Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on June 29, 2017, 04:52:02 PM

Title: Deep Rock Galactic
Post by: Asid on June 29, 2017, 04:52:02 PM
(http://cdn.akamai.steamstatic.com/steam/apps/548430/header.jpg?t=1497219723)

Join a team of badass space dwarves in this stylish 1-4 player co-op FPS. Fight, dig and explore your way through enormous procedurally generated cave systems, uncover the riches, and make it out alive...


Official Site: Here (https://www.deeprockgalactic.com/)
Official forum: Here (http://steamcommunity.com/app/548430/discussions/)
Wiki:Here (http://deeprockgalactic.gamepedia.com/Deep_Rock_Galactic_Wiki)
Steam: Here (http://store.steampowered.com/app/548430/Deep_Rock_Galactic/)


Single-player, Multi-Player, Co-op


E3 Reveal trailer
https://youtu.be/GJBMIoswMHY


About This Game
DEEP ROCK GALACTIC is a first-person co-operative sci-fi shooter for up to 4 players, featuring fully procedural and destructible environments to explore, mine, and explode your way through to reach your objectives. As a team of veteran dwarven space miners, you must take on perilous missions for the interplanetary mining corporation DEEP ROCK GALACTIC and go where no-one else dares - into the deepest, most dangerous cave systems of the most hostile planet ever discovered.

Features:
•   TEAMWORK ABOVE ALL - For efficient traversal and exploration as well as combat, you will need to rely on your teammates.
•   A MATTER OF CLASS - Pick the right class for your play style - mow through enemies as the Gunner, scout ahead and light up the caves as the Navigator, chew through solid rock as the Driller, or support the team with defensive structures and turrets as the Engineer.
•   CARVE YOUR OWN PATH - Fully destructible and procedurally generated environments means there is no set path - it is up to you how to reach your goal.
•   THE TOOLS THAT YOU NEED - A plethora of tools and gadgets at your disposal means no obstacle is insurmountable.
•   INTO THE DARK - The only light is what you bring, and the pitch-black alien caves will not give their riches up easily.


(http://cdn.akamai.steamstatic.com/steam/apps/548430/ss_df102445354eb04bd400899dd0b2f0f0c8183128.1920x1080.jpg?t=1497219723)

(http://cdn.akamai.steamstatic.com/steam/apps/548430/ss_d50c822a409fb69a5cdf91e1319d60250ccc5ee2.1920x1080.jpg?t=1497219723)

(http://cdn.akamai.steamstatic.com/steam/apps/548430/ss_021b796909cd63e10bc13dd8d5f547d0a36d29ce.1920x1080.jpg?t=1497219723)

(http://cdn.akamai.steamstatic.com/steam/apps/548430/ss_417d52cf443e3cdf4b9f04620517799d9c6e4dae.1920x1080.jpg?t=1497219723)

(http://cdn.akamai.steamstatic.com/steam/apps/548430/ss_43f539cffb2e0db2123ec2fcc0dbac1b5cf5768f.1920x1080.jpg?t=1497219723)

(http://cdn.akamai.steamstatic.com/steam/apps/548430/ss_fa9e8dd21546d87f902ed66eba5e31130a8f5991.1920x1080.jpg?t=1497219723)

(http://cdn.akamai.steamstatic.com/steam/apps/548430/ss_1a376fc74879170c0b6d937b91f7613d48e2a8db.1920x1080.jpg?t=1497219723)

(http://cdn.akamai.steamstatic.com/steam/apps/548430/ss_340a797d11e9b157c01de6c01e871bdcaf8d0269.1920x1080.jpg?t=1497219723)

(http://cdn.akamai.steamstatic.com/steam/apps/548430/ss_4b1b0c6c93d6a159344ecea42c29caecd5a9e66f.1920x1080.jpg?t=1497219723)

(http://cdn.akamai.steamstatic.com/steam/apps/548430/ss_a5ce94583ba8daa718363c09aade1f93fc6baae7.1920x1080.jpg?t=1497219723)

(http://cdn.akamai.steamstatic.com/steam/apps/548430/ss_ec42a86c6cd8d8eb2f500ad47962f629a0cf8a91.1920x1080.jpg?t=1497219723)

(http://cdn.akamai.steamstatic.com/steam/apps/548430/ss_c26ef8ef1f64d90308260ace0848a2d01128ca12.1920x1080.jpg?t=1497219723)

Title: Re: Deep Rock Galactic
Post by: Asid on August 28, 2017, 02:25:11 PM
Closed Alpha - Update 5: Dreadnaught

Hello Miners!

Update 5 is here for the Closed Alpha! But what's in it? Here's the list of everything that's been added and/or changed:

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/fa8d0d2d58b4cec9014ac26b2b3f2793be7b297e.jpg)

Complete Overhaul of Glyphids!
•   New Models
•   New Animations
•   Overhauled sound
•   Enhanced Shaders

New Creatures!
•   Maggot - harmless critters that just hang around in the caves. So squishy.
•   Loot Bug - big fat grub full of tasty resources. Once you Pop, as they say...
•   Spitballer - a towering, sentient plant that shoots explosive spore pods at intruders.
•   Cave Vine - inquisitive polyps hanging from the ceilings.
•   Deeptora Swarm - swarms of stinging, angry insects. Destroy their hive to get rid of them.
•   The Dreadnought - the biggest and meanest Glyphid to date. You see the Dreadnaught coming at you, you better be prepared for a tough fight!

Improved Creature Behavior
•   Better Pathfinding
•   More Responsive Behavior

New Mission
•   Go on an entirely new mission for Deep Rock Galactic, codenamed “Lost Overhang”.

Biomes
•   Ongoing work on enhancing underlying systems, allowing for more diverse biomes in future - much more to come
•   Tweaked basic biome to support the new features

Razer Chroma Support
•   Different Color Scheme based on which class you play
  o   The numpad keys lights up in the colors of the corresponding Character Class
•   F button lights up when you are able to throw Flares
  o   Throwing a Flare makes a ripple effect
•   Health represented from F1 - F12
  o   All keys blink red when taking damage to health
•   Shield represented on PrtScn, Scroll Lock and Pause buttons.
  o   All keys blink blue when taking damage to shield
•   R lights up green while reloading
•   WASD are red, indicating the basic movement list

Audio
•   Tons of new or overhauled Sound Effects
•   Loads of new ambient Music
  o   For Extraction
  o   For Mini boss
  o   General Gameplay
•   Lines for Dwarf Salutes

Dwarf Stuff
•   New Running Animations (in first person view)
•   New idle animations for all weapons
•   The dwarves now bust a move when there’s music playing nearby on the space rig
•   Salute your fellow dwarves using the V key ingame
Title: Re: Deep Rock Galactic
Post by: Asid on September 30, 2017, 10:52:03 PM
Our First Vlog!
29 SEPTEMBER   - COOKIEMANN

Hey Miners!

For all of those who like behind the scenes of game development and / or like our game Deep Rock Galactic, we will try to give you a weekly Vlog. We will talk about where we are in the production of Deep Rock Galactic, and try to answer some questions from fans.

Watch it now below ⬇️!


https://youtu.be/eafAk4XrgSc


Please give feedback on what you think about this format :)
Title: Re: Deep Rock Galactic
Post by: Asid on February 28, 2018, 04:09:24 PM
(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/be96680cc9192117109cc83bf42c17cb1826f4f5.png)

https://youtu.be/llqM5lLVnYg


HEY MINERS!

It is a great day to day as the game is available for you now!

See you in the mines of HoxxesIV!

http://store.steampowered.com/app/548430/Deep_Rock_Galactic/
Title: Re: Deep Rock Galactic
Post by: Asid on March 01, 2018, 05:22:43 PM
A big thank you! Oh, and details on our next patch!

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/27142043/82728c93015293cd64b21f9d08cab54bc83bf36b.png)

Hello Miners!

Deep Rock Galactic is now released, signifying the culmination of almost TWO YEARS of probably the most stressful and most satisfying work we have ever been involved with. What a ride it's been so far. :smile:

You, the community, have been absolutely stellar ever since Day 1. You've been so bloody awesome to work alongside on creating this game from the ground up, and we are just floored by the reception we've been getting in return. Feedback has been above and beyond anything we ever expected and it's been (and will remain) an enormous help and source of motivation for all of us here on the team. From the bottom of our hearts, thank you.

Now begins Chapter 2 - the Early Access process, where we take this game from a functional but still kind of rough version, to the finely tuned experience we have in mind. Make sure to click that Feedback button in game to help us produce the road map for the coming year!

On top of that, we are already hard at work on the very first patch as well, bringing such goodies as:

•   Keybindings! (Because of course, it just didn't make it in in time!)
•   More beards! (And shame on those who assumed we wouldn't add more - it's a game about DWARVES, for goodness' sake!)
•   FPS capping! (Because nobody wants to set their GPU on fire!)
•   Better Drop Pod landings! (Because honestly it was a bit annoying that it kept landing with the entrance facing into a wall!)
•   Option for turning off sending metric data (Because privacy matters)
•   Updated all the languages
•   An absolute ton of minor bugfixes and tweaks! (And lots more to come!)

So, for now, dig deep, dig greedily, and keep watching this space for more info. We might have to pop open a few bottles of champagne (the human equivalent of beer) at the office first though...

Rock and Stone, Miners!
Title: Re: Deep Rock Galactic
Post by: Asid on March 02, 2018, 04:05:27 PM
BINDS N' BEARDS!

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/27142043/6289b91762a34864cca96b1dfb4ae5dff60748d9.jpg)

Hi Miners,

Here are the detailed patch notes for Update 8. This our first patch since launch. We aim to publish updates like this on a regular basis, probably a bit faster here in the beginning.

New
- New reload for the Jury-rigged Boomstick
- New soundFX (death splat sound, tutorial pop up sound, revive sound, maggot ..)
- Added "Give Us Feedback" button to Escape menu
- Max FPS option
- Added option to disable analytics
- Added Keybindings to Options -> Control menu (yeah, it's 2018, and NOW we got key-bindings!)
- Disable server list when already hosting
- Only show Info Screen once per session
- Added a new dance to perform at the Jukebox
- Added first batch of new beards and hairstyles ( Beard System is under construction - some clipping will occur with some beards )

Fixes & tweaks
- Fix: Memorial Hall upgrade at Player Rank 5, 7 and 8
- Fix: Grappling Hook intersects with poison clouds
- Fix: Complexity and Duration on serverlist
- Improved Friend Inviting on Steam
- Sentry Gun fixes and tweaks
- Fixed Mixer names on enemies being wrong if several people spawns enemies
- Fix for Push to Talk
- Fix Glyphids playing run animation while not moving after being hit
- Fixed various spelling errors and typos
- Fix for Game Server Name (should work now!)
- Try to fix players are unmuted when someone else joins
- Improved Crafting menu layout
- Cabin Sign font should be more readable
- Fix: Supply Pod leaves red squares when it goes down
- Lots of crash fixes (thanks for the reports!)

Localization
- Updated all languages with latest from Crowdin community
- Note: since we are also adding new text, you will keep seeing some part of the game in English
- Fixed some text in Space Rig not showing correct in Russian
- Note: we have several more languages that will be added in the next update (Italian, Japanese, Croatian and Finnish) - they didn't make it in this time, sorry!

Known issue:
- Disband Team can take a LONG time
Title: Re: Deep Rock Galactic
Post by: Asid on March 09, 2018, 12:45:08 PM
Update 9: Drill You Later!
9 MARCH - COOKIEMANN (GSG QA & COM. MAN)

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/26656007bf4414ed2c9dfe4f93cf2eba42f2916e.png)

Hello Miners!

Deep Rock Galactic has now been in the wild for 1 week. We have finished celebrating the awesome launch (yeah!) and are now hard at work getting new updates out. Inside the game, we have a nice feedback button, and a big thanks to the thousands of you who have already taken advantage of this. It’s an extremely big help. Below, you can read about the update.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/7deb5559c548753236144a075440916054e7f3ca.png)

--- Driller Buffs ---
The Driller is probably the most unique class in Deep Rock Galactic, so we were sad to see our iconic drilldozer valued below the other three classes in usefulness. Therefore, we have tweaked both his Flamethrower and Drills. In the detailed patch notes below, you can see the exact stat changes, which might also give you some hints on how to better utilize the Driller.

--- Payout on Mission Failed & Kicking ---
Two issues pretty quickly started to show themselves: Dissatisfaction with the way we’ve handled a Mission Failed scenario in regards to payout, and the fact that players could be kicked from the team at any given time. We’ve worked out a first pass on a solution for both these, as listed below:

•   Firstly, it used to be that failing a mission meant NO payout at all. Now, failing a mission will give you a compensation of 25% of the minerals stored in Molly at the time of the mission ending.
•   Secondly, getting Kicked from a team will result in a Mission Failed case, where you will receive compensation based on what was added to Molly since you joined that session.
•   It is now no longer possible to Join or being Kicked from a team once the Drop Pod has been called and the final countdown has begun. This is a test for now and we’ll monitor the outcome - and it’s a pretty easy fix, so we can quickly backpedal if needed.
•   Also, it is extremely important to understand how Mission Complete works. You might think that the rewards are split out between survivors. They are not. We calculate the total and then each player in the session gets that same reward, regardless of the size of the team. On top of this, each surviving player adds a Survivor Bonus, which has been boosted also. “Leave No Dwarf Behind” should be the ethos here - the more players manage to get out alive, the greater the bonus for all involved!
•   We have elected not to implement vote-kicking with this update, despite some players asking for it. It’s a fair bit of work to implement, and we are not completely convinced it is the way to go at this point. That said, there are good arguments both for and against this feature, and we will continue to monitor the situation. The same goes for a vote button on Molly.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/3184374c82ed6162ab92c96dfde960527e3215d2.png)

--- Bosco ---
Detailed in the patch notes below, Bosco has received a fairly significant buff, and his ability to kill Cave Leeches should have been improved. We write “should” since this issue will need further work to squash fully, but it should at least be a better experience all round now.

--- Trading Cards ---
This one is a bit embarrassing. Turns out you have to manually have to publish the Trading Cards when you launch a new game on Steam. Whoops. The good news is that they are implemented now and await harvesting!

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/7ab36af3a707e3c3a79e5bc920ac33f16fe03291.png)

--- Roadmap ---
Midweek, we had a big feedback meeting here at the Ghost Ship office. We’ve gathered all the feedback from you, the players, as well as feedback from the dev team and our partners. There are SO MANY cool things we can and will do to expand Deep Rock Galactic. Task for now is to choose which ones go in the game, and in which order, and we plan to reveal a greater and more comprehensive road map for the coming months over the next few weeks.

--- Patch Notes ---

•   Mission End
o   Survival Bonus is doubled up from 75 credits to 150 credits pr surviving player. NOTE: we wanted to extend this to Material bonus as well, but that requires significant rework of the End Mission UI, so that will have to wait.
o   Mission Failed now gives a 25% compensation reward based on minerals collected

•   Co-op sessions
o   Getting kicked now results in Mission Failed, compensation based on contribution
o   Added a new flow and info for Kicking and getting Kicked
o   You can no longer Join a session after Drop Pod has been called
o   You can no longer Kick a player from a session after Drop Pod has been called
o   Tweaked text on Mission Map in regards to new public/ private flow
o   Reworded Server List filter to Show Open and Show Password Servers
o   Add Private Server checkbox in escape menu
o   Added indicator for a joining player to team view

•   Solo mode
o   Bosco should now save you from the cave leeches more consistently
o   Bosco now also gets to play with the big lights. He goes woosh and then you can see a lot more than before :)
o   Bosco now has friendly fire reduction 0.2 instead of 1
o   Bosco Deals 100 % more damage (doubled from 3 to 6)
o   Bosco now gets a 250% speed boost when you order him around. Also increased his acceleration from 300 to 550

•   Class Balance: Buffed the Driller’s tools
o   Flamethrower Fuel capacity upped from 160 to 270 units, and each canister holds 90 instead of 80 units. That means the flamethrower now has fuel for three full reloads instead of two, and each reload holds more fuel.
o   Flamethrower Range upped from 8.5m to 10 m
o   Power Drills: Fuel upped from 30 to 35
o   Increased walk speed while drilling with 10 %
o   Melee damage with drills: Attack speed has been DOUBLED, while the damage of each attack has been lowered from 10 hp to 8 hp. (to compensate for double attack speed)
o   Upgrade Melee Drill damage: 5 hp to 4 hp (to compensate for double attack speed)

•   Intro screen
o   Added patch notes (this text) to Intro screen
o   Text & Button for Steam group no longer shown when rewards have already been claimed

•   Sound, Effects & Animations
o   Idle animations on Pistol and Revolver (also triggered by Reload on full ammo)
o   New Spitballer sound and Maggot sound
o   Changed the flamethrower smoke back to black... It was white, and it was a mistake.. Now it looks awesome again!

•   Caves
o   More cave shapes added to the random generator.
o   More randomness on existing cave shapes.
o   New sticky web environmental hazard. Don't get caught!

•   Localization
o   Added language selection to Intro screen
o   Croatian, Finnish, Italian and Japanese added
o   All languages updated (as usual new features lagging behind, will show English)
o   Updated community translator credits
o   Added missing characters for Polish language.
o   Some buttons with text did not correctly update after a new language was selected.

•   Misc Fixes
o   Vanity items would sometimes not be correctly displayed on the dwarves in the terminals.
o   Key '5' is now available for custom key bindings
o   Fix Late Join crash if joining right when the level ends.
o   Fixed: you can no longer edit the Hint text while loading!
o   Maptool not updating correctly when terrian changes
o   Disabled Enter key for password pop-up (resulted in a broken state).

•   Known Issues
o   Mouse sensitivity has several issues affecting some players. We are working on a solution, but it didn’t make it into this patch
o   Multiple monitors: For some users the game starts on the wrong monitor.
o   Typing a wrong password when joining a password protected server results in a “Multiplayer Session Ended” pop-up.
o   Rejoining a game forces you into youtr previous Class no matter what you select. Many players have asked for a way to lock the game to one of each class. This has many design and implementation consequences, but it’s something we will address soon
o   If the Host quits the game (“Exit to Desktop”) or crashes or Alt-F4, connected players will get a “Multiplayer Session Ended” with no rewards (and the Host is not rewarded either). This is more a point of information on how the game works than a Known Issue.

Title: Re: Deep Rock Galactic
Post by: Asid on March 16, 2018, 11:47:10 AM
UPDATE 10: TUNNEL VISION?
Deep Rock Galactic - Cookiemann (GSG QA & Com. Man)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/27142043/9996d9ea0579e70afbe5cca4f3fa5a88977009ec.png)

Hi Miners

We have another update here with both some important fixes and a bit of new content. Along with these smaller updates, we are now initiating some larger content and feature development. More on this later, when we reveal a larger roadmap of things to come.

--- TUNNELS ---
Before update 10, all tunnels connecting the various cave rooms were basically the same shape. We have now added different shapes to the various regions (biomes) and will continue to evolve this system for more spatial variation and identity.

--- FIRST PERSON VIEW MODELS ---
The weapon and hand/arms models in the first person view used to be set to a FOV of 100. This resulted in both stretched models and some clipping. We have now lowered this to 90 along with some other resizing tricks resulting in better looking weapon models and much less clipping.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/27142043/7d830196748b29e762139f72a939003825fba6c9.jpg)

--- FIX REQUESTS ---
We picked some high priority issues reported by the community and did our best to fix them. This is an important part of the Early Access program and we will continue to set aside time to fix issues, big and small. This is an iterative process, so continuous feedback on the various issues are more than welcome.


--- PATCH NOTES ---

COMMUNITY REQUESTED FIXES
•   Fixed several issues with mouse sensitivity. Sensitivity was not the same in Space Rig and in a Mission, they are now the same. Sensitivity had different values for horizontal and vertical, they can now be set in option.
•   Steam Region search option (Note: this one is hard to test for us, so any feedback on the value of this is welcome)
•   Disconnecting controller no longer disables mouse and keyboards
•   Test fix for primary monitor (somewhat untested!)
•   Fixed Grappling hook infinite life bug

CAVE CONTENT
•   First implementation of different tunnels for every planetary region
•   Added crystal spikes than can drop from the ceiling in Salt Pits
•   Sticky Goo added to Fungus Bogs

MISSION MAP
•   New icons for Complexity and Length. It should now be more obvious that Complexity is a serious difficulty increase.
•   Complexity icons now shown above Mission icons
•   Mission payout directly show below Mission icons

WEAPON VIEWMODELS
•   Changed viewmodel FOV for 100 to 90
•   First person view of Weapons are now less stretched
•   Reduced overall clipping issues

SCOUT TWEAKS
•   Sawed off Shotgun shoots 15 pellets dealing 6 damage each - increased to 10 damage each
•   Sawed off Shotgun Max ammo 30 bullets - decreased to 16
•   Sawed off Shotgun Max Ammo Upgrade - decreased from +10 to +8

ANIMATION, SOUNDS & EFFECTS
•   Driller Pistol Reload Animations
•   Driller Pistol and Scout Shotgun are now considered reloaded when it fits the animation, not when the animation ends. This will be implemented on other weapons when they get their own reloads. (Sound update missing)
•   Fixed console background anims on clients
•   Laser Pointer gfx update
•   Background removed from Interact popups
•   Damage Overlay gfx updated

LOCALIZATION
•   Added more space between text lines on terminals (for accented languages)
•   Updated all languages from Crowdin

MINOR FIXES
•   Server list defaults to not show password servers
•   Asteroids no longer smooth shaded on loading screen!!!
•   Controller Right stick is now used as mouse scroll wheel
•   Remove Steam Friend test when inviting friends. Private sessions should handle it better now and it was preventing clients inviting friends that were not friends with the server.
•   Fixed Molly not being Golden in Memorial Hall when unlocked
•   Make Molly and the large spiders prefer to walk on floor
•   Fixed Weapon crash
•   Enemies are no longer "staggered" by physical damage (Melee)
•   Fixed updated Ammo and Clip size was not applied when you first spawned into the mission
•   Changed Item scale in first person so that they clip less with other objects.
Title: Re: Deep Rock Galactic
Post by: Asid on March 23, 2018, 12:02:47 PM
Update 11: DEAD AND GUN
Deep Rock Galactic - Cookiemann

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/27142043/1bfa31a2f0f50e69a9f0daec4a9237b98701dfca.jpg)

Hi Miners

This week's update contains some cool new features, some important tweaks and several bug fixes. Until now, we have pumped out updates on a weekly basis. Next week, there will be no update as we have Easter vacation here in Denmark (yeah, developers need some rest too). After Easter, we will decide on whether to go into a two-week cycle, continue with one-week updates or something else.

COMMUNITY REQUESTED FIXES

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/37d6fd89f7fa251a1a1cda75f317ce761fb25474.png)

•   GUNNER GATLING GUN REWORK
There’s a been a lot of talk about the Gatling Gun being too weak especially on higher difficulties. We agree, and we have made a bunch of tweaks to it:
o   Starting Ammo Capacity changed from 1800 to 1600 rounds.
o   It is now fed ammo continuously from a single, upgradeable ammo drum - no more reloading!
o   Overheats slightly faster - tweaked from 10 seconds of continuous fire to 9.
o   Overheating is more punishing - time to cool down raised from 8 seconds to 10
o   Upgrades reworked: Upgrades involving ammo and magazine increase have now been made to only focus on the magazine size. First upgrade originally gave you +400 bullets to max ammo it has been changed to +400 to magazine size. Second magazine upgrade will give you a total boost of +400 bullets where it before only increased the magazine size. Resulting in the Gatling Gun packing impressive 2400 bullets when maxed out!
o   New Tungsten Bullet upgrade for Gatling Gun has been added allowing you to boost the damage 25%. A mandatory upgrade for players with affinity for Extreme difficulty.
o   Added smoke effect to make it more obvious when you overheats

•   A BETTER BOSCO
If you pointed at a really tiny chunk of unmined minerals Bosco would go there and not find the tiny chunk then abort the task. Now he can find the chunk and dig it. Bosco is also much better at not sneaking up in front of you when you are mining. All quality of life fixes to you favorite drone!

NEW STUFF

•   TEAM CAMS LET YOU STAY IN THE ACTION
1st iteration of Team Cams - Keep an eye on your teammates are doing while you are incapacitated. Now it is less of a downer being down!

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/ddc3f35066b65d76429ac164f017c5ea0d10ab06.png)

•   ELECTRO CRYSTALS
Deadly Electro Crystals have been added to Crystal Caverns. Don’t get too close - they pack a punch!

•   TRAVERSAL TOOLS PROHIBITED IN DROP POD
Platforms (and Supply Pods) can not spawn/ attach to drop pod anymore. We get it... some of you had fun filling up the Drop Pod with platforms, but Management reminds you that Platform Concrete is notoriously hard to clean out!

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/2bb47f21eb4531b3f308ddb58126cefd85b19ad2.png)

•   GRAVITY RECALIBRATION
A temptingly tantalizing button called “Gravity Recalibration” has been activated on the Space Rig. Management will likely frown on employees abusing it - but it’s so big and red...

•   FIXED STEAM REGION SEARCH
Before some people had a hard time finding games in their own region. We have fixed this now (we hope)!

...And tons of minor stuff, mostly bug-fixes behind the scenes, but also small visual upgrades. For full overview see the patch notes below.

FULL CHANGE LIST

•   CAVE CONTENT
o   Electric Plants are now Crystals and can be found in the Crystal Caverns Region
o   Try to prevent dead end tunnels when they are really small and have tight bends.

•   WEAPONS & TOOLS
o   Gatling Gun reworked
o   Pickaxe will be less aggressive in hitting non hostile objects
o   FIX: Grappling hook getting stuck in grapple mode
o   Prevent Pickaxe when using Last Equipped weapon key
o   Rephrased super shotgun upgrade to match that it does not get double barrel fire only faster fire rate.
o   Fixed Shotgun reload speed upgrade not showing correct numbers

•   BOSCO
o   Bosco can now detect smaller veins of minerals when you order him to mine
o   Bosco is now be better at not being in the way when you're mining minerals

•   HUD / UI
o   FIX: Control layouts now contains Controller Layout (again)
o   Fixed large upgrade digits barely fit in the UI
o   Mission Map locked mission gfx update
o   Mission Map: Mission Icons now transparent if mission is locked, Password has correct spacing
o   Fix ui bug if incoming player is kicked before he selected character

•   SPACERIG
o   There is a new switch in the space rig, I wonder what it does?

•   DOWN CAMERA MODE
o   Cycle through players while waiting to be revived or for the game to end. No more staring at your soon to be corpse!

•   SERVER LIST
o   Server List got a facelift
o   Fixed Search Distance in server browser

•   SAVEGAMES
o   Beta branches in Steam will now save to separate save games. (Copies the save from main the first time). A backup save will now be saved after each mission, it checks total character XP so it should never be overwritten by a game with less progress.
o   Create backup save before upgrading to version 11 savegame

•   LOCALIZATION
o   Updated all languages from Crowdin
o   Korean added to game

•   SOUND, ANIMATION & EFFECTS
o   Improved cave leech sounds
o   Made Fire animations for flamethrower and gatling gun loop correctly instead of starting over repeatedly
o   Fixed tracer on assault rifle
o   Shield & health damage overlays now clears after revive
o   Drop Spike audio fix
o   Added maggot crawl audio
o   Tweaked camera offset on 1st person arms.
o   Gatling Gun muzzle particle offset tweaked
o   Tweaked Tentacle audio location
o   Add Weapon Sway to all items
o   Added new gatling overheat particles
o   Power Drills is now smoking when they overheat.
o   Scaled up the flamethrower particles

•   MISC FIXES
o   Minor fix. Make molly prefer positions on floor when searching for random spot
o   Try to fix/improve network errors. Enable kick of players that have not selected a character
o   Fixed flare gun flare randomly getting ejected from walls when they are destroyed nearby
o   Fixed depth meters for Biomes
o   Better support for pathfinder blockers and danger zones. NPCs recalculate paths when entering an area that has changed.
o   You can no longer revive while carrying a gem
o   Fixed enemies not being able to walk where the drop pod was landed after it has taken off
o   Platforms can no longer form inside the drop pod
o   Supply Pods can only be called down on terrain.
o   Better host quit message
o   Newest FOV changes... moved the weapons a bit further away in some animations
o   Fix dwarf status is not shown on endscreen

Title: Re: Deep Rock Galactic
Post by: Asid on April 14, 2018, 01:57:39 AM
Update 12: Flies N' Finance
Deep Rock Galactic - Cookiemann

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/c60c3ec95f9ca05eb7fa588fb2967316da92c720.png)

Hey Miners!

It’s patch time again, and we have a bunch of cool new stuff for you! Tweaks, bug fixes, and the first new enemy! Also, along with these smaller updates, we are now initiating some larger content and feature development. More on this later, when we reveal a larger roadmap of things to come.

COMMUNITY REQUESTED FIXES

BOSCO JOINS YOU IF YOU START A HOSTED GAME ALONE
A very popular request from the community has been for Bosco to join you when you start hosting a game. This way you can start mining with Bosco assisting you, while you wait for your friends or strangers to join your game. We have done a rough first implementation with no bells and whistles, and it works like this:

•   Bosco joins you when you start hosting a public/ private game and head in alone.
•   When the first a player joins your game, Bosco will self-destruct for that game session.

JADIZ BUFF
Jadiz has been one of the hardest crafting materials to collect and we have buffed it! Jadiz will now spawn a bit more often in the Crystalline Caverns region and we have changed the value range of it from 7-18 to 10-18.

WANT NICE CLEAN SCREEN SHOTS?
Some of you have been requesting been able to take nice clean screenshot and we actually also need that feature! Now you can Hold [H] to toggle the HUD on/off.

NEW STUFF

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/4ed707197593d8ff06e86d41adbca698d198709b.png)

•   NEW ENEMY: SAY HELLO TO THE MACTERA SPAWN!
The Mactera Spawn is our first proper flying enemy. It will attack from a distance using its vomit attack. Smack that Fly!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/7591fdcd92ae553e6dd537a321fd010cb81b3488.png)

•   SWARMER TUNNELS
You can now come across strangely looking small tunnels coming out of the walls. Glyphid Swarmers live here. They are very territorial and will aggressively defend their nest! A simple advice: Avoid them!

