Patch notes

isk of Rain 2 Patch Notes Update 1.06

isk of Rain 2 Patch Notes Update 1.06

isk of Rain 2 Patch Notes Update 1.06

Hopoo Games have launched a new upgrade for Risk of Rain two . Below are the complete patch notes for this upgrade on October 20th.

The Danger of Rain Update 1.06 is currently available for downloading for PS4, Change and Xbox One. Additionally, there are optimizations and bug fixes.

Risk of Rain Patch Notes 1.06Big Content and Changes

  • Additional System: Game Ending
    • The game now contains a suitable end, with credits and cutscene.
  • Additional System: Intro Cutscene
    • The game now features an intro cutscene!
    • New Dragon:???
    • New Monster Lore Entrance:???

New Monster Lore Entrance:???

Gameplay Changes


  • Bleeds now refresh all present bleed durations on this target. This impacts both players and enemies, and is a massive change for how bleeds will get the job done.
  • Increased difficulty speed over time for many issues by +10%.
  • Developer Notes: In this update, we have buffed a slew of things — and given players far more service over how a series evolves. Our objective is for players to become engaged with the sport — that which we do not need is for the sport to be suddenly simpler. This is a small sanity test, and should not radically alter the problem. The target is to correct inconsistencies — and also make it really protect you from one-shots — while also fixing some misuse cases .
    • The threshold for OSP is currently displayed on the healthbar using a subdued picture.
    • Currently has a lingering 0.1s length when triggered.
    • Update OSP logic therefore it triggers in the Event That You get multiple sources of harm in the Exact Same framework that go beyond OSP worth, i.e Malachite Lesser Wisps


  • Blazing, Overloading, Glacial
  • Health Bonus: 470 percent ⇒ 400 percent
  • Malachite, Celestine
  • Health Bonus: 2350 percent ⇒ 1800 percent
    Developer Notes: We have had plenty of opinions which elite wellbeing has always felt somewhat bloated — and subsequentlyit makes the Aged Guillotine feel demanded. Our goal is to create characters less reliant upon the Old Guillotine, and also to make it feel more like an elite despise item — and less of a general DPS item.


      • Mobility abilities are actually considered’sprinting’, climbing with rotational rate multipliers and sprinting after usage.
      • Melee Survivors
        • Melee abilities will now work more consistently at elevated attack rates.
        • Melee abilities will scale hitpause length with assault speed — because the pause once hitting enemies were inactive, melee characters really scaled badly with assault speed.

Melee abilities will now’grip’ you at the atmosphere better in elevated attack rates. Key words are only words to characterize common perennial behavior without explaining it each moment.

Developer Notes: MUL-T has turned into some love from the patch to actually push forward the concept that his weapons are powerful in particular roles. Quicker swap timing and more reactive activities for the firearms will (ideally ) create weapon pruning feel much better. We have also mimicked creeped cooldowns down over time, and MUL-T felt somewhat left behind.

Developer Notes: The Mercenary was always assumed to be the greatest skill-cap survivor. Nevertheless, in real gameplay he became really flow-charty, using skills directly off cooldown whilst holding M1. The purpose of these changes would be to allow ability expression, lively cooldowns, and greater risk versus reward in conflicts with the brand new’Exposed’ debuff. The expectation is that the personality will be more powerful for advanced players, but poorer for new players.

  • Base Health: 140 (+42 per degree ) ⇒ 110 (+33 per degree )
  • Base Regeneration: 2.5 wellness / moment ⇒ 1 wellness / moment
  • NEW Debuff: Bit
    • Spectacular an Exposed goal reduces all cooldowns by 1 minute and deals with an additional +350% foundation harm
  • Laser Sword
    • Third Strike Damage: 300 percent ⇒ 130 percent
    • Third strike now employs’Exposed’ debuff
    • The second and third hit of the combo may no longer be launched at the center of additional strikes
  • Whirlwind
    • Ground Rate Multiplier: 6 ⇒ 8
  • Blinding Assault
    • Cooldown: 7s ⇒ 8s
    • Can be pinpointed mid-attack by equally Whirlwind and Growing Thunder
  • Slicing Winds
    • Last strike today employs’Exposed’ debuff

Developer Notes: Acrid has ever been a melee-ranged hybridvehicle. We need greater rewards for participating in melee and finishing your M1 combo for gamers that like a more competitive playstyle.

          • NEW Buff: Regenerate

Regenerate to get 10% wellbeing over 0.5 minutes.

