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PC Update Information


Content Update 5 Hotfix - August 13, 2020

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

  • Players are getting marooned on a remote island on the final stage. 
  • Players can create infinite loops with Forgive Me Please and Soulbound Catalyst 

Early Access Content Update 5 – August 11, 2020

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.

 

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

 

Changes with the ‘🌧’ icon in front of them are changes or additions suggested by the community. As always, if you want to stay up to date on the game feel free to join the discord at https://discord.gg/riskofrain2

Major Content

  • 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
    • New Final Stage: ???
  • Added 4 New Music Tracks
    • 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
    • New Survivor Skin: Captain Skin
  • Added 2 New Monsters
    • New Monster: ???
    • New Monster: ???
  • Added New Boss 
    • New Final Boss: ???
  • Added New Interactable
    • New Interactable: Scrapper
  • Added 7 Items and 3 Equipment to the game
    • 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
    • New Captain Challenge: Captain Mastery
    • New Captain Challenge: Wanderlust
    • New Captain Challenge: Worth Every Penny
  • Added 3 Challenges to the game
    • New Challenge: I Love Dying!
    • New Challenge: Washed Away
    • New Challenge: The Calm
  • Added 36 Lore Entries to the game
    • 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


Gameplay Changes

General

  • 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.
  • Increased 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

  • 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

  • 🌧🌧🌧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
    • ExposeHeavy

 

  • 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 fights 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

  • 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

  • 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

  • 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!)


Quality of Life

  • 🌧 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 so 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!


Bug Fixes

  • 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!

Known Issues

  • There are none, this game is perfect

 

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.


Early Access Patch - April 21, 2020


Hi!

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

 

=== Gameplay Changes ===

  • 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)

 

=== Bug Fixes ===

  • 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! 


Early Access Content Update 4 – March 31, 2020

 

This is the fourth major content update for Risk of Rain 2 on PC. With this update we are focusing on long-term content, replayability, and flexibility in the way you play.

 

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

 

Changes with the ‘🌧’ icon in front of them are changes or additions suggested by the community. As always, if you want to stay up to date on the game feel free to join the discord at https://discord.gg/riskofrain2

 

==== Major Content====

  • 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

 

==== Gameplay Changes ==== 

General

  • Initial Monster Spawns
  • 🌧 Allow initial monster spawns on the first stage
  • Update spawn logic so initial monsters spawns aren’t nearby players
  • Update spawn logic to allow elite monsters
  • 🌧 Update how AOE falloff is calculated to be more accurate
    • Developer Notes: This affects AOE attacks that did less damage at the edges, like Commando’s Grenade and MUL-T’s Scrap Launcher. They should now do full damage with a direct impact - however, this also affects enemies as well!
  • Characters with damage interrupt thresholds like Lesser Wisp and Lemurian now use total damage received instead of incoming damage with a crit modifier when determining whether or not they should be interrupted when hit. This makes these interrupts more likely when using items that modify damage like Crowbar and Focus Crystal.

Survivors

  • Huntress
    • Add 1 New Skill Variant
    • Improve Huntress tracker visuals to be a bit more clear
    • Arrow Rain / Ballista
      • 🌧 Cooldown: 17s ⇒ 12s
    • Strafe
      • Fire Rate: 0.6s ⇒ 0.5s
      • Travel Speed: 60m/s ⇒ 120m/s
      • Improve VFX
  • Commando
    • Add 1 New Skill Variant
    • Phase Round
      • 🌧 Damage: 200% ⇒ 300%
  • REX
    • Bramble Volley
      • Cooldown: 2.0s ⇒ 5.0s
      • Proc Coefficient: 0 ⇒ 0.5 
      • Developer Notes: Cooldowns aren’t displayed anywhere in character select, and are generally a lame way to balance Skill Variants 
  • Mercenary
    • Slicing Winds
      • Cooldown: 7.0s ⇒ 6.0s
      • Developer Notes: Cooldowns aren’t displayed anywhere in character select, and are generally a lame way to balance similar Skill Variants 
  • Acrid
    • Add 2 New Skill Variants
    • Improve Acrid’s poison VFX
    • Caustic Leap
      • The damage from the acid pool is no longer non-lethal

 

  • Engineer
    • Add 1 new Skill Variant
    • Add 1 new Skin
    • 🌧 Update animations on falling, landing, sprinting, walking and jumping
    • Bubble Shield
      • Increase shield warning flash by 0.5 second and tweak visuals to be softer
    • Now displays selected mine and turret variants in the Character Select screen

Items

  • Infusion
    • Max Health per kill: 1 hp ⇒ 1 hp (+1 per stack)
      • Developer Notes: The cap remains unchanged, but it will fill up faster.
  • Medkit
    • Heal: 15 hp (+15 per stack) ⇒ 25 hp (+25 per stack)
    • Heal delay: 2.0s ⇒ 3.0s
  • Royal Capacitor
    • Lightning now strikes where the target was 0.3s before the strike lands, instead of where they currently are. 
    • Add new visuals warning before lightning strikes
    • Add glow and improve visuals so it’s more noticeable (hmm…)
  • Spectral Circlet
    • 🌧 Is no longer invisible and missing an icon
  • Stun Grenade
    • Chance to trigger now scales by proc coefficient
  • Gasoline
    • Now checks against hurtboxes in a sphere instead of against root-level character positions, resulting in it hitting more often

Stages

  • Scorched Acres
    • 🌧’Radar Towers’ will now properly appear
    • Can now spawn ‘Equipment Triple Shop’
  • Siren’s Call
    • 🌧’Radar Towers’ will now properly appear
    • Improve overall stage performance
    • Update rock formations in certain caves
  • Stage Variant: Distant Roost
    • Improve overall stage performance and monster pathfinding
  • Stage Variant: Titanic Plains
    • Improve overall stage performance and monster pathfinding 
  • Hidden Realm: Void Fields
    • 🌧 Time is now stopped in ‘Void Fields’
    • 🌧 Update ‘Cell Vents’ to only charge while the player remains inside the bubble
    • 🌧 Fix health degeneration not running on the final round of Cells
    • Enemy item indicator on the HUD now displays the number of item stacks
  • Abandoned Aqueduct
    • 🌧 Disable Ice & Fire Elder Lemurians from spawning if the gate isn’t legitimately opened. We see you, Mr Streamer.

 

Monsters & Bosses

  • Lesser Wisp
    • Improve performance
    • Increase size of fire effect so they look fuller
  • Lemurian
    • Update mesh and textures
  • Imp Overlord
    • Improve performance
  • Greater Wisp
    • 🌧Base Armor: 1 ⇒ 0
  • Bighorn Bison
    • Max Health: 600 (+180 per level) ⇒ 480 (+144 per level)
      • Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.
  • Beetle Guard
    • Max Health: 600 (+180 per level) ⇒ 480 (+144 per level)
      • Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.
  • Imp
    • Max Health: 200 (+60 per level) ⇒ 140 (+42 per level)
      • Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.
  • Alloy Vulture
    • Max Health: 200 (+60 per level) ⇒ 140 (+42 per level)
      • Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.
  • Beetle
    • 🌧Change bullseye hurtbox from the chest to the head so Huntress can attack earlier during the spawn animation
  • Void Reaver
    • Nullifier Bomb
      • 🌧Proc Coefficient: 0 ⇒ 1
      • Delay Time: 2s ⇒ 1s
    • Add missing animations and elite displays
    • Change AI movement behavior
  • Grovetender
    • 🌧 Improve accuracy of hurtboxes
    • 🌧 Fix corpse continuing to play idle sound loop after death
  • Clay Dunestrider
    • 🌧Improve accuracy of hurtboxes
  • Scavenger
    • 🌧 Can no longer spawn with Ceremonial Daggers
      • Developer Notes: We’re comfortable with Scavengers being a bit BS at times - as long as it’s fun. Preon Accumulator, Capacitor, Disposable Missile Launchers, etc are crazy strong but still fun and have moments of cooldown. Ceremonial Daggers had no downtime, had infinite range, and had no cooldown.
  • Twisted Scavenger
    • Max Health: 3800 (+1140 per level) ⇒ 3230 (+969 per level)
    • Now properly spawns with unique boss health and damage scaling (Aurelionite, Alloy Worship Unit)
      • Developer Notes: This is an enormous change, but was always intended. Expect the Twisted Scavengers to be SIGNIFICANTLY more challenging - Beads of Fealty should now be a significant risk vs reward. They should be treated as a powerful optional boss.
  • Twiptwip the Devotee
    • Remove 3 ‘Tougher Times’
    • Remove 3 ‘Personal Shield Generators’
    • Add 2 ‘Gasoline’
    • Add 3 ‘Chronobauble’
    • Add 3 ‘Lens-maker’s Glasses’

