Mikkel Martin Pedersen here, back with another blog post! This time the topic is about what’s probably turned into one of the most iconic features of Deep Rock Galactic (DRG) - the ability to hit [V] and salute your fellow dwarves by raising your pickaxe in the air and shouting “ROCK AND STONE!”. The impact that little salute has had on the game, the community, and on us as developers is quite amazing. I’ll be bold and make the claim that “Rock and Stone” plays a big part in how we’ve succeeded in making a game that has generated one of the best, friendliest, and most non-toxic communities for any multiplayer game in our experience.
The idea for this Blog Post started forming right after our 1.0 launch of the game on May 13th 2020. During one of our Reddit AMA’s, a question cropped up several times: What was the story behind our now iconic “Rock and Stone”, and how did the idea form in the first place. After answering the question in the AMA, I started to think more about it and I realized how big a part of the experience of playing DRG the “Rock and Stone”-salute is and has become. So, I wanted to share my thoughts with you - This is the story of “Rock and Stone”.
Rock and Stone Fan Art by Karniz
Rock and Stone is for Real
Let’s start with a little anecdote. The very first time I experienced “Rock and Stone” being used outside the game was at Gamescom 2017 in Cologne. At this point in time, we were not even in Early Access yet, but we already had a growing community appearing just through our Close Alpha on Steam. At the conference was Søren Lundgaard (our CEO) and myself, slogging through a ton of meetings with different potential business partners, and we had a small booth in the business area just for that purpose.
As we’re having a break in between two meetings, a guy walks by our booth, notices the logo, raises his fist, and proudly exclaims “ROCK AND STONE” at us. Well, to be honest, he was a bit shy, so it was more like the whispering of a secret, and not really a war cry - but, we saluted him back, and were both left with goosebumps and big smiles on our faces. That was pure magic - we had created something that transcended the game and manifested in the real world. That’s when we started to realise just how powerful and important this salute could be for the game and for us.
But this was obviously not the actual origin of the “Rock and Stone”-salute - that was earlier.
Contextual Communication
“Rock and Stone” was implemented very early in the development of DRG. It began with me wanting to introduce voice acting into the game. Voice acting was an easy way for us to expand and establish the universe, develop the dwarves as characters, and also a super handy way to add audible reactions to ingame occurrences - as much to make the dwarves feel grounded in the game world, and also to alert you, the player, of ongoing events. Nothing new under the sun there - having them shout when they killed bugs, when they took damage, or when they were being targeted with friendly fire was a no brainer. But we also wanted to introduce a simple contextual communication system (this was way before we introduced the laser pointer).
The first method of in-game communication we added was tapping [X]. Doing so is a contextual call for attention from your fellow players. Depending on the situation the dwarf will say different things. For instance, if you are sprinting your dwarf will say “Follow me!” and if he is down he will cry for help and if he is standing still he will call out something like “Come here!”.
Introducing Rock and Stone
Tapping [X] worked out very well for us, but Issuing commands is a very one-sided way of communication and we quickly realised we needed some way of responding.
Furthermore, I felt it was important that these underpaid workers - risking their lives every day - had something that bound them together. Hence, we wanted to give them a salute. A way for the dwarves to ritualize their work in the mines and elevate the mining above just being plain hard labor.
Robert Friis (Art Director) and I did a lot of brainstorming on what their salute should be. In the end we settled on “Rock and Stone” - it was simple and modest, but still held so much tonal power that it was easily the winner. To be honest, I don’t remember any of the other suggestions we came up with because we nailed this rather quickly.
We also wanted to give the dwarves a handsign and raising your pickaxe up in the air just seemed natural. The pickaxe is your primary tool and an iconic symbol for mining. When you raise your pickaxe and shout, you show that you are a friend, a colleague, a team player and that you are ready to die for your fellow dwarves. With “Rock and Stone” you celebrate teamplay and the codex: Leave No Dwarf Behind.
For Rock and Stone!
The [V] key was just a natural key to use when you take all the standard first-person keys from the keyboard into consideration. And V as in Victory just felt right ːsteamhappyː
With [V] as the “Rock and Stone”-salute we had completed the first iteration of the communication system. Now you could give contextual commands on [X] and you could reply by saluting on [V].
Later, we saw the need for a bit more advanced way of communication and we invented the Laser Pointer, so you could point out and ping points-of-interest for teammates.
