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Re: Deep Rock Galactic
« Reply #45 on: May 07, 2020, 12:30:24 AM »
INFO ON GAME EDITIONS
Wed, 6 May 2020

HELLO, MINERS!

Welcome to Almost Launch Day and our whole new setup! To celebrate the impending 1.0 version of the game, we've been hard at work carving out new cosmetics and music - all of which will be available to you through the game's 3 new upgrade tiers. We thought it was only fair that we did a bit of a write-up to let you know what they include.

But before we start, just to be clear: After the launch of 1.0, we will keep supporting the game with free, meaty updates focusing on new content for the game for as long as it makes sense. More info on this on launch day.






This is simply DEEP ROCK GALACTIC, the core game, the one that's been available all along, with all the procedural, deep-space, booze-addled, monster-infested thrills any growing dwarf could possibly need.

•   Four player co-op!
•   An unending onslaught of procedurally generated missions!
•   Hordes of alien monsters looking to tear you apart!
•   More unlockables than you can shake a Glyphid leg at!
•   High-caliber weapons and high-caliber fun!




For the discerning dwarf. This edition includes the base game, as well as both of the Launch Day Cosmetic Packs.

•   THE FULL BASE GAME All of the above.
•   DARK FUTURE COSMETIC DLC A full set of ominous, cyberpunky armor for each class - perfect for oppressing the wildlife of Hoxxes IV. Comes with full-face and half-face matching helmets, as well as a matching Paintjob for your drone sidekick Bosco.
•   MEGACORP COSMETIC DLC A full set of futuristic weapon reskins for every weapon in the game. Includes matching Paintjobs for your everyday armor and your trusty Pickaxe.




The bundle for the dwarf that wants...everything! This is the big one and will be replacing what we've called the Motherlode Edition until now (you will, of course, keep what you got from the Motherlode Edition if you bought it while available). It comes with the base game, the shiny Supporter Pack, both new cosmetic DLCs, and the entire game soundtrack - including the all-new Volume II!

•   THE FULL BASE GAME! All of the above.
•   SUPPORTER PACK Help support further development of the game while getting your grubby mining mitts on a load of exclusive gear: A Supporter helmet, gold Paintjobs for all your armors and weapons, gold Paintjob for your pickaxe, a Supporter-Only special beer at the bar, and a shiny badge next to your name ingame to thank you for your contribution.
•   DARK FUTURE COSMETIC DLC A full set of ominous, cyberpunky armor for each class - perfect for oppressing the wildlife of Hoxxes IV. Comes with full-face and half-face matching helmets, as well as a matching Paintjob for your drone sidekick Bosco.
•   MEGACORP COSMETIC DLC A full set of futuristic weapon reskins for every weapon in the game. Includes matching Paintjobs for your everyday armor and your trusty Pickaxe.
•   ORIGINAL SOUNDTRACK VOL I + II Just updated with more than 50 minutes of brand new music, making the full score more than two hours of throbbing, synthy goodness - just made for pumping lead into the faces of alien terrors!









 

The price of the new cosmetic DLCs will be 7.99 USD/EUR each. The base game will keep its current price at 29.99 USD/EUR, and so will the Supporter Upgrade at 14.99 USD/EUR. The soundtrack will be priced at 9.99 USD/EUR after we add the second volume.

The editions are using Steam's Complete-the-Set bundles. This means that if you already own part of the content, you can buy the rest at the bundle-discount. Complete-the-Set makes it easy for both new players to purchase things in one-go and for existing owners to upgrade as needed.

See you on Hoxxes, Miners!

Rock and Stone!

Love from the Ghost Ship team




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Re: Deep Rock Galactic
« Reply #46 on: May 09, 2020, 12:56:52 AM »
Behind the Soundtrack
Fri, 8 May 2020

by Mikkel Martin Pedersen, Game Director



Hi Everyone,

Mikkel Martin Pedersen here, Game Director of Deep Rock Galactic! The game will launch soon and along with it the second volume of the soundtrack - with more than 50 minutes of new synthy goodness!

To introduce the new soundtrack (and because I really want to!) I'll be telling you the story behind DRG's Soundtrack Vol. I + II, as well as diving into some of the inspiration and thoughts behind it.

I have put two links in the text with samplers of Vol. I + II, so you can listen to bits from the soundtracks while reading. First sampler is right here.

Let's press play and get started! Read on...


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Re: Deep Rock Galactic
« Reply #47 on: May 14, 2020, 11:24:15 AM »
1.0 LAUNCH IS LIVE!
Wed, May 13, 2020

ROCK AND STONE!


 
Hello Miners!

It’s fantastic to finally be welcoming you all to Deep Rock Galactic 1.0!

This marks the end of more than two years of Early Access development and It has been an amazing journey! We could not have asked for a better community to have along for the ride. And, if you are a new player, rest assured that hard work in the mines awaits you, alongside high adventure, big guns, fancy beards, alien monsters ... and of course - all your fellow dwarven miners!

We are super, super excited to leave Early Access and seeing where the game will go from here. And fear not...we are far from done adding to DRG!

Rock And Stone!

With Love,
The Ghost Ship Crew





--- 1.0 PATCH NOTES ---

SOUNDTRACK VOL. II

For the last year we have been working on a Vol. II of the soundtrack for DRG - and it is finally here - allowing you to mine, fight and groove to 14 completely new tracks of synthy, bassy goodness! Deep Rock Galactic needs to invest in some bigger speakers… NOW!

NEW PROMOTION TIERS

Believe it or not but now there are 3 more Tiers above Gold, for when you are promoting your dwarves: PLATINUM, DIAMOND, LEGENDARY! This is mainly a show-off thing for super veteran players who have been investing blood, sweat and a lot of time in Deep Rock Galactic. We salute you!

PRESTIGE ASSIGNMENTS

As you increase your Player Rank, you will get access to special Prestige Assignments. Completing them will reward you with full sets of Pickaxe parts, Armor skins and new Helmets. Prestige Assignments are unlocked at Player Rank 20, 30, 40, 50, 60, 75 and 100.

A couple of months ago we were toying around with awarding you vanity on the promotion itself (some of you might have tested it on the Experimental build), but we were not totally happy with the system and have instead gone for an approach with unlocking Prestige Assignments based on your Player Rank.

BIOMES

Crystalline Caverns have gotten more crystal variations. It’s now crystal clear why it is called by that name!

COMMUNITY REQUESTS

Here are a bunch of features we have added by popular demand:
•   We have added a sweet Golden Paintjob for your trusty Pickaxe to the Supporter Pack
•   We have added a separate volume slider for Mission Control. Don’t tell Management!
•   We have improved head bob scaling to now affect more animations
•   We have added a separate Camera Shake slider, to be able to scale down camera shakes to your liking
•   We have added an option to invert x-axis for the camera when you are downed

MISC.