•   CAVE LEECH LETS YOU GO “GENTLY” WHEN IT DIES!
Previously, when a dwarf was dropped from a dying Cave Leech, he might drop for a long distance, mysteriously taking no fall damage, which was as designed but seemed weird. Now the Cave Leech slackens its’ tongue and lowers you down more gently, making it seem more realistic that you don’t take fall damage.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/0adc584823d546ea1fd22a2807c3c2c650ff1e53.png)

•   DESTRUCTIBLE ARMOR ON GLYPHIDS!
Direct enough firepower to those pesky armor plates to shoot them off and expose the soft underbits underneath!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/e625af259fbb742b7e48e075c58cb7dbb987e952.png)

•   NEW PASSIVE CREATURE: IS IT A PLANE? IS IT A BIRD? NO IT‘S A FLYING JELLYFISH!
The Dense Biozone region of Hoxxes is now inhabited by large, passive, flying jellies.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/113ce5b2078965e34b527eac94744ddc47041f34.png)

•   MINERAL TRADE TERMINAL
In the Mineral Trade Terminal you can trade your credits for crafting materials, but be advised that materials are priced fairly exorbitantly. You can also sell your precious crafting materials for credits, but again don’t expect a fair price. Deep Rock Galactic are always trying to maximize their income even if it comes from its workers!
•   REVOLVER RELOAD ANIMATION
The Gunner’s Revolver now has a proper reload animation - as well as a cool gunslinger move when you try the reload while it’s fully reloaded.
•   FLASHLIGHT NERF
Range on the dwarves’ flashlights has been tweaked down from 12.50m to 11.00m, making them a bit weaker.
•   PATHFINDER IMPROVEMENTS
Enemies are now less likely to go straight through thin cave walls.
•   M.U.L.E. SAFETY FIX
If for some reason the MULE does not find its way back to the Escape Pod, the doors will still open 15 seconds before countdown runs out.

...And tons of minor stuff, mostly bug-fixes behind the scenes, but also small visual upgrades. For full overview see the patch notes below.

CHANGELIST
•   Tweaked sound for drop pod drills on spacerig
•   Red Sugar is more Redder
•   Added Developer Tags
•   Fix carriable scaling after picking up in first person
•   Decreased maggot crawl volume
•   Cave leech audio tweak
•   Cave leech audio tweak again again
•   Revolver reload
•   Tweaked Sound on electric crystal
•   Affliction overlay now does a quick fade in
•   Death Cam overlay tweaked
•   Droppod audio tweak - Not as loud in space rig
•   Shotgun audio tweak
•   Spawn effects when enemies come out of the ground now work on clients
•   Added ground light and gunlight seperation + added a backlighting making dead cam look better.
•   Fixed - Your own vanity would not show as equipped to you on missions or in the spacerig.
•   Changed the first person weapon lighting, and submitted at shitload of material tweaks to match it..
•   Try to fix players spawning on top of each other
•   Try to fix delay on collectibles again!
•   Hooked up armor & health bar in player down hud
•   Added Resources to serverlist display
•   Added Third Person Character Turning (WIP)
•   Fixed electric crystals making death noises and particles when removed during generation
•   Submitted a lot of particle optimizations, to improve performance in Fungus
•   Fixed sentry gun reload audio not networked correctly & outline being always on
•   Tweaked hit indicator coloring
•   Increased sticky flame life time
•   Fewer Electrocrystals, smaller damage radius, longer pauses between connections
•   Fixed flamethrower first person particle effect being too small
•   Mineral distribution changed, Gold and Nitra are more evenly spreadout throughout the cave
•   Trading Terminal
•   Improved headshots on spiders
•   Made tentacle lower player to ground on death
•   Glyphids now only stagger when hit by weapons
•   Don't play death particle on headshot
•   Fixing cave leech accidentally 'reviving' dead dwarf
•   Pathfinder improvements. Less going through terrain.
•   Added audio cue to swarmer tunnel spawn
•   Passive Jellies added to Dense biozone
•   Changes to tunnel settings - Less small tunnels in some regions
•   Bettersound on radioactive glowing crystals
•   Small tweak to revolvers accuracy.
•   Improved laserpointer performance when checking against terrain
•   Bosco now spawns if you start a game alone and dissapears if someone joins
•   Swarmer tunnels with new material, sound, particles
•   Fix enemy healthbar initial state for weakpoint indicator
•   Shoulderlights tweaked down from 12.50m to 11.00m reach making them a bit weaker.
•   Added correct name to torn off glyphid legs
•   Added Shooter leg, instead of reusing spitter leg.
•   Changed lighting on the electric plants, and optimized the particles a bit.
•   New flamethrower fire.
•   Added ignition effect for when enemies catch on fire.
•   Added Weakpoint Kill Particle for the flyer shooter
•   Players will fall from the zip-line if they take sufficient damage
•   Hold H to toggle HUD on/off
•   Glyphid Dreadnought area attack now does full damage in the entire area (There was a falloff before)
•   Tweaked Jadiz amount - Fixed bug where Jadiz spawning only had a value 2 to it having a 2 to 3 range + Changed value range from 7 to 18 to 10 to 18
•   Decreased loot from loot bug: amount of chunks spawned was 15-30 now is 15-25 and chunk value was 1-4 now is 1-3

Title: Re: Deep Rock Galactic
Post by: Asid on May 04, 2018, 02:23:52 PM
Roadmap Update!
Deep Rock Galactic - Cookiemann

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/85c57b97e661a5c7c305790fe68b91aa838529db.png)

Hey Miners!

If you haven’t read the article on WindowsCentral, then you should. You will get to know what we are currently working on and what we have in the pipeline for future updates for the game.

You can read the article here: https://www.windowscentral.com/deep-rock-galactic-roadmap
To make it easier for you here is a bullet point list:

•   A proper epic Boss monster that will challenge your cooperative skills
•   A 5th Dwarf class
•   An updated Vanity system for much more detailed customization of your dwarf (more beards!)
•   Random Mission mutators, to further challenge our players
•   Stats for each player - the company will track your performance as an employee and award you (or punish you!) accordingly.
•   An advanced damage system to add more depth to the combat
•   A new/updated Class Upgrade system
•   More enemies, more cave content, more biomes, more fun on the Spacerig, more barrels, more, more, MORE!

Remember these things are based on community input and our own observations. So thanks a lot to you!

And here is a link to download the awesome concept art that you can also see in the article, so you can have a nice detailed wallpaper 😊

Title: Re: Deep Rock Galactic
Post by: Asid on May 04, 2018, 02:25:33 PM
Update 13: Minor Life Changes
Deep Rock Galactic - Cookiemann

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/eec62d7f9812a668048590d9ff00288a20b580f1.jpg)

Hey Miners!

It’s that time again, and we have some interesting changes for you to enjoy! This update is more experimental than usual with tweaks to the health system. Please try them out and share your thoughts using the Feedback button in game.

We realize it's a smaller patch than usual, but that's just because we're working on some meatier stuff in the background we're not quite done with yet. Watch this space for more info!

COMMUNITY REQUESTED FIXES
-----------------------------------------------------

•   LESS SHIELD
Some of you hardcore miners have been requesting that the game was harder - especially on higher difficulties. We have tried to make tweaks that make the game harder on higher difficulties but feel almost the same on lower difficulties. We have lowered your starting shield from 30 to 25 and changed the shield upgrades to the shield from 10 to 2.5 (giving a 10% boost).

•   MORE HEALTH
To compensate for the lack of shield - we’ve increased player health from 100 to 110 hp.

•   MORE RED SUGAR
Furthermore, the amount of healing you get from red sugar has been increased 25% and the amount of red sugar spawned in a mission has been increased by 10%.

TWEAKS
-----------------------------------------------------

•   SOLO ENEMY NUMBERS & HEALTH
Exploring the caves of Hoxxes by yourself takes more time and can be brutal, so we have made it so the swarms will be a little bit smaller when you are on your own. Enemy health has also been lowered a little bit for solo expeditions. The creatures of Hoxxes are still dangerous so don’t drop your guard!

•   BOSCO NOW WITH 50% MORE REVIVES
While he really wants to, Bosco can’t always save you from a cave leech. He feels really bad about it and has requested that he be allowed to revive you 3 times instead of 2. The request has been granted.

•   MACTERA SPAWN HEALTH INCREASED
In a continuing effort to perfect the Mactera Spawn, we have changed its health from 180 to 210. Remember to use cover and aim for the weak-spot!

Title: Re: Deep Rock Galactic
Post by: Asid on June 10, 2018, 09:04:28 PM
Experimental Branch!
1 June - Cookiemann


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/301a9a5421df529c358d7576cd03078f7734de10.jpg)

Hey Miners!
It’s been far too long since we last had some proper news! After we launched the game back February, we scrambled to release a lot of smaller patches. But keeping such a high frequency of updates kept us from tackling more meaty features and content. So we decided to slow down a bit and work on a larger update. And we got some good and bad news for you on this. The bad news is that you’ll have to have a bit more patience until Update 14 is ready for release. The good news is that you can try it out already now on the Experimental Branch!

The Experimental Branch
What the heck is the Experimental Branch, you might ask. It’s kind of like an Early Early Access, we might answer. In other words, it is a branch on Steam, where we are uploading the very latest version of the game.

Here is a quick checklist to see if the Experimental Branch is something for you:
•   You like new things, especially when they are not explained
•   You laugh whenever a game crashes (you will laugh a lot)
•   You think incomplete features and placeholder assets are quite interesting
•   You can’t resist a game with a lot of weird bugs
•   You are not scared of losing your progress
•   You enjoy to watch Steam download a new version of the game, again and again
•   You LOVE to test and report bugs, and you excel in providing clear steps on how to reproduce the bugs you encountered
If you can say YES to all of those, then you should enter the Experimental Branch!
If not, then take a peek and see if it is something you can get used to. Or wait for the official updates.

How to play in the Experimental Branch
To play the experimental branch, do the following:
•   Right-click on Deep Rock Galactic in your Steam Library
•   Choose Properties
•   Go to the BETAS tab
•   In the drop-down menu of “Select the beta you would like to opt into:”
o   Select experimental – latest dev build – enter at own risk
o   Press on the button close in lower right corner
o   You might need to restart steam to make it download the new build

What about my save game?
The first time you start in the Experimental Branch, the game will copy the save game from the main branch. Moving forward, those two save games will be separate and playing in the Experimental Branch will NOT affect the save game in the main branch.

Where should I report bugs and write feedback?
We have created a new subforum of Steam called Experimental Branch. Here you can discuss the new features and report bugs specific to the Experimental Branch. There is also a similar channel on our Discord server for this. We are also considering setting up a Trello board just for these bugs. We’ll announce this in the Experimental Branch subforum.

Am I allowed to stream etc. it?
You are allowed to stream etc., but please notify your viewers that this is experimental.

Should I reset my progress?
Yes. No. Maybe! We do have some new content that requires higher player rank (a new mission type), so maybe test that out first. And then reset progress and test out other features. You can reset your progress in the Options menu.

Will you ever force a reset of my progress?
For the Experimental Branch, there will almost certainly be some progress resets. For the main branch, we are still discussing the right approach. We would very much like to hear your opinions on progress resets in Early Access and we’ll probably present this question in a thread in the forum.

What new features and content are in the Experimental Branch?
We have a LOT of new things for you to test. Not all of these will make it into Update 14. But by helping us test this, more of them might get included. The full changelog is quite large, so we’ll make a separate post for that in the new subforum. These are just the highlights.
•   Enemies
o   New Enemy: Grabber - Hate the Cave Leech? Then you will love this flying menace!
o   New Enemy: Harvester - Maybe not really an enemy?
o   Preatorians now spits Acid!
•   New Stat system - Deep Rock Galactic will track your performance and award you!
o   Statistics - will track of all sort of things, distance travels, enemies killed, etc
o   Milestones - reach important Milestones to earn Perk Points
o   Perks - these are passive abilities that will improve your character
•   New Mission: Salvage - A rescue mission with a twist!
•   Mission Warnings and Mission Mutators - for those who want an extra challenge!
o   Warnings: Things that add to the difficulty adn hazard bonus, like LOTS of Exploding Glyphids
o   Mutators: Things that add a twist to the mission, like LOTS of Gold
•   New Hazards in Biomes
o   Sandstorms in Sandblasted Corridors - Makes it hard for you to see
o   Wind tunnels in Sandblasted Corridors - Pushes you around
o   Hot Rocks in Magma Core - The floor is made of lava!
•   Cave Improvements
o   New cave shapes. More variations for the level generation.
o   More randomization for the existing cave shapes.
o   Unique cave structure for the Salvage Mission
o   “Cave complexity” is now more accurate, making sure that the difference between simple and complicated caves is more apparent.
•   Vanity 2.0 - Complete overhaul of the Vanity system
o   Customize hairdo, eyebrows, sideburns and beards
o   Armors can use more advanced textures - Tiger stripes on the Gunner’s armor!
o   New hats, helmets and beards added as well!
o   Note: we are currently setting up all the items - the Scout is almost done, but prices are missing

Title: Re: Deep Rock Galactic
Post by: Asid on June 15, 2018, 03:57:48 PM
Update 14: Feature Creep
Deep Rock Galactic - Cookiemann

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/698726947930023b94f5489bc2818d975f834d99.jpg)

Hello Miners!
This time around we’ve cooked up a fairly massive update together for you, just in time for summer vacation. And speaking of summer vacation - DRG just canceled yours! New missions and monsters await and you got a ton of milestones to meet! So get to work!

Update 14 Trailer
https://youtu.be/BlMHusigGXA


MAJOR NEW FEATURES
------------------------------------


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/5fc2dcf659e102f0fc245f8fa4dd63ec2754bc54.jpg)

It is your job to go in and clean up after a failed mining expedition. You will have to salvage three Mini Mules and repair a damaged drop pod to bring all the lost equipment home. Get ready for a combat heavy experience where teamwork and good preparation is key to success! Don’t be another failure!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/9f6667fa40b526e6205f7dce684dcba2e6367bb3.jpg)

The Grabber is the new terror from the sky. It snatches up a random dwarf and flies away with him, before dropping him to crack like a nut on the floor below! Depending on your luck, you might end up with some bruises - or you might get dumped into a chasm! Shoot ‘em quick, that’s our suggestion...

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/7dc2ec00ba2348814cb0dfbbb4d5e0fe9219ecfb.jpg)

Deep Rock Galactic is now tracking your work performance! On the KPI screen in your cabin, you can check out detailed stats on your performance. By reaching predefined milestones, you earn perk points, which can be spent on awesome perks for your dwarves, making your day to day work a little easier.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/4ff8bb5de8f7e5fe87c46dbdb297cf0111efecad.jpg)

The Vanity System has had a complete overhaul, expanding greatly on our options. Here are some of the new features:
•   Build the beard of your dreams! Individually customize hair, eyebrows, sideburns, moustache and beard!
•   All armor has received an overhaul! More detail has been added in general, and armor now supports textures! Look at the nice tiger stripes on the Gunner’s armor!
•   The original selection of beards has been broken up into parts and added back in to support the new system.
•   A small selection of new Hats, Hair, Helmets, Beards, Moustaches, and Sideburns have been added. We are by no means done here yet, this was just what we managed to get in for this patch.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/a479a85a73e93045ed5428bda6d9a5ffc7d0f176.png)

•   During missions in the Sandblasted Corridors, you will now have a chance of encountering blinding sandstorms and forceful wind tunnels.
•   The Magma Core just got a lot hotter! Try to avoid the hot magma rock - It burns! Also, notice that explosions will expose the hot magma rock under the surface - turning the battle zone into a dangerous place for friends and foes.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/616ed4848078f26fa49c48de40f6e48ba1603161.png)

ENGINEER: PLATFORM GUN
•   Start ammo increased from 10 to 12 platforms.
•   Mag size increased from 3 to 4 platforms.
•   Extra platform upgrade added. First upgrade adds 4 to max ammo, second upgrade adds another 4, making it possible to shoot out 20 platforms when fully upgraded. Time to build some awesome bridges and staircases!

ENGINEER: SENTRY GUNS
•   Starting sentry gun max ammo increased from 400 to 425.
•   Damage per bullet has been decreased from 7 to 5.5.
•   You can now upgrade max ammo for the sentry guns. The upgrade gives +75 max ammo - making you reach a total max ammo capacity of 500.

DRILLER: HANDGUN
•   The starting clip size of the Handgun has been increased from 8 to 12 bullets.
•   Clip size upgrade has been increased from +4 bullets to +6 bullets.

BOSCO
•   Bosco now deals 8 points of damage instead of 6 per shot
•   Friendly fire factor decreased from 0.2 to 0.1. Not fun being killed by your favorite Drone after all!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/359558f792e9c3169f9f3709ab9607bb1e856a11.png)

ENEMIES
•   Praetorians now spit acid!
•   Praetorian difficulty rating increased. It is now more deadly, so you will encounter fewer of them.
•   Fixed Deeptora Swarms not attacking players.
•   Added armor and weak spots to Infector. Also increased base HP, aim for the weak spots for a quick kill.
•   Fixed swarmer tunnel debris in Radioactive.
•   Blood splatter when enemies hit you.
•   Added Jump attack to the Glyphid Swarmers.
•   Tweaked end wave pressure.
•   Reduced the alert distance of Glyphid Grunts and Praetorians. Players have to be closer before they attack.
•   Added new Glyphid sounds and tweaks.
•   Swarmer Tunnels debris material fixed
•   Salt Caves tunnel crystal madness fixed.
•   Exploders get a speed boost when near another Exploder exploding.
•   Fixed Glyphid Spawner weak points.
•   Increase AI avoidance for Exploders.
•   Fixed Cave Leech grabbing already paralyzed the target.
•   Align Glyphid Spitters towards the target when stationary.
•   Mactera spawn no longer shoots through walls and require line of sight before shooting at a player
•   Mactera spawn are now able to shoot when the host isn't looking at them

BIOMES
•   Red Sugar leaves chunks on the ground if you mine it while at full health.
•   Radioactive materials and colour tweaks.
•   Tweaks on post process effects.
•   Steam Geysers in Fungus Bogs can now spawn at more interesting angles. Have Fun!
•   Made the Glowtree illuminate a much larger area. The more Bulbs you shoot the brighter it gets
•   Fungus Bogs wall material tweak.
•   Lush wall material tweaks, Nitra tweaks, Gold tweaks.
•   Slightly randomize animation speed of animated foliage so they are not all in same phase of animation.
•   Added exploding plants to Fungus bog and Dense Biozone (as colour variant).
•   New passive creature: Silicate Harvester added to Dense Biozone and Radioactive regions. You can ride it!
CAVE GENERATION AND MISSIONS
•   New cave shapes. More variations for the level generation.
•   More randomization for the existing cave shapes.
•   Unique cave structure for the Salvage Operations.
•   Cave complexity is now more accurate, making sure that the difference between simple and complicated caves is more apparent.
•   High Complexity missions are now locked to player rank (2 for medium and 3 for high complexity).
•   Hazard level: Tourist has been removed for now. Very few players were playing this mode, and it felt a bit broken how you were earning zero gold or XP.

WEAPONS AND TOOLS
•   Added laser pointer warning to radioactive crystals.
•   Added Gatling Gun gunsling animation.
•   Fixed laser pointer distance bug.
•   Holding time to equip laser pointer with controller is shorter.
•   Sentry gun fix - It would sometimes shoot things that were not enemies.
•   Bullet casings for Gatling gun and assault rifle have been reactivated.

HUD
•   Teammates icons always visible displaying current health, special states (like being grabbed by a cave leech), and shouts.
•   Laser pointer pings when it hovers over a resource.
•   When laser pointer equipped, hold FIRE to place a personal waypoint.
•   New crosshairs for most weapons.
•   Hit indicators removed in their previous form. Now some parts of the crosshair will turn red to confirm that an enemy has been hit. Red arrows appear on the health bar when the shot hit a weak spot.

MISC.
•   Update Chinese translation.
•   Turkish added to supported languages.
•   Fixed trading buy/sell+crash exploit.
•   Fix Bosco related crash.
•   Tweaked 'Player Down' HUD & team icons.
•   Mission Control now announces gravity recalibration.
•   The hosting player now jumps the same height as clients (was lower before).

Title: Re: Deep Rock Galactic
Post by: Asid on June 19, 2018, 05:17:06 PM
Deep Rock Galactic update adds new mission type, makes beards more glorious
Deep Rock Galactic

This week's update to Deep Rock Galactic, the co-op mining-themed horde shooter, was a beefy one: it added a new mission type, a new enemy and, most importantly, more beautiful beards.

The new mission type is called Salvage Operation, and involves the clean-up of a failed mining expedition. You and your party has to salvage three robots, escort them to an escape pod, repair the escape pod, and then hold off waves of enemies as it awaits blast-off. You can see it in action in the trailer above.

You'll have to contend with a new enemy called the Mactera Grabber, which will snatch you up from the floor, lift you up and then drop you, either onto some hard rocks or into a gaping chasm. The world is more dangerous, too, with new environmental hazards including blinding sand storms, wind tunnels, and red-hot, explosive magma rock.

Now onto the important bit: beards. The update adds proper bouncy beard physics, which look especially glorious in the anti-gravity segments. But it also deepens the appearance customisation system so that you can individually tweak hair, eyebrows, sideburns, moustaches and beards, which all have new options added.

If you want the full list of changes, including buffs, nerfs, and performance fixes, then read the patch notes (above).
Title: Re: Deep Rock Galactic
Post by: Asid on July 03, 2018, 03:00:14 PM
Update 15: Mutation Warning!
Deep Rock Galactic - GSG Community

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/414983540ba5da21a23837f31ff6cc9973fd80a4.png)

Hello Miners!
Before we head out for a couple of weeks of sorely needed summer vacation, we have cooked up a lovely little mutation to the game for you all!

Also, Steam Summer Sale is still active for a few more days, so remind your friends that now is the chance to get onboard!

MUTATOR SYSTEM
----------------------------

From now on, all missions have a chance to appear with Mutators attached to them. They come in two variants: Warnings and Anomalies. Anomalies are neutral or even positive, while Warnings will severely increase the danger you’ll face. Missions with Warnings on them also add a substantial Hazard Bonus to the final score. Look on the mission map for the new Warning and Anomaly icons!

The following Warnings and Anomalies are already implemented, and we expect to add lots more in future patches.

WARNINGS:
•   EXPLODER INFESTATION: Whatever mutation affects the Glyphid Exploders, this is likely one of the epicenters! Hordes of ‘roided-up, rabid Glyphid Exploders will do their best to turn you into a fine red mist.
•   SHIELD DISRUPTION: The cave is heavily electrostatically charged. And wouldn’t you know it, it makes your shield generators short out. So...no shields!
•   MACTERA PLAGUE: Macteras of all kinds have completely taken over this cave! Flying horror descends from the sky! You could say it’s going to be... Macterrible!
•   CAVE LEECH CLUSTERS: If you have a phobia of Cave Leeches, this cave will either cure you or confirm your worst fears...
ANOMALIES:
•   GOLD RUSH: This cave has extraordinarily rich deposits of gold; huge veins of it just waiting for the sweet caress of your pickaxe!
•   MINERAL MANIA: Crafting Minerals galore! It is the reason to go to Hoxxes after all.
•   TRIPLE XP: 10 credits says you can’t guess what it does...
•   LOW GRAVITY: Jump vast chasms! Scale nearly vertical walls! Just keep in mind... fall damage is still a thing, so don’t get TOO cocky...
•   CRITICAL WEAKNESS: Multikill! Aim for the weak spots for severely increased damage!
•   GOLDEN BUGS: Each kill earns gold for the team!

TERRAIN SCANNER - NOW IN 3D!
------------------------------------------------

The ol’ flat Terrain Scanner has had an overhaul! The camera is now fully rotatable and zoomable, and you’ll have a much easier time finding where you need to go. Terrain Scanner has been mapped to both [TAB] and [M] by default. Go try it out!

VANITY UPDATES
--------------------------

DYE YOUR HAIR OR DIE DYEING!
For Update 14, we experimented briefly with locking hair colors to classes, to make them stand out more. It turns out the players didn’t enjoy that too much... in fact, we practically feared being strung up like elves! Rejoice, however! Custom hair colors are back, and are even a bit more advanced now!

MORE HEADWEAR ADDED
A couple of new hairdos have been added (The Franklin and The Gamekeeper), as well as a bunch of much-requested variations to some of the hats and helmets!

TAKE YOUR DWARF FOR A SPIN!
Ever wondered what your dwarf looks like from behind? Well, you can now rotate your dwarf in all the relevant menus!

Note: For those who wondered where all your armor went after Update 14, it was down to a massive reworking of the system we use for all the Vanity items. All those affected should have gotten all the credits and minerals you spent on them back.

BOSCO UPDATES
--------------------------

AN EVEN BETTER BOSCO
Bosco has had a brain upgrade and should now be much better at doing what he’s told and dishing out damage. He is so good that we had to tweak down his damage from 8 to 6 per bullet. His burst fire has also been adjusted to be a bit slower.

RETURN OF THE DRONE
When starting a multiplayer game solo, Bosco joins you until another player joins. If that player drops out again, Bosco will reappear!

SERVER IMPROVEMENTS
--------------------------------------

EASY FRIEND INVITE
Invite your friends directly into your game! And you don’t even have to have set up a mission yet!

JOIN FRIENDS UNINVITED
You can always join your friend’s game - unless they already have a full team that is!

SEE FULL SERVERS
The Server List didn’t show full servers before - it does now!

MISC.
---------

REGENERATING HEALTH
Health will regenerate to a specific minimum after taking massive damage. No more running around with 1 hit point!

MINIGUN UPDATE
The Minigun has had a massive overhaul, with a snazzy new model, improved animations, and new particles. After firing the Minigun, the accuracy is reduced at a slower rate.

LOOK WHO’S TALKING NOW
An icon is shown next to a player’s icon when using voice chat.

HUD IT LIKE YOU WANT
Some aspects of the HUD can now be hidden through the Options. For now, Enemy Health Bars, the Compass, your depth, Player Name, Class, and Class Icon.

SALVAGE OPERATION TWEAKS
•   Uplink and Fuels Cells have gotten new models and animations.
•   Escape Pod powering up time reduced from 120 seconds to 90 seconds.
PERKS, BUFFS, AND NERFS
•   Increased the sprint speed bonus of the Weekend Athlete perk.
•   Rank 3 Field Medic Perk will send nearby Glyphids fleeing when you finish reviving a teammate.
•   Rank 5 Resupplier Perk will auto-reload all your weapons when you resupply.
•   Fixed grammar and typos on several Perks and Milestones.
•   Red Sugar Rocks: Max rank will give you a 20% speed boost for ten secs.

Our Steam Game Developer Page

As you may have seen, Steam has launched a beta of Game Dev and Publisher pages here on Steam. We have also created a page, where you can see which products we have available. Also, there is a link to our social media pages. We would love to expand our followers there as well, so if you want to, please follow the link below and follow our Steam Game Developer page :)

https://store.steampowered.com/developer/ghostshipgames/

Community Streaming

It is possible to let streamers stream to our store page, and we have seen that Shibby - https://www.twitch.tv/shibby11891 - had quite a success on our store page. So if you are a Streamer, and want to restream to our store page, please contact the community manager in our Discord Server - discord.gg/drg :)

Summer Vacation Time

Summer is upon us, and that means we are also going on summer vacation. So we will be a bit less active in our different forums, social media etc.
Also, we are moving to new offices in August, due to we have grown in team size. We need more SPAAAAAAAAAAAAAAACE!
We will slowly be more active in August, and at full speed in September!

Until then there is only one thing to say:
ROCK AND STONE!

Title: Re: Deep Rock Galactic
Post by: Asid on August 31, 2018, 12:05:10 PM
UPDATE 16: WINTER HAS COME!
Deep Rock Galactic - Deep Rock Galactic

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/797b3e88775193a3d19830dd3bf96c3da5e648a4.png)

Hello miners! We’re back in the saddle after some lovely summer vacation and have cranked out a new patch for you. In response to all the hot weather we’ve been having, we figured the obvious thing to do was add an ice biome. Right?

--- PATCH NOTES ---

GLACIAL STRATA - a brave all-new icy hellscape biome, complete with unstable and deadly ice spikes in the ceiling, terrifying crevices opening up under your feet, exclusive enemy types, and the first iteration of our all-new Temperature system! Play it cool - just be careful you don’t end up as a meat popsicle...

•   Ice! The main material of the Glacial Strata planetary region is ice instead of rock, so fire melts it! Use this information wisely.
•   Deep snow! Look out for piles of it. It won’t harm you, but it’ll slow you down and is impossible to sprint through.
•   Frozen lakes! Watch your step - they’re quite slippery.
•   Hot Springs! The only relief from the biting cold, if you disregard the “tools” you carry with you.
•   Explosive Ice Plants! Use them to freeze aliens in their tracks, but watch yourself...they’re just as likely to hit you as the enemy.
•   Platform Plants! Shoot them to release the liquid inside - it will freeze instantly and form useful (but brittle) platforms for you to use.
•   It comes in two versions. Ice Bomber for the new biome. Goo Bomber for the other biomes.
•   The Ice Bomber, releases sickening streams of freezing substance as it flies past you.
•   The Goo Bomber, releases sticky streams of goo substance as it flies past you.
•   Frost Glyphids! Several species of Glyphid have adapted to the cold and will continue to hunt you for your lovely warm flesh even here. And watch out for the Frost Praetorian - it’s a stone cold killer. On the upside, they all seem quite susceptible to heat of any kind…
•   Cold Vents! Watch out for cracks in the walls and telltale horizontal streams of air - occasionally, they’ll let out blasts of bone-chilling wind.
•   Thin Ice! Walk carefully and keep your ears peeled. Deep chasms might just open up beneath you at a moment’s notice.
•   Unstable Icicles! Keep an eye out for algae-filled icicles in the ceiling. The slightest disturbance tends to make them fall thunderously to the floor and shatter. Woe be to any that stand underneath them at that point.
•   While body odor remains low on the list of dwarven priorities, keeping an eye on your body temperature is now more important than ever. Get too low and you’ll get frozen in place. Get too high and you’ll burst into flame. Keeping towards the center of the scale is safest.
•   Certain actions or items will reduce or increase your temperature. Some, such as the flamethrower, are pretty self-explanatory.
•   Enemies follow the same rules. They can be both frozen and set on fire, though they’ll have unique resistances or weaknesses depending on their species. FYI: Frozen enemies can be shattered if enough damage is applied to them...
•   See what your friends are playing and join their game directly from Discord.
•   New HUD icon so you always know what Bosco is up to.
•   Bosco no longer mines dirt that is closer to the Player than the wall instructed to mine at.
•   Bosco now always goes for the Grabber / Cave leech that grabbed the Player.
•   Bosco will not revive the Player without being near him/her after getting killed by a Cave leech or Grabber.
•   Tweaked Bosco’s priorities - he’ll now focus on the enemies instead of mining when instructed to.
•   Optimization while pointing at enemies.
•   Tons of new voice lines added.
STEAM
•   Improved the way savegames are handled - your savegames are now named after your SteamID to prevent problems when sharing a single machine.
•   Backups are now written to separate files each session to prevent save game corruption from accidentally trashing the backups.
MOLLY
•   Fixed Molly choosing to walk away while someone is depositing. Manners, Molly!
WEAPONS
•   Fixed Scout IFG Grenade not applying the proper damage resistance penalty.
•   Fixed an issue with Ziplines where clients could move slightly and increase speed while on the zip line.
ENEMIES
•   The Spitball Infector now starts dormant and only wakes up if you get too close or it is injured in any way.
•   Mactera Spawns have become much weaker to melee attacks.
•   Mactera Grabber should no longer scream unless it’s actively chasing you.
•   Enemies should no longer continue making sounds after they’re dead. Stands to reason, really…
•   Mactera Spawn should no longer get stuck outside the Navmesh after dashing.
OTHER
•   Fixed framerate drop when pointing the laser pointer at Glyphid tunnels and embedded minerals.

