Game studio Gearbox Software has released the 1.0 Update for video game Risk of Rain 2 for consoles.
The newest update for consoles has finally arrived. The PC version was way back in August, and now it is time for the PlayStation 4, Xbox One, and Nintendo Switch to enjoy the update.
Check out the full patch notes here:
Risk of Rain 2 Console 1.0 Update
This is the fifth major content update for Risk of Rain 2 on the PlayStation 4, Xbox One, and Nintendo Switch, marking the 1.0 version of the game. With this update we are focusing on the ending sequence of the game and promoting player agency + build diversity.
==== Major Content and Changes ====
Added System: Game Ending
The game now includes a proper ending, with credits and cutscene.
Added System: Intro Cutscene
The game now includes an intro cutscene!
Added New Survivor
New Survivor: Captain
Added New Stage
New Final Stage: ???
Added 4 New Music Tracks
New Track: Through a Cloud, Darkly
New Track: …con lentitud poderosa
New Track: You’re Gonna Need a Bigger 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: Mired Urn
New Lunar Item: Defiant Gouge
New Lunar Item: Mercurial Rachis
New Lunar Item: Purity
New Equipment: Super Massive 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 Penny
Added 3 Challenges to the game
New Challenge: I Love Dying!
New Challenge: Washed Away
New Challenge: The Calm
Added 36 Lore Entries to the game
New Item Lore Entry: Molten Perforator
New Item Lore Entry: Shatterspleen
New Item Lore Entry: Mired Urn
New Item Lore Entry: Super Massive Leech
New Item Lore Entry: Gorag’s Opus
New Item Lore Entry: Forgive Me Please
New Item Lore Entry: Soulbound Catalyst
New Item Lore Entry: Bandolier
New Item Lore Entry: The Crowdfunder
New Item Lore Entry: Old Guillotine
New Item Lore Entry: Jade Elephant
New Item Lore Entry: Blast Shower
New Item Lore Entry: Lepton Daisy
New Item Lore Entry: Shattering Justice
New Item Lore Entry: Topaz Brooch
New Item Lore Entry: Ocular HUD
New Item Lore Entry: Unstable Tesla Coil
New Item Lore Entry: Milky Chrysalis
New Item Lore Entry: Will-o’-the-wisp
New Item Lore Entry: Gnarled Woodsprite
New Item Lore Entry: Halcyon Seed
New Item Lore Entry: Purity
New Item Lore Entry: Glowing Meteorite
New Item Lore Entry: Preon Accumulator
New Item Lore Entry: Aegis
New Monster Lore Entry: Clay Dunestrider
New Monster Lore Entry: Alloy Vulture
New Monster Lore Entry: Imp
New Monster Lore Entry: Void Reaver
New Monster Lore Entry: ???
New Monster Lore Entry: ???
New Monster Lore Entry: ???
New Stage Lore Entry: ???
New Character Lore Entry: Huntress
New Character Lore Entry: Captain
New Character Lore Entry: MUL-T
==== Gameplay Changes ====
Bleeds now refresh all existing bleed durations on that target. This affects both enemies and players, and is a huge change for how bleeds will work.
Increased difficulty rate over time for all difficulties by +10%.
Developer Notes: In this update, we’ve buffed a ton of items – and also given players way more agency over the way a run progresses. Our goal is for players to be more engaged with the game – what we don’t want is for the game to be suddenly much easier. This is a bit of a sanity check, and shouldn’t dramatically change the difficulty.
Slightly reworked OSP. The goal is to fix inconsistencies – and make it actually protect you from one-shots – while also fixing some abuse cases with curse.
The threshold for OSP is now displayed on the healthbar with a faint graphic.
Now has a lingering 0.1s duration when activated.
Now is subtracted via Curse (Shaped Glass, Artifact of Glass, etc), i.e a curse of 10% will remove OSP entirely.
Update OSP logic so it still triggers if you receive multiple sources of damage in the same frame that go past OSP values, i.e Malachite Lesser Wisps
Blazing, Overloading, Glacial
Health Bonus: 470% ⇒ 400%
Health Bonus: 2350% ⇒ 1800% Developer Notes: We’ve had a lot of feedback that elite health has always felt a bit bloated – and that subsequently, it makes the Old Guillotine feel required. 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 an overall DPS item.
Mobility skills are now considered ‘sprinting’, scaling with sprint speed multipliers and also sprinting after use.
Melee skills will now perform more consistently at high attack speeds.
Melee skills will now scale hitpause duration with attack speed – since the pause when hitting enemies were static, melee characters actually scaled poorly with attack speed.
Melee skills will now ‘hold’ you in the air better at high attack speeds.
Added a ‘Keyword’ system. Keywords are just words to describe common repeated behavior without explaining it every time. Added the following keywords:
MUL-T Developer Notes: MUL-T has gotten some love from this patch to really push forward the idea that his weapons are strong in specific roles. Faster swap time and more responsive actions for the weapons will (hopefully) make weapon swapping feel better. We’ve also admittedly creeped cooldowns down over time, and MUL-T felt a bit left behind.
Base Acceleration: 25 ⇒ 30
Now charges after firing, rather than before
Now behaves like a rocket instead of a grenade
Lifetime: 3s ⇒ 4s
Explosion Radius: 5m ⇒ 7m
Velocity: 70 m/s⇒ 100 m/s
No longer has an initial shotgun of 6 nails
Now has a final shotgun of 12 nails
Now fires in a consistent corkscrew pattern
Proc Coefficient: 0.4 ⇒ 0.6
Damage: 60% ⇒ 70%
Wind-down duration: 0s ⇒ 1.152s
Swap duration: 0.7s ⇒ 0.4s
Cooldown: 8s ⇒ 6s
Mercenary Developer Notes: The Mercenary was always supposed to be the highest skill-cap survivor. However, in actual gameplay he became very flow-charty, using abilities directly off cooldown while holding down M1. The intent for all these changes is to allow skill expression, dynamic cooldowns, and higher risk vs reward in fights with the new ‘Exposed’ debuff. The hope is that the character will be stronger for advanced players, but weaker for new players.
