Risk of Rain 2 - Commando


This is the first content update for Risk of Rain 2. With this update there is a bunch of new content as well as other general changes and quality of life improvements.

Changes with the ‘☂’ icon in front of them are changes or additions suggested by the community. As always, if you want to stay up to date on the game feel free to join the Official Risk of Rain 2 Discord.


==== Major Content and Changes ====
  • Added New Survivor: REX
  • Added New Stage: Scorched Acres
  • Added New Boss: Grovetender
  • Added New Elite: Malachite
    • Malachites are new high-tier elites that only spawns late. Possesses a number of unique abilities - including disabling your healing…
    • New unique visuals and SFX that signifies a Malachite elite has entered the stage
  • Added New Monster: Clay Templar
  • Added New Drone: Equipment Drone
  • Added New Drone: Incinerator Drone
  • Added New Chests: Category Chests
    • Category: Damage
    • Category: Healing
    • Category: Utility
  • Added 9 new items/equipment to the game
    • New Item: Topaz Brooch
    • New Item: Old Guillotine
    • New Item: Warhorn
    • New Item: Aegis
    • New Equipment: Eccentric Vase
    • New Equipment: Fuel Array
    • New Lunar Equipment: Spinel Tonic
    • New Boss Item: Little Disciple
    • New Boss Item: Halcyon Seed
  • Added 5 new challenges to the game
    • New Challenge: Cut Down
    • New Challenge: Warmonger
    • New Challenge: Cosmic Explorer
    • New Challenge: Blackout
    • New Challenge: Power Plant
  • Added 2 new environment logs to the game
    • New Environment Log: Scorched Acres
    • New Environment Log: Gilded Coast
  • Added 6 new lore entries to the game
    • New Lore Entry: Brittle Crown
    • New Lore Entry: Soldier’s Syringe
    • New Lore Entry: Firework
    • New Lore Entry: Rejuvenation Rack
    • New Lore Entry: War Horn
    • New Lore Entry: Abyssal Depths