Changelists from Experimental Builds
•   Build 17177: https://steamcommunity.com/app/548430/discussions/9/1736588252375509806/
•   Build 17286: https://steamcommunity.com/app/548430/discussions/9/1736588252390485424/
•   Build 17352: https://steamcommunity.com/app/548430/discussions/9/1736588252394331022/
•   Build 17399: https://steamcommunity.com/app/548430/discussions/9/1736588252397737592/

Update 16 Trailer

https://youtu.be/MkYgfYxNy5A
Title: Re: Deep Rock Galactic
Post by: Asid on September 20, 2018, 12:47:48 PM
UPDATE 17: OKTOBERFEST
Deep Rock Galactic - Soren - Captain of Ghost Ship

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/50ad2a533b027dc790eea1f1ec46798d0ea5231b.jpg)

Hello Miners!

It’s time to raise the “bar” again … welcome to Oktoberfest in space! Besides celebrating the opening of the Abyss Bar, we have a bunch of cool new features for you to explore and enjoy! Happy Mining everyone!

TRAILER

https://youtu.be/qZ0vxMIy3n0


----------------------------

ABYSS BAR
Say hello to your drone bartender Lloyd, who will be serving cold refreshments for all of you hard workers! Be aware that the refreshments come in different potencies, so take it easy and drink responsibly - you are at work after all!

JUKEBOX
The Jukebox has 13 new songs for you to enjoy, Dance Monkeys!!

HOOP THE BARREL - THE GAME
Who is paying for the next round? Go kick some barrels through the incinerator hoop and see who wins!

LIMITED SEASONAL VANITY
To really celebrate Oktoberfest, you can buy the OKTOBERFEST FEDORA for 1200 credits from the Vanity Shop. The Fedora is on sale for a limited time only, so get it quickly!

PERKS UPDATE
----------------------------
We have added a bunch of new perks:
•   HEIGHTENED SENSES: Get a warning when a Cave Leech is targeting you!
•   LOVEABLE: Take less damage from friendly fire!
•   IRON WILL: Stay functional for a short time after reaching 0HP!
•   VAMPIRE: Regain a little health when you kill medium and larger sized creatures with a melee attack!
•   STRONG ARM: Throw flares further
•   Tweak to VETERAN DEPOSITOR: At perk level 5, you receive a 30% damage reduction when you are close to the M.U.L.E.!
CARRY ITEMS
----------------------------
Now you can drop, throw and catch gems or other carryable items! Press [E]/ (X) to pick up. Press [E]/ (X) to drop. Press [LEFT MOUSE BUTTON]/ (RIGHT TRIGGER) to throw.
BIOME UPDATES: MAGMA CORE
----------------------------
•   Small lava geysers in groups added
•   Earthquakes now might cause the ground to crack open

NEW FIRE SYSTEM
----------------------------
Burn enemies for a while to set them on fire. Fire can propagate to nearby enemies. Same goes for Dwarves, so watch it!

WEAPONS
----------------------------
•   Brand new and improved flamethrower model
•   Updated weapon icons
•   Improved first person particles plus new and revamped particles for most weapons

NVIDIA ANSEL SUPPORT
----------------------------
Make cool screenshots with NVidia Ansel. ALT + F2 will bring up the Ansel menu. (This feature only works for Steam users with NVidia cards.)

NEW PRIVACY OPTIONS
----------------------------
Privacy tab added to Options to give players better control over their data. Everything is anonymous, but you can still opt out if you want to.

ENEMIES
----------------------------
•   Damage of Praetorian acid spray reduced by approximately 50%
•   Improved Bomber death animation
•   Enemies take more damage when they are frozen

MILESTONE PROGRESSION FIX
----------------------------
•   Milestones related to Vanity or Upgrade acquisitions will retroactively be awarded to those who achieved them before they were introduced.

SOUNDS
----------------------------
•   A bunch of new voice lines for the dwarves!
•   New weapon audio: Minigun, Flamethrower

FIXES AND IMPROVEMENTS
----------------------------
•   Improved cave generation, items less likely to spawn inside level geometry
•   Map display resolution increased
•   Voice lines for destroyed terrain no longer trigger if volume mined is 0
•   Proper naming on a Red Crystal in Salt Caves + particles
•   Weapon can no longer be reloaded when you’ve run out of ammo
•   Molly’s Destination Marker should no longer rotate weirdly if joining in progress
•   Client’s screen should no longer shake if the Host is trying to break free of ice
•   Fixed issue with Discord UI not receiving key events while on top of focused UI
•   Correct animation now plays if the Bomber dies while spitting acid
•   Language settings changes are now correctly saved


Changelists from Experimental Builds
•   Build 18184
https://steamcommunity.com/app/548430/discussions/9/1743346190277512318/
•   Build 18268
https://steamcommunity.com/app/548430/discussions/9/1743346190288554097/
•   Build 18346
https://steamcommunity.com/app/548430/discussions/9/1743346190292212793/

Title: Re: Deep Rock Galactic
Post by: Asid on September 21, 2018, 03:55:14 PM
Update 17: Hotfix 1
Deep Rock Galactic - Soren - Captain of Ghost Ship

Hey Miners

A few bugs crept into the update, and they are now squished!

Intoxication
•   You can no longer pass-out while on a mission
•   Fixed a bug where the view in the character selector, vanity and upgrade terminals would still have drunk effects activated even when the player is not intoxicated

Ansel Photo Mode
•   Fixed problems with Ansel while transiting from space rig to mission and back
•   Fixed problems with Ansel when Jukebox music stops with Ansel still on
•   Fixed certain items like deposit bucket and scanner getting suck in player hand if they are on during Ansel session
•   Fixed Ansel camera breaking with Cave Leach
•   Fixed Ansel crash on Space Rig

Other fixes
•   Scout Shotgun reload time was accidentally nerfed - it's now back to normal
•   The vanity shop lists will now include the next available items

Title: Re: Deep Rock Galactic
Post by: Asid on October 11, 2018, 01:02:34 PM
UPDATE 18: JOB OPPORTUNITIES
Deep Rock Galactic - Deep Rock Galactic

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/17f865db43f59b0919b1fce3d9736ea926b8e2b5.png)

Howdy Miners!
Time to put on your brand new armor sets, drink beers with buffs and take on new exciting assignments. Oktoberfest is over and we have been busy packing a big bag of cool features for you. Enjoy!

NEW ASSIGNMENT SYSTEM
Our goal with the assignment system is to create a smoother start for new players and at the same time create excitement for getting access to new content. Assignments in the future will be used to unlock new content like alternative weapons (planned for Update 19) and planet regions.

THE PROBATIONARY PERIOD
When you start the game for the first time you now have to complete the Probationary Period in order to prove your worth as a miner. The Probationary Period is a 9-missions long assignment and will take you through the different regions of Hoxxes and challenge you with various missions to complete.

You can join any missions on the server list, regardless of completion of the Probationary Period. Completing missions that is part of an assignment grants you bonus rewards in the form of crafting materials and credits. After completing the Probationary Period you will have unlocked all regions and missions.

*** ATTENTION VETERAN MINERS! ***
Players who have played the game before will get an option to skip the Probationary Period from The Assignment Board terminal.

RETIREMENT

RETIREMENT APPLICATION
When you max out a character at level 20, you get the option to complete the Retirement Application Assignment for that character. Select it from the Assignment Board Terminal. When you have completed the assignment you get the option to retire that character from the Character Selection Terminal.

RETIRING A DWARF
When you retire a character that character will reset to level 1 and you will lose all progress on weapons and upgrades for that character. You will, however, keep all progression on perks, credits, crafting materials, and vanity items. The first time you retire, you will also unlock an extra perk slot for that specific character. Retiring a character is the only way you can increase your player rank above 26, since you need to gain character levels in order to gain player ranks. We are also considering to introduce unlocks of vanity and other features for players above player rank 26.

MISSION UPDATES
In order to make a smooth Probationary Period assignment, and in general to improve the long-term mining experience, we have tweaked some of the missions and made both simpler and more complex versions of them.

EGG HUNT
We have for a long time been wanting to improve the missions types Egg Hunt and Search & Extract. In the end, we decided to just merge them together. Here are the changes:
•   Egg hunt now takes place in a cave system, similar to what you used to encounter in Search & Extract.
•   Instead of having to run around and search for the eggs you can use the Terrain Scanner (hold down [M]) to spot their location.
•   You have to collect fewer eggs than previously.
•   Egg hunt now has multiple complexities and lengths.
•   Search & Extract have been removed for now.
•   We resisted the temptation of calling Egg Hunt for Search & Eggstract!
SALVAGE MISSION
•   The cave systems can now generate both medium and high complexity levels
•   Length short (Assemble 2 MINI MULES) and long (Assemble 3 MINI MULES)
POINT EXTRACTION
•   Added a Medium Length (Collect 7 Aquarq). This will also be part of the Probationary Period Assignment
ELIMINATION
•   The cave systems can now generate both medium and high complexity levels
•   Length short (Kill 2 Dreadnoughts) and long (Kill 3 Dreadnoughts)

BEER BUFFS
Buffs have been added to some of the beers and prices have been adjusted, so beers with buffs costs quite a bit more than those without buffs.
•   RED ROCK BLASTER: +30% to max health
•   SKULLCRUSHER ALE: +50% Pickaxe damage
•   DARK MORKITE: +20% Morkite mined
•   GLYPHID SLAMMER: A new none-buff beer, but it will still make you happy :-)
•   Beers with buffs have been given a lower potency effect, so you can drink one without getting drunk. This is done to prevent you from always having to drink the Leaf Lover’s Special if you don’t want to play with the drunk effect on.

Note that Buffs will remain after drinking Leaf Lover’s Special. And also note that Buffs won’t stack. Also-also note that beers have some randomness in how hard they affect you.

As always, we will monitor both in-game metrics and your reactions to further iterate on the effect of Beers.

NEW MODEL FOR ASSAULT RIFLE
Scouts assault rifle has gotten an overhaul of model, animations, and sound.

NEW ARMORS
8 new Armors (called MK3 Basic and Heavy) have been implemented, ready for you to buy and equip. They will be unlocked at player rank 10 and 12 respectively. if you are lower than player rank 8 you will only see the MK2 armor in the shop.

DIFFICULTY TWEAK
Hazard levels for 2-player games have been tweaked to make the jump from playing solo to two players less steep. Scaling factors of enemies for 2-player games have been adjusted like this: Low risk 0.4 to 0.3, Challenging 0.5 to 0.4, Dangerous 0.75 to 0.66, Extreme 1.0 to 0.9

The Mactera Plague warning has been tweaked down in difficulty. Some craziness is still ensured, but now it should be less punishing.

FIXES AND IMPROVEMENTS
•   New dance move when listening to the jukebox.
•   Zip-line fix. Now clients also get forward momentum when jumping off the zip-line.
•   Save files are not overwritten if there is no connection to steam
•   Third person flamethrower gunsling added
•   Fix recoil. It was added before the shot was fired, so you could never be fully accurate.
•   Fix a case where clients are unable to load the map. Resulting in stuck on loading screen.
•   Detect chunks and gems falling out of the world and beam them back
•   SpaceRig - No more blue light in drop pod when launching a mission
•   Oktoberfest banner changed
•   Savegame: Players can no longer gain extra XP above the cap
•   Added mission stats: Total beverages consumed & Total beverage round ordered
•   Fullscreen mode is now handled correctly and does not reset in between sessions.
•   Sun added behind Planet Hoxxes in Spacerig. Planet model slightly updated as well.
•   Clients can now open the mission map while in a hosted game

Changelists from Experimental builds
•   Build 19077: https://steamcommunity.com/app/548430/discussions/9/1732089092446718553/
•   Build 19148: https://steamcommunity.com/app/548430/discussions/9/1732089092458558333/
•   Build 19236: https://steamcommunity.com/app/548430/discussions/9/1732089092458558333/
•   Build 19278: https://steamcommunity.com/app/548430/discussions/9/1736593325992021158/

Restructure of News, Blog and Reveals Subforum

We have tried not to make too many announcements here on Steam, in order to make sure that you don't feel like we are spamming you.

But we have heard that you really want to follow what we are doing! So we have made a subforum named News, Blog and Reveals, which you can subscribe to. In that subforum, we are posting news and smaller updates on the development, so if you subscribe you get notified :)

Link for the subforum: https://steamcommunity.com/app/548430/discussions/10/

Title: Re: Deep Rock Galactic
Post by: Asid on October 25, 2018, 01:10:58 PM
UPDATE 18.5: HALLOWEEN
Deep Rock Galactic - Deep Rock Galactic
 
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/00e0a2758a34bb39b5fda1389306027669d483a5.png)

Good EEEEEEvening, Miners!

Halloween is upon us and we have made a small update for you to get spooky! We don’t really consider this a true update since we are working on the next big update which will include new weapons and upgrade system and a total makeover of the prices for vanity and upgrades. Exciting times ahead!

--- PATCH NOTES ---

HALLOWEEN
•   Pumpkins added to the Space Rig for you to kick!
•   Trick-or-Treat Pumpkins in the caves. Try your luck smashing them!
•   Limited sale of Pumpkin Helmets! Boo muhahaha!!!!
•   Banner in Abyss Bar and moody lighting.

RETIREMENT AND XP FIXES
We have been really positively surprised to see how well the retirement system has been received. However, we never intended people to go through a full retirement cycle as fast as we can see some of you are doing right now (as low as 4 hours). Our intent is that leveling a character to retirement level should take much, much longer. We have right now made a bunch of fixes to the existing system, but with update 19 you should be expecting a much bigger change to the system of Retirement and XP's. Consider yourself warned :-)

•   Prevent Giving Retirement Rank if you have 0 XP
•   Prevent multiple clicks on retire character in the UI
•   Retirement assignments mission rewards removed
•   Triple XP is now Double XP

FIXES AND IMPROVEMENTS
•   Fixed issue with Discord Party id's and preventing invite button to work in some cases
•   Fixed crash when failing Salvage mission during fuel pod stage
•   Fix for damage indicator could get stuck on the screen
•   Fixed some minor issues in Magma Quake
•   Graphics Settings: Disabling fullscreen restore to prevent mouse issue and not being able to click continue into the game
•   Fix case of clients cant load on join
•   Fix scout IFG slowdown, was incorrectly set to only 30% slowdown, reset to 75%
•   Lootbug drop nerfed. Used to drop 15-25 value gold and Nitra - now drops 5-15.
•   Fixed Eliminations mission not always spawning enough cocoons. Dreadnought cocoon now carves a space for itself and has less strict spawn requirements
•   Fix for cursor disappearing on campaign reward window.

Changelists from Experimental Builds:
•   Build 19577 - https://steamcommunity.com/app/548430/discussions/9/1735468061777214413/
•   Build 19663 -
https://steamcommunity.com/app/548430/discussions/9/1736594593594806756/

Title: Re: Deep Rock Galactic
Post by: Asid on April 07, 2019, 01:50:10 PM
Roadmap Update - April 2019
5 Apr @ 2:45pm - GSG_Jacob   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/37f3779531c1b26d1415b1afb486c53f59337295.jpg)


Attention, Miners!

Due to glyphid swarmers in the machinery, the roadmap update has landed a little later than usual, but boy oh boy is it a good one. First of all, Update 24 will arrive early May instead of April, due to the Easter holiday in Denmark. Contentwise, for update 24 we’ll be getting a bit handsy. We are introducing no less than [REDACTED] new grenade types - not the big one we teased on Twitter, but we’re confident that everyone will be happy with their new throwable ordnance. Also, you want more swing in your pickaxe? There’s a mod for that!

With new things to throw at the enemy, we’re also giving you more to throw at. In Update 24 new creatures that go bump in the night will show up on Hoxxes IV and if you have been following us on social media, you might recognize a few.

We weren’t completely satisfied with the anticlimactic way missions were ending, so we are revamping the end screen to make it feel more… victorious if you make it out alive. Those left behind might not feel the same.

Some of you may have noticed that we are adding Steam Achievements (Yes, we did see the spreadsheet tracking it on Reddit). However, since we have a lot of Achievements coming up, they will not make it into Update 24. We’d rather do some more work on them and listen to suggestions and feedback, before letting them out into the wild. Please leave a comment on this post, on the subreddit or on the Discord if you have suggestions for cool achievements.

In regards to future updates, we’ve begun to look at the endgame of Deep Rock Galactic. Our vision is to keep you engaged and rewarded past the first promotion of your dwarves, whether it’s adventures, useful upgrades, equipment, or overall challenge. The endgame will tie into the Daily Adventures mentioned on the roadmap, but with the significant change that it won’t be daily and we will change the name of Daily Adventures to reflect this (once we come up with something fitting).
Title: Re: Deep Rock Galactic
Post by: Asid on May 02, 2019, 12:58:38 AM
Community Update - May
1 May @ 6:18pm - GSG_Jacob   


Attention Miners!
Welcome to the second Deep Rock Galactic community update! First and foremost, we hope you have been enjoying going face to face with the Horrors of Hoxxes in Update 23. It’s been great to see all the positive feedback, and we’re looking forward to hearing what you think of the next big update. In regards to the release of Update 24, we are pushing the release back a little bit, to be able to finetune and polish the new content some more. We are confident that the update will land May 15 - remember to check back in due time for the experimental release.

Fan Art
We’re still blown away by all the amazing fan art that the community keeps pumping out, and below you’ll find a small selection from our different channels.

Drilling in the dark
This first moody Driller piece comes from DIwii on Discord.
(https://i.imgur.com/jP2gsEs.jpg)

Karlburster
Discord user Grimjak went above and beyond merging DRG with Alien, one of the big inspirations.
(https://i.imgur.com/WrFDkDn.gif)

Leave no dwarf behind
This black and white piece from Discord user Lesolan turned out great.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/a5885e5f7e686f6d1fe5efe6b2fb581ff5c6378f.jpg)

Cotton Eye Karl

https://youtu.be/BspXBOEbq_0

Why would you even...
Reddit user JoeDuncan made an enemy suggestion that’s too good not to share. It’s aptly named “Brood Nexus Warden Bulk Bearded than you Grabber Detonator” because it’s all of those things.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/b67dd77c866194ecf33edd407d6d8a331d80107f.jpg)

Dwarvengers
Last, but not least, our mention of the endgame in our roadmap resulted in this great Avengers mashup from Reddit user GryphonKingBros.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/75c12fbcf4a027fcff3a79a667d06ec6a301034f.jpg)

Content Teasers
So what is coming in Update 24? We’ve already shown a little bit on our different channels. If you missed it, catch up below.

New grenade types

Gunner End Mission celebration

The drone delivers

End Mission Flex

Slimy Swarmers
Title: Re: Deep Rock Galactic
Post by: Asid on May 15, 2019, 03:02:41 PM
UPDATE 24 - EXPLOSIVE EXPANSION
15 May @ 2:52pm - GSG_Jacob   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/fae3cf47637584ddf6653d0d1b00e1d38cca8ecf.jpg)

Take your seats, Miners!
We got new grenades, eye candy, personal drop pods, a bunch of new enemies, and a TON of gear tweaks to brief you about, so grab a brew and listen up!

Also - look out for the [COMMUNITY REQUESTS] - these are things you guys have been very adamant in talking about and bringing to our notice, so keep up the good work! It is, as always, very appreciated. :D


--- PATCH NOTES ---

GRENADE LOADOUT
-----------------------------------
The boys and gals in R&D have been hard at work once more! All the old grenades have been reworked, and a ton of new ones have been added. Each class can now unlock up to three distinct types of class-specific throwables, with the potential for more to come in future Updates.
- Engineer: L.U.R.E, Plasma Burster, Proximity Mine
- Gunner: Sticky Grenade, Incendiary Grenade, Cluster Grenade
- Scout: IFG, Cryo Grenade, Pheromone Canister
- Driller: Impact Axe, HE Grenade, Neurotoxin Grenade


LOADING SCREEN MAKEOVER
-----------------------------------
We’ve finally gotten our new orbital drone cameras installed, enabling much better and varied scenic views of mining crews descending to the surface of Hoxxes at the beginning of each mission.


END SCREEN MAKEOVER
-----------------------------------
The End Screen shown at the end of each mission has gotten a much-needed overhaul as well. Now you get to pose and display all your lovely cosmetics in full 3D while the mission data ticks up!


STEAM ACHIEVEMENTS
-----------------------------------
They’ve been a long time coming, but they’re finally here! 50+ Steam Achievements have been added to the game, ready to be unlocked! We’ve strived to make them retroactive anywhere it made sense.


NEW MOBS
-----------------------------------
NAEDOCYTE BREEDER
Imagine a floating bag of slime, constantly spewing out pulsing egg-sacks full of ravenous young. They may look like gentle giants (depending on how much you like tentacles), but trust us when we say you want to take these oozing blimps out quick.

NAEDOCYTE HATCHLING
The result of leaving the Naedocyte Breeders to do their thing. We’ve run into more developed varieties of these before, but this is the first time we’ve ever encountered them in their larval state. They are hatched ravenously hungry, so mind yourselves that you don’t get overrun.

Q’RONAR YOUNGLINGS
Younger and softer variation of the Shellbacks. Unlike their more solitary-minded mature state, the Q’ronar Younglings hunt in packs. Do not underestimate them.

GOLDEN LOOTBUG
Now, this is an interesting one. Unlike the common Lootbug, this particular breed gorge themselves on gold alone. Management has no qualms with employees taking them out for sport and personal gain.

HUULI HOARDER
This rare beastie seems like a bit of an oddity among the otherwise mostly hostile Hoxxes fauna. Often referred to as “The Clown Car”, the Huuli Hoarder is an abject coward and will run away from any potential threat once startled. However, like the common Lootbug, they subside solely on a diet of precious minerals - as in, taking them out will net you a tidy profit, just take care that you don’t let it separate you from your team.


LATE JOIN DROP POD
-----------------------------------
[COMMUNITY REQUEST] Let it not be said that Management does not care about employee complaints. Joining a mission already in progress now dumps you into a personal drop pod, letting you safely land in the mission area instead of utilizing the horribly unreliable teleportation technology used so far. As with the Supply Pod, it is recommended to keep a safe distance to the landing zone.


BETTER DISCORD INTEGRATION
-----------------------------------
Sign up for the Miner’s Union and join our wonderful Discord community directly from the Space Rig! We have bigger plans for this down the line, but for now, you can use it to see the number of active members and such.


MISSIONS AND ASSIGNMENTS
-----------------------------------
- [COMMUNITY REQUEST] The Mission Map now displays Assignment Icons for every team member, making it easier to choose which missions to go on.
- [COMMUNITY REQUEST] The Hazard 5 Unlock Assignment now requires you to play the associated missions on Hazard 4 difficulty
- [COMMUNITY REQUEST] Dwarves leaving a game will now drop a resource pouch with any materials they had in their inventory
- [COMMUNITY REQUEST] Added an option to opt Bosco out of solo missions at the Drone Modification Terminal

UI AND CONTROLS
-----------------------------------
- Personal Temperature HUD overhaul
- [COMMUNITY REQUEST] Added option to disable Mouse Smoothing
- Improved gear stats display in the Equipment Terminal


PICKAXE POWER ATTACK
-----------------------------------
Surrounded by awful bitey things? Let them know how you feel about that! While having your pick out, hit Fire to unleash a devastating Power Attack. There’s a cooldown on it, so spend it wisely.


MODELS AND AUDIO
-----------------------------------
- New Heavy Sentry model for Engineers
- New Sentry models for the Minehead
- New Floodlight models for the Minehead
- Several new enemy and weapon sounds
- New Hoxxes model shown on Space Rig


GEAR TWEAKS
-----------------------------------
PICKAXE
- Fixed the Q-mining exploit

"THUNDERHEAD" HEAVY AUTOCANNON
- Fixed a bug with Autocannon fire rate not resetting
- Fixed Autocannon lighter barrel assembly mod
- Tweaked Autocannon fire rate to increase in a more linear manner
- Removed Stun mod

"LEAD STORM” POWERED MINIGUN
- Decreased Stun mod chance
- Decreased Stun duration
- Fixed Aggressive Venting modification to properly function as client

DEEPCORE GK2
- Renamed Stagger to Stun
- Gear stats now display the weapon's stun on weak point hit functionality correctly

EXPERIMENTAL PLASMA CHARGER
- Renamed Normal Shots Bounce mod to Bouncy Plasma
- Renamed Charged Projectile Explodes mod to Unstable Containment Field
- Increased Radius and Damage of Unstable Containment Field implosion
- Fixed some EPC shots doing "generic" damage

“BULLDOG” HEAVY REVOLVER
- Removed Stun Mod (anyone who purchased it will get a refund)
- Added stun chance as an inherent property of the gun

JURY-RIGGED BOOMSTICK
- Stun Mod proc chance increased
- Tungsten Pellets Mod armor damage multiplier increased
- Blast Wave description made more clear (hopefully)
- Blowthrough Mod changed to Super Blowthrough (can penetrate multiple targets)
- Fixed Blast Wave mod to work consistently

ZHUKOV NUK17
- Removed the Stun mod (anyone who purchased it will get a refund)
- Rearranged some of the other mods to better balance the potential builds
- Increased the accuracy penalty while moving
- Increased the speed with which accuracy is regained
- Decreased accuracy spread when shooting
- Increased Tier 4 Expanded Ammo Bags mod from +100 to +150 ammo

M1000 CLASSIC
- Added a tutorial hint for Focused Shot
- Fixed Stun modification to work properly

BREACH CUTTER
- Fixed the Breach Cutter so it no longer damages the player if fired directly downwards


MISC TWEAKS
-----------------------------------
- Deeptora Honeycomb is no longer immune to fire
- Glyphid Praetorian acid gas can now be lit on fire again
- Fixed cases of mission weapon assignment completed not being counted correctly
- Fixed some invisible colliders in levels displaying as ‘Unknown Material’
- Credits pages now change properly
- Fixed a bug that caused a floating Shield Generator or Satchel Charge to appear at the - location of the spawn point
- Fixed some bugs related to saluting while reloading
- Fixed certain armors that caused the player’s arms to be invisible at the beginning of a mission
- Fixed the revive progress bar so it no longer stays on the screen if another player starts and cancels the revive process
- [MIXER Interactivity] Resupplying Ammo now works
- Super Blowthrough modifications changed from 10 penetrations to 3 for all weapons that have them
- Added a failsafe for Shield Generators that fail to deploy

Title: Re: Deep Rock Galactic
Post by: Asid on June 08, 2019, 12:24:53 AM
Roadmap Update - June 2019
7 Jun @ 3:01pm - GSG_Jacob

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/995917fe6198aab410d8384e1332ad7d2cc8ae35.png)

Listen up, Miners!
Fasten your safety harness and keep your eyes focused on the information terminal - this is going to be a long lecture.

The next update is a big one. The smart ones among you have probably already guessed it; Update 25 is all about the Endgame in Deep Rock Galactic.

What does all that mean? Well, first and foremost, the endgame will be focused on content that is primarily available once you have enough missions under your belt to promote your first dwarf. We are aware that once you get your dwarf past the first promotion, there are other and better-paying mining gigs out there, so we are setting you up for some special assignments for you to do once you reach the appropriate rank.

Be aware that this is a preliminary description of what we want to do; as this is a creative process, the design is subject to change along the way.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/1f0b5e4cd86b0a6328d7a21ad31d7a028d48d354.png)

Deep Dives
Once your first promotion happens, we will trust you enough to grant you special privileges and access to a new mode called Deep Dives. This new mode is a set of periodical high-risk multi-objectives, that won’t give you the normal payout, but instead, award you "Batteries".

Each part of a Deep Dive will take you deeper into the bowels of Hoxxes IV, and you will have to field a full team of reliable dwarves from the very beginning to be able to make it to the end - the current personal drop pod will not be able to make it this deep (and the current budget does not allow us to upgrade their performance to this extent), so at the end of each part, we won’t be retrieving you but supplying you with a fresh pod to take you to the next and deeper part of the Deep Dive.

A Deep Dive will consist of three different missions chained together with a mix of objectives. These objectives will be similar to the main objectives you already know, except more than one will need to be completed. Example; In one mission you might have to salvage two Mini-M.U.L.Es and battle a dreadnought. Health and ammo will carry over from one Deep Dive mission to the next, so be sure to stock up on Nitra and Red Sugar before you move on.

The difficulty level on a Deep Dive will be fixed. You will not be able to bring a greenbeard to a Deep Dive. Do not attempt a Deep Dive on your own or while ill-prepared - you’ll be wasting company resources, and you don’t want that kind of attention from Management.

A new Deep Dive will appear every week. You will be able to do a Deep Dive several times, but you will only be able to reap the main rewards once. Should you fail during a Deep Dive, which we fully expect many shall, you will receive a partial reward - but the real gold is at the end of the Deep Dive, behind the hordes of vicious aliens.

Furthermore, each Deep Dive will take place in the same caves, with the same types of aliens for everyone. However, spawns will still be unpredictable, so stay alert while on a Deep Dive.

Machine Events
Using Batteries, you will be able to access Machine Events, that will randomly appear in the normal missions. You will be seeing abandoned machinery appear in some normal missions, but interacting with them will only be possible if you have Batteries. Every dwarf, even greenbeards, on the team will be able to get access to these events as long as at least one dwarf has enough Batteries to activate it, and chooses to do so.
Activating these events will add something entirely new to do, like hunting Glyphids for resources, tracking treasure or throwing explosive barrels at something big and angry.
The rewards for activating and successfully completing a Machine Event will be a craftable item Blueprint, credits, and XP.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/19355a53f74850783f8902f943573ea0ddb9931d.png)

Blueprints and Overclocks
Blueprints will give you access to a new, powerful type of weapon modification called Weapon Overclocks, that goes in their own unique slot. There will be a vast number of available overclocks for the weapons, but beware - turning up the juice might not be all it’s cracked up to be as the more powerful Weapon Overclocks comes at the cost of instability in the form of drawbacks.

Blueprints will be awarded randomly - and some might be rarer than others - but you will never be awarded the same Blueprint twice.

Blueprints will also cover new rare cosmetics, such as weapon skins and glorious beards, matching the latest dwarven trends from back home. Even Bosco might get some fancy new skins.

So when is this happening? Due to the size of the upgrade, and the upcoming summer holiday, it's going to take a bit longer than usual. We're committed to releasing Update 25 in August/September. This is a huge thing which we know you'll love.

Once again, be aware that this is a work in progress and that anything in our roadmap might change as we test and improve.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/ec94fa1f2ffb7d601ea4436bf2d2df4216861ea5.png)

And more?
While we’ll focus on the Endgame in this update, we might add some additional small surprises to Update 25, but you’ll have to stay tuned for those.

