Our goal with this update is to upgrade and round out the game as a whole, and also be a ‘thanks!’ to all our fans that supported us through Early Access. This patch includes both new content and updated old content. Let us know if you like it!
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: Morgue + Account Stats
Browse past runs and all of your account stats - like favorite survivors, progress to completion, or your favorite equipment - now in the Logbook!
Added New Survivor
New Survivor: Bandit
Added New Survivor Skin
New Survivor Skin: Bandit Skin
Added 5 New Items
New Lunar Item: Hooks of Heresy
New Lunar Item: Essence of Heresy
New Boss Item: Empathy Cores
New Boss Item: Charged Perforator
New Boss Item: Planula
Added 5 New Skill Variants
New Skill Variant: MUL-T Special
New Skill Variant: Mercenary Utility
New Skill Variant: REX Special
New Skill Variant: Loader Special
New Skill Variant: Captain Utility
Added 1 New Monster
New Monster: Lunar Chimera (Exploder)
Added 1 New Elite
New Elite: Perfected
Added 1 New Boss
New Boss: Grandparent
Added New Interactable
New Interactable: Lunar Shop Refresher
Added 9 New Challenges
New Class Challenge: Bandit: Sadist
New Class Challenge: Bandit: Classic Man
New Class Challenge: Bandit: B&E
New Class Challenge: Bandit: Mastery
New Class Challenge: MUL-T: Seventh Day
New Class Challenge: Mercenary: Flash of Blades
New Class Challenge: REX: Full of Life
New Class Challenge: Loader: The Thunderdome
New Class Challenge: Captain: Smushed
Added 93 New Lore Entries
New Lore Entry: Monster Tooth
New Lore Entry: Lens-Maker's Glasses
New Lore Entry: Paul's Goat Hoof
New Lore Entry: Bustling Fungus
New Lore Entry: Crowbar
New Lore Entry: Tri-Tip Dagger
New Lore Entry: Warbanner
New Lore Entry: Cautious Slug
New Lore Entry: Stun Grenade
New Lore Entry: Backup Magazine
New Lore Entry: Armor-Piercing Rounds
New Lore Entry: Bison Steak
New Lore Entry: Focus Crystal
New Lore Entry: Item Scrap, White
New Lore Entry: AtG Missile Mk. 1
New Lore Entry: Infusion
New Lore Entry: Hopoo Feather
New Lore Entry: Ukulele
New Lore Entry: Leeching Seed
New Lore Entry: Red Whip
New Lore Entry: Harvester's Scythe
New Lore Entry: Berzerker's Pauldron
New Lore Entry: Razorwire
New Lore Entry: Brilliant Behemoth
New Lore Entry: Frost Relic
New Lore Entry: Happiest Mask
New Lore Entry: 57 Leaf Clover
New Lore Entry: Dio's Best Friend
New Lore Entry: Wake of Vultures
New Lore Entry: Resonance Disc
New Lore Entry: Defensive Microbots
New Lore Entry: Titanic Knurl
New Lore Entry: Pearl
New Lore Entry: Irradiant Pearl
New Lore Entry: Genesis Loop
New Lore Entry: Artifact Key
New Lore Entry: Corpsebloom
New Lore Entry: Gesture of the Drowned
New Lore Entry: Beads of Fealty
New Lore Entry: Defiant Gouge
New Lore Entry: Mercurial Rachis
New Lore Entry: Empathy Cores
New Lore Entry: Essence of Heresy
New Lore Entry: Effigy of Grief
New Lore Entry: Spinel Tonic
New Lore Entry: Disposable Missile Launcher
New Lore Entry: Foreign Fruit
New Lore Entry: Primordial Cube
New Lore Entry: Royal Capacitor
New Lore Entry: Radar Scanner
New Lore Entry: Eccentric Vase
New Lore Entry: Volcanic Egg
New Lore Item: Hooks of Heresy
New Lore Item: Essence of Heresy
New Lore Item: Empathy Cores
New Lore Item: Charged Perforator
New Lore Item: Planula
New Lore Entry: Lesser Wisp
New Lore Entry: Lemurian
New Lore Entry: Hermit Crab
New Lore Entry: Solus Probe
New Lore Entry: Brass Contraption
New Lore Entry: Bighorn Bison
New Lore Entry: Stone Golem
New Lore Entry: Clay Templar
New Lore Entry: Greater Wisp
New Lore Entry: Elder Lemurian
New Lore Entry: Lunar Chimera (Exploder)
New Lore Entry: Beetle Queen
New Lore Entry: Stone Titan
New Lore Entry: Aurelionite
New Lore Entry: Wandering Vagrant
New Lore Entry: Magma Worm
New Lore Entry: Grovetender
New Lore Entry: Imp Overlord
New Lore Entry: Scavenger
New Lore Entry: Overloading Worm
New Lore Entry: Grandparent
New Lore Entry: Distant Roost
New Lore Entry: Rallypoint Delta
New Lore Entry: Scorched Acres
New Lore Entry: Siren's Call
New Lore Entry: Hidden Realm: Gilded Coast
New Lore Entry: Hidden Realm: Void Fields
New Lore Entry: Hidden Realm: Bazaar Between Time
New Lore Entry: Hidden Realm: A Moment, Whole
New Lore Entry: Sundered Grove
New Lore Entry: Commando
New Lore Entry: Engineer
New Lore Entry: Acrid
New Lore Entry: Loader
New Lore Entry: Mercenary
New Lore Entry: Bandit
General
Final Stage
🌧 The final stage has been redone entirely, with unique objectives and a new, large arena to play in. We won’t spoil it. Please let us know how you feel!