==== Gameplay Changes ====

Survivors
  • Artificer
    • New Passive: ENV-Suit
      • ☂ The Artificer now hovers while holding Jump.
    • Add new crosshair
    • Add new bloom effects for Firebolt
  • Mercenary
    • ☂ Add true invincibility during Eviscerate and Blinding Assault.
    • ☂ Add lingering invincibility for 0.6s after Eviscerate ends.
    • ☂ Blinding Assault deducts 1 from stock when timed out rather than resetting it all to 0.
    • ☂ Add “Safe Movement” during Eviscerate and Assaulter to reduce the chance of clipping through geometry
  • Engineer
    • Turret Base Damage: 19 ⇒ 16
  • MUL-T
    • ☂ Now comes down in a unique pod!
  • Huntress
    • ☂ Raise vertical height of Arrow Rain to be more cylindrical
    • Fix Huntress Arrow Rain jump not scaling its animation speed with attack speed
    • ☂ Add “Safe Movement” during Blink to reduce the chance of clipping through geometry
    • Clean up logic in Strafe to possibly prevent double firing
Items
  • ☂ Critical Strikes no longer double/triple/quadruple/etc “dip” through the proc chain
    • On-hit items have accidentally been benefiting multiple times from critical strikes, resulting in each proc doubling in damage for huge multipliers. While neat, this was ultimately unintentional and not sustainable for the game going forward - so we’re ripping the bandaid now and fixing it. On-hit items have been compensated for the removal of power from this fix.
  • Frost Relic
    • Has been reworked in functionality
      • Now grows in size for every kill, up to a limit that increases with stacking
      • Damage: 25% (+25% per stack) per kill ⇒ 150% (+150% per stack)
      • Proc Coefficient: 0.05 ⇒ 0.2
      • Update graphics to be ~cooler~
  • Ceremonial Dagger
    • ☂ Update AI to be more accurate and performant
    • Dagger Damage: 150% ⇒ 150% (+150% per stack)
    • Dagger Number: 3 daggers (+3 per stack) ⇒ 3 daggers
  • Monster Tooth
    • Healing Orb: 4 (+4 per stack) ⇒ 6 (+6 per stack)
  • AP Rounds
    • Bonus Damage: 20% (+10% per stack) ⇒ 20% (+20% per stack)
  • Chronobauble
    • Slow Duration: 1 (+1 per stack) ⇒ 2 (+2 per stack)
    • Update tier color outline to match other items
  • AtG Missile
    • Damage: 300% (+300% per stack) additive damage ⇒ 300% (+300% per stack) total damage
        To compensate for the Crit fix, we’ve moved over on-hit effects to deal a percentage of TOTAL damage. That is, if you have a proc that deals 300% damage from an attack that hits for 100, it will hit for 300. Previously it was a complicated additive formula - this change is either neutral or a buff for every character, and GREATLY benefits slow, high-damage attacks like the Artificer’s.
  • Ukulele
    • Damage: 80% additive damage ⇒ 80% total damage
  • Meat Hook
    • Damage: 100% additive damage ⇒ 100% total damage
  • Sticky Bomb
    • Damage: 250% (+125% per stack) additive damage ⇒ 180% total damage
  • Runald’s Band
    • Damage: 250% (+125% per stack) additive damage ⇒ 250% (+125% per stack) total damage
  • Kjaro’s Band
    • Damage: 500% (+250% per stack) additive damage ⇒ 500% (+250% per stack) total damage
  • Brilliant Behemoth
    • Damage: 60% additive damage ⇒ 60% total damage
  • Gesture Of the Drowned
    • Cooldown Reduction: 50%(+50% per stack) ⇒ 50% (+15% per stack)
      • GoTD, unlike most other Lunar items, doesn’t have stacking drawbacks, and should therefore stack more like a Tier 2 in power.
  • Brittle Crown
    • Update Brittle Crown’s item log description to now show stacking behavior
  • N’Kuhana’s Opinion
    • Fix item pickup not having both horns highlighted
Stage
  • All Stages
    • ☂ Can now spawn Legendary Chests post-loop
    • Can now spawn Category Chests
    • Enable more batched meshes to help performance
    • Update pillars, rocks, boulders, and logs causing “stuck spots” on certain maps
  • Distant Roost
    • Update grass texture
    • Add environmental particles
    • Titans on Distant Roost now properly have their ferns displayed
  • Abandoned Aqueduct
    • Fix a map hole that allowed the player to get out of bounds.
    • Can now spawn new monsters post-loop
  • Wetland Aspect
    • ☂ Now contains a few alternate routes for low-mobility characters.
    • Add new boss track
  • Abyssal Depths
    • Add new ambient sounds
    • Improve performance
    • Update Navigation Nodegraph to make it easier for flying monsters and drones to navigate
    • Fix basic Chests being heavily weighted to spawn
    • Chains now disable/enable as random map permutations
    • Cave section now properly spawns monsters and interactables
      • Brighten internals of cave section
      • Add boost to map interactable spawns if the cave is open
    • Can now spawn new Drones
    • Added collision to the Crystal Braziers
    • Add another out of bounds zone above the cave to prevent falling into the cave while the gates are closed
  • Gilded Coast
    • Update environment graphics and layout
    • Increase Halcyon Beacon size
    • Prevent Beacons from spawning in the giant gold rocks
    • Add unique boss drop to the guardian of Gilded Coast
    • Add an Environment Log drop
    • Reduce cost of Halcyon Beacons from 50 to 25