For the 1.0 launch, we have focused on fixing bugs and various issues, so this part of the patch notes is a bit longer than usual. It includes all fixes done while 1.0 was on the Experimental Branch. Thanks to all who helped us test the game up to launch!
•   Added a few missing Laser Pointer names for the Machine Events
•   Added Patch Notes to the Escape Menu
•   Machine Events now explode if the Drop Pod lands on them
•   Added new miscellaneous ambient sounds throughout the game
•   Added new sounds to the Terminals in the Spacerig
•   Added slanted hex crystals to the Crystalline Caverns biome
•   Updated and improved the sound of the Lootbug
•   Replaced the old chairs in the Medbay with new models
•   Spacerig performance optimization
•   Reload animations now play in third-person when you are sprinting
•   Added an extra collider on the Minehead of Point Extraction missions to prevent Aquarqs from disappearing in the drills below the Minehead
•   Added a new dance move
•   Added Production Babies to the Credits
•   Button input prompts that do not have icons no-longer show a long name but just the button's character itself
•   Resolution now cycles back to the lowest resolution if the player cycles forward from the highest resolution available in the Graphics options
•   Grenades and Glyphid Bulk Detonator cluster bombs now bounce off the protective barrier of the Shield Generator rather than go straight through
•   Readded the much requested blue goo around Spitball Infectors
•   Renamed Basic Pickaxe to Pickaxe
•   Languages in the UI Options are now sorted by their English names
•   Added a Tutorial Hint that explains how to restart the tutorial for players that don’t actively skip or complete it
•   Improved Bosco’s digging logic which should reduce his tendency to prefer detours and digging from the opposite side of Compacted Dirt
•   Improved the Vanity Icons to properly show effects and color of light sources
•   Reduced the objective of Kursite Infection Machine Event to 13 for the Mactera encounter
•   Tweaked the spawn rate of Kursite Infected Mactera enemies in the Kursite Infection Machine Event to ensure it's always possible to complete
•   Fixed a bug that caused secondary gather objectives to not always count what you deposit correctly. This would often cause premature completion of the secondary objective
•   Fixed a bug that enabled large waves of enemies to spawn in Point Exactrion while fighting a Machine Event
•   Fixed a bug that caused the Reinforced Power Drills to not make sound on first use in a Mission
•   Fixed a bug that caused the selected character to sometimes switch back to a previously selected one when returning from a mission
•   Fixed a bug that caused a Red Rock Blaster label to be visible in the Character Selection Terminal without the buff
•   Fixed IFG Grenade displaying as a Support Tool in the Equipment Terminal. It is now correctly categorized as a Throwable
•   Fixed a bug so Exploding Barrels now have a name when pointed at with the Laserpointer
•   Fixed a bug that made jumping from a Zipline very unreliable as client. Jumping and pressing forward makes you jump off the Zipline while just pressing Jump will drop you from the Zipline
•   Tweaked font size & color for the Assignment Complete window
•   Fixed bugs in the terrain generation causing tunnels to not lead completely to the caves.
•   Fixed a mesh error in the Personal Cabins
•   Fixed a bug that prevented players from hosting games after resetting progress
•   Fixed a bug that caused the collider of unwoken Spitball Infectors to be too big when using the Laser Pointer
•   Fixed a bug that caused Spitball Infectors to shoot in weird directions if you step behind cover just as it starts shooting
•   Fixed a bug that caused weapon fire sounds to linger if a player disconnects while shooting
•   Adjusted the pathfinding capabilities of the Naedocyte Breeder to better avoid clipping with terrain
•   Fixed a bug in the sound of the ceiling rocks in the Salt Pits region
•   Fixed a bug that enabled the player to salute while aiming the Laser Pointer
•   Extended the duration of the invulnerability effect for latejoining players to a few seconds after landing
•   Fixed a bug with decals showing in the Terrain Scanner
•   Fixed several collision-related issues on the Space Rig
•   Fixed a bug that enabled Glyphid idle sounds to play while frozen
•   Fixed Cryo Cannon charge gauge to not jitter so much
•   Fixed a bug that caused the Hazard Level setting to not update for clients if the host only changes the Hazard Level and not the entire mission
•   Fixed a bug that enabled Mini MULEs to spawn on top of Machine Events
•   Fixed a bug that enabled the Drop Pod to land below Machine Events and other similar objects
•   Fixed a bug that caused the Graphics options menu to not fit 4:3 aspect ratio
•   Fixed a bug that caused the Loadout slots to overlap description texts
•   Adjusted the location of the Promotion Terminal activation prompt
•   Fixed a bug that caused some Spacerig Terminals to not show a title on their monitor
•   Fixed several 'New Item Available' notification issues on various Spacerig Terminal monitors
•   Fixed a bug that caused BET-C to be overly aggressive towards newly tamed Glyphids by continuously shooting at them after being tamed. Calm your jealousy, BET-C.
•   Fixed a bug that caused players to be unable to be revived if they died while on a Zipline
•   Fixed a bug that enabled the Escape Pod to land in impossible to reach locations like the top of a Resupply Pod tunnel
•   Fixed a bug with Dash activating unreliably for players with hold-to-sprint preferences
•   Fixed a bug that enabled the Laser Pointer to be equipped for downed players
•   Fixed a bug that caused Cryo Cannon and Flamethrower particles to suddenly disappear if you unequip the weapon while firing
•   Fixed a bug that caused players to be unarmed if they are interrupted while doing certain actions
•   Fixed a bug that caused Mixer nametags to have collision and block bullets
•   Ebonite Glyphids can no longer be targeted by Bosco or Sentry Guns
•   Fixed a bug that enabled the Impact Axe to damage yourself at certain angles
•   Fixed a bug that caused Tutorial Hints related to Bosco to show without Bosco being in the mission
•   Fixed a bug that prevented Pickaxe animations from playing in third-person after a Power Attack
•   Fixed a client-sided synchronization bug that enabled the Shield Generator to fall through walls
•   Fixed a bug related to the statistics of how many Matrix Cores the player has forged
•   Removed a black artifact on the Pickaxe Terminal
•   Fixed extraction music stopping too early if a wave hits just before you press the button to call for the Drop Pod
•   Fixed pricing for the Armor Breaking mod on the Breach Cutter
•   Increased the draw distance of Alien Egg debris
•   Fixed a bug that caused the character preview of the Scout and the Engineer in the ESC menu to be angled differently than the Gunner and the Driller
•   Fixed a bug with the “Key already bound" confirmation not working
•   Adjusted the description of the Bezerker Perk to be more precise
•   Fixed the 'Restore Save Game' prompt to be a little less obtrusive
•   Fixed a bug that enabled BET-C to shoot through the shield of the Shield Generator
•   Fixed a bug that caused you to keep shooting indefinitely when returning to game after pressing ESC
•   Fixed a bug that caused the Resupply Tutorial Hint to not always show
•   Fixed a bug that caused the Bosco Laserpointer Tutorial Hint to be incompletable
•   Fixed a bug that caused the Mineral Shop Terminal text to be uncentered
•   Fixed a bug that caused the Latejoin Drop Pod to not move downwards when joining a game
•   Fixed the Forge Mastery reward display to show correct cores if you have all Overclocks and/or all Vanity Cores
•   Added Romanian and Vietnamese to the list of languages supported (WIP)
•   Fixed a bug that caused Flaregun flares shot at players to leave a small collider behind that could block other players
•   Fixed a bug that caused Pickaxe Power Attack to not deal any damage if you hit the air or a non-terrain non-enemy mesh
•   Fixed a bug that caused Pickaxe Power Attack to not damage larger enemies if you hit the parts furthest from the body
•   Fixed a bug that often caused Machine Events in Sandblasted Corridors to float in midair
•   Fixed a bug that caused Jury-Rigged Boomstick’s Special Powder OC to not provide same force and airtime as previously
•   Fixed text overflow and various spelling mistakes in the Miner’s Manual
•   Fixed a spelling mistake in the Flex Them Guns Victory Move description
•   Fixed a gap under the Barrel Hoop Game on the Spacerig
•   Fixed the sizing of the Claim Union Reward prompt on the Miner Community Terminal
•   Tweaked Pickaxe and Flares to be less enormous in the Equipment Terminal previews. They now actually fit on screen
•   Fixed a bug that caused the graphics on the Miner Community Terminal to cut off
•   Fixed a bug that caused a black screen to display in place of the “Steam is not running” warning on game launch
•   Fixed a bug that often blocked the Reinforced Power Drills when digging terrain. They now prioritize drilling terrain over hitting enemies if you are looking at terrain right in front of you
•   Fixed a bug that caused bomb spitting plants to not spawn properly in Sandblasted Corridors
•   Fixed a bug that caused the Spacerig loading screen to display in between Deep Dive stages
•   Fixed a bug that prevented Stun animations from playing on the Mactera Goo Bomber
•   Fixed a bug that caused oddities when latejoining in the latejoin drop pod
•   Fixed a bug to prevent enemies from attacking or grabbing players through the Drop Pod walls
•   Fixed a bug that enabled the Glyphid Oppressor to knock around downed players
•   Fixed a bug that caused burst fire weapons to resume in the middle of a burst if unequipped before a burst could fire all of its rounds
•   Fixed a bug that caused Impact Axes stuck in terrain to not have a name when pointed at with the Laserpointer
•   Fixed displacement of the gravity button in the Spacerig
•   Fixed a bug that enabled Lootbugs to move while frozen
•   Fixed a bug that prevented the Laserpointer Tutorial Hint from working correctly in a multiplayer session
•   Fixed a bug that caused Super Slim Rounds OC to not display its stats correctly
•   Fixed a bug that caused Impact Axes to not have any sound when picked up
•   Fixed a bug that caused Deeptora Honeycombs to not be properly affected by poison, radiation and cold
•   Fixed a bug that enabled BET-C to fire weapons while inside a wall
•   Fixed the thumbnail for the Incorruptible Pickaxe Paintjob
•   Fixed Medbay stat displays not working for clients
•   Fixed the description of the Beastmaster perk to reflect the new activation method
•   Fixed a bug that caused certain characters in game server names to not be visible on the Server List


 
EXPERIMENTAL PATCHES

BUILD 39791 (1st Patch to Experimental)
•   Added Romanian and Vietnamese to the list of languages supported (WIP)
•   Improved Bosco’s digging logic which should reduce his tendency to prefer detours and dig from the opposite side of Compacted Dirt
•   Readjusted the cost of the last 3 Promotion Tiers
•   Updated the Patch Notes with more stuff including names for the last 3 Promotion Tiers
•   Added slanted hex crystals to the Crystal Caverns biome
•   Fixed a bug that caused the Mineral Shop Terminal text to be uncentered
•   Fixed a bug that caused the Latejoin Drop Pod to not move downwards when joining a game
•   Fixed the Forge Mastery reward display to show correct cores if you have all Overclocks and/or all Vanity Cores
•   Fixed a bug that caused the M.U.L.E. to move slower and more hesitantly
•   Fixed a bug that prevented the Dreadnoughts from carving
•   Fixed a bug that caused Dreadnought cocoons to have a weird offset on the Terrain Scanner
•   Fixed Spacerig Terminal text not scaling down when switching languages
•   Fixed a bug that caused the Resupply Tutorial Hint to not always show
•   Fixed a bug that caused the Bosco Laserpointer Tutorial Hint to be incompletable
•   Fixed a bug that caused secondary gather objectives to not always count what you deposit correctly. This would often cause premature completion of the secondary objective
•   Fixed a bug that caused the Miners Union logo to cover up the text in the Miner’s Union Terminal
•   Fixed a bug that caused you to keep shooting indefinitely when returning to game after pressing ESC
•   Fixed changing loadout in pickaxe terminal does not refresh view of pickaxe and parts selected
•   Fixed the Scout’s Regal Aegis Paintjob to now use the correct material
•   Fixed a bug that enabled BET-C to shoot through the Shield Generator. Grenades now also bounce off the shield rather than go straight through
•   Fixed miscellaneous typos


