Risk of Rain 2 content update 5 patch notes

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Risk of Rain 2 is dive-rolling out of early access today. Grasped in its hands is an enormous heap of paper, patch notes for content update 5 which ends up the game, turning it into version 1.0 and officially launching Hopoo Games’ developers from their desks.

There are, honestly, a lot of changes to highlight just a couple of, however the patch consists of a wide variety of new content, bug fixes, quality of life changes, and a great deal of balancing.

You can find the full patch notes below.

Significant Content

  • Added System: Game Ending
    • The game now consists of an appropriate ending, with credits and cutscene.
  • Added System: Server Internet Browser
    • Quickplay served a crucial function at launch– however the QP featureset is barebones. Not just that, however the game has evolved past needing to just find a match– you need to find the rightmatch We believe a built-in Server Web browser (and hosting) will still allow you to link and find other players quickly while also offering a lot of the features and options you want to make before linking to a game.
  • Added System: Introduction Cutscene
    • The game now consists of an introduction cutscene!
  • Added New Survivor
  • Added New Phase
  • Added 4 New Music Tracks
  • New Track: Through a Cloud, Darkly
  • New Track: … con lentitud poderosa
  • New Track: You’re Gon na Need a Larger Ukulele
  • New Track: Lacrimosum
  • Added New Survivor Skin
  • New Survivor Skin: Captain Skin
  • Added 2 New Monsters
  • New Monster:???
  • New Monster:???
  • Added New Boss
  • New Final Boss:???
  • Added New Interactable
  • New Interactable: Scrapper
  • Added 7 Items and 3 Equipment to the game
  • New Item: Item Scrap (White, Green, Red, Yellow)
  • New Boss Item: Molten Perforator
  • New Boss Item: Shatterspleen
  • New Boss Item: Stuck Urn
  • New Lunar Item: Bold Gouge
  • New Lunar Item: Mercurial Rachis
  • New Lunar Item: Pureness
  • New Equipment: Super Huge Leech
  • New Equipment: Gorag’s Opus
  • New Equipment: Forgive Me Please
  • Added 3 Character Challenges to the game
  • New Captain Challenge: Captain Mastery
  • New Captain Challenge: Wanderlust
  • New Captain Challenge: Worth Every Cent
  • Added 3 Challenges to the game
  • New Challenge: I Love Dying!
  • New Challenge: Removed
  • New Challenge: The Calm
  • Added 36 Tradition Entries to the game
  • New Item Tradition Entry: Molten Perforator
  • New Item Tradition Entry: Shatterspleen
  • New Item Tradition Entry: Stuck Urn
  • New Item Tradition Entry: Super Huge Leech
  • New Item Tradition Entry: Gorag’s Opus
  • New Item Tradition Entry: Forgive Me Please
  • New Item Tradition Entry: Soulbound Driver
  • New Item Tradition Entry: Bandolier
  • New Item Tradition Entry: The Crowdfunder
  • New Item Tradition Entry: Old Guillotine
  • New Item Tradition Entry: Jade Elephant
  • New Item Tradition Entry: Blast Shower
  • New Item Tradition Entry: Lepton Daisy
  • New Item Tradition Entry: Shattering Justice
  • New Item Tradition Entry: Topaz Brooch
  • New Item Tradition Entry: Ocular HUD
  • New Item Tradition Entry: Unsteady Tesla Coil
  • New Item Tradition Entry: Milky Chrysalis
  • New Item Tradition Entry: Will-o’- the-wisp
  • New Item Tradition Entry: Gnarled Woodsprite
  • New Item Tradition Entry: Halcyon Seed
  • New Item Tradition Entry: Pureness
  • New Item Tradition Entry: Radiant Meteorite
  • New Item Tradition Entry: Preon Accumulator
  • New Item Tradition Entry: Aegis
  • New Monster Tradition Entry: Clay Dunestrider
  • New Monster Tradition Entry: Alloy Vulture
  • New Monster Tradition Entry: Imp
  • New Monster Tradition Entry: Void Reaver
  • New Monster Tradition Entry:???
  • New Monster Tradition Entry:???
  • New Monster Tradition Entry:???
  • New Phase Tradition Entry:???
  • New Character Tradition Entry: Huntress
  • New Character Tradition Entry: Captain
  • New Character Tradition Entry: MUL-T

