The Anniversary Update is finally here for console players.
Update 1.07 has arrived for Risk of Rain 2, and here’s the full list of changes and fixes added with this patch. This patch brings the long-awaited Anniversary Update to consoles. The Anniversary Update has been available for PC players since March, but now players on PS4, Xbox One, and Nintendo Switch can enjoy all the new features and changes. There’s a ton of new content and a lot of changes for old content, so your runs should feel pretty different after installing this update. Here’s everything new with Risk of Rain 2 update 1.07.
Risk of Rain 2 Update 1.07 Patch Notes
Major Content
- Added System: Morgue + Account Stats
- Browse past runs and all of your account stats – like favorite survivors, progress to completion, or your favorite equipment – now in the Logbook!
- Added New Survivor
- New Survivor: Bandit
- Added New Survivor Skin
- New Survivor Skin: Bandit Skin
- Added 5 New Items
- New Lunar Item: Hooks of Heresy
- New Lunar Item: Essence of Heresy
- New Boss Item: Empathy Cores
- New Boss Item: Charged Perforator
- New Boss Item: Planula
- Added 5 New Skill Variants
- New Skill Variant: MUL-T Special
- New Skill Variant: Mercenary Utility
- New Skill Variant: REX Special
- New Skill Variant: Loader Special
- New Skill Variant: Captain Utility
- Added 1 New Monster
- New Monster: Lunar Chimera (Exploder)
- Added 1 New Elite
- New Elite: Perfected
- Added 1 New Boss
- New Boss: Grandparent
- Added New Interactable
- New Interactable: Lunar Shop Refresher
- Added 9 New Challenges
- New Class Challenge: Bandit: Sadist
- New Class Challenge: Bandit: Classic Man
- New Class Challenge: Bandit: B&E
- New Class Challenge: Bandit: Mastery
- New Class Challenge: MUL-T: Seventh Day
- New Class Challenge: Mercenary: Flash of Blades
- New Class Challenge: REX: Full of Life
- New Class Challenge: Loader: The Thunderdome
- New Class Challenge: Captain: Smushed
- Added 93 New Lore Entries
- New Lore Entry: Monster Tooth
- New Lore Entry: Lens-Maker’s Glasses
- New Lore Entry: Paul’s Goat Hoof
- New Lore Entry: Bustling Fungus
- New Lore Entry: Crowbar
- New Lore Entry: Tri-Tip Dagger
- New Lore Entry: Warbanner
- New Lore Entry: Cautious Slug
- New Lore Entry: Stun Grenade
- New Lore Entry: Backup Magazine
- New Lore Entry: Armor-Piercing Rounds
- New Lore Entry: Bison Steak
- New Lore Entry: Focus Crystal
- New Lore Entry: Item Scrap, White
- New Lore Entry: AtG Missile Mk. 1
- New Lore Entry: Infusion
- New Lore Entry: Hopoo Feather
- New Lore Entry: Ukulele
- New Lore Entry: Leeching Seed
- New Lore Entry: Red Whip
- New Lore Entry: Harvester’s Scythe
- New Lore Entry: Berzerker’s Pauldron
- New Lore Entry: Razorwire
- New Lore Entry: Brilliant Behemoth
- New Lore Entry: Frost Relic
- New Lore Entry: Happiest Mask
- New Lore Entry: 57 Leaf Clover
- New Lore Entry: Dio’s Best Friend
- New Lore Entry: Wake of Vultures
- New Lore Entry: Resonance Disc
- New Lore Entry: Defensive Microbots
- New Lore Entry: Titanic Knurl
- New Lore Entry: Pearl
- New Lore Entry: Irradiant Pearl
- New Lore Entry: Genesis Loop
- New Lore Entry: Artifact Key
- New Lore Entry: Corpsebloom
- New Lore Entry: Gesture of the Drowned
- New Lore Entry: Beads of Fealty
- New Lore Entry: Defiant Gouge
- New Lore Entry: Mercurial Rachis
- New Lore Entry: Empathy Cores
- New Lore Entry: Essence of Heresy
- New Lore Entry: Effigy of Grief
- New Lore Entry: Spinel Tonic
- New Lore Entry: Disposable Missile Launcher
- New Lore Entry: Foreign Fruit
- New Lore Entry: Primordial Cube
- New Lore Entry: Royal Capacitor
- New Lore Entry: Radar Scanner
- New Lore Entry: Eccentric Vase
- New Lore Entry: Volcanic Egg
- New Lore Item: Hooks of Heresy
- New Lore Item: Essence of Heresy
- New Lore Item: Empathy Cores
- New Lore Item: Charged Perforator
- New Lore Item: Planula
- New Lore Entry: Lesser Wisp
- New Lore Entry: Lemurian
- New Lore Entry: Hermit Crab
- New Lore Entry: Solus Probe
- New Lore Entry: Brass Contraption
- New Lore Entry: Bighorn Bison
- New Lore Entry: Stone Golem
- New Lore Entry: Clay Templar
- New Lore Entry: Greater Wisp
- New Lore Entry: Elder Lemurian
- New Lore Entry: Lunar Chimera (Exploder)
- New Lore Entry: Beetle Queen
- New Lore Entry: Stone Titan
- New Lore Entry: Aurelionite
- New Lore Entry: Wandering Vagrant
- New Lore Entry: Magma Worm
- New Lore Entry: Grovetender
- New Lore Entry: Imp Overlord
- New Lore Entry: Scavenger
- New Lore Entry: Overloading Worm
- New Lore Entry: Grandparent
- New Lore Entry: Distant Roost
- New Lore Entry: Rallypoint Delta
- New Lore Entry: Scorched Acres
- New Lore Entry: Siren’s Call
- New Lore Entry: Hidden Realm: Gilded Coast
- New Lore Entry: Hidden Realm: Void Fields
- New Lore Entry: Hidden Realm: Bazaar Between Time
- New Lore Entry: Hidden Realm: A Moment, Whole
- New Lore Entry: Sundered Grove
- New Lore Entry: Commando
- New Lore Entry: Engineer
- New Lore Entry: Acrid
- New Lore Entry: Loader
- New Lore Entry: Mercenary
- New Lore Entry: Bandit
Gameplay Changes
- General
- Final Stage
- 🌧 The final stage has been redone entirely, with unique objectives and a new, large arena to play in. We won’t spoil it. Please let us know how you feel!
