Hi. First and foremost, thank you all so much for jumping into the 1.0 Update. It has been a ton of fun for the team to watch streams, read reviews, hang out in the Discord, and even hop in some multiplayer games with the community.
Since the update on Tuesday, we’ve been working and compiling the first targeted hotfix patch. There will also be another more comprehensive patch to follow, as with all of our previous Content Updates. Apparently, the game is not perfect. This is a collection of community responses and feedback from a variety of channels - keep 'em coming!
=== What We’re Workin On ===
Some of the things we’re checking out right now are:
• Players are getting marooned on a remote island on the final stage. This has been addressed in a hotfix today. • Players can create infinite loops with Forgive Me Please and Soulbound Catalyst. This has been addressed in a hotfix today. • The Server Browser has some issues with filters not filtering • The Loader’s Thunder Gauntlet and Merc’s Blinding Assault is behaving a bit different than before the patch • Scrap and Lunar Cauldrons have a weird interaction, where it takes more scrap than you have
Some things we’re keeping an eye on:
• LAST BOSS SPOILERS: We’re really happy with the difficulty of the final boss, but some players are feeling frustrated with the last phase. Our intent was for that phase to be a bit of an “oh crap” moment, and to have some unique edge cases from item interactions Our intent was not for players to avoid good items, destroy their own build, or to feel bad for picking up powerful items. If that seems to be the best strategy, we will be changing the last phase appropriately. It is not intended to be the most challenging phase of the fight. • Merc players feel that the base stat hits were a bit too harsh. We want to give the community enough time to learn the changes - and potentially to change item priorities - but we’re watching this as well. • Keeping an eye on overall balance for some of the changes we made to survivors and items, and make sure everything is still fun to play. • Players wished for more skill variants and lore entries - and felt bamboozled when they weren’t there for 1.0. We wanted to highlight that feedback here, since it’s totally legitimate and we’re listening. • Players want to know what’s coming after 1.0! While we’re totally exhausted getting 1.0 up and done, we still have plans for RoR2 in the future. We will absolutely be supporting RoR2 after 1.0, and we’ll have some big blog posts about it once we’re ready to share.
If there are things you feel we missed or should be looked at, please leave us a comment here and we will check them out. As always, thanks again for your support and patience as we work out the kinks!
This is the fifth major content update for Risk of Rain 2 on PC, marking the 1.0 version of the game. With this update we are focusing on the ending sequence of the game and promoting player agency + build diversity.
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: Game Ending
The game now includes a proper ending, with credits and cutscene.
Added System: Server Browser
Quickplay served an important function at launch - but the QP featureset is barebones. Not only that, but the game has evolved past needing to just find a match - you need to find the right match. We think a built-in Server Browser (and hosting) will still allow you to connect and find other players easily while also providing a lot of the features and choices you want to make before connecting to a game.
Added System: Intro Cutscene
The game now includes an intro cutscene!
Added New Survivor
New Survivor: Captain
Added New Stage
[/h3]
New Final Stage: ???
Added 4 New Music Tracks
[/h3]
New Track: Through a Cloud, Darkly
New Track: ...con lentitud poderosa
New Track: You're Gonna Need a Bigger Ukulele
New Track: Lacrimosum
Added New Survivor Skin
[/h3]
New Survivor Skin: Captain Skin
Added 2 New Monsters
[/h3]
New Monster: ???
New Monster: ???
Added New Boss
[/h3]
New Final Boss: ???
Added New Interactable
[/h3]
New Interactable: Scrapper
Added 7 Items and 3 Equipment to the game
[/h3]
New Item: Item Scrap (White, Green, Red, Yellow)
New Boss Item: Molten Perforator
New Boss Item: Shatterspleen
New Boss Item: Mired Urn
New Lunar Item: Defiant Gouge
New Lunar Item: Mercurial Rachis
New Lunar Item: Purity
New Equipment: Super Massive Leech
New Equipment: Gorag’s Opus
New Equipment: Forgive Me Please
Added 3 Character Challenges to the game
[/h3]
New Captain Challenge: Captain Mastery
New Captain Challenge: Wanderlust
New Captain Challenge: Worth Every Penny
Added 3 Challenges to the game
[/h3]
New Challenge: I Love Dying!
