Early Access Content Update 5

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Early Access Content Update 5
1.0 Update.jpg
Release Date August 11, 2020 (PC)

October 20, 2020 (PS and Xbox)

External Links Steam
Gearbox

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← PC Early Access Patch (Build ID No.4892828)
Next
PC Patch v1.0.1.1 (Build ID No.5440050) →

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://store.steampowered.com/news/app/632360/view/5318144626921363398

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

ROR2MajorContent.png

  • 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.png CaptainCaptain.pngCaptainThe Captain is a unique survivor that can control the battlefield with utility and damage - with help from the UES Safe Travels.
      Class: Ranged
      HP: 110 (+33 per level)
      Damage: 12 (+2.4 per level)
      Armor: 0
      Umbra: Tired Veteran
  • Added New Stage
    • New Final Stage: Commencement.png  ???Commencement.pngCommencement (Final)
      Moon of Petrichor V
      You dream of glass and dirt.

      Large domain located above the shattered breach of Petrichor V.png Petrichor V's moon. It is made up of the shattered remains of four individual sections, emblematic of Mithrix.png MithrixMithrix.pngMithrix
      King of NothingHP: 1000 (+300 per level)
      Damage: 16 (+3.2 per level)
      Class: Melee / Ranged
      Speed: 15 m/s
      Armor: 20
      and Providence's tools of creation.
  • 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
  • Added 2 New Monsters
    • New Monster: Lunar Chimera (Golem).png  ???Lunar Chimera (Golem).pngLunar Chimera (Golem)
      Zenith DesignsHP: 1615 (+485 per level)
      Damage: 35 (+7 per level)
      Class: Ranged
      Speed: 8 m/s
      Armor: 0
    • New Monster: Lunar Chimera (Wisp).png  ???Lunar Chimera (Wisp).pngLunar Chimera (Wisp)
      Zenith DesignsHP: 850 (+255 per level)
      Damage: 15 (+3 per level)
      Class: Ranged
      Speed: 18 m/s
      Armor: 0
  • Added New Boss
    • New Final Boss: Mithrix.png  ???Mithrix.pngMithrix
      King of NothingHP: 1000 (+300 per level)
      Damage: 16 (+3.2 per level)
      Class: Melee / Ranged
      Speed: 15 m/s
      Armor: 20
  • Added New Interactable
  • Added 7 Items and 3 Equipment to the game
    • New Item: Item Scrap (Item Scrap, White.png WhiteBgCommon.pngItem Scrap, White.pngItem Scrap, White
      Does nothing. Prioritized when used with 3D Printers.
      , Item Scrap, Green.png GreenBgUncommon.pngItem Scrap, Green.pngItem Scrap, Green
      Does nothing. Prioritized when used with 3D Printers.
      , Item Scrap, Red.png RedBgLegendary.pngItem Scrap, Red.pngItem Scrap, Red
      Does nothing. Prioritized when used with 3D Printers.
      , Item Scrap, Yellow.png YellowBgBoss.pngItem Scrap, Yellow.pngItem Scrap, Yellow
      Does nothing. Prioritized when used with 3D Printers.
      )
    • New Boss Item: Molten Perforator.png Molten PerforatorBgBoss.pngMolten Perforator.pngMolten Perforator
      Chance on hit to fire magma balls.

      10% chance on hit to call forth 3 magma balls from an enemy, dealing 300% (+300% per stack) damage each.
    • New Boss Item: Shatterspleen.png ShatterspleenBgBoss.pngShatterspleen.pngShatterspleen
      Critical strikes always bleed enemies. Bleeding enemies now explode.

      Gain 5% critical chance. Critical Strikes bleed enemies for 240% base damage. Bleeding enemies explode on death for 400% (+400% per stack) damage, plus an additional 15% (+15% per stack) of their maximum health.
    • New Boss Item: Mired Urn.png Mired UrnBgBoss.pngMired Urn.pngMired Urn
      Siphon health from nearby enemies while in combat.

      While in combat, the nearest 1 (+1 per stack) enemies to you within 13m will be 'tethered' to you, dealing 100% damage per second, applying tar, and healing you for 100% of the damage dealt.
    • New Lunar Item: Defiant Gouge.png Defiant GougeBgLunar.pngDefiant Gouge.pngDefiant Gouge
      Using a Shrine summons enemies nearby.

