This small hotfix ensures your Server List filters are no longer reset when you close the Mission Terminal and addresses an issue with disabled mods re-enabling after returning from a mission. Read all the details below and then get back to work, miners!
With Love, The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed an issue that caused Server List filters to reset when you exit the Server List - Fixed an issue that changed Main Saves to Sandbox in some cases - Fixed a bug that caused the ‘Continue’ timer to be 15 seconds rather than the usual 10 - Fixed an issue that caused disabled mods to sometimes re-enable after leaving a mission - Fixed an issue with Deep Dive Server List settings not refreshing on open - Added localizability to the pop-up that appears when the player is asked to change to a Sandbox Save Game - Added localizability to the ‘Modded’ tag in the ESC menu - Added localizability to ‘Active Save’ on the Saves Menu
This is it! It’s finally happening - Modding support is here!
What started as a simple Save Game profile system turned into full-fledged modding support. We have spent the past months iterating on these features with the modding community, and it has been great to see this update come to fruition.
We can’t wait for you to dive into the wonderful world of DRG mods. This has been a completely different update for us. Truth be told, we don’t know what’s going to happen. We are excited (and maybe a little bit scared) to see where modding will take this game. Until then, we’ll be busy fighting bearded bugs with our galaxy-themed guns alongside a decked-out molly.
With Love, The Ghost Ship Crew
One example of how a community mod can change the game
Fan-created walk-through video of the modding support features
--- PATCH NOTES ---
MODDING MENU
You can access all the mods from within the game through the brand-new Modding Menu. The Modding Menu is where you can easily enable and disable all of your installed mods moving forward.
We have mentioned before that we use Mod.io as a mod hosting platform. You can easily access the DRG mod.io page from within the game, and you only need to do this when subscribing and unsubscribing to mods. The game will make sure to install/uninstall those mods. And you can easily activate and deactivate mods from within the modding menu.
All the mods you find through the modding menu are hosted on mod.io. Some of you have expressed concerns over our choice of mod.io as a modding platform instead of other alternatives. We went into detail for the reasons behind this choice in our last Steam post and our modding support FAQ.
When browsing mods, you will quickly become familiar with our three approval categories: Verified, Approved, and Sandbox. We have made detailed descriptions of these in our mod.io guidelines. But here is the high-level breakdown of each category:
Verified (for Base Game) mods are QoL mods that do not impact gameplay or audio, visual mods that improve accessibility, and localized versions of in-game graphics. Mods with the types: Cosmetics, Visual, and Audio automatically default to the Verified Category if they only modify cosmetic or audio files. This is automatically detected in-game.
Approved (for Progression) mods are challenging or alternative game modes, changes to weapon stats, and mods that moderately alter gameplay elements while still retaining progression in line with the regular game.
Sandbox mods are any mod that changes rewards or mission payout, and mods that directly unlock in-game items.
Besides these three approval categories, we have two special categories: Cosmetics and Audio. These are mods that only change the appearance or sound of your local game. And they work the same way as Verified mods.
You can now clearly see which servers are running mods and which aren’t—no more relying on the host to put this in the title. You can also clearly see which mods a host has installed before joining. There are also filters on the Server List that let you choose to show or hide servers that are running Approved or Sandbox mods - this means you have much better control of your server list.
You don’t need to worry about joining modded hosts by accident anymore. No more surprises and reverting to a previous save when you accidentally got a million XP from a modded game. With this update, modding should be safe, fun, and transparent.
STREAMLINED MOD ACTIVATION/DEACTIVATION ON JOIN
While Verified mods let you play the game and join others as you regularly would, Sandbox and Approved mods come with restrictions. Approved mods require everyone in a mission to have those mods installed. Sandbox mods do as well and need you to be on a Sandbox Save Game (now made possible through Save Game Profiles).
But don’t worry, you won’t have to remember all of that. The game takes care of disabling your Approved mods when joining a host that doesn’t have those mods installed. And if you are a host with Approved or Sandbox mods installed, then the game will make sure other players have those same mods installed if they choose to join your game and it will even disabled those mods for them, when they leave. As mentioned above, they can see what mods you are running before joining you.
Sandbox is a bit different. Here you will have to disable your Sandbox mods and change back to your main save to see non-Sandbox hosts in the server list.
