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Dev Thoughts #27 - Developer Q&A + more!



Hello again everyone! It’s been a while since our pre-release Dev Thoughts and we’ve got a few new thoughts to share with you!

I strongly recommend watching the video version of the Dev Thoughts this month as it includes all the below content as well as a lengthy Community Q&A Interview with the co-founders of Hopoo Games - Duncan and Paul.
  • Where did the name “Hopoo” come from?

  • Who is to blame for Captain’s abilities not being available in hidden realms?

  • DEADBOLT 2 WHEN?

Find out the answers to these questions and many more by watching the below video!

[previewyoutube][/previewyoutube]

[h3]Expansion Reception[/h3]

First off let’s start off with the reception of Survivors of the Void. We have been absolutely blown away with the positive reaction to the expansion! We are thrilled that you’re loving the DLC, and despite some early balance/bug issues that we have adjusted as quickly as possible, you stuck with us and are playing Risk of Rain 2 in record numbers!

So once again, from the bottom of our hearts, a huge thank you from everyone here at Hopoo Games for being part of this - we couldn’t do it without you!



[h3]Console Release[/h3]

Since the PC release of Survivors of the Void we have been busy ironing out all the bugs and balance changes needed to get the expansion - and Risk of Rain 2 as a whole - up to the best standard. In order to release the console versions simultaneously to this same standard, including all the improvements we’ve already made to the PC version, we have made the decision to move the Console release of Survivors of the Void to later this year in early Q4.

This was not an easy choice to make however we want to ensure your experience playing Risk of Rain 2 is the same regardless of the platform you chose, moving the date will allow us to deliver the game on all Console platforms in the state you deserve. We know this will be disappointing news for some of you however we know that in the long run this is the best move to make for the future of the game.



[h3]Merch Update[/h3]

Just a quick update here - you may have seen on Twitter or Discord a couple of months ago that I asked what you’d like to see as far as Hopoo Games merchandise is concerned and I’ve taken that feedback and we are well on our way to opening a merch store for you!

We have secured a partner to bring this merch to you and we are finalising designs right now - but don’t worry we will absolutely let you know when we’re ready to open!

As you can tell from this secret snippet of an email - we have something special in store for you!

oooh



[h3]Survivors of the Void Patch 1.2.4[/h3]

We have already updated Survivors of the Void twice since release and we are planning on at least one more bug fix patch before we consider Survivors of the Void completed on PC. This patch mainly focuses on bugs so there will not be much in the way of balance or content changes this time - however one change we’ve made is to recolor any ally Void creatures on your team to make them easier to identify in the chaos of combat.

Your special blue crabbos.

Another big thank you to everyone who has taken the time to report any gameplay or bug issues to us over the last couple of months - this is incredibly valuable information for us to improve the game and we really appreciate it! There is still time to report any bugs you may have experienced since the 1.2.3 Patch - let us know by joining our Discord and reporting them in the #bug-reports-pc channel

https://discord.gg/riskofrain2



Thanks again to everyone for making the Survivors of the Void launch an amazing experience - don't forget to check out the video dev thoughts above for the Q&A with Duncan and Paul - and I'll see you next time, we can’t wait to show you what we’ve been cooking up!



Jonathan
Community Manager
Hopoo Games


Risk of Rain 2 - Survivors of the Void - Patch 1.2.3

[h3]Risk of Rain 2: Survivors of the Void PC Patch v1.2.3 (Build ID #8537997)[/h3]



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 or give us feedback feel free to join the discord at https://discord.gg/riskofrain2



The goal of this patch is to address lower-level bugs, while also taking a look at some content changes and more long-standing bugs that have existed in RoR2.

Read up!