      Using a Shrine summons enemies (stronger per stack) nearby. Scales over time.
    • New Lunar Item: Mercurial Rachis.png Mercurial RachisBgLunar.pngMercurial Rachis.pngMercurial Rachis
      Randomly create a Ward of Power. ALL characters deal bonus damage while in the Ward.

      Creates a Ward of Power in a random location nearby that buffs both enemies and allies within 16m (+50% per stack), causing them to deal +50% damage.
    • New Lunar Item: Purity.png PurityBgLunar.pngPurity.pngPurity
      Reduce your skill cooldowns by 2 seconds. You are unlucky.

      All skill cooldowns are reduced by 2 (+1 per stack) seconds. All random effects are rolled +1 (+1 per stack) times for an unfavorable outcome.
    • New Equipment: Super Massive Leech.png Super Massive LeechBgEquipment.pngSuper Massive Leech.png60sSuper Massive Leech
      Heal for a percentage of the damage you deal for 8 seconds.

      Heal for 20% of the damage you deal. Lasts 8 seconds.
    • New Equipment: Gorag's Opus.png Gorag’s OpusBgEquipment.pngGorag's Opus.png45sGorag's Opus
      You and all your allies enter a frenzy.

      All allies enter a frenzy for 7 seconds. Increases movement speed by 50% and attack speed by 100%.
    • New Equipment: Forgive Me Please.png Forgive Me PleaseBgEquipment.pngForgive Me Please.png45sForgive Me Please
      Throw a cursed doll that repeatedly triggers your 'On Kill' effects.

      Throw a cursed doll out that triggers any On-Kill effects you have every 1 second for 8 seconds.
  • Added 3 Character Challenges to the game
    • New Captain Challenge: Admiral.png Captain Mastery
    • New Captain Challenge: Beacon Resupply.png WanderlustBeacon Resupply.pngBeacon: Resupply (Special)Recharge Equipment on use.
      Survivor: Captain
    • New Captain Challenge: Beacon Hacking.png Worth Every PennyBeacon Hacking.pngBeacon: Hacking (Special)Hack all nearby purchasables to a cost of $0 over time.
      Survivor: Captain
  • Added 3 Challenges to the game
    • New Challenge: Forgive Me Please.png I Love Dying!BgEquipment.pngForgive Me Please.png45sForgive Me Please
      Throw a cursed doll that repeatedly triggers your 'On Kill' effects.

      Throw a cursed doll out that triggers any On-Kill effects you have every 1 second for 8 seconds.
    • New Challenge: Captain.png Washed AwayCaptain.pngCaptainThe Captain is a unique survivor that can control the battlefield with utility and damage - with help from the UES Safe Travels.
      Class: Ranged
      HP: 110 (+33 per level)
      Damage: 12 (+2.4 per level)
      Armor: 0
      Umbra: Tired Veteran
    • New Challenge: Purity.png The CalmBgLunar.pngPurity.pngPurity
      Reduce your skill cooldowns by 2 seconds. You are unlucky.

      All skill cooldowns are reduced by 2 (+1 per stack) seconds. All random effects are rolled +1 (+1 per stack) times for an unfavorable outcome.

Gameplay Changes

ROR2GameplayChanges.png

  • General
    • Status Bleeding.png BleedsStatus Bleeding.pngBleed (Debuff)
      Damage over time.Deals 240% damage over time [3 x proc coefficient] (20% per tick, 4 ticks per second).
      (stackable)
      now refresh all existing bleed durations on that target. This affects both enemies and players, and is a huge change for how bleeds will work.
    • Increase difficulty rate over time for all difficulties by +10%.
      Developer Notes: In this update, we’ve buffed a ton of items - and also given players way more agency over the way a run progresses. Our goal is for players to be more engaged with the game - what we don’t want is for the game to be suddenly much easier. This is a bit of a sanity check, and shouldn’t dramatically change the difficulty.
    • Slightly reworked OSP. The goal is to fix inconsistencies and make it actually protect you from one-shots - while also fixing some abuse cases with curse.
      • The threshold for OSP is now displayed on the healthbar with a faint graphic.
      • Now has a lingering 0.1s duration when activated.
      • 🌧 Now is subtracted via Curse (Shaped Glass.png Shaped GlassBgLunar.pngShaped Glass.pngShaped Glass
        Double your damage... BUT halve your health.