    • Chests now properly scale in cost with difficulty
  • Rallypoint Delta
    • Expanded the size between scaffolding pillars to prevent certain characters getting stuck inside
Monsters
  • Jellyfish
    • Nova Proc Coefficient: 1 ⇒ 2
  • Wandering Vagrant
    • Nova Proc Coefficient: 1 ⇒ 3
  • Lemurian
    • Now slows down when close range to prevent them from missing and circle strafing while biting
  • Clay Dunestrider
    • Add standable platform on Clay Dunestrider’s pot body
    • Increase inner “mulch” radius from 5 to 10 to compensate for new collision
Misc
  • ☂ HUD now displays current stage count
  • Add support for new health-type: Barrier
    • Barrier is a health value that can exceed your maximum health, but degrades over time.
  • Add new stat: Curse
    • Curse is the old Shaped Glass functionality, which locks away a portion of your healthbar - it has been moved over to a generic stat so we can use it for other items in the future.
  • Disable Base Health Regeneration if on fire
==== Music & SFX ====
  • ☂ Fixed a major issue with sounds “warbling”
  • ☂ Remix HDR sounds for clarity
  • In-stage music no longer runs through the music system and just plays front-to-back
  • Add new boss track
  • Update some existing stage tracks
  • Assign Wandering Vagrant’s proper M2 sound
  • Assign Engineer Turret’s proper attack sound
  • ☂ Add new SFX for Commando’s M1
  • ☂ Add new SFX for MUL-T’s Rebar Puncher
  • Add fall damage sounds to all characters
  • Add Engineer sounds to Bubble Shield
  • A ton of other tweaks to SFX!
==== QOL ====
  • ☂ Update User Profile save procedure to perform the actual write-to-disk on the main thread instead of a worker thread to prevent profile corruption. This should reduce the chance of corrupted save-files - please let us know if we screwed this up somehow!
  • ☂ Add option in Settings to remove sprint sensitivity reduction
  • Remove unnecessary character logic from running on clients - this should lead to a large performance boost for clients in an online game!
  • ☂ Updated the Imp Overlords Hurtboxes to properly match the size of the model
  • ☂ Change post process of Overloading Worm to brighten instead of darken
  • ☂ Increased the Monster logs despawn timer from 1 minute to 5 minutes
  • ☂ Updated the packs from Bandolier and Monster Tooth to flash before despawning
  • ☂ Update the Cost Labels on Interactables to stand out more from the rest of the stage
  • ☂ Add 0.5s cooldown to repeatedly using The Backup equipment
  • ☂ Add Spectator Label to the HUD saying who you’re spectating online
  • ☂ Player healthbars now flash when at low health
  • Update shrine symbols to be non-additive to help clarity in certain maps
  • Add some damping to Wisp and Jellyfish bodies so they aren’t flung as far
  • Revisit Director AI to prevent stall cases when spawning monsters and bosses
  • ☂ Update cost strings to use language entries so they can be localized
  • Reduce shake amplitude of Beetle Guard sunder by 66%
  • Set soft player team character limit to 20 to prevent severe performance issues late in the game
  • Grant kill credit to last attacker for enemies that fall out the map
  • Increase size of Item Bar on the HUD to properly envelope 2 rows
  • Change pinging to use a raycast instead of old targetfinder to make it easier to ping enemies
  • Set up Wandering Vagrant, Clay Dunestrider, and Stone Titan corpses to properly disappear over time
  • Update graphics of Celestial Portal to be more noticeable
  • Add names to Portals
  • Change damage with no team assigned to be Grey
  • Increase matchmaking wait duration from 20s to 30s
==== Bug Fixes====
  • ☂ Refactor all projectiles with seeking behavior so they don’t target dead enemies
  • ☂ Update the rotation of Soulbound Catalyst on MUL-T to no longer be upside down
  • Fix Chest emissions using the wrong texture
  • ☂ Fix Monster Logs not dropping on Drizzle difficulty
  • ☂ Fix misnamed language token in profile creation screen
  • ☂ Fix holes in the ceiling of the Bazaar
  • Fix the Ice Crown on Brass Contraptions hanging in the air after death
  • Improved interpolation of characters online
  • ☂ Fix Engineer sprint sounds not playing first time sprinting on a stage
  • ☂ Fix an issue with the Gnarled Woodsprite healing the player every time it was picked up
  • ☂ Fix ‘Enable Damage Numbers’ not saving between playthroughs
  • Fix equipment targets not being updated at the moment of firing (i.e Woodsprite not being able to select targets with Gesture)
  • Fix Bison charge effect being on the wrong layer and showing through walls
  • Clear idle animation for Hermit Crabs after they die
  • Advancing through intermissions no longer counts as an addition to stages passed or maximum stages cleared
  • Alternate equipment slot for MUL-T now counts towards ‘Moon Worshipper’ achievement
  • Prevent attacks with proc coefficient 0 applying Crowd Control effects like the Behemoth + Snapfreeze
  • Set interrupt priority of frozen state to be higher than stun state to fix issues with the Artificer Snapfreeze being interrupted by Stun Grenades
  • Fix a variety of typos