NATIVE BLUEPRINT SPAWNING
This feature is primarily for modders. It allows anyone modding the game better access to certain features and functionalities in DRG. If you are interested in building mods for DRG, there is already a vibrant modding community. Do you feel the cave leeches are missing sunglasses? Or that BOSCO could use a tophat? Or maybe you want to do voice lines for mission control in another language? Then it’s time to get to work on that DRG mod.
TRANSLATION TEST BRANCH [COMMUNITY REQUEST]
This has actually been live for a bit. If you are a community translator then you can now access a steam branch with a nightly build including newest translations from Crowdin. So you don’t have to wait for a release to see your work in-game. If you are interested in providing community translation or DRG, there is a community translator channel on our Discord with a very active community.
MISC
Added a new tab in the ESC menu for Modding Support
Added a new Stabber Vine killcry callout
Added support for a "-disablemodding" command line argument that can be added to the Steam launch options to disable mods if you encounter crashes
Added support for a shared Save Game between the live branch and the translation branch
[COMMUNITY REQUEST] Added wrapability to reward text on the "You have been kicked" popup to enable longer translations
[COMMUNITY REQUEST] Added wrapability to 'Show infoscreen on startup' text to enable longer translations without overlapping UI elements
[COMMUNITY REQUEST] Added wrapability to subheader text on the Memorial Wall screen to enable longer translations
Added subtitles to the noise that is made when throwing to fix an issue with blank subtitles
Added subtitles to a defense callout to fix an issue with blank subtitles
Added subtitles to coughing and grunting noises to fix an issue with blank subtitles
Added subtitles to dashing noises to fix an issue with blank subtitles
Added subtitles to the Burning Love reactions to fix an issue with blank subtitles
Added subtitles to the Gut Wrecker reactions to fix an issue with blank subtitles
Added subtitles to the Mactera Brew reactions to fix an issue with blank subtitles
Added localizability to Mastery Unlock pop-ups
Added localizability to Liquid Morkite Well on the Laser Pointer
Added localizability to Deep Dive Instructions in the Deep Dive Terminal
Added localizability to missing strings on the Restore Save overlay
Fixed typos in the subtitles when transferring Lost Equipment coordinates to the Terrain Scanner
Fixed a typo in the quotes for Fungus Bogs biome
Fixed typos and incorrect capitalization in the subtitles when the Drop Pod is called
Fixing another save has more progress popup, even though another save does NOT have more progress
Fixed typos in all subtitles related to upgrading Bosco, perks or equipment
Fixed a typo in the subtitles when waiting for departure in the Drop Pod
Fixed typos in subtitles when waking up in the cabin and in the Medbay
Fixed a typo in the subtitles when mining
Fixed typos in the subtitles when using the zipline
Fixed an excess space in the subtitles when a Resupply Pod has arrived
Fixed typos and excess spaces in the subtitles when slapping the leprechaun at the Space Rig
Fixed typos and excess spaces in the subtitles when slapping dice
Fixed inconsistent capitalization of the Sentry Gun in subtitles
Fixed a typo in Mission Control's dialogue when the Fuel Cells are connected to the Drop Pod
Fixed excess spaces in the subtitles when Doretta requires repair
Fixed typos, inconsistent capitalization and excess spaces in all subtitles in Refinery mission
Fixed typos in the subtitles when Doretta is under attack
Fixed typos in the subtitles when pressing the gravity button on the Space Rig
Fixed typos in the subtitles when picking up a pickaxe overcharger
Fixed typos in the subtitles when placing the Gunner's Shield Generator
Fixed a typo in the subtitles when power attacking
Fixed typos in subtitles when petting
Fixed typos in subtitles for all perk activation shouts
Fixed typos in the subtitle when the player is caught by a Cave Leech
Fixed typos in the various subtitles when the player is out of fuel, ammo or grenades
Fixed a typo in Mission Control's introduction to Point Extraction mission
Fixed a typo in Mission Control's announcement of the Drop Pod's arrival in Point Extraction missions
Fixed excess spaces in the subtitles when the M.U.L.E. is returning to the landing zone
Fixed typos, inconsistent capitalization and excess spaces in the subtitles of all Machine Event dialogue
Fixed an excess space in the subtitles when forging overclocks
Fixed inconsistent capitalization in subtitles for forging
Fixed a typo when the player is caught by a Mactera Grabber
Fixed inconsistent spelling of the Lootbug across subtitles, perk descriptions, milestones and the Miner's Manual
Fixed an excess space in the subtitles when firing the Flare Gun
Fixed an excess space in the subtitles when interacting with the Jukebox
Fixed typos in the subtitles when depositing in the M.U.L.E.
