The past few weeks we have been watching the feedback from Skills 2.0 and we're so excited with the reception of the update! Overall we're happy with the balance and design of the content we included, but we reduced health regen too much. This patch includes changes to health regen, a few items updates, some slight changes to Survivors, QOL updates and bug fixes.
We will be doing another Dev Thoughts in a week or two going into detail on more future content plans and console updates.
=== Gameplay Changes ===
Health Regeneration
Increase Player's Health Regeneration by +66% in Rainstorm difficulty.
Increase Drone Health Regeneration by +150% in ALL difficulties
All these regeneration changes have been highly confusing and affecting difficulty too drastically – as a summary, Drizzle and Monsoon are the same as Skills 2.0 Release, while Rainstorm is now a bit easier.
Items
Monster Tooth
Heal: 6 ⇒ 8
Now that we're encouraging players to value healing items more, the healing items themselves should be a bit more decent
H3AD-5T v2
Now activates by holding "Use" (E key by default)
Improve consistency of bonus falling damage
Now shows little lights when ready
Commando
Frag Grenade
Animation Duration: 1s ⇒ 0.5s
Can now interrupt your other abilities
MUL-T
Power-Saw
Improve vacuum effect to pull towards enemies
Artificer
Plasma Bolt
Update proc coefficient, travel speed, and fire rate to match Flame Bolt
Engineer
Carbonizer Turret
Walk Speed: 6 ⇒ 7
Now scales laser tick rate with attack speed
=== QOL ===
Add details to difficulty text to show what actually changes between Drizzle, Rainstorm, and Monsoon.
Update a few of our internal workings to better help modders
Update 'Warm For Life' challenge text to be more clear
Pre-Game Lobby now properly shakes physics objects around
=== Bug Fixes ===
Fix Quickplay matches only filling up to 3/4
Fix Loader's "Swing By" challenge using 25 real-time minutes instead of the in-game timer
Fix 'Keyed Up' challenge no longer unlocking
Fix Alloy Worship Unit preventing you from activating the teleporter
Fix 'VFX Culling Bias' not saving when closing the game
Fix 'Warm For Life' challenge not displaying the correct value when in progress
Fix Equipment Drone not firing their equipment
Dying while traveling in Volcanic Egg and Eccentric Vase no longer causes you to pop out the other end alive
Fix flying AI wandering towards the ground
Fix the character select always showing Commando skills when restarting a run
Fix Clay Dunestrider's Tarball attack not networking its position correctly
Fix MUL-T's buzzsaw caching attack speed and crit chance on starting the attack
Fix Preon Accumulator and Fuel Array sometimes missing in multiplayer
Lemurians no longer sprint if very far away
Fix Loader disappearing when ragdolling
Fix Loader's wrists spinning around during certain animations
Fix melee characters being able to infinitely strike ragdolled players
This week, we released Skills 2.0 CU, an update we've been working hard at. We're excited to see everyone unlocking the new skills, and hope that they become viable alternatives to select from in each run. We're listening closely to our community to make sure that the content that comes out is rewarding and fun. Also huge shoutout to Ghostpunch for the whiteboxing of our new map, Siren’s Call!
We're also super thrilled to see Loader's great reception! She's GRAPPLING with excitement to SWING into your game LOADED with excitement hahahahheahehaehaeaheahuasdhuasdfgd
Compiled below is a list of major feedback that we've received for CU2. We've been working on a patch internally that should address a majority of these points, available (hopefully) either next week or the week after.
===Major Points for CU 2=== • Regen changes have made the game significantly harder, and we want to make sure the game is still enjoyable for all players. We're also noting that regen changes have made turrets and drones a lot weaker, and they will be getting a regen buff. Most likely what will happen is that Rainstorm will be a middle ground between what Drizzle and Monsoon is in terms of regeneration. We will also be updating the difficulty text when hovering over them to show what the changes are between difficulties, so this mechanic isn't hidden from players. • Also noting that a few of the Challenges seem very difficult at first glance - watching to make sure people can unlock them over time. It's fine people can't get them all in the first week :) • We're very happy to see people making guides for specific Prismatic Trial seeds! • A few Challenges seem to be inconsistent when unlocking, specifically the 25 minute one and the Huntress Rallypoint Delta one. • We think that Loader is strong but a bit one-dimensional, but the fact everyones having a good time means we hit a good spot.
