- Seekers of the Storm - First Patch
- Hey Everyone,
- We want to start off by mentioning how much we appreciate folks jumping in and giving Seekers of the Storm a swing – we’ve never had so many people playing Risk of Rain 2. We also hear you loud and clear—this DLC fell short of your expectations. That feedback is fair. We’d like to take a moment and walk everyone through our plan to make it right.
- First, to be clear, we're committed to making the DLC everything that you expected and deserve. The team already jumped in and knocked out solutions for a BUNCH of the bugs some users are reporting. The full patch notes can be found below. Here are a few highlights:
- Resolved a bug with the way builds are compiled that occasionally led to behaviors being erroneously tied to FPS.
- Addressed an issue that some users reported with items not being picked up when interacted with.
- Mithrix will no longer become (nearly) invincible upon stealing a player’s Warped Echo.
- This is the first step. These patches will continue to roll out on a regular basis as we work on additional fixes.
- Beyond bugs, the team is also looking closely at your gameplay feedback. We want Seekers of the Storm to be the best possible version of itself, and that involves listening to the community. While we’re focused on bugs for now, we’ll be looking to implement more of those gameplay updates in future patches.
- Lastly, we are going to post notes with the release of every patch, starting today. That way, it will be clearer which fixes are arriving. Sometimes, we’ll fix a bug that inadvertently changes something else, and we appreciate you continuing to share feedback when those issues arise.
- This is a game that countless people love; anything that jeopardizes that experience is something we take very seriously. We hope that in the coming days and weeks, we can earn back your trust, and we know that’s going to take time and action.
- Thanks for now,
- The Risk of Rain Team
- To Report Bugs:
- Discord
- Gearbox Support
- Full Patch Notes for V1.3.2:
- Resolved a bug with the way builds are compiled that led to many behaviors being erroneously tied to FPS. These elements included physics, attack speed, and movement. This was not the result of any significant architecture changes to the game. The bug that created this issue has been addressed.
- Addressed an issue some players reported where Mithrix would become invincible upon stealing your Warped Echo.
- The Teleporter will no longer spawn inside geometry on Rallypoint Delta.
- Acrid's Utility Skills, both Caustic Leap & Frenzied Leap were not dealing damage or colliding properly. Acrid should now be back in action.
- Resolved an issue reported by some users with items not being picked up when interacted with. Despite not being picked up, some players would receive a large number of item stacks anyway. Both parts of this issue are now resolved.
- Item highlights have now returned to various shops & adaptive chests.
- You’ll now no longer be able to escape Shattered Abodes, at least in the ways we didn't intend.
- We've restored the full screen damage indicator and low health feedback.
- An issue that caused some players to get stuck while smelling the flowers on Reformed Altar has been resolved.
- Longstanding Solitude will no longer sometimes show pinged interactables at 2x cost.
- The portal will no longer spawn inside geometry in Bulwark’s Ambry.
- Healthbars were updating very slowly. That has now been resolved.
- Halcyonite's spawn animation was playing at lower than expected framerates. He won’t be jittery anymore when spawning in.
- We’ve resolved a bug with Seeker's Sojourn ability that sometimes blocked non-host players from using it.
- Players are now able to pick up CHEF’s food drops from farther away.
- We’ve rolled out a change to the Halcyon Beacon’s texture on Gilded Coast. The team is going to continue monitoring this one. There may be more changes coming on this front.
- Loader's Knuckleboom VFX has been realigned.
- We’ve resolved an issue some players reported that Survivor VFX in the character select screen overlapped with the Ready button.
- Fixed an issue with Bolstering Lantern where the logbook ‘unlock’ highlighting no longer was clearing after viewing the unlock.
- Solved an issue where the ‘item count’ displayed on the tab menu in multiplayer sessions would show 1 for some players despite not having any items.
- Resolved an issue where Sojourn would sometimes fail to trigger when colliding with monsters or geometry.
- Changed the visual effects of the initial jump pads on Meridian to convey better to players from a distance.
- Resolved an issue that led to the Imp Overlord’s Void Spike ability sometimes not dealing damage.
- Addressed an issue reported by some players on Prime Meridian where lighting would spawn on top of players during the False Son cutscene.
- Resolved an issue where the Scorch Worm would snap 90 degrees right before attacking.
- Gaining multiple Warped Echos on Heretic led to infinite stacks of the item buff being added to the player. This has been resolved.
- Sonorous Whispers had an issue where the drop chance of items could become extremely high, especially later into runs. This has been re-balanced to be more realistic. Elite item drop chance: 15% (+5% per stack) -> 4% (+1% per stack). Logbook change is still pending.
- Solved an issue where the music would stop if a player opened the logbook and clicked on an item during a run.
- Addressed an issue reported by some players where entering the Prime Meridian cutscene with >4 players resulted in a softlock. To make it clear, >4 player co-op is still not officially supported. We just wanted to address this anyway because we know many players still opt to unlock max lobby size with convars.
- Teleporters should no longer be able to spawn within Halcyonite Shrines
- Resolved an issue where some players without SOTS could become soft locked by not being able to interact with the Shrine of Rebirth upon defeating False Son.
- CHEF has had some item placements moved (where items are displayed on his character model when picked up) to avoid clipping with other items and parts of his model.
- Addressed an issue with Railgunner’s Concussion Device (utility - mine) where it would not detonate on its own. It will now detonate after a few seconds like normal.
- Resolved an issue reported by some players where sometimes skills wouldn’t activate when pressed. This ended up being a bi-product of the FPS-related issues we outlined above. Both are now resolved.
- Addressed a bug that allowed players to permanently fire False Son’s Laser of the Father ability (special – head laser). It will now go on cooldown after fired for up to 4 seconds.
- Increased the intensity of the VFX for CHEF’s Dice ability (primary – cleaver). This should make it easier to spot when thrown a far distance out.
- Addressed an issue where players would be unable to input actions for Seeker’s Meditate ability while having both mouse/keyboard and a controller plugged in at the same time.
- Resolved an issue where sometimes Chef’s Dice (primary – cleavers) couldn’t be recalled while at either unlimited or under 30 FPS. That issue was part of the FPS-tied-mechanics issue above. Both have been solved.
- Addressed an issue where Acrid was no longer able to hit enemies or spread his poison using Epidemic (special – poison blob attack)
- Solved an issue where The Crowdfunder would stop firing if framerate fell under 30FPS. This was also part of the FPS-tied-mechanics issue above. Both issues have been resolved.
- Acrid’s Frenzied Leap (utility – jump) now properly negates fall damage when falling from large heights.
- Addressed an issue where standing behind Mithrix, while entering phase 4, results in him losing aggression towards you temporarily.
- Parents had an issue where they would attempt to navigate to the player but get stuck on a navigation node, that issue has now been fixed. We are tracking broadly similar behavior with some other monsters, but none were nearly as severe as Parents were.
- We are aware of False Son's downward plunge attack not behaving as intended. We're currently working to address this issue, but did not want it to hinder the release of additional changes.