Depending on the situation, “Rock and Stone” can mean so many different things. It can be a greeting. It can mean “Affirmative”. It can mean “Job well done”. It can be a “Thank you” for rescuing me. It can mean “We are awesome”. It can mean “You are awesome”. And it can mean a gazillion other things depending on the context.
The “Rock and Stone”-Salute was introduced with Update 5 in February 2017.
Rock and Stone + Context = Let’s play! Fan art by reddit user Joe_Duncan.
Game Identity Through Control Layout
Deep Rock Galactic is in many ways a standard FPS with a fairly standard control scheme and most people even a little familiar with playing first-person shooters can pick up the game and play it. The biggest departure is obviously how the game blends mining and shooting.
On the pc standard control layout, we have shooting on the [LEFT MOUSE BUTTON] and mining on [RIGHT MOUSE BUTTON] beautifully underlining the mix of shooter and miner. On the controller, it is split between the two shoulder triggers. The sacrifice is that we early on decided to not have an alternative fire or iron sight on [RIGHT MOUSE BUTTON]. By reserving a button just for mining, instead of, for instance, being able to toggle to the pickaxe, you can say that we elevate the importance of the action.
Quicktap for Rock and Stone
When it came to the Rock and Stone salute I also felt it was important to have a unique button for it - [V] - so you can easily and instantaneously activate it in the middle of any other action you are performing. And just like with the shooting and mining it emphasizes the importance of the action.
On forums I have seen many suggest that we should add gameplay mechanics to the Rock and Stone shout - say for instance a chance to buff your teammates. However, I really think it is important to keep the “Rock and Stone”-salute pure and not polluted by gameplay. If there is any gameplay gain connected to the action of saluting, it loses its value as a way of communication.
I believe that keeping the Rock and Stone salute pure has played a big part in elevating it to the phenomenon it is for the game and our community today.
A Community of Rock and Stone
And speaking of community – Just as the “Rock and Stone” shout works in binding the players together, the same thing is happening on social media in binding the community together. You guys are really not wasting any chance to use “Rock and Stone” whenever you can, and I love it. It makes me so happy that we have managed to establish our own lingo around the game, and Rock and Stone is the strongest and finest example of this.
Many of the memes that are created have Rock and Stone in them and if you are seeking proof on how important the Rock and Stone is in-game just look at the two memes below.
If a new player of the game don’t know about “Rock and Stone”, they quickly learn it from other players. Left: Meme by reddit user Diribiri. Right: Meme by reddit user zombonita_beach (Original comic by Shen Comix)
The Good Vibes of Rock and Stone
When we began working on DRG our plan was to make a co-op game where teamwork and camaraderie really mattered and where you appreciated playing with other players – randoms or friends, experienced or inexperienced. The fact that we have succeeded making a game that fulfills this goal is in no small part due to many of the game design decisions we have taken (like how the 4 classes supplement each other), but it is also very integrated into the way you communicate in-game with “Rock and Stone” as a cornerstone.
I believe that the friendly atmosphere among players and the general co-op gameplay experience is something we see spill over into our community. And today I’m so proud that we not just managed to make a game that our players love, but also that we have created a community around the game that is extraordinarily friendly and nice. As a game developer, this is very motivating.
My Best Rock and Stone Moment
One of the best moments for me in the development of DRG was 15 minutes before we went 1.0 with the game. On YouTube, we were premiering the Launch Trailer and was running a countdown. The minutes just before the trailer premiered the chat channel was spammed with Rock and Stone and just “V”. Those minutes were magical and made all the hard work we had put into the game seem like nothing. Thank you from the bottom of our hearts to everyone who showed us this honor.
If you have a favorite Rock and Stone moment, please share it in the comment section below.
The YouTube Launch Trailer premiere was the perfect culmination of the Early Access development phase of DRG and it marked an important milestone for us. And I say milestone because we are far from done expanding DRG - new missions are in the making as we speak – and we still got a gazillion features we want to add to the game.
Rock and Stone Forever
With this blog post, I have tried to answer the question: What does “Rock and Stone” mean? And to sum it up:
Rock and Stone is a salute, it’s a way of saying Hi Mate! It’s a war cry, it’s a big THANK YOU for helping me, it’s a recognition of good teamwork and a celebration of a well-executed task. Rock and Stone is about showing that you enjoy the company and that you are having a good time with friends as well as with strangers. Rock and Stone is what binds us together as colleagues, players, fans, and dwarves. Rock and Stone is our not-so-secret password in our community. It’s our code of honor. Rock and Stone is Deep Rock Galactic and it’s Ghost Ship Games. Rock and Stone is what puts a big smile on our faces when we go to work. And it cheers us up on rainy days! Rock and Stone is a magical spell and a blessing.