- Low Health Threshold
- 20%
- ⇒ 25%
- NPC AI
- All AI now have dramatically improved pathfinding
- All AI now gets position updates on targets who are invisible only every few seconds, rather than losing the target entirely
- Minions
- Drones no longer have resistance to AOE attacks
- 🌧 All minions now teleport to their owner if they stray past 400m
- 🌧 All Minions now scale to the ‘ambient level’ of the run
- Developer’s Notes: The ‘ambient level’ is the level of the run that grows over time. Previously, the enemy team used the ‘ambient level’ to set their level. Now, all enemies AND minions are at ambient level.
- The result of this is that player minions, like ghosts from Happiest Mask, purchased Drones, and yes – the Squid Polyp – will scale much better over time. This matches drone scaling in RoR1.
- Survivor
- Commando
- Update VFX of Double Tap, Phase Round, and Suppressive Fire
- Double Tap
- Now fires a single bullet per click
- Bloom Reset Time:
- 1s
- ⇒0.7s
- Damage:
- 90%
- ⇒ 100%
- Duration:
- 0.2s
- ⇒ 0.15s
- Tactical Dive
- Duration:
- 0.5s
- ⇒ 0.4s
- Phase Round
- Now deals 40% more damage every time it passes through an enemy
- Huntress
- Now unlocked by default alongside the Commando! Her previous unlock condition (beat the 3rd stage) now unlocks the Bandit.
- Engineer
- Both Gauss Auto-Turret and Carbonizer Turret now also inherit your equipment. They won’t activate it, but they will hold it.
- Grenades now have slight anti-gravity.
- Artificer
- Nano-Bomb
- Tendril Damage:
- 20% of explosion
- ⇒ 10% of explosion
- Tendril Fire Frequency:
- 0.25s
- ⇒ 0.125s
- Tendril Same Target Frequency:
- 2s
- ⇒ 1s
- Developer Notes: This change is made specifically to avoid the Artificer’s Nano-Bomb tendrils proccing Ice and Fire Bands. The tendrils will now fire twice as often, but at half the damage.
- Mercenary
- Blinding Assault
- 🌧 Now has a lingering 0.2s invincibility to help chain together Blinding Assaults in high-latency online games
- Items
- Bustling Fungus
- Start Delay:
- 2s
- ⇒ 1s
- Now heals at a higher tick rate – overall healing is the same, but the healing is smoother over time
- 🌧 Now has small visual mushrooms that grow over the area
- Energy Drink
- 🌧 Speed Boost:
- 30% (+20% per stack)
- ⇒ 25% (+25% per stack)
- Developer Notes: Mathematically, the Energy Drink was worse than the Goat Hoof for speed after the first pickup, even while sprinting. This change will consistently make Energy Drink stronger when sprinting, and also makes its stacking behavior more consistent. This may make the Energy Drink too strong, but it’ll at least make a bit more sense now.
- AP Rounds
- Improve visual effects to be more noticeable
- Focus Crystal
- Damage Boost:
- 15% (+15% per stack)
- ⇒ 20% (+20% per stack)
- Now shows radius for ‘nearby’ distance
- Now causes numbers to be pink when active
- Developer Notes: There are many characters and builds where the Focus Crystal should shine through – however, it never seems to be quite high priority enough for the effort required. We’re hoping that by making it both flashier and stronger, players will prioritize it.
- Rusted Key
- 🌧 Now subtly glows and pulses
- Now grants items at the same rarity as a Large Chest
- Now spawns a Lockbox per player with a Rusted Key
- Now consumes a Rusted Key when a lockbox is opened, and requires a Rusted Key to open
- No longer scales reward chance with the number of Keys in your inventory
- Developer Notes: People have always been a bit confused about the behavior of the Rusted Key, so we made it make a bit more sense by actually consuming a key to open. 1 Key = 1 Box. Since the item no longer gives ‘infinite’ items, we can also make it a bit stronger and make the lockbox more noticeable.
- Crowbar
- Damage Boost:
- +50%(+50% per stack)
- ⇒ +75% (+75% per stack)
- Improve visual effects to be more noticeable
- Update pickup text to include the damage threshold
- Developer Notes: Same reasoning as Focus Crystal – there are many heavy-hitter builds and characters, but Crowbars aren’t prioritized.
- Gasoline
- Now deals 150% base damage on detonation alongside the burn effect
- Stun Grenade
- Added visual effect when the item procs
- Bison Steak (New! Yum!)
- Replaced ‘Fresh Meat’ item
- No longer grants regeneration on kill
- Now grants 25 (+25 per stack) max health
- Tri-Tip Dagger
- Bleed Chance:
- 15% (+15% per stack)
- ⇒ 10% (+10% per stack)
- Developer Notes: Right now, bleed is okay until you can stack it infinitely, in which case it becomes incredibly strong. We want to smooth out the power curve a bit, increasing the number of daggers required for ‘infinite’ bleed to match the number of Glasses required for 100% crit.
