This is the fourth major content update for Risk of Rain 2 on PC. With this update we are focusing on long-term content, replayability, and flexibility in the way you play.
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
Added System: Artifacts
The hunt is on! Be the first to explore the planet and find the secret to unlock 16 powerful and mysterious Artifacts that will dramatically change the way you play. We expect Artifacts to be the biggest feature to date in terms of replayability to all players.
Added 16 Artifacts
New Artifact: Artifact of Honor
New Artifact: Artifact of Enigma
New Artifact: Artifact of Spite
New Artifact: Artifact of Soul
New Artifact: Artifact of Death
New Artifact: Artifact of Vengeance
New Artifact: Artifact of Metamorphosis
New Artifact: Artifact of Dissonance
New Artifact: Artifact of Chaos
New Artifact: Artifact of Frailty
New Artifact: Artifact of Kin
New Artifact: Artifact of Sacrifice
New Artifact: Artifact of Evolution
New Artifact: Artifact of Glass
New Artifact: Artifact of Command
New Artifact: Artifact of Swarms
Added System: UI Overhaul
This is something we have been looking forward to doing since the launch of Early Access. We primarily wanted to improve the visuals of the UI and finally get rid of the on-screen cursor for gamepad users. There are about a million changes with this change. Did anyone ask for this? No. Did it take a bunch of time? Yes. Was it worth it? No. Am I writing the patch notes? Yes. Is it at the top so you have to read it? Yes.
Updated System: Unity 2018.4.16f1
Update project to Unity 2018.4.16f1. This will help with a bunch of things, but the major reason for upgrading was to fix late game crashes. It may also be our imagination, but we’ve also noticed general performance improvements.
Added New Stage
New Stage: Sky Meadow
Added 2 New Music Tracks
New Stage Track: The Rain Previously Known as Purple
New Boss Track: Antarctic Oscillation
Added New Hidden Realm
New Hidden Realm: ???
Added 5 Skill Variants
New Skill Variant: Commando Utility
New Skill Variant: Huntress Primary
New Skill Variant: Acrid Utility
New Skill Variant: Acrid Passive
New Skill Variant: Engineer Utility
Added New Skin
New Skin: Engineer Skin
Added 2 New Monsters
New Monster: Mini Mushrum
New Monster: Parent
Added New Boss
New Boss: ???
Added 6 Items and 2 Equipment to the game
New Item: Repulsion Armor Plate
New Item: Squid Polyp
New Item: Death Mark
New Item: Interstellar Desk Plant
New Equipment: Sawmerang
New Equipment: Recycler
New Lunar Item: Focused Convergence
New Boss Item: ???
Added New Chest
New Chest: Equipment Triple Shop
Added 5 Character Challenges to the game
New Commando Challenge: Godspeed
New Huntress Challenge: Finishing Touch
New Engineer Challenge: Zero Sum
New Engineer Challenge: Engineer Mastery
New Acrid Challenge: Easy Prey
New Acrid Challenge: Bad Medicine
Added 3 Challenges to the game
New Challenge: Automation Activation
New Challenge: Cleanup Duty
New Challenge: Never Back Down
Added 3 New Environment Logs
New Environment Log: Sky Meadow
New Environment Log: A Moment, Fractured
New Environment Log: ???
Added 8 Lore Entries to the game
New Item Lore Entry: Repulsion Armor Plate
New Item Lore Entry: Squid Polyp
New Item Lore Entry: Death Mark
New Item Lore Entry: Interstellar Desk Plant
New Item Lore Entry: Sawmerang
New Item Lore Entry: Recycler
New Item Lore Entry: Focused Convergence
New Item Lore Entry: Ghor’s Tome
General
Initial Monster Spawns
🌧 Allow initial monster spawns on the first stage
Update spawn logic so initial monsters spawns aren’t nearby players
Update spawn logic to allow elite monsters
🌧 Update how AOE falloff is calculated to be more accurate
Developer Notes: This affects AOE attacks that did less damage at the edges, like Commando’s Grenade and MUL-T’s Scrap Launcher. They should now do full damage with a direct impact - however, this also affects enemies as well!
Characters with damage interrupt thresholds like Lesser Wisp and Lemurian now use total damage received instead of incoming damage with a crit modifier when determining whether or not they should be interrupted when hit. This makes these interrupts more likely when using items that modify damage like Crowbar and Focus Crystal.
