Risk of Rain 2 Update 1.0 Patch Notes

The developers at Hopoo Games have released a new update for Risk of Rain2 The game is no longer in Early Access, it has actually been live considering that the start of August.

The Risk of Rain Update 1.0 is now available for download for PS4, PC, Switch and Xbox One. It is possible that the consoles receive the update a little later. To name a few things, the patch adds the new Survivor Captain.

Risk of Rain Patch Notes 1.0

Significant Content

  • Added System: Game Ending.
    • The game now consists of a correct ending, with credits and cutscene.
  • Added System: Server Internet Browser.
    • Quickplay served an essential 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 Interactable.
    • New Interactable: Scrapper
  • Added 7 Items and 3 Equipment to thegame
    • 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 thegame
    • New Captain Challenge: Captain Mastery
    • New Captain Challenge: Wanderlust
    • New Captain Challenge: Worth Every Cent
  • Added 3 Challenges to thegame
    • New Challenge: I Love Dying!
    • New Challenge: Removed
    • New Challenge: The Calm
  • Added 36 Tradition Entries to thegame
    • 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%.
      Developer Notes: In this update, we have actually rubbed a ton of items– and also offered players way more firm over the way a runprogresses Our goal is for players to be more engaged with the game– what we do not want is for the game to be unexpectedly mucheasier This is a bit of a peace of mind check, and should not drastically change the difficulty.
    • Somewhat revamped 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 sticking around 0.1 s period.
      • Now is deducted via Curse (Formed Glass, Artifact of Glass, etc), i.e a curse of 10% will eliminate OSP completely.
      • Update OSP logic so it still activates if you receive several sources of damage in the very 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– considering 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 describing it whenever. Added the following keywords:.
      • Freezing
      • Spectacular
      • Stunning
      • Dangerous
      • Regenerative
      • Agile
      • Percent HP
      • Sonic Boom
      • Weaken
      • Expose
      • Heavy

  • MUL-T
    Developer Notes: MUL-T has actually gotten some love from this patch to actually 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 leftbehind
    • 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 newplayers
    • 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 minimizes all cooldowns by 1 second and deals an extra +350% base damage
    • Laser Sword.
      • 3rd Strike Damage: 300% ⇒ 130%
      • 3rd 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.
      • Regenerate for 10% health over 0.5 seconds.
    • Vicious Injuries.
      • 3rd hit of the combination now grants ‘Regenerate’ enthusiast
    • Ravenous Bite.
      • Now grants ‘Regenerate’ enthusiast
    • Crazy Leap.
  • Artificer
    Developer Notes: We want to impose 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 small 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 correctly minimizes damage from ecological impacts
    • Warbanner.
        When activating the Teleporter


      • Now also positions a Warbanner.
      • Enhance VFX to be less nontransparent, considering that it will constantly be near the Teleporter
    • Death Mark.
      • Debuff Period: sevens ⇒ sevens (+7 s per stack)
      • Get rid of text mentioning that the damage bonus scaled with stacks
    • Old Guillotine.
      • Carry Out Threshold: ~20% (+20% per stack) ⇒ 13% (+13% per stack)
        Developer Notes: Considering 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 targetoption
      • Proc Chance: 8% ⇒ 100%
      • Now has an internal cooldown of 10 seconds
      • Now has a minimum threshold of just activating 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.
      • Recovery 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.
    • Steps 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 causes the final phase
    • Marketplace 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.
        When disrupted


      • Now correctly stops charging attack sound.
    • Imp Overlord.
      • Maximum Blink Distance: 600 m ⇒ 300 m
      • Now tosses Void Spikes in a staggered style, instead of at one time
    • 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
      • When its target is too close


      • Updated AI to fire more strongly and backpedal.
      • 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 obvious
  • Reduced brightness of some Mercenary impacts to they are less white and have more color
  • Fixed dithering for a number of on- character item screens
  • When linking to a server


  • Updated the kick system to be able to impose and provide in-depth messages version matching.
  • Added performance for lobbies and servers to provide mod information 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 permitting Huntress’ Ballista to go beyond 3 shots
  • All gameplay statistics are now required to update before producing the final run report to make sure all worths are up- to-date at the end screen
  • Fixed MUL-T’s Nailgun not correctly stimulating over the network
  • Fixed some projectiles not playing their pre-expiration sounds over the network
  • Fixed a number of 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!

Source: Steam

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Addin Narine
Addin Narine
I am the Editor for Gaming Ideology. I love to play DOTA and many other games. I love to write about games and make others love gaming as much as I do.

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