Prismatic Trials

  • 🌧 Now spawns with a random selection of Artifacts!
  • 🌧 Fix stage object rotation randomization not being seeded

Achievements

  • Huntress: Piercing Wind can now also be achieved on Scorched Acres

 

==== SFX Updates ====

  • 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

 

==== QOL ====

  • 🌧 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

==== Bug Fixes====

  • 🌧 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…

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! 


Early Access Content Update 3 – December 17, 2019

This is the third major content update for Risk of Rain 2 on PC. With this update we are focusing on expanding the base game with fun and exciting content that the player will see right when the update lands. While Skills 2.0 had a bunch of challenges and unlocks, some players preferred to have content unlocked in the base game, and we’ve heard the feedback!

 

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

 

Changes with the ‘🌧’ icon in front of them are changes or additions suggested by the community. As always, if you want to stay up to date on the game feel free to join the discord at https://discord.gg/riskofrain2

 

==== Major Content====

  • Added Tool: Dedicated Server Tool
    • We’ve been working hard to support the growing community we have for Risk of Rain 2. We’ve seen many players play together with rulesets they enjoy the most - this tool allows community servers to be hosted and connected to, similar to other games. Please note that this Tool is still in Alpha! A tutorial on how to use the tool is available below: https://steamcommunity.com/sharedfiles/filedetails/?id=1938378081


 

  • Added Survivor: Acrid
    • Acrid is a melee-range hybrid who uses powerful poisons to melt tanky enemies.

 

  • Added 2 Stage Variants
    • ‘Stage Variants’ is a new system for CU3 that allows stages to have multiple layouts. We chose the first stages as a test ground for Stage Variants since they are the maps you see most often - our hope is that this system can help keep the game fresh, even when entering the same maps!
    • Titanic Plains Variant
    • Distant Roost Variant

 

  • Added 2 Hidden Realms
    • New Hidden Realm: Void Fields
    • New Hidden Realm: Secret Hidden Realm

 

  • Added 3 Skill Variants
    • New Skill Variant: REX Utility
    • New Skill Variant: Loader Utility
    • New Skill Variant: Acrid Utility

 

  • Added New Skin: Acrid Skin
  • Added New Monster: Void Reaver
  • Added New Boss: Scavenger
  • Added New Boss: Secret Boss
  • Added 9 Items and 1 Equipment to the game
    • New Item: Razorwire
    • New Item: Fresh Meat
    • New Item: Ghor’s Tome
    • New Item: Resonance Disc
    • New Equipment: Jade Elephant
    • New Lunar Item: Visions of Heresy
    • New Lunar Item: Beads of Fealty
    • New Boss Item: Genesis Loop
    • New Boss Item: Pearl
    • New Boss Item: Irradiant Pearl 

 

Added Chest: Adaptive Chest

  • Added Chest: Overgrown 3D Printer
  • Added Shrine: Cleansing Pool
  • Added Drone: Emergency Drone
  • Added 3 Challenges to the game
    • New Challenge: ...To Be Left Alone
    • New Class Challenge: REX: Dunked
    • New Class Challenge: Loader: Earthshatter

 

  • Added 2 Environment Logs to the game
    • New Environment Log: Void Fields
    • New Environment Log: Secret Stage

 

  • Added 6 Lore Entries to the game
    • New Item Lore Entry: Sticky Bomb
    • New Item Lore Entry: Visions of Heresy
    • New Item Lore Entry: Strides of Heresy
    • New Item Lore Entry: Gasoline
    • New Item Lore Entry: Personal Shield Generator
    • New Item Lore Entry: Brainstalks

 

==== Gameplay Changes ==== 

  • General
    • Update regens to not be multipliers, but scaling flat bonuses to decouple benefits of regen items from base regen
      • The result of this is that all characters regardless of their baseline regeneration all benefit the same from regen items. This will only affect melee characters WITH regen items - nobody else is affected.
    • Reduce Boss Encounter (Aurelionite, Alloy Worship Unit, etc) health scaling by ~20%
    • Reduce Boss Encounter (Aurelionite, Alloy Worship Unit, etc) damage scaling by ~75%
    • Change ‘One Shot Protection’ calculation to include barrier 
      • Our intent in changing OSP in this manner is to make sure that it is a hidden mechanic, not a reliable one to build a strategy around. We know there’s still edge cases that are abusable - but as long as it’s not ALWAYS the best strategy, we don’t mind having some end-game builds that are extremely powerful.
      • If you have 100% Health and 100% Barrier and take a billion damage, previously you would remain at 100% Health and 10% Barrier. You will now be at 10% Health, as intended before the inclusion of barrier in Scorched Acres.

 

  • Survivors
    • MUL-T
      • Scrap Launcher
        • Cooldown: 3s ⇒ 1.5s.
        • Animation Duration: 0.4s ⇒ 0.3s. 
        • Grenade Speed: 50m/s ⇒ 70m/s.
    • REX
      • Update “Smoothie” skin to have fall colors and unique textures
      • DIRECTIVE: Inject
        • Burst Duration: 0.3s ⇒ 0.2s 
        • Animation Duration: 1s ⇒ 0.6s
        • Heal Percentage: 30% ⇒ 60%
      • Seed Volley
        • Renamed DIRECTIVE: Drill
        • HP Cost: 30% ⇒ 0%
        • Tweak visuals and icons so its more mechanical and less flowery
    • Loader
      • Knuckleboom
        • Add small forward lunge
        • Extend size of hurtbox and effect
      • Grapple/Spiked Fist
        • Minimum Length: 5m ⇒ 1m
          • This just means that the tether won’t break as easily from being really close to the grapple point
  • Items
    • Predatory Instincts
      • Remove proc effect growing in size for each stack.
      • Buff Duration: 2s ⇒ 3s
    • Happiest Mask
      • Ghost Damage Boost: 300% ⇒ 1500%
      • Ghost Proc Chance: 10% ⇒ 7%
    • Eccentric Vase
      • 🌧Thicken zipline visuals
        • 🌧Zipline Acceleration: 20 ⇒ 30
        • Cooldown: 100s ⇒ 45s
    • Personal Shield Generator
      • Shield Health: 25(+25 per stack) ⇒ 8% (+8% per stack) maximum health
    • Shaped Glass
      • 🌧Add special death message for dying while carrying Shaped Glass
    • Brainstalks
      • Buff Duration: 3s (+2s per stack) ⇒ 4s (+4s per stack)
      • 🌧Add slick camera effect when buff is active
    • Queen’s Gland
      • Spawns all possible guards at once when stacked, rather than one at a time
    • The Backup
      • Increase size of Backup Drones
    • Frost Relic
      • 🌧Add area sphere to to clarify that it does damage in a sphere, not a disk
    • Red Whip
      • 🌧Getting hurt no longer disables the buff
      • 🌧Update whip model, texture, and icon
      • Move whip movespeed over to a buff so it shows up in the bar
    • Brittle Crown
      • Remove flat gold reduction on Brittle Crown
    • Warbanner
      • 🌧Remove ‘Damage’ tag so it no longer spawns in Damage Chests
    • Rusted Key
      • Increase lockbox size by 50% and make slightly shinier
  • Stages
    • Abandoned Aqueduct
      • Reduce spawn cost of Clay Templars to match other maps with Clay Templars
      • Fix some collisions
    • Scorched Acres
      • Add Alloy Vultures to the spawn list post-loop
      • 🌧Reduce spawn distance of Imp Overlord
    • Bazaar Between Time
      • Update shop visuals
    • Rallypoint Delta
      • Double frequency of Drones spawning in the map
      • 🌧Reduce spawn distance of Imp Overlord and Magma Worms
    • Monsters
      • 🌧 Add Grovetender to Wisp Family Event
    • Wisp
      • Spawn Cost: 9 ⇒ 10
      • Base Damage: 4 ⇒3.5
  • Elites
    • Malachite
      • 🌧Add visual effect and overlay when affected by Malachite Debuff
    • Drones
      • 🌧 Make all Drones resistant to AOE attacks, reducing their incoming damage by ~70%
      • 🌧 Purchased Gunner Turrets now persist between stages