Simulacrum
  • Slightly updated visuals of Void Focus
  • Now has an indicator for the Void Focus’ position
Void Seeds
  • 🌧 Now cap at a maximum of 3 per map
  • 🌧 Spawn less frequently with Artifact of Sacrifice enabled
  • 🌧 Spawn less frequently on top of you when starting a new stage
Void Fiend
  • 🌧 Corrupted skills are now lower priority than Heresy items, allowing Heresy items to override both versions of skills
Goobo Jr.
  • 🌧 Damage Bonus: +70% ⇒+200%
  • 🌧 Health Bonus: +70% ⇒ +200%
  • 🌧 Fix description in logbook being wrong
  • Developer Notes: Goobo was designed to be +600%. It was +70%. +600% was actually waaay too strong when we fixed it, so we set it to a more reasonable value.
Brittle Crown
  • 🌧 No longer grants gold to the enemy who hits you while wearing the item (but still shows the visuals)
  • Developer Notes: We thought it would be a cute behavior if when losing money from Brittle Crown, it granted that money to the attacker - for use in stuff like a Scavenger’s Crowd Funder. However, this resulted in you gaining all the money back when you killed the enemy, making Brittle Crown have (essentially) no downside.
Ben’s Raincoat
  • Rework behavior - Now has an internal cooldown of 5 seconds
  • Now blocks 1 (+1 per stack) debuffs before going on cooldown
  • Now grants 10% of your health as barrier when blocking a debuff
  • Now has the ‘Healing’ tag
  • No longer grants maximum health
  • 🌧 No longer blocks non-timed debuffs, like Eclipse 8 and skills like Power Mode
  • Developer Notes: Ben’s Raincoat was a very binary item, resulting in unsatisfying stacking behavior and frustrations when given to monsters (like in Simulacrum). The item also trivialized Eclipse 8. Now, it has a bit of downtime for when it can block debuffs - and since we didn’t want this to be just a net nerf, we also added a large barrier when blocking a debuff with the coat.

Void Devastator

  • Max Health: 2100 (+630 per level) ⇒ 2800 (+840 per level)
  • Armor: 10 ⇒ 20
  • Developer Notes: Despite being a boss monster, the Void Devastator had strangely low stats for its cost, especially when compared to same-cost monsters like the Imp Overlord
Gup
  • 🌧 No longer splits if killed from a ‘Void Death’, like from Lost Seer’s Lenses
  • Voidtouched Gups and Geeps will now split into Voidtouched Geeps and Gips (respectively)




  • Altered some planets in the Planetarium
  • Updated Captain’s Defense Matrix log to be granted by playing Captain
  • 🌧 Updated Shipping Request Form to be blacklisted for enemies
  • 🌧 Updated inventories to work with more than 255 items for mods with many items
  • 🌧 Made it easier for mods to register custom achievements
  • 🌧 Updated localization to allow mods to properly utilize the system
  • 🌧 Extended systems to support mods adding custom item tiers
  • 🌧 Pluripotent Larva will no longer convert into items that are not available in the current run
  • 🌧 Updated a deep pool in the Planetarium causing you to get stuck inside if you had no jump boosts
  • 🌧 Updated Heretic to receive Heresy items, even if spawned from Goobo Jr, so it can use abilities
  • 🌧 Fixed Korean language files having a malformed format, resulting in errors




