Hopoo Games and the responsible developers have released a major update for Risk of Rain 2 today. We’ll show you all the new content, improvements, and bug fixes from June 29th.
The Risk of Rain Update 1.07 is now available for download for PS4 and Xbox One – Anniversary Update.
Risk of Rain Patch Notes 1.07
Unbenanntes Dokument
Console Specific:
New Map added: Sundered Grove
Major Content:
Added System: Morgue + Account Stats
Browse past runs and all of your account stats – like favorite survivors, progress to completion, or your favorite equipment – now in the Logbook!
Added New Survivor
New Survivor: Bandit
Added New Survivor Skin
New Survivor Skin: Bandit Skin
Added 5 New Items
New Lunar Item: Hooks of Heresy
New Lunar Item: Essence of Heresy
New Boss Item: Empathy Cores
New Boss Item: Charged Perforator
New Boss Item: Planula
Added 5 New Skill Variants
New Skill Variant: MUL-T Special
New Skill Variant: Mercenary Utility
New Skill Variant: REX Special
New Skill Variant: Loader Special
New Skill Variant: Captain Utility
Added 1 New Monster
New Monster: Lunar Chimera (Exploder)
Added 1 New Elite
New Elite: Perfected
Added 1 New Boss
New Boss: Grandparent
Added New Interactable
New Interactable: Lunar Shop Refresher
Added 9 New Challenges
New Class Challenge: Bandit: Sadist
New Class Challenge: Bandit: Classic Man
New Class Challenge: Bandit: B&E
New Class Challenge: Bandit: Mastery
New Class Challenge: MUL-T: Seventh Day
New Class Challenge: Mercenary: Flash of Blades
New Class Challenge: REX: Full of Life
New Class Challenge: Loader: The Thunderdome
New Class Challenge: Captain: Smushed
Added 93 New Lore Entries
New Lore Entry: Monster Tooth
New Lore Entry: Lens-Maker’s Glasses
New Lore Entry: Paul’s Goat Hoof
New Lore Entry: Bustling Fungus
New Lore Entry: Crowbar
New Lore Entry: Tri-Tip Dagger
New Lore Entry: Warbanner
New Lore Entry: Cautious Slug
New Lore Entry: Stun Grenade
New Lore Entry: Backup Magazine
New Lore Entry: Armor-Piercing Rounds
New Lore Entry: Bison Steak
New Lore Entry: Focus Crystal
New Lore Entry: Item Scrap, White
New Lore Entry: AtG Missile Mk. 1
New Lore Entry: Infusion
New Lore Entry: Hopoo Feather
New Lore Entry: Ukulele
New Lore Entry: Leeching Seed
New Lore Entry: Red Whip
New Lore Entry: Harvester’s Scythe
New Lore Entry: Berzerker’s Pauldron
New Lore Entry: Razorwire
New Lore Entry: Brilliant Behemoth
New Lore Entry: Frost Relic
New Lore Entry: Happiest Mask
New Lore Entry: 57 Leaf Clover
New Lore Entry: Dio’s Best Friend
New Lore Entry: Wake of Vultures
New Lore Entry: Resonance Disc
New Lore Entry: Defensive Microbots
New Lore Entry: Titanic Knurl
New Lore Entry: Pearl
New Lore Entry: Irradiant Pearl
New Lore Entry: Genesis Loop
New Lore Entry: Artifact Key
New Lore Entry: Corpsebloom
New Lore Entry: Gesture of the Drowned
New Lore Entry: Beads of Fealty
New Lore Entry: Defiant Gouge
New Lore Entry: Mercurial Rachis
New Lore Entry: Empathy Cores
New Lore Entry: Essence of Heresy
New Lore Entry: Effigy of Grief
New Lore Entry: Spinel Tonic
New Lore Entry: Disposable Missile Launcher
New Lore Entry: Foreign Fruit
New Lore Entry: Primordial Cube
New Lore Entry: Royal Capacitor
New Lore Entry: Radar Scanner
New Lore Entry: Eccentric Vase
New Lore Entry: Volcanic Egg
New Lore Item: Hooks of Heresy
New Lore Item: Essence of Heresy
New Lore Item: Empathy Cores
New Lore Item: Charged Perforator
New Lore Item: Planula
New Lore Entry: Lesser Wisp
New Lore Entry: Lemurian
New Lore Entry: Hermit Crab
New Lore Entry: Solus Probe
New Lore Entry: Brass Contraption
New Lore Entry: Bighorn Bison
New Lore Entry: Stone Golem
New Lore Entry: Clay Templar
New Lore Entry: Greater Wisp
New Lore Entry: Elder Lemurian
New Lore Entry: Lunar Chimera (Exploder)
New Lore Entry: Beetle Queen
New Lore Entry: Stone Titan
New Lore Entry: Aurelionite
New Lore Entry: Wandering Vagrant
New Lore Entry: Magma Worm