 

==== QOL ====

  • Update a ton of old particle effects to match new visual quality since release
  • 🌧Prevent Golems from ever being chosen as a Teleporter boss
  • 🌧Force Teleporter Boss to initially target the player who activated it
  • 🌧Add ‘Are you sure you want to quit?’ confirmation dialogs
  • 🌧Add selected difficulty to the stat sheet at the end of a run
  • 🌧Prevent multishop terminals all having question marks
  • 🌧Bypass ping cooldown for single player games
  • 🌧Add option to enable/disable exp and money effects in the settings
  • 🌧Add "Total Minion Kills’ on end of game report
  • 🌧Add execution damage to Total Damage stat
  • 🌧Update the visuals for items taken during 3D printing to be a bit clearer
  • 🌧Add collider on Loader’s pylon to trigger pressure plates
  • 🌧Raise wwise max memory pools from 32 to 64 to accommodate additional sound banks
  • 🌧Force loadout button to always be visible even if you have no skills unlocked
  • 🌧Update right edge of execution threshold bar not lining up with the actual value
  • 🌧Shift Radar Tower/Scanner effect closer to green to make it not confusing with Vagrant Nova
  • Fix inconsistent prices across maps for Missile Drones, Clay Templars, Beetle Guards, and Elder Lemurians
  • Update Golem to match new visual quality since release
  • Update a bunch of item displays that were too big or too small
  • Add pickup droplet for Boss items
  • Increase highlight threshold to increase outline clarity of items near walls
  • Fix some items having incorrect outlines

 

==== Bug Fixes====

  • Fix Teleporters not using the correct decal layer
  • Reduce chance of camera clipping into walls
  • Reduce particle count on Beetle Queen spit FX
  • Fix vulture attacks creating particle systems that wouldn't clean up themselves
  • Fix Crowbar sound not playing over the network
  • Fix Medkit sound not playing over the network
  • Fix Guillotine sound not playing over the network
  • Fix Shattering Justice buildup sound not playing over the network
  • Fix Predatory Instincts effects not playing over the network
  • Fix Merc Blinding Assault sound not playing over the network
  • Fix Greater Wisp Death transmitting explosion effect for each client in multiplayer
  • Fix a bunch of items not fading when close to the camera
  • Update Engineer Turret not destroying itself for clients
  • Add check to make sure a monster spawn is valid before adding to weighted selection (could affect early game spawn frequencies to be higher)
  • Ensure Nano-Bomb state stops charging animation if interrupted
  • Add missing Korean characters that previously defaulted to ‘?’
  • Add missing French characters that previously defaulted to ‘?’
  • Add "IMMUNE" hitmarker for translation
  • Add extra life "REVIVED!" text for translation
  • Add scoreboard headers for translation
  • Add "Lv:" HUD text for translation
  • Add "BLOCKED!" damage hitmarker message for translation

 

Thanks for clawing your way through our patch notes - we hope you all enjoy the Hidden Realms Update!


Early Access Patch (Build ID #4233443) 

The past few weeks we have been watching the feedback from Skills 2.0 and we're so excited with the reception of the update! Overall we're happy with the balance and design of the content we included, but we reduced health regen too much. This patch includes changes to health regen, a few items updates, some slight changes to Survivors, QOL updates and bug fixes.

 

We will be doing another Dev Thoughts in a week or two going into detail on more future content plans and console updates.

Gameplay Changes

  • Health Regeneration
    • Increase Player's Health Regeneration by +66% in Rainstorm difficulty.
    • Increase Drone Health Regeneration by +150% in ALL difficulties
      • All these regeneration changes have been highly confusing and affecting difficulty too drastically – as a summary, Drizzle and Monsoon are the same as Skills 2.0 Release, while Rainstorm is now a bit easier.
  • Items
    • Monster Tooth
      • Heal: 6 ⇒ 8
        • Now that we're encouraging players to value healing items more, the healing items themselves should be a bit more decent
    • H3AD-5T v2
      • Now activates by holding "Use" (E key by default)
      • Improve consistency of bonus falling damage
      • Now shows little lights when ready
  • Commando
    • Frag Grenade
      • Animation Duration: 1s ⇒ 0.5s
      • Can now interrupt your other abilities
  • MUL-T
    • Power-Saw
      • Improve vacuum effect to pull towards enemies
  • Artificer
    • Plasma Bolt
      • Update proc coefficient, travel speed, and fire rate to match Flame Bolt
  • Engineer
    • Carbonizer Turret
      • Walk Speed: 6 ⇒ 7
      • Now scales laser tick rate with attack speed

QOL

  • Add details to difficulty text to show what actually changes between Drizzle, Rainstorm, and Monsoon.
  • Update a few of our internal workings to better help modders
  • Update 'Warm For Life' challenge text to be more clear
  • Pre-Game Lobby now properly shakes physics objects around 

Bug Fixes

  • Fix Quickplay matches only filling up to 3/4
  • Fix Loader's "Swing By" challenge using 25 real-time minutes instead of the in-game timer
  • Fix 'Keyed Up' challenge no longer unlocking
  • Fix Alloy Worship Unit preventing you from activating the teleporter
  • Fix 'VFX Culling Bias' not saving when closing the game
  • Fix 'Warm For Life' challenge not displaying the correct value when in progress
  • Fix Equipment Drone not firing their equipment
  • Dying while traveling in Volcanic Egg and Eccentric Vase no longer causes you to pop out the other end alive
  • Fix flying AI wandering towards the ground
  • Fix the character select always showing Commando skills when restarting a run
  • Fix Clay Dunestrider's Tarball attack not networking its position correctly
  • Fix MUL-T's buzzsaw caching attack speed and crit chance on starting the attack
  • Fix Preon Accumulator and Fuel Array sometimes missing in multiplayer
  • Lemurians no longer sprint if very far away
  • Fix Loader disappearing when ragdolling
  • Fix Loader's wrists spinning around during certain animations
  • Fix melee characters being able to infinitely strike ragdolled players
  • Add missing Korean characters
  • Fixed a variety of typos 

Early Access ‘Skills 2.0’ Content Update – September 17, 2019 

This is the second major content update for Risk of Rain 2 on PC. With this update we are focusing on Skills 2.0, brand new content, as well as other general changes and quality of life improvements.

 

Skills 2.0 introduces a new way to play your favorite survivor! Our new “Loadout” system allows for swappable skills and skins at the beginning of each run. Each survivor will maintain their unique identity, but have some options to tinker with before jumping into a run. While some skill variants play off existing skills, some variants are entirely unique abilities available to a survivor. Each new skill and skin in your Loadout will be unlocked only with survivor-specific challenges - good luck!  More skills and skins are planned to be added in future updates. 

