Sep 17, 2024
Deep Rock Galactic - Bjorn - GSG

Hello Miners,

We are preparing for fun events and included a number of bugs fixes and weapon tweaks.

With Love,
The Ghost Ship Crew

--- PATCH NOTES —
- Fixed Gunner Shields being able to mess with rift spawning and ruin the encounter
- Fixed Boltshark's T5 Magnetic Shafts upgrade only affecting the direct damage
- Significantly increased the fear chance of the T5 Banshee Module upgrade on the Boltshark
- Removed the lock-on speed penalty and extended the lock duration on the Lok-1 Neuro-Lasso OC and changed it from Unstable to Balanced
- Made the Lok-1 Neuro-Lasso slowdown effect stack properly when taking the T4 Aperture Extension upgrade
- Fixed the Lok-1 Armor Breaking Module OC not showing up in the stats list in the equipment terminal
- Fixed missing footstep sounds and particles on Glyphids
- Fixed the rift crystal taking damage way before the health bar appeared on screen
- Fixed Sticky Flames making praetorian death gas unexplodable sometimes
- Fixed Season 1 data cores not redeeming for Season 1 scrip
- Fixed Data Rack challenges do not appear in Season 1 unless you completed the original Industrial Sabotage that is no longer available
- Fixed Shield Link goes into negative numbers upon wearing out
- Fixed that Destroy Eggs can spawn as a secondary in Dense Biozone biome
- Fixed that Sludge Pump AG Mixture Tier 5 mods have no effect on puddles
- Fixed dreadnaught pheromones making it less likely for enemies to target the player rather than more likely
- Drillevator tracking icon now disappears when it has landed




Deep Rock Galactic - GSG_Aaron


Hello Miners,

We’ve got another behind the scenes peek for you, this time on one of your most requested topics: cave generation. Let’s explore how the caves of Hoxxes get formed, thousands of times over again, every single day. Hope you like it!


Planting a cave seed
The moment you select a mission in Deep Rock Galactic, a cave is born.

Out in some invisible abstract, the game generates a seed. This is a procedurally-generated string of numbers containing the instructions for a brand new cave system. This random number decides what the caverns will look like, where you’ll find mineral deposits, and which fiends await you within. All of this is determined in a fraction of a second, flash generated when you lock in a mission.

This new cave is entirely unique. There are many like it, but this one is yours.

Caves – or more specifically, procedurally-generated caves – are what define Deep Rock Galactic. They set the stage for the action, giving life and lore to the game. They’re what make each dwarf’s traversal tools relevant, enabling each class’ function and identity. And the game owes a great deal of its replayability to the limitless pool of possible caves to explore.

So how’s it all work?
Let's dig into it.




Cave generation in a nutshell
Your cave seed gets generated right when you select a mission, but the actual cave comes together once you hop in the Drop Pod.

As you hurtle toward Hoxxes, the cave generator really gets to work. Cave systems come together like pearls on a string: one room at a time, connected by narrow, winding tunnels.

While the overall cave system is a unique result of random generation, the individual cave rooms are hand-crafted. If you imagine the cave generator as our automated chef, we still want real people to make sure it's cooking with high-quality ingredients. There are over 100 cave room templates to pick from -- but many of these templates also contain multiple internal 'randomizer' variants, so spawning the same template 20 different times would still produce 20 unique rooms.

Depending on the mission type, length and difficulty, these room templates could get warped, mirrored, or overlapped as the cave generator strings them together. On-site Refinery missions, for example, mash multiple rooms into one massive cavern. This is why you're likely to see huge herds of Lootbugs during these missions, because the entire cave's population all gets spawned at the same point.

But to understand how this generation really works, we need to take a closer look at one of these cave room templates.


A cave room template? A Windows 98 screensaver? There's no way to be sure.


In focus: how a cave room template works
Every cave room template is composed of intersecting spheres, half spheres and flat planes. This cluster of shapes tells the cave generation engine what sort of volume to carve out of the solid rock, creating the rooms where each mission takes place.