Fixed typos in the subtitles when Heightened Senses is activated
Fixed a typo in the subtitles when mining Red Sugar
Fixed a typo in the subtitles when grinding pipes
Fixed a typo in the subtitles when using the Scout's Grappling Hook
Fixed a typo in the subtitles when the Gunner's shield is recharged
Fixed typos, inconsistent capitalization and excess spaces in the subtitles of all grenade warning
Fixed typos in the subtitles when the player takes friendly fire
Fixed typos, inconsistent capitalization and excess spaces in the subtitles of all Escort Duty Mission Control dialogue
Fixed description of the Dreadnought cocoon on the Laser Pointer
Fixed inconsistent descriptions for Salvage Mission items on the Laser Pointer
Replaced the Dreadnought cocoon icon on the Laser Pointer with the colored variant
Fixed a typo in the subtitles for the Dreadnought Laser Pointer callout
Fixed a bug that caused Mission Failure text to overlap with other UI elements on the Mission Complete screen in certain languages
Fixed a typo in a pop-up message that warns the player of potentially overwriting an existing Save Slot
Fixed typos, inconsistent capitalization, and excess spaces in the subtitles of all Laser Pointer callout dialogue
Fixed typos and inconsistent capitalization in the subtitles for all killcry callout
Fixed typos in the subtitles for all gunsling reaction
Fixed typos and inconsistent capitalization in the subtitles of miscellaneous in-mission dialogue
Fixed typos and inconsistent capitalization in subtitles for Mineral Trade dialogue
Fixed various miscellaneous typos reported by the community on Jira
Fixed typos in all subtitles in the Tutorial Level
Fixed typos in subtitles for gunslinging reactions
Fixed typos in subtitles for various generic dialogue
Fixed various typos and inconsistent capitalization in all subtitles for Mission Control dialogue in Deep Dives
Fixed a typo in the subtitles for Mission Control dialogue when all Aquarqs are collected
Fixed typos and excess space characters in subtitles when reacting to the environment
Fixed typos in the subtitles when reacting to flies
Fixed typos in the subtitles when browsing The Shop for new gear
Fixed typos in the subtitles for coughing noises
Fixed typos in the subtitles for character-specific dialogue
Fixed typos in all subtitles for Fuel Cannister dialogue
Fixed a typo in the subtitles when ordering Bosco to fire his rockets
Fixed an excess space character in the subtitles when ordering Bosco to mine
Fixed a typo when ordering Bosco to light
Fixed a typo in the subtitles when ordering Bosco to fetch something
Fixed a typo in the subtitles when carrying a heavy object
Fixed various typos when ordering beer
Fixed typos and capitalization across all bar-related subtitles
Fixed another typo in the subtitles when consuming a Blacklock Lager
Fixed a typo in the subtitles when consuming a Blacklock Lager
Fixed a typo in the subtitles when reacting positively to a beer
Fixed inconsistent capitalization in more Mission Control dialogue
Improved the wording of the tutorial hint that describes how to replay the Tutorial Level
Fixed a typo in the tutorial hint that describes how to replay the Tutorial Mission
Fixed a typo in the loading screen hints
Fixed inconsistent naming of the Resupply Pod across chat alerts, tutorial hints, UI, and the Laser Pointer
Fixed inconsistent capitalization in Mission Control dialogue for assignments and promotions
Fixed inconsistent capitalization in Mission Control dialogue on the Space Rig
Fixed inconsistent capitalization in Mission Control dialogue in Point Extraction Mission
Fixed inconsistent capitalization in incoming Supply Drop alerts
Fixed inconsistent capitalization in Misson Control tutorial dialogue
Fixed inconsistent capitalization in Mission Control wave alerts
Fixed more cases of inconsistent capitalization in Mission Control dialogue
Fixed typos and inconsistencies in Mission Control's dialogue in Elimination Missions
Fixed inconsistent capitalization in Misson Control's dialogue when all Alien Eggs are collected
Fixed typos and inconsistencies in Mission Control's dialogue when an objective is completed
Fixed inconsistent capitalization in Mission Control's dialogue when the M.U.L.E. has docked
Fixed a typo in Mission Control's introduction to Mining Expedition
Fixed inconsistent capitalization in Mission Control's dialogue for Mission Selection
Fixed inconsistent capitalization in Mission Control's dialogue in Salvage Mission
Fixed a typo in the chat alert when the M.U.L.E. can be called back to the Drop Pod
Fixed a typo in the subtitles when throwing snowballs
Fixed an excess space character in the Saves Menu
Fixed a typo on the Dirt Diggers screen of the Miner's Union Terminal
Fixed several cases of inconsistent resource descriptions on the Laser Pointer
Fixed a typo in the description of Dystrum on the Laser Pointer
Fixed typos in the description of Magnite on the Laser Pointer
Fixed a typo in the description of Hollomite on the Laser Pointer
Fixed several cases of inconsistent capitalization of all news headlines
Fixed several cases of excess space characters at the end of news headlines broadcasted on certain terminals in the Space Rig
Fixed a typo in Mission Control's introduction to Salvage Missions
Fixed another typo in Mission Control's announcement of all mini M.U.L.E.s being fixed
Fixed a typo in Mission Control's announcement of all mini M.U.L.E.s being fixed
Fixed another typo in one of the quotes for the Magma Core biome
Fixed a typo in the subtitles when killing an innocent Cave Angel (how dare you!)
