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Offline Asid

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Re: Deep Rock Galactic
« Reply #60 on: January 27, 2021, 03:16:11 AM »
2 Million Units Sold!
Tue, 26 January 2021



Hello Miners,

Once in a while, it's good to look back and see what you have accomplished. When we founded Ghost Ship Games four and a half years ago, we knew we would bring Deep Rock Galactic to life, and we decided that open development and co-op first would be our guiding principles. But - we never anticipated the fantastic community that would spring up around the game, or the fact that we'd strike gold like we have and end up with a bonafide success on our hands.

Before we launched into Early Access, we reached an internal agreement that 200.000 units sold during the game's lifetime would be suitable, and would allow us to continue and do a new game. But now we just crossed 2 MILLION units sold, and the game is performing stronger than ever - not only in sales, but also in the strength of the community. When reading a random thread on gaming and suddenly one user comments "Rock and Stone", causing the whole thread to explode in rock-and-stone shouts, then you know you've created something extraordinary and transcending. And the "we" does not only mean us developers, but also very much you, the community around Deep Rock Galactic. From the bottom of our hearts, we thank you!

with love
the Ghost Ship crew



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Re: Deep Rock Galactic
« Reply #61 on: February 03, 2021, 02:55:02 AM »
Dawn of the Dread - Announcement
Tue, 2 February 2021



Hello Miners,

On Thursday February 4th at 1 pm CET we will release Update 33: New Frontiers. To go along with this major update, we are also releasing a paid cosmetic DLC named "Dawn of the Dread".




The Dawn of the Dread Pack is here to offer something...a little bit different. Spice up your look with four new sets of unique armor (one per class), new helmets, and new Paintjobs. This Pack is reserved for the true Big Game Hunters of Hoxxes - dress up in the broken remains of your slain enemies, and make a statement! What exactly that statement IS, however...that's probably better left for the company shrink.

- 4 unique suits of Armor, one for each Class
- A unique helmet in two variants (Full Face & Half Face)
- Dawn of the Dread Weapon Paintjob for other armors
- Dawn of the Dread Weapon Paintjob for your Weapons
- Dawn of the Dread Weapon Paintjob for Bosco
- Dawn of the Dread Weapon Paintjob for your Pickaxe

Important note: The contents of this Pack are cosmetic only!

Visit the brand new Store page here and add it to your wishlist



https://store.steampowered.com/app/1530640/


See you all in the caves on Thursday for the new biomes, new Dreadnoughts, new dances, and more!

Cheers!
- the Ghost Ship crew


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Offline Asid

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Re: Deep Rock Galactic
« Reply #62 on: February 04, 2021, 02:19:35 PM »
UPDATE 33: NEW FRONTIERS
Thu, 4 February 2021



Hello Miners!

It’s the first Update of 2021, and we got some spicy stuff for you! This time we got two entirely new Planetary Regions for you to explore - the mysterious wonders of the AZURE WEALD, and the thorn-infested hell of HOLLOW BOUGH. Update 33 also includes all-new Mactera variations and several new strains of horrible Glyphid Dreadnought mutations. And then of course there’s the usual slew of other goodies - read more below for the full picture!

With Love,
The Ghost Ship Crew




--- PATCH NOTES ---

NEW BIOME: AZURE WEALD



The Azure Weald is a chilly place, every bit as hostile as the rest of Hoxxes IV - but still, we cannot deny it is oddly beautiful. Dazzling, bioluminescent clusters of lichen light up the darkness, illuminating this fertile and overgrown Region in flickering neon colors. Don't let that lull you into a false sense of security, however - the Azure Weald brings to mind the deep jungle, in all its splendor and horror - and much like its terrestrial counterparts, it is absolutely not out to make friends. Kill or be killed - that is the law in this place.


NEW BIOME: HOLLOW BOUGH



Hollow Bough is a biological oddity that has the Science Department scratching their heads - this entire region of the planet is dominated by colossal, organic conglomerations resembling the inside of hollow trees. However, these structures are under attack by an invasive species of voracious vine-like plants, as much a threat to us as the planet itself. We recommend traversing these environs with extreme caution. The deep, dark folds of wood and bark house much more than a first glance let on.


NEW MILESTONES

New Biomes means new Milestones - one set for Azure Weald and one for Hollow Bough.


MISSION OVERHAUL: ELIMINATION

It’s Dawn of the Dread down there! Multiple reports have come in from teams finding Dreadnought Cocoons that are further progressed in their metamorphosis than previously encountered. While there are no external markers on the cocoons to show that they are different, the things waiting patiently inside certainly are. So far two confirmed Dreadnought variants have been encountered - but disturbing as this is, R&D ensures us that we are fortunate to have found them now and not later when the metamorphosis might be closer to completion.




Read on...

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Offline Asid

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Re: Deep Rock Galactic
« Reply #63 on: February 17, 2021, 01:08:47 AM »
INCOMING ANNIVERSARY & COMPETITION
Tue, 16 February 2021

1

Here we go, Miners!

On February 26 we will celebrate our three-year anniversary since launching into Early Access. A lot of things have happened since then, and we feel it’s about time we gave you all an in-depth status report on how the Ghost Ship is sailing - so we’ll do exactly that during our Anniversary Event, Friday, February 26th, where we will reveal our updated roadmap and treat you to much more.



Leading up to the anniversary event we’re having a free-form Act Like A Dwarf competition, where you show us your absolute best dwarven behavior. How you’re doing it is up to you, but we’ll find some winners on the 26th. There’ll be prizes for the 20 best submissions and a little extra for those three placing in the top 3.

