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Risk of Rain 2 News

Hopoo Games Development Thoughts #10

Hey everyone! It's been a bit, and we wanted to give a big update on WHEN future updates will be landing on both PC and console. There has been lots of excitement and questions so we thought would clarify those now.

**=== PC Update ===**

Since Early Access release, we’ve gotten into very a solid rhythm of development. CU3 has us really excited - we think players will enjoy all of the content we are adding. We took notice that some of the content we added into CU2 might be a bit difficult for players to unlock, and felt like a bit of a grind for players who have been with us since Early Access launch. For CU3, we are focusing on adding a lot of BASE content to the game to make every run feel fresh and exciting for all players. Not only that, but we plan on revisiting some old content and making sure they're hitting the same quality level as our newest content.

It's also no secret that the Fall update landed veeeery close to the end of fall, same with the Spring update. Calling them the Winter Update, Spring update, etc has led to some confusion of when those updates will actually release. As such, we're updating the roadmap to reflect for CU3 and CU4 the actual month that releases are planned so it's less confusing across the board. We're holding steady on updating it to the exact month for 1.0 until we get closer.



**===Console Update===**

On the console side, we’re also starting to find that the team at PlayEveryWare needs a bit more time to port to all three consoles. The team currently has TWO patches in flight right now:

1: Our first patch on consoles will include bug fixes, performance updates, and a few QoL updates. Not only that, but the first patch will include a couple of unique features, including gyroscopic aiming for Switch and voice chat for Xbox One. **This was submitted to certification a few weeks ago, and is planned to show up near the end of October.** Stay tuned to our social media channels where we will share when this patch arrives. Additionally, to ensure that you know you have updated to the latest patch once it is live, see below each console version:
Switch: 1.0.2
Xbox One: 1.0.5.0
PlayStation 4: 1.02

2: The next patch is, and includes the Skills 2.0 content update (see roadmap below) which will also come with the patch that came shortly after it was released on PC, addressing regen and bugs. **This patch is currently in progress, and is planned to show up mid-December.




While we were a bit optimistic with the initial pace, we are hopeful that this 3-month cadence is something we support going forward for consoles. Not only that, but we hope that as we practice more, the turnaround time gets less.

I hope this clarifies our outlook going forward. We feel that we always have room to improve, especially in communication - please let us know how you feel. As always, thanks for playing!

-Hopoo Games Team

PC Early Access Patch (Build ID #4233443)


Hi!

The past few weeks we have been watching the feedback from Skills 2.0 and we're so excited with the reception of the update! Overall we're happy with the balance and design of the content we included, but we reduced health regen too much. This patch includes changes to health regen, a few items updates, some slight changes to Survivors, QOL updates and bug fixes.

We will be doing another Dev Thoughts in a week or two going into detail on more future content plans and console updates.

 === Gameplay Changes ===
  • Health Regeneration
    • Increase Player's Health Regeneration by +66% in Rainstorm difficulty.
    • Increase Drone Health Regeneration by +150% in ALL difficulties
      • All these regeneration changes have been highly confusing and affecting difficulty too drastically – as a summary, Drizzle and Monsoon are the same as Skills 2.0 Release, while Rainstorm is now a bit easier.
  • Items
    • Monster Tooth
      • Heal: 6 ⇒ 8
        • Now that we're encouraging players to value healing items more, the healing items themselves should be a bit more decent
    • H3AD-5T v2
      • Now activates by holding "Use" (E key by default)
      • Improve consistency of bonus falling damage
      • Now shows little lights when ready
    • Commando
      • Frag Grenade
        • Animation Duration: 1s ⇒ 0.5s
        • Can now interrupt your other abilities
    • MUL-T
      • Power-Saw
        • Improve vacuum effect to pull towards enemies
    • Artificer
      • Plasma Bolt
        • Update proc coefficient, travel speed, and fire rate to match Flame Bolt
    • Engineer
      • Carbonizer Turret
        • Walk Speed: 6 ⇒ 7
        • Now scales laser tick rate with attack speed