Are we at 1.0 yet?
Not yet. As you may have noticed, we’ve shuffled the roadmap a bit. That doesn’t mean the ideas for future content we had listed have gone away for good - we just want to focus on Update 25 and commit to that. We still have a lot of content we want to make come alive in Deep Rock Galactic, and the Endgame update is not the end of that.
Title: Re: Deep Rock Galactic
Post by: Asid on June 20, 2019, 05:27:26 PM
Hotfix 7 Balance Update
20 Jun @ 1:10pm - GSG_Jacob

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/6880f2e33a253dcc0cb3a28c0487c4b34978f339.png)

Attention Miners!

While you impatiently wait for Update 25 to bring the Endgame to Hoxxes IV, we have decided to give you a little bonus hotfix. We’ve been doing more hotfixes than usual to keep you sated, and this one has a little extra something to keep you busy.

First of all, we have given the gunner a little love in regards to balance, as per request from the community.

The Minigun has gotten some much-needed punch, including both base damage and adjustment of mods. The Autocannon also got an overhaul, although not as significant as the Minigun.

Other weapon tweaks are counting the Boomstick, the Auto 210b, and the Voltaic SMG.

For those of you who like to work the long nightshifts with Bosco as a helping hand, we’ve upgraded the drone algorithm, allowing him to retrieve gems and other objects from afar. However charming that is, please do not spend too much time playing fetch with company property. You’re on the clock.

(https://i.imgur.com/hKQHNiz.gif)

Q'ronar Shellbacks have had their diet modified and their armor should now be less durable. Their Younglings should also appear less frequent. Hopefully, this will reduce the amount of deadly pinballing in the narrow caverns. The bug causing muffled sound for the entire game has also been squashed.

FULL HOTFIX 7 NOTES
-----------------------------------

•   Bosco can now dig out and carry objects!
•   Q'ronar Youngling encounters should be a bit more rare.
•   Q’ronar Shellback’s armor is significantly weaker. Most weapons will be able to break it in a few shots. Weapons with armor breaking capabilities will still excel at it.
•   Tweaked the rolling animation of the Qronar enemies to resolve unintended jerkiness
•   Changed material on the weakpoint of the Glyphid Menace, when it dies so it does not light up dead
•   Fixed a bug with sounds becoming muffled for the remainder of a mission after getting hit by a rolling Q’ronar enemy
•   Glyphid Praetorian backside is again considered a weakpoint but does not give any damage bonus on its own
•   Fixed a bug with the Mission Assignment icon not showing in the Mission Terminal
•   Fixed a bug with clients being required to open the map in order for the host to be able to see their Mission Assignment
•   Increased attenuation distance for sound and camshake when digging out eggs
•   Fixed a bug with the Terrain Scanner getting stuck
•   Fixed cases where you would switch weapons after mining and using the Terrain Scanner

Weapon Balance Tweaks
We are constantly tweaking and balancing the weapons based on player feedback and our own testing, and quite a few tweaks are coming in this hotfix. Since the weapons are currently a living system that is still growing and evolving, there will certainly be more tweaks in the future, especially with the upcoming addition of the overclocks in the next update. Your feedback has been invaluable in this process so please, keep it coming.

Minigun
The minigun has been suffering, especially in high hazard missions, so we’ve made a few changes to address this.
•   Increased base damage
•   Increased value of the Lighter Barrel Assembly mod to allow for more a more responsive gun build
•   Increased value of Magnetic Bearings mod to better balance against the rest
•   Increased slightly how long you can shoot before overheating to help against larger swarms
•   Increased value of Magnetic Refrigeration mod to better balance it against competing options
•   To better balance it against the other choices the Aggressive Venting mod will now also cause enemies to flee
•   Stun is now a default function of the Minigun to help gunners stand their ground, we are also working on improving the stun system in general for the next update.
•   Changed the Stun mod to a Stun Duration mod since stun is now built-in

Auto 210
Some of the mods for this gun have not been able to hold their own so we’ve done some changes to better balance the whole weapon and prepare it for the upcoming overclocks.
•   Tweaked the crosshair to look a bit more balanced and moved hit confirmation to the inner markers
•   Shortened base stun duration
•   Increased base stun chance
•   Stunning a creature now requires a weakpoint hit
•   Replaced the Stun mod with a Stun Duration mod
•   Decreased the bonus of the Overstuffed Magazine mod
•   Increased power of Choke mod
•   Swapped places of the Choke and High Capacity Magazine mods
•   Increased base pellet count to compensate for the mod rearrangement

Boomstick
This has been another weapon that needed an overall balance shift to make the mod choices more relevant and interesting.
•   Increased the rate of fire bonus from Double Trigger Mod so it feels smoother, also rephrased the description a bit
•   Decreased effect of the Bigger Pellets mod to better balance against the Expanded Ammo Bags mod
•   Increased base damage to compensate for the Bigger Pellets mod tweak
•   The Boomstick now has a base chance to stun targets
•   Increased the power of the Stun mod to better balance it against the competition
•   Increased effect of 3rd row Expanded Ammo Bags Mod to better balance against the High Capacity Shells mod

Autocannon
The Gunner’s Autocannon also needed a little love, though not nearly as much as the minigun.
•   Increased value of Damage Reduction Mod so that just like with the minigun, players can better stand their ground against a swarm.
•   Increased base splash damage range to help the gun deal with large swarms
•   Removed friendly-fire from splash damage so you can safely fire into the fray and not hurt yourself when shooting enemies at point blank range.

Voltaic SMG
This little powerhouse had a crazy build hiding in it, those mods responsible have been reigned-in to better compare to the Auto 210 while others got a needed boost.
•   Fixed the Electrocution Bonus mod (it used to give a 120% damage bonus which was crazy) now it does 30% just like the NUK17s.
•   Renamed the Electrocution Bonus mod to Conductive Bullets since the two mods were identical in function.
•   Adjusted the values of Increased Caliber and High Velocity Rounds to better balance against the other mods and other weapons.
•   Increased the value of the Improved Gas System mod to make it more relevant
•   Swapped places of the second Expanded Ammo Bags mod and the Improved Gas System mod
•   Increased the range of the Electric Arc mod as it was too short

Other Weapon Tweaks
•   Increased damage done by the Gunner’s Sticky Grenade to the creature it is stuck on as it felt a bit meh before.
•   Decreased the damage bonus of the Defender mod for the LMG Gun Platform as it has turned out to be too powerful.

If you missed the previous hotfixes, here’s a highlight of the dents we’ve hammered out since the update was released.

PREVIOUS HOTFIX HIGHLIGHTS
-----------------------------------

•   Hole plugged in upper launch bay.
•   Throwing axe can now hit all killable things & Fixed various Impact Axe shenanigans
•   Certain vanity items no longer show up red when Frozen
•   Players who just joined the game can no longer be grabbed just as they spawn
•   Fixed the barrel hoop game combo display
•   Disabled saluting while having a grenade equipped.
•   Improve spawning of enemies
•   Improved carriable gems logic in an effort to fix bad cases with throwing and dropping when dying
•   Space Rig exterior GFX improved
•   Removed confusing requirement for the "Total Makeover" achievement that required players to change to a non-default owned skin color
•   Naedocyte Breeder has been nerfed. It now spawns more rarely and the spawn amount of
•   Naedocyte Hatchlings from the Roe has been decreased.
•   Weapon reloads now better-synced with audio-visual cues
•   Mine head sentry gun now dismantles, rather than disappear, when ammo is spent
•   Mule, Drop Pod, etc. now have floating icons again when holding the laser pointer

And much, much more below.

HOTFIX 6
-----------------------------------
•   Players should no longer get stuck in an invulnerable downed state
•   Fixed a bug with BET-C’s pulsating sound
•   Fix for ambient occlusion only working for dynamic objects
•   Mule, Drop Pod, etc. now have floating icons again when holding the laser pointer
•   Fixed Mine Head Launch icon not properly disappearing for clients

HOTFIX 5
-----------------------------------
•   Sound added to pickup of throwing axes
•   Tweaked colors of power attack cooldown display
•   Fixed a bug with pickaxing frozen teammates not breaking them free
•   Fixed the extraordinary laziness of Molly which made her refuse to follow players

HOTFIX 4
-----------------------------------
•   Added Steam Rich Presence, since Pedro was bored. You may need to restart Steam before it works
•   Naedocyte Breeder has been nerfed. It now spawns more rarely and the spawn amount of
•   Naedocyte Hatchlings from the Roe has been decreased.
•   Enabled Hoarder's physical animations
•   Fixed more cases where enemies would not spawn
•   Fixed pathfinder issues around special objects
•   Fixed emission on a plant that was wrong in Lush
•   NUK17 - The NUKs now have static bullet spread that is not affected by either shooting or moving. Run & gun or spray & pray to your heart's content.
•   Weapon reloads now better-synced with audio-visual cues
•   Mine head sentry gun now dismantles, rather than disappear, when ammo is spent
•   Pathfinder fixes for issues seen around mine head
•   Resource bag now only spawns if the player that left had any resources
•   Fixed late-join drop pod choppiness
•   Fixed a bug where beards get stuck floating in the air when a player gets downed
•   Shortened the Sticky Grenade fuse time
•   Cryo grenade now affects Naedocyte Shockers / Hatchlings

HOTFIX 3
-----------------------------------
•   Removed confusing requirement for the "Total Makeover" achievement that required players to change to a non-default owned skin color
•   Fixed a bug that enabled the mission time achievement to trigger after waiting in the space rig for an hour and dropping into a mission
•   Fixed various Impact Axe shenanigans
•   Fixed an animation problem in third person for the M1000 Classic causing it to be misplaced when reloading
•   Improved spawn location logic for enemies in an effort to fix missing enemies
•   Fixed issues with saluting during auto-reload causing magazine spam and broken animations
•   Shadows disabled on point lights on Load Screen
•   Fixed white light flashes in space rig terminals

HOTFIX 2
-----------------------------------
•   Typo fixed on Impact Axe description
•   Disabled saluting while having a grenade equipped.
•   When dropping a gem / carried the item, you no longer switch weapons twice. If you press 1-4 on client you also now get the correct weapon/tool for that item slot.
•   Improve spawning of enemies
•   Fixed cases of enemies not being allowed to spawn
•   Fix choppy motion when late-joining and dropping down.
•   Remove Disable Optimizations Pragma
•   Grenade count will now be correctly counted when rejoining a game after disconnecting
•   Updated Grenade UI after late-joining
•   Players rejoining a game after disconnecting will now spawn back directly instead of going down with a drop pod
•   Improved carriable gems logic in an effort to fix bad cases with throwing and dropping when dying
•   Fixed Shield Regenerator deploying twice
•   Fixed weapon mastery skin not being available for Bulldog, Autocannon, and NUK17
•   Scaled the Q'ronar Younglings smaller
•   Localization update
•   Rotating movement removed from planetary ring outside space rig until we find a better solution
•   Fix space rig hologram performance (collision related)
•   Procedural Smoke and Fire progress
•   Space Rig exterior GFX improved
•   All the Loading Tips have gotten a grammar- and typo-fixing pass
•   Enor Pearl material set to Local Space
•   Fixed material issue on Tentacles around Dreadnought Egg
•   Fix pickaxe and Gems could become invisible on client if he got downed
•   Fix throwing a gem/item on clients would not always select the last weapon.
•   Fixed Retroactive milestone progress for achievements "Performance matters" and "Management Approves"
•   Added text explaining that Hazard 4 is demanded to play on to unlock Haz 5 in the
•   assignment
•   The Achievements requiring you to not call in a supply pod or die, now only triggers if you haven't called a supply pod

HOTFIX 1
-----------------------------------
•   Glacial Strata - Decreased the cooling rate for Frost Praetorian breath attack and death cloud.
•   Glacial Strata - Cooling effect from blasts of freezing air now stop as soon as you leave the area of effect
•   [COMMUNITY REQUEST] Typo fixed in Plasma Burster grenade description
•   [COMMUNITY REQUEST] Hole plugged in upper launch bay. Well spotted, miner.
•   [COMMUNITY REQUEST] Elevator shafts on Space Rig cleaned up a little because there's nothing we won't do for our players.
•   Minor hole plugged in monitor mesh
•   Fixed XP bar showing for players on the loading screen
•   Fixed poodle related overlay issues
•   Fixed bomber puddles creating permanent overlays
•   Fix for terrain related crashes
•   Hoarder's electrical resistance increased
•   Cryo Grenade area of effect increased
•   Fixed the retroactive functionality for promotion achievements
•   Throwing axe can now hit all killable things
•   Fixed player able to throw grenades after death
•   Certain vanity items no longer show up red when Frozen
•   Grenade loadout UI: Extra Detail button hidden for grenades
•   Players who just joined the game can no longer be grabbed just as they spawn
•   Fixed the barrel hoop game combo display
•   Bugfix - Fixed Impact Axe sometimes getting stuck to the player throwing it
•   Tweaked stationary enemy encounters in caves

Title: Re: Deep Rock Galactic
Post by: Asid on September 13, 2019, 12:50:46 AM
FREE WEEKEND + SALE 35% OFF
Thu, 12 September 2019

Attention Miners!
As we’re getting very close to the launch of update 25, we want to recruit new Greenbeards to work the mines below the surface of Hoxxes IV. We’ve already passed the mark of recruiting 750.000 brave dwarven brethren, so to celebrate this we’re having a free weekend as a recruitment drive. Join Deep Rock Galactic, the most tenacious space mining corporation in the galaxy, and get your limited edition recruitment helmet, while supplies last.

SALE
During the Free Weekend and an additional couple of days, Deep Rock Galactic will be 35% off, so if you have friends that have been waiting for a reason to take the plunge, this is it. Give them a nudge. The Free Weekend runs until September 16, 5PM UTC. The sale ends September 18, 5PM UTC.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/f78fb80d76eca5d4f724185aab5c88c46d052170.png)

YOU GET A HAT!
As an extra bonus, we have something special for everyone taking part of the free weekend. For this limited time only, we’ll have a special, handcrafted, hot-off-the-forge helmet available in the nearest Accessory terminal (it’s the first one you see when you exit the personal pods). Remember that this is only available during the Free Weekend, so you’ll have to go grab it in the Accessory Shop, or you’ll miss it.

COMING UP
If you join Deep Rock Galactic this weekend, you can look forward to the upcoming release of Update 25, which will feature Deep Dives - a new endgame mode for seasoned, promoted dwarves. Additionally, Deep Dives will grant access to new powerful weapon overclocks and new, glorious beards, helmets and other cosmetic items.

For a full teaser of Update 25, watch this video.

https://youtu.be/o4olNe83KX0


Update 25 is slated for release later this September.

Title: Re: Deep Rock Galactic
Post by: Asid on September 25, 2019, 01:27:12 PM
Deep Dives and Overclocks - FAQ
Wed, 25 September

Update 25 releases at 1pm CEST on the 26th September!

Hi Miners,

Thanks to everybody for the feedback, both on the Experimental build, but also in general for the expectations for Update 25. This update is by far our biggest yet, and it even grew so big that we had to chop it up into two updates. This has created some confusion, questions, and speculations on what the experience will be and specifically for how to get the Overclocks. To sort this out, we’ve created a FAQ just on the topics around Deep Dives and Overclocks.

So Update 25 is not the complete Endgame?
In short: no. It’s more like Endgame: Part 1.

Update 25 will not release with the complete system for giving out Matrix Core rewards. Specifically, it will not include Blank Matrix Cores and Machine Events, which will be part of Update 26. Therefore, the total amount of rewards for Deep Dives is a bit less until Update 26 releases.

The time from Update 25 to Update 26 should be considered a transition phase, where you’ll be able to get a feel for Deep Dives and a taste of the Overclocks. And we, the developers, can get some valuable feedback while we finish and refine the system.

How many Overclocks will I be able to get in Update 25?
Each Deep Dive (Normal and Elite) will reward you with a random Matrix Core infused with a specific weapon Overclock. On top of this, you will get a weapon Overclock for completing the Weekly Core Hunt assignment. So in total, 3 weapon Overclocks per week. On top of this, you will be able to get Matrix Cores from the Forge Mastery, so some weeks you’ll get an extra Overclock.

And to get you started, there will be a new one-time Assignment for Promoted Dwarves - called Breach the Core - that will reward you with a generous amount of infused Matrix Cores, including 3 Overclocks.

Obtainable Matrix Cores:

New One-time Assignment: Breach the Core
•   3x Infused Matrix Cores: Weapon Overclocks
•   3x Infused Matrix Cores: Cosmetics
•   Completion Unlocks Weekly Core Hunt Assignment


New Assignment: Weekly Core Hunt
•   1x Infused Matrix Core: Weapon Overclocks
•   1x Infused Matrix Core: Cosmetics


Deep Dive
•   Stage 1: 1x Infused Matrix Core: Crafting Materials
•   Stage 2: 1x Infused Matrix Core: Weapon Overclocks
•   Stage 3: 1x Infused Matrix Core: Cosmetics


Elite Deep Dive
•   Stage 1: 1x Infused Matrix Core: Crafting Materials
•   Stage 2: 1x Infused Matrix Core: Weapon Overclocks
•   Stage 3: 1x Infused Matrix Core: Cosmetics


Forge Mastery Level Reward (forge 5 Matrix Cores to increase level)
•   1x Infused Matrix Core (Either Weapon Overclock or Cosmetic)

ATTENTION: The way we reward Matrix Cores will change when we introduce Blank Matrix Cores!

So to sum it up: First week you engage with the system in Update 25, you will be able to obtain 8 WEAPON OVERCLOCKS: 3 (Breach the Core) +1 (Weekly Core hunt) + 1 (Deep Dive) + 1 (Elite Deep Dive) + 2 (From Forge Mastery if you forge everything).


Okay, so how many Overclocks will I be able to get in Update 26?
At the time of writing, 6 per week. 2 from doing Deep Dives, 1 from Core Hunt assignment, and up to 3 that you’ll be infusing yourself through doing Machine Events during normal missions.

In Update 26, we’ll introduce Blank Matrix Cores, and you will get these on top of the other rewards. We have not decided on a final amount, but it should at least double the weekly output, so in addition to your 3 Infused Matrix Cores, you’ll get at least 3 Blank Matrix cores (if you complete both Deep Dives and the Weekly Core Hunt). Furthermore, when you infuse the Blank Cores by completing a Machine Event, you’ll get some influence on the outcome. This is still in development, so we can’t say exactly how this will work yet.

How many Overclocks will there be in Update 25?
Update 25 will release with more than 90 weapon Overclocks (around 5-6 per weapon).

Will you release more Overclocks in the future?
Probably, but as always, we’ll weigh it against other features and content.

How often will the Deep Dives reset and when?
In Update 25, the two Deep Dives (Normal and Elite) will get a new seed each week (7 days), starting on the launch day (26th of September), and then the first new seeds on the following Thursday (3rd of October) and so on...

When will Update 25 and Update 26 release?
Update 25 releases on Steam on Thursday 26th of September at 1 PM CEST. And then followed by hot-fixes as needed. We hope to get it out on Xbox about two weeks later.
Update 26 does not have a release date but could be early November.

Remind me what a Matrix Core is?
Matrix Cores are basically a sort of item container. They can contain either a blueprint for a Weapon Overclock, a blueprint for a Cosmetic Item, or a hefty chunk of Resources (Crafting Materials). When you own a full, or “Infused” Matrix Core, you can go directly to the new Forge on the Space Rig and craft the reward if you have the prerequisite Crafting Materials. In Update 26, we’ll start rewarding you Blank Matrix Cores as well, which you’ll bring with you into normal missions and Infuse yourself by completing Machine Events (a new system of random events random events in normal missions, also introduced in Update 26). Infusing Matrix Cores manually is going to give you some choice in what exactly you’ll be infusing it with.

I’m still confused about Update 25 and Update 26! Help!
If you haven’t already seen it, we’ll advise you to watch the Update 25 Status Report video - most of what is said in the video is still true! You can also check the patch notes on the Experimental build. Again, they are not final but could help you find some more info.

https://youtu.be/o4olNe83KX0


We hope this FAQ has been able to answer most of your questions. And as always, we encourage you to discuss these things with your fellow miners (and us), on Discord, Steam, and Reddit.

Till next time,
Rock and Stone!

- The Ghost Ship Crew

Title: Re: Deep Rock Galactic
Post by: Asid on September 26, 2019, 02:40:14 PM
UPDATE 25: ENDGAME - PART ONE
Thu, 26 September 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/c04840b91ea0dfad3254eb9b3c53db77055325d6.png)

Deep Dives! Overclocks! Beard Physics!


Hello Miners,

Whew! You’ve been patient with us for a long while, but Update 25 - our most ambitious update to date - is finally here! Deep Dives, even more gear customization, late-game rewards, tons of new skins, cargo crates, overhauled beard physics...hoh boy, Miners - this is a big one. Our beards grew 6 inches just from writing these patch notes.

--- PATCH NOTES ---

DEEP DIVES
If you’re a Dwarf that’s looking to go places, we have just the opportunity for you. As a promoted Dwarf you have been deemed worthy to get special access to weekly Deep Dives - three consecutive seeded missions, where ammunition and health carries over to the next mission. In Deep Dives you will have to complete two objectives in each stage and chances for encountering Mutators are very high. Each of the three stages of a Deep Dive will grant you rewards upon completion, ranging from minerals to the new Matrix Cores. While you can complete the week’s Deep Dives as many times as you want and improve your best time, bear in mind the rewards can only be claimed once per week.


MATRIX CORES

Not getting paid enough? We’re giving your Deep Rock Galactic pay-slip a boost. Matrix Cores are the cornerstones of the new rewards introduced in Deep Rock Galactic. In Update 25 you will receive Infused Matrix Cores - Matrix Cores with already predefined content, that can be used to forge Weapon Overclocks or glorious all-new beards and helmets. In Update 26 we will introduce a way to infuse Blank Matrix Cores, but more on that when we get closer.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/82f97364ae0d41410bbbe611931d2951a9cdf52e.png)

THE FORGE

The place where you go with you Infused Matrix Core and forge them into something usefull. Also note that forging Infused Matrix Cores will increase your Forging Mastery and earn you even more Matrix Cores. It’s Hammertime!


WEAPON OVERCLOCK CORES

If you’ve been wanting bigger explosions or new ways to shred entire tunnels of bloodthirsty glyphids, then you’ll love the upgrades you’ll be unlocking for your arsenal. Weapon Overclocks range from basic but minor improvements like increase magazine capacity, to providing entirely new ways to modify the overall weapon functionality.
Deal radioactive splash damage with your Grenade Launcher? There’s an overclock for that. Gain more airtime while aiming down the sights of the M1000 rifle? There’s an overclock for that. Shred the enemies with ice shards from your Cryo Cannon? You guessed it. There’s an overclock for that.


COSMETIC CORES

With Update 25, we’re doubling down on glorious facial hair and other cosmetic items. If you thought your current beard was the most dwarven it could get... boy, do we have some hairy news for you.


NEW ASSIGNMENTS

BREACH THE CORE: Upon your first promotion of any dwarf you get access to a new assignment called BREACH THE CORE. Complete this to earn a handful of Infused Matrix Cores and get your collection of Weapon Overclocks and Rare Cosmetics kick-started. Completing the assignment will also unlock the Weekly Core Hunt.


WEEKLY CORE HUNT: For those veteran dwarves looking to make a little spare cash for beard accessories on the side, there’s now Weekly Core Hunt assignments available for Promoted Dwarves. Finishing these will reward you both a Weapon Overclock Core and a Cosmetic Core. Stay strong and classy.


Read on (https://steamcommunity.com/games/DeepRockGalactic/announcements/detail/1602642945900406246)

Title: Re: Deep Rock Galactic
Post by: Asid on October 11, 2019, 06:12:43 PM
The Beginning of The Endgame
Fri, 11 October 2019

Mikkel Martin Pedersen, Game Director at Ghost Ship Games

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/9354f8aa325d91bdecc5db4d162991efc5337210.png)

Hello Miners, words from the Game Director's table.
Mikkel Martin Pedersen, here. Time for a little development update on Deep Rock Galactic! It’s been a crazy two weeks since the launch of Update 25, and I think you deserve a little inside information on what’s going on. But first, let me take a moment to express my gratitude for your reception towards the Deep Dives and all the other new features that arrived in the Update. Thank you from the entire Ghost Ship Crew!

Forging the Endgame

Work on what we call DRG’s Endgame has been ongoing for almost 5 months now - from core idea, to implementation, and launch. In fact, It’s always super scary to implement big new systems into a game loop that’s already been established. Update 25 was our biggest update to date, and to see it all in operation is an amazing feeling. We’ve observed how our number of concurrent users on Steam has almost doubled since we launched the update - a good sign you’re all busy completing Deep Dives and collecting Matrix Cores on a weekly basis.

And let me tell you a secret: I'm as excited as you to play the new Deep Dives every week. Like most things in the game, the Deep Dives are procedurally generated, and we are not deciding how they look or feel. That means some weeks they will be harder and some weeks will be easier - and that’s just the way we like it! The fact that the game is able to throw you a curveball once in a while, and that we allow crazy things to happen, that is such an integral part of what we believe makes DRG fun.

“The Mantra of the Curveball” is something we use for pretty much all the procedural systems in the game - from cave generation to enemy spawning, and so on. It's the magic that keeps the experience fresh and, interesting and sometimes brutally unfair, but it also lets you have those epic wins, where you make it out alive against all odds.

So yes, I’m indeed very excited to play the new Deep Dives!

Another secret I’ll let you in on, is that I haven't actually managed to complete an Elite Deep Dive yet. Elite Deep Dives (and Deep Dives in general) are built to be challenging and it is okay if you can't fully complete them...and I'm not just saying this because I haven't managed to complete it myself yet ;-).

Just try the Deep Dives out and see how far you can get, win some Matrix Cores and then if you get tired of playing the Deep Dives go and play the weekly Core Hunt instead, and obtain some Matrix Cores in your own pacing.

Another big part of Update 25 is, of course, the Weapon Overclocks. Designing and implementing those have definitely been a bit of a challenge. It’s been almost impossible for us to fully test how they’d impact the core gameplay, and we’ve been eagerly awaiting getting the update live so we could make use of all your feedback to continue tweaking and balancing all of them. And on that note, once more, thank you for all the feedback. Really. It is an incredible help for us when it comes to making Deep Rock Galactic the best game it can be. Weapons, Overclocks, Difficulty, and so many more numbers are continuing to be tweaked, and will continue to do so for the foreseeable future, and Update 25 has already received over 10 Hotfix patches just in the short time it’s been out.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/82f97364ae0d41410bbbe611931d2951a9cdf52e.png)

Hotfix galore!

So what’s the deal with all these hotfixes, you might wonder? Was the game totally broken, when we released Update 25? The short answer is “no”. Slightly longer answer follows:

Update 25 was, as mentioned, a huge update - our biggest to date. It incorporated a ton of new systems, many of which are dependent on each other, and almost all of which made the game behave in new, unpredictable ways. And the simple fact is that we cannot prepare for every eventuality - that’s where the feedback from you comes in, and what helps us push these many, many rapid hotfixes.

One thing that’s become clear during our now 18 months in Early Access is this: The more time passes between each Update, the more features might end up breaking in unexpected ways, and the more time we need to get the game properly back to its former glory.

Another thing we’ll now have to pay extra attention to is the fact that the weekly Deep Dive needs to stay consistent for the entire week. Pretty much every change we make to the procedural content has a chance to cause the Deep Dives to change in subtle or less subtle ways, or even reset fully. This actually happened last week - those of you that were fast on the trigger might have noticed you were able to complete two Core Hunts in one week, and reap the rewards twice. Lucky you! Now to ensure that doesn’t happen again, knock on wood… ;)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/e70d78f6bb2899268c27f37373e6ae346a0cc425.png)

Update 26 Commencing...

Right now our focus is fixing whatever critical bugs remain in the wake of Update 25, and we’re confident we’re almost at the end of that list. Meanwhile, work continues on Update 26, which focuses on wrapping up the Endgame. It’ll likely surprise no one that 26 is named ENDGAME: PART TWO, and here are some of the new features you can look forward to:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/9a88715d29d8b6fe818034b8721c866b20d1bd6e.png)

Machine Events are by far the biggest of the new features. Machine Events are preset gameplay challenges you can randomly encounter during normal missions - they need a promoted dwarf to activate, but everyone on the team will benefit from it, regardless of promotions. Completing a Machine Event allows you to infuse a Blank Matrix Core with either a new Weapon Overclock or Cosmetic item. Blank Matrix Cores are obtained by completing Deep Dives and Core Hunt assignments in addition to standard rewards.

You’re probably curious about new Beers, Victory Animations, and Bosco Skins too...buuut that’s all we’re gonna say about those right now. :>

We’re aiming for a mid-november release for Update 26, though as always take that estimate with a pinch of salt - we’re done when we’re done - but at least there’ll be plenty of Deep Dives, Core Hunts, and normal missions to complete while you wait!

As always - we urge you to keep in mind that DRG is still in Early Access and that things will keep evolving as work continues on the game. Numbers will be tweaked, things will be changed, some might get more powerful, and others might not. Every change we do happens for good reasons, but as said - if you have feedback, do let us know. We want to hear it and we are listening.

Now...time to go see if I can make it through this week’s Deep Dives…who knows, maybe I will complete the Elite Deep Dive this week! Lock and load, Miners!

Mikkel Martin Pedersen
DRG Game Director

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/83cd4badfa1b74a876727bf32e50930c291dfac1.png)

Title: Re: Deep Rock Galactic
Post by: Asid on October 23, 2019, 01:01:25 AM
Next Week: Halloween Event
Mon, 28 October 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/1d183f99559378ebd614f990ee5991d168a7d4da.png)

Ghastly greetings, Miners!

Something ghoulish is slowly waking up from a year long slumber... It's Halloween and it's time to get spooky with DEEP ROCK GHOULACTIC!

The 2019 Halloween Event on Hoxxes IV will definitely give a readout on the good old P.K.G. meter. You'll be able to acquire a brand new horrific hat, and enjoy the spookily decorated Space Rig. On the surface of Hoxxes IV, we'll be serving Pumpkin a la Surprise.

The 2019 Halloween Event goes live on Monday October 28 at 10AM UTC+1 and will run for an entire week until November 4 at 10AM UTC+1 (we hope we got the time right - Daylight saving time is a scary concept).

Title: Re: Deep Rock Galactic
Post by: Asid on October 25, 2019, 11:23:54 PM
Surprise Halloween Event + ghost egg fix
Fri, 25 October 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/779c1b106cef6af81789b5e194d90531981365ba.png)

Ghoulish greetings, Miners,
Time to dress up and get ready for Deep Rock GHOULACTIC! (also, we fixed the floating egg bug in the Deep Dive is fixed, so it is no longer floating. Well, to be honest, this is the main reason why we are releasing this build early.)

