Risk Of Rain 2 Patch Notes: PC Update Adds New Artifacts System - GameSpot

Risk Of Rain 2 Patch Notes: PC Update Adds New Artifacts System - GameSpot


Risk Of Rain 2 Patch Notes: PC Update Adds New Artifacts System - GameSpot

Posted: 31 Mar 2020 09:26 AM PDT

The team behind the roguelite shooter Risk of Rain 2 has released a major new update for the game. This patch introduces the "Artifacts" system from the original Risk of Rain to its sequel, rare items that modify play significantly. For example, in the original Risk of Rain, the Artifact of Honor caused only elite enemies to spawn. According to the patch notes, the developers expect these artifacts to radically increase the game's replayability.

The update also overhauls the game's UI and fixes a bundle of bugs, including some unfortunate late-game crashes. The team also overhauled some of the game's playable characters by introducing new variant skills and skins. The patch is currently live only on PC--according to the notes, it will be coming to consoles in the near future.

This new patch follows the game's last major content update, which caught up the console versions to the PC update that rolled out in December. That patch added the melee-focused character Acrid, as well as some new biomes, enemies, and loot.

As part of this major content drop, the developers of the game are asking the community to vote on which survivor should be added to the game next. To participate, fans must join the game's official Discord server from March 31 to April 7 and vote in a poll. These survivors are all characters from the original Risk of Rain, including the shield-bearing Enforcer, the gunslinging Bandit, and the sharpshooting Sniper. For more details, check the developer blog.

Full patch notes below:

Major Content

  • Added System: Artifacts
    • The hunt is on! Be the first to explore the planet and find the secret to unlock 16 powerful and mysterious Artifacts that will dramatically change the way you play. We expect Artifacts to be the biggest feature to date in terms of replayability to all players.
  • Added 16 Artifacts
    • New Artifact: Artifact of Honor
    • New Artifact: Artifact of Enigma
    • New Artifact: Artifact of Spite
    • New Artifact: Artifact of Soul
    • New Artifact: Artifact of Death
    • New Artifact: Artifact of Vengeance
    • New Artifact: Artifact of Metamorphosis
    • New Artifact: Artifact of Dissonance
    • New Artifact: Artifact of Chaos
    • New Artifact: Artifact of Frailty
    • New Artifact: Artifact of Kin
    • New Artifact: Artifact of Sacrifice
    • New Artifact: Artifact of Evolution
    • New Artifact: Artifact of Glass
    • New Artifact: Artifact of Command
    • New Artifact: Artifact of Swarms
  • Added System: UI Overhaul
    • This is something we have been looking forward to doing since the launch of Early Access. We primarily wanted to improve the visuals of the UI and finally get rid of the on-screen cursor for gamepad users. There are about a million changes with this change. Did anyone ask for this? No. Did it take a bunch of time? Yes. Was it worth it? No. Am I writing the patch notes? Yes. Is it at the top so you have to read it? Yes.
  • Updated System: Unity 2018.4.16f1
    • Update project to Unity 2018.4.16f1. This will help with a bunch of things, but the major reason for upgrading was to fix late game crashes. It may also be our imagination, but we've also noticed general performance improvements.
  • Added New Stage
    • New Stage: Sky Meadow
  • Added 2 New Music Tracks
    • New Stage Track: The Rain Previously Known as Purple
    • New Boss Track: Antarctic Oscillation
  • Added New Hidden Realm
    • New Hidden Realm: ???
  • Added 5 Skill Variants
    • New Skill Variant: Commando Utility
    • New Skill Variant: Huntress Primary
    • New Skill Variant: Acrid Utility
    • New Skill Variant: Acrid Passive
    • New Skill Variant: Engineer Utility
  • Added New Skin
    • New Skin: Engineer Skin
  • Added 2 New Monsters
    • New Monster: Mini Mushrum
    • New Monster: Parent
  • Added New Boss
    • New Boss: ???
  • Added 6 Items and 2 Equipment to the game
    • New Item: Repulsion Armor Plate
    • New Item: Squid Polyp
    • New Item: Death Mark
    • New Item: Interstellar Desk Plant
    • New Equipment: Sawmerang
    • New Equipment: Recycler
    • New Lunar Item: Focused Convergence
    • New Boss Item: ???
  • Added New Chest
    • New Chest: Equipment Triple Shop
  • Added 5 Character Challenges to the game
    • New Commando Challenge: Godspeed
    • New Huntress Challenge: Finishing Touch
    • New Engineer Challenge: Zero Sum
    • New Engineer Challenge: Engineer Mastery
    • New Acrid Challenge: Easy Prey
    • New Acrid Challenge: Bad Medicine
  • Added 3 Challenges to the game
    • New Challenge: Automation Activation
    • New Challenge: Cleanup Duty
    • New Challenge: Never Back Down
  • Added 3 New Environment Logs
    • New Environment Log: Sky Meadow
    • New Environment Log: A Moment, Fractured
    • New Environment Log: ???
  • Added 8 Lore Entries to the game
    • New Item Lore Entry: Repulsion Armor Plate
    • New Item Lore Entry: Squid Polyp
    • New Item Lore Entry: Death Mark
    • New Item Lore Entry: Interstellar Desk Plant
    • New Item Lore Entry: Sawmerang
    • New Item Lore Entry: Recycler
    • New Item Lore Entry: Focused Convergence
    • New Item Lore Entry: Ghor's Tome