Low Health Threshold
20% ⇒ 25%
NPC AI
All AI now have dramatically improved pathfinding
All AI now gets position updates on targets who are invisible only every few seconds, rather than losing the target entirely
Minions
Drones no longer have resistance to AOE attacks
🌧 All minions now teleport to their owner if they stray past 400m
🌧 All Minions now scale to the ‘ambient level’ of the run Developer’s Notes: The ‘ambient level’ is the level of the run that grows over time. Previously, the enemy team used the ‘ambient level’ to set their level. Now, all enemies AND minions are at ambient level. The result of this is that player minions, like ghosts from Happiest Mask, purchased Drones, and yes - the Squid Polyp - will scale much better over time. This matches drone scaling in RoR1.
Survivor
Commando
Update VFX of Double Tap, Phase Round, and Suppressive Fire
Double Tap
Now fires a single bullet per click
Bloom Reset Time: 1s ⇒0.7s
Damage: 90% ⇒ 100%
Duration: 0.2s ⇒ 0.15s
Tactical Dive
Duration: 0.5s ⇒ 0.4s
Phase Round
Now deals 40% more damage every time it passes through an enemy
Huntress
Now unlocked by default alongside the Commando! Her previous unlock condition (beat the 3rd stage) now unlocks the Bandit.
Engineer
Both Gauss Auto-Turret and Carbonizer Turret now also inherit your equipment. They won’t activate it, but they will hold it.
Grenades now have slight anti-gravity.
Artificer
Nano-Bomb
Tendril Damage: 20% of explosion ⇒ 10% of explosion
Tendril Fire Frequency: 0.25s ⇒ 0.125s
Tendril Same Target Frequency: 2s ⇒ 1s Developer Notes: This change is made specifically to avoid the Artificer’s Nano-Bomb tendrils proccing Ice and Fire Bands. The tendrils will now fire twice as often, but at half the damage.
Mercenary
Blinding Assault
🌧 Now has a lingering 0.2s invincibility to help chain together Blinding Assaults in high-latency online games
Items
Bustling Fungus
Start Delay: 2s ⇒ 1s
Now heals at a higher tick rate - overall healing is the same, but the healing is smoother over time
🌧 Now has small visual mushrooms that grow over the area
Energy Drink
🌧 Speed Boost: 30% (+20% per stack) ⇒ 25% (+25% per stack) Developer Notes: Mathematically, the Energy Drink was worse than the Goat Hoof for speed after the first pickup, even while sprinting. This change will consistently make Energy Drink stronger when sprinting, and also makes its stacking behavior more consistent. This may make the Energy Drink too strong, but it’ll at least make a bit more sense now.
AP Rounds
Improve visual effects to be more noticeable
Focus Crystal
Damage Boost: 15% (+15% per stack) ⇒ 20% (+20% per stack)
Now shows radius for ‘nearby’ distance
Now causes numbers to be pink when active Developer Notes: There are many characters and builds where the Focus Crystal should shine through - however, it never seems to be quite high priority enough for the effort required. We’re hoping that by making it both flashier and stronger, players will prioritize it.
Rusted Key
🌧 Now subtly glows and pulses
Now grants items at the same rarity as a Large Chest
Now spawns a Lockbox per player with a Rusted Key
Now consumes a Rusted Key when a lockbox is opened, and requires a Rusted Key to open
No longer scales reward chance with the number of Keys in your inventory Developer Notes: People have always been a bit confused about the behavior of the Rusted Key, so we made it make a bit more sense by actually consuming a key to open. 1 Key = 1 Box. Since the item no longer gives ‘infinite’ items, we can also make it a bit stronger and make the lockbox more noticeable.
Crowbar
Damage Boost: +50%(+50% per stack) ⇒ +75% (+75% per stack)
Improve visual effects to be more noticeable
Update pickup text to include the damage threshold Developer Notes: Same reasoning as Focus Crystal - there are many heavy-hitter builds and characters, but Crowbars aren’t prioritized.
Gasoline
Now deals 150% base damage on detonation alongside the burn effect
Stun Grenade
Added visual effect when the item procs
Bison Steak (New! Yum!)