HALLOWEEN ACTIVATED

•   New Hat Available: The Witching Hour
•   Old Hat Available: Pumpkin King
•   Increased Chance of encountering Haunted Cave Mutator
•   The Spacerig Dressed up for Halloween
•   Planet Hoxxes got infected by Pumpkins!

MISC. TWEAKS AND BUGFIXES

•   Save gamestate after awarding a skin from cargo crates to avoid losing them if you crash
•   later in the mission.
•   Various memory and performance optimizations
•   Tweaked Shield Disruption Warning. You now have more base health and the level you play in will spawn double as much Redsugar.
•   Tweaked Hazard 5 to give you 10% health back when revived (previously 5%).
•   Fix for floating eggs
•   Tweaked Lethal Enemies Warning to only increase physical damage types from enemies

Title: Re: Deep Rock Galactic
Post by: Asid on November 21, 2019, 01:34:45 PM
Update 26: Endgame Part 2!
Thu, 21 November 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/69d471c7359b634c5b702f99e0f82e653b0f74c5.png)

Attention Miners!
Update 26 is here! In this second part of the Endgame, we’ve added a brand new system of Machine Events to encounter during normal missions, a much needed overhaul and expansion of the Bar, all new Victory Moves, as well as skins for both Bosco and your weapons, plus an absolute ton of minor bug fixes, tweaks, and improvements. Let’s get to work!


--- PATCH NOTES ---


MACHINE EVENTS
----------------------------

- Deep Rock Galactic is developing strategic operations all around the planet. The company is worried about some strange mutations affecting the creatures of Hoxxes as well as peculiar crystals interfering with scanners and other devices in orbit. To eradicate the threat or simply to take samples, these operations require expert dwarven action to be finalized. If you stumble upon one, give it a go and hope that the reward is worth the risk!

Three different Machine Events can be found in random missions: Kursite Infection, Rock Mutation, and Tritilyte Crystal. Each of them offers a different timed challenge that must be completed in order to get access to the Core Infuser where Blank Matrix Cores can be used.

- To activate a Machine Event, the player must own the Tritilyte Key. You will own a Tritilyte key if you have a Promoted dwarf.


BLANK MATRIX CORES
----------------------------

- Blank Matrix Cores are part of the rewards for Deep Dives and the Core Hunt assignment. The first section of both Deep Dives will now reward Blank Matrix Cores instead of Mineral Container Cores. They can be infused by doing Machine Events, turning them into Overclock or Cosmetic Matrix Cores that can be used in the Forge.


BAR & BEER OVERHAUL
----------------------------

- New buff beers with effects in mission added to the “Today’s Special” pool
- A ton of new craftable gag beers to unlock. The effects of these beers will only work in the Space Rig. Management prefers to separate business and pleasure!
- New pricing for the beers based on new ingredients found in caves: Barley Bulb, Yeast Cone, Malt Star, and Starch Nut.
- New Milestone for unlocking Craftable Beers


BOSCO SKINS
----------------------------

- You can now choose a look for Bosco. For now, there are two new Bosco Skins that will unlock through Mastery: Cyber Ninja and War Veteran


VICTORY MOVES
----------------------------

- All classes start out with four default Victory Moves that will be played during the Mission Complete screen after a successful mission. Players can equip their favorite move in the Employee Wardrobe.
- 18 new unique Victory Moves have been added for players to unlock. Some can be found as rewards in Cargo Crates while others will be obtained as forgeable Cosmetic Matrix Cores (from Deep Dives and Machine Events).


NEW WEAPON SKIN
----------------------------

- One new set of weapon skins, Neon Band, has been added to cargo crate rewards


WEAPON, MODS, OVERCLOCKS BALANCE
----------------------------

M1000 Classic
The purpose of this overhaul is to support a gameplay style in which both fire modes (hipfire and focus shots) are viable and offer the player interesting choices and to make future balancing of the two fire-modes easier.

M1000 Classic Base Tweaks
- Increased base ammo
- Increased base clip size
- Decreased base damage
- Decreased base rate of fire
- Increased base focus-shot damage bonus to 100%
- Focus-shots now consume 2 bullets
- Base armor damage reduced
- Added a base weakspot damage bonus

M1000 Classic Mod Tweaks
- Removed the Tier 3 High Velocity Rounds Damage mod
- Combined the two clip-size mods into one big one on tier 2
- Extended base reload time
- Decreased the spread per shot and increased the speed of spread recovery to make hip-shooting more viable
- Floating barrel mod is now called Better Weight Balance which affects both spread-per-shot and recoil
- Increased the Expanded Ammo Bags mod
- Decreased Hollow-point Bullets mod bonus
- Increased Kinetic Energy Penetrator bonus and renamed it to Hardened Rounds for clarity
- Added Killing Machine mod to tier 5 that grants a very fast reload right after killing an enemy
- Anyone who purchased the two removed mods will be automatically refunded the credits and minerals spent.

CRSPR Flamethrower
Mods have been rearranged to offer more varied build options.

Base Weapon
- Increased the speed with which the flame extends so less ammo is spent when shooting targets at range
- Improved the damage of sticky flames
- Improved the speed with which enemies heat up when going through sticky flames

Mods
- Rearranged many of the mods to make sticky flame builds more viable
- Removed the Sticky Heat and Sticky Damage mods
- Improved the two Sticky Duration mods
- Changed the Flamethrower stat display in the equipment terminal to work like the Cryo Cannon

Overclocks
- Changed the Fuel Stream Diffuser OC penalty from lower damage to a slower rate of fire to offset the inherent ammo penalties from using the flamethrower at long range
- Tweaked Experimental Plasma Charger Overclock: Heavy Hitter - Increased the damage bonus significantly
- Tweaked M1000 Classic Overclock: Electrocuting Focus Shot - Updated the text to reflect that weak point hits are no longer required for electrocution
- Tweaked Deepcore 40mm PGL Overclock: Hyper Propellant - Removed the ammo penalty
- Tweaked Subata I20 Overclock: Automatic Fire - Increased the fire rate bonus
- Added a Sticky Flame damage bonus to the Sticky Fuel OC and replaced the range penalty with an ammo penalty
- Fixed the stat display of Magnetic Pellet Alignment OC for the Warthog Auto 210 to correctly display its negative impact

ENEMY TWEAKS
----------------------------

- Macteras no longer change targets while charging up attacks
- Stun now cancels attacks from Mactera enemies
- New animation for stunned Mactera enemies
- Heavy enemies like Glyphid Praetorians are more resistant to stun


UI & HUD
----------------------------

- Enemies’ health bar can now display more than three status effects without cropping the icons
- Enemies’ health bar animation modified so the name disappears faster
- Added a new notification system for unlocking equipment and vanity to make new unlocks easier to spot in the Equipment Terminal and Employee Wardrobe


MISC. & FIXES
----------------------------

- [COMMUNITY REQUEST] Added physics to the hammer by the Forge so it can now be kicked around on the Space Rig.
- [COMMUNITY REQUEST] Due to popular demand, sound has been lowered a notch on the intro logo movie/splash screen
- [COMMUNITY REQUEST] Added physics to the Salvage Mission objectives so they now fall down when terrain beneath them is destroyed.
- Added an option for the Scout to automatically switch to the previously equipped item after using the Grappling Gun. Disabled by default, it can be activated from the options menu.
- Fixed the Satchel Charge so that the Detonator now shows in a closed-off state when the player is out of Satchel Charges.
- Added some blinking lights to the Satchel Charge when detonating
- Fixed a bug that caused Deepcore 40mm PGL modification “Proximity Trigger” to detonate on Bosco
- Fixed the reload animation of the Zhukov NUK17 reload animation so that the right-hand gun no longer randomly fails to eject the cartridge.
- Fixed a bug that caused excess mineral chunks to not always be picked up. The player now also automatically pick up excess mineral chunks while depositing in the M.U.L.E.
- Fixed a bug that caused the game to lock up upon returning to the Space Rig after completing an assignment
- Fixed a spelling mistake in the Field Medic perk
- Disabled smoke from the Drop Pod when dropping into a mission
- Fixed the Forging Mastery Milestone being off by one in what you have to reach
- Fixed a bug that caused enemies to be frozen for a long time if near a weak heat source. This was most prevalent to the Glyphid Bulk Detonator on Point Extraction
- Picking up items now has animation and involves holding the use button.
- Passing out drunk now correctly increases your stat, not the hosts!
- Passing out drunk no longer increases the downed statistic.
- Fixed some bugs related to resupplying with the Satchel Charge
- Fixed a bug that causes the player to in certain cases, get a Mineral Container Core instead of a Matrix Core. (Requires having received a lot of Matrix Cores)
- Fixed a bug that caused the player to switch weapons after throwing a grenade
- Fixed a bug with the community rewards
- Players will no longer defrost slower while in a blizzard
- Added a short immunity to cold after being freed from ice to prevent players from becoming chain frozen consecutively
- Fixed a bug that prevented some grenades from being purchasable
- Charged up focused shots are no longer canceled when changing weapon
- CRSPR Flamethrower particles now switch correctly with range modifications and also look correct in third person
- Lethal Enemies warning mutator doesn't increase damage from projectiles anymore
- Fixed some cases of the notorious cube terrain artifacts
- Missions rewards now show scaled to hazard bonus in all UI
- Quick Join terminal has been removed since we consider the Mission Terminal more adequate to join and host missions.
- Fixed a bug that enabled the Drop Pod countdown in the Space Rig to be resettable by client
- Fixed Bouncy Plasma modification on the Experimental Plasma Charger not showing impact particles for clients
- Fixed Better Weight Balance modification not being properly shown in the crosshair after a restart
- Fixed Explosive Goodbye and There Can Only be One modifications for the Breach Cutter
- A mic icon is now displayed when local player is voice chatting
- Fixed a bug that caused the reload animation of the Zipline Gun going haywire in both first and third-person
- Minerals left in the pouch are now added at the end of the mission
- Fixed an exploit that caused waves not to trigger when alien eggs are dug out and deposited immediately after
- Added a Respawn Button to the Escape Menu in the Space Rig
- Magazines and fuel canisters are now skinned for the Deepcore GK2, Subata I20 and CRSPR Flamethrower to match the skin applied on the weapon.
- [COMMUNITY REQUEST] All Gantries on the Space Rig finally play footprint sounds!
- Fixed snowstorm effects
- New music added for Machine Events
- Fixed the color of the Gunner’s flare in the Equipment Terminal
- Switching back to the Satchel Charge after retrieving a deployed charge causes the player to switch to the Detonator fixed
- Fixed a bug that caused the modification refund alert window to be shown on first session
- Fixed the Designated Decoy achievement
- Fixed a bunch of barrel hoop game issues including the barrel count as well as the Error Log
- Fixed a bug with resource chunks sometimes dropping with way too much material

Title: Re: Deep Rock Galactic
Post by: Asid on December 09, 2019, 11:37:18 PM
Roadmap Update and the Road to 1.0!
Mon, 9 December 2019

Hi Miners!

A few of you might have noticed that the Early Access info box on the Steam Store page got a stealth edit: We’ve changed the release for 1.0 from “during 2019” to “second quarter of 2020”.

Many of you might say that the game is already done and could be released any day. In some sense, you are right. With the big Endgame updates, we implemented the last piece of the plan towards a release, and now we just need to wrap things up. But years of experience tells us that “wrapping up” a game takes time, so we’ll allow ourselves a good, long runway for taking off instead of just rushing it out the door. So, we will ask for a bit of patience on your side while we finish it all up. And don’t worry - we’ll keep updating the game, just with a different focus.

Update 27 - December

Before we dive into the details of what wrapping up for 1.0 actually means, we have some juicy things for you in Update 27. This Update will be a mid-December release.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/0f291a566054e2e0d9aa400dd21b2abf26d5ecc4.jpg)

First of all, we are adding the missing Machine Event where you fight a Modular Defense Tower. It was teased in the Update 25 Status video but needed some more love before we could ship it.

In Update 27, we are finally adding a much-requested feature: Weapon Loadouts! With all the different Mods and Overclocks, it has become quite a hassle to shift your favorite setups around and we hope this will lead to even more experimentation on your part.

Additionally, Update 27 will introduce some smaller features like adding large roots to the Fungus Biome, a new weapon mesh-skin, a handful of new context-triggered animations, and unique beer mugs, so each beer type gets its own mug.

The Road towards 1.0

The general focus is making the game feel polished both from a new player and a veteran player’s perspective. When you are developing a live game that is frequently updated, you often leave some things behind - unfinished business. We feel that we’ve been diligent at cleaning up as we went along, but still, there are a lot of smaller and bigger things that we would like to get done before we call it 1.0.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/2b719a325645b9b6f01813315c52c4907bb731a0.jpg)

One of the features we have left behind is the Perk system. We are going to give it an overhaul and are already now implementing the first steps, though, it will not be ready until Update 28. With the updated Perk system, we will introduce new Active Perks (meaning Perks that you have to activate) and change some of the existing Passive Perks into Active Perks (Iron Will is one of these and will undergo some much-needed changes).

To improve the experience for new players, we plan to do several things, including lots of tweaks to the existing tutorial and hint system. And both the Space Rig overhaul and the introduction of a Miner’s Manual feed into giving Greenbeards an easier time, and will, hopefully, also be appreciated by the veterans.

On top of this, we’ll do as many Quality of Life features that we can fit in. We’ve plowed through all your feedback on Steam, Discord, Reddit and other channels and compiled a huge list of things to do. We won’t do everything - and we don’t agree with every suggestion - but we should be able to get a lot of small things implemented that will make playing the game a better experience. If you have more suggestions for Quality of Life features or things that could use a bit of polish, this is the time to speak up.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/92a2829bfee29a178b9b58a69a02a07aba33b17b.jpg)

After the release of 1.0, we will continue the support of the game. This will include free content updates and top priority is creating more Mission Types.

Rock and Stone!
Ghost Ship Games

Title: Re: Deep Rock Galactic
Post by: Asid on December 17, 2019, 01:23:30 PM
Update 27: Little Big Things
Tue, 17 December 2019

Just in time for the holidays!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/198c1769022c5932844f997b26745322437c6463.png)

Hello Miners!

Update 27 is here, and just in time for the holidays! This update is a big bag of both lesser and major goodies: We’ve wrapped up the last Machine Event and added a ton of small but significant improvements and features - and a new enemy also managed to make the cut!

And from all of us here at the office: All the best wishes and a happy New Year! Now get back to work!

- The Ghost Ship Team


--- PATCH NOTES ---

NEW MACHINE EVENT: OMEN MODULAR EXTERMINATOR
----------------------------
R&D came up with a brilliant idea for helping out our Pest Control teams: Project Omen - a vast network of interlinked Modular Extermination Towers, strategically inserted into caves all over Hoxxes. However, much to their regret, the Exterminators turned out to be just as dangerous to our own people as the bugs they were supposed to protect us against! So, the strategy is clear: Project Omen needs to be shut down. However… for security reasons, that can only be done through a… hands-on approach, by our esteemed ground teams.

Get in there, find and activate the Exterminator, engage the Maintenance Pads to expose the machine Cooling Tanks, and blow them to bits. Easy. Well, and you have to do so within a limited time window or the device goes into Lockdown.

PS: Do note, the Exterminators can be constructed from a variety of different modules, so for your personal safety, do take care to learn the patterns of each. R&D aren’t in the business of making kids’ toys, after all...


NEW ENEMY: GLYPHID OPPRESSOR
----------------------------
The Glyphid Oppressor is basically Veteran Glyphid Praetorian. It is a slow and extremely heavily armored tank - impossible to deal with from the front, but has a weak spot in the back. Up close, it deals a lot of damage and has a powerful area knockback attack. It can dig through the ground to get to you - Maneuverability is key to take it down this unstoppable beast.


LOADOUTS (COMMUNITY REQUEST)
----------------------------
Tweaking and modding your equipment has been a big thing in the game for a long time, and only got more complex with the introduction of Weapon Overclocks. So by popular demand, as well as our own, you can now set up and save up to three full loadouts for each of your dwarves!


NEW WEAPON SKIN
----------------------------
The FOURTH RELIC weapon skin can be found for all weapons in the Cargo Crates in the mines. It’s a callback to the past glory and greatness of the dwarf nation - adorn your boomsticks with golden ritual bands and clan insignia, and make your stand!


SMALL NEW ANIMATIONS
----------------------------
After introducing the recent pickup animations, we got inspired and have added a handful of other ones as well to better describe the actions happening. New animations added for:

•   Ledge Grab
•   Interacting with a Terminal
•   Hanging pose when on a Zipline
•   Throwing of carriable objects
•   ...and maybe some more?


GAMEPLAY AND BALANCE TWEAKS
----------------------------

•   The Warning Shield Disruption will now give a smaller Health bonus.
•   Enemies now back out of active Shields instead of turning around and running away exposing their weak butts.
•   Glyphid Guards and Praetorians have had their Resistances to Temperature and Stun increased, making them a bit tougher to kill.
•   Glyphid Guard has had its health increased.
•   Glyphid Bulk Detonators unfreeze faster and when if they die while frozen they now explode with a nonlethal shockwave.
•   Jadiz and Enor pearl can now be found in Cargo Crates and are being dropped by the Hooli Hoarder.
•   Stepping over loose chunks of Minerals makes them float to you instead of just popping away.



WEAPON MODS & OVERCLOCKS BALANCE
----------------------------
THUNDERHEAD AUTOCANNON

•   Fixed the fire rate ramp-up mechanic so that the Lighter Barrel Assembly mod now works correctly and the weapon's top rate of fire can be displayed in the weapon stats as rounds per second instead of a percentage.
•   Replaced the Quickfire Ejector mod with a Magazine Capacity mod.
•   The Damage Resistance at Full RoF mod now displays a shield icon when it is active and the resistance amount can be seen in the weapon stats.


BEARDS & ARMORS
----------------------------
R&D has been very busy cooking up a solutions to ensure heavy beards and heavy armor can coexist in peace and harmony. Facial hair and combat suits are not natural friends, but now selecting a large beard will custom fit your heavy armor to make sure there is room for all that bushy glory.

This solution is not fully implemented yet! But our team of armorers and barbers are working round the clock to get all combinations of beard and armor looking their best.


NEW CAVE CONTENT
----------------------------
We have once again turned our attention to the caves and will be improving the variety of the special formations and flora that you can find down in the depths. For this update, we have added just a few new things to Fungus Bogs and The Salt Pits but there is more on the way.

In the coming updates more will be added all over the place.


ABYSS BAR
----------------------------

•   All beers now have unique beer mugs! Beer just tastes better when it’s looking fancy!
•   (COMMUNITY REQUEST) Unlocking a new beer now triggers Lloyd to serve up a free round - Only fair since you spend all the time collecting the beer ingredients.



UI & HUD
----------------------------
We are doing a lot of minor visual improvements all over the UI and HUD and will continue to do so in the coming time. For now, we’ve been focusing on making Unlocks and Rewards feel more satisfying and informative.

•   The mission map has received parallax scrolling to make it feel more dynamic
•   Ammo Status UI has been updated and better shows your ammo status


MISC. & FIXES
----------------------------

•   Mixer Integration now works again and can be enabled in the Options menu, and only Hosts can activate Mixer input
•   Item names in the Employee Wardrobe are now centered again
•   Fixed “Lead Storm” Powered Minigun ammo display off by 1
•   Added Notifications to new Schematics at the Forge
•   Fixed Cosmetic count in the Accessory Shop not matching actual purchasable items
•   Random Mission names can now be translated if it makes sense
•   Minehead can no longer spawn on top of Machine Events during Point Extraction missions
•   Various typos and spelling errors fixed
•   Fixed case of terrain generation crash when in Dense Biozone
•   A bunch of enemies formerly not giving you Health on death when using the Vampire Perk now correctly gives you Health.
•   Fixed a rare bug that prevented some assignments from being started before the main one has been completed
•   You can no longer Sprint while carrying an item if your run speed is boosted above normal.
•   Aquarq and Dystrum icons updated to look less alike
•   Rebalanced Community Goals after this month’s results
•   Fixed a bug that prevented the player from backing out of a Terminal with ESC after purchasing an upgrade
•   Fixed a bug with an infinite loop of audio that occured when crafting resources and closing the reward display before it is done
•   Fixed a bug where interrupting the Beer Unlock animation by pressing ESC/X could trigger an everlasting audio glitch that was only resolved by restarting the game
•   Beer Ingredients no longer spawn in the Tutorial biome
•   Fixed a bug with public sessions still being listed on the Server List for 30 seconds after the player changed it to a solo game
•   Increased the damage done to enemies by falling stalactites and exploding plants
•   Reduced the performance impact of crevasses opening up during earthquakes in Magma Core
•   Fixed a bug which would reduce zone color caused by reentering the Mission Terminal after unlocking a new biome
•   Fixed Third Person reload for “Stubby” Voltaic SMG
•   Increased the size and improved the readability of the Laser Pointer’s display
•   Fixed a bug that caused large terrain cubes to form when removing floating mineral chunks
•   Fixed incorrect stat display for the recoil reduction of the Floating Barrel mod on the “Bulldog” Heavy Revolver
•   Fixed EPC side charge indicators not working with some skins
•   Fixed a bug with Nayaka Trawlers not giving health when using Vampire perk
•   Mactera now flee out of the Gunner’s shield
•   Added a safeguard that prevents Machine Events from spawning too close to the Salvage Mission Escape Pod
•   The drills on the broken Escape Pod in Salvage no longer kill enemies

Title: Re: Deep Rock Galactic
Post by: Asid on January 27, 2020, 11:39:37 PM
Preview of Update 28: Feeling Perky
Mon, 27 January 2020

Update 28 is live now on the Experimental branch and will release to all on the 30th of January

Hi Miners,

It's time to take a look at Update 28: Feeling Perky. The main features of this update are the New Perk System, the first part of the Space Rig Overhaul, and an expansion on how we handle skins for customizing the look of your weapons. Let’s dive in!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/23342ec856aced50ba66f6f2ae2c3c7348c0be7a.jpg)

One thing that’s been high on our to-do-list for a long while has been to give the Perk System an overhaul, and with update 28 we have finally found the time to do it. When we originally introduced Perks way back in Update 14, it was our first attempt at adding some deeper progression and customization to the gameplay experience. And as with all other features, we release them as soon as we think they are *functional*, rather than necessarily *done* - both to get new content out to you guys as fast as possible, but also because we believe that game features mature best in the hands of the players, and through the valuable feedback we get from you.

When we started designing the Perk System, we had a few clear objectives in mind: We wanted you to get access to a bunch of tasty Perks, but at the same time we had to be careful that they were not overpowered or broke the game balance in general. This, combined with a pretty quick first pass on Perks that were mainly adjustments of existing numbers, resulted in what could seem like underwhelming perks.

And boy, have we gotten a lot of feedback on the Perk System…! An underlying tone regarding feedback on Perks has been that many players felt they were underwhelming. For example, the Weekend Athlete Perk (10% increase in sprint speed) got a lot of flack. And while a 10% increase in run speed is enough to make a very big difference in an actual combat scenario, we hear you - it DID look, sound, and feel less impactful than it actually is.

Another issue arose with the fact that many players started regarding certain Perks as must-haves. Iron Will is such a case - oh yes, let’s talk about the elephant in the room! Iron Will in its original implementation could totally result in epic wins - but more often than not it results in a sort of “soft fail” instead, leaving you beyond salvation but still running around reviving each other endlessly. We’ve also seen some players straight up refusing to play with players unless they had Iron Will equipped. The writing on the wall is clear: The fact that so many players feel they MUST use Iron Will is counter to our design, and it has been unbalanced for a long time. So with Update 28 the functionality of Iron Will will change. We’re quite excited (and a bit anxious) to gauge the reaction from you all from it over the coming weeks.

But just apart from “fixing” Iron Will, we’ve introduced a fairly meaty overhaul to how we regard Perks in general. For Update 28, our overarching goal was to make Perks feel a lot more interesting and varied, and to force you guys to make some tough choices instead of going with the same loadout all the time. And secondly, we wanted to go through all the perks and reevaluate and rebalance them to make them more satisfying to use.

And to facilitate this, all Perks are now split into two categories: Passive and Active Perks.


Passive and Active Perks

With the launch of Update 28, you will be starting the game with 2 Perk slots: 1 Passive and 1 Active. The Perk Tree will allow you to unlock two more Passive Perks and any promoted dwarf will get a second Activated Perk slot. When fully unlocked, your dwarf will be able to equip 3 Passive and 2 Active Perks.

So, you’ll have 5 Perk slots in total, but the choices should now be a lot more impactful. And we believe: Tougher choices = More interesting gameplay!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/22535ac8db5382aba07e3700bc2b86b92ce99638.jpg)

Passive Perks

Passive Perks are pretty much what the Perks used to be. Equip one of these and you get a passive increase to a given stat - such as Deep Pockets, that allow you to carry more minerals. No interaction or activation needed - equip it and the benefit is just there. Nice and simple.

Active Perks

Active Perks however, requires activation from you, and generally have either a Cooldown on their use, or limited uses - sometimes even both! And since they are limited use, this allows us to make Perks with significantly more powerful effects than we’ve seen so far, or to make less powerful ones be usable more often.

For Activation of the Perks, we decided not to go with a dedicated activation button, but instead map it specifically to each in a contextual manner. Take Iron Will for instance - since it is now an Active Perk.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/a15ce9ec3cea0e5adaa1a7c7412786fcc4b1e682.jpg)

After being incapacitated, you will have a period where you can activate it by pressing and holding [JUMP]. You can only do this ONCE per mission. Now, before you call on Karl’s wrath because of this change, hear us out: When using Iron Will, you will now have a longer period alive, with less movement speed reduction than before, and you will remain invulnerable for the full duration. All in all, this results in you being more certain that you can actually manage to revive a downed fellow Dwarf, reach some Red Sugar or simply spend your final rage on finishing a Dreadnought. Yes, you can only use it once - but you decide when. And when you do, you will be getting some proper bang for the buck!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/084e03b9b0038710c6ac9ec91ee0bf2bb9f8409c.jpg)

With Update 28 we are also introducing a bunch of new Perks, both Passive and Active, and have tweaked the costs and requirements for pretty much all of them. This means that all Perk purchases have been reset, any spent Perk Points have been refunded to you, and all Perks need to be unlocked once more.

We hope you’ll have a lot of fun playing around and experimenting with the new Perk System, and as always we’re looking forward to hearing your feedback.


Space Rig Overhaul

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/acc458c63ca62de486bd416485dd02b517a72ff4.jpg)

The Space Rig has been another thing we really wanted to update for a long time. It is, however, a large task, and we will be doing it in steps. The first and most crucial step is what we’re doing in Update 28 - the overall rearranging and restructuring of the place, and getting everything in more contextually sound and meaningful positions instead of just having rows of identical terminals next to each other. Work on the Space Rig will continue from now on and up until we end Early Access and launch the game fully, and will include full terminal overhauls such as how we’ve treated the Forge by giving it a fully custom model from the get-go.


Weapon Skins and Meshes

Sometimes good things come out of a bug, and the next new feature I want to highlight is one of those. As some players have pointed out https://www.reddit.com/r/DeepRockGalactic/comments/e0kqbj/how_to_easily_skinglitch/ and shared images of, we had a glitch in the Equipment Terminal that allowed you to quickly switch some of the weapon skins together.

This was part of our design discussion ever since we first started talking about Mesh Skins, but after seeing the reaction this glitch got from you guys, we decided to turn it into a proper feature.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/b4be72c26fee34a2c7114b5df65acf96627ddb7a.jpg)

This means that Weapon Skins are now divided into two distinct categories: Frameworks and Paintjobs. Frameworks change the actual model - adding or altering stuff on the weapon to make it look different. And Paintjobs is the overall coloring and texturing of the weapon. Making this split allows for a lot more combinations than were available so far, and should serve to make new Paintjobs feel a lot more rewarding to get than before, since you can use it with any Framework. Every existing skin has gone through this revamp, and you get to keep anything you’ve already unlocked.


Wrapping up the game and our next focus

So that’s the meat of Update 28. We are currently in a state where we are working hard on getting the game ready for 1.0. One of the biggest outstanding topics is what we refer to as “Onboarding” and is all about Tutorials and getting a great and smooth start when you play Deep Rock Galactic for the first time. Another topic is the upcoming Miner’s Manual which will give you more insight into the world of Deep Rock Galactic as well as play-tips and instructions to play missions among many other things. And last but not least we’ll be doing a ton of quality of life improvements and bugfixes to the game all over the place.

Update 28: Feeling Perky will drop on the 30th of January. It’s time to sharpen your pickaxes and get back into the mines of Hoxxes.

Rock and Stone, Miners!

Mikkel Martin Pedersen,
Game Director of DRG


Title: Re: Deep Rock Galactic
Post by: Asid on January 30, 2020, 02:14:32 PM
Update 28: Feeling Perky
Thu, 30 January 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/ce923a33e499ea60fb780b29a46133855de5445c.png)


Hello Miners,


Feeling Perky? Good, because UPDATE 28 is here to satisfy you with a meaty overhaul of our entire Perk System, the first part of the Space Rig redesign, as well as a very cool new addition to the way you can customize the look of your firearms.

The current focus for us here at Ghost Ship is to get the game ready for 1.0. Some of the ongoing tasks are a better onboarding experience for new players, as well as the upcoming Miner’s Manual which will teach you more about the game. And last but not least we’ll be doing a ton of quality of life improvements - but all that is for future updates, for now, we’re talking Update 28. Let’s dive in!

Cheers,
The Ghost Ship Crew

--- PATCH NOTES ---


PERK SYSTEM OVERHAUL

Perks can now either be Passive or Active. Passive Perks are pretty much what the Perks used to be. Equip one of these and you get a passive increase to a given stat. No activation needed - equip it and the benefit is just there. Active Perks, however, requires activation from you, and generally have either a Cooldown on their use or limited uses - sometimes even both! Their limited usability is compensated for by letting us make them more powerful.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/22535ac8db5382aba07e3700bc2b86b92ce99638.jpg)

With Update 28 we are also introducing a bunch of new Perks, both Passive and Active, and have tweaked the costs and requirements for pretty much all of them. This means that all Perk purchases have been reset, any spent Perk Points have been refunded to you, and all Perks need to be unlocked once more.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/a15ce9ec3cea0e5adaa1a7c7412786fcc4b1e682.jpg)

New Perks - some Active, some Passive, some are both
•   Beastmaster
Ever wanted to have a loyal Glyphid companion following you around? Well, this Active Perk lets you tame a Glyphid Grunt. Your loyal many-legged sidekick will help you in combat and keep you company during the quiet periods.
•   Born Ready
If you hate reloading then this new Passive Perk is for you. All of your weapons will automatically reload when not equipped for a few seconds.
•   Dash
This Active combat mobility Perk will quickly get you out of trouble with an extreme burst of speed for a short duration.
•   Jump Boots
Dwarves may not be known for their jumping ability, but, with the aid of technology, this Active Perk lets you soar through the air. Useful both in combat and for quick vertical traversal. Just remember: what goes up must come down.
•   See You in Hell
Go out with a bang with an Active Perk that lets you detonate a plasma charge after going down taking the bastards with you. For gameplay purposes, the explosion was made to trigger quickly, so you’ll have to do the Predator laugh yourself.
•   Shield Link
This co-op focused Active Perk lets you overcharge a teammate’s shield to 300% for about 15 seconds. It also has a passive effect: when you are close to a teammate it increases the shield recharge rate for both of you.
•   Temperature Insulation
Do you hate the cold? Is your Driller teammate constantly burning your behind? Do you want to see what is at the bottom of a lava geyser? Then get this Passive Perk and enjoy a large resistance to extreme temperature fluctuations.
•   Thorns
A Passive perk that will deal damage to any critter foolish enough to bite you. Especially effective against swarmers and other small nuisances, but keep in mind that it will not prevent you from taking damage from the attack.

