Early Access Scorched Acres Content Update

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Early Access Scorched Acres Content Update
Scorched Acres Update.jpg
Release Date June 25, 2019 (PC)
External Links Steam

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Early Access Patch (Build ID No.3961583) →

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 Official Risk of Rain 2 Discord.

Major Content and Changes

  • Added New Survivor: REX.png REXREX.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
  • Added New Stage: Scorched Acres.png Scorched AcresScorched Acres.pngScorched Acres (Stage 3)
    Wisp Installation
    You dream of wind, blowing through trees.

    Large, circular platforms make up the majority of the stage, and embers float through the air.
  • Added New Boss: Grovetender.png GrovetenderGrovetender.pngGrovetender
    Wisp CultivatorHP: 2800 (+840 per level)
    Damage: 23 (+4.6 per level)
    Class: Ranged
    Speed: 10 m/s
    Armor: 20
  • Added New Elite: Status AffixPoison.png MalachiteStatus AffixPoison.pngMalachite (Affix Buff)
    Gain the power of a Malachite Elite.Shoot occassional urchins and apply healing disabled on hit.
    • 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.png Clay TemplarClay Templar.pngClay Templar
    HP: 700 (+210 per level)
    Damage: 16 (+3.2 per level)
    Class: Ranged
    Speed: 6 m/s
    Armor: 0
  • Added New Drone: Equipment Drone.png Equipment Drone
  • Added New Drone: Incinerator Drone.png Incinerator Drone
  • Added New Chests: Category Chests
  • Added 9 new items/equipment to the game
    • New Item: Topaz Brooch.png Topaz BroochBgCommon.pngTopaz Brooch.pngTopaz Brooch
      Gain a temporary barrier on kill.

      Gain a temporary barrier on kill for 15 health (+15 per stack).
    • New Item: 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.
    • New Item: War Horn.png WarhornBgUncommon.pngWar Horn.pngWar Horn
      Activating your Equipment gives you a burst of attack speed.

      Activating your Equipment gives you +70% attack speed for 8s (+4s per stack).
    • New Item: Aegis.png AegisBgLegendary.pngAegis.pngAegis
      Healing past full grants you a temporary barrier.

      Healing past full grants you a temporary barrier for 50% (+50% per stack) of the amount you healed.
    • New Equipment: Eccentric Vase.png Eccentric VaseBgEquipment.pngEccentric Vase.png45sEccentric Vase
      Create a quantum tunnel between two locations.

      Create a quantum tunnel of up to 1000m in length. Lasts 30 seconds.
    • New Equipment: Fuel Array.png Fuel ArrayBgEquipment.pngFuel Array.pngFuel Array
      Looks like it could power something. EXTREMELY unstable...
    • New Lunar Equipment: Spinel Tonic.png Spinel TonicBgLunar.pngSpinel Tonic.png60sSpinel Tonic
      Gain a massive boost to ALL stats. Chance to gain an affliction that reduces ALL stats.

      Drink the Tonic, gaining a boost for 20 seconds. Increases damage by +100%. Increases attack speed by +70%. Increases armor by +20. Increases maximum health by +50%. Increases passive health regeneration by +300%. Increases movespeed by +30%.

      When the Tonic wears off, you have a 20% chance to gain a Tonic Affliction, reducing all of your stats by -5% (-5% per stack).
    • New Boss Item: 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.
    • New Boss Item: Halcyon Seed.png Halcyon SeedBgBoss.pngHalcyon Seed.pngHalcyon Seed
      Summon Aurelionite during the Teleporter event.

      Summon Aurelionite during the teleporter event. It has 100% (+50% per stack) damage and 100% (+100% per stack) health.
  • Added 5 new challenges to the game
  • 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

