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Seekers of the Storm 2.0 Roadmap

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[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.

Seekers of the Storm – Minor Update Follow-up

[h3]Hey Everyone![/h3]

This follow-up addresses a small handful of issues, including the two known issues we discussed in our previous update. More changes are on the way; we just wanted to resolve these quickly for everyone.

[h3]V1.3.4 Notes:[/h3]
We have addressed the following reported concerns from players:
  • When the False Son used Club of the Forsaken (Primary – swing attack) while falling, he could become locked in his ‘diving attack’ state despite colliding with the ground.
  • The shader for the Halcyon Beacons in Gilded Coast would now wrap all the way around the beacon as expected.
  • Upon defeating Mithrix and escaping successfully, connected clients sometimes saw the final kill screen for a moment before the credits played.
  • The sun over Aphelian Sanctuary could sometimes be a tad ‘flashier’ than usual. The sun has been restored to its previous glory.
  • Quitting to the main menu immediately after hosting a four-player run could result in a soft lock.
  • Upon defeating The False Son as Heretic, the line that plays in chat was incorrect. That string has been replaced with the intended line.
  • Loader’s Thunderslam (Alt Special – downward slam) and False Son’s diving Club of the Forsaken attack (Primary – swing while falling) both failed to shake the player’s screen when used.
  • Sometimes changing the music audio slider would not actually change anything. We identified two potential causes and resolutions for this issue.
  • In the Loadout tab of the Character Selection Screen, skins would sometimes not display their names when hovered.


This skipped from V1.3.2 to V1.3.4 because V1.3.3 was just an internal build. Don’t worry, there wasn’t a version you missed.

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

It's fair to say that the Seekers of the Storm DLC for Risk of Rain 2 hasn't gone quite how developer Gearbox wanted. At launch, the game was beset by negative reviews, with players citing issues with balance, weapons, bugs, and a general feeling that it wasn't the same quality of previous updates. The game's developer, for its part, has promised to turn the ship around and fix what's gone wrong, and the first part of that redemption arc has now launched.


Read the rest of the story...


RELATED LINKS:

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

Gearbox promises Risk of Rain 2 PC patch after disastrous DLC launch

Seekers of the Storm - First Patch

[h3]Hey Everyone,[/h3]
We want to start off by mentioning how much we appreciate folks jumping in and giving Seekers of the Storm a swing – we’ve never had so many people playing Risk of Rain 2. We also hear you loud and clear—this DLC fell short of your expectations. That feedback is fair. We’d like to take a moment and walk everyone through our plan to make it right.

First, to be clear, we're committed to making the DLC everything that you expected and deserve. The team already jumped in and knocked out solutions for a BUNCH of the bugs some users are reporting. The full patch notes can be found below. Here are a few highlights:
  • Resolved a bug with the way builds are compiled that occasionally led to behaviors being erroneously tied to FPS.
  • Addressed an issue that some users reported with items not being picked up when interacted with.
  • Mithrix will no longer become (nearly) invincible upon stealing a player’s Warped Echo.
This is the first step. These patches will continue to roll out on a regular basis as we work on additional fixes.

Beyond bugs, the team is also looking closely at your gameplay feedback. We want Seekers of the Storm to be the best possible version of itself, and that involves listening to the community. While we’re focused on bugs for now, we’ll be looking to implement more of those gameplay updates in future patches.

Lastly, we are going to post notes with the release of every patch, starting today. That way, it will be clearer which fixes are arriving. Sometimes, we’ll fix a bug that inadvertently changes something else, and we appreciate you continuing to share feedback when those issues arise.

This is a game that countless people love; anything that jeopardizes that experience is something we take very seriously. We hope that in the coming days and weeks, we can earn back your trust, and we know that’s going to take time and action.