The image above is the template for a cave room -- it’s the instructions that the procedural generator uses to create a unique cavern.

Here’s what you’re looking at:
  • Green and yellow lines - These lines determine the general shape of the room. The yellow lines act as the outer boundary, the base layer upon which the cave generator applies ‘noise’ like textured surfaces and biome-specific rock patterns. The green lines are the inner boundary, limiting how far this ‘noise’ is allowed to fluctuate and push into the space itself.
  • Small orange orbs - You can see these clustered in the center, surrounded by an outer yellow wireframe. They act as randomizer elements: they mark space that might either be hollowed out to create extra volume, or filled in with a random protruding rock formation. When this cave room is created, each of these has a random chance to be ‘activated’ or not. This way, each individual cave room can have an even greater degree of unique and unpredictable variety.
  • Medium orange half-spheres - These half-domes, seen around the outer perimeter of the cave room, mark potential exit paths for the room. In game, these are the areas filled with compacted dirt. The cave generator engine uses these as nodes to link this room to the rest of the cave system via tunnels.
  • Orange wireframe globe - The orange sphere in the background limits the size of the cavern. In the game, various cavern templates are sorted by different sizes. If the template in question pushes beyond this orange globe, we’ve got to either re-categorize its size, or cut it down to fit within the globe.
For comparison, directly below is this same cavern template once it’s been fed through the procedural generator and rendered in the game. This one template has dozens of possible major iterations, and would never look quite the same if we loaded it again.


A single cavern, viewed from the outside using the power of Developer Magic™.


Early version of cavern and tunnel generation. Simplified wireframe structure elements are clearly visible.


What makes a cave fun?
While a computer brain is great at randomly stitching a cave system together, it’s not so good at deciding what sort of cave is actually fun to play. That’s why we have human brains in charge of that part.

Anders Heindorff Frederiksen, Senior Game Designer at Ghost Ship Games, has been the human brain (and complete human person) designing the cave rooms since Season 03. In his words, he makes the building blocks that feed into the cave generator. He’s the one putting together the cave wireframes like we looked at just above.

As he sees it, there are a few key considerations in making a good cave: traversal, natural wayfinding, and dramatic experience.

A cave should require players to carve out terrain and use their traversal tools to get around, but it shouldn’t feel like a maze. While larger cave systems can get a little labyrinthine, individual rooms should still feel intuitive, with their shapes “funneling” players through to the next exit point. It’s about balance: not so simple that it gets boring, not so complex that it feels punishing. On top of all that, a cave room should just seem cool. That one comes down to gut feeling.

However, Anders can’t guarantee all of this by hand-sculpting it. He’s still got to make design decisions that can withstand random variation from the cave generator.

“Once I make a new room, I’ll load in and play it a bunch of times with Scout, then Driller, and so on. Sometimes I play through it and it really sucks. Then I’ve got to figure out what doesn’t work, and why,” he says. “It might be that the visibility’s bad, or the room is basically unplayable as some classes. I can only set the framework for the space before the generator gives its own spin on it, so there’s a lot of trial and error.”


Early experiments with room generation, and shaping cave surface textures.


Concept sketches for different cave rooms and rock formations.


Biomes: furnishing the caves
Once we’ve got a cave all shaped and laid out, it needs noise and debris.

‘Noise’ is the technical term for shaping the cave’s walls, ceilings and floors. Basically, it’s about taking the perfect spherical shapes of the cave framework, and crumpling those surfaces into something more interesting and rock-like. ‘Debris’ refers to the process of sprinkling in assets like smaller rock formations, cobwebs, hazards, and the flora and fauna unique to the selected biome. Every biome has its own distinct patterns of noise and debris.

Robert Friis, Studio Art Director and co-founder of Ghost Ship Games (and also the voice of Mission Control) began working on different biomes just a few months into the game’s development. As he sees it, Hoxxes’ different biomes are an essential dimension of the game’s procedural generation.

"Firstly, they give a lot of character to the planet of Hoxxes. But it's also a big way for us to boost the game's replayability,” he says. “The exact same level will look and play differently depending on which biome is then added on top. It determines the enemies and interactive hazards you'll meet, things like fog and lighting can be completely different, even the shapes of the caves themselves will be different, and it's then up to the player to figure out how to navigate it.”