- Lepton Daisy
- 🌧 Now activates in all ‘holdout zones’, like Void Fields, and not just during the Teleporter Event
- Old War Stealthkit
- Now activates when falling to low health, rather than as a chance when hurt
- Stealth Duration:
- 3s (+1.5s per stack)
- ⇒ 5s
- Stealth Cooldown:
- 0s
- ⇒ 30s (-50% per stack)
- Bandolier
- 🌧 Packs now restocks skills by the amount a full cooldown would
- 🌧 Packs now also apply to stashed skills, like MUL-T’s second primary
- Radar Scanner
- 🌧 Now details if an interactable is a Barrel, Chest, Drone, Shrine, or something unknown
- Frost Relic
- 🌧 Now applies ice slow debuff
- 🌧 Now has a softer visual
- Damage Coefficient:
- 150%
- ⇒ 300%
- Radius:
- 3m (+1.5m per kill)
- ⇒ 6m (+3m per kill)
- H3AD-5T v2
- 🌧 Now calculates damage from distance traveled, not speed on impact
- Developer Notes: Even though this makes less sense from a physics standpoint, it will align better with player expectations. Super long fall = big boom.
- Resonance Disk
- Redo firing logic to be more understandable
- Now grants 1 stacking buff per kill, lasting 5 seconds
- Now fires the Disk at 4 stacks, resetting all stacks
- Defiant Gouge
- 🌧 Monster Spawn Points:
- 100 (+100 per stack)
- ⇒ 40 (+40 per stack)
- Developer Notes: A single Gouge would spawn way too many monsters. Now, having 1 or 2 Gouges should be a reasonable option.
- Focused Convergence
- 🌧 Now activates in all ‘holdout zones’, like Void Fields, and not just during the Teleporter Event
- Queen’s Gland
- Limit of deployed Beetle Guards now doubles for Artifact of Swarms
- Halcyon Seed
- Changed summoned Aurelionite pre-stack scaling from current-difficulty-based hp + damage bonuses to leveling up to the ambient level like other summoned characters
- Summoned Aurelionite attention span:
- 5s
- ⇒ 15s
- Developer Notes: Aurelionite’s raised attention span should make it less likely to get distracted by weaker monsters attacking it so it’s more likely to spend its time fighting stronger monsters.
- Mired Urn
- No longer capable of targeting and healing from allies
- Monster
- Hermit Crab
- Base Damage:
- 4 (+0.8 per level)
- ⇒ 12 (+2.4 per level)
- Mortar Projectile Count:
- 3
- ⇒ 1
- Mortar Projectile now has more visible trail
- Developer Notes: When fighting Hermit Crabs, it’s always been difficult to parse where and how many there are. To help clarify their behavior, we made it clearer so 1 mortar = 1 crab.
- Parent
- Health:
- 900(+270 per level)
- ⇒ 585 (+176 per level)
- Update visuals to match closer to RoR1 design
- Update animations
- Greater Wisp
- 🌧 Can now be stunned and frozen
- Lunar Chimera (Golem)
- Health:
- 1900 (+570 per level)
- ⇒ 1615 (+485 per level)
- Twinshot Attack
- Total Shots:
- 4
- ⇒ 10
- Damage Coefficient:
- 2
- ⇒ 1
- Force:
- 8000
- ⇒ 1000
- Now fires in series, rather than all at once
- Update visuals to be less noisy
- Raised the aim origin to be closer to its cannons so it can fire more accurately
- Lunar Chimera (Wisp)
- Tracking Bomb
- Damage Coefficient:
- 6
- ⇒ 5
- Speed:
- 90 m/s
- ⇒ 60 m/s
- Update visuals to be less noisy
- Beetle Queen
- Summon Beetles
- Beetle Count:
- 5
- ⇒ 2
- 🌧 Now summons Beetle Guards instead of Beetles
- Scavenger
- Now properly spawn as elites
- Developer Notes: Apparently, Scavengers were already spawning as elites – with their health and damage buff – but did not have their elite equipment (Burning, Glacial, etc). Now they will.
- Void Reaver
- Added a minimum distance between bombs
- SPOILERS! Final Boss, Last Phase. SPOILERS!
- Base Health:
- 1000 (+300 per level)
- ⇒ 1400 (+420 per level)
- Added stagger state triggered by taking high damage
- Item Steal
- Now consistently returns items as you deal damage, rather than randomly, i.e if you have him at 50% health, you will have 50% of your items back
- Now consistently returns items to players in multiplayer in order (1, 2, 3, 4, 1, 2, 3, 4) rather than per-player damage
- Now returns items in the order that you found them, rather than in reverse order
- Now utilizes Crowbars
- Stages
- Bazaar Between Time
- Now allows you to reroll shop contents, at the cost of 1/2/4/8… lunar coins
- Wetland Aspect
- Altered stage layout to add more identifiable landmark areas
- Sky Meadows
- Reduce initial map monster spawns by -24%
Quality of Life
- Various optimizations, both small and big! Let us know if the game is running better (or worse…)
- 🌧 Added an option in settings to disable Screen Distortion, like from using Spinel Tonic, since many users reported motion sickness from the effect.
- 🌧 Added an team-colored area indicators for attacks from Mini Mushrums, Malachite Elites, Titans, Imp Overlords, Aurelionite, and Void Reavers. Remove area indicators for attacks from Beetle Guards.
- Graphics Updates
- Update visuals for Gunner Drone, Gunner Turret, Backup Drones, and Healing Drones to match other assets
- Update visuals for Chests, Large Chests, Category Chests, Barrels, and Equipment Barrels to match other assets
- Update visuals for Bustling Fungus, Soldier’s Syringe, Squid Polyps, Cautious Slug, Goat Hoof, Gesture of the Drowned, Rusted Key, and Leeching Seed to match other assets
- Update visuals for all broken drones to be easier to see
- Update visuals for missiles
- Update damage numbers to be more legible
- Update skin visuals for Huntress, MUL-T, Loader, and Artificer
- 🌧 Fire trail hitboxes from Burning elites are no longer spherical and properly match the visuals
- 🌧 Reduced screen shake and post-process brightness on Magma Worm. Clean up projectiles to be less opaque.