Survivors
Huntress
Add 1 New Skill Variant
Improve Huntress tracker visuals to be a bit more clear
Arrow Rain / Ballista
🌧 Cooldown: 17s ⇒ 12s
Strafe
Fire Rate: 0.6s ⇒ 0.5s
Travel Speed: 60m/s ⇒ 120m/s
Improve VFX
Commando
Add 1 New Skill Variant
Phase Round
🌧 Damage: 200% ⇒ 300%
REX
Bramble Volley
Cooldown: 2.0s ⇒ 5.0s
Proc Coefficient: 0 ⇒ 0.5
Developer Notes: Cooldowns aren’t displayed anywhere in character select, and are generally a lame way to balance Skill Variants
Mercenary
Slicing Winds
Cooldown: 7.0s ⇒ 6.0s
Developer Notes: Cooldowns aren’t displayed anywhere in character select, and are generally a lame way to balance similar Skill Variants
Acrid
Add 2 New Skill Variants
Improve Acrid’s poison VFX
Caustic Leap
The damage from the acid pool is no longer non-lethal
Engineer
Add 1 new Skill Variant
Add 1 new Skin
🌧 Update animations on falling, landing, sprinting, walking and jumping
Bubble Shield
Increase shield warning flash by 0.5 second and tweak visuals to be softer
Now displays selected mine and turret variants in the Character Select screen
Items
Infusion
Max Health per kill: 1 hp ⇒ 1 hp (+1 per stack)
Developer Notes: The cap remains unchanged, but it will fill up faster.
Medkit
Heal: 15 hp (+15 per stack) ⇒ 25 hp (+25 per stack)
Heal delay: 2.0s ⇒ 3.0s
Royal Capacitor
Lightning now strikes where the target was 0.3s before the strike lands, instead of where they currently are.
Add new visuals warning before lightning strikes
Add glow and improve visuals so it’s more noticeable (hmm…)
Spectral Circlet
🌧 Is no longer invisible and missing an icon
Stun Grenade
Chance to trigger now scales by proc coefficient
Gasoline
Now checks against hurtboxes in a sphere instead of against root-level character positions, resulting in it hitting more often
Stages
Scorched Acres
🌧’Radar Towers’ will now properly appear
Can now spawn ‘Equipment Triple Shop’
Siren’s Call
🌧’Radar Towers’ will now properly appear
Improve overall stage performance
Update rock formations in certain caves
Stage Variant: Distant Roost
Improve overall stage performance and monster pathfinding
Stage Variant: Titanic Plains
Improve overall stage performance and monster pathfinding
Hidden Realm: Void Fields
🌧 Time is now stopped in ‘Void Fields’
🌧 Update ‘Cell Vents’ to only charge while the player remains inside the bubble
🌧 Fix health degeneration not running on the final round of Cells
Enemy item indicator on the HUD now displays the number of item stacks
Abandoned Aqueduct
🌧 Disable Ice & Fire Elder Lemurians from spawning if the gate isn’t legitimately opened. We see you, Mr Streamer.
Monsters & Bosses
LesserWisp
Improve performance
Increase size of fire effect so they look fuller
Lemurian
Update mesh and textures
Imp Overlord
Improve performance
Greater Wisp
🌧Base Armor: 1 ⇒ 0
BighornBison
Max Health: 600 (+180 per level) ⇒ 480 (+144 per level)
Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers
Beetle Guard
Max Health: 600 (+180 per level) ⇒ 480 (+144 per level
Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.
Imp
Max Health: 200 (+60 per level) ⇒ 140 (+42 per level)
Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.
Alloy Vulture
Max Health: 200 (+60 per level) ⇒ 140 (+42 per level)
Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.
Beetle
🌧Change bullseye hurtbox from the chest to the head so Huntress can attack earlier during the spawn animation
Void Reaver
Nullifier Bomb
🌧Proc Coefficient: 0 ⇒ 1
Delay Time: 2s ⇒ 1s
Add missing animations and elite displays
Change AI movement behavior
Grovetender
🌧 Improve accuracy of hurtboxes
🌧 Fix corpse continuing to play idle sound loop after death
Clay Dunestrider
🌧Improve accuracy of hurtboxes
Scavenger
🌧 Can no longer spawn with Ceremonial Daggers
Developer Notes: We’re comfortable with Scavengers being a bit BS at times - as long as it’s fun. Preon Accumulator, Capacitor, Disposable Missile Launchers, etc are crazy strong but still fun and have moments of cooldown. Ceremonial Daggers had no downtime, had infinite range, and had no cooldown.
Twisted Scavenger
Max Health: 3800 (+1140 per level) ⇒ 3230 (+969 per level)
Now properly spawns with unique boss health and damage scaling (Aurelionite, Alloy Worship Unit)
Developer Notes: This is an enormous change, but was always intended. Expect the Twisted Scavengers to be SIGNIFICANTLY more challenging - Beads of Fealty should now be a significant risk vs reward. They should be treated as a powerful optional boss.
Twiptwip the Devotee
Remove 3 ‘Tougher Times’
Remove 3 ‘Personal Shield Generators’
Add 2 ‘Gasoline’
Add 3 ‘Chronobauble’
Add 3 ‘Lens-maker’s Glasses’
Prismatic Trials
🌧 Now spawns with a random selection of Artifacts!
