Risk of Rain 2 - Huntress


Hi!

This is a bug fix patch to address issues that came up in the first week of the Artifacts 2.0 Update most of which were reported by the community. As we mentioned in the Artifacts 2.0 Patch Notes, this was our biggest and most complex update so far and we are very happy to see so many players enjoying the new content. The number of new players joining in on Risk of Rain 2 and our community have been insane the last couple weeks, so thank you all so much.


  • Change the way Artifact of Sacrifice works with initial spawns
  • Remove Metamorphosis from being selected in Prismatic Trials
  • Change the amount of Hordes of Many that were spawning as the teleporter boss
  • Change the wording for challenge ‘Huntress: Finishing Touch’
  • Change challenge ‘Commando: Godspeed’ completion requirement from completing the first stage to charging the first teleporter
  • Recycler will no longer consume an equipment charge when activated without a target
  • Perform Swarms artifact max health reduction after all other max health calculations (elite monsters will have less health than before)


  • Fix the Recycler rolling the same item twice
  • Fix Artificer being able to hit herself with projectiles when backed up against a wall
  • Fix Artifact of Sacrifice working on allies
  • Remove Overgrown 3D Printers from Hidden Realm: Bulwark’s Ambry
  • Fix Focus Convergence from stacking with Engineer Turrets
  • Fix a couple stuck spots on the Sky Meadow
  • Fix some portals being tilted randomly
  • Fix Automation Activation Challenge progress carrying over between runs
  • Fix a typo in the Repulsion Armor log entry
  • Fix an issue that caused the Pressure/Spider Mines cooldown to restart when opening the Thermal Harpoons target menu
  • Fix an issue with Squid Polyps sometimes spawning underground
  • Fix an issue with the challenge ‘Cleanup Duty’ not properly working online
  • Fix the teleporter not instantly reaching full charge on killing the Prismatic Trials boss
  • Fix and cleanup some SFX issues that were causing performance degradation over time
  • Fix a floating Newt Altar spawn on the Stage Variant for Distant Roost
  • Fix challenge ‘MUL-T: Pest Control’ not being properly awarded
  • Fix enemies benefiting from Repulsion Armor more than players
  • Fix the initial monster spawn on Hidden Realm: Void Fields not populating the HUD
  • Fix the Hungering Gaze being reset by Thermal Harpoons
  • Fix the Huntress being able to target herself with Artifact of Chaos on
  • Fix the Artifact of Command drops not using the same collision behavior as pickups and getting stuck in walls/ceilings
  • Fix an issue preventing Stone Titan regional skins from being used
  • Fix MUL-T’s Power Saw skill not performing self-pull force on non-host clients
  • Fix Void Reaver’s attack proc coefficient not actually being updated

Thanks again for everyone's enthusiasm and feedback on our latest update. With this patch out in the wild we are now transitioning to working full time on our 1.0 launch update..!

-Hopoo Games
Risk of Rain 2 - Huntress


And the Winner of the Survivor Vote Is...

The votes have been cast, and you’ve made your voices heard! This past week, we tasked you with an important decision--Risk of Rain 2’s next survivor--and you came out in droves. Some of you even got creative with your own campaigning!
After a whopping 124,000+ votes, we’re happy to announce that the survivor making its way to the 1.0 launch is…

A Brand New Survivor!

It looks like you, the amazing community, want something completely different and new! Actually, we were caught by surprise with this choice as we assumed it would be either CHEF or Sniper, but love that the community continues to push us in new directions! This is certainly exciting, and something that allows us to think creatively, in new and innovative ways! With this in mind, we are going to go to the drawing board to further flesh out what a potential new survivor could be. It is a fun challenge for us and we cannot wait to bring it to the 1.0 launch.

We’re excited to get a new survivor in for 1.0 launch, but if your fave didn’t win, don’t despair! Just as we mentioned last week, just because a character didn’t win, it doesn’t mean they’re out for good. We have lots to share with you about post-launch support soon, so look forward to that and your brand new survivor in the future. Once again, thanks for a fantastic year of Early Access! You made this happen, gang. <3

-Hopoo
Risk of Rain 2 - Huntress


Hello video gamers. We wanted to give an update on how things have been going since the launch of the Artifacts Update - spoiler alert, it's been one of our largest and most successful updates yet! It has been a ton of fun for us to watch players work together on finding the Artifact codes and testing new combinations to alter the way they play. Apparently we should’ve hidden the codes better, since the community as a whole has discovered them all in like 4 hours.

=== Artifact Designs ===

One of the biggest topics when we were working on Artifacts 2.0 was “how are we going to balance Artifacts?” They require no resource, the trials require no investment of in-game time, and have wildly varying power. We’ve also seen some discussion about the balance of Artifacts in the community.

In development, there were many recurring points:
  • How can we make the Command and Sacrifice Trial not always accessible, since it gives a bunch of items? Should time be running?
  • Won’t certain Artifacts trivialize unlocks?
  • How can we make Command balanced at all?
 
Each of these have legitimate solutions. Command COULD have reduced item spawn rate. Artifact Trials COULD be accessed only once per account. Unlocks COULD be blocked if an Artifact is enabled.

However, our final decision was that the design of Artifacts, and the systems around it, won’t prioritize balance.  For a system like Artifacts, it felt wrong to limit their strengths or reduce their access for the sake of the balance of a “normal” run. Unlocking them also requires reaching the 5th stage, which is not an easy task for all players.