BUILD 39816 (2nd Patch to Experimental)
•   Fixed a bug that caused the Reinforced Power Drills to not make sound on first use in a Mission
•   Fixed a bug that caused the selected character to sometimes switch back to a previously selected one when returning from a mission
•   Fixed a bug that caused a Red Rock Blaster label to be visible in the Character Selection Terminal without the buff
•   Improved the Vanity Icons to properly show effects and color of light sources
•   Fixed IFG Grenade displaying as a Support Tool in the Equipment Terminal. It is now correctly categorized as a Throwable
•   Fixed a bug that enabled players to activate exploded Machine Events
•   Fixed various typos in the Miner's Manual
•   Tweaked the material on the new crystals in Crystalline Caverns
•   Fixed a bug so Exploding Barrels now have a name when pointed at with the Laserpointer
•   Fixed a bug that made jumping from a Zipline very unreliable as client. Jumping and pressing forward makes you jump off the Zipline while just pressing Jump will drop you from the Zipline
•   Fixed a bug while using a controller which prevented B from properly registering when purchasing accessories in The Shop


BUILD 39926 (3rd Patch to Experimental)
•   Fixed a bug that caused Flaregun flares shot at players to leave a small collider behind that could block other players
•   Increased invulnerability after latejoining slightly
•   Added Production Babies to the Credits
•   Fixed a bug that caused Pickaxe Power Attack to not do any damage if you hit the air or a non-terrain non-enemy mesh
•   Fixed a bug that caused Pickaxe Power Attack to not damage larger enemies if you hit the parts furthest from the body
•   Fixed a bug that often caused Machine Events in Sandblasted Corridors to float in midair
•   Fixed a bug that caused the Kursite Infection Machine Event to explode in fear if a player dared to get close
•   Fixed broken particle effects on the new crystal debris in Crystalline Caverns
•   Fixed a bug that made certain confirmation prompts unresponsive with controller input
•   Core Infusers now also disappear if a Machine Event explodes from the Drop Pod landing on it
•   Fixed text overflow in the Miner’s Manual
•   Reduced the objective of Kursite Infection Machine Event to 13 for the Mactera encounter
•   Tweaked the spawn rate of Mactera enemies in the Kursite Infection Machine Event to ensure it's always possible to complete
•   Fixed a spelling mistake in the Flex Them Guns Victory Move description
•   Fixed a gap under the Barrel Hoop Game on the Spacerig
•   Fixed the sizing of the Claim Union Reward prompt on the Miner Community Terminal
•   Fixed a bug that caused a music track to not loop properly
•   Tweaked Pickaxe and Flares to be less enormous in the Equipment Terminal previews. They now actually fit on screen
•   Renamed Basic Pickaxe to Pickaxe
•   Fixed a bug that caused the graphics on the Miner Community Terminal to cut off
•   [COMMUNITY REQUEST] Glyphid Bulk Detonator cluster bombs now bounce off the protective shield of the Gunner’s Shield Generator
•   Resolution now cycles back to the lowest resolution if the player cycles forward from the highest resolution available in the Graphics options
•   Fixed a bug that caused a black screen to display in place of the “Steam is not running” warning on game launch
•   Fixed a bug in the Promotion Terminal and Character Selection Terminal which prevented players from exiting the Terminal with B
•   Fixed a bug that often blocked the Reinforced Power Drills when digging terrain. They now prioritize drilling terrain over hitting enemies if you are looking at terrain right in front of you
•   Fixed a bug that caused bomb spitting plants to not spawn properly in Sandblasted Corridors
•   Readded the much requested blue goo around Spitball Infectors
•   Fixed a bug that caused the Spacerig loading screen to display in between Deep Dive stages
•   Removed the 'Milestone Reset' warning from the info screen as it is no longer relevant
•   Added a Tutorial Hint that explains how to restart the tutorial for players that don’t actively skip or complete it
•   Fixed a bug that prevented Stun animations from playing on the Mactera Goo Bomber
•   Fixed a bug that caused oddities when latejoining in the latejoin drop pod
•   Fixed a bug to prevent enemies from attacking or grabbing players through the Drop Pod
•   Fixed a bug that enabled the Glyphid Oppressor to knock around downed players
•   Fixed a bug that caused burst fire weapons to resume in the middle of a burst if unequipped before a burst could fire all of its rounds
•   Fixed a bug that caused Impact Axes stuck in terrain to not have a name when pointed at with the Laserpointer
•   Fixed displacement of the gravity button in the Spacerig
•   Fixed a bug that enabled Lootbugs to move while frozen
•   Fixed a bug that prevented the Laserpointer Tutorial Hint from working correctly in a multiplayer session
•   Added a new dance move!
•   Fixed a bug that caused Super Slim Rounds OC to not display its stats correctly
•   Fixed a bug that caused Impact Axes to not have any sound when picked up
•   Fixed a bug that caused Deeptora Honeycombs to not be properly affected by poison, radiation and cold
•   Fixed a bug that enabled BET-C to fire weapons while inside a wall
•   Fixed the thumbnail for the Incorruptible Pickaxe Paintjob
•   Tweaked text in the how-to-restart-tutorial prompt


BUILD 39999 (4th Patch to Experimental)
•   Fix rare audio crash.
•   Tweaks to several Pickaxe Paintjob thumbnails
•   Fixed hanging airvent on spacerig + updated patchnotes with most recent fixes
•   Fixed Infirmary stats not working for clients
•   Fixed, some screen displays on the spacerig had duplicates, causing z-fighting and slight performance loss
•   Fix Flaregun flares would pass through the wall on clients.
•   Fixed Flaregun flares impact FX was not working on clients
•   Fixed Sticky Spiderweb had become bulletproof


BUILD (5th Patch to Experimental)
•   Removed more duplicate terminals in the spacerig (causing Z fighting)
•   Updated Credit list
•   Beastmaster Description: Changed 'Press E' -> 'Hold E'
•   Tweaks on space rig
•   Fixed a bug where controller input did not work after first promotion
•   [DRG-1436] Fix for " in servername.
•   Tweaked volume on all the new pieces of level music
•   Languages in 'Language Selector' option sorted by their english names
•   Turned volume up a bit more for some of the new background tracks
•   Fixed Boomsticks special powder OC not providing same force as before





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Re: Deep Rock Galactic
« Reply #48 on: May 16, 2020, 02:53:12 AM »
ROADMAP UPDATE
Fri, May 15, 2020



Hello, Miners!

...What a launch! We were excited to the point of hysteria to see the game finally hit 1.0 - and seeing that big Steam Front Page banner in place was just amazing. Milestone Get!
The launch has seen a lot of new players joining the Company Ranks, a ton of Regulars to help them get started, and a horde of existing players return to the caves of Hoxxes. So now it’s time to look forward and talk about the future of Deep Rock Galactic.

UPDATE 31: QUICK POST-LAUNCH UPDATE

In the process of finishing the 1.0 build, we had to leave a handful of new features and content behind. But now we are dusting them off and have decided to quickly put together a new update. This first post-launch update, called Update 31 for now, should be released in about 3-4 weeks time, so early to mid June. It will include 3 new Secondary Mission Objectives which we’d hoped to have ready 1.0, but they needed a bit more time in the pot. The new Secondary Objectives will help add more variation to all missions and is a good example of the overall goal we have for the new roadmap. Check the roadmap picture below for details on this post-launch update.

UPDATE 32 + 33: BIG UPDATES AFTER SUMMER

We’ve had a survey running in the Exit Game menu for several months now, asking you what you’d like us to focus on. The votes are in, and an overwhelming number of you simply want more of what’s already there, more variety. This aligns perfectly with our own desires to get our focus back onto the game’s cave content, and that’s reflected in our sparkly new Roadmap below, and the headlines of the upcoming Updates. At its core, this is a game about action and exploration in alien caves, and we can't wait to get back into the production of new Missions, new Biomes and new Enemy types to make this better than ever. Update 32 will arrive in Q3, so because of summer vacation (yes, even devs go on vacation) do expect quite a bit of waiting time before it lands.



Alongside the 1.0 launch of the game, we released two new cosmetic DLCs - and we kept the price of the game as it was a year ago. The thinking here is to allow existing fans to show their ongoing support of the game by letting them purchase a pack of cosmetic DLC now and then, if they so choose. This is a model we’ll likely keep to, going forward. This lets us keep expanding on the base game and keeping the major content updates free as they should be, while getting us a bit of funding through purely optional cosmetic DLC. To those that aren’t fans of this though, don’t despair - as always, there will be more cosmetics to unlock ingame just by playing too.