=== QOL ===
  • Add details to difficulty text to show what actually changes between Drizzle, Rainstorm, and Monsoon.
  • Update a few of our internal workings to better help modders
  • Update 'Warm For Life' challenge text to be more clear
  • Pre-Game Lobby now properly shakes physics objects around

 

=== Bug Fixes ===
  • Fix Quickplay matches only filling up to 3/4
  • Fix Loader's "Swing By" challenge using 25 real-time minutes instead of the in-game timer
  • Fix 'Keyed Up' challenge no longer unlocking
  • Fix Alloy Worship Unit preventing you from activating the teleporter
  • Fix 'VFX Culling Bias' not saving when closing the game
  • Fix 'Warm For Life' challenge not displaying the correct value when in progress
  • Fix Equipment Drone not firing their equipment
  • Dying while traveling in Volcanic Egg and Eccentric Vase no longer causes you to pop out the other end alive
  • Fix flying AI wandering towards the ground
  • Fix the character select always showing Commando skills when restarting a run
  • Fix Clay Dunestrider's Tarball attack not networking its position correctly
  • Fix MUL-T's buzzsaw caching attack speed and crit chance on starting the attack
  • Fix Preon Accumulator and Fuel Array sometimes missing in multiplayer
  • Lemurians no longer sprint if very far away
  • Fix Loader disappearing when ragdolling
  • Fix Loader's wrists spinning around during certain animations
  • Fix melee characters being able to infinitely strike ragdolled players
  • Add missing Korean characters
  • Fixed a variety of typos

 

enjoy!

 

-hopoo

 

 

 

Hopoo Games Development Thoughts #9



This week, we released Skills 2.0 CU, an update we've been working hard at. We're excited to see everyone unlocking the new skills, and hope that they become viable alternatives to select from in each run. We're listening closely to our community to make sure that the content that comes out is rewarding and fun. Also huge shoutout to Ghostpunch for the whiteboxing of our new map, Siren’s Call!

We're also super thrilled to see Loader's great reception! She's GRAPPLING with excitement to SWING into your game LOADED with excitement hahahahheahehaehaeaheahuasdhuasdfgd

Compiled below is a list of major feedback that we've received for CU2. We've been working on a patch internally that should address a majority of these points, available (hopefully) either next week or the week after.

===Major Points for CU 2===
• Regen changes have made the game significantly harder, and we want to make sure the game is still enjoyable for all players. We're also noting that regen changes have made turrets and drones a lot weaker, and they will be getting a regen buff. Most likely what will happen is that Rainstorm will be a middle ground between what Drizzle and Monsoon is in terms of regeneration. We will also be updating the difficulty text when hovering over them to show what the changes are between difficulties, so this mechanic isn't hidden from players.
• Also noting that a few of the Challenges seem very difficult at first glance - watching to make sure people can unlock them over time. It's fine people can't get them all in the first week :)
• We're very happy to see people making guides for specific Prismatic Trial seeds!
• A few Challenges seem to be inconsistent when unlocking, specifically the 25 minute one and the Huntress Rallypoint Delta one.
• We think that Loader is strong but a bit one-dimensional, but the fact everyones having a good time means we hit a good spot.

===Minor Points for CU 2===
• Loader's arms turn all wonky in certain animations

===Stuff We Are Working On===
• Making sure the balance of the game is where it needs to be, and that the new challenges provide a good but fun goal to strive for
• Double checking Challenge unlock conditions
• PlayEveryWare is busy working on the first patch for Switch/Xbox/PS4, which will address some outstanding bugs alongside a bunch of performance improvements.


Thanks! We're excited that the community is so engaged in every CU, and we love that we can get a ton of feedback in a short time - it really does help make the game better. Thanks again!

-Hopoo Games Team

Just Updated - Risk of Rain 2

Risk of Rain 2 has just been updated!

Find out more about the update here.

This is the second major content update for Risk of Rain 2 on PC. Skills 2.0 brings brand new content, as well as other general changes and quality of life improvements, to the game.