🌧 Fix stage object rotation randomization not being seeded
Achievements
Huntress: Piercing Wind can now also be achieved on Scorched Acres
Fix Foreign Fruit not playing its activation SFX correctly over the network
Fix The Back-up equipment not playing activation SFX correctly over the network
Fix Engineer Bouncing Grenades firing SFX and effects not playing for anyone but the client playing as the Engineer
Fix Mercenary Whirlwind not playing SFX for anyone but the client playing as Mercenary and not applying forward self-force when playing as a non-host client
Clean up explosion sound setups for several projectiles allowing them to play their explosion SFX correctly over the network
Update SFX setup for several effects that could fail to play if the VFX budget is exceeded
🌧 Update AI so they don’t strafe off cliffs as much
Update AI pathfinding so they are less likely to backtrack to positions along their path that they overshot
🌧 Move ‘Unlimited’ option to far right of FPS limit in settings
Add optional MSAA (Default to 2x) in Options menu for UI ‘jaggies’
Add a new death visual effect for players so it’s clearer when they die
Update Quickplay icon
Update Ally Indicator to make it more useful when trying to find allies
Update Boss position indicators to show a fading marker when reentering the center of the screen to help locate bosses behind objects
🌧 Update ‘Time Crystals’ and ‘Explosive Pots’ to have proper character model setup and proper strings so they are highlighted and named when pinged
🌧 Update ‘Cell Vent’ safe icon to a shield so it's not the same as the Void Reaver’s debuff
🌧 Add new glyphs for DualShock controller from PEW's PS4 Port (woo!)
🌧 Update Game End Report to use special strings and icon if no killer is found
🌧 Update Fusion Cells and Explosive Pots so they can detonate each other
Add portrait icon for Newt
🌧 Change mouse sensitivity from 1-10 instead of 0.01-1
Change 'Steam Build ID' string to 'ver' string so its smaller
Change "Killed by" text to be right-aligned so it can fit longer names
Change 'Exit' in Title Menu to 'Quit to Desktop'
Update ping functionality to use the same method of raycast modification used for object interaction to make it more likely to hit what you’re looking at
🌧 Fix for "black screen" issue by preventing a host player from trying to connect to itself when lobby ownership is somehow lost
🌧 Fix ‘Alloy Worship Unit’ boss event not beginning if multiple eggs are destroyed in 1 frame
🌧 Fix 1-frame flash when changing loadout panels from different survivors
🌧 Fix inverted checkmark/no checkmark on Fullscreen setting in SettingsPanel
🌧 Fix issue which caused blast attacks to calculate hit distance based on the center of the hit hurtbox instead of the closest point. The overall effect of this is that blast attacks with falloff will do more damage since objects will now be considered closer than they were, especially against monsters with large hurtboxes like the Stone Titan.
🌧 Fix ‘Cosmic Explorer’ not counting the portal to the Void Fields
🌧 Fix ‘Old Guillotine’ item not checking if the victim body is immune to executes (no more instantly killing yourself with Old Guillotine, Wake of Vultures, and Glowing Meteorite/Helfire Tincture)
🌧 Remove stray backslash from Lunar Dagger description English string
Fix issue where running up against walls would cause the camerato get extremely close
Fix some sprites being on the wrong z-plane in the Game End Report causing weird distortions
Fix ‘Disable HUD’ setting not saving when closing the game
🌧 Fix Scavenger gaining a permanent armor buff if interrupted while searching its bag for an item, like when activating Volcanic Egg
Unhook window flashing on dedicated servers, which causes a weird window to be created
🌧 Fix spectators earning achievements
🌧 Fix MUL-T’s dash impact with heavy enemies not stunning and dealing bonus damage for clients
Fix MUL-T’s dash impact with heavy enemies not triggering on-hit effects
🌧 Fix Scavenger Backpack not dropping items if it’s activated too quickly
Fix Loadouts being lost when reconnecting to an online game
Fix missing borders on some Commando skill icons
🌧 Fix REX: Mastery achievement icon using old Smoothie skin colors
🌧 Clarify description of Suppressive Fire to be a bit more accurate
🌧 Clarify REX’s passive description to be a bit more accurate
Fix dithering on a variety of materials so it fades if the camera gets very close
Fix wrong death sound on Acrid
🌧 Fix a variety of effects still showing when using Volcanic Egg and Strides of Heresy
🌧 Fix Chunked! challenge granting on non-teleporter boss kills
Fix Teleporters not using the correct decal layer
🌧 Fix Magma Worms and similar monsters from spawning as an elite version in Prismatic Trials. Goodbye Overloading Overloading Worm.