Gameplay Changes

  • General
    • Initial Monster Spawns
      • 🌧 Allow initial monster spawns on the first stage
      • Update spawn logic so initial monsters spawns aren't nearby players
      • Update spawn logic to allow elite monsters
    • 🌧 Update how AOE falloff is calculated to be more accurate
      • Developer Notes: This affects AOE attacks that did less damage at the edges, like Commando's Grenade and MUL-T's Scrap Launcher. They should now do full damage with a direct impact - however, this also affects enemies as well!
    • Characters with damage interrupt thresholds like Lesser Wisp and Lemurian now use total damage received instead of incoming damage with a crit modifier when determining whether or not they should be interrupted when hit. This makes these interrupts more likely when using items that modify damage like Crowbar and Focus Crystal.
  • Survivors
    • Huntress
      • Add 1 New Skill Variant
      • Improve Huntress tracker visuals to be a bit more clear
      • Arrow Rain / Ballista
        • 🌧 Cooldown: 17s ⇒ 12s
      • Strafe
        • Fire Rate: 0.6s ⇒ 0.5s
        • Travel Speed: 60m/s ⇒ 120m/s
        • Improve VFX
    • Commando
      • Add 1 New Skill Variant
      • Phase Round
        • 🌧 Damage: 200% ⇒ 300%
    • REX
      • Bramble Volley
        • Cooldown: 2.0s ⇒ 5.0s
        • Proc Coefficient: 0 ⇒ 0.5
        • Developer Notes: Cooldowns aren't displayed anywhere in character select, and are generally a lame way to balance Skill Variants
    • Mercenary
      • Slicing Winds
        • Cooldown: 7.0s ⇒ 6.0s
        • Developer Notes: Cooldowns aren't displayed anywhere in character select, and are generally a lame way to balance similar Skill Variants
    • Acrid
      • Add 2 New Skill Variants
      • Improve Acrid's poison VFX
      • Caustic Leap
        • The damage from the acid pool is no longer non-lethal
    • Engineer
      • Add 1 new Skill Variant
      • Add 1 new Skin
      • 🌧 Update animations on falling, landing, sprinting, walking and jumping
      • Bubble Shield
        • Increase shield warning flash by 0.5 second and tweak visuals to be softer
        • Now displays selected mine and turret variants in the Character Select screen
  • Items
    • Infusion
      • Max Health per kill: 1 hp ⇒ 1 hp (+1 per stack)
        • Developer Notes: The cap remains unchanged, but it will fill up faster.
    • Medkit
      • Heal: 15 hp (+15 per stack) ⇒ 25 hp (+25 per stack)
      • Heal delay: 2.0s ⇒ 3.0s
    • Royal Capacitor
      • Lightning now strikes where the target was 0.3s before the strike lands, instead of where they currently are.
      • Add new visuals warning before lightning strikes
      • Add glow and improve visuals so it's more noticeable (hmm…)
    • Spectral Circlet
      • 🌧 Is no longer invisible and missing an icon
    • Stun Grenade
      • Chance to trigger now scales by proc coefficient
    • Gasoline
      • Now checks against hurtboxes in a sphere instead of against root-level character positions, resulting in it hitting more often
  • Stages
    • Scorched Acres
      • 🌧'Radar Towers' will now properly appear
      • Can now spawn 'Equipment Triple Shop'
    • Siren's Call
      • 🌧'Radar Towers' will now properly appear
      • Improve overall stage performance
      • Update rock formations in certain caves
    • Stage Variant: Distant Roost
      • Improve overall stage performance and monster pathfinding
    • Stage Variant: Titanic Plains
      • Improve overall stage performance and monster pathfinding
    • Hidden Realm: Void Fields
      • 🌧 Time is now stopped in 'Void Fields'
      • 🌧 Update 'Cell Vents' to only charge while the player remains inside the bubble
      • 🌧 Fix health degeneration not running on the final round of Cells
      • Enemy item indicator on the HUD now displays the number of item stacks
    • Abandoned Aqueduct
      • 🌧 Disable Ice & Fire Elder Lemurians from spawning if the gate isn't legitimately opened. We see you, Mr Streamer.
