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Risk of Rain 2 News

Hopoo Games Development Thoughts #6

Hi!

As we work between major Content Updates, we still want to make sure we're communicating with our fans. While there isn't a whole ton to talk about, we will try our best to make sure everyone knows we have not died (yet).

== Development Progress ==

Internally, our September content update is chugging along great, and is slated to be better than Scorched Acres (in my opinion :))

The feedback from the community on the types of content and how much of each different content style we added were great to hear. We want to continue our next content in a similar fashion by adding another character, stage, map, monster, items and lots of achievements along with Skills 2.0!

This Update is also refreshing coming off of Scorched Acres because it contains some recurring content from Risk of Rain 1, as shown below. I wonder who could the next survivor be...? (hint: it's not the Miner)



We're also doing a bit of reviewing of how the Scorched Acres update went overall. We are looking at how things improved (new content!), but also at some things did not (no longer guaranteeing Rally Point Delta makes it frustrating to try to earn the Preon Accumulator). We will spend time doing more QoL and improvements on previous content in our next update as well. We want to make sure that all content lives up to the high standard we have set since launching in Early Access.

Not only that, but players have had enough time to test content, and we have a better idea of not only what's balanced, but what's enjoyable.



== Skills 2.0 ==

We have been very hard at work at "Skills 2.0" teased in our roadmap, and a lot of people have been wondering what that means for their favorite characters. While the system is still in progress, we know this!

Our main design goals with Skills 2.0 are to:
1. Give players a reason to play other characters they might not normally pick, or return to old characters
2. Give players who REALLY love and are proficient at a certain character a way to earn some in-game rewards

This is based on feedback that we've seen from the Community since launch. We will provide a full run-down on this as we get closer to September!



== Modding ==

It's no secret that Risk of Rain 2 has fostered an absolutely awesome modding community. While we have no direct mod support, our intent is to avoid breaking mods with our updates, and to not do any changes that would hamper the community. Maybe you'll see us popping into the modding community in the future!

If you're interested in Risk of Rain 2 modding, check out the Thunderstore to see the awesome content people have already been making! As always when modding ANY game, please download and install mods at your own risk! We can't check every mod that gets uploaded or guarantee that they are safe and won't break your save files.

Check it out here! https://thunderstore.io/

NOTE: We will be releasing an updated EULA for RoR2 very soon. The ONLY intent for this EULA is to make sure that if modders make content (like say, a returning Survivor), we aren't locked out of making similar content in the future. For the modding community: please actually read the EULA, and PLEASE let us know if this is not reflected in what we wrote. We know a lot of companies sneak stuff into their EULA, and that truly is not the intent here.


Sorry if this sounds like "Soon TM hehe" and that there isn't very much concrete information, but I hope some people enjoy this post anyways. Thanks again so much for all your continued support!

-Hopoo Games Team

Early Access Patch (Build ID #3961583)

Hi!

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


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


=== Bug Fixes ===
  • Fix Mercenary's Blinding Assault sometimes having double cooldowns
  • Hitting Immune characters or blocked attacks no longer applies on-hit effects
    • This is especially important for Mercenary, who was previously recieving debuffs like burning and malachite poisoning while Immune

  • Immune characters can no longer block "armor piercing" health costs (Blood Shrines, REX abilities)
  • Fix Tonic Affliction reducing maximum health and also applying curse health reduction on top of it
  • Improve performance on REX's entangle graphics
  • Fix execute threshold for being frozen showing up on player healthbars
  • Fix high overlay counts causing monsters and players to go pink and invisible
  • Fix the Artificer's Oculur HUD being stretched
  • Fix typos and formatting errors

Thanks again for everyone's enthusiasm in our new content update. We're very happy with the reception and are excited for our next content updates to come!

You can all now go back to stacking guillotines :)

-hopoo

Hopoo Games Development Thoughts #5

This week Scorched Acres went live, and we're thrilled with the reception of the update. This was a big nervous moment for us internally, since it essentially sets the pace for the rest of Early Access.

