#patch-notes-steam
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** Season 02: Patch 08**
Hello Miners,
OktoberFest can now also be enjoyed in German and other supported languages, and the performance point bar should now start correctly at the mission end screen.
With Love,
The Ghost Ship Crew
— PATCH NOTES —
- Fixed a visual issue with the Best Wurst Beer Mug x2 Performance Point bonus
- Tweaked the lights at the Abyss Bar, should now be brighter
- Added missing translations for Oktober Event
- Updated the Oktober Splash Screen, scouts face is no longer obscured by a logo
Season 02: Patch 09
Hello Miners,
We found some audio that were missing.
With Love,
The Ghost Ship Crew
--PATCH NOTES--
- Added some missing audio
SEASON 03: PLAGUE FALL
Hello Miners,
The Rivals have been pushed back for the moment, but only just in time for a brand new threat to rear its ugly head. An insidious lithophage, a sickness of the very rock beneath our feet, has struck Hoxxes.
Nicknamed the ROCKPOX, this planetary pathogen is spreading through the caves, infecting the rock and even directly affecting the local fauna. Even the hardy Dwarves can feel its insidious grasp.
Prepare for PLAGUEFALL!
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
NEW EVENT: METEOR IMPACT
A rogue comet is passing through the system, shedding hundreds of infected meteoroids as the gravitational forces tear it apart. So far, every single one has carried with it a dormant form of Rockpox, and each one represents a clear and present danger to the Hoxxian ecosystem.
Be on the alert for meteor strikes during your normal missions. If one happens during your mission, clear out the impact zone immediately, and get ready to get cracking. Powerful Rock Cracker modules will be sent in from the Space Rig to assist you. These must be hooked up to the meteorite and maintained while they crack it open so you can get at the Plague Hearts inside. But beware the noise is sure to attract the locals!
The hearts themselves are highly prized by the R&D department with a Scrip awarded at the Season Terminal for every 6 Plague Hearts you bring back.
NEW WARNING: LITHOPHAGE OUTBREAK
When you play a mission with a LITHOPHAGE OUTBREAK Warning you will encounter an area in which the Plague Hearts have grown into full Contagion Spikes, rapidly spreading across the cave.
All missions with this warning come with two main objectives:
LITHOPHAGE OUTBREAK OBJECTIVE: First, you will need to destroy the Rockpox Contagion Spikes and the spreading corruption with R&D’s brand-new anti-contaminant tools. Be extra mindful of the creeping tide of Plague Larvae erupting from the infected area as you work, and be prepared for swarms of Glyphids that have already been struck by the Rockpox and seek to disrupt your endeavours.
NORMAL MAIN OBJECTIVE: Second, you will still need to complete the normal mining objective. Fighting the Rockpox is critical, but it does not pay the bills! The order in which you tackle these tasks is entirely up to you.
ROCKPOX INFECTION
As if it’s not bad enough that the Lithophage is devouring the very rock beneath your feet, once a Contagion Spike matures it begins to grow pulsating pods, filled with Rockpox Larvae!
ROCKPOX LARVAE
These squirmy little devils seek out victims en masse in an attempt to take them over. Shoot on sight and watch your backs. So far both Grunts and Praetorians having been sighted stumbling around covered in Rockpox growths.
ROCKPOX INFECTED GRUNTS AND PRAETORIANS
If you happen to come across a Rockpox Glyphid do not bother attacking it directly as the affected creatures can take a tremendous amount of damage and still keep going, we are not even sure if they are still really alive. However, if you aim for the glowing Rockpox boils covering their bodies, you can even take a Praetorian down in just a few shots.
CLEANSING TOOLS
To help you deal with the Rockpox infection and neutralise the Contagion Spikes, R&D have whipped up some tools: the LithoFoamer and the LithoVac. Both will be needed to neutralise and cleanse an area affected by the Rockpox.
The process is quite simple:
Step 1: Apply a generous coating of LithoFoam to Rockpox Blisters surrounding a Contagion Spike. The foam begins working on contact chemically bonding to the Rockpox while loosening the grip it has on the rock.
Step 2: Use the LithoVac to suckup both the LithoFoam and any Rockpox it has bonded to.
Once enough of the surrounding Rockpox is cleared the Contagion Spike will collapse, taking any Rockpox remaining in the area with it.
NEW GRENADES
As has become par for the course, there will be plenty of incentive to do your part. First of those are another round of additions to your arsenal, this time in the shape of new throwables.
VOLTAIC STUN SWEEPER
The Scout has gotten his hands on an Electric Boomerang that bounces from target to target, electrocuting anything hostile on the way. No mentions of shrimps or barbies, please.
SPRINGLOADED RIPPER
The Driller has seen fit to repurpose one of his favorite power tools. He is now in possession of a motorised saw that powers along the ground and even up sheer walls, slicing and dicing anything it hits.
SHREDDER SWARM
The Engineer has worked closely with R&D, and they have successfully made a portable robotic swarm from captured and reprogrammed Shredder Drones. Throw it on the ground to activate your very own posse of hacked drones that attack anything hostile on sight.
TACTICAL LEADBURSTER
And the Gunner gets a grenade with a gun on it - because of course it is. Throw and attach this device to any surface, and it will saturate the surrounding area with a blistering hail of lead.
CAVE VARIATIONS
As we continue our exploration of Hoxxes, it only makes sense that we get some new sights on occasion. You can expect to see dozens of new cave shapes on missions now, with a special emphasis on Point Extraction missions that have been sorely lacking for a while. Don’t get lost, now.
**
NEW PERFORMANCE PASS**
On top of all that, a brand new Performance Pass with another 100 levels of unlocks will be activated, alongside an all-new Cosmetic Tree loaded to the gills with Cosmetics.
This of course means Season 02 is coming to an end, so now is the time to get mining if you still have anything you are dying to unlock right away. That said - don’t fret, anything you’ve yet to unlock will simply be added to the ordinary loot pools in the game - nothing goes away.
RIVAL CONTENT
With Season 3 focusing on the Lithophage we have modified the various Rival Events, Rival Presence Warning and Industrial Sabotage Mission.
The INDUSTRIAL SABOTAGE MISSION is now treated as any other mission, including a slightly more streamlined lower-complexity version now also available on the Mission Map and in Deep Dives. On top of this we have also tweaked the mission a bit:
- Reduced minimum time to hack a generator
- Increased Transmitter Node connection Range a bit
We have also tweaked the RIVAL PATROL BOTS based on what we’ve been hearing on the grapevine.
- Reduced bot acceleration/deceleration a bit so the bots are now a little easier to track
- Reduced damage of burst shots
- Reduced damage of sniper shots
- Reduced the speed and manoeuvrability of the homing missiles
- While the patrol bots can't be frozen solid, "freezing" them will still make their metal brittle and impart the standard damage bonus applied to frozen enemies but with all those hot electronics inside they warm back up quite quickly
- Increased the amount of heat damage required to set Patrol Bots on fire
The RIVAL PRESENCE WARNING is now also part of the standard warning rotation and is no longer guaranteed to be present on the mission map at all times.
Lastly, the 3 RIVAL EVENTS have been added to the general event pool with probabilities similar to the other events. The Data Cells which you can get from these events no longer will grant you scrip or bonus Performance Points but instead will give Credits and XP similar to the Korlok Tyrant Shards.
ASSIGNMENTS
ASSIGNMENT VARIETY
We have added mission variety to all recurring assignments such as the promotion assignments. This way you no longer need to do the same missions every time you promote. Additionally the Industrial Sabotage mission will now also be available for selection in assignments.
PLAGUEFALL ASSIGNMENTS
We are also doing something a little different for the season assignment this time around. Instead of one long assignment, we are breaking it up into two shorter parts. Also, we have added Performance Points as a reward from these new season assignments.
WEAPON TWEAKS
As usual R&D have found a bit of time to tune and tweak some of the weapons.
EXPERIMENTAL PLASMA CHARGER
T5 Flying Nightmare upgrade
- Removed the damage bonus
- Converted a large part of charged shot damage to fire damage
- Increased the radius penalty slightly
- Merged the T5 upgrade Hot Plasma into this upgrade
- Renamed to Burning Nightmare
New T5 Plasma Splash upgrade
- Normal shots have some of their damage changed from direct to area damage
DEEPCORE GK2
- Increased the base weapon damage
- Removed the base weakpoint damage bonus
- Increased base weakpoint stun chance
- Increased base magazine size
- Adjusted base ammo to match new mag size
- Added a new reload speed upgrade to T1
- Moved some of the RoF bonus from the T1 Supercharged Feed Mechanism upgrade to the base weapon
- Increased the T2 Ammo upgrade bonus
- Increased the bonus of the T2 damage upgrade
- Removed the T3 damage upgrade
- Moved T4 RoF Upgrade to T5
- Increased the bonus of the T5 Stun upgrade
- Combined the T5 Battle Frenzy and Battle Cool upgrades into one and kept the Battle Frenzy name.
Electrifying Reload OC
- Adjusted the magazine and ammo penalty to match the new base
- Increased up the damage of the electrocution effect
- Made it do a bit of extra electric damage for every bullet that is in the enemy when you trigger the effect
Bullets of Mercy OC
- Increased the magazine size penalty
- Increased the damage bonus
- Fixed the damage bonus not triggering on: electric arcs, pheromones, corrosion, plasma fields, sticky flames and environmental radiation. The bonus will also trigger when shooting enemies infected with Rockpox, but you really should just aim at the blisters.
AI Stability Engine OC
- Reduced damage penalty
- Increased WP bonus slightly
M1000 CLASSIC
Electrocuting Focus Shot OC
- Increased the damage and duration of the electrocution effect
Supercooling Chamber OC
- Increased focus damage bonus
- Added a large focus weakpoint bonus multiplier
- Added a magazine size penalty
- Reduced the ammo penalty slightly
SUBATA 120
- Tier 5 Mactera Toxin-Coating upgrade now adds corrosive damage. Changed name to Acid-Tipped Bullets.
COLETTE WAVE COOKER
- Convex Lense upgrade now works correctly actually increasing the microwave beam width significantly
ZHUKOV NUK17
Gas Recycling OC
- Added a significant Armour Breaking bonus
HIGH EXPLOSIVE GRENADE
- Added ability to “cook” the grenade before throwing it, just don’t hold on to it for too long
- Increased fuse timer slightly
- Increased radius at which the grenade deals full damage
COMMUNITY REQUESTS
- New shouts on the Laserpointer
- Added an extra Loadout Slot in the Equipment Terminal
- Added a Miner’s Manual Terminal in each of the cabins on the Space Rig
- Implemented Local Blacklists on Steam: We have now added the ability to block specific players from your games. If you encounter a player who for some reason you never want to play with again, you can go into the kick menu in-game and click the “Ban” button. This will kick the specific player from your game and also send you to their steam profile, from where you can choose to block all communication. Doing this will prevent that player from joining any games that you host.
MISC.
- Made fixes to improve game performance
- Implemented more game optimization
- Vanity Items in the Wardrobe are now sorted, DLC first, then by name. Before the items would appear in the order loaded and could change between each run of the game. Pickaxe parts are also sorted in the same way.
- Added a Balaclava that takes colour from the armour paintjob to the shop
- BOSCO can now carry the Fuel Canister
- Added description to GINGER hair color
- Added proper messaging to clients in cases where the host disbands the team or exits to the desktop.
- Improved cashing of certain particles that before would cause the game to stutter the first time you would encounter them.
- Improved the subtitles to make them more readable.
- Small visual tweaks on season challenges, milestone images and the miners manual menu background.
- Increased pick up range on some carriables
- Glyphids who are burned / corroded no longer block shots while playing the death animation
- The orange border on the assignment description box is no longer in front of the mission indicator in cases where assignments have a lot of missions
- The dwarves no longer think the Harvester is an enemy when pointing at it with the Lazerpointer.
- Drilldozer Drop Cage will now kill any leeches in its way on the way down
- Fixed issue with Minimule, Treasure Crate, Lost Pack and old Supply Pod, where they could end up in weird locations because of issues with logic of falling down when terrain is removed below them
- Added Leaf Lovers special beers to the Trash Compactor
- Fixed a crash related to beards
- Fixed a crash related to the crossbow
- Fixed a crash related to status effects on enemies
- Fixed a crash related to the coilgun
- Fixed a bug resulted in push to talk being ignored for Hosts in some cases
- Fixed that clients could not see impact effects on terrain
- Fixed letters not appearing correctly in the Mission Terminal and in the Bar if the game language was set to Ukrainian
- Fixed the dwarf voice to match the class currently selected when buying upgrades for Bosco in the Drone Terminal
- Fixed Lazerpointer shouts on Ommoran Beamers and Liquid Morkite Wells
- Fixed a minor clipping issue in the Milestone Menu
- Fixed a bug that caused Boscos Armor Breaking and Fear Factor upgrades to not apply to its Rockets
- Fixed that fragile salt platforms in Salt Caves did not have a name when pinging them with the laser pointer
- Fixed a bug that caused the temperature icon not to show for the host when hit by instant temperature change
- Fixed a bug in the Promotion logic where players could enter a bad state that made them unable to promote and/or start the Promotion Assignment
- Fixed a bug that made the crossbow fire without ammo in some cases
- Fixed a bug that caused Refinery pipes and Fuel Pod Cords to be unbuildable for anyone if a client disconnected while they were building a segment
-Fixed a bug that made reverting direction on a zipline impossible when multiple ziplines were close together
-Fixed a bug that caused you to get softlocked if you entered a terminal before a pop up appeared - Fixed a bug that made a red outline and blinking lights on the dwarf in terminals if you spent extended time there while having a mission with Low O2 warning selected
- Fixed a bug where clients crossbow bolts would not stick to terrain
- Fixed a bug in the Shop where a purchase on the 'Do you want to equip this now' view, pressing space would repurchase that item again and again, deducting resources each time
- Fixed an ancient bug with pickup on certain beers not being translatable
- Fixed a visual bug where the wrong number of performance points would be displayed when completing more than one Season Challenge at the same time
- Fixed a bug that caused burrowing enemies AI to break if they got stunned while burrowing
- Added an event to the UGCRegistry that is broadcasted when modded blueprints are spawned
- Fixed an issue with weapon paintjobs for DLC frameworks not being consistent when changing the framework.
- Fixed a bug where Flares and Grenades did not collide with the Ommoran Heartstone
- Actually fixed the bug where Pickaxing the Ommoran Heartstones outer layer made no sound
- Fixed Cryo Cannon OC Snowball & Ice Spear displaying incorrect values in gear modification stats.
- Fixed ricochet triggering incorrectly on revolver Magic Bullets OC
- Fixed grameticle errur and spelld more bettr strings
- Fixed the Volatile Guts Explosion being painfully bright
- Dreadnoughts are no longer allowed to shoot fireballs at crazy angles
- Fixed the incorrect Damage Resistance bonus of the Autocannon T5 Damage Resistance upgrade.
**SEASON 03: PATCH 01
**
Hello Miners,
We couldn’t leave you for the weekend, without a couple of fixes to people being stuck in assignments, crash fixes and a small change to make Point Extraction, less of a Constantly-Spawning-Enemies-Murder-Simulator3.0
With Love,
The Ghost Ship Crew
** — PATCH NOTES —**
- Reduced the possible max amount of Contagion spikes in missions with Lithophage Warning from 4 to 3.
- Fixed a “bug” in the Point Extraction enemy spawning that resulted in constant waves
- Fixed a bug that caused players who had started the assignment Breach the Core, before unlocking the Industrial Sabotage Mission to be locked in the assignment after changing to Season 03.
- Fixed that Lithophage Warning and Description were not marked to be translatable
- Fixed a crash related to cooking grenades
- Fixed a crash related to late-joining Lithophage Warning missions
- Fixed some misc crashes
KNOWN ISSUE:
- An excessive amount of mineral veins spawning in caves (it's fixed in next patch - so enjoy it while it lasts 😉 )
Season 03: PATCH 02 (Build 78555 - 08/11/22)
Hello Miners,
The Great Mineral Rush has ended on Hoxxes and mineral spawns are now back to normal! Below is a list of bug fixes, ranging from fixing Doretta’s “interesting” sightseeing routes, Plague bugs, weapons tweaks, adding glowing eyes to the DLC helmet, regardless of what paintjob you choose and much more!
With Love,
The Ghost Ship Crew
** — PATCH NOTES —**
- Added new Plague meteor warning effect
- Extended the delay before player infection buildup begins to drop
- Added a small amount of damage to the infected praetorian spit attack
- Fix outlines not being correctly disabled on HoldTab functionality for Cleanup Pod, Minimules, Battery Crate, Broken Supply Pod, SupplyPods
- Removed beer can from character selection screen
- Added better collision to Meteor Top
- Decreased priority of meteor "calldown rock cracker" usable, carriables can no longer get stuck inside the usable collision
- Fixed maggots not animating
- Made the simple version of the Industrial Sabotage mission even more compact and simple reducing mission time some more
- Reduced max vertical spawning angle of Contagion Spike
- Improved Meteor spawning in escort missions
- Fixed code counting missing minerals spawned in veins always reporting 0 in shipping builds. Resulting in the game trying to spawn in way too much missing minerals
- Shieldtank/oppressor sound turned down a bit
- Burst pistol volume tweak+assault rifle volume tweaks
- Bosco can now carry doretta's head again
- Dwarf should no longer get stuck behind medbay biotank
- Lowered Ripper friendly fire collider radius making it easier to dodge
- Added fixed glowing light materials for dlc helmets
- Minor bugfix for intersections on spacerig
- Boomerang Grenade: Fixed up look of trail + movement when no target is found, clients targeting stuff in the ceiling is now better
- Springloaded Ripper: Added aim reticle
- Attempt to reduce lag when Contagion Spike is cleaned
- Fixed Shellbacks killed while frozen will not play their death animation
- Plague removal tools now also go away on terrain scanner when objective is complete
- Fixed Friendly Shredders targets dread twins while they healing
- When playing with gamepad, aim assist is no longer triggered by looking at Rock Pox, and a bug was fixed where aim assist was triggered by enemies behind walls
- Fixed that Friendly shredder drones seem to fly to the host or existing shredder swarms, even when far away from them
- Add support for headwear to use the "slim" armor version to prevent clipping
- Make Full Plague DLC headwear use "slim" armors
- Fixed weapon ammo displays not animating
- Fixed Meteor landed next to the Drilldozer lander, preventing rockbreaker attachment
- Fixed bug, where robot rebellion and roughnecks paintjobs didn't glow enough on the neonskin frameworks
- Fixed Unlocking the Milspec framework for one weapon, shows a permanent red exclamation mark for all weapons in the equipment terminal
- Fixed Status effects blocking Dreadnought health bar
- Fixed Escort doretta going back and forth bug
- Fixed debri lights on Plague areas
KNOWN ISSUES:
- There is a 25% chance that the Contagion Spike UI will not appear on subsequent Contagion Spikes after clearing the first Contagion Spike in a mission
Season 03: PATCH 3 (Build 78779 - 10/11/22)
Hello Miners,
This patch contains changes to how Lithopage missions spawn, especially when doing assignment missions, as well as a host of other fixes, tweaks to the Ripper and Leadburster grenades and forcibly programming Bosco to improve his cleaning AI - there is no I in team Bosco!
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Attempt to fix Hiveguard not activating
- Fixed Dropping a Fuel cannister equips your 'previous weapon', not the one you had as you picked up the cannister
- Fixed Electric SMG Magazines did not have skin applied in game
- Fixed Scout flares has no gravity for clients
- [Modding] Caching of mod dependencies is now a thing + a visual dependency loading guide on the modding menu
- Fix/workaround for light function bug exposed by bullet grenade
- Increased springloaded ripper light radius to make it easier to track
- Fixed Immortal cave leech
- Fix triggershere on contagion spike not triggering UI within the correct distance
- Bosco will now seek out foam and clean it up automatically when he is in following mode
- Fixed promotion campaigns having a very high rate of lithophage warning
- Fixed Music from the DLC videos continues after you quit the ESC menu
- Fixed Bosco tutorial hint appearing after player joined game
- Fixed issues when telling Bosco to clean foam from far away
- Leadburster: Can no longer get stuck and deployed on enemies
- Aquarqs is now marked as an important location with 2m radius - should help with plague covering the aquarqs making them hard to find
- Fixed Unable to shoot when holding Shift+W
- Fixed Bosco's rocket upgrades not working
- Fixed Bosco's rocket cooldown reduction upgrade making the recharge time longer instead of shorter
- Fixed dwarves no longer saying a voice line when calling for Bosco to fire a rocket
- Fixed Bosco not being able to carry plague hearts
- Point extraction minehead now prioritizes positions that are not close to important locations
- Fixed bullet hell ricochettes not getting the damage bonus from Variable chamber pressure
- Fixed ricochettes sometimes choosing to ricochet towards the original target causing bullets to fly in not so helpful directions
- Fixed bug causing leadburster to occasionally deploy when hitting enemies
- Fixed that resupply can land on top of Fuel pod in Salvage missions
- Fixed crash when joining game related to boomerang
- A tad bigger collider on biotanks
- Plague clean effect optimizations
- Fixed the driller's primary weapons ( especially the Sludge Pump and Cryo Cannon ) doing too little damage to the Rival Caretaker
- First person foamer muzzle effect tweaked
- Bosco now starts cleaning close to where you pinged when ordering him to clean foam
Greatly increased range and velocity for Voltaic stun sweeper - Lead burster: lines to catch far away enemies were not starting further away
- [Modding] Making Bosco moddable for multiplayer
- Fixed Flares expire when solo game is paused
- Fixed some cases where "slim" armor was chosen when wearing headwear that hid most facial hair
- Fixed caretaker being immune to explosive damage
- Adjusted lithophage warning probability on mission map + ensured that all biomes in the infection zone has at least 1 Lithophage warning
- Improved hack-c landing locations a bit reducing the chance of him landing too far away
- Adjustments to meteor spawn - can no longer spawn during machine events
Ripper Grenade friendly fire reduced to 70%
Leadburster:
- Fixed shot origin bug, bullets now originate from closer to the grenade
- Reduced extreme damage variance and unnecessary damage
- Base damage reduced slightly
- Shots at longer range now deal slightly less damage
- Shot damage increased at short range
Friendly fire damage reduced
KNOWN ISSUES:
- Voltaic stun sweeper doesn't always prioritize looked at enemy
- Bosco can be somewhat unreliable at cleaning rockpox
- 3 scrips are missing from plague missions
Season 03: HOTFIX 3.1 (build 78823 - 10/11/2022)
Hello Miners,
Fixing 2 crashes that appeared due to Patch 3
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed particle crash related to bulk detonators and crossbow arrows
- Fixed crash related to Bosco
**Season 03: PATCH 4 (build 78975 - 15/11/2022)
**
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!
Season 03: HOTFIX 4.1 (build 79090 - 16/11/2022)
Hello Miners,
Management hopes you enjoyed our smol 1 day event, everything is back to normal now… whatever normal is for the Hoxxes miners.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Removed some unintended meteors
--- KNOWN ISSUES ---
- There are too few Lithopage warning challenges to get the intended amount of scrips to complete the cosmetic tree - more will be added soon!
- Some bugs have appeared with keybindings being changed, this will be reverted next Patch
Season 03: PATCH 5 (build 79197 - 17/11/2022)
Hello Miners,
Scrip incoming! This patch brings the missing Plague Warning Challenges that only the most prestigious of miners may have noticed. Additionally, the Omen tower is now mortal once again and the keybinding changes from last patch have been reversed.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed pickaxe making noise and particles as if you had hit an enemy when outside of the melee attack range but inside of the mining range
- Added the 3 Plague Warning Challenges that were missing from the season
- Fixed Infinite Flamethrower ammo case
- Fixed banshee pulse effect not being shown for fire arrow, fixed banshee pulse on arrows in air
- Fixed S.S.G spelling and grammatical errors
- Fixed missing text in mission control speech in regards to fixed rock crackers
- Reverted changes to DefaultInput.Ini, hopefully fixing issues with Tab/Esc
- Fixed Loading Tips not showing
- Fixed Caretaker tentacles not always respecting objects and stabbing through things like supply pods
- Caretaker Tentacles will no longer stab into the gunner's shield but will shoot at it instead
- Fixed Omen Modular Exterminator not dying
Season 03: PATCH 6 (Build 79431 - 22/11/2022)
Hello Miners,
Patch containing various minor fixes and a fix for B.O.S.C.O. Egg/Arquaq stealing tendencies - He should be safe to bring on missions again.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed the Subata 120 overclock “Explosive Reload” not affecting one of the hiveguard’s weak spots
- Fixed Huuli Hoarder not reacting to dwarves being nearby or attacking it
- Fixed Lithofoamer and Lithovac breaking hacking pod connection
- Fixed cosmetic tree not showing the name of the weapon for all skins
- Fixed unused strings for crowdin
- Added missing objective description for Industrial Sabotage
- Fixed Naedocyte Breeder scaling in size when shot with arrow
- Added tweaks on shouts, meteor timer and misc audio
- Added a longer indication for when a Caretaker Appendage will burrow and pop out of the ground
- Added collider on top of Cleansing Pod for pipelines
- Made sure that the player count is reset on reload of worlds
- Fixed the "Weapon Licence Assignments Completed" tab not counting correctly
- Fixed a bug that caused Worm pod remains to not be destroyed after 10 seconds
- Added missing names for Rival Tech and Lithophage enemies in the Bestiary
- Removed unnecessary comma from earned currency for the secondary objective
- Fixed meteor latejoin sound and drop issues
- Adjusted movement settings of Fester Fleas
- Reduced the space electric crystals take when trying to spawn other things in the cave
- Plagueheart now looks like a plagueheart on the terrain scanner
- Fixed Bosco consuming carriables in some cases
- Bosco fixes (cleans foam and doesn't get into weird states)
Season 03: PATCH 7 (build 79527 - 24/11/2022)
Hello Miners,
Fine, you win - the S.M.O.L Meteor is back
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Meteor Showers are being observed all over Hoxxes, even in Lithopage areas! Make sure not to stand in their path when they drop and crack them to collect Plaguehearts to progress your Season Performance and keep Mission Control happy
- Fixed the impact axe giving damage when passing through triggers such as those of the Poison Spores Fungus (You can still kill multiple of these with one axe throw, but the axe will need to come reasonably close to the fungus)
- Fixed electric crystals not electrocuting you when pickaxed
- Adjusted electric crystal resistances so that they can be destroyed with one powerattack
- Made the Impact Axes deal similar damage to electric crystals as a normal pickaxe hit
- Reverted spawn space reduction on electric crystals from last patch
- Fixed Contagious being misspelled in the MC line
🧯 **Season 03: HOTFIX 7.1 (build 79662 - 25/11/2022)**🧯
Hello Miners,
Smol hotfix.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed a crash that happened quite often related to meteors (both big and smol)
- Fixed some particles that caused the game to freeze first time you (or anyone on your team) encountered them
- Fixed a bug that caused plaguehearts to be invisible for hosts and non-interactable for clients in cases where two S.M.O.L.s have plaguehearts in them.
Season 03: PATCH 8 (build 79800 - 29/11/2022)
Hello Miners,
Your prayers have been heard, you can stop running now.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Tweaked sounds for enemies out of sight
- Fixed Sludge Pump not destroying blisters on rockpox infected bugs
- Fixed plague bladder burst ducking
- Fixed See You in Hell perk UI bug
- Fixed "Ski Mask" wrong headwear name
- Fixed crash that could happen when a meteor landed in a refinery mission
- Fixed sentry gun “use” text not being localized
- Fixed player characters locked in running animation
- Fixed damage bonus on contagion transmitter not being triggered by goo cannon corrosive dot
- Fixed a bug that caused the caretaker not to spawn
Season 03: PATCH 9 (build 80462 - 08/12/2022)
Hello Miners,
After a lot of convincing B.O.S.C.O. finally agreed to go to anger management therapy. He will not throw large gems and eggs through the map anymore. Additionally, the Huuli Hoarders should no longer scream your ears off from the afterlife and the crew has learned how to spell “catalyst”.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Added new pass for procedural setup to prevent issues when generating objects in caves
- Fixed a bug where plaguehearts deposited in the drop pod triggered tentacles to come out of Molly
- Fixed a bug with the Assignment Board not showing the correct mission icons
- Fixed Huuli Hoarder screaming after dying
- Fixed being able to carry objects and fly on the cave angels at the same time (The prompt to ride it should no longer show, if you are carrying an item)
- Fixed a bug with The Abyss headwear not showing any eyebrows
- Fixed some translated strings
- Fixed some spelling and grammatical errors
- Fixed the % number on the minigun ammo display not updating directly after resupplying, but only after firing the gun
- Fixed inconsistent comma separator when using mineral trade terminal
- Fixed the heat/ammo counter on the Cryo Cannon Milspec framework
- Fixed Party Hat - Year Two headwear changing hair color depending on skin color selection
- Fixed player characters rolling eyes when reloading
- Attempted to fix biotank stuck bug
- Fixed debris lights on Plague areas
- Improved small meteorite carving when falling through terrain multiple times
- Fixed plaguehearts having the wrong icon
- Fixed carving for facility data vault
- Fixed a bug when trying to shoot while using Hold to Sprint for clients
- Hot rock no longer shows up as a status effect (No red lighting icons on enemies)
- Added logic for the rock cracker pods to avoid refinery pipes
- Fixed Bosco ending up in a weird state when picking up pinged things before Bosco can get to them
- Fixed Bosco sometimes making large items fall out of the map
- Fixed bug where Deep Dives with Industrial Sabotage could be ended before completing both missions causing the Deep Dive to fail
- Controller Options: 1. Moved 'Swap Left/Right', 'Turn 180 Degrees', 'Previous Item', 'Open Chat' from Controller Bindings to Controller. 2. Turn 180 Degrees is now off by default
Season 03: PATCH 10 (80750 - 15/12/2022)
Hello Miners,
This patch contains a couple of fixes, most noticeably fixing a crash that would happen with meteors, returning the power cables to Industrial sabotage and buffed some sounds effects to be 68% better.
With Love,
The Ghost Ship Crew
**--- PATCH NOTES ---
**- Fixed a crash caused by meteor rock crackers not able to find a spot to land
- Fixed that Industrial Sabotage would sometimes not have cables between the vault and the power stations
- Fixed a bug that allowed the minigun to fire faster than its intended fire rate
- Fixed audio being low after a meteor impact nearby
- Tweaked sounds for enemies not in view
- Fixed a typo in the Coil Gun description
- Fixed a typo in the Mega Power Supply OC description
- Fixed typos in the Mactera Brundle and Glyphid Web Spitter entries in the Miner’s Manual
Season 03: PATCH 11 (build 81614 - 10/01/2023)
Hello Miners,
Happy New Year! This patch contains a fix to an issue with our implementation of the modding support plugin - that affected anyone who had interacted with the modding support system (whether or not they had mods enabled or installed) Hopefully this will also fix some of the rubberbanding we’ve seen reported. Woooo…
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed sabotage power cable lights turning off in some cases
- Fixed that refinery would sometimes spawn underneath the drop pod
- Fixed a crash caused by missing savefiles
- Fixed overlapping mission objective icons
- Fixed crossbow radial damage sometimes not registering
- Fixed damage on fire and cryo bolt for crossbow
- Greatly reduced modding plugin performance impact per frame from 3ms down to 0.5ms for solo lobbies, and to 0ms for missions and multiplayer lobbies. This also means you can no longer inspect the modding menu during missions or while you are playing with others.
- Fixed lost pack room sometimes not generating after helmet scan
--- KNOWN ISSUES ---
- Inconsistencies with O2 replenishment on Low Oxygen warning missions
Season 03: HOTFIX 11.1 (build 81661 - 10/01/2023)
Hello Miners,
Whoops…
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed crash that happened when reloading the Nishanka Boltshark
- Fixed the Music Volume slider not having any effect on the ambient music in the Space Rig
- Tweaked the Mod Support fix from Patch 11 - Increased from 0.5ms to 1ms (still only when Solo in the Space Rig or when joining a player with mods) - So mods have a bit more time to download on join.
--- KNOWN ISSUES ---
- Inconsistencies with O2 replenishment on Low Oxygen warning missions
- The Anniversary Year 4 Hat is missing from Wardrobe (Don’t worry we will have this fixed before Year 5)
Season 03: PATCH 12 (build 81873 - 13/01/2023)
Hello Miners,
This patch contains a fix to a delay on Gunner’s shield throwing abilities and inconsistencies with O2 replenishment when within the range of more than one oxygen source. Additionally, the Anniversary Year 4 Hat is back!
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed issue where you weren't able to throw gunners shield before equipping it fully
- Fixed some exits that were a bit off, should prevent a disconnected tunnel
- Fixed inconsistencies with O2 replenishment on Low Oxygen warning missions
- Restored the Anniversary Year 4 Hat
- Tweaked cave leech attack sound volume and position, should now be easier to hear and locate
Season 03: PATCH 13 (build 83919 - 23/02/2023)
Hello Miners,
Misc fixes and anniversary prep: We finally added a toggle option for supporter beers so you can drink those original Glyphid Slammers. Also no more despawning beers with ‘Q’. Cheers!
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Added a toggle option for supporter beer, you can now choose to serve beers in regular or supporter mugs.
- Fixed that clients were sometimes not able to see holiday assets in biotank
- Tweaked deep dive mission probabilities
- Fixed bug where c4 could cancel fall damage
- Fixed controller shortcut issue that made it possible to abort un-abortable Assignments
- Fixed being able to reset the weekly assignments by starting another and then restarting the original assignment
- Fixed completing the promotion assignment changing the completed week seed for the core hunt assignment
- Fixed bug where you could delete picked up items by pressing Q on the spacerig
- Tweaked Gunners Robot Rebellion Armor, left shoulder plate should no longer float
- Optimized pathfinder performance
- Optimized some smoke and Rockpox particles
- Fixed barrel hoop game sounds not playing for clients
- Made bosco able to carry all the in-cave holiday double xp items
- Changed "all barrels in launch bay" mission control shout to trigger 100% of the time
- Fixed a bunch of typos
- Added more breach effects to heartstone after final break
Season 03: PATCH 14 (BUILD 84154 - 02/03/2023)
Hello Miners,
This patch includes the 2018 Legacy Edition (if you are wondering why the game doubled in size - that’s the reason), the return of the paper crown and Promoting a dwarf will now award the player with 1 Blank core, 1 Weapon Overclock core and 1 Cosmetic core, so get mining miners!
Please note that these Promotion changes are not retroactive, so you will not be rewarded for past promotions.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Returned the paper crown that went missing last patch
- Changed promotion rewards: From this point on, promoting a dwarf will also reward 1 Blank core, 1 Weapon Overclock core and 1 Cosmetic core
Season 03: PATCH 15 (Build 85055- 23/03/2023)
Hello Miners,
We adjusted hollomite spawning, now there should always be enough to meet mission objectives.
This patch will remove the 2018 Legacy Edition from the default steam branch, but it will be available through a steam beta branch called ‘drg_legacy’. A guide on how to access Legacy can be found here: https://store.steampowered.com/news/app/548430/view/3722827337100728387
With Love,
The Ghost Ship Crew
Season 03: PATCH 15
--- PATCH NOTES —
- Added steam beta branch ‘drg_legacy’. Opt into this to play DRG 2018 Legacy Edition.
- Disabled mission speak when promoting for the second time and onwards
- Fixed Loot Bug Lover victory pose not showing up in crates
- Fixed that the voiceline: "Why is this so fun" was subtitled as "This never gets old"
- Fixed that Mission Control would sometimes not warn about the drop pod leaving
- Fixed a rare bug where not enough hollomite would spawn
- Fixed a few typos
- Fixed a bug with the Romanian translations not getting updated
Hello Miners, Deep Rock Galactic + The 2018 Legacy Edition on the Beta branch: drg_legacy, here on Steam for anyone who didn't get their fill of v.1 of DRG during the Year 05 Anniversary Event. Save games are shared between the main and the drg_legacy branch, for both current DRG and Legacy - so no need to start over or change up saves.
Season 03: PATCH 16 (86799 - 10/05/2023)
Hello Miners,
Clients should no longer get disconnected during elite deep dives, and the medbay has gotten a fancy green glow.
With Love,
The Ghost Ship Crew
--- PATCH NOTES —
- Fixed a bug that caused that clients would get disconnected during elite deep dives
- Fixed a bug where changing languages back and forth would cause some strings to not be changed.
- Changed the medbay colors from red to green
- Fixed the season countdown so that when it reaches 0, The new update will be available
SEASON 04: CRITICAL CORRUPTION
Hello Miners,
Welcome to SEASON 04 - CRITICAL CORRUPTION! Though we have gained great ground against the rampaging Lithophage in the past months, it remains a constant threat - and to make matters worse, reports of alarming new mutations are starting to come in.
Let’s get right into it!
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
SEASON EVENT: ROCKPOX CORRUPTOR
The Plague Hearts you have encountered previously have evolved. They will now turn into Lithophage Corruptors - ravenous, fully mobile abominations that spread Rockpox wherever they go. They appear impervious to normal gunfire, so you will need to use the Cleansing Equipment to get through their exterior shells and expose their soft, inner core.
NEW ROCKPOX ENEMIES
ROCKPOX BREEDER
A result of increased Rockpox infection of airborne fauna. The infection has changed the internal workings of its host to allow for Rockpox Larvae to sprout and thrive within its body.
ROCKPOX BOMBER
As if the Goo Bomber wasn’t bad enough already: The lithophage has spread to the volatile excretion this critter is so loved for, expanding the reach of the disease at a high rate.
ROCKPOX SPITTER
The Rockpox Acid Spitter has turned its already impressive bio-projectiles into a highly infectious Rockpox vector, and with a suppressed pain response and high dose of combat pheromones the Rockpox Spitter poses a far greater threat than before!
ROCKPOX EXPLODER
The Rockpox Exploder has had profound mutations to its body, thickening its skin and reducing its volatility in turn of being filled to the brim with highly contagious Lithophage spores. Being caught in the blast zone will instantly infect any dwarves nearby, so stay clear of them at all costs!
NEW ENEMIES
GLYPHID STINGTAIL
A powerful, heavily armored beast with a grasping tail, capable of pulling in any enemy and goring them against its massive horns. Take care around this one!
GLYPHID SEPTIC SPREADER
The malicious cousin of our old friend, the Glyphid Spitter. This one fires heavy globules of rancid biomatter, which spread out in a wide area around impact. Mind your step and try to ignore the smell!
JET BOOTS
You will now be able to recover crates of high powered jet modules in the caves. Attach these to your boots and turn them into fully functional jet boots, giving you a much-needed leg-up during any hardships you may encounter!
SPACE RIG ADDITION: JETTY BOOT
Back home, a bit of redundant machinery has been cleared out, opening up the Space Rig a bit more - which handily allows plenty of space to install a training terminal for the coded locks you will encounter on the Jet Boot crates. It would appear some smart-aleck has even seen fit to build an arcade cabinet to fit it into. Bring lots of credits!
NEW BEER: RANDOWEISSER
This potent ale reportedly instills a sense of adventure and lust for challenge in whoever drinks it, randomizing all equipment and cosmetics for the duration of a mission. Drink it at your own leisure!
EQUIPMENT TERMINAL: RANDOMIZE LOADOUTS
At the Loadout Terminal, a new option to randomize all your gear and upgrades has also become available, enabling you to quickly set up challenges for yourself. Why would anyone do this? Well, never let it be said we do not wish to enable our employees!
COMMUNITY REQUEST: COPY/PASTE LOADOUTS
Additionally, you can now copy and paste loadouts for a smoother experience when experimenting with new weapon and mod combinations, without the hassle of redoing everything from scratch!
WARDROBE: SLEEVELESS ARMORS
Some of your armors now come with a new option: Toggle between sleeveless versions of most of your owned sets! This does not count for DLC Armors or armors that are already sleeveless.
NEW MUSIC
A new track called “Journey of the Prospector” has been added to the game as mission background music. We hope you enjoy it while prospecting the depths of Hoxxes.
WEAPON INPUT BUFFER
Thanks to the hard work of the folks at R&D, all semi-automatic weapons now come with fancy input buffering. This will make it easier to consistently maintain a high rate of fire, especially on weapons like the Subata, M1000, and EPC.
WEAPON BALANCE
SUBATA 120
The Subata has long been in need of an update. As always if you unlocked any of the removed upgrades their cost will be refunded.
- Increased base weakpoint damage bonus (from 1.2 to 1.25)
- Reduced base ammo (from 160 to 144)
Modification Tweaks
- Reduced the bonus of the T1 High Capacity Magazine upgrade
- Moved the T1 Reload Speed upgrade to T3
- Increased the bonus of the T2 Ammo upgrade
- Increased the bonus of the T2 Damage upgrade
- Removed the T3 Damage upgrade
- Added a new 2-Round Burst upgrade on T3
- Moved the T3 Ammo upgrade to T4 and increased it's bonus
- Increased the bonus of the T4 Hollow-Point Bullets upgrade
- Removed T5 Acid Coated Bullets upgrade
- Added the Neuro-Corrosive Catalyst upgrade to T5
- Added a Blowthrough Rounds upgrade to T5
Tranquilizer Rounds OC
- Added a "slow" effect to help with enemies that are immune to stun
- Changed the rate of fire penalty from a flat value to a percentage
M1000 CLASSIC
Hipster OC
- Reduced the RoF bonus to compensate for the RoF boost from the input buffer.
BOOMSTICK
Double Barrel OC
- Replaced the small pellet damage bonus with a large bonus to Blast Wave damage
- Added a shot spread penalty
- Made both shots fire simultaneously and updated the weapon stats and ammo display to clarify this
- Changed OC type from Clean to Unstable
BREACH CUTTER
Spinning Death OC
- Reduced the ammo penalty
CRYO CANNON
Snowball OC
- Reduced ammo cost
- Affected targets cannot warm-up for a short time after getting hit
DRAK-25
Shield Battery Booster OC
- Removed overheat recovery time penalty
- Added a significant shield regeneration bonus
HURRICANE GRS
- Replaced the clean Manual Guidance Cutoff OC with the new unstable Rocket Barrage OC
Plasma Burster Missiles OC
- Guidance system update prevents missiles from hitting the ground while swarming around a target
- Increased the number of hits a single missile can deliver before expiring
THUNDERHEAD AUTOCANNON
Carpet Bomber OC
- Changed the explosion radius bonus from a flat to a percentage to significantly expand it when taken together with the AoE Range upgrade
- Changed the damage bonus from a flat to a percentage for an increased maximum when taken together with the AoE Damage upgrade
Neurotoxin Payload OC
- Reduced the AoE size bonus
- Added an ammo penalty
- Removed the direct damage penalty
- Increased the AoE damage penalty slightly
MISC.
- Fixed E priorities to prioritize reviving a down dwarf over shield boosting him
- Fixed an issue where the dwarf would talk about getting more canisters when inserting the 2nd fuel canister in the Drilldozer
- Made Patrolbots stand still while you hack them
- Centered a Rockbox particle that was unaligned in a M.U.L.E on the Spacerig
- Made it so Exploders only explode once in missions with Volatile Guts, instead of twice
- Fixed a bug with changing languages that made it so not everything changed when it should change
- Fixed the wrong mission control progress shouts playing during the Lithophage Meteorite event.
- Fixed a bug that caused scouts flare gun to not damage small enemies such as shredders, maggots and rockpox blisters
- Fixed a bug that caused Breeders to become invisible when frozen
- Fixed a bug that caused cave leeches to sometimes be silent for clients
- Fixed a bug that caused leeches to not look frozen when frozen
- Put the red light on the leeches back where it should be (not floating like a weird orb outside its mouth)
- Mactera corpses now dissolve like other enemies instead of just popping out of existence
- Fixed a terrain bug that caused swarmer hole debris to show up in rooms without any actual swarmer holes.
- Tweaked the terrain generation around the caretaker to improve variety and allow biomes and cave generation to have a greater impact on the area
- Made it so Rock Cracker pods can’t land inside each other
- Fixed that drop pod would sometimes land inside the walls
- Fixed that the grappling hook would sometimes cancel its shot and have to recharge when you shoot and sprint or land while sprinting.
- Fixed a bug that caused rejoining clients to not be able to see the blast sphere on previously active and still active C4
- Removed the little IFG label from the IFG that could be seen by other players but not the person throwing it
- Fixed a bug that caused the Nishanka Boltshark X-80 Broadhead bolts to not apply the correct amount of radial damage
- Fixed a crash caused by host getting grabbed while holding a grenade
- Fixed a bug that caused sounds to loop when triggering ‘Today's special’ beer effect
- Fixed a bug that caused the ‘Show network stats’ option to reset
- Fixed some incorrect visual stats for the Warthog Auto 210: Magnetic Pellet Alignment OC
- Fixed a small skinning issue with the mk5 armor
- Fixed a skinning issue with the Waster weapon framework
- Fixed a bunch of typos
- Bosco now makes a sound, and has improved visuals when vacuuming
- Rockpox waves now have a small chance to spawn during normal missions
- Increased the difficulty for spawned enemies near plague towers and during cleaning
- Everyone can now be dead for 0.5 seconds longer before a mission fails
- Mission control should no longer mention sending down drop pods on salvage missions
- Sabotage missions can now have mutators - like they were supposed to
- The core infuser now carves the terrain around it when you complete the machine event
- The LithoVac and the LithoFoam now have a shiny hologram above them when dropped
- Thrown objects will now carry some of the player's momentum
- Changed the cleaning pod placement, now they can only be placed on terrain
- Added some extra breach effects to Heartstone after the final break
- Fixed Flying rocks appearing in phase 3 of the Heartstone fight
- Improved streamer mode, and made ambient space rig music controlled by each client instead of the host
- Barrels that do not go through the Hoop now explode instead of just popping out of existence
- Added game version and mission seed numbers to cave HUD
- Loadout UI in the escape menu now also shows armor and pickaxe modifications
- Fixed an issue where the pop-up for Color Vision Deficiency options in the options menu would appear beneath other option UI bits
- Fixed a bug that caused perk tooltips to sometimes not show in the equipment terminal
- Updated the credit list to include new community translators
- Changed driller monochrome armor paint job to yellow tones instead of blue
- Changed the ordering of DLCs in the DLC menu. Now newest is first on the list.