  • Monsters & Bosses
    • Lesser Wisp
      • Improve performance
      • Increase size of fire effect so they look fuller
    • Lemurian
      • Update mesh and textures
    • Imp Overlord
      • Improve performance
    • Greater Wisp
      • 🌧Base Armor: 1 ⇒ 0
    • Bighorn Bison
      • Max Health: 600 (+180 per level) ⇒ 480 (+144 per level)
        • Developer Notes: We aim for monsters to have, depending on their role, an approximate "health per director point" ratio. Some outliers had significantly higher health for what they cost to spawn, so we're aiming to normalize these outliers
    • Beetle Guard
      • Max Health: 600 (+180 per level) ⇒ 480 (+144 per level
        • Developer Notes: We aim for monsters to have, depending on their role, an approximate "health per director point" ratio. Some outliers had significantly higher health for what they cost to spawn, so we're aiming to normalize these outliers.
    • Imp
      • Max Health: 200 (+60 per level) ⇒ 140 (+42 per level)
        • Developer Notes: We aim for monsters to have, depending on their role, an approximate "health per director point" ratio. Some outliers had significantly higher health for what they cost to spawn, so we're aiming to normalize these outliers.
    • Alloy Vulture
      • Max Health: 200 (+60 per level) ⇒ 140 (+42 per level)
        • Developer Notes: We aim for monsters to have, depending on their role, an approximate "health per director point" ratio. Some outliers had significantly higher health for what they cost to spawn, so we're aiming to normalize these outliers.
    • Beetle
      • 🌧Change bullseye hurtbox from the chest to the head so Huntress can attack earlier during the spawn animation
    • Void Reaver
      • Nullifier Bomb
        • 🌧Proc Coefficient: 0 ⇒ 1
        • Delay Time: 2s ⇒ 1s
      • Add missing animations and elite displays
      • Change AI movement behavior
    • Grovetender
      • 🌧 Improve accuracy of hurtboxes
      • 🌧 Fix corpse continuing to play idle sound loop after death
    • Clay Dunestrider
      • 🌧Improve accuracy of hurtboxes
    • Scavenger
      • 🌧 Can no longer spawn with Ceremonial Daggers
        • Developer Notes: We're comfortable with Scavengers being a bit BS at times - as long as it's fun. Preon Accumulator, Capacitor, Disposable Missile Launchers, etc are crazy strong but still fun and have moments of cooldown. Ceremonial Daggers had no downtime, had infinite range, and had no cooldown.
    • Twisted Scavenger
      • Max Health: 3800 (+1140 per level) ⇒ 3230 (+969 per level)
      • Now properly spawns with unique boss health and damage scaling (Aurelionite, Alloy Worship Unit)
        • Developer Notes: This is an enormous change, but was always intended. Expect the Twisted Scavengers to be SIGNIFICANTLY more challenging - Beads of Fealty should now be a significant risk vs reward. They should be treated as a powerful optional boss.
    • Twiptwip the Devotee
      • Remove 3 'Tougher Times'
      • Remove 3 'Personal Shield Generators'
      • Add 2 'Gasoline'
      • Add 3 'Chronobauble'
      • Add 3 'Lens-maker's Glasses'
  • Prismatic Trials
    • 🌧 Now spawns with a random selection of Artifacts!
    • 🌧 Fix stage object rotation randomization not being seeded
  • Achievements
    • Huntress: Piercing Wind can now also be achieved on Scorched Acres

Sound & Music

  • Fix Foreign Fruit not playing its activation SFX correctly over the network
  • Fix The Back-up equipment not playing activation SFX correctly over the network
  • Fix Engineer Bouncing Grenades firing SFX and effects not playing for anyone but the client playing as the Engineer
  • Fix Mercenary Whirlwind not playing SFX for anyone but the client playing as Mercenary and not applying forward self-force when playing as a non-host client
  • Clean up explosion sound setups for several projectiles allowing them to play their explosion SFX correctly over the network
  • Update SFX setup for several effects that could fail to play if the VFX budget is exceeded