- Survivor Logs now require you to beat the game at least once with that survivor
- 🌧 Updated the Beetle Guard visuals when they spawn from a Beetle Gland to stand out more
- 🌧 Improved Sticky Bomb’s logic for sticking to enemies
- Now display ambient level on the HUD
- Ambient level cap raised from 94 to 99
- Allow for scripted combat encounters, like Aurelionite or Alloy Worship Unit, to spawn as elites if Artifact of Honor is enabled
- 🌧 Add invincibility earlier into player spawning to reduce chance of dying instantly on entering a map
- 🌧 Update Captain’s Supply Drop on controllers having non-intuitive reversed controls
Bug Fixes
Browse past runs and all of your account stats – like favorite survivors, progress to completion, or your favorite equipment – now in the Logbook!
New Survivor: Bandit
New Survivor Skin: Bandit Skin
New Lunar Item: Hooks of Heresy
New Lunar Item: Essence of Heresy
New Boss Item: Empathy Cores
New Boss Item: Charged Perforator
New Boss Item: Planula
New Skill Variant: MUL-T Special
New Skill Variant: Mercenary Utility
New Skill Variant: REX Special
New Skill Variant: Loader Special
New Skill Variant: Captain Utility
New Monster: Lunar Chimera (Exploder)
New Elite: Perfected
New Boss: Grandparent
New Interactable: Lunar Shop Refresher
New Class Challenge: Bandit: Sadist
New Class Challenge: Bandit: Classic Man
New Class Challenge: Bandit: B&E
New Class Challenge: Bandit: Mastery
New Class Challenge: MUL-T: Seventh Day
New Class Challenge: Mercenary: Flash of Blades
New Class Challenge: REX: Full of Life
New Class Challenge: Loader: The Thunderdome
New Class Challenge: Captain: Smushed
New Lore Entry: Monster Tooth
New Lore Entry: Lens-Maker’s Glasses
New Lore Entry: Paul’s Goat Hoof
New Lore Entry: Bustling Fungus
New Lore Entry: Crowbar
New Lore Entry: Tri-Tip Dagger
New Lore Entry: Warbanner
New Lore Entry: Cautious Slug
New Lore Entry: Stun Grenade
New Lore Entry: Backup Magazine
New Lore Entry: Armor-Piercing Rounds
New Lore Entry: Bison Steak
New Lore Entry: Focus Crystal
New Lore Entry: Item Scrap, White
New Lore Entry: AtG Missile Mk. 1
New Lore Entry: Infusion
New Lore Entry: Hopoo Feather
New Lore Entry: Ukulele
New Lore Entry: Leeching Seed
New Lore Entry: Red Whip
New Lore Entry: Harvester’s Scythe
New Lore Entry: Berzerker’s Pauldron
New Lore Entry: Razorwire
New Lore Entry: Brilliant Behemoth
New Lore Entry: Frost Relic
New Lore Entry: Happiest Mask
New Lore Entry: 57 Leaf Clover
New Lore Entry: Dio’s Best Friend
New Lore Entry: Wake of Vultures
New Lore Entry: Resonance Disc
New Lore Entry: Defensive Microbots
New Lore Entry: Titanic Knurl
New Lore Entry: Pearl
New Lore Entry: Irradiant Pearl
New Lore Entry: Genesis Loop
New Lore Entry: Artifact Key
New Lore Entry: Corpsebloom
New Lore Entry: Gesture of the Drowned
New Lore Entry: Beads of Fealty
New Lore Entry: Defiant Gouge
New Lore Entry: Mercurial Rachis
New Lore Entry: Empathy Cores
New Lore Entry: Essence of Heresy
New Lore Entry: Effigy of Grief
New Lore Entry: Spinel Tonic
New Lore Entry: Disposable Missile Launcher
New Lore Entry: Foreign Fruit
New Lore Entry: Primordial Cube
New Lore Entry: Royal Capacitor
New Lore Entry: Radar Scanner
New Lore Entry: Eccentric Vase
New Lore Entry: Volcanic Egg
New Lore Item: Hooks of Heresy
New Lore Item: Essence of Heresy
New Lore Item: Empathy Cores
New Lore Item: Charged Perforator
New Lore Item: Planula
New Lore Entry: Lesser Wisp
New Lore Entry: Lemurian
New Lore Entry: Hermit Crab
New Lore Entry: Solus Probe
New Lore Entry: Brass Contraption
New Lore Entry: Bighorn Bison
New Lore Entry: Stone Golem
New Lore Entry: Clay Templar
New Lore Entry: Greater Wisp
New Lore Entry: Elder Lemurian
New Lore Entry: Lunar Chimera (Exploder)
New Lore Entry: Beetle Queen
New Lore Entry: Stone Titan
New Lore Entry: Aurelionite
New Lore Entry: Wandering Vagrant
New Lore Entry: Magma Worm
New Lore Entry: Grovetender
New Lore Entry: Imp Overlord
New Lore Entry: Scavenger
New Lore Entry: Overloading Worm
New Lore Entry: Grandparent
New Lore Entry: Distant Roost
New Lore Entry: Rallypoint Delta
New Lore Entry: Scorched Acres
New Lore Entry: Siren’s Call
New Lore Entry: Hidden Realm: Gilded Coast
New Lore Entry: Hidden Realm: Void Fields
New Lore Entry: Hidden Realm: Bazaar Between Time
New Lore Entry: Hidden Realm: A Moment, Whole
New Lore Entry: Sundered Grove
New Lore Entry: Commando
New Lore Entry: Engineer
New Lore Entry: Acrid
New Lore Entry: Loader
New Lore Entry: Mercenary
New Lore Entry: Bandit
Final Stage
🌧 The final stage has been redone entirely, with unique objectives and a new, large arena to play in. We won’t spoil it. Please let us know how you feel!
