Fixed overclocking icon also showing up for items without overclocks
Fix dreadnoughts do not count toward elimination objective if you remove the ground below the egg before it cracks.
Possible fix for black loading screen
You can no longer deposit or use items while throwing a gem.
Snap Bulk Detonator and Dreadnought to ground after they do a carve attack to prevent them from getting stuck in mid air.
Fix impact axes can be picked up multiple times as client if spamming use
Fix several instances of Hosts language used on clients even if different
Beers can now survive opening a terminal!
Fixed trading station credits overflow and resource icon alignment
Fix spiky planet errors
Chest beacon sound update
Fix treasure box not always giving clients a skin.
Fix treasure box can be invisible to clients. (Maybe)
Fix treasure batteries spawn inside other objects
Tweaks to Ghost's cold and electrocution resistance
Fix for mission end screen opening on the spacerig after a deep dive has been completed
Tweaked Power attack shouts and saluting shouts
Bosco no longer steals a small amount of minerals from the player when he digs
Fix for community console crash
[Community] Fix for ui issue
[Community Terminal] Fixed issue with external ui not properly initializing with right faction
"Loading..." removed from Loading Screen
EPC Balance tweaks - Increased damage bouns from the Higher Charged Plasma Energy mod - Decreased base velocity of both the charged and normal projectiles - The Overcharged Plasma Accelerator mod now only affects the speed of the normal projectile and is less extreme than before in its effect - Removed all shot spread so that the first shot is always accurate, there is still recoil so consecutive shots will lose accuracy based on your rate of fire
Fixed EPC stat display showing crazy numbers for projectile velocity
Subata tweaks - Decreased base recoil slightly - Increased speed of spread recovery
Fixed the flamethrower preview showing the wrong model
Color of Selected Grenade tweaked to be more visible
Fixed tool tips for grenade loadout UI
Assignment member names no longer pushes Assignment icon to the side on Mission Map
Deep Rock Galactic - Soren - Captain of Ghost Ship
Hello Miners,
It's been fantastic to see so many of you playing and enjoying Update 25 over the weekend! We are reading all the feedback and fixing what is quickly fixable. So just because you don't see an immediate fix doesn't mean it's not on our radar. And remember that this is only Part One of the Endgame. We'll follow up with more fixes in Update 26, including balance tweaks and quality-of-life stuff.
This is the change list for Hot Fix 4:
Change list
Fixed crash when shooting electric crystal with the epc
Fixed crash when latejoining
Fixed crash related to looking at an object just as it is destroyed (very rare)
Fix crashes related to terrainscanner
Player boxes on loading screen resized back up
Forge Item Category mockup added to Forge window + slight layout tweaks to Overclock Details + Header removed from Forge Item window
Fix for community terminal UI's and reducing network requests
Forge Menu: Added category to forge dialog box
Fix for community goal description
Changing Interplanetary Miner's Union to Interplanetary Miners Union
Fixed Hollow-Point Bullets mod asking for 0 Umanite
Salute pitch fix
Speak tweaks
Reduced chance a lot for Scout shouting when using grappling hook
Reduced chance for Drill shout when Impact Axe throwing
New overclock unlocking rule: Now requires at least one owned gear mod for each tier of the give weapon. This replaces the previous rule where it was tied to Weapon Mastery.
Fix the Cargo Crate exploit
Cargo Crate should now look correct to late joiners
M1000 fire tweaks
Localization update (all languages
There was some info missing from the Update 25 patch notes. This has been edited into the Steam post, but you can also see them here:
MISSING PATCH NOTES FOR SUBATA120
Increased base damage
Moved Quickfire Ejector mod to Tier 1 and increased it's value for even faster reloads
Added a new damage mod to tier 3 to take place of the relocated quickfire ejector
Decreased value of the tier 2 Increased Caliber Rounds mod
Decreased value of both the Explanded Ammo Bags mods
Increased the base ammo count
Increased the power of the Recoil Compensator mod and it now affects both actual recoil and spread per shot
Increased base spread per shot slightly
KNOWN ISSUES
Whops! This hot fix patch introduced a bug that shows an Overclock slots on non-weapon gear if you have bought all the Mods for it.
Deep Rock Galactic - Soren - Captain of Ghost Ship
Hot Fix 1
Hot Fix 1 for Update 25 coming in hot! Keep reporting those pesky bugs and we'll do our best to squish them!
Change list
Added explanatory tool tip to forge mastery bar
Names no longer overlapping on Shared Assignment display on mission map
Fixed upgrades that should have been refunding their cost, not actually giving any credits or resources. These are the specific Mods that didn't give refund:
Removed Weapon Mods U25
Explosive Rounds - Bulldog
Glyphid Neurotoxin Coating - Bulldog
Dead-Eye - Bulldog
Flying Nightmare - EPC
Unstable Containment Field - EPC
Homebrew Explosive - PGL
Longer Burst - BRT7
Blast Wave - Boomstick
NOTE: Players that were affected by this will not get refunded retroactively with this fix. We are really sorry :-/
Hot Fix 2
Change list
Fixed spelling mistake in neurotoxin mechanic description
Fixed Deep Dives not showing credits gained from gold and fixed calculation (was giving only half).
Fixed crash related to analytics
Temporarily disable mixer interactivity because of crashes
Skin window performance fix. This should fix the crash in the weapon selection screen. NOTE: We have identified some additional smaller memory issues in this screen, but fixing them takes longer than the scope of a small hot fix.
Fixed Teams returning from Deep Dives still showing up in the Deep Dive server browser terminal even though they dont have a Deep Dive selected.
