Fixed promotion badge returning blank texture after level 18 Improved lighting and PostFX on Dwarf in Escape Menu; Terminals Victory moves previewable again in the Wardrobe menu Fix rare crash in Terrain Scanner Fixed bug where the Wardrobe's 'New Items Available' sign was always on Fixed Crashes related to Glyphid Oppressor Fix for white screen rendering artifacts seen in memorial hall on some gfx cards Fixed Gunner Armor Mastery 7 Skin not unlocking
It’s time for another update as we’re ramping up for full release! The main focus for this update has been on improving the first experience new Greenbeards will encounter, but we also have a lot of goodies for veteran players, such as Armors finally being able to get new Paintjobs, and an all-new Miner’s Manual to name a few!
Cheers, The Ghost Ship Crew
--- PATCH NOTES ---
PICKAXE CUSTOMIZATION ---------------------------- Every miner needs a pickaxe, but no two pickaxes need to look the same! Find and unlock new parts to customize each of the six different sections of your pickaxe, not to mention a handful of brand new Paintjobs for it as well. Crack those rocks in style!
LOST PACK ENCOUNTER ---------------------------- If you see some lost gear scattered around the place, try to find a blinking helmet. Use that to download the location of the lost dwarf’s backpack and track it down using your Terrain Scanner. They are always full of pickaxe parts and precious minerals.
DROP POD OVERHAUL ---------------------------- Let’s be blunt… the Drop Pod has been in need of a facelift for a while. That has now happened - including Fuzzy Dice!
NEW DWARF SHOUTS ---------------------------- BISMOR, BISMOR, BISMOR! A good bunch of new shouts have been added, including some notorious missing Laser Pointer shouts!
SPACERIG EXTERIOR ---------------------------- Did you know that the Launch Bay is only a small part of the Spacerig infrastructure?
MINER’S MANUAL ---------------------------- Missions, Crafting Resources, Damage Types, Weapon Mods... There are so many systems in DRG! It can be overwhelming at first. We collected as much information as we could and created a ton of new infographics to make a guide. Hopefully this will help during the first few hours of the game. There might even be some details veteran miners didn’t know.
It’s the intention that the Miner’s Manual will continue to expand with new entries and chapters in future updates.
IMPROVED TUTORIAL ---------------------------- Mining is way more fun once you know the basics. There is now a brand-new and more streamlined Tutorial with clear instructions and tasks. Let’s get the Greenbeards up to speed as soon as possible, Management wants to see that ore flowing!
ESCAPE-MENU OVERHAUL ---------------------------- With the inclusion of the Miner’s Manual, we decided to redo the whole Escape menu. The main tab is the Status, where you can read all the information about your current Mission, Loadout, and Team. Many of the items link directly to the Miner’s Manual, so you can learn more about, for instance, the current Mission Warning Mutator with just one click.
VANITY ICONS ---------------------------- All cosmetic items, both from The Shop and The Forge, now have proper icon previews! They are perfect for quick sorting and to avoid “guess forging”, but, most importantly, they look cool.
ARMOR PAINTJOBS [COMMUNITY REQUEST] ---------------------------- All the ingame Armor Sets have received the same split between Frameworks and Paintjobs that weapons got recently. Several brand new Armor Paintjobs can be found in the Lost Pack Encounters, with more to come further down the line. Also, for those with Supporter Upgrade, the Gilded Armor is now a Gilded Paintjob and can be applied to all Armors.