 

This Content Update will be coming to consoles soon - for details on how our Content Updates get ported to console versions, check out our previous Development Thoughts here!

 

Changes with the ‘🌧︎’ icon in front of them are changes or additions suggested by the community. As always, if you want to stay up to date on the game feel free to join the discord at https://discord.gg/riskofrain2

 

==== Major Content and Changes ====

  • Added Survivor: Loader
    • The Loader is a slow but powerful bruiser that can use her grappling hook to uniquely navigate the environment. 
  • Added Stage: Siren’s Call 
  • Added System: Loadouts
    •  “Loadouts” are a new system that allows you to mix-and-match your selected Survivor’s abilities before entering a run.
  • Added System: Alternate Skins
  • Added 15 skill variants
    • New Skill Variant: Commando Secondary
    • New Skill Variant: Commando Special
    • New Skill Variant: Huntress Utility
    • New Skill Variant: Huntress Special
    • New Skill Variant: MUL-T Primary
    • New Skill Variant: MUL-T Primary
    • New Skill Variant: Engineer Secondary
    • New Skill Variant: Engineer Special
    • New Skill Variant: Artificer Primary
    • New Skill Variant: Artificer Secondary
    • New Skill Variant: Artificer Special
    • New Skill Variant: Mercenary Secondary
    • New Skill Variant: Mercenary Special
    • New Skill Variant: REX Secondary
    • New Skill Variant: Loader Secondary
  • Added 7 skins
    • New Skin: Commando
    • New Skin: Huntress
    • New Skin: MUL-T
    • New Skin: Artificer
    • New Skin: Mercenary
    • New Skin: REX
    • New Skin: Loader
  • Added Elite: Celestine
    • Celestine are new high-tier elites that only spawn late into the game, similarly to Malachite elites.
    • New unique visuals and SFX that signifies a Celestine elite has entered the stage
  • Added 2 bosses to the game:
    • New Boss: Solus Control Unit
    • New Boss: Alloy Worship Unit
  • Added 2 monsters to the game:
    • New Monsters: Alloy Vulture
    • New Monsters: Solus Probe
  • Added 6 Items and Equipment to the game
    • New Item: Focus Crystal
    • New Item: Lepton Daisy
    • New Item: Shattering Justice
    • New Equipment: Blast Shower
    • New Equipment: Volcanic Egg
    • New Lunar Item: Strides of Heresy
  • Added Interactable: Lunar Seer
  • Added 3 Challenges to the game
    • New Challenge: Warm For Life
    • New Challenge: Blockade Breaker
    • New Challenge: Guidance Offline
  • Added 22 unique Class Challenges to the game
    • New Class Challenge: Commando: Rolling Thunder
    • New Class Challenge: Commando: Incorruptible
    • New Class Challenge: Commando: Mastery
    • New Class Challenge: MUL-T: Pest Control
    • New Class Challenge: MUL-T: Gotcha!
    • New Class Challenge: MUL-T: Mastery
    • New Class Challenge: Mercenary: Demon of the Skies
    • New Class Challenge: Mercenary: Ethereal
    • New Class Challenge: Mercenary: Mastery
    • New Class Challenge: Huntress: Piercing Wind
    • New Class Challenge: Huntress: One Shot, One Kill
    • New Class Challenge: Huntress: Mastery
    • New Class Challenge: Engineer: Better With Friends
    • New Class Challenge: Engineer: 100% Calculated
    • New Class Challenge: REX: Bushwhacked
    • New Class Challenge: REX: Mastery
    • New Class Challenge: Artificer: Chunked!
    • New Class Challenge: Artificer: Orbital Bombardment
    • New Class Challenge: Artificer: Massacre
    • New Class Challenge: Artificer: Mastery
    • New Class Challenge: Loader: Swing By
    • New Class Challenge: Loader: Mastery
  • Added Environment Log: Siren’s Call
  • Added 7 Lore Entries to the game
    • New Monster Lore Entry: Jellyfish
    • New Monster Lore Entry: Beetle
    • New Monster Lore Entry: Beetle Guard
    • New Boss Lore Entry: Solus Control Unit
    • New Boss Lore Entry: Alloy Worship Unit
    • New Survivor Lore Entry: REX 
    • New Item Lore Entry: Little Disciple

==== Gameplay Changes ====

General
  • Reduce the spawn frequency of the “aggressive” director
    • This should result in spawning behavior a bit more similar to Early Access Launch, where the Director will be able to save up a tiny bit more before spawning things. This doesn’t make the game easier or harder - there should just be slightly fewer small monsters, and more big monsters.
  • 🌧︎Fix health regeneration boost being applied outside of Drizzle
    • Drizzle difficulty is intended to have increased health regeneration of 250% for players. This was being accidentally applied to ALL difficulties since launch. Oops. We will be monitoring this closely to make sure the pacing of the game stays consistent.

Survivors

  • Commando
    • 🌧︎Update Suppressive Fire (R) to fire more bullets with more attack speed
    • Add 2 new skill variants
    • Add 1 new skin
  • Engineer
    • 🌧︎ Bubble Shield now flashes before it expires
    • 🌧︎ Update Pressure Mines:
      • 🌧︎ Now “arms” over time to 900% damage and an increased radius
      • Players (including us) were mostly just using Engineer's mines as somewhat underwhelming grenades as soon as they came off cooldown. This change puts more power in strategic placement and reduces how often the skill needs to be used for it to be effective.
    • 🌧︎ Now scales max available mines with max secondary stock
    • Max Stock 10 ⇒ 4
    • Add 2 new skill variants
  • MUL-T
    •  🌧︎ Show both primary and alternate fire descriptions in Character Select
    • Move “Multifunctional” passive into “Retool”
      •  This change was made to make the UI for MUL-T’s skills easier to read. There is no functional difference.
    • Add 2 new skill variants
    • Add 1 new skin
  • Huntress
    • Add 2 new skill variants
    • Add 1 new skin
  • Mercenary
    • Add 2 new skill variants
    • Add 1 new skin
  • REX
    • Add 2 new skill variants
    • Add 1 new skin
  • Artificer
    • Add 3 new skill variants
    • Add 1 new skin

Items

  • Guillotine
    • 🌧︎Tier: 1 ⇒ 2
    • Update Logbook entry to properly reflect its stacking behavior
      • In the Logbook, it said it scaled the execute threshold by 20%(+5% per stack), but it ACTUALLY stacked by 20% (+20% per stack). Instead of reducing the threshold down to 5%, we decided to keep the current behavior and upgrade it to tier 2 instead.
  • Cautious Slug
    • Regen Rate: 250%(+250% per stack) ⇒ 300%(+300% per stack)
  • Sticky Bomb
    • 🌧︎Proc Chance: 5%(+2.5% per stack) ⇒ 5%(+5% per stack)
      • Tier 1 items are the most commonly stacked, and should therefore linearly stack without diminishing returns in most cases.
  • Crowbar
    • Damage Boost: 50%(+30% per stack) ⇒ 50%(+50% per stack)
      • Tier 1 items are the most commonly stacked, and should therefore linearly stack without diminishing returns in most cases.
  • Topaz Brooch
    • 🌧︎Barrier Gain: 20(+20 per stack) ⇒ 15(+15 per stack)
  • Aegis
    • 🌧︎Has been reworked in functionality
      • Barrier gain from overheal is no longer capped
      • Now grants barrier for 50% (+50% per stack) of the amount you overheal
  • Halcyon Seed
    • 🌧︎ Friendly Aurelionite now has special AI to be more aggressive
  • Crowfunder
    • Proc Coefficient: 0.2 ⇒ 1

Stage

  • Bazaar Between Time
    • 🌧︎ Add Lunar Seers
      • Lunar Seers allow you to, at a price, determine the next upcoming stage. The intent for this is to allow us to continue adding content that is stage dependent (Timed Security Chest on Rallypoint Delta, Broken Robot in Abyssal Depths, etc) without it becoming frustrating in the future to actually land on those maps.
  • Abyssal Depths
    • 🌧︎ Brighten ambient lighting
    • 🌧︎ Ambient lighting is no longer extra dark inside the cave portions