        Increase base damage by 100% (+100% per stack). Reduce maximum health by 50% (+50% per stack).
        , GlassArtifact 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 Status AffixPoison.png MalachiteStatus AffixPoison.pngMalachite (Affix Buff)
        Gain the power of a Malachite Elite.Shoot occassional urchins and apply healing disabled on hit.
        Lesser Wisp.png Lesser WispsLesser Wisp.pngLesser Wisp
        HP: 35 (+10 per level)
        Damage: 3.5 (+0.7 per level)
        Class: Ranged
        Speed: 6 m/s
        Armor: 0
  • Elites
    • Status AffixRed.png BlazingStatus AffixRed.pngBlazing (Affix Buff)
      Gain the power of a Blazing Elite.Leave a fire trail that hurts enemies, and apply a 50% total damage burn on hit.
      , Status AffixBlue.png OverloadingStatus AffixBlue.pngOverloading (Affix Buff)
      Gain the power of an Overloading Elite.Attacks explode after a delay. 50% of health is replaced by shield.
      , Status AffixWhite.png GlacialStatus AffixWhite.pngGlacial (Affix Buff)
      Gain the power of a Glacial Elite.Leave an ice explosion on death, and apply an 80% slow on hit.
      • 🌧Health Bonus: 470% ⇒ 400%
    • Status AffixPoison.png MalachiteStatus AffixPoison.pngMalachite (Affix Buff)
      Gain the power of a Malachite Elite.Shoot occassional urchins and apply healing disabled on hit.
      , Status AffixHaunted.png CelestineStatus AffixHaunted.pngCelestine (Affix Buff)
      Gain the power of a Celestine Elite.Cloak nearby allies, and apply an 80% slow on hit.
      • 🌧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
          [ Freezing ]
          Freeze enemies in place. Frozen enemies are instantly killed if below 30% health.
        • Stunning
          [ Stunning ]
          Interrupts enemies and briefly stuns them.
        • Shocking
          [ Shocking ]
          Interrupts enemies and stuns them. The stun is removed if the target takes more than 10% of their maximum health in damage.
        • Poisonous
          [ Poisonous ]
          Deal damage equal to 10% of their maximum health over 10s. Poison cannot kill enemies.
        • Regenerative
          [ Regenerative ]
          Heal for 5% of your maximum health over 0.5s.
        • Agile
          [ Agile ]
          The skill can be used while sprinting.
        • Percent HP
          [ Percent HP ]
        • Sonic Boom
          [ Sonic Boom ]
          Pushes away all enemies hit. Pushes you backwards if you are airborne.
        • Weaken
          [ Weaken ]
          Reduce movement speed and damage by 40%. Reduce armor by 30.
        • Expose
          [ Expose ]
          Hitting Exposed enemies reduces all skill cooldowns by 1.0s and deals an additional +350% damage.
        • Heavy
          [ Heavy ]
          The skill deals more damage the faster you are moving.
    • MUL-T.png MUL-TMUL-T.pngMUL-TMUL-T is an aggressive survivor who has the tools necessary for any job!
      Class: Melee / Ranged
      HP: 200 (+60 per level)
      Damage: 11 (+2.2 per level)
      Armor: 12
      Umbra: Right Tool for the Wrong Job

      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.png Rebar PuncherRebar Puncher.pngRebar Puncher (Primary)Fire a piercing rebar that deals 600% damage.
        Survivor: MUL-T
        • Now charges after firing, rather than before.
      • Scrap Launcher.png Scrap LauncherScrap Launcher.pngScrap Launcher (Primary)Fire a rocket that explodes for 360% damage. Hold up to 4.
        Survivor: MUL-T
        • Now behaves like a rocket instead of a grenade
        • Lifetime: 3s ⇒ 4s
        • Explosion Radius: 5m ⇒ 7m
        • Velocity: 70 m/s ⇒ 100 m/s
      • Auto-Nailgun.png Nail GunAuto-Nailgun.pngAuto-Nailgun (Primary)Rapidly fire nails for 70% damage. Finishes with a blast of 12 nails.
        Survivor: MUL-T
        • 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.png RetoolRetool.pngRetool (Special)Passively hold TWO equipment at once. Activating 'Retool' switches the active Equipment and MUL-T's primary attack.
        Survivor: MUL-T
        • Swap duration: 0.7s ⇒ 0.4s
      • Transport Mode.png Transport ModeTransport Mode.pngTransport Mode (Utility)Heavy. Zoom forward, gaining 200 armor and 220% movement speed. Deals 250% damage to enemies.
        Survivor: MUL-T
        • Cooldown: 8s ⇒ 6s
    • Mercenary.png MercenaryMercenary.pngMercenaryThe Mercenary is a high skill melee survivor that uses his many dodges to weave in and out of combat.
      Class: Melee
      HP: 110 (+33 per level)
      Damage: 12 (+2.4 per level)
      Armor: 20
      Umbra: Hired Blade