    Thanks for your patience while we worked on this new content and we hope you all enjoy the new build!
Risk of Rain 2 - Commando
Early Access Patch (Build ID #3830295)



hey

Welcome to all the new players who have picked up RoR 2 in the last couple weeks, we are glad to have you join the community!

In this patch we are adding full localization support! We now have official translations for Brazilian Portuguese, Korean, Russian, French, German, Simplified Chinese, Italian, Spanish, Turkish, and Japanese.

These can be enabled by Right-clicking on "Risk of Rain 2" in your Steam Library and going to the language tab at the top. Select from the dropdown what language you want to start the game in and hit close.

There are also bug fixes associated with this patch below:

==== Bug Fixes ====
  • Director no longer stops spawning monsters late in the game
  • Director logic in selecting/skipping monsters to spawn has been cleaned up
  • Reorganize fall damage code to try to fix issues with the server reporting false fall damage hits
  • Fix an issue where every item pickup saved immediately to disk, causing a stutter
  • Picking up new equipment with Gesture of the Drowned no longer fires every frame
  • Fix bosses and monsters sometimes spawning behind closed gates on Wetland Aspect
  • Game now launches with 60 fps cap on by default to help with certain GPUs. This can be turned off in the settings.
  • Fix pings occasionally having weird scaling issues
  • Pinging monsters is now more precise
  • Fix Imp Overlord's void spikes not having their proc coefficient properly assigned. This means that you will bleed and burn for a longer duration from that attack.
  • Losing max shields now properly removes extra shield
  • Fix networking of objective panel display for clients on the Gilded Coast
  • Dramatically improve performance for specific canvases (Character Select, Main Menu, etc)
  • Revise UI texts to support localization efforts
    ○ Fix alignment issue in Game End Panel's class
    ○ Fix wrapping issue in Objective panel for long objectives
    ○ Add lots of missing token strings into files to aid translations
    ○ Fix wrapping issue in title screen buttons
    ○ Fix wrong style for Prismatic Trial buttons
    ○ Fix wrapping issues in settings buttons
    ○ Fix truncation issue in logbook names
    ○ Fix various other wrapping and styling issues prevalent in different languages

As a reminder, we have also been hard at work internally on our Content Update this June - we hope to share news with you soon!

Thank you!
Risk of Rain 2 - Paulthegoat

hey

We’ve got a cool milestone to announce - let us know if you can find it inside of this Word Search.



P L N Z C W G L D U N H 
T N  L P D I A O K E T 
D T L  Y G E S H U W I 
H L L C  D U O P L T V 
C S X Q I  P L X E Y W 
Y J A V S O  V H L K R 
C G O R O     E S P 
I R K L C Y D C  I I M 
P M O N S O O N   R D 
N I A U R O M  I R  B 
R A B O K G  M K W F  
S N E K W  A F D T R P


First off, we are very excited to announce that Risk of Rain 2 passed over 1 million sales on Steam alone in a month since our Early Access launch! To give you guys a little bit of context, it took us almost 5 years to hit that same number on Steam for Risk of Rain 1. We are excited to see how many of you are jumping into RoR 2. Thank you all so much - we feel very lucky.

