Hello Miners, words from the Game Director's table. Mikkel Martin Pedersen, here. Time for a little development update on Deep Rock Galactic! It’s been a crazy two weeks since the launch of Update 25, and I think you deserve a little inside information on what’s going on. But first, let me take a moment to express my gratitude for your reception towards the Deep Dives and all the other new features that arrived in the Update. Thank you from the entire Ghost Ship Crew!
Forging the Endgame
Work on what we call DRG’s Endgame has been ongoing for almost 5 months now - from core idea, to implementation, and launch. In fact, It’s always super scary to implement big new systems into a game loop that’s already been established. Update 25 was our biggest update to date, and to see it all in operation is an amazing feeling. We’ve observed how our number of concurrent users on Steam has almost doubled since we launched the update - a good sign you’re all busy completing Deep Dives and collecting Matrix Cores on a weekly basis.
And let me tell you a secret: I'm as excited as you to play the new Deep Dives every week. Like most things in the game, the Deep Dives are procedurally generated, and we are not deciding how they look or feel. That means some weeks they will be harder and some weeks will be easier - and that’s just the way we like it! The fact that the game is able to throw you a curveball once in a while, and that we allow crazy things to happen, that is such an integral part of what we believe makes DRG fun.
“The Mantra of the Curveball” is something we use for pretty much all the procedural systems in the game - from cave generation to enemy spawning, and so on. It's the magic that keeps the experience fresh and, interesting and sometimes brutally unfair, but it also lets you have those epic wins, where you make it out alive against all odds.
So yes, I’m indeed very excited to play the new Deep Dives!
Another secret I’ll let you in on, is that I haven't actually managed to complete an Elite Deep Dive yet. Elite Deep Dives (and Deep Dives in general) are built to be challenging and it is okay if you can't fully complete them...and I'm not just saying this because I haven't managed to complete it myself yet ;-).
Just try the Deep Dives out and see how far you can get, win some Matrix Cores and then if you get tired of playing the Deep Dives go and play the weekly Core Hunt instead, and obtain some Matrix Cores in your own pacing.
Another big part of Update 25 is, of course, the Weapon Overclocks. Designing and implementing those have definitely been a bit of a challenge. It’s been almost impossible for us to fully test how they’d impact the core gameplay, and we’ve been eagerly awaiting getting the update live so we could make use of all your feedback to continue tweaking and balancing all of them. And on that note, once more, thank you for all the feedback. Really. It is an incredible help for us when it comes to making Deep Rock Galactic the best game it can be. Weapons, Overclocks, Difficulty, and so many more numbers are continuing to be tweaked, and will continue to do so for the foreseeable future, and Update 25 has already received over 10 Hotfix patches just in the short time it’s been out.
Hotfix galore!
So what’s the deal with all these hotfixes, you might wonder? Was the game totally broken, when we released Update 25? The short answer is “no”. Slightly longer answer follows:
Update 25 was, as mentioned, a huge update - our biggest to date. It incorporated a ton of new systems, many of which are dependent on each other, and almost all of which made the game behave in new, unpredictable ways. And the simple fact is that we cannot prepare for every eventuality - that’s where the feedback from you comes in, and what helps us push these many, many rapid hotfixes.
One thing that’s become clear during our now 18 months in Early Access is this: The more time passes between each Update, the more features might end up breaking in unexpected ways, and the more time we need to get the game properly back to its former glory.
Another thing we’ll now have to pay extra attention to is the fact that the weekly Deep Dive needs to stay consistent for the entire week. Pretty much every change we make to the procedural content has a chance to cause the Deep Dives to change in subtle or less subtle ways, or even reset fully. This actually happened last week - those of you that were fast on the trigger might have noticed you were able to complete two Core Hunts in one week, and reap the rewards twice. Lucky you! Now to ensure that doesn’t happen again, knock on wood… ;)
Update 26 Commencing...