Gameplay Changes

  • General
  • Bleeds now revitalize all existing bleed periods on that target. This impacts both enemies and players, and is a big change for how bleeds will work.
  • Boost difficulty rate over time for all troubles by +10%.
  • A little remodelled OSP. The goal is to fix disparities and make it in fact safeguard you from one- shots– while also repairing some abuse cases with curse.
    • The threshold for OSP is now shown on the healthbar with a faint graphic. When triggered,
    • Now has a remaining 0.1 s period.
    • Now is deducted via Curse (Formed Glass, Artifact of Glass, etc), i.e a curse of 10% will get rid of OSP completely.
    • Update OSP logic so it still activates if you receive several sources of damage in the exact same frame that go past OSP worths, i.e Malachite Lesser Wisps
  • Elites
  • Blazing, Overloading, Glacial
    • Health Bonus: 470% ⇒ 400%
  • Malachite, Celestine
    • Health Bonus: 2350% ⇒ 1800%
      Developer Notes: We have actually had a lot of feedback that elite health has actually constantly felt a bit puffed up– which consequently, it makes the Old Guillotine feelrequired Our intent is to make characters less reliant on the Old Guillotine, and to make it feel more like an elite hate item– and less of a general DPS item.
  • Survivors
  • Movement skills are now thought about ‘sprinting’, scaling with sprint speed multipliers and also running after use.
  • Melee Survivors
    • Melee skills will now perform more regularly at high attack speeds.
    • Melee skills will now scale hitpause period with attack speed– given that the pause when striking enemies were fixed, melee characters in fact scaled improperly with attack speed.
    • Melee skills will now ‘hold’ you in the air much better at high attack speeds.
  • Added a ‘Keyword’system Keywords are just words to explain common duplicated behavior without discussing it each time. Added the following keywords:
    • Freezing
    • Spectacular
    • Stunning
    • Toxic
    • Regenerative
    • Agile
    • Percent HP
    • Sonic Boom
    • Weaken
    • Expose
    • Heavy
  • MUL-T
    Developer Notes: MUL-T has actually gotten some love from this patch to truly press forward the concept that his weapons are strong in particular functions. Faster swap time and more responsive actions for the weapons will (ideally) make weapon switching feel much better. We have actually also undoubtedly sneaked cooldowns down over time, and MUL-T felt a bit left behind.
    • Base Velocity: 25 ⇒ 30
    • Rebar Puncher
      • Now charges after firing, instead of before.
    • Scrap Launcher
      • Now acts like a rocket instead of a grenade
      • Life Time: threes ⇒ fours
      • Surge Radius: 5m ⇒ 7m
      • Speed: 70 m/s ⇒ 100 m/s
    • Nail Gun
      • No longer has a preliminary shotgun of 6 nails.
      • Now has a final shotgun of 12 nails.
      • Now fires in a constant corkscrew pattern
      • Proc Coefficient: 0.4 ⇒ 0.6
      • Damage: 60% ⇒ 70%
      • Wind-down period: 0s ⇒ 1.152 s
    • Retool
      • Swap period: 0.7 s ⇒ 0.4 s
    • Transportation Mode
  • Mercenary
    Developer Notes: The Mercenary was constantly expected to be the highest skill- cap survivor. in real gameplay he ended up being really flow-charty, using abilities directly off cooldown while holding down M1. The intent for all these changes is to allow skill expression, vibrant cooldowns, and higher risk vs reward in fight with the new ‘Exposed’ debuff. The hope is that the character will be more powerful for innovative players, however weaker for new players.
    • Base Health: 140 (+42 per level) ⇒ 110 (+33 per level)
    • Base Regrowth: 25 health/ second ⇒ 1 health/ second
    • NEW Debuff: Exposed
      • Striking an Exposed target decreases all cooldowns by 1 second and deals an extra +350% base damage
    • Laser Sword
      • Third Strike Damage: 300% ⇒ 130%
      • Third hit now uses ‘Exposed’ debuff
      • The second and 3rd hit of the combination can no longer be begun in the middle of other attacks
    • Whirlwind
      • Ground Speed Multiplier: 6 ⇒ 8
    • Blinding Attack
      • Cooldown: sevens ⇒ eights
      • Can now be canceled mid-attack by both Rising and whirlwind Thunder
    • Slicing Winds
      • Last hit now uses ‘Exposed’ debuff
  • Acrid
    Developer Notes: Acrid has actually constantly been a melee-ranged hybrid. We want higher rewards for interesting in melee and completing your M1 combination for players who enjoy a more aggressive playstyle.
    • NEW Enthusiast: Regrow
      • Regrow for 10% health over 0.5 seconds.
    • Vicious Injuries
      • Third hit of the combination now grants ‘Regenerate’ enthusiast
    • Ravenous Bite
      • Now grants ‘Regenerate’ enthusiast
    • Crazy Leap
  • Artificer
    Developer Notes: We want to implement the Artificer’s role as a high-damage, high AoE character. Nano-Bomb in general was core to the fantasy, however was practically inferior to Nano-Spear in everyway