There’ll also be a nice in-game event with a little “Tipsy” surprise and more.

Last but not least, we’ll be streaming throughout the day on Friday the 26th, where we’ll play Deep Rock Galactic, maybe do a little live Q&A, and give you a sneaky behind-the-scenes look at some of Robert’s secret stuff, if he’ll let us.

BUT WAIT, there's one more thing. We're nominated in two categories for this year's SXSW Gaming Awards. The categories are Indie Game of the Year and Excellence in Multiplayer - it would mean a lot to us if you would go cast your vote for us here https://www.sxsw.com/awards/gaming-awards/voting/




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Offline Asid

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Re: Deep Rock Galactic
« Reply #64 on: February 24, 2021, 03:24:21 AM »
Anniversary Event Info
 


Hello Miners,

As we’ve mentioned, on Friday the 26th we will mark 3 years in orbit for Deep Rock Galactic and already starting this Thursday, we’ll be having a little anniversary fun.

Beginning Thursday 1:00 PM UTC+1, you can enjoy the 3-Year-In-Orbit Anniversary events including:

•   NEW ARMOR HUNT ASSIGNMENT: Unlock the new Scale Brigade Armor and Headwear by completing a special Prestige Assignment. After the event, which will last until March 14th, this assignment will only be available to players with Rank 100 and above.
•   NEW WEAPON FRAMEWORKS: Treasure hunt for the matching Scale Brigade Weapon Frameworks located in Cargo Crates. These Weapon Frameworks will continue to be available even after the event ends.
•   Free 3-Years-In-Orbit Party Hat!
•   Free Beers!
•   And last but not least, don’t forget to tip Lloyd in the bar - he deserves it! (also a permanent addition)

The Anniversary event will end on March 14th at 7:00 PM UTC+1.

4

On Friday, at 3PM UTC+1 you’ll want to tune into our Anniversary Stream on Twitch, where we will reveal our new roadmap, do live Q&As, play a little game called Deep Rock Galactic and much more!
DON'T FORGET!
We’re nominated in two categories for the SXSW Gaming Awards. It would mean the world to us if you’d give us a little Rock & Stone, and put down a vote for us and other favorite games here before the voting ends at 11:59 PM CT tonight.

There’s also still time to throw in a submission for the Act Like A Dwarf competition, which will be closed for submissions Wednesday 11:59 PM UTC+1. Submit your video here https://gleam.io/qc7RZ/deep-rock-galactic-act-like-a-dwarf-competition


with love
the Ghost Ship crew

Upcoming Event Starts Thu, 25 February 2021

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Offline Asid

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Re: Deep Rock Galactic
« Reply #65 on: February 27, 2021, 01:49:49 AM »
ROADMAP UPDATE FOR 2021
Fri, 26 February 2021



Hello Miners,

It’s now 3 years since Deep Rock Galactic was released into Early Access on Steam and Game Preview on Xbox. And it is almost 5 years since development started and Ghost Ship was founded by six hopeful game dev veterans. And now the Ghost Ship crew counts 25 heads and the Deep Rock community crossed 2 million. And it’s still growing.

When we started out, we decided to deliver constant updates to the game to make sure we could include the feedback from the community as swiftly as possible. Starting in Closed Alpha, going through Early Access and a 1.0 release, we have in total delivered 33 updates to the game and an innumerable amount of hotfixes to said updates. And when we announced the latest update to the living Roadmap the plan was to continue with a new major update roughly every quarter (or 3 months). This new Roadmap deviates from that plan in the sense that the next update, Update 34: Bits n’ Pieces, will be smaller than usual and the following update, Update 35, will be huge - maybe our biggest update ever.

UPDATE 34: BITS N' PIECES

First of all, the long-awaited Modding Support is shaping up nicely, and we aim to release this in Update 34 in April on Steam only. This started out as something rather basic, but we’ve ended up adding a whole bunch of features around Modding Support, including a Save Game Profile system, Mod categories, and a menu dedicated to Modding. The Save Game profiles can also be used to safely reset your progress to enjoy the game all over again without having to fiddle around with local save games and lose your highly Promoted dwarves in the process. We’ll release more info on the Modding Support as the release gets closer, though we will likely not have Steam Workshop integration in this first version.



Secondly, Update 34 will include a Controller Rebinding feature on all platforms. This has been sorely missing and should work like the Keyboard/Mouse rebind system.

Finally, we will be going through the Weapons and Overclocks currently in the game, and do a full balance pass, based on our internal data and the feedback we've gotten from you guys. That'll mean both buffs and nerfs, as always.



UPDATE 35: WE GOT A DOOZY OF AN UPDATE ON THE WAY!

With a smaller update for April, we can focus on creating a much bigger Update 35. It’s planned out for Q3 2021 - so at least 6 months from now. This lengthy timeframe will allow us to dig deeper into the game and add some new systems for the future. Deep Rock Galactic is here to stay for a long time - there are no signs of fading, quite the opposite - so we need to think further ahead. Normally, we don’t even plan that far, but we must also admit that getting a bit of breathing room and time to dream feels and sounds REALLY good. The last 4-5 years have gone by incredibly fast and even though we never crunch (as in never ever), it still feels like we are rushing things faster than we actually have to.