===Minor Points for CU 2=== • Loader's arms turn all wonky in certain animations
===Stuff We Are Working On=== • Making sure the balance of the game is where it needs to be, and that the new challenges provide a good but fun goal to strive for • Double checking Challenge unlock conditions • PlayEveryWare is busy working on the first patch for Switch/Xbox/PS4, which will address some outstanding bugs alongside a bunch of performance improvements.
Thanks! We're excited that the community is so engaged in every CU, and we love that we can get a ton of feedback in a short time - it really does help make the game better. Thanks again!
This is the second major content update for Risk of Rain 2 on PC. With this update we are focusing on Skills 2.0, brand new content, as well as other general changes and quality of life improvements.
Skills 2.0 introduces a new way to play your favorite survivor! Our new “Loadout” system allows for swappable skills and skins at the beginning of each run. Each survivor will maintain their unique identity, but have some options to tinker with before jumping into a run. While some skill variants play off existing skills, some variants are entirely unique abilities available to a survivor. Each new skill and skin in your Loadout will be unlocked only with survivor-specific challenges - good luck! More skills and skins are planned to be added in future updates.
This Content Update will be coming to consoles soon - for details on how our Content Updates get ported to console versions, check out our previous Development Thoughts here!
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 discord at https://discord.gg/riskofrain2
==== Major Content and Changes ====
Added Survivor: Loader
The Loader is a slow but powerful bruiser that can use her grappling hook to uniquely navigate the environment.
Added Stage: Siren’s Call
Added System: Loadouts
“Loadouts” are a new system that allows you to mix-and-match your selected Survivor’s abilities before entering a run.
Added System: Alternate Skins
Added 15 skill variants
New Skill Variant: Commando Secondary
New Skill Variant: Commando Special
New Skill Variant: Huntress Utility
New Skill Variant: Huntress Special
New Skill Variant: MUL-T Primary
New Skill Variant: Engineer Secondary
New Skill Variant: Engineer Special
New Skill Variant: Artificer Primary
New Skill Variant: Artificer Secondary
New Skill Variant: Artificer Special
New Skill Variant: Mercenary Secondary
New Skill Variant: Mercenary Special
New Skill Variant: REX Secondary
New Skill Variant: Loader Secondary
Added 7 skins
New Skin: Commando
New Skin: Huntress
New Skin: MUL-T
New Skin: Artificer
New Skin: Mercenary
New Skin: REX
New Skin: Loader
Added Elite: Celestine
Celestine are new high-tier elites that only spawn late into the game, similarly to Malachite elites.
New unique visuals and SFX that signifies a Celestine elite has entered the stage
Added 2 bosses to the game:
New Boss: Solus Control Unit
New Boss: Alloy Worship Unit
Added 2 monsters to the game:
New Monsters: Alloy Vulture
New Monsters: Solus Probe
Added 6 Items and Equipment to the game
New Item: Focus Crystal
New Item: Lepton Daisy
New Item: Shattering Justice
New Equipment: Blast Shower
New Equipment: Volcanic Egg
New Lunar Item: Strides of Heresy
Added Interactable: Lunar Seer
Added 3 Challenges to the game
New Challenge: Warm For Life
New Challenge: Blockade Breaker
New Challenge: Guidance Offline
Added 22 unique Class Challenges to the game
New Class Challenge: Commando: Rolling Thunder
New Class Challenge: Commando: Incorruptible
New Class Challenge: Commando: Mastery
New Class Challenge: MUL-T: Pest Control
New Class Challenge: MUL-T: Gotcha!
New Class Challenge: MUL-T: Mastery
New Class Challenge: Mercenary: Demon of the Skies
New Class Challenge: Mercenary: Ethereal
New Class Challenge: Mercenary: Mastery
New Class Challenge: Huntress: Piercing Wind
New Class Challenge: Huntress: One Shot, One Kill
New Class Challenge: Huntress: Mastery
New Class Challenge: Engineer: Better With Friends
New Class Challenge: Engineer: 100% Calculated
New Class Challenge: REX: Bushwhacked
New Class Challenge: REX: Mastery
New Class Challenge: Artificer: Chunked!