Your selected biome tells the procedural generator how to sculpt the cave’s surfaces, and how to populate it with flora and fauna. Each biome has a distinct texture palette: Magma Core, for example, applies sharp, ridged ceilings and craggy, jagged edges to most surfaces. Sandblasted Corridors, by contrast, is appropriately smoothed, eroded, and sparse.

Nobody at Ghost Ship Games is a professional geologist, so most aesthetic choices here come down to what looks and feels cool. Hoxxes’ biomes draw from real-world caves as well as fiction. Areas like Salt Pits, Glacial Strata, or even Crystalline Caverns (see the Naica Mine) resemble something you might find here on earth – while a biome like Azure Weald reflects inspiration from the luminous landscapes of Avatar.

In essence, you could view biomes as the “finishing touches” department in cave generation. If the wireframe structure decides the shape of the cave, the noise and debris are the wallpaper and furnishings.


Very early versions of the game experimented with a blockier, Minecraft-esque terrain system.


A prototype 'debris' test from early in development, experimenting with cave surface meshes.


New caves, tomorrow and forever
There’s some statistic out there about how you can connect six standard LEGO bricks in about a billion different ways.

You might think about Deep Rock Galactic’s procedural cave generator as working in a similar way. But instead of six bricks, it’s got a pool of 119 hand-crafted rooms and 10 biomes to pick from. Plus, it can warp and tweak and overlap all these elements before snapping them together.

The infinite cave engine runs around the clock, day in and day out, 365 days a year. On an average day, the cave generator produces about 150,000 new cave systems for players on Steam. Since the game launched to Early Access in 2018, Deep Rock Galactic players have generated and explored well over half a billion unique cave systems.

In some way, you could say this cave machine is the game’s main character. In any case, it’s the playmaker and dungeon master, setting the stage for all the rest. It’s the one to thank for the gigantic, dramatic caverns that stretch out into the darkness, as well as the idiotically narrow corridors that cost you the mission when you’re rushing to extract. It’s with you on every mission, whether it’s your first or your millionth.

It’ll be there as long as Hoxxes has minerals to mine, knitting new caves out in the endless dark.



What was the biggest cave you’ve ever come across in Deep Rock Galactic? Let us know in the comments.

Also, if there’s another subject you’d like to learn about in the next Below Decks, we’d be happy to hear it. Thanks for reading!
Deep Rock Galactic - GSG_Aaron


Aloha Miners,

It's a known fact that dwarves were riding barrels way before surfers stole the term.

And it's also a fact that the 2024 Space Beach Party seasonal event is now live!

You can drop in to Big Wave Galactic and enjoy the bodacious beach vibes until the event ends on August 15th at 13:00 CEST.

We put all the details in the preview post. But real quick, here’s what’s happening:
  • Complete the Hoxxes Summer Cruise assignment to earn the new Tentacle Topper seasonal headgear.
  • Collect all the previous Beach Party reward hats (yes, including the shark hat) via the Last Year’s Summer Fashion assignment.
  • Collect the lost inflatable pool toys during your missions to earn a totally radical Double Point Bonus for your Performance Pass progress.
  • Kick back in the Space Rig and enjoy all the bodacious beach decorations but don’t enjoy them too hard because Management has been very clear that this event is not a vacation
Have fun out there, and watch out for sand sharks!

Hang loose,
-The Ghost Ship Crew

Deep Rock Galactic - GSG_Aaron


Hello Miners,

The salty scent of surf wafts in from the nearby beach. There’s sand between your toes. A seagull calls as it flies overhead. You’re eating a big bowl of sunscreen with a spoon.

This can only mean one thing: It’s time for the Space Beach Party seasonal event in Deep Rock Galactic, which is a game about surfing. The Beach Party kicks off on Thursday, August 1st at 13:00 CEST and makes waves until August 15th.

Let’s take a quick peek at what’s coming!



