PC Patch v1.2.4

The goal of this patch is to address lower-level bugs, while also taking a look at some content changes and more long-standing bugs that have existed in RoR2. In addition to that, you can now sign up for our mailing list in game to stay updated on our latest announcements! (Steam version only)

Read up!

Gameplay Changes

 * General
 * Void Fields
 * 🌧 Interactables now spawn in the stage
 * Developer Notes: With SotV, we wanted to make the Void Fields a more compelling choice by increasing the value of the reward and introducing a cost (time).  However, we felt that the risk outweighed the reward, so we’ve added interactables to the stage, much like the interactables in Simulacrum stages.


 * 🌧 damage: 220% ⇒ 280%
 * damage: 220% ⇒ 280%
 * Developer Notes: As we iterated on the way that burns work during development of SotV, we unintentionally reduced the damage of Artificer’s Flame Bolt indirectly by reducing the burn damage.  To compensate, we’re buffing the initial damage of Flame Bolt so that the overall damage returns to pre-SotV levels.  Plasma Bolt is receiving the same buff to ensure it doesn’t fall behind.
 * Developer Notes: As we iterated on the way that burns work during development of SotV, we unintentionally reduced the damage of Artificer’s Flame Bolt indirectly by reducing the burn damage.  To compensate, we’re buffing the initial damage of Flame Bolt so that the overall damage returns to pre-SotV levels.  Plasma Bolt is receiving the same buff to ensure it doesn’t fall behind.


 * 🌧 now increases the stocks of Captain’s first beacon
 * Captain is now limited to 2 deployed beacons at a time
 * Developer Notes: It was kind of lame that Lysate Cell did absolutely nothing for Captain, but it was hard to find a solution that wasn’t completely game-breaking.  Limiting the beacons to 2 at a time keeps the power of the item under control (as well as fixes some exploits in Simulacrum multiplayer).
 * Developer Notes: It was kind of lame that Lysate Cell did absolutely nothing for Captain, but it was hard to find a solution that wasn’t completely game-breaking.  Limiting the beacons to 2 at a time keeps the power of the item under control (as well as fixes some exploits in Simulacrum multiplayer).


 * 🌧 Fresh new skins to help differentiate allies from enemies
 * 🌧 Fresh new skins to help differentiate allies from enemies


 * Alpha Construct Ally Damage Bonus: +0% ⇒+300%
 * Alpha Construct Ally Health Bonus: +0% ⇒ +300%
 * Developer Notes: During development, we experimented with what conditions would trigger this item. Initially, this item was exceptionally strong due to how frequently it triggered.  It proved to be too strong, so we changed the trigger, but we forgot to compensate by buffing the spawned Alpha Construct as we had intended.
 * Developer Notes: During development, we experimented with what conditions would trigger this item. Initially, this item was exceptionally strong due to how frequently it triggered.  It proved to be too strong, so we changed the trigger, but we forgot to compensate by buffing the spawned Alpha Construct as we had intended.


 * Squid Turret Ally Base Damage: 20 ⇒ 4
 * Squid Turret Ally Primary Skill Damage Coefficient: 1 ⇒ 5
 * Squid Turret Allies Primary Skill Proc Coefficient: 1 ⇒ 0.1
 * Squid Turret Allies Primary Skill Knockback Force: 0 ⇒ 2000
 * Squid Turret Allies can now be stunned by “stunning” skills
 * Squid Turret Allies can now be frozen
 * Developer Notes: An important part of the balance of the Void Cradles is the risk from the Void Infestors it spawns, so we wanted to lower the risk with Squid Polyp without completely removing it. These changes to Squid Polyp are overall a slight buff in the hands of the player (the knockback especially defends the turrets against infestation), but they mainly reduce the damage from Collapse when Voidtouched.  And believe it or not, they’re actually pretty good at killing the Void Infestors.
 * Developer Notes: An important part of the balance of the Void Cradles is the risk from the Void Infestors it spawns, so we wanted to lower the risk with Squid Polyp without completely removing it. These changes to Squid Polyp are overall a slight buff in the hands of the player (the knockback especially defends the turrets against infestation), but they mainly reduce the damage from Collapse when Voidtouched.  And believe it or not, they’re actually pretty good at killing the Void Infestors.