Thanks for now,

The Risk of Rain Team

[h3]To Report Bugs:[/h3] Discord Gearbox Support

[h3]Full Patch Notes for V1.3.2:
[/h3]
  • Resolved a bug with the way builds are compiled that led to many behaviors being erroneously tied to FPS. These elements included physics, attack speed, and movement. This was not the result of any significant architecture changes to the game. The bug that created this issue has been addressed.
  • Addressed an issue some players reported where Mithrix would become invincible upon stealing your Warped Echo.
  • The Teleporter will no longer spawn inside geometry on Rallypoint Delta.
  • Acrid's Utility Skills, both Caustic Leap & Frenzied Leap were not dealing damage or colliding properly. Acrid should now be back in action.
  • Resolved an issue reported by some users with items not being picked up when interacted with. Despite not being picked up, some players would receive a large number of item stacks anyway. Both parts of this issue are now resolved.
  • Item highlights have now returned to various shops & adaptive chests.
  • You’ll now no longer be able to escape Shattered Abodes, at least in the ways we didn't intend.
  • We've restored the full screen damage indicator and low health feedback.
  • An issue that caused some players to get stuck while smelling the flowers on Reformed Altar has been resolved.
  • Longstanding Solitude will no longer sometimes show pinged interactables at 2x cost.
  • The portal will no longer spawn inside geometry in Bulwark’s Ambry.
  • Healthbars were updating very slowly. That has now been resolved.
  • Halcyonite's spawn animation was playing at lower than expected framerates. He won’t be jittery anymore when spawning in.
  • We’ve resolved a bug with Seeker's Sojourn ability that sometimes blocked non-host players from using it.
  • Players are now able to pick up CHEF’s food drops from farther away.
  • We’ve rolled out a change to the Halcyon Beacon’s texture on Gilded Coast. The team is going to continue monitoring this one. There may be more changes coming on this front.
  • Loader's Knuckleboom VFX has been realigned.
  • We’ve resolved an issue some players reported that Survivor VFX in the character select screen overlapped with the Ready button.
  • Fixed an issue with Bolstering Lantern where the logbook ‘unlock’ highlighting no longer was clearing after viewing the unlock.
  • Solved an issue where the ‘item count’ displayed on the tab menu in multiplayer sessions would show 1 for some players despite not having any items.
  • Resolved an issue where Sojourn would sometimes fail to trigger when colliding with monsters or geometry.
  • Changed the visual effects of the initial jump pads on Meridian to convey better to players from a distance.
  • Resolved an issue that led to the Imp Overlord’s Void Spike ability sometimes not dealing damage.
  • Addressed an issue reported by some players on Prime Meridian where lighting would spawn on top of players during the False Son cutscene.
  • Resolved an issue where the Scorch Wurm would snap 90 degrees right before attacking.
  • Gaining multiple Warped Echos on Heretic led to infinite stacks of the item buff being added to the player. This has been resolved.
  • Sonorous Whispers had an issue where the drop chance of items could become extremely high, especially later into runs. This has been re-balanced to be more realistic. Elite item drop chance: 15% (+5% per stack) -> 4% (+1% per stack). Logbook change is still pending.
  • Solved an issue where the music would stop if a player opened the logbook and clicked on an item during a run.
  • Addressed an issue reported by some players where entering the Prime Meridian cutscene with >4 players resulted in a softlock. To make it clear, >4 player co-op is still not officially supported. We just wanted to address this anyway because we know many players still opt to unlock max lobby size with convars.
  • Teleporters should no longer be able to spawn within Halcyonite Shrines
  • Resolved an issue where some players without SOTS could become soft locked by not being able to interact with the Shrine of Rebirth upon defeating False Son.
  • CHEF has had some item placements moved (where items are displayed on his character model when picked up) to avoid clipping with other items and parts of his model.
  • Addressed an issue with Railgunner’s Concussion Device (utility - mine) where it would not detonate on its own. It will now detonate after a few seconds like normal.
  • Resolved an issue reported by some players where sometimes skills wouldn’t activate when pressed. This ended up being a bi-product of the FPS-related issues we outlined above. Both are now resolved.
  • Addressed a bug that allowed players to permanently fire False Son’s Laser of the Father ability (special – head laser). It will now go on cooldown after fired for up to 4 seconds.
  • Increased the intensity of the VFX for CHEF’s Dice ability (primary – cleaver). This should make it easier to spot when thrown a far distance out.
  • Addressed an issue where players would be unable to input actions for Seeker’s Meditate ability while having both mouse/keyboard and a controller plugged in at the same time.
  • Resolved an issue where sometimes Chef’s Dice (primary – cleavers) couldn’t be recalled while at either unlimited or under 30 FPS. That issue was part of the FPS-tied-mechanics issue above. Both have been solved.
  • Addressed an issue where Acrid was no longer able to hit enemies or spread his poison using Epidemic (special – poison blob attack)
  • Solved an issue where The Crowdfunder would stop firing if framerate fell under 30FPS. This was also part of the FPS-tied-mechanics issue above. Both issues have been resolved.
  • Acrid’s Frenzied Leap (utility – jump) now properly negates fall damage when falling from large heights.
  • Addressed an issue where standing behind Mithrix, while entering phase 4, results in him losing aggression towards you temporarily.
  • Parents had an issue where they would attempt to navigate to the player but get stuck on a navigation node, that issue has now been fixed. We are tracking broadly similar behavior with some other monsters, but none were nearly as severe as Parents were.
  • We are aware of False Son's downward plunge attack not behaving as intended. We're currently working to address this issue, but did not want it to hinder the release of additional changes.