Fixed shield generator sometimes becomes unusable on the next stage of a deep dive
Deep Rock Galactic - Soren - Captain of Ghost Ship
Hello Miners,
Whew! You’ve been patient with us for a long while, but Update 25 - our most ambitious update to date - is finally here! Deep Dives, even more gear customization, late-game rewards, tons of new skins, cargo crates, overhauled beard physics...hoh boy, Miners - this is a big one. Our beards grew 6 inches just from writing these patch notes.
--- PATCH NOTES ---
DEEP DIVES
If you’re a Dwarf that’s looking to go places, we have just the opportunity for you. As a promoted Dwarf you have been deemed worthy to get special access to weekly Deep Dives - three consecutive seeded missions, where ammunition and health carries over to the next mission. In Deep Dives you will have to complete two objectives in each stage and chances for encountering Mutators are very high. Each of the three stages of a Deep Dive will grant you rewards upon completion, ranging from minerals to the new Matrix Cores. While you can complete the week’s Deep Dives as many times as you want and improve your best time, bear in mind the rewards can only be claimed once per week.
MATRIX CORES
Not getting paid enough? We’re giving your Deep Rock Galactic pay-slip a boost. Matrix Cores are the cornerstones of the new rewards introduced in Deep Rock Galactic. In Update 25 you will receive Infused Matrix Cores - Matrix Cores with already predefined content, that can be used to forge Weapon Overclocks or glorious all-new beards and helmets. In Update 26 we will introduce a way to infuse Blank Matrix Cores, but more on that when we get closer.
THE FORGE
The place where you go with you Infused Matrix Core and forge them into something usefull. Also note that forging Infused Matrix Cores will increase your Forging Mastery and earn you even more Matrix Cores. It’s Hammertime!
WEAPON OVERCLOCK CORES
If you’ve been wanting bigger explosions or new ways to shred entire tunnels of bloodthirsty glyphids, then you’ll love the upgrades you’ll be unlocking for your arsenal. Weapon Overclocks range from basic but minor improvements like increase magazine capacity, to providing entirely new ways to modify the overall weapon functionality. Deal radioactive splash damage with your Grenade Launcher? There’s an overclock for that. Gain more airtime while aiming down the sights of the M1000 rifle? There’s an overclock for that. Shred the enemies with ice shards from your Cryo Cannon? You guessed it. There’s an overclock for that.
COSMETIC CORES
With Update 25, we’re doubling down on glorious facial hair and other cosmetic items. If you thought your current beard was the most dwarven it could get... boy, do we have some hairy news for you.
NEW ASSIGNMENTS
BREACH THE CORE: Upon your first promotion of any dwarf you get access to a new assignment called BREACH THE CORE. Complete this to earn a handful of Infused Matrix Cores and get your collection of Weapon Overclocks and Rare Cosmetics kick-started. Completing the assignment will also unlock the Weekly Core Hunt.
WEEKLY CORE HUNT: For those veteran dwarves looking to make a little spare cash for beard accessories on the side, there’s now Weekly Core Hunt assignments available for Promoted Dwarves. Finishing these will reward you both a Weapon Overclock Core and a Cosmetic Core. Stay strong and classy.
CARGO CRATES
It’s not all about the Deep Dives, though. Be on the lookout for lost Cargo Crates in the caves of normal missions - they are known to contain copious amounts of minerals and weapon skins!
NEW MUTATORS
WARNINGS ---------------------------- LOW OXYGEN: As the title says - hold your breath and try not to die before you reach an oxygen tank.
LETHAL ENEMIES: The aliens are extra cranky today. All enemies deal significantly more damage.
REGENERATIVE BUGS: I’ll have what they’re having. All enemies regenerate their health if you wound them and don’t take them out straight away.
PARASITES: Well, it gets even worse. The aliens in this place are just… ugh… just full of angry, parasitic worms.
HAUNTED CAVE: There’s… SOMETHING… in this cave. It is hunting you. Relentlessly. And it just...won’t...die! Don’t stop. Don’t look behind you. It’s right there constantly coming for you.
ANOMALIES ---------------------------- VOLATILE GUTS: You thought Exploder Infestation was bad? Well, whatever infested those poor creatures has run rampant here. Every alien explodes. Just awful.
BEARD PHYSICS
Glorious facial hair is the hallmark of a good dwarf. We’ve added enhanced beard physics to enhance that magnificent feeling of having a proper dwarven beard.
MORE DWARVEN SHOUTS
Nothing is more dwarvish than yelling at stuff, so we’ve added a whole new range of voice lines to the mix. There are new shouts for Power Attacks, salutes, grenade throws, laser pointer, and lots more.
BIOMES
New dripping rainfall effect. It can often occur in Dense Biozone and rarely in Crystalline Caverns.
Moving through deep snow in Glacial Strata is less of a slog now - you should notice a significant boost in movement speed.
BULLET TRAILS
They make weapon spread, recoil, and other features more visible so the effect of certain Mods and Overclocks is clearly noticeable. Plus, we also think they look neat.
NO MORE “FLOATING ISLANDS”
Strange anomalies were causing gravity-defying behaviour where crystals, dirt, and other biome elements were floating when separated from their anchor points. They no longer do that. No more getting stuck on tiny little bits of floating rock after digging!
CUSTOMIZABLE HUD
Less is sometimes more. There is a whole slew of new options for HUD customization, letting you set up what’s shown and what isn’t completely to your liking - including dynamic options to make elements appear when they are relevant and disappear when they are not.