 Elites

  • Malachite
    • 🌧︎ Health Bonus Percentage: 2820% ⇒ 2350%
  • Drones
    • 🌧︎Drones can now be repurchased after they die, excluding TC-280
  • TC-280
    • Base Cost: $500 ⇒ $350

====  Music & SFX ====

  • Add new stage track
  • A bunch of other tweaks and updates to SFX 

==== QOL ====

  • 🌧︎ Damage numbers can now support up to 998,000,000 damage (truncated as 10K, 100K, 1M, etc)
  • 🌧︎ Money values in the HUD now have commas
  • 🌧︎ Newt Shrines, Shrine of the Mountain, and Altar of Gold now become unavailable once the Teleporter starts charging
  • 🌧︎ Game now remembers your preferred difficulty until you close the game
  • 🌧︎ Update geysers on Scorched Acres to have shorter launch arcs so they don’t cause fall damage
  • 🌧︎ Add cost of purchasables to their chat message when pinged
  • 🌧︎ Add unique shrine icon for Altar of Gold
  • 🌧︎ Add new unique UI sprite for Lunar Coins. Update Lunar Coin model to have a hole in the center to match new icon.
  • 🌧︎ Add equipment cooldown to logbook
  • 🌧︎ Add stats for regen and armor to logbook entries for survivors and monsters
  • 🌧︎ Minion kills can now spawn Lunar Coins on your behalf
  • 🌧︎ Damage dealt by your minions is now reported in the post-game screen
  • 🌧︎ Minion healthbars are now nested below their leader’s 
  • Dead players now remain in the allied healthbar area
  • Update level up effects

 

==== Bug Fixes====

  • 🌧︎Update skill icon not accounting for cooldown scale when calculating the display value for the cooldown progress indicator
  • 🌧︎Fix Flamethrower Drone creating two flamethrower effects
  • 🌧︎Fix floating trees in Gilded Shores
  • 🌧︎Fix trees in Scorched Acres and Rallypoint Delta not having collision
  • 🌧︎Fix stuck spawn location in Scorched Acres
  • 🌧︎Fix AI pathing in Wetland Aspect to reduce the chance of a boss spawning on the wrong side of a wall
  • Update Wandering Vagrant’s Nova attack to properly apply on-hits
  • Fix Aurelonite firing more projectiles for every connected player in the game
  • Fix water splashes being oriented 90 degrees in the wrong way
  • Update ambient sound in the Celestial Portal to not include insects
  • Canceling Artificer’s Nova Bomb early now properly stops the sound
  • Fix some spots in maps that could cause you to be stuck
  • 🌧︎Fix Asian characters being clipped in ally healthbar
  • 🌧︎MUL-T’s Transport Mode now properly applies crits
  • 🌧︎Replace instances of unknown deaths (pots, out-of-bounds, etc) having a white box and a blank entry with a generic “mystery” attacker
  • 🌧︎Update a bunch of typos for stacking behavior and skill damage that were inconsistent with in-game values
  • 🌧︎Fix friendly Aurelionites dropping Logbooks when they expire
  • 🌧︎Fix falling enemies never properly being removed, resulting in spawns stopping after shoving enough enemies off the map
  • 🌧︎Fix Follower-type items still remaining before and after entering a stage
  • 🌧Update Dio’s Best Friend on Huntress to no longer clip into her scarf
  • Remove word wrapping in a few instances 
  • Fix enemy team level-up sound effect playing simultaneously for every instance of a monster in the map
  • Fix cropping issues on Warbanner and Tri-Tip Dagger icons


Thanks for SWINGING into this update - we hope you all enjoy the new build! 


Early Access Patch (Build ID #3961583) - July 03, 2019

This is a bug fix patch to address critical issues that came up in the first week of Scorched Acres. This patch explicitly does NOT contain balance fixes, since we want to make sure players have enough time to figure out new strategies and preferences with the new content.

 

Gameplay Changes

  • Fuel Array
    • Increase damage of Fuel Array's explosion from 100% of your health to 300% of your health
    • Fuel Array no longer pierces armor
    • Add new graphics to Fuel Array to clarify that it is not a Sticky Bomb
  • Grovetender
    • Reduce horizontal jump distance to reduce chance he yotes himself off the stage
  • Misc
    • Blood Shrines now take into account shields and barriers to make it more consistent
    • Reduce maximum number of overlay effects (burning, shielded, glass, etc) to 6 from 8 for performance

Bug Fixes

  • Fix Mercenary's Blinding Assault sometimes having double cooldowns
  • Hitting Immune characters or blocked attacks no longer applies on-hit effects
    • This is especially important for Mercenary, who was previously recieving debuffs like burning and malachite poisoning while Immune
  • Immune characters can no longer block "armor piercing" health costs (Blood Shrines, REX abilities)
  • Fix Tonic Affliction reducing maximum health and also applying curse health reduction on top of it
  • Improve performance on REX's entangle graphics
  • Fix execute threshold for being frozen showing up on player healthbars
  • Fix high overlay counts causing monsters and players to go pink and invisible
  • Fix the Artificer's Oculur HUD being stretched
  • Fix typos and formatting errors 

 


Early Access Scorched Acres Content Update – June 25, 2019

 

This is the first content update for Risk of Rain 2. With this update there is a bunch of new content as well as other general changes and quality of life improvements.

Changes with the ‘🌧︎’ icon in front of them are changes or additions suggested by the community. As always, if you want to stay up to date on the game feel free to join the General Discussion on the Gearbox Official Forums and the #FeedbackAndSuggestions channel in Discord.

Major Content and Changes

  • Added New Survivor: REX
  • Added New Stage: Scorched Acres
  • Added New Boss: Grovetender
  • Added New Elite: Malachite
    • Malachites are new high-tier elites that only spawns late. Possesses a number of unique abilities - including disabling your healing…
    • New unique visuals and SFX that signifies a Malachite elite has entered the stage
  • Added New Monster: Clay Templar
  • Added New Drone: Equipment Drone
  • Added New Drone: Incinerator Drone
  • Added New Chests: Category Chests
    • Category: Damage
    • Category: Healing
    • Category: Utility
  • Added 9 new items/equipment to the game
    • New Item: Topaz Brooch
    • New Item: Old Guillotine
    • New Item: Warhorn
    • New Item: Aegis
    • New Equipment: Eccentric Vase
    • New Equipment: Fuel Array
    • New Lunar Equipment: Spinel Tonic
    • New Boss Item: Little Disciple
    • New Boss Item: Halcyon Seed
  • Added 5 new challenges to the game
    • New Challenge: Cut Down
    • New Challenge: Warmonger
    • New Challenge: Cosmic Explorer
    • New Challenge: Blackout
    • New Challenge: Power Plant
  • Added 2 new environment logs to the game
    • New Environment Log: Scorched Acres
    • New Environment Log: Gilded Coast
  • Added 6 new lore entries to the game
    • New Lore Entry: Brittle Crown
    • New Lore Entry: Soldier’s Syringe
    • New Lore Entry: Firework
    • New Lore Entry: Rejuvenation Rack
    • New Lore Entry: War Horn
    • New Lore Entry: Abyssal Depths