New Class Challenge: Artificer: Orbital Bombardment
New Class Challenge: Artificer: Massacre
New Class Challenge: Artificer: Mastery
New Class Challenge: Loader: Swing By
New Class Challenge: Loader: Mastery
Added Environment Log: Siren’s Call
Added 7 Lore Entries to the game
New Monster Lore Entry: Jellyfish
New Monster Lore Entry: Beetle
New Monster Lore Entry: Beetle Guard
New Boss Lore Entry: Solus Control Unit
New Boss Lore Entry: Alloy Worship Unit
New Survivor Lore Entry: REX
New Item Lore Entry: Little Disciple
==== Gameplay Changes ====
General
Reduce the spawn frequency of the “aggressive” director
This should result in spawning behavior a bit more similar to Early Access Launch, where the Director will be able to save up a tiny bit more before spawning things. This doesn’t make the game easier or harder - there should just be slightly fewer small monsters, and more big monsters.
🌧︎Fix health regeneration boost being applied outside of Drizzle
Drizzle difficulty is intended to have increased health regeneration of 250% for players. This was being accidentally applied to ALL difficulties since launch. Oops. We will be monitoring this closely to make sure the pacing of the game stays consistent.
Survivors
Commando
🌧︎Update Suppressive Fire (R) to fire more bullets with more attack speed
Add 2 new skill variants
Add 1 new skin
Engineer
🌧︎ Bubble Shield now flashes before it expires
🌧︎ Update Pressure Mines:
🌧︎ Now “arms” over time to 900% damage and an increased radius
Players (including us) were mostly just using Engineer's mines as somewhat underwhelming grenades as soon as they came off cooldown. This change puts more power in strategic placement and reduces how often the skill needs to be used for it to be effective.
🌧︎ Now scales max available mines with max secondary stock
Max Stock 10 ⇒ 4
Add 2 new skill variants
MUL-T
🌧︎ Show both primary and alternate fire descriptions in Character Select
Move “Multifunctional” passive into “Retool”
This change was made to make the UI for MUL-T’s skills easier to read. There is no functional difference.
Add 2 new skill variants
Add 1 new skin
Huntress
Add 2 new skill variants
Add 1 new skin
Mercenary
Add 2 new skill variants
Add 1 new skin
REX
Add 2 new skill variants
Add 1 new skin
Artificer
Add 2 new skill variants
Add 1 new skin
Items
Guillotine
🌧︎Tier: 1 ⇒ 2
Update Logbook entry to properly reflect its stacking behavior
In the Logbook, it said it scaled the execute threshold by 20%(+5% per stack), but it ACTUALLY stacked by 20% (+20% per stack). Instead of reducing the threshold down to 5%, we decided to keep the current behavior and upgrade it to tier 2 instead.
Cautious Slug
Regen Rate: 250%(+250% per stack) ⇒ 300%(+300% per stack)
Sticky Bomb
🌧︎Proc Chance: 5%(+2.5% per stack) ⇒ 5%(+5% per stack)
Tier 1 items are the most commonly stacked, and should therefore linearly stack without diminishing returns in most cases.
Crowbar
Damage Boost: 50%(+30% per stack) ⇒ 50%(+50% per stack)
Tier 1 items are the most commonly stacked, and should therefore linearly stack without diminishing returns in most cases
Topaz Brooch
🌧︎Barrier Gain: 20(+20 per stack) ⇒ 15(+15 per stack)
Aegis
🌧︎Has been reworked in functionality
Barrier gain from overheal is no longer capped
Now grants barrier for 50% (+50% per stack) of the amount you overheal
Halcyon Seed
🌧︎ Friendly Aurelionite now has special AI to be more aggressive
Crowfunder
Proc Coefficient: 0.2 ⇒ 1
Stage
Bazaar Between Time
🌧︎ Add Lunar Seers
Lunar Seers allow you to, at a price, determine the next upcoming stage. The intent for this is to allow us to continue adding content that is stage dependent (Timed Security Chest on Rallypoint Delta, Broken Robot in Abyssal Depths, etc) without it becoming frustrating in the future to actually land on those maps.
