Some time back we made the decision to delay the modding support planned for Update 34 in order to create a more comprehensive and robust solution for using mods in your game. We have been hard at work ever since and wanted to give you some insight into two aspects of the solution we are planning: Mod.io support and approval categories.
Mod.io support
Our initial solution only included a save game profile setup while relying on players to install mods manually through various tools and scripts. We have decided to implement a modding platform that lets modders upload mods for players to install within the game. In terms of modding platform we have chosen Mod.io, a relatively new platform made by some of the original creators of Moddb. We evaluated multiple different platforms, including Steam Workshop, which had a lot of great features as well. In the end, we chose Mod.io as it was the best fit for the solution we are developing. We are at this very moment implementing Mod.io into Deep Rock Galactic.
Approval Categories
We have also developed multiple levels of mod approval categories as a better solution to mods only being available on modded save games profiles. Here are the categories:
Sandbox - This will be the default value for any mod uploaded to Mod.io. You are free to use any of these mods with a modded save. Which means you cannot use your regular save with your main progression when playing with these mods. Servers running these mods will be tagged in the server browser and only people using modded saves can join. Examples of mods that would fall into this category are mods that change rewards or mission payout, and mods that unlock in-game items.
Approved for Progression - You can use these mods along with your regular save, meaning you can still earn xp and resources in your regular progression while using them. Your game will be tagged as ‘using mods’ similarly to Sandbox. If you have these mods installed you cannot play on vanilla servers. Examples would be harder or alternative game modes, weapon changes, and mods that moderately alter gameplay elements but still retain progression inline with the regular game.
Fully approved - You can use these mods along with your regular save, and your game will not be tagged as ‘using mods’. You can also join any game as if you were not using mods at all. It is possible for the host to opt out of all mods. Servers where the host has actively chosen not to allow any mods will not be visible to you if you have any mods installed, and vice versa the person will not be able to see servers with any mods on them. This category is likely to be somewhat exclusive and limited to select mods. Examples would be QoL mods that do not impact gameplay, audio or visual mods that improve accessibility, and localized versions of in-game graphics.
We are also working on guidelines for these mod approval categories. So you can more easily anticipate which category your mod will be approved for if you are developing one. As we already mentioned, most of the mods we have seen would likely fall into the Approved for Progression category, and you would not need a separate save game profile for those.
We are still hard at work developing this solution. We do not have a release date yet, but we will keep you posted as the project progresses. We have also updated the Modding Support FAQ we previously posted, you can find it here.
This last round of fixes will round off the Update 34 release, it includes several network optimizations and some smaller fixes. Aaand you can now Rock and Stone more than once while dancing!
With Love, The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed Character disappearing in loadout menu if selecting certain items and changing character. (hopefully for realz this time) - Fixed issues with Saluting and Drinking while dancing and entering / leaving the dance area. - Fixed wave music fading out much faster than before U34 - Fix supporter badge so it always shows - Fixed Black Screen on Pause menu when character goes down - Fixed a issue that caused clients mouse cursor to disappear upon joining a server - Fixed micro stuttering on characters - Fixed Mutated Praetorian not lighting up when doing radiation attack. - Fixed overlapping UI elements in Refinery mission (deconstruct pipeline message) - Fixed 'hit by friendly fire' audio playing on host rather than the client - Fixed Neurotoxin Impact particles Overclock not being applied. - Grenade launcher proximity trigger double damage fix. - Guntower homing drone network fixes. - Updated patchnotes to not say that elites spawn in normal missions - Expanded the tolerance on the Drilldozer Fuel Canisters making Oil Shale extraction a smoother experience. - Small tweak of gem throw, it should be the entire ping and not just half ping. - Throw objects tweaked, even if throwing with minimal force while moving forward the gem will still be thrown forward. - Optimized network usage from shooting shotgun type weapons. - You can now salute more than once while dancing.
