Early Access Hidden Realms Content Update

**This is the third major content update for Risk of Rain 2 on PC.** With this update we are focusing on expanding the base game with fun and exciting content that the player will see right when the update lands. While Skills 2.0 had a bunch of challenges and unlocks, some players preferred to have content unlocked in the base game, and we’ve heard the feedback!

This Content Update will be coming to consoles in the near future - for details on how our Content Updates get ported to console versions, check out our previous Development Thoughts here: https://steamcommunity.com/games/632360/announcements/detail/1588003708938246571

Changes with the ‘🌧’ icon in front of them are changes or additions suggested by the community. As always, if you want to stay up to date on the game feel free to join the discord at https://discord.gg/riskofrain2

## Major Content

* **Added Tool: Dedicated Server Tool**
	+ We’ve been working hard to support the growing community we have for Risk of Rain 2. We’ve seen many players play together with rulesets they enjoy the most - this tool allows community servers to be hosted and connected to, similar to other games. **Please note that this Tool is still in Alpha!**A tutorial on how to use the tool is available below: https://steamcommunity.com/sharedfiles/filedetails/?id=1938378081

* **Added Survivor:**
	+ Acrid is a melee-range hybrid who uses powerful poisons to melt tanky enemies.

* **Added 2 Stage Variants**
	+ ‘Stage Variants’ is a new system for CU3 that allows stages to have multiple layouts. We chose the first stages as a test ground for Stage Variants since they are the maps you see most often - our hope is that this system can help keep the game fresh, even when entering the same maps!
	+ Variant
	+ Variant

* **Added 2 Hidden Realms**
* **Added 3 Skill Variants**
* **Added New Skin:   Acrid Skin**

* **Added New Monster:**

* **Added New Boss:**

* **Added New Boss:   Secret Boss**

* **Added 9 Items and 1 Equipment to the game**
* **Added Chest: Adaptive Chest**

* **Added Chest: Overgrown 3D Printer**

* **Added Shrine: Cleansing Pool**

* **Added Drone:   Emergency Drone**

* **Added 3 Challenges to the game**
* **Added 2 Environment Logs to the game**
	+ New Environment Log: Void Fields
	+ New Environment Log: Secret Stage

* **Added 6 Lore Entries to the game**
	+ New Item Lore Entry: Sticky Bomb
	+ New Item Lore Entry: Visions of Heresy
	+ New Item Lore Entry: Strides of Heresy
	+ New Item Lore Entry: Gasoline
	+ New Item Lore Entry: Personal Shield Generator
	+ New Item Lore Entry: Brainstalks

## Gameplay Changes

* **General**
	+ Update regens to not be multipliers, but scaling flat bonuses to decouple benefits of regen items from base regen
		- The result of this is that all characters regardless of their baseline regeneration all benefit the same from regen items. This will only affect melee characters WITH regen items - nobody else is affected.
	+ Reduce Boss Encounter (, , etc) health scaling by ~20%
	+ Reduce Boss Encounter (, , etc) damage scaling by ~75%
	+ Change ‘One Shot Protection’ calculation to include barrier
		- Our intent in changing OSP in this manner is to make sure that it is a hidden mechanic, not a reliable one to build a strategy around. We know there’s still edge cases that are abusable - but as long as it’s not ALWAYS the best strategy, we don’t mind having some end-game builds that are extremely powerful.
		- If you have 100% Health and 100% Barrier and take a billion damage, previously you would remain at 100% Health and 10% Barrier. You will now be at 10% Health, as intended before the inclusion of barrier in Scorched Acres.

* **Survivors:**
	+ - * Cooldown: 3s ⇒ 1.5s.
			* Animation Duration: 0.4s ⇒ 0.3s.
			* Grenade Speed: 50m/s ⇒ 70m/s.
	+ - Update “  Smoothie” skin to have fall colors and unique textures
		- * Burst Duration: 0.3s ⇒ 0.2s
			* Animation Duration: 1s ⇒ 0.6s
			* Heal Percentage: 30% ⇒ 60%
		- * Renamed DIRECTIVE: Drill
			* HP Cost: 30% ⇒ 0%
			* Tweak visuals and icons so its more mechanical and less flowery
	+ - * Add small forward lunge
			* Extend size of hurtbox and effect
		- **/**
			* Minimum Length: 5m ⇒ 1m
				+ This just means that the tether won’t break as easily from being really close to the grapple point