WEAPON BALANCE
---------------------------- “THUNDERHEAD” HEAVY AUTOCANNON
Moved some of the AoE range bonus of Carpet Bomber OC to the Base Weapon and Shrapnel Rounds Mod
Moved some of the AoE damage bonus of Carpet Bomber OC to the Base Weapon
Added an accuracy bonus to Big Bertha OC
Removed starting fire rate penalty on Big Bertha OC, now only the max fire rate is affected
Reduced the direct damage penalty on Neurotoxin Payload OC
Slightly increased the DR bonus from the Damage Resistance at Full RoF Mod
“WARTHOG” AUTO 210
Moved some of the damage bonus of the Bigger Pellets Mod to the Base Weapon
Increased the base rate of fire
Lowered the rate of fire bonus of the Miner Adjustments Mod
Increased the bonus of the Supercharged Feed Mechanism Mod
Removed the Improved Stun Mod and increased the base duration of a weakpoint stun
Fixed the stun chance stat display to be more clear that the stun chance is calculated for every pellet that hits
Made it so the Minishells OC can't stun targets
Fixed crosshair misalignment
Fixed the Cycle Overload OC not affecting weapon spread properly
Lowered the spread penalty of the Cycle Overload OC
“STUBBY” VOLTAIC SMG
Reduced recoil especially the horizontal recoil so it is now easier to manually compensate
Greatly reduced max shot spread
Improved base accuracy
Increased base damage
Consolidated all base damage into one damage type
Increased base chance of electrocution
Modification Tweaks
Replaced the Floating Barrel Mod with a Recoil Reduction Mod
Improved the bonus of the Improved Capacitors Mod
Removed the Larger Capacitors Mod
Relocated the Conductive Bullets Mod to Tier 4
Removed the Overcharged Rounds Mod and added some of it’s bonus to the Base Weapon
BRT7 BURST FIRE GUN
Increased base damage
Decreased base ammo
Lowered the base armor breaking
Decreased base recoil
Decreased max spread
Increased base clip size
Modification Tweaks
Increased damage bonus of the High Velocity Rounds Mod
Removed the Burst Damage Mod
Increased the stun duration of Burst Stun Mod
Swapped positions of the Floating Barrel Mod and the Disabled Safety Mod
Increased the bonus of the Quickfire Ejector Mod
Overclock Tweaks
Increased the damage bonus of the Experimental Rounds OC to work with the new weapon damage and ammo numbers
CRYO CANNON
Reduced base charge-up time
Increased discharge time
Increased the base effective range
Increased the speed with which the spray extends to its effective range
Increased base freezing power
Increased base damage
Increased the base size of the pressure chamber
Lowered the base re-pressurisation delay
Fixed the weapon damage and freezing power stats displaying each other's values.
Cold Mechanics Tweaks
Mactera Spawns freeze a bit faster
Enemies slow down faster as they get colder
Modification Tweaks
Combined the Larger Pressure Chamber Mod and Increased Chamber Pressure Mod
Improved the value of the 2nd Stage Pump Mod and renamed it to Faster Turbine Spinup
Increased the value of the Bypassed Integrity Check Mod so it now completely removes the re-pressurisation delay
Increased value of the Overclocked Ejection Turbine
Renamed the Faster 1st Stage Pump Mod to Fast-filling Pressure Chamber
Reduced the value of the Improved Mixture Mod and renamed it to Supercooling Mixture
Renamed the High Water Content Mod to Hard Mixture
Increased the power of the Cold Radiance Mod
Overclock Tweaks
Added a flow rate bonus to the Flow OC
Increased the Ice Spear OC damage and it no longer depends on pressure, it's now always hits the same
Increased the Ice Spear OC ammo cost and it now always consumes the same amount and you can always shoot it as long as you have the ammo and the weapon is not repressurising
Tweaked Ice Spear OC damage and ammo cost
Increased the damage bonus and lowered the pressure drop penalty on the Ice Storm OC
Removed rate of fire bonus from Ice Storm OC
Added an ammo penalty to Ice Storm OC
Increased the radius and freezing power of the Snowball OC, like the Ice Spear the damage is now constant
Lowered the ammo cost of the Snowball OC, like Ice Spear the ammo cost stays constant
Increased Snowball OC ammo penalty
BREACH CUTTER
Increased the base width of the plasma beam
Increased the base damage
Changed how damage is shown in the stats to a DPS value
Decreased line speed
Increased the plasma line life-span
Decreased the rate of fire
Increased the base magazine size
Increased the "hitbox" of the plasma beam so it is more forgiving
Modification Tweaks
Increased the values of the Loosened Node Cohesion Mods
Increased the value of the Prolonged Power Generation Mod
Removed one of the damage Mods and increased the value of the remaining one
Added a Mod to extend stun duration
Removed one of the magazine-size Mods
Removed one of the Expanded Ammo Bags Mods and increased the value of the remaining one
Improved the effect of the Quick Deploy Mod and it now affects both deploy speed and deploy delay
Changed the Double-split line to a Triple-split line that covers a larger area both above and now below the standard line
Combined the There Can Only Be One and Explosive Goodbye Mods and made it that firing while you have a line out will detonate that line wout shooting a new one. Lowered the explosion's damage but it now leaves a residual plasma field that continues to damage enemies over time.
Added the Plasma Trail Mod which causes the beam to leave a trail of residual plasma which damages enemies over time
Rearranged many of the Mods
NOTE: Anyone who owned the removed Mods will be refunded the Minerals and Credits they spent
Overclock Tweaks
Yaw Man has become an Unstable OC and is now called Spinning Death. It causes the beam to spin while moving slowly forward dealing a lot of damage over time in the area.