- Optimized the drop pod dice
- Improved shadows on the space rig
- Optimised weapons and devices when not in use
- Added more newsticker messages on the trade terminal
- Added a new fire sound for the Subata 120 when using the 2-round burst modification
- Changed Armskore Coil Gun OC Hellfire description to make it reflect the fact that it increases charge time, not reduces it
- Fixed the Boomstick T2 Rate of Fire upgrade also reducing the reload speed
- Hexawing now dies instantly when frozen.
- Fixed goo cannon only consuming 1 ammo every other full charged shots if done consecutively
- Fix for bug where breaking one armor plate on some enemies, would make some other armor plate unbreakable
- Fixed enemy armor sometimes still being breakable when it shouldn't be (ex. when frozen)
- Made the praetorian(normal, ice, rockpox) spit particles better match the attack hitbox
- Fixed Thermal exhaust feedback overclock for plasma carbine not staging damage upgrades correctly
**Season 04: HOTFIX 1 **(build 88280 - 16/06/2023)
Hello Miners,
A short hotfix for the weekend - Fixing a common sound crash as well as stopping the Sting Tail from yeeting players into the shadowrealm
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed a bug that caused stingtails to sometimes pull players out of bounds
- Fixed crash related to shot impact sound
Known Issues:
- Wave Cooker sometimes doesnt work after using iron will
- Copying loadout changes loadout of other classes including weapon framework and paintjob
- Randoweisser picks from already existing player's loadouts instead of being completely random
**Patch Notes: S04.01 (build 88413 - 20/06/2023) **
Hello Miners,
We hope you are enjoying the sticky gooey missions of Season 4! Patch 1 has a number of fixes, including a frequent crash and fixes to loadouts and enemies.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Added sound to randomize buttons
- Flaregun flares will now fall to the ground when hitting the corrupter
- Fixed usable bar sticking around after someone cancels reviving you
- Menace and acid spitter now plays their stun animation
- Septic spreader now plays strafe and stun animations correctly
- Septic spreader now checks line of sight from its center
- Fixed client side butt animation issue for the Septic Spreader
- The septic spreader can no longer shoot behind itself
- Septic spreader added attack tell scream+misc attenuation tweaks
- Fixed crash related to foaming the Corruptor
- Reverted some changes to wave manager that was causing problems
- Adjusted engineer cable color on the DLC09 paintjob to red
- Stingtail now only does its sting attack if its within 10m vertical distance of its target
- Updated the icons of the Healthy armor upgrade so that they are not the same as the Shield upgrade
- Corruptor no longer despawns if you move too far away from it
- Fixed a bug that caused copying loadout changes loadout of other classes
- Fixed Randoweisser picks from already existing player's loadouts
- Fixed that Bet-C was targeting untargetable enemies
- Steeve now has a white outline when pinged instead of the usual red
- Fixed wave cooker not working for the remainder of a mission if you canceled firing right as you start firing it
DRAK-25
Thermal Exhaust Feedback OC
- Increased the damage and heat bonus to compensate for the now properly working scaling
**Patch Notes: S04.01.1 (build 88458 - 21/06/2023) **
Hello Miners,
You can now build without progress being reset if you take a little break, just as Karl intended
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed issue that caused all building progress to reset when the player stopped building
Patch Notes: S04.02 (BUILD 88586 - 26/06/23)
Hello Miners,
Just a couple of bug fixes to get your week started miners… Now get back to work!
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Typo fixes
- Fixed Incorrect mission control voiceline on salvage with lithophage warning
- Fixed Driller Platinum paintjob inconsistent with other classes
- Fixed Sandshark teleporting to mission start when it turns vulnerable
- Fixed Septic Spreader not having arched line of sight checks
- Fixed cases where double boss healthbar could appear
- Fixed pickaxe copy/paste changed weapon loadout
- Fixed issue with small beard and armours
- Fixed mission control repeating the progress shouts for the meteor multiple times
- Fixed Incorrect displaying rate of fire of minigun
- Reverted some changes to wave manager that was causing problems
- Fixed subata explosive rounds only working on caretaker vents when more than one of them were alive
- Randoweisser will now correctly randomize pickaxe again
Patch Notes: S04.03 (88695 - 28/06/23) 
Hello Miners,
Fixed several beer bugs and the barrel hoop game will now correctly murder you if you fall into it with jetboots - very important stuff…We also fixed the broken dreadnought armour, so no more easy Elimination missions!
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed an issue that would make the lobber walk up to the player and boop them without trying to shoot at them
- Attempt at fixing Randoweisser beer has problem with certain Overclocks
- Fixed Players can pick up two beers at once from the bar
- Fixed that you could Lose your beer when equipping Jetty Boots in Space Rig
- The barrel hoop will now kill you when jet booting up through it
- Fixed Glyphid Dreadnought (standard Dreadnought) armor broken
- Fixed Retrievable crossbow bolts don't emit ANY light as client
- Fixed Glyphid animation that raises forelegs overhead creates errant dirt particles mid-air
- Fixed bubbles in small bio tank
- Fixed Macteras missing dissolve animation on their corpse
this fix fixes the grabbers - Fixed crash when copy-pasting boscos loadout
- SMG now correctly tagged as Primary weapon in the weapon id
- Typo fixes
** Patch Notes: S04.04 (build 88864 - 04/07/2023) **
Hello Miners,
Another important patch, this time fixing sleeves in caves and beards clipping into armors.
With Love,
The Ghost Ship Crew
--- PATCH NOTES —
- Optimized septic spreader puddles
- Fixed a bug that caused Subata 120 neuro-corrosive toxic catalyst exploders and lootbugs to briefly disappear before their own explosion
- Fixed beard and armor clipping that was introduced in last patch
- Fixed a bug that caused Corrupter boss music to keep playing
- Attempted fix for the triple bedazzled beard to clip less with armor
- Fixed a bug that caused Weapon stats to not update in Equipment Terminal when changing a non-selected class
- Fixed MC voice line in refinery mission after the liquid morkite extraction is done, if there are contagion spikes in the level
- Fixed a bug that caused shield sound to only play for host
- Fixed randomization of pickaxe when previewing classes
- Fixed that Corruptor worm pods did not spawn any worms
- Fixed a bug that caused the version number UI to be enabled on restart if it was previously turned off
- Fixed an issue where crossbow bolts would behave weirdly when shot at an elevator plant
- Fixed incorrect voice line playing when laser pointing maggots while Bosco is there
- Added 2 missing scrip by increasing plague challenges from 13 to 15
- Added a prompt to follow the Ghost Ship Games steam page when exiting the game
- Lowered the chances of MC, Bosco and others getting a highscore on the JettyBoot Arcade
- Fixed that plasma burster missiles were not working properly as client
- Fixed sleeveless using only hosts options in caves, should now handle local users settings
Known bugs:
- Endscreen sometimes has shows the wrong sleeveless version
Patch Notes: S04.05 (build 89463 - 09/08/2023)
Hello Miners,
Mission Control has been made aware of a short-circuit in the Drop Pod targeting computer, and it seems that some dwarves were using this glitch to clock out a little early. R&D has since fixed the problem, so all dwarves can enjoy the long walk home at the end of each shift.
Besides that, several issues have been fixed with the summer event and fixing a bug that gave double mission payouts in certain situations. Mission Control is not made of credits...
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed a crash that happened when leaving/disbanding team mid-steel drum concert
- Reduced the size of the terrain scanner model of the Pool Float
- Removed the extra pool float icon in the mission end screen
- Added eyebrows inside the industrial visor headwear
- Fixed a bug that caused the Shark hat to get the wrong material in some cases
- Fixed the Shark hat's teeth so they now don’t clip through all the eyebrows - and when they do it looks better
- Fixed French translation of the ‘launch bay/Baie de lancement’ text in the memorial hall.
- Re-fixed bug that made platform-sealed holes register as generated rooms, causing drops to land in unintended places and in some cases trigger the Escape Pod failsafe position.
- Fixed a bug that caused mission resources and XP to be granted double (stacking on top of the 2X Pool Float bonus) in some cases
Patch Notes: S04.06 (build 89524- 10/08/2023)
Hello Miners,
Turns out the Corruptor caused late-joining dwarves to see minerals and terrain that were no more - It is now back to only corrupting Hoxxes.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed a bug that caused minerals and carved terrain to become desynced between host and late- joining clients, if the corruptor was present in the level.
- Fixed a bug where the Stingtail would sometimes fling players way too high
- Fixed a bug that caused the season countdown timer to be visible if the game is offline/lost connection to the backend
Patch Notes: S04.07 (build 90403- 07/09/2023)
Hello Miners,
Another round of fixes! this time for stuck enemies, things landing in places they shouldn't and preparing for some upcoming events.
With Love,
The Ghost Ship Crew
--- PATCH NOTES —
- Hid debug lines on specific corruptor attacks
- Fixed a bug that caused enemies to sometimes become stuck after spawning
- The amount of corruptors Plague puddles is now limited to a maximum of 30 active in a level.
- Fixed a bug that caused the meteor warning sound to not be played for clients
- Fixed a bug that caused ‘A Journeys End’ soundtrack to not be played on some systems
- Fixed a bug that caused liquid morkite wells and machine events to sometimes spawn too close, blocking the well access
- Fixed a bug that caused rock cracking pods to land inside each other
- Fixed a bug that caused hacking pods to land too close to other entities and colliding with them
- Prepared for upcoming events
Patch Notes: S04.08 (build 90589 08/09/2023) 
Hello Miners,
Just a small patch today, fixing irremovable plague puddles and some unintentionally free items in the forge that management had forgotten about.
With Love,
The Ghost Ship Crew
--- PATCH NOTES —
- Fixed a bug that caused corruptors Plague puddles to not be removed when vacuumed
- Added missing prices for season 03 forge items
- Fixed a bug that caused the oppressor and bulk detonator to very rarely spawn in the tutorial
- Fixed some typos
Patch Notes: S04.09 (build 91584 05/10/2023)
Hello Miners,
This patch contains a small number of fixes, including a fix to Rejoin game, which would fail if a host had previously hosted a game. We also added a Merch tab for the board game expansions!
Updated build version to include some translations
With Love,
The Ghost Ship Crew
--- PATCH NOTES —
- Fixed issue where some weapons could do massive amounts of damage when shooting a puddle
- Fixed that rejoin game would fail, if the host had previously hosted another game
- Adjusted Large meteor carver to make rock cracker locations more accessible without mining
- Fixed a few typos
- Optimized contagion spikes a bit
- Added a Merch tab to the menu, currently shows the DRG board game + expansion kickstarter
NOVEMBER MAINTENANCE UPDATE
Patch Notes: S04:10 (build 93094 16/11/2023)
Hello Miners,
The November Maintenance Update is now live! If you haven’t already seen the trailer, it’ll give you a good idea of everything that’s coming today. We’ll post that here, and you’ll find the full patch notes down below.
Now active: Toggle option for Season content
We’ve added the ability to opt out of Season content, for those of you that want to put your game into a ‘season neutral’ state. We’re introducing it now, and we plan on keeping this feature in all future seasons.
To unlock this ability, you need to reach level 100 in the Performance Pass, and claim the level 100 reward. After you do that, a check box option will become available in the Season Terminal interface.
If you uncheck that box, here’s what happens:
-The Lithophage Corruption Zone will disappear from the map in your Mission Terminal.
-The chance of encountering Lithophage Outbreak Warnings on the map will become equal to other mission Warnings (like Rival Presence or Elite Threat, for example)
-Rockpox enemy waves will not spawn outside of Lithophage Warnings and Events
-The chance of Meteor Strike & Lithophage Corruptor events will become equal to previous season events (like the Rival Prospector)
Put simply, this option makes all Lithophage-related content as common as the Rival content currently is in the game. Doing this will also make it harder to obtain Plague Hearts and complete some Season Challenges, as these depend on Lithophage enemies and infestations. Keep in mind that when joining a lobby, it’s the host’s own season toggle setting that will apply to the session.
This function is completely optional, and you can always turn it on or off whenever you like.
Introducing the Weapon Maintenance reward system
You’ll find a new tab in your Season Terminal: the Weapon Maintenance section. This is a bit of new content, meant to track and reward proficiency with the weapons in the DRG arsenal.
The Weapon Maintenance screen tracks your experience with each gun in the game. Once you earn enough XP with a specific weapon equipped (counting toward both your primary and secondary in any mission), you’ll unlock exclusive paint jobs for that gun!
We’re starting with four paintjobs to unlock, one for each season we’ve done so far. These new Weapon Mastery color schemes are:
- WM1 'Yellowjacket'
- WM2 'Cobalt Crackle'
- WM3 'Heroic'
- WM4 'Grasshopper'
This is going to be a seasonal feature, so with every new season in the future, there’ll be a special paintjob you can earn for every weapon. And these are never going to be season-locked – so you can always earn them for every gun, even if you don’t manage it before the next season rolls around.
-ROCKPOX TWEAKS-
Rockpox Boils:
- Reduced the infection range when popping a boil
- Fixed the infection not stacking properly when popping multiple boils at once
- Reduced the amount of infection from popping a single boil
Rockpox Infection Buildup:
- Shortened the delay before infection levels begin to drop
- Increased the infection reduction rate
- Reduced the time it takes to break out when being held by Rockpox
- Fixed the post-breakout infection immunity window not working properly
- Made the player infection buildup stop faster when players leave the source
- Fixed a bug that caused Rockpox buildup to never end
- Fixed a bug that caused Rockpox Exploders to not be feared by litho-foam
- Fixed players taking an extra tick of damage from the Rockpox immediately after breaking out
Rockpox Corruptor:
- Improved the visibility of the stomp ‘tell’ particles
- Made it so that the spike attack “tell” now shows the direction of attack
- Reduces the max movement speed
- Improved health bar damage feedback when hitting the vulnerable parts
ENEMY TWEAKS
- Improved the Sceptic Spreaders shot prediction so it hits ceilings and other obstructions less
- You can now shoot the Septic Spreaders projectiles out of the air
- Converted some of the Mactera Frost Bomber’s snowball projectile damage to Ice Damage
- Made the Glyphid Frost Praetorian do a little bit of damage with its ice breath attack
Stingtail:
- Increased the cooldown of the grab attack slightly
- Added a significant cooldown after a successful grab attack
- Reduced the range of the grab attack
- Tweaked the base HP and added multiple damage weaknesses and resistances to improve breakpoints
- Removed health scaling by player count
- Fixed Stingtail horns not blocking damage
- Improved the collision on the "mouth" weak point making it easier to hit
- Made the glowy armor bits glow more to improve visibility
- Tweaked the spawn values to prevent too many of them at once
ELECTROCUTION SYSTEM
- Updated the electrocution system to use the newer slowdown method, which allows enemies like the Dreadnoughts or Oppressor (who previously completely resisted electrocution) to instead partially resist and reduce the slowdown effect of electrocution while allowing them to still take damage from the DoT. In short, you can now electrocute these enemies. Zap!⚡
-WEAPON TWEAKS-
As always, any removed upgrades will have their cost automatically refunded. This also applies to the Necro-Thermal Catalyst upgrade for the Coilgun, as we had to completely rebuild it.
Breach Cutter High Voltage Crossover OC
- Extended the duration of the electrocution effect from 4s to 5s
Breach Cutter Roll Control OC
- Significantly increased the spin rate
- Added a lifetime bonus
- Projectile can now be steered while holding down the trigger
- Releasing the trigger no longer stops rotation, just releases steering control
Boomstick Shaped Shells OC
- Further tightened up the horizontal spread so now the grouping is symmetrical
- The crosshair now changes with this OC to reflect the spread change
LOK-1
- Fixed the input buffer not working properly when shooting manually
- Reduced the manual rate of fire of the LOK-1 now that it has a functioning input buffer as the original value was high to compensate for the inconsistent firing.
Coilgun
- Removed all randomness from the trail damage to get more consistency
- Increased the bonus radius of the T5 dilated injector upgrade from +0.5 to +1
- Coilgun base trail DoT can now stack
- Increase the maximum damage bonus from overcharger from 32 to 100
- Added a damage bonus vs burning targets on the T5 Necro Thermal Catalyst upgrade
- Increased the explosion radius of the T5 Necro Thermal Catalyst upgrade from 400 to 600 while reducing the damage from 140 to 80, and changed it to pure fire damage to better set enemies on fire and chain the effect
- Replaced the T2 reload speed upgrade with the T1 recharge speed upgrade, and moved some of the reload speed bonus to the base weapon
- Replaced the T1 charge speed upgrade with a new trail duration upgrade
Coilgun Hellfire OC
- Removed the trail width bonus
Coilgun Triple Tech OC
- Increased the damage dealt by the secondary shots from 0.5 to 0.75 (did not increase cost)
Coilgun Backfeeding Module OC
- Replaced the damage penalty with a trail duration penalty
Voltaic SMG
- Reduced the base recoil slightly
- Reduced the bonus of the T2 recoil upgrade
- Increased the bonuses of the two damage upgrades
- Slightly reduced the bonus of the Hollow-Point Bullets upgrade
- Slightly reduced the bonus of the Conductive Bullets upgrade
- Added an Armor Breaking upgrade to T4
- Added an Accuracy upgrade to T5
- Slightly reduced the accuracy penalty when walking and sprinting
SMG Turret EM Discharge OC
- Removed friendly damage entirely
- Removed damage falloff
- Added a range indicator (visible only to player with the OC) that appears around every turret when the SMG is equipped
SMG Turret Arc OC
- Significantly reduced the rate of friendly fire damage
- Completely removed the friendly fire from the AoE electrocution effect around any turret affected by Turret Arc
- Updated Turret Arc particles to better match the actual AoE radius
- Increased slightly the trigger size for the electric arc
- Added a short tail to the DoT to do a bit more damage to enemies that manage to quickly go through the arc
- Added a visual arc range indicator when placing turrets (only if you have the OC equipped)
-MISC-
- Added equipment loadout slot icons, so you can now use the mission type icons as a loadout icon
- Added more light reflection to the walls of Azure Weald and Hollow Bough to make it a little easier to see what’s going on
- Merch menu: New URL to the board game expansion entry (now links to the backer kit instead of the now-inactive Kickstarter page)
- Info landing screen: removed link to board game merch
- You can no longer activate the Jetty Boots Arcade in the Space Rig while holding an item
- Added Bloom and Lensflare toggles in the Graphics Options
- Added a Weapon Sway slider in the Accessibility Options
- Added a “Hold to Breakout” toggle in the Accessibility Options
- Changed the trigger shape of all enemy-produced "puddles" (such as from Goo Bombers and Septic Spreaders) to better match the graphics and to make it easier to cover them with engineer platforms.
-BUGFIXES-
- Fixed not being able to grab Gunk Seeds while in the air (this was 98% of the whole update)
- Made it so the Full Fluffy beard no longer erases your sideburns
- Fixed a bug that caused Proximity Mines to put the player into a different character state when they pick them up
- Fixed that the +1 Satchel Charge upgrades did not work
- Sentry Gun ammo count now rounds up when resupplied
- Fixed issue with Driller not getting full Satchel Charges with resupplies
- Fixed beers getting a refill if you enter 3rd person (company policy is no free refills)
- Fixed a bug that caused Rockpox Immunity after being knocked out
- Fixed a bug that caused a fizz sound to linger in empty beer mugs
- Fixed a bug that caused clients to get the promotion voiceline when the host reached level 25
- Fixed incorrect Mission Control voicelines on Salvage Operations
- Fixed throwable items on the Space Rig (like snowballs) getting stuck in the carry animation if you threw them right before you entered 3rd person perspective
- Fixed M1000 focus shot status effects not being applied to certain targets (e.g. Loot Bugs)
- Fixed Gamma Contamination (Wave Cooker OC) not working if you hit armor
- Fixed Mission Control shouting the wrong voice line when all pipelines are constructed
- Fixed a visual bug that made it look like the Dreadnought Twins could twin-heal with the Unknown Horror
- Fixed Q'ronar Shellback + Younglings briefly going into their reference pose (T-pose) when killed by fire, corrosive, Wave Cooker, or chemical explosion (from the Boltshark) before dying
- Fixed Hiveguard continuing its behavior after death
- Added a failsafe so that Fuel Cells dropping on top of the Uplink won't softlock the game
- Fixed a bug that made it so Salvage Mission fuel lines and Rock Cracker cables could be “split”, which caused a softlock of the mission
- Fixed a bug that allowed for broken Fuel Cell Pipe in Salvage Operation
- Fixed that the dwarves’ thick, magnificent necks were clipping through the Shock Trooper and Tech Trooper helmets
- Added a safety timer that will force the Hiveguard to spawn the Sentinels after a certain time has passed
- Fixed 5th Anniversary hat getting the color of the last hat you equipped
- Potential fix for Boltshark's ammo being weird in Deep Dives (hopefully not weird now)
- Potential fix for ammo not transferring between levels in Deep Dive (for turrets, shield, Satchel Charge and crossbow bolts)
- Also tried to fix the Boltshark getting stuck in a state where it can't reload on 2nd level of Deep Dives
- Fixed Lederhosen first-person hands/gloves not looking right (now they’re Betterhosen)
- Reduced range a Rock Cracker pod needs from another one, and improved fail-safe if the pods can't spawn
- Fixed Wave Cooker not properly gaining heat when spam-clicking
- Flare Gun’s flare sound now properly fades away when the flare burns out
- Clients now always see the same mission map as the host
- Fixed hanging ambient audio after leaving Deep Dive Terminal
- Fixed a bug where the Terrain Scanner would not get unequipped when the player stopped holding the button (fiixed an equivalent bug for the Laser Pointer)
- Fixed an issue for both the Laser Pointer and the Terrain Scanner when trying to use these items while holding something else
- Fixed bug where Boltshark bolts would stick to player when having the Bodkin Points OC
- Added entry to Miner’s Manual for the Jetty Boot arcade game
- Slightly reduced the chance of the smol meteor event
- Fixed a bug where the Terrain Scanner would slide off the screen without the player releasing the button on high latency clients
- Changed the Terrain Scanner slide-on-screen animation so it no longer resets every time the player releases and holds the button
- Added bloom and lens flare settings in the graphics options (in hopes that Michael Bay will finally buy this game)
- Added a gameplay option to adjust weapon sway
- Fixed an animation bug that caused the dwarf to move the weapon towards the center of the screen while walking and view bobbing was not at maximum setting
- Improved EMP discharge indicator flow
- Fixed Cave Leeches’ hissing being too low quiet
- Fixed issue where Boltshark bolts that are shot at other projectiles get stuck in midair
- Sentry Turrets now turn off range indicators when dismantling themselves
- Tweaked escape menu to better fit non-English languages
- Fixed issue with perk equipper layout being weird in the Equipment Terminal
- Fixed issue where accuracy penalties when moving and sprinting were not always being applied
With Love,
The Ghost Ship Crew
Season 04: HOTFIX S04.10.1 (build 93189 - 16/11/2023)
Hello Miners,
Fixing 2 new crashes related to the corruptor and drinking beers, as well a fix for the Hurricane OC.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fix for Corruptor crashing the game with it’s spike attack
- Possible fix for a crash when drinking beers and doing various mysterious things
- Fixed Hurricane Rocket Barrage OC not deactivating missile guidance
Patch Notes: S04.11 (build 93365 - 21/11/2023)
Hello Miners,
This patch fixes or attempts to fix a number of significant issues such as a render crash that happened to alot of players, a crash after drinking beers, and several gameplay issues like Machine events not spawning and Wardens not wardin’
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Potential fix for Unreal render crash that happened to many miners
- Fixed Machine Events not spawning
- Fix for a crash when using the Stubby
- Fix for Wardens are no longer warding as well as korlokk healing pod
- Potential crash fix for drinking certain beers and interacting with the spacerig (Management apologizes for the temporary lapse in morale)
- Fixed Burning Hell OC having the wrong heat-up rate bonus
- Fixed that Turret Arc has no effect on Shard Diffractor T5A upgrade
Sentry Gun tweaks:
- Ammo Counter - Fixed ammo counters clipping through sentry guns when firing.
- Emp Overclock - Fixed potential crash and emp range indicator not turning on in specific cases.
- Arc Overclock - Fixed potential crash and issue where the arc range indicator is not turned on, on first equip of sentry gun item.
**Patch Notes: S04.12 (build 94228 - 18/12/2023)
**
Hello Miners,
We did it! The last patch of 2023! Yay us - and yay you! Thanks for being awesome all year! See you in the next one.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed that mission control was talking about summer when finishing ‘The fashion of yuletide past’ assignment.
- Added an extra present, but don’t open it yet.
- Fixed an issue that caused networking not network in some rare cases.
🎁
Patch Notes: HOTFIX S04.12.1 (build 94257 - 19/12/2023)
Hello Miners,
DRG_patch.Final23.Final23forRealz.
Hotfix for an Unreal Render Crash we re-introduced yesterday.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed Unreal render crash
**Patch Notes: HOTFIX S04.12.2 (build 94271 - 20/12/2023)
**
Hello Miners,
Yesterday's Hotfix didn’t fix. So we’re trying again with another Hotfix.DRG_patch.Final23.Final23forRealz.
Fingers crossed, this will actually fix the crash (and we won’t have to spend the holidays at the office).
🎄
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed Unreal render crash
Patch Notes: HOTFIX S04.12.3 (build 94284 - 20/12/2023)
Hello Miners,
Third time’s a charm. That is what they say, right? Right?!
Hotfix.DRG_patch.Final23.Final23forRealz.Plzwork. 🙏
Also we recommend you** "Verify integrity of game files"** after it updates. Files can be sensitive to lots of updates, so better to be safe.
You verify game files by right-clicking DRG in your Steam Library > Click "*Properties..." * > Click "Installed Files" > Click the button that says "Verify integrity of game files"
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed Unreal render crash
Patch Notes: HOTFIX S04.12.4 (build 94289 - 21/12/2023)
Hello Miners,
Ok, so third time wasn’t a charm - but we really really reaaalllly hope the fourth will be!
Thank you for your patience with our fix attempts - Y’all are pretty cool - hope you have an awesome holiday season! 🎄
Here’s to you and Hotfix.DRG_patch.Final23.Final23forRealz.Plzwork.kfdjfsfd.Prettyplzwithredsugarontop 🙏 🤞
And just like with yesterday's ~fixes~ we really recommend you "Verify integrity of game files" with this update.
You verify game files by right-clicking DRG in your Steam Library > Click "Properties..." > Click "Installed Files" > Click the button that says "Verify integrity of game files"
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed Unreal render crash
**Patch Notes: HOTFIX S04.12.5 ( Rollback build 93365 - 21/12/2023)
**
Hello Miners,
This hotfix rolls the current version back to patch S04.11.
We haven't been able to fix the crash we’ve been hunting for the last couple of days, so we decided to roll back to the last stable version. 🥲
Once we're back from the Holidays early next year, we'll fix this pesky crash.FINAL!
In the meantime, enjoy the Yuletide event! See you all in 2024, Miners.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Rollback to S04.11
Patch Notes: S04.13 (build 94396 - 04/01/2024) 
Hello Miners,
We have Identified our pre-xmas crash to be related to older gen Ryzen CPU’s. We have attempted some fixes, but adding additional logging, just in case the fixes do not work.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Attempt at fixes crash for older gen Ryzen CPU’s
- Added additional logging
Changes from S04.12:
- Fixed a Steam Socket issue that caused networking not network in some rare cases.
** FEBRUARY MAINTENANCE UPDATE** 
The February Maintenance Update has landed!
Hello Miners,
Happy February Maintenance Update day! For this one, we’ve focused on the bugs and issues that got the most community upvotes in our PleaseFix portal. In case you haven’t heard of that, it’s the best way to report and document bugs you come across in the game. DRG leasefix: https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC
Okay, enough chit-chat. Let’s dive into the patch notes.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
GENERAL BUG FIXES
-
Fixed a bug that caused Nayaka Trawlers (AKA sand sharks) to not target players unless damaged by players
-
Fixed a bug that let players spam-deposit the same Kursite chunk over and over again, cheesing the Kursite Grinder event https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-702
-
Fixed that Dreadnoughts were teleporting for clients in certain situations
-
Fixed that Molly’s escape button would not appear in Industrial Sabotage missions if you completed the Contagion Spike cleaning objective last. https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-1926
-
Fixed an issue where some AoE attacks themselves could be affected by status effects
-
Fixed an issue that sometimes caused sleeves to not match the player’s loadout when displayed in the mission end screen
https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-1737 -
Fixed a bug with doors on the Space Rig getting desynced between players
https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-976 -
Fixed a bug where Mission Control would repeat On-Site Refining Objective Voiceline
https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-105 -
Fixed that the Grappling Hook would immediately pull Scout (ignoring the ‘casting’ time) when using Jet Boots
https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-1009 -
Fixed a bug with the server list that caused Hazard 5 missions to always appear even when they should be locked, leading to new players accidentally joining Hazard 5 (lol)
-
Fixed a bug that caused Bosco skins and frameworks to appear in Cargo Crates instead of the Lost Packs as intended. https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-1185
WEAPON TWEAKS AND FIXES
-
Fixed Hyper Propellant OC (40mm PGL) working incorrectly with T4A Homebrew Explosive mod. This mod was only supposed to affect the actual explosion, therefore these changes have been made to make it more clear:
The ‘Homebrew Explosive‘ mode has been changed to only affect radial damage on the weapon’s projectile.
Therefore, it should no longer affect upgrades that do direct damage, such as the Spiky Grenade modification or the direct damage of the Hyper Propellant OC.
Prior to the change, Homebrew Explosive had no effect on neither direct nor area damage of Hyper Propellant.
https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-747 -
Fixed a bug with Cryo Cannons T5A ‘Fragile’ mod, where shattered enemies didn’t die as expected on higher hazards.
https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-1447 -
Fixed a bug causing the Shard Diffractor’s ‘Bio-Mass Converter’ mod to not work for clients
https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-49 -
Fixed a bug with the Turret Arc OC (“Stubby” Voltaic SMG) where the electric damage bonus from Gemini turrets didn’t cause any additional damage when used with some other weapons
https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-1708 -
Fixed a bug causing Turret EM Discharge OC (“Stubby” Voltaic SMG) to not proc at certain angles
-
Fixed a bug that caused Stubby’s ‘Upgraded Capacitors’ mod roll two attempts with a 25% chance, instead of one roll with a 50% chance to proc. Basically, now there’s a higher chance to proc the electric effect
https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-1752
ARMOR BREAK SECTION / WEAPON ARMOR MOD FIXES
As discussed in the preview post, we’ve cooked up a few tweaks to make enemy armor behave more consistently, and give more incentive to pick the ‘Armor Breaking’ modification on your weapons.
-
Fixed a bug where projectiles for the Deepcore 40mm PGL, DRAK-25, and Hurricane could hit an enemy and break the armor, but not damage the enemy in the same hit.
-
Fixed a bug where Heavy Armor (as found on the Praetorian) did not scale with Hazard level. It never used to do this -- so the Heavy Armor on a Haz 2 Praetorian would be just as strong as it is on a Haz 5 Praetorian, for example. This is no longer the case.
-
Fixed a bug where the Boomstick’s ‘Improved Blast Wave’ mod did not deal damage to armor. The shockwave now uses radial damage instead of custom damage, so it should work against armor now.
TYPOS
Fixed some, probably made some new ones
INTRODUCING HIDDEN DWARF BEER
We’ve got a brand new brew up in the Abyss Bar! Next time you mosey on over to the bar, you’ll find that Lloyd is ready to pour up a round of delicious Hidden Dwarf Double IPA.
It’s been fun to see everybody’s speculations on what this beer does.
Some people speculated that it gives you Barrel Armor. This is not the case.
Others guessed that it transforms you into a barrel. This is partially correct.
A few thought they’d heard the Hydengözik Brewery name before. They have.
So how can we describe this tantalizing new beverage? Well, to best experience the transformative flavor of Hidden Dwarf, we recommend you gather a few pals and order a round together.
You’ll find that it starts a prop hunt mode on the Space Rig. 🙂
NEW FEATURES AND TWEAKS
-
Experience earned for Weapon Maintenance skin rewards now carries over to other skins already in your backlog. Now you can earn everything without having to check in and ‘redeem’ stuff you’ve already unlocked
-
Reorganized the audio options, so there’s a stronger visual indicator that the ‘Character’ & ‘Mission Control’ volume sliders are both subject to the ‘Sound Effects’ volume slider
-
The menu’s Audio tab now has a ‘Steam settings’ button for easier access to Steam’s own audio settings
-
Renamed the Merch tab in the menu to “DRG Universe” and added a new module for Deep Rock Galactic: Survivor
-
Adding a small monitor near the Assignment Board that displays a countdown until a current seasonal event ends. This will first be visible during this year’s Anniversary Event. More on that soon!
Patch Notes: S04.15 (96589 - 20/02/2024) 
Hello Miners,
Due to demands from the Miners Union, Hunters can now Rock and Stone during prop hunt. We also fixed a pretty bad crash caused by losing a mission with bare arms, how humiliating!
With Love,
The Ghost Ship Crew
--- PATCH NOTES —
- Options: Added more space for percentage text for volume sliders
- Fixed a bug that caused Boomstick mod ‘Improved Shockwave’ tooltip showing 0 damage.
- Prop Hunt: Hunters can now rock & stone
- Prop Hunt: Fixed a bug that caused the bio tank prop to hover above the floor
- Removed a visible box surrounding Engineers Lure Grenade
- Fixed a crash when failing a mission while wearing sleeveless armor
Patch Notes: S04.16 (99111 - 25/04/2024)
Hello Miners,
We found and fixed a small bug with weapon maintenance xp, and optimized the game a bit.
With Love,
The Ghost Ship Crew
-- PATCH NOTES --
- Fixed a bug with weapon maintenance xp where it would not carry over correctly
- Tweaked the emblem on Scale Brigade for Gunners “Bulldog” Heavy Revolver
- Added some minor render optimizations
SEASON 05: DRILLING DEEPER 
Forecast calls for a 100% chance of rock and stone.
Hello Miners,
Welcome to SEASON 05 - DRILLING DEEPER! Management’s got their sights set on mineral riches deeper down toward Hoxxes’ core, which means we’re increasing your depth of operations. You’re venturing down deeper than ever before, claiming unprecedented treasures for the company, and confronting all the lethal horrors that might stand in the way.
In other words, it’s another great day at work.
Let’s get right into it!
With Love,
The Ghost Ship Crew
--- PATCH NOTES —
NEW MISSION: DEEP SCAN
Management has identified a new mineral priority: Morkite Seeds. Rumor has it that these could optimize the Morkite refining process tenfold. The problem is, they’re located much deeper down in Hoxxes than we’re used to, hidden away in dazzling Morkite Geodes.
You’re going to have to locate several Resonance Crystals in the cave system using the provided Telemetric Rangefinder. Use the Crystals to perform Deep Scans and pinpoint the location of the Morkite Geode. Once you’ve got that, a Drillevator will be sent down to bring you to the Geode where you can collect the precious Morkite Seeds.
Management advises that you familiarize yourself with the mission details in the Miners Manual prior to your first descent. Good luck!
SEASON EVENT: CORE STONE
Reports are coming in of a peculiar new mineral formation in the caves. R&D’s best guess is it’s something from deeper down near the core of Hoxxes. What we know for certain is that these formations contain a Core Stone – and Management wants to get their hands on them.
But beware: Once you disturb the Core Stone, you’re in for a fight. It’ll open up rifts in the cave walls, and summon a hideous new enemy, unlike anything we’ve seen in Hoxxes so far. They’re called Corespawn Crawlers, and they’re not to be underestimated. Fight them off as you neutralize the Core Stone, then deposit the Stone in a specialized extraction pod to complete the event.
NEW ENEMIES
GLYPHID STALKER
A cunning new Glyphid variant. This enemy is capable of cloaking to near-invisibility, burrowing for rapid repositioning, and launching ambush attacks that temporarily disable your shields.
VARTOK SCALEBRAMBLE
An invasive, semi-sentient plant consisting of an impenetrable, acid-spitting core, and an array of sensory feeler nodules. Take out the nodules to open up the core.
BARRAGE INFECTOR
A new variant of the Infector species – this one’s bigger, tougher, and shoots a salvo of explosive bile. Aim for the sac, and watch out for splash damage.
CORESPAWN CRAWLER
Unlike any creature previously spotted in the caves of Hoxxes, these mysterious fiends should not be underestimated. You’ll need to dispatch them without hesitation if you want to make it home alive.
HAZARD 5+
Added Hazard 5+ to offer experienced players an extra level of challenge. With Hazard 5+, you can adjust four variables to add to the baseline Hazard 5 difficulty:
Aggressive Enemies
Player Vulnerability
More Enemies
Tough Enemies
Each of the four options can be adjusted to your tastes, and each offers two levels of increased intensity. This feature will only be available at the Hazard 5 difficulty.
All Haz 5+ games will be categorized together in the server list, and you’ll be able to see which specific modifier switches they have. This difficulty level must be unlocked via the “Beyond Lethal” assignment.
NEW PRIMARY OVERCLOCKS
Added 12 new Overclocks (one for each primary weapon), plus a rework of an existing Overclock.
Rotary Overdrive (“Lead Storm” Minigun)
Mortar Rounds (“Thunderhead” Autocannon)
Cluster Munitions (“Hurricane” Rocket System)
Burst Fire (Deepcore GK2)
Marked for Death (M1000 Classic)
Conductive Thermals (DRAK-25 Plasma Carbine)
Pump Action (“Warthog” Auto 210)
Hyperalloy Assembly (“Stubby” Voltaic SMG)
[Rework] Micro-Conductor Add-On (“Stubby” Voltaic SMG)
SmЯt Trigger OS™ (LOK-1 Smart Rifle)
Scorching Tide (CRSPR Flamethrower)
Crystal Nucleation (Cryo Cannon)
Combustive Goo Mix (Corrosive Sludge Pump)
NEW DEEP DIVE SECONDARY OBJECTIVES
DEEP SCAN: Use the Telemetric Rangefinder to locate Resonance Crystals, and unearth them so you can call down a Resonance Scanner and get it hooked up to the crystal to perform a Deep Scan.
LIQUID MORKITE EXTRACTION: Find a single well of liquid Morkite, call down a Pumpjack, and build a pipeline to a Morkite Extraction Pod. The Morkite must flow!
NEW SECONDARY OBJECTIVES
BHA BARNACLES: This pernicious and rather gross invasive species has taken up residence in some caves. They like to burrow in the ceilings. Look up, and shoot them out wherever you see them.
SWARMER EGGS: We’ve noticed new clutches of Glyphid eggs popping up. Like most eggs, they are completely defenseless. Track them down and smash them with any tools at your disposal.
NEW WARNINGS
DUCK AND COVER: Macteras, Infectors and Spitters, oh my! Jump into a cave packed with an extra helping of projectile-shooting enemies. This time, the bugs shoot back.
EBONITE OUTBREAK: The caves have an unusual concentration of stony-armored Ebonite Glyphids. Their only vulnerability is melee damage. Better keep those pickaxes close at hand.
NEW ANOMALIES
SECRET SECONDARY: Management has tacked on another side objective for you. A second secondary, if you will. You’ll find out what it is once you’re down in the dig site.
BLOOD SUGAR: Bad news: The caves are filled with airborne toxins that constantly drain your health. Good news: These toxins also make Glyphid blood crystallize into healing Red Sugar. You’ll need to kill to survive.
REACTIVATING SEASONS
We’ve added the ability to reactivate any season any time you want, and play through them at your own pace. There’s also an option to disable seasonal content altogether. You can access all this in a new tab in the Season Terminal.
NEW OMMORAN HEARTSTONE PHASE
This is something we wanted to do for a long time. The Omoran Heartstone now has a third attack phase in its repertoire adding a bit of unpredictability to the encounter. For this new attack the Ommoran targets a random player, attempting to trap the unfortunate dwarf in crystal growths bursting out of the ground. Stay mobile and be extra vigilant when in the vicinity of the Drilldozer, as the crystals bursting out of the ground can damage it.
NEW DANCE MOVES
We were able to teach the dwarves three new dance moves:
Twerk
Bully Maguire
Spongebob Shuffle
COSMETIC FILTERING
We’ve implemented a few handy options to keep track of your growing wardrobes. You’ll now be able to filter your cosmetics by subtype, style and season, making it quicker to put the perfect look together. We’ve also introduced a ‘Novelty’ and ‘Company Approved’ toggle for the Randomize option, to give you a bit more control over your randomized outfits.
REWORKED STATUS EFFECT OVERLAYS
Added and reworked 20+ visual overlays for status effects, like getting webbed, set on fire, or breaking your shield.
LOST PACKS, CARGO CRATES & MATRIX CORES: NEW ITEMS TO COLLECT
Added:
Weapon framework: Danger Dice
Pickaxe set: Diamond Cutter
Pickaxe set: Spring Loaded
Armor paint job: Harbinger
Armor paint job: Ikari
Armor paint job: Retro Galaxy
Weapon paint job: Flaming Hot
Weapon paint job: Buff
Weapon paint job: Bubblegum
NEW PROMOTION TIERS
Added an expanded promotion tracker to show the number of promotions past Legendary III (better known as Red III). Now you can really show off your work experience.
NEW WEAPON MAINTENANCE PAINT JOBS
We’re building out the Weapon Maintenance reward system with three new paint jobs to earn:
WM 5.1 ‘LIBERTY’
WM 5.2 ‘HEAVY METAL’
WM 5.3 ‘DRAGON SCALE’
NEW SKIN TONES
Automatically added to default inventory:
Almond
Cool Brown
Deep Brown
Olive
Porcelain
Skin tones added to The Shop:
Orcish
Cerulean Blue
Rager
**NVIDIA DLSS3 INTEGRATION **
Enabling integration of this neat tech that boosts your framerate (requires a GeForce RTX 40xx series GPU). You’ll find the toggle for this in the Graphics menu under ‘Frame Generation’.
GAME OPTIMIZATION
Added a bunch of small optimizations to things like enemies, UI and loading of objects. Mmm more frames yum
COMMUNITY REQUESTS
- Added voiceline kill cries for Mactera Grabber, Glyphyd Acid Spitter and Web Spitter
- Added a ‘select random mission’ option in the Mission Terminal (only available for hosts)
- Glyphid Acid Spitter: Changed the Acid Spitter's projectile DoT damage type from Generic to Poison (the projectile impact damage remains Kinetic)
- Q'ronar Shellback: Changed the Shellback projectile damage type from Explosive to a mix of Explosive and Poison
- Infectors: Converted the Infector projectile area damage type from Explosive to a mix of Explosive and Poison (the direct impact damage remains Kinetic)
- Glyphid Dreadnoughts: Converted various Dreadnought fireball projectile area damage type from Explosive to a mix of Explosive and Fire
- Naedocyte Shocker: Changed the damage and STE to actually be Electric type damage and so get affected by the Elemental Insulation perk
TYPOS
- Almost certainly introduced more than we fixed
MISC.
- Added warmth to Sticky Flames so they can heat up cooled down dwarves
- Made it possible to flash-freeze gas clouds, cooling down and potentially freezing anything in the area. This does not affect Neurotoxin Grenades, however, due to their low water content.
- Increased the explosion damage of the Special Explosive Chemical Bolts on the Boltshark Crossbow and changed the damage type to Explosive to hit Glyphid Slasher and Mactera Spawn breakpoints
- Updated the Spitball Infector weakpoint models so it looks better
- Updated the title card for Elimination missions in the Miners Manual
- Added some Inverse Kinematics on the two large Dreadnoughts to make them look a bit more grounded when moving over rough terrain
- Added new Rock and Stone animation for dual wield animations
- Allow rejoin (after crash) on deep dive missions up until the drop pod has been called
- Significantly reduced the time impact axes that were embedded in a creature take to disappear after their target dies to not confuse them for retrievable ones
- Changed satchel charge blinking light to a less-blinding softer one
- Did some MK1 + MK2 undersuit polish and visual fixes
- Polished up the Driller ScaleBrigade and Scout MK1 armours
- Changed the placement of the”Ragdoll Lifetime” option to not suggest that it is like the other gfx scalability options
- Made the overclock UI scale the description to better fit longer translations
- Added the missing Scale Brigade Frameworks to crates
- Added props from each season to prop hunt
- Added all the skins to crates that were missing since "Maintenance" Update: Neonband, Glyphid Hunter, Scale Brigade, Mech, Custom Engineered & Fourth Relic
- Tweaked Stingtail collision around the nosehorn to make it better match the visuals
- Added a reaction to data cell being hooped
- Added milestones for the new mission and new warnings to the KPI terminal
- Updated Space Rig dressing for Rival Seasons 01 and 02
- Added rich presence for Prop Hunt
- Equipment terminal weapon stats box is now collapsible on click + auto collapses/expands when the sidebar moves in/out.