🌧 Fix a variety of typos in logbook descriptions
Fix Genesis Loop area indicator being half the actual size of the blast
Ghosts with curse no longer have shortened lifespans
Fix monsters always spawning facing the same direction
Interactables that spawn outside the Teleporter radius after it begins charging (like destroyed drones) now become locked until the end of the Teleporter event
Fix Stun Grenade being able to stun certain characters with stun immunity (mainly survivors)
Fix non-Teleporter boss encounters counting toward the Keyed Up achievement
Fix characters hidden by Spectral Circlet still being visible to AI
Fix being able to ping the sky
Fix description of Spinel Tonic incorrectly providing the effect duration as 15 seconds instead of the 20 seconds it is in-game
Fix a variety of other bugs we probably forgot…
Votes on difficulty and artifacts are reset for non-host players when returning from a run to the character select screen
'MUL-T: Pest Control' doesn’t grant the achievement despite completing the requirements
The first monster chosen for Void Fields will not be shown on the HUD until starting the second cell
Artifact of Vengeance may not work if too many monsters are on the map
If you made it this far into the patch notes... congratulations! This update was our most challenging yet, for so many reasons. We truly hope you all enjoy the update - and good luck!
It’s been an absolutely incredible year since launching Risk of Rain 2 into early access. It’s hard to believe that our next update will slap that 1.0 onto the game. We’ve been thinking about the best way to say “Thank you” to this community. We love the feedback, suggestions, and bug reports you provide. There’s no question the game’s better because of your thoughts on Twitter, Discord, and elsewhere. For the 1.0 update, we want to give you an important decision to make on the game’s next survivor.
There’s still six survivors from Risk of Rain that haven’t made their way into the sequel. For the next week, you can head over to our Discord and vote on which of these six survivors (or a brand new survivor) should be the survivor for Risk of Rain 2’s 1.0 update. You call the shot and we’ll build it.
Here’s how the Survivor Vote will work:
From March 31st, 10:00am CT through April 7th 10:00am CT, vote on the official Risk of Rain 2 Discord https://discord.gg/riskofrain2 for the survivor you’d like to see added to the game
We’ve placed a post in the “Poll” section of the Discord, where you can vote by using one of seven reactions we’ve built specifically for the survivor vote.
Once voting closes, we’ll share the winner the very next day, April 8th.
IMPORTANT: Discord reactions don’t display properly past 5,000 interactions, so we’ve partnered directly with Discord to ensure we have correct vote tallies on the backend
Now for the fun part. In order to confidently pull this idea off, we’ve been working on exactly how each of these survivors would translate from 2D to 3D. We’ve written up a small taste of how they’ll come to life to help guide your vote!
The Enforcer was a shield class that could enter a shield “stance” to block all hits forward. His shield mechanic was particularly interesting in that it would block all incoming attacks from a certain direction - a mechanic that would translate really well into 3D. He also had a piercing shotgun and a shield slam that felt nice to use. Initial thoughts are:
The Enforcer felt very “kinetic” - he didn’t fire laser arrows or fire lightning bolts, but just smacked things and used kinetic technology. It’s a cool space to occupy that we don’t really have much of in RoR2.
Making a shield large enough to legitimately block things without also blocking vision will be challenging without it being an “energy” shield.
The piercing shotgun will make an awesome addition to the roster, since we don’t have any main shotgun primaries.
RoR2 is built a lot more on dodging than RoR1 - how will we translate the bunker down playstyle into the new game in a way that’s engaging?
“..and so he left, with his pyrrhic plunder.”
Everyone’s favorite character…! Bandit was one of the characters we had in development before EA, but he never made it fully into the game. His unique “reset” based play style would work great, and we got to a decent place with him the first time around. We now have a few thoughts and ideas on his kit:
The thematic of space-bandit is super awesome
Changing lights-out into a revolver was a cool choice, and should remain
How will his Primary attack work? In RoR1, it would fire as fast as you could click - in RoR2, that would be incredibly exhausting. Ammo systems are pretty hit/miss and really depend on having a kit that doesn’t rely on M1’s - but Bandit really does.
His smokescreen could definitely use sprucing up as well. What if he could do a backstab out of stealth, or a guaranteed crit from behind?
“..and so it left, servos pulsing with new life.”
HAN-D was another character that was partially developed in RoR2, but never made it. The biggest hurdle that our favorite janitor encountered in RoR2 that he didn’t have to in RoR1 was flying monsters - a recurring theme for a lot of our melee classes. What was HAN-D eventually turned into MUL-T. HAN-D was the tanky bruiser archetype, so we definitely can’t have him dashing around.
HAN-D also seemed like a “kinetic” character, just smashing things and punching things.
His healing drones had some unique mechanics (only restocking on kill, for one) that would be great additions to the game. They could also help with lesser air monsters - but what about bosses?
HAN-D was the primary punchy guy in RoR1, and that space is now occupied by Loader. What could be cool for HAN-D to bring to the table?
“..and so he left, adrenaline still rushing through his veins.”
The Miner was RoR1’s “brawler” class - he would get thick into battle, dodging things and charging up powerful attacks. The biggest hurdle for the Miner is that his design space is firmly occupied by a lot of other characters. His charge-up dash is now part of Loader, his reverse-push is partially part of REX, and his second “jump” is now built into a ton of abilities in RoR2. That doesn’t mean, however, that he couldn’t be awesome in RoR2:
His kit would need to be revisited entirely, similar to how we approached Loader’s transition from RoR1 to 2. What thematic elements do we keep?