Update 35 has no title yet nor a theme. And since it’s so far away the content is obviously not finalized. But we know that it will very likely include a number of features that have been previously announced like a new mission, new weapons, new overclocks, and new cosmetic items. On top of this, we might add in some new mutators, more features to the space-rig, more cosmetic systems, and maybe some more things to happen during the missions.



As always, we will keep you updated and “leak” out details as we develop the new features and content.


ANNIVERSARY LIVE DEV STREAM IS ON!
One last thing: tune in to our live dev stream here on Twitch! It’s on right now, and we will, among other things, take Q&A on the new roadmap and the future of Deep Rock and Ghost Ship. Here is the full scehdule:

    1 PM CET (UTC+1): Elite Deep Dive
    3 PM CET (UTC+1): Roadmap Walkthrough and Q&A
    4 PM CET (UTC+1): Art Showcase
    5 PM CET (UTC+1): Act Like a Dwarf competition - selecting winners!
    6 PM CET (UTC+1): Pickaxe & Chill



with love
the Ghost Ship crew

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Offline Asid

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Re: Deep Rock Galactic
« Reply #66 on: April 10, 2021, 11:31:45 PM »
Update 34 Release Date
Thu, 8 April 2021



Hello, Miners!
We know that you’re all excited about Update 35, planned later for this year - but let’s not forget about Update 34! We’re proud to present the official name for this update: Modest Expectations
.
It will be released on Steam April 22nd
(and 1-2 weeks later on Xbox One/Win10).

Like we’ve mentioned before, this update will be a smaller update on our way to Update 35, which is much larger in scope. But there is still rather a lot to be modestly excited about:



Modding Support

Playing with mods in your game will be a much better experience after this update! Firstly, Save Game Profiles are now a thing, so you can play with mods to your heart’s content without messing up your main save. When joining a game, the serverlist will warn you if it has mods enabled. And, you will have a dedicated menu for mods you play with, so you can easily see what you got installed, read descriptions of them, and enable and disable them with a click. We can’t wait to see what crazy/awesome/frightening/wonderful creations you guys will be cooking up!

Mods and Modding are currently exclusive to Steam and will require a separate savegame. The currently planned implementation will not be based on Steamworks




Weapon Rebalancing

The lads at R&D have been hard at work improving the balance and competitiveness of the weapons, overclocks, and mods in the game. We have gone through lots of player feedback and testing in order to do this rebalancing.

Again, management advises you to keep your expectations modest - we do expect the experience around weapons to improve with this change, but do not expect every weapon build to be changed. We do hope, however, that this change will make the combat feel more fresh and interesting, and we’ll of course be keeping a keen eye on what impact these changes have to the game.

Controller Rebinding
Are you frustrated with the current controller bindings? Do you feel that your mining performance could improve if you could just map the actions differently? Do you want more from your controller experience? Have we got some news for you! With the new option to rebind actions on your controller, you can finally get the unique layout that is just right for you!


We know we asked you to keep your expectations modest, as we did not want to overpromise. However, a couple unannounced surprises have managed to squeeze their way into this update.



Elite Enemies and new Elite Threat Warning
Elite enemies are tougher, faster, more dangerous versions of the standard bugs that you already know and love (to kill). They have a chance of appearing in regular missions at Hazard Level 2 and above. Look forward to having these new, more deadly threats invade your expeditions to Hoxxes!
We have also found new opportunities for you to increase company earnings! It involves missions with a new warning: Elite Threat! Missions with this warning will have a sure-fire chance of you encountering elite enemies. Risk-reward, right?

Double Warnings
An innovation committee assigned by management has tried to answer the following question: ‘What novel and unique new initiatives can we introduce to boost company profit?’ After many ideation sessions, workshops, and off-sites, they finally have the answer: Missions with two Warnings instead of one!
Gather a team of fellow miners and try your hand at this extreme challenge. Prove that you are the toughest among all miners and that you eat regular Single Warning missions for breakfast. Rock and Stone!

Be advised: Missions with double warnings are deemed so challenging that they have been excluded from Deep Dives and Assignments.




Improved Bullet Tracing
How shooting is handled in terms of networking has been remarkably optimized. The result should be a more instantaneous response when firing projectiles. And projectiles now use much less network bandwidth!

We hope that you’ll enjoy this modest collection of new features once Update 34: Modest Expectations lands on April 22nd
.

Experimental Branch and Dev-streams

If you want to get in on the fun early, under less stable conditions of course, we will release Update 34 onto the Experimental Branch on Steam April 13th. And If you want to see the new update in action, join our developer streams on the 14th, 15th, and 16th, where we'll dive into the experimental version.

Edit: We updated the planned time for the release of the Xbox One/Win 10 to be 1-2 weeks following the Steam version. We previously communicated one week.

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Offline Asid

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Re: Deep Rock Galactic
« Reply #67 on: April 19, 2021, 11:34:16 PM »
Update 34 - Modding Support Postponed
Mon, 19 April 2021




Hello, Miners!
Thanks for all your continued feedback on the planned modding support. We have followed all the discussions around this subject and had a lot of discussions ourselves.



We know that some of you were worried initially that needing a separate save game for mods would make playing with mods a frustrating experience. And when we removed that requirement, some of you were worried that the ranks and promotions you had worked so hard to achieve would be indistinguishable from those of players that just boosted their ranks through modding shortcuts.

We completely understand both these concerns. We also share them. The goal is still the same: Playing with mods should be a fun and safe experience, and not dilute the hard work and dedication that you have put into your ranks. That is why we have decided to postpone modding support from Update 34 and release it on its own in Update 34.5 later.
We need some more time to strengthen our solution for modding support, and we believe giving the project this extra time will be best for everyone in the long run.