Roll Control will not spin the beam if you click to fire but only if you hold. Releasing the fire button after the projectile starts spinning works as before.
Return to Sender no longer has a damage penalty
Inferno now ignites most enemies in one pass and no longer reduces your rate of fire
High Voltage Crossover is now a Balanced OC and no longer has a damage penalty
DEEPCORE 40MM PGL
Improved the responsiveness of the Proximity Trigger Mod and fixed the description which referenced a damage bonus based on a time mechanic that was not actually being used
LEADSTORM MINIGUN
- Improved how quickly the Burning Hell OC sets things on fire
- The Leadstorm OC now removes the Minigun's stun ability and has a slightly lower
- Lowered the damage bonus on the Leadstorm OC a bit
OTHER WEAPON TWEAKS
Made the Persistent Plasma effects always kill swarmers that go through them. This impacts both the EPC and the Breech Cutter.
Lowered the splash radius of the Pheromone Canister and lowered the number of enemies a pheromone-affected target can attract
MISC
----------------------------
Added a new first person death animation
Added a new attack to the Glyphid Oppressor
Added new equip animations to the Equipment Terminal
Added a new terminal design for the Accessory Terminal and renamed it The Shop
Added a new terminal design for the Mineral Trade Terminal
Added pathfinder blockers below the platforms of the Minehead in Point Extraction to prevent enemies from walking there
Overhauled the Tutorial Hints
Weapons that do fire damage can now ignite gas clouds
Hoverboots perk now have particles coming from the boots and will also burn any creatures unfortunate enough to be right beneath you when you activate them
Renamed the Grappling Gun to Grappling Hook
Renamed the Zipline Gun to Zipline Launcher
Resupply Pods now needs to fall a set distance before it starts doing damage on landing
Improved several sprint animations
Improved the sound of the Dash perk
Improved the logic of the Born Ready perk when activated on clients
Improved the spawning logic of Machine Events to prevent Core Infusers from disappearing
Fixed several field of view related bugs, including the field of view of the Zhukov NUK17
Fixed a bug in the achievement for Milestones
Fixed a bug with the Impact Axe sound effect only playing for host
Fixed a bug that caused clients to not see themselves as frozen when they are frozen
Fixed a bug that sometimes caused double footstep sounds in first person
Fixed a bug that prevented certain status effects from properly displaying on Lootbugs
Fixed a bug that caused the Terrain Scanner to become stuck in view
Fixed a bug that prevented the salute animation from playing in third person while sprinting
Fixed a bug that enabled Silicate Harvesters to walk on walls
Fixed a bug that caused the Iron Will countdown to display prematurely
Fixed a bug that caused the light of the Proximity Trigger mod for the Deepcore 40MM PGL to stick around after the projectile is destroyed
Fixed a bug that prevented Heightened Senses from working after the first time you get grabbed by an enemy
Fixed a bug where projectiles could nudge the player around for a brief moment while close. This was especially noticeable when looking down and firing.
Fixed a bug that prevented enemy health bars from properly indicating weakpoint hits for clients
Fixed a bug that caused LMG Gun Platforms with Hawkeye System mod to shoot marked enemy corpses indefinitely
Fixed a bug that caused some weapons to become offset when saluting with certain weapons
Fixed a bug that caused the Loadout Icon Selector menu to remain open after closing a Terminal
Fixed a bug that prevented Bosco skins from working in missions
Fixed a bug that enabled two players to tame the same Glyphid, sometimes removing its textures
Fixed a bug in the State of the Art achievement so it no longer triggers prematurely when having all items upgraded fully except the armor
Fixed a bug when using both the Hardened Drill Tips and Supercharged Motor mods on the Reinforced Power Drills
Fixed a bug that caused the canister of the CRSPR Flamethrower to change color when
reloading with some Weapon Frameworks
Fixed a bug with Air Geysers causing jittery movement for clients while pushed
Fixed a bug that caused Bosco to senselessly attack the Drop Pod if you marked it with the Laser Pointer. Silly Bosco
Fixed a bug that caused Mactera Spawns to look like they are in their attack stance while fleeing
Patch Notes from Experimental Branch
During the last week, Update 29 has been live on the Experimental Branch. And thanks to all the feedback and testing, we applied quite a few tweaks, additions and bug fixes. Here follows a list of the relevant changes that happened and didn't make it into the in-game patch notes:
Updated the look of the Spacerig personal cabines
Improved network code for client movement
New Wardrobe menu
Improved Mission Map terminal
Added Gamma option to the graphics section of the options menu
