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

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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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Risk of Rain Beta 0.30.7.0

August 15, 2013 in Featured, Media, News

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Feature Additions:

  • Online Co-op
    • Difficulty levels (Casual, Normal, Hardcore) can now be selected
    • Explorer’s Key, Jar of Souls, and Happiest Mask have been enabled for online play
    • Health Shrines and Imp Jars have been enabled for online play
    • Ancient Valley has been enabled for online play
      • Imp Overlord has been disabled for further testing
  • The ‘Achievement’ tab in the Highscores is fully functional
    • New achievements have been added to facilitate testing
  • Elite bosses now adjust their displayed name in correspondence with their element
  • The Legendary Wisp now properly spawns as an elite
  • The Toxic Beast now properly spawns as an elite
  • The Cremator now properly spawns as an elite
  • The Magma Worm now has updated graphics when spawning as an elite
  • Monsters and certain bosses can now spawn with the Blighted affix (Hardcore only)
  • Certain bosses require more points to now spawn as elites
  • Error messages are no longer displayed on screen
    • Error logs are now saved in the location of your game as a .txt (Naming is done through the date ie. “error_8_24_2013.txt”)
    • Error logs have a maximum size of 100 kb
    • Depending on the nature of the error, you may have to return to the main menu
  • Acrid
    • Health regeneration per level has been increased by 33%
  • Huntress
    • Attack speed coefficent on ‘Strafe’ has been raised to 0.29 from 0.25
    • ‘Laser Glaive’ has been updated to be more responsive
    • Hp/level has been raised by 4 to match the Commando
    • Now gains 2.5% attack speed/level
  • Engineer
    • ‘Thermal Harpoons’ now have a maximum range of 600 pixels
    • Art has been slightly updated in character selection
  • HAN-D
    • DRONE now deals 190% damage, down from 210%
    • DRONE now heals for 8% max health, down from 9% max health
  • Miner
    • Attack speed gained per level is now uncapped

Bug Fixes:

  • Elite Giant Golems no longer crash the game
  • Scavenger no longer regenerates past full health
  • Lemurains no longer grant a completed achievement when left at low health online
  • Miner no longer loses attack speed when leveling up with the Battery
  • Ghosts are now working
  • Multiple mushrooms can now be spawned by players if sufficiently far away
  • (ONLINE) Fixed a variety of glitches

Risk of Rain Beta 0.30.6.0

July 29, 2013 in Featured, Media, News

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Feature Additions:

  • New Classes:
    • Huntress (unlocked by default for the beta)
    • Acrid (unlocked by default for the beta)
  • Online Co-op (Alpha)
    • While not quite finished, we were too excited not to show our beta testers! In this patch,  you will be able to play an early version of Risk of Rain online. Please remember that online is still a work in progress!
    • Certain items, shrines, stages, and features have been disabled to facilitate the alpha testing
  • Tough Times now grants 14 armor (down from 20)
  • Happiest Mask now increases durability and damage of ghosts, rather then spawning multiple ghosts
  • Number of mini-imps spawning from the Imp Pot now scale with number of players in-game
  • Max health is now capped at 9999
  • Engineer Turret no longer procs items
  • Healing on area of effect skills now have diminishing returns

Bug Fixes:

  • Music now properly resumes after pausing
  • Missing ground tiles in Temple of the Elders replaced
  • Heaven Cracker now properly works with the Engineer
  • Fixed problems with HAN-D and Engineer skills scaling cooldown with attack speed
  • Magma Worm’s burning now pauses correctly
  • Wicked Ring now properly procs only when hitting an enemy
  • Enemies in the Temple of the Elders now properly pause when you stop time
  • Ghosts now despawn on Boar Beach
  • Hitlist no longer fails to give stacks when killed by explosive attacks
  • Brilliant Behemoth no longer deals double procs
  • Harvestor Scythe now heals for the intended amount
  • Engineer mines can no longer be activated by ghosts
  • Imp Bodyguard’s death no longer freezes the game
  • Temple Guard ghosts now have proper AI
  • Elder Lemurians now properly deal % of your current health as damage
  • (COOP) post-game screen now shows the stats of the last player alive
  • (COOP) now displays arrows correctly during teleporter event
  • (COOP) achievements should now unlock correctly during co-op

Risk of Rain: Online Co-op!

July 13, 2013 in Featured, Media, News

No Way!