Overall we're very happy with the balance and design of the content we included, and we're glad the community feels that way too! There are a lot of moving parts with each Content Update, so we're keeping our ears to the ground for anything that felt like it moved too much.

With the release of Scorched Acres, our Roadmap has now progressed forward! Our next update lands in September - and it's loaded with content. Check it out below:




===**Major Points**===
• Very excited about REX's reception! We're seeing a lot of polarizing views, which is super awesome and exciting. We don't want everyone to feel like he's good or bad.
• Barrier as a concept seems well recieved. It will be a great tool going forward to help us design defensive items that don't give permanent sustain like healing does.
• We noticed a change in spawn frequency - and presumably the difficulty of the game. While this was unintended, we're going to wait to see how it all plays out to see if it's for the best - Monsoon in RoR2 always felt like it was a bit easier than Monsoon in RoR1. It is also possible the game is more difficult because of the fix on critical strikes dealing multiplicative stacking damage, resulting in more enemies piling up.
• People seem to think the Brooch is OP, which it might be, but that's OK
• Malachite enemies are scary - which is perfect. Whether or not the anti-heal debuff is on needs to be more clear, with maybe a screen overlay.
• We aren't planning on touching balance with the next patch. We want to see how things shake out, and to give players enough time to learn what enemies and items are strong before we change it all around again.


===**Minor Points**===
• Cave TP spawns in Abyssal Depths can be very difficult - keeping an eye on that
• The possibility of the permanent uptime on Spinel Tonic was intended by design - the combination seems difficult enough to assemble currently, and is thematically awesome enough to try to preserve
• People are starting to see how strong the new proc math is. Starting to feel that the visual cap of 9999 damage may be too low.
• Enemies are feeling a bit bullet-spongy, which most likey is a result of the crit fix. We don't really want things to ever be spongey, so we're watching to make sure the late-game experience is still enjoyable.
• Surprised not a lot of people are utilizing REX's Shift to shove things off the edge of maps
• Noticing some performance issues, possibly related to the higher spawn count


===**Stuff we are working on**===
• Mercenary's Blinding Assault having issues with double cooldowns
• Fuel Array behavior being mistaken for Sticky Bomb
• Everything turning Pink and Invisible
• Some other small bugs that we caught in the week of Scorched Acres' release


Thanks again for joining us on this journey. We'll see you around!
-Hopoo Games Team