Warthog Combat Shotgun: Changed the stun stat display back to a per pellet value
Warthog Combat Shotgun: Fixed the Cycle Overload OC not affecting weapon spread
Warthog Combat Shotgun: Lowered the spread penalty of the Cycle Overload OC
Cryo Cannon: Added a flow rate bonus to the Flow OC
Cryo OC Tweak: Removed rate of fire bonus from Ice Storm OC
Cryo OC Tweak: Added a small ammo penalty to Ice Storm OC
Cryo OC Tweak: Increased Snowball OC ammo penalty
Cryo OC Tweak: Increased Snowball ammo cost
Fix Sawed off shells having wrong material when using skin
Fix Glyphids footstep particles not matching biome
Fix world scrolling ice particles
Oppressor: Added a longer delay before the attack starts doing damage and knocks back
Oppressor: Targets hit by the tremor attack now need to be close to the surface that the rocks emerge from
Oppressor: Tremor attack will now require the oppressor to have line of sight to their main target before starting the attack
Oppressor: Reduced the damage that the tremor attack does from 5 per tick to 2.5
Oppressor: Tweaked down size and cooldown of oppressor attack
Oppressor: Tremor attack now ends more in line with what the particles look like
Tried to fix a bug that caused infinite sounds and camera shake on ammo pods landing on the ground
Lost Pack should no longer spawn in supply tunnels and droppod tunnel, only near original parts of the cave
Fixed Assault 3rd player equip animation
Tweaked interact trigger on the Shop in spacerig
Added slide in and out sound for weapon loadout in escape menu
Fix projectiles could hit the base collider of enemies, not dealing correct impact damage (ignore armor and not get frozen bonus)
Lighting slightly lowered and more tinted in CharacterSelection level
Color tweaks for new Armor Paintjobs
Fixed a case where enemies would not ragdoll
Mastery Rewards: Tweaked text
Rotate podium with character
Fixed droppod location in tutorial
Extra Morkite and Nitra in first missions
Fixed the missing texture on blob in Radioactive Zone
Unlock Mastery Awarded skins even if you purchased the upgrades before the patch
Keyboard icons added: Ampersand, quote, é
Added a small light by drone modification terminal
Updated images for miners manual spacerig page
Fix to Laser Pointer description
Fix vanity icons applying armor paint jobs
Partly fixed bosco loadout skin problemt at drone terminal
Changed the duration mod icon so it is not the same as the delay icon
Bosco Mesh and Color skin fix at terminal
Fixed droppod random rotation in tutorial
Fix loadout alignment in the menu screen when bound to a key with a long name
SpaceRig tweaks, fix glass shader world space
[Community Request] ESSENTIAL graphical issues fixed on the Space Rig: You can no longer pass through speakers, UV's have been fixed on tatty posters, a Hoop Game monitor is no longer floating, and the Platform Gun lying on the workshop table no longer slightly intersects with the grenade box next to it. Well done, Team.
Minor Space Rig tweaks, some old ugly models revamped, some material improvements
Smoke no longer disappears from Forge when up close
Deep Rock Galactic - Soren - Captain of Ghost Ship
Hello Miners!
As promised yesterday, we have an updated Roadmap for you, and it should hopefully help answer most of the burning questions you might have!
Right now, we're laser-focused on getting Deep Rock Galactic ready for the actual 1.0 launch sometime during Q2 2020. During this time, we'll be revisiting old systems in need of some well-deserved love, as well getting the game polished to a mirror shine. Update 28 started a lot of this, with the much-discussed Perk Rework, as well as the first batch of improvements to the Space Rig and its overall layout. And with the separation of Weapon Skins into Paintjobs and Frameworks, we also gave all Dwarves many more options in terms of expressing their personality through the looks of their weapons. These are key themes that you will continue seeing as we get the game prepared for 1.0.
Before we're ready to hit the big switch and launch 1.0, we will squeeze in one more update - Update 29. It will feature a lot of under-the-hood optimization and improvements, but more visibly it will see more work done to the Space Rig, a much needed graphical overhaul of the trusty old Drop Pod, and a full visual customization system for your pickaxes. AND, hallelujah, we're finally getting in proper item icons for all your phat lewt!
Update 29 will also bring a new and improved Greenbeard experience, with a brand new tutorial flow, and handy contextual hints. And of interest for any dwarf regardless of experience, we will also see the introduction of the Miner's Manual - an ingame repository of information about all kinds of Deep Rock Galactic related things.
And finally, Update 29 will also include another Weapon Balance pass, touching on many of the issues both we and yourselves have brought up regarding certain weapons.