INTERPLANETARY MINERS UNION
The Interplanetary Miners Union has finally made its way to Hoxxes IV for Discord users. By joining one of the three Union Chapters, you can work towards both specific chapter goals and a collective goal. There are Union sanctioned rewards to collect!
THROW LIKE AN ATHLETE
Being a miner demands precision in every aspect, and so we’ve added a new throwing mechanic to the game. Click to let go of a held object, hold down to charge your throw with the desired amount of force.
WEAPON TWEAKS
SCOUT ---------------------------- DEEPCORE GK2
Fixed Battle Cool mod to work as advertised (it used to kill spread per shot but without resetting the accuracy)
Moved Quickfire Ejector mod to Tier 1 and increased its value for even faster reloads
Added a new damage mod to Tier 3 to take place of the relocated quickfire ejector
Decreased value of the Tier 2 Increased Caliber Rounds mod
Decreased value of both the Expanded Ammo Bags mods
Increased the base ammo count
Increased the power of the Recoil Compensator mod and it now affects both actual recoil and spread per shot
Increased base spread per shot slightly
M1000 CLASSIC
Added an upgrade type and description for the rifle's focus mode
Renamed Improved Ergonomics mod to Fast-charging Coils
Improved the Floating Barrel mod slightly to better compete with the others
New sound for focused shots
DUAL ZHUKOV NUK 17
Increased base damage
Decreased the value of Increased Caliber Rounds mod to better match the other T3 option
Increased the Value of the Supercharged Feed Mechanism mod to better compete with other options
JURY-RIGGED BOOMSTICK
Decreased value of Loaded Shells mod to better balance against other options
Increased base pellet count to compensate for Loaded Shells mod tweak
Increased value of Tier 1 Expanded Ammo Bags mod to better compete with the damage mod
GUNNER ---------------------------- “BULLDOG” HEAVY REVOLVER
[COMMUNITY REQUEST] Explosive Rounds now do more explosive damage in a wider radius but at a cost of direct damage
Moved Hollow Point Rounds mod to Tier 3
Neurotoxin Mod now actually poisons enemies instead of just doing more direct damage
Deadeye mod now works for both walking and sprinting letting you stay accurate no-matter the situation
BRT
Increased the base burst delay
Increased base damage
Decreased value of Increased Caliber Rounds mod
Increased value of High Capacity Magazine mod to better match the damage mod
Decreased the value of the Burst Damage mod to better match the other Tier 5 options
The Longer Burst mod now fires all the rounds in the burst much faster
Decreased value of the Hollow-Point Bullets mod slightly to bring it inline with competing options
Decreased value of Larger Payload mod slightly to better match other Tier two options
The Homebrew Explosive mod now gives a damage bonus in a range instead of a flat damage increase. This requires re-purchasing the mod. Anyone who acquired the old version will be automatically refunded.
Increased duration of stun from the Concussive Blast mod
BREACH CUTTER
Increased base deploy speed
Extended the base deploy delay to compensate
Quick Deploy mod now properly affects the deploy delay
Extended the base projectile lifetime slightly
Renamed some of the mods to better follow out naming style for other weapons and to better clarify functionality
Rearranged some of the mods to better balance options
PROXIMITY MINE
[COMMUNITY REQUEST] Every mine will now trigger an explosion multiple times. This way, they better serve the purpose of planning defenses and a lonely enemy triggering them is not as big of a waste.
PLASMA BURSTER
Engineer will carry 6 instead of 4.
DRILLER ---------------------------- CRYO CANNON
Increased range of Cold Radiance mod to improve useability
Increased value of the High Water Content mod to better compete with the other options
Increased base charge up time
Increased value of the Improved 2nd Stage Pump mod
Decreased the value of the Stronger Cooling Unit mod to better match other Tier 1 options
Increased the base repressure delay slightly
Improved the value of the Bypassed Integrity Check mod
Moved the Overclocked Ejection Turbine mod from Tier 3 to Tier 2
Decreased base repressure speed slightly
Improved the value of the Faster 1st Stage Pump mod to better compete with other options
Added a rate of fire mod at Tier 3
Fixed EPC bouncy projectiles not impacting armor correctly
CRSPR FLAMETHROWER
Upgrade slot five, choice three, description should read " direct damage have a chance to explode " instead of " has a chance to explode".
Upgrade slot two, choice two, "triple filtered fuel" is misspelled as 'TRIPPLE'
SUBATA120
Increased base damage
Moved Quickfire Ejector mod to Tier 1 and increased it's value for even faster reloads
Added a new damage mod to tier 3 to take place of the relocated quickfire ejector
Decreased value of the tier 2 Increased Caliber Rounds mod
Decreased value of both the Explanded Ammo Bags mods
Increased the base ammo count
Increased the power of the Recoil Compensator mod and it now affects both actual recoil and spread per shot
Increased base spread per shot slightly
EXPERIMENTAL PLASMA CHARGER
Renamed most of the mods to better match the naming convention used for other weapons
Increased base speed of the charged shot projectile
Increased value of the Overcharged Plasma Accelerator (charged projectile speed) mod
Decreased the recoil from normal shots
Decreased overall shot spread
Lowered the value of the damage upgrade from +6 to +5 because OCD
Increased the base speed of the normal projectile slightly
Added the Increased Particle Velocity (normal projectile speed) mod
Decreased value of Improved Charge Efficiency (charged shot energy cost) mod
Lowered the base ammo count slightly to cleanly divide into shot cost (OCD again)
Lowered the value of the Larger Battery mod slightly
Added the High Density Battery mod to Tier 4 for more ammo options
Decreased the amount of heat generated by normal shots
Decreased the base cooling rate of the weapon
Fix normal shots going through armor
SATCHEL CHARGE
It’s no longer possible to place more than one Satchel Charge at a time. The damage of the charge was tweaked to be the most powerful explosion in the game. Stacking that damage in one area wasn’t intended and it removes the challenge from fighting some kinds of enemies.