Early Access ‘Skills 2.0’ Content Update – September 17, 2019



This is the second major content update for Risk of Rain 2 on PC. With this update we are focusing on Skills 2.0, brand new content, as well as other general changes and quality of life improvements.

Skills 2.0 introduces a new way to play your favorite survivor! Our new “Loadout” system allows for swappable skills and skins at the beginning of each run. Each survivor will maintain their unique identity, but have some options to tinker with before jumping into a run. While some skill variants play off existing skills, some variants are entirely unique abilities available to a survivor. Each new skill and skin in your Loadout will be unlocked only with survivor-specific challenges - good luck! More skills and skins are planned to be added in future updates.

This Content Update will be coming to consoles soon - for details on how our Content Updates get ported to console versions, check out our previous Development Thoughts here!

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 discord at https://discord.gg/riskofrain2

==== Major Content and Changes ====
  • Added Survivor: Loader
    • The Loader is a slow but powerful bruiser that can use her grappling hook to uniquely navigate the environment.
  • Added Stage: Siren’s Call
  • Added System: Loadouts
    • “Loadouts” are a new system that allows you to mix-and-match your selected Survivor’s abilities before entering a run.
  • Added System: Alternate Skins
  • Added 15 skill variants
    • New Skill Variant: Commando Secondary
    • New Skill Variant: Commando Special
    • New Skill Variant: Huntress Utility
    • New Skill Variant: Huntress Special
    • New Skill Variant: MUL-T Primary
    • New Skill Variant: Engineer Secondary
    • New Skill Variant: Engineer Special
    • New Skill Variant: Artificer Primary
    • New Skill Variant: Artificer Secondary
    • New Skill Variant: Artificer Special
    • New Skill Variant: Mercenary Secondary
    • New Skill Variant: Mercenary Special
    • New Skill Variant: REX Secondary
    • New Skill Variant: Loader Secondary
  • Added 7 skins
    • New Skin: Commando
    • New Skin: Huntress
    • New Skin: MUL-T
    • New Skin: Artificer
    • New Skin: Mercenary
    • New Skin: REX
    • New Skin: Loader
  • Added Elite: Celestine
    • Celestine are new high-tier elites that only spawn late into the game, similarly to Malachite elites.
    • New unique visuals and SFX that signifies a Celestine elite has entered the stage
  • Added 2 bosses to the game:
    • New Boss: Solus Control Unit
    • New Boss: Alloy Worship Unit
  • Added 2 monsters to the game:
    • New Monsters: Alloy Vulture
    • New Monsters: Solus Probe
  • Added 6 Items and Equipment to the game
    • New Item: Focus Crystal
    • New Item: Lepton Daisy
    • New Item: Shattering Justice
    • New Equipment: Blast Shower
    • New Equipment: Volcanic Egg
    • New Lunar Item: Strides of Heresy
  • Added Interactable: Lunar Seer
  • Added 3 Challenges to the game
    • New Challenge: Warm For Life
    • New Challenge: Blockade Breaker
    • New Challenge: Guidance Offline
  • Added 22 unique Class Challenges to the game
    • New Class Challenge: Commando: Rolling Thunder
    • New Class Challenge: Commando: Incorruptible
    • New Class Challenge: Commando: Mastery
    • New Class Challenge: MUL-T: Pest Control
    • New Class Challenge: MUL-T: Gotcha!
    • New Class Challenge: MUL-T: Mastery
    • New Class Challenge: Mercenary: Demon of the Skies
    • New Class Challenge: Mercenary: Ethereal
    • New Class Challenge: Mercenary: Mastery
    • New Class Challenge: Huntress: Piercing Wind
    • New Class Challenge: Huntress: One Shot, One Kill
    • New Class Challenge: Huntress: Mastery
    • New Class Challenge: Engineer: Better With Friends
    • New Class Challenge: Engineer: 100% Calculated
    • New Class Challenge: REX: Bushwhacked
    • New Class Challenge: REX: Mastery
    • New Class Challenge: Artificer: Chunked!
    • New Class Challenge: Artificer: Orbital Bombardment
    • New Class Challenge: Artificer: Massacre
    • New Class Challenge: Artificer: Mastery
    • New Class Challenge: Loader: Swing By
    • New Class Challenge: Loader: Mastery
  • Added Environment Log: Siren’s Call
  • Added 7 Lore Entries to the game
    • New Monster Lore Entry: Jellyfish
    • New Monster Lore Entry: Beetle
    • New Monster Lore Entry: Beetle Guard
    • New Boss Lore Entry: Solus Control Unit
    • New Boss Lore Entry: Alloy Worship Unit
    • New Survivor Lore Entry: REX
    • New Item Lore Entry: Little Disciple