Replaced ‘Fresh Meat’ item
No longer grants regeneration on kill
Now grants 25 (+25 per stack) max health
Tri-Tip Dagger
Bleed Chance: 15% (+15% per stack) ⇒ 10% (+10% per stack) Developer Notes: Right now, bleed is okay until you can stack it infinitely, in which case it becomes incredibly strong. We want to smooth out the power curve a bit, increasing the number of daggers required for ‘infinite’ bleed to match the number of Glasses required for 100% crit.
Lepton Daisy
🌧 Now activates in all ‘holdout zones’, like Void Fields, and not just during the Teleporter Event
Old War Stealthkit
Now activates when falling to low health, rather than as a chance when hurt
Stealth Duration: 3s (+1.5s per stack) ⇒ 5s
Stealth Cooldown: 0s ⇒ 30s (-50% per stack)
Bandolier
🌧 Packs now restocks skills by the amount a full cooldown would
🌧 Packs now also apply to stashed skills, like MUL-T's second primary
Radar Scanner
🌧 Now details if an interactable is a Barrel, Chest, Drone, Shrine, or something unknown
Frost Relic
🌧 Now applies ice slow debuff
🌧 Now has a softer visual
Damage Coefficient: 150% ⇒ 300%
Radius: 3m (+1.5m per kill) ⇒ 6m (+3m per kill)
H3AD-5T v2
🌧 Now calculates damage from distance traveled, not speed on impact Developer Notes: Even though this makes less sense from a physics standpoint, it will align better with player expectations. Super long fall = big boom.
Resonance Disk
Redo firing logic to be more understandable
Now grants 1 stacking buff per kill, lasting 5 seconds
Now fires the Disk at 4 stacks, resetting all stacks
Defiant Gouge
🌧 Monster Spawn Points: 100 (+100 per stack) ⇒ 40 (+40 per stack) Developer Notes: A single Gouge would spawn way too many monsters. Now, having 1 or 2 Gouges should be a reasonable option.
Focused Convergence
🌧 Now activates in all ‘holdout zones’, like Void Fields, and not just during the Teleporter Event
Queen’s Gland
Limit of deployed Beetle Guards now doubles for Artifact of Swarms
Halcyon Seed
Changed summoned Aurelionite pre-stack scaling from current-difficulty-based hp + damage bonuses to leveling up to the ambient level like other summoned characters
Summoned Aurelionite attention span: 5s ⇒ 15s Developer Notes: Aurelionite’s raised attention span should make it less likely to get distracted by weaker monsters attacking it so it’s more likely to spend its time fighting stronger monsters.
Mired Urn
No longer capable of targeting and healing from allies
Monster
Hermit Crab
Base Damage: 4 (+0.8 per level) ⇒ 12 (+2.4 per level)
Mortar Projectile Count: 3 ⇒ 1
Mortar Projectile now has more visible trail Developer Notes: When fighting Hermit Crabs, it’s always been difficult to parse where and how many there are. To help clarify their behavior, we made it clearer so 1 mortar = 1 crab.
Parent
Health: 900(+270 per level) ⇒ 585 (+176 per level)
Update visuals to match closer to RoR1 design
Update animations
Greater Wisp
🌧 Can now be stunned and frozen
Lunar Chimera (Golem)
Health: 1900 (+570 per level) ⇒ 1615 (+485 per level)
Twinshot Attack
Total Shots: 4 ⇒ 10
Damage Coefficient: 2 ⇒ 1
Force: 8000 ⇒ 1000
Now fires in series, rather than all at once
Update visuals to be less noisy
Raised the aim origin to be closer to its cannons so it can fire more accurately
Lunar Chimera (Wisp)
Tracking Bomb
Damage Coefficient: 6 ⇒ 5
Speed: 90 m/s ⇒ 60 m/s
Update visuals to be less noisy
Beetle Queen
Summon Beetles
Beetle Count: 5 ⇒ 2
🌧 Now summons Beetle Guards instead of Beetles
Scavenger
Now properly spawn as elites Developer Notes: Apparently, Scavengers were already spawning as elites - with their health and damage buff - but did not have their elite equipment (Burning, Glacial, etc). Now they will.
Void Reaver
Added a minimum distance between bombs
SPOILERS! Final Boss, Last Phase. SPOILERS!
Base Health: 1000 (+300 per level) ⇒ 1400 (+420 per level)
Added stagger state triggered by taking high damage
Item Steal
Now consistently returns items as you deal damage, rather than randomly, i.e if you have him at 50% health, you will have 50% of your items back
Now consistently returns items to players in multiplayer in order (1, 2, 3, 4, 1, 2, 3, 4) rather than per-player damage
Now returns items in the order that you found them, rather than in reverse order
Now utilizes Crowbars
Stages
Bazaar Between Time
Now allows you to reroll shop contents, at the cost of 1/2/4/8… lunar coins
Wetland Aspect
Altered stage layout to add more identifiable landmark areas
Sky Meadows
Reduce initial map monster spawns by -24%
Various optimizations, both small and big! Let us know if the game is running better (or worse...)