He used dual-wielded pickaxes as a weapon, which is unique. It was cool that he didn’t seem equipped for battle.
He has a lot of armor and shielding on his suit - could there be something there with armor, blocking, or something in that nature?
Isaac from Dead Space has a ton of mining-based ways to kill things. What if he had a mining laser, or some tool that could really be built around?
"...they left, the sound still ringing in deaf ears.”
Sniper was partially developed in RoR2, but we encountered a few issues the first time around. Sniping was something the game simply wasn't built around - however, we know people love playing Sniper characters, and we have a ton of cool ideas that we could use:
Scoping in changing the perspective into a FPS is a natural conclusion - but would we have headshots? What about weak points? Would that be satisfying?
Enemies spawn right next to you in RoR2, and the Teleporter requires you to be nearby to charge it. How would the Sniper handle situations like this?
RoR2 is a lot more based around dodging and always moving. We’d like to encourage players to snipe, but we have to make sure we make it viable. What if the Sniper had a jetpack, or could be picked up by drones?
“..and so it left, entirely forgetting its previous purpose.”
It’s a robot chef, what more do you want? But on a serious note... CHEF’s unique “Second Helping” ability would upgrade one of his other 3 abilities, functionally giving him 6 - a super cool mechanic we definitely want to use. He’s also thematically strong, which gives us a ton of inspiration.
His Primary was a boomerang cleaver - what if we did something God of War style, where he could pull back a bunch of cleavers?
What if he could cook different meals depending on item inputs, with a bunch of “recipes”? Or is that just too much?
“Sear” and “Glaze” are a bit boring compared to RoR2 abilities - how can we spruce them up?
What if we don’t bring back one of the RoR1 characters, and made a totally new Survivor to the Risk of Rain universe? We have a couple different ideas on how to make this character feel unique from the rest of the crew. Some random class ideas are:
Chemist - mix together chemicals that change abilities
Spearman - long range, but has to sweetspot his melee at a certain distance
Weaver - create hologram clones that replicate your attacks, could move them around and swap places with them
Paladin - a warrior creature from the planet who worships the Survivor from RoR1. Has armor built from pieces of the Contact Light.
Something else…!
One last note here. Just because we have loose design ideas for each of these survivors doesn’t mean we can promise to build all of them for Risk of Rain 2. That’s a lot of work for our small team! It’s also important to highlight that just because a survivor doesn’t win does NOT mean they are gone forever. We’re just makin’ it up as we go along - no one's ever off the table.
If you’re beginning to wonder what post-launch support looks like for the game, we’re working on that plan now and hope to share news soon. Thanks so much for an amazing first year in Early Access. Happy voting!
Sorry we forgot to say Happy New Years :< As we roll in the next decade, we wanted to give you another update on what we have been up to at Hopoo Games the last couple months.
In December we launched the Hidden Realms Update - and we are really pleased with how it turned out! We’re glad to see all of you enjoying the new content, especially getting instantly 1-shot across the map by a Capacitor Scavenger. Also in December, we had our first sale, were nominated for a Steam Award, and were one of the top sellers for the duration of the Winter Sale. As always - thank you all so much for the support!
Looking forward to 2020, we have a few exciting things coming up as we approach 1.0.
=== Content Update 4 ===
We are still in the thick of development for CU4, but what we do have so far is turning out really solid. Players can expect both returning Artifacts, along with brand new ones - with some a bit more extreme than others. We’re going a bit wacky with Artifacts this time around, so we hope you enjoy all we’re putting in.
For reference, we still have not beat the first stage as a team with all the Artifacts on. Good luck!
Also for CU4 we have overhauled all the UI in the game to address navigation via controller - no more on-screen cursor.
With the content changes are a bunch of bug fixes and stability improvements. Specifically, we are addressing two big issues:
Long runs begin to crash because of physics-related issues. Updating our version of Unity should fix this.
When Steam gets a server hitch, all active RoR2 games lose connection to Steam and shut down - what people are experiencing as the “Black Screen” issue. Those have been resolved by decoupling the need for Steam lobbies to be active for a game session to stay open.
We know those issues have been frustrating, and we truly appreciate all your diligence in sending us crash reports and output logs. They helped a ton, and were critical for us fixing these issues.
=== Ghostpunch ===
Another exciting axis in CU4 is we have extra help from the Ghostpunch team, who’s in charge of a ton of the content in CU4 outside of the Artifact system. If you’re not familiar with their work, you should be: they were in charge of doing Stage Remixes, alongside whiteboxing (aka level design) for both Siren’s Call and Void Fields.
We wanted to work with them for a few reasons:
We only have 3 developers in the office, and can use all the help we can get for creating fresh content.
The success and demand of the game is much higher than we expected, so we’re trying to get quality content out at a pace that players are satisfied with.
The success of the game has allowed us to put more resources into development, making it bigger than our original plans. An example of this in a previous CU was Stage Remixes, an idea we never originally had in the roadmap.