- Added more crap to the trash chute
- Added if you hold LMB while throwing grenades and doing other similar actions your weapon will try to fire once you stop doing that
- Slightly increased the interaction collider of Ebonuts to make it easier to grab while standing on top of it
- Fixed guerrilla pickaxe parts not connecting to other pickaxe parts
- Fixed jet boots first person particles being offset
- Fixed detailed net info getting clipped in Space Rig HUD
- Fixed late join/rejoin pod beacons lingering after pod landing
- Fixed some overclock descriptions that were out of date and/or had typos
- Fix issue where holding left click to throw a carryable can make your character start pickaxing without you holding right click
- Fixed Q'ronar not working correctly with the Volatile Guts anomaly
- Fixed the Rival Router nodes sometimes encroaching on other important objects and locations
- Fixed some of the Stingtail armor plates not breaking properly
- Fixed being able to use some weapon abilities that were triggered by holding reload while grabbed and otherwise not supposed to be able to shoot
- Fixed a crash when picking up the ball in the Space Rig
- Fixed case where weapon stat values got rounded to whole numbers when they should not
- Fixed issue where grappling hook would sometimes stop while starting to sprint
- Fixed Scout crossbow bolts triggering Fear without the T5 upgrade
- Fixed embedded impact axes not detaching properly when their target dies
- Fixed crash when Caretaker shield goes down
- Fixed Flare Gun sometimes not working for clients
- Fixed rumble sound effect of incoming meteors only play for host
- Fixed Pickaxe Serve victory move using the default pickaxe instead of the framework and or paint job that was selected
- Fixed eyeball
- Yet another attempt to fix occasional flickering issues
- Fixed annoying delay when opening the options menu
- Fixed inconsistencies in Weapon Maintenance XP accumulation
- Fixed timing for the direct damage explode on flamethrower being dependant on the rate of fire
- Fixed the Stingtail having different cooldowns for host and clients
- Fixed inconsistent timing on stackable status effects
- Fixed being able to quickly complete the Kursite machine event by spamming the interact input
- Fixed the downed statistic in the med bay registering incorrectly for clients when dying
- Fixed Cryo minelets, Temperature Shock, Turret Arc and Taser Arrow electric beam kills not counting towards enemies killed stats
- Fixed issue with weapon stats would be rounded the wrong way making the +/- display not add up to the actual values
- Fixed that some Frameworks were missing from the Cargo Crate loot pool
- Fixed that some text showed up as [NONE] in Turkish
- Fixed Colette Wave Cooker preview sometimes using hurricane Guided rocket system image
- Fixed Duration and Radius upgrade stats for the Gunners Shield Generator showing only half of what was actually applied.The in-game effect is the same as it has always been, but the stats in the equipment terminal are now correct.
- Fixed a bug where you could be in a Solo game, but people could still join you
- Fixed the crosshair not always changing when using Shaped Shells for the BoomStick
- Fixed the power attack activating when not intended such as when performing a pickaxe cancel
KNOWN ISSUES
- In general, all mods can be unstable at a new season release. If you encounter excessive crashes, disable your mods until mod creators have had a chance to update them.
Patch Notes: S05.01 (101498 - 14/06/2024) 
Hello Miners,
We hope you are enjoying season 5! We couldnt leave for the weekend without a small patch to handle some of the biggest issues we have had since yesterday
With Love,
The Ghost Ship Crew
**--- PATCH NOTES —- **
- Fixed clients Deep Scan Crystal scanner sometimes pointing to the Droppod location if the crystal was very far away.
- Potential fix for a crash
- Potential fix for a Drillevator audio crash
- Fixed Normal Jetboots being able to spawn in Deep Scan mission, blocking improved jet bots, making it much harder to get out.
- Updated translations
Patch Notes: S05.02 (101624 - 18/06/2024) 
Hello Miners,
This patch includes several crash fixes as well as a lot of fixes to everything from enemies & overclocks to UI.
With Love,
The Ghost Ship Crew
** --- PATCH NOTES —-**
- Fixed that projectiles where shooting slightly lower than intended
- Fixed laser point description on latejoin pod beacon
- Fixed UV problem with scanning pod head
- Fixed screen on Liquid Morkite Refinery DD Objective
- Freefall tweak preventing audio to disappear completely
- Enabled collision on drillevator's jet boots dispensers
- Fixed Deep Scan missions appearing in the server browser after they are no longer joinable (After you start the drillevator)
- [Duck and Cover] Increased rarity of Mactera. Reduced amount multiplier of Acid Spitters and Web Shooters. Increased bonus of the warning to 30%.
- Fixed a bug that prevented matrix cores to not be refunded correctly
- Cooldown for drillevator shout slightly increased
- Status effect crash fix
- [Barrage Infector] Reduced attack cooldown range from 2-4 to 2-3 seconds.
- [Mortar Rounds OC] Decreased distance to explosion required for tinnitus sound to play. Should make it less common during use.
- [Barrage Infector] Increased projectile velocity slightly.
- Fixed the SMG OC - Conductor Bullets. You could get a Matrix core with it again. If you did and already owned it, you will be given another random Overclock.
- Fix crash related to terrain operations
- Fixed a crash where attached chemical arrows would be null during death
- Fixed Order of the Deep armors did not show selected paintjob in First Person view.
- Server list: Fixed scrollbar moving item ui to the left when visible
- Fixed tool tip for Haz 5 Plus not showing correct data
- Fixed Stalker having a collider after death. This made it possible to ping and block some bullets after death.
- Fix issues where some armors could show without sleeves in the icon, even though it was not supported for that armor.
- Fixed issue when previewing armors, the paintjob of the previous armor could transfer over to the next armor being previewed.
- Separated the upgrades for the Mortar Rounds OC that accidentally changed the AOE bonus for the Neurotoxin Payload from +0.3 to 1.25%.
- Fixed "magic hole" in Azure Weald not carving below floor height.
- Boltshark "Expanded Special Quiver" upgrade not applied
- Fixed issue with Hurricane and the new OC Cluster bombs. Reloading it and other weapons required multiple reload inputs
- Prevent Glyphid Warden from buffing after death if its killed by being unfrozen.
- Season 5 assignment 2 mission 4/5 has voicelines mixed up
- Tweaked the explosion carver so it doesn't go bananas in Magma Caves.
- Fixed Grabber kill cue voice and subtitle mismatches
- Make the main carver on drillevator carve much larger chunk at a time, improving performance.
- Drillevator Engine Optimizations
- Drillevator Engines material now gets dirty / ruined when they break down
- Added missing dwarf shout when one gets close to a resonance crystal
- Added an option to disable the Tinnitus effect on big explosions. Found in Audio Settings.
- Potential fix for: Turrets's ammo counter defaults to 515 rounds
- [Crawler] Increased damage from 8 to 9, increased freeze and fire temperature thresholds
- Further lowered freezing point for crawlers
Patch Notes: S05.03 (101757 - 21/06/2024) 
Hello Miners,
This patch contains fixes to everything from the Drillevator to overclocks and enemies. Remember to use Pleasefix to report your bugs and vote for the issues you would like to have fixed!
With Love,
The Ghost Ship Crew
--- PATCH NOTES —-
- Added new sounds for center engine on drillevator
- Fixed that sometimes clients could join and not get the UI element.
- Fixed issue where Victory Poses could be found in Lost Packs, they are only supposed to be found in Crates
- Cluster bombs now spawn the correct amount of them
- [Scorching Tide OC] Damage is now back to normal after being cut in half after double damage bugfix.
- Fixed Acid cloud left by Preatorian and Oppressors dealing 4x damage to players.
- Fixed players being killed by cold damage freezing upon revival.
- [Cluster Charges OC] Reduced max ammo slightly. Reduced cluster fragments by 2.
- Fixed gear stats overlapping Paintjob selector, when too many stats
- Fixed status effect related crash
- Fixed issue with Status effects that gave damage not always rewarding kills to players correctly. E.g. a projectile sets an enemy on fire and dies from it later. The projectile would be gone and the kill instigator could not be resolved.
- Sentries are now placeable (again) on the floodlights of the minehead in Point Extraction
- Fixed case where collecting a Data Cell would also count as collecting a rift crystal
- The rift crystal will now try finding places to spawn rifts at increasing distance in case not enough spawn points are found
- The rift crystal will now ignore the line of sight requirement if many attempts to find spots for rift spawning fails
- You can now do weapon inspection on the Leadstorm with Rotary Overdrive OC when heat is 0.
- Fixed dwarf not using the correct voice line for sending bosco to mine morkite seeds
- Fixed On-Site Refining missions where appearing to seldom and mostly in Salt Pits and Crystalline Caverns
- Fixed Drillevator freefall audio was playing while still cracking geode crystal
- Fixed issue with Lost Packs where if the pack contained a Bosco skin, but you already had all of them. You would not get an appropriate alternate reward. In addition you would also get the wrong message about having collected everything.
- Fixed Kursite event not playing deposit particles and sounds for clients
- [Scorching Tide OC] Sticky flames are now being dropped by the projectiles again.
- [Cluster Charges OC] Tweaked clip and ammo to make them fit nicely again.
- Fix for Crystal Nucleation OC to be much more performant and fixed some issues with the ice status effect staying indefinitely.
- Fixed that Oppressors could spawn in tutorial (Rip greenbeards)
- Fixed the sticky ice from Cryo Cannon: Crystal Nucleation OC could receive Status Effects causing weird effects like it being affected by the Dreadnoughts Pheromone effect that spawns swarmers.
- Fixed LOK-1 Sm?t Trigger OS™ overkilling with 1 extra bullet in some cases
- Fixed issue where upgrades that changed the effects on weapons, e.g. Materials, Impact Effects / sounds. Would not be applied.
- Fixed Order of the Deep First Person armor getting skin color assigned to glowy bits instead of glowy material.
- Deepscan mission Resonance Target Proximity scanner now indicates height even if you are far away, unless you are far enough away to lose signal
- Fixed visual effect for coil gun OC Necro-Thermal Catalyst not working on clients.
- Fixed Rival Sniper turret missing muzzle flash.
- Fixed Rival Sniper turret making continuous impact sounds after being destroyed.
- Added voice lines for the Korlok Tyrant-Weed
Patch Notes: S05.03.1 (101771 - 21/06/2024) 
Hello Miners,
Sorry, it works now, our bad UwU
With Love,
The Ghost Ship Crew
--- PATCH NOTES —-
- Fixed that the game crashed most of the time you tried to join a game
Patch Notes: S05.04 (102112 - 2/07/2024) 
Hello Miners,
This patch is mainly a bunch of bug fixes and improvements along with some optimizations to the Core Stone event. Hopefully there are no catastrophic bugs this time…… hopefully
With Love,
The Ghost Ship Crew
** --- PATCH NOTES —-**
- Fixed crash related to using the SmRt Trigger OC for the Lok-1 rifle
- Fixed Crystal terrain surrounding Resonance Crystals did not appear when joining during load screen
- Fixed Cryo Bolts being able to freeze neurotoxin grenade gas clouds
- Changed when DeepScan mission is removed from server browser. It is now removed when all the crystals have been scanned.
- Friends can still join until the first button on the drillevator has been triggered.
- Fixed coilgun being inconsistent at shooting certain enemy weakpoints
- Attempt to fix Victory move props visible in unusual places
- Collision optimization on the sticky mines
- Fixed chargeup time penalty of Tuned Cooler being x2 instead of + 0.2.
- Fixed plasma burster rockets not working on rift crystal
- [Community Request] Added class icons to paintjobs and victory moves in the tree of vanity
- Micro-Controller Add-on overclock had reduced arc range, now it is back to 15m
- Fixed caretaker tentacles sometimes spawning just as the fight ends and remains after the encounter is done
- Fixed neurotoxin explosion not doing damage
- Fixed shellbacks briefly going into their reference pose before exploding from volatile guts
- Poison gas and Maggot gas should now be ignitable by fire again.
- Improved spawning of the kursite event
- Barrels from the exploding barrel dispenser, Lunar trophies, Anniversary trophies, Data rack, Player leave resource pouch, and dorettas head can now be picked up while the player not grounded. Making them work like the other stuff you can pick up
- Added a Miners Manual entry for the Bha Barnacle - now please stop asking!
- Molly will now go to the nearest surface if floating
- Made the start of the rift event run smoother
- Fixed dying from Low Oxygen makes constant warning sound
- Morkite seeds will now be deposited to team resources when a player disconnects
Patch Notes: S05.04.1 (102179 - 2/07/2024) 
Hello Miners,
We noticed a few rare crashes that people have experienced since the patch, so we fixed them.
With Love,
The Ghost Ship Crew
** --- PATCH NOTES —-**
- Fixed a crash related to the Core Stone Event
- Fixed a crash related to the Coil Gun
- Fixed a crash related to particles
I just put out a teeny tiny patch to prepare for the summer event, I am not gonna do a whole fancy patch update text just to say that, and you cant make me!!... Fine ill tell you the build ID, its 102546, but thats it!
So how is everyone's summer, good? good... now get back to the mines!
Patch Notes: S05.05 (104409 - 17/09/2024) 
Hello Miners,
We are preparing for fun events and included a number of bugs fixes and weapon tweaks.
With Love,
The Ghost Ship Crew
** --- PATCH NOTES —-**
- Fixed Gunner Shields being able to mess with rift spawning and ruin the encounter
- Fixed Boltshark's T5 Magnetic Shafts upgrade only affecting the direct damage
- Significantly increased the fear chance of the T5 Banshee Module upgrade on the Boltshark
- Removed the lock-on speed penalty and extended the lock duration on the Lok-1 Neuro-Lasso OC and changed it from Unstable to Balanced
- Made the Lok-1 Neuro-Lasso slowdown effect stack properly when taking the T4 Aperture Extension upgrade
- Fixed the Lok-1 Armor Breaking Module OC not showing up in the stats list in the equipment terminal
- Fixed missing footstep sounds and particles on Glyphids
- Fixed the rift crystal taking damage way before the health bar appeared on screen
- Fixed Sticky Flames making praetorian death gas unexplodable sometimes
- Fixed Season 1 data cores not redeeming for Season 1 scrip
- Fixed Data Rack challenges do not appear in Season 1 unless you completed the original Industrial Sabotage that is no longer available
- Fixed Shield Link goes into negative numbers upon wearing out
- Fixed that Destroy Eggs can spawn as a secondary in Dense Biozone biome
- Fixed that Sludge Pump AG Mixture Tier 5 mods have no effect on puddles
- Fixed dreadnaught pheromones making it less likely for enemies to target the player rather than more likely
- Drillevator tracking icon now disappears when it has landed
Hotfix: Fixed a crash with this patch, so the new build number is 104409
Patch Notes: S05.06 (106182- 21/10/2024) 
Hello Miners,
Due to the amount of feedback we got regarding the Core Stone event, we have tweaked the encounter, overall decreasing the difficulty, especially on higher hazards. We also included a few other fixes.
With Love,
The Ghost Ship Crew
--- PATCH NOTES —-
Crawler Tweaks
-
Reduced movement speed by 10%
-
Made it so that the corrosive death puddles no longer fly out forward towards the player, but instead drop where the Crawler is killed
-
Fixed Crawler armor to work like all other heavy armor in the game
-
Changed a bunch of textures, so they will not look bad if they have not loaded fast enough
-
Various Audio tweaks
-
Added photosensitivity-mode to the Animated Static material, used on startup and info screens
EDIT: Updated to version 106182 to fix a crash
Patch Notes: S05.07 (108916 - 09/12/2024) 
Hello Miners,
This patch prepares for a few seasonal events, fixes a number of bugs and we updated the DRG universe tab to also include the Merch Store and Mug Kickstarter.
With Love,
The Ghost Ship Crew
** --- PATCH NOTES —-**
- Fixed Scout Grappling Hook Occasionally Fails to Pull the Scout (https://app.betahub.io/projects/pr-5632787018/issues/13)
- Fixed Crawlers using too many particles when walking
- Fixed that terrain could block the players from connecting nodes to the power station in Industrial Sabotage
- Fixed selecting the incorrect previously equipped item when pipeline building
- Fixed Gunner shield frequently fails to provide buffs to players (https://app.betahub.io/projects/pr-5632787018/issues/57)
- Fixed a bunch of typo’s
- Fixed Crash when aproaching Core Stone retrieval pod, with some objects (https://app.betahub.io/projects/pr-5632787018/issues/134)
Very minor patch release on steam, enabling us to change banners without a new build. As the changes are so minor, it is being rolled into patch S05.07
Patch Notes: S05.08 (112417 - 20/02/2025) 
Hello Miners,
This patch brings a lot more variance in Egg Hunt, crash fixes and some general fixes to bugs that have plagued the hard working members of the Miners Union, which is sure to boost morale, and more importantly - productivity by up to 32%.
With Love,
The Ghost Ship Crew
--- Patch Notes ---
- Fixed a crash if a certain room was generated that no longer existed
- Fixed that Egg Hunt missions was only using 10% of the cave layouts possible
- Fixed Persistent Rockpox Infection Despite No Plaguehearts or Lithophage Proximity https://app.betahub.io/projects/pr-5632787018/issues/196
- Dreadnought Killable from Spawn Using Certain Weaponshttps://app.betahub.io/projects/pr-5632787018/issues/105
- Fixed several cases where dashing got cancelled by Speed boosts
- Fixed a case in Escort mission where using jet boots would instantly kill the player https://app.betahub.io/projects/pr-5632787018/issues/58
- Added Belarus as a WIP language. Thai was also planned, but had to be postponed
Updated to build 112664 to fix some backend issues and improve on the dash fix
Updated to build 112929 to fix a small issue with the DLC
Patch Notes: S05.09 (113250 - 11/03/2025) 
Hello Miners,
Small one today miners, we received the message that the Skullcrusher armor needed fixin’
With Love,
The Ghost Ship Crew
** --- PATCH NOTES —-**
- Fixed some cloth material that would not use the correct paintjob when using the Skullcrusher framework
Patch Notes: S05.10 (120015 - 01/07/2025) 
Hello Miners,
We have made some changes to how modding behaves in DRG, as well as updating the Mod.io API. We have moved Modding from the menu in the Spacerig to the start of the game on the info screen. The idea behind this was to reduce potential errors that could happen because of hot loading mods. We have kept the modding menu in the Spacerig, but as view-only so players can see what mods they have active, but no changes can be made on this menu except loading back to the info screen.
Since the Mod.io API has been updated, we now also have an ingame mod browser, as well as the option to use your preferred browser. The API update should also have several years of fixes for the plugin.
With Love,
The Ghost Ship Crew
** --- PATCH NOTES —-**
- Updated modding behaviour
- Added missing hit reactions on enemies
- Fixed Glyphid forelegs not being blown off when killed by explosions
- Increased visibility of Unknown Horror when in Medium and Low Effect Quality.
- Added content for upcoming events
- Updated game credits with latest translators
Patch Notes: S05.10.1 (120236 - 02/07/2025)
Hello Miners,
We have fixed some issues with the modding update, biggest of which was an issue, where the mod list would not populate with your mods if a mod status was pending
With Love,
The Ghost Ship Crew
--- PATCH NOTES —-
- Fixed that your sorting settings for viewing mods where not saved
- Renamed mod browser buttons for clarity
- Fixed an error when populating the mod list, which would result in an empty list if a mod was pending
- Removed keyboard navigation from mod browser as it broke searching
Patch Notes: S05.10.2 (120607 - 14/07/2025)
Hello Miners,
We have hopefully fixed the issue where mods would be disabled after reloading the game. In addition we also added a Refresh button to the modding menu, that should help resolve various issues when there are issues connecting between the game and mod.io.
With Love,
The Ghost Ship Crew
** --- PATCH NOTES —-**
- Fixes issues where some had mods disable when reloading the game, forcing them to enable their mods everytime they started the game
KNOWN ISSUE:
When refreshing on the modding menu, it will say mods have been disabled due to a crash. This is just an UI issue with the prompt, as mods are still loaded
Patch Notes: S05.11 (125673 - 23/10/2025)
Hello Miners,
This patch is just a small patch to prepare for upcoming holiday events, as well as 2 small fixes, we found in the airlock.
With Love,
The Ghost Ship Crew
--- PATCH NOTES —-
- Fixed profanity filtering, so it now works and follows your Steam settings
- Added some effects to change when using the photosensitivity options
Patch Notes: S05.11.1 (126583 - 29/10/2025)
Extremely small patch to fix some backend issues
SEASON 06: ‘Relics of Hoxxes’ is NOW LIVE!
Hello Miners,
Welcome to SEASON 06 - RELICS OF HOXXES! New discoveries on Hoxxes require your urgent attention. You’re delving into a brand new planetary region, pursuing new riches, and facing off those who might stand in the Company’s way.
With Love,
The Ghost Ship Crew
NEW MISSION: HEAVY EXTRACTION
The Company has detected a new material that was recently unearthed by a series of planetwide tectonic shifts. Huge deposits of Resinite have been discovered all over Hoxxes.
Delve underground, seek out the Resinite Masses, dig them free, and extract them via the lift rockets we send down to assist in the endeavor. We’ve got no equipment to triangulate the exact location of Resinite Masses, so keep your eyes peeled for great amber chunks sticking out of the ground.
As always, Management recommends familiarizing yourself with the mission details in the Miner’s Manual aboard the Space Rig. Good luck down there!
NEW BIOME: OSSUARY DEPTHS
A new planetary region has been discovered, and management has approved The Ossuary Depths for extraction operations. This gloomy new biome is home to a grim collection of skeletal remains gathered from all over Hoxxes.
And among these dusty bones lives a new threat: The Ossirans.
NEW ENEMIES
OSSIRAN SCRAB
This winged menace is capable of swarming you from above and below. It’s an agile threat when flying through the air, and a thick shell puts up a strong defense when grounded.
OSSIRAN PIT JAW
This larger variant of Ossiran lies in wait just below the surface, ready to ambush any dwarf that wanders too close. Its jaws are strong enough to incapacitate, and it’ll take a good chunk out of your health if it catches you. It may let you go, especially if provided with sufficient incentive from your allies, but be warned - once its cover is blown, the Pit Jaw will relocate to set up another ambush nearby.
OSSIRAN BONE COLLECTOR
Lacking any offensive capabilities, the Bone Collector will flee when confronted by a heavily armed dwarf. Should you encounter it, give it a fright and keep an eye on where it runs off to…
SEASON EVENT: OSSIUM RAID
Ossiran Bone Collectors have been spotted all over Hoxxes. You’ll know them by their distinct blue glow and scurrying movements (no, it’s not Scout). The Bone Collectors are harmless, and will run off when threatened (wait is it Scout?). Once they do, follow their trail through the caves until you reach their lair. Digging through a thin layer of dirt, you’ll find a secret trove of Ossium gems, a unique and valuable byproduct of the Ossirans’ bone collections.
Be aware: Disturbing the Ossium gems will alert nearby nesting Scrabs, so be careful when raiding these Ossium troves.
NEW DEEP DIVE SECONDARY OBJECTIVE: HEAVY EXTRACTION
Find a Resinite Mass, dig it free, and extract it using the provided lift rockets.
NEW WARNINGS
SCRAB NESTING GROUNDS: Swarms of Scrabs have settled in caves all over Hoxxes. Expect a steady influx of Scrab hostiles, and try to steer clear of their nests.
PIT JAW COLONY: Reports have come in of migratory groups of Pit Jaws spotted both within and beyond the Ossuary Depths. Watch your step on any mission where this warning is active.
NEW DANCE MOVES
We’ve taught the dwarves another 2 new dance moves:
Get groovy with The Disco Finger.
Or showcase your elastic appendages with The Arm Wave.
NEW WEAPON MAINTENANCE PAINT JOBS
We’re expanding the Weapon Maintenance reward system with a new paint job to earn:
WM 6.1 ‘Crimson Call’. It’s red.
MISC.
- Added another loadout slot
- Fixed Nemesis debris colliding with players.
- Fixed Blowthrough Rounds not correctly calculating damage increases from .
- Fixed Disconnection Protection giving players infinite fall damage resistance.
- Fixed Proximity Mines not triggering on hidden enemies decloaking inside its range.
- Fixed Protein Disruption Mix on Corrosive Sludge Pump applying a permanent slow debuff to targets.
- Fixed being unable to break free from ice or Rockpox on console using mouse and keyboard.
- Fixed an issue where Resonance Crystals would not be properly detected when digging them free.
- Fixed controller bug with giving players possibility to break free from being frozen by using WASD as well as their controller
- Space Rig doors open faster now (huge)
KNOWN ISSUES
- In general, all mods can be unstable at a new season release. If you encounter excessive crashes, disable your mods until mod creators have had a chance to update them.
Patch Notes: S06.00.1 Hotfix (133159 - 29/01/2026)
- Updated version numbering so mods can be properly updated on Mod.IO
- Fixed a misplaced item in the shop
Patch Notes: S06.01 (133218 - 30/01/2026)
Hello Miners,
It is time for the first Patch of Season 6, it includes a bunch of smaller visual fixes, changes the xp reward of Ossium Crystals, fixed assignment missions sometimes not rolling the needed warning and thinned out the scrab population a bit, to allow higher hazard games to not turn into madness.
With Love,
The Ghost Ship Crew
** --- PATCH NOTES —-**
Visuals
- Fixed skinning issue for Gunner relic raider
- Animation polish on the arm wave dance
- Updated the image for the season 6 title screen
- Fixed a scrab clipping through some resinite in the spacerig
- Relic raider firstperson mesh and uv update
Mission
- Reduced visibility of liftpod after launching the resinite mass
- Increased Heavy Extraction base XP reward: 1000 -> 1150
- Added more prominent light source to resinite masses
- Spaced out Heavy Excavation rooms to reduce complexity
Scrabs
- Reduced minimum spawn count of scrabs: 8 -> 4
PitJaws
- Removed Pit Jaw Colony as a forced season 6 warning and removed it from the season 6 assignments. This is temporary, until we can get the warning to work properly. Pit Jaws are still in the game
Season event
- Reduced performance point reward of Ossium: 1250 -> 500
Patch Notes: S06.02 (133580 - 04/02/2026)
Hello Miners,
This patch fixes the potential horde of Scrabs that could spawn, Fixes Pit Jaw grabbing dwarves through walls and a few other fixes
With Love,
The Ghost Ship Crew
** --- PATCH NOTES —-**
Mission
- Made compressed gold give the same credits payout as regular gold
- Moved Heavy Extraction to 6th mission in intro assignment
Sound
- Fixed sounds not playing for certain scrab animations (flying and ground attack)
- Fixed Cave Leech audio not following its head
Scrabs
- Fixed the amount of how many of scrabs can spawn instead of it being unlimited
- Updated scrab spawn vfx to match most other enemies for improved performance
PitJaws
- Increased spawn spread: 300 -> 800
- Increased difficulty rating to match cave leech: 80 -> 100
- Increased rarity: 0.5 -> 1.0
- Reduced Pit Jaw Colony spawn amounts to closer resemble Cave Leech Cluster amounts
- Pit jaw now requires "line of sight" to target players. Hopefully fixing Pit jaws attacking through walls
Season event
- Adjust Ossium credit reward: 500 -> 200
- Adjust Ossium XP reward: 1000 -> 420
- Fixed text and voice lines for laserpoint ossium enamel
- Added logic in case if Bone Collector borrows away instead of leading to the cave entrance
Patch Notes: S06.03 (134162 - 11/02/2026)
Hello Miners,
This patch reintroduces the Pit Jaw Colony warning, as well as fixing the missing season challenge scrip, and a few other issues
With Love,
The Ghost Ship Crew
** --- PATCH NOTES —-**
- Added Pit Jaw Colony back as an additional season warning for season 6
- Updated season 6 assignments to include both season warnings
- Fixed that Relic Raider Bosco was assigned the wrong paintjob
- Introduced amber specks near resinite masses to make them slightly easier to find
- Reduced verticality of average complexity Heavy Excavation caves
- Fixed resinite mass launch roar and screen shake effect not playing for clients
- Upped the maximum scrip reward from the special season challenge: 8 -> 15
Patch Notes: S06.03.1 (134248 - 12/02/2026)
Hello Miners,
A small hotfix to add missing names to missions and fix the season 6 checkbox not working on the server list
With Love,
The Ghost Ship Crew
** --- PATCH NOTES —-**
- Fixed season 6 checkbox in server browser, so that it now reloads the server list
- Fixed missing names on season warning missions
- Fixed bug causing the bone collector to be unaffected by the breach cutter
Patch Notes: S06.04 (135441 - 1/03/2026)
Hello Miners,
This patch contains a bunch of fixes to Pitjaws as well as rare problems that could happen when playing Heavy Extraction.
With Love,
The Ghost Ship Crew
** --- PATCH NOTES —-**
- Adjusted collision on lift pod to prevent players getting stuck
- Added fallback to lift pod positioning
- Moved pit jaw relocation logic to level generation, reducing stutters in levels that have the enemy
- Added a 2s grace period after relocation where the pit jaw won't target players
- Prevent resinite mass from spawning in path of drop pod and prevent important level elements from spawning in path of resinite mass
- Prevented lift pod from spawning near player spawn
- Fix relic raider firstperson arms disappearing when look up and down
Patch Notes: S06.04.1 (135784 - 5/03/2026)
Small update to some backend services
🌼 Patch Notes: S06.04.2 (136457 - 23/03/2026) 🌼
Tiny patch to prepare for the upcoming Egg Hunt event. (and some hat fixes) 🐰
May contain: ||
Eggs
||
--- PATCH NOTES —-
- Small visual fix on the Staggering Stallion and Creeper Wolf Mask
Patch Notes: S06.05.0 (141187 - 06/05/2026)
Management has launched the Reclaimer Collaboration Initiative!
This patch contains:
- New special event "Operation Rogue Core*
- New assignment "OPERATION: ROGUE CORE"
- Pickaxe set: RECLAIMER as a Completion Reward
- New warning; Core Corruption
In addition small quality of life fix:
- Fixed shouts at the start of missions with the Core Stone event.
We are counting on you!
Latest Unstable:
8645 exploding spider Particle tweaks
8647 Fixed missing input sensitive UI
8649 Fix latejoin
8658 Fixed item bar crash
8660 XP per enemy reduced.
Spread for combat shotgun tweaked.
XP for Motherlode and Secondary mission.
8661 Item bar crash
8664 Neck gut now uses the swarmer material
8669 Fixed inventory hud not showing on clients
8672 Fix debris seed
8675 Fix for laserpointer not showing on client
8676 merge voice chat fix (from cl #3659736)
8680 Revolver spread and rate of fire tweaked
8681 Player muting
8684 Spider Leg Gib
8687 tweaked dead flare light settings
8688 lava geysers and exploding plants in infected chasm
8689 Fix possible crash
8692 SeaUrchin Always Dormant
8693 Optimize Status Effects
8694 Fix crash
8695 Attempt to fix resourcechunk crash
8696 Return straight line, if no path found
8699 Fix out of world teleport to handle downed state
8700 Fix latejoin crash
8701 Fix pathfinder issues caused by previous threading optimizations
8702 UI Widget added for testing
8703 fix pathfinder crash
8704 Fix donkey lightcone mesh
8706 Return some pathfinder constants to previous values now that I made the real fix
8708 Fix random placement of items
8709 Make find flee path use async path requests
8710 NetDormancy optimizations
8711 Assault riffle spread tweaks
8712 Sprinting for hitscan weapons
8713 Fix map to only show terrain
8716 Fix spider headshot gib not fading like the body
8717 Spread changing when sprinting
8720 Fixed hole in minehead after motherlode mission is complete
8721 Fixed EndWave music
8728 Changed concurrency groups
8729 Fix bad audio on usecomponent
8730 tweak music volume
8733 Fix decals on spiders
Latest Unstable:
8735 new motherlode variations
8736 Reverted Spider blood color back to gren
8738 Optimize the outline shader (only used in builds).
8741 re setup the old music in pls_base
8746 Fix lootbug has 2 info components
8747 Fix Cave Leech has no outline
8748 Fixed can still deposit in minehead after it has left
https://trello.com/c/1LpRvZEt
8751 added description to motherlode
8752 Hazard bonus text on mission selection
8754 Molly will move away if a player is stuck in her collider
8760 Fix Grappling cooldown wrong sound class
8763 Disable decals on characters
8764 tweaked assault rifle
8766 Added Update text to escaped menu
8767 Fix exploders dont explode when close
8768 Play exiting music when timer starts in motherlode
8769 Added explosive plants to Motherlode biome.
Motherlode will always sapwn the shooting plant encounter.
8770 Fix teamresources always show 1
@everyone New Build on Unstable:
8778 Fixed nitra tutorials not disabling af max views & tweaked deposite tutorial & added debug tool
8790 Disable Decals on armor
8795 Cave vines audio fix
8805 Tweak Difficulty Reward Scaling
8808 Minehead model & animations tweaked to specs
8813 Credits per mission and hazard bonus modified
8818 Explosion shader overhaul, with help from Robert, and then damage control
8819 tweaked usable sphere on minehead - changed to a capsule + collsion tweak
8821 Minehead foldout sounds
8822 Support for AZERTY / QWERTZ keyboards
8823 Exhaust particle for minehead rocket, improved explosion material
8827 added shake and rumble to exploding plant and exploding spider
8829 New camera shakes on explosions
8838 Improved blood decals and materials
8840 New Gem placement system
8846 Can scale decal per spider
8850 Improved close menu handling
8854 Gems and eggs placement modified.
Credit values for collecting gems modified.
Fix gold not giving credits
8868 Make item bar & item wheel visible whenever an item key is pressed
8882 Credit value of Aquarq is 0 now
8884 More Nitra in Mother lode
8889 Improved Sentry gun Targeting.
8892 Fix exploding plants not regenerating
8893 Fix lootbugs spawning under droppod
8895 Tweak Cave Leech to be more deadly
8897 Resource Icons: Alien Egg, Gems: Yellow, Blue, Green
8898 Resource icons added to all gems, alien eggs
8905 Submitted new explosions, and sprite sheets, on plants, boss, grenade, grenade launcher, and detpack
8908 Tweaks to grunts' speed and attack rate.
8911 New System for Tracer Rounds
8912 New particles for mineral impact, texture work
8915 Fix tourist rewards
8916 Fix crash in communication component
8917 Sentries use new particle effect
8923 Reverted aim smoothing
8924 Mine head tweaks og generelle attenuation settingws
8927 Mine head and attenuation tweaks
8928 Fix droppod not killing stuff
8929 Only track hostile creatures for Total Kills
Also its not really clear, but motherlode now had 4 new maps, chosen randomly. (Each of them also contain random elements)
@everyone We are uploading a new version, it has a number of crash fixes. Keep sending them in, its very valuable! Cheers!
@everyone We pushed an update to Open-Alpha.
- Removed Cave Leech from First Dive
- Reduced damage from Cave Leech to give more time for team to save them.
@everyone
We pushed another hot-fix (build 6.0.9341) with a few fixes
- Crash fixes.
- Mission Selection readability improvements.
@everyone
We have pushed a hot-fix (build 6.0.9378) to the Open Alpha with these fixes
- fix resupply crash
- Fix Join in progress crash in Projectile Weapons
- Fix Join in progress crash in detpack
- Fix crash in weapons
- Fix join in progress crash on the droppod
- Fix crash related to weapon tracers
- Fix crash related to players leaving the game during startup
- Fix crash when joining a game in progress just as it is ending
- Light from space ship less intense (should fix the glare bug in the space rig)
@everyone
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
@everyone
Hey Miners
** --- Patch Notes --- **
Mission End
- 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.
- Mission Failed now gives a 25% compensation reward based on minerals collected
Co-op sessions
- Getting kicked now results in Mission Failed, compensation based on contribution
- Added a new flow and info for Kicking and getting Kicked
- You can no longer Join a session after Drop Pod has been called
- You can no longer Kick a player from a session after Drop Pod has been called
- Tweaked text on Mission Map in regards to new public/ private flow
- Reworded Server List filter to Show Open and Show Password Servers
- Add Private Server checkbox in escape menu
- Added indicator for a joining player to team view
Solo mode
- Bosco should now save you from the cave leeches more consistently
- Bosco now also gets to play with the big lights. He goes woosh and then you can see a lot more than before :)
- Bosco now has friendly fire reduction 0.2 instead of 1
- Bosco Deals 100 % more damage (doubled from 3 to 6)
- 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
- 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.
- Flamethrower Range upped from 8.5m to 10 m
- Power Drills: Fuel upped from 30 to 35
- Increased walk speed while drilling with 10 %
- 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)
- Upgrade Melee Drill damage: 5 hp to 4 hp (to compensate for double attack speed)
Intro screen
- Added patch notes (this text) to Intro screen
- Text & Button for Steam group no longer shown when rewards have already been claimed
Sound, Effects & Animations
- Idle animations on Pistol and Revolver (also triggered by Reload on full ammo)
- New Spitballer sound and Maggot sound
- Changed the flamethrower smoke back to black... It was white, and it was a mistake.. Now it looks awesome again!
Caves
- More cave shapes added to the random generator.
- More randomness on existing cave shapes.
- New sticky web environmental hazard. Don't get caught!
Localization
- Added language selection to Intro screen
- Croatian, Finnish, Italian and Japanese added
- All languages updated (as usual new features lagging behind, will show English)
- Updated community translator credits
- Added missing characters for Polish language.
- Some buttons with text did not correctly update after a new language was selected.
Misc Fixes
- Vanity items would sometimes not be correctly displayed on the dwarves in the terminals.
- Key '5' is now available for custom key bindings
- Fix Late Join crash if joining right when the level ends.
- Fixed: you can no longer edit the Hint text while loading!
- Maptool not updating correctly when terrian changes
- Disabled Enter key for password pop-up (resulted in a broken state).
Known Issues
- Mouse sensitivity has several issues affecting some players. We are working on a solution, but it didn’t make it into this patch
- Multiple monitors: For some users the game starts on the wrong monitor.
- Typing a wrong password when joining a password protected server results in a “Multiplayer Session Ended” pop-up.
- 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
- 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.
@everyone
Update 10: "Tunnel Vision?" is now live on Steam!
Here are the detailed patch notes for Update 10
---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 (please help us test the value of this!)
- 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 view model 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.
Hi @everyone
We have yet another update for you with some cool new features, some tweaks and bug fixes. 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.
--- PATCH NOTES ---
**COMMUNITY REQUESTED FIXES
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:
- Starting Ammo Capacity changed from 1800 to 1600 rounds.
- It is now fed ammo continuously from a single, upgradeable ammo drum - no more reloading!
- Overheats slightly faster - tweaked from 10 seconds of continuous fire to 9.
- Overheating is more punishing - time to cool down raised from 8 seconds to 10
- 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!
- 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.
- 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!
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!
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**
- Electric Plants are now Crystals and can be found in the Crystal Caverns Region
- Try to prevent dead end tunnels when they are really small and have tight bends.
WEAPONS & TOOLS
- Gatling Gun reworked
- Pickaxe will be less aggressive in hitting non hostile objects
- FIX: Grappling hook getting stuck in grapple mode
- Prevent Pickaxe when using Last Equipped weapon key
- Rephrased super shotgun upgrade to match that it does not get double barrel fire only faster fire rate.
- Fixed Shotgun reload speed upgrade not showing correct numbers
BOSCO
- Bosco can now detect smaller veins of minerals when you order him to mine
- Bosco is now be better at not being in the way when you're mining minerals
HUD / UI
- FIX: Control layouts now contains Controller Layout (again)
- Fixed large upgrade digits barely fit in the UI
- Mission Map locked mission gfx update
- Mission Map: Mission Icons now transparent if mission is locked, Password has correct spacing
- Fix ui bug if incoming player is kicked before he selected character
SPACERIG
- There is a new switch in the space rig, I wonder what it does?
DOWN CAMERA MODE
- 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
- Server List got a facelift
- Fixed Search Distance in server browser
SAVEGAMES
- 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.
- Create backup save before upgrading to version 11 savegame
LOCALIZATION
- Updated all languages from Crowdin
- Korean added to game
SOUND, ANIMATION & EFFECTS
- Improved cave leech sounds
- Made Fire animations for flamethrower and gatling gun loop correctly instead of starting over repeatedly
- Fixed tracer on assault rifle
- Shield & health damage overlays now clears after revive
- Drop Spike audio fix
- Added maggot crawl audio
- Tweaked camera offset on 1st person arms.
- Gatling Gun muzzle particle offset tweaked
- Tweaked Tentacle audio location
- Add Weapon Sway to all items
- Added new gatling overheat particles
- Power Drills is now smoking when they overheat.
- Scaled up the flamethrower particles
MISC FIXES
- Minor fix. Make molly prefer positions on floor when searching for random spot
- Try to fix/improve network errors. Enable kick of players that have not selected a character
- Fixed flare gun flare randomly getting ejected from walls when they are destroyed nearby
- Fixed depth meters for Biomes
- Better support for pathfinder blockers and danger zones. NPCs recalculate paths when entering an area that has changed.
- You can no longer revive while carrying a gem
- Fixed enemies not being able to walk where the drop pod was landed after it has taken off
- Platforms can no longer form inside the drop pod
- Supply Pods can only be called down on terrain.
- Better host quit message
- Newest FOV changes... moved the weapons a bit further away in some animations
- Fix dwarf status is not shown on endscreen
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 ---
**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!
**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.
DESTRUCTIBLE ARMOR ON GLYPHIDS!
Direct enough firepower to those pesky armor plates to shoot them off and expose the soft underbits underneath!
**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.
**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
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!
MAJOR NEW FEATURES
------------------------------------
NEW MISSION TYPE: SALVAGE OPERATION
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 in order 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!
NEW ENEMY: THE MACTERA GRABBER
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 just end up with some bruises - or you might end up being dumped into a chasm! Shoot ‘em quick, that’s our suggestion...
KEY PERFORMANCE INDICATORS
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, that can be spend on awesome perks for your dwarves, making your day to day work a little easier.
IMPROVED VANITY CUSTOMIZATION SYSTEM
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.
NEW ENVIRONMENTAL HAZARDS
- 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 battlezone into a dangerous place for friends and foes.
BUFFS AND NERFS
------------------------------------
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 afterall!
**OTHER IMPORTANT FIXES AND FEATURES
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 Swamers.
- 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 speed boost when near another Exploder exploding.
- Fixed Glyphid Spawner weak points.
- Increase AI avoidance for Exploders.
- Fixed Cave Leech grabbing already paralyzed target.
- Align Glyphid Spitters towards target when stationary.
- Magtera spawn no longer shoots through walls and require line of sight before shooting at a player
- Magtera 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 laserpointer equipped, hold FIRE to place 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).
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!
- RICH ATMOSPHERE: You feel energized and can move more easily around. Your beautiful voice may appear slightly altered by the rich atmosphere, Chipmunk!
.
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.
.
Hotfix 1
Changelist
- Fix zoom in / zoom out - Text on Scanner
- Latejoin crash fix when joining someone playing alone
- Fix server list sometimes does not show joinable servers.
Hotfix 2
Changelist
- Fix Bosco does not spawn in the tutorial
- Warnings and Anomalies appear more often on the mission map
- OOPS! We forgot to add Rich Atmosphere to the patch notes! It is there now!
- Fix new-missions timer shown on mission select
- Fix minor server list entry text alignment bug
- Fix item related crash
- Fix server list alignment issues
- Remove Max Reward on Golden Bugs Anomaly
- Cancel session search if joining an invite
- Attempt to fix out of sync errors
Hotfix 3
Changelist
- Make a global cooldown for when grabbers can re-grab you.
- Remove grouping separator from gatling ammo counter
- Fix for WideScreenFOV
- Attempt to reduce Turret light bug on 700-900 series NVidia cards.
- Mactera projectile speed reduced.
- Fix perks are not always activated for clients (edited)
- Try to fix overbrightness for stasis grenade
- Fix Grabber screaming too much
Hotfix 4
Changelist
- Fixed Engineer Turret Placement, where it could get in a state where you couldn't build it unless you recall it back first.
- Fixed Quick Join, so it is working again
**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: Hotfix 1 + 2 + 3 + 4 + 5 + 6
Update, Hotfix 4
Our fix for displaying game time didnt work, it does now!
Hi Miners!
During the last 1-2 weeks, the Server List has been very unreliable, causing the list to only display 2-3 open games, despite many more being open. We are currently working with outside partners to fix the issue as soon as possible.
You are still able to Invite through Steam & Discord, and the Server List does still function at times, but it is very unreliable. We are doing everything we can to fix the issue as soon as possible.
Changelist for Hotfix 1
- Added a PSA screen on the server list.
**Note: **This does NOT fix the issue. It just informs everybody that the issue exists and that we are working on it.
Changelist for Hotfix 2
- Changed server list backend call.
Changelist Hotfix 3
- Fixed that Time on the server list does not update
- Fixed that closed games still look open on the server list
Changelist Hotfix 4
- Fixed that Time on the server list does not update
Changelist Hotfix 5
We believe we have fixed the server list issues, so we are removing the PSA message
- Removed server list PSA message
Changelist Hotfix 6
- Removed a PSA screen, we forgot in the Quick Join menu
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!
WELCOME TO OKTOBERFEST
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
Experimental Branch Update
Changelist for Experimental Build 19077
Howdy @everyone !
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 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.
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, missions, and difficulties.
ATTENTION PRO MINERS!
Management of DRG is insisting that experienced players also complete the Probationary Period. We tried hard to make them see it differently, but they were very persistent!
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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.
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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)
ELIMINATION
- The cave systems can now generate both medium and high complexity levels
- Length short (Kill 2 Dreadnoughts) and long (Kill 3 Dreadnoughts)
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BEER BUFFS
Buffs have been added to some of the beers and prices have been adjusted:
- 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 :-)
Note that Buffs will remain after drinking Leaf Lover’s Special. And also note that Buffs won’t stack.