New Challenge: Washed Away
New Challenge: The Calm
Added 36 Lore Entries to the game
[/h3]
New Item Lore Entry: Molten Perforator
New Item Lore Entry: Shatterspleen
New Item Lore Entry: Mired Urn
New Item Lore Entry: Super Massive Leech
New Item Lore Entry: Gorag’s Opus
New Item Lore Entry: Forgive Me Please
New Item Lore Entry: Soulbound Catalyst
New Item Lore Entry: Bandolier
New Item Lore Entry: The Crowdfunder
New Item Lore Entry: Old Guillotine
New Item Lore Entry: Jade Elephant
New Item Lore Entry: Blast Shower
New Item Lore Entry: Lepton Daisy
New Item Lore Entry: Shattering Justice
New Item Lore Entry: Topaz Brooch
New Item Lore Entry: Ocular HUD
New Item Lore Entry: Unstable Tesla Coil
New Item Lore Entry: Milky Chrysalis
New Item Lore Entry: Will-o’-the-wisp
New Item Lore Entry: Gnarled Woodsprite
New Item Lore Entry: Halcyon Seed
New Item Lore Entry: Purity
New Item Lore Entry: Glowing Meteorite
New Item Lore Entry: Preon Accumulator
New Item Lore Entry: Aegis
New Monster Lore Entry: Clay Dunestrider
New Monster Lore Entry: Alloy Vulture
New Monster Lore Entry: Imp
New Monster Lore Entry: Void Reaver
New Monster Lore Entry: ???
New Monster Lore Entry: ???
New Monster Lore Entry: ???
New Stage Lore Entry: ???
New Character Lore Entry: Huntress
New Character Lore Entry: Captain
New Character Lore Entry: MUL-T
[/list]
General
[/h3]
Bleeds now refresh all existing bleed durations on that target. This affects both enemies and players, and is a huge change for how bleeds will work.
Increase difficulty rate over time for all difficulties by +10%.
Developer Notes: In this update, we’ve buffed a ton of items - and also given players way more agency over the way a run progresses. Our goal is for players to be more engaged with the game - what we don’t want is for the game to be suddenly much easier. This is a bit of a sanity check, and shouldn’t dramatically change the difficulty.
Slightly reworked OSP. The goal is to fix inconsistencies and make it actually protect you from one-shots - while also fixing some abuse cases with curse.
The threshold for OSP is now displayed on the healthbar with a faint graphic.
Now has a lingering 0.1s duration when activated.
🌧 Now is subtracted via Curse (Shaped Glass, Artifact of Glass, etc), i.e a curse of 10% will remove OSP entirely.
🌧 Update OSP logic so it still triggers if you receive multiple sources of damage in the same frame that go past OSP values, i.e Malachite Lesser Wisps
Elites
[/h3]
Blazing, Overloading, Glacial
🌧Health Bonus: 470% ⇒ 400%
Malachite, Celestine
🌧Health Bonus: 2350% ⇒ 1800% Developer Notes: We’ve had a lot of feedback that elite health has always felt a bit bloated - and that subsequently, it makes the Old Guillotine feel required. Our intent is to make characters less reliant on the Old Guillotine, and to make it feel more like an elite hate item - and less of an overall DPS item.
Survivors
[/h3]
🌧🌧🌧 Mobility skills are now considered ‘sprinting’, scaling with sprint speed multipliers and also sprinting after use.
Melee Survivors
🌧 Melee skills will now perform more consistently at high attack speeds.
Melee skills will now scale hitpause duration with attack speed - since the pause when hitting enemies were static, melee characters actually scaled poorly with attack speed.
Melee skills will now ‘hold’ you in the air better at high attack speeds.
Added a ‘Keyword’ system. Keywords are just words to describe common repeated behavior without explaining it every time. Added the following keywords:
Freezing
Stunning
Shocking
Poisonous
Regenerative
Agile
Percent HP
Sonic Boom
Weaken
Expose
Heavy
MUL-T Developer Notes: MUL-T has gotten some love from this patch to really push forward the idea that his weapons are strong in specific roles. Faster swap time and more responsive actions for the weapons will (hopefully) make weapon swapping feel better. We’ve also admittedly creeped cooldowns down over time, and MUL-T felt a bit left behind.
Base Acceleration: 25 ⇒ 30
Rebar Puncher
Now charges after firing, rather than before.
Scrap Launcher
Now behaves like a rocket instead of a grenade
Lifetime: 3s ⇒ 4s
Explosion Radius: 5m ⇒ 7m
Velocity: 70 m/s ⇒ 100 m/s
Nail Gun
No longer has an initial shotgun of 6 nails.