…..And Rock and Stone is so much more than we ever anticipated.
We’re back from the summer holiday, which most of us spend within the Danish borders due to the COVID-19 pandemic. Denmark seems to have flattened the curve and is more or less back in business with a few modifications. Luckily, we have been able to adapt to a work-from-home model that’s been working, and we’ve adapted some of that into our normal work routines, ensuring that everyone will stay safe and healthy.
The work on Update 32 is progressing at a good pace, and while we’re not yet at a point where we can share details on the new missions, our prototypes are showing a lot of potential, and we’re confident that we’ll have some inside info for you within the reasonable future. Next to that we're also doing a lot of concepts for the new biomes in Update 33, some of which you can see below.
On a different note, the community submissions for our merchandise store at For Fans By Fans are finally live! Take a gander at some of the submissions below and scoot on over to the Deep Rock Galactic area to get your stubby little hands on your very own Digging Days/I Hate Magma Core merchandise!
This final (knock on wood) hotfix for Update 31 resolves an issue that enabled dead Mactera Grabbers to grab unsuspecting dwarves who disrespectfully step on their corpse. Additionally, Black Box objectives in Deep Dives should no longer be completed prematurely.
--- PATCH NOTES ---
Squashed a bug that caused Black Box objectives to be completed prematurely in Deep Dives
Squashed a bug that enabled dead Mactera Grabbers to grab dwarves that walk on their corpse
Squashed a bug that caused double text in a Mission Control speak in Deep Dives
This hotfix includes additional tweaks to the Omen Modular Exterminator event to provide a more fair challenge, based on your feedback. We have also made some changes to the behavior of the Mactera Grabber in relation to the Gunner’s Shield Generator. Enjoy!
--- PATCH NOTES ---
Mactera Grabbers no longer target players that are inside of the Gunner’s Shield Generator
Mactera Grabbers now flee away if they are inside of the Gunner’s Shield Generator
Tweaked the manner the health of the Omen Modular Exterminator event scales across difficulties and player counts. It should now provide a more fair challenge for all player count combinations
Squashed a bug that caused the Gunk Seed to be dropped more often than thrown
Squashed a bug that caused players to crash in the Escape Menu
Squashed a bug that caused players to crash from enemies performing Defense abilities
Squashed a bug that made the Mactera Grabber go to their target when fleeing rather than away
Squashed a bug that sometimes prevented the Mactera Grabber from screeching, even when it wanted to
Squashed a bug that often prevented the Tritilyte Deposit event from properly spawning
This hotfix includes tweaks to the Omen Modular Exterminator machine event, several audio improvements as well as a fix to an issue with the mouse cursor forcefully centering in the Mission Complete screen. Read below for all the details.
--- PATCH NOTES ---
Added impact sounds to Flares
Tweaked the volume of the Reinforced Power Drills
Tweaked the sound of mining minerals
Tweaked the sound of the Festerflea
Increased the weakpoint health of the Omen Modular Exterminator
Increased the amount of Mactera enemies in Mactera waves
Reduced the weakpoint exposure time of the Omen Modular Exterminator
Squashed a bug related to distanced sounds
Squashed a bug that caused the mouse cursor to forcefully center in the Mission Complete screen
Squashed a bug that caused Hazard level to default to 1 after playing the Tutorial Mission
Squashed a bug that caused the Omen Modular Exterminator lasers to not do any damage
Squashed a bug that caused a game freeze if a mission is aborted during the Omen Modular Exterminator event
Fixed a spelling error in the Born Ready perk description
This hotfix includes additional tweaks to the Korlok Tyrant Weed as well as several miscellaneous bug fixes, one of which addresses an issue that prevented certain players from properly completing the Conquer Hoxxes assignment.