  • 🌧 Fixed Category Chests dropping a much smaller subset of items
  • 🌧 Fixed Beetle Guard summoned from Queen’s Gland no longer being a fresh green color
  • 🌧 Fixed a variety of issues relating to Heresy items losing or gaining stocks when swapping skills with other skills
  • 🌧 Fixed Simulacrum referring to Rainstorm as Normal
  • 🌧 Removed nodes in Simulacrum’s Titanic Plains, Sulfur Pools, and Rallypoint Delta that were inside walls
  • 🌧 Removed nodes in Aphelian Sanctuary and Sulfur Pools that were inside walls
  • Fixed tag requirements of Vengeance and Void Fields
  • Fixed a bunch of NRE’s, causing a potential variety of issues
  • 🌧 Fixed profiles not being able to be deleted in the main menu
  • 🌧 Fixed out-of-bound zones for Aphelian Sanctuary, Void Fields, Distant Roost, Titanic Plains, and Sky Meadows not properly culling monsters
  • 🌧 Fixed Siphoned Forest being called Snowy Forest in the logbook
  • 🌧 [!!SPOILER!!]Fixed the frog not spawning a deep void portal
  • Fixed text for Blast Shower not clarifying that it also removes freezes and stuns
  • 🌧 Fixed visible back faces in Siphoned Forest
  • 🌧 Fixed Void Fiend’s Trespass continually playing the sound if you quit in the middle of the skill
  • 🌧 Fixed Disposable Missile Launcher and Fireworks not triggering other missile effects, like AtG Missile and Plasma Shrimp
  • 🌧 Fixed a few bugs with state-controlled debuffs (like Void Fiend’s Corrupted Flood) and Ben’s Raincoat causing those debuffs to be permanent
  • 🌧 Fixed REX’s core position being lowered while sprinting, causing AI issues and some projectiles appearing in the floor while sprinting
  • 🌧 Fixed Bulwark’s Ambry entry missing in logbook
  • Fixed Heretic’s head hurtbox causing issues when hit
  • Fixed Xi Construct and Void Jailer appearing with Artifact of Dissonance enabled, even with the DLC disabled
  • 🌧 Fixed Simulacrum button being there even if the DLC is disabled
  • 🌧 Fixed Pluripotent Larva not corrupting all items that map many-to-one (i.e., Runald’s Band + yellow items)
  • 🌧 Fixed Railgunner seeing her own Weak Points while Chaos is enabled
  • 🌧 Fixed camera issues with Frost Relic while using Railgunner’s scopes or Mul-T’s Power Mode
  • 🌧 Fixed issues with Gup / Geep / Gip and Dio’s Best Friend
  • 🌧 Fixed Collapse counting as two separate debuffs
  • Fixed Geep and Gip receiving items from Evolution and Simulacrum multiple times
  • Potentially fixing more cases where Simulacrum would fail to spawn enemies
  • Fixed various typos


Once again thanks very much for everyone who has jumped in and played Survivors of the Void and especially everyone that has reported these bugs! We're planning on at least one more bugfix/balance patch for the expansion so If you have any further issues with any of the above, or find any new bugs (impossible) please keep letting us know!

-Hopoo Games

Risk of Rain 2 - Survivors of the Void - Patch 1.2.2

[h3]Risk of Rain 2: Survivors of the Void PC Patch v1.2.2.0 (Build ID #8331485)[/h3]



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 or give us feedback feel free to join the discord at https://discord.gg/riskofrain2



The goal of this patch is to address bugs from the release of Survivors of the Void, alongside community-driven balance and design changes. Read up! For some context, check out our previous Dev Thoughts:

https://store.steampowered.com/news/app/632360/view/3114807061130869250



General
  • Added Steam achievements for the DLC!
Simulacrum
  • Waves now skip if nothing has spawned for 60 seconds
  • Waves now have a limit of how many credits can be given out at once
  • Waves will now spawn slightly more elites, and slightly less normal monsters
  • Artifact of Kin will always spawn monsters, even if they are considered ‘cheap’
  • Developer Notes: Simulacrum has a few edge cases where the director fails to spawn monsters - and as a result, the gamemode no longer advances. We added a few different checks to address situations where the game gets stuck. Not only that, but simulacrum tended to spam a lot more normal monsters instead of elites - so now, it’ll spawn a little bit more elite-y.
Void Seeds
  • Void Seeds no longer spawn monsters over time, or when the Teleporter starts
  • Void Seeds no longer occasionally spawns normal, non-Voidtouched monsters
  • Void Seeds now have a more clear area indicator
  • Void Seeds no longer spawn ‘naked’ Void Infestors
  • Void Seeds now scale a lot slower over the duration of the run
  • Void Seeds now spawn elite affixes (like Overloading and Mending) less frequently for its Void
    monsters
  • 🌧 Void Seeds now spawn Void Caches with Sacrifice enabled
  • 🌧 Void Seeds now mark remaining enemies on the map if there are 3 or less
  • Developer Notes: Void Seeds are chaotic and strange by design - but that same chaos and strangeness can lead to a bit of frustration in what the heck is going on. We’ve clarified behavior, and fixed some weird edge-case scenarios that led to it being more confusing. We’re still taking a look at trying to reduce the frequency of it spawning right on top of you at stage start.
Void Portal
  • Minimum Stage Count: 3 ⇒ 6
  • Developer Notes: It’s pretty much impossible to beat The Planetarium at stage 3, so it was just bait. Now it only spawns when a player could reasonably beat the objectives.
Prismatic Trials (Live with SotV release)
  • Prismatic Trials now has Survivors of the Void permanently enabled, even for non-DLC owners
Eclipse (Live with SotV release)
  • Eclipse is now available in multiplayer
Ignite (Live with SotV release)
  • Ignite effects, like Blazing elites and Artificer’s Flame Bolt, now deal 50% of its damage over time as ignite
  • Developer Notes: Previously, ignite damage was calculated off of a weird version of base damage, which was inconsistent across enemies. Not only that, but Artificer’s ignite was handled quite differently than the Blazing elites. Now, ignite effects always deal half the damage of the impact - which makes it match Overloading elite damage as well.
Void Fog (Live with SotV release)
  • Void fog damage now ignores armor, Tougher Times, Armor Plating, and Planula
  • Void fog damage now slowly ramps up over time as long as you remain in the fog
  • Developer Notes: The Void Fog is important for a lot of content, especially in SotV - and has to remain threatening for the events to work. We found that Tougher Times, Armor Plating, and Planula made some of this content arbitrarily too easy. We also wanted to avoid being able to go ‘infinite’ in the fog with a lot of healing-over-time, so now it ramps up slowly.
Artificer
  • 🌧 ‘Flamethrower’ now scales the number of damage ticks with attack speed
Void Fiend
  • 🌧 ‘Drown (Corrupted)’ now scales the number of damage ticks with attack speed
  • 🌧 ‘Suppress (Corrupted)’ no longer marks you as the attacker for its self-damage - meaning it won’t proc items on yourself like Crowbar, etc.
  • 🌧 Transitioning into Corrupted mode now grants 0.5 seconds of invincibility
Void Fields
  • 🌧 Percent Health Damage: 5% per second ⇒ 2.5% per second
  • Developer Notes: We wanted to make Void Fields more oppressive in SotV, as a mobility/heal check before you can access the guaranteed portal into the Planetarium. It was too much, so we are reducing it.
Stages
  • Planetarium music now advances every phase
Void Infestors
  • 🌧 Void Infestors now slowly decay health over 30 seconds
  • 🌧 Void Infestors no longer can convert ‘mechanical’ targets, like Drones or Engineer Turrets
  • Developer Notes: While it was cool the first time, having Void Infestors instantly kill your hard-earned drones made drones even worse. Now, they’re a decent ally to help pick off those bugs. Not only that, but an infestor that’s stuck running around the edge of a map would prevent you from finishing the Void Seed, which was annoying - now they slowly lose health over time.
Items
  • Spare Drone Parts no longer grants Col. Droneman to Engineer Turrets