SOUND
Fixed Geyser sound too loud/too many spawned
Naedocyte Breeder sound now stops when it dies
ENEMIES
[COMMUNITY REQUEST] Enemy health bars now show all kinds of status effects (Stun, Radiation, Neurotoxin etc.)
Improve the performance of all enemies and 10x perf improvement on Q’ronar
Warden's weak point collision adjusted. It wasn't registering correctly some hits that should count as weak point hints
Naedocyte Hatchlings changed to look more distinct from Shockers
[COMMUNITY REQUEST] Acid clouds now blow up from all fire damage sources
Fixed Bulk Detonator stuck particles
Naedocyte Hatchlings and Shockers aren't marked correctly with the Laserpointer
[COMMUNITY REQUEST] Lowered the chance of multiple Bulk Detonators -
A little less increase over time in enemy pressure on Point Extractions
Decreased the magnitude of the enemy wave in the beginning of Point Extraction
[COMMUNITY REQUEST] The Bulk Detonator will not attack for the first 5 seconds after spawning to give players a small window to get to a safe distance
Fixed a case where the grabber was screaming but not chasing a player
Some animation optimizations on Bosco, Naedocyte Trawler, BET-C and Naedocyte Breeder
Mactera Bomber goo sacks now light up individually when you shoot them
The parasites no BET-C can now be lit on fire
Fixed a bug that made BET-C wait close to 5 seconds after switching from machine guns to grenade launcher
SMALL FIXES AND MISC. CHANGES
White backgrounds on menus fixed
Fixed freezing / heating UI icon flipping constantly if near both a heat and cold source
Milestones added for the new Warning Mutators
Mutators/Warning-icons updated
Discord Employee of the Month screen added
Fix Armor impact particles not working on pickaxe
Power attack can now be activated when hitting air
Throwing a grenade no longer causes you to take out the wrong weapon
Smoke trails added to hitscan weapons
Added a long screw to zipline projectile.
[Ansel] Adjustments and improvements to ansel and camera manager
Added more hot springs in ice caves
Typos/grammar fix on a couple of modifications
New Character Vignets Videos added. Driller and Gunner here!
Fixed Ansel in mission complete screen
Carriables should now always be usable after Bosco picks them up
Slightly altered Icon Color for Elimination and Extraction missions, so not to clash with Warning Mutator Icon as much
Bosco can now be ordered to target Trawlers properly
Added accessibility option to the controls menu that allows players to manually input a mouse sensitivity value without limits
Added an option to toggle the Laserpointer by pressing CTRL per request from the community
Hide join and solo options from mission select if people have joined your session.
Add attempt to reconnect option to esc menu
Fixed untranslatable text fields in Memorial Hall etc.
Broken Jukebox display SHOULD be fixed
Shield Disruption now gives you more base health to be a little less brutal.
Fixed depositing issues in the MULE while too far away but close enough for interaction prompt
Fix for Molly going back to a previous position when she should be going to the Drop Pod
Fixed most cases of Molly failing to locate the Drop Pod
Fixed cases of pickaxes floating mid air at the start of mission
Fixed spelling error "jelous" in mission names
Laser pointer no longer gets stuck when saluting
Potential fix for flashing white screen on Nvidia GTX 970 cards
Fix an issue with characters becoming selected after hovering over them in the Character Selection Terminal
Fixed typos in Weekly Assignment description
Fixed 8-9-0 keys breaking when rebound to
Fixed Trade Terminal Assignment gives 0 Croppa
Fixed No hollomite does not appear when it is secondary objective
Customizable HUD: In this build, you'll get your HUD reset to default settings. The feature is still work-in-progress, so further tweaks will be added which may require a new reset. Consider yourself warned!
Loading a mission can in rare cases result in black screen or load-bar not progressing. We have seen this at the office but have yet to find what's causing this.
Interplanetery Miners Union: This feature is in an a TESTING phase where it is only available on Discord. It's very experimental, and using Discord was an easy way for us to test and balance it. If the feature proves successful, we'll look into how to expand it to other platforms, including Steam. Time frame on this is not known right now.
Performance seems to be lower than normal, especially on low-end machine. We'll look into this once we are done with the immediate hot fixing.
SLI-graphic card setup results in visual artefacts.
Deep Rock Galactic - Soren - Captain of Ghost Ship
Hi Miners,
Thanks to everybody for the feedback, both on the Experimental build, but also in general for the expectations for Update 25. This update is by far our biggest yet, and it even grew so big that we had to chop it up into two updates. This has created some confusion, questions, and speculations on what the experience will be and specifically for how to get the Overclocks. To sort this out, we’ve created a FAQ just on the topics around Deep Dives and Overclocks.
So Update 25 is not the complete Endgame? In short: no. It’s more like Endgame: Part 1.
Update 25 will not release with the complete system for giving out Matrix Core rewards. Specifically, it will not include Blank Matrix Cores and Machine Events, which will be part of Update 26. Therefore, the total amount of rewards for Deep Dives is a bit less until Update 26 releases. The time from Update 25 to Update 26 should be considered a transition phase, where you’ll be able to get a feel for Deep Dives and a taste of the Overclocks. And we, the developers, can get some valuable feedback while we finish and refine the system.