      Developer Notes: The Mercenary was always supposed to be the highest skill-cap survivor. However, in actual gameplay he became very flow-charty, using abilities directly off cooldown while holding down M1. The intent for all these changes is to allow skill expression, dynamic cooldowns, and higher risk vs reward in fight with the new ‘Exposed’ debuff. The hope is that the character will be stronger for advanced players, but weaker for new players.
      • Base Health: 140 (+42 per level) ⇒ 110 (+33 per level)
      • Base Regeneration: 2.5 health / second ⇒ 1 health / second
      • NEW Debuff: Exposed
        [ Expose ]
        Hitting Exposed enemies reduces all skill cooldowns by 1.0s and deals an additional +350% damage.
        • Striking an Exposed target reduces all cooldowns by 1 second and deals an additional +350% base damage
      • Laser Sword.png Laser SwordLaser Sword.pngLaser Sword (Primary)Agile. Slice in front for 130% damage. Every 3rd hit strikes in a greater area and Expose enemies.
        Survivor: Mercenary
        • 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.png WhirlwindWhirlwind.pngWhirlwind (Secondary)Quickly slice horizontally twice, dealing 2x200% damage. If airborne, slice vertically instead.
        Survivor: Mercenary
        • Ground Speed Multiplier: 6 ⇒ 8
      • Blinding Assault.png Blinding AssaultBlinding Assault.pngBlinding Assault (Utility)Stunning. Dash forward, dealing 300% damage. If you hit an enemy, you can dash again, up to 3 total.
        Survivor: Mercenary
        • Cooldown: 7s ⇒ 8s
        • Can now be canceled mid-attack by both Whirlwind and Rising Thunder
      • Slicing Winds.png Slicing WindsSlicing Winds.pngSlicing Winds (Special)Fire a wind of blades that attack up to 3 enemies for 8x100% damage. The last hit Expose enemies.
        Survivor: Mercenary
        • Last hit now applies ‘Exposed’ debuff
    • Acrid.png AcridAcrid.pngAcridAcrid is a melee-range hybrid who uses powerful poisons to melt tanky enemies.
      Class: Melee / Ranged
      HP: 160 (+48 per level)
      Damage: 15 (+3 per level)
      Armor: 20
      Umbra: Test Subject

      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
        [ Regenerative ]
        Heal for 5% of your maximum health over 0.5s.
        • Regenerate for 10% health over 0.5 seconds.
      • Vicious Wounds.png Vicious WoundsVicious Wounds.pngVicious Wounds (Primary)Maul an enemy for 200% damage. Every 3rd hit is Regenerative and deals 400% damage.
        Survivor: Acrid
        • Third hit of the combo now grants ‘Regenerate’ buff
      • Ravenous Bite.png Ravenous BiteRavenous Bite.pngRavenous Bite (Secondary)Poisonous. Slayer. Regenerative. Bite an enemy for 320% damage.
        Survivor: Acrid
        • Now grants ‘Regenerate’ buff
      • Frenzied Leap.png Frenzied LeapFrenzied Leap.pngFrenzied Leap (Utility)Stunning. Leap in the air, dealing 550% damage. Reduce the cooldown by 2s for every enemy hit.
        Survivor: Acrid
        • 🌧Now (properly) stuns
          [ Stunning ]
          Interrupts enemies and briefly stuns them.
    • Artificer.png ArtificerArtificer.pngArtificerThe Artificer is a high burst damage survivor who excels in fighting large groups and bosses alike.
      Class: Ranged
      HP: 110 (+33 per level)
      Damage: 12 (+2.4 per level)
      Armor: 0
      Umbra: Herald of the House Beyond