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.
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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.
Changelist for Experimental Build 19148
Missions
- Fixed missionbar for clients
- If you are a returning player, you can now skip the Probationary Assignment and Instantly unlock everything. (You will not get the resource rewards from the campaign)
- Long salvage mission will no longer spawn 4 mules
- More complex alien egg missions will now spawn more eggs
- Attempt to fix bad collision on some of the alien egg terrain models
- Credits reward increased for the first assignment
- Retirement splash screen
- Tweaked alien egg mining material to 1 hit
- Prevent character from moving after opening Assignment terminal
- Fixed Campaign did not actually give credits
- Egg mission specific tutorial hint
Enemies
- Tweak the jumping spiders a bit
- Optimizations on flying enemies
Misc
- Glyphid slammer is stronger again
- Disable some collision on Molly that were not needed
- Tweaked the sawed off shotgun to match new assault pose
- Fixed the load out assault poses
- Retirement notification
- Zip line gun tweaks
- MC speaks welcome message again after retirement
- Try to fix crash in status effects
- Molly will react better when not looking at it.
- Fixed First Person land animation sometimes played very delayed
- Fixed retiring shout bug
- Fixed no sound when purchasing upgrades
- Fixed SupplyDrop naming and icon when using controller
THIS IS PATCH NOTES FOR THE EXPERIMENTAL BUILD, NOT THE MAIN GAME
Changelist for Experiemental Build 19236
Campaign & Retirement
- Added sound to Campaign notification
- Retirement notification tweaks
- Fixed retirement badge disappears if you switch to character that has not retired and back again
- Fix point extraction can lock itself after being unlocked
- Retirement Badge added to Character Select
- Character Select - "character currently ingame" dots moved to top to split it a bit from Retirement button and badge
- Add Retirement Cost
- Fixed spacing issue with Campaign Notification Mission Control
Bar
- Glyphid slammer no longer changes model when you throw it
- Tweaked effect of glyphid slammer
Misc
- Fix crash when finishing mission
- Retiring with a lot of XP can now give you more than one retirement rank.
- Crash fix for clients when joining games
- Gunner armor - no more pink bits
- Fix collision in escape pod
- Gunner armor updated neck element
- Bosco's mining is now improved and he should be able to dig out the eggs most of the time
- Fixed a crash in bosco related to his abilities
- Fix Launch Solo mission button visible on clients
- Fix missing end wave music
THIS IS PATCH NOTES FOR THE EXPERIMENTAL BUILD, NOT THE MAIN GAME
Changelist for Experimental Build 19278
Misc
- Fixed dwarf not getting the right shout when ordering bosco to light
- Fix so Point Extraction as part of the Campaign can't have modifiers
- Ensure Campaign mission do not have mission Mutators
- Point Extraction medium duration added and made part of the campaign.
- Fixed Gunner armour
- Spacerig notifications tweak
- Fixed several interim retirement bugs
THIS IS PATCH NOTES FOR THE EXPERIMENTAL BUILD, NOT THE MAIN GAME
Changelist for Experimental build 19577
Misc
- [Discord] Fixed issue with party id's and preventing invite button to work in some cases
- Prevent Giving Retirement Rank if you have 0 XP
- Prevent multiple clicks on retire character in the UI
- Retirement assigments mission rewards removed
- Fixed crash when failing salvage mission during fuelpod stage.
- Fix damage indicator could get stuck on screen
- Fixed some minor issues in Magma Quake
- [GraphicsSettings] Disabling fullscreen restore to prevent mouse issue and not being able to click continue into the game
- Triple XP is now Double XP
- Fix case of clients cant load on join
- Fix scout IFG slowdown, was incorrectly set to only 30% slowdown, reset to 75%
THIS IS PATCH NOTES FOR THE EXPERIMENTAL BUILD, NOT THE MAIN GAME
Changelist for Experimental Build 19663
Misc
- Fix salvage operation name
- Lootbug drop nerfed. Used to drop 15-25 value gold and nitra - now drops 5-15.
- Dreadnought cocoon now carves a space for itself and has less strict spawn requirements
- Pumpkins have a 10% chance to spawn lootbugs
- After much debate and no small amount of technical engineering, we now have more Pumpkins in levels
THIS IS PATCH NOTES FOR THE EXPERIMENTAL BUILD, NOT THE MAIN GAME
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
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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:
Experimental Build 20912
**Hello Miners! **
We got a fat, new update coming your way - this time with a massive upgrade to your armory, improvements to the upgrade system and an overhaul of the retirement system! Read all about it below! Lock n’ Load!
--- PATCH NOTES ---
8 NEW WEAPONS
DRG is happy to inform you that we’ve expanded on our list of suppliers, and a new, larger catalog of armaments has been made available! In order to obtain licenses for the new gear, you will need to complete Weapon Assignments. When a license has been obtained, you will be allowed to purchase access to the weapon in question. The following new weapons are now available:
NEW WEAPONS: GUNNER
"THUNDERHEAD" HEAVY AUTOCANNON: A peculiar but devastating weapon. The slow rate of fire is made up for by heavy damage, delivered with glee by the belt-fed .50-caliber tungsten rounds. The Thunderhead is a somber weapon for the sophisticated executioner, delivering death as inexorably as the passage of time itself.
BRT7 BURST FIRE GUN: More precise than an SMG, with the stopping power of a small shotgun, the BRT (or "Burt", as it's sometimes called) is highly prized among collectors and connoisseurs alike.
NEW WEAPONS: SCOUT
M1000 BOLT-ACTION CLASSIC: The original design for the M1000-pattern DRG-issue precision rifle goes back hundreds of years, practically unchanged. High damage, respectable fire rate...and that "Ping". A prime example of "if it ain't broke, don't fix it".
ZHUKOV NUK17: Never sophisticated, but never disappointing either. The NUK family of twinned micro SMGs has a long and treasured track record, yet Those In The Know generally agree that the 17 is among the very best.
NEW WEAPONS: ENGINEER
"STUBBY" VOLTAIC SMG: So what's better than an SMG? An SMG that fires ELECTRIC BULLETS! The boys in R&D have wired a prototype ArcGen into the guts of this trusty Subata 312, meaning it now unleashes a storm of electrified DEATH! Word of warning: Keep away from water.
BREACH CUTTER: The Breach Cutter releases directional blasts of sonically-charged plasma powerful enough to deal with most any alien in your path. Originally a mining tool, it's now been frequency-tuned to crack open flesh and bone rather than the sediment deposits it was designed for - often with quite spectacular results!
NEW WEAPONS: DRILLER
CRYO CANNON: Mad geniuses have tried perfecting this implement for as long as anyone can remember, but our lads at R&D seem to have perfected it! Handily portable (for a dwarf, anyway), it does exactly what you think: It's a friggin' freeze ray. Let 'em have it.
EXPERIMENTAL PLASMA CHARGER: Bullets are so last year. Instead, why not incinerate your enemies from the inside out with a highly experimental anti-matter-powered gun firing supercharged plasma bolts? What's the worst that could happen? (If you find out, please report to R&D).
NEW WEAPON MODS SYSTEM
The Weapon Upgrade System has been scrapped in favor of a brand new Weapon Modification System, and each weapon can now be customized and tweaked to your individual tastes! More than 200 new Weapon Mods have been introduced, a lot of them consisting of entirely new features. For example, “Blow-through” is now a thing - fire bullets straight through an enemy to hit enemies behind it! Or how about “Fear” - send enemies into a fleeing panic by sheer brunt of your firepower!
For this round of upgrades, the new system has been implemented for all new and old weapons, but it is not yet implemented on tools, grenades, and armors. This will happen with future updates.
Also, no more static still-pictures of gear on the upgrade screen - we’ve finally gotten a proper and rotatable 3D model viewer implemented!
REPRICING OF VANITY AND WEAPON MODS
All vanity items and weapon upgrades have been repriced! You’ll keep any vanity items already unlocked. All weapon upgrades have been refunded, leaving you open to explore the new system at leisure.
PROMOTION (FKA RETIREMENT)
The Retirement system has received a fairly significant overhaul. The changes are as follows:
- “Retirement” has been rephrased to “Promotion” instead.
- The level cap for each dwarf has been raised from 20 to 25.
- The last mission in a Promotion Qualification Assignment is no longer a forced solo mission
- Promoting your dwarf no longer takes any progress away from you! Yes, you read correctly - all weapon upgrades carry over! The only thing that resets is your character’s level.
- You still have to clear your debt to DRG before getting a promotion
- Titles for player ranks have been extended to player rank 75 and a lot of new titles have been added.
**GUNNER: SHIELD GENERATOR **
The Gunner has swapped his DET PACK for a SHIELD GENERATOR. It creates a force field that keeps the bugs at bay and protects everyone inside it. We got a quick comment from the gunner: “To be honest, sharing gear with Drill-boy ain’t for me, so I called in a favor with the eggheads up in R&D to make me something special - and they came back with a friggin’ Shield Generator! Now I can safely stand my ground while killing bugs galore! Good times!”
EGGHUNT TWEAK
Digging an egg free in Egghunts now has a chance of spawning a group of angry bugs. The number of eggs you need to collect have been increased a bit.
**BEER BUFFS **
TODAY’S SPECIAL: A Randomly chosen buffed beer will be available for purchase each “day” (it updates when the mission map gets new missions). Also, the buffs are actually working now! :-)
TERRAIN SCANNER ALIGNMENT
With the Terrain Scanner active, hit [SPACE] / (X) to spin your character around to face in the direction of the map.
SPECIAL WAVES
Once in a while you can now run into pure waves of Praetorians, Macteras, Glyphid Warriors or Swarmers. Whether these waves are harder or easier than normal waves is for you to figure out.
ENEMY TWEAKS
- NEW ENEMY - THE GLYPHID VETERAN WARRIOR: The Veteran has 50% more health and much stronger armor than a normal Glyphid Warrior.
- Glyphid Praetorians have been to the gym! Their health has been buffed by 50% and they’re less susceptible to being shot in the head than before - getting behind them and shooting them in their big fat butts is now much more important.
- Sound has been added to Exploder footsteps. Listen carefully and you can hear them sneak up upon you!
- Removed fire particle effect when other enemies are hit by the Praetorians Acid Spray.
It was not supposed to be there and was causing a significant frame drop. - Tweaked the number of enemies spawning for 2-player games down a bit for Hazard 2 and 3.
FIXES AND IMPROVEMENTS
- Hints on the loading screen have been updated with 3 new hints for Milestones and Perks, The Terrain Scanner and Mision Mutators.
- Added some more motivational quotes for screens in Space rig.
- Bosco now determines the angle of which to dig tunnels in dirt from the players face, rather than their feet, to the point they pointed at. This should result in more expected results, especially when standing close to the dirt
- Damage multipliers on Physical materials changed to be on the physical material
- Fixed Abyss Bar menu not closing correctly when pressing ESC
- Changed Acid symbol to Biohazard / Poison symbol.
- Better flare overdraw prevention
- Flares now cast shadows!
- Grenade Launcher grenades are much more visible while in the air.
- Purchase Item UI now show all required resources
- Heat cooldown on Minigun tweaked
- Blowfly should now rotate correctly when shooting
- Fixed a bug that caused Bosco to abort his light task as soon as there were any enemies near the player
- Made Praetorians burn a bit later
- Memorial screen no longer stacks up names to spawn and spams them all at once if framerate is low
@here New Experimental build up 😃 hope you like it!
Changelist for Experimental Build 21005
Weapons
- Cryospray charge animation tweak
- Fixed pickaxe damage type
- Fixed charge blaster not being able to shoot out of shield
- AoE effect for electrical smg
- Tweaked some muzzle flashes
- Fixed tentacle monster vs shield issue
- Gatlin muzzle tweak
- Grenade launcher Direct Damage Stat clarification
- Work on Breach cutter stats
- GK2 base spread per shot reduced.
- GK2 base damage slightly increased
- Upgrades are no longer locked to class level after promotion
- Backbar on upgrade rows capped a bit nicer
- Field Generator renamed to Shield Generator
- New Armor preview item
- Patch notes updated with gunner shield + egghunt tweaks
- Shield generator count no longer shows clip size
- Electrocution effects
- Weapon Preview angles improved
- Fix RateOfFire not shown correctly if more than 1 decimal place was used
- Cryospray rename clipsize to tanksize
- Reloading m1000 cancels focus
- Upgrades prices for all weapons
- Revolver explosive bullets damage increase
- Dual machine pistol spark color change
- Fix dual pistol loadout animation
- Fixed weapon categories
- Aoe charged tweak for Plasma Charger
- Added reload m1000 sparks
- Fixed revolver damage vs Glyphids
- Fixed burst pistol tier 5 perks
- M1000 is no longer referred as "bolt action"
- Dual MP total ammo increased.
- Revolver total ammo increased.
- M1000 weaksport damage increased.
- Dual SMG models display properly in the weapon preview
- Burst pistol fire sound changed
- Cryocannon pure damage upgrade value increased.
- Fixed tier 5 auto cannon mods
- Improve Autocannon stat display
- Cryspray and Flamethrower improve stat display
- Fix some weapons where moving the camera slightly
- Burst pistol audio tweaks
- M1000 total ammo reduced.
- Typo corrections
- Burst pistol fire tweaks
- M1000 damage upgrade value increased.
Misc
- Egg Extraction egg amount increased
- Terrain generation optimization
- Added to patch notes that you don't have to play solo on last mission for Promotion
- Loud grunt scream fix
- Fixed a crash when the player orders a beer
THIS IS PATCH NOTES FOR THE EXPERIMENTAL BUILD, NOT THE MAIN GAME
Changelist for Experimental Build 21061
Driller
- Fix Flamethrower Enemy Explodes mod
Gunner
- Autocannon base damage increased
- Autocannon armor breaking chance (for upgrade) increased
- Autocannon ammunition counter no longer getting stuck in "reloading" state
- Autocannon now has deceleration so shooting immediately after being at ful rate of fire doesn't start with the minimum.
Scout
- Fix assault rifle upgrade category
- M1000 Floating barrel upgrade value increased and moved to Tier 2.
- ZipLine Gun reload time increased
- Shot traces removed from Zhukov NUK17.
- Fixed ZipLine hitting shield
- Tweaked dual pistol shoot animation
- Slower base focus time on M1000
- Fix dual machine pistol shoot
Engineer
- Added burst pistol reload... Problems with the magazines
- New Burst pistol shoot anim
- Burst fire audio tweak
- Totally dope electrocution effecs for Voltaic SMG
Misc
- Tweaked retirement/promotion flow
- Weapon audio tweak
- Fixed can only equip flare upgrades on one class at a time
- Setup Egghunt scream, when collecting Egg
- Categories assigned to grenades and flares
- Added character vignets for character selection screen
- Fix DualWield Sprint animation getting stuck
- Fixed old upgrades could be bought with no minerals
- Text spacing on Upgrade screen tweaked
THIS IS PATCH NOTES FOR THE EXPERIMENTAL BUILD, NOT THE MAIN GAME
Changelist for Experimental build 21130
Weapons
- Burst pistol reload sound
- Pistol muzzle tweaks
- Sticky frost tweaks
- General weapons tweaks
- Eggnest alert audio tweaks
- Fixed electrical SMG assignment does not actually unlock the weapon
- Driller MK3_Basic armor no longer crops beard
- Fixed typo in Driller MK3_Basic description
- Improved freezing enemy particles
- Fix waves can spawn right after each other in egg collection
- Contained the flamethrower impact flames a bit
- Cryospray impact tweaks
- Minigun base total ammo increased
- Experimental Plasma Charger direct damage reduced
- Refund old items now works
- Try to fix weapon crash seen in the wild
- Trying to fix sentry cooldown
- Sentry gun special attack fix
- Assault rifle muzzle smaller
- Sticky flame/frost tweak
- Improve stats on Gatlinggun, AutoCannon, revolver and burst pistol
- The Cryo Cannon shot creates sticky frost (working title) when it collides with terrain. Enemies under its effect will see their temperature reduced and could potentially freeze
- Crack sound on sticky ice
- Stats for Grenades and Armor
- Sticky flame audio fade out time
Misc
- Updated Promotion icons
- Tweaked cam shake
- Umanite glows in the dark again
- Fix crash on join
- Fix latejoin terrain crash
THIS IS PATCH NOTES FOR THE EXPERIMENTAL BUILD, NOT THE MAIN GAME
Changelist for Experimental Build 21231
Weapons
Upgrade stats for flares
Scout flare cool down tweaked 3s -> 0.2s
Electric zap sound added to enemies being shot by smg
Warning popup for Gear Refund added to Info Screen
Weapon Display on Grenade Launcher tweaked to support double digits
Fixed the assault idle jitterbug
It is no longer possible to navigate to unlocked weapon in the upgrades screen
Fixed keyboard input not working on upgrade menu, until clicked
Tweaked upgrade preview icon
Fix some things like flares and grenades can pass through the minehead platform in point extraction
Adjusted Ziplinegun and Grappling hook distance to camera in First Person
Fix assault rifle looks weird if jumping and shooting
M1000 shoot anim
Blastwave muzzle effect
SMG fire sound update
M1000 recoil greatly reduced
Linecutter reload sound placement fix
Fixed 3d viewer not updating correctly in upgrade menu
M1000 reload sound attachment fix
Linecutter projectile upgrades now function correctly on clients
21229 Charge Blaster energy used for a charged shot increased.
Charge Blaster charged shot area upgrade decreased.
Charge Blaster charged shot explosion caused by shooting the projectile when the mod is active damage greatly increased.
Electric SMG normal damage and accuracy modificatons values increased
Menues and UI
Light fixed on Char Select level
Fix being able to close mission complete screen
Fedora and Pumpkin headwear can no longer be bought. It can still be equipped if purchased previously
Fix minor ui bug (clickable area of the right arrow of the character selector in the shop)
Fixed mission select closing window when pressing esc and biome is open, should go back to map instead
Ansel
Fixing ansel bug with menu screen
Fix for ansel and improvements for video display
Misc
Fixed a bug where the voice chat does not care about the users settings and activates voice chat when it should be disabled
Try to fix screaming on endscreen bug by destroying the player characters
Laser pointer works on collectible items again
Fix Brood Nexus weakspots
Fix crash when loading map as client
Improving steam save load
Fix getting additional playerranks because of level cap increase if you had retired a character before the update
Egg nest alert sound update
Changelist for Experimental Build 21295
Weapons
- Charge Blaster charged projectile direct damage decreased
- Charged Blaster radius tweaks
- SMG electrocution damage reduced
- Linecutter Clip size stat
- Charge Blaster: Fix ammo upgrade not updating Ammo counter
- Charge Blaster Add overheat particle effects
- Charge Blaster: Change clip size to Battery Size in stats
- Third person reload on the revolver is now using correct FOV on the drum
- M1000 focus damage upgrade value increased
- Fix charge blaster ejecting bullet casings when shooting
- Readded linetracers to dual mp
- Fixed a issue with the assaultrifle animation in third person aswell as a duplicate mag issue
- Controller Force feedback tweaks for different weapons
- Line cutter projectile separation for double line upgrades modified so the lines are further apart.
- Added the third person animation to the flaregun
- [HotFix] Flamethrower reload animation fixes, animation no longer have gaps in it and third person magazine is added
Ansel
- Fix ansel for jobs terminal
Misc
- Added missing magazines to preview models (Revolver and Assaultrifle)
- Fixed a bosco related crash when players are destroyed on exiting a mission
- Added support for mission stats for completed campaigns
- Fix small issues in the vanity shop
- Milestone image UnlockedSecondaryWeapons added
- Milestone_UnlockedSecondaryWeapons added
- Fix for flickering when destroying debris with materials using per instance random
- Weapon license mission stat + milestone
- Fixes to Upgrade text typos
- Fix retirering with alot of XP did not give enough playerrank
THIS IS PATCH NOTES FOR THE EXPERIMENTAL BUILD, NOT THE MAIN GAME
HELLO MINERS!
We got a fat, new update coming your way - this time with a massive upgrade to your armory, improvements to the upgrade system and an overhaul of the retirement system! Read all about it below! Lock n’ Load!
--- PATCH NOTES ---
8 NEW WEAPONS
DRG is happy to inform you that we’ve expanded on our list of suppliers, and a new, larger catalog of armaments has been made available! In order to obtain licenses for the new gear, you will need to complete Weapon Assignments. When a license has been obtained, you will be allowed to purchase access to the weapon in question. The following new weapons are now available:
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NEW WEAPONS: GUNNER
- **"THUNDERHEAD" HEAVY AUTOCANNON: **A peculiar but devastating weapon. The slow rate of fire is made up for by heavy damage, delivered with glee by the belt-fed .50-caliber tungsten rounds. The Thunderhead is a somber weapon for the sophisticated executioner, delivering death as inexorably as the passage of time itself.
- BRT7 BURST FIRE GUN: More precise than an SMG, with the stopping power of a small shotgun, the BRT (or "Burt", as it's sometimes called) is highly prized among collectors and connoisseurs alike.
NEW WEAPONS: SCOUT
- **M1000 BOLT-ACTION CLASSIC: **The original design for the M1000-pattern DRG-issue precision rifle goes back hundreds of years, practically unchanged. High damage, respectable fire rate...and that "Ping". A prime example of "if it ain't broke, don't fix it".
- **ZHUKOV NUK17: **Never sophisticated, but never disappointing either. The NUK family of twinned micro SMGs has a long and treasured track record, yet Those In The Know generally agree that the 17 is among the very best.
.
NEW WEAPONS: ENGINEER
- "STUBBY" VOLTAIC SMG: So what's better than an SMG? An SMG that fires ELECTRIC BULLETS! The boys in R&D have wired a prototype ArcGen into the guts of this trusty Subata 312, meaning it now unleashes a storm of electrified DEATH! Word of warning: Keep away from water.
- **BREACH CUTTER: **The Breach Cutter releases directional blasts of sonically-charged plasma powerful enough to deal with most any alien in your path. Originally a mining tool, it's now been frequency-tuned to crack open flesh and bone rather than the sediment deposits it was designed for - often with quite spectacular results!
NEW WEAPONS: DRILLER
- **CRYO CANNON: Mad geniuses have tried perfecting this implement for as long as anyone can remember, but our lads at R&D seem to have perfected it! Handily portable (for a dwarf, anyway), it does exactly what you think: It's a friggin' freeze ray. Let 'em have it.
-EXPERIMENTAL PLASMA CHARGER: Bullets are so last year. Instead, why not incinerate your enemies from the inside out with a highly experimental anti-matter-powered gun firing supercharged plasma bolts? What's the worst that could happen? (If you find out, please report to R&D).
.
NEW WEAPON MODS SYSTEM
The Weapon Upgrade System has been scrapped in favor of a brand new Weapon Modification System, and each weapon can now be customized and tweaked to your individual tastes! More than 200 new Weapon Mods have been introduced, a lot of them consisting of entirely new features. For example, “Blow-through” is now a thing - fire bullets straight through an enemy to hit enemies behind it! Or how about “Fear” - send enemies into a fleeing panic by sheer brunt of your firepower!
For this round of upgrades, the new system has been implemented for all new and old weapons, but it is not yet implemented on tools, grenades, and armors. This will happen with future updates.
Also, no more static still-pictures of gear on the upgrade screen - we’ve finally gotten a proper and rotatable 3D model viewer implemented!
REPRICING OF VANITY AND WEAPON MODS
All vanity items and weapon upgrades have been repriced! You’ll keep any vanity items already unlocked. All weapon upgrades have been refunded, leaving you open to explore the new system at leisure.
PROMOTION (FKA RETIREMENT)
- The Retirement system has received a fairly significant overhaul. The changes are as follows:
- “Retirement” has been rephrased to “Promotion” instead.
- The level cap for each dwarf has been raised from 20 to 25
- The last mission in a Promotion Qualification Assignment is no longer a forced solo mission
- Promoting your dwarf no longer takes any progress away from you! Yes, you read correctly - all weapon upgrades carry over! The only thing that resets is your character’s level
- You still have to clear your debt to DRG before getting a promotion
- Titles for player ranks have been extended to player rank 75 and a lot of new titles have been added
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**GUNNER: SHIELD GENERATOR **
The Gunner has swapped his DET PACK for a SHIELD GENERATOR. It creates a force field that keeps the bugs at bay and protects everyone inside it. We got a quick comment from the gunner: “To be honest, sharing gear with Drill-boy ain’t for me, so I called in a favor with the eggheads up in R&D to make me something special - and they came back with a friggin’ Shield Generator! Now I can safely stand my ground while killing bugs galore! Good times!”
EGGHUNT TWEAK
Digging an egg free in Egghunts now has a chance of spawning a group of angry bugs. The number of eggs you need to collect have been increased a bit.
BEER BUFFS
TODAY’S SPECIAL:A Randomly chosen buffed beer will be available for purchase each “day” (it updates when the mission map gets new missions). Also, the buffs are actually working now! :-)
TERRAIN SCANNER ALIGNMENT
With the Terrain Scanner active, hit [SPACE] / (A) to spin your character around to face in the direction of the map.
SPECIAL WAVES
Once in a while you can now run into pure waves of Praetorians, Macteras, Glyphid Warriors or Swarmers. Whether these waves are harder or easier than normal waves is for you to figure out.
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ENEMY TWEAKS
- NEW ENEMY - THE GLYPHID VETERAN WARRIOR: The Veteran has 50% more health and much stronger armor than a normal Glyphid Warrior.
- Glyphid Praetorians have been to the gym! Their health has been buffed by 50% and they’re less susceptible to being shot in the head than before - getting behind them and shooting them in their big fat butts is now much more important.
- Sound has been added to Exploder footsteps. Listen carefully and you can hear them sneak up upon you!
- Removed fire particle effect when other enemies are hit by the Praetorians Acid Spray. It was not supposed to be there and was causing a significant frame drop.
- Tweaked the number of enemies spawning for 2-player games down a bit for Hazard 2 and 3.
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FIXES AND IMPROVEMENTS
- Small Character Videos added to the Character Selection Screen to give a quick impression of the different classes.
- Hints on the loading screen have been updated with 3 new hints for Milestones and Perks, The Terrain Scanner and Mision Mutators.
- Added some more motivational quotes for screens in Space rig.
- Bosco now determines the angle of which to dig tunnels in dirt from the players face, rather than their feet, to the point they pointed at. This should result in more expected results, especially when standing close to the dirt
- Damage multipliers on Physical materials changed to be on the physical material
- When someone late-joins your game, there is a grace period where their friendly fire is reduced so they deal significantly less damage to you and your teammates.
- Fixed Abyss Bar menu not closing correctly when pressing ESC
- Changed Acid symbol to Biohazard / Poison symbol.
- Better flare overdraw prevention
- Flares now cast shadows!
- Grenade Launcher grenades are much more visible while in the air.
- Purchase Item UI now show all required resources
- Heat cooldown on Minigun tweaked
- Blowfly should now rotate correctly when shooting
- Fixed a bug that caused Bosco to abort his light task as soon as there were any enemies near the player
- Made Praetorians burn a bit later
- Memorial screen no longer stacks up names to spawn and spams them all at once if framerate is low
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CHANGE LISTS FROM EXPERIMENTAL BUILDS ON STEAM:
- Build 20912: https://steamcommunity.com/app/548430/discussions/9/1744478429673146548/
- Build 21008: https://steamcommunity.com/app/548430/discussions/9/1744478429677232873/
- Build 21061: https://steamcommunity.com/app/548430/discussions/9/1744478429680810765/
- Build 21130: https://steamcommunity.com/app/548430/discussions/9/1744478429692210372/
- Build 21231: https://steamcommunity.com/app/548430/discussions/9/1744478429696143659/
- Build 21295: https://steamcommunity.com/app/548430/discussions/9/1744479063986434899/
Update 19: Hotfix 1 + Info on Upgrade Refunds
Thank you all for the feedback on Update 19 and especially for the weapon upgrade/ modifications. As expected it’s been very hard for us to fully balance Update 19 and make it 100% bugfree. With this hotfix, we’ve fixed most of the upgrades that were broken (Grappling Hook is the only known one still lacking). We’ve also seen some comments on performance issues. We think it could be related to the introduction of videos on the character selection screen and those videos have for now been disabled for when you late-join a game.
We’ve seen some people being confused about the refund given based on the changes we’ve made to the upgrade system. Let me emphasize that you’re being refunded with all the credits and resources you’ve spent on buying weapon upgrades in the old system and that you should be able to re-upgrade the weapons to their previous state after the refund. However, since we’ve greatly expanded on the number of available upgrades (modifications) you cannot just unlock them all with the credits and resources you got refunded.
The new modification system is not just a rework but more an expansion of the previous system. If you had a fully upgraded weapon before, after the refund you should be able to reach a very similar state (perhaps even buy some extra modifications). A fully upgraded weapon from before Update 19 should be quite similar to a weapon in which one modification has been bought in every tier of the new system.
With Weapon Modifications, we aim to create a much deeper system that allows players to make interesting choices while they level up and to customize their loadout to suit their playstyle.
Again thank you all for the feedback, it really helps us make a better game!
Hope it all makes sense 😃
Patch notes:
- Upgrade UI tweak
- Fixed issue with yes/no upgrade prompt
- Overheat particle position tweak
- Shield generator audio
- Breach Cutter stats added
- "Warthog" Auto 210 first tier upgrades fo Clip Size and Fire Rate values increased
- Fix Pickaxe Damage upgrades
- Plasma Charger's area effect doesn't cause friendly damage anymore
- “Warthog" Auto 210 base recoil reduced
- Fixed ammo widget crash
- Following spelling/ naming errors have been fixed: M1000 -minus "bolt action" in assignment terminal + Retirement fixed to promote in perk unlock + Patch notes updated
- Fixed unequip crash
- Fixed campaign mission stats not counting
- Video now only shows on terminal
- Fix for Breach Cutter set deploy time for line
- Fix late join crash
- Fix a bunch of upgrades and stats
- Dynamic Lightning material optimized and consolidated
- "Lead Storm" Powered Minigun effectivity of the modification Cold As The Grave reduced
- Remove footstep particles on spacerig
- Shield generator sounds updated
- Fixed black screen when completing a level with a downed teammate
Hey @everyone we have another hotfix out for you! **ROCK AND STONE! **
Update 19 Hotfix 2
Changelist
- Fix for completed campaigns not being counted correctly
- Remove disable optimization
- Weapon Modifications can now be unequipped
- Make terrain scanner zoom speed a little higher
- After the first promotion of a character, all assignments can be taken at any level.
- Grappling hook stats added
- Attempt to fix crash when joining when the game is shutting down
- Autocannon's accuracy modification is now a 30% improvement to the base value
- Breach Cutter modification Flying Nightmare, damage reduced.
- Bombers now deal damage with their projectiles again
- Fixed Plasma Charger overheat particles would never go away
- Fix flamethrower could not burn spider webs.
- Tweak Det pack model size
- Updated weapon images for the assignments board-terminal
- Added Gunsling and reload first person and third person animations to the Grappling Hook.
- Foley sounds added to new dance moves
- Added third person sawed-off shotgun reload
- Rename Armor Penetration to Armor Break to be more clear
- Cobweb shader can burn
- More Croppa is spawning in magma caves
- Fix Error Cubes being affected by hazard level. You should never be able to get more than 1 from a map.
- Attempt to fix Dual Pistols being visible at the start of a mission
-The level requirements in assignment terminal will now be red if they are not met - Hide weapon when a dwarf is taken by cave leech
- Fixed headlights being turned off when approaching escape pod
- Fix m1000 stays zoomed in if changing weapon while in focus
- Fix flamethrower particle FX can sometimes break
Update 19 Hotfix 3
Changelist
- Fixed spelling errors
- Plasma Charger normal shot friendly fire greatly reduced
- Fix sound issues if you deposited an egg too soon after it was dug out
- Fixed Minigun and other fast firing weapons could do reduced or no damage at sub 30 fps.
- Fix burst pistol, burst damage bonus mod. Add missing burst pistol stats
- Fix crash when latejoining
- Pickaxe can once again help unfreeze your fellow dwarves
- Fixed laser pointer couldn’t point at gunners shield and radioactive crystal damage zone
- Player and character progress updated correctly on all terminals
- Changed Voice Volume options name to be more clear
- Assault rifle: Base accuracy improved. Floating Barrel mod accuracy, Increase value increased. Gyro Stabilisation mod description expanded.
- Fix last grenade warning triggering always for scout and that it did not trigger for other characters
- Fix inconsistencies with how many minerals are in your stash and cost of items. (Stash would round up, but the check if you could afford would fail because it did not)
- Fixed Equipment Upgrades, Bought missionstat not counting + savegame fixup
- Fix Minigun not doing damage when at max stabilization and not having the mod that tweaks that installed
- Fixed 'Assignment Complete' window not closing when countdown is finished
Update 19 Hotfix 4
Weapon Modifications repricing
We have repriced most Weapon Modifications to create a more satisfying character progression. The previous implementation was slower than what we intended, especially taking into account that more purchasable modifications for tools and gear will be added in the future.
For those who bought modifications after Update 19, the difference between the old and the new price will be refunded.
Tweaks
- Revolver: Floating Barrel mod improved
- BRT7 Burst Fire Gun: Base recoil reduced
Experimental Branch Update
Hey @everyone!
There is a new experimental build ready for you!
Here are the headlines!
BOSCO MODS
Do you need Bosco to be a Medi Drone or a Killing Machine? Now it is all up to you!
Similarly to weapons, Bosco has access to mods that can be bought and equipped. These mods will let you customize the drone using some of the existing parameters like for example number of revives or weapon damage, but we are also introducing a special secondary fire. Once the mod is active, the player can point with the Terrain Scanner and press [RIGHT MOUSE BUTTON] or (LEFT TRIGGER) and Bosco will fire a rocket at the target.
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MEDIBAY 1.0
When you and your teammates fail a mission, you will afterwards wake up in the Medibay. Fight Together, Fail Together!
REVAMPED WEAPON MODELS
All the old weapon have been getting a graphical overhaul and should be on par with the new ones. For those who think looks are more important than substance!
X-MAS IN SPACE
We couldn’t help our self and had to dress up the Space rig for the holidays. You can also buy a limited headgear and play Santa with your friends. Please don’t destroy the decoration!
MINERAL TRADE TERMINAL ASSIGNMENT
On order from Management new recruits no longer have direct access to the Mineral Trade Terminal. Access is now granted by proving yourself worthy on completing an assignment! Besides getting access to the Trade Terminal, players will be rewarded with 50 Croppa and 40 Jadiz upon completion.
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SAVEGAME RESTORE OPTION
You can now restore your savegame from the Options Menu. This is just extra safety measures in the unlikely event that you should lose your save data. Management refuses this has ever happened though!
WEAPON BALANCING: "WARTHOG" AUTO 210
- Base damage increased.
- Supercharged Feed Mechanism mod rate of fire reduced, Bigger Pellets mod damage increased
- Base damage increased. Supercharged Feed Mechanism mod rate of fire reduced.
- Bigger Pellets mod damage increased
- Base reload time reduced from 2.3 to 2.0
WEAPON BALANCING: CRSPR FLAMETHROWER
- Tweaked Flamethrower Sticky Flames upgrades to be better balanced against direct burning of targets.
OTHER WEAPON FIXES
- Killing enemies with sticky flame and setting them on fire should now correctly reward a kill
- Fix sawed-off shotgun would always auto reload even if you did not have the perk equipped
- Fix dual pistol animation in loadout terminal
- New weapon sounds added
- Added new Mission control speaks for all weapon and promotion assignments
- Updated Weapon icons: Combat Shotgun, Pistol, Revolver
- Fixed m1000 does not reset zoom if reloading with full clip
- Fixed Dual Pistols fire animation could get stuck after revive
- Fixed Burst fire pistol would keep firing if changing weapons during a burst
- “Stagger” has been renamed to “Stun” since it caused some confusion.
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FIXES AND IMPROVEMENTS
- Removed flickering monitors from mission select
- Fixed Accessory Yes/No popup not responding to controller shortcuts
- Fixed Space Rig UI issue when changing character
- Improved late join flow - you can now select your character before the level loads and a - back button has been added.
- Fix crash related to walking on ice.
- Fix join in progress crash
- Fix late-join crash
- Fix crash related to freezing
- Fix crash when joining game
- Fix magma maggot not doing any damage
- Fixed Lava geyser doing 0 damage on explode
- Dreadnought can spawn more enemies
- Fix Jittery Revive for clients
- Improve Spawning on enemies feedback
- Improve exploder logic when about to explode and you headshot or freeze it.
- Fix some enemies can catch fire if they walk upon the mining platform in point extraction
- Fix Air and Lava geyser bubbling sound staying around after getting destroyed
- Kick animation added to third person characters. Barrel kicking has never been more realistic!
THIS IS PATCH NOTES FOR THE EXPERIMENTAL BUILD, NOT THE MAIN GAME
Changelist for Experimental Build 22056
Misc
- LockedGear box materials updated for terminals
- Added sounds to Driller’s Drills
- Slight Medibay tweaks
- Trade Terminal Assignment text
- Item Descriptions and names added for Flares
- Fix crash seen on experimental related to player spawning
- Bosco now responds to fire abillity order
- Added fire sound to Bosco missiles
- Added blurred background to server list
- Removed the Bittergem and Compressed Gold from the holiday gifts
- Decreased the frequency of holiday decorations and gifts in the caves.
THIS IS PATCH NOTES FOR THE EXPERIMENTAL BUILD, NOT THE MAIN GAME
@everyone
UPDATE 20: BIGGER, BETTER, BOSCO
**Happy Holidays Miners! **
X-MAS has come to Hoxxes and we are bringing you a gift just in time for the Holidays! Furthermore, we’re happy to announce that it’s not a soft one! Actually, it’s loaded with HARD mods for Bosco, a Medibay, Revamped Weapon Models and a gazillion other cool features!
All the best wishes,
The Ghost Ship Team!
--- PATCH NOTES ---
BOSCO MODS
Do you need Bosco to be a Medi Drone or a Killing Machine? Now it is all up to you!
Similarly to weapons, Bosco has access to mods that can be bought and equipped. These mods will let you customize the drone using some of the existing parameters, like for example number of revives or weapon damage, but we are also introducing a special secondary fire. Once the mod is active, the player can point with the Terrain Scanner and press [RIGHT MOUSE BUTTON] or (LEFT TRIGGER) and Bosco will fire a rocket at the target.
MEDIBAY 1.0
When you and your teammates fail a mission, you will afterward wake up in the Medibay. Fight Together, Fail Together!
REVAMPED WEAPON MODELS
All the old weapon have been getting a graphical overhaul and should be on par with the new ones. For those who think looks are more important than substance!
X-MAS IN SPACE
We couldn’t help our self and had to dress up the Space rig for the holidays. You can also buy a limited headgear and play Santa with your friends. Please don’t destroy the decoration!
MINERAL TRADE TERMINAL ASSIGNMENT
On order from Management new recruits no longer have direct access to the Mineral Trade Terminal. Access is now granted by proving yourself worthy by completing an assignment! Besides getting access to the Trade Terminal, players will be rewarded with 50 Croppa and 40 Jadiz upon completion.
SAVEGAME RESTORE OPTION
You can now restore your savegame from the Options Menu. This is just extra safety measures in the unlikely event that you should lose your save data. Management refuses this has ever happened though!
WEAPON BALANCING: "WARTHOG" AUTO 210
- Base damage increased.
- Supercharged Feed Mechanism mod rate of fire reduced, Bigger Pellets mod damage increased
- Base damage increased. Supercharged Feed Mechanism mod rate of fire reduced.
- Bigger Pellets mod damage increased
- Base reload time reduced from 2.3 to 2.0
WEAPON BALANCING: CRSPR FLAMETHROWER
- Tweaked Flamethrower Sticky Flames upgrades to be better balanced against direct burning of targets.
OTHER WEAPON FIXES
- Killing enemies with sticky flame and setting them on fire should now correctly reward a kill
- Fix sawed-off shotgun would always auto reload even if you did not have the perk equipped
- Fix dual pistol animation in loadout terminal
- New weapon sounds added
- Added new Mission control speaks for all weapon and promotion assignments
- Updated Weapon icons: Combat Shotgun, Pistol, Revolver
- Fixed m1000 does not reset zoom if reloading with a full clip
- Fixed Dual Pistols fire animation could get stuck after revive
- Fixed Burst fire pistol would keep firing if changing weapons during a burst
- “Stagger” has been renamed to “Stun” since it caused some confusion.
FIXES AND IMPROVEMENTS
- Removed flickering monitors from mission select
- Fixed Accessory Yes/No popup not responding to controller shortcuts
- Fixed Space Rig UI issue when changing character
- Improved late join flow - you can now select your character before the level loads and a - back button has been added.
- Fix crash related to walking on ice.
- Fix join in progress crash
- Fix late-join crash
- Fix crash related to freezing
- Fix crash when joining a game
- Fix magma maggot not doing any damage
- Fixed Lava geyser doing 0 damage on explode
- Dreadnought can spawn more enemies
- Fix Jittery Revive for clients
- Improve Spawning on enemies feedback
- Improve exploder logic when about to explode and you headshot or freeze it.
- Fix some enemies can catch fire if they walk upon the mining platform in point extraction
- Fix Air and Lava geyser bubbling sound staying around after getting destroyed
- Kick animation added to third person characters. Barrel kicking has never been more realistic!
- New Mission Control speaks for weapon and promotion assignments.
Hotfix 1 - December 19th
- Fix Trade Terminal Crash
- Save games restore will only use the Branch your playing on
Hotfix 2 - December 21st
- Save Game Restore message should no longer appear in levels
- Fixed a bug where Save game Restore counted promotions incorrectly, when determining if a save was newer
Hotfix 1 - January 10th
- Fixed an issue where waves would continually spawn if an Egg was freed while a wave was active in Egg Hunt mission
Hello Miners!
With this update, we are introducing more insane challenges - a new LETHAL difficulty level for you to master, multiple new enemies, Mastery and Skins for weapons, and a gazillion other fixes and improvements.
Lunch Break is over! It’s time to go to work!
**- The Ghost Ship Team **
** - NEW ENEMIES - **
BET-C - THE BATTLE M.U.L.E.
Deep Rock Galactic didn’t invest much in the safety system of their BET-C series of combat M.U.L.E.’s. It only takes a few Xynarch Charge-Sucker parasites licking the robot’s circuits to turn them against the dwarves. In that situation, BET-C’s fast-tracking auto-turret and grenade launcher could become a major threat for any expedition. If you find an infected model, aim for the attached organisms and, once they are eradicated, carefully hammer BET-C until it turns into a trustworthy companion for the rest of the mission.
**Q’RONAR SHELLBACK **
The Q’ronar Shellback is a deadly creature that you might bump into in the Radioactive and Salty regions of Hoxxes. Their tough shells and fast movement speed make them quite hard to kill - try to dodge its rolling attack and kill the Shellback when it stops to spray poison venom at you.
NAEDOCYTE SHOCKER
The Naedocyte Shocker is a strange alien flying jellyfish-like creature. They often appear in large swarms and is preferably dealt with before they get close enough to zap you with electrical shocks. So far they’ve been spotted in the regions of Dense Biozone and the Glacial Strata.
** - NEW DIFFICULTY LEVEL - **
By popular demand, we’ve added a LETHAL new difficulty setting only for the most masochistic and badass dwarves out there! We hope you have “fun”... 😄
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** - OVERALL DIFFICULTY REVAMP - **
GENERAL SPAWN LOGIC: The general logic behind how we handle spawns has gotten a big overhaul - balancing waves is now a much more exact and controllable thing for us. This is actually the biggest of all changes we’ve done to the difficulty system, but also the hardest to explain in detail - maybe we’ll do a blog post on this in the future :-)
MISSION SPECIFIC ENEMY TYPES: The Mission Generator now also pre-selects the specific mix of enemies players will encounter in a given mission. Instead of randomly selecting from every enemy type available in the game, players will now face themed swarms of enemies. This change won’t be particularly visible right now, but will serve to improve the overall feel and flow of the enemy swarms as we add more enemy types to the game.
The goal here is to make each mission feel a lot more unique, as well as making it more attractive for players to pursue a more strategic approach - if you have a rough idea of what awful things you might face down in the depths, you stand a better chance of going in as prepared as you can be.
TIME: As a rule, lowering the time between spawning enemy waves means more enemies in general, which results in an overall higher difficulty. Knowing this, we’ve made a few changes to how we time waves:
- Time elapsed before the first wave appears is based on Difficulty - so higher Difficulty means the first wave arrives faster.
- Subsequent waves will also spawn faster depending on difficulty level.
SPEED: Attack speed, projectile speed, and movement speed of enemies are increased for the highest difficulties.
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ENVIRONMENTAL HAZARDS: You now take more damage from environmental dangers on higher difficulties.
**YOU GET THE WAVES YOU DESERVE: **Multiple waves are now allowed to spawn at the same time and do not cancel each other out.
- Example 1: Digging two eggs out in Egg hunt will generate two small waves instead of only one.
- Example 2: You can not cancel a wave in progress by calling in the drop pod
IMPORTANT BUGFIX! It turned out Difficulty scaling from 3 to 4 players was not working before - meaning that a 4 player game was as easy as a 3 player game. That is fixed now - so you should feel an overall increase in difficulty for 4 player games on all difficulties. We’ll, of course, continue to monitor and tweak as needed.
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** - UI IMPROVEMENTS - **
NEW ENEMY HEALTH BAR
We’ve completely revamped the way we put health bars on enemies. Now it will show when the player is aiming at an enemy and it will do it on top of that enemy (instead of in the center of the screen). Additionally, it displays the damage applied to the enemy with every shot.