We completely understand if you are a bit disappointed, we were looking forward to this feature as well. But remember that all other features announced for Update 34 will still be released on April 22nd.

We are looking at multiple options for how we can have great modding support while keeping the integrity of the progression system intact. We will keep you updated as we get closer.

Rock and Stone!

With Love,
The Ghost Ship Crew


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Re: Deep Rock Galactic
« Reply #68 on: April 22, 2021, 11:50:13 PM »
UPDATE 34: MODEST EXPECTATIONS
Thu, 22 April 2021



Hello, Miners!
We’re back with a modest update for you! Work is proceeding apace for the longer-term goals included in the upcoming Update 35, but with Update 34 we want to sweeten the long waiting time a bit. We got new Elite Enemies for you, the possibility of double Warnings on missions, two brand new Warnings to add to the mix, a lot of weapon tweaks, and more to keep you busy! It’s time to dive back into the depths of Hoxxes and face the new dangers!

With Love,
The Ghost Ship Crew




Read on........


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Re: Deep Rock Galactic
« Reply #69 on: May 27, 2021, 12:03:35 AM »
Update on Planned Modding Support
Wed, May 26, 2021


Hello Miners!
Some time back we made the decision to delay the modding support planned for Update 34 in order to create a more comprehensive and robust solution for using mods in your game. We have been hard at work ever since and wanted to give you some insight into two aspects of the solution we are planning: Mod.io support and approval categories.

Mod.io support
Our initial solution only included a save game profile setup while relying on players to install mods manually through various tools and scripts. We have decided to implement a modding platform that lets modders upload mods for players to install within the game. In terms of modding platform we have chosen Mod.io, a relatively new platform made by some of the original creators of Moddb. We evaluated multiple different platforms, including Steam Workshop, which had a lot of great features as well. In the end, we chose Mod.io as it was the best fit for the solution we are developing. We are at this very moment implementing Mod.io into Deep Rock Galactic.

Approval Categories
We have also developed multiple levels of mod approval categories as a better solution to mods only being available on modded save games profiles. Here are the categories:

Sandbox - This will be the default value for any mod uploaded to Mod.io. You are free to use any of these mods with a modded save. Which means you cannot use your regular save with your main progression when playing with these mods. Servers running these mods will be tagged in the server browser and only people using modded saves can join. Examples of mods that would fall into this category are mods that change rewards or mission payout, and mods that unlock in-game items.

Approved for Progression - You can use these mods along with your regular save, meaning you can still earn xp and resources in your regular progression while using them. Your game will be tagged as ‘using mods’ similarly to Sandbox. If you have these mods installed you cannot play on vanilla servers. Examples would be harder or alternative game modes, weapon changes, and mods that moderately alter gameplay elements but still retain progression inline with the regular game.

Fully approved - You can use these mods along with your regular save, and your game will not be tagged as ‘using mods’. You can also join any game as if you were not using mods at all. It is possible for the host to opt out of all mods. Servers where the host has actively chosen not to allow any mods will not be visible to you if you have any mods installed, and vice versa the person will not be able to see servers with any mods on them. This category is likely to be somewhat exclusive and limited to select mods. Examples would be QoL mods that do not impact gameplay, audio or visual mods that improve accessibility, and localized versions of in-game graphics.


We are also working on guidelines for these mod approval categories. So you can more easily anticipate which category your mod will be approved for if you are developing one. As we already mentioned, most of the mods we have seen would likely fall into the Approved for Progression category, and you would not need a separate save game profile for those.



We are still hard at work developing this solution. We do not have a release date yet, but we will keep you posted as the project progresses. We have also updated the Modding Support FAQ we previously posted, you can find it here https://www.deeprockgalactic.com/modding-support-faq

With Love,
The Ghost Ship Crew

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Re: Deep Rock Galactic
« Reply #70 on: August 31, 2021, 11:46:44 PM »
Update 34.5 - Modding Support
Tue, 31 August 2021



Now live on the Experimental Branch

Hello Miners!

It’s been some time since our last post, but all our hard work is about to pay off! Update 35 is coming along very nicely, but first, we have Update 34.5 to deal with - Modding Support! We are nearing the finish line, and soon you will be able to browse, install, and manage mods from within the game. For now, this happens on the Experimental Branch.

What started as a simple feature to let you manage savegames quickly became a larger and more complex suite of features. At the end of all this, you will be able to manage mods from within the game (using Mod.io), know what others have installed before joining them, and streamline the installation process if you join a host using mods.

We’ve also gone through all your feedback on our previous post, regarding our choice of modding platform and concerns about the approval process. This post should hopefully both give you an overview of all the new features and explain our choices.

Let’s dive in!

NOTE: This Experimental is different from previous ones, as there is a risk of it not transitioning to a public release immediately after. With Update 35 looming, if we can’t get modding support to the level of stability that we want within the next few days, we may have to postpone it until after Update 35 is live. Crossing our fingers that that won’t be an issue.


Feature Breakdown

While developing 34.5, we received a ton of feedback and help from the modding community. With your help, we’ve tried our best to create a comprehensive solution that makes using mods easy and fun. Modded games should be plainly visible, and some mods will need restrictions so you can more easily protect your unmodded savegame from unwanted alterations.