Risk of Rain will now officially support online co-op! Just like local co-op, team up with up to 3 other friends from around the world and try to survive together! This is made possible thanks to the very talented Matthew Griffin from Yeti Trunk, who will now be helping us with online multiplayer development.

When can I play?

Online co-op, while impressive in the trailer, still is not available for play! We have a lot of work to do before it is finished; we are aiming, however, to have online co-op available in the beta as soon as possible.

Online multiplayer is a big feature, and probably the most difficult one to add. Because we have to redo essentially all the code from the ground up, the game’s launch will be delayed until a little later, most likely until around September. While this might disappoint a few people, we feel like the game’s health overall is worth the extra time. Not only that, but it does mean that you guys get to playtest the closed beta a while longer. Check the site frequently for updates!

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How does it work?

Like most online games, Risk of Rain will work off of a host-client setup. You will be able to host a game through the main menu, and then through your ip address other people can connect to your game. Once everyone is ready, the game will begin! We will most likely have a thread on the forum for server ip’s so people can find new friends to play with.

I’m not interested; I only play single player!

Risk of Rain is always going to be designed as a single player game. We will not detract from the single player with the addition of multiplayer, and we will never make multiplayer a necessity for achievements, unlockables, etc. The team is aware that some people aren’t interested; that’s cool!

Thank you guys so much for the support! We are really excited to bring this to our fans, and we hope you guys are as excited about this as we are.

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Risk of Rain Beta 0.30.5.0

July 11, 2013 in Featured, Media, News

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Feature Additions:

  • Highscores Tab is now enabled in the main menu!
    • The ‘General’ Tab displays total number of games and high score, along with percent of the game completed
    • The ‘Stats’ Tab displays a variety of info tracked from your games
    • The ‘Achievements’ Tab is still under construction!
    • Please note that all stats are NOT retroactive; while older save files will work, it will not track progress of what you’ve accomplished before.
  • Save files now automatically creates a back-up when saving, named Save_backup.ini
  • Microsoft Visual C++ Redist. has been packaged inside the zip file
    • For users suffering from ‘Error Defining External Function,’ run the .exe in the ‘redist’ folder to fix the issue
  • The game has been optimized for lower end computers; users who had frame rate issues before should see a huge performance boost
    • ‘Frame Skip’ option has also been added into the options. Enable to run graphically at a lower framerate for lower-end computers
  • New Class:
    • Engineer (unlocked by default for the beta)
  • New Stage:
    • Temple of the Elders
  • Bustling Fungus’ heal will be canceled when taking damage
  • Repulsion armor changed to 500 armor (83% damage reduction) rather then full invincibility
    • These two changes were aimed at the eventual invincibility late-game. While it is fun to heal-tank, it led to users being so strong they couldn’t even end the game. Not only that, but it was a bit silly to be invincible while afking!
  • Lightning bounce range reduced to 100 (from 200)
  • Lightning bounce number has been raised to 5 (from 3)
  • Lightning no longer does double damage at the end of the chain
  • Advanced lightning elite aura damage reduced by 30%
  • Advanced lightning elite proc chance reduced by 30%
    • We felt that melee characters had an unfair time vs. advanced lightning elites. These changes are aimed at giving melee characters an opportunity window to attack
  • Advanced explosion elite missiles now have a cap of 250 pixel distance
  • Advanced explosion elite missiles now only fire if the monster has been aggro’d
  • Advanced explosion elite missile delay has been normalized to 0.8 seconds (from 0.6-0.9)
    • These changes are aimed at giving players a way to manage elite missile mobs while still retaining their power
  • Max health bars displayed now depend on graphics settings
  • The ‘Item’ category in Post-Game Stats now account for item stacks

Bug Fixes:

  •     Magma worm displays behind pillars in Sky Meadow
  •     Gaining max hp inside the Warbanner can cause negative health regeneration
  •     Time stop’s tickin’ doesn’t stop tickin’
  •     Repulsion Armor sometimes doesn’t display graphics
  •     ‘External’ errors, involving audio and dlls
  •     Savefiles being overwrote
  •     Lava worm burn loop crashes on exit
  •     Warbanner causes negative health regeneration, resulting in many on-hit procs
  •     Friendly Imp does not transition into the next stage
  •     Repulsion Armor doesn’t display in storage menu
  •     Edge of the secret level has no walls
  •     Evolved Lemurians still track the Bandit when he’s using Smokescreen (which should make him invisible).
  •     Monster Log and Item Log sometimes do not unlock from co-op gameplay
  •     Chain lightning sometimes would have untethered range
  •     Thallium now correctly deals damage
  •     Mechanical spider bullets would go off-screen and never be deleted