Quality of Life

  • 🌧 Update AI so they don't strafe off cliffs as much
  • Update AI pathfinding so they are less likely to backtrack to positions along their path that they overshot
  • 🌧 Move 'Unlimited' option to far right of FPS limit in settings
  • Add optional MSAA (Default to 2x) in Options menu for UI 'jaggies'
  • Add a new death visual effect for players so it's clearer when they die
  • Update Quickplay icon
  • Update Ally Indicator to make it more useful when trying to find allies
  • Update Boss position indicators to show a fading marker when reentering the center of the screen to help locate bosses behind objects
  • 🌧 Update 'Time Crystals' and 'Explosive Pots' to have proper character model setup and proper strings so they are highlighted and named when pinged
  • 🌧 Update 'Cell Vent' safe icon to a shield so it's not the same as the Void Reaver's debuff
  • 🌧 Add new glyphs for DualShock controller from PEW's PS4 Port (woo!)
  • 🌧 Update Game End Report to use special strings and icon if no killer is found
  • 🌧 Update Fusion Cells and Explosive Pots so they can detonate each other
  • Add portrait icon for Newt
  • 🌧 Change mouse sensitivity from 1-10 instead of 0.01-1
  • Change 'Steam Build ID' string to 'ver' string so its smaller
  • Change "Killed by" text to be right-aligned so it can fit longer names
  • Change 'Exit' in Title Menu to 'Quit to Desktop'
  • Update ping functionality to use the same method of raycast modification used for object interaction to make it more likely to hit what you're looking at

Bug Fixes

  • 🌧 Fix for "black screen" issue by preventing a host player from trying to connect to itself when lobby ownership is somehow lost
  • 🌧 Fix 'Alloy Worship Unit' boss event not beginning if multiple eggs are destroyed in 1 frame
  • 🌧 Fix 1-frame flash when changing loadout panels from different survivors
  • 🌧 Fix inverted checkmark/no checkmark on Fullscreen setting in SettingsPanel
  • 🌧 Fix issue which caused blast attacks to calculate hit distance based on the center of the hit hurtbox instead of the closest point. The overall effect of this is that blast attacks with falloff will do more damage since objects will now be considered closer than they were, especially against monsters with large hurtboxes like the Stone Titan.
  • 🌧 Fix 'Cosmic Explorer' not counting the portal to the Void Fields
  • 🌧 Fix 'Old Guillotine' item not checking if the victim body is immune to executes (no more instantly killing yourself with Old Guillotine, Wake of Vultures, and Glowing Meteorite/Helfire Tincture)
  • 🌧 Remove stray backslash from Lunar Dagger description English string
  • Fix issue where running up against walls would cause the camerato get extremely close
  • Fix some sprites being on the wrong z-plane in the Game End Report causing weird distortions
  • Fix 'Disable HUD' setting not saving when closing the game
  • 🌧 Fix Scavenger gaining a permanent armor buff if interrupted while searching its bag for an item, like when activating Volcanic Egg
  • Unhook window flashing on dedicated servers, which causes a weird window to be created
  • 🌧 Fix spectators earning achievements
  • 🌧 Fix MUL-T's dash impact with heavy enemies not stunning and dealing bonus damage for clients
  • Fix MUL-T's dash impact with heavy enemies not triggering on-hit effects
  • 🌧 Fix Scavenger Backpack not dropping items if it's activated too quickly
  • Fix Loadouts being lost when reconnecting to an online game
  • Fix missing borders on some Commando skill icons
  • 🌧 Fix REX: Mastery achievement icon using old Smoothie skin colors
  • 🌧 Clarify description of Suppressive Fire to be a bit more accurate
  • 🌧 Clarify REX's passive description to be a bit more accurate
  • Fix dithering on a variety of materials so it fades if the camera gets very close
  • Fix wrong death sound on Acrid
  • 🌧 Fix a variety of effects still showing when using Volcanic Egg and Strides of Heresy
  • 🌧 Fix Chunked! challenge granting on non-teleporter boss kills
  • Fix Teleporters not using the correct decal layer
  • 🌧 Fix Magma Worms and similar monsters from spawning as an elite version in Prismatic Trials. Goodbye Overloading Overloading Worm.
  • 🌧 Fix a variety of typos in logbook descriptions
  • Fix Genesis Loop area indicator being half the actual size of the blast
  • Ghosts with curse no longer have shortened lifespans
  • Fix monsters always spawning facing the same direction
  • Interactables that spawn outside the Teleporter radius after it begins charging (like destroyed drones) now become locked until the end of the Teleporter event
  • Fix Stun Grenade being able to stun certain characters with stun immunity (mainly survivors)
  • Fix non-Teleporter boss encounters counting toward the Keyed Up achievement
  • Fix characters hidden by Spectral Circlet still being visible to AI
  • Fix being able to ping the sky
  • Fix description of Spinel Tonic incorrectly providing the effect duration as 15 seconds instead of the 20 seconds it is in-game
  • Fix a variety of other bugs we probably forgot…