Easy mod browsing and installation



With the new modding support, you can now browse, install, and manage mods from within the game. We have added a dedicated Modding menu for this, so you have a clear overview of which mods are installed and currently active.

As you browse and install mods, you will become familiar with our three approval categories. These categories determine if a mod needs a separate save and if all players need the mod installed. When we initially announced modding support, there were concerns over mods being used to cheat or unfairly boost your progression. The approval category system deals with this problem, while also creating a space for mods that provide varied experiences and quality-of-life features. In our experience, the vast majority of mods that we have reviewed fall within the latter category.

So, these are the approval categories:


SANDBOX



This mod is an example of a Sandbox mod since it changes how resources are acquired

Examples of Sandbox mods would be any mod that changes rewards or mission payout and mods that directly unlock in-game items.

Sandbox will be the default category for any Mod uploaded to Mod.io. You are free to use any Sandbox Mods with a Modded Save Game.



You cannot use your Regular Save Game with your main progression when playing with these mods. When you have Sandbox mods enabled you can only join other servers with Sandbox mods.


APPROVED (As in: Approved for Progression)



This mod is an example of an Approved mod since it changes various gameplay elements


Examples of Approved mods would be more challenging or alternative game modes, changes to weapon stats, and mods that moderately alter gameplay elements while still retaining progression in line with the regular game.

You can use Approved mods along with your Regular Save Game, meaning you can still earn XP and Resources for your regular progression while using them. If you join a game that does not have the same Approved Mods installed as you, those Mods will be disabled. Likewise, other players will automatically download the mods active in your game when joining.


VERIFIED (As in: Verified for Base Game)



This mod is an example of a Verified mod since it changes the appearance and sounds of an item


Examples of Verified mods would be QoL mods that do not impact gameplay, audio or visual mods that improve accessibility, cosmetics and SFX mods that you'll only experience yourself locally, and localized versions of in-game graphics.

You can use Verified mods along with your Regular Save Game. These mods will stay active even though you join a host who does not have those mods installed. Other players will not have to download those mods to join you. In effect, Verified mods are only active for you and do not alter the gameplay of any other players.


A note on mods and “cheating”

In past posts on the topic, some of you brought up that allowing mods is the same as allowing cheating. While working on 34.5, we’ve had many discussions about what we consider cheating and what we don’t. To us, cheating is:

•   Increasing rewards or XP received from missions
•   Unlocking items without actually earning them in-game
•   Boosting your progression to level up much faster than intended

That is why we have the Sandbox category - you are free to play around to your heart’s content with any of these things in there. But we want to protect other players from being exposed to it without wanting to.

We should mention that the vast majority of mods so far do not fall into the Sandbox category. Some change gameplay elements, such as the cost to order Supply Pods or the ammo count for your guns, and you will find these mods in the Approved category. This has been discussed widely, both within the team and with the community. We do not consider these cheats, and this is why:
•   Most of these mods are used in conjunction with other mods, like lowering the cost of resupply but increasing the enemy cap. The intent is usually not to make the game easier but to provide options for a different experience.
•   Making the game moderately easier is a very inefficient way to boost your progression; you still have to go through the mission loop. Improving your win percentage is not comparable to spawning millions of gold in a mission.
•   Some of these mods improve accessibility, such as increasing visibility. And yes, you could technically get an advantage with these mods. But the same reasoning applies. It is not a very efficient way of boosting your progression.
•   If you use these mods to get an advantage in missions, you are more likely to be bored as you make the game easier than intended. We have spent a lot of time tweaking the game to be as engaging as possible.

We have learned a lot about mods and modding throughout this process. And we feel that this solution does maintain the integrity of the progression system while also allowing players to access the wonderful world of DRG mods.


Clear tags for modded servers



Not knowing if a host was using mods was an issue in the past. While most mods didn’t impact your progression, you want to see what you are walking into. We have made it visible if a host is using mods and what mods they are using. You can also choose to filter for hosts with Approved mods or Sandbox mods in the server list.


System for handling activation and deactivation mods



We also wanted to have the game manage the activation and deactivation of mods based on the host you were joining. When you join a modded host using Approved mods, you will get a prompt detailing what mods are active and if you want those mods installed. Likewise, if you have Approved mods installed, those will be deactivated when you try to join a host that doesn’t have those mods installed.
If you have Sandbox mods installed, you will literally be in the modding ‘Sandbox’. You will only see others with sandbox mods installed in the server list. If you deactivate your Sandbox mods and change back to an unmodded save, you will have access to the full server list again. And you can do all of this from within the game, no restart needed.


On our choice of modding platform



Our last steam post detailing our choice of modding support platform and our approval process got many comments. We have read through all of them. All the feedback has helped us with developing the best modding support we can.
We picked up some different concerns in those comments, mainly around why we don’t use Steam Workshop, concerns about Mod.io in general, and if we will commit to approving mods regularly. We want to address all of those concerns in separate sections, so it will hopefully be clear to you why we have made these decisions.


Why Mod.io and not Steam Workshop
Steam workshop was a good option when we looked at developing modding support. We also looked at other platforms, each with its strengths and benefits. The key reason for choosing Mod.io was the Unreal SDK integration, support for the approval categories system we are planning, and solutions for uploading mods to the platform. While all of the platforms we looked at had different benefits, Mod.io was the best fit for our work. Mod.io also supports Windows 10 and Xbox, which provides interesting opportunities for expanding modding support to more players, but that is not something we have planned.