 * 🌧 Director Credits for default variant: 20 ⇒ 14
 * 🌧 Director Credits for snowy variant: 8 ⇒ 14
 * Developer Notes: The difference in Director Credits between the variants of Blind Vermin was unintentional, so we just split the difference.
 * Developer Notes: The difference in Director Credits between the variants of Blind Vermin was unintentional, so we just split the difference.

Quality of Life

 * 🌧 Swapping between skills on cooldown no longer resets the timer to max
 * 🌧 Improved some exception handling for modders
 * 🌧 Fixing a bug for modders where stages wouldn’t spawn monsters properly unless the deprecated DirectorCardCategorySelection field was assigned

Bug Fixes

 * 🌧 Fixed nodes in, , , and Simulacrum ’s
 * 🌧 Finally fixed desynchronizing its position
 * 🌧 Fixed ’s traveling different distances depending on whether the player is a host or a client
 * 🌧 Fixed various typos and logbook descriptions
 * 🌧 Fixed various null reference exceptions
 * 🌧 Fixed, , , , and to properly clean up their buffs when the item is removed
 * 🌧 Fixed and  to properly spawn monsters and interactables from SotV
 * 🌧 Fixed becoming disabled for the remainder of the stage after the character is rooted
 * Updated ’ cooldown to no longer round up to the nearest second
 * 🌧 [!!SPOILER!!] Fixed (the debuff applied by )s to be properly marked as a debuff
 * 🌧 Fixed bugs with and
 * 🌧 [!!SPOILER!!] Fixed some collision on, , and to prevent softlocks
 * 🌧 Updated to be blacklisted for enemies
 * 🌧 Improved the logic for where we spawn the item from to reduce the odds that the item is inaccessible
 * 🌧 s can no longer proc themselves
 * 🌧 Fixed issues with players desynching with cross-play enabled
 * 🌧 Fixed the logbook icon for sometimes being pixelated
 * 🌧 Fixed allies sometimes displaying healthbar indicators for items they didn’t have
 * 🌧 Fixed ’s interactable credit reduction not working in Simulacrum
 * 🌧 Fixed sometimes being partially invisible
 * 🌧 ’s self-inflicted burn will now remain non-lethal, even if upgraded by
 * 🌧 ’s burn tick damage cap now considers shields, preventing issues with the burns becoming very long
 * 🌧 Updated ’s displays for, , , and
 * 🌧 Updated ’s displays for and
 * 🌧 Updated ’s display for
 * 🌧 Updated ’s display for the Mending elite affix
 * 🌧 Fixed issue where upward momentum wasn’t reset when teleporting back into bounds
 * ,, and skills no longer reset their stocks when assigned
 * Fixed Naturopath achievement to trigger at the correct time
 * Updated ’s display for
 * 🌧 Fixed bug where sometimes had difficulty targeting certain pickups
 * Fixed a tree on that would disappear if the LOD settings were restricted
 * 🌧 Fixed kick_steam and ban_steam console commands to properly find the associated account
 * Fixed a bug where ’s projectiles would collide but not destroy on terrain, causing explosion spam with
 * 🌧 Fixed vertical alignment of skills in the lobby
 * 🌧 Now clients in multiplayer will receive notifications for when one of their items or equipment is transformed
 * We now send a pickup message when a player receives a Tonic Affliction

We are also expecting to push another very small patch (1.2.4.2) within the next couple of weeks which will fix the following issues:
 * 🌧 Fixed prices in multiplayer sometimes being too cheap on the first stage
 * 🌧 Fixed sometimes not having stocks of his beacons on the first stage

Known Issues


This patch introduces a bug whereby playing a singleplayer game after a multiplayer game will cause the difficulty and prices to remain at multiplayer levels. As a temporary fix simply restart the game - we will have a permanent solution in place for the next patch!

Enjoy the increased difficulty while you can, challenge hunters!