Fun seasonal mandatory work assignments

It ain’t summer vacation without a bit of hard work! Only joking, folks – the DRG company handbook doesn’t say anything about vacation. Anyway, there’s a new assignment for you: the Hoxxes Summer Cruise.

Complete it, and we’ll reward you with our wettest hat yet: The Tentacle Topper.

The flower helps mask the smell.


More sensational summer headwear

New to the Space Beach Party? You can still earn all the other cosmetic rewards from previous Beach Party events. Just complete the Last Year's Summer Fashion assignment, and you’ll earn all the old ones in one fell swoop. Might have to shake the sand out of ‘em, though.





Wanted: Pool floaties

In yet another black mark on the shipping record of Longbeard Freight, those buffoons have fumbled a big load of fun inflatable pool floaties, scattering them throughout the caves. These pool toys are critical for mining operations, so we need them back. Deposit one during a mission, and your whole team will earn a Double Performance Pass Point Bonus. Totally tubular!


Summertime radness aboard the Space Rig

Although Management didn’t approve our budget request for a wave pool, we’ve still got the Space Rig looking beachy. You’ll see it and say, “Lu-wow!” Get it? Like luau. Moving right along, the Rig’s been decorated with holiday lights, (slappable!) inflatable palm trees, beach-tastic audio ambiance, big buckets of water balloons, and several tons of coarse, rough, irritating sand.

Management requests that all employees handle the water balloons responsibly, as the insurance policy on the Space Rig doesn't cover water damage.



The 2024 Space Beach Party kicks off in just two days, on August 1st at 13:00 CEST. It might come to consoles just a teeny bit later.

Make sure to ask your teammates for help putting sunscreen on your back!

With Love,
-The Ghost Ship Beach Bums

Deep Rock Galactic - GSG_Aaron

Hello Miners,

We've got a mid-summer surprise for you.

For a while now, we've had fans asking about a collaboration with the dwarven power metal band Wind Rose. Their hit track "Diggy Diggy Hole" has struck a chord with many brave dwarven hearts, and had folks excited about crossover possibilities between their music and Deep Rock Galactic.

Well, we heard you. And we reached out to them to see if we could cook something up together. Turns out the answer was yes, we absolutely could cook something up together.

We're very happy to share their latest single -- "Rock and Stone" -- inspired by the Deep Rock Galactic universe. Check out the music video above! Great work, Wind Rose. <3

Hope everyone's having a great summer out there. Don't forget to check for cave leeches.

With love,
-The Ghost Ship Crew
Deep Rock Galactic - GSG_Aaron



Hello Miners,

Most of GSG is on summer vacation right now, and we're moving into our new office at the end of the month. Things will be a bit quiet around here for a few weeks. In the meanwhile, here's a look behind the scenes: we're going a few months back in time, and stepping into the sound studio with Robert Friis -- the voice of Mission Control. Enjoy!


Mission Control is on air

It’s a delightful sunny Tuesday in May, and Mission Control is in the recording booth.

The order of the day is recording the voiceover for the Season 05 Narrated Trailer. We’re in the only meeting room in the entire office, which doubles as the makeshift sound studio. In the corner, tucked in a blocky bunker of sound insulation panels, stands Mission Control – or as he’s known in real life, Robert Friis, co-founder and Art Director of Ghost Ship Games.

Robert’s got his back toward the room, standing in the corner in front of a t.bone SC 600 microphone. A snare of black AV cables pools at his feet and snakes around the room, covering papers from previous meetings. He strikes a confident wide stance to record: one hand on his hip, the other holding his script up close at face level. He knits his brow as he speaks and leans back at a slight angle, his deep voice filling the room.

Seeing him speak in person feels strange when you’re so used to hearing the voice through a gaming headset. You forget it belongs to a real person.

Today’s recording session for the Season 05 trailer is the last one in this office, which is where Ghost Ship Games has been for the past five years. In July, we’re moving to a new office, with space for a better recording setup. In a technical sense, it’ll be a complete upgrade: better equipment, more room, no sound leaks from people eating lunch outside. Still, it’s a bit sad to be leaving this old improvised setup. Slapdash though it may be, it’s served us well.

