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Risk of Rain 2 update makes key fixes to the roguelike's controversial DLC

It's been a troubling year for Risk of Rain 2 players. At first, it seemed like the Gearbox acquisition was going smoothly, but then the Seekers of the Storm DLC from August of this year was a rather large disappointment due to balancing issues, bugs and other problems. However, you can't keep a good live-action game down, and the first part of the recovery is now available.


Read the rest of the story...


RELATED LINKS:

Risk of Rain 2 roadmap details massive Seekers of the Storm gameplay fixes

New Risk of Rain 2 patch begins fixing Seekers of the Storm issues

Risk of Rain 2 Artifacts codes - all Artifacts and how to unlock them

Dev Diary 7: Seekers of the Storm Roadmap Phase 1 - Items & Elites

Video Version Here:
[previewyoutube][/previewyoutube]

Welcome back! It’s great to be speaking to you all again so soon! Following the reveal of the Seekers of the Storm Roadmap last month, I'm happy to announce that Phase 1 - Items and Elites - is here and ready to play on all platforms!



You can see a full breakdown of all the changes and bug fixes in the update notes here!

Some Items are completely overhauled, while others have had significant balance changes. Most items have had impactful quality-of-life updates too. Those updates range from just addressing reported issues to new visual or audio cues that better communicate their effects.

You can read the update notes or jump in right now to experience these improvements. But I'd like to show off some of my personal favorite changes in this update.


[h3]Elusive Antlers
[/h3]


First off, let's look at Antler Shield. On top of a ground up overhaul, it’s also received a new name. Introducing the Elusive Antlers. Elusive Antlers grants a small permanent speed bonus. But, it has an additional twist. Upon picking this item up, small floating orbs will spawn throughout the stage. Collecting these will grant you an even larger speed boost, but only for a short amount of time.



One of our larger goals for this phase was to reintroduce items that could improve some of the scarcer parts of the item pool. With Elusive Antlers we’re hoping to give players another powerful way to gain movement speed; but in a way that feels more fun than just boosting flat stats.


[h3]Breaching Fin
[/h3]


Breaching Fin (formerly the Knockback Fin) was called out as having a lack of synergies with other items in the game. We liked the ability to launch enemies into the air - throwing a Hermit Crab up in the air is objectively hilarious - but we wanted this to be an exciting moment for players to take advantage of.

In pursuit of that goal, we’ve greatly increased the impact Breaching Fin has. Not only does it retain the chance to launch grounded enemies into the air, they are now stunned for the duration, and take an additional 20% damage from all sources while airborne.

Players who decide to take advantage of this airborne monster can relaunch it an additional 2 times. Gathering more stacks of the item will reward you with an extra launch per stack. Those extra seconds can give you a valuable chance to exploit their vulnerable state! Stacking Breaching Fin high enough allows you to send enemies high into the skies of Petrichor V.



Due to this massive power boost we’ve upgraded this item from common (white) to uncommon (green.)


[h3]War Bonds
[/h3]


While War Bonds could be useful if you obtained one very early in a run, the bonus gold was quickly outpaced by the ease at which you can collect large sums of money quickly in the mid and late game. So it can feel like a somewhat disappointing item - especially considering its rarity.

We’ve upgraded War Bonds to give it a new effect worthy of a red item - now when you trigger the teleporter event a barrage of missiles bombard any boss monsters that are foolish enough to appear…



…That ought to give you a bit of a head start.

Sticking with the “War Bond” theme, the amount of missiles that appear are increased by the amount of gold you’ve collected during the stage. Our goal is that this creates some much-needed synergy with gold-producing items like Ghor’s Tome and Roll of Pennies.


[h3]Noxious Thorn
[/h3]


Noxious Thorn has had an almost full rework. Its effect now makes it one of the strongest items in the uncommon pool. Previously this item had a chance to apply bleed to enemies that attacked you. It also had a chance to increase the stacks of other existing debuffs. This mechanic was a little unclear to players. It was often challenging to tell when this item had taken effect.

Now the Noxious Thorn has a 10% chance to inflict bleed onto an enemy. Upon dispatching your enemy 33% of its debuffs are transferred to another monster within a 20m range.



Each stack of Noxious Thorn makes these debuffs jump to an additional enemy. With a small stack of this item, and some other debuff-themed items like Gasoline and Symbiotic Scorpion, you can spread destruction to huge groups of enemies like never before.