🌧 Added an option in settings to disable Screen Distortion, like from using Spinel Tonic, since many users reported motion sickness from the effect.
🌧 Added an team-colored area indicators for attacks from Mini Mushrums, Malachite Elites, Titans, Imp Overlords, Aurelionite, and Void Reavers. Remove area indicators for attacks from Beetle Guards.
Graphics Updates
Update visuals for Gunner Drone, Gunner Turret, Backup Drones, and Healing Drones to match other assets
Update visuals for Chests, Large Chests, Category Chests, Barrels, and Equipment Barrels to match other assets
Update visuals for Bustling Fungus, Soldier’s Syringe, Squid Polyps, Cautious Slug, Goat Hoof, Gesture of the Drowned, Rusted Key, and Leeching Seed to match other assets
Update visuals for all broken drones to be easier to see
Update visuals for missiles
Update damage numbers to be more legible
Update skin visuals for Huntress, MUL-T, Loader, and Artificer
🌧 Fire trail hitboxes from Burning elites are no longer spherical and properly match the visuals
🌧 Reduced screen shake and post-process brightness on Magma Worm. Clean up projectiles to be less opaque.
Survivor Logs now require you to beat the game at least once with that survivor
🌧 Updated the Beetle Guard visuals when they spawn from a Beetle Gland to stand out more
🌧 Improved Sticky Bomb’s logic for sticking to enemies
Now display ambient level on the HUD
Ambient level cap raised from 94 to 99
Allow for scripted combat encounters, like Aurelionite or Alloy Worship Unit, to spawn as elites if Artifact of Honor is enabled
🌧 Add invincibility earlier into player spawning to reduce chance of dying instantly on entering a map
🌧 Update Captain’s Supply Drop on controllers having non-intuitive reversed controls
Fixed boss items spawning more frequently than intended, especially when more items drop from multiplayer or Mountain Shrine bonuses
Fixed large rocks in Titanic Plains clipping into the camera
Altered geometry slightly to make more difficult to accidentally go out of bounds on many stages
Abandoned Aqueduct now has defensive tar fully circling outside of the play area
Fixed korean language characters missing in certain cases
Fixed some animation issues on the Loader
Fixed physics issues with Commando’s Frag Grenades
Fixed certain drones not having 360° vision, causing them to attack or heal less
Fixed Lunar Chimera’s death animations not matching the sound timings
Fixed more occlusion issues in Sundered Grove and other maps that cause objects to disappear at certain camera angles
Fixed certain survivors not removing their limbs when picking up Paul’s Goat Hoof or the Royal Capacitor
Fixed Helfire Tincture’s burning effect being offset
Fixed Chain Lightning and Razorwire making trail renderers that were not being cleaned up, potentially causing infinite objects in the scene
Fixed Mini Mushrums making hitboxes that were not being cleaned up, potentially causing infinite objects in the scene
Fixed certain effects incorrectly rendering while the player has invisibility
Fixed enemy Beetle Guards not appearing in Void Fields or with Artifact of Dissonance
Fixed Vultures having base health regeneration
Fixed the ending sequence explosions missing an authority check, causing it to fire additional projectiles for every client in the game
Fixed Stone Titan and Aurelionite missing an authority check, causing them to fire an additional projectile for every client in the game
Fixed broken drones spawning underground
Fixed several monsters playing death sounds and creating the usual visual effects when vanished by Void Reavers
Engi Grenades now properly play impact sounds
Fixed Alien Head particles not being affected by invisibility
Fixed Titan’s laser lock-on only being calculated once, rather than continuously re-evaluating
Fixed Titan’s laser lock-on not respecting invisibility
Fixed clients not being able to use the exit portal in A Moment, Fractured
Fixed 3840x1080 resolutions being unable to navigate the Server Browser
Fixed the final boss’s crystals not being correctly colored
Enemies who are stunned, frozen, or shocked no longer continue to turn
Fixed dedicated server sometimes capturing the mouse cursor
Fixed transparent blue spawn point debug visualizers for certain map objects (like explosive pots) being visible to non-host players
Fixed game browser not filtering out lobbies and servers running on a different version of the game
🌧 Fixed Solus Control Unit not being selected as a boss due to a misconfigured spawn card
Bandit’s doppelganger can still be located by its halo while invisible
As we prepare to launch the Anniversary Update - more on that below - we’ve also been looking back at our journey with Risk of Rain 2. On March 28, 2019, Paul swaggered onto stage at PAX East and we launched Risk of Rain 2 on Early Access - to wonderful reception from all our fans.