It’s not to say this is Mission Control’s last ride, but something about the occasion still feels significant. Like moving out of the home where you grew up.


Robert records a take in GSG's makeshift sound studio.


The man behind Mission Control

Robert might be most widely known as Mission Control, but that’s far from his only role at Ghost Ship Games. As it turns out, he never really expected to become Mission Control in the first place.

When Ghost Ship Games first started up in 2016, Robert was the team’s only artist. Largely self-taught, he was the one responsible for all animation, editing, modelling, character art, and concept art. Now, as GSG’s Studio Art Director, he guides projects’ overall visual development, involved in both Ghost Ship’s own games as well as their publishing projects.

And of course, when needed, he’s Mission Control.

Robert is Danish, not that you’d necessarily guess it by his accent. His real-life speaking voice is pretty much the same as his voice as Mission Control. “It probably stems from the fact that I loathe the sound of the Danish accent in English, so I’m doing my best to eliminate it,” he says. “I know it’s probably still in there somewhere, but at least it’s not at the level of that guy from Gladiator.”

Robert’s role as Mission Control is his first-ever foray into voice acting. It had always been on his bucket list, thanks to an interest he traces back to developing characters during Dungeons and Dragons campaigns in high school. But as he explains, he didn’t start working on Deep Rock Galactic expecting to lend his voice to the game.

“The funny thing about Mission Control is that it was never on purpose for it to be me. We just needed something in a hurry, needed someone to just do whatever. I did maybe three different takes, had the voice, and that was good enough. And it just got established as we went with it.”

Like with so much else in Deep Rock Galactic, an “Eh, this’ll work” solution grew into a big part of the game’s identity. And since those first recordings, Mission Control has found his own identity, too.


The S05 narrated trailer, the final result of today's recording session.


Mission Control, the character

If the dwarves have a friend in Deep Rock Galactic, it’s Mission Control. Not that he’s a close friend, of course. But at least he’s not Management.

The initial idea for Mission Control came from Mikkel Martin Petersen, co-founder and Game Director at Ghost Ship Games. From a game design perspective, Mission Control’s job is to direct the action and tell players where to go. Because of DRG’s nonlinear, occasionally chaotic cave generation, Mikkel felt the need for a ‘foreman’ role to help explain what’s going on, and to put everything in context.

But Mission Control’s personality comes from Robert.

“I had this vision of a world-weary dude who was kind of bored with his work, trying to lead and steer the dwarves as they went through the same things again and again,” he says. “[Mission Control] likes the dwarves well enough, but he’s also seen enough of them disappear down in the caves that he tries not to care.”

The very first placeholder for Mission Control’s character icon was a professional headshot of Søren Lundgaard, Ghost Ship Games’ co-founder and CEO. But it wasn’t long before Robert whipped up some rough character art to put a face to the name – resulting in Mission Control’s hexagonal, green-tinted icon you see in the game today. In that sense, the picture is a self-portrait.

It wasn’t long before the placeholder character grew into one of the game’s most prominent personalities.

“I’m really proud of what the character’s become, and how he contributes to the tone of the game. A lot of DRG’s narrative comes out through Mission Control,” Robert says. “It’s up to him to relate to the dwarves the severity of a situation. To the dwarves, that danger is never really apparent, they don’t care. Bulk Detonator approaching? “Yeah cool, shoot it!”. They’re not aware of just how dangerous everything is.”

Mission Control might not be Management, but it is his job to manage. He might not be at the dwarves’ level, but he’s on their side. He can’t save the dwarves from dying, but he knows they’re not expendable.

And thanks to the DRG community, Mission Control has become a lot more than Mission Control.


A few of many fan-made spins on Mission Control. Credit given on each individual image.


Mission Control, the meme

When asked about AI versions of Mission Control singing cover songs, Robert takes a deep, wincing breath.

“It’s both awesome and terrifying at the same time.”