Low Health Threshold
20%
⇒ 25%
NPC AI
All AI now have dramatically improved pathfinding
All AI now gets position updates on targets who are invisible only every few seconds, rather than losing the target entirely
Minions
Drones no longer have resistance to AOE attacks
🌧 All minions now teleport to their owner if they stray past 400m
🌧 All Minions now scale to the ‘ambient level’ of the run
Developer’s Notes: The ‘ambient level’ is the level of the run that grows over time. Previously, the enemy team used the ‘ambient level’ to set their level. Now, all enemies AND minions are at ambient level.
The result of this is that player minions, like ghosts from Happiest Mask, purchased Drones, and yes – the Squid Polyp – will scale much better over time. This matches drone scaling in RoR1.
🌧 The final stage has been redone entirely, with unique objectives and a new, large arena to play in. We won’t spoil it. Please let us know how you feel!
20%
⇒ 25%
⇒ 25%
All AI now have dramatically improved pathfinding
All AI now gets position updates on targets who are invisible only every few seconds, rather than losing the target entirely
Drones no longer have resistance to AOE attacks
🌧 All minions now teleport to their owner if they stray past 400m
🌧 All Minions now scale to the ‘ambient level’ of the run
Developer’s Notes: The ‘ambient level’ is the level of the run that grows over time. Previously, the enemy team used the ‘ambient level’ to set their level. Now, all enemies AND minions are at ambient level.
The result of this is that player minions, like ghosts from Happiest Mask, purchased Drones, and yes – the Squid Polyp – will scale much better over time. This matches drone scaling in RoR1.
Commando
Update VFX of Double Tap, Phase Round, and Suppressive Fire
Double Tap
Now fires a single bullet per click
Bloom Reset Time:
1s
⇒0.7s
Damage:
90%
⇒ 100%
Duration:
0.2s
⇒ 0.15s
Tactical Dive
Duration:
0.5s
⇒ 0.4s
Phase Round
Now deals 40% more damage every time it passes through an enemy
Huntress
Now unlocked by default alongside the Commando! Her previous unlock condition (beat the 3rd stage) now unlocks the Bandit.
Engineer
Both Gauss Auto-Turret and Carbonizer Turret now also inherit your equipment. They won’t activate it, but they will hold it.
Grenades now have slight anti-gravity.
Artificer
Nano-Bomb
Tendril Damage:
20% of explosion
⇒ 10% of explosion
Tendril Fire Frequency:
0.25s
⇒ 0.125s
Tendril Same Target Frequency:
2s
⇒ 1s
Developer Notes: This change is made specifically to avoid the Artificer’s Nano-Bomb tendrils proccing Ice and Fire Bands. The tendrils will now fire twice as often, but at half the damage.
Mercenary
Blinding Assault
🌧 Now has a lingering 0.2s invincibility to help chain together Blinding Assaults in high-latency online games
Update VFX of Double Tap, Phase Round, and Suppressive Fire
Double Tap
Now fires a single bullet per click
Bloom Reset Time:
1s
⇒0.7s
Damage:
90%
⇒ 100%
Duration:
0.2s
⇒ 0.15s
Tactical Dive
Duration:
0.5s
⇒ 0.4s
Phase Round
Now deals 40% more damage every time it passes through an enemy
Now fires a single bullet per click
Bloom Reset Time:
1s
⇒0.7s
Damage:
90%
⇒ 100%
Duration:
0.2s
⇒ 0.15s
⇒0.7s
⇒ 100%
⇒ 0.15s
- Duration:
- 0.5s
- ⇒ 0.4s
⇒ 0.4s
Now deals 40% more damage every time it passes through an enemy
Now unlocked by default alongside the Commando! Her previous unlock condition (beat the 3rd stage) now unlocks the Bandit.
Both Gauss Auto-Turret and Carbonizer Turret now also inherit your equipment. They won’t activate it, but they will hold it.
Grenades now have slight anti-gravity.
Nano-Bomb
Tendril Damage:
20% of explosion
⇒ 10% of explosion
Tendril Fire Frequency:
0.25s
⇒ 0.125s
Tendril Same Target Frequency:
2s
⇒ 1s
Developer Notes: This change is made specifically to avoid the Artificer’s Nano-Bomb tendrils proccing Ice and Fire Bands. The tendrils will now fire twice as often, but at half the damage.
Tendril Damage:
20% of explosion
⇒ 10% of explosion
Tendril Fire Frequency:
0.25s
⇒ 0.125s
⇒ 10% of explosion
⇒ 0.125s
⇒ 1s
Blinding Assault
🌧 Now has a lingering 0.2s invincibility to help chain together Blinding Assaults in high-latency online games
🌧 Now has a lingering 0.2s invincibility to help chain together Blinding Assaults in high-latency online games
Bustling Fungus
Start Delay:
2s
⇒ 1s
Now heals at a higher tick rate – overall healing is the same, but the healing is smoother over time
🌧 Now has small visual mushrooms that grow over the area
Energy Drink
🌧 Speed Boost:
30% (+20% per stack)
⇒ 25% (+25% per stack)
Developer Notes: Mathematically, the Energy Drink was worse than the Goat Hoof for speed after the first pickup, even while sprinting. This change will consistently make Energy Drink stronger when sprinting, and also makes its stacking behavior more consistent. This may make the Energy Drink too strong, but it’ll at least make a bit more sense now.