Concern about Mod.io user experience and validity as a mod platform
A lot of the comments to our past Steam post were about Mod.io as a valid choice for a modding platform. When we initially looked at Mod.io, it was apparent that many other games have active modding communities on Mod.io. Deep Rock Galactic is not the first game on the platform. We also met with Mod.io very early in the process and have worked closely with them over the past months, and our impression is that it’s a competent team of very experienced developers who have a passion for mods and modding.
Collaborating with Mod.io has been a great experience, and we are very satisfied with the integration and player experience mod.io as a platform provides to the game. It also became clear to us that Mod.io is working hard to constantly improve their platform, which shows significant promise for the future of the service.

Will approvals take long, and is it going to stagnate?
When we discussed the approval process, we talked early about whether we could commit to this long-term. We ultimately decided to dedicate time for approvals every weekday. The extensive work on the categories and the collaboration with the modding community makes the actual approval process less time-consuming than we initially thought. We are also sharing this workload between many of us here at Ghost Ship, so we plan on doing them every weekday for the next couple of months.



We can’t wait for you to try out modding support and all that entails. For now, that will have to happen on the Experimental Branch. Hopefully, the experimental version of modding support will soon graduate to the main branch, but with Update 35 looming around the corner there is a real risk that this one will have to be truly experimental for once.

With Love,
The Ghost Ship Crew

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Re: Deep Rock Galactic
« Reply #71 on: November 10, 2021, 11:34:25 PM »
3 Million Units Sold!
Wed, 10 November




Hello Miners!

What a launch we have had with Season 01! The reception has been overwhelming, and you broke EVERY record for Deep Rock Galactic! We are deeply humbled by the sheer dedication and positiveness of the DRG community. Let’s look at the numbers and celebrate together!

Since its launch in February 2018, Deep Rock Galactic has sold more than 3 MILLION units across Steam and Xbox. More than 4 million players have played the game - this number includes Free Weekends and GamePass players. And during the first weekend of Season 01, the peak concurrent players (CCU) reached 41.733 and moved Deep Rock into the absolute top of the most played games on Steam. At Ghost Ship Games, we are very proud of this achievement since building up our player numbers was a clear goal for the Season 01 release. So thank you all for playing the game this weekend and hopefully for months to come!

As we have already stated, we will continue to support and grow Deep Rock Galactic for as long as it makes sense to do. And when we break our records, it absolutely makes sense to continue, so there will be more Seasons in the future and more news from us on the growth of the franchise. We have already announced a board game adaption, and within a month, we’ll have more exciting announcements for DRG, including an updated roadmap. We need to spend a bit more time planning out the roadmap, so please bear with us until it’s ready.



For Season 01, we are looking at the metrics and feedback and are adjusting the numbers behind the scene. The Performance Pass progression is close to our target of 1 hour per level - so that’s good. The new mission, Industrial Sabotage, turned out to be even more challenging than we thought it would be, so we have already tweaked it. The mission is supposed to be hard, so we will not soften it too much. The new weapons are where we received most of the feedback, but it will also take the longest to get them right. We will need to see how they, in the long run, settle into the meta and how much they are actually used. So, for now, we are mainly focusing on bug fixes and more minor tweaks, but no re-balancing yet.

We are, of course, also working hard to fix as many crashes as possible. We are dedicated to patching and hot-fixing in the weeks following a release, but with the record-breaking player numbers, we have seen more issues than before. With the help of the community and the well-oiled support unit at Ghost Ship, we will manage this in good order (please join our Discord if you are in need of help). Finally, a big thanks to all who helped us during the Experimental Branch phase, where many issues were discovered and fixed for the launch.


With 3 million times love,
Ghost Ship Games


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Re: Deep Rock Galactic
« Reply #72 on: November 17, 2021, 11:25:15 PM »
Season 01: Patch 03
Wed, 17 November 2021



Hello Miners,

We have fixed a couple of crashes, made a number of improvements to missions and bug-fixed weapons - and you can again Rock and Stone without fear of encountering non-Hoxxes bugs.