How many Overclocks will I be able to get in Update 25? Each Deep Dive (Normal and Elite) will reward you with a random Matrix Core infused with a specific weapon Overclock. On top of this, you will get a weapon Overclock for completing the Weekly Core Hunt assignment. So in total, 3 weapon Overclocks per week. On top of this, you will be able to get Matrix Cores from the Forge Mastery, so some weeks you’ll get an extra Overclock. And to get you started, there will be a new one-time Assignment for Promoted Dwarves - called Breach the Core - that will reward you with a generous amount of infused Matrix Cores, including 3 Overclocks.
1x Infused Matrix Core (Either Weapon Overclock or Cosmetic)
ATTENTION: The way we reward Matrix Cores will change when we introduce Blank Matrix Cores!
So to sum it up: First week you engage with the system in Update 25, you will be able to obtain 8 WEAPON OVERCLOCKS: 3 (Breach the Core) +1 (Weekly Core hunt) + 1 (Deep Dive) + 1 (Elite Deep Dive) + 2 (From Forge Mastery if you forge everything).
Okay, so how many Overclocks will I be able to get in Update 26? At the time of writing, 6 per week. 2 from doing Deep Dives, 1 from Core Hunt assignment, and up to 3 that you’ll be infusing yourself through doing Machine Events during normal missions.
In Update 26, we’ll introduce Blank Matrix Cores, and you will get these on top of the other rewards. We have not decided on a final amount, but it should at least double the weekly output, so in addition to your 3 Infused Matrix Cores, you’ll get at least 3 Blank Matrix cores (if you complete both Deep Dives and the Weekly Core Hunt). Furthermore, when you infuse the Blank Cores by completing a Machine Event, you’ll get some influence on the outcome. This is still in development, so we can’t say exactly how this will work yet.
How many Overclocks will there be in Update 25? Update 25 will release with more than 90 weapon Overclocks (around 5-6 per weapon).
Will you release more Overclocks in the future? Probably, but as always, we’ll weigh it against other features and content.
How often will the Deep Dives reset and when? In Update 25, the two Deep Dives (Normal and Elite) will get a new seed each week (7 days), starting on the launch day (26th of September), and then the first new seeds on the following Thursday (3rd of October) and so on...
When will Update 25 and Update 26 release? Update 25 releases on Steam on Thursday 26th of September at 1 PM CEST. And then followed by hot-fixes as needed. We hope to get it out on Xbox about two weeks later. Update 26 does not have a release date but could be early November.
Remind me what a Matrix Core is? Matrix Cores are basically a sort of item container. They can contain either a blueprint for a Weapon Overclock, a blueprint for a Cosmetic Item, or a hefty chunk of Resources (Crafting Materials). When you own a full, or “Infused” Matrix Core, you can go directly to the new Forge on the Space Rig and craft the reward if you have the prerequisite Crafting Materials. In Update 26, we’ll start rewarding you Blank Matrix Cores as well, which you’ll bring with you into normal missions and Infuse yourself by completing Machine Events (a new system of random events in normal missions, also introduced in Update 26). Infusing Matrix Cores manually is going to give you some choice in what exactly you’ll be infusing it with.
I’m still confused about Update 25 and Update 26! Help! If you haven’t already seen it, we’ll advise you to watch the Update 25 Status Report video - most of what is said in the video is still true! You can also check the patch notes on the Experimental build. Again, they are not final but could help you find some more info.
We hope this FAQ has been able to answer most of your questions. And as always, we encourage you to discuss these things with your fellow miners (and us), on Discord, Steam, and Reddit.
As we’re getting very close to the launch of update 25, we want to recruit new Greenbeards to work the mines below the surface of Hoxxes IV. We’ve already passed the mark of recruiting 750.000 brave dwarven brethren, so to celebrate this we’re having a free weekend as a recruitment drive. Join Deep Rock Galactic, the most tenacious space mining corporation in the galaxy, and get your limited edition recruitment helmet, while supplies last.
SALE
During the Free Weekend and an additional couple of days, Deep Rock Galactic will be 35% off, so if you have friends that have been waiting for a reason to take the plunge, this is it. Give them a nudge. The Free Weekend runs until September 16, 5PM UTC. The sale ends September 18, 5PM UTC.
YOU GET A HAT!
As an extra bonus, we have something special for everyone taking part of the free weekend. For this limited time only, we’ll have a special, handcrafted, hot-off-the-forge helmet available in the nearest Accessory terminal (it’s the first one you see when you exit the personal pods). Remember that this is only available during the Free Weekend, so you’ll have to go grab it in the Accessory Shop, or you’ll miss it.
COMING UP
If you join Deep Rock Galactic this weekend, you can look forward to the upcoming release of Update 25, which will feature Deep Dives - a new endgame mode for seasoned, promoted dwarves. Additionally, Deep Dives will grant access to new powerful weapon overclocks and new, glorious beards, helmets and other cosmetic items.
For a full teaser of Update 25, watch this video.
Update 25 is slated for release later this September.
The major headline of Update 25 is Deep Dives - our major new End Game mechanic. They are available only to Promoted, veteran dwarves and will come in two variants; Deep Dives...and ELITE Deep Dives - the latter only for those who are feeling extra masochistic.
Each week, new pre-seeded Deep Dives will become available through the new Deep Dive terminal. All eligible players will play the same Deep Dives for that week and be able to compare results.
But what IS a Deep Dive? A Deep Dive is the sort of ultimate Deep Rock fantasy, where we string together three consecutive, pre-seeded, extra-challenging missions into one long adventure going deeper into the crust of Hoxxes than we’ve ever gone before.