 

 

Risk of Rain Beta 0.30.4.0

June 16, 2013 in Featured, Media, News

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Feature Additions:

  • New Boss:
    • Imp Overlord
      • Credits to Seria-Myouna for the idea and Daimera for the sprites. You guys rock!
  • New Items:
    • Repulsion Armor (Hey Tucker!)
    • Nematocyst Nozzle (unique)
    • Captain’s Brooch
    • Tesla Coil
    • Mortar
    • Photon Jetpack
    • Dead Man’s Foot
    • Energy Cell
    • Thallium
    • Dio’s Friend
    • Warbanner
    • Legendary Spark (unique)
    • Snake Eyes
    • Arms Race
    • Meat Nugget
    • Sawmerang
    • Snowglobe
    • Imp Overlord’s Tentacle (unique)
  • New music track for Sky Meadow and Ancient Valley
  • Two new music tracks for high tier boss fights
  • Previous music tracks have been remastered
  • Headstomper damage now scales exponentially with fall height, rather then linearlly
  • Headstomper damage cap removed
    • This was intended to reward falling from great heights as an intro to the battle. Falling from smaller heights will hit for much less, and falling from bigger heights will hit for much more.
  • Enemy missiles are now displayed as red on low graphic settings
  • The Monster Log now has a Table of Contents
  • The Item Log has been readjusted to fit for future items
  • Burning Witness no longer stacks bonuses past the first kill, but refreshes the duraction
  • Burning Witness bonus movespeed increased
  • The Wandering Vagrant, Ancient Wisp, and Imp Overlord all drop unique items at a 15% chance along with the Magma Worm
  • Bitter Root capped at +300% bonus health (38 Bitter Roots)
  • Boxing Gloves now suffer from diminishing returns at the same rate as Concussion Grenades
  • Rope grabbing code improved to account for highly increased movespeeds
  • Gold denominations have been changed
    • Small coins now represent 1 (same as before)
    • Coins now represent 5 (from 10)
    • Gold coins now represent 25 (from 50)
    • Platinum coins now represent 125 (from 200)
    • Bag of Coins represent 625 (new)
    • Platinum Bag of Coins represent 3125 (new)
    • Net gold dropped from monsters have not been changed
  • The game no longer uses Ultracrypt, because it would interfere with FRAPS and non-Windows 7 Computers.
    • Yes, this means the save files from previous builds will not work! We have included a save file with everything unlocked EXCEPT for the new items to compensate. Sorry!
  • Health bars now display more intuitively
    • Previously: Red bar represented first 3000 health, orange bar the next 3000, and the yellow bar the rest. This meant that the yellow bar could hold much more health than either orange or red bar
    • Now: Red, orange, and yellow represent a third of the total health
    • Health bars are also capped in size at 200 pixels wide. While it’s still very wide, we think its part of the charm to see large health bars (and to take them right down!)
  • GameMaker has been updated from 8.1.91 to 8.1.141. While we can’t recreate the bugs on our own computers, this may result in fixing a variety of GameMaker engine bugs for some users.

 

Bug Fixes:

  • Plasma chain and ‘plasma count’ error
  • Save files would sometimes delete/not save correctly
  • The Vagrant instantly fired its orbs in a cluster while Unstable Watch is activated
  • Magma worm grants a stack on the Hit List every time it goes off the screen
  • The Watch description still says 10 seconds while it was changed to 7
  • While playing coop the Lights Out ability on the bandit refreshes both players CD’s
  • The life bars are still extremely long after playing for 2 hours
  • (COOP) Player two cannot pause the game
  • Sometimes previously unlocked items relocked after restarting the game
  • Backup Drones sometimes wouldn’t attack monsters.
  • Backup Drone description was off by 2 seconds
  • Massive leech healed less than intended
  • Stacking different buffs/debuffs could result in strange movement speed and attack speed interactions
  • Movement speed is reduced while having a large number of goat hooves and buying witnesses
  • When teleporting with the invincibility shield you are invincible for a long time
  • Prison shackles were not working