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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."..
Read more.

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

Seekers of the Storm 2.0 Roadmap

Video Version Here:

[previewyoutube][/previewyoutube]
[h2]Hey everyone,[/h2]

Today, we’ve released an update that addresses more of the bugs you've reported to us. That includes tackling some of the larger reported issues like the overabundance of elites. Full notes are here . In addition to that update, we’d like to share our more wholistic plans for Seekers of the Storm. Our ultimate goal is to build Seekers of the Storm into something that can be celebrated by the community for years to come.

Over the next few months, significant changes will come to Seekers of the Storm. The updates that we’re exploring are expansive, so they won’t happen overnight. But the scope of the changes should underline the seriousness we’re approaching this challenge with.

We’ve divided the updates into three release phases:
Phase 1: Items & Elites

Phase 2: The False Son Boss Fight

Phase 3: Survivors



Some content, people already love. Stages, Survivor Skins, and Sale Star are all parts our team is particularly proud of. So, beyond bug fixes, those will remain largely unchanged. The rest of Seekers of the Storm is where we’re focusing.



The feedback that everyone has sent in so far has been a huge help. It’s already shaping the coming design updates and is helping us get a better grasp of the bugs we’re still facing. The fact that so many of you have reached out with thoughtful ideas has been humbling. As we move through these phases, please continue sending us your feedback. The best places for that are the Risk of Rain Discord, or our official support website.

As more feedback comes in, everything is subject to change. We want this to be a collaborative effort that you’re all part of. So, while the changes we’ll lay out are the improvements we’re planning right now, those plans may change in service of making more polished content.

With that, let’s take a second to look at each phase more closely.


[h2]Phase 1: Items & Elites [/h2]
With the exception of Sale Star, all of the new items are being changed. In some cases, like with Sonorous Whispers, the items could simply use a tweak or a rebalance. For others, the uses were more limited...



...so, they have been completely redesigned.



Overall, our goal is to:
  • Redesign the items to feel more transformational
  • Make the new items fit into the existing build synergies better
  • Make some particularly weak items more powerful
  • Re-establish a better balance within the item pool between defensive, movement, and damage items
  • With the elites, the planned changes are every bit as significant.


[h3]Twisted Elites: [/h3]
These could offer a lot more room for counterplay. Depending on the items you randomly receive on a run, it’s possible that you’re guaranteed to die if a Twisted Elite spawns. Risk of Rain 2 can be punishing. But when it is punishing, it should always be in ways that feel fair and provide space for players to overcome those challenges.

The core principle of encouraging players to focus fire a single monster is still really compelling. So, we’re rebuilding Twisted Elites to give players a chance to dodge that incoming damage.



[h3]Gilded Elites: [/h3]
These things are, quite healthy 👀. When a Gilded Wisp decides to float over to you, it tends to just hang out stealing your gold while you go on a marathon to take it out.



The changes we’re working on will retain the ‘gold stealing’ mechanic of the Gilded Elites. But in ways that are more interesting and that provide space for counterplay. Their health multiplier is also being knocked down a few pegs.


[h2]Phase 2: The False Son Boss Fight [/h2]
As we get closer to phases 2 and 3, we’ll have more details on our specific plans. For now, we just want to ensure you have an overview of our thinking.

Here’s our focus with the Boss Fight:
  • Make boss abilities more clear & fair
  • Prevent The False Son from attacking through obstacles
  • Move the locations of pillars for better blocking and coverage
  • Reign in some of the ancillary damage sources (like the number of Golems & lightning strikes)
  • Rebalance the overall encounter, including damage & swapping flat armor for adaptive

We’re also planning on some changes to both Scorch Worm and Halcyonite during this roadmap phase. We’ll have more details as we get closer.


[h2]Phase 3: Survivors [/h2]
All three Survivors will see large improvements; but Chef is getting a lot of attention.

[h3]Chef: [/h3]


Chef could be a lot more powerful and also feel more streamlined. So, while we’re rebuilding his kit to be more elegant, we also want to buff him overall.

All of Chef's abilities are being revisited but the two that stick out most are Chef's primary & secondary (Dice & Sear). With Dice, we want to allow players to throw cleavers with reckless abandon, like Chefs of yore. With Sear, we’re making the ability more agile so you can quickly use it and move on with your culinary adventures.