We’re incredibly excited for what they’re going to be able to create, and we hope this will be the best update yet.
=== Console Update ===
On the console side, we are excited to confirm that the Hidden Realms update will be coming to Xbox One, PS4, and Switch in March!
With the newest update there will also be performance improvements, bug fixes, as well as many other quality of life improvements. We are extremely happy with how solid this Content Update turned out on the consoles and can't for everyone to check it out - the PlayEveryWare team is putting a ton of effort into these updates, and it wouldn’t be possible without them.
We are super excited for you all to check out CU4, and we will be sharing more teasers and details as we get a little closer. Let us know what you are most excited for with the next update and as always, thanks for playing!
This week we released our Hidden Realms update, which was a bit of an experimental update for us. We covered a lot of risky ground, like giving monsters items and equipment, dedicated server support, and a new mini-gamemode in the Void Fields. With the deployment of the update going so well, we had a fun day in the office watching streams, reading Discord, and even joining in on some runs with players in Quickplay and their Dedicated Servers.
Not only that, but after launching the Skills 2.0 Update we heard a lot of feedback from players wanting more content unlocked as part of the base game. We tried this in the Hidden Realms update by reducing the number of unlocks dramatically - and from what we have observed, players are really digging this.
===Steam Awards and Winter Sale=== Over the weekend we were also thrilled to hear that we are one of the nominees for Better With Friends in Steam Awards 2019. We’re up against some heavy hitters, and we’re so happy that our fans voted and believed in us. This game’s reception is still such a shock to us - thank you all again. If you feel like Risk of Rain 2 is truly better with friends and you want to take us all the way, here is a link to vote for us in the finals: https://store.steampowered.com/steamawards
===Major Points for CU 3=== • Noting players are really enjoying both Void Fields and Scavenger, which is awesome! • Noting players are loving Stage Variants, which is great to hear. Huge shout-out to the Ghostpunch team for handling both Stage Variants in their entirety! • Acrid was a returning fan-favorite character, which puts a lot of pressure on us to do it right. We’re happy with the results and the feedback! • Seeing some players wishing Acrid’s poison was lethal - we’re watching it, but it’s very unlikely to change unless we dramatically make the poison’s damage worse. There’s many item synergies that work especially well with Acrid’s poison, such as Gasoline, Sticky Bomb, and Guillotine that can still kill enemies. Having that feeling of ramping up in power as you obtain more of these unique item synergies makes Acrid’s item prioritization different from other Survivors. • Players want the Engineer Mastery Skin - so do we! The reason it’s not in the game right now is because the skin system doesn’t support skinning projectiles and minions. Since that feels particularly important for Engineer, we didn’t want to release a half-baked skin that doesn’t affect his Turrets or Mines. • Golems still spawn as TP bosses occasionally - whoops. We’re not entirely sure why. Not even we can stop them. • A lot of players are asking for a Linux Build for Dedicated Servers - we don’t totally know the implications of having both a Windows and Linux version of RoR2DS, but we’ll take a look.
===Minor Points for CU 3=== • Animation canceling Acrid M1 is both wacky looking and tiring for the players. Will most likely be fixing that. • Monsters receiving a Tesla Coil in Cells may be a bit too much • Want to make sure Unique Bosses like Aurelionite and Alloy Worship Unit are still threatening • Watching some specific Scavenger combinations to make sure they’re all still fun • Players are enjoying REX buffs
Thank you all again for the love and time you spend in Risk 2. You’ve all helped take this game so far - and we’re excited for what could come next. Thank you all so much. Happy Holidays!
This is the third major content update for Risk of Rain 2 on PC. With this update we are focusing on expanding the base game with fun and exciting content that the player will see right when the update lands. While Skills 2.0 had a bunch of challenges and unlocks, some players preferred to have content unlocked in the base game, and we’ve heard the feedback!
• Added Tool: Dedicated Server Tool ○ We’ve been working hard to support the growing community we have for Risk of Rain 2. We’ve seen many players play together with rulesets they enjoy the most - this tool allows community servers to be hosted and connected to, similar to other games. Please note that this Tool is still in Alpha!A tutorial on how to use the tool is available below: {LINK REMOVED}https://www.google.com/url?q=https://steamcommunity.com/sharedfiles/filedetails/?id%3D1938378081&sa=D&ust=1576541557850000
• Added Survivor: Acrid ○ Acrid is a melee-range hybrid who uses powerful poisons to melt tanky enemies.