Early Access Scorched Acres Content Update



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


==== Gameplay Changes ====

Survivors Artificer
  • New Passive: ENV-Suit
    • ☂ The Artificer now hovers while holding Jump.
  • Add new crosshair
  • Add new bloom effects for Firebolt
Mercenary
  • ☂ Add true invincibility during Eviscerate and Blinding Assault.
  • ☂ Add lingering invincibility for 0.6s after Eviscerate ends.
  • ☂ Blinding Assault deducts 1 from stock when timed out rather than resetting it all to 0.
  • ☂ Add “Safe Movement” during Eviscerate and Assaulter to reduce the chance of clipping through geometry
Engineer
  • Turret Base Damage: 19 ⇒ 16
MUL-T
  • ☂ Now comes down in a unique pod!
Huntress
  • ☂ Raise vertical height of Arrow Rain to be more cylindrical
  • Fix Huntress Arrow Rain jump not scaling its animation speed with attack speed
  • ☂ Add “Safe Movement” during Blink to reduce the chance of clipping through geometry
  • Clean up logic in Strafe to possibly prevent double firing
Items
  • ☂ Critical Strikes no longer double/triple/quadruple/etc “dip” through the proc chain
    • On-hit items have accidentally been benefiting multiple times from critical strikes, resulting in each proc doubling in damage for huge multipliers. While neat, this was ultimately unintentional and not sustainable for the game going forward - so we’re ripping the bandaid now and fixing it. On-hit items have been compensated for the removal of power from this fix.
Frost Relic
  • Has been reworked in functionality
    • Now grows in size for every kill, up to a limit that increases with stacking
    • Damage: 25% (+25% per stack) per kill ⇒ 150% (+150% per stack)
    • Proc Coefficient: 0.05 ⇒ 0.2
    • Update graphics to be ~cooler~
Ceremonial Dagger
  • ☂ Update AI to be more accurate and performant
  • Dagger Damage: 150% ⇒ 150% (+150% per stack)
  • Dagger Number: 3 daggers (+3 per stack) ⇒ 3 daggers
Monster Tooth
  • Healing Orb: 4 (+4 per stack) ⇒ 6 (+6 per stack)
AP Rounds
  • Bonus Damage: 20% (+10% per stack) ⇒ 20% (+20% per stack)
Chronobauble
  • Slow Duration: 1 (+1 per stack) ⇒ 2 (+2 per stack)
  • Update tier color outline to match other items
AtG Missile
  • Damage: 300% (+300% per stack) additive damage ⇒ 300% (+300% per stack) total damage
      To compensate for the Crit fix, we’ve moved over on-hit effects to deal a percentage of TOTAL damage. That is, if you have a proc that deals 300% damage from an attack that hits for 100, it will hit for 300. Previously it was a complicated additive formula - this change is either neutral or a buff for every character, and GREATLY benefits slow, high-damage attacks like the Artificer’s.
Ukulele
  • Damage: 80% additive damage ⇒ 80% total damage
Meat Hook
  • Damage: 100% additive damage ⇒ 100% total damage
Sticky Bomb
  • Damage: 250% (+125% per stack) additive damage ⇒ 180% total damage
Runald’s Band
  • Damage: 250% (+125% per stack) additive damage ⇒ 250% (+125% per stack) total damage
Kjaro’s Band
  • Damage: 500% (+250% per stack) additive damage ⇒ 500% (+250% per stack) total damage
Brilliant Behemoth
  • Damage: 60% additive damage ⇒ 60% total damage
Gesture Of the Drowned
  • Cooldown Reduction: 50%(+50% per stack) ⇒ 50% (+15% per stack)
    • GoTD, unlike most other Lunar items, doesn’t have stacking drawbacks, and should therefore stack more like a Tier 2 in power.
Brittle Crown
  • Update Brittle Crown’s item log description to now show stacking behavior
N’Kuhana’s Opinion
  • Fix item pickup not having both horns highlighted
Stage
  • All Stages
    • ☂ Can now spawn Legendary Chests post-loop
    • Can now spawn Category Chests
    • Enable more batched meshes to help performance
    • Update pillars, rocks, boulders, and logs causing “stuck spots” on certain maps
Distant Roost
  • Update grass texture
  • Add environmental particles
  • Titans on Distant Roost now properly have their ferns displayed
Abandoned Aqueduct
  • Fix a map hole that allowed the player to get out of bounds.
  • Can now spawn new monsters post-loop
Wetland Aspect
  • ☂ Now contains a few alternate routes for low-mobility characters.
  • Add new boss track
Abyssal Depths
  • Add new ambient sounds
  • Improve performance
  • Update Navigation Nodegraph to make it easier for flying monsters and drones to navigate
  • Fix basic Chests being heavily weighted to spawn
  • Chains now disable/enable as random map permutations
  • Cave section now properly spawns monsters and interactables
    • Brighten internals of cave section
    • Add boost to map interactable spawns if the cave is open
  • Can now spawn new Drones