AP Rounds
Improve visual effects to be more noticeable
Focus Crystal
Damage Boost:
15% (+15% per stack)
⇒ 20% (+20% per stack)
Now shows radius for ‘nearby’ distance
Now causes numbers to be pink when active
Developer Notes: There are many characters and builds where the Focus Crystal should shine through – however, it never seems to be quite high priority enough for the effort required. We’re hoping that by making it both flashier and stronger, players will prioritize it.
Rusted Key
🌧 Now subtly glows and pulses
Now grants items at the same rarity as a Large Chest
Now spawns a Lockbox per player with a Rusted Key
Now consumes a Rusted Key when a lockbox is opened, and requires a Rusted Key to open
No longer scales reward chance with the number of Keys in your inventory
Developer Notes: People have always been a bit confused about the behavior of the Rusted Key, so we made it make a bit more sense by actually consuming a key to open. 1 Key = 1 Box. Since the item no longer gives ‘infinite’ items, we can also make it a bit stronger and make the lockbox more noticeable.
Crowbar
Damage Boost:
+50%(+50% per stack)
⇒ +75% (+75% per stack)
Improve visual effects to be more noticeable
Update pickup text to include the damage threshold
Developer Notes: Same reasoning as Focus Crystal – there are many heavy-hitter builds and characters, but Crowbars aren’t prioritized.
Gasoline
Now deals 150% base damage on detonation alongside the burn effect
Stun Grenade
Added visual effect when the item procs
Bison Steak (New! Yum!)
Replaced ‘Fresh Meat’ item
No longer grants regeneration on kill
Now grants 25 (+25 per stack) max health
Tri-Tip Dagger
Bleed Chance:
15% (+15% per stack)
⇒ 10% (+10% per stack)
Developer Notes: Right now, bleed is okay until you can stack it infinitely, in which case it becomes incredibly strong. We want to smooth out the power curve a bit, increasing the number of daggers required for ‘infinite’ bleed to match the number of Glasses required for 100% crit.
Lepton Daisy
🌧 Now activates in all ‘holdout zones’, like Void Fields, and not just during the Teleporter Event
Old War Stealthkit
Now activates when falling to low health, rather than as a chance when hurt
Stealth Duration:
3s (+1.5s per stack)
⇒ 5s
Stealth Cooldown:
0s
⇒ 30s (-50% per stack)
Bandolier
🌧 Packs now restocks skills by the amount a full cooldown would
🌧 Packs now also apply to stashed skills, like MUL-T’s second primary
Radar Scanner
🌧 Now details if an interactable is a Barrel, Chest, Drone, Shrine, or something unknown
Frost Relic
🌧 Now applies ice slow debuff
🌧 Now has a softer visual
Damage Coefficient:
150%
⇒ 300%
Radius:
3m (+1.5m per kill)
⇒ 6m (+3m per kill)
H3AD-5T v2
🌧 Now calculates damage from distance traveled, not speed on impact
Developer Notes: Even though this makes less sense from a physics standpoint, it will align better with player expectations. Super long fall = big boom.
Resonance Disk
Redo firing logic to be more understandable
Now grants 1 stacking buff per kill, lasting 5 seconds
Now fires the Disk at 4 stacks, resetting all stacks
Defiant Gouge
🌧 Monster Spawn Points:
100 (+100 per stack)
⇒ 40 (+40 per stack)
Developer Notes: A single Gouge would spawn way too many monsters. Now, having 1 or 2 Gouges should be a reasonable option.
Focused Convergence
🌧 Now activates in all ‘holdout zones’, like Void Fields, and not just during the Teleporter Event
Queen’s Gland
Limit of deployed Beetle Guards now doubles for Artifact of Swarms
Halcyon Seed
Changed summoned Aurelionite pre-stack scaling from current-difficulty-based hp + damage bonuses to leveling up to the ambient level like other summoned characters
Summoned Aurelionite attention span:
5s
⇒ 15s
Developer Notes: Aurelionite’s raised attention span should make it less likely to get distracted by weaker monsters attacking it so it’s more likely to spend its time fighting stronger monsters.
Mired Urn
No longer capable of targeting and healing from allies
Start Delay:
2s
⇒ 1s
Now heals at a higher tick rate – overall healing is the same, but the healing is smoother over time
🌧 Now has small visual mushrooms that grow over the area
🌧 Speed Boost:
30% (+20% per stack)
⇒ 25% (+25% per stack)
Developer Notes: Mathematically, the Energy Drink was worse than the Goat Hoof for speed after the first pickup, even while sprinting. This change will consistently make Energy Drink stronger when sprinting, and also makes its stacking behavior more consistent. This may make the Energy Drink too strong, but it’ll at least make a bit more sense now.
⇒ 25% (+25% per stack)
Improve visual effects to be more noticeable
Damage Boost:
15% (+15% per stack)
⇒ 20% (+20% per stack)
Now shows radius for ‘nearby’ distance
Now causes numbers to be pink when active
Developer Notes: There are many characters and builds where the Focus Crystal should shine through – however, it never seems to be quite high priority enough for the effort required. We’re hoping that by making it both flashier and stronger, players will prioritize it.
⇒ 20% (+20% per stack)
🌧 Now subtly glows and pulses
Now grants items at the same rarity as a Large Chest
Now spawns a Lockbox per player with a Rusted Key
Now consumes a Rusted Key when a lockbox is opened, and requires a Rusted Key to open
No longer scales reward chance with the number of Keys in your inventory
Developer Notes: People have always been a bit confused about the behavior of the Rusted Key, so we made it make a bit more sense by actually consuming a key to open. 1 Key = 1 Box. Since the item no longer gives ‘infinite’ items, we can also make it a bit stronger and make the lockbox more noticeable.
Damage Boost:
+50%(+50% per stack)
⇒ +75% (+75% per stack)
Improve visual effects to be more noticeable
Update pickup text to include the damage threshold
Developer Notes: Same reasoning as Focus Crystal – there are many heavy-hitter builds and characters, but Crowbars aren’t prioritized.