• Added 2 Stage Variants ○ ‘Stage Variants’ is a new system for CU3 that allows stages to have multiple layouts. We chose the first stages as a test ground for Stage Variants since they are the maps you see most often - our hope is that this system can help keep the game fresh, even when entering the same maps! ○ Titanic Plains Variant ○ Distant Roost Variant
• Added 2 Hidden Realms ○ New Hidden Realm: Void Fields ○ New Hidden Realm: Secret Hidden Realm
• Added 3 Skill Variants ○ New Skill Variant: REX Utility ○ New Skill Variant: Loader Utility ○ New Skill Variant: Acrid Utility
• Added New Skin: Acrid Skin
• Added New Monster: Void Reaver
• Added New Boss: Scavenger
• Added New Boss: Secret Boss
• Added 9 Items and 1 Equipment to the game ○ New Item: Razorwire ○ New Item: Fresh Meat ○ New Item: Ghor’s Tome ○ New Item: Resonance Disc ○ New Equipment: Jade Elephant ○ New Lunar Item: Visions of Heresy ○ New Lunar Item: Beads of Fealty ○ New Boss Item: Genesis Loop ○ New Boss Item: Pearl ○ New Boss Item: Irradiant Pearl
• Added Chest: Adaptive Chest
• Added Chest: Overgrown 3D Printer
• Added Shrine: Cleansing Pool
• Added Drone: Emergency Drone
• Added 3 Challenges to the game ○ New Challenge: ...To Be Left Alone ○ New Class Challenge: REX: Dunked ○ New Class Challenge: Loader: Earthshatter
• Added 2 Environment Logs to the game ○ New Environment Log: Void Fields ○ New Environment Log: Secret Stage
• Added 6 Lore Entries to the game ○ New Item Lore Entry: Sticky Bomb ○ New Item Lore Entry: Visions of Heresy ○ New Item Lore Entry: Strides of Heresy ○ New Item Lore Entry: Gasoline ○ New Item Lore Entry: Personal Shield Generator ○ New Item Lore Entry: Brainstalks
==== Gameplay Changes ==== • General ○ Update regens to not be multipliers, but scaling flat bonuses to decouple benefits of regen items from base regen ○ The result of this is that all characters regardless of their baseline regeneration all benefit the same from regen items. This will only affect melee characters WITH regen items - nobody else is affected. ○ Reduce Boss Encounter (Aurelionite, Alloy Worship Unit, etc) health scaling by ~20% ○ Reduce Boss Encounter (Aurelionite, Alloy Worship Unit, etc) damage scaling by ~75% ○ Change ‘One Shot Protection’ calculation to include barrier ○ Our intent in changing OSP in this manner is to make sure that it is a hidden mechanic, not a reliable one to build a strategy around. We know there’s still edge cases that are abusable - but as long as it’s not ALWAYS the best strategy, we don’t mind having some end-game builds that are extremely powerful. ○ If you have 100% Health and 100% Barrier and take a billion damage, previously you would remain at 100% Health and 10% Barrier. You will now be at 10% Health, as intended before the inclusion of barrier in Scorched Acres.
• Personal Shield Generator ○ Shield Health: 25(+25 per stack) ⇒ 8% (+8% per stack) maximum health
• Shaped Glass ○ 🌧Add special death message for dying while carrying Shaped Glass
• Brainstalks ○ Buff Duration: 3s (+2s per stack) ⇒ 4s (+4s per stack) ○ 🌧Add slick camera effect when buff is active
• Queen’s Gland ○ Spawns all possible guards at once when stacked, rather than one at a time
• The Backup ○ Increase size of Backup Drones
• Frost Relic ○ 🌧Add area sphere to to clarify that it does damage in a sphere, not a disk
• Red Whip ○ 🌧Getting hurt no longer disables the buff ○ 🌧Update whip model, texture, and icon ○ Move whip movespeed over to a buff so it shows up in the bar
• Warbanner ○ 🌧Remove ‘Damage’ tag so it no longer spawns in Damage Chests
• Rusted Key ○ Increase lockbox size by 50% and make slightly shinier
• Stages
• Abandoned Aqueduct ○ Reduce spawn cost of Clay Templars to match other maps with Clay Templars ○ Fix some collisions
• Scorched Acres ○ Add Alloy Vultures to the spawn list post-loop ○ 🌧Reduce spawn distance of Imp Overlord
• Bazaar Between Time ○ Update shop visuals
• Rallypoint Delta ○ Double frequency of Drones spawning in the map ○ 🌧Reduce spawn distance of Imp Overlord and Magma Worms
• Monsters • 🌧 Add Grovetender to Wisp Family Event
• Wisp ○ Spawn Cost: 9 ⇒ 10 ○ Base Damage: 4 ⇒3.5
• Elites
• Malachite • 🌧Add visual effect and overlay when affected by Malachite Debuff
• Drones •🌧 Make all Drones resistant to AOE attacks, reducing their incoming damage by ~70% •🌧 Purchased Gunner Turrets now persist between stages
==== QOL ====
• Update a ton of old particle effects to match new visual quality since release • 🌧Prevent Golems from ever being chosen as a Teleporter boss • 🌧Force Teleporter Boss to initially target the player who activated it • 🌧Add ‘Are you sure you want to quit?’ confirmation dialogs • 🌧Add selected difficulty to the stat sheet at the end of a run • 🌧Prevent multishop terminals all having question marks • 🌧Bypass ping cooldown for single player games • 🌧Add option to enable/disable exp and money effects in the settings • 🌧Add "Total Minion Kills’ on end of game report • 🌧Add execution damage to Total Damage stat • 🌧Update the visuals for items taken during 3D printing to be a bit clearer • 🌧Add collider on Loader’s pylon to trigger pressure plates • 🌧Raise wwise max memory pools from 32 to 64 to accommodate additional sound banks • 🌧Force loadout button to always be visible even if you have no skills unlocked • 🌧Update right edge of execution threshold bar not lining up with the actual value • 🌧Shift Radar Tower/Scanner effect closer to green to make it not confusing with Vagrant Nova • Fix inconsistent prices across maps for Missile Drones, Clay Templars, Beetle Guards, and Elder Lemurians • Update Golem to match new visual quality since release • Update a bunch of item displays that were too big or too small • Add pickup droplet for Boss items • Increase highlight threshold to increase outline clarity of items near walls • Fix some items having incorrect outlines