Since then, we have (yes this is about to be a huge flex)
Sold over 4,000,000 copies on Steam alone
Launched and grown to over 180,000 users in our official Discord
Received ‘Overwhelmingly Positive’ from over 137,000 Steam Reviews alongside an 85% on Metacritic
Gained new community members with 88% of players playing for more than 1 hour - and 57% of players playing for more than 10, numbers we are extremely proud of
So, yeah. We’ve grown a lot since Risk 1 and DEADBOLT.
We have also expanded our internal team, and hired new great talents to help work on RoR2 and future games to come. If you’re interested in joining, we’re currently hiring! At the moment, we’re looking for a 3D Animator and a VFX Artist. Interested? Apply!
Anniversary Update
We’re happy to announce that the free Anniversary Update (or Content Update March, as some of you have started to call it) will be launching on March 25th 2021.
Our goal with this update is to really flesh out and round out the base game, and also be a ‘thanks!’ to all our fans that supported us through Early Access. A lot of the focus of this update is revisiting old items and finishing up content that didn’t make it into 1.0 release - we’ve added like 88 lore entries. Shoutouts to Sivelos for helping us do a ton of heavy lifting for these log entries.
We’re also adding our newest survivor - the Bandit - back into RoR2. Working on the Bandit was both fun and rewarding for us, because it really highlighted how much better we’ve gotten at making content since the original scrapped inception of the Bandit in internal development. Let us know how he feels!
PS: We know that the scrapped Bandit has always been a favorite for modders to add their own finishes and ideas to - and so we have implemented our Bandit as a separate survivor from the modded Bandit, in order to preserve community-made Bandit mods. Enjoy both!
Expansion #1
As we announced in our previous Dev Thoughts, we are planning on releasing a paid Expansion late (very late) this year. While we’ve admittedly been spending a majority of our focus for the Anniversary Update, we will internally be starting to shift towards working on the Expansion. As we develop and shape it over time, we will let players know how it’s going, and how big it will be.
Consoles
Since our Early Access release, PlayEveryWare has done a fantastic job keeping up with the breakneck pace of development and ensuring that console players experience Risk of Rain 2 at the highest of quality (alongside taking advantage of specific features) on the PlayStation 4, Xbox One, and Nintendo Switch.
We’re also glad to announce that we have a new, internal team at Gearbox that is focused on continuing to bring all future content of Risk of Rain 2 to our console players with even closer parity to our PC version of the game.
While the Anniversary Update will be staggered from PC releases like before, our goal with Expansion #1 is to ship on all platforms at the same time. We can’t guarantee 100% that we will achieve that - its something we’ve admittedly never done before - but that’s our goal.
Thank You
As always, thanks everyone for being passionate for the games we make. We have a lot of exciting things cooking - both for Risk of Rain fans and Hopoo Games fans in general - and we can’t wait to share them with you - one day.
Believe it or not - we’re still here, and we haven’t fled the country with all our earnings. At least, not yet.
All of us at Hopoo Games have been keeping ourselves very busy these past few months - and we’re excited to catch everyone up on what we’ve been doing.
Hopoo Games Expanding
After the success of RoR2, we knew that we’d eventually expand Hopoo Games to better support RoR2 long term. During Early Access, we simply didn’t have the time or resources to find, hire, and onboard new members to our team.
Now that we hit 1.0 - and got a bit of a breather - we’re happy to announce that we have expanded the core Hopoo Games Team from 3 to 6.
Ben Schofield
My name is Ben, and I’m here to say I’m the newest programmer at Hopoo Ga... (mes)
In my eight years in the game industry, I've worked on pretty much everything, from UI to servers to tools, but my player-first mentality has kept my focus on gameplay. I love gameplay programming so much that I spin up side projects in my spare time just to get more of it, so I'm thrilled to dedicate my time to gameplay for Risk of Rain 2. Beyond that, I'm super excited to support this community. There's nothing better than building a game for an enthusiastic audience, so I look forward to seeing your reactions to the stuff we're cooking up!
Nick Bizzozero
Hiya, I’m super excited to join the team - I am a huge fan of Risk of Rain 2 myself. A little about me: I started my 3d career doing mods of Project M, and I also made Strafe! Some of my favorite games include Quake, Team Fortress, Super Mario 64, and Super Smash Bros Melee. My favorite things in games are slipping and sliding around and rocket jumping : ) I will be doing my best to keep Risk of Rain 2 an engaging and visually slick experience! (╯ ͡❛ ⏥ ͡❛)╯┻━┻ 💪( ͡❛ ⏥͡❛ ҂) <( 行くぞ! )
Javid “Snonepe”
Greetings! I'm Javid (Jah-vid, if you were curious). Both Risk of Rain 1 and 2 are games I've highly enjoyed and I'm absolutely ecstatic at this opportunity to contribute to the future of Risk of Rain 2!
Previously, I worked at Airship Syndicate for a few years where I handled a wide variety of animations for Battle Chasers: Nightwar and some additional work on Darksiders: Genesis. Additionally, I've worked on a couple of Source Engine based projects such as the Civil Protection Machinima, the No More Room in Hell mod and workshop items for Team Fortress 2 such as the Box Trot taunt.