Old Perks converted into Active Perks
•   Active Impact Compensators
We have transformed the old Passive Impact Compensators perk into something a little more powerful with fall damage reduction reaching 75% at Rank 3! As an Active perk, it now requires that you hold the Jump button while landing to activate the effect and there is a cooldown after each use.
•   Berzerker
Another Passive to Active conversion. This perk now greatly reduces your Power Attack cooldown along with boosting normal melee damage. It is no longer dependent on your health but is instead activated by doing two Power Attacks in a row.
•   Field Medic
The old co-op favourite is now an Active perk and it gives you the ability to instantly revive a teammate once per mission. The perk’s old passive effect of speeding up the normal revive process is still there along with the Fear AoE that triggers when you finish reviving someone.
•   Heightened Senses
We have expanded Heightened Senses to include all enemies that can grab you and it has become an Active perk with a limited-use ability to escape after being grabbed - killing your captor in the process.
•   Iron Will
This is now an Active perk that can only be triggered once per mission. We gave Iron Will a longer duration and it now grants a movement speed bonus instead of a penalty. The effect also gives stronger melee attacks, a faster power attack cooldown, resistance to slow-down effects and all of your weapons will be automatically reloaded when you activate this perk, so you get up ready to take names and kick ass.

Modified Perks - all Passive
•   Friendly
Formerly known as Loveable, now reduces both your incoming and outgoing friendly-fire damage. It still doesn’t completely remove it though, so remember to watch where you are shooting.
•   Resupplier
On top of the original reduction to the time it takes to resupply and the automatic weapon reload, this passive perk now also increases the amount of healing you get when resupplying.
•   Second Wind
A reincarnation of the Weekend Athlete perk, Second Wind is a Passive perk that will boost your sprint speed after running for a few seconds. Great for getting to point B faster or for making distance between you and the murderous horde.
•   Strong Arm
Now this Passive perk also grants a bonus to throwing heavy objects like Gems on top of it’s old bonus to throwing flares.
•   Unstoppable
We took the Strong Back perk and slapped on a resistance to all environmental slow effects. The result is a Perk that keeps you moving in all situations.
•   Veteran Depositor
We’ve given this old-boy an increase in the damage reduction radius and buffed the deposit speed to a maximum bonus of +50%.


We hope you’ll have a lot of fun playing around and experimenting with the new Perk System, and as always we’re looking forward to hearing your feedback.

SPACE RIG REDESIGN

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/6450668b7284dfeaaa9a8e5c1f33c4fcf5062f6e.png)

The Space Rig is something we’ve wanted to update for a long time. It is, however, a large task, and we will be doing it in steps. The first and most crucial step is what we’re doing in Update 28 - the overall rearranging and restructuring of the place, and getting everything in more contextually sound and meaningful positions instead of just having rows of identical terminals next to each other. Work on the Space Rig will continue from now on and up until we end Early Access and launch the game fully, and will include full terminal overhauls such as how we’ve treated the Forge by giving it a fully custom model from the get-go.

PAINTJOBS & FRAMEWORKS [COMMUNITY REQUEST]

Sometimes good things come out of a bug! As some players have pointed out, a bug in the Equipment Terminal allowed you to merge some of the weapon skins together. We’ve decided to implement it as a full feature after seeing the response it’s been getting.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/b4be72c26fee34a2c7114b5df65acf96627ddb7a.jpg)

Weapon Skins are now divided into two distinct categories: Frameworks and Paintjobs. Frameworks change the actual model - adding or altering stuff on the weapon to make it look different. And Paintjobs is the overall coloring and texturing of the weapon. Making this split allows for a lot more combinations than were available so far, and should serve to make new Paintjobs feel a lot more rewarding to get than before since you can use it with any Framework. Every existing skin has gone through this revamp, and you get to keep anything you’ve already unlocked.

BLANK CORES VS. RESOURCE CANISTERS [COMMUNITY REQUEST]

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/82f97364ae0d41410bbbe611931d2951a9cdf52e.png)

If you have obtained all Overclocks you used to get a resource core in place of an Overclock. You now get a blank core instead. We agree with you that it makes so much more sense, though it will make you guys who play a lot, burn through the content that much faster.

QOL, BUGFIXES AND MISC.
•   Lootbugs can now seek out and eat loose mineral chunks!!!
•   Overhauled the damage direction indicator
•   Added loadout selection to the Character Selection Terminal
•   Added loadout selection to the Character Selection screen when joining a mission in progress
•   Added new shield regeneration sound
•   Added a new headbutt attack to the Glyphid Oppressor
•   Added a new sound that plays if you have no flares when you try to throw one
•   Resupply Pods are now on a shared (short) cooldown to prevent multiple people accidentally ordering at the same time
•   M.U.L.E. and Bosco are now visible on the Terrain Scanner
•   Dwarves are now less attractive to walking enemies and more attractive to flying enemies when using a zipline
•   Added a first and third-person pickup animation to the Impact Axe
•   Added a first and third-person pickup animation to the Satchel Charge
•   Black Box objectives are now affected by gravity
•   Golden Bugs now drop a chunk of gold when they die instead of just adding it to the Team Depository
•   Space Rig: Fixed escape-holes around the window (shame on you!)
•   Increased the volume of the battery sounds for Cargo Crates
•   Improved the collider of the Cargo Crates
•   Cargo Crate outline is now visible on hold Tab from when you insert the first battery until the loot is collected for the local player
•   Fixed some networking problems with the Cargo Crate that made it have the wrong color for clients
•   Mactera Grabbers and Nayaka Trawlers can no longer grab Spitball Infectors and Brood Nexuses if they have been hit by a Pheromone Grenade
•   Fixed a bug that zipline can impact characters and enemies when it’s not supposed to, creating really short and silly ziplines
•   Fixed “Lead Storm” Powered Minigun getting extra heat if you fire in small bursts
•   Fixed Mactera Spawns not dropping Kursite if frozen
•   Fixed a bug that made some Omen Modular Exterminator module combinations rarer than others
•   Fixed Homing Drone modules of the Omen Modular Exterminator all tilting in the same direction when opened
•   LMG Gun Platform: Changed the Manual Targeting mod to the Hawkeye System mod which increases the effective range of the turret(s) on top of offering manual target prioritization
•   Proximity Mine now has a 3-minute lifespan after being triggered once
•   Disabled dwarves being outlined when shouting
•   Changed text from pickup to disarm when retrieving a Satchel Charge
•   [Translation] Fixed Weakpoint Stun Chance / Duration could not be translated correctly
•   Fixed a camera shake issue with the Resupply Pod when the terrain beneath it got removed
•   Fixed a crash caused by the Pheromone Grenade
•   Fixed a bug that caused a grenade to stick to the player's hands if you are grabbed while throwing a grenade
•   Customizable HUD: Perk HUD icons now hide/show along with player health bar
•   Loadout selector added to The Accessory Shop
•   New Molly Waypoint markers with direction indication
•   Chance to find an old Resupply Pod in the Salvage mission

KNOWN ISSUES
•   Impact Compensator Perk audio cue activates every time the player presses JUMP while airborne, regardless of the distance fallen
•   Second Wind Perk audio cue and visual HUD effect reactivate when the player lands after a jump
•   Beer mugs disappear when thrown and reappear in the Drop Pod
•   Some weapon paintjob/framework combinations are work in progress

EXPERIMENTAL BUILDS - CHANGELOGS
•   Build 35867
•   Build 35977

Title: Re: Deep Rock Galactic
Post by: Asid on February 21, 2020, 02:48:58 PM
Update 28: Hotfix 8
Fri, 21 February 2020

Perk Tweaks + Zipline downslide boost and Sprint boost for all
Hello Miners,

We are back with yet another hotfix for Update 28. This hotfix will most likely (fingers crossed) be the last one before we fully start to focus on Update 29.

When we launched Update 28, we had removed two perks: Weekend Athlete and Souped Up Zipline Motor. We were super focused on explaining some of the other perk changes we had made (guess which!) and we forgot to tell you some of the reasoning behind why these two were pulled. So here it goes:

When we were rethinking the perk system, there were two things that we wanted to change: perks that were boring because they presented an obvious choice to the player and perks that were causing uninteresting and not enjoyable in the long run gameplay. In the case of Zipline Motor, we just thought that everyone should be able to use a speed increase and it should not be a choice against other perks. Unfortunately, we didn’t implement it in time, but here it is!

For Weekend Athlete, the conversation was similar. More speed was too strong to allow the rest of the perks to compete and that was the reason for its removal. However, we didn’t realize the big impact it would have for all the players who have enjoyed the game at that speed for so long (including many of us devs). We have spent these weeks trying to find out what we think is the ideal speed for the game and we have decided to increase the base sprint for everyone to a value similar to what the first stage of Weekend Athlete was.

Hotfix 8 also has a lot of other perk-improvements visually as well as functionally. Look in the notes below for details.

And finally, Thank you for all your feedback! It really helps us shape the game, and even though all of you are not always happy with the changes we do, we do listen and decisions we make are never set in stone. Please keep it coming :-)

Cheers,
The Ghost Ship Crew

-- PATCH NOTES --

MISC. FIXES
•   General Sprint Speed increased
•   Enemy Movement Speed has been slightly increased for Haz 4 and 5 and on Elite Deep Dives now that player Sprint Speed has gone up
•   Added a new mechanic to Ziplines. All dwarves can now slide fast on Ziplines that are angled downwards. Simply look down the zipline and press and hold forward to let go of the break. Release forward to slow down again. Sliding speed is relative to the angle of the Zipline
•   Fixed a bug that prevented Machine Events from being interactable when the FIRE button is remapped
•   Fixed text overflow for certain languages on elements in Mission Selection
•   Improved the logic of how enemies select a target and distribute themselves between the player, Steeve, Pheromones and the Lure
•   Reverted a previous change which has since caused M.U.L.E. to be more likely to walk through terrain

PERK TWEAKS

SHIELD LINK

•   Shield Boost now lasts for 30 seconds at final rank
•   Added first person effect to Shield Boost when giving and receiving it.


BERZERKER

•   Updated the Perk description, old text could be misunderstood.
•   Added a new first person effect overlay to give you a better feeling of how long it lasts.


THORNS

•   Added a small cooldown so that a large group of swarmers does not get killed in a single pass and can still pose a minor threat to the player.
•   Added a 4th tier to the perk bringing the damage assigned upto 24hp.


HOVER BOOTS

•   Hold to activate time decreased to be way more snappy
•   Cooldown decreased to a 75 secs when max upgraded
•   Hangtime Increased to 3.5 when fully upgraded
•   Improved the Hoverboots visual effects


FIELD MEDIC

•   Instant Revive now activates instant on button press instead of hold.


SEE YOU IN HELL

•   Explosion now leaves an electric field behind for 15 seconds electrocuting and scaring off enemies.
•   Explosion deals double damage of what it used to and can now take out Pretorians on some difficulty settings.
•   Fixed a sound bug, that would mute the explosion sound if music was turned down.
•   Passive Effect added to the Perk. Any time an enemy hits you with a melee attack you get a temporary melee damage bonus. This effect lasts for 1.5 seconds. Revenge never felt this good before :-)


DASH

•   Reduced cooldown of Dash on all tiers
•   Increased the speed of Dash slightly
•   Added new third person effects to Dash
•   Added a new sound for when Dash is activated
•   Fixed a bug that caused Dash to sometimes not activate, it should be way more reliable now.


SWEET TOOTH

•   Changed Sweet Tooth to give you more health from Red Sugar


BEAST MASTER

•   Steeve can no longer be affected by Sticky Flames
•   Added new sound and particle effects when you tame a Grunt
•   Steeve is no longer ignored by other enemies


ELEMENTAL INSULATION

•   Temperature insulation is now called Elemental Insulation and gives resistance to all elemental damage: fire, cold, poison/acid, radiation, and electricity
•   Percentage bonuses on the tiers have been reduced to +20%, +25%, +30% to not make this perk too OP with the changes listed above


SECOND WIND

•   Speed percentage bonus of Second Wind has been reduced. The percentage increase on Second Wind is based on the general sprint speed, and since that has been tweaked up, we had to tweak the percentage bonus down in order to have the effect of Second Wind stay the same as it was.


Title: Re: Deep Rock Galactic
Post by: Asid on February 27, 2020, 01:27:14 PM
2nd Anniversary Update
Thu, 27 February 2020

Party Hat, Golden Bosco and Live-stream

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/a2767cd6e5ded96b6c741e31413e42fe1edb2e5a.png)


Hello Miners!

Two years ago, we pushed the scary-looking button called "Release to Early Access", in the firm hope that Deep Rock Galactic would become the next big thing in co-op gaming. Today, we can look back at a fantastic journey where we've exceeded all our goals - not to mention the privilege of witnessing you all play and enjoy the game, while helping us spread the word on space-mining dwarves. And even more amazing to us is the fact that Deep Rock Galactic is now played and enjoyed by more players than ever, all over the world. This calls for some celebration!

So, we've just released a small update to remind us all that Deep Rock Galactic has been in orbit for two years. Like last year, Management has dressed up the Space Rig, and every dwarf will receive a unique Year Two Party Hat. And you can claim this for all your classes with one easy click! The 2-Year Party Hat will be available for at least a week.

In addition to this, Bosco now has Paintjobs to unlock in addition to Frameworks, to celebrate the little drone's importance to the operation. Owners of the Supporter Upgrade will receive a special Gilded Paintjob for him, and all players will gain access to four additional new Paintjobs as they upgrade Bosco: Abyssal Frost, Scorched, Corporate Mint, and Primal Blood.

Tomorrow, the 28nd of February, on the actual 2-year day, we'll be livestreaming from the office of Ghost Ship Games, as well as host another AMA on Reddit at r/deeprockgalactic. The AMA will start at 10am CES and continue for many hours into the afternoon. We'll also be revealing the new Roadmap, further outlining our current plans up until launch and into the future.

The livestream will kick off with the usual Deep Dive stream at 1pm CET (UTC+1), but we plan to continue all day long and into the evening, so fans around the globe can get a chance to watch it live and participate in the chat. We'll stream simultanously to the Steam page, Twitch, Youtube, and Mixer.

Rock and Stone, Miners! Let's make this weekend a Deep Rock Galactic weekend!

Cheers
Ghost Ship Crew

Patch Notes

New Content
•   2-Year Party Hat claimable for all in the Space Rig
•   Space Rig party celebration
•   Gilded Bosco Paintjob added to Supporter Upgrade
•   4 Paintjobs added to Bosco's Mastery bar

Misc. fixes
•   Added final countdown to Iron Will Activation, when the entire team is down
•   Fixed potential crash
•   Made mission select monitors work on client + late join
•   Fixed Dash sound activation being too loud

   
Title: Re: Deep Rock Galactic
Post by: Asid on February 29, 2020, 12:00:09 AM
Roadmap Update
Fri, 28 February 2020


Update 29 in March, 1.0 launch info and beyond
Hello Miners!


As promised yesterday, we have an updated Roadmap for you, and it should hopefully help answer most of the burning questions you might have!

Right now, we're laser-focused on getting Deep Rock Galactic ready for the actual 1.0 launch sometime during Q2 2020. During this time, we'll be revisiting old systems in need of some well-deserved love, as well getting the game polished to a mirror shine. Update 28 started a lot of this, with the much-discussed Perk Rework, as well as the first batch of improvements to the Space Rig and its overall layout. And with the separation of Weapon Skins into Paintjobs and Frameworks, we also gave all Dwarves many more options in terms of expressing their personality through the looks of their weapons. These are key themes that you will continue seeing as we get the game prepared for 1.0.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/2cc33adb8e5807eb0c34d7c09808e6ac372e9ec4.png)

Before we're ready to hit the big switch and launch 1.0, we will squeeze in one more update - Update 29. It will feature a lot of under-the-hood optimization and improvements, but more visibly it will see more work done to the Space Rig, a much needed graphical overhaul of the trusty old Drop Pod, and a full visual customization system for your pickaxes. AND, hallelujah, we're finally getting in proper item icons for all your phat lewt!

Update 29 will also bring a new and improved Greenbeard experience, with a brand new tutorial flow, and handy contextual hints. And of interest for any dwarf regardless of experience, we will also see the introduction of the Miner's Manual - an ingame repository of information about all kinds of Deep Rock Galactic related things.

And finally, Update 29 will also include another Weapon Balance pass, touching on many of the issues both we and yourselves have brought up regarding certain weapons.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/7ddc2fa61b0c0b8d15aa5fe1dc33febcc24d7fbd.png)

After 29, we will be officially heading into launch. The Launch Update will not introduce any major new features, but it will still include some pretty tasty things. Apart from a whole lot more bugfixes and optimizations, it will expand the game's soundtrack with almost an hour more of synthy goodness, and it will enable a whole bunch of new Promotion Ranks and associated rewards.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/b78cb162a6d14a53d07a84cb15a7f6930fc479d0.png)

And beyond that - well - depending on the reception of the game upon launch, the sky is more or less the limit. We have a stack of new things we'd like in the game stretching almost to our ceiling, based both on our own wishes and those voiced by our frankly awesome fanbase. The work you're putting in to assist us in making DRG the best game it can
be remains absolutely priceless.

One thing we KNOW we will focus on right after launch, however, is a return to the real meat and bones of the gameplay. We've devoted a ton of necessary work on fleshing out the game's surrounding systems for a long time now, but it's high time we turn our eyes back on the caves themselves. You can at the very least expect more Mission Types after launch, since that's something we rate very very highly on our list of wishes. And once we know a bit more, we will of course update you guys in our usual ways - blog posts, roadmaps, and so forth.

So until then, keep the bullets flying, the blood and ideas flowing, and we shall get back to you again very soon!

Rock and Stone!
The Ghost Ship Crew

Title: Re: Deep Rock Galactic
Post by: Asid on March 26, 2020, 04:15:56 PM
UPDATE 29: The End of the Beginning
Thu, 26 March 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/5c3f0e8ecc139be881e2d59efe631d9e835c7a67.png)

Hello Miners!

It’s time for another update as we’re ramping up for full release! The main focus for this update has been on improving the first experience new Greenbeards will encounter, but we also have a lot of goodies for veteran players, such as Armors finally being able to get new Paintjobs, and an all-new Miner’s Manual to name a few!

Cheers,
The Ghost Ship Crew

--- PATCH NOTES ---

PICKAXE CUSTOMIZATION
----------------------------
Every miner needs a pickaxe, but no two pickaxes need to look the same! Find and unlock new parts to customize each of the six different sections of your pickaxe, not to mention a handful of brand new Paintjobs for it as well. Crack those rocks in style!


LOST PACK ENCOUNTER
----------------------------
If you see some lost gear scattered around the place, try to find a blinking helmet. Use that to download the location of the lost dwarf’s backpack and track it down using your Terrain Scanner. They are always full of pickaxe parts and precious minerals.


DROP POD OVERHAUL
----------------------------
Let’s be blunt… the Drop Pod has been in need of a facelift for a while. That has now happened - including Fuzzy Dice!


NEW DWARF SHOUTS
----------------------------
BISMOR, BISMOR, BISMOR! A good bunch of new shouts have been added, including some notorious missing Laser Pointer shouts!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/85a549cd1400cda03bb041e27765fe96f148a6cd.jpg)

SPACERIG EXTERIOR
----------------------------
Did you know that the Launch Bay is only a small part of the Spacerig infrastructure?


MINER’S MANUAL
----------------------------
Missions, Crafting Resources, Damage Types, Weapon Mods... There are so many systems in DRG! It can be overwhelming at first. We collected as much information as we could and created a ton of new infographics to make a guide. Hopefully this will help during the first few hours of the game. There might even be some details veteran miners didn’t know.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/383647e5ea33f0cd49d77afb4598922aa59320ff.jpg)

It’s the intention that the Miner’s Manual will continue to expand with new entries and chapters in future updates.


IMPROVED TUTORIAL
----------------------------
Mining is way more fun once you know the basics. There is now a brand-new and more streamlined Tutorial with clear instructions and tasks. Let’s get the Greenbeards up to speed as soon as possible, Management wants to see that ore flowing!


ESCAPE-MENU OVERHAUL
----------------------------
With the inclusion of the Miner’s Manual, we decided to redo the whole Escape menu. The main tab is the Status, where you can read all the information about your current Mission, Loadout, and Team. Many of the items link directly to the Miner’s Manual, so you can learn more about, for instance, the current Mission Warning Mutator with just one click.


VANITY ICONS
----------------------------
All cosmetic items, both from The Shop and The Forge, now have proper icon previews! They are perfect for quick sorting and to avoid “guess forging”, but, most importantly, they look cool.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/0970a6020a230883eb6e446e034ff811bf567d5c.jpg)


ARMOR PAINTJOBS [COMMUNITY REQUEST]
----------------------------
All the ingame Armor Sets have received the same split between Frameworks and Paintjobs that weapons got recently. Several brand new Armor Paintjobs can be found in the Lost Pack Encounters, with more to come further down the line. Also, for those with Supporter Upgrade, the Gilded Armor is now a Gilded Paintjob and can be applied to all Armors.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/5912c194d159ce3989dfc4ac06e102ed081e5a7c.png)

WEAPON BALANCE

----------------------------
“THUNDERHEAD” HEAVY AUTOCANNON
•   Moved some of the AoE range bonus of Carpet Bomber OC to the Base Weapon and Shrapnel Rounds Mod
•   Moved some of the AoE damage bonus of Carpet Bomber OC to the Base Weapon
•   Added an accuracy bonus to Big Bertha OC
•   Removed starting fire rate penalty on Big Bertha OC, now only the max fire rate is affected
•   Reduced the direct damage penalty on Neurotoxin Payload OC
•   Slightly increased the DR bonus from the Damage Resistance at Full RoF Mod

“WARTHOG” AUTO 210
•   Moved some of the damage bonus of the Bigger Pellets Mod to the Base Weapon
•   Increased the base rate of fire
•   Lowered the rate of fire bonus of the Miner Adjustments Mod
•   Increased the bonus of the Supercharged Feed Mechanism Mod
•   Removed the Improved Stun Mod and increased the base duration of a weakpoint stun
•   Fixed the stun chance stat display to be more clear that the stun chance is calculated for every pellet that hits
•   Made it so the Minishells OC can't stun targets
•   Fixed crosshair misalignment
•   Fixed the Cycle Overload OC not affecting weapon spread properly
•   Lowered the spread penalty of the Cycle Overload OC

“STUBBY” VOLTAIC SMG
•   Reduced recoil especially the horizontal recoil so it is now easier to manually compensate
•   Greatly reduced max shot spread
•   Improved base accuracy
•   Increased base damage
•   Consolidated all base damage into one damage type
•   Increased base chance of electrocution

Modification Tweaks
•   Replaced the Floating Barrel Mod with a Recoil Reduction Mod
•   Improved the bonus of the Improved Capacitors Mod
•   Removed the Larger Capacitors Mod
•   Relocated the Conductive Bullets Mod to Tier 4
•   Removed the Overcharged Rounds Mod and added some of it’s bonus to the Base Weapon

BRT7 BURST FIRE GUN
•   Increased base damage
•   Decreased base ammo
•   Lowered the base armor breaking
•   Decreased base recoil
•   Decreased max spread
•   Increased base clip size

Modification Tweaks
•   Increased damage bonus of the High Velocity Rounds Mod
•   Removed the Burst Damage Mod
•   Increased the stun duration of Burst Stun Mod
•   Swapped positions of the Floating Barrel Mod and the Disabled Safety Mod
•   Increased the bonus of the Quickfire Ejector Mod

Overclock Tweaks
•   Increased the damage bonus of the Experimental Rounds OC to work with the new weapon damage and ammo numbers

CRYO CANNON
•   Reduced base charge-up time
•   Increased discharge time
•   Increased the base effective range
•   Increased the speed with which the spray extends to its effective range
•   Increased base freezing power
•   Increased base damage
•   Increased the base size of the pressure chamber
•   Lowered the base re-pressurisation delay
•   Fixed the weapon damage and freezing power stats displaying each other's values.

Cold Mechanics Tweaks
•   Mactera Spawns freeze a bit faster
•   Enemies slow down faster as they get colder

Modification Tweaks
•   Combined the Larger Pressure Chamber Mod and Increased Chamber Pressure Mod
•   Improved the value of the 2nd Stage Pump Mod and renamed it to Faster Turbine Spinup
•   Increased the value of the Bypassed Integrity Check Mod so it now completely removes the re-pressurisation delay
•   Increased value of the Overclocked Ejection Turbine
•   Renamed the Faster 1st Stage Pump Mod to Fast-filling Pressure Chamber
•   Reduced the value of the Improved Mixture Mod and renamed it to Supercooling Mixture
•   Renamed the High Water Content Mod to Hard Mixture
•   Increased the power of the Cold Radiance Mod

Overclock Tweaks
•   Added a flow rate bonus to the Flow OC
•   Increased the Ice Spear OC damage and it no longer depends on pressure, it's now always hits the same
•   Increased the Ice Spear OC ammo cost and it now always consumes the same amount and you can always shoot it as long as you have the ammo and the weapon is not repressurising
•   Tweaked Ice Spear OC damage and ammo cost
•   Increased the damage bonus and lowered the pressure drop penalty on the Ice Storm OC
•   Removed rate of fire bonus from Ice Storm OC
•   Added an ammo penalty to Ice Storm OC
•   Increased the radius and freezing power of the Snowball OC, like the Ice Spear the damage is now constant
•   Lowered the ammo cost of the Snowball OC, like Ice Spear the ammo cost stays constant
•   Increased Snowball OC ammo penalty

BREACH CUTTER
•   Increased the base width of the plasma beam
•   Increased the base damage
•   Changed how damage is shown in the stats to a DPS value
•   Decreased line speed
•   Increased the plasma line life-span
•   Decreased the rate of fire
•   Increased the base magazine size
•   Increased the "hitbox" of the plasma beam so it is more forgiving

Modification Tweaks
•   Increased the values of the Loosened Node Cohesion Mods
•   Increased the value of the Prolonged Power Generation Mod
•   Removed one of the damage Mods and increased the value of the remaining one
•   Added a Mod to extend stun duration
•   Removed one of the magazine-size Mods
•   Removed one of the Expanded Ammo Bags Mods and increased the value of the remaining one
•   Improved the effect of the Quick Deploy Mod and it now affects both deploy speed and deploy delay
•   Changed the Double-split line to a Triple-split line that covers a larger area both above and now below the standard line
•   Combined the There Can Only Be One and Explosive Goodbye Mods and made it that firing while you have a line out will detonate that line wout shooting a new one. Lowered the explosion's damage but it now leaves a residual plasma field that continues to damage enemies over time.
•   Added the Plasma Trail Mod which causes the beam to leave a trail of residual plasma which damages enemies over time
•   Rearranged many of the Mods
•   NOTE: Anyone who owned the removed Mods will be refunded the Minerals and Credits they spent

Overclock Tweaks
•   Yaw Man has become an Unstable OC and is now called Spinning Death. It causes the beam to spin while moving slowly forward dealing a lot of damage over time in the area.
•   Roll Control will not spin the beam if you click to fire but only if you hold. Releasing the fire button after the projectile starts spinning works as before.
•   Return to Sender no longer has a damage penalty
•   Inferno now ignites most enemies in one pass and no longer reduces your rate of fire
•   High Voltage Crossover is now a Balanced OC and no longer has a damage penalty

DEEPCORE 40MM PGL
•   Improved the responsiveness of the Proximity Trigger Mod and fixed the description which referenced a damage bonus based on a time mechanic that was not actually being used

LEADSTORM MINIGUN
•   - Improved how quickly the Burning Hell OC sets things on fire
•   - The Leadstorm OC now removes the Minigun's stun ability and has a slightly lower
•   - Lowered the damage bonus on the Leadstorm OC a bit

OTHER WEAPON TWEAKS
•   Made the Persistent Plasma effects always kill swarmers that go through them. This impacts both the EPC and the Breech Cutter.
•   Lowered the splash radius of the Pheromone Canister and lowered the number of enemies a pheromone-affected target can attract


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

•   Added a new first person death animation
•   Added a new attack to the Glyphid Oppressor
•   Added new equip animations to the Equipment Terminal
•   Added a new terminal design for the Accessory Terminal and renamed it The Shop
•   Added a new terminal design for the Mineral Trade Terminal
•   Added pathfinder blockers below the platforms of the Minehead in Point Extraction to prevent enemies from walking there
•   Overhauled the Tutorial Hints
•   Weapons that do fire damage can now ignite gas clouds
•   Hoverboots perk now have particles coming from the boots and will also burn any creatures unfortunate enough to be right beneath you when you activate them
•   Renamed the Grappling Gun to Grappling Hook
•   Renamed the Zipline Gun to Zipline Launcher
•   Resupply Pods now needs to fall a set distance before it starts doing damage on landing
•   Improved several sprint animations
•   Improved the sound of the Dash perk
•   Improved the logic of the Born Ready perk when activated on clients
•   Improved the spawning logic of Machine Events to prevent Core Infusers from disappearing
•   Fixed several field of view related bugs, including the field of view of the Zhukov NUK17
•   Fixed a bug in the achievement for Milestones
•   Fixed a bug with the Impact Axe sound effect only playing for host
•   Fixed a bug that caused clients to not see themselves as frozen when they are frozen
•   Fixed a bug that sometimes caused double footstep sounds in first person
•   Fixed a bug that prevented certain status effects from properly displaying on Lootbugs
•   Fixed a bug that caused the Terrain Scanner to become stuck in view
•   Fixed a bug that prevented the salute animation from playing in third person while sprinting
•   Fixed a bug that enabled Silicate Harvesters to walk on walls
•   Fixed a bug that caused the Iron Will countdown to display prematurely
•   Fixed a bug that caused the light of the Proximity Trigger mod for the Deepcore 40MM PGL to stick around after the projectile is destroyed
•   Fixed a bug that prevented Heightened Senses from working after the first time you get grabbed by an enemy
•   Fixed a bug where projectiles could nudge the player around for a brief moment while close. This was especially noticeable when looking down and firing.
•   Fixed a bug that prevented enemy health bars from properly indicating weakpoint hits for clients
•   Fixed a bug that caused LMG Gun Platforms with Hawkeye System mod to shoot marked enemy corpses indefinitely
•   Fixed a bug that caused some weapons to become offset when saluting with certain weapons
•   Fixed a bug that caused the Loadout Icon Selector menu to remain open after closing a Terminal
•   Fixed a bug that prevented Bosco skins from working in missions
•   Fixed a bug that enabled two players to tame the same Glyphid, sometimes removing its textures
•   Fixed a bug in the State of the Art achievement so it no longer triggers prematurely when having all items upgraded fully except the armor
•   Fixed a bug when using both the Hardened Drill Tips and Supercharged Motor mods on the Reinforced Power Drills
•   Fixed a bug that caused the canister of the CRSPR Flamethrower to change color when
•   reloading with some Weapon Frameworks
•   Fixed a bug with Air Geysers causing jittery movement for clients while pushed
•   Fixed a bug that caused Bosco to senselessly attack the Drop Pod if you marked it with the Laser Pointer. Silly Bosco
•   Fixed a bug that caused Mactera Spawns to look like they are in their attack stance while fleeing