What makes up the challenge? Well, for one thing, Deep Dives are DIFFICULTY-LOCKED - there’s no running these on easy difficulty.
And in each mission, or Stage, instead of contending with just one Main Objective, you get two - randomly selected. Plus: your Health, Ammo, and Nitra... those carry over from one Stage to the next. Complete Stage 1 with 6 Health left? You start Stage 2 with 6 Health. And then there’s the fact that every Stage of a Deep Dive is GUARANTEED to come with Mutators. Both the ones you already know and love, as well as a generous handful of all-new ones we’ve cooked up.
We got some real doozies in Update 25 for you - such as:
Low Oxygen As the title says - hold your breath and try not to die before you reach an oxygen tank.
Lethal Enemies The aliens are extra cranky today. All enemies deal significantly more damage.
Regenerative Bugs I’ll have what they’re having. All enemies regenerate their health if you wound them and don’t take them out straight away.
Volatile Guts You thought Exploder Infestation was bad? Well, whatever infested those poor creatures has run rampant here. Every alien explodes. Just awful.
Parasites Well, it gets even worse. The aliens in this place are just… ugh… just full of angry, parasitic worms.
Haunted Cave There’s... SOMETHING... in this cave. It is hunting you. Relentlessly. And it just... won’t... die!
If you survive and make it that far, actually COMPLETING Deep Dives will earn you new, special rewards only obtainable this way. Completing the first Stage will earn you a sizeable cache of Minerals, which you’ll crack open post-mission. The second Stage will earn you an Overclock Infused Matrix Core, a powerful new item that basically counts as a blueprint for one of our all-new Weapon Overclocks. And completing the third and hardest Stage will earn you a Cosmetic Infused Matrix Core.
This system will be expanded on in later Updates, particularly in Update 26, where we plan to introduce the previously teased Machine Events. Machine Events are special challenges that will spawn in normal, non-Deep Dive missions, usually consisting of time based combat scenarios or challenges.
The Machine Events will need a Promoted dwarf present to activate them, using a special Tritilyte Key given upon promotion - but all players in the team will be able to take part in the Machine Event and reap the rewards, regardless of Promotions.
Completing a Machine Event lets you Infuse an empty Matrix Core, downloading the data for a rare and lost Weapon Overclock into it.
If you have no empty Matrix Cores available, you’ll still gain a hefty bonus in the form of Minerals and Credits, so doing Machine Events will always be lucrative - if you survive the challenge, that is.
The Machine Events are currently in full production and will likely undergo some radical changes before release. And as said, some patience on your part is needed - we don’t expect these to go live before Update 26.
Now, Matrix Cores? Overclocks? What are these things and how do you use them? Well, that’s what the Forge is for. The Forge is a new addition on the Space Rig - and this is where your Infused Cores go. Every Core you gain will be craftable using resources in the Forge, and are either used to make new, exclusive Cosmetic Items, or the second major addition of Update 25: Weapon Overclocks.
Weapon Overclocks are a new way for you to customize and power up your weapons in Deep Rock Galactic. Overclocks can add elemental effects or boost basic properties like damage and accuracy, and some can radically alter how a weapon functions at the basic level. Many Overclocks come with drawbacks, so think carefully and design your perfect build. Update 25 will launch with dozens and dozens of Overclocks to unlock.
We’ve done a complete overhaul of the entirety of our top-of-the-line Beard Physics™ - beloved by all but a bit prone to getting stuck in the floor. But now - all new physically driven skeletal animation for all of our existing cosmetics, as well as the honestly vast upcoming batch of new offerings. Magnificent mustaches. Breathtaking beards. A game about mining? More like BEARD SIMULATOR 2020!
Secondly, the next step in our Skin system. Dozens of new skins to unlock, and not just simple recolors any longer - mesh attachments are now a thing. So... yeah. That’s Update 25. We’re quite proud of this one. Deep Rock has finally invested in some better equipment.
And we can’t wait to let it loose on you all.
Rock and Stone, Miners!
(The above text has a few minor differences from the video, and has been modified to clarify the differences.)
Major changes since the roadmap update
Instead of batteries, Deep Dives will now reward Matrix Cores, and come in three variants. Blank or infused as a Cosmetic Matrix Core or an Overclock Matrix Core.
Machine Events have been pushed to Update 26. We chose to do that, to make sure we could give the Deep Dives and Overclocks the attention they deserve.
Deep Dive payout for this update will be like this for Update 25: Completing stage 1 of a Deep Dive will give you materials, Completing stage 2 will give you an Overclock-infused Matrix Core, while completing state 3 will give you a Cosmetic-infused Matrix Core. This change is primarily due to Machine Events being moved. The payouts will probably be modified once Update 26 hits.
Release date
We’re currently on track to release Update 25 later in September. We plan to have the usual experimental phase, where you can test an unstable version of the update before we fully launch it into the wild.
While you impatiently wait for Update 25 to bring the Endgame to Hoxxes IV, we have decided to give you a little bonus hotfix. We’ve been doing more hotfixes than usual to keep you sated, and this one has a little extra something to keep you busy.
First of all, we have given the gunner a little love in regards to balance, as per request from the community.
The Minigun has gotten some much-needed punch, including both base damage and adjustment of mods. The Autocannon also got an overhaul, although not as significant as the Minigun.
Other weapon tweaks are counting the Boomstick, the Auto 210b, and the Voltaic SMG.
For those of you who like to work the long nightshifts with Bosco as a helping hand, we’ve upgraded the drone algorithm, allowing him to retrieve gems and other objects from afar. However charming that is, please do not spend too much time playing fetch with company property. You’re on the clock.