      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.png Plasma BoltPlasma Bolt.pngPlasma Bolt (Primary)Fire a bolt for 280% damage that explodes in a small area. Hold up to 4.
        Survivor: Artificer
        • Blast Radius: 4m ⇒ 6m
      • Charged Nano-Bomb.png Charged Nano-BombCharged Nano-Bomb.pngCharged Nano-Bomb (Secondary)Stunning. Charge up a exploding nano-bomb that deals 400%-2000% damage.
        Survivor: Artificer
        • 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.png Ion SurgeIon Surge.pngIon Surge (Special)Stunning. Burst into the sky, dealing 800% damage.
        Survivor: Artificer
        • No longer has -75% damage falloff at the edge of the blast
  • Items
    • Monster Tooth.png Monster ToothBgCommon.pngMonster Tooth.pngMonster Tooth
      Drop a healing orb on kill.

      Killing an enemy spawns a healing orb that heals for 8 plus an additional 2% (+2% per stack) of maximum health.
      • Healing: 8 (+8 per stack) ⇒ 8
      • 🌧Now also heals for 2% (+2% per stack) of maximum health
    • Medkit.png MedkitBgCommon.pngMedkit.pngMedkit
      Receive a delayed heal after taking damage.

      2 seconds after getting hurt, heal for 20 plus an additional 5% (+5% per stack) of maximum health.
      • Healing: 24 (+24 per stack) ⇒ 20
      • 🌧Now also heals for 5% (+5% per stack) of maximum health
    • Repulsion Armor Plate.png Repulsion Armor PlateBgCommon.pngRepulsion Armor Plate.pngRepulsion Armor Plate
      Receive flat damage reduction from all attacks.

      Reduce all incoming damage by 5 (+5 per stack). Cannot be reduced below 1.
      • Now properly reduces damage from environmental effects
    • Warbanner.png WarbannerBgCommon.pngWarbanner.pngWarbanner
      Drop a Warbanner on level up or starting the Teleporter event. Grants allies attack and movement speed.

      On level up or starting the Teleporter event, drop a banner that strengthens all allies within 16m (+8m per stack). Raise attack and movement speed by 30%.
      • 🌧 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.png Death MarkBgUncommon.pngDeath Mark.pngDeath Mark
      Enemies with 4 or more debuffs are marked for death, taking bonus damage.

      Enemies with 4 or more debuffs are marked for death, increasing damage taken by 50% from all sources for 7 (+7 per stack) seconds.
      • Debuff Duration: 7s ⇒ 7s (+7s per stack)
      • 🌧Remove text stating that the damage bonus scaled with stacks
    • Old Guillotine.png Old GuillotineBgUncommon.pngOld Guillotine.pngOld Guillotine
      Instantly kill low health Elite monsters.

      Instantly kill Elite monsters below 13% (+13% per stack) health.
      • 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.png Runald’s BandBgUncommon.pngRunald's Band.pngRunald's Band
        High damage hits also blasts enemies with runic ice. Recharges over time.

        Hits that deal more than 400% damage also blasts enemies with a runic ice blast, slowing them by 80% for 3s (+3s per stack) and dealing 250% (+250% per stack) TOTAL damage. Recharges every 10 seconds.
        • Ice Blast Damage: 250% (+125% per stack) ⇒ 250% (+250% per stack)
        • Ice Debuff Duration: 3s ⇒ 3s (+3s per stack)
      • Kjaro's Band.png Kjaro's BandBgUncommon.pngKjaro's Band.pngKjaro's Band
        High damage hits also blasts enemies with a runic flame tornado. Recharges over time.

        Hits that deal more than 400% damage also blasts enemies with a runic flame tornado, dealing 300% (+300% per stack) TOTAL damage over time. Recharges every 10 seconds.
        • Fire Tornado Damage: 500% (+250% per stack) ⇒ 300% (+300% per stack)
        • Fire Tornado Hitbox Width: 4.8m ⇒ 13m
        • No longer moves
    • H3AD-5T v2.png H3AD-5T v2BgLegendary.pngH3AD-5T v2.pngH3AD-5T v2
      Increase jump height. Hold 'Interact' to slam down to the ground.