New Lore Entry: Grovetender
New Lore Entry: Imp Overlord
New Lore Entry: Scavenger
New Lore Entry: Overloading Worm
New Lore Entry: Grandparent
New Lore Entry: Distant Roost
New Lore Entry: Rallypoint Delta
New Lore Entry: Scorched Acres
New Lore Entry: Siren’s Call
New Lore Entry: Hidden Realm: Gilded Coast
New Lore Entry: Hidden Realm: Void Fields
New Lore Entry: Hidden Realm: Bazaar Between Time
New Lore Entry: Hidden Realm: A Moment, Whole
New Lore Entry: Sundered Grove
New Lore Entry: Commando
New Lore Entry: Engineer
New Lore Entry: Acrid
New Lore Entry: Loader
New Lore Entry: Mercenary
New Lore Entry: Bandit
Gameplay Changes:
• General
• Final Stage
• The final stage has been redone entirely, with unique objectives and a new, large arena to play in. We won’t spoil it. Please let us know how you feel!
• Low Health Threshold
• 20%⇒ 25%
• NPC AI
• All AI now have dramatically improved pathfinding
• All AI now gets position updates on targets who are invisible only every few seconds, rather than losing the target entirely
• Minions
• Drones no longer have resistance to AOE attacks
• All minions now teleport to their owner if they stray past 400m
• All Minions now scale to the ‘ambient level’ of the run
• Developer’s Notes: The ‘ambient level’ is the level of the run that grows over time. Previously, the enemy team used the ‘ambient level’ to set their level. Now, all enemies AND minions are at ambient level. The result of this is that player minions, like ghosts from Happiest Mask, purchased Drones, and yes – the Squid Polyp – will scale much better over time. This matches drone scaling in RoR1.
• Survivor
• Commando
• Update VFX of Double Tap, Phase Round, and Suppressive Fire
• Double Tap
○ * Now fires a single bullet per click
○ Bloom Reset Time: 1s ⇒0.7s
○ Damage: 90% ⇒ 100%
○ Duration: 0.2s ⇒ 0.15s
• Tactical Dive
○ Duration: 0.5s ⇒ 0.4s
• Phase Round
○ Now deals 40% more damage every time it passes through an enemy
• Huntress
• Now unlocked by default alongside the Commando! Her previous unlock condition (beat the 3rd stage) now unlocks the Bandit.
• Engineer
• Both Gauss Auto-Turret and Carbonizer Turret now also inherit your equipment. They won’t activate it, but they will hold it.
• Grenades now have slight anti-gravity.
• Artificer
• Nano-Bomb
○ Tendril Damage: 20% of explosion ⇒ 10% of explosion
○ Tendril Fire Frequency: 0.25s ⇒ 0.125s
○ Tendril Same Target Frequency: 2s ⇒ 1s
○ Developer Notes: This change is made specifically to avoid the Artificer’s Nano-Bomb tendrils proccing Ice and Fire Bands. The tendrils will now fire twice as often, but at half the damage.
• Mercenary
• Blinding Assault
○ Now has a lingering 0.2s invincibility to help chain together Blinding Assaults in high-latency online games
• Items
• Bustling Fungus
• Start Delay: 2s ⇒ 1s
• Now heals at a higher tick rate – overall healing is the same, but the healing is smoother over time
• Now has small visual mushrooms that grow over the area
• Energy Drink
• Speed Boost: 30% (+20% per stack) ⇒ 25% (+25% per stack)
• Developer Notes: Mathematically, the Energy Drink was worse than the Goat Hoof for speed after the first pickup, even while sprinting. This change will consistently make Energy Drink stronger when sprinting, and also makes its stacking behavior more consistent. This may make the Energy Drink too strong, but it’ll at least make a bit more sense now.
• AP Rounds
• Improve visual effects to be more noticeable
• Focus Crystal
• Damage Boost: 15% (+15% per stack) ⇒ 20% (+20% per stack)
• Now shows radius for ‘nearby’ distance
• Now causes numbers to be pink when active
• Developer Notes: There are many characters and builds where the Focus Crystal should shine through – however, it never seems to be quite high priority enough for the effort required. We’re hoping that by making it both flashier and stronger, players will prioritize it.
