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Risk of Rain 2 Patch Notes Update 1.0

Risk of Rain 2 Patch Notes Update 1.0
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Risk of Rain 2 Patch Notes Update 1.0

The programmers at Hopoo Games have launched a new upgrade for Risk of Rain two . The sport is no longer at Early Access, it’s been live since the start of August.

The Danger of Rain Update 1.0 is currently available for downloading for PS4, PC, Change and Xbox One. It’s likely that the consoles get the upgrade a bit later.

Important Content

  • Additional System: Game Ending
    • The game now includes a suitable end, with credits and cutscene. Also, but the sport has developed past needing to only find a game — you want to discover the appropriate match. We believe an integrated Server Browser (and hosting) will still enable you to join and discover other players readily while also offering lots of the qualities and options that you would like to create before linking to a match.
  • Additional System: Intro Cutscene
    • The game now features an intro cutscene!
    • New Dragon:???
    • New Monster Lore Entrance:???
    • New Monster Lore Entrance:??? This impacts both players and enemies, and is a huge shift for how bleeds will get the job done.
    • Boost 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.
      • ? Now is invisibly through Curse (Shaped Glass, Artifact of Glass, etc), i.e a curse of 10 percent will eliminate OSP entirely.
      • ? Update OSP logic therefore that it triggers in the event that you get many sources of harm in precisely the exact same framework that go beyond OSP worth, i.e Malachite Lesser Wisps
  • Elites
    • Blazing, Overloading, Glacial
      • ? Health Bonus: 470 percent ⇒ 400 percent
    • Malachite, Celestine
      • ? Health Bonus: 2350 percent ⇒ 1800 percent
        Developer Notes: We have had plenty of comments which elite wellbeing has always felt somewhat bloated — which then, it gets 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 skills are now considered’sprinting’, scaling with heartbeat multipliers and sprinting after usage. Melee abilities will perform 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. 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.
      • Today has a last shotgun of 12 claws.
      • Now fires at a constant corkscrew routine
      • Proc Coefficient: 0.4 ⇒ 0.6
      • Damage: 60 percent ⇒ 70 percent
      • Wind-down length: 0s ⇒ 1.152s
    • Retool
      • Change length: 0.7s ⇒ 0.4s
    • Shipping Mode
      • Cooldown: 8s ⇒ 6s
  • Mercenary
    Developer Notes: The Mercenary was always presumed to be the greatest skill-cap survivor. Nevertheless, in real gameplay that he became really flflow-chartusing skills directly off cooldown whilst holding down M1the M1The purpose for these changes would be to let skill expression, lively cooldowns, and greater risk versus reward in fia fightith 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 / next ⇒ 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
  • Acrid
    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. Now (correctly ) stuns
  • Artificer
    Developer Notes:” We Would like to apply the Artificer’s function as a high-damage, Higher AoE character. Nano-Bomb generally was center to the dream, but was fairly much poor to Nano-Spear in each manner. Now additionally cures for two% (+2% per pile ) of greatest wellbeing

 

  • Medkit
    • Curing: 24 (+24 per pile ) ⇒ 20
    • ? Now additionally cures for 5 percent (+5% per pile ) of greatest wellbeing
  • Repulsion Armor Plate
    • Now properly reduces harm from environmental influences
  • Warbanner
    • ? Now also puts a Warbanner when triggering the Teleporter
    • Boost VFX to be opaque, because it’ll always be close to the Teleporter
  • Death Mark
    • Debuff Duration: 7s ⇒ 7s (+7s per pile )
    • ? Eliminate text saying that the harm bonus increased with heaps
  • Old Guillotine
    • Execute Threshold: ~20% (+20% each pile ) ⇒ 13 percent (+13% each pile )
      Developer Notes: Considering that we have re-tuned the wellbeing of elites across the plank, the Guillotine ought to be suitably re-tuned too.
  • Runald’s/Kjaro’s Band

Developer Notes: The two rings have experienced a small 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.

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    • 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 permits true 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 Rate now climbs with motion rate

 

  • Stages
    • 3D Printers will look more frequently on all phases, ~50 percent more
    • 3D Printers will cost significantly less to spawn on most phases, ~50% less
    • The brand new interactable, the Scrapper, can now appear on most phases
    • Titanic Plains
      • ? Update with new graphics to make it gloomy
    • Sky Meadow
      • Update with fresh graphics and performance which leads to the closing phase
    • Bazaar Between Time
      • Base Portal Chance: 25 percent to your initial portal ⇒ 37.5percent to the initial portal
      • Lunar Buds: 4 ⇒ 5
  • Monsters & Bosses
    • Mini Mushrum
      • ? Base Health: 1200 (+360 per degree ) ⇒ 900 (+270 per degree )
    • Lesser Wisp
      • Now correctly stops charging assault noise when disrupted
    • Imp Overlord
      • ? Maximum Blink Distance: 600m ⇒ 300m
      • Today yells Void Spikes at a staggered manner, instead of all at once
    • Magma Worm
      • ? Maximum”Blink” Distance: 600m ⇒ 300m
      • Now much more competitive and much better able to reach goals
        Developer Notes: The blink behavior of the Imp Overlord and the Magma Worm lets it accompany gamers between platforms, but it contributes a lot of those times to the managers blinking throughout 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 effect and cartoon (finally!) Additional a language dropdown menu to the Main Menu
      • Audio has obtained a complete mixture pass
      • Decreased the sound levels of the Magma Worm, Imp Overlord, and Clay Dunestrider
      • Upgraded the Teleporter version
      • Upgraded the Ukulele version
      • Enriched Infusion VFX to become noticeable
      • Decreased brightness of a few Mercenary effects to they’re somewhat less white and have more colour
      • Fixed dithering for many on-character item screens
      • Upgraded the kick system to have the ability to supply comprehensive messages and apply variant matching when linking to a host
      • Additional functionality for servers and lobbies to give mod information and reject players to get mismatches
      • Servers are now able to specify behavior to operate upon entering nature pick by providing a”server_pregame. Cfg” config document
      • Upgraded”MUL-T: Gotcha!” Challenge to let Preon tendrils to count toward conclusion
      • a lot of other things we’ve probably forgot!

      Bug Fixes

      • Fixed an problem with disperse from blossom being employed to both maximum and minimum spread (ie you might not have a bullet traveling dead-center if your disperse blossom reaches maximum) to get Commando’s Phase Blast, Huntress’ Ballista, also MUL-T’s Rebar Puncher
      • Fixed possible physics crash which could happen if a character attempts to use a melee attack following crossfading to a brand new animation from a stunt cartoon
      • Fixed immobilization out of Void Reavers and REX’s Tangling Growth becoming irreversible if utilizing Wax Quail while changed, which might also occasionally result in a crash upon becoming killed
      • Fixed Repulsion Armor Plate not employing against posthumously dealt harm
      • Fixed Visions of Heresy letting Huntress’ Ballista to exceed three shots
      • All gameplay stats are currently made to upgrade prior to making the last run report to be certain all values are up-to-date in the conclusion display
      • Fixed MUL-T’s Nailgun not correctly animating within the community
      • Fixed some projectiles not enjoying their pre-expiration sounds across the community
      • Fixed several noises not being played within the community
      • Fixed a timing issue by which lobby participant count wouldn’t upgrade immediately after a participant leaves the reception
      • Fixed a selection of different bugs we also likely forgot!
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