It’s been one year since Deep Rock Galactic was fully released after two years in Early Access. So much has happened in the game since then, and the community of fellow miners playing the game is larger and more awesome than we could have ever hoped for. Every single day we have been reminded of the excitement and joy the game has brought so many players. And that energy has run through the studio for every update that we have worked on throughout this time. We wanted to take this chance to look back on all the cool things that have happened to the game since it went 1.0.
New Biomes
With Update 33 you all got the chance to visit two new locations.
Azure Weald offered a fresh take on the whole ‘darkness’ aspect of the game, with bioluminescent growths adding a beautiful and eerie ambiance. The beauty of this place is balanced by the dangers lurking in the dark here. Stop too long to gaze at the underground vistas and you might find yourself sharing that moment with a swarm of bugs.
Hollow Bough was one of the most interesting locations we worked on. Having the cave reflect the inside of hollow trees infested by a parasitic force felt both new and something very much at home on Hoxxes IV.
New Missions
Update 32 brought with it two new mission types.
On-site Refining had your team of dwarves lay down pipelines to gather liquid morkite, while defending and maintaining it when the pumps are running. Since its introduction, we’ve seen some quite elaborate/impressive/convoluted/incomprehensible pipelines by you, the players. And combining those with being able to ride around those same structures on a hover board had us thinking if we should have included the game in the Sports category as well.
Escort Duty introduced a whole new character to the universe: Doretta the Autonomous Drilldozer. A key member of the team on this mission type, she seeks out the priceless Ommoran Heartstone. After drilling through the Ommoran of course.
New Enemies
New enemies were also added in Update 33. Two new Macteras joined the pack; the Tri-Jaw with their triple barrage of projectiles, and the Brundle with their tough armour. And of course, the Deeptora Bough Wasps were introduced in this update as well. Oh, and the Stabber Vine. Fun times.
And all the rest
Each update also consisted of other new and improved features, such as new secondary objectives, new cosmetics, a new beer, a new assignment, and numerous fixes and QoL improvements as well.
With the first year since full launch behind us, we’re now looking forward to the future. We have a lot planned and can’t wait to give you more details of what is coming. We do have some things to share though.
Modding Support
As we mentioned in Update 34, we decided to release modding support at a later date. We made this decision so we could build a better solution than what we initially had planned. We have been hard at work on this and we’ll share the details soon.
New Weapons
Many of you know that we have been working on new weapons for the next update. And if you caught our weekly live stream last week, you probably saw one of these new weapons in action. And if you want to see more of the designs and sketches that have gone into developing some of these weapons, here they are.
And so much more
There is much more planned for the next update, Update 35, besides new weapons. New overclocks, new cosmetics, and of course a new mission type. This update will be our biggest update ever when it lands in Q3 this year. We’re already hard at work and will keep you posted as work progresses.
Thanks again to all of you for being along this amazing journey with us. There’s never been a better time to join your fellow miners in search for rare minerals. And the game is now on sale so if you have that friend who is wondering why you’ve been shouting ‘Rock and Stone!’ lately, now is the time to bring them along!
We’re looking forward to many more years of exciting expeditions to the depths of Hoxxes IV alongside you all. And remember: The best days for Deep Rock Galactic may still be ahead of us.
We are nearing the end of the hotfix phase for Update 34. We still have some minor issues that didn’t make it for this hotfix and as always a hotfix comes with the risk of needing a hotfix! Anyways, we got a bunch of stuff to talk about!
NEW WEAPON TEASING With the Hotfix phase for Update 34 drawing to an end, it’s time to look towards Update 35. We are already moving full speed ahead on the new mission type, the new weapons and a lot of other stuff. And speaking of the new weapons - On our thursday stream we will show you a small teaser of one of the new weapons and which dwarf will get it, so stay tuned!
UPDATE 34 ON XBOX We are also hard at work on bringing Update 34 to Xbox and expect it to go live on Xbox on this friday - May 7th.
MODDING SUPPORT Work on making a solid solution for supporting mods in the game is also moving ahead, but we have no release date yet.