Gameplay Changes

  • Survivors
    • 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
      • New Passive: ENV Suit.png ENV-SuitENV Suit.pngENV Suit (Passive)Holding the Jump key causes the Artificer to hover in the air.
        Survivor: Artificer
        • ☂ The Artificer now hovers while holding Jump.
      • Add new crosshair
      • Add new bloom effects for Flame Bolt.png FireboltFlame Bolt.pngFlame Bolt (Primary)Ignite. Fire a bolt for 280% damage. Hold up to 4.
        Survivor: Artificer
    • 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
      • ☂ Add true Status HiddenInvincibility.png invincibilityStatus HiddenInvincibility.pngHidden Invincibility (Buff)
        Become invulnerable.Become immune to all attacks.
        during Eviscerate.png EviscerateEviscerate.pngEviscerate (Special)Target the nearest enemy, attacking them for 110% damage repeatedly. You cannot be hit for the duration.
        Survivor: Mercenary
        and 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
        .
      • ☂ Add lingering invincibility for 0.6s after Eviscerate.png EviscerateEviscerate.pngEviscerate (Special)Target the nearest enemy, attacking them for 110% damage repeatedly. You cannot be hit for the duration.
        Survivor: Mercenary
        ends.
      • 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
        deducts 1 from stock when timed out rather than resetting it all to 0.
      • ☂ Add “Safe Movement” during Eviscerate.png EviscerateEviscerate.pngEviscerate (Special)Target the nearest enemy, attacking them for 110% damage repeatedly. You cannot be hit for the duration.
        Survivor: Mercenary
        and Blinding Assault.png AssaulterBlinding 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
        to reduce the chance of clipping through geometry
    • Engineer.png EngineerEngineer.pngEngineerThe Engineer is a unique class that requires planning and positioning to be successful.
      Class: Ranged
      HP: 130 (+39 per level)
      Damage: 14 (+2.8 per level)
      Armor: 0
      Umbra: Fortification Expert
      • Turret Base Damage: 19 ⇒ 16
    • 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
      • ☂ Now comes down in a unique pod!
    • Huntress.png HuntressHuntress.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
      • ☂ Raise vertical height of Arrow Rain.png Arrow RainArrow Rain.pngArrow Rain (Special)Teleport into the sky. Target an area to rain arrows, slowing all enemies and dealing 330% damage per second.
        Survivor: Huntress
        to be more cylindrical
      • Fix Huntress Arrow Rain.png Arrow RainArrow Rain.pngArrow Rain (Special)Teleport into the sky. Target an area to rain arrows, slowing all enemies and dealing 330% damage per second.
        Survivor: Huntress
        jump not scaling its animation speed with attack speed
      • ☂ Add “Safe Movement” during Blink.png BlinkBlink.pngBlink (Utility)Disappear and teleport forward.
        Survivor: Huntress
        to reduce the chance of clipping through geometry
      • Clean up logic in Strafe.png StrafeStrafe.pngStrafe (Primary)Agile. Quickly fire a seeking arrow for 150% damage.
        Survivor: Huntress
        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.png Frost RelicBgLegendary.pngFrost Relic.pngFrost Relic
      Killing enemies surrounds you with an ice storm.

      Killing an enemy surrounds you with an ice storm that deals 1200% damage per second and slows enemies by 80% for 1.5s. The storm grows with every kill, increasing its radius by 2m. Stacks up to 18m (+12m per stack).
      • 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.png Ceremonial DaggerBgLegendary.pngCeremonial Dagger.pngCeremonial Dagger
      Killing an enemy releases homing daggers.

      Killing an enemy fires out 3 homing daggers that deal 150% (+150% per stack) base damage.
      • ☂ 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.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 Orb: 4 (+4 per stack) ⇒ 6 (+6 per stack)
    • Armor-Piercing Rounds.png AP RoundsBgCommon.pngArmor-Piercing Rounds.pngArmor-Piercing Rounds
      Deal extra damage to bosses.

      Deal an additional 20% damage (+20% per stack) to bosses.
      • Bonus Damage: 20% (+10% per stack) ⇒ 20% (+20% per stack)
    • Chronobauble.png ChronobaubleBgUncommon.pngChronobauble.pngChronobauble
      Slow enemies on hit.

      Slow enemies on hit for -60% movement speed for 2s (+2s per stack).
      • Slow Duration: 1 (+1 per stack) ⇒ 2 (+2 per stack)
      • Update tier color outline to match other items
    • AtG Missile Mk. 1.png AtG MissileBgUncommon.pngAtG Missile Mk. 1.pngAtG Missile Mk. 1
      Chance to fire a missile.

      10% chance to fire a missile that deals 300% (+300% per stack) TOTAL damage.
      • 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.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).
      • Damage: 80% additive damage ⇒ 80% total damage
    • Sentient Meat Hook.png Meat HookBgLegendary.pngSentient Meat Hook.pngSentient Meat Hook
      Chance to hook all nearby enemies.