Abyssal Depths
🌧︎ Brighten ambient lighting
🌧︎ Ambient lighting is no longer extra dark inside the cave portions
Elites
Malachite
🌧︎ Health Bonus Percentage: 2820% ⇒ 2350%
Drones
🌧︎Drones can now be repurchased after they die, excluding TC-280
TC-280
Base Cost: $500 ⇒ $350
==== Music & SFX ====
Add new stage track
A bunch of other tweaks and updates to SFX
==== QOL ====
🌧︎ Damage numbers can now support up to 998,000,000 damage (truncated as 10K, 100K, 1M, etc)
🌧︎ Money values in the HUD now have commas
🌧︎ Newt Shrines, Shrine of the Mountain, and Altar of Gold now become unavailable once the Teleporter starts charging
🌧︎ Game now remembers your preferred difficulty until you close the game
🌧︎ Update geysers on Scorched Acres to have shorter launch arcs so they don’t cause fall damage
🌧︎ Add cost of purchasables to their chat message when pinged
🌧︎ Add unique shrine icon for Altar of Gold
🌧︎ Add new unique UI sprite for Lunar Coins. Update Lunar Coin model to have a hole in the center to match new icon.
🌧︎ Add equipment cooldown to logbook
🌧︎ Add stats for regen and armor to logbook entries for survivors and monsters
🌧︎ Minion kills can now spawn Lunar Coins on your behalf
🌧︎ Damage dealt by your minions is now reported in the post-game screen
🌧︎ Minion healthbars are now nested below their leader’s
Dead players now remain in the allied healthbar area
Update level up effects
==== Bug Fixes====
🌧︎Update skill icon not accounting for cooldown scale when calculating the display value for the cooldown progress indicator
🌧︎Fix Flamethrower Drone creating two flamethrower effects
🌧︎Fix floating trees in Gilded Shores
🌧︎Fix trees in Scorched Acres and Rallypoint Delta not having collision
🌧︎Fix stuck spawn location in Scorched Acres
🌧︎Fix AI pathing in Wetland Aspect to reduce the chance of a boss spawning on the wrong side of a wall
Update Wandering Vagrant’s Nova attack to properly apply on-hits
Fix Aurelonite firing more projectiles for every connected player in the game
Fix water splashes being oriented 90 degrees in the wrong way
Update ambient sound in the Celestial Portal to not include insects
Canceling Artificer’s Nova Bomb early now properly stops the sound
Fix some spots in maps that could cause you to be stuck
🌧︎Fix Asian characters being clipped in ally healthbar
🌧︎MUL-T’s Transport Mode now properly applies crits
🌧︎Replace instances of unknown deaths (pots, out-of-bounds, etc) having a white box and a blank entry with a generic “mystery” attacker
🌧︎Update a bunch of typos for stacking behavior and skill damage that were inconsistent with in-game values
🌧︎Fix friendly Aurelionites dropping Logbooks when they expire
🌧︎Fix falling enemies never properly being removed, resulting in spawns stopping after shoving enough enemies off the map
🌧︎Fix Follower-type items still remaining before and after entering a stage
🌧Update Dio’s Best Friend on Huntress to no longer clip into her scarf
Remove word wrapping in a few instances
Fix enemy team level-up sound effect playing simultaneously for every instance of a monster in the map
Fix cropping issues on Warbanner and Tri-Tip Dagger icons
Thanks for SWINGING into this update - we hope you all enjoy the new build!
We’re very excited to work with both Gearbox Publishing and PlayEveryWare to bring Risk of Rain 2 to the Xbox One, PS4, and Switch, launching today! Thanks to their fantastic efforts, we’ve been able to turn around a console release very quickly.
A unique challenge that we’re facing is that Early Access games don’t really exist on all the consoles. To help smooth over that confusion, we are launching a console-specific roadmap, outlining the timeline of when the consoles will be updated to match the PC version of the game. Note- the PC roadmap remains the same and we will maintain two roadmaps (see below).
Outlined below is our intended development plan for Content Updates (CU) going forward:
-Hopoo Games begins and develops the CU -Submit to Gearbox QA once the CU is content locked -Launch the CU on PC -Address any Week 1 feedback + bugs with a small patch
After the first week is over and we’ve gathered all the information and feedback we can, we then share everything with PlayEveryWare for the consoles.