The other item changes in Phase 1 include:
  • Chance Doll has had its item log changed to accurately represent its chance of effect. It’s also received visual improvements to let you know it’s successfully upgraded an item
  • Unstable Transmitter now turns the tables on your foes. Upon falling below 25% health, a glowing radius will appear around the player. Charge into enemies to have them teleported away. It’ll also apply bleed, just for good measure. Foes that die to this effect also extend the duration of the aura.
  • Sonorous Whispers was still a little too strong. So it had its item drop rate from elites reduced to 4% while retaining its guaranteed drop from large monsters. Don’t worry - it’s still a very strong item!
  • Growth Nectar has had a buff to better reflect its legendary status. It now gives a 7% increase to ALL stats for each buff you have, up to a maximum of 4. The stat increase, and maximum number of stacks, will both increase with each additional Growth Nectar you acquire.
  • Electric Boomerang has had the interaction removed where it would apply bleed if you were carrying the Sawmarang equipment.
  • Runic Lens, which was always a very strong red item, has had its visuals and sound effects improved to better display when it has taken effect. It’s also had its logbook entry updated to make its effect a bit clearer..
  • Prayer Beads has remained the same but now makes the effect a little more obvious by telling you the buffs you’ve gained. We’ve also blacklisted it from printers (it was being exploited by certain Australian YouTubers.)
  • Chronic Expansion has been given a much clearer “combo meter” mechanic. Now, it gives you a temporary stacking damage buff which can be increased and maintained with each kill that you get. This has been paired with a distinct audio warning when you’re about to lose the effect.
  • Luminous Shot now requires 3 stacks (still granted when using your secondary attack) before being unleashed by your primary attack - but the damage output has been significantly boosted - and as an extra bonus the first stack of this item reduces your secondary ability cooldown by 20%!
  • Longstanding Solitude has had its experience gain increased slightly and happens whenever gold would have been gained. The "free unlocks" buff is now retained between stages. Previously, when one person in a lobby picked this item up, all interactable prices for other players would be increased by 100%. That has now been dialed back to 50%.
  • Warped Echo will now reduce the next source of damage you take by 30% while spreading it into 3 (+1 per stack) hits. All echoed damage is non-lethal except for the final hit. Your Echo recharges every 15s(-3% per stack). We’ve also added a visual indication for when it’s available to be used.
  • Bolstering Lantern now gives an attack speed bonus for every enemy and ally in close range (displayed with a new blue outline surrounding the player). Gather additional stacks of this item to increase its range and also increase the maximum number of enemies & allies it will count.
  • Seed of Life now works as expected when given to an equipment drone, and the consumed version can no longer teleport players out of bounds
  • Sale Star is unchanged (my beloved.)

[h2]Elites
[/h2]
Both the Twisted and Halcyon Elites added in Seekers of the Storm have had massive improvements in this update -

Halcyon elites now have lower health and armor multipliers. That should put them in-line with the other elites in their tier. They’ve also been given a brand new gold-stealing attack. If you don't avoid these Golden Spikes you’ll be forced to drop some of your money as a gold nugget which will eventually vanish if you choose to ignore it!



We wanted to keep the “priority target” intention of Twisted Elites but give the player much more room for counterplay. Now, a Twisted Elite will charge up a distinct spiked ball of lunar energy above its head when you deal damage to its nearby allies. If you don’t deal with this situation by killing the elite it will unleash this Lunar Crystal against you. This attack will track the player until it either hits you or a surface. This should give you a good chance to avoid its considerable damage. If you want my advice, you should just quickly deal with the Twisted Elite as soon as you see it!





We have been able to get this first phase out relatively quickly due to much of the work being done prior to the initial roadmap announcement. The team is hard at work on Phase 2, but we’ll need a bit more time to get that one in your hands. We’ll be able to update you again in the new year.

We’d love to hear all of your feedback on the changes we’ve made so far! The best place to send us your thoughts is on our Discord:
https://discord.com/invite/riskofrain2

Thanks again for all the feedback and your continued patience while we get these updates out to you. Everyone here on the Risk of Rain team wishes you a fantastic festive season. We’ll see you early next year for the next phase of Seekers of the Storm updates.



Bye for now!
-The Risk of Rain Team

Update Notes V1.3.6

Hey Everyone!
Today we’re kicking off our SOTS roadmap with our first phase. Our focus for this phase is on Items and Elite Monsters. If you’re looking for the Dev Diary, you can find that over here!

[h2]Major Changes[/h2]
[h3]Antler Shield - Renamed to Elusive Antlers
[/h3]
  • Old Functionality - 55% (+5% per stack) chance on being hit to reflect 10% (+10% per stack) damage back to the attacker.
  • New Functionality - Increases movement speed by 7% (+7% per stack). Spawns orbs of energy nearby every 10 seconds (-10% per stack) giving +12% movement speed up to 3 times (+1 per stack) for 12 seconds.