Base Health: 140 (+42 per level) ⇒ 110 (+33 per level)
Base Regeneration: 2.5 health / second ⇒ 1 health / second
NEW Debuff: Exposed
Striking an Exposed target reduces all cooldowns by 1 second and deals an additional +350% base damage
Third Strike Damage: 300% ⇒ 130%
Third hit now applies ‘Exposed’ debuff
The second and third hit of the combo can no longer be started in the middle of other attacks
Ground Speed Multiplier: 6 ⇒ 8
Cooldown: 7s ⇒ 8s
Can now be canceled mid-attack by both Whirlwind and Rising Thunder
Last hit now applies ‘Exposed’ debuff
Acrid Developer Notes: Acrid has always been a melee-ranged hybrid. We want greater rewards for engaging in melee and completing your M1 combo for players who enjoy a more aggressive playstyle.
NEW Buff: Regenerate
Regenerate for 10% health over 0.5 seconds.
Third hit of the combo now grants ‘Regenerate’ buff
Now grants ‘Regenerate’ buff
Now (properly) stuns
Artificer Developer Notes: We want to enforce the Artificer’s role as a high-damage, high AoE character. Nano-Bomb in general was core to the fantasy, but was pretty much inferior to Nano-Spear in every way.
Blast Radius: 4m ⇒ 6m
Now has slight gravity
Blast Radius: 10m ⇒ 14m
Blast Damage, Max Charge: 1200% ⇒ 2000%
Blast Force: 1300 ⇒ 3000
Lifetime: 5s ⇒ 10s
Improved FX for clarity
No longer has -75% damage falloff at the edge of the blast
Healing: 8 (+8 per stack) ⇒ 8
Now also heals for 2% (+2% per stack) of maximum health
Healing: 24 (+24 per stack) ⇒ 20
Now also heals for 5% (+5% per stack) of maximum health
Repulsion Armor Plate
Now properly reduces damage from environmental effects
Now also places a Warbanner when activating the Teleporter
Improve VFX to be less opaque, since it will always be near the Teleporter
Debuff Duration: 7s ⇒ 7s (+7s per stack)
Remove text stating that the damage bonus scaled with stacks
Execute Threshold: ~20% (+20% per stack) ⇒ 13% (+13% per stack) Developer Notes: Since we’ve re-tuned the health of elites across the board, the Guillotine should be appropriately re-tuned as well.
Runald’s/Kjaro’s Band Developer Notes: The two rings have undergone a bit of a rework, working off of an internal cooldown rather than a chance on-hit. We’re hoping that this can help diversify one of our “on-hit” items to be more than just attacking enemies and hoping things activate. We’ve 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 only triggering on attacks that deal 400% or greater damage
Ice Blast Damage: 250% (+125% per stack) ⇒ 250% (+250% per stack)
Ice Debuff Duration: 3s ⇒ 3s (+3s per stack)
Fire Tornado Damage: 500% (+250% per stack) ⇒ 300% (+300% per stack)
Fire Tornado Hitbox Width: 4.8m ⇒ 13m
No longer moves
Reworked logic for calculating fall speed so it scales better while falling farther. Now has the following behavior:
Damage Coefficient: 1000% – 10,000% at maximum speed
Explosion Radius: 5m – 100m at maximum speed
Interstellar Desk Plant
Healing Radius: 3m (+1.5m per stack) ⇒ 5m (+5m per stack)
Healing: 5% max health every 1 second ⇒ 5% max health every 0.5 second
Now grants true flight and antigravity instead of jump-to-hover.
Pressing jump now performs a short dash in the direction of movement with a 0.5s cooldown.
Strides of Heresy
No longer puts you in combat
Helfire Radius: 10m ⇒ 15m
Helfire Duration: 8s ⇒ 12s
Improve VFX and SFX
Effigy of Grief
Now placed at where you’re aiming, rather than at your feet
No longer is consumed on use.
Now limited to 5 per map per character.
Fire Rate: 0.5s ⇒ 1.6s
Damage Coefficient: 100% (+100% per stack) ⇒ 300% (+300% per stack)
Fire Rate now scales with movement speed
Stages *3D Printers will appear more often on all stages, ~50% more
3D Printers will cost less to spawn on all stages, ~50% less
The new interactable, the Scrapper, can now appear on all stages
Update with new visuals to make it depressing *** Sky Meadow**
Update with new visuals and functionality that leads to the final stage
Bazaar Between Time
Base Portal Chance: 25% for the first portal ⇒ 37.5% for the first portal
Lunar Buds: 4 ⇒ 5
Monsters & Bosses
Base Health: 360 (+108 per level) ⇒ 290 (+87 per level)
Base Health: 1200 (+360 per level) ⇒ 900 (+270 per level)
Now properly stops charging attack sound when interrupted
Maximum Blink Distance: 600m ⇒ 300m
Now throws Void Spikes in a staggered fashion, rather than all at once
Maximum “Blink” Distance: 600m ⇒ 300m
Now considerably more aggressive and better able to hit targets Developer Notes: The blink behavior of both the Imp Overlord and the Magma Worm allows it to follow players between platforms, but it leads a lot of the times to the bosses blinking across the map to attack drones and turrets. While they may still do that, it’ll be a bit less pronounced.
Now attempts to lead its Void Bombs in a straight line against its target
Updated AI to fire more aggressively and backpedal when its target is too close