After 29, we will be officially heading into launch. The Launch Update will not introduce any major new features, but it will still include some pretty tasty things. Apart from a whole lot more bugfixes and optimizations, it will expand the game's soundtrack with almost an hour more of synthy goodness, and it will enable a whole bunch of new Promotion Ranks and associated rewards.
And beyond that - well - depending on the reception of the game upon launch, the sky is more or less the limit. We have a stack of new things we'd like in the game stretching almost to our ceiling, based both on our own wishes and those voiced by our frankly awesome fanbase. The work you're putting in to assist us in making DRG the best game it can be remains absolutely priceless.
One thing we KNOW we will focus on right after launch, however, is a return to the real meat and bones of the gameplay. We've devoted a ton of necessary work on fleshing out the game's surrounding systems for a long time now, but it's high time we turn our eyes back on the caves themselves. You can at the very least expect more Mission Types after launch, since that's something we rate very very highly on our list of wishes. And once we know a bit more, we will of course update you guys in our usual ways - blog posts, roadmaps, and so forth.
So until then, keep the bullets flying, the blood and ideas flowing, and we shall get back to you again very soon!
Deep Rock Galactic - Soren - Captain of Ghost Ship
Hello Miners!
Two years ago, we pushed the scary-looking button called "Release to Early Access", in the firm hope that Deep Rock Galactic would become the next big thing in co-op gaming. Today, we can look back at a fantastic journey where we've exceeded all our goals - not to mention the privilege of witnessing you all play and enjoy the game, while helping us spread the word on space-mining dwarves. And even more amazing to us is the fact that Deep Rock Galactic is now played and enjoyed by more players than ever, all over the world. This calls for some celebration!
So, we've just released a small update to remind us all that Deep Rock Galactic has been in orbit for two years. Like last year, Management has dressed up the Space Rig, and every dwarf will receive a unique Year Two Party Hat. And you can claim this for all your classes with one easy click! The 2-Year Party Hat will be available for at least a week.
In addition to this, Bosco now has Paintjobs to unlock in addition to Frameworks, to celebrate the little drone's importance to the operation. Owners of the Supporter Upgrade will receive a special Gilded Paintjob for him, and all players will gain access to four additional new Paintjobs as they upgrade Bosco: Abyssal Frost, Scorched, Corporate Mint, and Primal Blood.
Tomorrow, the 28nd of February, on the actual 2-year day, we'll be livestreaming from the office of Ghost Ship Games, as well as host another AMA on Reddit at r/deeprockgalactic. The AMA will start at 10am CES and continue for many hours into the afternoon. We'll also be revealing the new Roadmap, further outlining our current plans up until launch and into the future.
The livestream will kick off with the usual Deep Dive stream at 1pm CET (UTC+1), but we plan to continue all day long and into the evening, so fans around the globe can get a chance to watch it live and participate in the chat. We'll stream simultanously to the Steam page, Twitch, Youtube, and Mixer.
Rock and Stone, Miners! Let's make this weekend a Deep Rock Galactic weekend!
Cheers Ghost Ship Crew
Patch Notes
New Content
2-Year Party Hat claimable for all in the Space Rig
Space Rig party celebration
Gilded Bosco Paintjob added to Supporter Upgrade
4 Paintjobs added to Bosco's Mastery bar
Misc. fixes
Added final countdown to Iron Will Activation, when the entire team is down
Fixed potential crash
Made mission select monitors work on client + late join
Deep Rock Galactic - Soren - Captain of Ghost Ship
Hello Miners,
We are back with yet another hotfix for Update 28. This hotfix will most likely (fingers crossed) be the last one before we fully start to focus on Update 29.
When we launched Update 28, we had removed two perks: Weekend Athlete and Souped Up Zipline Motor. We were super focused on explaining some of the other perk changes we had made (guess which!) and we forgot to tell you some of the reasoning behind why these two were pulled. So here it goes:
When we were rethinking the perk system, there were two things that we wanted to change: perks that were boring because they presented an obvious choice to the player and perks that were causing uninteresting and not enjoyable in the long run gameplay. In the case of Zipline Motor, we just thought that everyone should be able to use a speed increase and it should not be a choice against other perks. Unfortunately, we didn’t implement it in time, but here it is!
For Weekend Athlete, the conversation was similar. More speed was too strong to allow the rest of the perks to compete and that was the reason for its removal. However, we didn’t realize the big impact it would have for all the players who have enjoyed the game at that speed for so long (including many of us devs). We have spent these weeks trying to find out what we think is the ideal speed for the game and we have decided to increase the base sprint for everyone to a value similar to what the first stage of Weekend Athlete was.