• Rusted Key
• Now subtly glows and pulses
• Now grants items at the same rarity as a Large Chest
• Now spawns a Lockbox per player with a Rusted Key
• Now consumes a Rusted Key when a lockbox is opened, and requires a Rusted Key to open
• No longer scales reward chance with the number of Keys in your inventory
• Developer Notes: People have always been a bit confused about the behavior of the Rusted Key, so we made it make a bit more sense by actually consuming a key to open. 1 Key = 1 Box. Since the item no longer gives ‘infinite’ items, we can also make it a bit stronger and make the lockbox more noticeable.
• Crowbar
• Damage Boost: +50%(+50% per stack) ⇒ +75% (+75% per stack)
• Improve visual effects to be more noticeable
• Update pickup text to include the damage threshold
• Developer Notes: Same reasoning as Focus Crystal – there are many heavy-hitter builds and characters, but Crowbars aren’t prioritized.
• Gasoline
• Now deals 150% base damage on detonation alongside the burn effect
• Stun Grenade
• Added visual effect when the item procs
• Bison Steak (New! Yum!)
• Replaced ‘Fresh Meat’ item
• No longer grants regeneration on kill
• Now grants 25 (+25 per stack) max health
• Tri-Tip Dagger
• Bleed Chance: 15% (+15% per stack) ⇒ 10% (+10% per stack)
• Developer Notes: Right now, bleed is okay until you can stack it infinitely, in which case it becomes incredibly strong. We want to smooth out the power curve a bit, increasing the number of daggers required for ‘infinite’ bleed to match the number of Glasses required for 100% crit.
• Lepton Daisy
• Now activates in all ‘holdout zones’, like Void Fields, and not just during the Teleporter Event
• Old War Stealthkit
• Now activates when falling to low health, rather than as a chance when hurt
• Stealth Duration: 3s (+1.5s per stack) ⇒ 5s
• Stealth Cooldown: 0s ⇒ 30s (-50% per stack)
• Bandolier
• Packs now restocks skills by the amount a full cooldown would
• Packs now also apply to stashed skills, like MUL-T’s second primary
• Radar Scanner
• Now details if an interactable is a Barrel, Chest, Drone, Shrine, or something unknown
• Frost Relic
• Now applies ice slow debuff
• Now has a softer visual
• Damage Coefficient: 150% ⇒ 300%
• Radius: 3m (+1.5m per kill) ⇒ 6m (+3m per kill)
• H3AD-5T v2
• Now calculates damage from distance traveled, not speed on impact
• Developer Notes: Even though this makes less sense from a physics standpoint, it will align better with player expectations. Super long fall = big boom.
• Resonance Disk
• Redo firing logic to be more understandable
• Now grants 1 stacking buff per kill, lasting 5 seconds
• Now fires the Disk at 4 stacks, resetting all stacks
• Defiant Gouge
• Monster Spawn Points: 100 (+100 per stack) ⇒ 40 (+40 per stack)
• Developer Notes: A single Gouge would spawn way too many monsters. Now, having 1 or 2 Gouges should be a reasonable option.
• Focused Convergence
• Now activates in all ‘holdout zones’, like Void Fields, and not just during the Teleporter Event
• Queen’s Gland
• Limit of deployed Beetle Guards now doubles for Artifact of Swarms
• Halcyon Seed
• Changed summoned Aurelionite pre-stack scaling from current-difficulty-based hp + damage bonuses to leveling up to the ambient level like other summoned characters
• Summoned Aurelionite attention span: 5s ⇒ 15s
• Developer Notes: Aurelionite’s raised attention span should make it less likely to get distracted by weaker monsters attacking it so it’s more likely to spend its time fighting stronger monsters.
• Mired Urn
• No longer capable of targeting and healing from allies
• Monster
• Hermit Crab
• Base Damage: 4 (+0.8 per level) ⇒ 12 (+2.4 per level)
• Mortar Projectile Count: 3 ⇒ 1
• Mortar Projectile now has more visible trail
• Developer Notes: When fighting Hermit Crabs, it’s always been difficult to parse where and how many there are. To help clarify their behavior, we made it clearer so 1 mortar = 1 crab.
