of feedback about 4+ player lobbies. Have to consider best way forward - most likely would be a private game only option with a disclaimer.
• Noting sometimes monsters get stuck behind a closed door on Wetland Aspect
• Noting people like going fast
• Noting a lot of Quickplay Lobbies have an insane time to launch of 4000+ seconds
• Noting people like ruining their build with Shrine of Order or 3D printer
• Noting people want to be able to automatically continue sprinting after rolling
• Noting people don't enjoy getting blasted as soon as they enter a stage


=== Stuff we are working on ===
• Corrupted save file preventing people from playing is very high priority to fix - this is addressed in the patch next week.
• Happy with (mostly) class balance outside of MUL-T being a tad too strong. I think it's worth noting here that we have a stat per attack called it's "proc coefficient", and it essentially defines how strong or frequent procs happen on an on-hit basis. MUL-T's nailgun has a low proc coefficient per nail of 0.4 compared to most character's 1.0, so he isn't proccing stuff a ton faster than other characters.
• Very happy with Discord community aspect, but may need management help as it grows.
• Imp Boss is a bit grindy, same with Worm
• Some concerns about cheaters in Prismatic Trial. Excited for when seed rolls over.
• Hearing loud & clear about Teleporter being hard to see - want to make it still an aspect of the game without it feeling like a mistake. Players are not really noticing the passive particles - will start with a soft approach first.


Please let us know if we missed anything - our brains are a little frazzled right now. Again, thank you all SO much for the amazing launch day, and an enormous shout out to Gearbox for their absolutely great support and efforts. Crazy.

-Hopoo Games Team
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