The core message here is: We will keep supporting the game and deliver new free content for as long as we have fans that support us. And the feedback we get from you in our growing community will continue to help us prioritize and focus on the things the game needs. So...keep mining, Miners. And keep being as awesome as you have been so far - your support continues to be heartwarming and invaluable.

Rock and Stone, Miners!

With love
Ghost Ship Crew



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Re: Deep Rock Galactic
« Reply #49 on: June 11, 2020, 02:38:40 PM »
UPDATE 31: What Was Left Behind
Wed, 10 June 2020



Hello Miners!
It’s time for our first Post-Launch Update! And speaking of the launch - a hearty welcome to all the new miners! We hope you enjoy the game, and we want to give a big thank you to all the veteran miners who have been helping you learn the ins and outs of deep space mining since launch.

Update 31 is primarily focused on doing a bit of pick-up after launch - adding some things we had to cut for the 1.0 because of time constraints, as well as fixing a ton of minor and major bugs and crashes based on feedback from you guys. Update 32 will add new Mission Types, but more on that when our plans are more fleshed out.


 
MERCH
Today, we're launching the long awaited merchandise store in collaboration with the good people at For Fans By Fans. As a launch special, Management has approved a 15% discount if you use the discount code DEEPROCK. Don't let it go to waste, Miners. [UPDATE: The discount code is not currently working as the shop is in a pre-launch state]

Be aware that For Fans By Fans is a US-based webshop. They do ship internationally, but with relatively higher shipping cost and longer delivery times. In collaboration with Coffee Stain Publishing, we are investigating the options for expanding into other outlets that offer lower shipping costs to fans in Europe.

If you're sporting one of them creative beards, you can submit your own design ideas in the aptly named Fan Forge, that's already loaded with great designs and suggestions from other miners. Deadline is June 18.

Cheers,
The Ghost Ship Crew


--- PATCH NOTES ---

MINER’S MANUAL: CREATURE PAGES
----------------------------

An obvious part of the Miner’s Manual we planned from the very beginning - a full library of every creature in the game. And now it’s there, chock full of information, tips, and even a bit of lore for those into that kind of thing! Every creature-entry starts off locked and will be revealed as you encounter them in the flesh.

3 x NEW SECONDARY OBJECTIVES
----------------------------

We’ve added three new Secondary Mission Objectives to spice things up a bit.
•   GUNK SEEDS: Shoot the hanging slimesacks to release the precious Gunk Seeds within!
•   EBONUTS: Destroy the tough outer shell and harvest the nuts inside!
•   FESTER FLEAS: Pest control - take out these small annoying bugs before they start multiplying!

NEW ENEMY: KORLOK TYRANT-WEED
----------------------------

The Tyrant-Weed is a brand new encounter for you to...encounter in the caves. Take out the central Heart-Growth before it manages to seed the surrounding area with so many shooting sproutlings that it overwhelms you! When you have destroyed it remember to deposit the Tyrant Shards, which will reward you with a nice credit and XP Bonus at the Mission Complete screen.

BIOME UPDATES
----------------------------

Radioactive Exclusion Zone, Dense Biozone, Fungus Bogs have all gotten a bunch of new shapes added to them. Huge Mushrooms, Coral-like Growths, and more - go explore to discover it all!

NEW BEER: SMART STOUT
----------------------------
A new beer is ready for you t
o unlock in the Abyss Bar, once you reach Player Rank 23. Drink it and you will be struck by momentary flashes of deep insight...

SPACE RIG UPDATES
----------------------------

The Space Rig continues to be fleshed out with more detail - it’s dirtier and messier than ever! The Wardrobes in particular have gotten a graphical overhaul that should hopefully make them stand out a bit more.

- [COMMUNITY REQUEST] Added a Refrigerator to the Abyss Bar! It doesn’t display fanart yet, but we’re looking into options. :D

JUKE BOX UPDATE
----------------------------

We have had to remove two tracks from the Jukebox due to problems with content creators getting unjustified copyright claims. To compensate we have added nine brand new tracks - reggae, surf, rock, banjo and more.

MISC
----------------------------

- Added a UI notification for when the player unlocks new Miner’s Manual entries for missions and biomes
- Added new UI animations when the player activates a terminal
- Added more detailing on the Memorial Hall
- Improved the materials of the Brood Nexus
- Improved the appearance of the ammunition counter on the "Lead Storm" Powered Minigun
- Improved the appearance of the fuel and heat displays on the CRSPR Flamethrower
- Terrain Scanner tablet now has its own material with correct emission lighting in third person
- Armor thumbnail icons in the Wardrobe are now displayed with their default paint job, and not the equipped
- Armors are now previewed with their default paintjobs in The Shop
- Fixed a bug that caused helmets to not display with the correct paintjob in the Wardrobe
- Fixed a bug that with character loadouts causing weapons to have wrong properties after rejoining a game
- Renamed Webspitter and Acidspitter enemies to Web Spitter and Acid Spitter
- Cave Leeches now lowers the captured player to the ground, after being killed by Heightened Senses
- Renamed Private Game to Friends Only. The functionality is the same
- Added mission stats & milestones to three new secondary objectives
- Renamed Mactera Ice Bomber to Mactera Frost Bomber
- Various Miners Manual improvements
- [Photosensitivity Mode] Removed blinking lights from Minehead when it’s ready to launch
- [Photosensitivity Mode] Removed blinking lights from machine events.
- Added a failsafe for MULEs getting stuck on the Drop Pod in Salvage Operations
- Fixed a bug that enabled the Scout’s Grappling Hook to attach to gems and the Gunner’s protective barrier
- Fixed a bug with some overclock effects not showing for client
- Tweaked the materials on the Spitball Infector to be less mirror-like reflective
- Fixed a bug with the placement of Cargo Crate batteries
- Changed some messages in the Miner’s Union Discord bot to disable pinging on goal tier achieved and added pinging when the goal period was over
- Fixed terminal screens to show and center long names properly
- Moved the hair color slot to the bottom of the list in the Wardrobe
- Updated the picture of the Jukebox in the Miner’s Manual
- Fixed a bug that caused players to be stuck moving forward while receiving 'Claim DLC' popups
- Fixed a bug that caused the mouse cursor to forcefully center in the Mission Complete screen when the 'Continue' button appears
- Fixed a bug that caused players to lose aquarqs while traversing through narrow tunnels
- Fixed a bug that caused beer buff labels to not appear in the HUD in-mission
- Fixed a bug that caused the Glyphid Slammer beer label art to be incorrect for players that own the Supporter Pack
- Fixed a bug that caused petrified tree trunks to spawn in the Radioactive Exclusion Zone biome
- Fixed the behavior of the Drop Pod ramp to only retract once everyone has left it
- Halved the retraction speed of the Drop Pod ramp
- Fixed a bug that caused the ‘Times passed out drunk’ text to overlap the counter on the stats monitor in the Medbay
- Fixed a bug that caused a sign being overlapped by meshes in the Memorial Hall

EXPERIMENTAL VERSION HOTFIXES
----------------------------

•   Update 31 - Experimental build 40769
•   Update 31 - Experimental build 40821
•   Update 31 - Experimental build 40923
•   Update 31 - Experimental build 40960


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Re: Deep Rock Galactic
« Reply #50 on: August 29, 2020, 03:23:32 AM »
A Song of Rock and Stone
Fri, 28 August 2020



by Mikkel Martin Pedersen, Game Director

Hi Everyone,

Mikkel Martin Pedersen here, back with another blog post! This time the topic is about what’s probably turned into one of the most iconic features of Deep Rock Galactic (DRG) - the ability to hit [V] and salute your fellow dwarves by raising your pickaxe in the air and shouting “ROCK AND STONE!”. The impact that little salute has had on the game, the community, and on us as developers is quite amazing. I’ll be bold and make the claim that “Rock and Stone” plays a big part in how we’ve succeeded in making a game that has generated one of the best, friendliest, and most non-toxic communities for any multiplayer game in our experience.

The idea for this Blog Post started forming right after our 1.0 launch of the game on May 13th 2020. During one of our Reddit AMA’s, a question cropped up several times: What was the story behind our now iconic “Rock and Stone”, and how did the idea form in the first place. After answering the question in the AMA, I started to think more about it and I realized how big a part of the experience of playing DRG the “Rock and Stone”-salute is and has become. So, I wanted to share my thoughts with you - This is the story of “Rock and Stone”.


Rock and Stone Fan Art by Karniz

Rock and Stone is for Real
Let’s start with a little anecdote. The very first time I experienced “Rock and Stone” being used outside the game was at Gamescom 2017 in Cologne. At this point in time, we were not even in Early Access yet, but we already had a growing community appearing just through our Close Alpha on Steam. At the conference was Sřren Lundgaard (our CEO) and myself, slogging through a ton of meetings with different potential business partners, and we had a small booth in the business area just for that purpose.