When he recorded his first lines as Mission Control, Robert never imagined the many memes the character has spawned since. For him, it’s uncanny to hear his own voice (and yet, not his own voice) singing an AI cover of Michael Jackson’s “Billie Jean.” But Robert appreciates it in the greater context of people’s enthusiasm for Deep Rock Galactic.

“It's really amazing. I mean, we started from basically nothing with this game. Now we’re at a point where we see people doing cosplays for conventions, getting tattoos, making art and memes and stuff like AI song covers,” he says. “Regardless of what it is, it’s amazing to see how the game inspires all these forms of creative investment. It tells me we’re doing something right – and that feels very good.”

Deep Rock Galactic doesn’t do a whole lot of lore-dumping. We prefer to drip-feed details and let fans’ imaginations fill in the rest. This is by design, and Robert is one of the main forces behind this strategy. Being the voice of Mission Control also tends to make him the primary conduit for these bits and pieces of DRG lore.

He also happens to be one of the biggest enjoyers of everything that fans come up with.

“I’m extremely happy to see how much people care about the little snippets we give out, and how much lore people come up with themselves. That’s super cool to me, and I always make a point of reading it and commenting on it, if I have the time,” he says.


Joachim (Sound Designer at GSG, foreground) supervises the technical bits as Robert records his lines.


The happy accident of Mission Control

By the time this story comes out, Ghost Ship Games will be moving into a new, larger office space. The crew’s excited for the move. But there’s a bittersweet note in saying goodbye to the workspace where this game, including Mission Control, really grew into its own.

The team is hoping to build a proper recording studio in the new office, to move away from the jerry-rigged setups that we’ve used so far. As Robert records in this slapdash studio, he’s often interrupted by the creaking floors, rattling mechanical keyboards and scattered laughter floating in from the office.

It might not be a dream setup, but it’s been good enough so far. As the old proverb goes: if it’s stupid and it works, it ain’t stupid.

“We’ve always been able to find some kind of little closet we could use for our recording setup. It’s always worked, but it’s always been kind of janky,” Robert says.

Just like the setup where Robert records, the character of Mission Control was born out of improvisation. You could say Robert himself followed the same pattern, being largely self-taught throughout 20 years in the games industry.

If there’s a lesson to be had here, it’s probably about not overthinking things.

“If there’s one thing being an art director has taught me, it’s to combat the artist’s inclination toward perfection,” he says. “There is no perfect. Just get it good enough, get it on screen, and then fix it later if it needs more detail. If you get it to 80 percent, the only one that notices flaws after that is you.”

Soon, we’ll be in a studio with a more sturdy setup, away from creaking floorboards and clacky keyboards and laughing lunch-eaters. But for all the challenges of our slipshod setup, there's still something significant in saying goodbye to the place where Mission Control really found his voice.

Given that this is the last recording session ever in this office, the final line Robert records seems like a perfect fit.

“This is Mission Control, signing off – for Rock and Stone.”



Deep Rock Galactic - Bjorn - GSG

Hello Miners,

This patch is mainly a bunch of bug fixes and improvements along with some optimizations to the Core Stone event. Hopefully there are no catastrophic bugs this time…… hopefully

With Love,
The Ghost Ship Crew

--- PATCH NOTES —
- Fixed crash related to using the SmRt Trigger OC for the Lok-1 rifle
- Fixed Crystal terrain surrounding Resonance Crystals did not appear when joining during load screen
- Fixed Cryo Bolts being able to freeze neurotoxin grenade gas clouds
- Changed when DeepScan mission is removed from server browser. It is now removed when all the crystals have been scanned.
- Friends can still join until the first button on the drillevator has been triggered.
- Fixed coilgun being inconsistent at shooting certain enemy weakpoints
- Attempt to fix Victory move props visible in unusual places
- Collision optimization on the sticky mines
- Fixed chargeup time penalty of Tuned Cooler being x2 instead of + 0.2.
- Fixed plasma burster rockets not working on rift crystal
- [Community Request] Added class icons to paintjobs and victory moves in the tree of vanity
- Micro-Controller Add-on overclock had reduced arc range, now it is back to 15m
- Fixed caretaker tentacles sometimes spawning just as the fight ends and remains after the encounter is done
- Fixed neurotoxin explosion not doing damage
- Fixed shellbacks briefly going into their reference pose before exploding from volatile guts
- Poison gas and Maggot gas should now be ignitable by fire again.
- Improved spawning of the kursite event
- Barrels from the exploding barrel dispenser, Lunar trophies, Anniversary trophies, Data rack, Player leave resource pouch, and dorettas head can now be picked up while the player not grounded. Making them work like the other stuff you can pick up
- Added a Miners Manual entry for the Bha Barnacle - now please stop asking!
- Molly will now go to the nearest surface if floating
- Made the start of the rift event run smoother
- Fixed dying from Low Oxygen makes constant warning sound
- Morkite seeds will now be deposited to team resources when a player disconnects