Now has a final shotgun of 12 nails.
Now fires in a consistent corkscrew pattern
Proc Coefficient: 0.4 ⇒ 0.6
Damage: 60% ⇒ 70%
Wind-down duration: 0s ⇒ 1.152s
Retool
Swap duration: 0.7s ⇒ 0.4s
Transport Mode
Cooldown: 8s ⇒ 6s
Mercenary Developer Notes: The Mercenary was always supposed to be the highest skill-cap survivor. However, in actual gameplay he became very flow-charty, using abilities directly off cooldown while holding down M1. The intent for all these changes is to allow skill expression, dynamic cooldowns, and higher risk vs reward in fight with the new ‘Exposed’ debuff. The hope is that the character will be stronger for advanced players, but weaker for new players.
Base Health: 140 (+42 per level) ⇒ 110 (+33 per level)
Base Regeneration: 2.5 health / second ⇒ 1 health / second
NEW Debuff: Exposed
Striking an Exposed target reduces all cooldowns by 1 second and deals an additional +350% base damage
Laser Sword
Third Strike Damage: 300% ⇒ 130%
Third hit now applies ‘Exposed’ debuff
The second and third hit of the combo can no longer be started in the middle of other attacks
Whirlwind
Ground Speed Multiplier: 6 ⇒ 8
Blinding Assault
Cooldown: 7s ⇒ 8s
Can now be canceled mid-attack by both Whirlwind and Rising Thunder
Slicing Winds
Last hit now applies ‘Exposed’ debuff
Acrid Developer Notes: Acrid has always been a melee-ranged hybrid. We want greater rewards for engaging in melee and completing your M1 combo for players who enjoy a more aggressive playstyle.
NEW Buff: Regenerate
Regenerate for 10% health over 0.5 seconds.
Vicious Wounds
Third hit of the combo now grants ‘Regenerate’ buff
Ravenous Bite
Now grants ‘Regenerate’ buff
Frenzied Leap
🌧Now (properly) stuns
Artificer Developer Notes: We want to enforce the Artificer’s role as a high-damage, high AoE character. Nano-Bomb in general was core to the fantasy, but was pretty much inferior to Nano-Spear in every way.
Plasma Bolt
Blast Radius: 4m ⇒ 6m
Charged Nano-Bomb
Now has slight gravity
Blast Radius: 10m ⇒ 14m
Blast Damage, Max Charge: 1200% ⇒ 2000%
Blast Force: 1300 ⇒ 3000
Lifetime: 5s ⇒ 10s
Improved FX for clarity
Ion Surge
No longer has -75% damage falloff at the edge of the blast
Items
[/h3]
Monster Tooth
Healing: 8 (+8 per stack) ⇒ 8
🌧Now also heals for 2% (+2% per stack) of maximum health
Medkit
Healing: 24 (+24 per stack) ⇒ 20
🌧Now also heals for 5% (+5% per stack) of maximum health
Repulsion Armor Plate
Now properly reduces damage from environmental effects
Warbanner
🌧 Now also places a Warbanner when activating the Teleporter
Improve VFX to be less opaque, since it will always be near the Teleporter
Death Mark
Debuff Duration: 7s ⇒ 7s (+7s per stack)
🌧Remove text stating that the damage bonus scaled with stacks
Old Guillotine
Execute Threshold: ~20% (+20% per stack) ⇒ 13% (+13% per stack) Developer Notes: Since we’ve re-tuned the health of elites across the board, the Guillotine should be appropriately re-tuned as well.
Runald’s/Kjaro’s Band Developer Notes: The two rings have undergone a bit of a rework, working off of an internal cooldown rather than a chance on-hit. We’re hoping that this can help diversify one of our “on-hit” items to be more than just attacking enemies and hoping things activate. We’ve also changed the behavior of Kjaro’s to be more of the AoE option, while Runald’s is the single target option.
