So the Scorched Acres update for Risk of Rain 2 has arrived, and with it comes an absolute multitude of patch notes! There have been a lot of changes to the game, even to the Survivors that we are all so used to, so be sure to scroll down to the Gameplay, and Survivors section to find out what has happened to your favorite character. There are a lot of changes with this update, so be sure to read up on them all.
You can find the full and detailed patch notes listed for you below. It will give you something to read if you are not able to play the update just yet!
Risk of Rain 2 Scorched Acres – Full Patch Notes
Major Content and Change
- Added New Survivor: REX
- Added New Stage: Scorched Acres
- Added New Boss: Grovetender
- Added New Elite: Malachite
- Malachites are new high-tier elites that only spawns late. Possesses a number of unique abilities – including disabling your healing…
- New unique visuals and SFX that signifies a Malachite elite has entered the stage
- Added New Monster: Clay Templar
- Added New Drone: Equipment Drone
- Added New Drone: Incinerator Drone
- Added New Chests: Category Chests
- Category: Damage
- Category: Healing
- Category: Utility
- Added 9 new items/equipment to the game
- New Item: Topaz Brooch
- New Item: Old Guillotine
- New Item: Warhorn
- New Item: Aegis
- New Equipment: Eccentric Vase
- New Equipment: Fuel Array
- New Lunar Equipment: Spinel Tonic
- New Boss Item: Little Disciple
- New Boss Item: Halcyon Seed
- Added 5 new challenges to the game
- New Challenge: Cut Down
- New Challenge: Warmonger
- New Challenge: Cosmic Explorer
- New Challenge: Blackout
- New Challenge: Power Plant
- Added 2 new environment logs to the game
- New Environment Log: Scorched Acres
- New Environment Log: Gilded Coast
- Added 6 new lore entries to the game
- New Lore Entry: Brittle Crown
- New Lore Entry: Soldier’s Syringe
- New Lore Entry: Firework
- New Lore Entry: Rejuvenation Rack
- New Lore Entry: War Horn
- New Lore Entry: Abyssal Depths
Gameplay Changes
Malachites are new high-tier elites that only spawns late. Possesses a number of unique abilities – including disabling your healing…
New unique visuals and SFX that signifies a Malachite elite has entered the stage
Category: Damage
Category: Healing
Category: Utility
New Item: Topaz Brooch
New Item: Old Guillotine
New Item: Warhorn
New Item: Aegis
New Equipment: Eccentric Vase
New Equipment: Fuel Array
New Lunar Equipment: Spinel Tonic
New Boss Item: Little Disciple
New Boss Item: Halcyon Seed
New Challenge: Cut Down
New Challenge: Warmonger
New Challenge: Cosmic Explorer
New Challenge: Blackout
New Challenge: Power Plant
New Environment Log: Scorched Acres
New Environment Log: Gilded Coast
New Lore Entry: Brittle Crown
New Lore Entry: Soldier’s Syringe
New Lore Entry: Firework
New Lore Entry: Rejuvenation Rack
New Lore Entry: War Horn
New Lore Entry: Abyssal Depths
Survivors
- Artificer
- New Passive: ENV-Suit
- The Artificer now hovers while holding Jump.
- Add new crosshair
- Add new bloom effects for Firebolt
- Mercenary
- Add true invincibility during Eviscerate and Blinding Assault.
- Add lingering invincibility for 0.6s after Eviscerate ends.
- Blinding Assault deducts 1 from stock when timed out rather than resetting it all to 0.
- Add “Safe Movement” during Eviscerate and Assaulter to reduce the chance of clipping through geometry
- Engineer
- Turret Base Damage: 19 ⇒ 16
- MUL-T
- Now comes down in a unique pod!
- Huntress
- Raise vertical height of Arrow Rain to be more cylindrical
- Fix Huntress Arrow Rain jump not scaling its animation speed with attack speed
- Add “Safe Movement” during Blink to reduce the chance of clipping through geometry
- Clean up logic in Strafe to possibly prevent double firing
Items
New Passive: ENV-Suit
The Artificer now hovers while holding Jump.
Add new crosshair
Add new bloom effects for Firebolt
The Artificer now hovers while holding Jump.
Add true invincibility during Eviscerate and Blinding Assault.
Add lingering invincibility for 0.6s after Eviscerate ends.
Blinding Assault deducts 1 from stock when timed out rather than resetting it all to 0.
Add “Safe Movement” during Eviscerate and Assaulter to reduce the chance of clipping through geometry
Turret Base Damage: 19 ⇒ 16
Now comes down in a unique pod!