NEW MISSION READOUT BAR
The Mission Readout Bar visible on the Space Rig has been updated with more information about the mission in progress, as well as gotten a graphical overhaul.
** - NEW BIOME CONTENT - **
In The Salt Pits Region, you’ll now start seeing fragile Salt Platforms - stand on them, but be careful. They’re not tested for dwarf girth.
** - PREVENT LATE JOIN DUPLICATION - **
You want a diverse team? You don't like teams with three Engineers? The Host now has the option to select “PREVENT LATE JOIN DUPLICATION” from the Escape menu and Options menu. Selecting this option means players LATE JOINING your game will need to select a character class not currently in play.
**Please note: **This option does NOT restrict character selection on the Space Rig - we leave that up to you guys to figure out among yourselves.
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** - WEAPON TWEAKS & FIXES - **
Yes, we have been both buffing and nerfing a lot of the weapons and here is a compiled list of changes!
PLASMA CHARGER:
- Flying Nightmare damage no longer stacks on top of direct hit damage.
- Bouncy Projectiles also bounce on enemies.
- Charged Shot base area of effect reduced.
- Normal shot damage increased.
- Plasma Charger and other projectile weapons no longer ignore armor. Now they have to break it.
"LEAD STORM” POWERED MINIGUN:
- Base total ammunition increased.
- Oversized Drum mod value increased.
- Hot Bullets mod activates earlier.
- Cold As The Grave mod no longer goes to a set value every time. As originally intended, it will now reduce the heat of the gun a certain amount per kill.
- Aggressive Venting mod now works as intended.
BRT7 BURST FIRE GUN:
- Default effectiveness against armor reduced.
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DEEPCORE GK2:
- Armor Penetration mod value increased.
- High Capacity Magazine value increased.
- Stun Hit mod renamed. Chances increased.
JURY-RIGGED BOOMSTICK:
- Rate of fire mod renamed to "Double Trigger".
"WARTHOG” AUTO 210:
- Armor Breaking mod damage increased.
- Stun Chance mod increased.
- Turret Whip damage increased.
"STUBBY " VOLTAIC SMG
- Electrocution Bonus mod value reduced.
DEEPCORE 40MM PGL:
- Incendiary Compound mod decreases the direct damage taken by enemies, but it will set them on fire.
- Pressure Wave value fixed.
BREACH CUTTER:
- Extra Ammo mod value reduced.
- Damage tweaks to compensate for the frame rate dependency fix.
- Adjustments to the projectile to make it framerate independent.
CRYO CANNON:
- Sticky Ice cold effect reduced.
- Base freezing power reduced.
- Total ammo increased.
CRSPR FLAMETHROWER:
- Increased base damage.
- Decreased base Rate of Fire.
- Decreased base tank capacity.
- Decreased tank capacity upgrade.
- Decreased base sticky flames duration.
- Decreased sticky flames duration upgrades.
- Increased direct damage upgrade.
- Increased direct burn upgrade.
- Increased targets explode upgrade chance.
**SUBATA 120: **
- Mactera Neurotoxin mod effect increased.
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** - UPDATED UNREAL ENGINE VERSION TO 4.21 - **
For quite some time, we have been stuck with Unreal Engine 4.19, but we finally managed to update the engine to 4.21. It seems to have fixed a lot of GPU crashes. Happy days!
**- MISC. - **
- Alien Egg Collection mission should now properly distribute the eggs in the mission area.
- Assignment missions can now include Mission Modifiers. For difficult assignments, higher complexity missions will be preferred.
- Fixed Restore Save pop-up showing up unnecessarily for ultrawide monitors.
- Small adjustment to Steam warning message.
- Fixed a LOT of spelling errors (Yes, we know. Keep sending ‘em our way if you spot any :D).
- Attempt to fix voice chat issues.
- A maximum of 2 voice lines for waking up in Medibay will now be played.
- Umanite and Inert Uranium materials now look a lot more distinct from each other.
- Landing in Sticky Goo reduces fall damage.
- Fixed a bug with area damage falloff.
- Friendly fire modification added to Bosco.
- Glyphid Warriors, Spitters, and Web Spitters now don't always run away from explosions. It is chance based on different resistances depending on the enemy.
- Mactera should no longer die just from being frozen.
- Spitballers weak points now correctly take additional damage from weapons that do extra damage to weak points.
- Fix hanging grunt scream.
- Doubled the number of enemies that are able to target one player.
- Acid Spitters now properly do Poison Damage. (Yes we know - expect a name change here later… 😄 )
- Management has approved fixing critical mesh clipping of gantries near Abyss Bar.
- More random mission names.
- Many spelling errors fixed.
- New fanfare when getting promoted.
- Added Slovenian Language
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** - Known Issue - **
- Breach Cutter is still FPS dependant - but now in inverse. Enjoy this on your potato machine until it's hot-fixed!
** - Changelists from Experimental builds: - **
- Build 23134: https://steamcommunity.com/app/548430/discussions/9/1743358239830333240/
- Build 23212: https://steamcommunity.com/app/548430/discussions/9/1743358239833934831/
- Build 23294: https://steamcommunity.com/app/548430/discussions/9/1743358239837923725/
- Build 23371: https://steamcommunity.com/app/548430/discussions/9/1743358239848958377/
- Build 23439: https://steamcommunity.com/app/548430/discussions/9/1743358239852715303/
- Build 23520: https://steamcommunity.com/app/548430/discussions/9/1780513570969462131/
- Build 23591: https://steamcommunity.com/app/548430/discussions/9/1780513643846245732/
- Build 23669: https://steamcommunity.com/app/548430/discussions/9/1780513643849958333/
- Build 23722: https://steamcommunity.com/app/548430/discussions/9/1779388024828686069/
- Build 23811: https://steamcommunity.com/app/548430/discussions/9/1779388024832723672/
** - UPDATE 21 - HOT FIX 1: Driller Gear and Difficulty tweaks - **
Upon releasing Update 21 we quickly realized a couple of significant bugs had crept in. The Cryo Cannon wouldn’t freeze enemies as intended (freezing a Praetorian was almost impossible - yikes), and after watching various streams from players, we also saw a need to tone down the frequency of random enemy wave spawns. Please try it out again and let us know what you think. That and multiple other things should also be fixed with Hotfix 1 for Update 21 - check the Patch Notes below for a full overview. Lethal is still Lethal though 😃
One of our more ambitious gameplay reworks to date landed with Update 21 - a full rework of how we calculate Difficulty in the game. For a long time, we’ve used a relatively simple system for this, and it was simply not living up to our demands any longer. Now we have a bigger and much better system under the hood - we have way more knobs to turn, but it also means that the Difficulty settings currently in the game all have changed - and perhaps in ways we have not yet fixed, tweaked, or even realized.
Some of you have taken to Reddit, Steam, and Discord to write about this. As always, we appreciate your candid and honest feedback about these things, both the positive and the negative. Right now we are hard at work on the first Hotfix for Update 21, and there will be much more balancing, tweaking, and reworking of the numbers coming in the next Hotfixes and Updates.
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** - UPDATE 21 - HOTFIX 1: Patch Notes - **
Overall Difficulty tweaks
- Longer time between random enemy spawns for all difficulties (Lethal not so much)
- Difficulty rating of Mactera Grabber and Bomber increased, so the spawn system spawns them less often
- Enemy encounters in caves reduced in size
- Less enemy spawning during Salvage and Point Extraction (Please remember that we still want these two missions to be the most hectic missions)
- More Nitra spawning in Egghunt missions
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Weapons, Upgrades & Mods
- Naming and Descriptions of Upgradeable Armor Suits updated
- Optimization of Skin Thumbnail material
- Breach Cutter should no longer be framerate dependent
- Tweaks to Breach Cutter damage to match the frame rate dependency fixes
- Fix stat view of all armors
- Fixed issue with health mastery not applying correctly
- Fixed Bosco’s stats for its Upgrades in the APD-Terminal - they will now show different stats depending on what rocket is active and other stats have been fixed to look nicer
- Cryo Cannon and Flamethrower no longer stops after hitting the first enemy
- Charge Blaster hold button functionality
- Driller Armor - Fixed shield mod value
- Driller changes: Double Drills, Lowered initial Mining Rate slightly, Increased base fuel, Increased fuel mod values, Drills can now hit multiple targets at once, Drill Speed tweaked
- Fixed drills not being able to hit enemies at point blank
- Velocity modifier for the cryo cannon firing audio is now set up correctly
- Cryo Cannon - The spray goes through enemies so multiple targets can be damaged at once (this change applies to CRSPR Flamethrower too).
- Cryo Cannon - Base pressure drops at a slower pace allowing to hold fire for longer.
- Cryo Cannon - Base direct damage increased
- Cryo Cannon - Base direct cold effect increase (enemies freeze faster)
- Cryo Cannon - Tweaks to some enemies' temperature resistance.
- Plasma Charger - Total ammo increased
- Fix Scout Dual SMG Skins only applied to one weapon
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Enemies
- Fixed cave leeches so they no longer spawn during waves when Cave leech mutator is active
- Fanfare not playing double
- BET-C grenade particles significantly optimized
- You can no longer pick flowers and take a leisure ride on the zipline while getting grabbed by a Cave leech
- Crash fix for Shellback
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Misc
- Moved Skins icon down a bit
- Layout and font tweaks on a lot of Popup windows
- Mission Bar layout tweaks
- Fixed a bug where downed players would get stuck in the air if the terrain under them gets removed, they will now fall down to the nearest floor instead.
- A lot of difficulty tweaks
- Serverlist ClassLock icon updated
- Mouse Icons added for several missing buttons
- Tweaks to Salvage difficulty
- Potential Fix for a crash related to the intro movie
** - Update 21 Hotfix 2 - **
- Fixed spiders exploding after having been frozen and then unfrozen now work correctly
- Serverlist tweaks
- Increased Ammo amount in Minehead Sentries
- Increased cost for Mactera and Grabber - they are a bit rarer
- Tweaked Point Extraction a bit easier - longer between big waves and bit smaller end wave
- Minor overall tweak on the difficulty
- Fixed up some grammar issues on the Motivational Quote monitors
- Small tweaks on various enemies sight
- Minor tweaks on overall Haz 4 and 5
- More mission names added
- Poison resistance upgrade icon updated
- Fixed several bugs related to players dying from Iron Will after the droppod leaves, entering and beginning to leave in the droppod with Iron Will active will now block the player from dying.
- Fixed wrong values for Gunner and Driller revive invulnerability mod
- Increased Ammo amount in Minehead Sentries
- Increased cost for Mactera and Grabber - they are a bit rarer
- Tweaked Point Extraction a bit easier - longer between big waves and a bit smaller end wave
- Small Lethal tweak
- Try to fix Bet-c sound issue where shooting sound gets stuck
- Fixed a bug where the beers would get removed when picked up in the spacerig
- Fix Cave Leech den not spawning more cave leeches.
- Fix bug that could cause slightly more cases of single type waves in low difficulty circumstances
- Fixed a bug where the deposit-bucket would get stuck on the player character
Hello, Miners!
What a party! Thank you so much for all that participated, sent in fantastic contest entries, and got down to some right ol’ dirty cavedelvin’ with us during the celebrations. Now, though, we’re all out of Dark Morkite, there’s no more confetti in our hair, and we’ve gotten right back to work. That’s right, it’s Update Time, and we think we got a good one for you! First things first though:
THE PRICE INCREASE LOOMS
As we mentioned during the One Year celebrations, we’ll be raising the price of the game to $29.99/€27.99€/£24.99 on March 28th! And as we said, if you got friends looking for a sign on whether or not to join up, now’s a really good time to make that plunge. To delve into the darkness. To dig deep into their pockets and...eh, you get the idea.
THERE’S SOMETHING... NEW... IN THE DARK
With Update 23: Horrors of Hoxxes, we chose to focus on one of the most often requested improvements for the game (ourselves included): More aliens! Well, more aliens you shall have - alongside a ton of other stuff, we’ve got a bunch of new Hoxxes natives for you to pump full of lead, as well as some much-needed facelifts for some of our old friends.
Have a gander at the list at the end of this post for the full notes or dive in as un-spoilered as you please! Either way, we’re pretty proud of this one.
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AND BEYOND!
Checkmark on 23: Check! Onwards to 24! We still have some design ahead of us before we can fully commit to the headlines on this one (some key members of the team are out of town, attending conferences), but 24 will likely be a less feature-oriented Update, and more focused on polish and improvement of current stuff while we put work into more long-term stuff in the background. So far it looks like Update 24 will bring things like yet more Mods to unlock, at least one new enemy type, and a bunch of UI improvements such as revamped Mission Load and Mission Complete screens, but we’ll have something concrete to share with you soon.
That’s pretty much it for now. All that’s left is to wish you all some lovely trips down into the dark to meet all your new...friends… :>
Until then,
ROCK AND STONE!
- The Ghost Ship Crew
**--- PATCH NOTES --- **
** - A GAZILLION NEW ENEMIES - **
GLYPHID MENACE
-This distant cousin of the Glyphid Acidspitter is both smarter, faster, and more aggressive. It’ll burrow into the ground between firing off devastating volleys of corrosive goo, making for a high-priority target when spotted.
GLYPHID WARDEN
-This mysterious Glyphid sends out regenerative waves of spores to its nearby kin, reinvigorating and buffing them. Better take it out quick.
GLYPHID BULK DETONATOR
-A sickening horror of the deep. It’s Bulky and it Detonates. You’ll know it when you see it - and then you’ll likely die. You have been warned.
NAYAKA TRAWLER
- The first species encountered of this awful breed of Hoxxes wildlife. The Trawler has been observed in the Sandblasted Corridor Region and it burrows through sand at high speeds, aiming to catch prey in its’ extended maws as it passes. Don’t stand in front of it.
GLYPHID GRUNT SLASHER
-A more durable and fast version of its weaker cousin, the Grunt. Plus...its long-bladed legs deal thrice the damage. Nasty buggers!
GLYPHID GRUNT GUARD
- Another variation of the Glyphid Grunt. This one is heavily armored and has twice the health but is a bit slower than a normal Grunt.
RADIOACTIVE GLYPHID PRAETORIAN
- In the Radioactive Zone, Praetorians have mutated and now do radiation damage! Better keep your distance.
RADIOACTIVE GLYPHID EXPLODER
- Exploding with radiation! ‘Nough said!
RADIOACTIVE GLYPHID SWARMERS
- They glow in the dark and are radioactive - they’re small enough that the radiation they emit isn’t enough to affect a healthy dwarf, however.
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** - ENEMY TWEAKS - **
GLYPHID DREADNOUGHT OVERHAUL
- New behavior: If the players are hidden in a small hole, the Dreadnought will now destroy the terrain until it gets to them. Can’t stop me now!
- New attack: Swarmer Egg. Besides the fireball, the Dreadnaught will shoot a projectile full of swarmers. If hits the players, it will also cover them with pheromones, turning them into the target of new enemy swarmer spawns.
- Regenerating armor. Make sure to attack it while it’s vulnerable. Health values have been modified to conform to this new system.
- An all-new Boss Health Bar lets you know when you are facing a serious challenge. For the moment it’s only for the new and improved Dreadnought, but it’s almost like we have plans to use it for more things in the future, isn’t it? :>
- Fixed the bug that would allow you to trap the Dreadnought using the Gunner’s shield
- All its attacks and behaviors have been tweaked. The Dreadnaught is now more aggressive, more responsive, and more dangerous. Management wishes you luck.
- More Nitra is spawning in elimination missions since you will need more ammo to take down a Dreadnought.
- Fix so 2 Dreadnoughts can’t spawn in Point Extraction at the same time
- Supply Pods won’t instakill a Dreadnought anymore - it still deals a good chunk of damage though.
- Dreadnought's fireball damage reduced
- Tweaks to Dreadnought's behavior for solo play
Q’RONAR SHELLBACK
- Rolling periods are now shorter so it will open up more often to shoot (which almost means more chances for players to shoot it).
- Armor resistance and base health reduced.
- It can only be found in Salt Pits now. Radioactive Exclusive Zone didn’t feel like a healthy place to settle down.
CAVE LEECH
- Received a much-needed model and animation overhaul. Now grabbier than ever!
NAEDOCYTE SHOCKERS
- All new model and animations.
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BET-C BATTLE MULE
- BET-C’s grenades have proper models and improved shaders
- BET-C now moves away if there are players too close to her for a few seconds
- BET-C no longer turns into an unkillable murder machine if the parasites die too quickly
MISCELLANEOUS ENEMY TWEAKS
- Enemies now only use melee attacks that are in range to actually do damage
- Grabber only screams if its target is valid
- Chance of getting a generic scripted wave increased compared to special scripted waves
- Tweaked all the Glyphids blood particles. They are now much more visible
- Glyphids have received several new attack animations
- Glyphid Warriors have been renamed to Glyphid Grunt, because that’s what everyone kept calling them. Also, it fits. :>
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** - MISSION TWEAKS - **
DIFFICULTY
- Difficulty reduced a bit on 2-3 player games on Hazard Level 3-5
ELIMINATION MISSION
- The location of the cocoons will no longer be displayed using an icon, now they appear on the terrain scanner
- Cocoons are more evenly distributed throughout the map
- New debris has been added in the vicinity of the Cocoons, in case you had trouble spotting the 15 ton, pulsating, gurgling, alien egg
SALVAGE MISSION
- Defense Zones have been increased a bit in size
EGG COLLECTION
- Reduced Egg Collection goals depending on Cave Complexity from 5, 8, 10 to 4, 6, 8
POINT EXTRACTION
- Slightly increased spawn rates
- Wave music added to the announced waves
- CLEARER GEM FRAGMENT INDICATION
- The glowing bits around embedded crystals like, Aquarq, Jadiz etc. now only glow when said item is close. No more returning to already mined spots!
** - MORE GEAR MODS - **
- We are still in the process of adding mods to all the gear and we are slowly getting there. After this update, only the Pick Axe and the Grenades are left to do.
LMG GUN PLATFORM
- Number of turrets, target prioritization, build speed, scan angle. You are a special snowflake and now your automated killing machine can be too.
SATCHEL CHARGE
- Have you ever thrown down a Satchel Charge only to regret it immediately? Well, now you can install a kill switch for safe disarming and retrieval. Plus many other mods like carve size and fear effects.
FLARE GUN
- More flares? Longer burn time? Auto-reload? Illuminate the situation with these and other mods.
SHIELD GENERATOR
- Customize the size, duration and recharge time of your happy place.
Please note: You have been refunded credits and minerals invested in previous upgrades!
** - STATUS EFFECTS ON HEALTH BAR - **
Enemies’ health bars now display status effects such as being electrocuted, etc. They also show temperature variations so players can now know how far from bursting into flames or freezing they are.
** - VANITY - **
MK5 ARMOR SETS
- Management has approved the introduction of an all-new set of armor for the most experienced employees to procure - the mighty Mark 5!
1ST PERSON ARMOR
- All first-person animations now display the correct armor!
SUPPORTER GEAR MORE GOLDIER
- By popular request, the Supporter Upgrade Armor and Weapons have gotten a material overhaul - now more goldier than ever!
** - BOSCO QUALITY OF LIFE IMPROVEMENTS - **
- It will now try to position himself below cave leeches, and not above them
- It will be less glued to the floor when fighting except versus cave leeches
- It will not fire if something other than enemies is blocking his line of sight
- Doubled the frequency of Bosco checking if he should get out of the way
**- NEW MISCELLANEOUS MODELS, SHADERS, AND ANIMATIONS - **
- New Mallet model for all your building and repair needs
- New Beacons for Supply Pods
- New third person animations make it easier to see if a teammate is currently checking the Terrain Scanner
- Attempt to fix light bug on Stasis Grenade
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** -MISCELLANEOUS - **
- Fix crash related to people joining and being immediately grabbed
- Added a third-person animation to players looking at the Terrain Scanner
- Fix spelling error in Mini-gun upgrade
- Fix DisableMasterEQ setting to work correctly
- Work on reducing server list backend load
- The Cryo Cannon’s feedback sounds have been made louder and easier to hear
- The One Year Celebration is over! If you missed getting the One Year Celebration hat while it was available, tough beans!
- Also, Management has returned beer prices to normal. Drink responsibly (because it’s expensive!).
- Sand and Ice geysers should no longer blow you out of the Drop Pod
- Fixed Mixer Praetorians not working properly
- Fixed Mixer spawning 4 times the amount of enemies it was intended
- Fixed Mixer viewer name not properly working
- Introducing new enemies to Mixer integration: Mactera Spawn, Mactera Grabber, Mactera Bomber, Acid Spitter, Web Spitter, and Shellback
- Introducing new assists to Mixer integration: Resupply of ammo
- Introducing mixer integration in the Space Rig: Buy the streamer beers, explode confetti
- Exploders’ footsteps sound volume increased
- Reduced the spawn amount of radioactive crystals
- Better attenuation for the jukebox
- Scout Grenade IFG FX tweaked
- Chatbox: System Messages now green and bold, general line height slightly lowered.
- Mission success music reactivated
- Fix Linecutter performance
- Fixed a bug that caused players with Ironwill to not show as downed in their player portraits after dying
- Fixed trader terminal assignment showing that you completed it one mission too early
- Tweaked sounds for shield
- Fixed the cave leech sense bug that caused the sensing UI to get stuck on a players screen
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** - Change lists from Experimental Builds - **
- Build 25352: https://steamcommunity.com/app/548430/discussions/9/3398435622567712661/
- Build 25416: https://steamcommunity.com/app/548430/discussions/9/3398435622571678213/
- Build 25488: https://steamcommunity.com/app/548430/discussions/9/1850323802566934904/
- Build 25530: https://steamcommunity.com/app/548430/discussions/9/1850323802569947221/
Update 23 Hotfix 2 (Loot Bug got its Health Bar back)
- Loot bug showing health bar again (This is the most important fix!)
- Possible flaregun intensity fix
- Fixed a collision issue with the Supply Pod beacon that caused the hologram to block alot of shots/projectiles
- Wardens now only summon enemies if they no longer have anyone to buff nearby, but they summon a group instead of only 1.
- Glyphid warden now takes 3x damage instead of only 2x on weak point
- Bulk Detonator and Glyphid Warden a bit rarer
- Fixed spawn diversity for Haz 1-3
- Fixed Sound attenuation for Trawler
Update 23 Hotfix 3
- Fix enemies suddenly appearing out of terrain when they could not reach you.
- Fix enemies pathing through air
- Wardens weak points glow when they take damage.
- Warden doesn't leave invisible collision behind when it dies
- Fix for the scout grenade triggering twice
- Tweaks to slightly reduce the difficulty of the Dreadnought for 2 and 3 players games in order to match 1 and 4 players experiences
- IFG made more blue
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
Update 24, 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 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
Update 24, Hotfix 2
- Typo fixed on Impact Axe description
- Disabled saluting while having a grenade equipped.
- When dropping a gem / carried 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 latejoining and dropping down.
- Remove Disable Optimizations Pragma
- Grenade count will now be correctly counted when rejoining a game after disconnecting
- Updated Grenade UI after latejoining
- Players rejoining a game after disconnecting will now spawn back directly instead of going down with a droppod
- 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 spacerig 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 supplypod or die, now only triggers if you haven't called a supplypod
Update 24, 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 spacerig 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 autoreload causing magazine spam and broken animations
- Shadows disabled on point lights on Load Screen
- Fixed white light flashes in spacerig terminals
Update 24, Hotfix 4
- Added Steam Rich Presence, since Pedro was bored. You might 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 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 hearts 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 latejoin 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
- Cryogrenade now affects Naedocyte Shockers / Hatchlings
Update 24, Hotfix 5
- Sound added to pickup of throwing axes
- Tweaked colors of power attack cool down 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
Update 24, Hotfix 6
- Fixed a bug with players getting 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 Lauch icon not properly disappearing for clients
@everyone UPDATE 24 - HOTFIX 7
- 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.
UPDATE 24 - HOTFIX 8
- Fixed Q'ronar Shellback’s unintended 100% Explosion Resistance to 80%
- Woodlouse younglings are no longer completely immune to explosions and electrical damage when rolling
- Fix for Bosco making gems unreachable after someone Latejoined
Hi Miners, @everyone
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.
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.
CARGO CRATES
----------------------------
It’s not all about the Deep Dives, though. Be on the lookout for lost Cargo Crates in the caves of normal missions - they are known to contain copious amounts of minerals and weapon skins!
NEW MUTATORS
----------------------------
WARNINGS
----------------------------
LOW OXYGEN: As the title says - hold your breath and try not to die before you reach an oxygen tank.
LETHAL ENEMIES: The aliens are extra cranky today. All enemies deal significantly more damage.
REGENERATIVE BUGS: I’ll have what they’re having. All enemies regenerate their health if you wound them and don’t take them out straight away.
PARASITES: Well, it gets even worse. The aliens in this place are just… ugh… just full of angry, parasitic worms.
HAUNTED CAVE: There’s… SOMETHING… in this cave. It is hunting you. Relentlessly. And it just...won’t...die! Don’t stop. Don’t look behind you. It’s right there constantly coming for you.
ANOMALIES
----------------------------
VOLATILE GUTS: You thought Exploder Infestation was bad? Well, whatever infested those poor creatures has run rampant here. Every alien explodes. Just awful.
BEARD PHYSICS
----------------------------
Glorious facial hair is the hallmark of a good dwarf. We’ve added enhanced beard physics to enhance that magnificent feeling of having a proper dwarven beard.
MORE DWARVEN SHOUTS
----------------------------
Nothing is more dwarvish than yelling at stuff, so we’ve added a whole new range of voice lines to the mix. There are new shouts for Power Attacks, salutes, grenade throws, laser pointer, and lots more.
BIOMES
----------------------------
- New dripping rainfall effect. It can often occur in Dense Biozone and rarely in Crystalline Caverns.
- Moving through deep snow in Glacial Strata is less of a slog now - you should notice a significant boost in movement speed.
BULLET TRAILS
----------------------------
They make weapon spread, recoil, and other features more visible so the effect of certain Mods and Overclocks is clearly noticeable. Plus, we also think they look neat.
NO MORE “FLOATING ISLANDS”
----------------------------
Strange anomalies were causing gravity-defying behaviour where crystals, dirt, and other biome elements were floating when separated from their anchor points. They no longer do that. No more getting stuck on tiny little bits of floating rock after digging!
CUSTOMIZABLE HUD
----------------------------
Less is sometimes more. There is a whole slew of new options for HUD customization, letting you set up what’s shown and what isn’t completely to your liking - including dynamic options to make elements appear when they are relevant and disappear when they are not.
INTERPLANETARY MINERS UNION
----------------------------
The Interplanetary Miners Union has finally made its way to Hoxxes IV for Discord users. By joining one of the three Union Chapters, you can work towards both specific chapter goals and a collective goal. There are Union sanctioned rewards to collect!
THROW LIKE AN ATHLETE
----------------------------
Being a miner demands precision in every aspect, and so we’ve added a new throwing mechanic to the game. Click to let go of a held object, hold down to charge your throw with the desired amount of force.
WEAPON TWEAKS
----------------------------
SCOUT
----------------------------
DEEPCORE GK2
- Fixed Battle Cool mod to work as advertised (it used to kill spread per shot but without resetting the accuracy)
- Moved Quickfire Ejector mod to Tier 1 and increased its value for even faster reloads
- Added a new damage mod to Tier 3 to take place of the relocated quickfire ejector
- Decreased value of the Tier 2 Increased Caliber Rounds mod
- Decreased value of both the Expanded Ammo Bags mods
- Increased the base ammo count
- Increased the power of the Recoil Compensator mod and it now affects both actual recoil and spread per shot
- Increased base spread per shot slightly
M1000 CLASSIC
- Added an upgrade type and description for the rifle's focus mode
- Renamed Improved Ergonomics mod to Fast-charging Coils
- Improved the Floating Barrel mod slightly to better compete with the others
- New sound for focused shots
DUAL ZHUKOV NUK 17
- Increased base damage
- Decreased the value of Increased Caliber Rounds mod to better match the other T3 option
- Increased the Value of the Supercharged Feed Mechanism mod to better compete with other options
JURY-RIGGED BOOMSTICK
- Decreased value of Loaded Shells mod to better balance against other options
- Increased base pellet count to compensate for Loaded Shells mod tweak
- Increased value of Tier 1 Expanded Ammo Bags mod to better compete with the damage mod
GUNNER
----------------------------
“BULLDOG” HEAVY REVOLVER
- [COMMUNITY REQUEST] Explosive Rounds now do more explosive damage in a wider radius but at a cost of direct damage
- Moved Hollow Point Rounds mod to Tier 3
- Neurotoxin Mod now actually poisons enemies instead of just doing more direct damage
- Deadeye mod now works for both walking and sprinting letting you stay accurate no-matter the situation
BRT
- Increased the base burst delay
- Increased base damage
- Decreased value of Increased Caliber Rounds mod
- Increased value of High Capacity Magazine mod to better match the damage mod
- Decreased the value of the Burst Damage mod to better match the other Tier 5 options
- The Longer Burst mod now fires all the rounds in the burst much faster
- Decreased value of the Hollow-Point Bullets mod slightly to bring it inline with competing options
ENGINEER
----------------------------
DEEPCORE 40MM PGL
- Increased base damage
- Decreased value of Larger Payload mod slightly to better match other Tier two options
- The Homebrew Explosive mod now gives a damage bonus in a range instead of a flat damage increase. This requires re-purchasing the mod. Anyone who acquired the old version will be automatically refunded.
- Increased duration of stun from the Concussive Blast mod
BREACH CUTTER
- Increased base deploy speed
- Extended the base deploy delay to compensate
- Quick Deploy mod now properly affects the deploy delay
- Extended the base projectile lifetime slightly
- Renamed some of the mods to better follow out naming style for other weapons and to better clarify functionality
- Rearranged some of the mods to better balance options
PROXIMITY MINE
- [COMMUNITY REQUEST] Every mine will now trigger an explosion multiple times. This way, they better serve the purpose of planning defenses and a lonely enemy triggering them is not as big of a waste.
PLASMA BURSTER
- Engineer will carry 6 instead of 4.
DRILLER
----------------------------
CRYO CANNON
- Increased range of Cold Radiance mod to improve useability
- Increased value of the High Water Content mod to better compete with the other options
- Increased base charge up time
- Increased value of the Improved 2nd Stage Pump mod
- Decreased the value of the Stronger Cooling Unit mod to better match other Tier 1 options
- Increased the base repressure delay slightly
- Improved the value of the Bypassed Integrity Check mod
- Moved the Overclocked Ejection Turbine mod from Tier 3 to Tier 2
- Decreased base repressure speed slightly
- Improved the value of the Faster 1st Stage Pump mod to better compete with other options
- Added a rate of fire mod at Tier 3
- Fixed EPC bouncy projectiles not impacting armor correctly
CRSPR FLAMETHROWER
- Upgrade slot five, choice three, description should read " direct damage have a chance to explode " instead of " has a chance to explode".
- Upgrade slot two, choice two, "triple filtered fuel" is misspelled as 'TRIPPLE'
SUBATA120
- Increased base damage
EXPERIMENTAL PLASMA CHARGER
- Renamed most of the mods to better match the naming convention used for other weapons
- Increased base speed of the charged shot projectile
- Increased value of the Overcharged Plasma Accelerator (charged projectile speed) mod
- Decreased the recoil from normal shots
- Decreased overall shot spread
- Lowered the value of the damage upgrade from +6 to +5 because OCD
- Increased the base speed of the normal projectile slightly
- Added the Increased Particle Velocity (normal projectile speed) mod
- Decreased value of Improved Charge Efficiency (charged shot energy cost) mod
- Lowered the base ammo count slightly to cleanly divide into shot cost (OCD again)
- Lowered the value of the Larger Battery mod slightly
- Added the High Density Battery mod to Tier 4 for more ammo options
- Decreased the amount of heat generated by normal shots
- Decreased the base cooling rate of the weapon
- Fix normal shots going through armor
SATCHEL CHARGE
- It’s no longer possible to place more than one Satchel Charge at a time. The damage of the charge was tweaked to be the most powerful explosion in the game. Stacking that damage in one area wasn’t intended and it removes the challenge from fighting some kinds of enemies.
SOUND
----------------------------
- Fixed Geyser sound too loud/too many spawned
- Naedocyte Breeder sound now stops when it dies
ENEMIES
----------------------------
- [COMMUNITY REQUEST] Enemy health bars now show all kinds of status effects (Stun, Radiation, Neurotoxin etc.)
- Improve the performance of all enemies and 10x perf improvement on Q’ronar
- Warden's weak point collision adjusted. It wasn't registering correctly some hits that should count as weak point hints
- Naedocyte Hatchlings changed to look more distinct from Shockers
- [COMMUNITY REQUEST] Acid clouds now blow up from all fire damage sources
- Fixed Bulk Detonator stuck particles
- Naedocyte Hatchlings and Shockers aren't marked correctly with the Laserpointer
- [COMMUNITY REQUEST] Lowered the chance of multiple Bulk Detonators -
- A little less increase over time in enemy pressure on Point Extractions
- Decreased the magnitude of the enemy wave in the beginning of Point Extraction
- [COMMUNITY REQUEST] The Bulk Detonator will not attack for the first 5 seconds after spawning to give players a small window to get to a safe distance
- Fixed a case where the grabber was screaming but not chasing a player
- Some animation optimizations on Bosco, Naedocyte Trawler, BET-C and Naedocyte Breeder
- Mactera Bomber goo sacks now light up individually when you shoot them
- The parasites no BET-C can now be lit on fire
- Fixed a bug that made BET-C wait close to 5 seconds after switching from machine guns to grenade launcher
SMALL FIXES AND MISC. CHANGES
----------------------------
- White backgrounds on menus fixed
- Fixed freezing / heating UI icon flipping constantly if near both a heat and cold source
- Milestones added for the new Warning Mutators
- Mutators/Warning-icons updated
- Discord Employee of the Month screen added
- Fix Armor impact particles not working on pickaxe
- Power attack can now be activated when hitting air
- Throwing a grenade no longer causes you to take out the wrong weapon
- Smoke trails added to hitscan weapons
- Added a long screw to zipline projectile.
- [Ansel] Adjustments and improvements to ansel and camera manager
- Added more hot springs in ice caves
- Typos/grammar fix on a couple of modifications
- New Character Vignets Videos added. Driller and Gunner here!
- Fixed Ansel in mission complete screen
- Carriables should now always be usable after Bosco picks them up
- Slightly altered Icon Color for Elimination and Extraction missions, so not to clash with Warning Mutator Icon as much
- Bosco can now be ordered to target Trawlers properly
- Added accessibility option to the controls menu that allows players to manually input a mouse sensitivity value without limits
- Added an option to toggle the Laserpointer by pressing CTRL per request from the community
- Hide join and solo options from mission select if people have joined your session.
- Add attempt to reconnect option to esc menu
- Fixed untranslatable text fields in Memorial Hall etc.
- Broken Jukebox display SHOULD be fixed
- Shield Disruption now gives you more base health to be a little less brutal.
- Fixed depositing issues in the MULE while too far away but close enough for interaction prompt
- Fix for Molly going back to a previous position when she should be going to the Drop Pod
- Fixed most cases of Molly failing to locate the Drop Pod
- Fixed cases of pickaxes floating mid air at the start of mission
- Fixed spelling error "jelous" in mission names
- Laser pointer no longer gets stuck when saluting
- Potential fix for flashing white screen on Nvidia GTX 970 cards
- Fix an issue with characters becoming selected after hovering over them in the Character Selection Terminal
- Fixed typos in Weekly Assignment description
- Fixed 8-9-0 keys breaking when rebound to
- Fixed Trade Terminal Assignment gives 0 Croppa
- Fixed No hollomite does not appear when it is secondary objective
- Fixed spawn collision (Swarmers from spawner)
- Fixed enemies can be hit after they are dead
- Fixed Sticky Grenade doing physical damage, triggering perks
KNOWN MAJOR ISSUES
Customizable HUD: In this build, you'll get your HUD reset to default settings. The feature is still work-in-progress, so further tweaks will be added which may require a new reset. Consider yourself warned!
Loading a mission can in rare cases result in black screen or load-bar not progressing. We have seen this at the office but have yet to find what's causing this.
Hot Fix 1 for Update 25
Change list
- Added explanatory tool tip to forge mastery bar
- Names no longer overlapping on Shared Assignment display on mission map
- Fixed upgrades that should have been refunding their cost, not actually giving any credits or resources.
These are the specific Mods that didn't give a refund:
- Removed Weapon Mods U25
- Explosive Rounds - Bulldog
- Glyphid Neurotoxin Coating - Bulldog
- Dead-Eye - Bulldog
- Flying Nightmare - EPC
- Unstable Containment Field - EPC
- Homebrew Explosive - PGL
- Longer Burst - BRT7
- Blast Wave - Boomstick
NOTE: Players that were affected by this will not be refunded retroactively with this fix. We are really sorry 😦
Hot Fix 2 for Update 25
Change list
- Fixed spelling mistake in neurotoxin mechanic description
- Fixed Deep Dives not showing credits gained from gold and fixed calculation (was giving only half).
- Fixed crash related to analytics
- Temporarily disable mixer interactivity because of crashes
- Skin window performance fix. This should fix the crash in the weapon selection screen.
NOTE: We have identified some additional smaller memory issues in the weapon screen, but fixing them takes longer than the scope of a small hot fix. - Fixed Teams returning from Deep Dives still showing up in the Deep Dive server browser terminal even though they don't have a Deep Dive selected.
- Fixed shield generator sometimes becomes unusable on the next stage of a deep dive
Hot Fix 3 for Update 25
This will be the last Hot Fix before the weekend - hopefully it fixes more than it breaks...
Change list
- GFX tweak of loading bars on Mission Loading Screen
- Slowdown icon added
- Minehead material tweaks
- Added "Deep Dive Stage X" label to HUD objectives box
- Forge Scene matched up closer to Space Rig looks
- "Deep Dive" marker on ingame Objectives Window
- Fixed Robert's fix for HUD Objectives box
- Assignment name bigger on mission map
- Mission Control's speech box has slightly more space at bottom
- Fixed missing mastery skins on Subata and Plasma Charger
- Fixed the text in the Repair objective to say mini M.U.L.E.s
- Forge Menu: Added weapon icons for skin matrix cores + renamed "Weapon Skin" -> "Weapon Skin Set"
- In spacerig menues top bar, credits are updated correctly (for real this time)
- Fix terrain related crash
- Potential fix for unwanted square terrain artifacts
- Fix crash related to terrain scanner
- Fix latejoin crash in Drills
- Allow pause in sole deep dives
- Elegant Handlebar renamed to Exquisite Handlebar
- Fix host crash when player joins
- Weapon Upgrades: Fixed bar always stretching to end of row
- Fixed a crash related to grabber screaming
- Fixed Host crash related to beer buffs. needs network testing before 100% fixed
- Fix for deep dive crash
- Subata 120's mod Quickfire Ejector was asking for 0 Magnite
- Fixed Autocannon RoF stat display
- Linecutter armor damage stat fix
- Armor visual tweak
- Yaw Man OC spelling fix
- Turret EM Discharge Spelling fix
- Voltaic SMG stat display fix
- Super-Slim Rounds OC spelling fix
- Magnetic Pellet Alignment OC spelling fix
- Automatic Fire OC added display of RoF increase bonus
- Flamethrower RoF stat fixed
- EPC text tweaks
- Cryo stat display fix
- Fix issue with enemyspawning that could end up spawning less than wanted
- Reduced the amount of extra Aquarqs spawning in Point Extraction with 1 Aquarq
- Throw UI More visible
UPDATE 25: HOT FIX 4
Change list
- Fixed crash when shooting electric crystal with the epc
- Fixed crash when latejoining
- Fixed crash related to looking at an object just as it is destroyed (very rare)
- Fix crashes related to terrainscanner
- Player boxes on loading screen resized back up
- Forge Item Category mockup added to Forge window + slight layout tweaks to Overclock Details + Header removed from Forge Item window
- Fix for community terminal UI's and reducing network requests
- Forge Menu: Added category to forge dialog box
- Fix for community goal description
- Changing Interplanetary Miner's Union to Interplanetary Miners Union
- Fixed Hollow-Point Bullets mod asking for 0 Umanite
- Salute pitch fix
- Speak tweaks
- Reduced chance a lot for Scout shouting when using grappling hook
- Reduced chance for Drill shout when Impact Axe throwing
- New overclock unlocking rule: Now requires at least one owned gear mod for each tier of the give weapon. This replaces the previous rule where it was tied to Weapon Mastery.
- Fix the Cargo Crate exploit
- Cargo Crate should now look correct to late joiners
- M1000 fire tweaks
- Localization update (all languages
MISSING UPDATE 25 PATCH NOTES FOR SUBATA120
- Increased base damage
- Moved Quickfire Ejector mod to Tier 1 and increased it's value for even faster reloads
- Added a new damage mod to tier 3 to take place of the relocated quickfire ejector
- Decreased value of the tier 2 Increased Caliber Rounds mod
- Decreased value of both the Explanded Ammo Bags mods
- Increased the base ammo count
- Increased the power of the Recoil Compensator mod and it now affects both actual recoil and spread per shot
- Increased base spread per shot slightly
EDIT:
Whops! This hot fix patch introduced a bug that shows an Overclock slots on non-weapon gear if you have bought all the Mods for it.
Hotfix 5 for Update 25
- Fixed overclocking icon also showing up for items without overclocks
- Fix dreadnoughts do not count toward elimination objective if you remove the - ground below the egg before it cracks.
- Possible fix for black loading screen
- You can no longer deposit or use items while throwing a gem.
- Snap Bulk Detonator and Dreadnought to ground after they do a carve attack to prevent them from getting stuck in mid air.
- Fix impact axes can be picked up multiple times as client if spamming use
- Fix several instances of Hosts language used on clients even if different
- Beers can now survive opening a terminal!
- Fixed trading station credits overflow and resource icon alignment
- Fix spiky planet errors
- Chest beacon sound update
- Fix treasure box not always giving clients a skin.
- Fix treasure box can be invisible to clients. (Maybe)
- Fix treasure batteries spawn inside other objects
- Tweaks to Ghost's cold and electrocution resistance
- Fix for mission end screen opening on the spacerig after a deep dive has been completed
- Tweaked Power attack shouts and saluting shouts
- Bosco no longer steals a small amount of minerals from the player when he digs
- Fix for community console crash
- [Community] Fix for ui issue
- [Community Terminal] Fixed issue with external ui not properly initializing with right faction
- "Loading..." removed from Loading Screen
- EPC Balance tweaks
Increased damage bouns from the Higher Charged Plasma Energy mod
Decreased base velocity of both the charged and normal projectiles
The Overcharged Plasma Accelerator mod now only affects the speed of the normal projectile and is less extreme than before in its effect
Removed all shot spread so that the first shot is always accurate, there is still recoil so consecutive shots will lose accuracy based on your rate of fire
- Fixed EPC stat display showing crazy numbers for projectile velocity
- Subata tweaks
Decreased base recoil slightly
Increased speed of spread recovery - Fixed the flamethrower preview showing the wrong model
- Color of Selected Grenade tweaked to be more visible
- Fixed tool tips for grenade loadout UI
- Assignment member names no longer pushes Assignment icon to the side on Mission Map
Hotfix 6
- Treasure chest sound updates
- Tweaked sound on loading screens
- Forge UI sound update
- Sticky mine no longer gets activated by about to explode exploders
- Fixed cave generation where items can spawn "under" items. So some things are back....
- Fixed latejoin crash
- Fix difficulty filter on server list for specific mission
- Supply Pod Spawn sound volume bug fix
- Electric damage affliction shown from Naedocyte Shockers. Less movement reduction + less damage from them.
- More attempts at fixing stuck at loading level
- Fix epic music not stopping after killing dreadnought in elimination
- Supply pod spawn sound fix
- Fix dreadnought rear armor regeneration issues. Should lessen occurrences where it would regain shield immediately after breaking the shield.
- Unique shouts for forging weapon skins
- Fixed how skins are distributed from chests to ensure you always get one you don't already have.
- Fix expiration time calculation in deep dives terminal (timezone mistake).
- Fixes for cargo crate
New hotfix hotfix up - weekly core mission should work now
Hotfix 7
Hi Miners,
As you can see we are busy hotfixing update 25 and we are not done yet!
With hotfix 7 we have tried (again!) to fix the black screen issue some people are experiencing - fingers crossed it is fixed now. The other big topic is that we discovered a bug in the logic for spawning enemies and since we fixed it more enemies have been spawning than was meant to. We have tried to normalize the difficulty now, but will continuously be monitoring the difficulty.
Another thing to notice is that when we do changes to anything related to missions and cave generation the Deep Dives may change, but you can still only reap the rewards for completing the Deep Dives once.
Cheers,
-The Ghost ship Crew
- Attempt to rebalance difficulty levels and enemy spawns
- Additional fix for the black screen issue
- Fix minehead not deploying correctly after latejoining
- Fixed Praetorian breath attack not always getting cancelled correctly when stunned.
- Fixed Praetorian head popping when killing by shooting the read end. Now it pops when shooting the head.