Developer Notes:” we would like to apply the Artificer’s function as a high-damage, higher AoE character. Nano-Bomb in overall was center to the dream, but was fairly much poor to Nano-Spear in each manner.

  • No more has -75% damage falloff in the edge of the burst


  • Dragon Tooth
    • Curing: 8 (+8 per pile ) ⇒ 8
    • Currently additionally cures for two% (+2% per pile ) of maximum wellbeing
  • Medkit
    • Retrieval: 24 (+24 per pile ) ⇒ 20
    • Now additionally cures for 5 percent (+5% each pile ) of maximum wellbeing
  • Repulsion Armor Plate
    • Now properly reduces harm from ecological impacts
  • Warbanner
    • Today also puts a Warbanner when triggering the Teleporter
    • Boost VFX to be opaque, because it should always be close the Teleporter
  • Death Mark
    • Debuff Duration: 7s ⇒ 7s (+7s per pile )
    • Eliminate text saying that the harm bonus scaled with heaps
  • Old Guillotine
    • Execute Threshold: ~20% (+20percent per pile ) ⇒ 13 percent (+13percent per pile )
      Developer Notes: Considering that we have re-tuned the wellbeing of elites throughout the plank, the Guillotine ought to be suitably re-tuned too.
  • Runald’s/Kjaro’s Band
    Developer Notes: The two rings have experienced a tiny rework, working from an inner cooldown as opposed to an opportunity on-hit. We are hoping that this will help diversify among our”on-hit” things to be more than simply attacking enemies and trusting things trigger. We have also changed the behaviour of Kjaro’s to become of this AoE alternative, although Runald’s is your only target choice.

    • Proc Chance: 8 percent ⇒ 100 percent
    • Currently has an inner cooldown of 10 moments
    • Today has a minimal threshold of just tripping on strikes that deal 400 percent or higher harm
    • Runald’s Band
      • Ice Blast Damage: 250 percent (+125percent per pile ) ⇒ 250 percent (+250percent per pile )
      • Ice Debuff Duration: 3s ⇒ 3s (+3s per pile )
    • Kjaro’s Band
      • Fire Tornado Damage: 500 percent (+250percent per pile ) ⇒ 300 percent (+300percent per pile )
      • Fire Tornado Hitbox Width: 4.8m ⇒ 13m
      • no more moves
  • H3AD-5T v2
    • Reworked logic for calculating autumn rate so it climbs better while falling further. Currently has the following behaviour:
      • Damage Coefficient: 1000 percent — 10,000percent at highest rate
      • Explosion Radius: 5m — 100m at highest rate
      • Enriched FX
  • Interstellar Desk Plant
    • Curing Radius: 3m (+1.5m per pile ) ⇒ 5m (+5m per pile )
    • Retrieval: 5% maximum health every 1 minute ⇒ 5% maximum health each 0.5 second
  • Milky Chrysalis
    • Today grants accurate flight and antigravity rather than jump-to-hover.
    • Pressing jump today plays a brief dash from the direction of motion using a 0.5s cooldown.
    • Currently confined to 5 per map each character.
  • Small Disciple
    • Fire speed: 0.5s ⇒ 1.6s
    • Damage Coefficient: 100 percent (+100percent per pile ) ⇒ 300 percent (+300percent per pile )
    • Fire speed now increases with motion rate

*3D Printers will look more frequently on all phases, ~50 percent more

  • 3D Printers will probably cost significantly less spawn on most phases, ~50 percent less
  • The brand new interactable, the Scrapper, can now appear on most phases
  • Titanic Plains
    • Update with fresh visuals to create it gloomy
      *** Sky Meadow**
    • Update with fresh visuals and performance that contributes to the closing phase
  • Bazaar Between Time
    • Base Portal Chance: 25% to the initial portal ⇒ 37.5% to the initial portal
    • Lunar Buds: 4 ⇒ 5

Developer Notes: The blink behavior of the Imp Overlord and the Magma Worm lets it follow gamers between programs, but it contributes a whole lot of the days to the managers blinking through the map to assault drones and turrets. While they might still do this, it will be somewhat less conspicuous.

          • Void Reaver
            • attempts to direct its Void Bombs at a direct line against its goal
            • Upgraded AI to fire more harshly and backpedal if its goal is too near
            • AI currently has 360° eyesight
          • Bison
            • Add spawn animation and effect (now!)
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