In Risk of Rain, time = difficulty. The longer you play the harder it gets, do you tear through the levels as fast as you can or do you spend time collecting some of the many ability granting artifacts? With randomly generated levels, giant bosses and just one life. How far will you go?

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A Couple of Bugs I've Found in the Beta (Games : Risk of Rain : Forum : Report Bugs and Errors : A Couple of Bugs I've Found in the Beta) Locked
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May 10 2013, 10:35pm Anchor

Beyond some of the map navigations bugs that have already posted, in the couple of hours I have had access to the beta, I've noticed some problems, primarily that my runs are not necessarilly being ended by death, but rather gold. I don't know if it's because I have too many, or if it's because I have exactly three, but the gold generation from Piggy Bank items (I had prepared a nifty youtube video to show what was happening, but my account is too new to post it) is preventing me from proceeding to the next level, which is a bit frustrating.

Beyond that, the Shield Generator active item, while claiming to make you invulnerable for eight seconds, does not seem to protect you from all damage, although the specific damage it fails to protect you from has yet to be discerned by myself. I assume it is a certain elemental type--perhaps blast or electric.

I don't know if this has been resolved yet (as I have yet to have the opportunity to test it), but I do recall (and by recall I mean it has been forcibly burned into my cortex) that the Watch active item, while preventing any and all enemy motion, does not stop the Wandering Vagrant from targeting you, causing an ungodly amount of damage to be hurled at you once the ten-second timer is up. It can be avoided it you're aware of it, but it's pretty devastating if you are not.
On a similar note, flying enemies continue targeting the Bandit even while cloaked, which leads me to believe that flying enemies have no idle element to their AI.

Also, ghosts of enemies are registered by the game as enemies. This may or may not be intentional, but it doesn't seem like they should both be considered an enemy and also display player damage text when hurt. Just my two cents.
Since these ghosts count as enemies, missiles target them, and any spirit bullets created on an enemy's death are absorbed by the ghost. Freshly-repaired drones will shoot at ghosts.
Flying enemies do not create ghosts, including flying evolved Lemurans. Landed evolved Lemurans do create ghosts.
Flying evolved Lemurans do not pause when time is frozen using the Watch active item.

Map rotation stops working once I've hit the Magma Barracks.

The original cursor sprite remains under the pause screen when paused, resulting in one cursor on the frontmost frame that can be controlled and one static cursor sprite left under the pause screen.

Flamethrower drones are called laser drones in the game. My not be a bug.

All in all, however, glad to have my hands on the beta. Keep up the good work, guys!

Edited by: mrethereal

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