Cheers,
The Ghost Ship Crew


--- PATCH NOTES ---
- Fixed a crash related to the game booting up
- Fixed a crash related to the game shutting down
- Fixed a crash related to armor components
- Fixed a crash related to late joining
- Fixed a crash that sometimes happened for clients - if the host shut down the game while the client was joining
- Fixed a crash that sometimes happened for clients trying to join as the game was transitioning (from mission to space rig - end screen to space rig)
- Attempt to fix a crash related to enemies dying from goo
- Attempt to fix a rare crash related to weapons when joining a mission
- Attempt to fix a rare crash in music manager
- Fixed a bug that caused ammo to not transfer correctly between Deep Dive missions, getting reset instead for clients
- Fixed a bug that prevented players from seeing changes in Doretta's health bar if they moved too far away from her
- Fixed a bug that caused a massive FPS drop if mouse sensitivity mode was changed to manual
- Fixed a bug that caused Macteras to do nothing if they were in too small tunnels or other tight places and close to their target
- Fixed a bug that caused weird Mactera behavior when they were targeting pipelines in Refinery missions
- Fixed a bug that caused the Minehead in Point Extraction to not animate properly
- Fixed the description of the Elite Enemies mutator in the Miner's Manual
- Fixed a bug that made Bet-C target enemies through thin floors
- Fixed a bug that sometimes caused the Grappling Gun to act weird / get stuck for clients
- Fixed a clipping issue with the Weapon framework/paintjob selector
- Fixed a bug that caused a preview in the equipment terminal paintjob/framework after exiting to main equipment view
- Fixed a typo in the motivational quotes on the Space Rig
- Fixed a typo in the Promotion pop-up
- Fixed that the Hoop Game were not always in sync for host and clients
- Added little collar under Tech Trooper helmet so skin is no longer visible
- Fixed a bug that made it possible for Sandbox players to join non-modded games if they joined through invites without having the game open.
- Fixed a bug that caused the enabled mods/max mod count to be wonk
- Fixing a bug that made the game show install error on mods when changing steam branch (even if the install did not have errors)
- Fixed a visual bug that made it look like a weapon was left floating mid-air if you tried to change weapons while carrying an object (also happened if you took out the laser pointer while carrying an object)
- Fixed a bug that caused the dwarves to prioritize grinding pipes instead of reviving teammates downed on said pipe
- Fixed a bug that made all “E” interactions inaccessible, if the player Rock and Stone’ed while returning a full canister to Doretta
- Fixed a bug that caused weapons to fire if you did Rock and Stone while charging said weapon
- Fixed a bug that caused the weapon crosshairs to be visible while using the Terrain Scanner
- Fixed a bug that caused the dwarves to grind if they were standing on a pipe and tried to add a segment (often causing unintentional, albeit hilarious, death by gravity)
- Fixed a bug that made non-depositable carriables (such as mule legs and tethers) to be depositable if a throw was canceled
- Tweaked the “un-stick dwarves from pipes” code to hopefully better un-stick dwarves from pipes they managed to somehow get stuck to
- Fixed a bug that caused Deep Dive objectives to give 100% PP reward even if you fail the stage the objectives were in. Objectives in completed stages still give full rewards as before.
- Hacking Pod can no longer spawn directly on top of Generator/data deposit.
- Hacking Pod should no longer be able to spawn ceiling above the data deposit
- Fixed a bug that caused the range to connect transmitter nodes to be almost double of the intended range.
- Fixed that enemies and Molly were able to go through the Data Vault after it opened
- Patrol bots killed by Inferno BC and then hacked no longer have a persistent “on fire” icon
- The outline of the Patrol bot now lasts more than 2 sec
- Fixed a bug that caused Subata's "Explosive Reload" Overclock to not affect the Caretaker's health
- Fixed a bug that caused Tether beams to go in weird directions if a client walks far away from them and then comes back
- Resupply Pods no longer block the Tether beam
- Item dispensers no longer leave behind one invisible inactive object if the item dispenser gets despawned (Hacking Pod did this after leaving)
- Fixed a bug that made Mission Control continue talking about defending the Hacking Pod after the Hacking was done
- Fixed a bug that made the dwarf say “light it up” lines when telling Bosco to defend Hack-C
- Added tutorial hint about Bosco being able to defend the Hacking Pod
- The Prospector is now spawning chunks of dirt for clients
- Changed The Prospector’s immunity phase so it can at max stay in it for double the normal duration if the limit of Patrol Bots has been reached
- Fixed a bug that caused difficulty having an effect on how the rest of the level was generated
- Added new Pass in Procedural Generation to prevent things from floating after mission objectives have been carved
- Tweaked font for Grenade, Flare, and Flashlight HUD elements
- Fixed Rival Tech DLC not being announced by pop-up in-game when purchased
- Fixed a skinning issue on magazine-lever on the GK2 Rival Tech Framework
- Added The Rival Tech DLC to the rotating list of DLCs on the info screen
- Haz 4 now defaults to unselected in the server list filter until the intro assignment: Conquer Hoxxes IV has been completed. Players can still manually enable it
- You can no longer slap the Gnome while holding a beer
- Changed flammable gas combustion to work with the temperature system which means most sources of heat can now ignite flammable gas.


- Fixed the Caretaker taking too little damage from the Corrosive Sludge Pump and other non-explosive AoE weapons
- Reduced the damage dealt by Patrol Bot explosive shot
- Reduced the damage dealt when a rolling Patrol Bot bumps into a player
- Reduced the damage dealt by the Caretaker phase bombs
- Updated the FX of the Caretaker Aoe electrocute attack

WEAPON FIXES AND TWEAKS

The first iteration of weapon tweaks is here. As always there will be more to come in the future as we collect more data and gather more of your feedback. So keep it coming!

- Minor LOK-1 inspection animation now works correctly when interrupted
- Autocannon T5 Fear upgrade is now properly affected by any damage radius increases
- Improved Plasma Carbine projectile handling for clients
- Reload-triggered overclocks can now affect weak points on boss-type enemies. (Explosive Reload now works on Caretaker)
- Fixed a bug that caused the Hurricane missiles to sometimes lose guidance when the rate of fire was high
- Fixed goo puddles sometimes visually glitching
- Fixed the torch on CRSPR flamethrower not animating after 1 sec in loadout
- Fixed the napalm upgrade on the hurricane not igniting gas clouds
- Fixed Subrata tracers not showing correctly
- Plastcrete MKII "bubbly" animation is now visible for clients
- Fixed case where LOK-1 rifle missed the target even though it indicated a hit.
- Fixed a typo in the Explosive Goodbye upgrade for the Breach Cutter
- Fixed a typo in the description of the Goo Bomber Special OC for the Corrosive Sludge Cannon
- Fixed a typo in the description of the Executioner OC for the LOK-1 Smart Rifle
- LOK-1 overclock Seeker Rounds now properly deal damage to the caretaker and get a damage bonus when hitting weak points
- Plasma Expansion Delay stat now displays correctly on the Breech Cutter
- Smart Targeting Software now works correctly on clients on higher hazards
- Minor LOK-1 inspection animation now works correctly when interrupted
- Autocannon T5 Fear upgrade is now properly affected by any damage radius increases
- Improved Plasma Carbine projectile handling for clients
- Reload-triggered overclocks can now affect weak points on boss-type enemies. (Explosive Reload now works on Caretaker)