As we’re having a break in between two meetings, a guy walks by our booth, notices the logo, raises his fist, and proudly exclaims “ROCK AND STONE” at us. Well, to be honest, he was a bit shy, so it was more like the whispering of a secret, and not really a war cry - but, we saluted him back, and were both left with goosebumps and big smiles on our faces. That was pure magic - we had created something that transcended the game and manifested in the real world. That’s when we started to realise just how powerful and important this salute could be for the game and for us.

But this was obviously not the actual origin of the “Rock and Stone”-salute - that was earlier.



Contextual Communication
“Rock and Stone” was implemented very early in the development of DRG. It began with me wanting to introduce voice acting into the game. Voice acting was an easy way for us to expand and establish the universe, develop the dwarves as characters, and also a super handy way to add audible reactions to ingame occurrences - as much to make the dwarves feel grounded in the game world, and also to alert you, the player, of ongoing events. Nothing new under the sun there - having them shout when they killed bugs, when they took damage, or when they were being targeted with friendly fire was a no brainer. But we also wanted to introduce a simple contextual communication system (this was way before we introduced the laser pointer).

The first method of in-game communication we added was tapping [X]. Doing so is a contextual call for attention from your fellow players. Depending on the situation the dwarf will say different things. For instance, if you are sprinting your dwarf will say “Follow me!” and if he is down he will cry for help and if he is standing still he will call out something like “Come here!”.

Introducing Rock and Stone
Tapping [X] worked out very well for us, but Issuing commands is a very one-sided way of communication and we quickly realised we needed some way of responding.

Furthermore, I felt it was important that these underpaid workers - risking their lives every day - had something that bound them together. Hence, we wanted to give them a salute. A way for the dwarves to ritualize their work in the mines and elevate the mining above just being plain hard labor.

Robert Friis (Art Director) and I did a lot of brainstorming on what their salute should be. In the end we settled on “Rock and Stone” - it was simple and modest, but still held so much tonal power that it was easily the winner. To be honest, I don’t remember any of the other suggestions we came up with because we nailed this rather quickly.

We also wanted to give the dwarves a handsign and raising your pickaxe up in the air just seemed natural. The pickaxe is your primary tool and an iconic symbol for mining. When you raise your pickaxe and shout, you show that you are a friend, a colleague, a team player and that you are ready to die for your fellow dwarves. With “Rock and Stone” you celebrate teamplay and the codex: Leave No Dwarf Behind.


For Rock and Stone!

The [V] key was just a natural key to use when you take all the standard first-person keys from the keyboard into consideration. And V as in Victory just felt right

With [V] as the “Rock and Stone”-salute we had completed the first iteration of the communication system. Now you could give contextual commands on [X] and you could reply by saluting on [V].

Later, we saw the need for a bit more advanced way of communication and we invented the Laser Pointer, so you could point out and ping points-of-interest for teammates.

Depending on the situation, “Rock and Stone” can mean so many different things. It can be a greeting. It can mean “Affirmative”. It can mean “Job well done”. It can be a “Thank you” for rescuing me. It can mean “We are awesome”. It can mean “You are awesome”. And it can mean a gazillion other things depending on the context.

The “Rock and Stone”-Salute was introduced with Update 5 in February 2017.


Rock and Stone + Context = Let’s play! Fan art by reddit user Joe_Duncan.

Game Identity Through Control Layout
Deep Rock Galactic is in many ways a standard FPS with a fairly standard control scheme and most people even a little familiar with playing first-person shooters can pick up the game and play it. The biggest departure is obviously how the game blends mining and shooting.

On the pc standard control layout, we have shooting on the [LEFT MOUSE BUTTON] and mining on [RIGHT MOUSE BUTTON] beautifully underlining the mix of shooter and miner. On the controller, it is split between the two shoulder triggers. The sacrifice is that we early on decided to not have an alternative fire or iron sight on [RIGHT MOUSE BUTTON]. By reserving a button just for mining, instead of, for instance, being able to toggle to the pickaxe, you can say that we elevate the importance of the action.

Quicktap for Rock and Stone
When it came to the Rock and Stone salute I also felt it was important to have a unique button for it - [V] - so you can easily and instantaneously activate it in the middle of any other action you are performing. And just like with the shooting and mining it emphasizes the importance of the action.

On forums I have seen many suggest that we should add gameplay mechanics to the Rock and Stone shout - say for instance a chance to buff your teammates. However, I really think it is important to keep the “Rock and Stone”-salute pure and not polluted by gameplay. If there is any gameplay gain connected to the action of saluting, it loses its value as a way of communication.

I believe that keeping the Rock and Stone salute pure has played a big part in elevating it to the phenomenon it is for the game and our community today.



A Community of Rock and Stone
And speaking of community – Just as the “Rock and Stone” shout works in binding the players together, the same thing is happening on social media in binding the community together. You guys are really not wasting any chance to use “Rock and Stone” whenever you can, and I love it. It makes me so happy that we have managed to establish our own lingo around the game, and Rock and Stone is the strongest and finest example of this.

Many of the memes that are created have Rock and Stone in them and if you are seeking proof on how important the Rock and Stone is in-game just look at the two memes below.


If a new player of the game don’t know about “Rock and Stone”, they quickly learn it from other players.
Left: Meme by reddit user Diribiri. Right: Meme by reddit user zombonita_beach (Original comic by Shen Comix)

The Good Vibes of Rock and Stone
When we began working on DRG our plan was to make a co-op game where teamwork and camaraderie really mattered and where you appreciated playing with other players – randoms or friends, experienced or inexperienced. The fact that we have succeeded making a game that fulfills this goal is in no small part due to many of the game design decisions we have taken (like how the 4 classes supplement each other), but it is also very integrated into the way you communicate in-game with “Rock and Stone” as a cornerstone.

I believe that the friendly atmosphere among players and the general co-op gameplay experience is something we see spill over into our community. And today I’m so proud that we not just managed to make a game that our players love, but also that we have created a community around the game that is extraordinarily friendly and nice. As a game developer, this is very motivating.

My Best Rock and Stone Moment
One of the best moments for me in the development of DRG was 15 minutes before we went 1.0 with the game. On YouTube, we were premiering the Launch Trailer and was running a countdown. The minutes just before the trailer premiered the chat channel was spammed with Rock and Stone and just “V”. Those minutes were magical and made all the hard work we had put into the game seem like nothing. Thank you from the bottom of our hearts to everyone who showed us this honor.




If you have a favorite Rock and Stone moment, please share it in the comment section below.

The YouTube Launch Trailer premiere was the perfect culmination of the Early Access development phase of DRG and it marked an important milestone for us. And I say milestone because we are far from done expanding DRG - new missions are in the making as we speak – and we still got a gazillion features we want to add to the game.

Rock and Stone Forever
With this blog post, I have tried to answer the question: What does “Rock and Stone” mean? And to sum it up:

Rock and Stone is a salute, it’s a way of saying Hi Mate! It’s a war cry, it’s a big THANK YOU for helping me, it’s a recognition of good teamwork and a celebration of a well-executed task. Rock and Stone is about showing that you enjoy the company and that you are having a good time with friends as well as with strangers. Rock and Stone is what binds us together as colleagues, players, fans, and dwarves. Rock and Stone is our not-so-secret password in our community. It’s our code of honor. Rock and Stone is Deep Rock Galactic and it’s Ghost Ship Games. Rock and Stone is what puts a big smile on our faces when we go to work. And it cheers us up on rainy days! Rock and Stone is a magical spell and a blessing.

…..And Rock and Stone is so much more than we ever anticipated.



ROCK AND STONE!

With Love,
Mikkel Martin Pedersen



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Re: Deep Rock Galactic
« Reply #51 on: September 25, 2020, 01:45:28 PM »
Update 32 - Release Date!
Thu, 24 September 2020



Hello Miners!

First things first: Update 32: Roughnecks At Work will release on Steam on October 8th.


Yes, that’s in Q4 and we promised Q3 in the roadmap, and for a while, we thought we could make it for the very end of September. But it’s still not finished, and we don’t want to rush things, so we decided to give it a week more in the cooker. We will, though, release Update 32 to the Experimental branch early next week. So, technically, you will get access to it in Q3 ;-)


Teasers for Update 32: Roughnecks At Work

So, what will be in Update 32? In our roadmap we promised you some new Mission Types, and we are certainly going to deliver on that one. The two new missions are called Escort Duty and On-Site Refining and the overall theme is about working with heavy machinery deep in the mines of Hoxxes. How the new missions will play out will be a secret for a little while longer. But we already released several teasers and will continue to release more in our Twitter, Facebook and Reddit channels - the Steam forum is sadly not well suited for this.










Apart from the two new missions, Update 32 will also deliver a bunch of new fancy cosmetics, an updated Assignment terminal screen, a couple of new achievements, weapon balancing, a new cosmetic DLC (called Roughneck Pack), and many other smaller things.

Live streams of the new missions
This Friday, September 25th, we will live stream a playthrough of the new mission called On-Site Refining. And we'll have some devs in the chat for answering questions. This happens at 1PM UTC+2 on our Twitch channel and it will be re-streamed to our Steam store page and Youtube channel as well. And on Tuesday, September 29th, we will live stream the other new mission, Escort Duty, on the same channels and at the same time (1 PM UTC+2).