Right now our focus is fixing whatever critical bugs remain in the wake of Update 25, and we’re confident we’re almost at the end of that list. Meanwhile, work continues on Update 26, which focuses on wrapping up the Endgame. It’ll likely surprise no one that 26 is named ENDGAME: PART TWO, and here are some of the new features you can look forward to:
Machine Events are by far the biggest of the new features. Machine Events are preset gameplay challenges you can randomly encounter during normal missions - they need a promoted dwarf to activate, but everyone on the team will benefit from it, regardless of promotions. Completing a Machine Event allows you to infuse a Blank Matrix Core with either a new Weapon Overclock or Cosmetic item. Blank Matrix Cores are obtained by completing Deep Dives and Core Hunt assignments in addition to standard rewards.
You’re probably curious about new Beers, Victory Animations, and Bosco Skins too...buuut that’s all we’re gonna say about those right now. :>
We’re aiming for a mid-november release for Update 26, though as always take that estimate with a pinch of salt - we’re done when we’re done - but at least there’ll be plenty of Deep Dives, Core Hunts, and normal missions to complete while you wait!
As always - we urge you to keep in mind that DRG is still in Early Access and that things will keep evolving as work continues on the game. Numbers will be tweaked, things will be changed, some might get more powerful, and others might not. Every change we do happens for good reasons, but as said - if you have feedback, do let us know. We want to hear it and we are listening.
Now...time to go see if I can make it through this week’s Deep Dives…who knows, maybe I will complete the Elite Deep Dive this week! Lock and load, Miners!
Tweaked Customizable hud for Team Display, Flares & Grenades
Ui sound added when Boss Health bar is zero.
Fix infestation larva did not have correct center mass set, it should now be hit better by sentry, betc etc.
Change Sentry gun line of sight change to be more correct.
5-10% more damage dealt on Hazard 5
Customizable HUD fixes
Insect swarms should no longer be target by bosco and guns
Fix for being able to bypass duplicate restriction when late joining
Customizable HUD: Bosco Icon now adheres to 'Team Display' mode
Subata Tweaks - Decreased maximum possible spread - Decreased base recoil a bit - Decreased accuracy penalty when moving - Made spread recovery more snappy
Fixed dynamic HUD issue with Bosco widget
Customizable HUD: Added separate setting for Sentry Gun Display + dynamic behavior and fixed some bugs
Pushed kill shout of dreadnaught 2 seconds to give space or sound on health bar off.
Text fix explaining GK2 weakpoint stun more clearly
M1000 - Supercooling Chamber - Lowered the focus damage bonus a bit and changed the ammo penalty to be percentage based so that it also affects ammo mods
Cryospray - Ice Spear - Removed projectile drop and it now stuns enemies as well. The accuracy issue is on the to do list but not fixed yet.
Customizable HUD: Fixed issues with Bosco & team icons
Warthog Combat Shotgun Tweaks - Fixed stat display for miner adjustments mod not displaying the RoF increase - Changed the Compact Shells OC to a clean overclock with small bonuses to magazine capacity and rate of fire - Improved the ammo and magazine capacity bonuses of the Mini Shells overclock - Decreased the base spread penalty and added a small damage bonus to the Cycle Overload overclock
Flashlight sound update
A bit more gravity applied to jumping swarmers for nicer jump.
Improve ability of minimules returning to drop pod.
Attempt to fix bug where all dwarves are pushed on top of the drop pod on landing
Fixed drop pod deep dive carving
Fix to some tunnels in Crystalline Caverns being generated not tall enough.
Just a few late day fixes, that we know you have been asking for!