    • Plasma Bolt
      • Blast Radius: 4m ⇒ 6m
    • Charged Nano-Bomb
      • Now has minor gravity
      • Blast Radius: 10 m ⇒ 14 m
      • Blast Damage, Max Charge: 1200% ⇒ 2000%
      • Blast Force: 1300 ⇒ 3000
      • Life Time: Fives ⇒ 10 s
      • Improved FX for clearness
    • Ion Rise
      • No longer has -75% damage falloff at the edge of the blast
  • Items
  • Monster Tooth
    • Recovery: 8 (+8 per stack) ⇒ 8
    • Now also heals for 2% (+2% per stack) of maximum health
  • Medkit
    • Recovery: 24 (+24 per stack) ⇒ 20
    • Now also heals for 5% (+5% per stack) of maximum health
  • Repulsion Armor Plate
    • Now appropriately decreases damage from ecological results
  • Warbanner
    • Now also positions a Warbanner when activating the Teleporter
    • Enhance VFX to be less nontransparent, given that it will constantly be near the Teleporter
  • Death Mark
    • Debuff Period: Sevens ⇒ Sevens (+7 s per stack)
    • Eliminate text specifying that the damage bonus scaled with stacks
  • Old Guillotine
    • Carry Out Threshold: ~20% (+20% per stack) ⇒ 13% (+13% per stack)
      Developer Notes: Given that we have actually re-tuned the health of elites throughout the board, the Guillotine should be properly re-tuned.
  • Runald’s/ Kjaro’s Band
    Developer Notes: The 2 rings have actually gone through a bit of a rework, working off of an internal cooldown instead of a chance on-hit We’re hoping that this can help diversify one of our “on-hit” items to be more than just assaulting enemies and hoping thingsactivate We have actually also changed the behavior of Kjaro’s to be more of the AoE option, while Runald’s is the single target option.
    • Proc Chance: 8% ⇒ 100%
    • Now has an internal cooldown of 10 seconds
    • Now has a minimum threshold of just setting off on attacks that deal 400% or higher damage
    • Runald’s Band
      • Ice Blast Damage: 250% (+125% per stack) ⇒ 250% (+250% per stack)
      • Ice Debuff Period: threes ⇒ threes (+3 s per stack)
    • Kjaro’s Band
      • Fire Twister Damage: 500% (+250% per stack) ⇒ 300% (+300% per stack)
      • Fire Twister Hitbox Width: 4.8 m ⇒ 13 m
      • No longer moves
  • H3AD-5T v2
    • Revamped logic for computing fall speed so it scales much better while falling further. Now has the following behavior:
      • Damage Coefficient: 1000%– 10,000% at maximum speed
      • Surge Radius: 5m– 100 m at maximum speed
      • Improved FX
  • Interstellar Desk Plant
    • Recovering Radius: 3m (+1.5 m per stack) ⇒ 5m (+5 m per stack)
    • Recovery: 5% max health every 1 second ⇒ 5% max health every 0.5 second
  • Milky Chrysalis
    • Now grants true flight and antigravity instead of jump- to-hover.
    • Pushing jump now carries out a brief dash in the direction of motion with a 0.5 s cooldown.
  • Strides of Heresy
    • No longer puts you in combat
  • Helfire Cast
    • Helfire Radius: 10 m ⇒ 15 m
    • Helfire Period: eights ⇒ 12 s
    • Enhance VFX and SFX
  • Effigy of Sorrow
    • Now positioned at where you’re intending, instead of at your feet
    • No longer is taken in on use.
    • Now restricted to 5 per map per character.
  • Little Disciple
    • Fire Rate: 0.5 s ⇒ 1.6 s
    • Damage Coefficient: 100% (+100% per stack) ⇒ 300% (+300% per stack)
    • Fire Rate now scales with motion speed
  • Phases
  • 3D Printers will appear more typically on all phases, ~50% more
  • 3D Printers will cost less to spawn on all phases, ~50% less
  • The new interactable, the Scrapper, can now appear on all phases
  • Titanic Plains
    • Update with new visuals to make it dismaying
  • Sky Meadow
    • Update with new visuals and performance that results in the final phase
  • Exchange In Between Time
    • Base Portal Chance: 25% for the first portal ⇒ 37.5% for the first portal
    • Lunar Buds: 4 ⇒ 5
  • Monsters & & Bosses
  • Mini Mushrum
    • Base Health: 360 (+108 per level) ⇒ 290 (+87 per level)
  • Parent
    • Base Health: 1200 (+360 per level) ⇒ 900 (+270 per level)
  • Lesser Wisp
    • Now appropriately stops charging attack sound when cut off
  • Imp Overlord
    • Maximum Blink Distance: 600 m ⇒ 300 m
    • Now tosses Void Spikes in a staggered style, instead of simultaneously
  • Lava Worm
    • Maximum “Blink” Distance: 600 m ⇒ 300 m
    • Now significantly more aggressive and much better able to hit targets
      Developer Notes: The blink behavior of both the Imp Overlord and the Lava Worm allows it to follow players in between platforms, however it leads a lot of the times to the bosses blinking throughout the map to attack turrets and drones. While they may still do that, it’ll be a bit less noticable.
  • Void Reaver
    • Now tries to lead its Void Bombs in a straight line against its target
    • Updated AI to fire more strongly and backpedal when its target is too close
    • AI now has 360 ° vision
  • Bison
    • Add spawn effect and animation (lastly!)