--- PATCH NOTES ---
Renamed Miner’s Manual Creatures section to Bestiary
Improved the Glyphid Warden ragdoll a bit
Glyphid Warden buffing scream added to animation
Squashed a bug in the frozen behaviour of the Korlok Sprouts and Healing Pods so you can now stop them growing and interrupt the healing stream
Fixed up the seed impact particles for the Korlok Tyrant Weed Healing Pods
Made it so the Korlok is less likely to fail spawning in a mission
Improved Korlok Tyrant-Weed placement to better check for obstructing terrain
Improved Korlok Tyrant-Weed placement to try harder not to spawn in tunnels
Disengaging from the Korlok Tyrant-Weed fight will now make the Sprouts be less aggressive until you re-engage by coming too close or by hurting any part of the Korlok Tyrant Weed
Added some placement restrictions to Ebonuts to prevent it from spawning under the Drop Pod etc.
Squashed a bug where the Conquer Hoxxes Assignment could get stuck as if the last step was already completed
Improved debris placement in caves
Squashed a bug with blocking colliders being hit by hitscan weapons and not spawning an impact particle
Squashed a bug with the Fuzzy Dice in the Salvage Operation Escape Pod
Squashed a bug that prevented Lootbugs from shooting out minerals on death depending on FPS. It should now be more consistent
Squashed a bug that prevented the Laserpointer Tutorial Hint in multiplayer from being completable as client
Lowered the size of the need air volume for the core now that the terrain placement has been improved
Tweaked the audio of the Korlok Tyrant Weed freeze and healing
Squashed a bug that caused looping sound stuck on Tyrant Weed Core after healing pod dies
Added a new colored MULE icon for Salvage Operation objectives
Tweaked the sound of the Fester Flea
Updated the overheating sound of the Experimental Plasma Charger
Tweaked the sound of the Ebonut
Tweaked the sound of the Lootbug
Tweaked the sound of the Maggot
Updated the sound when you pick up mineral chunks from the ground
Readability tweaks to the overheat/fuel monitors of the Reinforced Power Drills
This hotfix includes a large chunk of tweaks and bug fixes as well as a couple of popular community requests, one of which is an accessibility option that disables the new terminal UI animations for dwarves who are prone to motion sickness.
We have tweaked the Korlok Tyrant-Weed encounter to offer a more balanced and interesting challenge. The most important thing is the healing rate reduction that should help with many of the frustrations that players were encountering. We have also modified some of the timers for a better pacing and a more readable flow that encourages communication and cooperation. Good luck getting those shards!
--- PATCH NOTES ---
Improved the sounds for the Korlok Tyrant-Weed
Improved the Korlok Sprout placement restrictions
Tweaked the Korlok Tyrant-Weed damage resistances and vulnerabilities
Tweaked the Korlok Tyrant-Weed so it requires you to kill more sprouts before it opens
Lowered the Korlok Healing Pod healing rate
Gave the Korlok Healing Pods a more prominent particle system so they are easier to spot
Tweaked the Korlok Sprouts to grow faster
Increased the Korlok Tyrant-Weed Core health
[COMMUNITY REQUEST] Updated Forge view - background now more closely resembles newly updated Space Rig interior
[COMMUNITY REQUEST] Removed errant floating cube from one of the Loading Screens. Well spotted!
[COMMUNITY REQUEST] Added a setting to disable terminal UI animations in the Options menu. Begone motion sickness!
Added a new colored icon for the Salvage Mules primary objective
Added a new colored icon for the Kill Glyphid Dreadnought primary objective
Tweaked the Jukebox music
Tweaked the center behavior of the mouse cursor when opening menus
Tweaked the sounds for the Gunk Seed
Tweaked the UI animation when the player activates a terminal
Tweaked the particles on the Gunk Seed
Tweaked the Exterminate Fester Flea secondary objective to no longer scale with mission length
Tweaked the amount that is required to be collected to complete the new secondary mission objectives
Fixed a typo in the Grunt Slasher description in the Bestiary
Squashed a bug related to marking the Gunk Seed with the Laserpointer
Squashed a bug that caused physics issues with the Gunk Seed
Squashed a bug that sometimes caused beer mugs to disappear when thrown
Squashed a bug that caused the Fuelpod in Salvage Operations to have non-rotating drills
Squashed a bug that caused the Fuelpod in Salvage Operations to have no drilling sound
Squashed a bug in the spawning logic of the Gunk Seeds that enabled them to clip through the floor
Squashed a bug that enabled Ebonuts to be destroyed and disappear by a Pickaxe Power Attack
Squashed a bug that caused players to crash when entering / exiting missions
Squashed a bug that caused players to crash in the Escape Menu
Squashed a bug that caused late-joining dwarves to be unable to revive teammates
Squashed a bug that caused issues with the Korlok Tyrant-Weed projectiles
Squashed a bug that caused the wrong material to show on the Barrel Game monitor
Squashed a bug that caused the Korlok Tyrant-Weed to display its name twice in the Bestiary[
Squashed a bug that caused Weekly Assignments to sometimes reset progress if you quit the game mid assignment
It’s time for our first Post-Launch Update! And speaking of the launch - a hearty welcome to all the new miners! We hope you enjoy the game, and we want to give a big thank you to all the veteran miners who have been helping you learn the ins and outs of deep space mining since launch.