⇒ +75% (+75% per stack)
Now deals 150% base damage on detonation alongside the burn effect
Added visual effect when the item procs
Replaced ‘Fresh Meat’ item
No longer grants regeneration on kill
Now grants 25 (+25 per stack) max health
Bleed Chance:
15% (+15% per stack)
⇒ 10% (+10% per stack)
Developer Notes: Right now, bleed is okay until you can stack it infinitely, in which case it becomes incredibly strong. We want to smooth out the power curve a bit, increasing the number of daggers required for ‘infinite’ bleed to match the number of Glasses required for 100% crit.
⇒ 10% (+10% per stack)
🌧 Now activates in all ‘holdout zones’, like Void Fields, and not just during the Teleporter Event
Now activates when falling to low health, rather than as a chance when hurt
Stealth Duration:
3s (+1.5s per stack)
⇒ 5s
Stealth Cooldown:
0s
⇒ 30s (-50% per stack)
⇒ 5s
⇒ 30s (-50% per stack)
🌧 Packs now restocks skills by the amount a full cooldown would
🌧 Packs now also apply to stashed skills, like MUL-T’s second primary
🌧 Now details if an interactable is a Barrel, Chest, Drone, Shrine, or something unknown
🌧 Now applies ice slow debuff
🌧 Now has a softer visual
Damage Coefficient:
150%
⇒ 300%
Radius:
3m (+1.5m per kill)
⇒ 6m (+3m per kill)
⇒ 300%
⇒ 6m (+3m per kill)
🌧 Now calculates damage from distance traveled, not speed on impact
Developer Notes: Even though this makes less sense from a physics standpoint, it will align better with player expectations. Super long fall = big boom.
Redo firing logic to be more understandable
Now grants 1 stacking buff per kill, lasting 5 seconds
Now fires the Disk at 4 stacks, resetting all stacks
Now grants 1 stacking buff per kill, lasting 5 seconds
Now fires the Disk at 4 stacks, resetting all stacks
🌧 Monster Spawn Points:
100 (+100 per stack)
⇒ 40 (+40 per stack)
Developer Notes: A single Gouge would spawn way too many monsters. Now, having 1 or 2 Gouges should be a reasonable option.
⇒ 40 (+40 per stack)
Limit of deployed Beetle Guards now doubles for Artifact of Swarms
Changed summoned Aurelionite pre-stack scaling from current-difficulty-based hp + damage bonuses to leveling up to the ambient level like other summoned characters
Summoned Aurelionite attention span:
5s
⇒ 15s
Developer Notes: Aurelionite’s raised attention span should make it less likely to get distracted by weaker monsters attacking it so it’s more likely to spend its time fighting stronger monsters.
⇒ 15s
No longer capable of targeting and healing from allies
Hermit Crab
Base Damage:
4 (+0.8 per level)
⇒ 12 (+2.4 per level)
Mortar Projectile Count:
3
⇒ 1
Mortar Projectile now has more visible trail
Developer Notes: When fighting Hermit Crabs, it’s always been difficult to parse where and how many there are. To help clarify their behavior, we made it clearer so 1 mortar = 1 crab.
Parent
Health:
900(+270 per level)
⇒ 585 (+176 per level)
Update visuals to match closer to RoR1 design
Update animations
Greater Wisp
🌧 Can now be stunned and frozen
Lunar Chimera (Golem)
Health:
1900 (+570 per level)
⇒ 1615 (+485 per level)
Twinshot Attack
Total Shots:
4
⇒ 10
Damage Coefficient:
2
⇒ 1
Force:
8000
⇒ 1000
Now fires in series, rather than all at once
Update visuals to be less noisy
Raised the aim origin to be closer to its cannons so it can fire more accurately
Lunar Chimera (Wisp)
Tracking Bomb
Damage Coefficient:
6
⇒ 5
Speed:
90 m/s
⇒ 60 m/s
Update visuals to be less noisy
Beetle Queen
Summon Beetles
Beetle Count:
5
⇒ 2
🌧 Now summons Beetle Guards instead of Beetles
Scavenger
Now properly spawn as elites
Developer Notes: Apparently, Scavengers were already spawning as elites – with their health and damage buff – but did not have their elite equipment (Burning, Glacial, etc). Now they will.
Void Reaver
Added a minimum distance between bombs
SPOILERS! Final Boss, Last Phase. SPOILERS!
Base Health:
1000 (+300 per level)
⇒ 1400 (+420 per level)
Added stagger state triggered by taking high damage
Item Steal
Now consistently returns items as you deal damage, rather than randomly, i.e if you have him at 50% health, you will have 50% of your items back
Now consistently returns items to players in multiplayer in order (1, 2, 3, 4, 1, 2, 3, 4) rather than per-player damage
Now returns items in the order that you found them, rather than in reverse order
Now utilizes Crowbars
Base Damage:
4 (+0.8 per level)
⇒ 12 (+2.4 per level)
Mortar Projectile Count:
3
⇒ 1
Mortar Projectile now has more visible trail
Developer Notes: When fighting Hermit Crabs, it’s always been difficult to parse where and how many there are. To help clarify their behavior, we made it clearer so 1 mortar = 1 crab.