Raise vertical height of Arrow Rain to be more cylindrical
Fix Huntress Arrow Rain jump not scaling its animation speed with attack speed
Add “Safe Movement” during Blink to reduce the chance of clipping through geometry
Clean up logic in Strafe to possibly prevent double firing
Critical Strikes no longer double/triple/quadruple/etc “dip” through the proc chain
On-hit items have accidentally been benefiting multiple times from critical strikes, resulting in each proc doubling in damage for huge multipliers. While neat, this was ultimately unintentional and not sustainable for the game going forward – so we’re ripping the bandaid now and fixing it. On-hit items have been compensated for the removal of power from this fix.
Frost Relic
Has been reworked in functionality
Now grows in size for every kill, up to a limit that increases with stacking
Damage: 25% (+25% per stack) per kill ⇒ 150% (+150% per stack)
Proc Coefficient: 0.05 ⇒ 0.2
Update graphics to be ~cooler~
Ceremonial Dagger
☂ Update AI to be more accurate and performant
Dagger Damage: 150% ⇒ 150% (+150% per stack)
Dagger Number: 3 daggers (+3 per stack) ⇒ 3 daggers
Monster Tooth
Healing Orb: 4 (+4 per stack) ⇒ 6 (+6 per stack)
AP Rounds
Bonus Damage: 20% (+10% per stack) ⇒ 20% (+20% per stack)
Chronobauble
Slow Duration: 1 (+1 per stack) ⇒ 2 (+2 per stack)
Update tier color outline to match other items
AtG Missile
Damage: 300% (+300% per stack) additive damage ⇒ 300% (+300% per stack) total damage
To compensate for the Crit fix, we’ve moved over on-hit effects to deal a percentage of TOTAL damage. That is, if you have a proc that deals 300% damage from an attack that hits for 100, it will hit for 300. Previously it was a complicated additive formula – this change is either neutral or a buff for every character, and GREATLY benefits slow, high-damage attacks like the Artificer’s.
Ukulele
Damage: 80% additive damage ⇒ 80% total damage
Meat Hook
Damage: 100% additive damage ⇒ 100% total damage
Sticky Bomb
Damage: 250% (+125% per stack) additive damage ⇒ 180% total damage
Runald’s Band
Damage: 250% (+125% per stack) additive damage ⇒ 250% (+125% per stack) total damage
Kjaro’s Band
Damage: 500% (+250% per stack) additive damage ⇒ 500% (+250% per stack) total damage
Brilliant Behemoth
Damage: 60% additive damage ⇒ 60% total damage
Gesture Of the Drowned
Cooldown Reduction: 50%(+50% per stack) ⇒ 50% (+15% per stack)
GoTD, unlike most other Lunar items, doesn’t have stacking drawbacks, and should therefore stack more like a Tier 2 in power.
Brittle Crown
Update Brittle Crown’s item log description to now show stacking behavior
N’Kuhana’s Opinion
Fix item pickup not having both horns highlighted
Stage
On-hit items have accidentally been benefiting multiple times from critical strikes, resulting in each proc doubling in damage for huge multipliers. While neat, this was ultimately unintentional and not sustainable for the game going forward – so we’re ripping the bandaid now and fixing it. On-hit items have been compensated for the removal of power from this fix.
Has been reworked in functionality
Now grows in size for every kill, up to a limit that increases with stacking
Damage: 25% (+25% per stack) per kill ⇒ 150% (+150% per stack)
Proc Coefficient: 0.05 ⇒ 0.2
Update graphics to be ~cooler~
Now grows in size for every kill, up to a limit that increases with stacking
Damage: 25% (+25% per stack) per kill ⇒ 150% (+150% per stack)
Proc Coefficient: 0.05 ⇒ 0.2
Update graphics to be ~cooler~
☂ Update AI to be more accurate and performant
Dagger Damage: 150% ⇒ 150% (+150% per stack)
Dagger Number: 3 daggers (+3 per stack) ⇒ 3 daggers
Healing Orb: 4 (+4 per stack) ⇒ 6 (+6 per stack)
Bonus Damage: 20% (+10% per stack) ⇒ 20% (+20% per stack)
Slow Duration: 1 (+1 per stack) ⇒ 2 (+2 per stack)
Update tier color outline to match other items
Damage: 300% (+300% per stack) additive damage ⇒ 300% (+300% per stack) total damage
To compensate for the Crit fix, we’ve moved over on-hit effects to deal a percentage of TOTAL damage. That is, if you have a proc that deals 300% damage from an attack that hits for 100, it will hit for 300. Previously it was a complicated additive formula – this change is either neutral or a buff for every character, and GREATLY benefits slow, high-damage attacks like the Artificer’s.