Update 32 on Experimental Branch
Next week, on Tuesday, September 29th, Update 32 will go live on the Experimental Branch goes live. This will probably happen late in the afternoon our time (3 PM UTC+2). Read about how to join Experimental Branch and what it is here https://steamcommunity.com/app/548430/discussions/9/1698300679762720312/

Release of Update 32
Exactly two weeks from now, on Thursday October 8th, Update 32 goes live on Steam along with new cosmetic DLC.

That’s all for now - see in the caves of Hoxxes!


Rock and Stone!
the Ghost Ship Crew



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Re: Deep Rock Galactic
« Reply #52 on: October 01, 2020, 03:51:08 PM »
Update 32 - DLC reveal and delayed release date
Thu, 1 October 2020



Hello Miners!

We have two pieces of news for you today. First of all, the Store page for the new Roughneck DLC is now live. This new DLC is called Roughneck pack and is themed around a better-ventilated outfit and with a company-issued hardhat to make up for the lack of body armor and protect your noggin’.

Deep Rock Galactic - Roughneck Pack
22 October, 2020


https://store.steampowered.com/app/1430610

Like the Dark Future and MegaCorp DLCs, the Roughneck Pack is purely cosmetic. Any gameplay altering changes will stay in the free updates we’re doing. And speaking of updates...

The second piece of news is about the release date. We’ve previously aimed for launching Update 32 on October 8, but after some closer scrutiny, we have realized that we have to push the update two weeks to October 22. The content and missions needs a bit more refinement and a safer escort to a release ready state.

But why two weeks? We’re just about to hit a public school holiday here in Denmark, which means that some of our key crew will be unavailable for a week, and launching a big update like this without them isn’t viable. This, together with increased COVID-19 precautions and our refusal to engage in crunch-time at Ghost Ship Games has led to us postponing the update two weeks. On a positive note, this will allow us to collect more feedback from the current version of Update 32 available on the Experimental branch on Steam.

Rock and Stone!
- the Ghost Ship crew



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Re: Deep Rock Galactic
« Reply #53 on: October 23, 2020, 03:19:02 AM »
UPDATE 32: ROUGHNECKS AT WORK
Thu, October 22, 2020




Hello Roughnecks!

It’s finally time for our first major post-launch Update - completely free for all who owns the game! The main dish is two brand-new mission types: Escort Duty and On-site Refining. Both mission types focus on heavy duty mining equipment that needs tender loving care and protection from a team of hard working dwarves! The side dish includes a ton of new cosmetics, further weapon balancing, a much-needed overhaul of the Assignment Board, and many other things. Bon appetit!

It’s time to get greasy! There has never been a better time to be a combat miner working for DRG. See you in the mines!

With Love,
The Ghost Ship Crew

P.S. We know many of our fans on Xbox/Microsoft-Store are also reading these patch notes, so a quick note on the Update 32 version on those platforms: The current plan is to submit it to certification tomorrow (Friday), and then ask for a quick pass through. But this might get hindered if we find blockers before tomorrow or if we have major issues with the Steam build. Fingers crossed!

--- PATCH NOTES ---

NEW MISSION: ON-SITE REFINING



Management has a new thirst: Liquid Morkite. They are sending you in alongside an On-Site Refinery to fill. Locate the Liquid Morkite wells and hook them up to orbital-insertion industrial Pumpjacks, connect them to the Refinery by building huge, winding pipelines, and pump those deposits dry! Oh, and the good people down in RnD even felt generous enough to build in a handy way to use the pipelines for quick, easy, and SAFE* traversal.

*Check the clause 3.15 of your contract to read more about the company’s definition of “safe”.


NEW MISSION: ESCORT DUTY



In this heavily combat-focused mission you are sent in to obtain a mysterious Ommoran Heartstone! Only the specially built autonomous Drilldozer can make it through the outer shell of the Ommoran and reveal the prize inside: The priceless Ommoran Heartstone. The Drilldozer will land at a safe distance, and then automatically home in on the Ommoran. Your job is to keep the dang thing safe and fueled as it digs its way towards the objective. Guard it with your life, Miners!


NEW ASSIGNMENT: ROUGHNECKS AT WORK
This new Assignment serves as a crash course in how to safely complete the new missions and make it back alive - and will reward you with some fancy new headwear on completion. What’s not to love?


NEW COSMETICS
Attention, fashion freaks! The new fall collection has just dropped with a beautiful selection of new Beards, Headwear, and Hairdos! 27 new Cosmetics have been added to the Shop, 11 new Cosmetics can be forged with Matrix Cores, and 1 new Headwear will be rewarded by completing the new assignment.



NEW COSMETIC PAID DLC: ROUGHNECK PACK
If you really want to rough it up, the new Roughneck Pack has you covered. Spice up your looks with four new sets of unique armor (one per class), new helmets, and new Paintjobs. This pack is squarely aimed at those that can’t be bothered dressing up as a space marine, and just want to get stuck into the hard work at hand! Finally, show off those figurative guns - as well as that choice selection of tattoos you’ve kept under wraps for so long!

Deep Rock Galactic - Roughneck Pack

https://store.steampowered.com/app/1430610/Deep_Rock_Galactic__Roughneck_Pack/

On top of the Armors, the pack comes with two unique helmets, as well as a new Paintjob for Bosco and your Pickaxe.


RANDOMIZE COSMETIC IN WARDROBE
Talking about fashion...if you are one of those persons who can’t decide which helmet to wear or how to style your beard or maybe you are just too afraid to try something new and daring, well….we got great news for you: The Wardrobe has been equipped with new Randomize buttons - Full Outfit as well per Category. Trying out new and unexpected combos has never been easier!




NEW QUALITY-OF-LIFE FEATURE: STEAM PROFANITY FILTER
Not all dwarves are into harsh languages, so we have enabled Steam's brand new profanity filter for both the in-game chat and the server list. This feature is using the settings from Steam, which for most means that it is turned on by default. If you can't get enough of that sweet profanity, you can turn it off or customize it to your own desire in the Settings menu in Steam.



ASSIGNMENT BOARD VISUAL OVERHAUL
DRG just invested in a better Assignment Board. Enjoy a fancy and more intuitive layout as you select your next assignment!




THROW MECHANIC CHANGES
CONTROLS: When carrying gems and other heavy items you can now throw on both [LEFT AND RIGHT MOUSE BUTTON] on the mouse or [LEFT AND RIGHT TRIGGER] on controller. We made this change to accommodate the Fuel Canister (used in the Escort Duty mission) which is carried like a gem but also has functionality like a weapon or tool. In the future we could imagine having you find other tools and weapons that could be used in a similar way.

AUTO CANCEL THROW: If you do not release the throw button after reaching max throwing power the throw will auto-cancel after a short time.



WEAPON BALANCE
DEEPCORE 40MM PGL

•   Increased base armor breaking to 100%
•   Incendiary Compound mod direct damage reduction now affects armor breaking as well
•   Moved some of the area of effect bonus from the "Nails + Tape" mod to the base weapon
•   Made the Max Ammo stat include the round in the launcher since there is no magazine size stat for this weapon
Hyper Propellant Overclock

•   Increased the direct damage bonus significantly and it now gets modified when hitting enemy weak-points
•   Added an ammo penalty
•   Modified crosshair when OC is equipped
•   Now has its own impact effects and trail
RJ250 Compound Overclock

•   Made the knockback from the OC fall off more the further away you are from the explosion center
•   Improved the control a player has over the angle at which they will be launched

BREACH CUTTER

•   Decreased base magazine capacity
•   Increased bonus of the T1 High Capacity Magazine mod
•   Decreased bonus of the T2 Expanded Ammo Bags mod
•   Decreased the hit box height of the Triple Split Line mod
•   Moved some of the baseline width to the T2 Loosened Node Cohesion mod
•   Increased base reload time
•   Changed the T3 line width mod to a reload speed mod (anyone who purchased the old mod will be automatically refunded)
•   Adjusted the Light-weight Cases, High Voltage Crossover, Spinning Death, Return to Sender, and Inferno overclocks based on the new magazine capacity.
Inferno Overclock

•   Ignites targets quicker and keeps them burning for an extended period of time.
Spinning Death Overclock

•   Added a line-width bonus

ZHUKOV NUK17

•   Increased bonus of T1 Expanded Ammo Bags mod
•   Moved some damage from the T3 Increased Caliber Rounds mod to the base weapon
Embedded Detonators Overclock

•   Greatly increased the damage dealt when reloading
•   Changed damage type from Kinetic to Internal Damage
•   Increased direct damage penalty
•   Added magazine capacity penalty
•   Increased ammo penalty
•   If an enemy you are shooting can be killed by reloading, an icon will temporarily appear next to its health bar

EXPERIMENTAL PLASMA CHARGER

•   Reduced the charge speed penalty of the T5 Flying Nightmare mod

CRYO CANNON

•   Increased max ammo on the base weapon
•   Increased the bonus from the T1 Larger Pressure Chamber mod
•   Increased the bonus from the T2 Larger Reserve Tank mod

“THUNDERHEAD” HEAVY AUTOCANNON
Combat Mobility Overclock

•   Increased the movement speed bonus
•   Added an accuracy bonus
•   Replaced damage penalty with a reduced magazine capacity
•   Added a reload speed bonus

M1000 CLASSIC

•   Increased focus speed of base weapon and decreased the focus speed bonus of T2 Fast-charging Coils mod to compensate.
•   Increased the ammo bonus of the T1 Expanded Ammo Bags mod
Active Stability Overclock

•   Added a focus speed bonus
•   Replaced the focus shot damage penalty with a reload speed penalty

LMG SENTRY GUN PLATFORM

•   Base damage increased from 5 to 6
•   Gemini system now comes with 90 extra ammo
•   Defender system damage bonus changed from percentage to a flat +5

DEEPCORE GK2
AI Stability Overclock

•   Now gives a large bonus to weak point hits
•   Increased the base damage penalty

SUBATA 120
Explosive Reload Overclock

•   Greatly increased the damage dealt when reloading
•   Changed damage type from Explosive to Internal Damage
•   Removed damage penalty
•   Increased magazine capacity penalty
•   Increased ammo penalty
•   If an enemy you are shooting can be killed by reloading, an icon will temporarily appear next to its health bar

PHEROMONE CANISTER

•   Pheromone-affected enemies are now 50% more attractive

L.U.R.E.