Last week we released our Content Roadmap, and the initial response has been overwhelmingly positive. As we get closer to the first content update we want to give more details on what's included beyond just the major features listed on the roadmap.

Internally, we have continued to work on the new content update since launch and are really happy with the way things are turning out. This update is particularly exciting for us because ALL of the content included in our first update will be new content to the Risk of Rain universe. Expect a brand-new survivor, map, and more. If you’re a RoR1 fan and you miss some RoR1 survivors - don’t give up yet. Future content updates will weave in some returning content from Risk 1; we hear your wishes!

We hope our first content update plants the seeds necessary to continue growing Risk of Rain 2 into an even better game for players.. This patch will also include quality of life updates and bug fixes! Again, as we get closer to launching this content update we will be sharing more details and even some teasers of what's to come.

As a reminder, we will still be shipping patches containing bug fixes, alongside full localization, before the first Content Update. You can read about that and more in our roadmap announcement post from last week.

We are hard at work on Content Update 1 and are so excited to share more details with you soon. Again, thank you all so much for the amazing support and helping us build this amazing community around Risk of Rain 2.

-Hopoo Games Team
Risk of Rain 2 - hopooooooooooooooo

View Early Access Forecast Image

hi

It has been nearly 1 month since we launched Risk of Rain 2 in Early Access, and I think we can safely say it has been a crazy time for us. We have lots of exciting news that we will be sharing - lets dive in!

NOTE: Developer Thoughts is a way for us to touch base with the community - consider these to be candid thoughts from the development team. We will be breaking down our thoughts into Major and Minor Points, along with things we have been working on internally. A lot of these are community suggestions coming from emails, Discord, Twitter and other sources - thank you all again for being so active in the Risk of Rain 2 community!

===**Major Points**===
• Content Roadmap - players understandably wanted to know the cadence and size of content updates throughout Early Access, and we hope the “forecast” image matches those wants. We will provide details about specific updates as we get closer to their respective release.
• Official Localization - it has been inspiring to see community localization efforts and a playerbase around the world, so we’re working on adding official localization in the next patch
• Gilded Coast is unclear and unrewarding to most players.
• Game stutters when picking up items for the first time.
• Some players are still being affected by save file corruption, especially if the game shuts down unexpectedly via crash or power issues.
• Noting some players having trouble readying up in multiplayer and private games.
• Noting sometimes settings are reset after closing and relaunching the game.

===**Minor Points**===
• The changes made to blazing affixed monsters seem to be positive and feel more balanced.
• The changes made to freezing affixes are welcome - a good sign!
• Some users are still getting really low performance, while some are not.
• Noting the Mercenary sometimes launches Greater Wisps / Brass Contraptions into space.
• Noting players want the number of Stages Complete displayed on the HUD.
• Noting general feedback about drone / TC-280 AI needing to be improved.
• Noting players want to include the Engineer turret damage into the end report screen.
• The game should ideally keep the difficulty that was chosen in the character select for the next run.
• Noting player thoughts about specific white items (APR Rounds, Medkit, etc) feeling weak. Will have to make sure the game isn't slowly power creeped by continually buffing underperforming items.
• Specific controller setups are missing glyphs.

===**Stuff we are working on**===
• Our first content update!
• Official Language support for French, German, Italian, Japanese, Simplified Chinese, Korean, Portuguese, Russian, Spanish and Turkish.
• Updating the Director to make sure monsters don't stop spawning late into the game.
• Preventing monsters and bosses from spawning behind closed gates on certain stages.
• Pinging issues.
• Gesture of the Drowned firing equipment every frame.
• Wake of Vultures granting weird overshields.


As always, please let us know if we missed anything! We are really excited to support our international fans, and we hope that the localization efforts are a good start. We also hope the Roadmap matches everyone's expectations - please let us know if it missed the mark. We intend the Roadmap to be an active part of development, and will be updating it as we get closer to major milestones. Again, thank you all so much for the amazing support over the first month!

-Hopoo Games Team


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 - 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 - 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
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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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