      Increase jump height. Creates a 5m-100m radius kinetic explosion on hitting the ground, dealing 1000%-10000% base damage that scales up with fall distance. Recharges in 10 (-50% per stack) seconds.
      • 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.png Interstellar Desk PlantBgLegendary.pngInterstellar Desk Plant.pngInterstellar Desk Plant
      Plant a healing fruit on kill.

      On kill, plant a healing fruit seed that grows into a plant after 5 seconds.

      The plant heals for 5% of maximum health every 0.5 second to all allies within 10m (+5.0m per stack). Lasts 10 seconds.
      • 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.png Milky ChrysalisBgEquipment.pngMilky Chrysalis.png60sMilky Chrysalis
      Gain temporary flight.

      Sprout wings and fly for 15 seconds. Gain +20% movement speed for the duration.
      • 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.png Strides of HeresyBgLunar.pngStrides of Heresy.pngStrides of Heresy
      Replace your Utility Skill with 'Shadowfade'.

      Replace your Utility Skill with Shadowfade.

      Fade away, becoming intangible and gaining +30% movement speed. Heal for 18.2% (+18.2% per stack) of your maximum health. Lasts 3 (+3 per stack) seconds.
      • No longer puts you in combat
    • Helfire Tincture.png Helfire TinctureBgLunar.pngHelfire Tincture.png45sHelfire Tincture
      Burn everything nearby... including you and allies.

      Ignite ALL characters within 15m for 12s. Deal 5% of your maximum health/second as burning as damage. The burn is 0.5x stronger on yourself, 0.25x stronger on allies, and 24x stronger on enemies.
      • Helfire Radius: 10m ⇒ 15m
      • Helfire Duration: 8s ⇒ 12s
      • Improve VFX and SFX
    • Effigy of Grief.png Effigy of GriefBgLunar.pngEffigy of Grief.png15sEffigy of Grief
      Drop a permanent effigy that cripples ALL characters inside. Can place up to 5.

      ALL characters within are slowed by 50% and have their armor reduced by 20. Can place up to 5.
      • 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.png Little DiscipleBgBoss.pngLittle Disciple.pngLittle Disciple
      Fire tracking wisps while sprinting.

      Fire a tracking wisp for 300% (+300% per stack) damage. Fires every 1.6 seconds while sprinting. Fire rate increases with movement speed.
      • 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.png Titanic PlainsTitanic Plains.pngTitanic Plains (Stage 1)
      Ground Zero
      You dream of rolling hills.

      Gigantic stone arches bracket the skyline, while the main play-field overlooks a vast fractured tectonic lowland.
      • 🌧 Update with new visuals to make it depressing
    • Sky Meadow.png Sky MeadowSky Meadow.pngSky Meadow (Stage 5)
      Sprite Fields
      You dream of serenity.

      • Update with new visuals and functionality that leads to the final stage
    • Bazaar Between Time.png Bazaar Between TimeBazaar Between Time.pngBazaar Between Time (Hidden Realm)
      Hidden Realm: Bazaar Between Time
      This stage serves as the shop in Risk of Rain 2. Players can purchase various Items with Lunar Coins or exchange items for higher-rarity ones in two crucibles.
      • Base Portal Chance: 25% for the first portal ⇒ 37.5% for the first portal
      • Lunar Buds: 4 ⇒ 5
  • Monsters & Bosses
    • Mini Mushrum.png Mini MushrumMini Mushrum.pngMini Mushrum
      HP: 290 (+87 per level)
      Damage: 16 (+3.2 per level)
      Class: Ranged
      Speed: 2 m/s
      Armor: 0
      • 🌧 Base Health: 360 (+108 per level) ⇒ 290 (+87 per level)
    • Parent.png ParentParent.pngParent
      HP: 585 (+176 per level)
      Damage: 16 (+3.2 per level)
      Class: Melee
      Speed: 11 m/s
      Armor: 0
      • 🌧 Base Health: 1200 (+360 per level) ⇒ 900 (+270 per level)
    • Lesser Wisp.png Lesser WispLesser Wisp.pngLesser Wisp
      HP: 35 (+10 per level)
      Damage: 3.5 (+0.7 per level)
      Class: Ranged
      Speed: 6 m/s
      Armor: 0
      • Now properly stops charging attack sound when interrupted
    • Imp Overlord.png Imp OverlordImp Overlord.pngImp Overlord
      Lord of the Red PlaneHP: 2800 (+840 per level)
      Damage: 16 (+3.2 per level)
      Class: Melee / Ranged
      Speed: 13 m/s
      Armor: 20
      • 🌧Maximum Blink Distance: 600m ⇒ 300m
      • Now throws Void Spikes in a staggered fashion, rather than all at once
    • Magma Worm.png Magma WormMagma Worm.pngMagma Worm
      Ancient Lava SwimmerHP: 2400 (+720 per level)
      Damage: 10 (+2 per level)
      Class: Melee
      Speed: 20 m/s
      Armor: 15
      • 🌧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.png Void ReaverVoid Reaver.pngVoid Reaver
      HP: 1900 (+570 per level)
      Damage: 12 (+2.4 per level)
      Class: Ranged / Self-Destruct
      Speed: 6 m/s
      Armor: 0
      • 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
    • Bighorn Bison.png BisonBighorn Bison.pngBighorn Bison
      HP: 480 (+144 per level)
      Damage: 12 (+2.4 per level)
      Class: Melee
      Speed: 3 m/s
      Armor: 0
      • 🌧 Add spawn effect and animation (finally!)