THE ELITES We’ve reached a tough decision regarding the new Elite enemies:
Elites will no longer spawn during ordinary missions, and will only be encountered during missions with the Elite Threat Warning.
This actually goes right back to our initial design for the damn critters - they were originally designed just for the new Elite Threat Warning. However, on testing, we liked fighting them and we felt they made combat more interesting, so we figured we’d make them part of the main game.
We have now chosen to pivot on that. We’ve decided that they’re not up to snuff in regards to the content we usually produce, and therefore feel a bit out of place. Without anything tying the Elites to the meta, such as story and a natural presence, we feel that they are not suited for the main game in their current state.
Therefore: No more spawning of random Elites during the main game, and only during Elite Threat Warnings, as originally planned.
However, to that effect, we’ve been hard at work on improving and balancing the Elites - this should make them a more enjoyable experience across different skill levels, hazards, builds and classes. You can try all these changes out for yourself with this new Hotfix.
So will random spawning of Elites in all missions ever be a thing? Well maybe, maybe not! However, we will make more enemies and more variations to the existing enemies like we have done when we introduced the Glyphid Guard and the Glyhid Slasher as a variation to spice up the waves of Grunts. And the really good thing that has come out of us playing around with the Elites is that we have gotten a lot of new ideas for new enemies. So don’t start feeling too safe in the mines - more horrors will come your way in the future!
As always: All the feedback we get from you guys is super appreciated, and we cannot overstate our pride in having fans this dedicated.
Rock and Stone, Miners!
With Love, The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed a bug that caused the music to be extremely loud on the endscreen - Fixed a bug that caused the grabber to go into the wrong state when a dwarf was freed from its grab by another dwarf (DRG-3290) - Optimized handling of physics objects like flares, to no longer mess with prioritization and relevance and take up too much network traffic.
- ELITE CHANGES -
- Changed temperature values of elites. - Reduced elemental resistance buffs. - Made Elite Praetorian turn rate faster, made armor more durable and gave attacks impact force. - Made Elite Grunt Guard armor more durable and added impulse to its attacks. - Made Elite Mactera Spawn move more evasively and increased fire range and rate and added an additional projectile, increased damage and speed of projectiles. - Made Elite Mactera Brundle move closer to players and made its armor more durable. - Gave Elite Mactera Tri Jaw increased fire range and rate. - Increased spawn rate for Elite Guard, Elite Slasher and Mactera Spawn by 50%. - Decreased Elite spawn cooldown. - Changed stun values of elites. - Made Elites exclusive to missions with Elite Threat Warning. - Made Elites less likely to fear.
We hope that you have had a chance to play the last hotfix (Hotfix 3) that included the first changes we did to the elite enemies. For that hotfix we focused on tweaking the health of the elites. We also let you know that we are not done balancing and tweaking the elites, and that is what we have been hard at work with since the launch of Update 34.
The next hotfix, planned for Wednesday May 5th this week, is going to include the next round of tweaks to the elite, this time for the elemental and temperature resistance of these deadly bugs. The goal for the elite enemies is still for them to run with the pack while presenting an immediate and un-ignorable threat. And these changes should bring them closer to this goal.
We appreciate all the feedback that has been provided by you, the community. It really helps us gauge if the new features we have made take the game in the direction we want. And it helps us rapidly iterate. We are very focused on elite enemies right now and testing them a lot ourselves. So expect more changes to come.
Thanks again to everyone for providing feedback. Keep it coming
With Update 34 we introduced a new enemy modification system that allows us to change some of the base properties of an enemy such as movement speed, health and damage resistances. With this we created the Elite variants of many of the foes you can encounter in the caves of Hoxxes. These Elite enemies are mainly encountered when playing missions with the Elite Threat warning but can also occasionally appear in the base game as well.
Since their introduction we have received a lot of feedback from you and we are continuously working on the system and tweaking the Elite enemies based on your feedback and our own playtests. As always, this is an ongoing and iterative process and we will continue working on this until it feels good. Your constructive feedback is an integral part of this process so thanks, and keep it up!