Hotfix 8 also has a lot of other perk-improvements visually as well as functionally. Look in the notes below for details.
And finally, Thank you for all your feedback! It really helps us shape the game, and even though all of you are not always happy with the changes we do, we do listen and decisions we make are never set in stone. Please keep it coming :-)
Cheers, The Ghost Ship Crew
-- PATCH NOTES --
MISC. FIXES
General Sprint Speed increased
Enemy Movement Speed has been slightly increased for Haz 4 and 5 and on Elite Deep Dives now that player Sprint Speed has gone up
Added a new mechanic to Ziplines. All dwarves can now slide fast on Ziplines that are angled downwards. Simply look down the zipline and press and hold forward to let go of the break. Release forward to slow down again. Sliding speed is relative to the angle of the Zipline
Fixed a bug that prevented Machine Events from being interactable when the FIRE button is remapped
Fixed text overflow for certain languages on elements in Mission Selection
Improved the logic of how enemies select a target and distribute themselves between the player, Steeve, Pheromones and the Lure
Reverted a previous change which has since caused M.U.L.E. to be more likely to walk through terrain
PERK TWEAKS
SHIELD LINK
Shield Boost now lasts for 30 seconds at final rank
Added first person effect to Shield Boost when giving and receiving it.
BERZERKER
Updated the Perk description, old text could be misunderstood.
Added a new first person effect overlay to give you a better feeling of how long it lasts.
THORNS
Added a small cooldown so that a large group of swarmers does not get killed in a single pass and can still pose a minor threat to the player.
Added a 4th tier to the perk bringing the damage assigned upto 24hp.
HOVER BOOTS
Hold to activate time decreased to be way more snappy
Cooldown decreased to a 75 secs when max upgraded
Hangtime Increased to 3.5 when fully upgraded
Improved the Hoverboots visual effects
FIELD MEDIC
Instant Revive now activates instant on button press instead of hold.
SEE YOU IN HELL
Explosion now leaves an electric field behind for 15 seconds electrocuting and scaring off enemies.
Explosion deals double damage of what it used to and can now take out Pretorians on some difficulty settings.
Fixed a sound bug, that would mute the explosion sound if music was turned down.
Passive Effect added to the Perk. Any time an enemy hits you with a melee attack you get a temporary melee damage bonus. This effect lasts for 1.5 seconds. Revenge never felt this good before :-)
DASH
Reduced cooldown of Dash on all tiers
Increased the speed of Dash slightly
Added new third person effects to Dash
Added a new sound for when Dash is activated
Fixed a bug that caused Dash to sometimes not activate, it should be way more reliable now.
SWEET TOOTH
Changed Sweet Tooth to give you more health from Red Sugar
BEAST MASTER
Steeve can no longer be affected by Sticky Flames
Added new sound and particle effects when you tame a Grunt
Steeve is no longer ignored by other enemies
ELEMENTAL INSULATION
Temperature insulation is now called Elemental Insulation and gives resistance to all elemental damage: fire, cold, poison/acid, radiation, and electricity
Percentage bonuses on the tiers have been reduced to +20%, +25%, +30% to not make this perk too OP with the changes listed above
SECOND WIND
Speed percentage bonus of Second Wind has been reduced. The percentage increase on Second Wind is based on the general sprint speed, and since that has been tweaked up, we had to tweak the percentage bonus down in order to have the effect of Second Wind stay the same as it was.
This hotfix includes an attempt to fix a bug that caused the crosshair to mysteriously disappear. We have also made more Paint Job / Framework separation improvements and fixed a bug that prevented enemies from spawning under special Management-disapproved circumstances.
Changelist
More Paint Job / Framework separation improvements
Attempted to fix a bug that caused the crosshair to vanish and not return
Fixed a bug that enabled multiple people to tame the same enemy using the Beastmaster perk, applying the buff several times
Fixed a bug that caused the Drop Pod to land in the same location every time when you escape from a Point Extraction mission
Fixed a bug that enabled the player to tame frozen enemies
Fixed Iron Will slowdown reduction being broken and making the player move extremely fast
Fixed a bug that prevented enemies from spawning if all the players hid in a small hole and covered the entrance
This hotfix includes several miscellaneous bugfixes and improvements to the sound, visuals and functionality of certain perks. Look out for a new animation for taming Glyphids, improved effects for Shield Link, and damage reduction of the Veteran Depositor perk to now also apply near the Minehead! We have also managed to resolve an issue which prevented perk cooldowns from properly showing in the UI.