Quality of Life

ROR2QualityofLife.png

  • 🌧 Added a language dropdown menu to the Main Menu
  • Audio has received an overall mix pass
  • Reduced the audio levels of the Magma Worm.png Magma WormMagma Worm.pngMagma Worm
    Ancient Lava SwimmerHP: 2400 (+720 per level)
    Damage: 10 (+2 per level)
    Class: Melee
    Speed: 20 m/s
    Armor: 15
    , Imp Overlord.png Imp OverlordImp Overlord.pngImp Overlord
    Lord of the Red PlaneHP: 2800 (+840 per level)
    Damage: 16 (+3.2 per level)
    Class: Melee / Ranged
    Speed: 13 m/s
    Armor: 20
    , and Clay Dunestrider.png Clay DunestriderClay Dunestrider.pngClay Dunestrider
    Ravenous SymbiontHP: 2100 (+630 per level)
    Damage: 25 (+5 per level)
    Class: Ranged
    Speed: 9 m/s
    Armor: 20
  • Updated the Teleporter model
  • Updated the Ukulele.png UkuleleBgUncommon.pngUkulele.pngUkulele
    ...and his music was electric.

    25% chance to fire chain lightning for 80% TOTAL damage on up to 3 (+2 per stack) targets within 20m (+2m per stack).
    model
  • Improved Infusion.png InfusionBgUncommon.pngInfusion.pngInfusion
    Killing an enemy permanently increases your maximum health, up to 100.

    Killing an enemy increases your health permanently by 1 (+1 per stack), up to a maximum of 100 (+100 per stack) health.
    VFX to be more noticeable
  • Reduced brightness of some Mercenary.png MercenaryMercenary.pngMercenaryThe Mercenary is a high skill melee survivor that uses his many dodges to weave in and out of combat.
    Class: Melee
    HP: 110 (+33 per level)
    Damage: 12 (+2.4 per level)
    Armor: 20
    Umbra: Hired Blade
    effects to they are less white and have more color
  • Fixed dithering for several on-character item displays
  • Updated the kick system to be able to supply detailed messages and enforce version matching when connecting to a server
  • Added functionality for servers and lobbies to provide mod info and reject players for mismatches
  • Servers can now define behavior to run upon entering character select by supplying a "server_pregame.cfg" config file
  • Updated “MUL-T: Gotcha!” challenge to allow Preon Accumulator.png PreonBgEquipment.pngPreon Accumulator.png140sPreon Accumulator
    Fire a ball of energy that electrocutes nearby enemies before detonating.

    Fires preon tendrils, zapping enemies within 35m for up to 600% damage/second. On contact, detonate in an enormous 20m explosion for 4000% damage.
    tendrils to count toward completion
  • A bunch of other stuff we probably forgot!