Fixed a typo in the subtitles when marking a Core Infuser with the Laser Pointer
Fixed typos in the Control Customization Menu
Fixed typos in the Controls Options
Fixed a typo in Mission Selection
Fixed a typo when marking a Brewing Ingredient with the Laser Pointer
Fixed a typo in one of the quotes for the Magma Core biome
Fixed a typo in Mission Control's introduction to the second stage of a Deep Dive
Fixed a typo in the subtitles when placing a Satchel Charge
Fixed a typo in the Web Spitter entry of the Miner's Manual Bestiary
Fixed a typo in the news headlines shown on certain terminals in the Space Rig
Fixed a typo in the Glyphid Dreadnought Twins entry of the Miner's Manual Bestiary
Fixed a typo in the news headlines shown on certain terminals in the Space Rig
Fixed a typo in the description of the Compact Feed Valves overclock for the CRSPR Flamethrower
Fixed a typo in the news headlines shown on certain terminals in the Space Rig
Fixed a typo in the subtitles when marking a Dreadnought Hiveguard with the Laser Pointer
Fixed several typos in the subtitles when reacting to damage from thorns
Fixed several typos in the subtitles when depositing in the M.U.L.E.
Fixed a typo in the UI Options menu
Fixed a typo in the biome description of Hollow Bough
Fixed typos in Swarmer Tunnel shouts
Fixed a typo in the description of the Disabled Inertia Inhibitor upgrade for the Deepcore 40mm PGL
Fixed a crash that could sometimes occur when the armor of the Dreadnought was destroyed
Fixed an issue where you could not join games, if you had just joined a game and failed because someone joined the game at the same time as you and got in quicker making the server full
You are only able to enable 25 mods at a time because of an issue that prevents joining multiplayer sessions past this cap. This limit is temporary and will be increased as soon as we have a solution. Solo play is unaffected by this cap.
Verified dependencies does not always reenable when joining a server with it active
Hidden mod on mod.io do not automatically update to new versions
Disabled mods are sometimes re-enabled after leaving a mission
Corrupt mod files are not handled/aborted, but are stuck in a loop trying to redownload and extract. This can be worked around by unsubscribing to the faulty mod.
Deep Rock Galactic - Soren - Captain of Ghost Ship
Hello Miners!
The title says it all, really - Update 35 will be the largest update the game’s received to date, and it’s become clear we will not be able to hit the originally planned Q3 release date. As always, we want this update to be great, and to not rush it out of the door before it is done. And from what we hear time and again from so many of you, you overwhelmingly feel the same.
We believe Update 35 will set the direction for where Deep Rock Galactic will go from here, and we can’t wait to properly show off all we have in store for you. We’ve already shown you the new weapons, but there is much more. Oh, and if you missed the weapon teasers, here is a recap:
The new mission type has grown way beyond our original scope and ambition for it, and we are honestly pretty stoked about where it’s going. We want it, and the other features, to be all they can be, and to not just check them off on the roadmap and move on to something else. So - while it was definitely not an easy decision, we feel postponing Update 35 until Q4 is the correct thing to do. We will of course announce a specific date, when we got a date we feel confident to reveal.