Proc Chance: 8% ⇒ 100%
Now has an internal cooldown of 10 seconds
Now has a minimum threshold of only triggering on attacks that deal 400% or greater damage
Runald’s Band
Ice Blast Damage: 250% (+125% per stack) ⇒ 250% (+250% per stack)
Ice Debuff Duration: 3s ⇒ 3s (+3s per stack)
Kjaro's Band
Fire Tornado Damage: 500% (+250% per stack) ⇒ 300% (+300% per stack)
Fire Tornado Hitbox Width: 4.8m ⇒ 13m
No longer moves
H3AD-5T v2
Reworked logic for calculating fall speed so it scales better while falling farther. Now has the following behavior:
Damage Coefficient: 1000% - 10,000% at maximum speed
Explosion Radius: 5m - 100m at maximum speed
Improved FX
Interstellar Desk Plant
Healing Radius: 3m (+1.5m per stack) ⇒ 5m (+5m per stack)
Healing: 5% max health every 1 second ⇒ 5% max health every 0.5 second
Milky Chrysalis
Now grants true flight and antigravity instead of jump-to-hover.
Pressing jump now performs a short dash in the direction of movement with a 0.5s cooldown.
Strides of Heresy
No longer puts you in combat
Helfire Tincture
Helfire Radius: 10m ⇒ 15m
Helfire Duration: 8s ⇒ 12s
Improve VFX and SFX
Effigy of Grief
Now placed at where you’re aiming, rather than at your feet
No longer is consumed on use.
Now limited to 5 per map per character.
Little Disciple
Fire Rate: 0.5s ⇒ 1.6s
Damage Coefficient: 100% (+100% per stack) ⇒ 300% (+300% per stack)
🌧Fire Rate now scales with movement speed
Stages
[/h3]
3D Printers will appear more often on all stages, ~50% more
3D Printers will cost less to spawn on all stages, ~50% less
The new interactable, the Scrapper, can now appear on all stages
Titanic Plains
🌧 Update with new visuals to make it depressing
Sky Meadow
Update with new visuals and functionality that leads to the final stage
Bazaar Between Time
Base Portal Chance: 25% for the first portal ⇒ 37.5% for the first portal
Lunar Buds: 4 ⇒ 5
Monsters & Bosses
[/h3]
Mini Mushrum
🌧 Base Health: 360 (+108 per level) ⇒ 290 (+87 per level)
Parent
🌧 Base Health: 1200 (+360 per level) ⇒ 900 (+270 per level)
Lesser Wisp
Now properly stops charging attack sound when interrupted
Imp Overlord
🌧Maximum Blink Distance: 600m ⇒ 300m
Now throws Void Spikes in a staggered fashion, rather than all at once
Magma Worm
🌧Maximum “Blink” Distance: 600m ⇒ 300m
Now considerably more aggressive and better able to hit targets Developer Notes: The blink behavior of both the Imp Overlord and the Magma Worm allows it to follow players between platforms, but it leads a lot of the times to the bosses blinking across the map to attack drones and turrets. While they may still do that, it’ll be a bit less pronounced.
Void Reaver
Now attempts to lead its Void Bombs in a straight line against its target
Updated AI to fire more aggressively and backpedal when its target is too close
AI now has 360° vision
Bison
🌧 Add spawn effect and animation (finally!)
[/list]
🌧 Added a language dropdown menu to the Main Menu
Audio has received an overall mix pass
Reduced the audio levels of the Magma Worm, Imp Overlord, and Clay Dunestrider
Updated the Teleporter model
Updated the Ukulele model
Improved Infusion VFX to be more noticeable
Reduced brightness of some Mercenary effects to they are less white and have more color
Fixed dithering for several on-character item displays
Updated the kick system to be able to supply detailed messages and enforce version matching when connecting to a server
Added functionality for servers and lobbies to provide mod info and reject players for mismatches
Servers can now define behavior to run upon entering character select by supplying a "server_pregame.cfg" config file
Updated “MUL-T: Gotcha!” challenge to allow Preon tendrils to count toward completion
A bunch of other stuff we probably forgot!
Fixed an issue with spread from bloom being applied to both minimum and maximum spread (ie you could never have a bullet travel dead-center when your spread bloom is at maximum) for Commando’s Phase Blast, Huntress’ Ballista, and MUL-T’s Rebar Puncher
Fixed potential physics crash that could occur if a character attempts to use a melee attack after crossfading into a new animation from a paused animation
Fixed immobilization from Void Reavers and REX’s Tangling Growth becoming permanent if using Wax Quail while affected, which would also sometimes lead to a crash upon getting killed
Fixed Repulsion Armor Plate not applying against posthumously dealt damage
Fixed Visions of Heresy allowing Huntress’ Ballista to exceed three shots
All gameplay stats are now forced to update before generating the final run report to make sure all values are up-to-date at the end screen
Fixed MUL-T’s Nailgun not properly animating over the network
Fixed some projectiles not playing their pre-expiration sounds over the network
Fixed several sounds not being played over the network
Fixed a timing issue in which lobby player count would not update immediately after a player leaves the lobby
Fixed a variety of other bugs we also probably forgot!