- Flare Gun auto reload sound plays although the gun is out of ammo
- [Community Terminal] Changed beers to drinks
- Haunted Cave warning allowed on Point Extraction
- Escape menu can now show deep dive info when on spacerig
Hotfix 8
- Supply pod audio tweak
- Fix bombers wing sound not fading after it dies
- Attempt to fix issue with grenades and flares not being available
- Fixed issue where overclocking could incorrectly be locked
- Treasure chest new sounds added/old sounds tweaked
- Make Spectator spawn far away from spacerig to prevent briefly hearing music during level transitions
- Dynamic HUD: Health & Shield visible when laserpointer equipped and while using any item
- Mutator Display behaves like Mission Objective Display
- Fix minehead landing unfolded in point extraction
- Fix sandstorms can leave fog post effect in weird state on clients
- Power Attack now shows effects for others when hitting terrain
- Crash fix
- Attempt to fix issues with being unable to "use" anything after handling gems.
Hotfix 9
- Mactera Grabbers can no longer target people inside the Escape Pod
- Disable rotate character with right stick in forge screen
- Deep Dive header added to Mission Complete Screen and implemented animation on Mission Complete bottom bar
- Price of Promotion now scales up over time. The first couple of promotions are now way cheaper than they used to be, but as you progress it becomes more and more expensive to promote a Dwarf.
- BET-C can no longer be frozen (she would still be firing even if she got frozen)
- Increased XP and Gold payout for completing Deep Dives... Just because you are doing such a fine job!
- Final end screen tweaks
- Fixed a crash if you were disconnected during a Deep Dive stage but managed to reconnect to the next stage
- Enabled the ability to pause Solo Deep Dives
- Fixed Bosco related crashes
- Potential fixes for some instances of spawning outside of the Drop Pod on mission start
- Warthog Combat Shotgun tweaked:
- Magnetic Pellet Alignment OC - reduced rate of fire penalty and added a magazine capacity penalty
- Fixed Woodlouse rolling into Drop Pod kicking players out.
- Fixed the enemy's ability to enter the Drop Pod while its landed.
- [Community Request] We have changed the word “drinks” back to “beers” regarding Miners Union BEER Event. We didn’t think much into this word change originally....but in hindsight it should have stayed “beers”, and to clarify we are obviously NOT removing beers from the game. Have a cold one and chill a bit ;)
- Fixed mission icons in Server List
- Refactored the Customizable HUD system. Old settings are reset to recommended as a side effect. Sorry about that!. More fixes and changes will come in the next hotfix!
- [HUD] Team Display - Dynamic: Always visible when player down
- [HUD] Team Display - Dynamic: Always visible when Laserpointer is equipped
- [HUD] Team Display - Dynamic: Always visible when player is down and the camera is following other players
- [HUD] Team Display - Feature: Added ammo counter to team mates icons, showing overall ammo status. Ammo counter is only visible when the player is looking at a resupply pod or the Laserpointer is equipped.
- [HUD] Health & Armor - Dynamic: Always on when Laserpointer equipped
- [HUD] Health & Armor - Dynamic: Always on while player holds down fire button.
- [HUD] Mutator & Warnings icons show and hides like Objectives icon
- Possible fix for enemies being able to push players inside Dreadnought Eggs.
- Improved the scaling of difficulty on Point Extraction missions.
- Fixed team display ammo counter not initialized
- Fixed Naedocyte Breeder frozen death leaving sound behind forever
- Fixed Milestones and Achievements related to Deep dives, they now increment the amount of completed deep dives like they should (they only count up the first time you complete a deep dive since they track unique deep dive completions, so if you already completed this weeks deep dives you will not be able to get the progress for those)
Hotfix 10
- Fixed the bug that required the Satchel Charge detonation animation to be played at full length before a new Satchel Charge could be deployed
- Added COMPLETED text on Weekly Assignment that have been completed
- Fixed a bug that prevented players from being able to "use" anything as client
- Fixed a UI bug that caused Credits to show 0 after forging
- Fixed a bug with voice chat transmitting openly with Push to Talk enabled
Hotfix 10.1
- Fixed deep dives resetting before weekly countdown undet certain conditions.
Hotfix 10.02
- Fix for Naedocyte Breeder crash that was happening a lot
Hotfix 11
- Molly deposit sound stuck fix.
- Tweaked Customizable hud for Team Display, Flares & Grenades
- Ui sound added when Boss Health bar is zero.
- Fix infestation larva did not have correct center mass set, it should now be hit better by sentry, betc etc.
- Change Sentry gun line of sight change to be more correct.
- 5-10% more damage dealt by enemies on Hazard 5
- Customizable HUD fixes
- Insect swarms should no longer be target by bosco and guns
- Fix for being able to bypass duplicate restriction when late joining
- Customizable HUD: Bosco Icon now adheres to 'Team Display' mode
- Subata Tweaks
Decreased maximum possible spread
Decreased base recoil a bit
Decreased accuracy penalty when moving
Made spread recovery more snappy - Fixed dynamic HUD issue with Bosco widget
- Customizable HUD: Added separate setting for Sentry Gun Display + dynamic behavior and fixed some bugs
- Pushed kill shout of dreadnaught 2 seconds to give space or sound on health bar off.
- Text fix explaining GK2 weakpoint stun more clearly
- M1000 - Supercooling Chamber - Lowered the focus damage bonus a bit and changed the ammo penalty to be percentage based so that it also affects ammo mods
- Cryospray - Ice Spear - Removed projectile drop and it now stuns enemies as well. The accuracy issue is on the to do list but not fixed yet.
- Customizable HUD: Fixed issues with Bosco & team icons
- Warthog Combat Shotgun Tweaks
Fixed stat display for miner adjustments mod not displaying the RoF increase
Changed the Compact Shells OC to a clean overclock with small bonuses to magazine capacity and rate of fire
Improved the ammo and magazine capacity bonuses of the Mini Shells overclock
Decreased the base spread penalty and added a small damage bonus to the Cycle Overload overclock - Flashlight sound update
- A bit more gravity applied to jumping swarmers for nicer jump.
- Improve ability of minimules returning to drop pod.
- Attempt to fix bug where all dwarves are pushed on top of the drop pod on landing
- Fixed drop pod deep dive carving
- Fix to some tunnels in Crystalline Caverns being generated not tall enough.
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
Hotfix 12
- Fixed player rank displaying incorrectly in-between Deep Dive stages
- Fixed pink fog on weather effects
- Fixed a bug that made the damaging aura of the green crystals in Radioactive Exclusion Zone persist after the crystal was destroyed
- Fixed other biome specific bugs like geysers that were broken by the floating egg bugfix
UPDATE 26 LIVE NOW!
Hello Miners! @everyone
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.
Deepcore GK2
- Removed the High Velocity Rounds mod from tier 1 (Owners of the mod will be automatically refunded)
- Increased the base damage of the weapon to compensate
Grenades
- Gunner Sticky Grenade count increased to 6
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 the M100 Classic Overclock: Electrocuting Focus Shots OC - No longer has a weakpoint requirement and the electrocution damage has been rebalanced
- 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
- Tweaked the M100 Classic Overclock: Hipster OC - Increased ammo bonus
- Tweaked all the M1000 overclocks to match the overhauled weapon ammo and damage numbers
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
- Impact Axe should no longer be consumed if it hits a dead body
⛏️ --- HOTFIX 1 --- ⛏️
- Fixed a bug that caused the new new Bosco skins to be unlocked from the start
- Fixed the reward of the Weekly Assignment so it no longer awards brewing ingredients instead of crafting materials
- Possible fix for not showing reward UI pop up when collecting a skin from a Cargo Crate
⛏️ --- HOTFIX 2 & 3 --- ⛏️
Notes from the Developers:
*- Machine Events are currently NOT rewarding players without Blank Matrix Cores: This is more a missing feature than a bug, so it will take a bit more time before a solution is implemented. The plan is to have the Machine Event appear as a Completed Objective and award you on the Mission End screen.
- The "Hold-E to pick-up items" feature is hotly debated - thanks for all the feedback! This feature is something we always wanted in the game to create immersion and the feeling of working in the mines, so you are not just sprinting through the scenery. Changes like this are always tricky post-release. The current implementation is a first-pass and there are several ways it can be improved. The verdict is still out on this one, but as always, we want to test it with all of you and then get a feeling of the impact before we react.*
--- PATCH NOTES ---
- Fixed a bug that enabled the Scout to move around in the Escape Pod after grappling into the Exit Zone
- Improved the Beer Menu and added other beer sounds
- Improved Core Infuser animations
- Fixed Jelly Swarmer not getting killed by Voltaic SMG in one hit
- Possible fix for not showing reward UI pop up when collecting a skin from a Cargo Crate
- Fixed various animation issues with feet sliding while overheating the Cryo Cannon and the Minigun or throwing mugs
- Improved the visuals of the Tritilyte Crystal Machine Event lasers
- Fixed numerous issues related to Explosive Barrels unintentionally colliding with usables
- Resolved music issues with the Machine Events
- Cargo Crates is now also affected by physics when terrain beneath them is destroyed (like the Salvage Mission objectives and the Supply Pods)
- Fixed a visual bug with the Core Infuser for latejoining players
- Fixed projectiles impacting on dead enemies.
- Jury-rigged Boomstick: Fixed the blast wave dealing damage to nearby teammates
- Fixed a bug that prevented terrain from breaking by a power attack if the terrain was already hit once
- Improved the graphics related to purchasing beer licenses
- Fixed a bug that caused battery inserters to look ejected for latejoining players when they join with a finished game event present
- Polished the handstand Victory Move
- Miscellaneous audio bug fixes and tweaks
- Fixed a bug that caused the Dreadnought's Cocoon to break from the final pulse of a Machine Event ending
- Fixed beard cropping on Driller & Gunner MK5 armor
- Fixed cases where new item skin notification wasn't removed when read
- Miscellaneous fixes to latejoin issues with Machine Events
- Explosive Barrels can no longer be deposited into the M.U.L.E.
- Fixed a bug that caused the first stage of the Deep Dives to not register as completed correctly
- Fixed a bug that enabled credits to visually turn negative when buying a beer license
- Fixed a bug that enabled the Special Beer unlock popup to open even if the player can’t afford it
- Possible fix for unsynced beers between menus in the Abyss Bar
- Improved the sound on pickup
- Improved the sound on the crystal slam Victory Move
- Core Hunt assignment description now correctly states that Blank Matrix Cores are part of the rewards
- Tweaked the enemy wave timing during Tritilyte Crystal Machine Event
- Fixed a Naedocyte Beeder related crash
- Fixed a bug that allowed players to select more than one reward at the end of a Machine Event
⛏️ --- HOTFIX 4--- ⛏️
Notes from the Developers:
It’s well known that beards and big armors are not a happy mix. While we have fixed the clipping issues, the issue with hidden beards in most armors for Gunner and Driller is even more pronounced. Don’t fret, we will fix this and make sure there are heavy armor options which allows you to showcase your magnificent beards. Making this will take a bit of time, so don’t expect it to be part of a hotfix.
--- PATCH NOTES ---
- Completed Machine Events now shows as a completed Mission Objective below Secondary Objective.
- Completed Machine Events are now part of the Mission End screen with XP and Credit rewards
- Pick up is now back to an instant pickup, but still has animation. Work is still on-going on this feature! Feedback is much appreciated.
- Beer plants now scale to mission length in spawn amount
- Possible fix for the unsynced beers between menus in the Abyss Bar
- Fixed a bug with Special Beer unlock
- Core Hunt assignment description now states Blank Matrix Cores are part of the rewards
- Enemy wave timing during Tritilyte event tweaked
- Positioning of Nanite Bomb Dispenser tweaked to reduce the cases in which it drops too far from the Tritilyte Crystal
- Increased the number of Ebonite enemies to be killed in order to complete the Machine Event
- Reduced the amount of Kursite stones to be deposited to complete the Machine Event
- Fixed crashes related to Cargo Crates and acquiring Victory Poses
- All effects should now properly disappear when Machine Events end
- Fixed a bug where the engineer began recalling sentry guns, when selecting a Core Infuser reward if playing with controller.
- Fixed collision on the carver of the barrel dispenser not disabling no latejoiners
- Fixed a bug that caused save game files to grow in size with notifications
- Changed the Revolver Lucky Bullets OC to a Chain Hit OC
- Five Shooter OC no longer has a damage penalty but instead has an accuracy penalty and now has a small ammo bonus as well
- Fixed a bug that prevented the countdown-to-mission-start from showing in Space Rig menus
- Moved 'Switch To Character' buttons up to make them more visible
- Fixed a bug that prevented Incendiary Grenade flames from spreading if you hit a Glyphid with it
- Fixed a bug that caused an unread equipment notification to unintentionally appear
- Lootbugs no longer have an invisible collider that blocks bullets and drills for a couple of seconds after it’s dead
- Fixed Explosive Barrel event ending before the Crystal has died on clients
- Added two new pick up item animations for Boolocaps and Fossils
- Fixed more latejoining issues with Machine Events
- Fixed a bug that prevented certain numpad keys from being bindable in the key binding settings
- Fixed M1000 Killing Machine mod stat colors in the Equipment Terminal
- Player temperature no longer overlap affliction icons
Bulldog Revolver Tweaks
- Reduced damage bonus of the High Velocity Rounds mod
- Increased damage bonus of the Increased Caliber Rounds mod
- Increased ammo bonus of the Tier 2 Expanded Ammo Bags mod
- Reduced the bonus of the Hollow-Point Bullets mod
- Increased base damage
- Increased the base weakpoint damage bonus
- Floating Barrel mod now also reduces recoil
⛏️ --- HOTFIX 5--- ⛏️
This will hopefully be the last hotfix for Update 26. Thank you for your patience and all the valuable feedback you have provided since the launch of the update. 
- Tweaked the position of the new item notification icon in the Employee Wardrobe for Victory Moves
- All collected barley resources are now shown on a separate line on the Mission Complete screen
- [HUD] Moved player Temperature + Affliction icons up a bit, so they don't overlap player resources
- Changed 'Celebration Move' to 'Victory Move' when you acquire a move from a Cargo Crate
- Fixed a rare crash related to characters shouting
- Added a button in the ESC menu that redirects you to the Steam Awards voting page
- New Steam Award exclusive headwear added: Head Honcho
- Fixed a bug with hosts not getting the effects of beer buffs in missions
- Fixed a crash related to new item notifications
- Improved Laserpointer interaction with barleys
- Fixed a case where a new item notification is displaying incorrectly in the Forge
- Fixed a bug with an unread item notification displaying incorrectly on Hair Color in the Employee Wardrobe
- Added more icons for the Laserpointer display when looking at stuff
⛏️ --- HOTFIX 6--- ⛏️
This final hotfix (knock on wood) for Update 26 includes a fix for the notorious issue with the Weekly Core Hunt assignment not giving rewards. The assignment has been reset so those who already completed it can reclaim their weekly Matrix Core. Thank you for your patience while we have been working on a solution! Apart from that we have implemented third-person pick-up animations and resolved some rare crashes. Read the breakdown below:
- Fixed an issue with the Weekly Core Hunt not giving a reward. The assignment has been reset and can be completed again for those who already completed it and didn’t get a reward
- Added third person pick up animations
- Fixed more crashes related to Machine Events
- Fixed rare crashes that sometimes occurred when someone joins the game
⛏️ UPDATE 27 LIVE NOW! ⛏️ @everyone
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.
Visiting the Abyss bar has never been more exciting!
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
Hotfix 1
- Fixed crash with Omen Modular Exterminator event
- Fixed a high frequency crash
Hotfix 1.1
- Tried to fix the high frequency crash...again sorry!
Hotfix 1.2
- Another attempt at fixing semi frequent crash.
HotFix 1.3 Last attempt at crash fix. Its 1/50 games 1 person crashes, so its really hard to reproduce
Hotfix 1.4. One more crash fix attempt!
⛏️ HOTFIX 2 LIVE NOW! ⛏️
Hi Miners,
This hotfix includes fixes to the Today's Special beer buffs, the movement impairing salute bug and much more! We have also improved the parallax effect in the Mission Terminal, the size and colors of the Laserpointer and linked Vanity to loadouts by popular demand. These fixes and additions are based on your continued feedback and bug reports on the Steam forums and in #bug-discussion on Discord so please keep them coming!
--- PATCH NOTES ---
- Linked Vanity to loadouts and made it customizable in the Employee Wardrobe Terminal
- Implemented a new Bosco icon and added it to the selection of loadout icons
- [COMMUNITY REQUEST] Made the color of the Laserpointer mark dependant on the selected character
- Improved the parallax effect in the Mission Terminal
- Today’s Special beer buffs now work again
- Added a tooltip to the loadout buttons
- Grunt Guard no longer stops to scream
- Fixed spelling mistake in the Snowball OC description
- Lowered the chance of encountering Xmas decorations in the caves
- Fixed a crash caused by the Omen Modular Exterminator Machine Event
- Fixed a terrain carving related crash on Xbox
- Fixed the placement of bottom buttons of the Escape Menu
- Fixed a couple of crashes
- Fixed a bug that caused the Mactera Bomber to freak out forever after it dies. Drama queen!
- Fixed AOE damage being able to destroy weakpoints on the Omen Modular Exterminator before they have been exposed for the first time
- Tweaked the display position size and position of the Laserpointer
- Fixed the background color of the Laserpointer when aiming at hostiles
- Tweaked resource chunks pickup animation.
- Tweaked the Glyphid Oppressor. It is faster, but turns slower. Camshakes on screams and attacks are less aggressive. Decreased health slightly
- Space Anomaly on Hoxxes IV visible from Space Rig has been hidden
- Improved the armor colliders on the Glyphid Oppressor so it can no longer be shot from the side
- You can no longer salute while carrying heavy objects
- Fixed a bug that prevented certain enemies from being able to dig
⛏️ HOTFIX 3 LIVE NOW! ⛏️
Hi Miners,
This hotfix includes a fix for the ammo display on the Experimental Plasma Charger, more improvements to the parallax effect on the Mission Terminal and a visual improvement to the Terrain Scanner to better distinguish floors from walls! Management Approved, of course. We have also fixed a lot of bugs related to loadouts and adjusted the taste of the Rocky Mountain beer buff so it now also enables the dwarves to properly destroy Compound Dirt in one hit. Read the patch notes below for all the juicy details. 
--- PATCH NOTES ---
- Visually improved the holographic display of the Terrain Scanner map to better distinguish floors from walls
- Extra health from armor mastery now correctly applied to second and third loadout
- Tweaked the audio for resource chunk pickup animation
- Fixed a bug that caused a Satchel Charge to appear in the air at the location of the Drop Pod
- Fixed a bug with weather effects not leaving correct fog settings once it fades on clients
- Loadout B and C now starts identical to loadout A instead of empty
- Tweaked the Glyphid Oppressor. Improved the weakpoint colliders. Decreased health and resistances slightly.
- Fixed a bug that made Bosco select the same loadout as your selected dwarf regardless of what you had selected in the Drone Modification Terminal
- Improved the parallax effect on the Mission Terminal
- Fixed a bug that caused Rocky Mountain beer buff to not affect Compound Dirt
- Improved the heavy armors of the Scout to better accommodate large beards
- Fixed the ammo count display on the Experimental Plasma Charger for clients
⛏️ UPDATE 28 LIVE NOW! ⛏️
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.
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.
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, increasing 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.
Active Conversions
Not all of the Active Perks are new, the ones below are all heavily modified conversions of old 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 not insignificant cooldown after each use.
BEZERKER
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
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
----------------------------
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 DEPOSITER
We’ve given this old-boy an increase in the damage reduction radius and buffed the deposit speed to a maximum bonus of +50%.
SPACE RIG REDESIGN
----------------------------
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.
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]
----------------------------
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.
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
- Added a chance to find an old Resupply Pod in the Salvage mission
KNOWN ISSUES
----------------------------
- Beer mugs disappear when thrown and reappear in the Drop Pod
- Some weapon paintjob/framework combinations are still work in progress
- Performance on AMD GPUs is significantly worse
⛏️ HOTFIX 1 LIVE NOW! ⛏️
First hotfix for Update 28 has arrived!
--- PATCH NOTES ---
- Fixed the Shield Link visual effect. Hamster Ball is gone.
- Tweaked the glass material on the Personal Drop Pods
- Improved the sound of Second Wind
- Second Wind activation sound no longer triggers when landing from a sprinting jump
- Berzerk and Dash spelling fix
- Added some more screens to the Space Rig
- Impact Compensators now only play activation sound after you have reached a certain vertical velocity
- Sweet Tooth Perk formatting fix
- Attempt to fix pickaxe power attack being audible from very far away
- If a character with shield link leaves the game, players affected by it will no longer have the effect for the rest of the session
- Terminals now support proper showing of very long names for specific languages
- Fixed spelling error in Iron Will Perk description
- Shield link particles are now only active when your shield is not full
- Fixed the distance text in the Beastmaster Perk description
⛏️ HOTFIX 2 LIVE NOW! ⛏️
This hotfix includes a crucial fix to poor performance which was mostly prevalent on some GPUs. We have also per request updated and moved the Abyss Bar Menu to a more intuitive location as well as changed the key to activate Dash to double tap on SPRINT. Beer mug throwing is back and Iron Will now properly resets between Deep Dive stages. Read the patch notes below for all the juicy details! 
--- PATCH NOTES ---
- Changed the key to activate Dash to double tap on SPRINT. You have to be moving forward for it to activate.
- [COMMUNITY REQUEST] Space Rig - Bar Menu updated and moved to more intuitive position
- Gems that are taken directly from Bosco will no longer fall through the floor if you press X while carrying it
- Fixed snow/sand storm effects applying permanently if you go down during a storm and disabled the player from sprinting
- Attempt to fix a bug where players would sometimes fall through the map
- Berzerker Perk description cooldown error fixed
- Fixed performance issues that were mostly prevalent on AMD GPUs
- Fixed glowing spots not spawning on clients when digging around embedded gems
- Fixed a bug that enabled other Beastmasters to "charm" other peoples pets
- Beer mugs will no longer teleport into the Drop Pod. However, the throwing is jankier than usual which will be fixed soon!
- Reduced the risk of resource chunks from Bosco digging falling out of world
- Improved the mesh skin separation of the Deepcore 40MM PGL Grenade Launcher
- Space Rig - Missing colliders fixed, holes in walls fixed
- Misc. Space Rig optimization
- Improved spawning of enemies so they no longer spawn on non-terrain objects (Minehead etc.)
- Gave Steeve 15% movement speed bonus
- Iron Will now properly resets on each stage of Deep Dives
- Changed Steeve's colours to avoid confusions with some other enemies
--- KNOWN ISSUES ---
- Sometimes Perks on cooldown will show as ready on Host player
⛏️ HOTFIX 3 LIVE NOW! ⛏️
This hotfix includes another attempt at resolving the performance issues some of you are regrettably still experiencing. We have also made some minor tweaks and bug fixes to Steeve and tuned the timing of how beer mugs are thrown.
--- PATCH NOTES ---
- Fixed more performance issues
- Optimized Sticky Goo on Fungus Bogs biome
- Optimized the Goo the Mactera Bomber drops
- Fixed Steeve’s overconfidence that caused him to attack the Unknown Horror to no avail. Silly Steeve!
- Fixed timing on throwing the beer mugs
- Fixed a bug that caused some status effects to be stuck on Steeve after taming
⛏️ HOTFIX 4 LIVE NOW! ⛏️
Hello Miners,
Before we get to the patch notes, let’s talk about Jump Boots and why we are removing them in their current form.
So, why do we remove something that almost all of you regard as a lot of fun and one of the better Perks? Basically, we have a quite specific vision in mind for Deep Rock Galactic. We have always stated that this is a Co-op First game and every design decision has to be with the co-op aspect in mind. But the Jump Boots detracted from the class dependencies unless everybody had them on. From a design point of view, we might as well give everybody Jump Boots as a default movement mechanic. So, let’s talk about why we believe that’s not a good idea for this game.
Apart from the co-op aspect, we have a punchline called “Danger Darkness Dwarves”. This is the very core of Deep Rock Galactic. You play as hardy dwarves working their way through danger and darkness. It’s never easy. It’s slow and hard work. But you have the weapons, tools, and skills to overcome the challenges. You are tough and you never give up. We have used this as guidelines when designing features for the game.
But, while some features can be fun in isolation, they can affect other aspects of the game that are fun. When that happens, we have to decide which features have priority. In this case, altering the terrain and creating paths for yourself and your teammates as you traverse is considered a core principle of DRG and what sets it apart from other titles. Therefore, although a high mobility skill can be apparently fun, it can remove the fun from many other situations - situations that support the fantasy of playing a hard-working, space-mining dwarf.
So, why did we include them in the first place? In short, it was a miscalculation on our part. Our approach to Early Access has always been to release what we have as soon as possible and then fix and tweak based on your feedback. But for Jump Boots, this was the wrong approach. Most of you rightfully fell in love with their easy-fun and general-purpose abilities, both useful in traversal and combat. And individually, there is nothing wrong with that, but seen as a whole (as we must do as Devs), this turned out to be a huge risk to the core of the game. We should have foreseen this and kept Jump Boots in the cooker a bit longer before making a decision on them.
We hope you understand and can forgive us for this mistake
We do expect to bring Jump Boots back later, maybe as a reworked Perk, maybe as Mutator or maybe as part of a power-up system. But for now, they are gone.
Now onto the rest of the patch notes
--- PATCH NOTES ---
Firstly, thanks to all of you for the feedback on the Perks. We’ve looked through your discussions, comments, and suggestions, both here on the Steam forum, in the Discord, in Reddit, and everywhere else where you write to us. In many cases, there are arguments both for and against certain changes, so we are mostly focusing on where there seems to be consensus and where we agree that it’s better for the game in the long term.
Rebalancing
We have been doing a major rebalance of the Perk Points and Milestones economy. With the previous implementation, the grind was simply way too long. Our design goal with the new implementation has been to allow you to unlock the majority of the perks within your first promotion of each of the four dwarves (roughly around 40-50 hours of gameplay). Here is what we have tweaked.
We have:
- Reduced the prices of the Perks in the Perk-tree
- Lowered the goals for the individual Milestones, so they should be much easier to complete now.
- Increased the number of excess perk points in the system - meaning you don’t have to complete every Milestone to fully unlock the Perk-tree.
With this rebalance we have had to reset the Milestones. Don’t panic! You haven’t lost anything, but when you open the game the first time after you have updated, you will have to re-reclaim every Milestone you have previously completed. It is a bit of work if you are an experienced miner, but on the other hand, it also gives you the opportunity to see all the progress you have made in the game in a very fast way 🙂
Perk Changes
Many of you have pointed out that the removal of Weekend Athlete was too much of a change. Even with the introduction of Second Wind and Dash, it is clear from the mission-success metric that the higher hazard levels increased in difficulty beyond what was intended. Therefore, we are lowering the enemy speed boost on the highest difficulty a little bit and then we’ll check the metric in a few days again.
As written above, we are removing Jump Boots for now. Related to this, we are reworking Active Impact Compensators. They were not as useful as we intended, so we are now merging in a bit of the idea from Jump Boots and turning this into a Perk called Hover Boots. Their main purpose is to halt your flying movement when you activate them. You can use this to avoid falling damage or any environmental effect that pushes you around.
The rest of the Perk changes are smaller improvements and QoL fixes. We’ll keep reading the feedback and monitoring our metrics to see if further tweaks are needed.
CHANGELIST
Perk related changes
- Rebalanced Perk Points and Milestones economy
- Reduced Enemy Speed boost a little bit for Hazard 5 and Elite Deep Dive
- Iron Will: If you heal while on Iron Will, you will be invulnerable until the Iron Will buff wears off
- Fixed an issue with Iron Will if the whole team goes down. The game could stall and not progress to the end-screen.
- Vampire Perk - no longer works on swarmers from brood nexus
- Fixed an old bug that unintentionally caused the old Berzerker effect to still affect the Vampire Perk. We will now monitor this Perk and evaluate it again later.
- Fixed a bug with the sound triggering when using the Vampire Perk. The sound was always playing for the host, not the player actually using the perk.
- Born Ready now also reloads the Flaregun and the Platform Gun
- Born Ready Perk - Added unequipped reload sounds to all weapons
- Steeve will no longer be removed if the enemy cap is hit and new enemies have to spawn in
- Fixed a bug with petting sounds not playing when petting Steeve
- Added a new animation for Steeve when he is petted
- Perks are no longer usable on the Spacerig. Management kindly reminds all employees that the Spacerig is a workspace and not a playground!
- Second Wind Perk - Particles no longer trigger if you jump and land while it is active
- Iron Will Perk - Removed activation time window from Iron Will
- Beast Master Perk - Steeve's friendly fire reduction set to 2% damage (before he received 25% friendly fire damage). Long Live Steeve!
- See You In Hell Perk - Damage and radius increased and is increased more with the ranks
- See You In Hell Perk: increased damage, range, and limited to 3 uses per mission
- Fixed sound for See You In Hell explosion
- Dash Perk - Added slowdown resistance and updated the Perk description to reflect this
- Removed Jump Boots Perk
- Removed Active Impact Compensators Perk and moved See You In Hell Perk up to take its place
- Added a new Perk: Hover Boots
- Relocated Iron Will and See You In Hell in the perk graph
Misc bug-fixes and QoL
- Latejoin pods now avoid Machine Events, Escape Pods and Mineheads when searching for a landing location to prevent players from getting stuck
- Crassus Detonator can no longer spawn in Deep Dives.
- Fixed spelling in Auto Cannon Radius upgrade
- Crassus Detonator Gold is no longer different from regular Gold
- Dwarves now have a shout (only audible for the local player) and sound for when they are out of flares and attempt to throw one
- Fixed a bug with the base Weakpoint Damage bonus of 10% not showing on the Deepcore GK2 Assault Rifle
- Fixed a bug that caused Kursite Infection Praetorians to shoot acid spray without playing the animation. They no longer shoot acid.
- Fixed a bug that caused the first row of perk icons to be unaligned in the Equipment Terminal
- Fixed a crash that occurred when pointing the laser pointer at Explosive Barrels
- Improved the beacons the MULE drops on her way to the Escape Pod to better indicate the direction of the Escape Pod
- Fixed a bug that caused the Satchel Charge to be picked up too late in the pick-up animation
- Improved location of music and dance zone for the Jukebox on the Spacerig
- Fixed a visual issue with the Neurotoxin gas cloud particles
- Added debris to explosion craters
- Fixed Scout falling through the world if killed while using the grappling hook
- Quick-join can no longer join Deep Dives
- Power Attacks now instantly defrosts players if they are frozen.
- Fixed a bug that caused an unbuilt Sentry Gun to block bullets before it was built
⛏️ HOTFIX 5 LIVE NOW! ⛏️
Hello Miners,
This hotfix includes more Paint Job / Framework separation improvements and additional perk tweaks. We have also addressed an issue that caused Characters Volume to default to 0 on Xbox, which will arrive later today once the update has passed certification.
--- PATCH NOTES ---
- More Paint Job / Framework separation improvements
- Veteran Depositor Perk - Increased the range of the damage reduction bonus
- Activating Hover Boots no longer calls the MULE
- Fixed a bug that caused Characters Volume to default to 0 on Xbox
⛏️ HOTFIX 6 LIVE NOW! ⛏️
Hello Miners,
This hotfix includes several miscellaneous bugfixes and improvements to the sound, visuals and functionality of certain perks. Look out for a new animation for taming Glyphids, improved effects for Shield Link, and damage reduction of the Veteran Depositor perk to now also apply near the Minehead! We have also managed to resolve an issue which prevented perk cooldowns from properly showing in the UI.
--- PATCH NOTES ---
- More Paint Job / Framework separation improvements
- Unstoppable Perk now affects a lot more slowing effects
- Added a new animation when the player tames a Glyphid
- Added effects to Shield Link perk
- Improved Shield Link perk sounds
- Fixed a bug with Driller and Engineer level up milestone set to 4 for the first step
- Impact Axes can now be picked up while the player is airborne
- Fixed a crash caused by latejoining
- Damage Reduction of the Veteran Depositor perk now also applies to the Minehead on Point Extraction missions
- Added Beastmaster activation particles
- Fixed a bug that broke the perk cooldown display after someone latejoins
- Fixed a bug that made enemies completely ignore dead players
⛏️ HOTFIX 7 LIVE NOW! ⛏️
Hello Miners,
This hotfix includes an attempt to fix a bug that caused the crosshair to mysteriously disappear. We have also made more Paint Job / Framework separation improvements and fixed a bug that prevented enemies from spawning under special Management-disapproved circumstances.
--- PATCH NOTES ---
- More Paint Job / Framework separation improvements
- Attempted to fix a bug that caused the crosshair to vanish and not return
- Fixed a bug that enabled multiple people to tame the same enemy using the Beastmaster perk, applying the buff several times
- Fixed a bug that caused the Drop Pod to land in the same location every time when you escape from a Point Extraction mission
- Fixed a bug that enabled the player to tame frozen enemies
- Fixed Iron Will slowdown reduction being broken and making the player move extremely fast
- Fixed a bug that prevented enemies from spawning if all the players hid in a small hole and covered the entrance
⛏️ HOTFIX 8 LIVE NOW! ⛏️
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 ---
- 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
- Slightly reduced the size of perk pop-up icons
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 up to 24 HP.
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 Praetorians 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 :-)
- Added a new icon.
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. This means he will actually start taking damage when fighting his siblings.
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.
UPDATE 29 is now live on Steam!
--- 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!
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.
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.
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.
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 promotion achievements so they now trigger retroactively when you load into the Spacerig and have a promoted dwarf. No need to promote again!
- 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 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 fleeingA
- 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
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
(sorry for the wrong order, copy/paste mistakes!)
HOTFIX 1 LIVE!
Fixed promotion badge returning blank texture after level 18
Improved lighting and PostFX on Dwarf in Escape Menu; Terminals
Victory moves previewable again in the Wardrobe menu
Fix rare crash in Terrain Scanner
Fixed bug where the Wardrobe's 'New Items Available' sign was always on
Fixed Crashes related to Glyphid Oppressor
Fix for white screen rendering artifacts seen in memorial hall on some gfx cards
Fixed Gunner Armor Mastery 7 Skin not unlocking
HOTFIX 2 LIVE!
Fixed you could be awarded the starting pickaxe parts in the lost pack
Fixed Praetorian named Oppressor when using laser pointer
Tweak Droppod collision
Fix droppod missing in loader sequences
Fix you could charm a grunt at the same time, making stuff break
Fixed treasure boxes rewarding multiple times
Fixed two instances (crafting items and weapon skins) where notifications would stay forever
Promotion popup shows current class instead of promote able class
Laser cannon sound turned down a bit
Tweaks to the temperature settings of Oppressor, Dreadnought, and Mactera Bomber. Now they are harder to freeze. Their movement speed will still be reduced by cold.
Added a check for when the local player used the chest
Tiny Hotfix 2.1 Live
- Lost Pack and Crates are now 2 separate "dice rolls", so they will appear more often and also sometimes both will be in the map.
HOTFIX 3 LIVE!
- Purple Haircolor reverted to the previous look
- Fixed a spelling mistake in the Spinning Death OC description
- Optimized pathfinding in certain scenarios
- Fixed a spelling mistake in the Pickaxe Customization description
- Fixed a bug that caused Ebonite Machine Event not animating or showing progress on clients
- Fixed a bug that caused Ebonite spheres to not collide with terrain
- Improved the look of the Pickaxe Customization Terminal to look more like the new Wardrobe Terminal
- Adjusted the UI in the Mission Selection Terminal
- Increased Flare Hint time to trigger
- Fixed the Beast master perk activation sound
- Fixed a bug that caused the lasers of the Tritilyte Deposit Machine Event to be very loud
- Lost Pack and Cargo Crate are now on separate chances so that both can spawn in a mission
- Improved colliders around the Droppod to prevent enemies (especially Trawler) to enter it and drop off players where they get stuck
- Ramp is now lowered when the Droppod lands to prevent players from getting stuck from the ramp unfolding upon them
- Fixed misspelled Praetorian when using the Laserpointer
- Removed loud Glyphid noises from Beastmaster tamed pets.
- Fixed restricted armor material in wardrobe as well as the vanity icon generation
- Wardrobe menu now updates paint job slot after new armor has been chosen
- Fixed Dreadnought attacking pets.
- Dreadnought should no longer target dead dwarves
- Fixed Dreadnought rotation during carving attack
- Fixed Detonator & Ghost targeting.
- Updated images of Droppod & Memorial Hall in the Miners Manual
- Added notification for pickaxe parts
- Attempt to fix notifications showing in wardrobe without having notifications on items
- Fixed invisible oxygen tanks on supply pod when on low oxygen warning
- Lost pack reward can now display pick axe parts correctly
Hotfix 3.1
- Fixed vanity not applied correctly to escape menu / third person / end screen
HOTFIX 4 LIVE!
Unfortunately, we introduced some unfortunate bugs in the last hotfix, and it took a while to fix them, Management's position is apologetic!
Fixed all sort of Vanity issues that was introduced in last hotfix
Fixed cases where the lost pack would reward you with...nothing instead of a pickaxe part or paintjob
HOTFIX 5 LIVE!
Fixed Bosco Laserpointer tutorial hint not show the correct button
Glyphid Oppressor got a bit longer attack and deals a bit more damage. Sound on Scream before attack made louder to give a better warning. Cam shakes addedd to the ground attack
Improved falldamge detection on clients. Server should not randomly deal large amounts of fall damage in some cases.
Fixed being able to take invisible exploding barrels if you dug under the explosive barrel dispenser
SubtleShadow paintjob thumbnail updated
Tweaked lighting in Character Selection, no more harsh white rimlight on weapons
Lighting in Pickaxe Icons is less nuts
unarmed idle fixed the hand attach bone so it matches more the salute animation.. hopefully it works better now
Pickaxe icons - camera positions
Icon for Splattered paintjob for Driller fixed
Added extra reminder hint to two tutorial hints
Lighting added to Memorial Hall 1st floor
Splattered paintjob - splatter added to several layers missing it
"Special" pickaxe back blades were mistakenly labelled as part of sets - Naming fixed now to be unique
Scout MK1 armor can now receive Golden Supporter Paintjobs properly. Other Paintjobs on MK1 slightly more detailed too.
Two new tutorial hints explaining how to call and salute.
ESC menu dwarf lighting tweak
Added external monitor to the Pick Axe Terminal, for displaying 'New Item(s) Available'
Fix Drillers right drill particles
tweaked unarmed walk cycles to blend better with salute animation
tweaked unarmed run cycles to blend better with salute
Pickaxe Terminal monitor
Reduced the activation range for the Defensezone effect, so you need to be closer to the border for the effect to kick in - making it easier to see in defensezones.
improved heavy low equip animations third person
Fixed 3P heavy low sprint animation.. Feet where super buggy
HOTFIX 6 LIVE!
Space Rig - Skylight reset to original, lights slightly tweaked in Medbay
Machine events should no longer spawn on top of the minehead in Point Extraction.
The droppod (when returning) should no longer drop on top of machine events.
Fixed infestation larva not taking damage from linecutter
Deeptora spawner - Can be frozen. No longer stops cryocannon and flamethrower
Deeptora swarm - Can be damaged by weapons doing fire damage, e.g. boomstick with right mod. General optimization on both.
Deeptora Hive & LootBug No longer blocks flame thrower / cryocannon
Fix broken supply pods in salvage could not be fixed
Salvage Drop Pod is rusty again
Dust Runner Engineer Paintjob is Dusty again!
Paintjob Icon for Engineer MK4 fixed
Fixed Boomsticks Special Poweder OC for clients.
Fix GrenadeJump OC for engineer when playing as client
Fix ebonite machine event powerups going through the ground for clients
Driller MK5 now always displays warning stripes correctly
Fixed spelling mistake
Pickaxe notification would also trigger New Items available on equipment screen
Attempt to fix BornReady for clients
HOTFIX 7 LIVE!
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
⛏️ 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
⛏️ 🎉 1.0 LAUNCH BUILD LIVE NOW ⛏️🎉
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
--- 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.
----------------------------
- 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
- [XBOX] Fixed a bug where controller input did not work after first promotion
- [XBOX] Fixed an issue that caused controllers to trigger signout changed warnings when disconnected
- [XBOX] Lighting optimization tweaks
- [XBOX] Fixed a bug while using a controller which prevented [B] from properly registering when purchasing accessories in The Shop
- [XBOX] Fixed a bug in the Promotion Terminal and Character Selection Terminal which prevented players from exiting the Terminal with [B]
- [XBOX] Fixed a bug that made certain confirmation prompts unresponsive with controller input
- [MS STORE] Fixed a bug that prevented backspace from working when text chatting
⛏️ Small update to fix crash when joining games.
⛏️ Hotfix 1 - Build 40190 is live!
- Fixed Dreadnought eggs in elimination was not using correct terrain detection and could be placed on very thin ground, making the egg break immidiatly.
- The egg can no longer be removed by removing terrain below it before it has been broken. (It leaves half a shell that can then be removed by removing terrain)
- Explosive barrel dispenser now selects a nearby location when it fails to find a valid location rather than 0,0,0 - The actor should now be destroyed properly when game events explode
- Flares are now upgraded from the start instead of having to purchase mods. Those who bought the mods will get them refunded. The flare mods were a remnant from the old upgrade system. They were not adding anything substantial to the player progression and were an unnecessary hindrance to new players
- Adjusted Machine event floor height so that they are less covered. (Like before)
⛏️ HOTFIX 2 LIVE NOW ⛏️
Hello Miners!
We just released a new hotfix patch and besides the usual chunk of fixes and tweaks, we’ve also added some things in relation to the cosmetic Packs.
First of all, we realized that the Dark Future Pack lacked an obvious component: a Dark Future Paintjob for all weapons. It makes sense to have the counterpart included so you can have a complete look with one purchase.
From all the feedback we got (and thanks for that), it was clear that some were quite confused on what they had actually received in the various Packs and where to find the items. So we have now added a nice Claim pop-up for each Pack, including the Supporter Upgrade. This will pop for all that have bought the Packs no matter how long time since it was acquired.
Finally, we saw there was a clear expectation that buying a Pack with a unique Framework (armor or weapon mesh) would include a Paintjob that was applicable across all meshes of the same type. This is not the case by default, so we added the Pack unique Paintjobs to fit other meshes.
For the in-game Frameworks (again both armor and weapon meshes), we have now added a new icon to the default Paintjob indicating that this default Paintjob is just the basic skin and not applicable to all meshes.
In this hotfix you will also find a small QoL feature for photosensitive players, and minor convenience tweaks like changing Waypoint marker to Use key (defaults to E) instead of holding Fire, which was not super intuitive.
We’ll keep listening to your feedback and adjust accordingly.
With love
The Ghost Ship Crew
--- PATCH NOTES --
- Dark Future DLC Pack has been expanded with Dark Future Paintjobs for all weapons
- Added the ability to apply the Dark Future DLC armor paintjob to all armors
- Added the abillity to apply the MegaCorp DLC weapon paintjob to all weapons
- Added a new icon to all Paintjob menus to better clarify the Default Paintjob
- Added huge rare crystal formations to the Crystal Caverns
- Added “Claim” pop-ups for Dark Future, MegaCorp & Supporter Upgrade DLCs to alleviate the issue of players not knowing where to find them
- Added a Photosensitive Mode option in the Gameplay options. It is work in progress and for best results, you should not toggle it while in a mission, but onboard the Spacerig. For now, it removes some blinking lights including the Supply Pods, the MULE and the Drop Pod
- Added a new grabarm model for the Drop Pod in the Spacerig
- Improved the look of the Pickaxe Customization Terminal
- Improved some cave formations
- Fixed a bug that caused Impact Axes to not have any sound when picked up
- Fixed a bug that caused Deeptora Honeycombs to no be properly affected by poison, radiation, and cold
- Marked more text for localization based on translator feedback
- Fixed a bug that enabled BET-C to fire her weapons while inside a wall
- Fixed a case where BET-C would be stuck not being able to fire
- Fixed a bug related to Dreadnought achievements
- Fixed a bug that enabled ranged attacks from Glyphid Webspitters, Menaces and Acidspitters to block bullets
- Fixed Shield Generator stats displaying incorrectly due to rounding
- Fixed a bug that caused other dwarves to disappear when not looking at their head if they are wearing full-face helmets
- Rewrote the description of the crafting milestone
- Fixed a bug that caused Sentry Gun build UI icon to remain visible to late joining players on already built Sentry Guns
- Adjusted the behavior of the Special Powder OC to better resemble the former implementation
- Fixed a bug that caused the Mactera Goobomber to not rotate towards its target when shooting
- Fixed a spelling mistake in the Composite Drums OC description
- Fixed a spelling mistake in the Hoverboots perk description
- Fixed a spelling mistake in the Iron Will perk description
- Fixed a spelling mistake in the Overcharger OC description
- Fixed a spelling mistake in the Compact Mags OC description
- Fixed a spelling mistake in the Electro Minelets OC description
- Fixed a spelling mistake in the Plasma Burn modification
- Fixed a few clipping and collision issues on the Space Rig
- Fixed a bug that caused the Gamma setting to not load on startup
- Tweaked some minor UI issues in the options menu
- Fixed a bug where pressing E would not purchase perks in the KPI terminal
- Angled the sides of troublesome step on the first floor of the Spacerig a bit so players are no longer required to jump over it
- The image sharpening setting in the Graphics options is now applied on startup
- Tweaked the ragdoll speed of the Glyphid Warden, Acidspitter, Webspitter and Menace
- Fixed a bug that caused the Neonband Framework for the Bulldog to be available by default for owners of the Supporter Pack DLC
- Adjusted the collision of the Drop Pod doors so they do not block line of sight for weapons in an unnatural way
- Tweaked the ragdoll speed of the Dreadnought
- Fixed minor text issue in the Tutorial Hints
- Fixed checkbox color in the server list
- Improved looks of the carved hole of damaged Dop Pod in Salvage Operations
- Tweaked the volume levels of wave music
- Fixed an error in the light setup on the Forge
- Fixed and improved a nightmare-inducing animation which caused the eyes of your teammate to roll in their socket
- Fixed bugs related to the Glyphid Oppressor
- Fixed a bug that enabled the Explosive Barrel dispenser to drop down too far from the player
- Fixed a bug that prevented Spiderwebs from being ignitable by weapons with fire damage
- Fixed several bugs with the personal latejoin Drop Pod
- Fixed a bug that caused Bosco to not do anything when ordered to mine if he was too close to the appointed minerals
- Fixed a bug that prevented one player from picking up more beers if two people attempt to pick up the same beer at the Abyss Bar
- Reduced the number of particles that the Minigun and the Bulldog revolver produce when firing at terrain
- Changed input for Laserpointer 'Set Waypoint', from 'Hold Fire' to 'Press Use'
- Fixed a bug that caused Cargo Crate building audio to overlap and loop forever
- Fixed a bug that caused MegaCorp skin to have incorrect sorting order
⛏️ UPDATE 31 - NOW LIVE ON STEAM! ⛏️
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.