Bug Fixes

ROR2BugFixes.png

  • 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.png Commando’sCommando.pngCommandoThe Commando is a jack-of-all-trades character that is reliable in all situations of the game.
    Class: Ranged
    HP: 110 (+33 per level)
    Damage: 12 (+2.4 per level)
    Armor: 0
    Umbra: Cornered Gunslinger
    Phase Blast.png Phase BlastPhase Blast.pngPhase Blast (Secondary)Fire two close-range blasts that deal 8x200% damage total.
    Survivor: Commando
    , Huntress.png Huntress’Huntress.pngHuntressThe Huntress is an extremely mobile but fragile survivor with a high damage output.
    Class: Ranged
    HP: 90 (+27 per level)
    Damage: 12 (+2.4 per level)
    Armor: 0
    Umbra: Judge, Jury, Executioner
    Ballista.png BallistaBallista.pngBallista (Special)Teleport backwards into the sky. Fire up to 3 energy bolts, dealing 3x900% damage.
    Survivor: Huntress
    , and MUL-T.png MUL-T’sMUL-T.pngMUL-TMUL-T is an aggressive survivor who has the tools necessary for any job!
    Class: Melee / Ranged
    HP: 200 (+60 per level)
    Damage: 11 (+2.2 per level)
    Armor: 12
    Umbra: Right Tool for the Wrong Job
    Rebar Puncher.png Rebar PuncherRebar Puncher.pngRebar Puncher (Primary)Fire a piercing rebar that deals 600% damage.
    Survivor: MUL-T
  • 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 Reaver.png Void ReaversVoid Reaver.pngVoid Reaver
    HP: 1900 (+570 per level)
    Damage: 12 (+2.4 per level)
    Class: Ranged / Self-Destruct
    Speed: 6 m/s
    Armor: 0
    and REX.png REX’sREX.pngREXREX is a half robot / half plant that uses HP to cast devastating skills from a distance. The plant nor the robot could survive this planet alone – but thankfully they have each other.
    Class: Ranged
    HP: 130 (+39 per level)
    Damage: 12 (+2.4 per level)
    Armor: 20
    Umbra: Symbiotes
    Tangling Growth.png Tangling GrowthTangling Growth.pngTangling Growth (Special)25% HP. Fire a flower that roots for 200% damage. Heals for every target hit.
    Survivor: REX
    becoming permanent if using Wax Quail.png Wax QuailBgUncommon.pngWax Quail.pngWax Quail
    Jumping while sprinting boosts you forward.

    Jumping while sprinting boosts you forward by 10m (+10m per stack).
    while affected, which would also sometimes lead to a crash upon getting killed
  • Fixed Repulsion Armor Plate.png Repulsion Armor PlateBgCommon.pngRepulsion Armor Plate.pngRepulsion Armor Plate
    Receive flat damage reduction from all attacks.

    Reduce all incoming damage by 5 (+5 per stack). Cannot be reduced below 1.
    not applying against posthumously dealt damage
  • Fixed Visions of Heresy.png Visions of HeresyBgLunar.pngVisions of Heresy.pngVisions of Heresy
    Replace your Primary Skill with 'Hungering Gaze'.

    Replace your Primary Skill with Hungering Gaze.

    Fire a flurry of tracking shards that detonate after a delay, dealing 120% base damage. Hold up to 12 charges (+12 per stack) that reload after 2 seconds (+2 per stack).
    allowing Huntress.png Huntress’Huntress.pngHuntressThe Huntress is an extremely mobile but fragile survivor with a high damage output.
    Class: Ranged
    HP: 90 (+27 per level)
    Damage: 12 (+2.4 per level)
    Armor: 0
    Umbra: Judge, Jury, Executioner
    Ballista.png BallistaBallista.pngBallista (Special)Teleport backwards into the sky. Fire up to 3 energy bolts, dealing 3x900% damage.
    Survivor: Huntress
    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.png MUL-T’sMUL-T.pngMUL-TMUL-T is an aggressive survivor who has the tools necessary for any job!
    Class: Melee / Ranged
    HP: 200 (+60 per level)
    Damage: 11 (+2.2 per level)
    Armor: 12
    Umbra: Right Tool for the Wrong Job
    Auto-Nailgun.png NailgunAuto-Nailgun.pngAuto-Nailgun (Primary)Rapidly fire nails for 70% damage. Finishes with a blast of 12 nails.
    Survivor: MUL-T
    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

ROR2KnownIssues.png

  • 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.