Hurricane GRS

- Nitroglycerin Compound upgrade now increases explosion damage instead of impact damage
- Reduced the heat bonus of the Napalm-Infused Rounds upgrade
- Reduced the armor break bonus of the Anti-Tank Missiles upgrade
- Slightly reduced the area damage bonus of the Zip Fuel upgrade
- Changed the Napalm-Infused Rounds upgrade to convert the damage to heat just like the PGL and reduced how much damage is converted
- Increased the bonus of the Increased Blast Radius upgrade

Plasma Burster OC

- Increased the maximum number of projectiles that can be guided at once
- Fixed Plasma Burster OC not working properly with T5 upgrades

Corrosive Sludge Pump

- Reduced the DoT bonus of the Fluoroantimonic Acid upgrade
- Reduced the puddle size bonus of the Air Sensitive Compound upgrade
- Increased the damage bonus of the Potent Goo Mix upgrade

Volatile Impact Mixture OC

- Significantly reduced the puddle lifetime penalty and the DoT duration penalty

LOK-1 Smart Rifle

- Changed the Piercing Rounds upgrade to a Super Blow Through upgrade increasing the number of penetrations
- Moved some of the lock-on speed bonus from the Sutter Speed Sensor upgrade to the base weapon

Neuro-Lasso OC

- Reduced the lock-on speed penalty
- Extended the time before all locks reset

DRAK-25

- Extended the duration of the speed boost from the Hot Feet upgrade

Missing from initial patch notes:

- Extended the range of the Heat Radiance upgrade on the Flamethrower to match the Cold Radiance upgrade on the Cryo Cannon.
- Increased the pressure gain rate penalty on the Tuned Cooler OC for the Cryo Cannon

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Re: Deep Rock Galactic
« Reply #73 on: February 01, 2022, 11:26:33 PM »
Board Game Kickstarter Date, 4th Year Anniversary, and Season 02 status
Tue, 1 February 2022



Sign up here for the Kickstarter! https://www.kickstarter.com/projects/120302834/deep-rock-galactic-the-board-game



Hello Miners,

January has been a busy month with a very successful release on PlayStation and the team working hard on Season 02 content. February looks to be just as exciting with the launch of the Deep Rock Galactic Board Game Kickstarter, the 4th year anniversary of DRG. We will also be revealing more of the secondary weapons you will get to use once Season 02 lands. So, let’s dive into all these events, shall we?

DRG Board Game Kickstarter to launch on the 10th of February
Last week we revealed the coming-soon page for the Kickstarter and now we can reveal that the Kickstarter campaign is just around the corner as it will launch on February 10. We have previously told you about the development of the board game here and here, and since then, there has been extensive playtesting and rules refinement. We have added a Deep Dive variant, introduced Hazard levels, adjusted pacing, clarified the rules, and tweaked numbers and card texts.

And just to be clear, once again, all the work on the board game is done by MOOD Publishing and the designer, Ole Steiness, with us acting as IP stakeholders and playtesters. The internal production team at Ghost Ship is hard at work on Season 02.




The Kickstarter will offer several pledge levels and will ship worldwide with local distribution hubs to minimize transport costs. The base pledge level will provide the standard box of the game where the four dwarves are sculpted miniatures and all enemies are cardboard standees. The Deluxe pledge level replaces all the cardboard enemies with 34 high-quality miniatures. And finally, the collector's edition consists of the Deluxe box with a bunch of merch and other extras thrown into the mix. Pricing will be revealed when the Kickstarter goes live - we have tried our best to price it reasonably and in line with similar Kickstarters.

Go sign up for the Kickstarter here and join thousands of dice-loving dwarves!




4th Year Anniversary for Deep Rock Galactic
It’s hard to fathom but we are soon reaching 4 years in orbit since the Early Access launch of DRG back in 2018, February 28th. Since this is almost tradition now, we will celebrate this with both an in-game event and live-streaming from the office of Ghost Ship Games (here is last year’s stream). The current plan is to start the event on February 24th and run it for a week with the live-streaming taking place in the afternoon on Friday the 25th of February (central European time). We will have more details on this when we get close to the date.

Status on Season 02
Everything is moving along nicely with the content for Season 02. Last week we revealed the first of the new secondary weapons, The Nishanka Boltshark X-80, and we will reveal the next one in our weekly developer stream on Thursday next week (February 10th). As promised in the roadmap post, the new season will of course also include a new Performance Pass chuck full with cosmetics to unlock. On top of this, we are working on a new season Event and a special season-themed Warning Mutator.

We do not have a specific release date yet, but it looks like April is a likely target. This means you still have time to complete the Season 01 Performance Pass. And should you miss out then fret not: all the unclaimed content from the Season 01 Performance Pass will go back into the game to be obtained through Cargo Crates, Lost Packs, Cosmetic Matrix Cores, and the Shop.


With love
Ghost Ship Games
 
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Re: Deep Rock Galactic
« Reply #74 on: March 24, 2022, 11:34:03 PM »
S02: Rival Escalation
Thu, 24 March 2022



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