Gameplay Changes 

Survivors

  • Artificer
    • New Passive: ENV-Suit
    • 🌧︎ The Artificer now hovers while holding Jump.
    • Add new crosshair
    • Add new bloom effects for Firebolt
  • Mercenary
    • 🌧︎ Add true invincibility during Eviscerate and Blinding Assault.
    • 🌧︎ Add lingering invincibility for 0.6s after Eviscerate ends.
    • 🌧︎ Blinding Assault deducts 1 from stock when timed out rather than resetting it all to 0.
    • 🌧︎ Add “Safe Movement” during Eviscerate and Assaulter to reduce the chance of clipping through geometry
  • Engineer
    • Turret Base Damage: 19 ⇒ 16
  • MUL-T
    • Now comes down in a unique pod!
  • Huntress
    • 🌧︎ Raise vertical height of Arrow Rain to be more cylindrical
    • Fix Huntress Arrow Rain jump not scaling its animation speed with attack speed
    • 🌧︎ Add “Safe Movement”  during Blink to reduce the chance of clipping through geometry
    • Clean up logic in Strafe to possibly prevent double firing

Items

  • 🌧︎ Critical Strikes no longer double/triple/quadruple/etc “dip” through the proc chain
    • On-hit items have accidentally been benefiting multiple times from critical strikes, resulting in each proc doubling in damage for huge multipliers. While neat, this was ultimately unintentional and not sustainable for the game going forward - so we’re ripping the bandaid now and fixing it. On-hit items have been compensated for the removal of power from this fix.
  • Frost Relic
    • Has been reworked in functionality
      • Now grows in size for every kill, up to a limit that increases with stacking
      • Damage: 25% (+25% per stack) per kill ⇒ 150% (+150% per stack)
      • Proc Coefficient: 0.05 ⇒ 0.2
      • Update graphics to be ~cooler~
  • Ceremonial Dagger
    • 🌧︎ Update AI to be more accurate and performant
    • Dagger Damage: 150% ⇒ 150% (+150% per stack)
    • Dagger Number: 3 daggers (+3 per stack) ⇒ 3 daggers
  • Monster Tooth
    • Healing Orb: 4 (+4 per stack) ⇒ 6 (+6 per stack)
  • AP Rounds
    • Bonus Damage: 20% (+10% per stack) ⇒ 20% (+20% per stack)
  • Chronobauble
    • Slow Duration: 1 (+1 per stack) ⇒ 2 (+2 per stack)
    • Update tier color outline to match other items
  • AtG Missile
  • Damage: 300% (+300% per stack) additive damage ⇒ 300% (+300% per stack) total damage
    • To compensate for the Crit fix, we’ve moved over on-hit effects to deal a percentage of TOTAL damage. That is, if you have a proc that deals 300% damage from an attack that hits for 100, it will hit for 300. Previously it was a complicated additive formula - this change is either neutral or a buff for every character, and GREATLY benefits slow, high-damage attacks like the Artificer’s.
  • Ukulele
    • Damage: 80% additive damage ⇒ 80% total damage
  • Meat Hook
    • Damage: 100% additive damage ⇒ 100% total damage
  • Sticky Bomb
    • Damage: 25 0% (+125% per stack) additive damage ⇒ 180% total damage
  • Runald’s Band
    • Damage: 250% (+125% per stack) additive damage ⇒ 250% (+125% per stack) total damage
  • Kjaro’s Band
    • Damage: 500% (+250% per stack) additive damage ⇒ 500% (+250% per stack) total damage
  • Brilliant Behemoth
    • Damage: 60% additive damage ⇒ 60% total damage
  • Gesture Of the Drowned
    • Cooldown Reduction: 50%(+50% per stack) ⇒ 50% (+15% per stack)
      • GoTD, unlike most other Lunar items, doesn’t have stacking drawbacks, and should therefore stack more like a Tier 2 in power.
  • Brittle Crown
    • Update Brittle Crown’s item log description to now show stacking behavior
  • N’Kuhana’s Opinion
    • Fix item pickup not having both horns highlighted

Stage

  • All Stages
    • 🌧︎ Can now spawn Legendary Chests post-loop
    • Can now spawn Category Chests
    • Enable more batched meshes to help performance
    • Update pillars, rocks, boulders, and logs causing “stuck spots” on certain maps
  • Distant Roost
    • Update grass texture
    • Add environmental particles
    • Titans on Distant Roost now properly have their ferns displayed
  • Abandoned Aqueduct
    • Fix a map hole that allowed the player to get out of bounds.
    • Can now spawn new monsters post-loop
  • Wetland Aspect
    • 🌧︎ Now contains a few alternate routes for low-mobility characters.
    • Add new boss track
  • Abyssal Depths
    • Add new ambient sounds
    • Improve performance
    • Update Navigation Nodegraph to make it easier for flying monsters and drones to navigate
    • Fix basic Chests being heavily weighted to spawn
    • Chains now disable/enable as random map permutations
    • Cave section now properly spawns monsters and interactables
      • Brighten internals of cave section
      • Add boost to map interactable spawns if the cave is open
    • Can now spawn new Drones
    • Added collision to the Crystal Braziers
    • Add another out of bounds zone above the cave to prevent falling into the cave while the gates are closed
  • Gilded Coast
    • Update environment graphics and layout
    • Increase Halcyon Beacon size
    • Prevent Beacons from spawning in the giant gold rocks
    • Add unique boss drop to the guardian of Gilded Coast
    • Add an Environment Log drop
    • Reduce cost of Halcyon Beacons from 50 to 25
    • Chests now properly scale in cost with difficulty
  • Rallypoint Delta
    • Expanded the size between scaffolding pillars to prevent certain characters getting stuck inside

Monsters

  • Jellyfish
    • Nova Proc Coefficient: 1 ⇒ 2
  • Wandering Vagrant
    • Nova Proc Coefficient: 1 ⇒ 3
  • Lemurian
    • Now slows down when close range to prevent them from missing and circle strafing while biting
  • Clay Dunestrider
    • Add standable platform on Clay Dunestrider’s pot body
    • Increase inner “mulch” radius from 5 to 10 to compensate for new collision

Misc

  • 🌧︎ HUD now displays current stage count
  • Add support for new health-type: Barrier
    • Barrier is a health value that can exceed your maximum health, but degrades over time.
  • Add new stat: Curse
    • Curse is the old Shaped Glass functionality, which locks away a portion of your healthbar - it has been moved over to a generic stat so we can use it for other items in the future.
  • Disable Base Health Regeneration if on fire 

Music & SFX

  • 🌧︎ Fixed a major issue with sounds “warbling”
  • 🌧︎ Remix HDR sounds for clarity
  • In-stage music no longer runs through the music system and just plays front-to-back
  • Add new boss track
  • Update some existing stage tracks
  • Assign Wandering Vagrant’s proper M2 sound
  • Assign Engineer Turret’s proper attack sound
  • 🌧︎ Add new SFX for Commando’s M1
  • 🌧︎ Add new SFX for MUL-T’s Rebar Puncher
  • Add fall damage sounds to all characters
  • Add Engineer sounds to Bubble Shield
  • A ton of other tweaks to SFX! 

QOL

  • 🌧︎ Update User Profile save procedure to perform the actual write-to-disk on the main thread instead of a worker thread to prevent profile corruption. This should reduce the chance of corrupted save-files - please let us know if we screwed this up somehow!
  • 🌧︎ Add option in Settings to remove sprint sensitivity reduction
  • Remove unnecessary character logic from running on clients - this should lead to a large performance boost for clients in an online game!
  • 🌧︎ Updated the Imp Overlords Hurtboxes to properly match the size of the model
  • 🌧︎ Change post process of Overloading Worm to brighten instead of darken
  • 🌧︎ Increased the Monster logs despawn timer from 1 minute to 5 minutes
  • 🌧︎ Updated the packs from Bandolier and Monster Tooth to flash before despawning
  • 🌧︎ Update the Cost Labels on Interactables to stand out more from the rest of the stage
  • 🌧︎ Add 0.5s cooldown to repeatedly using The Backup equipment
  • 🌧︎ Add Spectator Label to the HUD saying who you’re spectating online
  • 🌧︎ Player healthbars now flash when at low health
  • Update shrine symbols to be non-additive to help clarity in certain maps
  • Add some damping to Wisp and Jellyfish bodies so they aren’t flung as far
  • Revisit Director AI to prevent stall cases when spawning monsters and bosses
  • 🌧︎ Update cost strings to use language entries so they can be localized
  • Reduce shake amplitude of Beetle Guard sunder by 66%
  • Set soft player team character limit to 20 to prevent severe performance issues late in the game
  • Grant kill credit to last attacker for enemies that fall out the map
  • Increase size of Item Bar on the HUD to properly envelope 2 rows
  • Change pinging to use a raycast instead of old targetfinder to make it easier to ping enemies
  • Set up Wandering Vagrant, Clay Dunestrider, and Stone Titan corpses to properly disappear over time
  • Update graphics of Celestial Portal to be more noticeable
  • Add names to Portals
  • Change damage with no team assigned to be Grey
  • Increase matchmaking wait duration from 20s to 30s 