Quality of Life

  • Added a language dropdown menu to the Main Menu
  • Audio has actually gotten a general mix pass
  • Reduced the audio levels of the Lava Worm, Imp Overlord, and Clay Dunestrider
  • Updated the Teleporter model
  • Updated the Ukulele model
  • Improved Infusion VFX to be more visible
  • Reduced brightness of some Mercenary results to they are less white and have more color
  • Fixed dithering for numerous on- character item display screens
  • Updated the kick system to be able to implement and provide in-depth messages version matching when linking to a server
  • Added performance for lobbies and servers to provide mod details and decline players for inequalities
  • Servers can now specify behavior to run upon going into character choose by providing a “server_pregame.cfg” config file
  • Updated “MUL-T: Gotcha!” challenge to allow Preon tendrils to count towards conclusion
  • A lot of other things we most likely forgot!

Bug Fixes

  • Fixed an issue with spread from bloom being used to both minimum and maximum spread (ie you might never ever have a bullet travel dead- center when your spread bloom is at maximum) for Task force’s Phase Blast, Huntress’ Ballista, and MUL-T’s Rebar Puncher
  • Fixed potential physics crash that might occur if a character tries to use a melee attack after crossfading into a new animation from a stopped briefly animation
  • Fixed immobilization from Void Reavers and REX’s Tangling Growth ending up being long-term if using Wax Quail while impacted, which would also in some cases lead to a crash upon getting eliminated
  • Fixed Repulsion Armor Plate not using against posthumously dealt damage
  • Fixed Visions of Heresy enabling Huntress’ Ballista to go beyond 3 shots
  • All gameplay statistics are now required to update before creating the final run report to make sure all worths are up- to-date at the end screen
  • Fixed MUL-T’s Nailgun not appropriately stimulating over the network
  • Fixed some projectiles not playing their pre-expiration sounds over the network
  • Fixed numerous sounds not being played over the network
  • Fixed a timing issue in which lobby player count would not update right away after a player leaves the lobby
  • Fixed a range of other bugs we also most likely forgot!

Understood Issues

  • There are none, this game is ideal

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