* Items
	+ - Remove proc effect growing in size for each stack.
		- Buff Duration: 2s ⇒ 3s
	+ - Ghost Damage Boost: 300% ⇒ 1500%
		- Ghost Proc Chance: 10% ⇒ 7%
	+ - 🌧Thicken zipline visuals
		- 🌧Zipline Acceleration: 20 ⇒ 30
		- Cooldown: 100s ⇒ 45s
	+ - Shield Health: 25(+25 per stack) ⇒ 8% (+8% per stack) maximum health
	+ - 🌧Add special death message for dying while carrying Shaped Glass
	+ - Buff Duration: 3s (+2s per stack) ⇒ 4s (+4s per stack)
		- 🌧Add slick camera effect when buff is active
	+ - Spawns all possible guards at once when stacked, rather than one at a time
	+ - Increase size of   Backup Drones
	+ - 🌧Add area sphere to to clarify that it does damage in a sphere, not a disk
	+ - 🌧Getting hurt no longer disables the buff
		- 🌧Update whip model, texture, and icon
		- Move whip movespeed over to a  so it shows up in the bar
	+ - Remove flat gold reduction on Brittle Crown
	+ - 🌧Remove ‘Damage’ tag so it no longer spawns in Damage Chests
	+ - Increase lockbox size by 50% and make slightly shinier

* **Stages**
	+ - Reduce spawn cost of  to match other maps with Clay Templars
		- Fix some collisions
	+ - Add  to the spawn list post-loop
		- 🌧Reduce spawn distance of
	+ - Update shop visuals
	+ - Double frequency of Drones spawning in the map
		- 🌧Reduce spawn distance of  and

* **Monsters**
	+ 🌧 Add  to Wisp Family Event
	+ - Spawn Cost: 9 ⇒ 10
		- Base Damage: 4 ⇒3.5
	+ **Elites**
		- * 🌧Add visual effect and overlay when affected by
	+ **Drones**
		- 🌧 Make all Drones resistant to AOE attacks, reducing their incoming damage by ~70%
		- 🌧 Purchased   Gunner Turrets now persist between stages

## Quality of Life

* Update a ton of old particle effects to match new visual quality since release
* 🌧Prevent  from ever being chosen as a Teleporter boss
* 🌧Force Teleporter Boss to initially target the player who activated it
* 🌧Add ‘Are you sure you want to quit?’ confirmation dialogs
* 🌧Add selected difficulty to the stat sheet at the end of a run
* 🌧Prevent multishop terminals all having question marks
* 🌧Bypass ping cooldown for single player games
* 🌧Add option to enable/disable exp and money effects in the settings
* 🌧Add "Total Minion Kills’ on end of game report
* 🌧Add execution damage to Total Damage stat
* 🌧Update the visuals for items taken during 3D printing to be a bit clearer
* 🌧Add collider on   to trigger pressure plates
* 🌧Raise wwise max memory pools from 32 to 64 to accommodate additional sound banks
* 🌧Force loadout button to always be visible even if you have no skills unlocked
* 🌧Update right edge of execution threshold bar not lining up with the actual value
* 🌧Shift Radar Tower/ effect closer to green to make it not confusing with  Nova
* Fix inconsistent prices across maps for   Missile Drones, , , and
* Update  to match new visual quality since release
* Update a bunch of item displays that were too big or too small
* Add pickup droplet for Boss items
* Increase highlight threshold to increase outline clarity of items near walls
* Fix some items having incorrect outlines

## Bug Fixes

* Fix Teleporters not using the correct decal layer
* Reduce chance of camera clipping into walls
* Reduce particle count on  spit FX
* Fix  attacks creating particle systems that wouldn't clean up themselves
* Fix  sound not playing over the network
* Fix  sound not playing over the network
* Fix  sound not playing over the network
* Fix  buildup sound not playing over the network
* Fix  effects not playing over the network
* Fix   sound not playing over the network
* Fix  Death transmitting explosion effect for each client in multiplayer
* Fix a bunch of items not fading when close to the camera
* Update  Turret not destroying itself for clients
* Add check to make sure a monster spawn is valid before adding to weighted selection (could affect early game spawn frequencies to be higher)
* Ensure  state stops charging animation if interrupted
* Add missing Korean characters that previously defaulted to ‘?’
* Add missing French characters that previously defaulted to ‘?’
* Add "IMMUNE" hitmarker for translation
* Add extra life "REVIVED!" text for translation
* Add scoreboard headers for translation
* Add "Lv:" HUD text for translation
* Add "BLOCKED!" damage hitmarker message for translation

Thanks for clawing your way through our patch notes - we hope you all enjoy the Hidden Realms Update!