One of the things we have realised is that we need to more clearly communicate what we are trying to achieve with the Elite Enemies. The intention is not to create new enemy variants such as the Oppressor or the Glyphid Slasher and Guard but to instead modify the existing enemies in a way that can occasionally disrupt the flow of combat. Rest assured that we will continue to make new enemy types and variants, the elites are not intended to replace that.
Elites are designed to run with the pack and push through the players defence, or present an immediate and un-ignorable threat, or to displace the players forcing a momentary change in position and tactics. This is not possible without making them harder to kill. We want them to be the last ones standing, the bug heroes going toe to toe with the dwarves (if only for a little while). To do this they need time in which to make their presence felt.
ELITE CHANGES WITH HOTFIX 3 That said we were scaling Elite health a bit too aggressively and we have with hotfix 3 reduced the health scaling with a factor 0.2 for Hazard 4 and 5. Furthermore we have removed the Oppressor as an Elite, since we felt it didn’t really work.
ELITE CHANGES IN UPCOMING HOTFIXES We are right now developing more ways in which we can improve Elite survivability besides just increasing health. We are looking into enhancing the strength of each Elite enemy such as unbreakable armor for Grunt Guards and Praetorians, and giving Mactera Spawn more evasiveness. Likewise we are expanding the ways in which we can modify their behaviour and attacks so that they bring a bit more to the fight while still being the same enemy at the core, and balancing the elemental resistances and temperature scaling to not break builds focused on elemental weapons and damage.
We’ll have more tweaks and changes in the upcoming hotfixes and look forward to hearing what you think. Together we forge tomorrow. Rock and Stone!
With Love, The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed a bug that made Platform Gun Platforms carve into terrain, ejecting minerals. (So changed it back to the way it was in U33) - Fixed a bug that caused Ice Platform Plants in Glacial Strata to carve into terrain. - Fixed ebonuts being in wrong state if joining a mission after some of them have been collected - Fixed a bug that caused the impact sound from the Drillers axe to multiply for Clients - Fixed issue with wave music sometimes not stopping correctly. - Fixed enemy waves able to trigger while fighting dreadnought in deep dives. - Reduced Elite Enemies health scaling on Hazard 4 and Hazard 5 - Removed Elite Oppressor.
[WEAPON TWEAKS] - Moved the Projectile Velocity Transfer mechanic from the base weapon to optional upgrades (Disabled Inertia Inhibitor) on both the PGL and Platform Gun
Hello Miners! We have been hard at work finding out what direction up, down, left and right is for projectiles, and we have at least figured it out 64%! More to come... Also included are a bunch of misc fixes to everything from enemies to the way minerals are calculated.
With Love, The Ghost Ship Crew
--- PATCH NOTES --- - Fixing a bug that caused you to not be able to join the game of someone who has just changed their savegame. - Fixed Reconnecting in Deep dives revives a downed player - Changed "X out of X savelots left" to "X out of X saveslots used" - Increased font size of bar menu prices - The message saying Crates and lost packs are empty, will now specify which type of items there are no more of. - Fixed "Hyper Propellant" PGL overclock no longer displays unique particle effects after Update 34. - Refactoring to the joining, as to fix DRG-1650, where it joins, even though you cancelled joining. - Fixed UI text strings not marked translatable - Fix golden loot bug particles and light would turn off after death. - Attempted to fix a bug related to Loadouts for pickaxes, where the chosen loadout would not be shown in spacerig or mission. (Note: There’s still a bug that causes pickaxe parts not to update in the spacerig after changing loadout (we’re working on it!) - it will show correctly once you are in mission ) - Fix BRT pistol tracers starting too far back. - Fixed Bulldogs default weak point damage not showing in stats - Fixed Minehead landingzone using old model - Fixed Minehead carving area on landing being slightly too small - Rework Ebonut networking logic to hopefully fix issues for clients. - Glyphid slasher missing voice line fix - Tweak Autocannon Impact Explosion sound - Projectile fix for projectiles fired by server but owned by client. - Fixed Bosco not being able to mine escort laser crystals - Fix beer effects lasting forever after swapping character in terminal - Fixed Spinning Death Particles seem to hang around in wrong spot - Fixed running text marking active mutator in miners manual, not working in caves (solo only) - Fixed Goo bomber's goo doesn't fall to the ground - Fixed endless-audio bug in Deep Dive terminal - Changed the Hero Enemies milestone text in the terminal to elite threat. - Hiveguard vulnerable state rock attack replication fix - Improved Droppod collider - Resource counters in the space rig menu topbar now round values down rather than up, to avoid confusion when buying items and the resource bar says the player owns 30 Umanite when he/she actually owns 29.3 for example. - Fixed Spitballer not being able to shoot after being frozen. - Fixed Spitballer weak points not showing frozen material
We have fixed some crashes related to joining games, as well as some other nice fixes before the weekend.