      20% (+20% per stack) chance on hit to fire homing hooks at up to 10 (+5 per stack) enemies for 100% TOTAL damage.
      • Damage: 100% additive damage ⇒ 100% total damage
    • Sticky Bomb.png Sticky BombBgCommon.pngSticky Bomb.pngSticky Bomb
      Chance on hit to attach a bomb to enemies.

      5% (+5% per stack) chance on hit to attach a bomb to an enemy, detonating for 180% TOTAL damage.
      • Damage: 250% (+125% per stack) additive damage ⇒ 180% total 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.
      • Damage: 250% (+125% per stack) additive damage ⇒ 250% (+125% per stack) total damage
    • 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.
      • Damage: 500% (+250% per stack) additive damage ⇒ 500% (+250% per stack) total damage
    • Brilliant Behemoth.png Brilliant BehemothBgLegendary.pngBrilliant Behemoth.pngBrilliant Behemoth
      All your attacks explode!

      All your attacks explode in a 4m (+2.5m per stack) radius for a bonus 60% TOTAL damage to nearby enemies.
      • Damage: 60% additive damage ⇒ 60% total damage
    • Gesture of the Drowned.png Gesture Of the DrownedBgLunar.pngGesture of the Drowned.pngGesture of the Drowned
      Dramatically reduce Equipment cooldown... BUT it automatically activates.

      Reduce Equipment cooldown by 50% (+15% per stack). Forces your Equipment to activate whenever it is off cooldown.
      • 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.png Brittle CrownBgLunar.pngBrittle Crown.pngBrittle Crown
      Gain gold on hit... BUT surrender gold on getting hit.

      30% chance on hit to gain 2 (+2 per stack) gold. Scales over time.

      Lose gold on taking damage equal to 100% (+100% per stack) of the maximum health percentage you lost.
      • Update Brittle Crown’s item log description to now show stacking behavior
    • N'kuhana's Opinion.png N’Kuhana’s OpinionBgLegendary.pngN'kuhana's Opinion.pngN'kuhana's Opinion
      Fire haunting skulls when healed.

      Store 100% (+100% per stack) of healing as Soul Energy. After your Soul Energy reaches 10% of your maximum health, fire a skull that deals 250% of your Soul Energy as damage.
      • 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.png Distant RoostDistant Roost.pngDistant Roost (Stage 1)
      Ground Zero
      You dream of waves, crashing on cliffsides.

      Spires of earth jut through the fog and unknown avian creatures circle far peaks guarding their broods.
      • Update grass texture
      • Add environmental particles
      • Stone Titan.png TitansStone Titan.pngStone Titan
        Crisis VanguardHP: 2100 (+630 per level)
        Damage: 40 (+8 per level)
        Class: Ranged / Melee
        Speed: 5 m/s
        Armor: 20
        on Distant Roost now properly have their ferns displayed
    • Abandoned Aqueduct.png Abandoned AqueductAbandoned Aqueduct.pngAbandoned Aqueduct (Stage 2)
      Origin of Tar
      You dream of sand beneath your feet.

      Massive skeletons and pools of tar are littered around, and a towering aqueduct pouring down tar dominates the area.
      • Fix a map hole that allowed the player to get out of bounds.
      • Can now spawn new monsters post-loop
    • Wetland Aspect.png Wetland AspectWetland Aspect.pngWetland Aspect (Stage 2)
      Rehabilitation Zone
      You dream of twisting roots.

      Full of ruined stone structures and swampy areas filled with water.
      • ☂ Now contains a few alternate routes for low-mobility characters.
      • Add new boss track
    • Abyssal Depths.png Abyssal DepthsAbyssal Depths.pngAbyssal Depths (Stage 4)
      Tectonic Relics
      You dream of fire.

      A hellfire-forged zone of blazing heat, the Abyssal Depths are believed to be a continuation and adaptation of the Magma Barracks from Risk of Rain.
      • 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.png Gilded CoastGilded Coast.pngGilded Coast (Hidden Realm)
      Hidden Realm: Gilded Coast
      You dream of wealth.

      This area is where the player fights the boss Aurelionite, the Titanic Goldweaver.
      • 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.png Rallypoint DeltaRallypoint Delta.pngRallypoint Delta (Stage 3)
      'Contact Light' Survivor Camp
      You dream of quiet snowfall.