There are none, this game is perfect
[/list]
And… scene. This patch is enormous for us, and we really tried hard - I hope you all like it. As always, we’re listening to feedback and tracking any bugs that we find for 1.0 release. We’ll do a Dev Thoughts later this week to compile everyone’s feedback. See you on the planet.
Hey! Being the final Dev Thoughts before 1.0 release, we thought it’d be fun if we got into a bit of the details of how we design stuff. This is a long one, so buckle up.
=== Player Agency===
‘Player Agency’ is a term that we use to describe how much influence a player has over the result of their game. Internally, we refer to player agency, or player choice, to be on a ‘micro’ or ‘macro’ level.
On a micro level (using abilities, dodging enemies, hitting attacks, etc), player agency is high in RoR2. You have many opportunities to land good hits, or to dodge powerful attacks.
On a macro level (what build you’re doing, how quickly you want to progress, etc), RoR2 has always been a little lacking - and we’ve received feedback on that. Although it is a roguelite - and therefore random to a degree - it always felt a bit that you’re along for the ride, and that you pick a similar pool of items every run.
For 1.0, we’ve tackled this issue in two different ways:
1: We’ve touched up a lot of items - and introduced new ones - in hopes that more meaningful build decisions can be made. 2. We’ve introduced new avenues to allow more player agency on a macro level - with the star being the new ‘Scrapper’ interactable, which we will touch later on.
=== New & Redesigned Items ===
We’ve carefully combed through items for 1.0, and we have a few fun examples to show our direction going forward when it comes to items.
Example #1 - New Items For this update, we focused on making sure that all of our new items had interesting synergies with both items and survivors.
Not only that, but all new items in the 1.0 release are Lunar, Equipment, or Boss drops. We found that those item categories struck the right balance between being chase items and being core items. We also didn't want to pollute the standard item pool with a bunch more of synergy-dependent items. Boss drops for higher-level bosses makes some of the most difficult encounters the most exciting as well.
Example #2: Bleeds Sometimes you can make great changes from small tweaks. For 1.0, we’ve updated bleeds so that when a new stack of bleed is applied, all existing stacks of bleed are refreshed in duration. This means that you can maintain way higher stacks of bleeds than before - and that at high bleed chance and attack speed, bleeds never fall off as long as you keep reapplying fast enough.
For the specific meta details of how bleeds work in RoR2, bleeds:
Bleeds do not scale from critical strikes
Bleeds do not scale from proc-chains
Bleeds do scale from damage boosts, such as Focus Crystals and Shattering Justice
Bleeds, specifically from Tri-Tip Dagger, do scale with attack speed, because it lets you apply more bleeds quicker.
Bleeds do need maintaining to keep at ludicrous stacks, which we have found is challenging in a fast-paced game like RoR2.
We’ve found that just that one change for bleeds dramatically improved the value of bleed items, attack speed items, and high proc-rate skills, and has added a new way to scale in the game that is also still fun and engaging. Bleeds require a different set of stats to maximize compared to stacked proc-chaining.
Example #3: Kjaro and Runald A heavier change we made was to Kjaro and Runald’s elemental bands.
For 1.0, they no longer operate with a small chance-on-hit, but are always guaranteed to proc on any attack that deals “large” damage. After proccing, they undergo an internal cooldown before they can proc again. This allows for a bit of strategy for when you consume your rings, especially if you have heavy-hitting attacks like the Rebar Puncher, Frag Grenade, or Nano-Bomb.
Kjaro specifically has also been changed a bit, making the AoE of the tornado much larger but weaker, giving it a more defined niche as the AoE option.
Example #4 - Just ol’ Buffs There were also some items that we just buffed because they underperformed. A few of these items are Monster Tooth, H3AD-5T v2, Effigy of Grief, and yes, the Interstellar Desk Plant. We don’t expect these items to become top-tier, but the gap should be smaller.