Note: Some people are crashing when opening the game, if you are experiencing this, try to run the game with Dx11 instead of Dx12 (which is now default)
Add "-dx11" to the launch options by right-clicking the game in your Steam Library > Properties > Set Launch Options
With Love, The Ghost Ship Crew
--- PATCH NOTES ---
Fixed a Bosco related crash.
Fixed a bug that caused Magma Core Earthquakes to make spikes not holes.
Fixed a bug that caused music to play after it was supposed to stop.
Fixed a bug that made music play double in the Mission End Screen.
Fixed a bug that made projectiles’ position look wrong for clients.
Double Warnings should no longer be part of assignment missions.
Enabled Save Slot function under the save menu.
Rearranged Yes/Cancel buttons in The Shop buy prompt back to the order it was before the update
Edit: Fixed another bug that mad projectiles’ position look wrong for clients.
We’re back with a modest update for you! Work is proceeding apace for the longer-term goals included in the upcoming Update 35, but with Update 34 we want to sweeten the long waiting time a bit. We got new Elite Enemies for you, the possibility of double Warnings on missions, two brand new Warnings to add to the mix, a lot of weapon tweaks, and more to keep you busy! It’s time to dive back into the depths of Hoxxes and face the new dangers!
With Love, The Ghost Ship Crew
--- PATCH NOTES ---
ELITE ENEMIES
Elite enemies are tougher, faster, more dangerous versions of the standard bugs that you already know and love (to kill). They have a small chance of appearing in regular missions at Hazard Level 3 and above, so consider it a special occasion when you encounter one!
NEW WARNINGS
New dangers have been discovered in the caves!
ELITE THREAT Missions with this Warning will have a sure-fire chance of you encountering elite enemies.
SWARMAGEDDON A tsunami of swarmers awaits you in the mines. Bring plenty of pesticide and bullets!
DOUBLE WARNINGS - DOUBLE THE FUN
An innovation committee assigned by management has tried to answer the following question: ‘What novel and unique new initiatives can we introduce to boost company profit?’ After many ideation sessions, workshops, and off-sites, they finally have the answer: Missions with two warnings instead of one!
Gather a team of fellow miners and try your hand at this extreme challenge. Prove that you are the toughest among all miners and that you eat regular Single Warning missions for breakfast. Rock and Stone! NB! Missions with double warnings are deemed so challenging that they have been excluded from Deep Dives and Assignments.
CONTROLLER MAPPING
Are you frustrated with the current controller bindings? Do you feel that your mining performance could improve if you could just map the actions differently? Do you want more from your controller experience? Have we got some news for you! With the new option to rebind actions on your controller, you can finally get the unique layout that is just right for you.
IMPROVED BULLET TRACING
How shooting is handled in terms of networking has been remarkably optimized. The result should be a more instantaneous response when firing projectiles. And projectiles now use much less bandwidth!