Changelist
More Paint Job / Framework separation improvements
Unstoppable Perk now affects a lot more slowing effects
Added a new animation when the player tames a Glyphid
Added effects to Shield Link perk
Improved Shield Link perk sounds
Fixed a bug with Driller and Engineer level up milestone set to 4 for the first step
Impact Axes can now be picked up while the player is airborne
Fixed a crash caused by latejoining
Damage Reduction of the Veteran Depositor perk now also applies to the Minehead on Point Extraction missions
Added Beastmaster activation particles
Fixed a bug that broke the perk cooldown display after someone latejoins
Fixed a bug that made enemies completely ignore dead players
This hotfix includes more Paint Job / Framework separation improvements and additional perk tweaks. We have also addressed an issue that caused Characters Volume to default to 0 on Xbox, which will arrive later today once the update has passed certification.
Changelist
More Paint Job / Framework separation improvements
Veteran Depositor Perk - Increased the range of the damage reduction bonus
Activating Hover Boots no longer calls the MULE
Fixed a bug that caused Characters Volume to default to 0 on Xbox
Deep Rock Galactic - Soren - Captain of Ghost Ship
Hello Miners,
Before we get to the patch notes, let’s talk about Jump Boots and why we are removing them in their current form.
So, why do we remove something that almost all of you regard as a lot of fun and one of the better Perks? Basically, we have a quite specific vision in mind for Deep Rock Galactic. We have always stated that this is a Co-op First game and every design decision has to be with the co-op aspect in mind. But the Jump Boots detracted from the class dependencies unless everybody had them on. From a design point of view, we might as well give everybody Jump Boots as a default movement mechanic. So, let’s talk about why we believe that’s not a good idea for this game.
Apart from the co-op aspect, we have a punchline called “Danger Darkness Dwarves”. This is the very core of Deep Rock Galactic. You play as hardy dwarves working their way through danger and darkness. It’s never easy. It’s slow and hard work. But you have the weapons, tools, and skills to overcome the challenges. You are tough and you never give up. We have used this as guidelines when designing features for the game.
But, while some features can be fun in isolation, they can affect other aspects of the game that are fun. When that happens, we have to decide which features have priority. In this case, altering the terrain and creating paths for yourself and your teammates as you traverse is considered a core principle of DRG and what sets it apart from other titles. Therefore, although a high mobility skill can be apparently fun, it can remove the fun from many other situations - situations that support the fantasy of playing a hard-working, space-mining dwarf.
So, why did we include them in the first place? In short, it was a miscalculation on our part. Our approach to Early Access has always been to release what we have as soon as possible and then fix and tweak based on your feedback. But for Jump Boots, this was the wrong approach. Most of you rightfully fell in love with their easy-fun and general-purpose abilities, both useful in traversal and combat. And individually, there is nothing wrong with that, but seen as a whole (as we must do as Devs), this turned out to be a huge risk to the core of the game. We should have foreseen this and kept Jump Boots in the cooker a bit longer before making a decision on them.
We hope you understand and can forgive us for this mistake
We do expect to bring Jump Boots back later, maybe as a reworked Perk, maybe as Mutator or maybe as part of a power-up system. But for now, they are gone.
Now onto the rest of the patch notes
PATCH NOTES
Firstly, thanks to all of you for the feedback on the Perks. We’ve looked through your discussions, comments, and suggestions, both here on the Steam forum, in the Discord, in Reddit, and everywhere else where you write to us. In many cases, there are arguments both for and against certain changes, so we are mostly focusing on where there seems to be consensus and where we agree that it’s better for the game in the long term.
Rebalancing
We have been doing a major rebalance of the Perk Points and Milestones economy. With the previous implementation, the grind was simply way too long. Our design goal with the new implementation has been to allow you to unlock the majority of the perks within your first promotion of each of the four dwarves (roughly around 40-50 hours of gameplay). Here is what we have tweaked.
We have:
Reduced the prices of the Perks in the Perk-tree
Lowered the goals for the individual Milestones, so they should be much easier to complete now.
Increased the number of excess perk points in the system - meaning you don’t have to complete every Milestone to fully unlock the Perk-tree.
With this rebalance we have had to reset the Milestones. Don’t panic! You haven’t lost anything, but when you open the game the first time after you have updated, you will have to re-reclaim every Milestone you have previously completed. It is a bit of work if you are an experienced miner, but on the other hand, it also gives you the opportunity to see all the progress you have made in the game in a very fast way :-)
Perk Changes
Many of you have pointed out that the removal of Weekend Athlete was too much of a change. Even with the introduction of Second Wind and Dash, it is clear from the mission-success metric that the higher hazard levels increased in difficulty beyond what was intended. Therefore, we are lowering the enemy speed boost on the highest difficulty a little bit and then we’ll check the metric in a few days again.