Update 31 is primarily focused on doing a bit of pick-up after launch - adding some things we had to cut for the 1.0 because of time constraints, as well as fixing a ton of minor and major bugs and crashes based on feedback from you guys. Update 32 will add new Mission Types, but more on that when our plans are more fleshed out.
MERCH
Today, we're launching the long awaited merchandise store in collaboration with the good people at For Fans By Fans. As a launch special, Management has approved a 15% discount if you use the discount code DEEPROCK. Don't let it go to waste, Miners. [UPDATE: The discount code is not currently working as the shop is in a pre-launch state]
Be aware that For Fans By Fans is a US-based webshop. They do ship internationally, but with relatively higher shipping cost and longer delivery times. In collaboration with Coffee Stain Publishing, we are investigating the options for expanding into other outlets that offer lower shipping costs to fans in Europe.
If you're sporting one of them creative beards, you can submit your own design ideas in the aptly named Fan Forge, that's already loaded with great designs and suggestions from other miners. Deadline is June 18.
Cheers, The Ghost Ship Crew
--- PATCH NOTES ---
MINER’S MANUAL: CREATURE PAGES
---------------------------- An obvious part of the Miner’s Manual we planned from the very beginning - a full library of every creature in the game. And now it’s there, chock full of information, tips, and even a bit of lore for those into that kind of thing! Every creature-entry starts off locked and will be revealed as you encounter them in the flesh.
3 x NEW SECONDARY OBJECTIVES
---------------------------- We’ve added three new Secondary Mission Objectives to spice things up a bit.
GUNK SEEDS: Shoot the hanging slimesacks to release the precious Gunk Seeds within!
EBONUTS: Destroy the tough outer shell and harvest the nuts inside!
FESTER FLEAS: Pest control - take out these small annoying bugs before they start multiplying!
NEW ENEMY: KORLOK TYRANT-WEED
---------------------------- The Tyrant-Weed is a brand new encounter for you to...encounter in the caves. Take out the central Heart-Growth before it manages to seed the surrounding area with so many shooting sproutlings that it overwhelms you! When you have destroyed it remember to deposit the Tyrant Shards, which will reward you with a nice credit and XP Bonus at the Mission Complete screen.
BIOME UPDATES
---------------------------- Radioactive Exclusion Zone, Dense Biozone, Fungus Bogs have all gotten a bunch of new shapes added to them. Huge Mushrooms, Coral-like Growths, and more - go explore to discover it all!
NEW BEER: SMART STOUT
---------------------------- A new beer is ready for you to unlock in the Abyss Bar, once you reach Player Rank 23. Drink it and you will be struck by momentary flashes of deep insight...
SPACE RIG UPDATES
---------------------------- The Space Rig continues to be fleshed out with more detail - it’s dirtier and messier than ever! The Wardrobes in particular have gotten a graphical overhaul that should hopefully make them stand out a bit more.
- [COMMUNITY REQUEST] Added a Refrigerator to the Abyss Bar! It doesn’t display fanart yet, but we’re looking into options. :D
JUKE BOX UPDATE
---------------------------- We have had to remove two tracks from the Jukebox due to problems with content creators getting unjustified copyright claims. To compensate we have added nine brand new tracks - reggae, surf, rock, banjo and more.