SAVE GAME PROFILES
Now you have the option to manage different save game profiles if you’re playing with mods (or for any other reason of your choosing) so you can have a separate save for messing around. This feature was originally planned as a part of a larger modding support solution for this update, but we decided to postpone it and release it separately later. We are planning a more comprehensive and improved solution for letting mods into the main game and we will reveal more details as this project progresses. Stay tuned!
Note: We discovered an issue with the save game profile feature right before launch, we have disabled the feature for now but will enable it as soon as we introduce a hotfix for this.
WEAPON TWEAKS
The lads at R&D have been hard at work improving the balance of the weapons, overclocks, and mods in the game based on . Here are the changes:
BRT7 Burst Fire Gun
Increased damage of base weapon
Moved some of the bonus of the Disabled Safety mod to the base weapon
Lowered the bonus of the Disabled Safety mod slightly
Decreased the ammo penalty of the Experimental Rounds OC
Changed the damage penalty of the Micro Flechettes OC from a percentage to a set value
BRT7 Electro Minelets OC
Significantly extended the electrocution duration
Decreased damage penalty
Increased the magazine penalty
Extended the minelet lifetime
Bulldog Heavy Revolver
Moved some of the damage bonus of the Increased Caliber Rounds mod to the base weapon 5
Moved some of the damage bonus of the High Velocity Rounds mod to the base weapon 5
Moved some of the bonus of the Hollow-Point Bullets mod to the base weapon 0.15
Greatly increased the chance of Chain-Hit OC triggering
Significantly lowered the damage penalty of Volatile bullets OC
Lowered the ammo bonus of Six Shooter OC
Lowered the rate of fire bonus of Six Shooter OC
Increased the max possible damage bonus of Homebrew Powder OC
Lowered the min possible damage of Homebrew Powder OC
Changed the Homebrew Powder OC classification from Clean to Balanced
Slightly decreased the ammo penalty of Elephant Rounds OC
M1000 Classic
Increased base weapon damage
Decreased the base weakpoint damage bonus
Decreased the bonus of the Hollow-Point Bullets mod
Moved some of the bonus of the Fast-charging Coils mod to the base weapon
Moved the Hardened Rounds mod from T4 to T2
Increased the range and power of the Focus Fear mod
Changed the ammo bonus of the Minimal Clips OC to a % clip size bonus
Decreased slightly the ammo and charge speed penalties on the Supercooling Chamber OC
Changed the damage penalty of the Hipster OC from a % to a flat value to allow a high damage build to hit certain breakpoints and increased the ammo bonus a bit
Tweaked the crosshair to help with focus shots and hipshots
Deepcore GK2
Lowered the damage penalty of the Electric Reload OC and significantly extended the duration of the electrocution effect
Lowered the recoil penalty of the Overclocked Firing Mechanism OC
Increased base ammo slightly
Experimental Charge Blaster
Rearranged some of the mods to provide more interesting choices
Moved the Reactive Shockwave mod to T4
Moved the Expanded Plasma Splash to T4
Moved the Heat Shield mod to T2
Improved recoil recovery a tiny bit (community request, you know who you are)
Significantly lowered the heat generated when shooting charged projectiles on the base weapon
Lowered the base charge speed slightly
Cleaned up the weapon’s stats list in the equipment terminal
Added a % damage bonus and increased the effect radius penalty on Flying Nightmare
Heat Pipe OC now penalises charge shot heat instead of normal shots
Lowered the charge shot ammo penalty on the Overcharger OC and changed it from a % to a flat value
Lowered the damage penalty of the Persistent Plasma OC, increased the damage dealt by the plasma field and added a small slow effect to the field
Breach Cutter
Increased the speed bonus of the Improved Case Ejector mod
Increased the damage dealt by the plasma field from the Explosive Goodby mod and added a slight slow effect to any enemy caught in the field
Removed the ammo penalty from the Inferno OC
Reduced the damage penalty of the Spinning Death OC
Stubby Voltaic SMG
Reduced the base recoil slightly
Stubby Turret Arc OC
Increased the max distance allowed between turrets for the arc to connect
Increased the damage of the arc
Increased the slowdown of the arc
Extended the duration of the arc
Expanded the area around an electrocuted turret where enemies can get electrocuted
Turret Arc now deals significantly less FF damage and no longer slows down players