      Rallypoint Delta is the remains of a makeshift camp constructed by a group of scattered crew members from the UES Contact Light, somewhere in the frigid tundra of Petrichor V.
      • Expanded the size between scaffolding pillars to prevent certain characters getting stuck inside
  • Monsters
    • Jellyfish.png JellyfishJellyfish.pngJellyfish
      HP: 60 (+18 per level)
      Damage: 5 (+1 per level)
      Class: Self-Destruct
      Speed: 10 m/s
      Armor: 0
      • Nova Proc Coefficient: 1 ⇒ 2
    • Wandering Vagrant.png Wandering VagrantWandering Vagrant.pngWandering Vagrant
      Gentle ProtectorHP: 2100 (+630 per level)
      Damage: 6.5 (+1.3 per level)
      Class: Ranged
      Speed: 6 m/s
      Armor: 15
      • Nova Proc Coefficient: 1 ⇒ 3
    • Lemurian.png LemurianLemurian.pngLemurian
      HP: 80 (+24 per level)
      Damage: 12 (+2.4 per level)
      Class: Ranged / Melee
      Speed: 7 m/s
      Armor: 0
      • Now slows down when close range to prevent them from missing and circle strafing while biting
    • 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
      • 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 Status OnFire.png fireStatus OnFire.pngBurn (Debuff)
      Damage over time, disable health regeneration.Applies a percent of damage over time, and disables health regeneration.
      (stackable)

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.png Wandering Vagrant’sWandering Vagrant.pngWandering Vagrant
    Gentle ProtectorHP: 2100 (+630 per level)
    Damage: 6.5 (+1.3 per level)
    Class: Ranged
    Speed: 6 m/s
    Armor: 15
    proper M2 sound
  • Assign Engineer.png EngineerEngineer.pngEngineerThe Engineer is a unique class that requires planning and positioning to be successful.
    Class: Ranged
    HP: 130 (+39 per level)
    Damage: 14 (+2.8 per level)
    Armor: 0
    Umbra: Fortification Expert
    Turret’s proper attack sound
  • ☂ Add new SFX 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
    M1
  • ☂ Add new SFX for 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
  • Add fall damage sounds to all characters
  • Add Engineer.png EngineerEngineer.pngEngineerThe Engineer is a unique class that requires planning and positioning to be successful.
    Class: Ranged
    HP: 130 (+39 per level)
    Damage: 14 (+2.8 per level)
    Armor: 0
    Umbra: Fortification Expert
    sounds to Bubble Shield.png Bubble ShieldBubble Shield.pngBubble Shield (Utility)Place an impenetrable shield that blocks all incoming damage.
    Survivor: Engineer
  • 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 Overlord.png Imp OverlordsImp 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
    Hurtboxes to properly match the size of the model
  • ☂ Change post process of Overloading Worm.png Overloading WormOverloading Worm.pngOverloading Worm
    The ReminderHP: 12000 (+3600 per level)
    Damage: 50 (+10 per level)
    Class: Melee
    Speed: 20 m/s
    Armor: 15
    to brighten instead of darken
  • ☂ Increased the Monster logs despawn timer from 1 minute to 5 minutes
  • ☂ Updated the packs from Bandolier.png BandolierBgUncommon.pngBandolier.pngBandolier
    Chance on kill to drop an ammo pack that resets all skill cooldowns.

    18% (+10% per stack) chance on kill to drop an ammo pack that resets all skill cooldowns.
    and 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.
    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 Back-up.png The BackupBgEquipment.pngThe Back-up.png100sThe Back-up
    Call drones for back up. Lasts 25 seconds.

    Call 4 Strike Drones to fight for you. Lasts 25 seconds.
    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 Lesser Wisp.png WispLesser Wisp.pngLesser Wisp
    HP: 35 (+10 per level)
    Damage: 3.5 (+0.7 per level)
    Class: Ranged
    Speed: 6 m/s
    Armor: 0
    and Jellyfish.png JellyfishJellyfish.pngJellyfish
    HP: 60 (+18 per level)
    Damage: 5 (+1 per level)
    Class: Self-Destruct
    Speed: 10 m/s
    Armor: 0
    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.png Beetle GuardBeetle Guard.pngBeetle Guard
    HP: 480 (+144 per level)
    Damage: 12 (+2.4 per level)
    Class: Melee / Ranged
    Speed: 17 m/s
    Armor: 0
    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.png Wandering VagrantWandering Vagrant.pngWandering Vagrant
    Gentle ProtectorHP: 2100 (+630 per level)
    Damage: 6.5 (+1.3 per level)
    Class: Ranged
    Speed: 6 m/s
    Armor: 15
    , 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
    , and Stone Titan.png Stone TitanStone Titan.pngStone Titan
    Crisis VanguardHP: 2100 (+630 per level)
    Damage: 40 (+8 per level)
    Class: Ranged / Melee
    Speed: 5 m/s
    Armor: 20
    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.png Soulbound CatalystBgLegendary.pngSoulbound Catalyst.pngSoulbound Catalyst
    Kills reduce equipment cooldown.