Bug Fixes

  • 🌧︎ Refactor all projectiles with seeking behavior so they don’t target dead enemies
  • 🌧︎ Update the rotation of Soulbound Catalyst on MUL-T to no longer be upside down
  • Fix Chest emissions using the wrong texture
  • 🌧︎ Fix Monster Logs not dropping on Drizzle difficulty
  • 🌧︎ Fix misnamed language token in profile creation screen
  • 🌧︎ Fix holes in the ceiling of the Bazaar
  • Fix the Ice Crown on Brass Contraptions hanging in the air after death
  • Improved interpolation of characters online
  • 🌧︎ Fix Engineer sprint sounds not playing first time sprinting on a stage
  • 🌧︎ Fix an issue with the Gnarled Woodsprite healing the player every time it was picked up
  • 🌧︎ Fix ‘Enable Damage Numbers’ not saving between playthroughs
  • Fix equipment targets not being updated at the moment of firing (i.e Woodsprite not being able to select targets with Gesture)
  • Fix Bison charge effect being on the wrong layer and showing through walls
  • Clear idle animation for Hermit Crabs after they die
  • Advancing through intermissions no longer counts as an addition to stages passed or maximum stages cleared
  • Alternate equipment slot for MUL-T now counts towards ‘Moon Worshipper’ achievement
  • Prevent attacks with proc coefficient 0 applying Crowd Control effects like the Behemoth + Snapfreeze
  • Set interrupt priority of frozen state to be higher than stun state to fix issues with the Artificer Snapfreeze being interrupted by Stun Grenades

Fix a variety of typos


Early Access Patch (Build ID #3830295)

 

In this patch we are adding full localization support! We now have official translations for Portuguese, Korean, Russian, French, German, Simplified Chinese, Italian, Spanish, Turkish, and Japanese.

These can be enabled by Right-clicking on "Risk of Rain 2" in your Steam Library and going to the language tab at the top. Select from the dropdown what language you want to start the game in and hit close.

There are also bug fixes associated with this patch, these fixes can be found below:

Bug Fixes

  • Director no longer stops spawning monsters late in the game
  • Director logic in selecting/skipping monsters to spawn has been cleaned up
  • Reorganize fall damage code to try to fix issues with the server reporting false fall damage hits
  • Fix an issue where every item pickup saved immediately to disk, causing a stutter
  • Picking up new equipment with Gesture of the Drowned no longer fires every frame
  • Fix bosses and monsters sometimes spawning behind closed gates on Wetland Aspect
  • Game now launches with 60 fps cap on by default to help with certain GPUs. This can be turned off in the settings.
  • Fix pings occasionally having weird scaling issues
  • Pinging monsters is now more precise
  • Fix Imp Overlord's void spikes not having their proc coefficient properly assigned. This means that you will bleed and burn for a longer duration from that attack.
  • Losing max shields now properly removes extra shield
  • Fix networking of objective panel display for clients on the Gilded Coast
  • Dramatically improve performance for specific canvases (Character Select, Main Menu, etc)
  • Revise UI texts to support localization efforts
    • Fix alignment issue in Game End Panel's class
    • Fix wrapping issue in Objective panel for long objectives
    • Add lots of missing token strings into files to aid translations
    • Fix wrapping issue in title screen buttons
    • Fix wrong style for Prismatic Trial buttons
    • Fix wrapping issues in settings buttons
    • Fix truncation issue in logbook names
    • Fix various other wrapping and styling issues prevalent in different languages

Early Access Patch (Build ID #3743353)
 
This hotfix patch is to address a bug added in Build ID #3731106
 
Bug Fixes
  • Fixed an issue where enemies executed from freezing didn’t call the correct events, leading to no money, on-kill procs, and potentially a stalled Teleporter event.

Early Access Patch (Build ID #3731106)

A patch for Risk of Rain 2 Early Access is going live today, April 16th, 2019!

This patch is to address a ton of the more severe bugs we couldn’t safely patch in the first week, especially associated with connection or de-sync issues. It also comes alongside some balancing, and also a slight reworking of some Elite affix behaviors to try to make them all equally threatening. Below is a full list of the changes included in this patch.

You might noticed that a lot of these fixes are Community Found or a Community Suggestion. Risk of Rain 2 is still in Early Access, and we are paying attention to the community. These suggestions are coming from the General Discussion on the forums and the Feedback and Suggestions channel in Discord. If YOU have any feedback or suggestions, feel free to voice them in either location!

If you experience any issues regarding the update, or in general, please contact submit a ticket using the link above.

Gameplay Changes 

  • Fire Elites
    • [Community Suggestion] Rework burning calculation with unique new burning damage type
      • Number of stacks of Burning on the player are now visible in the buff bar.
      • Burning is now capped at 5% of your health a second PER stack. Just to be clear - this is a nerf. It’ll always hit for less this patch.
      • Now ticks at twice the frequency (but same overall damage).
      • This damage type has also now been applied to the Magma Worm’s impact and fireball damage, alongside Elder Lemurian’s fire breath
      • The intent here is to make it clear to the player what exactly a burn DOES, regardless of how it's applied. Players never were told by the game that burning actually stacks. If you have a certain number of burn stacks, you will now be aware of exactly how much that will hit for. Overall this should make the burns way less bursty and way more consistent, also allowing heal over time effects to help counteract. The intent is NOT to make the entire game easier, or to make burns never kill you. Fire elites are the only purely offensive elite-type, so they should be causing deaths. It should just feel less BS now.
  • Ice Elites
    • Rework ice bomb
      • Improved graphics for ice bomb left when killed to be more clear.
      • Ice bomb damage reduced from 350% to 150%
      • Ice bomb damage is no longer reduced at the edge of the radius
      • Ice bomb now FREEZES characters in the radius for 1.5s
      • Fire elites have always been the most threatening type, with the other 2 being pretty easy. The hope here is that after the nerf of the Fire affix, the Ice affix can now also be respected as a serious threat. The improved visuals should help clarify what the ice affix actually does - most players don’t seem to notice it drops a bomb at all. We’re starting with a low freeze duration to test how it feels.
  • Lightning Elites
    • Lightning bombs from Lightning Elites now properly attach to players.
    • Lightning elites now always spawn at full shields
    • Improved lightning bomb graphics
  • Magma Worm
    • [Community Suggestion] Now switches between two modes of movement.
      • Leaping: goes high in the air, raining fireballs when it impacts the ground. This was the Magma worm’s only previous stance.
      • Grounded: Snakes low but fast around on the ground.
      • The intent is to give a break from the Worm’s constant leaping and to give short range characters a chance to attack. The Worm should also be an intense fight, not a slog.
    • [Community Suggestion] Reduced armor from 20 to 15 to make it less tanky.
    • [Community Suggestion] Can now jump off of platforms so it doesn’t get stuck on certain ledges.
  • A Moment, Fractured
    • [Community Suggestion] Obliteration now grants all participating players 5 lunar coins.
      • People want a legit way to get more lunar coins, and there’s currently no purpose on obliterating past the first time. This should help alleviate both.
  • Helfire Tincture
    • Increase radius from 6m to 9m.
  • Stone Titan
    • [Community Suggestion] Reduce proc coefficient per tick of his laser from 1 to 0.15.
    • This primarily affects the duration of burning effects.
  • Hermit Crab
    • [Community Suggestion] Reduce proc coefficient of mortar attack from 3 to 0.5.
      • *This primarily affects the duration of burning effects.
    • [Community Suggestion] Increase base health from 100 to 150.
  • Imp
    • [Community Suggestion] Reduce base health from 250 to 200.
  • Artificer
    • [Community Suggestion] Increase Artificer proc coefficient on Flame Bolt from 0.2 to 1.
    • [Community Suggestion] Increase Artificer proc coefficient on Snap Freeze pillars from 0 to 1.
    • [Community Suggestion] Increase Artificer’s Snap Freeze explosion radius from 1.5m to 2.5m to alleviate it not always freezing enemies who trigger it
    • Artificer mistakenly had very low proc coefficients. Consider these bug fixes.
  • Huntress
    • Arrow Rain proc coefficient raised from 0.1 to 0.2 per tick.
      • Arrow Rain had a very low proc coefficient because of its AoE dot status, but it was unnecessarily low.
  • Mercenary
    • Extend timeout duration to recast Blinding Assault from 2s to 3s
      • Small QoL. Allows Merc to be able to cast his other abilities between recasts of Blinding Assault without losing his recasts.
  • Commando
    • Improved FMJ impact graphics
      • We think that a majority of the Commando’s problems are actually VFX and SFX making him feel weak and boring. This is a small first step towards that. A full pass will be done in a later patch.
  • Misc
    • [Community Suggestion] Time now pauses in intermission stages (A Moment, Bazaar, etc)
    • [Community Suggestion] Add 3 second invincibility period when first spawning into a map.
    • [Community Suggestion] Add localized formatting for numbers in the scoreboard (i.e it will now say 1,234,567 instead of 1234567.)

