Risk of Rain Patch v1.2.1

October 28, 2014 in Featured, Media, News

Gameplay

  • Huntress
    • Huntress tooltips now properly reflect their intended damage values
  • HAN-D
    • HAN-D can now actually not shoot when dead
    • HAN-D tooltips now properly reflect their intended damage values
  •  Commando
    • Commando health is now properly adjusted to glass health
  • Mercenary
    • Massacre properly ends when failing to find a target
  • Risk of Rain now runs on Mac and Linux
  • Item despawns increased to 45 seconds from 30 seconds
  • Dynamite no longer sticks to surfaces
  • Mouse now re-centers at room start
  • Deadzone moved from 0.2 to 0.25
  • For Windows XP and Windows 8 users, save and preference data is loaded from AppData to properly sandbox

Bug Fixes

  • Gigantic Amethyst and Thqwibs no longer unlocks CHEF
  • Fixed a rounding error where you would be a pixel into the ground
  • The player can now properly multi-jump off of ropes
  • Squishy properly gives buffs
  • Fire trails will always be visible
  • Enemies can now properly jump 1 tile high platforms
  • Magma worm now properly tracks players
  • Ifrit towers no longer delete blocks
  • Young Vagrants now have health bars
  • Soldier’s Syringe now properly unlocks
  • Glass artifact damage is now properly 500%
  • Hovering over tooltips now properly refresh past the first level
  • Falling off the map now properly recovers you at the broken teleporter
  • Artifact of Spirit now properly functions
  • Barb wire now properly stacks with multiple players
  • Application is now properly called ‘Risk of Rain’
  • Controller now properly functions for Xinput (for those using PlayStation controllers, try Xpadder to map as an Xbox Controller)
  • Pausing no longer moves you down rope
  • Starting a game on the controller at 3x resolution no longer instantly puts you into the game
  • Can now properly change controls in local co-op
  • Music now properly plays in stereo
  • Backup saves no longer override saves

Risk of Rain Patch v1.2.0

October 22, 2014 in Featured, Media, News

Gameplay

  • Huntress
    • Strafe damage reduced to 120% from 140%
  • HAN-D
    • HAN-D can no longer fire DRONE after death
    • FORCE_REASSEMBLEY damage increased from 400% to 500%
  •  Acrid
    • Acrid’s Caustic Sludge duration is refreshed when overlapped
  • Mercenary
    • Eviscerate now checks max range only on cast
  • Risk of Rain now runs on a newer engine, improving performance
  • 2 new classes are now in the game
  • 10 new items are now in the game
  • 6 new challenges introduced to the game
  • Better scaling options introduced in the menu
  • Improved clarity on meat nugget particles
  • Mushrum no longer detonate on death
  • Mushrum particles are now improved
  • Enemy affix are now vibrantly colored
  • Ifrit damage is now 1.5~2x stronger
  • Cremator damage is slighty lower

Bug Fixes

  • Soldier’s Syringe no longer resets attack speed at high attack speeds
  • Bighorn Bison’s hit box properly matches the sprite
  • Providence no longer keeps up his superarmor buff indefinitely
  • Colossus no longer spawns Golems inside walls
  • Crowbars no longer always deal double damage to Magma Worms
  • Fixed vertical leash range on the Flame Drone
  • Use item chest on the final stage only drops unlocked use items
  • Use items better fit the HUD on cooldown
  • The Enforcer can no longer can climb rope while shielded
  • The Enforcer properly leaves shield mode when teleporting to another stage
  • Improved Huntress arrow hitbox
  • Sniper reload bar now properly disappears after death
  • Sniper’s SCAN properly works with rotated enemies
  • Dynamite Toss now properly works with the Shattered Mirror
  • Variety of other bug fixes that I forgot to write down
  • Ol’ Lopper now properly doubles damage on critical strike

 

Blog 7/30/14

July 30, 2014 in Featured, Media, News

hi

Progress is steady on the Mac/Linux/PC port of the GM:Studio version; I would say its decently close to finishing once we fix 33 pages of bugs. PlayStation platform progress is coming along as well.

Now, onto Arena mode. The Arena mode we said on Kickstarter was a cool idea before the game was finished. When we added that stretch goal, we didn’t plan to be able to ‘loop’ the game forever; once we added that in, the Arena mode seemed a bit… redundant. However, it wouldn’t be fair to do nothing, so to replace that, we decided to simply add 2 new classes and 10 new items in the same patch.