I grew up playing a lot of JRPGs, some of my favorites being Chrono Trigger, Final Fantasy 9 and the early Paper Mario games. When I'm not playing Risk of Rain 2, I can be found playing Final Fantasy 14, Slay the Spire or Team Fortress 2.
--
We’re excited to work with our newest members, and we hope that you’ll treat them as kindly as you have me, Paul, and Ghor :^)
2021 Roadmap
As we leave 2020 (god finally) and enter into 2021, we wanted a way for fans to know how RoR2 was going to be supported going forward.
So, more roadmaps.
This roadmap is intentionally different from our Early Access Roadmap in both cadence and detail. As we explained in our last Dev Thoughts, we want players to know the game is still being supported, but we also don’t want to sacrifice our internal goals to hit the deadlines on a public roadmap. We’re keeping things flexible - so please note that the details may change over time.
Anniversary Update
March 2021 marks the 2nd year anniversary since the release of Risk of Rain 2 in Early Access. To celebrate this milestone, we’re doing a free content update!
This update is aimed towards upgrading and rounding out the game as a whole. This means that the Anniversary Update will be smaller in content compared to other CUs. Internally, we’ve already made great progress towards lore entries, quality-of-life improvements, and other meaningful changes to existing RoR2 content. We’re also revisiting some assets - like the Grandparent boss, for example - that were cut during development.
We’re also keeping an eye on our ever growing modding community, and are making some internal changes (like moving away from fixed enum indices for content and more towards scriptable objects, investigating an engine upgrade) to work toward an easier and more sustainable modding environment for RoR2.
Expansion #1
Near the end of 2021, we will also be releasing our first ever paid expansion. The hope for this expansion is that it’s big - we’re aiming at around 2-3 content updates in size, and it will easily be the biggest infusion of new content that RoR2 has received. We believe that we need a truly meaningful update to give RoR2 fans a reason to come back and support the game - and we’re sure that this expansion will hit that mark.
Doing an expansion of this size is new territory for us - and we’ll be keeping very busy - but we will still update players on our progress as we work on the expansion. While we still plan to ship the Anniversary Update on consoles at the same cadence as previous updates, we also have an internal goal of shipping Expansion #1 on all platforms at the same time - we’ll keep you up to date on that as well.
Thank You
The continued enthusiasm and support from the community makes hiring an easy choice - and we are excited that we can match our growing community with a growing team. As always - thank you for making working on RoR2 fun.
• Fixed Sundered Grove’s outer bounds being inconsistent and super far • Fixed Sundered Grove's geometry having a hole • Fixed Sundered Grove’s floating pink mushrooms • Fixed Sundered Grove boss spawns being extra far for Titans and Vagrants • Fixed Sundered Grove having locations where the map disappears if you move the camera into nooks and crannies • Fixed the Environmental Log of Sundered Grove not spawning if you had Abyssal Depths' Environmental Log unlocked • Mitigated additional causes of Brass Contraption corpses still causing endless hitstop on melee attacks • Properly synchronize open-and-closed doors and other permutations on Abyssal Depths, Distant Roost, and Rallypoint Delta
Hey everyone, 2020's been a tough year for many of us as we all navigated the global pandemic, but also an amazing year for games and we are proud that Risk of Rain 2 continued on its journey of delivering robust content to players with our official launch of 1.0! If Risk of Rain 2 has 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 for the game and we're genuinely thankful for your support, feedback, ideas, and precious game time. We look forward to sharing more with you in the future!
The goal of this minor patch is to add Sundered Grove into the game, and fix a few bugs.
• New Stage: Sundered Grove
• Fixed Eclipse 3 modifiers applying to enemies • Fixed the final boss’ shockwaves being fired an extra time for each remote client in the game • Fixed some floating nodes in Sundered Grove • Restored the cursor for gamepad users while in the info/scoreboard menu • Updated all music tracks to be more similar to the OST version • Updated a lot of localization strings • Fixed throwing Forgive Me Please off a cliff causing it to not release its deployable slot until the next stage • Fixed monsters revived via Dio’s Best Friend potentially respawning into out-of-bounds kill zones that make them miss the trigger, never die again, and potentially cause a softlock in this way if they are a boss • Added temporary safety mechanism that forces client bodies to reinitialize into valid states if they are still in an invalid state one second after spawning • Fixed ragdolling causing the hurtboxes of dead characters to become re-enabled (yes, the brass contraption ragdoll + melee bug is finally dead!)
Hey! Since we released 1.0 on PC (and continue on-going efforts to get 1.0 on consoles), our team at Hopoo Games has finally had time to evaluate our development over the last year-and-a-bit. It has given us insight on how RoR2 has gone so far - and where we want to take it going forward.