• Parent
• Health: 900(+270 per level) ⇒ 585 (+176 per level)
• Update visuals to match closer to RoR1 design
• Update animations
• Greater Wisp
• Can now be stunned and frozen
• Lunar Chimera (Golem)
• Health: 1900 (+570 per level) ⇒ 1615 (+485 per level)
• Twinshot Attack
○ * Total Shots: 4 ⇒ 10
○ Damage Coefficient: 2 ⇒ 1
○ Force: 8000 ⇒ 1000
○ Now fires in series, rather than all at once
○ Update visuals to be less noisy
• Raised the aim origin to be closer to its cannons so it can fire more accurately
• Lunar Chimera (Wisp)
• Tracking Bomb
○ Damage Coefficient: 6 ⇒ 5
○ Speed: 90 m/s ⇒ 60 m/s
○ Update visuals to be less noisy
• Beetle Queen
• Summon Beetles
○ Beetle Count: 5 ⇒ 2
○ Now summons Beetle Guards instead of Beetles
• Scavenger
• Now properly spawn as elites
• Developer Notes: Apparently, Scavengers were already spawning as elites – with their health and damage buff – but did not have their elite equipment (Burning, Glacial, etc). Now they will.
• Void Reaver
• Added a minimum distance between bombs
•SPOILERS! Final Boss, Last Phase. SPOILERS!
• Base Health: 1000 (+300 per level) ⇒ 1400 (+420 per level)
• Added stagger state triggered by taking high damage
• Item Steal
○ * Now consistently returns items as you deal damage, rather than randomly, i.e if you have him at 50% health, you will have 50% of your items back
○ Now consistently returns items to players in multiplayer in order (1, 2, 3, 4, 1, 2, 3, 4) rather than per-player damage
○ Now returns items in the order that you found them, rather than in reverse order
○ Now utilizes Crowbars
• Stages
• Bazaar Between Time
• Now allows you to reroll shop contents, at the cost of 1/2/4/8… lunar coins
• Wetland Aspect
• Altered stage layout to add more identifiable landmark areas
• Sky Meadows
• Reduce initial map monster spawns by -24%
Bug Fixes:
Fixed boss items spawning more frequently than intended, especially when more items drop from multiplayer or Mountain Shrine bonuses
Fixed large rocks in Titanic Plains clipping into the camera
Altered geometry slightly to make more difficult to accidentally go out of bounds on many stages
Abandoned Aqueduct now has defensive tar fully circling outside of the play area
Fixed korean language characters missing in certain cases
Fixed some animation issues on the Loader
Fixed physics issues with Commando’s Frag Grenades
Fixed certain drones not having 360° vision, causing them to attack or heal less
Fixed Lunar Chimera’s death animations not matching the sound timings
Fixed more occlusion issues in Sundered Grove and other maps that cause objects to disappear at certain camera angles
Fixed certain survivors not removing their limbs when picking up Paul’s Goat Hoof or the Royal Capacitor
Fixed Helfire Tincture’s burning effect being offset
Fixed Chain Lightning and Razorwire making trail renderers that were not being cleaned up, potentially causing infinite objects in the scene
Fixed Mini Mushrums making hitboxes that were not being cleaned up, potentially causing infinite objects in the scene
Fixed certain effects incorrectly rendering while the player has invisibility
Fixed enemy Beetle Guards not appearing in Void Fields or with Artifact of Dissonance
Fixed Vultures having base health regeneration
Fixed the ending sequence explosions missing an authority check, causing it to fire additional projectiles for every client in the game
Fixed Stone Titan and Aurelionite missing an authority check, causing them to fire an additional projectile for every client in the game
Fixed broken drones spawning underground
Fixed several monsters playing death sounds and creating the usual visual effects when vanished by Void Reavers
Engi Grenades now properly play impact sounds
Fixed Alien Head particles not being affected by invisibility
Fixed Titan’s laser lock-on only being calculated once, rather than continuously re-evaluating
Fixed Titan’s laser lock-on not respecting invisibility
Fixed clients not being able to use the exit portal in A Moment, Fractured
Fixed 3840×1080 resolutions being unable to navigate the Server Browser
Fixed the final boss’s crystals not being correctly colored
Enemies who are stunned, frozen, or shocked no longer continue to turn
Fixed dedicated server sometimes capturing the mouse cursor
Fixed transparent blue spawn point debug visualizers for certain map objects (like explosive pots) being visible to non-host players
Fixed game browser not filtering out lobbies and servers running on a different version of the game
Fixed Solus Control Unit not being selected as a boss due to a misconfigured spawn card
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