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 upon mission completion.
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 to 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 9 new tracks to the Jukebox - reggae, surf, rock, banjo and more
- 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
⛏️ HOTFIX 1 LIVE NOW! ⛏️
Hello Miners,
This hotfix includes a large chunk of tweaks and bug fixes as well as a couple of popular community requests, one of which is an accessibility option that disables the new terminal UI animations for dwarves who are prone to motion sickness.
We have tweaked the Korlok Tyrant-Weed encounter to offer a more balanced and interesting challenge. The most important thing is the healing rate reduction that should help with many of the frustrations that players were encountering. We have also modified some of the timers for a better pacing and a more readable flow that encourages communication and cooperation. Good luck getting those shards!
--- PATCH NOTES ---
- Improved the sounds for the Korlok Tyrant-Weed
- Improved the Korlok Sprout placement restrictions
- Tweaked the Korlok Tyrant-Weed damage resistances and vulnerabilities
- Tweaked the Korlok Tyrant-Weed so it requires you to kill more sprouts before it opens
- Lowered the Korlok Healing Pod healing rate
- Gave the Korlok Healing Pods a more prominent particle system so they are easier to spot
- Tweaked the Korlok Sprouts to grow faster
- Increased the Korlok Tyrant-Weed Core health
- [COMMUNITY REQUEST] Updated Forge view - background now more closely resembles newly updated Space Rig interior
- [COMMUNITY REQUEST] Removed errant floating cube from one of the Loading Screens. Well spotted!
- [COMMUNITY REQUEST] Added a setting to disable terminal UI animations in the Options menu. Begone motion sickness!
- Added a new colored icon for the Salvage Mules primary objective
- Added a new colored icon for the Kill Glyphid Dreadnought primary objective
- Tweaked the Jukebox music
- Tweaked the center behavior of the mouse cursor when opening menus
- Tweaked the sounds for the Gunk Seed
- Tweaked the UI animation when the player activates a terminal
- Tweaked the particles on the Gunk Seed
- Tweaked the Exterminate Fester Flea secondary objective to no longer scale with mission length
- Tweaked the amount that is required to be collected to complete the new secondary mission objectives
- Fixed a typo in the Grunt Slasher description in the Bestiary
- Killed a bug related to marking the Gunk Seed with the Laserpointer
- Killed a bug that caused physics issues with the Gunk Seed
- Killed a bug that sometimes caused beer mugs to disappear when thrown
- Killed a bug that caused the Fuelpod in Salvage Operations to have non-rotating drills
- Killed a bug that caused the Fuelpod in Salvage Operations to have no drilling sound
- Killed a bug in the spawning logic of the Gunk Seeds that enabled them to clip through the floor
- Killed a bug that enabled Ebonuts to be destroyed and disappear by a Pickaxe Power Attack
- Killed a bug that caused players to crash when entering / exiting missions
- Killed a bug that caused players to crash in the Escape Menu
- Killed a bug that caused late-joining dwarves to be unable to revive teammates
- Killed a bug that caused issues with the Korlok Tyrant-Weed projectiles
- Killed a bug that caused the wrong material to show on the Barrel Game monitor
- Killed a bug that caused the Korlok Tyrant-Weed to display its name twice in the Bestiary
- Killed a bug that caused Weekly Assignments to sometimes reset progress if you quit the game mid assignment
⛏️ HOTFIX 2 LIVE NOW! ⛏️
Hello Miners,
This hotfix includes additional tweaks to the Korlok Tyrant Weed as well as several miscellaneous bug fixes, one of which fixes an issue that prevented certain players from properly completing the Conquer Hoxxes assignment.
--- PATCH NOTES ---
- Renamed Miner’s Manual Creatures section to Bestiary
- Improved the Glyphid Warden ragdoll a bit
- Glyphid Warden buffing scream added to animation
- Killed a bug in the frozen behaviour of the Korlok Sprouts and Healing Pods so you can now stop them growing and interrupt the healing stream
- Fixed up the seed impact particles for the Korlok Tyrant Weed Healing Pods
- Made it so the Korlok is less likely to fail spawning in a mission
- Improved Korlok Tyrant Weed placement to better check for obstructing terrain
- Improved Korlok Tyrant Weed placement to try harder not to spawn in tunnels
- Disengaging from the Korlok Tyrant Weed fight will now make the Sprouts be less aggressive until you re-engage by coming too close or by hurting any part of the Korlok Tyrant Weed
- Added some placement restrictions to Ebonuts to prevent it from spawning under the Drop Pod etc.
- Killed a bug where the Conquer Hoxxes Assignment could get stuck as if the last step was already completed
- Improved debris placement in caves
- Killed a bug with blocking colliders being hit by hitscan weapons and not spawning an impact particle
- Killed a bug with the Fuzzy Dice in the Salvage Operation Escape Pod
- Killed a bug that prevented Lootbugs from shooting out minerals on death
- Killed a bug that prevented the Laserpointer Tutorial Hint in multiplayer from being completable as client
- Lowered the size of the need air volume for the core now that the terrain placement has been improved
- Tweaked the audio of the Korlok Tyrant Weed freeze and healing
- Killed a bug that caused looping sound stuck on Tyrant Weed Core after healing pod dies
- Added a new colored MULE icon for Salvage Operation objectives
- Tweaked the sound of the Fester Flea
- Updated the overheating sound of the Experimental Plasma Charger
- Tweaked the sound of the Ebonut
- Tweaked the sound of the Lootbug
- Tweaked the sound of the Maggot
- Updated the sound when you pick up mineral chunks from the ground
- Readability tweaks to the overheat/fuel monitors of the Reinforced Power Drills
⛏️ HOTFIX 3 LIVE NOW! ⛏️
Hello Miners,
This hotfix includes tweaks to the Omen Modular Exterminator machine event, several audio improvements as well as a fix to an issue with the mouse cursor forcefully centering in the Mission Complete screen. Read below for all the details.
--- PATCH NOTES ---
- Added impact sounds to Flares
- Tweaked the volume of the Reinforced Power Drills
- Tweaked the sound of mining minerals
- Tweaked the sound of the Festerflea
- Increased the weakpoint health of the Omen Modular Exterminator
- Increased the amount of Mactera enemies in Mactera waves
- Reduced the weakpoint exposure time of the Omen Modular Exterminator
- Killed a bug related to distanced sounds
- Killed a bug that caused the mouse cursor to forcefully center in the Mission Complete screen
- Killed a bug that caused Hazard level to default to 1 after playing the Tutorial Mission
- Killed a bug that caused the Omen Modular Exterminator lasers to not do any damage
- Killed a bug that caused a game freeze if a mission is aborted during the Omen Modular Exterminator event
- Fixed a spelling error in the Born Ready perk description
⛏️ HOTFIX 4 LIVE NOW! ⛏️
Hello Miners,
This hotfix includes additional tweaks to the Omen Modular Exterminator event to provide a more fair challenge, based on your feedback. We have also made some changes to the behavior of the Mactera Grabber in relation to the Gunner’s Shield Generator. Enjoy!
--- PATCH NOTES ---
- Mactera Grabbers no longer target players that are inside of the Gunner’s Shield Generator
- Mactera Grabbers now flee away if they are inside of the Gunner’s Shield Generator
- Tweaked the manner the health of the Omen Modular Exterminator event scales across difficulties and player counts. It should now provide a more fair challenge
- Killed a bug that caused the Gunk Seed to be dropped more often than thrown
- Killed a bug that caused players to crash in the Escape Menu
- Killed a bug that caused players to crash from enemies performing Defense abilities
- Killed a bug that made the Mactera Grabber go to their target when fleeing rather than flying away
- Killed a bug that sometimes prevented the Mactera Grabber from screeching, even when it wanted to
- Killed a bug that often prevented the Tritilyte Deposit event from properly spawning
⛏️ HOTFIX 5 LIVE NOW! ⛏️
Hello Miners,
This final (knock on wood) hotfix for Update 31 resolves an issue that enabled dead Mactera Grabbers to grab unsuspecting dwarves who disrespectfully step on their corpse. Additionally, Black Box objectives in Deep Dives should no longer be completed prematurely.
--- PATCH NOTES ---
- Squashed a bug that caused Black Box objectives to be completed prematurely in Deep Dives
- Squashed a bug that enabled dead Mactera Grabbers to grab dwarves that walk on their corpse
- Squashed a bug that caused double text in a Mission Control speak in Deep Dives
**UPDATE 32: ROUGHNECKS AT WORK
**
Hello Roughnecks!
It’s finally time for our first major Post-Launch Update! 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
--- PATCH NOTES ---
NEW MISSION: ON-SITE REFINING
Management has a new thirst: Liquid Morkite. They are sending you in alongside an On-Site Refinery to fill. Locate the Liquid Morkite wells and hook them up to orbital-insertion industrial Pumpjacks, connect them to the Refinery by building huge, winding pipelines, and pump those deposits dry! Oh, and the good people down in RnD even felt generous enough to build in a handy way to use the pipelines for quick, easy, and SAFE* traversal.
*Check the clause 3.15 of your contract to read more about the company’s definition of “safe”.
NEW MISSION: Escort DUTY
In this heavily combat-focused mission you are sent in to obtain a mysterious Ommoran Heartstone! Only the specially built autonomous Drilldozer can make it through the outer shell of the Ommoran and reveal the prize inside: The priceless Ommoran Heartstone. The Drilldozer will land at a safe distance, and then automatically home in on the Ommoran. Your job is to keep the dang thing safe and fueled as it digs its way towards the objective. Guard it with your life, Miners!
NEW ASSIGNMENT: ROUGHNECKS AT WORK
This new Assignment serves as a crash course in how to safely complete the new missions and make it back alive - and will reward you with some fancy new headwear on completion. What’s not to love?
NEW COSMETICS
Attention, fashion freaks! The new fall collection has just dropped with a beautiful selection of new Beards, Headwear, and Hairdos! 27 new Cosmetics have been added to the Shop, 11 new Cosmetics can be forged with Matrix Cores, and 1 new Headwear will be rewarded by completing the new assignment.
NEW 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!
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!
ASSIGNMENT BOARD VISUAL OVERHAUL
DRG just invested in a better Assignment Board. Enjoy a fancy and more intuitive layout as you select your next assignment!
THROW MECHANIC CHANGES
CONTROLS: When carrying gems and other heavy items you can now throw on both [LEFT AND RIGHT MOUSE BUTTON] on PC or [LEFT AND RIGHT TRIGGER] on XBox. We made this change to accommodate the Fuel Canister (used in the Escort Duty mission) which is carried like a gem but also has functionality like a weapon or tool. In the future we could imagine having you find other tools and weapons that could be used in a similar way.
AUTO CANCEL THROW: If you do not release the throw button after reaching max throwing power the throw will auto-cancel after a short time.
WEAPON BALANCE
DEEPCORE 40MM PGL
- Increased base armor breaking to 100%
- Incendiary Compound mod direct damage reduction now affects armor breaking as well
- Moved some of the area of effect bonus from the "Nails + Tape" mod to the base weapon
- Made the Max Ammo stat include the round in the launcher since there is no magazine size stat for this weapon
Hyper Propellant Overclock
- Increased the direct damage bonus significantly and it now gets modified when hitting enemy weak-points
- Added an ammo penalty
- Modified crosshair when OC is equipped
- Now has its own impact effects and trail
RJ250 Compound Overclock
- Made the knockback from the OC fall off more the further away you are from the explosion center
- Improved the control a player has over the angle at which they will be launched
BREACH CUTTER
- Decreased base magazine capacity
- Increased bonus of the T1 High Capacity Magazine mod
- Decreased bonus of the T2 Expanded Ammo Bags mod
- Decreased the hit box height of the Triple Split Line mod
-Moved some of the baseline width to the T2 Loosened Node Cohesion mod
-Increased base reload time
-Changed the T3 line width mod to a reload speed mod (anyone who purchased the old mod will be automatically refunded) - Adjusted the Light-weight Cases, High Voltage Crossover, Spinning Death, Return to Sender, and Inferno overclocks based on the new magazine capacity.
Inferno Overclock
- Ignites targets quicker and keeps them burning for an extended period of time.
Spinning Death Overclock
- Added a line-width bonus
ZHUKOV NUK17
- Increased bonus of T1 Expanded Ammo Bags mod
- Moved some damage from the T3 Increased Caliber Rounds mod to the base weapon
Embedded Detonators Overclock
- Greatly increased the damage dealt when reloading
- Changed damage type from Kinetic to Internal Damage
- Increased direct damage penalty
- Added magazine capacity penalty
- Increased ammo penalty
- If an enemy you are shooting can be killed by reloading, an icon will temporarily appear next to its health bar
EXPERIMENTAL PLASMA CHARGER
- Reduced the charge speed penalty of the T5 Flying Nightmare mod
CRYO CANNON
- Increased max ammo on the base weapon
- Increased the bonus from the T1 Larger Pressure Chamber mod
- Increased the bonus from the T2 Larger Reserve Tank mod
“THUNDERHEAD” HEAVY AUTOCANNON
Combat Mobility Overclock
- Increased the movement speed bonus
- Added an accuracy bonus
- Replaced damage penalty with a reduced magazine capacity
- Added a reload speed bonus
M1000 CLASSIC
- Increased focus speed of base weapon and decreased the focus speed bonus of T2 Fast-charging Coils mod to compensate.
- Increased the ammo bonus of the T1 Expanded Ammo Bags mod
Active Stability Overclock
- Added a focus speed bonus
- Replaced the focus shot damage penalty with a reload speed penalty
LMG SENTRY GUN PLATFORM
- Base damage increased from 5 to 6
- Gemini system now comes with 90 extra ammo
- Defender system damage bonus changed from percentage to a flat +5
DEEPCORE GK2
AI Stability Overclock
- Now gives a large bonus to weak point hits
- Increased the base damage penalty
SUBATA 120
Explosive Reload Overclock
- Greatly increased the damage dealt when reloading
- Changed damage type from Explosive to Internal Damage
- Removed damage penalty
- Increased magazine capacity penalty
- Increased ammo penalty
- If an enemy you are shooting can be killed by reloading, an icon will temporarily appear next to its health bar
PHEROMONE CANISTER
- Pheromone-affected enemies are now 50% more attractive
L.U.R.E.
- Made it so the L.U.R.E. no longer takes damage from friendly fire
NEW SHOUTS
New dwarf-shouts have been added. Primarily focused on the new missions of course, but we’ve also been doing pickups for missing Laserpointer shouts, and added several new Rock and Stone shouts to the mix as well!
NEW MILESTONES AND ACHIEVEMENTS
New Mission Types obviously means new Milestones, as well as two new achievements - one for each Mission Type.
COMMUNITY REQUEST
- Gunk Seeds and Ebonuts used in some of the Secondary Objectives have gotten more lights added to them, making them easier to spot in the dark.
MISC.
- Overhauled the Assignment Board interface
- [COMMUNITY REQUEST] Added more variety to cave generation across all mission types
- [COMMUNITY REQUEST] Added light to Gunkseed and Ebonuts to make them a bit easier to locate
- [COMMUNITY REQUEST] Added the ramp to the Drop Pod on the Terrain Scanner
- 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
- Frozen Swarmers will now always die after a short delay
- 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
- 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
- [COMMUNITY REQUEST] Squashed several clipping mesh issues in the Space Rig
- 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 caused Kursite enemies to spawn at host’s location rather than the location of the Machine Event
- Squashed similar bugs in other Machine Events
- 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
⛏️ HOTFIX 1 LIVE NOW! ⛏️
Hello Miners,
We hope you are enjoying the new update! This hotfix includes several miscellaneous fixes, one of which resolves the issue that caused the Roughneck paint job to be missing. Read below for all the details.
Rock & Stone,
The Ghost Ship Crew
--- PATCH NOTES ---
- Added missing Roughneck Paint Job for use on all armor for people who bought the Roughnecks Cosmetics DLC
- Reduced the amount of Critters on On-site Refining and Point Extraction
- Reduced the amount of enemies spawning during the broken pipe phase of the On-site Refining mission
- Reduced the amount of enemies spawning during the refining sequence of the On-Site Refining Mission
- Updated Salvage and Elimination mission objective icons on the Mission Terminal
- Adjusted the flame and light color of the gasbursts emerging from Morkite Wells in On-site Refining mission
- Adjusted the position of the dots underneath HUD options in the ESC menu
- Roughneck gunner beardless armor chin pad corrected
- Squashed a bug that caused some enemies to be invisible to the player
- Squashed a bug that caused the M.U.L.Es destination marker to not be visible when the HUD is turned off
- Squashed a bug that caused the objectives UI to be tinted incorrectly in On-site Refining Mission
- Squashed a bug that caused client to sometimes be unable to progress to second stage of a Deep Dive
- Fixed a crash that occurred during loading of the game
HOTFIX 2
Hello Miners,
We have had to spend a lot of time, trying to get to the bottom of a crash and fixing invisible enemies and objects such as Aquarqs, fossils etc. And as such, this hotfix is fairly limited in changes, but should tackle some of the most important issues right now.
Cheers,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed Roughneck paintjob, so Drillers now also have it (Only for players who bought the Roughnecks DLC)
- Fixed a crash that was happening frequently
- Attempt to Fix invisible Enemies and Objects
- Fixed steam profanity filter, so it now works correctly.
HOTFIX 3
Hello Miners,
We hope you have had a great weekend! This hotfix includes several bug fixes, tweaks and miscellaneous improvements. For instance, weekly assignments can no longer contain duplicate mission types for greater variety, and we have tweaked the Expert Depositor Perk to now also work with the Escape Pod. Read below for all the details.
Cheers,
The Ghost Ship Crew
--- PATCH NOTES ---
- Weekly assignments can no longer contain duplicate mission types
- Added missing text to the Roughneck armor descriptions
- Added a particle system to the Ommoran Flying Rocks as they are pulled from the surrounding terrain and made their movement a bit more responsive
- Doretta’s caterpillar tracks now turn around even if they are not hitting the ground
- Updated the description of Expert Depositor Perk to reflect it functioning next to all deposit points and not just the M.U.L.E
- Tweaked the Expert Depositor Perk to now also work with the Escape Pod
- Tweaked the spawning of Geyers on Fungus and air vents on Sandblasted to not spawn as close to mission items
- Tweaked the “Frozen” skin color
- Tweaked the visual number on pipeline starting points bigger
- Tweaked Doretta's health and its relationship to the Beamers and other attacks
- Lowered Doretta's health slightly
- Decreased Heartstone beamer damage
- Enabled the FoV slider to go slightly higher
- Ebonite Glyphids that spawn after the Machine Event has finished will now immediately burrow and disappear
- Added collision to Doretta’s caterpillar tracks to prevent Fuel Canisters and the Heartstone from clipping through
- Improved the pipeline connector animations
- Improved the movement of Doretta
- Replaced the green display of the tablet when ordering a Pumpjack with an icon and a progress bar
- Removed debug capsule on the lasers of the Tritilyte Deposit Machine Event
- Squashed a bug that enabled Kursite enemies to spawn near players that are not near the Machine Event
- Squashed a bug in the collision of some broken Heartstone mesh
- Squashed a bug that caused the effects of breaking the Heartstone to not always play for client
- Squashed a bug that caused Doretta to activate her thruster while standing still
- Squashed a bug that caused the Fuel Canister to vanish if the player carrying it disconnects
- Squashed a bug that caused internal damage multiplier to not be applied to armor break damage (Only relevant to M1000 Classic focus shots only doing base armor damage)
- Squashed a bug that prevented Mactera Spawns from shooting when they are in cramped spaces
- Squashed a bug that prevented Mactera Grabbers from screeching if their target was too close to their spawn point
- Squashed a bug that caused Escort Duty to always display one fuel canister on the Mission Terminal
- Squashed a bug that caused the death position to jitter
HOTFIX 4 - Halloween fixes and free hats
Hello Miners,
Yesterday, we activated the Halloween event and it had way more Pumpkins than intended. We have dived into the caves and destroyed all the surplus pumpkins.
Also, after reviewing the feedback and weighing pros and cons, Management has decided that the two Halloween hats from 2018 and 2019 should be added to all players' wardrobe while the Halloween event is live.
Cheers,
*The Ghost Ship Crew *
--- PATCH NOTES ---
- Halloween themed Title Screen
- Fix pumpkin mesh not replicated correctly. Resulting in weird movement for clients
- Fix for pumpkin-gate: now there will be the intended amount of pumpkins in the caves
- Fixed Halloween items on the Spacerig not networked correctly
- Reactivate the Halloween hats from previous years
The patch notes from Hotfix 3 was missing an important point in the change list:
- Steam Profanity filter can now be turned in the in-game options menu as well as in the Steam settings.
- The fix for Weekly assignments no longer containing duplicate mission types will be in effect from the next assignment rotation (Thursday).
HOTFIX 5
Hello Miners,
This hotfix includes a bunch of smaller/medium fixes that we were not able to get into the previous hotfixes, it should have something for everyone.
Cheers,
The Ghost Ship Crew
--- PATCH NOTES ---
Track grinding cam trigger delay increased to 250ms
Tweaked Nitra placement in Escort
Added flavor to the Improved Case Ejector mod description
Improved pipe placement when connecting to an extractor. It now follows as close as possible the same rules as normal placement.
Hide roughneck dlc banner if owned
Fixed spelling mistakes
Removed some lights to improve performance in the Heartstone battle
Fixed guntower LMG sound kept playing when the event finished and it was actively firing
Tweaked handheld tablet widget
Lost Legs from the minimule will now appear on terrain scanner when you get close to the mule.
Fixed stat display for focus speed on the M1000 Classic
It is no longer possible to place sentry guns on Doretta
Fixed the Bullets of Mercy OC not displaying it's effect in the GK2 stats
Particle system optimizations
Resource chunks should no longer fall through terrain (especially affecting low framerates)
Fixed issue with hand held tablet widget, when ordering pumpjack
Missions for Driller's retirement assignment modified
Ommoran Shell has no feedback when pickaxed - before pickaxe could only impact things with health or terrain
Fixed missing neck on some helmets with the new roughneck armor
Fixed parts of the dwarf could become visible when partly viewed, especially with helmets covering the whole head.
Fixed cryominelets and similar effects could trigger on radiation clouds and similar effects.
Fix Ommoran stone will be get broken parts back if you leave it and come back as client
Skinning issue fix on Scout armor
Ommoran Heartstone/Shell isn't visible in Terrain Scanner
Fixed hand held tablet animation for lost pack
Attempt to fix Refinery sometimes going invisible
Fixed Kursite infection praetorians where using biome specific praetorians.
Fixed a bug with the grinding achievement getting achieved when playing solo and pausing during grinding
Glyphid oppressors no longer hit themselves with their tremor attacks
Performance improvements to dynamic reverb
More spelling fixes... thanks a lot Azerty...
Stop platform pulling people into doretta making them stick
Small ebonut code fix
Reduced the size of the Drilldozer's Drill's collider, so bullets won't hit thin air
Fixed debug display of seed in escape menu
Hotfix 5 has been rolled back, due to networking issues that we are not able to fix today. Sorry Miners!
Hotfix 5 is now live again!
⛏️ HOTFIX 6 LIVE NOW! ⛏️
Hello Miners,
This hotfix includes fixes related to a couple of perks as well as some miscellaneous sound improvements to everything ranging from flares to the Ommoran Heartstone! We have also resolved a bug that could cause the Refinery to turn invisible to some players. Very spooky but not intended!
Cheers,
The Ghost Ship Crew
--- PATCH NOTES ---
- Flares now bounce off of pipes if you throw a flare at one
- Reenabled an experimental DX12 toggle in the Options and TAA for everyone
- Ommoran Heartstone sounds added
- Tweaked the Flare sound
- Tweaked grenade impact sound so it has the old element along with the new
- Adjusted the Supporter Helmet to look better with large armors
- Fixed markup strings that should not be translated.
- Fix fallback font for LCD font (localization fix)
- Improved the netcode of the Glyphid Oppressors Rage Quake attack
- Changed flare sound so it has an element of the "older" sound in it
- Drilldozer vehicle jet engine sound lowered
- Squashed a bug that could cause the Refinery to turn invisible to some players.
- Squashed a bug where the Breach Cutter could not fire for a while, if the projectile had impacted the world while the "Explosive Goodbye" perk was active
- Squashed a bug that caused "Return to Sender" perk not working together with "Explosive Goodbye" because it was not keeping track of the projectile and if it had reversed yet.
- Squashed a bug that caused the Drop Pod to refuse to leave after mission start
- Squashed a bug that caused the Supporter Helmet to not work correctly with Roughneck armor
- Squashed a potential bug with inadvertently starting to grind on pipes
- Squashed a bug that caused a crash when joining an Escort Duty mission
- Squashed a bug that caused clients to sometimes pick up the same oil shale chunk multiple times resulting in them getting 2 or 3 times more than the host
- Squashed a bug that enabled resources to spawn near important locations like Machine Events, Drop Pods etc.
- Tuned down light at heartstone core
HOTFIX 7
Hello Miners,
Yet another bundle of miscellaneous tweaks and fixes! Highlights: Added info in the ESC menu that will make finding bugs easier for us (if a screenshot is included when bugs are reported
), removing un-joinable games from the server list, and making it so Mini Mule legs don’t spawn in the broken Drop Pod. Hopefully an end to legless Mules!
Cheers,
The Ghost Ship Crew
--- PATCH NOTES ---
- Added a Global Seed to Escape menu so we better can reproduce maps with generation issues and find the bugs.
- There will now be a few more enemies during the Rock Attack phase of the Ommoran fight.
- Reduced Doretta's explosion resistance a bit.
- Blowing up oil shale now destroys a bit of it - giving you a little less oil than if you directly use the fuel canister to collect it.
- Optimized pipeline segments and disabled animations when a segment already is assembled.
- Pumpjacks outlines are now blue when not connected and white when connected.
- Disabled weapon collision so dwarfs aren’t colliding with their own weapon.
- Tweaked the procedural generation to ensure the Drop Pod does not spawn on top of mission-critical items.
- Tweaked reverbs.
- Tweaked the volume of looping wave music.
- Fixed a bug that caused Ebonite Glyphids sounds to be unaffected by the volume control.
- Fixed a bug that caused some victory poses not to have audio.
- Fixed a bug that caused Mini Mule legs to sometimes spawn inside the broken Drop Pod.
- Fixed a bug that made Escort and Refinery missions stay on the server list after late-join no longer was possible.
- Fixed a bug where if players were told that they couldn’t join a mission while it was starting, even though it was in fact ending - and that was the reason why they couldn’t join.
- Fixed a bug where one of the dwarf’s many chins clipped through the headwear from the DLC Dark Future helmet.
HOTFIX 8
Hello Miners,
This will probably -hopefully- be one of the last hotfixes for Update 32 and our hotfix-spamming will soon come to an end - Hooray! But for now, here is a hotfix with some more tweaks and a bit of bug-fixing.
Cheers,
The Ghost Ship Crew
--- PATCH NOTES ---
- Collecting oil shale chunks made from blowing up the oil shale or pickaxe mining now gives the same amount of oil shale as if you were using the canister directly on the oil shale.
- Added a delay that is equal to the time it takes to melt a piece of oil shale between picking up the chunks with the oil extractor (0.45s).
- Added that oil chunks splat and get sucked up with particle effects similar to if you collected it directly from the ore.
- Added player-icon always visible over downed teammates. Also tweaked the look of the player icon
- Tweaked the Drilldozers’ ducking movement when it reaches the Ommoran Heartstone
- Tweaked the sound on the Oil Extractor
- Fixed a bug where Refinery missions were still shown on the server list, even though refining had started.
- Added a fix that enables late-join from Steam friends even if in the final stages of Refinery or Escort mission.
- Fixed a bug that caused the head to disappear on vanity items.
- Fixed cooldown bar not working for all active perk icons (Dash for instance).
- Fixed a bug where you could dislodge embedded gems by telling Bosco to dig for it while he's picking up something else
- Fixed a bug that caused enemy health bar to disappear if you were standing on a Pipeline
- Fixed a bug that caused players to be stuck inside the Pipeline
- Fixed a bug where the Drilldozer would float if a Driller drilled ahead of the Drilldozer.
- Fixed a bug where the Escape Pod could land on top of the Drilldozer garage vehicle, blocking the entrance and/or pushing players out of the Escape Pod on take off.
HOTFIX 9
Hello Miners,
This final hotfix for Update 32 contains some audio-related adjustments and readds a fourth mini M.U.L.E. leg to Salvage Operations until we fix remaining bugs and implement better feedback for finding them. Happy mining!
Cheers,
The Ghost Ship Crew
--- PATCH NOTES ---
- Readded a 4th mini M.U.L.E. leg to Salvage Operations
- Added idle sounds for the Ommoran Heartstone
- Tweaked Pumpjack sounds
- Tweaked Ommoran Heartstone sounds
- Tweaked the sounds of the Minehead and the Refinery
- Adjusted reverb levels on certain audio sources
- Squashed a bug that enabled the last shell of the Heartstone to break if the Drilldozer is destroyed right before
- Squashed a Laserpoint ping audio issue
- Squashed a bug that caused flare count not to display
HOTFIX 10
Hello Miners,
We thought it was final, but this is the Ultimate-Mega-Ultra-Remix Final hotfix!…we hope.. It contains a fix to the Gunner shield and some Drilldozer bugs.
Cheers,
The Ghost Ship Crew
--- PATCH NOTES ---
- Attempt to fix Oil Canisters sometimes not getting instant picked up on clients in Escort.
- Tried to simplify Drill Dozer code, it works better
- Shieldgenerator can now again be thrown instantly + owner again gets shieldboost
- Fixed Gloomstalker neck being visible
**HOTFIX 11 **
Hello Miners,
This hotfix resolves an issue that arrived with the weekly rotation of Deep Dives. Mini M.U.L.E.s are no longer consumed by the terrain surrounding the Ommaran Heartstone, and you can no longer deposit mini M.U.L.E. legs into the M.U.L.E.
We are aware that the issue is also critical on Xbox One and Windows 10, and aim to have a hotfix available to download for these platforms in the coming week.
Cheers,
The Ghost Ship Crew
--- PATCH NOTES ---
- Squashed a bug that enabled players to deposit mini M.U.L.E. legs into the M.U.L.E.
- Added a fourth mini M.U.L.E. leg to Salvage Mission objectives in Deep Dives
- Squashed a bug that enabled mini M.U.L.E.s to be buried in the terrain surrounding the Ommoran Heartstone
HOTFIX 12
Hello Miners,
Well well well - This hotfix shouldresolve the issue where only two Morkite Wells spawn in Refinery missions and potentially fix a crash that happens to some players when loading missions.
Cheers,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed case where only 2 Morkite Wells spawns in Refinery missions.
- Potential fix for crash when loading missions.
Small Hotfix
- Attempt to fix issues with Holiday assignment sometimes resetting when restarting the game
- A small fix to fix assignments not completing correctly after the other fix
⛏️ UPDATE 33: NEW FRONTIERS - NOW LIVE ON STEAM! ⛏️
Hello Miners!
It’s the first Update of 2021, and we got some spicy stuff for you! This time we got two entirely new Planetary Regions for you to explore - the mysterious wonders of the AZURE WEALD, and the thorn-infested hell of HOLLOW BOUGH. Update 33 also includes all new Mactera variations, and several new strains of horrible Glyphid Dreadnought mutations. And then of course there’s the usual slew of other goodies - read more below for the full picture!
With Love,
The Ghost Ship Crew
**--- PATCH NOTES ---
NEW BIOME: AZURE WEALD
----------------------------**
The Azure Weald is a chilly place, every bit as hostile as the rest of Hoxxes IV - but still, we cannot deny it is oddly beautiful. Dazzling, bioluminescent clusters of lichen light up the darkness, illuminating this fertile and overgrown Region in flickering neon colors. Don't let that lull you into a false sense of security, however - the Azure Weald brings to mind the deep jungle, in all its splendor and horror - and much like its terrestrial counterparts, it is absolutely not out to make friends. Kill or be killed - this is the law in this place.
NEW BIOME: HOLLOW BOUGH
----------------------------
Hollow Bough is a biological oddity that has the Science Department scratching their heads - this entire region of the planet is dominated by colossal, organic conglomerations resembling the inside of hollow trees. However, these structures are under attack by an invasive species of voracious vine-like plants, as much a threat to us as the planet itself. We recommend traversing these environs with extreme caution. The deep, dark folds of wood and bark house much more than a first glance let on.
NEW MILESTONES
----------------------------
New biomes means new Milestones - one set for Azure Weald and one for Hollow Bough.
MISSION OVERHAUL: ELIMINATION
----------------------------
It’s Dawn of the Dread down there! Multiple reports have come in from teams finding Dreadnought Cocoons that are further progressed in their metamorphosis than previously encountered. While there are no external markers on the cocoons to show that they are different, the things waiting patiently inside certainly are. So far two confirmed Dreadnought variants have been encountered but disturbing as this is, R&D ensures us that we are fortunate to have found them now and not later when the metamorphosis might be closer to completion.
DREADNOUGHT HIVEGUARD
Completely covered with unbreakable armor, this variant of the Dreadnought is immune to all damage, exposing it’s vulnerable areas only briefly while enraged. To make matters worse, the Hiveguard can call reinforcements to aid it in battle, hence the name. The Glyphid Sentinels that answer this battle call are unlike any we have ever seen. We have no idea where they are coming from but they are both fast and tough. R&D recommends engaging the Dreadnought Hiveguard with great caution and a lot of ammunition.
DREADNOUGHT ARBALEST AND LACERATOR
Question: What’s worse than one Glyphid Dreadnought? Answer: Two Glyphid Dreadnoughts. It would appear that a Cocooned Dreadnought can split in two during metamorphosis. The two monsters - the Arbalest and Lacerator - are both quite different from the original and from each other, displaying wholly unique behaviors. They would be bad enough on their own, but together they pose an immense threat - able to attack from multiple directions and varying ranges at once, while also displaying extreme mobility. Luckily, their shells are softer than that of a regular Dreadnought, allowing damage to pass through from any angle. R&D insists that this apparent weakness is only due to the untimely opening of the cocoon.
GLYPHID DREADNOUGHT TWEAKS
----------------------------
- Dreadnought is now more aggressive and can now shoot two fireballs in a row when under 50% HP
- Increased the Dreadnought's armor HP across all hazard levels but especially for Hazard Level 4 and 5 and made the Dreadnought's armor regrow after taking less damage
- How soon the Dreadnought's armour regrows now scales with hazard for solo games just as it does for multiplayer
- Extended the time before the dread regrows it's shield on lower hazards
- Increased the Dreadnoughts base health across all hazard levels but especially for haz 4 and 5
- The Dreadnought is now more aggressive in multiplayer games
- Increased OG Dreadnought's movement speed, especially for higher hazards
- Made the Dreadnought’s speed scale properly in solo games across the different hazard levels
- Increased the range of the Dreadnought's Trembling Stomp AoE attack, extended the duration of the attack’s warning phase and improved the visibility of the warning
- Made the Dreadnought occasionally perform it's Trembling Stomp AoE Attack after being frozen
- The Dreadnought now unfreezes at a higher temp but gets there just as fast, making it harder to quickly freeze him twice in a row
- Expanded the splash range of the dreadnoughts Swarm Bladder projectile
- The Dreadnought is now invulnerable for the few seconds while it's armor regrows
- In multiplayer games, when only one player is left alive the Dread will occasionally stop to roar(similar to how it does in solo games) giving the last player a slightly better chance to revive or resupply, etc.
- “Sticky Flame Slowdown” mod no longer slows the Dreadnought down to a crawl, it’s still effective just not as extreme
- Decreased carve size of the Dread's fireball
- Fixed the Dreadnought damaging itself with some of it's attacks
**MISSION OVERHAUL: SALVAGE
LOCATING MINE M.U.L.E. LEGS:**
It’s been a bit of a rollercoaster but we have finally fixed the issues with locating all the legs needed to fix the Mini M.U.L.E.s. We’ve taken this opportunity to also tweak the gameplay around it to better match our original vision. Now you can interact with a broken M.U.L.E. to download the locations of it’s missing legs to your terrain scanner. No more searching high and low for that last leg.
**CONNECT FUEL CELLS TO DROP POD: **
Update 32 came with a bunch of new tech that we were more than happy to add to existing missions. Exactly how the fuel made it from the fuel cells to the drop pod has always been a bit of a mystery, but not any more! Now in just a few easy steps you can connect a fuel-line between the two, similar to how you build pipelines in the On Site Refining mission.
MISSION OVERHAUL: POINT EXTRACTION
----------------------------
After the release of Update 32 with its shiny new machines, the old Minehead really began to show its age, so we decided it’s about time for an update of the model to match the raised standard. We hope you like it.
**NEW ENEMIES
MACTERA TRI-JAW**
A new type of Mactera has been spotted in the depths. More cautious than its brethren, the Tri-Jaw tends to hang further back while delivering a triple barrage of projectiles. Make no mistake, it is a deadly thing, and should be exterminated with extreme prejudice.
MACTERA BRUNDLE
Reports have been coming in of an armoured Mactera variant spotted flying in the swarm. These tough cookies can survive many attacks that would outright kill their more fragile cousins and they keep their vulnerable abdomens covered most of the time.
DEEPTORA BOUGH WASP
A distant cousin of the Deeptora has been spotted living in the folds and nooks of the Hollow Bough. Like their sand-dwelling cousins, the Bough Wasps are extremely territorial and will swarm any intruder that stray too close to their nest.
STABBER VINE
Hollow Bough is full of creepy stuff but none is as dangerous as the Stabber Vine. Plant or animal, the jury is still out on this one, it is very aggressive and persistent in it’s assault. Any dwarf foolish enough to stray too close will be repeatedly attacked by it’s stabbing vines. Keep your eyes peeled for it’s tell-tale spike as most of its body is difficult to distinguish from the mass of the relatively harmless red vines that infest the area.
NEW JUKEBOX CONTENT
----------------------------
Some content creators have experienced copyright claims from music in the jukebox. So far we have tried to spot fix the problem by removing tunes that caused this problem, but now we have a better solution. We have produced 8 new “safe” tracks which are the only ones you will hear when you tick off STREAMER MODE: DISABLE COPYRIGHTED JUKEBOX MUSIC in the option menu. Those 8 tunes are of course also available to everyone in the “normal” Jukebox. This solution has also enabled us to bring back previously removed tunes.
Furthermore we have added a bunch of new dance moves. So it’s time to kill it on the dance floor!
STEAM AWARD AWARD HELMET
----------------------------
In celebration of our Steam Award nomination and our amazing community that made it possible, we would like to present to you a fancy new helmet: The Horned Marauder. Just because you deserve it!
OVERHAUL OF MINERAL TRADE
----------------------------
The Mineral Trade menu was deemed ready for an update by management. It’s now more intuitive than ever and daily deals have been added. Once per day you can now benefit from an extra good deal (as in, not so bad deal!)l.
M.U.L.E. DOCKING
----------------------------
Some long overdue polish on the docking of the M.U.L.E. is coming. No more jittery flapping about, Molly now has her own spot on the Drop Pod with a fancy electro-magnetic crane for loading and unloading.
SAVE DORETTA
----------------------------
Since almost the first test of the Escort Mission on our experimental branch players have been requesting for a way to save Doretta. It’s something many here at GSG have wanted as well and we are happy to announce that you no longer have to leave Doretta all alone in the dark. While it is not viable to return the bulk of the Drilldozer back to the Space Rig, kind dwarves can now grab Doretta’s head and carry it with them to the escape pod.
Don’t expect any reward! Management really doesn't care!
WEAPON BALANCING
----------------------------
Nothing this update as we have been too busy making the two new biomes and new enemies to do any meaningful weapon balancing.
COMMUNITY REQUEST
----------------------------
[COMMUNITY REQUEST] You can now select audio output source and input source separately in-game
[COMMUNITY REQUEST] Games with Friends can now be sorted in the Server List
MISC.
----------------------------
- Increased Escort Duty mission payout
- Added XP to Oilshale
- Added blood splatter on terrain when killing Lootbugs
- Decreased Egghunt mission payout slightly
- Decreased the damage of the Glyphid Acid Spitter against Doretta
- Decreased the amount of Nitra in Deep Dives by 15%
- Rearranged the order of the Server List so friend’s games always appear at the top
- Added a tooltip that allows you to open Steam community profiles by right-clicking servers on the Server List
- Added the ability to change to the resolution of other monitors with higher resolution than primary one, in windowed mode on Steam
- Added an ‘Appear Offline’ option to the Privacy options that hides your game from your friends on the Server List on Steam
- Tweaked the entrance/exit tunnels of the Drilldozer to look nicer
- Scout’s T5 modifications that trigger on kill, now only trigger when killing enemies.
- Optimized the performance of Machine Events
- Squashed a bug that prevented from playing death animation properly
- Squashed a bug that sometimes prevented turrets from firing by abusing the range
- Squashed a bug that caused the laserpointer of the Zipline Launcher to become stuck when other weapons were equipped
- Squashed a bug that allowed the Gunner to purchase the "Tank Division" beard in the store for free. (It is acquired by forging Matrix Cores)
- Squashed a bug in the Deep Dive difficulty settings concerning the spawning of Glyphid Oppressors
- Squashed a bug that caused uncharged Experimental Plasma Charger projectiles to fire diagonally when firing in quick succession
- Squashed a bug that caused the pathfinder collision of the Heartstone to be offset in Escort Duty
- Squashed a bug that enabled you to squeeze one of your chins through the Gloomstalker armors. Too powerful.
- Squashed a bug that sometimes caused frozen Glyphid Exploders to detonate twice
- Squashed a bug that enabled the Dreadnought to rotate during its rage animation in solo missions
- Squashed a bug that caused boss health bars to be squished to the side after the Ommoran Heartstone fight
- Squashed a bug that caused the beer license upgrade sound to play five times instead of one
- Squashed a bug that caused weakpoint hits to not be reflected in the healthbar when hit by certain weapons
- Squashed a bug that granted infinite oxygen on Low Oxygen missions if the player reentered the Drop Pod
- Squashed a bug that enabled the barrel spawner in the Space Rig to spit out more barrels than necessary. Budget cuts.
- Squashed a bug that caused the Ommoran Beamers to sometimes keep firing after being destroyed
- Squashed a bug that caused the 'Claimable Perk Points' notification to not show
- Squashed a bug that caused the Doretta’s tank treads to block line of sight of Macteras when they are trying to shoot at Doretta
- Squashed a text error in the Heightened Sense perk description
- Squashed a sound issue with the BRT-7 when emptying the weapon with less rounds than a full burst
- Squashed a bug with a bunch of old caves not behaving correctly causing tunnel generation to fail
- Squashed a bug that prevented the Ommoran Heartstone from updating correctly for clients
- Squashed a bug that enabled the Turret EM Discharge overclock for the “Stubby” Voltaic SMG to damage the L.U.R.E.
- Squashed a UI text scaling issue for Drop Pod screen
- Squashed a bug where the magazine of the Deepcore GK2 had a visible shadow in first person
- Added colliders to the Medbay Drones in the Space Rig
- Squashed a bug that caused the fuel canister UI to not be synced correctly when late joining during the fuel stage of Escort Duty missions
- Squashed a bug that caused enemies to try to attack the Drilldozer while it is inside the garage
- Squashed a bug where changing to fullscreen mode from windowed mode, would sometimes make the cursor stuck in the lower half bottom of the screen
- Squashed a bug that caused Deep Dive title to not correctly display in several Asian languages
- Minor Space Rig material and model tweaks
- Squashed a bug that prevented zooming in/out on the Terrain Scanner to work if cycle item up/down had been rebounded to another key
- Squashed a bug that caused players to sometimes clip through the Escape Pod and fail the mission on take-off
**
HOTFIX 1
**
Hello Miners!
We hope you are enjoying the new update! This hotfix fixes a crash while trying to reconnect to a game, only the host being able to collect treasure from Machine Events along with several tweaks and some fixes for the DLC armors.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Squashed a bug where the Dawn of the Dread - Full Cover Head-wear revealed that Dwarfs are airheads.
- Squashed a bug that messed up the body's skin color when wearing the Dawn of the Dread armor.
- Squashed a bug that made clients not able to collect loot from Machine Events + Cargo Crates if the host collected first.
- Squashed a bug that made the game crash when trying to reconnect to the game.
- Squashed a bug that caused the Mactera bomber to not do its death-spiral behavior when killed.
- Squashed a bug where some people could not see what games their Steam friends were in - on the server-list.
- Renamed “Appear Offline” privacy setting to better convey what it actually does.