Example #5 - Doing Nothing At All One of the biggest changes we noticed for 1.0 is that some underperforming items have improved simply because there is a proper final boss to prepare for. We’ve found that all items now have to be viewed through the lens of its viability in the final boss fight - items like Old Guillotine, Ukuleles, and Ceremonial Daggers, incredibly powerful items today, do little in the final boss.
Not all items will be the best, or the most “meta” - and we’re sure that there will still be a best build anyways - but we believe that at 1.0, more items will become more viable to use.
=== Scrapper ===
A small but influential piece of content we’re adding in 1.0 is the Scrapper.
The Scrapper allows you to select any number of items of your choosing, and convert them into Scrap. Scrap is prioritized first when using 3D Printers.
This adds a bunch of strategy to the game - when scrapping items, you become immediately weaker. However, it allows you to get rid of items that you know aren’t important for your build. Scrappers aren’t super common either, so you can’t always rely on being able to convert the scrap immediately. You may have to go through a few stages with scrap in your inventory instead of an item.
The goal of this interactable is for players to be able to identify what items are important to them right now, and to risk being weaker now for being stronger later.
There’s also been a few more supplemental changes aiming towards inventory management - 3D Printers are more common in general, and the Bazaar Between Time now has 5 pods instead of 4 to compensate for the significantly larger lunar item pool since release.
=== Eclipse ===
Well gee, that sounds like a lot of stuff. But I obliterate on Monsoon all the time, being the god gamer I am… so what can I use all these brand-new options for? In comes Eclipse.
Eclipse is a new game mode, similar to Prismatic Trials, that adds stacking challenge modifiers each time you beat the game, up to a maximum of 8. This is tracked separately per survivor.
In the same way that Artifacts are designed towards novel and fun experiences, Eclipse is designed entirely for challenge enthusiasts. Eclipse has no unlockables, achievements, or trophies. It’s purely for the challenge.
Eclipse was a bit of an experimental weekend project - and we’re considering the initial release of Eclipse as a test for whether or not this type of gamemode is any fun. Please let us know!
=== Here we go! ===
Having said all that… we’re very excited to see player reception for 1.0. This has been our most challenging update yet, and for so many reasons. We really hope you like it - and we’ll see you on the planet August 11th!
It’s finally time -we are super excited to announce that we are launching the 1.0 version of Risk of Rain 2 on Steam on August 11th.
Early Access has felt like a crazy ride through uncharted space, and we can’t thank you all enough for supporting us over the last year and a half. We’ve had great fun steering through Early Access together, and we will always be thankful for the patience and excitement our community has displayed. We will have more information on the Console launch of 1.0 in the future - but it should follow a very similar cadence to the previous console launches.
As always, thanks for the amazing support - and we can’t wait to share the 1.0 update with everyone. See you then!
We have a variety of topics to cover in this Dev Thoughts so we gotta go fast NOW
Let's dive right in!
=== Hopoo Games is hiring! ===
As the title might suggest, we are hiring! This is big news for us, since we’ve always been an incredibly small company.
We’ve launched our new website http://hopoogames.com, where we’re hoping to start adding job listings over time. We also have a new official twitter https://twitter.com/hopoogames for Hopoo Games, where we will tweet company-related stuff. Our first listing is for a Lead Pixel Artist on a non-disclosed game. Stay tuned for that :-)
=== Console Update ===
With the launch of the console update for CU4 in June, see above our updated console Forecast! All three platforms were updated on June 23rd with the Artifacts Update. A major shout out to the team at PlayEveryWare who took our most complex update and knocked it out of the park.
=== Pricing Increase for 1.0 ===
When we first launched Risk of Rain 2 on Early Access one of the initial questions was if we would be increasing the price on 1.0, and our initial answer was “Yes.”
We still plan on increasing the price at 1.0. The game has grown a tremendous amount, and we think the value of the game is increased. Our plan is to increase the game from $19.99 USD to $24.99 USD.
We’re also hoping to have another Dev Thoughts focusing more on our plans for Post Release, so be on the lookout for that!
=== Keywords + Survivor Updates ===
One of the curious things about game development is that you never know how a change in one area can completely alter the game in a different area.
Strangely enough, we’ve seen over time that the limited text size of the Survivor Select’s skill descriptions have subtly impacted the designs of Survivors. We can’t really add more effects to skills without the text getting tinier and tinier - some existing skills are already incredibly small to read.