UPDATE:
Updated to S05.04.1
- Fixed a crash related to the Core Stone Event
- Fixed a crash related to the Coil Gun
- Fixed a crash related to particles



Jun 21, 2024
Deep Rock Galactic - GSG - Jesper_WWWWWWWWWWWWWWWWWWW

Hello Miners,

This patch contains fixes to everything from the Drillevator to overclocks and enemies. Remember to use Pleasefix to report your bugs and vote for the issues you would like to have fixed!

With Love,
The Ghost Ship Crew

--- PATCH NOTES —
- Added new sounds for center engine on drillevator
- Fixed that sometimes clients could join and not get the UI element.
- Fixed issue where Victory Poses could be found in Lost Packs, they are only supposed to be found in Crates
- Cluster bombs now spawn the correct amount of them
- [Scorching Tide OC] Damage is now back to normal after being cut in half after double damage bugfix.
- Fixed Acid cloud left by Preatorian and Oppressors dealing 4x damage to players.
- Fixed players being killed by cold damage freezing upon revival.
- [Cluster Charges OC] Reduced max ammo slightly. Reduced cluster fragments by 2.
- Fixed gear stats overlapping Paintjob selector, when too many stats
- Fixed status effect related crash
- Fixed issue with Status effects that gave damage not always rewarding kills to players correctly. E.g. a projectile sets an enemy on fire and dies from it later. The projectile would be gone and the kill instigator could not be resolved.
- Sentries are now placeable (again) on the floodlights of the minehead in Point Extraction
- Fixed case where collecting a Data Cell would also count as collecting a rift crystal.
- The rift crystal will now try finding places to spawn rifts at increasing distance in case not enough spawn points are found
- The rift crystal will now ignore the line of sight requirement if many attempts to find spots for rift spawning fails
- You can now do weapon inspection on the Leadstorm with Rotary Overdrive OC when heat is 0.
- Fixed dwarf not using the correct voice line for sending bosco to mine morkite seeds
- Fixed On-Site Refining missions where appearing to seldom and mostly in Salt Pits and Crystalline Caverns
- Fixed Drillevator freefall audio was playing while still cracking geode crystal
- Fixed issue with Lost Packs where if the pack contained a Bosco skin, but you already had all of them. You would not get an appropriate alternate reward. In addition you would also get the wrong message about having collected everything.
- Fixed Kursite event not playing deposit particles and sounds for clients
- [Scorching Tide OC] Sticky flames are now being dropped by the projectiles again.
- [Cluster Charges OC] Tweaked clip and ammo to make them fit nicely again.
- Fix for Crystal Nucleation OC to be much more performant and fixed some issues with the ice status effect staying indefinitely.
- Fixed that Oppressors could spawn in tutorial (Rip greenbeards)
- Fixed the sticky ice from Cryo Cannon: Crystal Nucleation OC could receive Status Effects causing weird effects like it being affected by the Dreadnoughts Pheromone effect that spawns swarmers.
- Fixed LOK-1 Sm?t Trigger OS™ overkilling with 1 extra bullet in some cases
- Fixed issue where upgrades that changed the effects on weapons, e.g. Materials, Impact Effects / sounds. Would not be applied.
- Fixed Order of the Deep First Person armor getting skin color assigned to glowy bits instead of glowy material.
- Deepscan mission Resonance Target Proximity scanner now indicates height even if you are far away, unless you are far enough away to lose signal
- Fixed visual effect for coil gun OC Necro-Thermal Catalyst not working on clients.
- Fixed Rival Sniper turret missing muzzle flash.
- Fixed Rival Sniper turret making continuous impact sounds after being destroyed.
- Added voice lines for the Korlok Tyrant-Weed