 

test2

ya comin @ ur face soon®

-hopoo

Blog 6/17/14

June 18, 2014 in Featured, Media, News

Hey guys! Sorry for not updating for like… you know, 5 months. After we got into our major, college classes took up a lot more time than expected. Not a good excuse, but an honest one. Sorry.

golemdie

Despite what people think, we actually have NOT escaped to Cuba to live a life of luxury. We have a lot of Risk of Rain stuff coming. The most important is moving Risk of Rain from GameMaker 8 to GameMaker Studio. What does this mean? Well,

  • Better performance (MUCH better. Actually-runs-the-final-level-at-60-fps better.)
  • Better compatibility (no more silly sound errors, etc)
  • Cross-platform support for Mac/Linux (I almost want to say cross-platform online too, but I’m not 100% sure)
  • GM native net-code
  • A stable base to iterate and add content in the future

The current timeline is planned to be:

  • Convert Risk of Rain to GM:S (currently where we are, ~1 month)
  • After fixing both new and old bugs, release Risk of Rain on Mac and Linux along with patching the PC version with the GM:S Risk of Rain
  • Get Risk of Rain ready for Sony Platforms (PS3/PS4/PS Vita) and launch when its ready
  • Arena Mode

Why is the Arena mode after all the above? The reason is because we have actually been throwing around the idea of a PvP mode (Risk of Rain style), and we wanted to first see if latency is reduced in the upgrade to GM:S. If not, no worries; the previous plans continue.

Hope that clarifies where we are and where we are going. I’ll try to make an active effort to keep people updated from now on. Cheers.

Blog 1/25/14

January 26, 2014 in Featured, Media, News

Hey guys! I know a lot of you are curious as to how we are planning on updating Risk of Rain. Let us explain! While we will be rolling out bug fixes as usual, the biggest feature update planned for the next patch is the Artifact system, as promised in our Kickstarer. How does it work?

Artifacts can be enabled in the character selection screen in order to drastically change game play. With a bonus score multiplier, players can shoot for an even higher score while playing the game in a new way.
screenshot233

Please note that the number of artifacts and their effects are still a work in progress.

Artifacts are found on specific maps, usually requiring a certain puzzle or skill needed to progress and acquire the artifact. After pickup, Artifacts can be enabled on the character selection menu, for both online and single player gameplay.

screenshot234

The artifact system is designed to give replay value to more dedicated players; Risk of Rain can be fully enjoyed without the Artifact system, but the more hardcore players will want to hunt down and utilize these Artifacts in order to maximize both their gameplay and their score. We will give a release date for our next patch as soon as the Artifact system is stable for players to use, but I am sure that you guys will have a lot of fun utilizing these new custom game options. See you on the planet.
screenshot236
-hopoo

Risk of Rain Patch v1.0.2

December 7, 2013 in Featured, Media, News

Gameplay

  • Enforcer
    • Protect and Serve
      • Cooldown reduced by 1 second
      • Internal cooldown reduced by 1 second
      • Animation now properly scales with attack speed
      • Now allows for slowed movement, retaining shield direction
      • We were aiming to have the skill feel less clunky, also allowing the Enforcer have tools to block body-centered missiles later in the game
  • Sniper
    • Reload
      • Removed redundant frames
    • Steady Aim
      • Fully charges at 2.5 seconds, rather then 3
      • Now properly reduces damage by 50% (rather than 60%)
    • Again, aiming to have the Sniper feel less clunky while maintaining class identity
  • Multiplayer games now have the option to prevent item hogging
    • Enabled by the host in lobby
    • If a single person has too many items compared to the rest of their team, the game will prevent you from picking them up. Feel free to post feedback if it is too strict/lenient!
  • Last boss now drops a Monster Log

Bug Fixes

  • Melee attacks now properly work with the Brilliant Behemoth
  • Hourglass no longer procs on dead players
  • 40 minute achievement no longer procs on dead players
  • Monsters on top of drones no longer crashes the game
  • Gaining more than 70 unique items no longer crashes the game
  • Damage stat is now properly saved
  • Sound no longer loops if cutscene is skipped during the alarm
  • Ifrit can no longer moonwalk
  • Variety of other small bug fixes

 

Risk of Rain Patch v1.0.1

November 10, 2013 in Featured, Media, News

  • Bandit
    • Lights Out achievement now properly works on Worms/Wurms
  • Sniper
    • Reload bonus now properly applies to the Heaven Cracker
  • Golem and Wandering Vagrant kills now properly grant progress for unlocks online
  • Achievements dependent on stage progression now properly unlocks online
  • Monster Logs now drop for the client online
  • Monster Logs now adds a chat message on pickup
  • Tiny Imps hitbox is now taller
  • Ampersands (&) can no longer be included in names
  • Swapping between dead players now properly works online
  • The caged test subject is now considered a boss
  • Providence Shrine health percent moved down to 50% from 60%
  • Unlocks now properly wrap vertically post-game
  • Game completion no longer increases your death count
  • Game completion no longer adds to nemesis score

Thanks to everyone who made our game better! You guys lead the most amazing day of our lives!