Known Issues

  • Votes on difficulty and artifacts are reset for non-host players when returning from a run to the character select screen
  • 'MUL-T: Pest Control' doesn't grant the achievement despite completing the requirements
  • The first monster chosen for Void Fields will not be shown on the HUD until starting the second cell
  • Artifact of Vengeance may not work if too many monsters are on the map
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Russia's T-95 Tank Could Have Been a Legend. So What Happened? - The National Interest

Posted: 23 Mar 2020 11:53 AM PDT

The T-95 is a tanker's dream: highly mobile, well armored, with firepower — lots of firepower. Equipped with a 152-millimeter main gun, the T-95 would have outclassed any other tank it faced.

By comparison, the German firm Rheinmetall's L/44 and upgraded L/55 main gun, both of which are 120 millimeters in diameter, are installed in all American M1 Abrams tanks and variants, all German Leopard 2 tanks, and virtually every other tank in NATO arsenals, as well as in Japan's Type 90 main battle tanks, and in South Korea's K1A1 main battle tank.

With ammunition in the 152-millimeter class, not only would the gun's range be greatly extended, but would, in theory, enjoy greater ammunition flexibility and logistical simplicity. 152 millimeters is a common artillery caliber, and by utilizing the same barrel diameter, the T-95 could potentially fire artillery shells in addition to tank-specific ammunition.

In addition to the gargantuan main gun, the T-95 turret was a departure in Soviet/Russian tank design. While nearly all Soviet/Russian tanks hug the ground by utilizing both a low hull and a squat, compact turret to reduce their silhouette, the T-95 does not. Instead, the T-95 has a relatively tall turret, partly to accommodate the massive main gun.

Hidden Hull

One advantage of a taller turret is in the hull-down position, in which a tank is just behind the crest of a hill, with only the turret and main gun exposed and able to fire. Most NATO tanks, and the M1 Abrams in particular, are able to utilize a more advantageous hull-down position, with their more vulnerable hull and hull belly out of sight and protected.

Soviet/Russian tanks, on the other hand, cannot effectively employ a hull-down position, due to their lower turret, which reduces the angle they can raise or (in hull-down position) lower their main gun. While Soviet tanks would thus be at a disadvantage in a defensive position, doctrinal planners accepted this drawback, envisioning Soviet tankers fighting in fluid, dynamic battles over flat terrain, where defensive positions would be less common.

Not so with the T-95, its turret essentially as tall as the hull, giving the main gun good depression and elevation angles — useful in a stand-off or over-the-horizon scenarios, where targets are out of visual range (again, ammunition flexibility due to artillery shells) or in urban warfare scenarios, when the ability to shoot upwards, towards enemies located on roofs or upper stories of buildings would be necessary.

Quick Like a Bunny

It's surmised that the T-95 would have had an earlier version of the diesel engine used on the T-14 Armata, putting the output in the 1,500 horsepower range — also a departure from typical Soviet/Russian tank design, which is typically underpowered.

The high power output, on par with the output of most third-generation main battle tanks, is necessitated by the T-95's high curb weight, which is in the 55+ ton range, also a departure from traditional Russian tank design, which favors lighter, more easily transportable armor.

Concrete information concerning armor is speculative, but the T-95 would likely have been equipped with explosive reactive armor (ERA) and an active protection system.

Dustbin of History

Although only a few prototypes were ever built, some of the design features, including the high-output engine, tall turret with greater depression and elevation angles, were eventually incorporated into the T-14 Armata tank, Russia's next-generation main battle tank.

Had the T-95 entered serial production, it would have been a fearsome adversary.

Caleb Larson is a Defense Writer with The National Interest. He holds a Master of Public Policy and covers U.S. and Russian security, European defense issues, and German politics and culture.

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