-Submit our Content Update + Week 1 Patch to PlayEveryWare -PlayEveryWare takes over to begin porting the CU for Switch, Xbox One, and PS4 -Submit console version to QA -Pass certification on Switch, Xbox One, and PS4 -Release on all consoles simultaneously
Our intent is to turn around Content Updates as soon as we can for consoles. Not only that, but consoles will get some features specific to its hardware that will also be included in the roadmap as it grows - ad hoc multiplayer for the Switch as an example. We’re also keeping our ears to the ground to make sure that the console version of the game is of the same quality as the PC version - please let us know if you run into any issues!
=== Risk of Rain for Xbox One ===
As a bonus, fans of Risk of Rain will also be happy to know that the original Risk of Rain has been ported to Xbox One, and can be purchased as a bundle along side RoR2. We are thrilled to bring the Risk of Rain universe to the Xbox Community for the first time. Check it out!
=== September Content Update ===
For our PC Risk of Rain 2 community, don’t worry! PlayEveryWare and Gearbox have done a fantastic job sandboxing the development of the consoles, meaning that internally we’ve spent all of our time working on our next Content Update, slated to come out in September. We’re very proud of the next update - including Skills 2.0 - that we will show off as soon as all the madness from console launch settles down. Our September update ended up a lot larger than we previously anticipated, and we hope you will enjoy playing it as much as we enjoyed making it.
We’re all excited for the future of Risk of Rain 2, and we hope that the console release is another step towards reaching out to fans across the world. Thanks again to everyone who’s supported us - and to all our new fans, we hope you enjoy your stay.
As we work between major Content Updates, we still want to make sure we're communicating with our fans. While there isn't a whole ton to talk about, we will try our best to make sure everyone knows we have not died (yet).
== Development Progress ==
Internally, our September content update is chugging along great, and is slated to be better than Scorched Acres (in my opinion :))
The feedback from the community on the types of content and how much of each different content style we added were great to hear. We want to continue our next content in a similar fashion by adding another character, stage, map, monster, items and lots of achievements along with Skills 2.0!
This Update is also refreshing coming off of Scorched Acres because it contains some recurring content from Risk of Rain 1, as shown below. I wonder who could the next survivor be...? (hint: it's not the Miner)
We're also doing a bit of reviewing of how the Scorched Acres update went overall. We are looking at how things improved (new content!), but also at some things did not (no longer guaranteeing Rally Point Delta makes it frustrating to try to earn the Preon Accumulator). We will spend time doing more QoL and improvements on previous content in our next update as well. We want to make sure that all content lives up to the high standard we have set since launching in Early Access.
Not only that, but players have had enough time to test content, and we have a better idea of not only what's balanced, but what's enjoyable.
== Skills 2.0 ==
We have been very hard at work at "Skills 2.0" teased in our roadmap, and a lot of people have been wondering what that means for their favorite characters. While the system is still in progress, we know this!
Our main design goals with Skills 2.0 are to: 1. Give players a reason to play other characters they might not normally pick, or return to old characters 2. Give players who REALLY love and are proficient at a certain character a way to earn some in-game rewards
This is based on feedback that we've seen from the Community since launch. We will provide a full run-down on this as we get closer to September!
== Modding ==
It's no secret that Risk of Rain 2 has fostered an absolutely awesome modding community. While we have no direct mod support, our intent is to avoid breaking mods with our updates, and to not do any changes that would hamper the community. Maybe you'll see us popping into the modding community in the future!
If you're interested in Risk of Rain 2 modding, check out the Thunderstore to see the awesome content people have already been making! As always when modding ANY game, please download and install mods at your own risk! We can't check every mod that gets uploaded or guarantee that they are safe and won't break your save files.
NOTE: We will be releasing an updated EULA for RoR2 very soon. The ONLY intent for this EULA is to make sure that if modders make content (like say, a returning Survivor), we aren't locked out of making similar content in the future. For the modding community: please actually read the EULA, and PLEASE let us know if this is not reflected in what we wrote. We know a lot of companies sneak stuff into their EULA, and that truly is not the intent here.