    Kills reduce equipment cooldown by 4s (+2s per stack).
    on 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
    to no longer be upside down
  • Fix Chest emissions using the wrong texture
  • ☂ Fix Monster Logs not dropping on Drizzle.png Drizzle difficulty
  • ☂ Fix misnamed language token in profile creation screen
  • ☂ Fix holes in the ceiling of the Bazaar Between Time.png BazaarBazaar 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.
  • Fix the Her Biting Embrace.png Ice CrownBgEquipment.pngHer Biting Embrace.pngHer Biting Embrace
    Become an aspect of ice.
    on Brass Contraption.png Brass ContraptionsBrass Contraption.pngBrass Contraption
    HP: 300 (+90 per level)
    Damage: 10 (+2 per level)
    Class: Ranged
    Speed: 10 m/s
    Armor: 0
    hanging in the air after death
  • Improved interpolation of characters online
  • ☂ Fix Engineer.png EngineerEngineer.pngEngineerThe Engineer is a unique class that requires planning and positioning to be successful.
    Class: Ranged
    HP: 130 (+39 per level)
    Damage: 14 (+2.8 per level)
    Armor: 0
    Umbra: Fortification Expert
    sprint sounds not playing first time sprinting on a stage
  • ☂ Fix an issue with the Gnarled Woodsprite.png Gnarled WoodspriteBgEquipment.pngGnarled Woodsprite.png15sGnarled Woodsprite
    Heal over time. Activate to send to an ally.

    Gain a Woodsprite follower that heals for 1.5% of your maximum health/second. Can be sent to an ally to heal them for 10% of their maximum health.
    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 Gnarled Woodsprite.png WoodspriteBgEquipment.pngGnarled Woodsprite.png15sGnarled Woodsprite
    Heal over time. Activate to send to an ally.

    Gain a Woodsprite follower that heals for 1.5% of your maximum health/second. Can be sent to an ally to heal them for 10% of their maximum health.
    not being able to select targets with Gesture of the Drowned.png GestureBgLunar.pngGesture of the Drowned.pngGesture of the Drowned
    Dramatically reduce Equipment cooldown... BUT it automatically activates.

    Reduce Equipment cooldown by 50% (+15% per stack). Forces your Equipment to activate whenever it is off cooldown.
    )
  • Fix 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
    charge effect being on the wrong layer and showing through walls
  • Clear idle animation for Hermit Crab.png Hermit CrabsHermit Crab.pngHermit Crab
    HP: 100 (+30 per level)
    Damage: 12 (+2.4 per level)
    Class: Ranged
    Speed: 10 m/s
    Armor: 0
    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.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
    now counts towards ‘Moon Worshipper’ achievement
  • Prevent attacks with proc coefficient 0 applying Crowd Control effects like the Brilliant Behemoth.png BehemothBgLegendary.pngBrilliant Behemoth.pngBrilliant Behemoth
    All your attacks explode!

    All your attacks explode in a 4m (+2.5m per stack) radius for a bonus 60% TOTAL damage to nearby enemies.
    + Snapfreeze.png SnapfreezeSnapfreeze.pngSnapfreeze (Utility)Freezing. Create a barrier that hurts enemies for 100% damage.
    Survivor: Artificer
  • Set interrupt priority of frozen state to be higher than stun state to fix issues with the 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
    Snapfreeze.png SnapfreezeSnapfreeze.pngSnapfreeze (Utility)Freezing. Create a barrier that hurts enemies for 100% damage.
    Survivor: Artificer
    being interrupted by Stun Grenade.png Stun GrenadesBgCommon.pngStun Grenade.pngStun Grenade
    Chance to stun on hit.

    5% (+5% on stack) chance on hit to stun enemies for 2 seconds.
  • Fix a variety of typos

Thanks for your patience while we worked on this new content and we hope you all enjoy the new build!