Deep Rock Galactic - GSG - Jesper_WWWWWWWWWWWWWWWWWWW

Hello Miners,

Sorry, it works now, our bad UwU

With Love,
The Ghost Ship Crew

— PATCH NOTES —
- Fixed that the game crashed most of the time you tried to join a game
Jun 18, 2024
Deep Rock Galactic - GSG - Jesper_WWWWWWWWWWWWWWWWWWW

Patch Notes: S05.02 (101624 - 18/06/2024)
Hello Miners,

This patch includes several crash fixes as well as a lot of fixes to everything from enemies & overclocks to UI.

With Love,
The Ghost Ship Crew

--- PATCH NOTES —

- Fixed that projectiles where shooting slightly lower than intended
- Fixed laser point description on latejoin pod beacon
- Fixed UV problem with scanning pod head
- Fixed screen on Liquid Morkite Refinery DD Objective
- Freefall tweak preventing audio to disappear completely
- Enabled collision on drillevator's jet boots dispensers
- Fixed Deep Scan missions appearing in the server browser after they are no longer joinable (After you start the drillevator)
- [Duck and Cover] Increased rarity of Mactera. Reduced amount multiplier of Acid Spitters and Web Shooters. Increased bonus of the warning to 30%.
- Fixed a bug that prevented matrix cores to not be refunded correctly
- Cooldown for drillevator shout slightly increased
- Status effect crash fix
- [Barrage Infector] Reduced attack cooldown range from 2-4 to 2-3 seconds.
- [Mortar Rounds OC] Decreased distance to explosion required for tinnitus sound to play. Should make it less common during use.
- [Barrage Infector] Increased projectile velocity slightly.
- Fixed the SMG OC - Conductor Bullets. You could get a Matrix core with it again. If you did and already owned it, you will be given another random Overclock.
- Fix crash related to terrain operations
- Fixed a crash where attached chemical arrows would be null during death
- Fixed Order of the Deep armors did not show selected paintjob in First Person view.
- Server list: Fixed scrollbar moving item ui to the left when visible
- Fixed tool tip for Haz 5 Plus not showing correct data
- Fixed Stalker having a collider after death. This made it possible to ping and block some bullets after death.
- Fix issues where some armors could show without sleeves in the icon, even though it was not supported for that armor.
- Fixed issue when previewing armors, the paintjob of the previous armor could transfer over to the next armor being previewed.
- Separated the upgrades for the Mortar Rounds OC that accidentally changed the AOE bonus for the Neurotoxin Payload from +0.3 to 1.25%.
- Fixed "magic hole" in Azure Weald not carving below floor height.
- Boltshark "Expanded Special Quiver" upgrade not applied
- Fixed issue with Hurricane and the new OC Cluster bombs. Reloading it and other weapons required multiple reload inputs
- Prevent Glyphid Warden from buffing after death if its killed by being unfrozen.
- Season 5 assignment 2 mission 4/5 has voicelines mixed up
- Tweaked the explosion carver so it doesn't go bananas in Magma Caves.
- Fixed Grabber kill cue voice and subtitle mismatches
- Make the main carver on drillevator carve much larger chunk at a time, improving performance.
- Drillevator Engine Optimizations
- Drillevator Engines material now gets dirty / ruined when they break down
- Added missing dwarf shout when one gets close to a resonance crystal
- Added an option to disable the Tinnitus effect on big explosions. Found in Audio Settings.
- Potential fix for: Turrets's ammo counter defaults to 515 rounds
- [Crawler] Increased damage from 8 to 9, increased freeze and fire temperature thresholds
- Further lowered freezing point for crawlers


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