•   Made it so the L.U.R.E. no longer takes damage from friendly fire



NEW SHOUTS
New dwarf-shouts have been added. Primarily focused on the new missions of course, but we’ve also been doing pickups for missing Laserpointer shouts, and added several new Rock and Stone shouts to the mix as well!


NEW MILESTONES AND ACHIEVEMENTS
New Mission Types obviously means new Milestones, as well as two new achievements - one for each Mission Type.


COMMUNITY REQUEST
•   Gunk Seeds and Ebonuts used in some of the Secondary Objectives have gotten more lights added to them, making them easier to spot in the dark.
•   Added more variety to cave generation across all mission types
•   Added the ramp to the Drop Pod on the Terrain Scanner
•   Squashed several clipping mesh issues in the Space Rig



MISC.
•   Added a new model for the mineral bucket
•   Added two new achievements for the new mission types
•   Added 27 new Cosmetics to The Shop
•   Added 11 new Cosmetics that can be forged with Matrix Cores
•   Added one new Headwear as a completion reward for a new Assignment
•   Added icons to certain objects that were missing them on the Laserpointer display
•   Added animation for Bosco when he drops something he is carrying
•   Added Mini M.U.L.E. descriptions to the Laserpointer
•   Added the ability to abort a throw by making the force reset if you hold down throw for a couple of seconds
•   Added Duration stat to a number of grenades missing the stat
•   Added Area stat to a couple of grenades missing it
•   Bosco now resets to follow the player if they get grabbed or downed
•   Bosco now throws objects he is carrying towards the player if he is close enough, rather than dropping them carelessly at his location
•   Bosco’s head hologram now only disappears when he stops down the task he is commanded to do
•   Bosco should now find minerals in a more consistent range around where you point
•   Slightly increased the amount of Morkite spawned in Deep Dives with Collect Morkite as the secondary objective
•   Selecting an overclock in the Equipment Terminal now close the overclock menu
•   Frozen Glyphid Swarmers will now always die after a short delay
•   Ebonuts now break in one hit after being collected rather than three
•   Glyphid Exploders should now consistently be disarmed with a pickaxe hit to the head across all Hazard Levels
•   Ping values shown to players are now calculated correctly
•   Increased the warning sound of Low Oxygen a bit
•   Oxygen hint now shows everytime you begin a mission with the Low Oxygen warning mutator
•   Decreased the leg count spawned per Mini M.U.L.E. from 4 to 3
•   Improved the manner we carve space for the Salvage Mission Escape Pod to be part of cave generation, making the placement of it look more natural
•   Improved the spawning logic of Mini M.U.L.E. so they are only placed on rock
•   Improved the spawning of Mini M.U.L.E. legs. For instance, they no longer spawn in black ice
•   Improved several holograms in the game to now fade when the depicted object lands
•   Improved sandstorms and earthquakes to now also affect the movement speed of enemies
•   Improved the stagger animation to now be based on the stagger duration
•   Improved the manner several objects are appearing on the Laserpointer display
•   Improved the movement of the M.U.L.E.
•   Improved the skin tone shader
•   Improved Bosco’s ability to navigate to objects he is ordered to pick up
•   Improved Bosco’s ability to navigate to and hit the Korlok Tyrant-Weed and its Healing Pods
•   Improved the model of the "Bulldog" Heavy Revolver
•   Improved the animation of the flexing Victory Pose
•   Improved server list sorting on Steam
•   Improved the LMG module of the OMEN Modular Exterminator Machine Event to now hit things close to it more reliably
•   Improved many item collisions so that you can not throw flares through them anymore
•   Improved Photosensitivity Mode to now also affect flashing lights at the Salvage Mission Escape Pod
•   Improved Photosensitivity Mode to now also affect lights added in the new mission types
•   Improved Photosensitivity mode to now also affect markers left by the M.U.L.E. when returning to the Escape Pod
•   Machine Events no longer explode when near a Drop Pod as we have improved the spawning logic to prevent them from spawning in locations that block entry to the Drop Pod
•   Squashed a bug that caused Kursite enemies to spawn at host’s location rather than the location of the Machine Event
•   Squashed similar bugs in other Machine Events
•   Tweaked the audio on the Tutorial loading screen
•   Tweaked the screaming sound of the Glyphid Oppressor
•   Tweaked the audio of the Korlok Tyrant Weed
•   Tweaked Laserpointer sounds
•   Tweaked the flare impact sound
•   Tweaked the sound when unlocking a new biome
•   Squashed a bug that prevented players from progressing past certain popups
•   Squashed a bug that caused the Spread Per Shot statistic of the M1000 Classic to not show in the Equipment Terminal
•   Squashed a bug that caused the stepping sounds of the M.U.L.E. to cut out
•   Squashed a bug that prevented the confirmation popup from appearing when purchasing Weapon Modifications
•   Squashed a bug that caused the Equipment Terminal stat display showing armor breaking when it's not modified
•   Squashed a bug that prevented confirmation popups for acquiring grenades from closing
•   Squashed a bug that enabled latejoining players to land on “important locations”, such as the Drop Pod, Machine Events, etc.
•   Squashed a bug that sometimes caused beer mugs to be unable to be thrown
•   Squashed a bug that could cause Bosco to be permanently unable to pick up objects
•   Squashed a bug that enabled a weapon to show in the Wardrobe
•   Squashed a bug that enabled the "Thunderhead" Heavy Autocannon Suppressive Fire modification to apply fear to Steeve
•   Squashed a bug that caused Bosco to dig below Gunk Seeds that lie on the floor when commanding him to pick them up
•   Squashed several audio-related bugs
•   Squashed a bug that enabled the Mactera Grabber to grab a player after it has been frozen
•   Squashed a bug that enabled Electric Crystals to deal damage to the player when you throw Impact Axes at them
•   Squashed a bug that caused Gunk Seeds to become stuck for clients when hit by the Drop Pod
•   Squashed a bug that caused the M.U.L.E. to get stuck until extraction if someone disconnects while depositing
•   Squashed a bug that caused Cave Leeches to not display frozen state correctly
•   Squashed a bug that prevented enemies that are instantly killed from being frozen to count towards your total kills
•   Squashed a bug that caused a floating shadow of the pickaxe to show in first-person
•   Squashed a bug with Discord presence in Discord voice channels
•   Squashed a bug that caused certain sounds of the OMEN Modular Exterminator Machine Event to linger for clients
•   Squashed a bug that caused the Stunner Overclock of the "Warthog" Auto 210 to display incorrectly
•   Squashed a bug that sometimes prevented Bosco from properly digging out embedded gems
•   Squashed a bug that enabled you to throw a grenade while being grabbed if you held the grenade button just before getting grabbed
•   Squashed a bug that prevented the Mactera Grabber from screeching
•   Squashed a bug that caused certain icons to not disappear properly when the HUD is hidden
•   Squashed a bug that caused particles to not be correctly updated on the Lost Pack helmet for clients
•   Squashed a bug that caused latejoining players to be able to collect loot from an already discovered Lost Pack
•   Squashed a bug that caused wave music to play on the Mission Complete screen
•   Squashed a bug that caused the fire particles of the Barrel Hoop game to not display correctly on AMD graphics cards
•   Squashed a bug in Armor Breaking for enemies with larger armor. Now you will deal damage in the shot that breaks the armor here too.
•   Squashed a bug in Armor Breaking causing it to not deal full damage when it breaks the armor but only on consecutive shots
•   Squashed a bug that caused you to not replenish oxygen if the player is standing in an oxygen source and the M.U.L.E. walks past
•   Squashed a bug that caused the Ice Spear and Snowball overclock for the Cryo Cannon to shoot slightly to the left of the crosshair
•   Squashed a bug that caused the player to have their weapon out the first time you open the Wardrobe or the Shop
•   Squashed a bug preventing the player from being able to use the Salvage Fuel Cells from the top
•   Squashed a bug where Mactera Spawns would get stuck if they are close to the player but with no line of sight
•   Squashed a bug that caused the game to crash while using the Hyper Propellant overclock



PATCH NOTES FROM EXPERIMENTAL BRANCH UPDATES
Since the beginning of October, Update 32 has been in the Experimental Branch. This a collection of all the changelog from the many updates to the Experimental build of Update 32. A huge thanks to all of you who helped out finding bugs and giving feedback.