Delaying like this will give us some much-needed breathing room to really nail this update, and get everything in place. More information to come, very soon!
Modding Support got a release date: September 14th
In the meantime, official Modding Support is almost upon us, and now has a release date: September 14! We already did a breakdown of all you can expect in that interim-update, which you can read here. We’re quite proud of what’s been done on this front - this, again, grew way beyond what we originally envisioned.
As always, thank you for being with us on this journey. Your continued feedback, support, and love for the game keep making these updates so exciting for us to do. So, sit back, grab a brew, and be patient for a little while longer. Good things come to those who wait. Rock and Stone, Miners. :)
It’s been some time since our last post, but all our hard work is about to pay off! Update 35 is coming along very nicely, but first, we have Update 34.5 to deal with - Modding Support! We are nearing the finish line, and soon you will be able to browse, install, and manage mods from within the game. For now, this happens on the Experimental Branch.
What started as a simple feature to let you manage savegames quickly became a larger and more complex suite of features. At the end of all this, you will be able to manage mods from within the game (using https://drg.mod.io/), know what others have installed before joining them, and streamline the installation process if you join a host using mods.
We’ve also gone through all your feedback on our previous post, regarding our choice of modding platform and concerns about the approval process. This post should hopefully both give you an overview of all the new features and explain our choices.
Let’s dive in!
NOTE: This Experimental is different from previous ones, as there is a risk of it not transitioning to a public release immediately after. With Update 35 looming, if we can’t get modding support to the level of stability that we want within the next few days, we may have to postpone it until after Update 35 is live. Crossing our fingers that that won’t be an issue.
Feature Breakdown
While developing 34.5, we received a ton of feedback and help from the modding community. With your help, we’ve tried our best to create a comprehensive solution that makes using mods easy and fun. Modded games should be plainly visible, and some mods will need restrictions so you can more easily protect your unmodded savegame from unwanted alterations.
Easy mod browsing and installation
With the new modding support, you can now browse, install, and manage mods from within the game. We have added a dedicated Modding menu for this, so you have a clear overview of which mods are installed and currently active.
As you browse and install mods, you will become familiar with our three approval categories. These categories determine if a mod needs a separate save and if all players need the mod installed. When we initially announced modding support, there were concerns over mods being used to cheat or unfairly boost your progression. The approval category system deals with this problem, while also creating a space for mods that provide varied experiences and quality-of-life features. In our experience, the vast majority of mods that we have reviewed fall within the latter category.
So, these are the approval categories:
SANDBOX
This mod is an example of a Sandbox mod since it changes how resources are acquired
Examples of Sandbox mods would be any mod that changes rewards or mission payout and mods that directly unlock in-game items.
Sandbox will be the default category for any Mod uploaded to Mod.io. You are free to use any Sandbox Mods with a Modded Save Game.
You cannot use your Regular Save Game with your main progression when playing with these mods. When you have Sandbox mods enabled you can only join other servers with Sandbox mods.
APPROVED (As in: Approved for Progression)
This mod is an example of an Approved mod since it changes various gameplay elements
Examples of Approved mods would be more challenging or alternative game modes, changes to weapon stats, and mods that moderately alter gameplay elements while still retaining progression in line with the regular game.
You can use Approved mods along with your Regular Save Game, meaning you can still earn XP and Resources for your regular progression while using them. If you join a game that does not have the same Approved Mods installed as you, those Mods will be disabled. Likewise, other players will automatically download the mods active in your game when joining.
VERIFIED (As in: Verified for Base Game)
This mod is an example of a Verified mod since it changes the appearance and sounds of an item
Examples of Verified mods would be QoL mods that do not impact gameplay, audio or visual mods that improve accessibility, cosmetics and SFX mods that you'll only experience yourself locally, and localized versions of in-game graphics.
You can use Verified mods along with your Regular Save Game. These mods will stay active even though you join a host who does not have those mods installed. Other players will not have to download those mods to join you. In effect, Verified mods are only active for you and do not alter the gameplay of any other players.
A note on mods and “cheating”
In past posts on the topic, some of you brought up that allowing mods is the same as allowing cheating. While working on 34.5, we’ve had many discussions about what we consider cheating and what we don’t. To us, cheating is:
Increasing rewards or XP received from missions
Unlocking items without actually earning them in-game
Boosting your progression to level up much faster than intended
That is why we have the Sandbox category - you are free to play around to your heart’s content with any of these things in there. But we want to protect other players from being exposed to it without wanting to.