==== Gameplay Changes ====
  • General
    • Reduce the spawn frequency of the “aggressive” director
      • This should result in spawning behavior a bit more similar to Early Access Launch, where the Director will be able to save up a tiny bit more before spawning things. This doesn’t make the game easier or harder - there should just be slightly fewer small monsters, and more big monsters.
    • 🌧︎Fix health regeneration boost being applied outside of Drizzle
      • Drizzle difficulty is intended to have increased health regeneration of 250% for players. This was being accidentally applied to ALL difficulties since launch. Oops. We will be monitoring this closely to make sure the pacing of the game stays consistent.


  • Survivors
    • Commando
      • 🌧︎Update Suppressive Fire (R) to fire more bullets with more attack speed
      • Add 2 new skill variants
      • Add 1 new skin


    • Engineer
      • 🌧︎ Bubble Shield now flashes before it expires
      • 🌧︎ Update Pressure Mines:
        • 🌧︎ Now “arms” over time to 900% damage and an increased radius
          • Players (including us) were mostly just using Engineer's mines as somewhat underwhelming grenades as soon as they came off cooldown. This change puts more power in strategic placement and reduces how often the skill needs to be used for it to be effective.
        • 🌧︎ Now scales max available mines with max secondary stock
        • Max Stock 10 ⇒ 4
      • Add 2 new skill variants
    • MUL-T
      • 🌧︎ Show both primary and alternate fire descriptions in Character Select
      • Move “Multifunctional” passive into “Retool”
        • This change was made to make the UI for MUL-T’s skills easier to read. There is no functional difference.
      • Add 2 new skill variants
      • Add 1 new skin
    • Huntress
      • Add 2 new skill variants
      • Add 1 new skin
    • Mercenary
      • Add 2 new skill variants
      • Add 1 new skin
    • REX
      • Add 2 new skill variants
      • Add 1 new skin
    • Artificer
      • Add 2 new skill variants
      • Add 1 new skin


  • Items
    • Guillotine
      • 🌧︎Tier: 1 ⇒ 2
      • Update Logbook entry to properly reflect its stacking behavior
        • In the Logbook, it said it scaled the execute threshold by 20%(+5% per stack), but it ACTUALLY stacked by 20% (+20% per stack). Instead of reducing the threshold down to 5%, we decided to keep the current behavior and upgrade it to tier 2 instead.
    • Cautious Slug
      • Regen Rate: 250%(+250% per stack) ⇒ 300%(+300% per stack)
    • Sticky Bomb
      • 🌧︎Proc Chance: 5%(+2.5% per stack) ⇒ 5%(+5% per stack)
        • Tier 1 items are the most commonly stacked, and should therefore linearly stack without diminishing returns in most cases.
    • Crowbar
      • Damage Boost: 50%(+30% per stack) ⇒ 50%(+50% per stack)
        • Tier 1 items are the most commonly stacked, and should therefore linearly stack without diminishing returns in most cases
    • Topaz Brooch
      • 🌧︎Barrier Gain: 20(+20 per stack) ⇒ 15(+15 per stack)
    • Aegis
      • 🌧︎Has been reworked in functionality
        • Barrier gain from overheal is no longer capped
        • Now grants barrier for 50% (+50% per stack) of the amount you overheal
    • Halcyon Seed
      • 🌧︎ Friendly Aurelionite now has special AI to be more aggressive
    • Crowfunder
      • Proc Coefficient: 0.2 ⇒ 1