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/83cd4badfa1b74a876727bf32e50930c291dfac1.png)


Patch Notes from Experimental Branch

During the last week, Update 29 has been live on the Experimental Branch. And thanks to all the feedback and testing, we applied quite a few tweaks, additions and bug fixes. Here follows a list of the relevant changes that happened and didn't make it into the in-game patch notes:

•   Updated the look of the Spacerig personal cabines
•   Improved network code for client movement
•   New Wardrobe menu
•   Improved Mission Map terminal
•   Added Gamma option to the graphics section of the options menu
•   Added icons for keys: P,O,K,L,Z,T
•   Added icons Apostrophe - Colon - Comma - Period - SemiColon
•   Typo fixes in Miner's Manual
•   Added Promotion-Available pop-up icons
•   Added Promotion Directions text (Promotion now happens in the Memorial Hall)
•   Fixed mission control speak on promotion
•   Pheromone Canister: Lowered the splash radius
•   Pheromone Canister: Lowered the number of enemies a single target can attract
•   Fix autocannon impacting cloud left by preatorians
•   Leadstorm OC: now removes the Minigun's stun ability
•   Lowered the damage bonus on the Leadstorm OC
•   Fix Radiactive Preatorians special attack not dealing damage
•   Poison damage type description expanded to include Neurotoxin
•   Fix for AI not respecting pathfinder. Attacking in drop pod etc.
•   Fixed sawed off shotgun jump overclock for clients
•   Fixed High Voltage Crossover OC description text referencing a penalty that was not there
•   Warthog Combat Shotgun: Fixed crosshair misalignment
•   Warthog Combat Shotgun: Changed the stun stat display back to a per pellet value
•   Warthog Combat Shotgun: Fixed the Cycle Overload OC not affecting weapon spread
•   Warthog Combat Shotgun: Lowered the spread penalty of the Cycle Overload OC
•   Cryo Cannon: Added a flow rate bonus to the Flow OC
•   Cryo OC Tweak: Removed rate of fire bonus from Ice Storm OC
•   Cryo OC Tweak: Added a small ammo penalty to Ice Storm OC
•   Cryo OC Tweak: Increased Snowball OC ammo penalty
•   Cryo OC Tweak: Increased Snowball ammo cost
•   Fix Sawed off shells having wrong material when using skin
•   Fix Glyphids footstep particles not matching biome
•   Fix world scrolling ice particles
•   Oppressor: Added a longer delay before the attack starts doing damage and knocks back
•   Oppressor: Targets hit by the tremor attack now need to be close to the surface that the rocks emerge from
•   Oppressor: Tremor attack will now require the oppressor to have line of sight to their main target before starting the attack
•   Oppressor: Reduced the damage that the tremor attack does from 5 per tick to 2.5
•   Oppressor: Tweaked down size and cooldown of oppressor attack
•   Oppressor: Tremor attack now ends more in line with what the particles look like
•   Tried to fix a bug that caused infinite sounds and camera shake on ammo pods landing on the ground
•   Lost Pack should no longer spawn in supply tunnels and droppod tunnel, only near original parts of the cave
•   Fixed Assault 3rd player equip animation
•   Tweaked interact trigger on the Shop in spacerig
•   Added slide in and out sound for weapon loadout in escape menu
•   Fix projectiles could hit the base collider of enemies, not dealing correct impact damage (ignore armor and not get frozen bonus)
•   Lighting slightly lowered and more tinted in CharacterSelection level
•   Color tweaks for new Armor Paintjobs
•   Fixed a case where enemies would not ragdoll
•   Mastery Rewards: Tweaked text
•   Rotate podium with character
•   Fixed droppod location in tutorial
•   Extra Morkite and Nitra in first missions
•   Fixed the missing texture on blob in Radioactive Zone
•   Unlock Mastery Awarded skins even if you purchased the upgrades before the patch
•   Keyboard icons added: Ampersand, quote, é
•   Added a small light by drone modification terminal
•   Updated images for miners manual spacerig page
•   Fix to Laser Pointer description
•   Fix vanity icons applying armor paint jobs
•   Partly fixed bosco loadout skin problemt at drone terminal
•   Changed the duration mod icon so it is not the same as the delay icon
•   Bosco Mesh and Color skin fix at terminal
•   Fixed droppod random rotation in tutorial
•   Fix loadout alignment in the menu screen when bound to a key with a long name
•   SpaceRig tweaks, fix glass shader world space
•   [Community Request] ESSENTIAL graphical issues fixed on the Space Rig: You can no longer pass through speakers, UV's have been fixed on tatty posters, a Hoop Game monitor is no longer floating, and the Platform Gun lying on the workshop table no longer slightly intersects with the grenade box next to it. Well done, Team.
•   Minor Space Rig tweaks, some old ugly models revamped, some material improvements
•   Smoke no longer disappears from Forge when up close


Title: Re: Deep Rock Galactic
Post by: Asid on April 08, 2020, 01:55:58 PM
Community Trailer Competition!
Tue, 7 April 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/7e7374a45ab59c719fe28baa48d7f92f21597b45.jpg)


Hello Miners!

One of the best things about working with Deep Rock Galactic is all the amazingly creative fan-content that you miners put out there, and as we are getting close to leaving Early Access, we feel a little celebration is in place.

If you’re a little handy with both pickaxe and editing software, you now have the chance to win some of the upcoming, not yet revealed, Deep Rock Galactic merchandise.

Your mission is all about using a piece of the Deep Rock Galactic soundtrack to create a dark, dangerous, and dwarven video, that sums up everything Deep Rock Galactic is to you.

The competition runs from Tuesday, April 7th 16:00 CET to Tuesday, April 21st at 23:59 CET.

More info on requirements for the trailer and how to participate can be found here https://gleam.io/vCyuI/deep-rock-galactic-community-trailer-competition

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/66e07533ded6e516f82d823600de329854b85338.jpg)

Title: Re: Deep Rock Galactic
Post by: Asid on April 09, 2020, 02:09:05 PM
Update 29 - Hotfix 7
Wed, 8 April 2020


Bulldog Revolver Tweaks
- Elephant Rounds OC now has a bit more of a kick
- Elephant Rounds OC now lowers the revolver's capacity to 3 rounds and extend the reload time a bit
- Added a base accuracy bonus to Elephant Rounds OC.
- Five Shooter OC is now Six Shooter and has a rate of fire bonus, a bigger ammo bonus and a slower reload
- Feather Trigger OC has been replaced with the Volatile Bullets OC which deals massive damage against burning targets
- Increased the reload speed bonus of the Quickfire Ejector mod

MISC
- Fixed bug with GK2 Bullets of Mercy OC sometimes stacking it's damage bonus

Thunderhead Autocannon
- Increased the chance to poison enemies with the Neurotoxin Payload OC
- Added a small range bonus to the Neurotoxin Payload OC

BRT Burst Fire Gun
- Fixed the crosshairs not showing the weapon spread accurately
- Added a Blowthrough Rounds mod at T1
- Added a base spread reduction bonus to the Floating Barrel mod
- The Homebrew Powder OC has been replaced with the Lead Spray OC which gives a big damage boost at the cost of base spread
- Increased the ammo bonus of the Compact Mags OC
- Increased the spread-reduction and mag-size bonuses of the Micro Flechettes OC

Gatling
- Extended the effective range of the Burning Hell OC
"Warthog" Auto 210 Overclok tweaks
-Light-weight Magazines
Reload speed bonus increased
- Compact shells , Renamed to Stunner
Complete rework, renamed as Stunner. With this overclock, the weapon can stun after hitting any body part, not just weakpoints. There is also a damage bonus when shooting already stunned enemies.
- Magnetic Pellet Alignment
Bonus damage for weakpoints, magazine penalty removed.Rate of fire reduction now applied as a percentage.
- Stunner: Bonus damage to stunned enemies reduced. Fixed a case in which a part of the shot stunning the enemy was also benefiting from the Stun damage bonus. This was producing an unintended random damage output. Now only the damage dealt by subsequent shots after the stunning shot will receive the bonus.
- Magnetic Alignment: Rate of fire penalty slightly increased, bonus damage on weakpoints reduced


Electrical SMG
- Added small cooldown to EMPDischarge OC for the electrical SMG
"Stubby" Voltaic SMG
- Turret EM Discharge: Cooldown reduced
- Overclocks' descriptions updated
- Stun is now applied after all damage, so if you hit an enemy with a shotgun, stun will only apply after all pellets have been calculated. This makes for more consistent experience when weapons also have damage bonuses based on stun.

General Fixes

MK3 heavy/light armors renamed ingame to MK3 and MK4 - also fixed a few typos in their descriptions
Fix one of the Point Extraction maps that had terrain that did not connect to the rest of the cave system
Fix Pheromone grenades not working (Visually) correct on clients
Fix paintjob not updating third person correctly if it was changed because of an incompatible default paintjob
Added overlocks and item upgrades to the escape menu
Fixed not being able to zipline while carrying an explosive barrel
Fixed errors in terrain generation causing tunnels to not lead completely to the caves.
Bombers no longer requires to hit cave walls to explode and wont be stuck dead forever on for example the minehead
Fix glyphids sometimes (more with heavy lag) not playing ragdoll.
You can no longer open the map while saluting. (Caused alot of issues)
- Fancy new Temperature Shock mechanic
Fire and Ice are now best friends, sort of. They still cancel each other out but now whenever you force a creature out of either the Frozen or Burning state they will take a good chunk of damage.
Step 1 - Either set a creature on fire or freeze them.
Step 2 - Procede to apply fire/heat damage if frozen or ice/cold damage if burning
This works with any elemental fire or ice damage and also with strong heat / cold sources
Step 3 - Keep at it untill the target stops being frozen / burning
Added weakpoint damage modifier stat display for combat shotgun
Droppod carves around it just before it leaves, to remove any platforms that could be in the way
misc audio optimization (Glyphids)
Improved Tritolite deposit collider to better match with the model
Re-Enable some idle sounds on glyphid grunts
Escape Menu: No tool tip when hovering over an unlocked or blank gear mod
Fix Bosco loadouts not working correctly. (It was using your characters loadout index)
Fixed Perfectly Tuned Cooler OC not affecting Flow Rate
Fixed the Burning Hell OC affecting teammates
Fix getting multiple rewards from crates

Title: Re: Deep Rock Galactic
Post by: Asid on April 29, 2020, 01:34:28 PM
Update 29 - Hotfix 8
Mon, 27 April


HOTFIX 8 LIVE NOW!


Hello Miners,

This hotfix includes a moderate boost to the health of the Glyphid Praetorian as well as several weapon fixes and tweaks, especially to the Experimental Plasma Charger. Read the patch notes below for all the juicy details!

--- PATCH NOTES ---
•   Fixed a bug that caused your character model to turn into a grenade in Terminals
•   Further improvements to prevent the Droppod from landing on Machine Events.
•   Fixed a bug that could make other players animations look laggy if their net connection was poor
•   Enabled network smoothing on the server when looking at clients
•   Beast Master now actives by holding the Use button
•   Fixed a bug that caused Glyphid Praetorian / Glyphid Oppressor / Dreadnought attacks to only damage players and not tamed Glyphids
•   Fixed a bug that caused enemies to attack tamed Glyphids even after they are dead
•   Fixed a bug that enabled the Glyphid Oppressors attacks to trigger after death
•   Increased the damage from Temperature Shock
•   Made Temperature Shock activation more reliable and responsive
•   New temperature shock icons and added a sound to improve feedback
•   Fixed a case where enemies would not spawn from waves if you buried yourself in a tiny room so small that it has no nav points
•   Added new crystal formations to Crystal Caverns


ENEMY TWEAKS
----------------------------
•   Added a 25% health boost to the Glyphid Praetorian

Having diverse enemies (in terms of speed, size, health, attack rate, etc.) is what we think creates interesting action and makes target prioritization relevant and worth mastering. We have units with radically different properties so the mix of enemies, together with the level layout, will often generate small combat “puzzles” that are fun to engage with.
One element we always considered vital is having enemies with a significantly larger health pool. That’s the reason why Praetorians can be found in every mission. An enemy that stays alive for longer is likely to produce situations in which the player has to reevaluate the combat circumstances. For instance, you might need to engage another target before finishing this one off. It makes smaller and more aggressive enemies shine because they synergize. They also incentivize teamwork, since they encourage joining forces to be defeated.
We felt that, with the current firepower, Praetorians are not playing their part. They die too fast for these things to happen. A moderate health boost should allow the Praetorian to perform the role we envisioned for this enemy.


GENERAL WEAPON FIXES
----------------------------
•   Fixed Warthog crosshair showing a dot in the middle
•   Fixed BRT mod that stuns on all bullets hitting the target not working for clients.
•   Fixed a bug that caused the crosshair to disappear
•   Fixed Sticky Grenade for client
•   Fixed return to sender being able to reverse the projectile speed multiple times
•   Fixed Explosive Goodbye not being activatable for clients
•   Fixed line projectiles with Explosive Goodbye not exploding if you pressed again too quickly
•   Increased the size of the plasma field left behind by the Explosive Goodbye mod on the Breech Cutter


EXPERIMENTAL PLASMA CHARGER TWEAKS
----------------------------
•   Changed the two charged shot damage mods to affect both AoE and direct damage
•   Replaced the Bouncy Plasma mod with the Plasma Burn mod that heats targets up potentially setting them on fire or extending the burn time of enemies that are already on fire
•   Made it so that the Thin Containment Field mod now also affects the heat generated by normal shots
•   Decreased the charge speed bonus from crystal capacitors
•   Lowered the radius bonus of the Expanded Plasma Splash mod
•   Flying Nightmare projectile now continues through all targets but no longer causes an explosion on impact
•   Reduced the base radius of the Flying Nightmare projectile
•   Flying Nightmare radius is now increased by the Plasma Splash mod and Overcharger OC
•   Updated the stats display to more clearly communicate the damage of a Flying Nightmare projectile
•   Increased the direct damage bonus and added an AoE damage and range bonus to the Overcharger OC and the penalties are now charge shot ammo cost and cooling rate
•   Increased the damage bonus and ammo penalty of Heavy Hitter OC
•   Increased the size of the field left behind by the Persistent Plasma OC and extended it's life
•   Replaced the cooling penalty on the Heat Pipe OC with a penalty to the heat generated by normal shots and added a small bonus to charge speed
•   Fixed the Persistent Plasma OC not triggering when a Thin Containment Field shot was detonated
•   Fixed Flying Nightmare damage not being affected by the Overcharger OC




Title: Re: Deep Rock Galactic
Post by: Asid on April 29, 2020, 02:52:33 PM
BLASTING OUT OF EARLY ACCESS!
Wed, 29 April 2020

On May 13th, Deep Rock Galactic will launch 1.0

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/a39efb1fc21591c69c4c34ecb6efe04f4361f505.png)


Hi Miners

This is it!

On the 13th of May, two weeks from now, we can all celebrate the launch of 1.0 of Deep Rock Galactic!

Before we head into the details on ALL the things that are happening today, the next two weeks and on launch (and beyond), we first need to thank all of you for supporting us. Some of you have been with us from the very beginning of Closed Alpha back in late 2016. Some of you have joined in since Early Access Launch in February 2018. And some of you just recently joined the ranks. But all of you should be proud of what we have accomplished together in the true dwarven spirit of a co-op first game. Deep Rock Galactic is today owned by more than 1 MILLION players and daily played by more than thirty thousand people. This keeps blowing our minds so much that we hardly have any cells left to think with!

So, from the bottom of our hearts: THANK YOU!

Now, what will happen today?

PRESS RELEASE AND LAUNCH PRICE

First of all, we just released a press release with the launch date news. So we expect to see some news pop up later today and tomorrow on our launch day announcement. Included in the press release are some important news on the release itself. We have decided to stick to the price we set a year ago (29.99 USD), so the game will NOT increase in price for launch. We believe that the current price is a good entry point and makes it easy to get new players to try out the game.

EXPANDED SOUNDTRACK AND DELUXE EDITION DLCs

The new soundtrack will be added to the existing Soundtrack as a Volume II. As this adds more than 50 minutes of music, we will at launch increase the price on the Soundtrack a bit from 7.99 USD to 9.99 USD. So, if you are considering buying the soundtrack, now would be a good time.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/d68d61865e797af91ca1ad3dc79ef48ecb2b9907.png)

At launch, we will also release two new cosmetic-only, no-gameplay DLCs. Together with the game itself, those two DLCs, named MegaCorp and Dark Future, will constitute the Deluxe Edition of the game. This will be set up using Steam’s user-friendly Bundle format, so if you already own the game, you still get a small discount on buying the DLCs together. During the next two weeks, we will release more information about the content of the Deluxe Edition, but for now, we can tell that it includes a brand new Weapon Framework for all 16 weapons as well as a unique Armor Framework for all four dwarves.

OFFICIAL NARRATED TRAILER

Along with the press release, we have premiered a brand new trailer, produced in-house at Ghost Ship Games. We have for a long time felt that we lacked a good video to showcase the game to new players and simply tell what it is all about. And who better to do that than Mission Control himself?

You can watch the video here and we encourage you to share this video to spread the word on the upcoming 1.0 Launch of Deep Rock Galactic

https://youtu.be/__ydQwf_Hng


COMMUNITY TRAILER COMPETITION

Speaking of trailers, we have now finally watched and evaluated all the entrants to the competition. More than 200 trailers were submitted and we’ve been absolutely humbled with amazing quality and creativity in the videos. Initially, we only had prizes for Top 4, but we clearly needed to expand that. Therefore we decided to give away the two soon-to-launch cosmetic-only Deluxe Edition DLCs to all who contributed with a trailer! We also decided to award the Top 40 even more. Instead of just one set of DLCs, every participant in Top 40, receives four sets of the 2 DLCs in the upcoming Deluxe Edition.

But who won, you might ask? That is not disclosed just yet. We have selected a ranked Top 15, and each day up to launch, we will showcase a video and slowly count down ending with the runner-ups and the winner on the day before launch day. You can look forward to some amazing trailers - ranking them has not been easy.

To start this off, we have created a playlist with videos in the Top 40 that did not make the cut into Top 15. These videos are not ranked but can be viewed in this playlist. https://www.youtube.com/playlist?list=PLggwHaWkdoiYNFBUTueSW5vAAS3zPLUAV

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/ea3a1747a6c3164780b30fa4f1f3ab236759dbe5.png)

LEGACY HATS GIVEAWAY!

In the live build on Steam (that is Update 29), we have activated a special gift for all of you. During these 2+ years of Early Access, we have created some limited runs of special vanity hats for Oktoberfest, Halloween, X-Mas, Yearly Anniversary, Steam Free Weekend, and Steam Awards. Some of you missed those and some of you missed the weird thing that you had to claim them for each character. From today, and until the 12th of May, you can claim them ALL with one simple click. Go CLAIM!

1.0 IS NOW ON EXPERIMENTAL BRANCH

Today, we also uploaded the upcoming 1.0 build of the game to the Experimental Branch. The 1.0 launch build includes the 14 new music tracks, Prestige Assignments, and 3 new Promotion Ranks as well as a long list of bug fixes, some QoL improvements, and quite a bit of optimizations. We hope quite a few of you will help us test the 1.0 build and report bugs, so we can have the best build possible for all the new players at launch. Read about how to get into the Experimental Branch here https://www.deeprockgalactic.com/experimental-branch

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/58beafdd8401a8dfdba5cd2072c5299bdd1f3818.png)

BEYOND 1.0

After we launch 1.0 of Deep Rock Galactic, we, at Ghost Ship Games, will continue to support and expand the game. Expect major updates with focus on new content for the game. We aim to release an updated roadmap a few weeks after the launch with more details on what to come. The important message here is that the journey has just begun!

SO, WHAT HAPPENS NEXT?

For the coming two weeks up to launch, we will do our best to create hype and attention
around the game. But we will need your help as well. There is nothing more powerful than a community of like-minded people that all work together. Help us spread the word and together we will give Deep Rock Galactic the best launch ever. One way of really helping out is by sharing and posting in communities outside of Deep Rock Galactic. Another way is to stream the game and watch others stream the game. And, as always, just play the game and take good care of the Greenbeards.

It is finally time to say ROCK AND STONE to the world!

cheers
Ghost Ship crew


Title: Re: Deep Rock Galactic
Post by: Asid 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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/ac0d99a1960bd11a3b43cf43f086ff8771215a49.png)


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/fdefdf57c3aaace7f5cab9c1542bee2c1c654dbc.png)

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!


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/6f6ae9d650329da581d5e83bca52aa698482b961.png)

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.


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/563db8f37f3066bc28582875d2f66781dc32b3ab.png)

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!

https://youtu.be/oN3l6w077yg


https://youtu.be/1QzkNf-FdMw


https://youtu.be/3XcboW--P2Y

 

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



Title: Re: Deep Rock Galactic
Post by: Asid on May 09, 2020, 12:56:52 AM
Behind the Soundtrack
Fri, 8 May 2020

by Mikkel Martin Pedersen, Game Director

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/1bcd835a6784d91484782ec626f3e77b231bd0ae.jpg)

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... (https://steamcommunity.com/games/DeepRockGalactic/announcements/detail/2185879391034297612)

Title: Re: Deep Rock Galactic
Post by: Asid on May 14, 2020, 11:24:15 AM
1.0 LAUNCH IS LIVE!
Wed, May 13, 2020

ROCK AND STONE!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/dcb3d277dfc318ab7869baa34312b1fa60fbe912.jpg)
 
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

https://youtu.be/k4m_5JYrAGM



--- 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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/e70d78f6bb2899268c27f37373e6ae346a0cc425.png)
 
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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/82f97364ae0d41410bbbe611931d2951a9cdf52e.png)


Title: Re: Deep Rock Galactic
Post by: Asid on May 16, 2020, 02:53:12 AM
ROADMAP UPDATE
Fri, May 15, 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/8bca2f005b41a6edfdfa4c69b268a67494d1ccb1.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/309f2b9ddc012b5ad5ecfb5585ecaf005c814914.jpg)

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


Title: Re: Deep Rock Galactic
Post by: Asid on June 11, 2020, 02:38:40 PM
UPDATE 31: What Was Left Behind
Wed, 10 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/7bc185433a7fa31ce08db1d1ac9a00e63f7416c2.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/6780634e17a37e7a772dc9250fe7e7ceb212824a.png)
 
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

Title: Re: Deep Rock Galactic
Post by: Asid on August 29, 2020, 03:23:32 AM
A Song of Rock and Stone
Fri, 28 August 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/e9d54031dc031ae82ed7ce577f038b71533a4f56.jpg)

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”.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/633eb2ad59be62bc7142435af2f20ec60204929e.png)
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 Søren 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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/794ba48d99bf5e854f8367d433b4a688abe1a2d2.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/dbaeabc335a2565f24bc2a9d0cc40abdbe133cad.jpg)
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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/13a0276656d9f99fce51550be533f64ce119b763.png)
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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/794ba48d99bf5e854f8367d433b4a688abe1a2d2.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/afc45464a2b538077b478c5f15e89f7606fa9249.png)
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.

https://youtu.be/k1FBvXtPwNk


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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/794ba48d99bf5e854f8367d433b4a688abe1a2d2.png)

ROCK AND STONE!

With Love,
Mikkel Martin Pedersen


Title: Re: Deep Rock Galactic
Post by: Asid on September 25, 2020, 01:45:28 PM
Update 32 - Release Date!
Thu, 24 September 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/8b49c1fa56815720239e9d7473feeca1e51a9920.jpg)

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.

https://youtu.be/zN1_6ZnJGfU

https://youtu.be/p8fwWug_-H0

https://youtu.be/mDozFefcN94

https://youtu.be/zxGfRktd12U


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


Title: Re: Deep Rock Galactic
Post by: Asid on October 01, 2020, 03:51:08 PM
Update 32 - DLC reveal and delayed release date
Thu, 1 October 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/4c8556a136ce5e655d4b50d60635585e38e6665f.jpg)

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://steamcdn-a.akamaihd.net/steam/apps/1430610/header.jpg?t=1601562473)
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


Title: Re: Deep Rock Galactic
Post by: Asid on October 23, 2020, 03:19:02 AM
UPDATE 32: ROUGHNECKS AT WORK
Thu, October 22, 2020

https://youtu.be/AkUbxJGMNXg


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

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/73dcf4e2ce1ea39002689774dc7b63d1ce3ccd33.png)

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

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/73dcf4e2ce1ea39002689774dc7b63d1ce3ccd33.png)

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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/6b75f08bb6e73bb6c08f6f5207d2c8404cfabe88.png)

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!

https://youtu.be/KzBRVrtUSlE


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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/6e19199900805ba6200c1adc23fbd5573a4fe5cb.png)

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!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/407fade4c4093d13cc4bb509a8a50a4501303e15.jpg)


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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/5f0aa25acdf52e2ba8b8c8d671ee1c5deb5d4bd5.png)

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

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/82f97364ae0d41410bbbe611931d2951a9cdf52e.png)

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

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/e70d78f6bb2899268c27f37373e6ae346a0cc425.png)

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

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/83cd4badfa1b74a876727bf32e50930c291dfac1.png)

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.

Title: Re: Deep Rock Galactic
Post by: Asid on October 27, 2020, 03:13:53 AM
Halloween Event
Mon, 26 October 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/2d388e53d230b5dd2f736540d5de500edf304a29.png)

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!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/3240d01ee513749d023fee5759cd92ed204f96d1.png)

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.

https://youtu.be/-ftvmcveT7w


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

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/4d387c51c9c1633c2e8e5c2cae46c8090354f164.png)

--- 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.


Title: Re: Deep Rock Galactic
Post by: Asid on November 06, 2020, 01:57:37 AM
ROADMAP UPDATE
Thu, 5 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/9a139fb0ab7ce3ca6720d086593c9bb35d697c22.jpg)

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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/8127f6938177c6309743f0c5c799a8d8a703f806.jpg)

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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/2876d5dcd8e84da4cdfd227a50d9a927acff1ff8.jpg)
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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/6ace673cc4c8f1afdc3e0980035bece7ed86d008.jpg)

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

Title: Re: Deep Rock Galactic
Post by: Asid on November 21, 2020, 03:31:10 AM
Loot Bug plushies available for preorder!
Fri, 20 November 2020

(https://cdn.cloudflare.steamstatic.com/steam/apps/548430/ss_3deee0ea62581f47e67f87528c7ad38a5225b88d.1920x1080.jpg?t=1604931993)

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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/dc4aa98879d14f9b0ba3d7c8bc8e3b487423a97c.jpg)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/d5c60144ee5825802e323f8f67a8c1fbe4e58c7e.jpg)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/d4b071fb78b379fc164dcbdb8f136c0e9ac2b081.jpg)


Title: Re: Deep Rock Galactic
Post by: Asid on December 12, 2020, 01:46:05 AM
[size=14t]XMAS PARTY 2020 starts on Monday[/size]
11 Dec 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/03b198f5835d1b4e11f58eb2467c8a7d5488db96.jpg)

Hello Miners

It's soon time to get in a very merry mood! On Monday December 14 at 1pm UTC, The Space Rig will be dressed up, presents are to be found in the caves, and The Yearly Performance Bonus assignment will be available to all. And just because Management really likes you the generous rewards includes two Xmas flavored head wear. On top of this, you all get to claim a fancy Yuletide Sock to put on your head.

Take note that the Yearly Performance Bonus can NOT be aborted and must be completed before this event ends on the 2nd of January, 2021.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/37ae042c7cd203cfcc9174fbe0df605010ebd8f6.jpg)

Update 33
Update 33 is still on track for release towards the end of January 2021. We will have more information and teasers for you when we get back in the new year (the dev team is off for the Holidays from December 23 and back on January 4). For now, you will have to do with this short snippet from the upcoming Azure Weald biome:

https://youtu.be/L_hSYSAStVg


Rock and Stone!
Ghost Ship crew

Upcoming Event StartsMon, 14 December 2020
Title: Re: Deep Rock Galactic
Post by: Asid on January 09, 2021, 03:33:20 AM
Biome change for Update 33
Fri, 8 January 2021

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/ffdf6bff1c471c66635c9020bac5dc7dc9588261.jpg)

Hello Miners,
We got an announcement to make. On the last road map, we stated that the two new biomes we would add to update 33 would be Azure Weald and Caustic Mire. When we made the decision for those two biomes we were actually experimenting with multiple different types of biomes and after a couple of weeks of prototyping, we fell in love with a different biome than Caustic Mire. Say hello to Hollow Bough!

Biome Description
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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/7a6aaa8c296d68340b008993a98d62f5b3921bbc.png)

https://youtu.be/nqC7qdQe6KI


The Reasoning Behind the Change
So why this change? Well, in our prototype Caustic Mire felt a bit like a cheap mix of Crystalline Cavern and Magma Core. And Hollow Bough immediately stood out in our first prototype as very original and interesting. We felt it looked both better and was more distinct from the other biomes. Furthermore, we simply had more original ideas for Hollow Bough and we really wanted to explore the spline tech we used for building pipelines in On-Sight Refining to do creepy thorny vines.

Changes like this in our production planning is simply a consequence of two things. First, we try to share information with you guys as early as possible (and we can only share what we know at that point), and secondly, we are very agile and change plans on the spot if we think it is the right thing to do. This will most likely not be the last time this happens, but, as always, we will share any changes with you as soon as possible and when we are confident that the change is the right thing to do.

So what about Caustic Mire you may ask? The short answer is that we are not doing that now or in the foreseeable future. And when we decide to add more biomes at some point there is no guarantee that we are gonna create that biome.