MISC
----------------------------
- Added a UI notification for when the player unlocks new Miner’s Manual entries for missions and biomes- Added new UI animations when the player activates a terminal- Added more detailing on the Memorial Hall- Improved the materials of the Brood Nexus- Improved the appearance of the ammunition counter on the "Lead Storm" Powered Minigun- Improved the appearance of the fuel and heat displays on the CRSPR Flamethrower- Terrain Scanner tablet now has its own material with correct emission lighting in third person- Armor thumbnail icons in the Wardrobe are now displayed with their default paint job, and not the equipped - Armors are now previewed with their default paintjobs in The Shop- Fixed a bug that caused helmets to not display with the correct paintjob in the Wardrobe- Fixed a bug that with character loadouts causing weapons to have wrong properties after rejoining a game- Renamed Webspitter and Acidspitter enemies to Web Spitter and Acid Spitter- Cave Leeches now lowers the captured player to the ground, after being killed by Heightened Senses- Renamed Private Game to Friends Only. The functionality is the same- Added mission stats & milestones to three new secondary objectives- Renamed Mactera Ice Bomber to Mactera Frost Bomber- Various Miners Manual improvements- [Photosensitivity Mode] Removed blinking lights from Minehead when it’s ready to launch- [Photosensitivity Mode] Removed blinking lights from machine events.- Added a failsafe for MULEs getting stuck on the Drop Pod in Salvage Operations- Fixed a bug that enabled the Scout’s Grappling Hook to attach to gems and the Gunner’s protective barrier- Fixed a bug with some overclock effects not showing for client- Tweaked the materials on the Spitball Infector to be less mirror-like reflective- Fixed a bug with the placement of Cargo Crate batteries- Changed some messages in the Miner’s Union Discord bot to disable pinging on goal tier achieved and added pinging when the goal period was over- Fixed terminal screens to show and center long names properly- Moved the hair color slot to the bottom of the list in the Wardrobe- Updated the picture of the Jukebox in the Miner’s Manual- Fixed a bug that caused players to be stuck moving forward while receiving 'Claim DLC' popups- Fixed a bug that caused the mouse cursor to forcefully center in the Mission Complete screen when the 'Continue' button appears- Fixed a bug that caused players to lose aquarqs while traversing through narrow tunnels- Fixed a bug that caused beer buff labels to not appear in the HUD in-mission- Fixed a bug that caused the Glyphid Slammer beer label art to be incorrect for players that own the Supporter Pack- Fixed a bug that caused petrified tree trunks to spawn in the Radioactive Exclusion Zone biome- Fixed the behavior of the Drop Pod ramp to only retract once everyone has left it- Halved the retraction speed of the Drop Pod ramp- Fixed a bug that caused the ‘Times passed out drunk’ text to overlap the counter on the stats monitor in the Medbay- Fixed a bug that caused a sign being overlapped by meshes in the Memorial Hall
We just released a new hotfix patch and besides the usual chunk of fixes and tweaks, we’ve also added some things in relation to the cosmetic Packs.
First of all, we realized that the Dark Future Pack lacked an obvious component: a Dark Future Paintjob for all weapons. It makes sense to have the counterpart included so you can have a complete look with one purchase.
From all the feedback we got (and thanks for that), it was clear that some were quite confused on what they had actually received in the various Packs and where to find the items. So we have now added a nice Claim pop-up for each Pack, including the Supporter Upgrade. This will pop for all that have bought the Packs no matter how long time since it was acquired.
Finally, we saw there was a clear expectation that buying a Pack with a unique Framework (armor or weapon mesh) would include a Paintjob that was applicable across all meshes of the same type. This is not the case by default, so we added the Pack unique Paintjobs to fit other meshes.
For the in-game Frameworks (again both armor and weapon meshes), we have now added a new icon to the default Paintjob indicating that this default Paintjob is just the basic skin and not applicable to all meshes.
In this hotfix you will also find a small QoL feature for photosensitive players, and minor convenience tweaks like changing Waypoint marker to Use key (defaults to E) instead of holding Fire, which was not super intuitive.
We’ll keep listening to your feedback and adjust accordingly.