To compensate for the Crit fix, we’ve moved over on-hit effects to deal a percentage of TOTAL damage. That is, if you have a proc that deals 300% damage from an attack that hits for 100, it will hit for 300. Previously it was a complicated additive formula – this change is either neutral or a buff for every character, and GREATLY benefits slow, high-damage attacks like the Artificer’s.
Damage: 80% additive damage ⇒ 80% total damage
Damage: 100% additive damage ⇒ 100% total damage
Damage: 250% (+125% per stack) additive damage ⇒ 180% total damage
Damage: 250% (+125% per stack) additive damage ⇒ 250% (+125% per stack) total damage
Damage: 500% (+250% per stack) additive damage ⇒ 500% (+250% per stack) total damage
Damage: 60% additive damage ⇒ 60% total damage
Cooldown Reduction: 50%(+50% per stack) ⇒ 50% (+15% per stack)
GoTD, unlike most other Lunar items, doesn’t have stacking drawbacks, and should therefore stack more like a Tier 2 in power.
GoTD, unlike most other Lunar items, doesn’t have stacking drawbacks, and should therefore stack more like a Tier 2 in power.
Update Brittle Crown’s item log description to now show stacking behavior
Fix item pickup not having both horns highlighted
All Stages
Can now spawn Legendary Chests post-loop
Can now spawn Category Chests
Enable more batched meshes to help performance
Update pillars, rocks, boulders, and logs causing “stuck spots” on certain maps
Distant Roost
Update grass texture
Add environmental particles
Titans on Distant Roost now properly have their ferns displayed
Abandoned Aqueduct
Fix a map hole that allowed the player to get out of bounds.
Can now spawn new monsters post-loop
Wetland Aspect
Now contains a few alternate routes for low-mobility characters.
Add new boss track
Abyssal Depths
Add new ambient sounds
Improve performance
Update Navigation Nodegraph to make it easier for flying monsters and drones to navigate
Fix basic Chests being heavily weighted to spawn
Chains now disable/enable as random map permutations
Cave section now properly spawns monsters and interactables
Brighten internals of cave section
Add boost to map interactable spawns if the cave is open
Can now spawn new Drones
Added collision to the Crystal Braziers
Add another out of bounds zone above the cave to prevent falling into the cave while the gates are closed
Gilded Coast
Update environment graphics and layout
Increase Halcyon Beacon size
Prevent Beacons from spawning in the giant gold rocks
Add unique boss drop to the guardian of Gilded Coast
Add an Environment Log drop
Reduce cost of Halcyon Beacons from 50 to 25
Chests now properly scale in cost with difficulty
Rallypoint Delta
Expanded the size between scaffolding pillars to prevent certain characters getting stuck inside
Monsters
Can now spawn Legendary Chests post-loop
Can now spawn Category Chests
Enable more batched meshes to help performance
Update pillars, rocks, boulders, and logs causing “stuck spots” on certain maps
Update grass texture
Add environmental particles
Titans on Distant Roost now properly have their ferns displayed
Fix a map hole that allowed the player to get out of bounds.
Can now spawn new monsters post-loop
Now contains a few alternate routes for low-mobility characters.
Add new boss track
Add new ambient sounds
Improve performance
Update Navigation Nodegraph to make it easier for flying monsters and drones to navigate
Fix basic Chests being heavily weighted to spawn
Chains now disable/enable as random map permutations
Cave section now properly spawns monsters and interactables
Brighten internals of cave section
Add boost to map interactable spawns if the cave is open
Can now spawn new Drones
Added collision to the Crystal Braziers
Add another out of bounds zone above the cave to prevent falling into the cave while the gates are closed
Brighten internals of cave section
Add boost to map interactable spawns if the cave is open
Update environment graphics and layout
Increase Halcyon Beacon size
Prevent Beacons from spawning in the giant gold rocks
Add unique boss drop to the guardian of Gilded Coast
Add an Environment Log drop
Reduce cost of Halcyon Beacons from 50 to 25
Chests now properly scale in cost with difficulty
Expanded the size between scaffolding pillars to prevent certain characters getting stuck inside
Jellyfish
Nova Proc Coefficient: 1 ⇒ 2
Wandering Vagrant
Nova Proc Coefficient: 1 ⇒ 3
Lemurian
Now slows down when close range to prevent them from missing and circle strafing while biting
Clay Dunestrider
Add standable platform on Clay Dunestrider’s pot body
Increase inner “mulch” radius from 5 to 10 to compensate for new collision
Misc
Nova Proc Coefficient: 1 ⇒ 2
Nova Proc Coefficient: 1 ⇒ 3
Now slows down when close range to prevent them from missing and circle strafing while biting
Add standable platform on Clay Dunestrider’s pot body
Increase inner “mulch” radius from 5 to 10 to compensate for new collision
HUD now displays current stage count
Add support for new health-type: Barrier
Barrier is a health value that can exceed your maximum health, but degrades over time.