[h3]Bolstering Lantern
[/h3]
  • Old Functionality - When below 50% health, receive a damage increase of 20%
  • New Functionality - Increase your attack speed by 10% for up to 4 (+2 per stack) enemies and allies within 20 (+5 per stack meters.)

[h3]Growth Nectar
[/h3]
  • Old Functionality - While benefiting from 5+ unique buffs gain 20% (+20% per stack) bonus stats for 5 seconds.
  • New Functionality - Grants 7% (+7% per stack) increase to ALL stats for each buff, up to a maximum of 4 (+4 per stack).

[h3]Warped Echo
[/h3]
  • Old Functionality - On damage taken 50% of the damage is dealt immediately while the other 50% is delayed for 3 seconds. This effect has a cooldown of 10 seconds.
  • New Functionality - The next source of damage is reduced by 30% and spread into 3 (+1 per stack) hits. All echoed damage is non-lethal except for the final hit. Recharges every 15s (-3% per stack.)

[h3]War Bonds
[/h3]
  • Old Functionality - Yields 75 gold (+25 gold per item stack) based on current difficulty level and the survivor's level at the start of every stage.
  • New Functionality - During boss events, 5 missiles bombard the area, dealing 2.5% of the bosses Max Health in damage (+2.5% per stack.) Before the boss event, gain additional missiles, up to a maximum of 20 (+5 per stack) per 25 gold gained. Gold requirement scales over time.

[h3]Runic Lens
[/h3]
  • Old Functionality - Overspill. 5% chance (+1% per 100% done on initial hit plus 1% per item stack) on hit to summon a meteor on the target, dealing 2000% damage.
  • New Functionality - 3% chance on hit to call a meteor strike, dealing 2000% base damage. Every 100% attack damage dealt increases the activation chance by 3% (+3% per stack) and damage by 150% (+50% per stack.)

[h3]Knockback Fin - Renamed to Breaching Fin[/h3]
  • Old Functionality - 7.5% (+7.5% per stack) chance on hit to knock enemies into the air. (height increases per stack).
  • New Functionality - Grounded enemies hit with any skill are launched and stunned. Enemies hit while airborne are launched again up to 2 times (+1 per stack.) Launched enemies take increased damage by 20% from all sources per launch. Recharges after 10s. Increased to Uncommon (green) rarity.

[h3]Noxious Thorn[/h3]
  • Old Functionality - 25% chance on being hit to inflict nearby enemies with 2 (+1 per stack) stacks of bleed. If enemies are already inflicted with one or more stackable debuffs, add 1 (+1 per stack) to those debuffs instead.
  • Updated Functionality - Gain 10% chance to bleed an enemy. On killing an enemy, transfer 33% of every debuff stack to 1 enemy (+1 per stack) within 20m (+5m per stack).

[h3]Unstable Transmitter[/h3]
  • Old Functionality - When reaching below 25% health the Survivor explodes, dealing 350% (+350% per item stack) damage to nearby enemies and teleporting to a random location. This effect has a cooldown of 2 minutes (-5% per item stack).
  • Updated Functionality - Falling below 25% health gives you 75% of your maximum health as a temporary barrier. Gain a dimensional aura for 8s that bleeds and teleports away enemies. Enemies killed by the aura extend the duration by 1s. Recharges every 45s (-10% per stack.)

[h3]Luminous Shot[/h3]
  • Old Functionality - Using the secondary skill charges the next primary attack, dealing +150% damage (+25% per item stack) per charge up to 5 times (+1 per item stack).
  • New Functionality - Activating Secondary skill stores up to 5 charges (+1 per stack.) Requires 3 charges for your Primary skill to fire lightning strikes, dealing 175% TOTAL damage (+50% per stack) each. Reduces Secondary skill cooldown by 20%.

[h3]Chronic Expansion[/h3]
  • Old Functionality - Every 5 enemies slain grants a damage counter bonus increasing the players damage by 10% (+5% per item stack), lasting as long as the player stays in combat.
  • Updated Functionality - Killing an enemy increases your damage by 3.5% (+1% per stack,) up to 10 (+5 per stack,) for 7s. Dealing damage refreshes the timer.

[h2]Minor Changes[/h2]
Chance Doll - Functionality unchanged, updated the logbook entry to correctly display the 40% chance of increasing rarity of items from Shrines of Chance. When an item is successfully increased in rarity the text is now colored green in the chat log and green particles emit from the shrine.
Sonorous Whispers - reduced the item drop rate from elites to 4% but retained the guaranteed drop from large monsters.
Prayer Beads - Functionality unchanged, added text when removing the beads to better convey the buffs gained. It is also now blacklisted from Item Printers.
Longstanding Solitude - “free unlock” buff is now retained between stages. Gold cost for interactables (in multiplayer) now increased by 50% (down from being increased by 100%)
Seed of Life - Now works as expected when given to an equipment drone, and the consumed version can no longer teleport players out of bounds
Electric Boomerang - No longer applies bleed when carrying Sawmarang equipment.