⇒ 12 (+2.4 per level)
⇒ 1
- Health:
- 900(+270 per level)
- ⇒ 585 (+176 per level)
- Update visuals to match closer to RoR1 design
- Update animations
⇒ 585 (+176 per level)
🌧 Can now be stunned and frozen
Health:
1900 (+570 per level)
⇒ 1615 (+485 per level)
Twinshot Attack
Total Shots:
4
⇒ 10
Damage Coefficient:
2
⇒ 1
Force:
8000
⇒ 1000
Now fires in series, rather than all at once
Update visuals to be less noisy
Raised the aim origin to be closer to its cannons so it can fire more accurately
⇒ 1615 (+485 per level)
- Total Shots:
- 4
- ⇒ 10
- Damage Coefficient:
- 2
- ⇒ 1
- Force:
- 8000
- ⇒ 1000
- Now fires in series, rather than all at once
- Update visuals to be less noisy
⇒ 10
⇒ 1000
Tracking Bomb
Damage Coefficient:
6
⇒ 5
Speed:
90 m/s
⇒ 60 m/s
Update visuals to be less noisy
Damage Coefficient:
6
⇒ 5
Speed:
90 m/s
⇒ 60 m/s
Update visuals to be less noisy
⇒ 5
⇒ 60 m/s
Summon Beetles
Beetle Count:
5
⇒ 2
🌧 Now summons Beetle Guards instead of Beetles
Beetle Count:
5
⇒ 2
🌧 Now summons Beetle Guards instead of Beetles
⇒ 2
Now properly spawn as elites
Developer Notes: Apparently, Scavengers were already spawning as elites – with their health and damage buff – but did not have their elite equipment (Burning, Glacial, etc). Now they will.
Added a minimum distance between bombs
Base Health:
1000 (+300 per level)
⇒ 1400 (+420 per level)
Added stagger state triggered by taking high damage
Item Steal
Now consistently returns items as you deal damage, rather than randomly, i.e if you have him at 50% health, you will have 50% of your items back
Now consistently returns items to players in multiplayer in order (1, 2, 3, 4, 1, 2, 3, 4) rather than per-player damage
Now returns items in the order that you found them, rather than in reverse order
Now utilizes Crowbars
⇒ 1400 (+420 per level)
Now consistently returns items as you deal damage, rather than randomly, i.e if you have him at 50% health, you will have 50% of your items back
Now consistently returns items to players in multiplayer in order (1, 2, 3, 4, 1, 2, 3, 4) rather than per-player damage
Now returns items in the order that you found them, rather than in reverse order
Now utilizes Crowbars
Bazaar Between Time
Now allows you to reroll shop contents, at the cost of 1/2/4/8… lunar coins
Wetland Aspect
Altered stage layout to add more identifiable landmark areas
Sky Meadows
Reduce initial map monster spawns by -24%
Now allows you to reroll shop contents, at the cost of 1/2/4/8… lunar coins
Altered stage layout to add more identifiable landmark areas
Reduce initial map monster spawns by -24%
Update visuals for Gunner Drone, Gunner Turret, Backup Drones, and Healing Drones to match other assets
Update visuals for Chests, Large Chests, Category Chests, Barrels, and Equipment Barrels to match other assets
Update visuals for Bustling Fungus, Soldier’s Syringe, Squid Polyps, Cautious Slug, Goat Hoof, Gesture of the Drowned, Rusted Key, and Leeching Seed to match other assets
Update visuals for all broken drones to be easier to see
Update visuals for missiles
Update damage numbers to be more legible
Update skin visuals for Huntress, MUL-T, Loader, and Artificer
Ambient level cap raised from 94 to 99
Fixed boss items spawning more frequently than intended, especially when more items drop from multiplayer or Mountain Shrine bonuses
Fixed large rocks in Titanic Plains clipping into the camera
Altered geometry slightly to make more difficult to accidentally go out of bounds on many stages
Abandoned Aqueduct now has defensive tar fully circling outside of the play area
Fixed korean language characters missing in certain cases
Fixed some animation issues on the Loader
Fixed physics issues with Commando’s Frag Grenades
Fixed certain drones not having 360° vision, causing them to attack or heal less
Fixed Lunar Chimera’s death animations not matching the sound timings
Fixed more occlusion issues in Sundered Grove and other maps that cause objects to disappear at certain camera angles
Fixed certain survivors not removing their limbs when picking up Paul’s Goat Hoof or the Royal Capacitor
Fixed Helfire Tincture’s burning effect being offset
Fixed Chain Lightning and Razorwire making trail renderers that were not being cleaned up, potentially causing infinite objects in the scene
Fixed Mini Mushrums making hitboxes that were not being cleaned up, potentially causing infinite objects in the scene
Fixed certain effects incorrectly rendering while the player has invisibility
Fixed enemy Beetle Guards not appearing in Void Fields or with Artifact of Dissonance
Fixed Vultures having base health regeneration
Fixed the ending sequence explosions missing an authority check, causing it to fire additional projectiles for every client in the game
Fixed Stone Titan and Aurelionite missing an authority check, causing them to fire an additional projectile for every client in the game
Fixed broken drones spawning underground
Fixed several monsters playing death sounds and creating the usual visual effects when vanished by Void Reavers
Engi Grenades now properly play impact sounds
Fixed Alien Head particles not being affected by invisibility
Fixed Titan’s laser lock-on only being calculated once, rather than continuously re-evaluating
Fixed Titan’s laser lock-on not respecting invisibility
Fixed clients not being able to use the exit portal in A Moment, Fractured
Fixed 3840×1080 resolutions being unable to navigate the Server Browser
Fixed the final boss’s crystals not being correctly colored
Enemies who are stunned, frozen, or shocked no longer continue to turn
Fixed dedicated server sometimes capturing the mouse cursor
Fixed transparent blue spawn point debug visualizers for certain map objects (like explosive pots) being visible to non-host players
Fixed game browser not filtering out lobbies and servers running on a different version of the game
🌧 Fixed Solus Control Unit not being selected as a boss due to a misconfigured spawn card
Risk of Rain 2 is available now on PC, PS4, Xbox One, and Nintendo Switch.
- This article was updated on July 9th, 2021
More on Attack of the Fanboy :
Attack of the Fanboy / GAME GUIDES / Risk of Rain 2 Update 1.07 Patch Notes