With love The Ghost Ship Crew
--- PATCH NOTES --
Dark Future DLC Pack has been expanded with Dark Future Paintjobs for all weapons
Added the ability to apply the Dark Future DLC armor paintjob to all armors
Added the abillity to apply the MegaCorp DLC weapon paintjob to all weapons
Added a new icon to all Paintjob menus to better clarify the Default Paintjob
Added huge rare crystal formations to the Crystal Caverns
Added “Claim” pop-ups for Dark Future, MegaCorp & Supporter Upgrade DLCs to alleviate the issue of players not knowing where to find them
Added a Photosensitive Mode option in the Gameplay options. It is work in progress and for best results, you should not toggle it while in a mission, but onboard the Spacerig. For now, it removes some blinking lights including the Supply Pods, the MULE and the Drop Pod
Added a new grabarm model for the Drop Pod in the Spacerig
Improved the look of the Pickaxe Customization Terminal
Improved some cave formations
Fixed a bug that caused Impact Axes to not have any sound when picked up
Fixed a bug that caused Deeptora Honeycombs to no be properly affected by poison, radiation, and cold
Marked more text for localization based on translator feedback
Fixed a bug that enabled BET-C to fire her weapons while inside a wall
Fixed a case where BET-C would be stuck not being able to fire
Fixed a bug related to Dreadnought achievements
Fixed a bug that enabled ranged attacks from Glyphid Webspitters, Menaces and Acidspitters to block bullets
Fixed Shield Generator stats displaying incorrectly due to rounding
Fixed a bug that caused other dwarves to disappear when not looking at their head if they are wearing full-face helmets
Rewrote the description of the crafting milestone
Fixed a bug that caused Sentry Gun build UI icon to remain visible to late joining players on already built Sentry Guns
Adjusted the behavior of the Special Powder OC to better resemble the former implementation
Fixed a bug that caused the Mactera Goobomber to not rotate towards its target when shooting
Fixed a spelling mistake in the Composite Drums OC description
Fixed a spelling mistake in the Hoverboots perk description
Fixed a spelling mistake in the Iron Will perk description
Fixed a spelling mistake in the Overcharger OC description
Fixed a spelling mistake in the Compact Mags OC description
Fixed a spelling mistake in the Electro Minelets OC description
Fixed a spelling mistake in the Plasma Burn modification
Fixed a few clipping and collision issues on the Space Rig
Fixed a bug that caused the Gamma setting to not load on startup
Tweaked some minor UI issues in the options menu
Fixed a bug where pressing E would not purchase perks in the KPI terminal
Angled the sides of troublesome step on the first floor of the Spacerig a bit so players are no longer required to jump over it
The image sharpening setting in the Graphics options is now applied on startup
Tweaked the ragdoll speed of the Glyphid Warden, Acidspitter, Webspitter and Menace
Fixed a bug that caused the Neonband Framework for the Bulldog to be available by default for owners of the Supporter Pack DLC
Adjusted the collision of the Drop Pod doors so they do not block line of sight for weapons in an unnatural way
Tweaked the ragdoll speed of the Dreadnought
Fixed minor text issue in the Tutorial Hints
Fixed checkbox color in the server list
Improved looks of the carved hole of damaged Dop Pod in Salvage Operations
Tweaked the volume levels of wave music
Fixed an error in the light setup on the Forge
Fixed and improved a nightmare-inducing animation which caused the eyes of your teammate to roll in their socket
Fixed bugs related to the Glyphid Oppressor
Fixed a bug that enabled the Explosive Barrel dispenser to drop down too far from the player
Fixed a bug that prevented Spiderwebs from being ignitable by weapons with fire damage
Fixed several bugs with the personal latejoin Drop Pod
Fixed a bug that caused Bosco to not do anything when ordered to mine if he was too close to the appointed minerals
Fixed a bug that prevented one player from picking up more beers if two people attempt to pick up the same beer at the Abyss Bar
Reduced the number of particles that the Minigun and the Bulldog revolver produce when firing at terrain
Changed input for Laserpointer 'Set Waypoint', from 'Hold Fire' to 'Press Use'
Fixed a bug that caused Cargo Crate building audio to overlap and loop forever
Fixed a bug that caused MegaCorp skin to have incorrect sorting order
Deep Rock Galactic - Soren - Captain of Ghost Ship
Hello, Miners!
We have just released a small hotfix patch for the launch build.
PATCH NOTES
Fixed Dreadnought eggs in elimination was not using correct terrain detection and could be placed on very thin ground, making the egg break immidiatly.
The egg can no longer be removed by removing terrain below it before it has been broken. (It leaves half a shell that can then be removed by removing terrain)
Explosive barrel dispenser now selects a nearby location when it fails to find a valid location rather than 0,0,0. The actor should now be destroyed properly when game events explode
Flares are now upgraded from the start instead of having to purchase mods. Those who bought the mods will get them refunded. The flare mods were a remnant from the old upgrade system. They were not adding anything substantial to the player progression and were an unnecessary hindrance to new players
Adjusted Machine event floor height so that they are less covered. (Like before)