Q'ronar Shellbacks have had their diet modified and their armor should now be less durable. Their Younglings should also appear less frequent. Hopefully, this will reduce the amount of deadly pinballing in the narrow caverns. The bug causing muffled sound for the entire game has also been squashed.
FULL HOTFIX 7 NOTES
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Bosco can now dig out and carry objects!
Q'ronar Youngling encounters should be a bit more rare.
Q’ronar Shellback’s armor is significantly weaker. Most weapons will be able to break it in a few shots. Weapons with armor breaking capabilities will still excel at it.
Tweaked the rolling animation of the Qronar enemies to resolve unintended jerkiness
Changed material on the weakpoint of the Glyphid Menace, when it dies so it does not light up dead
Fixed a bug with sounds becoming muffled for the remainder of a mission after getting hit by a rolling Q’ronar enemy
Glyphid Praetorian backside is again considered a weakpoint but does not give any damage bonus on its own
Fixed a bug with the Mission Assignment icon not showing in the Mission Terminal
Fixed a bug with clients being required to open the map in order for the host to be able to see their Mission Assignment
Increased attenuation distance for sound and camshake when digging out eggs
Fixed a bug with the Terrain Scanner getting stuck
Fixed cases where you would switch weapons after mining and using the Terrain Scanner
Weapon Balance Tweaks
We are constantly tweaking and balancing the weapons based on player feedback and our own testing, and quite a few tweaks are coming in this hotfix. Since the weapons are currently a living system that is still growing and evolving, there will certainly be more tweaks in the future, especially with the upcoming addition of the overclocks in the next update. Your feedback has been invaluable in this process so please, keep it coming.
Minigun The minigun has been suffering, especially in high hazard missions, so we’ve made a few changes to address this.
Increased base damage
Increased value of the Lighter Barrel Assembly mod to allow for more a more responsive gun build
Increased value of Magnetic Bearings mod to better balance against the rest
Increased slightly how long you can shoot before overheating to help against larger swarms
Increased value of Magnetic Refrigeration mod to better balance it against competing options
To better balance it against the other choices the Aggressive Venting mod will now also cause enemies to flee
Stun is now a default function of the Minigun to help gunners stand their ground, we are also working on improving the stun system in general for the next update.
Changed the Stun mod to a Stun Duration mod since stun is now built-in
Auto 210 Some of the mods for this gun have not been able to hold their own so we’ve done some changes to better balance the whole weapon and prepare it for the upcoming overclocks.
Tweaked the crosshair to look a bit more balanced and moved hit confirmation to the inner markers
Shortened base stun duration
Increased base stun chance
Stunning a creature now requires a weakpoint hit
Replaced the Stun mod with a Stun Duration mod
Decreased the bonus of the Overstuffed Magazine mod
Increased power of Choke mod
Swapped places of the Choke and High Capacity Magazine mods
Increased base pellet count to compensate for the mod rearrangement
Boomstick This has been another weapon that needed an overall balance shift to make the mod choices more relevant and interesting.
Increased the rate of fire bonus from Double Trigger Mod so it feels smoother, also rephrased the description a bit
Decreased effect of the Bigger Pellets mod to better balance against the Expanded Ammo Bags mod
Increased base damage to compensate for the Bigger Pellets mod tweak
The Boomstick now has a base chance to stun targets
Increased the power of the Stun mod to better balance it against the competition
Increased effect of 3rd row Expanded Ammo Bags Mod to better balance against the High Capacity Shells mod
Autocannon The Gunner’s Autocannon also needed a little love, though not nearly as much as the minigun.
Increased value of Damage Reduction Mod so that just like with the minigun, players can better stand their ground against a swarm.
Increased base splash damage range to help the gun deal with large swarms
Removed friendly-fire from splash damage so you can safely fire into the fray and not hurt yourself when shooting enemies at point blank range.
Voltaic SMG This little powerhouse had a crazy build hiding in it, those mods responsible have been reigned-in to better compare to the Auto 210 while others got a needed boost.
Fixed the Electrocution Bonus mod (it used to give a 120% damage bonus which was crazy) now it does 30% just like the NUK17s.
Renamed the Electrocution Bonus mod to Conductive Bullets since the two mods were identical in function.
Adjusted the values of Increased Caliber and High Velocity Rounds to better balance against the other mods and other weapons.
Increased the value of the Improved Gas System mod to make it more relevant
Swapped places of the second Expanded Ammo Bags mod and the Improved Gas System mod
Increased the range of the Electric Arc mod as it was too short
Other Weapon Tweaks
Increased damage done by the Gunner’s Sticky Grenade to the creature it is stuck on as it felt a bit meh before.
Decreased the damage bonus of the Defender mod for the LMG Gun Platform as it has turned out to be too powerful.
If you missed the previous hotfixes, here’s a highlight of the dents we’ve hammered out since the update was released.
PREVIOUS HOTFIX HIGHLIGHTS
-----------------------------------
Hole plugged in upper launch bay.
Throwing axe can now hit all killable things & Fixed various Impact Axe shenanigans
Certain vanity items no longer show up red when Frozen
Players who just joined the game can no longer be grabbed just as they spawn
Fixed the barrel hoop game combo display
Disabled saluting while having a grenade equipped.
Improve spawning of enemies
Improved carriable gems logic in an effort to fix bad cases with throwing and dropping when dying
Space Rig exterior GFX improved
Removed confusing requirement for the "Total Makeover" achievement that required players to change to a non-default owned skin color
Naedocyte Breeder has been nerfed. It now spawns more rarely and the spawn amount of
Naedocyte Hatchlings from the Roe has been decreased.