The intent for Artifacts is to be fun and to add replayability, not to be balanced as a part of the core loop. Consider them almost like secrets or cheat codes: they make the game different. Sometimes harder, sometimes easier. Hopefully always fun.

=== Work In Progress ===

Since the release of Artifacts Update, we’ve been working and compiling the first patch. This is a collection of community responses and feedback from a variety of channels - keep 'em coming!

Some of the major things we’re working on right now are:
  • Reducing the number of ‘Horde of Many’ spawns from the Teleporter - we’re not entirely sure why there seems to be more, but there will be less.
  • Verify and improve Sacrifice’s drop spawn chance, especially at the beginning of the game, to make sure all enemies are properly dropping items. 
  • Remove Metamorphosis from Prismatic Trials.
  • Some users are experiencing crashes, semi-freezes, or the game not booting up properly. Output logs and crash dumps are super valuable to us so we can track it down and get it fixed.
Some minor things that we are working on are:
  • Fix Artificer’s projectiles hitting behind herself, resulting in her dying with Chaos on
  • Prevent the ‘Recycler’ from recycling the item into the same item again
  • Fix ‘Recycler’ being useable with no targets
  • Remove Boss 3D Printers in Bulwark’s Ambry
  • ‘Focus Convergence’ stacking from turrets
  • Huntress’ achievement requiring 7 Glaive Kills, despite it saying 6
  • Portals are slightly tilted?
  • ‘Automation Activation’ tracking of turrets purchased persisting between runs
  • ‘Cleanup Duty’ not working online
  • Some weird cooldown reset going on with Thermal Harpoons
  • Squid Turrets appearing in the ground
  • Prismatic Trials not letting you advance to the next stage after completing the boss
  • Fixing a variety of bugs with Dedicated Servers
If there’s things you feel we missed or should be looked at, please leave us a comment!

=== COVID-19 ===

Since the beginning of March, Hopoo Games has transitioned to be entirely all working from home. While it was a transition at the beginning, we don’t expect any issues going forward - but it’s worth mentioning. Stay home and wash your hands.

=== Survivor Vote ===

The Survivor Vote is in full swing, and we’re thrilled by the reception and participation from all the members of our community. If you’re not familiar with what the Survivor Vote is - go check out our previous blog post and vote for your favorite Survivor for 1.0! It ain't over till it’s over!
As always, we’re super excited with the enthusiasm of the community for the Content Update and the Vote alike. We’re always re-energized whenever we release a new update, and we’re super excited for the last home stretch to 1.0. Cheers!

-Hopoo Games
Risk of Rain 2 - Huntress



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.

This Content Update will be coming to consoles in the near future - for details on how our Content Updates get ported to console versions, check out our previous Development Thoughts here: https://steamcommunity.com/games/632360/announcements/detail/1588003708938246571

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
    • Lesser Wisp
      • 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
    • Bighorn Bison
      • 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!

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


“..and so he left, mutated beyond recognition.”

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!
Risk of Rain 2 - Huntress

hi

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!

-Hopoo Games Team

Risk of Rain 2 - Huntress


Happy Holidays to all wet poison dog players!

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

Not only that, but to celebrate our nominations in the Steam Awards, Risk of Rain 2 will go on sale for the first time - starting today! Get your friends involved!
https://store.steampowered.com/app/632360/Risk_of_Rain_2/

===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!

-Hopoo Games Team


Risk of Rain 2 - Huntress

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!


This Content Update will be coming to consoles in the near future - for details on how our Content Updates get ported to console versions, check out our previous Development Thoughts here: {LINK REMOVED}


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 {LINK REMOVED}


==== Major Content====


• 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}


• 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.

• Survivors:
• MUL-T
• Scrap Launcher
○ Cooldown: 3s ⇒ 1.5s.
○ Animation Duration: 0.4s ⇒ 0.3s.
○ Grenade Speed: 50m/s ⇒ 70m/s.

• REX
○ Update “Smoothie” skin to have fall colors and unique textures

• DIRECTIVE: Inject
○ Burst Duration: 0.3s ⇒ 0.2s
○ Animation Duration: 1s ⇒ 0.6s
○ Heal Percentage: 30% ⇒ 60%

• Seed Volley
○ Renamed DIRECTIVE: Drill
○ HP Cost: 30% ⇒ 0%
○ Tweak visuals and icons so its more mechanical and less flowery

• Loader

• Knuckleboom
○ Add small forward lunge
○ Extend size of hurtbox and effect

• Grapple/Spiked Fist
○ Minimum Length: 5m ⇒ 1m
○ This just means that the tether won’t break as easily from being really close to the grapple point

• Items

• Predatory Instincts
○ Remove proc effect growing in size for each stack.
○ Buff Duration: 2s ⇒ 3s

• Happiest Mask
○ Ghost Damage Boost: 300% ⇒ 1500%
○ Ghost Proc Chance: 10% ⇒ 7%

• Eccentric Vase
○ 🌧Thicken zipline visuals
○ 🌧Zipline Acceleration: 20 ⇒ 30
○ Cooldown: 100s ⇒ 45s

• 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

• Brittle Crown
○ Remove flat gold reduction on Brittle Crown

• 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!
Risk of Rain 2 - GBX NaKyle
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 :)
Risk of Rain 2 - Huntress
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!

-Hopoo Games Team

Risk of Rain 2 - Huntress

Hi!

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
  • Add missing Korean characters
  • Fixed a variety of typos
 

enjoy!

 

-hopoo

 

 

 
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