Risk of Rain Launch

November 4, 2013 in Featured, Media, News

Hey guys! It’s finally done. Risk of Rain will launch on both Steam and Humble Store on November 8th, 2013.

 

Effective very soon-ish, we will take down the option to purchase the beta (for obvious reasons.)

Current Beta owners will be able to download the Final Beta Build, content-ready (minus.. a monster log or two) the same way you could download beta builds before. That is, it will have all the content of the final build. The final beta build should be up today or early-tomorrow. The purpose of the final beta build is to help iron out any last-minute bugs or balance issues, along with giving the chance for our dedicated testers to play the game a little earlier.

The current plan is that both the $10 or $25 tier will recieve both a Steam Key AND a Humble download by November 8th. However, we will begin selling only Steam Keys on our website, effective in-a-few-days. We will peruse other options for those who want DRM-free copies post-launch.

 

Thank you so much for the wonderful journey. See you guys on the ground.

-Risk of Rain Team

oh_we_done

Risk of Rain: Progress Update 2

October 2, 2013 in Featured, Media, News

Yo. As we continue to chug along with development, we have gotten pretty far. Both Paul and I have gotten back into the groove of college again, and I’ve moved into my new apartment.

For those not familiar with our future goals, the current plan is for beta testers to get access to the launch build a tiny bit earlier (~a week?) than everyone else. While we don’t want to have the game ‘hostage’ from our wonderful backers and preorders who pledged $10, we do still want to give a last ‘thank you’ to all the guys and gals who helped beta test our game. Currently:

  • 100% of classes finished
  • 100% of items finished
  • 85% of item log entries finished
  • 99% of stages finished, with the last 1% being polish
  • 30% of stages fully converted to online play
  • 77% of monster logs finished
  • 100% of the final stage finished, while the final boss is around.. 30%?

‘Woah,’ he may say. Those are numbers very close to 100%! Why, yes, yes they are. Does that mean the game is coming out next week? No, it isn’t. While it may seem very close to feature ready, there are a lot of not-programming and not-art things that still need to be finished to fully create the game. Things like polish, easter eggs, etc are also not included in the above percentages. Not only that, but making everything work well and bug-free online is a total wild card in terms of how much time it will take. You guys are probably tired of hearing it, but we will get a date out as soon as possible. Failed promises are much worse then no promise at all.


We don’t gain anything from keepin’ it a secret! I’d like to develop transparency between our fans and us, and I believe blog posts is a good step for that. Chances are that once we have a release date, the game will be very close to launch :-)

 

Thanks for reading. You’re the best.

hopoo

^^

 

Risk of Rain: Progress Update

September 3, 2013 in Featured, Media, News

Hey guys!

Sorry for the recent radio silence; I was very sick for the last few weeks. With our recent acceptance into Steam Greenlight, I think this is a good time for a progress update on the game and how it is going. While I am a bit hesitant to throw out numbers (the last 10% of game development can be 50% of the work, and numbers can be misleading), I think that transparency is one of the biggest advantages that indie game development has, so I’ll throw caution to the wind. At the moment internally, we are looking at:

  • 90% of classes finished
  • 96% of items finished
  • 39% of item log entries finished
  • 70% of stages finished, with only 30% functioning online
  • 47% of monster logs finished
  • Small (~20%) of the final stage finished

So what does this mean? Why isn’t all that in the beta? Well, that’s what we’re here to talk about! Right now, the plan is to push for release, rather then create another beta build. Why?

  • We want to keep some things secret until final release! You guys deserve the best, and we still want things to be exciting when the game is launched.
    • This means not only big stuff (classes, items, etc) but also small things that will keep the game fresh (re-arranging item logs, etc)
    • Developing things for final release (like the final boss and stage) means that after we create it internally, we have to take it back out, which leads to longer development time and potential bugs
  • The time to develop and maintain a stable beta build is about 2 weeks. Those 90% classes and 96% items haven’t been fully tested, so they can’t just be thrown into a build. That means that the release date is pushed back 2 weeks per beta update. Since we are so close to release, time spent bug fixing and stabilizing a beta build could be time spent bug fixing and stabilizing a final release, especially when the two are so close together. 
  • Our vision of the game isn’t like some other indie games; we don’t plan on keeping the beta going for an extended period of time, but would rather launch the game for everyone to play. Without a proper launch goal in mind, development could drag on for a very long time, with features creeping in. While we aren’t quite comfortable with saying a release date (especially with move-in to an apartment and college starting, yuck), we will post one as soon as we can.

In summation, I think that rather then launching a beta update, we could launch the final game. If you feel otherwise, feel free to post on the forums. We read those; trust me! I know a lot of people may prefer a beta update, and I hope you guys understand why we are choosing this route.

Thanks for reading, and thanks for liking our game so much.

hopoo

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