As written above, we are removing Jump Boots for now. Related to this, we are reworking Active Impact Compensators. They were not as useful as we intended, so we are now merging in a bit of the idea from Jump Boots and turning this into a Perk called Hover Boots. Their main purpose is to halt your flying movement when you activate them. You can use this to avoid falling damage or any environmental effect that pushes you around.
The rest of the Perk changes are smaller improvements and QoL fixes. We’ll keep reading the feedback and monitoring our metrics to see if further tweaks are needed.
CHANGELIST
Perk related changes
Rebalanced Perk Points and Milestones economy
Reduced Enemy Speed boost a little bit for Hazard 5 and Elite Deep Dive
Iron Will: If you heal while on Iron Will, you will be invulnerable until the Iron Will buff wears off
Fixed an issue with Iron Will if the whole team goes down. The game could stall and not progress to the end-screen.
Vampire Perk - no longer works on swarmers from brood nexus
Fixed an old bug that unintentionally caused the old Berzerker effect to still affect the Vampire Perk. We will now monitor this Perk and evaluate it again later.
Fixed a bug with the sound triggering when using the Vampire Perk. The sound was always playing for the host, not the player actually using the perk.
Born Ready now also reloads the Flaregun and the Platform Gun
Born Ready Perk - Added unequipped reload sounds to all weapons
Steeve will no longer be removed if the enemy cap is hit and new enemies have to spawn in
Fixed a bug with petting sounds not playing when petting Steeve
Added a new animation for Steeve when he is petted
Perks are no longer usable on the Spacerig. Management kindly reminds all employees that the Spacerig is a workspace and not a playground!
Second Wind Perk - Particles no longer trigger if you jump and land while it is active
Iron Will Perk - Removed activation time window from Iron Will
Beast Master Perk - Steeve's friendly fire reduction set to 2% damage (before he received 25% friendly fire damage). Long Live Steeve!
See You In Hell Perk - Damage and radius increased and is increased more with the ranks
See You In Hell Perk: increased damage, range, and limited to 3 uses per mission
Fixed sound for See You In Hell explosion
Dash Perk - Added slowdown resistance and updated the Perk description to reflect this
Removed Jump Boots Perk
Removed Active Impact Compensators Perk and moved See You In Hell Perk up to take its place
Added a new Perk: Hover Boots
Relocated Iron Will and See You In Hell in the perk graph
Misc bug-fixes and QoL
Latejoin pods now avoid Machine Events, Escape Pods and Mineheads when searching for a landing location to prevent players from getting stuck
Crassus Detonator can no longer spawn in Deep Dives.
Fixed spelling in Auto Cannon Radius upgrade
Crassus Detonator Gold is no longer different from regular Gold
Dwarves now have a shout (only audible for the local player) and sound for when they are out of flares and attempt to throw one
Fixed a bug with the base Weakpoint Damage bonus of 10% not showing on the Deepcore GK2 Assault Rifle
Fixed a bug that caused Kursite Infection Praetorians to shoot acid spray without playing the animation. They no longer shoot acid.
Fixed a bug that caused the first row of perk icons to be unaligned in the Equipment Terminal
Fixed a crash that occurred when pointing the laser pointer at Explosive Barrels
Improved the beacons the MULE drops on her way to the Escape Pod to better indicate the direction of the Escape Pod
Fixed a bug that caused the Satchel Charge to be picked up too late in the pick-up animation
Improved location of music and dance zone for the Jukebox on the Spacerig
Fixed a visual issue with the Neurotoxin gas cloud particles
Added debris to explosion craters
Fixed Scout falling through the world if killed while using the grappling hook
Quick-join can no longer join Deep Dives
Power Attacks now instantly defrosts players if they are frozen.
Fixed a bug that caused an unbuilt Sentry Gun to block bullets before it was built
This hotfix includes another attempt at resolving the performance issues some of you are regrettably still experiencing. We have also made some minor tweaks and bug fixes to Steeve and tuned the timing of how beer mugs are thrown.
Changelist
Fixed more performance issues
Optimized Sticky Goo on Fungus Bogs biome
Optimized the Goo the Mactera Bomber drops
Fixed Steeve’s overconfidence that caused him to attack the Unknown Horror to no avail. Silly Steeve!
Fixed timing on throwing the beer mugs
Fixed a bug that caused some status effects to be stuck on Steeve after taming