Bug Fixes

  • Fixed a MAJOR issue with preplaced networked objects. This issue was especially frequent for clients with better performance specs than their host. This should fix at least the following bugs:
    • [Community Found] Map assets (portals, shop contents, Teleporters) will no longer sometimes be missing for clients
    • [Community Found] Clients will no longer be stuck in the pod when entering a stage
    • [Community Found] Clients will no longer be stuck mid-air when entering a stage
    • [Community Found] Clients will no longer be unable to select a character if joining from one networked session to another
    • [Community Found] Clients will no longer be missing out-of-bound zones, causing them to fall forever
  • [Community Found] Allow changes in maximum health/shield to instantly fill that missing amount. This means that Wake of Vultures / Transcendence will no longer give you empty shield.
  • [Community Found] Improved spawn logic to reduce chances of spawning through the floor
  • [Community Found] Clean up Engineer Turret skill drivers to fix their AI not working sometimes
  • [Community Found] MUL-T’s secondary Equipment will no longer inherit the cooldown of the first when picking up Equipment off the floor
  • Improved collision detection of Helfire aura
  • Update Elite naming for localization and appearance in pings
  • Prevent pre-placed map objects spawning into dynamically spawned ones
  • [Community Found] Clean up Save procedures to reduce chance of save corruption
  • [Community Found] Names for reconnected players will now appear correctly instead of ???
  • [Community Found] Bloom can now be turned off in the settings
  • Frozen material overlay now properly always display
  • Update Huntress strafing animation to blend properly. Fix incorrect normal textures. Add missing jump animation.
  • [Community Found] Fix Artificer’s Snap Freeze explosion radius not being large enough to always freeze enemies who trigger it
  • Fix AI sometimes considering itself as a target for friendly searches
  • [Community Found] Fix Engi being able to sometimes get more than 2 turrets
  • [Community Found] Fix Merc being able to take major fall damage during dashing attacks. This is actually a significant portion of blazing deaths - you dash in, get set to 1, and then get ticked for that last point of health.
  • [Community Found] Remove typo in Engineer description
  • [Community Found] Fix slider value text scrolling past the mask in the options menu
  • Imp Overlords no longer blink off into the distance if no viable target is found
  • [Community Found] Brass Contraption bodies can no longer be targetted by clients
  • Radar Scanner now properly identifies teleporters and barrels
  • Correct some typos
  • Reducing screenshake no longer reduces controller vibrations
  • Controller vibration no longer persists into the main menu after quitting a run

QOL

  • Reduce particle system noise quality to improve performance.
  • Allow use of the Pause menu in character select
  • Slightly increase bloom threshold in Abyssal Depths to be less glowy.

Early Access Patch (Build ID #3703355)
 
This patch is to address critical bugs and issues we've seen in the first week, amongst some minor balance changes.
 
Gameplay Changes
  • Prismatic Trials
    • Add Friends-Only Leaderboard
    • Update Global Leaderboard to be around your current position in the Leaderboard
  • MUL-T
    • Reduce base movement speed from 9 to 7 to match all other Survivors
    • Reduce base damage from 12 to 11
    • Increase Transport Mode speed boost from 200% to 220% to compensate for his lost base movement speed.
    • We really really don't like to nerf characters in general - these are very light touches, and the movement speed being higher was an oversight. We also want to make sure that MUL-T's big success isn't coming from its ability to abuse Ocular HUD for infinite crits.
  • Imp Overlord
    • Remove passive regen
    • Increase base damage from 13 to 16
    • The boss fight was a big of a slog if you had lower DPS because of the boss' natural regen. Higher damage should make the boss fight more intense.
  • Teleporter
    • Add slight rim glow
    • Increase teleporter passive particle radius from 38 to 60. Increase particle count so density remains the same.
    • A lot of players are having issues finding the Teleporter. Players are starting to notice the passive particles indicating the teleporter is around - we will try increasing the radius to see if it helps. The rim glow will help distinguish it from identically colored surfaces. This is intended to be a fairly big change - if it turns out we jumped the gun and the community was simply learning, we can approach a middle ground.

Bug Fixes

  • Corrupted save files no longer prevent the game from initializing past the first splash screen. We will continue to figure out why exactly they are being corrupted in the first place.
  • Refactor Multiplayer connection setup to be more stable - hopefully less weird half-states on connecting to other players.
  • Selecting the "Quit to Menu" pause menu option from the Prismatic trials no longer temporarily shows the main menu.
  • Engineering Perfection challenge can no longer be completed by starting 30 levels without finishing them.
  • Environment logs now count towards the 10 logs challenge.
  • Equipment - Royal Capacitor now requires line of sight to use.
  • When playing with a controller, pressing the confirm button at the main menu will no longer choose the last option that was hovered onto.
  • Revert button text now properly becomes highlighted when functional.
  • The Mercenary is now properly targeted by enemies after he uses a non-primary skill.
  • Multiplayer: Characters no longer come back to life after dying in a multiplayer game, leaving it and joining it back.
  • Monster Tooth: The Monster Tooth healing orbs heal amount now match the description.
  • Multiplayer: Acquired Items now properly show up in the Item bar or the Info Screen after leaving a multiplayer game and joining it back.
  • Names can no longer extend beyond the profile text box in the main menu
  • Large profile names can no longer overlap the Back button and run off of the screen
  • The Enter Quickplay button of the Multiplayer Menu no longer needs to be pressed twice to start searching a lobby when using a controller.
  • Holding the Primary Skill Button down while activating Ocular HUD and shooting with Mul-T Auto-Nailgun no longer deals infinite critical damage.
  • Back button in Prismatic Trials' character select no longer returns you to the main menu
  • Falloff models for delayed blast attacks (Titan Fist, Ice Affix Death, Willowisp) are now properly assigned. This may cause them to do more damage than before.
  • Quickplay launch time is now properly Time Zone independent

QOL 

  • Error messages now tell you when the host is shut down
  • Remove collision from Teleporter nub to prevent monsters getting stuck
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