  • Added collision to the Crystal Braziers
  • Add another out of bounds zone above the cave to prevent falling into the cave while the gates are closed
Gilded Coast
  • Update environment graphics and layout
  • Increase Halcyon Beacon size
  • Prevent Beacons from spawning in the giant gold rocks
  • Add unique boss drop to the guardian of Gilded Coast
  • Add an Environment Log drop
  • Reduce cost of Halcyon Beacons from 50 to 25
  • Chests now properly scale in cost with difficulty
Rallypoint Delta
  • Expanded the size between scaffolding pillars to prevent certain characters getting stuck inside
Monsters
  • Jellyfish
    • Nova Proc Coefficient: 1 ⇒ 2
  • Wandering Vagrant
    • Nova Proc Coefficient: 1 ⇒ 3
  • Lemurian
    • Now slows down when close range to prevent them from missing and circle strafing while biting
  • Clay Dunestrider
    • Add standable platform on Clay Dunestrider’s pot body
    • Increase inner “mulch” radius from 5 to 10 to compensate for new collision
Misc
  • ☂ HUD now displays current stage count
  • Add support for new health-type: Barrier
    • Barrier is a health value that can exceed your maximum health, but degrades over time.
  • Add new stat: Curse
    • Curse is the old Shaped Glass functionality, which locks away a portion of your healthbar - it has been moved over to a generic stat so we can use it for other items in the future.
  • Disable Base Health Regeneration if on fire
==== Music & SFX ====
  • ☂ Fixed a major issue with sounds “warbling”
  • ☂ Remix HDR sounds for clarity
  • In-stage music no longer runs through the music system and just plays front-to-back
  • Add new boss track
  • Update some existing stage tracks
  • Assign Wandering Vagrant’s proper M2 sound
  • Assign Engineer Turret’s proper attack sound
  • ☂ Add new SFX for Commando’s M1
  • ☂ Add new SFX for MUL-T’s Rebar Puncher
  • Add fall damage sounds to all characters
  • Add Engineer sounds to Bubble Shield
  • A ton of other tweaks to SFX!
==== QOL ====
  • ☂ Update User Profile save procedure to perform the actual write-to-disk on the main thread instead of a worker thread to prevent profile corruption. This should reduce the chance of corrupted save-files - please let us know if we screwed this up somehow!
  • ☂ Add option in Settings to remove sprint sensitivity reduction
  • Remove unnecessary character logic from running on clients - this should lead to a large performance boost for clients in an online game!
  • ☂ Updated the Imp Overlords Hurtboxes to properly match the size of the model
  • ☂ Change post process of Overloading Worm to brighten instead of darken
  • ☂ Increased the Monster logs despawn timer from 1 minute to 5 minutes
  • ☂ Updated the packs from Bandolier and Monster Tooth to flash before despawning
  • ☂ Update the Cost Labels on Interactables to stand out more from the rest of the stage
  • ☂ Add 0.5s cooldown to repeatedly using The Backup equipment
  • ☂ Add Spectator Label to the HUD saying who you’re spectating online
  • ☂ Player healthbars now flash when at low health
  • Update shrine symbols to be non-additive to help clarity in certain maps
  • Add some damping to Wisp and Jellyfish bodies so they aren’t flung as far
  • Revisit Director AI to prevent stall cases when spawning monsters and bosses
  • ☂ Update cost strings to use language entries so they can be localized
  • Reduce shake amplitude of Beetle Guard sunder by 66%
  • Set soft player team character limit to 20 to prevent severe performance issues late in the game
  • Grant kill credit to last attacker for enemies that fall out the map
  • Increase size of Item Bar on the HUD to properly envelope 2 rows
  • Change pinging to use a raycast instead of old targetfinder to make it easier to ping enemies
  • Set up Wandering Vagrant, Clay Dunestrider, and Stone Titan corpses to properly disappear over time
  • Update graphics of Celestial Portal to be more noticeable
  • Add names to Portals
  • Change damage with no team assigned to be Grey
  • Increase matchmaking wait duration from 20s to 30s
==== Bug Fixes====

Early Access Patch (Build ID #3830295)

Early Access Patch (Build ID #3830295)



hey

Welcome to all the new players who have picked up RoR 2 in the last couple weeks, we are glad to have you join the community!

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

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

There are also bug fixes associated with this patch below:

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


As a reminder, we have also been hard at work internally on our Content Update this June - we hope to share news with you soon!

Thank you!