  • Stage
    • Bazaar Between Time
      • 🌧︎ Add Lunar Seers
        • Lunar Seers allow you to, at a price, determine the next upcoming stage. The intent for this is to allow us to continue adding content that is stage dependent (Timed Security Chest on Rallypoint Delta, Broken Robot in Abyssal Depths, etc) without it becoming frustrating in the future to actually land on those maps.
    • Abyssal Depths
      • 🌧︎ Brighten ambient lighting
      • 🌧︎ Ambient lighting is no longer extra dark inside the cave portions
  • Elites
    • Malachite
      • 🌧︎ Health Bonus Percentage: 2820% ⇒ 2350%
  • Drones
    • 🌧︎Drones can now be repurchased after they die, excluding TC-280
    • TC-280
      • Base Cost: $500 ⇒ $350
==== Music & SFX ====

  • Add new stage track
  • A bunch of other tweaks and updates to SFX

==== QOL ====
  • 🌧︎ Damage numbers can now support up to 998,000,000 damage (truncated as 10K, 100K, 1M, etc)
  • 🌧︎ Money values in the HUD now have commas
  • 🌧︎ Newt Shrines, Shrine of the Mountain, and Altar of Gold now become unavailable once the Teleporter starts charging
  • 🌧︎ Game now remembers your preferred difficulty until you close the game
  • 🌧︎ Update geysers on Scorched Acres to have shorter launch arcs so they don’t cause fall damage
  • 🌧︎ Add cost of purchasables to their chat message when pinged
  • 🌧︎ Add unique shrine icon for Altar of Gold
  • 🌧︎ Add new unique UI sprite for Lunar Coins. Update Lunar Coin model to have a hole in the center to match new icon.
  • 🌧︎ Add equipment cooldown to logbook
  • 🌧︎ Add stats for regen and armor to logbook entries for survivors and monsters
  • 🌧︎ Minion kills can now spawn Lunar Coins on your behalf
  • 🌧︎ Damage dealt by your minions is now reported in the post-game screen
  • 🌧︎ Minion healthbars are now nested below their leader’s
  • Dead players now remain in the allied healthbar area
  • Update level up effects

==== Bug Fixes====
  • 🌧︎Update skill icon not accounting for cooldown scale when calculating the display value for the cooldown progress indicator
  • 🌧︎Fix Flamethrower Drone creating two flamethrower effects
  • 🌧︎Fix floating trees in Gilded Shores
  • 🌧︎Fix trees in Scorched Acres and Rallypoint Delta not having collision
  • 🌧︎Fix stuck spawn location in Scorched Acres
  • 🌧︎Fix AI pathing in Wetland Aspect to reduce the chance of a boss spawning on the wrong side of a wall
  • Update Wandering Vagrant’s Nova attack to properly apply on-hits
  • Fix Aurelonite firing more projectiles for every connected player in the game
  • Fix water splashes being oriented 90 degrees in the wrong way
  • Update ambient sound in the Celestial Portal to not include insects
  • Canceling Artificer’s Nova Bomb early now properly stops the sound
  • Fix some spots in maps that could cause you to be stuck
  • 🌧︎Fix Asian characters being clipped in ally healthbar
  • 🌧︎MUL-T’s Transport Mode now properly applies crits
  • 🌧︎Replace instances of unknown deaths (pots, out-of-bounds, etc) having a white box and a blank entry with a generic “mystery” attacker
  • 🌧︎Update a bunch of typos for stacking behavior and skill damage that were inconsistent with in-game values
  • 🌧︎Fix friendly Aurelionites dropping Logbooks when they expire
  • 🌧︎Fix falling enemies never properly being removed, resulting in spawns stopping after shoving enough enemies off the map
  • 🌧︎Fix Follower-type items still remaining before and after entering a stage
  • 🌧Update Dio’s Best Friend on Huntress to no longer clip into her scarf
  • Remove word wrapping in a few instances
  • Fix enemy team level-up sound effect playing simultaneously for every instance of a monster in the map
  • Fix cropping issues on Warbanner and Tri-Tip Dagger icons



Thanks for SWINGING into this update - we hope you all enjoy the new build!