Weapon reloads now better-synced with audio-visual cues
Mine head sentry gun now dismantles, rather than disappear, when ammo is spent
Mule, Drop Pod, etc. now have floating icons again when holding the laser pointer
And much, much more below.
HOTFIX 8
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Changed Q'ronar Shellback’s unintended 100% Explosion Resistance to 80%
Woodlouse Younglings are no longer completely immune to explosions and electrical damage when rolling
Fix for Bosco making gems unreachable after someone Latejoined
HOTFIX 6
-----------------------------------
Players should no longer get stuck in an invulnerable downed state
Fixed a bug with BET-C’s pulsating sound
Fix for ambient occlusion only working for dynamic objects
Mule, Drop Pod, etc. now have floating icons again when holding the laser pointer
Fixed Mine Head Launch icon not properly disappearing for clients
HOTFIX 5
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Sound added to pickup of throwing axes
Tweaked colors of power attack cooldown display
Fixed a bug with pickaxing frozen teammates not breaking them free
Fixed the extraordinary laziness of Molly which made her refuse to follow players
HOTFIX 4
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Added Steam Rich Presence, since Pedro was bored. You may need to restart Steam before it works
Naedocyte Breeder has been nerfed. It now spawns more rarely and the spawn amount of
Naedocyte Hatchlings from the Roe has been decreased.
Enabled Hoarder's physical animations
Fixed more cases where enemies would not spawn
Fixed pathfinder issues around special objects
Fixed emission on a plant that was wrong in Lush
NUK17 - The NUKs now have static bullet spread that is not affected by either shooting or moving. Run & gun or spray & pray to your heart's content.
Weapon reloads now better-synced with audio-visual cues
Mine head sentry gun now dismantles, rather than disappear, when ammo is spent
Pathfinder fixes for issues seen around mine head
Resource bag now only spawns if the player that left had any resources
Fixed late-join drop pod choppiness
Fixed a bug where beards get stuck floating in the air when a player gets downed
Shortened the Sticky Grenade fuse time
Cryo grenade now affects Naedocyte Shockers / Hatchlings
HOTFIX 3
-----------------------------------
Removed confusing requirement for the "Total Makeover" achievement that required players to change to a non-default owned skin color
Fixed a bug that enabled the mission time achievement to trigger after waiting in the space rig for an hour and dropping into a mission
Fixed various Impact Axe shenanigans
Fixed an animation problem in third person for the M1000 Classic causing it to be misplaced when reloading
Improved spawn location logic for enemies in an effort to fix missing enemies
Fixed issues with saluting during auto-reload causing magazine spam and broken animations
Shadows disabled on point lights on Load Screen
Fixed white light flashes in space rig terminals
HOTFIX 2
-----------------------------------
Typo fixed on Impact Axe description
Disabled saluting while having a grenade equipped.
When dropping a gem / carried the item, you no longer switch weapons twice. If you press 1-4 on client you also now get the correct weapon/tool for that item slot.
Improve spawning of enemies
Fixed cases of enemies not being allowed to spawn
Fix choppy motion when late-joining and dropping down.
Remove Disable Optimizations Pragma
Grenade count will now be correctly counted when rejoining a game after disconnecting
Updated Grenade UI after late-joining
Players rejoining a game after disconnecting will now spawn back directly instead of going down with a drop pod
Improved carriable gems logic in an effort to fix bad cases with throwing and dropping when dying
Fixed Shield Regenerator deploying twice
Fixed weapon mastery skin not being available for Bulldog, Autocannon, and NUK17
Scaled the Q'ronar Younglings smaller
Localization update
Rotating movement removed from planetary ring outside space rig until we find a better solution
Fix space rig hologram performance (collision related)
Procedural Smoke and Fire progress
Space Rig exterior GFX improved
All the Loading Tips have gotten a grammar- and typo-fixing pass
Enor Pearl material set to Local Space
Fixed material issue on Tentacles around Dreadnought Egg
Fix pickaxe and Gems could become invisible on client if he got downed
Fix throwing a gem/item on clients would not always select the last weapon.
Fixed Retroactive milestone progress for achievements "Performance matters" and "Management Approves"
Added text explaining that Hazard 4 is demanded to play on to unlock Haz 5 in the
assignment
The Achievements requiring you to not call in a supply pod or die, now only triggers if you haven't called a supply pod
HOTFIX 1
-----------------------------------
Glacial Strata - Decreased the cooling rate for Frost Praetorian breath attack and death cloud.
Glacial Strata - Cooling effect from blasts of freezing air now stop as soon as you leave the area of effect
[COMMUNITY REQUEST] Typo fixed in Plasma Burster grenade description
[COMMUNITY REQUEST] Hole plugged in upper launch bay. Well spotted, miner.
[COMMUNITY REQUEST] Elevator shafts on Space Rig cleaned up a little because there's nothing we won't do for our players.
Minor hole plugged in monitor mesh
Fixed XP bar showing for players on the loading screen
Fixed poodle related overlay issues
Fixed bomber puddles creating permanent overlays
Fix for terrain related crashes
Hoarder's electrical resistance increased
Cryo Grenade area of effect increased
Fixed the retroactive functionality for promotion achievements
Throwing axe can now hit all killable things
Fixed player able to throw grenades after death
Certain vanity items no longer show up red when Frozen
Grenade loadout UI: Extra Detail button hidden for grenades
Players who just joined the game can no longer be grabbed just as they spawn
Fixed the barrel hoop game combo display
Bugfix - Fixed Impact Axe sometimes getting stuck to the player throwing it