We are passionate game developers and we always prioritize features that we think will be the coolest for the game at any given point, but we also make decisions based on what we think will be more fun to work on. Luckily these two things align most of the time :-)

Update 33 release date
Next week we will reveal more info on Update 33 including a release date. Until then, here are a few teasers (and no, sorry, Azure Weald is not actually under water even though it has an under-water-feel to its looks).

https://youtu.be/L_hSYSAStVg

https://youtu.be/laKKvPeVCQ4

https://youtu.be/cgZCkpMzAF8


with love
- The Ghost Ship Crew

Title: Re: Deep Rock Galactic
Post by: Asid on January 15, 2021, 01:47:06 AM
Update 33 Release Date
Thu, 14 January 2021

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/828fd5f6bb0d3704755348be9c16d21303f6ca0e.jpg)

Greetings, Miners!

You’ve all been twiddling your beards in anticipation of this, so here it is. Update 33 will release onto Steam on February 4th. Titled NEW FRONTIERS, Update 33 will grant access to two brand new biomes - 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.

Should the new biomes, the Dreadnought Hiveguard, and the monster twins: Dreadnought Arbalest and Lacerator, not satisfy your thirst, we also have the Mactera Trijaw and the Mactera Brundle standing by to harass your endeavors, together with tweaks and changes to current mission types, such as being able to retrieve Doretta's control unit in Escort missions plus downloading the location M.U.L.E legs, and building fuel lines in Salvage missions.

We will also be adding the horned helmet we promised during the Steam Award nominations, and rumor has it that a new paid cosmetic DLC will allow you to dress your dwarf in an exotic dreadnought carapace.

The Xbox/Win10 version of Update 33 will release a week later on February 11th.

Experimental Branch and Dev-streams

If you absolutely can’t wait to get your pickaxe dirty, we will release Update 33 onto the Experimental branch on Steam on January 25th, and if you’d like to put your boots up and ingest a glyphid slammer with some good, solid dwarven entertainment, we will be live-streaming the two new biomes on our Twitch channel https://www.twitch.tv/ghostship_games on January 21st and 22nd (1 PM UTC+1 both days).

Finally, we'll leave you with a handful of fresh screenshots and images from the upcoming update:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/318e73a6be421036ef37be1d5e3597970223460c.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/04531631889c065aee89998fce98f94f8b9fc646.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/6ec6d733b94047426b0b0c87ab1f2564715e07fb.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/791056fbda5e55fea2c859a7b5678438827b73e6.png)

with love
- The Ghost Ship Crew


Title: Re: Deep Rock Galactic
Post by: Asid on January 27, 2021, 03:16:11 AM
2 Million Units Sold!
Tue, 26 January 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/739b1d68f6c66746765e5be0628ca564ba36bc13.jpg)

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

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/6724607fde9fcdc3e71cd9c30e4e91bc90e5398f.jpg)

Title: Re: Deep Rock Galactic
Post by: Asid on February 03, 2021, 02:55:02 AM
Dawn of the Dread - Announcement
Tue, 2 February 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/9ad4bd83449aca96affe4f1aff6e860452709a6b.png)

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".

https://youtu.be/gEAmvgDDqkA


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://cdn.akamai.steamstatic.com/steam/apps/1530640/header.jpg)

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


Title: Re: Deep Rock Galactic
Post by: Asid on February 04, 2021, 02:19:35 PM
UPDATE 33: NEW FRONTIERS
Thu, 4 February 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/a6e90f8e24cb5614f5cd805c9ea678858cf7b621.jpg)

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

https://youtu.be/d9P7T0W1I0c


--- PATCH NOTES ---

NEW BIOME: AZURE WEALD

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/318e73a6be421036ef37be1d5e3597970223460c.png)

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

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/04531631889c065aee89998fce98f94f8b9fc646.png)

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.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/57bc7502116ebb6c19f1e7ed4870d33f4f6c8fc1.png)


Read on... (https://steamcommunity.com/games/DeepRockGalactic/announcements/detail/3029203154509224465)

Title: Re: Deep Rock Galactic
Post by: Asid on February 17, 2021, 01:08:47 AM
INCOMING ANNIVERSARY & COMPETITION
Tue, 16 February 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/eac751fa8615457eeef7d11168b1139b29a83b8a.jpg)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.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/794ba48d99bf5e854f8367d433b4a688abe1a2d2.png)

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/

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/e70d78f6bb2899268c27f37373e6ae346a0cc425.png)


Title: Re: Deep Rock Galactic
Post by: Asid on February 24, 2021, 03:24:21 AM
Anniversary Event Info
 
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/d4e15c2bf8553c88e3ef8a2491b946a91ce61250.jpg)

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.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/847f6e74f4824ac6416ee5ffde74fb1d63e37d5d.jpg)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

Title: Re: Deep Rock Galactic
Post by: Asid on February 27, 2021, 01:49:49 AM
ROADMAP UPDATE FOR 2021
Fri, 26 February 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/b1c963a4e62a4fbb61f6199bdcbbe8cf4e6f6e0e.jpg)

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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/09f54ef7835a7ab090da2c90c04cb30fbab156ad.jpg)

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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/938c2a22336359c09bae8453d3e2c6b49587d233.png)

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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/863d54fa8f00711e4389ef00e9d811ee286c0662.jpg)

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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/52c4b5c5cf511ac11cbc4f2a8a3b63bce971dba3.jpg)

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

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/85efaf5b658288f395f2a2293794d62f842ee091.jpg)

with love
the Ghost Ship crew

Title: Re: Deep Rock Galactic
Post by: Asid on April 10, 2021, 11:31:45 PM
Update 34 Release Date
Thu, 8 April 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/199f8651c1d98036d7809edb5895433cc72d5a3b.jpg)

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:

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/4c47d074b8750ac7962a2e00aac70ec7c669cde4.png)

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


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/794ba48d99bf5e854f8367d433b4a688abe1a2d2.png)

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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/e70d78f6bb2899268c27f37373e6ae346a0cc425.png)

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.


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/5f0aa25acdf52e2ba8b8c8d671ee1c5deb5d4bd5.png)

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.

Title: Re: Deep Rock Galactic
Post by: Asid on April 19, 2021, 11:34:16 PM
Update 34 - Modding Support Postponed
Mon, 19 April 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/839772a667b44f57287b5589d8ff4a26a37d361a.jpg)


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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/5f0aa25acdf52e2ba8b8c8d671ee1c5deb5d4bd5.png)

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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/82f97364ae0d41410bbbe611931d2951a9cdf52e.png)

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


Title: Re: Deep Rock Galactic
Post by: Asid on April 22, 2021, 11:50:13 PM
UPDATE 34: MODEST EXPECTATIONS
Thu, 22 April 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/04c8978ec0ec0d117b63602074e6481a21157b7e.jpg)

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

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/794ba48d99bf5e854f8367d433b4a688abe1a2d2.png)


 Read on........ (https://steamcommunity.com/games/DeepRockGalactic/announcements/detail/3048350428883145372)


Title: Re: Deep Rock Galactic
Post by: Asid 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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/5f0aa25acdf52e2ba8b8c8d671ee1c5deb5d4bd5.png)

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

Title: Re: Deep Rock Galactic
Post by: Asid on August 31, 2021, 11:46:44 PM
Update 34.5 - Modding Support
Tue, 31 August 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/984f0ff73626e839e02aac33ff2edca2fe679a45.png)

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

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/dc9f9a863f0501c16de6c7310be71082dac79f32.jpg)

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

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/504627f00fd514ecfded91e85176079bfbf3721c.jpg)

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.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/b5a6bad599ef5fd7c2318d4afefde877437302b1.jpg)

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)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/85fb50a06c0cbbb7bcffabce4e07ee67ea192388.jpg)

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)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/c5a63009bf9d2467af9748cfbd7733d79773670a.jpg)

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

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/56e3570326b4e9b6ce1838b7f95da6e908539f28.jpg)

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

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/0c05ba03963f05de921dde54992f616e5c33b674.jpg)

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

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/a59da7c000b68c920b2238ed3201ff739876dac9.jpg)

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

Title: Re: Deep Rock Galactic
Post by: Asid on November 10, 2021, 11:34:25 PM
3 Million Units Sold!
Wed, 10 November

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/65962f5f05e748273748c69e0fa4a3bd5ba6de94.jpg)


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.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/dbe8be8c547a39f81ca6141886920ffcc204cfe2.png)

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


Title: Re: Deep Rock Galactic
Post by: Asid on November 17, 2021, 11:25:15 PM
Season 01: Patch 03
Wed, 17 November 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/4696119d61bdf05956ebc71f5666e3d31f8f4790.jpg)

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

Title: Re: Deep Rock Galactic
Post by: Asid on February 01, 2022, 11:26:33 PM
Board Game Kickstarter Date, 4th Year Anniversary, and Season 02 status
Tue, 1 February 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/468861f50109dcbd70b393494343330042e6be96.jpg)

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.

https://youtu.be/M5V3KeO_tzc


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!


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/938c2a22336359c09bae8453d3e2c6b49587d233.png)

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
 
Title: Re: Deep Rock Galactic
Post by: Asid on March 24, 2022, 11:34:03 PM
S02: Rival Escalation
Thu, 24 March 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/f96c1205e72ba3794123a958bfe8df418e64194b.jpg)

Title: Re: Deep Rock Galactic
Post by: Asid on April 04, 2022, 11:47:09 PM
Season 02 DLC Reveal and more
Mon, 4 April 2022

Hello Miners,

A few more words this time around, compared to our last post. Many of you managed to decipher the code within the picture, and for that we salute you! It was a tricky puzzle,so to make sure the information is shared with all:

Season 02 Releases on April 28th, 2022 on Steam

Season 02 - Rival Escalation will begin end of April on Steam, and a week later on Consoles. We have already shown you the new secondary weapons you can enjoy once the Season starts. So whether you are into disintegrating your enemies, cooking them alive from the inside, hiding behind walls to kill them, or just turning them into pincushions, this season has something for you.

Once Season 02 lands, you will all have access to the Season 02 Performance Pass, and all the unlockable cosmetic items it includes. We promised you before that you will still be able to unlock the items from past seasons even after they end, and we are sticking with that promise. More on that real soon.

But there’s more.

Many of you noticed the dwarves fighting something in the key art for Season 02 shown last week. And some of you have come very close to guessing what it is (where is that Driller???
). Stay tuned for the big reveal in the near future. And if you can’t wait for us to post it here, you can tune in to our weekly Dev Streams on Twitch every Thursday and Friday.

Season 02 lands April 28th on Steam, and May 5th on Consoles. And if you want to try it early, we’ll be releasing it on the experimental branch on 19th April.

Season 02 Cosmetic DLC - Robot Rebellion

Just like last season, you will be able to buy a new collection of cosmetic items in the Robot Rebellion Pack. Check out the new armor frameworks, helmets, and paintjobs in the video below.

https://youtu.be/GR9HuzZeDdw

Be among the first to get notified when it lands by wishlisting it now. So you can show off your new armor and matching helmets before everyone else.

(https://cdn.cloudflare.steamstatic.com/steam/apps/1946960/header.jpg)
https://store.steampowered.com/app/1946960/Deep_Rock_Galactic__Robot_Rebellion_Pack/

Title: Re: Deep Rock Galactic
Post by: Asid on May 05, 2022, 11:25:05 PM
Season 02: Patch 02
Thu, 5 May 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/7bcfea899156cdf1f968401ee69e524665862a88.jpg)

Hello Miners,

Contact! We've got 4, wait 6, no, 12... A lot of fixes headed your way! This patch includes new tweaks to the Rival Nemesis and fixes several bugs that snuck into Season 02, including an issue where the Dreadnoughts would suddenly stop attacking. Read on for all the juicy details. And then get back to work, miners.

With Love,
The Ghost Ship Crew

— PATCH NOTES —

- Increased the time it takes for a Rival Nemesis tentacle to see you until it starts grabbing
- Decreased the size of the area you have to get outside to escape the grab of the Nemesis slightly
- Reduced how quickly the Nemesis sheds heat to improve direct heat weapon viability
- Tweaked the range at which the Nemesis will try to grab you to be more consistent
- Fixed bug with the Nemesis igniting too quickly from Incendiary Grenades, Sticky Flames, and other heat sources.
- Fixed a bug where damage penalties were being applied to Special Bolt, and related gear stat text in the Equipment Terminal not showing up
- Fixed a bug where Bodkin OC for the Nishanka Boltshark X-80 will infinitely ricochet in O.M.E.N. Module weakpoints
- Fixed a bug where Rival Bot sniper shot laser becomes stuck while it's in a hackable state from a client's perspective
- Fixed pickaxe power attack damage upgrade description
- Fixed Bulldog’s revolver clip having stock material when reloading
- Fixed a bug in the Equipment Terminal where the reduction of Sentry Turret construction time is shown as red (penalty) and not green (buff).
- Fixed a bug where Taser Bolt wouldn’t deal consistent damage when stuck inside of a moving enemy
- Fixed a bug where the Mactera Goo Bomber's corpse doesn't disappear and remains "active" after killing it
- Fixed a bug where the Mactera Goo Bomber wouldn’t play its death animation
- Fixed a bug where Automated Beam Controller OC causes funky interaction when switching weapons mid-fire
- Fixed a bug where empty slots on the team show up as the Driller’s class icon on the Server List
- Fixed a bug where the Dreadnought Twins could get stuck in their behavior
- Fixed a bug where the Dreadnoughts could get stuck doing nothing
- Adjusted the Dreadnought Twin weak points to pop a bit more compared to their armor
- Fixed a bug where the final node of a Rival Signal event wouldn’t activate, making it impossible to complete
- Fixed a bug where latejoining clients would not see the Ommoran Heartstone health bar
- Fixed a broken hitbox for unstable ice and unstable crystal
- Fixed a bug where Bosco would drop the gem he is holding if you’ve previously grabbed a gem from his grasp
- Fixed a bug where Bosco would dig where you tell him to pick up a Gunk Seed
- Fixed broken Kursite Machine Event collision
- Fixed a bug where long Point Extraction missions would have 10 or less Aquarqs spawning
- Added sound to the Pickaxe Throw Victory Move
- Fixed a bug where audio output source would sometimes show up as “Hazard Level”
- Fixed a typo in the Cryo Bolt OC for the Nishanka Boltshark X-80
- Changed the DLC banner in the Seasons Terminal to the new Robot Rebellion DLC
- Fixed a bug where Matrix Cores for Season 01 items had the wrong category in the Forge
- Updated the Hellfire OC description for the Armskore Coilgun
- Fixed a bug where Volatile Guts mutator wasn’t working
- Updated the Rival Incursion Assignment to no longer select missions with double Warning Mutators
- Fixed a bug where the charge defense bonus for the Armskore Coilgun wasn’t applying to clients
- Fixed a bug where you were able to pickup bolts while they are returning to you, giving you double ammo each time with the Radio Transmitter Module upgrade for the Nishanka Boltshark X-80
- Contagion Transmitter’s Neurotoxin for the Colette Wave Cooker now also affect original target and not just enemies within AoE range.
- Fixed a bug where Laserpointer couldn’t detect Croppa correctly
- [COMMUNITY REQUEST] Toggle of debug language now also works on the info screen
- Reduced the number of turrets spawned around the turret controller in missions with the Rival Presence warning at high hazards, and spread out the turrets a bit more in general.
- Reduced the number of wires you need to cut to disable the turret controller in missions with the Rival Presence warning.
- Damage Resistance at Full RoF Mod (Autocannon) and Defense Enhancement Mod (Coil Gun) damage resistance bonus has been significantly increased.
- Exothermic Reactor (Wave Cooker) no longer applies heat/cold to target on temperature shock.


Title: Re: Deep Rock Galactic
Post by: Asid on May 16, 2022, 09:33:02 PM
Season 02: Patch 03
Mon, 16 May 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/7bcfea899156cdf1f968401ee69e524665862a88.jpg)

Hello Miners,

Our scanners have picked up a massive amount of fixes coming your way. Stand clear!


With Love,
The Ghost Ship Crew

--- PATCH NOTES —

- Fixed the X-80s Chemical Explosion sometimes doing double damage.
- Fixed bolts colliding with each other
- Fixed bolt hits not registering on Higher Pings (Possibly only for Bodkin)
- Reduced the amount of Pheromone Special Bolts.
- Goo and gas clouds are now easier to set on fire with nishanka's fire bolt
- Made trail effects linger a bit for enemies leaving the Coilgun trail.
- Removed the Coilguns Re-Atomizer Overclocks ability to push Steve and elite enemy STEs.
- Reduced the duration that the Coilguns Re-Atomizer overclock gives to STEs with no set duration.
- Stopped rival enemy STEs from spreading with the Re-Atomizer OC
- Fixed re-atomizer being able to "store" temperature of last enemy shot on clients. Also made it copy at minimum the freezing/burning temperature rather than just the current temperature of the target hit. This should make it so that the spreading of freeze and fire is more consistent with expectations.
- Coilgun Defense Resistance bug fixed where it wouldn't give the correct defense resistance bonus
- Coilgun Hellfire OC ammo penalty reduced. Introduced Trail Duration penalty.
- Removed friendly fire from the shockwave upgrade and aoe around the shot
- Fixed coilgun doing multiple unnecessary traces for each enemy it hit. Affects the mole OC doing unintended extra damage per enemy hit
-Tweaked the Weapon Framework: Builders Choice for the Cryo Cannon
- Fixed Dazzler Module for the Shard Diffractor affecting other players
- Fixed the animation on X-80 when born ready reloads the arrows swap
- Fixed a bug that resulted in other players getting stuck seeing (and hearing) clients Colette Wave Cooker as if it was firing
- Fixed Colette Wave Cooker freezes a burning Glyphid Brood Nexus back and forth
- Reduced the chance of multiple Nemeses spawning in a row and scaled it based on team size
- Fixed the spawn effects and sound for the Nemesis
- Extended the delay between when a Nemesis spawns and when it can attack giving players more time to relocate
- The Nemesis should now consistently die when set on fire
- Made the Nemesis a little less aggressive on low hazards
- Hovering Rival Presence warning at the mission map now correctly shows the biomes with the challenge
- Reduced the number of turrets spawning in the immediate vicinity of the Turret Controller to correlate to team size
- Reduced amount of rival warnings needed to complete a scrip challenge
Added red outline to the Turret Controller
- Fixed "E" not working correctly for reviving, building, or repairing during high ping.
- Fixed Picking up an item that goes to inventory while mining toggles to previous weapon
- Fixed that Arkenstout blizzard Sound FX continues to loop after breaking free of the ice.
- Fixed enemies who were supposed to die when on fire / frozen, not doing so if the last source was not from damage but from a heat source.
- Trying to fix dreadnoughts being inactive
- Fixed typo in Situation Briefing (Season Terminal)
- Fixed typo in Bestiary (Nemesis)
- Fixed typos in Trifork OC.
- Fixed a typo in Upgrade "eletric"
- Fixed two typos in the string "Hurry up! Droppod isn't hanging around for ever!"
- Adjusted the max distance that Refinery and Point Extraction platform can be adjusted down into terrain. It has been significantly reduced to fix edge cases where they could end up 10m+ underground.
- [Point extraction] Events that should stop scripted waves from spawning now also prevents waves in point extraction
- Fixed a bug that caused the Data Deposit map marker to be in the wrong place
- Added pathfinder collision to the explosive barrels event
- Corrected the initial delay of point extractions drill spawning.
- Fixed issue where the lost pack can spawn inside non-destructible objects, making it unusable.
- Fixed a bug that caused the cursor icon to not grow/shrink correctly when hovering over UI buttons etc. - When using a controller
- Fixed a bug that caused a softlock when interacting with the Promotion Terminal - When using a controller
- Fixed a bug that made it so viewing more than one item in the cosmetics shop displays the wrong model for subsequent viewings
- Fixed text that didn’t fit into credits and some broken characters in Polish
- Made it so the in-game chat no longer can overflow into the HUD elements
- Updated credits list
- Fixed the chat text that was misaligned for players with the "Supporters" icon
- The class icons that appear when a teammate is marked with the Laser pointer now has color
- Fixed a crash that happened when loading saves
- Disabled collision of O2 canisters on drop pod when the warning isn't active
- Fixed a bug that caused you to lose speed in Rich Atmosphere after getting slowed
- Fixed a bug that caused the Drop Pod drill to continue drilling after returning from a mission
- Fixed native modded blueprint spawning being inconsistent
- Tweaked the modding settings menu, to be able to open it correctly
- Fixed that the rival warning season challenge text - was showing the incorrect number of wins to complete
- Fixed the Spitball Infectors stiff neck that caused them to only turn their head to one side and not the other
- Fix for the players who completed the Heavy Duty assignment and were not awarded the Heavy Duty Fixer mining helmet - You should have it now - sorry for the wait <3
- Attempted fix for flickering textures on enemies
- Some small performance optimizations
- Some Audio optimization

Title: Re: Deep Rock Galactic
Post by: Asid on June 15, 2022, 10:09:22 PM
Roadmap Update & Space Beach Party Announcement
Mon, June 13, 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/1f31d0aadcce5a668ca5c5d6e484138806008e84.jpg)

Hello Miners,
We have some exciting news for you. On June 20th you can enjoy the first ever Space Beach Party. In usual DRG fashion you will find a brand new assignment available with new hats to collect. And festive decorations as well. Time for some serious workcation, miners!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//27142043/8fc6bf57386fb199c789b96036bc8a17c50b8ac4.jpg)


Roadmap Update
Now that Season 02 has been out for a bit, it is time for a Roadmap Update. We are already hard at work making Season 03, and although it is still very early in development, we can mention a couple of things to expect.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//27142043/d2115730f73770a98b3a91c61babb53101ac8c01.png)

There will be a new Performance Pass, but you can expect that for any new season, so not much of a surprise there. We are also making a whole new theme for Season 03. More updates to follow.

We are also planning to add new grenades to your arsenal. We are still testing out ideas, and some of them have blown us away. Expect these new additions to your arsenal to be a blast to use. Try not to explode with excitement before you get your hands on them.

There will of course also be a DLC to go along with the new season. And you can probably expect one or two more things to sneak into Season 03. We try to stick to scope, but we just can’t help ourselves from getting more cool features into the game. You probably know by now.

We can’t wait to tell you more. But we will have to wait a bit. Expect us to be a bit quiet over Summer as July is usually a vacation period here at Ghost Ship. In the meantime, enjoy Season 02 and the Space Beach Party. You have earned it, Miners.

Rock and Stone!

With Love,
The Ghost Ship Crew


Title: Re: Deep Rock Galactic
Post by: Asid on September 15, 2022, 12:28:08 AM
Voltaic Stun Sweeper
Tue, 13 September 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27142043/7bb816f3787c910e4fb6f9ab992dbc31c1365839.jpg)

One of the upcoming Season 03 Grenades

Hello, Miners!

You probably all saw our Dev Stream last week where we showed one of the upcoming grenades for Season 03. But just in case you were getting a refreshment from the bar and missed it, here it is again. Say hello to the Scout’s new grenade: The Voltaic Stun Sweeper!

https://youtu.be/Ic6suDxTM7s


While The Voltaic Stun Sweeper does stretch the definition of ‘Grenade’, we firmly believe you will get a lot of good use out of this shocking version of a Boomerang.

There will be more teasers, announcements, and reveals from now until Season 03 releases. So keep on the lookout for future posts, watch our Dev Streams every Thursday and Friday, and join the official DRG discord if you want to stay in the loop of all things Deep Rock and Season 03.

Until next time,
Rock and Stone!

With Love,
The Ghost Ship Crew

Title: Re: Deep Rock Galactic
Post by: Asid on October 26, 2022, 12:49:08 AM
Season 03 Narrated Trailer Premiere
Tue, October 25, 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/bf0500a0313f2c2b43afdf6d6fc98f4f88e30cb2.jpg)

Hello Miners,

Mark your calendars for the Season 03 Narrated Trailer, premiering on Wednesday October 26th, 1PM CEST here:


https://youtu.be/FWoOuRqIa54


This is also the time where Season 03: Plaguefall will be available on the Experimental Branch*, prior to its release next week on Thursday November 3rd.

And while you wait, here is a roundup for the rest of the teasers for Season 03:

https://youtu.be/l6bI0lMIIE8

https://youtu.be/PiBZa0vgDJI

https://youtu.be/-QRwDzCiUMo

https://youtu.be/15krpn7AE-M


Oh, and we hope you are enjoying the Halloween event! Given all the Mission Control impersonators we see on the Space Rig, it certainly looks like it.

See you all for the premiere on Wednesday! Bring your own popcorn.

Rock and Stone!

With Love
The Ghost Ship Crew


*Info on how to access the Experimental Branch can be found here https://www.deeprockgalactic.com/experimental-branch

Title: Re: Deep Rock Galactic
Post by: Asid on November 15, 2022, 11:25:33 PM
Season 03: PATCH 4 (build 78975 15/11/2022)
Tue, 15 November 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//27142043/7bcfea899156cdf1f968401ee69e524665862a88.jpg)

Hello Miners,

The guys at R&D have been cracking away at solving important issues, such as how many pieces can be cut from one extra large chocolate space cake. The answer is 42.


Also they have spent some time fixing bugs and issues. Most notably the Voltaic Stun Sweeper now have improved targeting. The APD-B317 unit has been reprogrammed to do a better job at cleaning and Plague Hearts now give the right amount of XP as concluded by the official agreement between the miners unions and DRG management.


With Love,
The Ghost Ship Crew


— PATCH NOTES —
- Fixed Bosco/APD-B317 not automatically cleaning plague
- Fixed targeting for boomerang
- Fixed season overview string. "250 PP" to "300 PP"
- Fixed Contagion indestructible terrain blocking the button in point extraction and causing softlock
- Meteor will now be destroyed if it lands on unfinished refinery pipes - preventing softlock of the mission
- Fixed missing neck with light configuration helmet from Biohazard DLC
- Decreased Naedocyte Breeder freeze point temperature
- Reduced amount of plague clean "scream" audios, but placed them better
- [Gamepad] Assignments can now be accepted with Y/Triangle
- [Gamepad] Perk Window: Remapped Buy Perk to Y/Triangle
- [Gamepad] Assignments can now be aborted with X/Square
- [Gamepad] Assignment terminal added shortcuts to popup window
- [Gamepad] Added missing gamepad shortcuts to Forge menu
- [GamePad] Season Challenge Info box can now be opened with B/Square
- [Gamepad] Removed Y/Triangle open Season Challenges, Y/Triangle/Enter now Confirms mission selection
- Fixed that the scrollbar on the pickaxe paintjob sidebar could not be dragged with the mouse, but only with the scroll wheel
- [Modding] Fixed that sometimes modded games could not be joined
- Fixed Boltshark Crossbow infinite ammo with Bodkin Points overclock
- Fixed Plague Hearts not giving XP for each individual heart
- Fixed visual bug on mission complete screen already counting assignment PP, even though it is visually being counted at the space rig
- The full Biohazard DLC helmet will no longer use the slim version of the Biohazard DLC armor

---KNOWN ISSUES---
- There are too few Lithopage warning challenges to get the intended amount of scrips to complete cosmetic tree - more will be added soon!


Title: Re: Deep Rock Galactic
Post by: Asid on February 03, 2023, 12:08:45 AM
Year 5 Anniversary + DLC Announcement
Thu, 2 February 2023


Hello, Miners!
As we alluded to in our previous post, we have an anniversary coming up: DRG is turning five! In other words, it’s been five whole years since we launched the game into Early Access. And we couldn’t help ourselves (this is becoming custom), we had to do something special for this occasion. This event feels very special to us, and whether you are a Senior Miner or a new starter here at DRG, we hope you will feel it as well when you get to experience it. So let’s get to the announcements, shall we?



Year 5 Anniversary event
Yes, there will of course be an in-game event for this year’s anniversary. With Space Rig decoration, rewards, and botched Longbeard Freight deliveries - all that you have come to expect. More details will be revealed in due time, but you can already add it to your calendar: The Year 5 anniversary starts on Thursday, 2nd March, and ends on Thursday, 16th March.

But wait, there’s more.

DRG Legacy
To commemorate 5 years in orbit, we are adding the option to play the original version of the game. That’s right, you will be able to play DRG as it was when it originally launched in early 2018. Maybe you feel nostalgic and want to go back and experience those early days of glory. Or maybe you just want to appreciate everything that has been added since launch by actually seeing how different the game is today by comparison. Either way, grab some friends and mine like it is 2018.

Supporter II Upgrade DLC
We got carried away - again. There’s been a repeated question from many of you: how can you help support the game since all the content updates we have released since launch have been free. So, for those of you who want to show your continued support of Deep Rock Galactic, we have put together a most decadent, most luxurious, most supportive package of cosmetic DLC and extra goodies. Behold, the aptly named, Supporter II Upgrade:

Deep Rock Galactic - Supporter II Upgrade

(https://cdn.akamai.steamstatic.com/steam/apps/2291670/header.jpg)

https://store.steampowered.com/app/2291670/Deep_Rock_Galactic__Supporter_II_Upgrade/


To all of you who will be donning the GSG GUARDIAN Weapon Framework and Armor Paintjob, as well as throwing back Supporter-styled Oily Oaf brews, we salute you. Rock and Stone!


There will be a couple more supply pods of information before we arrive at the Year 5 Anniversary. We will, just as in previous years, have a live stream from our office where we’ll talk about the past and future of DRG. We are in the midst of nailing down a date for this live stream and will of course tell you when it is confirmed.

And in case you were wondering, no, we are not slowing down on Deep Rock Galactic. On the contrary, we have never been as busy making exciting new things for this labor of love which now turns 5. Keep your eyes and ears open for more details on this, coming your way soon.

Until then, a massive thank you to you all - both veteran and newly joined miners! The fact that we are celebrating half a decade of Deep Rock is something we could only dream of when we first launched the game. We couldn’t be more pleased and proud to celebrate this milestone anniversary with you, our awesome community. So here‘s to the last five years, and may there be many more to come - we can’t wait to share them with you!

Rock and Stone, Miners - Rock and Stone!


With Love
The Ghost Ship Crew

Title: Re: Deep Rock Galactic
Post by: Asid on March 24, 2023, 12:09:10 AM
DRG Legacy is staying
Thu, 23 March 2023

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/27142043/399252b708422db55818a23c0c51ef103d1b8c50.png)

Hello Miners,

Last week, we notified you that the Legacy version of DRG was being removed now that the Five Year anniversary event is over. Our original plan was to have the Legacy version as a fun retrospect into how much DRG has evolved in these last five years. But we heard from a lot of you that you want to keep the Legacy edition around. And that is what we’ll do.

Accessing legacy work differently to how it was during the Five Year Anniversary event – we are moving Legacy to its own Steam Branch. For details on how to access it, see this post. So now you’ll have access to this wonderful time capsule of memories whenever you get nostalgic.

Bear in mind that we don’t plan to update the Legacy version, it will stay as true to how it was when it launched. So consider the bugs to be features – the Glyphid kind as well as the technical ones. And crashes are just a reminder to go play the Live version. What we are trying to say is, now you have the option to go back to the original version whenever you feel like it – warts and all.


And with the past of DRG now accessible at your leisure, we’ll go back to working on the future of DRG.

Rock and Stone!

With Love,