Sorry if this sounds like "Soon TM hehe" and that there isn't very much concrete information, but I hope some people enjoy this post anyways. Thanks again so much for all your continued support!
This is a bug fix patch to address critical issues that came up in the first week of Scorched Acres. This patch explicitly does NOT contain balance fixes, since we want to make sure players have enough time to figure out new strategies and preferences with the new content.
=== Gameplay Changes ===
Fuel Array
Increase damage of Fuel Array's explosion from 100% of your health to 300% of your health
Fuel Array no longer pierces armor
Add new graphics to Fuel Array to clarify that it is not a Sticky Bomb
Grovetender
Reduce horizontal jump distance to reduce chance he yotes himself off the stage
Misc
Blood Shrines now take into account shields and barriers to make it more consistent
Reduce maximum number of overlay effects (burning, shielded, glass, etc) to 6 from 8 for performance
=== Bug Fixes ===
Fix Mercenary's Blinding Assault sometimes having double cooldowns
Hitting Immune characters or blocked attacks no longer applies on-hit effects
This is especially important for Mercenary, who was previously recieving debuffs like burning and malachite poisoning while Immune
Immune characters can no longer block "armor piercing" health costs (Blood Shrines, REX abilities)
Fix Tonic Affliction reducing maximum health and also applying curse health reduction on top of it
Improve performance on REX's entangle graphics
Fix execute threshold for being frozen showing up on player healthbars
Fix high overlay counts causing monsters and players to go pink and invisible
Fix the Artificer's Oculur HUD being stretched
Fix typos and formatting errors
Thanks again for everyone's enthusiasm in our new content update. We're very happy with the reception and are excited for our next content updates to come!
You can all now go back to stacking guillotines :)
This week Scorched Acres went live, and we're thrilled with the reception of the update. This was a big nervous moment for us internally, since it essentially sets the pace for the rest of Early Access.
Overall we're very happy with the balance and design of the content we included, and we're glad the community feels that way too! There are a lot of moving parts with each Content Update, so we're keeping our ears to the ground for anything that felt like it moved too much.
With the release of Scorched Acres, our Roadmap has now progressed forward! Our next update lands in September - and it's loaded with content. Check it out below:
===**Major Points**=== • Very excited about REX's reception! We're seeing a lot of polarizing views, which is super awesome and exciting. We don't want everyone to feel like he's good or bad. • Barrier as a concept seems well recieved. It will be a great tool going forward to help us design defensive items that don't give permanent sustain like healing does. • We noticed a change in spawn frequency - and presumably the difficulty of the game. While this was unintended, we're going to wait to see how it all plays out to see if it's for the best - Monsoon in RoR2 always felt like it was a bit easier than Monsoon in RoR1. It is also possible the game is more difficult because of the fix on critical strikes dealing multiplicative stacking damage, resulting in more enemies piling up. • People seem to think the Brooch is OP, which it might be, but that's OK • Malachite enemies are scary - which is perfect. Whether or not the anti-heal debuff is on needs to be more clear, with maybe a screen overlay. • We aren't planning on touching balance with the next patch. We want to see how things shake out, and to give players enough time to learn what enemies and items are strong before we change it all around again.
===**Minor Points**=== • Cave TP spawns in Abyssal Depths can be very difficult - keeping an eye on that • The possibility of the permanent uptime on Spinel Tonic was intended by design - the combination seems difficult enough to assemble currently, and is thematically awesome enough to try to preserve • People are starting to see how strong the new proc math is. Starting to feel that the visual cap of 9999 damage may be too low. • Enemies are feeling a bit bullet-spongy, which most likey is a result of the crit fix. We don't really want things to ever be spongey, so we're watching to make sure the late-game experience is still enjoyable. • Surprised not a lot of people are utilizing REX's Shift to shove things off the edge of maps • Noticing some performance issues, possibly related to the higher spawn count
===**Stuff we are working on**=== • Mercenary's Blinding Assault having issues with double cooldowns • Fuel Array behavior being mistaken for Sticky Bomb • Everything turning Pink and Invisible • Some other small bugs that we caught in the week of Scorched Acres' release
Thanks again for joining us on this journey. We'll see you around! -Hopoo Games Team
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!
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!
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.