[h2]Elite Updates: [/h2]
[h3]Twisted Elites[/h3]
  • Old Functionality - Generated an aura that made all allies inside reflect damage to the player.
  • New Functionality - Leashes itself to nearby enemies. When those leashed enemies take damage, this Elite begins to charge a Lunar Crystal. Once fully charged it’s unleashed and will track the player until it either hits them or impacts a surface. If a player fails to dodge that crystal, they’ll take a huge chunk of damage and become temporarily afflicted with Lunar Ruin.

[h3]Gilded Elites[/h3]
  • Old Functionality - Periodically steal gold from the player when attacked. Gold stolen increases the armor of the Elite.
  • New Functionality - These elites attack the player with Golden Spikes that emerge from the ground after a short warning. Damage done to the player forces gold to be dropped by the player in the form of short-lived collectable Gold Nuggets.

[h2]1.3.6 Other Changes: [/h2]
  • Railgunner can no longer build stacks of Luminous Shot by repeatedly using the zoom scope while holding down her primary attack.
  • Blacklisted Unstable Transmitter, Breaching Fin and Sonorous Whispers from situations where enemies can obtain items (such as Simulacrum.)
  • Following player reports of Railgunner’s picky fashion sense, Kjaro’s Band now correctly displays on the character model once collected.
  • Updated Wetland Aspect and Distant Roost (variant) to correctly allow DLC content to appear.
  • Updated Golden Dieback to now spawn the correct monster pool (distinct from Treeborn Colony.)
  • Both Magma Worms and Overloading Magma Worms now have functioning weak spots when playing as Railgunner.
  • Updated multiple player reported instances of floating items (such as Defense Nucleus and Frost Relic) displaying strangely on Seeker/Chef/False Son.
  • Players who have collected Plasma Shrimp during gameplay will no longer have a pink health bar when being affected by Lunar Ruin on Prime Meridian.
  • On Prime Meridian Lunar Ruin will no longer slow players.
  • Addressed issue where a Scavenger’s Thqwib attack was being blocked by the Scavenger itself.
  • Geodes no longer spawn in the air around the False Son arena on Prime Meridian.
  • Removed reference to False Son’s Lunar Spikes ability slowing enemies.
  • Updated a spot on Siphoned Forest where players couldn’t escape without movement boosting abilities.
  • Resolved player reported issue where survivors could dash/blink through certain stage geometry on Aphelian Sanctuary.
  • Players can no longer clip into a specific pillar on Reformed Altar.
  • Re-introduced some map features on Commencement that went missing with the launch of Seekers of the Storm, including one of the jump pads up to the final arena (personally, I blame Mithrix). We’ll keep monitoring reports in case anyone finds anything else he may have nabbed.
  • Gilded Elites now correctly appear when using the Artifact of Honor.
  • Fireworks no longer collide with the Halcyon Shrine they have been activated from.
  • Following player reports when playing with a controller, players are no longer forced to jump when picking an item from Scrappers, Void Potentials and Command Essences. This has been corrected on all platforms.

Two months after the disastrous Seekers of the Storm expansion, Gearbox details its Risk of Rain 2 rescue plan, and players are actually pretty excited




little more than two months after releasing Seekers of the Storm, its first expansion for Risk of Rain 2, Gearbox Software has shared its plan for the long-term future of the expansion, which it hopes will "build Seekers of the Storm into something that can be celebrated by the community for years to come."..
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Risk of Rain 2 roadmap details massive Seekers of the Storm gameplay fixes

It's been a very rocky road for Risk of Rain 2 over recent months. Once regarded as one of the finest roguelikes out there, on a par with The Binding of Isaac, Dead Cells, Hades, and Noita, it's definitely gone on to take a beating. Thankfully there's still hope for it, as its new developer is attempting to right the good ship Seekers of the Storm and set sail for calmer seas. That brighter future just took a step closer, in the form of a roadmap that shows exactly how the game will come back from the brink over the coming months.


Read the rest of the story...


RELATED LINKS:

New Risk of Rain 2 patch begins fixing Seekers of the Storm issues

Risk of Rain 2 Artifacts codes - all Artifacts and how to unlock them

Risk of Rain 2 devs shut down studio, cancel new game, and join Valve