Here’s the plan:
Early Access Post-Mortem
Since we’ve officially left Early Access, we thought some players may be curious as to how the whole thing went. RoR2 was our first ever Early Access project, and so there were many lessons to learn.
Overall, Early Access was a fantastic way to get feedback, spread news of the game, and engage with players. However, it came at a cost of creativity and quality to meet deadlines.
The Early Access Roadmap kept us honest and on track - and as a result, we created a game that was way more ambitious than a small team should really make. It kept fans engaged for over a year, hitting over 70,000 concurrent players at the 1.0 launch. We also received thousands of hours of feedback, and as a result have improved the quality of the game as a whole.
However, the same Roadmap also impacted other aspects of the game in a more negative way. Ideas that were cool but challenging had to be cut to hit release dates - for example, the Grandparent boss couldn’t be completed in time for Sky Meadows, leaving it with no unique boss. We also fell behind on internal roadmaps for lore entries, leaving them uncompleted for 1.0. There’s a few bugs that have been issues since Early Access’ release that we haven’t had the time to fix. Not all survivors have the same number of skill variants. We have a passionate modding community that has no official mod support.
These are all things that we plan to address.
Moving Forward
Our goals moving forward is to have sustainable, creative development on RoR2. We want to expand our team, and we want to see how far we can really take the game.
We plan on releasing one more Content Update to all platforms, as a final thank you to all players - and also to ourselves. We’re incredibly passionate about the game, and there’s so much we wanted to do during Early Access that we haven’t had the time to do yet. Our goal for this content update is to complete internal content we had to cut, and to do another pass on feedback from players. We have no timeline or release date on this CU, and will most likely look a bit different than the other CU’s we’ve had during Early Access. Please let us know if there’s something you’d want to be included in this CU.
During this time, we’re planning on hiring a few more members for our team. We don’t have job listings ready yet, but we’ll let you know when they’re available.
Afterwards, we plan on creating and selling “Expansions” for the game. The goal for Expansions is that they would be multiple Content Updates in size, and would occur only 1-2 times a year. These Expansions will most likely be themed - for example, we could have a “Void Expansion” or an “Imp Expansion” - with new content built around that theme. Quality of life, bug fixes, and balance changes will still be free as patches to the base game.
The reasons we’re planning on large, expansion DLCs are:
The additional income will help pay for the new developers we’re going to hire, and help pay for porting costs to consoles
A large expansion pack will be much more likely to engage players back into RoR2. The reality is that RoR2 is competing with every other game on the planet for your time and focus - and as the game ages, and new cool games come out, we want to make sure that if we’re compelling you to come back to RoR2, it’s with something more exciting than 1 new survivor and 8 new items.
We think Expansions will be a good way to continue on-going development on RoR2. Please let us know if this sounds exciting!
Modding
We have always been excited by our growing mod community for RoR2. We love seeing your creative work, thoughts on the game, and really out-of-the-box designs. Mod support is something that we really wanted to be able to do officially, and each content update we would sneak in a few changes to support that community. One of our other goals moving forward is to let modders have an easier time with RoR2. We don’t know the exact shape of that yet, especially since there are many moving parts, but we’re hopeful to support the mod community.
Stadia & Sundered Grove
Today, we’re happy to announce that Risk of Rain 2 will soon be available on Stadia! Thanks to support from Google, you will be able to play Risk of Rain 2 anywhere through Stadia. The Stadia version of RoR2 will also contain a new bonus map, ‘Sundered Grove.’
‘Sundered Grove’ is a new alternate fourth-stage map created by our partners, Ghostpunch. They have been instrumental to our success during Early Access, and we’re glad to have formed our partnership with them! We hope that Stadia players enjoy the game, and can’t wait to get this map to more fans as soon as we can.
Ok
We’ve always enjoyed the transparency we’ve had with the community, and so we hope this Dev Thoughts is insightful to how we think about development going forward. Please let us know your thoughts and ideas. As always, thank you for making this possible.
The goal of this quality of life + bugfix patch is to address a variety of bugs, fix a few unintended changes to Merc, and to make the final fight a bit more engaging and a bit less cheesy.
Captain
Captain’s Supply Drop now presses the buttons on Abandoned Aqueduct
Equipment Drone
Now recharges equipment much faster, approximately 5x as often. We don’t expect Equipment Drones to suddenly become super strong, but there may be a few cases where it is now worthwhile.
SPOILERS! Final Boss, Last Phase. SPOILERS!
Developer Notes: The goal with these changes is to make the final phase of the fight more consistent, fix a few softlock scenarios, and to remove a few cheeses. The expectation is that with these changes, the final phase (and only the final phase) will be much easier. We want this to be a fun phase, not a frustrating conclusion
Remove “unique” scaling on health and damage. This has a significant reduction on the way his health and damage scales over time, especially later into the run. Expect him to have less than half of the current live build, depending on time.
