Early Access Scorched Acres Content Update

This is the first content update for Risk of Rain 2. With this update there is a bunch of new content as well as other general changes and quality of life improvements.

Changes with the ‘☂’ icon in front of them are changes or additions suggested by the community. As always, if you want to stay up to date on the game feel free to join the Official Risk of Rain 2 Discord.

Major Content and Changes

 * Added New Survivor:
 * Added New Stage:
 * Added New Boss:
 * Added New Elite:
 * 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:
 * Added New Drone:
 * Added New Drone:
 * Added New Chests: Category Chests
 * Category: Damage
 * Category: Healing
 * Category: Utility
 * Added 9 new items/equipment to the game
 * New Item:
 * New Item:
 * New Item:
 * New Item:
 * New Equipment:
 * New Equipment:
 * New Lunar Equipment:
 * New Boss Item:
 * New Boss Item:
 * 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

 * Survivors
 * New Passive:
 * ☂ The Artificer now hovers while holding Jump.
 * Add new crosshair
 * Add new bloom effects for
 * ☂ Add true during  and.
 * ☂ Add lingering invincibility for 0.6s after ends.
 * ☂ deducts 1 from stock when timed out rather than resetting it all to 0.
 * ☂ Add “Safe Movement” during and  to reduce the chance of clipping through geometry
 * Turret Base Damage: 19 ⇒ 16
 * ☂ Now comes down in a unique pod!
 * ☂ Raise vertical height of to be more cylindrical
 * Fix Huntress jump not scaling its animation speed with attack speed
 * ☂ Add “Safe Movement” during to reduce the chance of clipping through geometry
 * Clean up logic in to possibly prevent double firing
 * ☂ Raise vertical height of to be more cylindrical
 * Fix Huntress jump not scaling its animation speed with attack speed
 * ☂ Add “Safe Movement” during to reduce the chance of clipping through geometry
 * Clean up logic in to possibly prevent double firing
 * Clean up logic in to possibly prevent double firing


 * Items
 * ☂ 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.
 * 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~
 * ☂ 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.
 * 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.
 * Update Brittle Crown’s item log description to now show stacking behavior
 * Fix item pickup not having both horns highlighted
 * 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.
 * Update Brittle Crown’s item log description to now show stacking behavior
 * Fix item pickup not having both horns highlighted
 * 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.
 * Update Brittle Crown’s item log description to now show stacking behavior
 * Fix item pickup not having both horns highlighted
 * Update Brittle Crown’s item log description to now show stacking behavior
 * Fix item pickup not having both horns highlighted
 * Fix item pickup not having both horns highlighted


 * Stage
 * 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
 * Update grass texture
 * Add environmental particles
 * 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
 * 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
 * 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
 * Expanded the size between scaffolding pillars to prevent certain characters getting stuck inside


 * Monsters
 * 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
 * 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
 * Increase inner “mulch” radius from 5 to 10 to compensate for new collision


 * Misc
 * ☂ 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

Music & SFX

 * ☂ 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 proper M2 sound
 * Assign Turret’s proper attack sound
 * ☂ Add new SFX for M1
 * ☂ Add new SFX for
 * Add fall damage sounds to all characters
 * Add sounds to
 * 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 Hurtboxes to properly match the size of the model
 * ☂ Change post process of to brighten instead of darken
 * ☂ Increased the Monster logs despawn timer from 1 minute to 5 minutes
 * ☂ Updated the packs from and  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 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 and  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 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, , and 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 on  to no longer be upside down
 * Fix Chest emissions using the wrong texture
 * ☂ Fix Monster Logs not dropping on difficulty
 * ☂ Fix misnamed language token in profile creation screen
 * ☂ Fix holes in the ceiling of the
 * Fix the on  hanging in the air after death
 * Improved interpolation of characters online
 * ☂ Fix sprint sounds not playing first time sprinting on a stage
 * ☂ Fix an issue with the 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 not being able to select targets with )
 * Fix charge effect being on the wrong layer and showing through walls
 * Clear idle animation for after they die
 * Advancing through intermissions no longer counts as an addition to stages passed or maximum stages cleared
 * Alternate equipment slot for now counts towards ‘Moon Worshipper’ achievement
 * Prevent attacks with proc coefficient 0 applying Crowd Control effects like the +
 * Set interrupt priority of frozen state to be higher than stun state to fix issues with the  being interrupted by
 * Fix a variety of typos

Thanks for your patience while we worked on this new content and we hope you all enjoy the new build!