Stubby EM Discharge OC
Increased the discharge damage
Extended the range before damage begins to fall off
Lowered friendly fire damage significantly
Reduced the damage penalty of the OC
Changed the electrocute chance penalty to a small magazine size penalty
Subata 120
Increased the spread per shot bonus of the Recoil Compensator mod
Reduced the Rate of Fire penalty of the Tranq. Rounds OC
Increased the proc chance of the Chain Hit OC
Zhukov NUK17
Added a weakpoint damage bonus to the base weapon
Moved some of the ammo bonus from the T4 Expanded Ammo Bags mod to the base weapon
Reduced the base spread slightly
Increased the spread reduction provided by the Better Weight Balance mod
Changed the damage penalty on the Custom Casings OC to a RoF penalty
Increased the chance to create a cryo minelet with the Cryo Minelets OC and reduced the particle system a bit, which should help with both performance and visibility
Jury-rigged Boomstick
Upgraded the T3 Stun mod to also improve the chance to stun and add extend the stun duration even more
Fixed the stats not displaying the stun chance as a “Per Pellet” value
Lowered the penalty on the Shaped Shells OC and increased the accuracy bonus
Cryo Cannon
Slightly increased the bonus provided by the Improved Pump mod
Changed Perfectly Tuned Cooler OC to a balanced OC giving it small Chargeup Time and Pressure Regain penalties, also renamed it to “Tuned Cooler”.
The Ice Storm OC now has an extra damage bonus against frozen targets but comes with a slightly larger ammo penalty
CRSPR Flamethrower
Improved the chance of the “It Burns!” mod to cause fear.
Moved some of the damage bonus of the Unfiltered Fuel mod to the base weapon
Added an ammo bonus and a small reload penalty to the Compact Feed Valves OC
Increased the damage and RoF bonuses of the Face Melter OC and replaced the ammo penalty with a range penalty and replaced the movement speed penalty with a tank capacity penalty
DeepCore PGL
Extended the range at which damage fall off starts and reduced max damage falloff significantly
Increased the damage bonus from the HE Compound mod
Decreased the ammo bonus from the T2 Expanded Ammo Bags mod
Moved the High Velocity Grenades mod from T2 to T3
Added a small % explosion range bonus to the Proximity Trigger mod
Increased the damage penalty from the RJ250 OC and added a high reload speed bonus and a large % ammo bonus
Increased the ammo bonus of the Compact Rounds OC
Lead Storm Powered Minigun
Reduced the cooling effect of the Cold as the Grave mod
The Aggressive Venting mod now significantly reduces the time it takes to recover from an overheat
Moved some of the bonus of the Improved Platform Stability mod to the base weapon
The Magnetic Refrigeration mod now also significantly reduces the delay before cooling begins
Fixed a bug where the small delay between shooting and cooling was not actually happening
Reduced base stun chance
Added a stun chance bonus and increased the stun duration bonus on the Stun Duration mod also renamed it to “Improved Stun”
Shortened the base spin-down time and increased the bonus of the Magnetic Bearings mod, also the mod now properly affects how long the gun stays accurate
Increased the ricochet chance significantly and extended the max ricochet distance a bit for the Bullet Hell OC
Leadstorm OC no longer disables stun but instead just significantly reduces it’s viability so now the Improved Stun mod can actually affect it
Thunderhead Autocannon
Reduced the damage bonus of the Feedback Loop mod
Increased the RoF bonus of the Improved Gas System mod
Moved some of the bonus of the Lighter Barrel Assembly mod to the base weapon
Increased the direct damage penalty and slightly reduced the effect radius bonus on the Carpet Bomber OC
Reduced the direct and area damage penalties slightly, extended the effect radius and increased the chance to apply the toxin effect for the Newutoroxin Payload OC
Replaced the reload speed bonus with a “rate of fire growth speed” bonus on the Combat Mobility OC
Warthog Auto 120 Shotgun
Reduced the bonus of the High Capacity Magazine mod
Very slightly increased the bonus of the Expanded ammo bags mod
Warthog Turret Whip mod
Reduced the ammo cost of triggering the effect
Increased the projectile speed
Increased damage
Increased the damage radius
Very slightly reduced the ammo bonus of the Minishells OC
Reduced the ammo bonus of the Light-weight Magazines OC
Driller's HE Grenade
Increased damage
Reduced damage fall-off
Expanded the max damage area a bit
Increased the grenade count
MISC.