We should mention that the vast majority of mods so far do not fall into the Sandbox category. Some change gameplay elements, such as the cost to order Supply Pods or the ammo count for your guns, and you will find these mods in the Approved category. This has been discussed widely, both within the team and with the community. We do not consider these cheats, and this is why:
Most of these mods are used in conjunction with other mods, like lowering the cost of resupply but increasing the enemy cap. The intent is usually not to make the game easier but to provide options for a different experience.
Making the game moderately easier is a very inefficient way to boost your progression; you still have to go through the mission loop. Improving your win percentage is not comparable to spawning millions of gold in a mission.
Some of these mods improve accessibility, such as increasing visibility. And yes, you could technically get an advantage with these mods. But the same reasoning applies. It is not a very efficient way of boosting your progression.
If you use these mods to get an advantage in missions, you are more likely to be bored as you make the game easier than intended. We have spent a lot of time tweaking the game to be as engaging as possible.
We have learned a lot about mods and modding throughout this process. And we feel that this solution does maintain the integrity of the progression system while also allowing players to access the wonderful world of DRG mods.
Clear tags for modded servers
Not knowing if a host was using mods was an issue in the past. While most mods didn’t impact your progression, you want to see what you are walking into. We have made it visible if a host is using mods and what mods they are using. You can also choose to filter for hosts with Approved mods or Sandbox mods in the server list.
System for handling activation and deactivation mods
We also wanted to have the game manage the activation and deactivation of mods based on the host you were joining. When you join a modded host using Approved mods, you will get a prompt detailing what mods are active and if you want those mods installed. Likewise, if you have Approved mods installed, those will be deactivated when you try to join a host that doesn’t have those mods installed. If you have Sandbox mods installed, you will literally be in the modding ‘Sandbox’. You will only see others with sandbox mods installed in the server list. If you deactivate your Sandbox mods and change back to an unmodded save, you will have access to the full server list again. And you can do all of this from within the game, no restart needed.
On our choice of modding platform
Our last steam post detailing our choice of modding support platform and our approval process got many comments. We have read through all of them. All the feedback has helped us with developing the best modding support we can. We picked up some different concerns in those comments, mainly around why we don’t use Steam Workshop, concerns about Mod.io in general, and if we will commit to approving mods regularly. We want to address all of those concerns in separate sections, so it will hopefully be clear to you why we have made these decisions.
Why Mod.io and not Steam Workshop
Steam workshop was a good option when we looked at developing modding support. We also looked at other platforms, each with its strengths and benefits. The key reason for choosing Mod.io was the Unreal SDK integration, support for the approval categories system we are planning, and solutions for uploading mods to the platform. While all of the platforms we looked at had different benefits, Mod.io was the best fit for our work. Mod.io also supports Windows 10 and Xbox, which provides interesting opportunities for expanding modding support to more players, but that is not something we have planned.
Concern about Mod.io user experience and validity as a mod platform
A lot of the comments to our past Steam post were about Mod.io as a valid choice for a modding platform. When we initially looked at Mod.io, it was apparent that many other games have active modding communities on Mod.io. Deep Rock Galactic is not the first game on the platform. We also met with Mod.io very early in the process and have worked closely with them over the past months, and our impression is that it’s a competent team of very experienced developers who have a passion for mods and modding. Collaborating with Mod.io has been a great experience, and we are very satisfied with the integration and player experience mod.io as a platform provides to the game. It also became clear to us that Mod.io is working hard to constantly improve their platform, which shows significant promise for the future of the service.
Will approvals take long, and is it going to stagnate?
When we discussed the approval process, we talked early about whether we could commit to this long-term. We ultimately decided to dedicate time for approvals every weekday. The extensive work on the categories and the collaboration with the modding community makes the actual approval process less time-consuming than we initially thought. We are also sharing this workload between many of us here at Ghost Ship, so we plan on doing them every weekday for the next couple of months.
We can’t wait for you to try out modding support and all that entails. For now, that will have to happen on the Experimental Branch. Hopefully, the experimental version of modding support will soon graduate to the main branch, but with Update 35 looming around the corner there is a real risk that this one will have to be truly experimental for once.
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