[h3]The False Son: [/h3]

The False Son should feel like an unhinged construct creation. After all, that’s just who he is. But there’s still room for polish. On top of cleaning up the overall kit, we want to make a handful of design improvements.

All his abilities are changing, but a lot of focus will be on making Lunar Spikes and Laser of the Father feel more impactful. We’ll have more details as we get closer.


[h3]Seeker: [/h3]

Among the three, Seeker seems to be a clear favorite. So, while she’s receiving some changes, they’re more targeted than the other Survivors. Overall, we want to increase the value of her Tranquility stacks. Each one should be impactful.

We’re also keen on adapting the resurrection capability she delivers in multiplayer for singleplayer. We’ll let the team keep making improvements as we go through these phases and give you more details later.


Those are all the details we have for you today! This is a huge undertaking, but one that the team is excited about. We also want to thank everyone for giving us time to put together a wholistic plan. We know that you're eager to see what’s in store and we can’t wait for you to jump in. In the meantime, today’s bug fixes are live for PC! It will be rolling out to consoles in the coming week as they become available. You can find the update notes here.


Until next time,

The Risk of Rain Team

V1.3.5 Bug Fix Update

[h2]Hey everybody![/h2]

Today we're revealing our roadmap for the overhaul of Seekers of the Storm. You can find that over here. But if you're looking for the changelog for V1.3.5, you've come to the right place.


[h2]V1.3.5 Notes:[/h2]
  • Resolved a player reported issue that resulted in the spawn rate of elites being too high after stage 2.
  • The Mul-T Sentry skin has been tweaked to eliminate a small spike seen and reported by some players
  • Resolved a reported issue where the Voidling would not re-appear upon starting the second phase of its fight.
  • False Son would have trouble using his ‘charged’ attack if your attack speed became extremely high. This has been resolved, so resume printing syringes at your leisure.
  • As a connected client, some players reported that Seeker’s Spirit Punch had a chance to collide twice with the enemy and deal double damage. That has now been addressed.
  • As a connected client, players reported that The False Son’s Boss fight would sometimes not show certain animations. He’s back to using those abilities properly.
  • Players reported that on a certain version of Aphelian Sanctuary, a mysterious floating tree would spawn. The tree has been returned to the ground where it belongs.
  • Players reported that the lightning on Prime Meridian would only ever target the Host in multiplayer sessions. The lightning will now attack everyone equally.
  • Platforms for The False Son’s arena on Prime Meridian would sometimes not change for clients when moving between phases. They will now appear/disappear just as they would to the host.
  • Resolved a reported issue that led to players sometimes not properly spawning in when entering cross play sessions.
  • Players that use PlayStation controllers on PC reported to us that Xbox glyphs were being displayed instead. The correct glyphs will now be displayed.
  • As a connected client, players reported that sometimes The False Son’s large boss health bar would not reappear after changing phases. It will now show back up for all players.
  • Resolved a reported issue with the Prismatic Trial leaderboard not displaying any times.
  • Players have reported a mysterious Xi Construct creature appearing in the new Aphelian Bulwark Ambry Variant. That monster has now been removed from the monster pool.
  • Addressed a reported issue where the affliction stacks that Tonic gave you would display a place-holder description.
  • Resolved an issue where - when fighting the False Son Boss with Artifact of Swarms - the Prime Meridian event achievement would unlock after only killing one of the bosses.
  • Players who attempted to join lobbies reported to us that sometimes it would just not allow them to join and not tell them why. An issue has been resolved that made certain error messages not appear when joining lobbies. The most common of those was not receiving a message when a crossplay-enabled user attempted to join one without crossplay enabled.
  • Resolved an issue that could sometimes trap players outside of The False Son’s boss room upon being resurrected by Seeker.
  • When playing as Mul-T and using the Sentry skin, sometimes players would not receive the visual effect when frozen. You are once again able to turn Mul-T into an ice cube.
  • Resolved an issue players reported where applying bleed with Noxious Thorns could make monsters turn on each other and ignore the player.
  • Addressed another reported issue with Noxious Thorn where it would not correctly apply + 1 stack of another active debuff. It had sometimes only been applying its bleed stack.
  • Resolved an issue where using Sojourn, Eccentric Vase, or Volcanic Egg could lock you out of viewing the False Son fight into or teleporting up to the platform.
  • Players reported that the Wandering Vagrant’s homing orbs could sometimes turn invincible. That issue should now be addressed.