Fixed pathfinder related crashes
Fixed crash when you join a game
Fixed Promotion Terminal not always displaying the selected character
Fixed issue with bosco terminal not closing correctly when using controller shortcut
Fixed droppod can land too close to Machine events, prevent mission completion.
Fixed being unable to unlock perks by pressing E
Fixing a bug, where you could cancel the join process, even though you could not.
Fixed case of tunnel not connecting correctly to the next cave.
Fixed case where the escort oil canister moved to level start when client with bad ping picked it up
Fixed a case where you could get extra secondary objective items with certain warnings (Shield Disruption).
Attempt to fix gunkseed in 0,0,0
Tried to fix a latejoin issue relating to bosco carrying gems.
Tons of minor UI tweaks on fonts, spacing, and styling
Space Rig mesh tweaks
Wardrobe sound mix tweaks.
Improved Well placement in Refinery Mission. Less chance to miss placing a well.
Reduced how aggressively refueling requirements scale based on the number of players in Escort missions
Increased the average DPS of the Fire DoT a bit and also made it a little more consistent.
Slowed down slightly how quickly a player can change directions on the zipline
Increased zipline base angle and the bonus of the Upgraded Connection Joint mod
PGL grenades and Platform Gun projectiles now inherit the character’s velocity making it easier to use them while falling or otherwise moving at great speed
Made walking enemies that can shoot more likely to target players on ziplines
Grass now moves when the dwarves walk through it.
DX12 enabled by default. If you have issues running DX12, you can still change it to DX11
Made a large amount of strings easier to translate
Fixed UI issues in bar order menu, added Unfreeze UI to HUD when frozen by Wormhole Special beer
Minerals mined with explosions now get a distance proportionate force applied to them so they don’t just plop down.
Stay up to date with the brand new news feed ticker added to The Mineral Trade
Steeve’s Healthbar now also shows the player name of the Beastmaster
One last thing Deep Rock Galactic got nominated in the Webby awards for Best Game Design and Independent Creator. The awards are based on user voting so if you feel we deserved any of these then please click the links and cast your vote. Note that it requires a registrations so don't bother if you don't want to do that.
Thanks for all your continued feedback on the planned modding support. We have followed all the discussions around this subject and had a lot of discussions ourselves.
We know that some of you were worried initially that needing a separate save game for mods would make playing with mods a frustrating experience. And when we removed that requirement, some of you were worried that the ranks and promotions you had worked so hard to achieve would be indistinguishable from those of players that just boosted their ranks through modding shortcuts.
We completely understand both these concerns. We also share them. The goal is still the same: Playing with mods should be a fun and safe experience, and not dilute the hard work and dedication that you have put into your ranks. That is why we have decided to postpone modding support from Update 34 and release it on its own in Update 34.5 later. We need some more time to strengthen our solution for modding support, and we believe giving the project this extra time will be best for everyone in the long run.
We completely understand if you are a bit disappointed, we were looking forward to this feature as well. But remember that all other features announced for Update 34 will still be released on April 22nd.
We are looking at multiple options for how we can have great modding support while keeping the integrity of the progression system intact. We will keep you updated as we get closer.