One of the changes we’re making for 1.0 is the use of Keywords. This is just a UI change, but the idea is that common behaviors (like freezing, stunning, or attacking while sprinting) can be summarized as a Keyword, saving up precious text space for other behaviors. Hovering over skills in the Survivor Select will explain what the Keyword is.
An example of what this allows is our Mercenary changes we have for 1.0.
The Mercenary’s fantasy was always intended as the hardest-to-play survivor for sweaty nerds. However, the Merc is actually not that difficult to play; you have a set skill rotation that typically does not change.
Something we’re adding to the Merc for 1.0 is the ‘Expose’ debuff, which is consumed when an enemy with that debuff is hit. Consuming the debuff reduces all your cooldowns by 1 second and increases damage.
This allows for the Merc to have dynamic cooldowns, and for greedy players to get greater cooldown reduction at the cost of completing their M1 combo. To compensate, we’re reducing his base health - higher risk, higher reward.
Debuffs like ‘Expose’ would typically be contained inside of the Passive, but the Merc already has a passive. The Keyword system allowed us to add a new effect to the skill without making the text teeny tiny.
It’s not a super exciting system - and we’re not going to start overloading all character kits now that we can - but we’re hoping that it gives us a little more room to breathe when it comes to survivor designs, both new and old.
=== Looking Forward ===
As we mentioned in the previous Dev Thoughts, we are trying to do more frequent updates and shed more light into our development process. Let us know if there are any specific topics around tech, design, business questions or any other topics you would enjoy reading about!
As always, thanks for the amazing support during Early Access and we can’t wait to share the 1.0 update with everyone.
As we all know, the next update is 1.0, the last update until we leave Early Access. Earlier this month, I ran a quick tweet to get some feedback on what RoR2 1.0 may look like to you.
From that tweet, we not only learned that there’s quite a few areas of improvement we could work on, but also that you guys are passionate about what RoR2 1.0 could be - with many fantastic suggestions and ideas of things that weren’t in the original roadmap.
=== Updated Roadmap ===
We don’t take 1.0 lightly - we know a lot of players have been waiting for the full release to play the game, or have joined us early on in EA and are now holding off for the full release.
What we wanted to make sure was that RoR2 1.0 was truly a complete game experience, and that means not only completing and fleshing out content, but improving and iterating on old features and content that’s been left behind. In order to meet goals of what a 1.0 version of RoR2 can be, we want to let everyone know we will be releasing 1.0 in August 2020.
To be explicit: the timing has not been altered because of COVID-19 - we’re incredibly lucky in that our business was mostly unaffected. The timing has changed because we’re expanding the scope of the 1.0 Update. We almost completed the entirety of Early Access without any date changes! That said, we are pushing forward and can’t wait for everyone to experience the changes we’re bringing with the 1.0 Update.
=== Server Browser ===
The first of new expanded features and QOL updates that we are now going to address with 1.0 is the online experience - and struggles with quickplay.
Feedback we hear a lot is that Quickplay is a bit of a mess - especially after the addition of Artifacts. People leave, you get random ping, and now you may get game settings you don’t even want to play in.
Quickplay served an important function at launch, especially because we didn’t know how popular the game may become - but the QP featureset is barebones. Not only that, but the game has evolved past needing to just find a match - you need to find the right match. We think a built-in Server Browser (and hosting) will still allow you to connect and find other players easily while providing a lot of the features and choices you want to make before connecting to a game.
Alongside the browser, the goal is that you can also now host public games (either via the Dedicated Server Tool or through the game itself as peer-to-peer) that are displayed in the browser. Then (hopefully!) people who want to play with the same settings and with similar ping will join your lobby.
While we still don’t have host migration, the hope is that if everyone is playing in a lobby with settings they like, people won’t be quitting for ping, difficulty, or any other fixable reasons. We’re also hoping that a built-in server browser can breathe some life into community-hosted Dedicated Servers.
=== Console Update===
For console players, the June update will still be arriving as promised and won’t be impacted. As expected, however, it will push the timeline of the 1.0 version for consoles as well.
=== Going Forward ===
Our hope is to be doing more frequent Dev Thoughts leading up to 1.0, highlighting any interesting features or additions we are adding that can really make 1.0 feel like a full release version of Risk of Rain 2. We truly do feel like this is the right choice for the game - and I hope you all agree when 1.0 rolls around.
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..!
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
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 ofArtifacts, 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!
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!