  • 🌧 Fixed ‘Remote Caffeinator’ DLC equipment being locked permanently
  • 🌧 Fixed weird momentum/velocity behavior after falling out-of-bounds and teleporting back
  • 🌧 Fixed ignite effects from Fire affixes and the ‘ignite’ damage type dealing 2x the damage over 4x the duration
  • 🌧 Fixed Volcanic Egg disjointing its position over time
  • Fixed clients who disconnect and then reconnect being stuck spectating
  • 🌧 Fixed Railgunner’s Goobo Jr. AI using only its Primary ability
  • 🌧 Fixed Ignition Tank’s descriptions being inaccurate to its behavior
  • Fixed hosts not being able to create new multiplayer games if they disconnect and reconnect their internet
  • 🌧 Fixed Merc’s expose being consumed by non-Mercs
  • 🌧 Fixed Simulacrum’s Enigma wave having the wrong strings
  • 🌧 Fixed Void Devastator not having its boss item assigned, causing it to not drop or be targetable by Trophy Hunter’s Tricorn
  • 🌧 Fixed Newly Hatched Zoea not consuming Defense Nucleus
  • 🌧 Fixed a stray jump pad in Sulfur Pools that leads nowhere
  • 🌧 Fixed ‘crusty’ pixels around buff icons
  • 🌧 Fixed Distant Roost having less interactable credits than Titanic Plains, causing it to spawn less interactables
  • 🌧 Fixed Rusted Key always granting a red item
  • Fixed consecutive weak point tracking resetting whenever ANY player missed, not just the player trying to earn the achievement
  • Fixed Will-o-the-wisp/Voidsent Flame having reversed damage coefficients
  • Fixed Prismatic Trials being playable in multiplayer by starting a singleplayer prismatic trial, backing out, and then hosting a multiplayer game
  • Fixed cans not animating properly with Remote Caffeinator
  • Fixed Snowy, Natural, and Sandy Golem skins not being fully implemented


Ice to see you :¬)



We’re keeping an eye on:
  • Reports of new crashes as of SotV release
  • Category Chests dropping limited items
  • Other potential softlocks in Simulacrum



As you can see we have made quite a few fixes and changes directly based on your feedback, so a big thank you to everyone who has been in touch to report any issues! Keep this feedback coming - it really helps!

-Hopoo Games

Dev Thoughts 26.5 - What a Launch! Patch incoming!




Hello everyone!


Before we get started today a HUGE thank you from everyone here at Hopoo Games for jumping in and trying Survivors of the Void - we have had an absolute blast watching your streams and tweets and Discord posts about your brand new Risk of Rain 2 experiences! For us as a team, SotV was definitely the most ambitious thing we’ve done to date and we’re thrilled with the reception!

We’re currently working on a patch that should fix most of the issues you have reported to us, along with some balance/gameplay changes. Please note that these are only some of the changes we’re working on, and we will provide full patch notes for these changes on release!

Oh yea… patch notes. We’ve learned from our mistake on not releasing patch notes for the expansion’s release - we recognize that many of you were used to how the game played prior to Survivors of the Void, and not informing you of the changes was something we have learned from - we will ensure future updates are well documented!

On that subject… Some of the things we’re working on are:

  • Fixing velocity/momentum changes after teleporting back into the map, causing you to be flung around
  • Fixing one of the DLC Equipment being permanently locked
  • Fixing a few issues with the boss item from the Void Devastator
  • Fixing profiles not being deleted through the main menu
  • Fixing Volcanic Egg disjointing over time
  • Improving clarity, balance, and behaviour on Void Seeds. It’s fairly confusing, and spawning inside of it, being unable to find the enemies, or randomly dying to it isn’t a fun experience.
  • Improving Goobo Railgunner AI
  • Reducing damage of updated Void Fields’ fog
  • Captain occasionally spawns in with no stocks of his Special
  • Simulacrum soft-locks
  • Fixing Rusty Lockbox from always dropping a red item


Forever in our hearts

Some things we’re keeping an eye on:

  • Difficulty and overall balance of new content
  • Duration of some ignite effects
  • Improving functionality internally for modders
  • Frustrations with Void Infestors, specifically with drones and turrets


Again, I wanted to say thank you to each and every one of you - it's been an amazing experience launching Survivors of the Void and we're truly grateful to have such a passionate fanbase! Please keep the feedback and bug reports coming - we’re watching and listening!

-Hopoo Games

P.S.

Risk of Rain 2 Trading cards are now live on Steam!