Add new stat: Curse
Curse is the old Shaped Glass functionality, which locks away a portion of your healthbar – it has been moved over to a generic stat so we can use it for other items in the future.
Disable Base Health Regeneration if on fire
Music & SFX
Barrier is a health value that can exceed your maximum health, but degrades over time.
Curse is the old Shaped Glass functionality, which locks away a portion of your healthbar – it has been moved over to a generic stat so we can use it for other items in the future.
Fixed a major issue with sounds “warbling”
Remix HDR sounds for clarity
In-stage music no longer runs through the music system and just plays front-to-back
Add new boss track
Update some existing stage tracks
Assign Wandering Vagrant’s proper M2 sound
Assign Engineer Turret’s proper attack sound
Add new SFX for Commando’s M1
Add new SFX for MUL-T’s Rebar Puncher
Add fall damage sounds to all characters
Add Engineer sounds to Bubble Shield
A ton of other tweaks to SFX!
QOL
- Update User Profile save procedure to perform the actual write-to-disk on the main thread instead of a worker thread to prevent profile corruption. This should reduce the chance of corrupted save-files – please let us know if we screwed this up somehow!
- Add option in Settings to remove sprint sensitivity reduction
- Remove unnecessary character logic from running on clients – this should lead to a large performance boost for clients in an online game!
- Updated the Imp Overlords Hurtboxes to properly match the size of the model
- Change post process of Overloading Worm to brighten instead of darken
- Increased the Monster logs despawn timer from 1 minute to 5 minutes
- Updated the packs from Bandolier and Monster Tooth to flash before despawning
- Update the Cost Labels on Interactables to stand out more from the rest of the stage
- Add 0.5s cooldown to repeatedly using The Backup equipment
- Add Spectator Label to the HUD saying who you’re spectating online
- Player healthbars now flash when at low health
- Update shrine symbols to be non-additive to help clarity in certain maps
- Add some damping to Wisp and Jellyfish bodies so they aren’t flung as far
- Revisit Director AI to prevent stall cases when spawning monsters and bosses
- Update cost strings to use language entries so they can be localized
- Reduce shake amplitude of Beetle Guard sunder by 66%
- Set soft player team character limit to 20 to prevent severe performance issues late in the game
- Grant kill credit to last attacker for enemies that fall out the map
- Increase size of Item Bar on the HUD to properly envelope 2 rows
- Change pinging to use a raycast instead of old targetfinder to make it easier to ping enemies
- Set up Wandering Vagrant, Clay Dunestrider, and Stone Titan corpses to properly disappear over time
- Update graphics of Celestial Portal to be more noticeable
- Add names to Portals
- Change damage with no team assigned to be Grey
- Increase matchmaking wait duration from 20s to 30s
Bug Fixes
- Refactor all projectiles with seeking behavior so they don’t target dead enemies
- Update the rotation of Soulbound Catalyst on MUL-T to no longer be upside down
- Fix Chest emissions using the wrong texture
- Fix Monster Logs not dropping on Drizzle difficulty
- Fix misnamed language token in profile creation screen
- Fix holes in the ceiling of the Bazaar
- Fix the Ice Crown on Brass Contraptions hanging in the air after death
- Improved interpolation of characters online
- Fix Engineer sprint sounds not playing first time sprinting on a stage
- Fix an issue with the Gnarled Woodsprite healing the player every time it was picked up
- Fix ‘Enable Damage Numbers’ not saving between playthroughs
- Fix equipment targets not being updated at the moment of firing (i.e Woodsprite not being able to select targets with Gesture)
- Fix Bison charge effect being on the wrong layer and showing through walls
- Clear idle animation for Hermit Crabs after they die
- Advancing through intermissions no longer counts as an addition to stages passed or maximum stages cleared
- Alternate equipment slot for MUL-T now counts towards ‘Moon Worshipper’ achievement
- Prevent attacks with proc coefficient 0 applying Crowd Control effects like the Behemoth + Snapfreeze
- Set interrupt priority of frozen state to be higher than stun state to fix issues with the Artificer Snapfreeze being interrupted by Stun Grenades
- Fix a variety of typos