•   Experimental Build 44400
•   Experimental Build 44464
•   Experimental Build 44526
•   Experimental Build 44597
•   Experimental Build 44672
•   Experimental Build 44741
•   Experimental Build 44842
•   Experimental Build 44911
•   Experimental Build 44985
•   Experimental Build 45056
•   Experimental Build 45109
•   Experimental Build 45229
•   Experimental Build 45323

KNOWN ISSUES
•   DEEP DIVES NOT LOADING for some clients between level transitions. This seems to happen if the client is significantly slower than the host. The issue has been replicated internally, and we therefore expect to fix this sooner rather than later. Until it is fixed, there is a workaround where the client quits the game (ALT-F4) and then select Reconnect to Previous Session on start up.
•   INVISIBLE GLYPHIDS are sometimes an issue, though we did add a fix to release build that *might* fix it. We don't have a good way to reproduce this bug, making it very hard/impossible to confirm the effect of the fix without the help of the community. We'll keep looking for reports on this, and try different things until reports stops appearing.
•   SPAWN WITHOUT ITEMS/WEAPONS is a very rare, but rather annoying bug. We have no reproduction case on this one yet.


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Re: Deep Rock Galactic
« Reply #54 on: October 27, 2020, 03:13:53 AM »
Halloween Event
Mon, 26 October 2020



Ghastly greetings, Miners!

It's that spoooooky time of year again, and someone has once again dressed up the Spacerig to get us all in a gruesome mood. This year we felt a bit demonic, and the free Halloween Headwear is of course styled to match: Allow us to introduce the Horned Horror!



As always, the seasonal event's cosmetic items are limited to be claimed while the event is live (it ends on the 4th of November), though Management does reserve the right to just give them out at later point.




ROADMAP UPDATE WHEN?
Update 32 took a while longer to get out of the door than we initially expected, but work is now properly underway for Update 33. And with that, we need a proper roadmap update soon. We'll need a bit of time to get our plans in order, and then we'll do another of our regular Roadmap Update posts where we can a bit more into detail for you. We're expecting this to happen just after the end of Halloween, so sometime towards the end of next week.

Until then, Rock and Stone, Miners!

with love
- the Ghost Ship crew



--- PATCH NOTES ----

b]HALLOWEEN EVENT ACTIVATED[/b]
•   New headware available: Horned Horror
•   Increased chance of encountering Haunted Cave Mutator
•   The Spacerig dressed up for Halloween
•   Planet Hoxxes got infected by Pumpkins


KNOWN ISSUES
- Pumpkins in the caves are too numerous. We aim to fix this in the next hot fix.



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Re: Deep Rock Galactic
« Reply #55 on: November 06, 2020, 01:57:37 AM »
ROADMAP UPDATE
Thu, 5 November 2020



Hello, Miners!
Now that we're hopefully done hot-fixing Update 32, it is time to brief you on the upcoming updates for Deep Rock Galactic. In other words: a new revision of our Living Roadmap.

When we launched into 1.0 back in May, we made a promise that we would keep supporting and developing Deep Rock Galactic for as long as it made sense to us. And the conclusion there is that it absolutely still makes a lot of sense to us - the mines of Hoxxes have more hardworking Dwarves in them than ever before. Deep Rock Galactic has turned out to be an almost unstoppable force that slowly grows and grows. We hope it will continue like that for a long time.

UPDATE 33 DELAYED TO JANUARY 2021
While Update 32 ended up taking quite a while longer to get out of the door than we initially projected, we hope you all agree with us that it was worth the wait. But it did end up being delayed almost a full month, and that of course has an impact on Update 33. However, instead of cutting content for U33, we've decided instead to push the delivery date to end-of-January 2021. So, now you might be thinking: what about the in-game Yuletide event? No worries, we will activate an event during the Holiday season...and it might even have a few "cool" surprises for you all.



UPDATE 33: NEW BIOMES, NEW ENEMIES, AND MORE
Now, back to Update 33. The headline for the update is the two new biomes. Since we announced this back in May, we've been drawing concepts and bouncing ideas off of each other, and we've finally settled on a pair of worthy finalists: The enigmatically named CAUSTIC MIRE and AZURE WEALD.


Early concepts for Caustic Mire

To go along with the new biomes, we will also introduce some new enemy variants. A few of these might end up unique to one of the new biomes, but most will be general across the game. Everyone's favorite flying foes, the Mactera, are getting a handful of new genestrains added to their ranks, and new variants for the Dreadnoughts are aiming to spice up the Elimination mission in an effort to make the mission less predictable.

We are finally getting a proper animation for Molly to dock at the end of a mission. It was something we almost got in for 1.0 but sadly had to leave in an unfinished state. As we do in most updates, we will also give a facelift to one or more of the older interfaces. This time it's the Mineral Trade terminal that will receive a small makeover.

As always, Update 33 will probably include a long list of other smaller improvements and additions, but it's too early to speak of anything specific there yet - the content described above is our established headlines, and what we promise to deliver in one shape or another.

UPDATE 34 AND BEYOND
When we sit down to decide what to include in an update, it tends to be healthy mix of reading and analyzing your feedback, as well as listening to our own wishes and desires. Historically, those things tend to pretty much align across the board, which is a very good sign for us. That said, we are careful about announcing things that we haven't yet done some internal concepts or prototypes on, so while we still haven't officially announced something like Female Dwarves or a purpose for Error Cubes in an update, it doesn't mean that we have given up on it. As always, it's our goal to never overpromise on something we can't deliver with our limited manpower, and when we do things we want to do them properly, in the way that fits the game best.

That said, we've still added a few things to the Roadmap that are quite likely to go into the next few updates.



Update 32 delivered two full new mission types, but during development we actually prototyped three. And with the success of U32, we decided to finish up the last mission type and deliver it in one of the next updates. We won't say more about it now, but we'll make sure to give you some teasers after Update 33 is out of the door.

Also, official mod support has always been something we thought would suit the game, and it's been a recurring request from a lot of fans. We're even seeing a small and very dedicated modding community spring to life around Deep Rock Galactic. That means we've decided to properly dedicate some development power to support this. Our first goal would be to get some filters in there, so people can mark their games as modded and make modded games visible in the server list so you have the ability to CHOOSE if you want to play modded games or not. The next step, even further into the future, could potentially be support for Steam Workshop. We are still learning about the needs and wants of you guys, and we will do this one step at a time. Your feedback is of course, as always, extremely valuable to us, so let us know your thoughts and desires and worries on the topic.

Next, we hear you loud and clear: you want more weapons - and you will get more weapons! But, it needs to be said, creating a set of new weapons is now a pretty big task. Beyond just developing the weapons themselves, it involves a complete set of Weapon Mods and Overclocks, tweaking and balancing, as well as updating all the existing Weapon Frameworks with new models. Therefore, the scope will be either four new primary weapons or four new secondary weapons, but not both sets at the same time. We currently aim to deliver the new weapons in Update 35, but we don't have a more specific time frame than this.

Until then, keep an eye on our information channels - we're planning to release our usual drip-feed of tasty teasers as we start having cool new stuff to show off.

Rock and Stone, Miners!

with love
- The Ghost Ship Crew


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Re: Deep Rock Galactic
« Reply #56 on: November 21, 2020, 03:31:10 AM »
Loot Bug plushies available for preorder!
Fri, 20 November 2020



Also; beer steins, zipper hoodie, and 20% off of non-preorder items!

Hello Miners,

One of the community’s most requested things has been soft, cuddly, and tangible versions of the loot bugs native to Hoxxes IV. Well, we heard your request, and together with our merch partner For Fans By Fans, we’re finally able to reveal the loot bug plushie, together with a set of beer steins for the dwarves that like to hydrate regularly, and a hoodie for those cold nights on Space Rig 17.

The loot bug plushie is available for preorder right now and comes with a preorder bonus of two gold nuggets to fill the space next to the nitra in that greedy little belly. The cuddly wuddly, wittle bwug is an original fan submission for our Fan Forge competition by laryoung816

Use the code SANTADWARF for 20% off (Valid until Nov 26th. Does not apply to the preorders, such as the loot bug, but the beer steins and the hoodie and the rest of the merch are eligible for this discount). Note that due to production times, the loot bug will not be able to arrive in time for Christmas.

It’s time to make things right for all the times you’ve squashed a loot bug to call that very needed resupply! Go visit the Deep Rock Galactic section on For Fans By Fans to redeem yourself! https://www.forfansbyfans.com/fandom/deep-rock-galactic.html

Note: We are aware that shipping costs outside of the US are less than optimal. We’re investigating alternatives, but for the foreseeable future, there’s no way around it.









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