==== Bug Fixes==== • Fix Teleporters not using the correct decal layer • Reduce chance of camera clipping into walls • Reduce particle count on Beetle Queen spit FX • Fix vulture attacks creating particle systems that wouldn't clean up themselves • Fix Crowbar sound not playing over the network • Fix Medkit sound not playing over the network • Fix Guillotine sound not playing over the network • Fix Shattering Justice buildup sound not playing over the network • Fix Predatory Instincts effects not playing over the network • Fix Merc Blinding Assault sound not playing over the network • Fix Greater Wisp Death transmitting explosion effect for each client in multiplayer • Fix a bunch of items not fading when close to the camera • Update Engineer Turret not destroying itself for clients • Add check to make sure a monster spawn is valid before adding to weighted selection (could affect early game spawn frequencies to be higher) • Ensure Nano-Bomb state stops charging animation if interrupted • Add missing Korean characters that previously defaulted to ‘?’ • Add missing French characters that previously defaulted to ‘?’ • Add "IMMUNE" hitmarker for translation • Add extra life "REVIVED!" text for translation • Add scoreboard headers for translation • Add "Lv:" HUD text for translation • Add "BLOCKED!" damage hitmarker message for translation
Thanks for clawing your way through our patch notes - we hope you all enjoy the Hidden Realms Update!
Hey everyone, it's that time of the season when we look back at the year and settle on favorites. 2019's been amazing for games, but if Risk of Rain 2's been a source of fun, challenge, and joy for you and your friends, please consider nominating us for a Steam Award. We'd be truly grateful.
it's been an incredible year since launch and we're genuinely thankful for your support, feedback, ideas, and precious game time. We're looking forward to dropping another big content update in December and shipping 1.0 in 2020. Stick around, because there's much more to come :)
Hey everyone! It's been a bit, and we wanted to give a big update on WHEN future updates will be landing on both PC and console. There has been lots of excitement and questions so we thought would clarify those now.
**=== PC Update ===**
Since Early Access release, we’ve gotten into very a solid rhythm of development. CU3 has us really excited - we think players will enjoy all of the content we are adding. We took notice that some of the content we added into CU2 might be a bit difficult for players to unlock, and felt like a bit of a grind for players who have been with us since Early Access launch. For CU3, we are focusing on adding a lot of BASE content to the game to make every run feel fresh and exciting for all players. Not only that, but we plan on revisiting some old content and making sure they're hitting the same quality level as our newest content.
It's also no secret that the Fall update landed veeeery close to the end of fall, same with the Spring update. Calling them the Winter Update, Spring update, etc has led to some confusion of when those updates will actually release. As such, we're updating the roadmap to reflect for CU3 and CU4 the actual month that releases are planned so it's less confusing across the board. We're holding steady on updating it to the exact month for 1.0 until we get closer.
**===Console Update===**
On the console side, we’re also starting to find that the team at PlayEveryWare needs a bit more time to port to all three consoles. The team currently has TWO patches in flight right now:
1: Our first patch on consoles will include bug fixes, performance updates, and a few QoL updates. Not only that, but the first patch will include a couple of unique features, including gyroscopic aiming for Switch and voice chat for Xbox One. **This was submitted to certification a few weeks ago, and is planned to show up near the end of October.** Stay tuned to our social media channels where we will share when this patch arrives. Additionally, to ensure that you know you have updated to the latest patch once it is live, see below each console version:
Switch: 1.0.2
Xbox One: 1.0.5.0
PlayStation 4: 1.02
2: The next patch is, and includes the Skills 2.0 content update (see roadmap below) which will also come with the patch that came shortly after it was released on PC, addressing regen and bugs. **This patch is currently in progress, and is planned to show up mid-December.
While we were a bit optimistic with the initial pace, we are hopeful that this 3-month cadence is something we support going forward for consoles. Not only that, but we hope that as we practice more, the turnaround time gets less.
I hope this clarifies our outlook going forward. We feel that we always have room to improve, especially in communication - please let us know how you feel. As always, thanks for playing!
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.