- Fixed the bug that required the Satchel Charge detonation animation to be played at full length before a new Satchel Charge could be deployed - Added COMPLETED text on Weekly Assignment that have been completed - Fixed a bug that prevented players from being able to "use" anything as client - Fixed a UI bug that caused Credits to show 0 after forging - Fixed a bug with voice chat transmitting openly with Push to Talk enabled
- Mactera Grabbers can no longer target people inside the Escape Pod - Disable rotate character with right stick in forge screen - Deep Dive header added to Mission Complete Screen and implemented animation on Mission Complete bottom bar - Price of Promotion now scales up over time. The first couple of promotions are now way cheaper than they used to be, but as you progress it becomes more and more expensive to promote a Dwarf. - BET-C can no longer be frozen (she would still be firing even if she got frozen) - Increased XP and Gold payout for completing Deep Dives... Just because you are doing such a fine job! - Final end screen tweaks - Fixed a crash if you were disconnected during a Deep Dive stage but managed to reconnect to the next stage - Enabled the ability to pause Solo Deep Dives - Fixed Bosco related crashes - Potential fixes for some instances of spawning outside of the Drop Pod on mission start - Warthog Combat Shotgun tweaked: - Magnetic Pellet Alignment OC - reduced rate of fire penalty and added a magazine capacity penalty - Fixed Woodlouse rolling into Drop Pod kicking players out. - Fixed the enemy's ability to enter the Drop Pod while its landed. - [Community Request] We have changed the word “drinks” back to “beers” regarding Miners Union BEER Event. We didn’t think much into this word change originally....but in hindsight it should have stayed “beers”, and to clarify we are obviously NOT removing beers from the game. Have a cold one and chill a bit :wink: - Fixed mission icons in Server List - Refactored the Customizable HUD system. Old settings are reset to recommended as a side effect. *Sorry about that!*. More fixes and changes will come in the next hotfix! - [HUD] Team Display - Dynamic: Always visible when player down - [HUD] Team Display - Dynamic: Always visible when Laserpointer is equipped - [HUD] Team Display - Dynamic: Always visible when player is down and the camera is following other players - [HUD] Team Display - Feature: Added ammo counter to team mates icons, showing overall ammo status. Ammo counter is only visible when the player is looking at a resupply pod or the Laserpointer is equipped. - [HUD] Health & Armor - Dynamic: Always on when Laserpointer equipped - [HUD] Health & Armor - Dynamic: Always on while player holds down fire button. - [HUD] Mutator & Warnings icons show and hides like Objectives icon - Possible fix for enemies being able to push players inside Dreadnought Eggs. - Improved the scaling of difficulty on Point Extraction missions. - Fixed team display ammo counter not initialized - Fixed Naedocyte Breeder frozen death leaving sound behind forever - Fixed Milestones and Achievements related to Deep dives, they now increment the amount of completed deep dives like they should (they only count up the first time you complete a deep dive since they track unique deep dive completions, so if you already completed this weeks deep dives you will not be able to get the progress for those)
Hi Miners, As you can see we are busy hotfixing update 25 and we are not done yet!
With hotfix 7 we have tried (again!) to fix the black screen issue some people are experiencing - fingers crossed it is fixed now. The other big topic is that we discovered a bug in the logic for spawning enemies and since we fixed it more enemies have been spawning than was meant to. We have tried to normalize the difficulty now, but will continuously be monitoring the difficulty.
Another thing to notice is that when we do changes to anything related to missions and cave generation the Deep Dives may change, but you can still only reap the rewards for completing the Deep Dives once. Cheers, -The Ghost ship Crew
Attempt to rebalance difficulty levels and enemy spawns
Additional fix for the black screen issue
Fix minehead not deploying correctly after latejoining
Fixed Praetorian breath attack not always getting cancelled correctly when stunned.
Fixed Praetorian head popping when killing by shooting the read end. Now it pops when shooting the head.
Flare Gun auto reload sound plays although the gun is out of ammo
[Community Terminal] Changed beers to drinks (for consistency in the wording - the beers are not going anywhere)
Haunted Cave warning allowed on Point Extraction
Escape menu can now show deep dive info when on spacerig
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.