Lunar Shard Attack
Projectile Cone: 20° ⇒ 0.5°
Developer Notes: The intent for this change is to reduce the cone that the attacks come out of, reducing the chance you randomly get hit by a stray shot.
Energy Ball Attack
Damage Coefficient: 1000% ⇒ 700%
Knockback Force: 400 ⇒ 4000%
Projectile Radius: 3m ⇒ 2m
Now glows with a stronger effect to make it more visually noticeable, especially when swinging around corners
Item Steal
Add immunity while channeling.
Can no longer use Mired Urn and Crowbars. He will take them, but will be unable to use them. This is a mechanic we already have in place for a few key items (Razorwire, Tougher Times) that can cause softlocks or impossible scenarios.
Now steals items from minions, like Engineer Turrets. He won’t use the items he takes from minions.
Minions can now retrieve items for their owner.
Add visual effect to Tesla Coil being active
• Fix certain network prediction projectiles appearing to bounce off targets instead of disappearing as intended • Fix Mercenary’s Blinding Assault duration scaling from attack speed • Fix Mercenary’s Blinding Assault having missing iframes on startup • Reduce Mercenary’s Blinding Assault hitpause duration to 0.1 from 0.15 to match pre-1.0 hitpause values • Fix Gorag’s Opus not working on Captain, Engi, or Equipment Drones • Fix the fog on the last stage being entirely opaque if soft particles are disabled • Fix Captain’s airstrike dealing 1500%/500%/500% damage into dealing 1000%/1000%/1000% damage • Fix Wandering Vagrant’s portrait having a double red outline • Fix Forgive Me Please not triggering Frost Relic • Fix Forgive Me Please not triggering Berzerker’s Pauldrons • Fix Loader Thunder Gauntlet not bouncing • Remove luck from Artifact Key drop calculation since it can cause soft-locks with Purity • Consumed Dio’s is now considered unremovable, and the scrapper no longer gets clogged if somehow there is an untiered item inserted • Update some missing people in special thanks • Fix dedicated servers not showing in game browser • Fix game browser trying to connect to dedicated servers via steam p2p instead of ip • Fix incorrect boss track on Sky Meadows • Fix Titan eye glow and foliage missing • Fix Captain’s shocking beacon missing name when pinged • Fix unchecking "Show Started Games" in the Games Browser still showing started games • Fix scrap interaction with cauldrons • Fix Visions of Heresy interacting with Captain's orbital drop • Fix Captain getting a new defense drone every time he scraps • Fix REX being executed by freezes • Fix Prismatic Trials counting your run in leaderboards when you die • Fix Meat Hook causing a cascade of issues, preventing certain on-hit effects from working when it would trigger • Fix Shadowfade not being usable by Captain in hidden realms • Fix “Killed by: The Planet” for players who weren’t dead at the end of the run • Fix Merc expose mechanic not awarding cooldown reduction to non-host players over the network • Fix Captain umbra only spawning one Captain with Swarms • Fix Captain showing up in logbook before commando • Fix Final Boss health bar not showing for clients (including phase 2) • Fix final boss fight sometimes not triggering • Fix Little Disciple always triggering once as soon as it’s picked up, regardless of sprint state • Fix Imp Overlord void spike fan firing sound not playing on non-host machines • Fix Imp Overlord void spike fan chosen animation not being the same over the network • Fix missing out-of-bound floor under the starting room for the final stage • Fix Lunar Chimera (Wisp) sound loop still playing after death • Fix a floating node in Sky Meadows • Fix a gap in the final boss arena causing you to get stuck • Fix the ceiling in the final boss arena not being solid for projectiles and Lunar Chimera (Wisp) • Fix Void Fields safe zones on Eclipse 2 being larger than the actual charging radius • Fix Server Browser not refreshing by default, only shows 1 person when you click it for the first time • Fix custom languages from appearing in the main menu dropdown if they are missing essential files • Fix MUL-T’s Rebar Puncher effect leaving behind objects that aren’t cleaned up until scene exit • Fix Milky Chrysalis flight not being refreshed if used while in exhaustion descent • Fix Void Reaver death chain reactions • Fix Forgive Me Please not animating or playing effects on non-host machines • Healing numbers are properly green
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
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New Final Stage: ???
Added 4 New Music Tracks
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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
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New Survivor Skin: Captain Skin
Added 2 New Monsters
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New Monster: ???
New Monster: ???
Added New Boss
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New Final Boss: ???
Added New Interactable
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New Interactable: Scrapper
Added 7 Items and 3 Equipment to the game
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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
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New Captain Challenge: Captain Mastery
New Captain Challenge: Wanderlust
New Captain Challenge: Worth Every Penny
Added 3 Challenges to the game
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New Challenge: I Love Dying!
New Challenge: Washed Away
New Challenge: The Calm
Added 36 Lore Entries to the game
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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
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General
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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
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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
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🌧🌧🌧 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
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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
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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
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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!)
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🌧 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
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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.