- Lowered contrast for post-processing on Hollow Bough and Azure Weald.
- Tweaked the Dreadnought Twins’ colors, so it is easier to tell them apart.
**
HOTFIX 2
**
Hello Miners,
We’re ready with a new hotfix fresh out of the oven that resolves a lot of the issues that have been reported since the release of Update 33 yesterday. By popular request, we have also added an auto-switch option for the Zipline Launcher that will auto switch to the previously equipped item after a zipline has been launched. Read below for all the juicy details!
With Love,
Ghost Ship Games
--- PATCH NOTES ---
- Tweaked the impact sound of the Korlok Tyrant Weed to only be audible for the player that did the damage
- Moved chat / chat input slightly to not be obstructed by perk icons
- Fixed M.U.L.E. being unlocked at Player Rank 0 in the Memorial Hall
- Added impact sounds to the Stabber Vine
- Squashed a bug that caused frozen swarmers to not count as your kill
- Tweaked the new Dreadnoughts so they will now try to move out of the Gunner’s Shield Generator more reliably when they are not doring critical things
- Squashed a bug that caused the armor of the Dreadnought to not appear frozen when frozen
- Changed the spacing between the bottom buttons of the Server List to match the Mission Map
- Tweaked the Plasma Bursters grenade friendly fire modifier from 100% to 50% (of Normal friendly fire reduction)
- Squashed a bug that prevented the Veteran Depositor perk from not actually giving 30% damage reduction at higher ranks.
- Tweaked the Beastmaster perk. Tamed Glyphids now freeze half as fast and unfreezes twice as fast.
- Squashed a bug that caused the Q’ronar Shellback projectile damage falloff to not work. It now has the proper falloff.
- Fixed spelling error in the Mactera Tri-Jaw Miner’s Manual entry
- Fixed missing weakpoint info for the Mactera Tri-Jaw Miner’s Manual entry
- Changed Arbalest flame attack description in the Miner’s Manual from Melee to Ranged
- Squashed a bug that prevented Dreadnoughts from carving towards the player if no path is found
- Squashed a bug that caused the new Dawn of the Dread armors to not be visible in first person until you move.
- Tweaked the Dreadnought Twins so they unfreeze at a higher temperature, to help prevent quick consecutive freezing. The time it takes for them to defrost is the same.
- Tweaked the Dreadnought Twins health exchange so it is no longer a zero-sum game resulting in a net gain of HP. The amount of gain depends on the difference in HP. The greater the difference, the greater the gain.
- Added glow to the weakpoint of the Dreadnought when hit
- Squashed a bug with grunts and swarmers where they could interrupt their own attack if not moving for a while and attacking
- Squashed a bug that caused the drone sound of the OMEN Exterminator event that could be stuck for a bit
- Squashed a bug that caused players to teleport in and out of the Drop Pod when landing
- Fixed first person arms not getting the correct skin color.
- Temp text fixed in Hollow Bough / Azure Weald Miner's Manual entries.
- Fixed case of bad grammar in Azure Weald description
- Optimized cave generation time for Hollow Bough
- Doretta head is now placed inside the Escape Pod when taking it inside, instead of being carried / rolling around
- [COMMUNITY REQUEST] Zipline Launcher: Added an auto-switch option under Options/Controls/Miscellaneous, that will auto switch to the previously equipped item after a zipline has been launched.
- Tweaked the model of the Glyphid Laserator
- Removed the large warping effect from the Experimental Plasma Charger Thin Containment Field explosion that was causing nausea in some players
- Fixed spelling mistake in Hiveguard Miner’s Manual entry
- Fixed spelling error in Bough Wasp Nest Miner’s Manual entry
- Fixed missing laserpointer info for fuel line connector, Bough Cone, Dry Thorn Tumble
- Squashed a beard intersection bug in the Dawn of the Dread Driller Armor
- Squashed a bug in the Mission Map. There is now always 6 available biomes to choose from.
- Fixed spelling errors in the Hexawing and Spitballer Miner’s Manual entries
- Fixed spelling error in the Mactera Brundle Miner’s Manual entry
- Added sounds when Doretta’s head is placed in the Drop Pod
- Fixed spelling error in Spinning Death OC description
- Fixed spelling error in Glacial Strata Deep Dive quotes
- Fixed spelling error in subtitle for Ommeran Heartstone being attached to the M.U.L.E.
- Fixed spelling error in subtitle for Drilldozer running out of fuel
- Fixed spelling error in Mineral Trade Network assignment description
- Fixed spelling error in Burning Love beer description
- Squashed a bug in the Without A Paddle achievement that caused it to trigger in the wrong situation
- Fixed spelling error in Glyphid Bulk Detonator laserpointer shout subtitles
- Fixed spelling error in Glyphid Warden laserpointer shout
- Tweaked the Doretta petting shout
- Fixed spelling error in the Scout MK3 armor description
- Fixed spelling error in shotgun description
- Squashed a bug in the item shop if you purchased and equipped an item for a character that is not active
- Added new sounds to the Stabber Vine
- Fixed grammatical error in Elephant Rounds description
- [COMMUNITY REQUEST] Squashed a bug that enabled the player to become stuck behind the Assignment Terminal in the Space Rig
- Squashed a bug that prevented the Mactera Bomber from charing shots
- Squashed a bug that caused the extraction timer to be a second off
- Removed delay from all new laserpoint shouts
- Tweaked the sounds of the Stabber Vine
We have just pushed a ninja hotfix for a crash that happened when you freeze a Dreadnought. Sneaky! 🥷
HOTFIX 3 
Hello Miners,
This hotfix contains a lot of fixes that hopefully should make the game crash a lot less, a fix that removes some grey pixels that have been bothering some people by hanging out in the left corner, and a bunch of smaller things. Also, by popular demand, the old EPC TCF explosion is back (the sphere implosion effect was reimplemented, not the distortion) !
With Love,
Ghost Ship Games
--- PATCH NOTES ---
- Fixed crash related to Mactera Grabber.
- Fixed crash related to general flying enemies.
- Fixed crash related to the Fuel Line Builder.
- Fixed crash related to grinding on pipes.
- Fixed crash related to assignments.
- Fixed crash related to machine events.
- Fixed crash related to Hollow bough.
- Fixed crash related to late join in Escort Missions.
- Fixed crash related to Reverb (Rare).
- Fixed crash related to using objects (Rare).
- Probably fixed some weird crashes which would occasionally happen when switching audio output devices.
- Fixed a typo in the Dawn of the Dread armor description.
- Fixed that some translations didn't fit the fields in Miners Manual for the Dreadnought Twins.
- Fixed the Cargo Crate batteries looking lopsided when placed on the ground.
- Squashed a bug that made Crested Waterfall beard available in the shop, when it is a Matrix Core item.
- Squashed a bug that set the Frozen Damage multiplier was set to x4 instead of x3.
- Squashed a rare bug that made the mouse sometimes leave the game window when playing in windowed mode.
- Squashed a bug that made the Dreadnought Twins unintentionally trigger temperature shock on themselves.
- Squashed a bug that made mystery grey pixels appear in the upper left corner.
- Added sparks/smoke to Doretta at mission complete screen
- Added support for very large numbers at the mineral trade terminal
- Added New assault rifle bullet casing particle
- Brought the old EPC TCF explosion back.
- Moved Doretta's head to be more visible on Mission Complete screen.
- Removed the 2-stop escort mission from Deep Dives.
- Reduce the chance of Molly’s pathfinding getting confused.
- Tweaked Dreadnought Twins’ fire breath.
- Tweaked Dreadnought Twins’ armor debris effect color.
- Tweaked Dreadnought Hiveguard ragdoll.
- Tweaked Sentinels ragdoll.
- Updated the Deep Dive Dreadnought health scaling.
- Dreadnought Eggs in deep dives are now seeded, so they will be the same every run
- Sentinels no longer leave goo if killed while frozen
- LMG Gun Platforms and Bosco will no longer target the Dreadnought Hiveguard while it's completely invulnerable.
- Bosco is now immune to stun.
HOTFIX 4
Hello Miners,
This hotfix is a good mix of miscellaneous fixes and tweaks. Highlights include Grabber stuff and that the jumpy bois are back.
With Love,
Ghost Ship Games
--- PATCH NOTES ---
- Fixed crash related to particles.
- Fixed random crash related to alt tabbing.
- Attempt to fix crash related to Dreadnought broken back armor.
- Fixed the fade from black at mission start (and elsewhere).
- Fixed the flare collision on Goo Sacks.
- Fixed the material on Unknown Horror.
- Fixed Mactera Tri-Jaw's Miner's Manual page - It now has the right colors.
- Fixed the alphabetical ordering of biomes in the Miners Manual.
- Fixed that players looked very jittery when riding on top of Doretta - Smooth rides from now on.
- Fixed multiple spelling errors.
- Squashed a bug that made flares burn sounds not fade out for clients.
- Squashed a bug that could cause the "thin" armors to show in the wardrobe when wearing full face-helmets and long beards.
- Squashed a bug that made weapons appear in the wardrobe.
- Squashed a bug that made the Mineral Trade terminal not update mineral amounts from Matrix cores until after making a trade.
- Squashed a bug that made a diamond appear in all missions Esc Menu and not just Assignment missions.
- Squashed a bug that caused the hologram to not disappear from Cargo Crate or Lost Packs if multiple players collected loot at the same time.
- Squashed a bug that made Cave Angel drop clients instantly (200ms+ ping).
- Squashed a bug where servers friends were playing in, would be displayed at the bottom of the server list instead of the top.
- Squashed a bug that made the poor Mactera Grabbers’ AI break down if they grabbed a lure and the lure unspawned while being grabbed. Poor confused Grabber.
- Added a 3 second period after a Grabber spawns where they can't grab anything - they will still go into chase mode though.
- Added a LoS check that needs to be passed to pick up the target (hopefully this will prevent Grabbers from grabbing dwarfs through thin walls).
- Added new assault rifle bullet casing particles.
- Added Stabber Vine kill-count to the Miners Manual + That you only unlock Stabber Vine entry after first kill.
- Extended the time the Dreadnoughts stay frozen slightly to compensate for the lower frozen damage bonus.
- Extended the time it takes for the Dreadnought to regrow its armor on lower hazards slightly.
- Made the Hiveguard take a slightly longer pause between its AoE rock attacks in solo games.
- Made it so that dreadnought fights will not be interrupted by random enemy spawns.
- Removed the huge distortion effect from when the player shield breaks
- Swarmers now jump out of the Glyphid Brood Nexus again.
**
HOTFIX 5
**
Hello Miners,
This hotfix includes a lot of fixes and a few tweaks. Highlights include goo splatter and dead, frozen Fester Fleas. Bon Appétit!
With Love,
Ghost Ship Games
--- PATCH NOTES ---
- Fixed Glyphids Grunts not leaving goo splatter on the ground after killing them.
- Fixed The Hawkeye mod.
- Fixed health percentage on the Drilldozer being wrong for Client when latejoining.
- Fixed wrong announcement in missions where Molly wasn’t part of the mission.
- Fixed control sluggishness from standing on black ice that remained after leaving the ice.
- Fixed the Zhukov so they mirror each other, like they do in the loadout.
- Fixed the Zhukov 3rd person fire animation.
- Fixed Unstable overclock for Zhukov transfering penalties while reloading.
- Fixed the overclock 'Hoverclock' that wouldn't activate when used.
- Fixed wrong dialog appearing when pinning a Mobula Cave Angel with Bosco
- Fixed Gunk Seeds being slanted.
- Fixed beard goatee flickering with certain armors.
- Fixed issues in the wardrobe related to victory poses
- Fixed Fester Flea animating while frozen.Fester Flea now dies after freezing.
- Fixed kills not being awarded after something dies from freezing.
- Squashed a bug where you could get stuck between the drill and the Drilldozer while it’s mining the heartstone
- Squashed a bug where not all the biomes were getting a mission
-Squashed a bug where you were able to destroy weakpoints on the Unknown Horror - Squashed a bug where you were able to damage the Unknown Horror after freezing it.
- Squashed a bug where you could trigger fade from black on the loading screen, when a controller was connected.
- Squashed a bug where the mineral grinders on the Escape Pod flickered when looking at them from extreme angles or when you carried items up to it.
Changes, tweaks and removals
- Removed Vietnamese translation option due to the translation being incomplete. Will be re-applied when a more complete translation has been made.
- Daily deals will now also show as SOLD OUT, after taking the deal, on the Mineral Trade Terminal.
- Removed confusing text from ticker in the Mineral Trade Terminal.
- Lowered enemy aggression towards Doretta a bit to compensate for the previous AI fix that made them more effective.
HOTFIX 6
Hello Miners,
This hotfix includes fixes for the Mineral Trade Terminal (Stonks!) and additional fixes for Escort and more. We also added physics for the Dawn of the Dread DLC armor, enjoy!
With Love,
Ghost Ship Games
--- PATCH NOTES ---
- Closed polygon holes in Azure Weald Big Egg
- Fixed Beamer crystals not looking the same when destroyed for host and client (lights and particles, not the crystal terrain)
- Fixed Beamer crystals getting stuck in an always on state where they wouldn't stop firing even if they are destroyed
- Fix the collected amount of items in the store being higher than the max amount
- Fixed issue where gunkseed could spawn on top of the drop pod causing issues when they meet
- Fixed Gunner's Heavy Autocannon with Big Bertha OC + T2 Lighter Barrel Assembly (without T3 Supercharged Feed Mechanism) does not apply T5 Damage Resistance buff.
- Fixed Spiderwebs to render more properly (they can still randomly disappear though, a bug for another day!)
- Fix mineral trade in spacerig showing wrong deal
- Grammar and wording improved on Memorial Hall information screens.
- Fixed the remaining twin becoming temporarily invulnerable if you kill the other too fast
- Attempt to fix Refinery Objectives UI not updating correctly for late joining clients
- Fixed the bar being non interactable after closing the unlock new beer prompt with the escape key
- Doretta pathfinding work, Smoothed out doretta path
- Fix dwarf shouts mission fail shout would play even if all dwarves made it to the drop pod during an escort mission
- Refactoring of audio output switching. Should fix issues with switching windows default device and audio device option not persisting rebooting of the game. (There are still some issues left)
- Dawn of dread armor now has Physics (The character model when pausing in solo will be buggy, will be fixed later)
- The Escort mission drill will now take less damage from high damage attacks
HOTFIX 7
Hello Miners,
This hotfix includes fixes for the Dreadnought twins constantly wanting to meet up to regenerate health, and resolves a bug that suddenly enabled the Hoverboots perk to permanently affect gravity in some missions. We have also improved the pathfinding of Doretta for a smoother ride all together!
With Love,
Ghost Ship Games
--- PATCH NOTES ---
- Squashed a bug that caused the Dreadnought twins to heal each other almost all the time
- Squashed a bug that enabled Hoverboots to affect gravity
- Tweaked som armor physics behaviour
- Squashed a bug that caused Dawn of the Dead armor to not animate correctly in the escape menu when playing solo
- Squashed a bug that caused some beards to no longer collide with armor
- Improved the pipelines in Refinery missions to reduce the risk of becoming stuck in them
- Improved Doretta’s pathfinding
- Coral structures should no longer cover up Cargo Crates in Dense Biozone
🎉 HOTFIX 8🎉
Hello Miners,
We’re celebrating that Deep Rock Galactic has spent 3-Year-In-Orbit! So this list is not so much a Hotfix as it is a list of the new things added in connection to the event - Since a lot of the stuff will be around after the event is over - there is however one fix for a bug that made the tutorial a bit funky.
With Love,
Ghost Ship Games
--- PATCH NOTES ---
-Squashed a bug that made you play as Scout in the Tutorial mission instead of Gunner.
-Added 3-Years-In-Orbit Party Hat! (Claimable during the 3-Year-In-Orbit Event)
-Added Free Beers (Claimable during the 3-Year-In-Orbit Event)
-Added Scale Brigade Frameworks to Cargo Crate Treasure pool.
-Added tip-machine to the bar.
-Added Armor Hunt Assignment that unlocks Scale Brigade Armor + Scale Brigade Armor Paintjob for all classes.Take note that this assignment can NOT be aborted once started.
During the 3-Year-In-Orbit Event ( Now to March 14th) the assignment will be available to all players who’ve completed the intro assignment “Conquer Hoxxes”.
After March 14 the assignment will, for those who didn’t complete it during the 3-Year-In-Orbit event, be available at Rank 100 and above.
HOTFIX 9
Hello Miners,
This patch contains several crash fixes, along with fixing some annoying bug habits, that should result in an increased work satisfaction of at least 6.37%. Also Doretta works better now.
With Love,
Ghost Ship Games
--- PATCH NOTES ---
- Fixed Mobula Angels shatter animation plays where it was frozen not where it landed (DRG-2755)
- Removed physics causing the Drilldozer to freak-out when dying (it was fun while it lasted..)
- Refactoring audio input device changing, to fix issues with it.
- Fixed Mini-Mule Leg vanishes when dropped by Bosco (DRG-2495)
- Trawler will no longer drag people through doretta, refinery, minehead (DRG-2104, DRG-2223)
- Fix rare crash when quitting refinery mission
- Fix for old savegames crashing on startup
- Fix Insect Swarms in Hollow bough not dying when the nest is killed
- Fixed so tipjar can't been used while holding a beer
- Improvement to avoid the player getting stuck
HOTFIX 10
Hello Miners,
The last hotfix of update 33 is upon us, and it will change the Scale Brigade Assignment to now require Player Rank 100, as well as the completion of the earlier Prestige assignments you get at Rank 70 & 80. This path also includes a couple of fixes as well as some tweaks to the Scale Brigade armor and Improved Bosco digging.
With Love,
Ghost Ship Games
--- PATCH NOTES ---
- The Scale Brigade Assignment now requires Player Rank 100 and completion of all previous Prestige Assignments
- Improved landing animation handling in first person when landing and shooting.
- Added a pop-up that explains all currently available loot has been claimed from the - Cargo Crate and Lost Pack if the player has collected everything
- Tweaked the shininess of the Scale Brigade armor material
- Tweaked the insignia on the Scale Brigade armor
- Tweaked the icon of the Scale Brigade paint job
- Squashed a bug that caused character turns to not be synced between client and host while seated in the Drop Pod
- Squashed a bug that caused the Hoverclock overclock to often fail to activate when using Focus Mode in the air
- Squashed a bug in the tutorial that caused the game to crash
- Squashed a bug that enabled Glyphid Guards to attack while stunned
- Squashed a bug with most shooting animations in first person resulting in less smooth transitions between moving and shooting
- Squashed a bug in the head turn animations while seated in the Drop Pod
- Squashed a bug that caused dwarves to grow when jumping in the Drop Pod after mission completion
- Squashed a bug that caused the Employee of the Month Terminal to not work
- Squashed a bug that sometimes enabled Bosco to refuse to pick up a gem after digging it out…. Management disapproved.
- Squashed a bug that caused weird dirt digging behavior for Bosco
**UPDATE 34: MODEST EXPECTATIONS
**
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
--- PATCH NOTES ---
ELITE ENEMIES
Elite enemies are tougher, faster, more dangerous versions of the standard bugs that you already know and love (to kill). They have a small chance of appearing in regular missions at Hazard Level 3 and above, so consider it a special occasion when you encounter one!
NEW WARNINGS
New dangers have been discovered in the caves!
ELITE THREAT
Missions with this Warning will have a sure-fire chance of you encountering elite enemies.
SWARMAGEDDON
A tsunami of swarmers awaits you in the mines. Bring plenty of pesticide and bullets!
DOUBLE WARNINGS - DOUBLE THE FUN
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!
NB! Missions with double warnings are deemed so challenging that they have been excluded from Deep Dives and Assignments.
CONTROLLER MAPPING
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.
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 bandwidth!
SAVE GAME PROFILES
Now you have the option to manage different save game profiles if you’re playing with mods (or for any other reason of your choosing) so you can have a separate save for messing around. This feature was originally planned as a part of a larger modding support solution for this update, but we decided to postpone it and release it separately later. We are planning a more comprehensive and improved solution for letting mods into the main game and we will reveal more details as this project progresses. Stay tuned!
Note: We discovered an issue with the save game profile feature right before launch, we have disabled the feature for now but will enable it as soon as we introduce a hotfix for this.
WEAPON TWEAKS
The lads at R&D have been hard at work improving the balance of the weapons, overclocks, and mods in the game based on . Here are the changes:
BRT7 Burst Fire Gun
- Increased damage of base weapon
- Moved some of the bonus of the Disabled Safety mod to the base weapon
- Lowered the bonus of the Disabled Safety mod slightly
- Decreased the ammo penalty of the Experimental Rounds OC
- Changed the damage penalty of the Micro Flechettes OC from a percentage to a set value
BRT7 Electro Minelets OC
- Significantly extended the electrocution duration
- Decreased damage penalty
- Increased the magazine penalty
- Extended the minelet lifetime
Bulldog Heavy Revolver
- Moved some of the damage bonus of the Increased Caliber Rounds mod to the base weapon 5
- Moved some of the damage bonus of the High Velocity Rounds mod to the base weapon 5
- Moved some of the bonus of the Hollow-Point Bullets mod to the base weapon 0.15
- Greatly increased the chance of Chain-Hit OC triggering
- Significantly lowered the damage penalty of Volatile bullets OC
- Lowered the ammo bonus of Six Shooter OC
- Lowered the rate of fire bonus of Six Shooter OC
- Increased the max possible damage bonus of Homebrew Powder OC
- Lowered the min possible damage of Homebrew Powder OC
- Changed the Homebrew Powder OC classification from Clean to Balanced
- Slightly decreased the ammo penalty of Elephant Rounds OC
M1000 Classic
- Increased base weapon damage
- Decreased the base weakpoint damage bonus
- Decreased the bonus of the Hollow-Point Bullets mod
- Moved some of the bonus of the Fast-charging Coils mod to the base weapon
- Moved the Hardened Rounds mod from T4 to T2
- Increased the range and power of the Focus Fear mod
- Changed the ammo bonus of the Minimal Clips OC to a % clip size bonus
- Decreased slightly the ammo and charge speed penalties on the Supercooling Chamber OC
- Changed the damage penalty of the Hipster OC from a % to a flat value to allow a high damage build to hit certain breakpoints and increased the ammo bonus a bit
- Tweaked the crosshair to help with focus shots and hipshots
Deepcore GK2
- Lowered the damage penalty of the Electric Reload OC and significantly extended the duration of the electrocution effect
- Lowered the recoil penalty of the Overclocked Firing Mechanism OC
- Increased base ammo slightly
Experimental Charge Blaster
- Rearranged some of the mods to provide more interesting choices
- Moved the Reactive Shockwave mod to T4
- Moved the Expanded Plasma Splash to T4
- Moved the Heat Shield mod to T2
- Improved recoil recovery a tiny bit (community request, you know who you are)
- Significantly lowered the heat generated when shooting charged projectiles on the base weapon
- Lowered the base charge speed slightly
- Cleaned up the weapon’s stats list in the equipment terminal
- Added a % damage bonus and increased the effect radius penalty on Flying Nightmare
- Heat Pipe OC now penalises charge shot heat instead of normal shots
- Lowered the charge shot ammo penalty on the Overcharger OC and changed it from a % to a flat value
- Lowered the damage penalty of the Persistent Plasma OC, increased the damage dealt by the plasma field and added a small slow effect to the field
Breach Cutter
- Increased the speed bonus of the Improved Case Ejector mod
- Increased the damage dealt by the plasma field from the Explosive Goodby mod and added a slight slow effect to any enemy caught in the field
- Removed the ammo penalty from the Inferno OC
- Reduced the damage penalty of the Spinning Death OC
Stubby Voltaic SMG
- Reduced the base recoil slightly
Stubby Turret Arc OC
- Increased the max distance allowed between turrets for the arc to connect
- Increased the damage of the arc
- Increased the slowdown of the arc
- Extended the duration of the arc
- Expanded the area around an electrocuted turret where enemies can get electrocuted
- Turret Arc now deals significantly less FF damage and no longer slows down players
Stubby EM Discharge OC
- Increased the discharge damage
- Extended the range before damage begins to fall off
- Lowered friendly fire damage significantly
- Reduced the damage penalty of the OC
- Changed the electrocute chance penalty to a small magazine size penalty
Subata 120
- Increased the spread per shot bonus of the Recoil Compensator mod
- Reduced the Rate of Fire penalty of the Tranq. Rounds OC
- Increased the proc chance of the Chain Hit OC
Zhukov NUK17
- Added a weakpoint damage bonus to the base weapon
- Moved some of the ammo bonus from the T4 Expanded Ammo Bags mod to the base weapon
- Reduced the base spread slightly
- Increased the spread reduction provided by the Better Weight Balance mod
- Changed the damage penalty on the Custom Casings OC to a RoF penalty
- Increased the chance to create a cryo minelet with the Cryo Minelets OC and reduced the particle system a bit, which should help with both performance and visibility
Jury-rigged Boomstick
- Upgraded the T3 Stun mod to also improve the chance to stun and add extend the stun duration even more
- Fixed the stats not displaying the stun chance as a “Per Pellet” value
- Lowered the penalty on the Shaped Shells OC and increased the accuracy bonus
Cryo Cannon
- Slightly increased the bonus provided by the Improved Pump mod
- Changed Perfectly Tuned Cooler OC to a balanced OC giving it small Chargeup Time and Pressure Regain penalties, also renamed it to “Tuned Cooler”.
- The Ice Storm OC now has an extra damage bonus against frozen targets but comes with a slightly larger ammo penalty
CRSPR Flamethrower
- Improved the chance of the “It Burns!” mod to cause fear.
- Moved some of the damage bonus of the Unfiltered Fuel mod to the base weapon
- Added an ammo bonus and a small reload penalty to the Compact Feed Valves OC
- Increased the damage and RoF bonuses of the Face Melter OC and replaced the ammo penalty with a range penalty and replaced the movement speed penalty with a tank capacity penalty
DeepCore PGL
- Extended the range at which damage fall off starts and reduced max damage falloff significantly
- Increased the damage bonus from the HE Compound mod
- Decreased the ammo bonus from the T2 Expanded Ammo Bags mod
- Moved the High Velocity Grenades mod from T2 to T3
- Added a small % explosion range bonus to the Proximity Trigger mod
- Increased the damage penalty from the RJ250 OC and added a high reload speed bonus and a large % ammo bonus
- Increased the ammo bonus of the Compact Rounds OC
Lead Storm Powered Minigun
- Reduced the cooling effect of the Cold as the Grave mod
- The Aggressive Venting mod now significantly reduces the time it takes to recover from an overheat
- Moved some of the bonus of the Improved Platform Stability mod to the base weapon
- The Magnetic Refrigeration mod now also significantly reduces the delay before cooling begins
- Fixed a bug where the small delay between shooting and cooling was not actually happening
- Reduced base stun chance
- Added a stun chance bonus and increased the stun duration bonus on the Stun Duration mod also renamed it to “Improved Stun”
- Shortened the base spin-down time and increased the bonus of the Magnetic Bearings mod, also the mod now properly affects how long the gun stays accurate
- Increased the ricochet chance significantly and extended the max ricochet distance a bit for the Bullet Hell OC
- Leadstorm OC no longer disables stun but instead just significantly reduces it’s viability so now the Improved Stun mod can actually affect it
Thunderhead Autocannon
- Reduced the damage bonus of the Feedback Loop mod
- Increased the RoF bonus of the Improved Gas System mod
- Moved some of the bonus of the Lighter Barrel Assembly mod to the base weapon
- Increased the direct damage penalty and slightly reduced the effect radius bonus on the Carpet Bomber OC
- Reduced the direct and area damage penalties slightly, extended the effect radius and increased the chance to apply the toxin effect for the Newutoroxin Payload OC
- Replaced the reload speed bonus with a “rate of fire growth speed” bonus on the Combat Mobility OC
Warthog Auto 120 Shotgun
- Reduced the bonus of the High Capacity Magazine mod
- Very slightly increased the bonus of the Expanded ammo bags mod
Warthog Turret Whip mod
-
Reduced the ammo cost of triggering the effect
-
Increased the projectile speed
-
Increased damage
-
Increased the damage radius
-
Very slightly reduced the ammo bonus of the Minishells OC
-
Reduced the ammo bonus of the Light-weight Magazines OC
Driller's HE Grenade
- Increased damage
- Reduced damage fall-off
- Expanded the max damage area a bit
- Increased the grenade count
MISC.
- Fixed pathfinder related crashes
- Fixed crash when you join a game
- Fixed Promotion Terminal not always displaying the selected character
- Fixed issue with bosco terminal not closing correctly when using controller shortcut
- Fixed droppod can land too close to Machine events, prevent mission completion.
- Fixed being unable to unlock perks by pressing E
- Fixing a bug, where you could cancel the join process, even though you could not.
- Fixed case of tunnel not connecting correctly to the next cave.
- Fixed case where the escort oil canister moved to level start when client with bad ping picked it up
- Fixed a case where you could get extra secondary objective items with certain warnings (Shield Disruption).
- Attempt to fix gunkseed in 0,0,0
- Tried to fix a latejoin issue relating to bosco carrying gems.
- Tons of minor UI tweaks on fonts, spacing, and styling
- Space Rig mesh tweaks
- Wardrobe sound mix tweaks.
- Improved Well placement in Refinery Mission. Less chance to miss placing a well.
- Reduced how aggressively refueling requirements scale based on the number of players in Escort missions
- Increased the average DPS of the Fire DoT a bit and also made it a little more consistent.
- Slowed down slightly how quickly a player can change directions on the zipline
- Increased zipline base angle and the bonus of the Upgraded Connection Joint mod
- PGL grenades and Platform Gun projectiles now inherit the character’s velocity making it easier to use them while falling or otherwise moving at great speed
- Made walking enemies that can shoot more likely to target players on ziplines
- Grass now moves when the dwarves walk through it.
- DX12 enabled by default. If you have issues running DX12, you can still change it to DX11
- Made a large amount of strings easier to translate
- Fixed UI issues in bar order menu, added Unfreeze UI to HUD when frozen by Wormhole Special beer
- Minerals mined with explosions now get a distance proportionate force applied to them so they don’t just plop down.
- Stay up to date with the brand new news feed ticker added to The Mineral Trade
- Steeve’s Healthbar now also shows the player name of the Beastmaster
UPDATE 34: Hotfix 1
Hello Miners!
We have fixed some crashes related to joining games, as well as some other nice fixes before the weekend.
Note: Some people are crashing when opening the game, if you are experiencing this, try to run the game with Dx11 instead of Dx12 (which is now default)
Add "-dx11" to the launch options by right-clicking the game in your Steam Library > Properties > Set Launch Options
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed a Bosco related crash.
- Fixed a bug that caused Magma Core Earthquakes to make spikes not holes.
- Fixed a bug that caused music to play after it was supposed to stop.
- Fixed a bug that made music play double in the Mission End Screen.
- Fixed a bug that made projectiles’ position look wrong for clients.
- Double Warnings should no longer be part of assignment missions.
- Enabled Save Slot function under the save menu.
- Rearranged Yes/Cancel buttons in The Shop buy prompt back to the order it was before the update
- Fixed issue with projectiles having weird velocities on clients.
**UPDATE 34: Hotfix 2 **
Hello Miners!
We have been hard at work finding out what direction up, down, left and right is for projectiles, and we have at least figured it out 64%! More to come... Also included are a bunch of misc fixes to everything from enemies to the way minerals are calculated.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixing a bug that caused you to not be able to join the game of someone who has just changed their savegame.
- Fixed Reconnecting in Deep dives revives a downed player
- Changed "X out of X savelots left" to "X out of X saveslots used"
- Increased font size of bar menu prices
- The message saying Crates and lost packs are empty, will now specify which type of items there are no more of.
- Fixed "Hyper Propellant" PGL overclock no longer displays unique particle effects after Update 34.
- Refactoring to the joining, as to fix DRG-1650, where it joins, even though you cancelled joining.
- Fixed UI text strings not marked translatable
- Fix golden loot bug particles and light would turn off after death.
- Attempted to fix a bug related to Loadouts for pickaxes, where the chosen loadout would not be shown in spacerig or mission. (Note: There’s still a bug that causes pickaxe parts not to update in the spacerig after changing loadout (we’re working on it!) - it will show correctly once you are in mission )
- Fix BRT pistol tracers starting too far back.
- Fixed Bulldogs default weak point damage not showing in stats
- Fixed Minehead landingzone using old model
- Fixed Minehead carving area on landing being slightly too small
- Rework Ebonut networking logic to hopefully fix issues for clients.
- Glyphid slasher missing voice line fix
- Tweak Autocannon Impact Explosion sound
- Projectile fix for projectiles fired by server but owned by client.
- Fixed Bosco not being able to mine escort laser crystals
- Fix beer effects lasting forever after swapping character in terminal
- Fixed Spinning Death Particles seem to hang around in wrong spot
- Fixed running text marking active mutator in miners manual, not working in caves (solo only)
- Fixed Goo bomber's goo doesn't fall to the ground
- Fixed endless-audio bug in Deep Dive terminal
- Changed the Hero Enemies milestone text in the terminal to elite threat.
- Hiveguard vulnerable state rock attack replication fix
- Improved Droppod collider
- Resource counters in the space rig menu topbar now round values down rather than up, to avoid confusion when buying items and the resource bar says the player owns 30 Umanite when he/she actually owns 29.3 for example.
- Fixed Spitballer not being able to shoot after being frozen.
- Fixed Spitballer weak points not showing frozen material
- Stealthily fixed a crash related to loadouts and purchasing Bosco modifications 🥷

**UPDATE 34: Hotfix 3 + Elite Plans & Changes **
Hello Miners!
With Update 34 we introduced a new enemy modification system that allows us to change some of the base properties of an enemy such as movement speed, health and damage resistances. With this we created the Elite variants of many of the foes you can encounter in the caves of Hoxxes. These Elite enemies are mainly encountered when playing missions with the Elite Threat warning but can also occasionally appear in the base game as well.
Since their introduction we have received a lot of feedback from you and we are continuously working on the system and tweaking the Elite enemies based on your feedback and our own playtests. As always, this is an ongoing and iterative process and we will continue working on this until it feels good. Your constructive feedback is an integral part of this process so thanks, and keep it up!
One of the things we have realised is that we need to more clearly communicate what we are trying to achieve with the Elite Enemies. The intention is not to create new enemy variants such as the Oppressor or the Glyphid Slasher and Guard but to instead modify the existing enemies in a way that can occasionally disrupt the flow of combat. Rest assured that we will continue to make new enemy types and variants, the elites are not intended to replace that.
Elites are designed to run with the pack and push through the players defence, or present an immediate and un-ignorable threat, or to displace the players forcing a momentary change in position and tactics. This is not possible without making them harder to kill. We want them to be the last ones standing, the bug heroes going toe to toe with the dwarves (if only for a little while). To do this they need time in which to make their presence felt.


ELITE CHANGES WITH HOTFIX 3
That said we were scaling Elite health a bit too aggressively and we have with hotfix 3 reduced the health scaling with a factor 0.2 for Hazard 4 and 5. Furthermore we have removed the Oppressor as an Elite, since we felt it didn’t really work.
ELITE CHANGES IN UPCOMING HOTFIXES
We are right now developing more ways in which we can improve Elite survivability besides just increasing health. We are looking into enhancing the strength of each Elite enemy such as unbreakable armor for Grunt Guards and Praetorians, and giving Mactera Spawn more evasiveness. Likewise we are expanding the ways in which we can modify their behaviour and attacks so that they bring a bit more to the fight while still being the same enemy at the core, and balancing the elemental resistances and temperature scaling to not break builds focused on elemental weapons and damage.
We’ll have more tweaks and changes in the upcoming hotfixes and look forward to hearing what you think. Together we forge tomorrow. Rock and Stone!
With Love,
The Ghost Ship Crew


**--- PATCH NOTES ---
**
- Fixed a bug that made Platform Gun Platforms carve into terrain, ejecting minerals. (So changed it back to the way it was in U33)
- Fixed a bug that caused Ice Platform Plants in Glacial Strata to carve into terrain.
- Fixed Ebonuts being in wrong state if joining a mission after some of them have been collected
- Fixed a bug that caused the impact sound from the Drillers axe to multiply for Clients
- Fixed issue with wave music sometimes not stopping correctly.
- Fixed enemy waves able to trigger while fighting dreadnought in deep dives.
- Reduced Elite Enemies health scaling on Hazard 4 and Hazard 5.
- Removed Elite Oppressor.
[WEAPON TWEAKS]
- Moved the Projectile Velocity Transfer mechanic from the base weapon to optional upgrades (Disabled Inertia Inhibitor) on both the PGL and Platform Gun.
UPDATE 34 - Hotfix 4
Hello, Miners!
We are nearing the end of the hotfix phase for Update 34. We still have some minor issues that didn’t make it for this hotfix and as always a hotfix comes with the risk of needing a hotfix! Anyways, we got a bunch of stuff to talk about!
NEW WEAPON TEASING
With the Hotfix phase for Update 34 drawing to an end, it’s time to look towards Update 35. We are already moving full speed ahead on the new mission type, the new weapons and a lot of other stuff. And speaking of the new weapons - On our thursday stream we will show you a small teaser of one of the new weapons and which dwarf will get it, so stay tuned!
UPDATE 34 ON XBOX
We are also hard at work on bringing Update 34 to Xbox and expect it to go live on Xbox on this friday - May 7th.
MODDING SUPPORT
Work on making a solid solution for supporting mods in the game is also moving ahead, but we have no release date yet.
THE ELITES
We’ve reached a tough decision regarding the new Elite enemies:
**Elites will no longer spawn during ordinary missions, and will only be encountered during missions with the Elite Threat Warning. **


This actually goes right back to our initial design for the damn critters - they were originally designed just for the new Elite Threat Warning. However, on testing, we liked fighting them and we felt they made combat more interesting, so we figured we’d make them part of the main game.
We have now chosen to pivot on that. We’ve decided that they’re not up to snuff in regards to the content we usually produce, and therefore feel a bit out of place. Without anything tying the Elites to the meta, such as story and a natural presence, we feel that they are not suited for the main game in their current state.
Therefore: No more spawning of random Elites during the main game, and only during Elite Threat Warnings, as originally planned.
However, to that effect, we’ve been hard at work on improving and balancing the Elites - this should make them a more enjoyable experience across different skill levels, hazards, builds and classes. You can try all these changes out for yourself with this new Hotfix.
So will random spawning of Elites in all missions ever be a thing? Well maybe, maybe not! However, we will make more enemies and more variations to the existing enemies like we have done when we introduced the Glyphid Guard and the Glyhid Slasher as a variation to spice up the waves of Grunts. And the really good thing that has come out of us playing around with the Elites is that we have gotten a lot of new ideas for new enemies. So don’t start feeling too safe in the mines - more horrors will come your way in the future!
As always: All the feedback we get from you guys is super appreciated, and we cannot overstate our pride in having fans this dedicated.
Rock and Stone, Miners!
With Love,
The Ghost Ship Crew

--- PATCH NOTES ---
-
Fixed a bug that caused the music to be extremely loud on the endscreen
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Fixed a bug that caused the grabber to go into the wrong state when a dwarf was freed from its grab by another dwarf (DRG-3290)
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Optimized handling of physics objects like flares, to no longer mess with prioritization and relevance and take up too much network traffic.
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ELITE CHANGES -
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Changed temperature values of elites.
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Reduced elemental resistance buffs.
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Made Elite Praetorian turn rate faster, made armor more durable and gave attacks impact force.
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Made Elite Grunt Guard armor more durable and added impulse to its attacks.
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Made Elite Mactera Spawn move more evasively and increased fire range and rate and added an additional projectile, increased damage and speed of projectiles.
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Made Elite Mactera Brundle move closer to players and made its armor more durable.
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Gave Elite Mactera Tri Jaw increased fire range and rate.
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Increased spawn rate for Elite Guard, Elite Slasher and Mactera Spawn by 50%.
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Decreased Elite spawn cooldown.
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Changed stun values of elites.
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Made Elites exclusive to missions with Elite Threat Warning.
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Made Elites less likely to fear.
UPDATE 34 - Hotfix 5
Hello Miners!
This last round of fixes will round off the Update 34 release, it includes several network optimizations and some smaller fixes.
With Love,
The Ghost Ship Crew
--Patch Notes--
- Small tweak of gem throw, it should be the entire ping and not just half ping.
- Throw objects tweaked, even if throwing with minimal force while moving forward the gem will still be thrown forward.
- Optimized network usage from shooting shotgun type weapons
Fixed Character disappearing in loadout menu if selecting certain items and changing character - Guntower homing drone network fixes.
- Fixed issues with Saluting and Drinking while dancing and entering / leaving the dance area.
- You can now salute more than once while dancing.
- Fixed wave music fading out much faster than before U34
- Expanded the tolerance on the Drilldozer Fuel Canisters making Oil Shale extraction a smoother experience
- Grenade launcher proximity trigger double damage fix
- Fix supporter badge so it always shows
- Fixed Black Screen on Pause menu when character goes down
- Fixed a issue that caused clients mouse cursor to disappear upon joining a server
- Fixed micro stuttering on characters
- Updated patchnotes to not say that elites spawn in normal missions
- Fixed Mutated Praetorian not lighting up when doing radiation attack.
- Fixed overlapping UI elements in Refinery mission (deconstruct pipeline message)
- Fixed 'hit by friendly fire' audio playing on host rather than the client
- Fixed Neurotoxin Impact particles Overclock not being applied.
MODDING SUPPORT
Hello Miners,
This is it! It’s finally happening - Modding support is here!
What started as a simple Save Game profile system turned into full-fledged modding support. We have spent the past months iterating on these features with the modding community, and it has been great to see this update come to fruition. We are excited that you’re going to have the opportunity to try out all the weird/fun/awesome/puzzling mods on display. We have much we want to tell you about this release, so let’s get right into it:
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
MODDING MENU
You can access all the mods from within the game through the brand-new Modding Menu. The Modding Menu is where you can easily enable and disable all of your installed mods moving forward.
We have mentioned before that we use Mod.io as a mod hosting platform. You can easily access the DRG mod.io page from within the game, and you only need to do this when subscribing and unsubscribing to mods. The game will make sure to install/uninstall those mods. And you can easily activate and deactivate mods from within the modding menu and sort the mods you have installed by name, approval category, and whether they are enabled or not.
When browsing mods, you will quickly become familiar with our three approval categories: Verified, Approved, and Sandbox. We have made detailed descriptions of these in our last Steam post and our mod.io guidelines. But here is the high-level breakdown of each category:
Verified (for Base Game) mods are QoL mods that do not impact gameplay or audio, visual mods that improve accessibility, and localized versions of in-game graphics. Mods with the types: Cosmetics, Visual, and Audio automatically default to the Verified Category if they only modify cosmetic or audio files. This is automatically detected in-game.
Approved (for Progression) mods are challenging or alternative game modes, changes to weapon stats, and mods that moderately alter gameplay elements while still retaining progression in line with the regular game.
Sandbox mods are any mod that changes rewards or mission payout, and mods that directly unlock in-game items.
It’s finally time to do that Haz 6 mission in a bathing suit with your squeaky toy hammer in place of your pickaxe. Happy mining!
SERVER TAGGING AND INFO
You can now clearly see which servers are running mods and which aren’t—no more relying on the host to put this in the title. You can also clearly see which mods a host has installed before joining.
There are also filters on the Server List that let you choose to show or hide servers that are running Approved or Sandbox mods - this means you have much better control of your server list.
You don’t need to worry about joining modded hosts by accident anymore. No more surprises and reverting to a previous save when you accidentally got a million XP from a modded game. With this update, modding should be safe, fun, and transparent.

STREAMLINED MOD ACTIVATION/DEACTIVATION ON JOIN
While Verified mods let you play the game and join others as you regularly would, Sandbox and Approved mods come with restrictions. Approved mods require everyone in a mission to have those mods installed. Sandbox mods do as well and need you to be on a Sandbox Save Game (now made possible through Save Game Profiles).
But don’t worry, you won’t have to remember all of that. The game takes care of disabling your Approved mods when joining a host that doesn’t have those mods installed. And if you are a host with Approved or Sandbox mods installed, then the game will make sure other players have those same mods installed if they choose to join your game and it will even disabled those mods for them, when they leave. As mentioned above, they can see what mods you are running before joining you.
Sandbox is a bit different. Here you will have to disable your Sandbox mods and change back to your main save to see non-Sandbox hosts in the server list.
NATIVE BLUEPRINT SPAWNING
This feature is primarily for modders. It allows anyone modding the game better access to certain features and functionalities in DRG. If you are interested in building mods for DRG, there is already a vibrant modding community. Do you feel the cave leeches are missing sunglasses? Or that BOSCO could use a tophat? Or maybe you want to do voice lines for mission control in another language? Then it’s time to get to work on that DRG mod.
COMMUNITY REQUEST
- Translation test branch: This has actually been live for a bit. If you are a community translator then you can now access a steam branch with a nightly build including newest translations from Crowdin. So you don’t have to wait for a release to see your work in-game. If you are interested in providing community translation or DRG, there is a community translator channel on our Discord with a very active community.

MISC.
- Added a new tab in the ESC menu for Modding Support
- Added a new Stabber Vine killcry callout
- Added support for a "-disablemodding" command line argument that can be added to the Steam launch options to disable mods if you encounter crashes
- Added support for a shared Save Game between the live branch and the translation branch
- [COMMUNITY REQUEST] Added wrapability to reward text on the "You have been kicked" popup to enable longer translations
- [COMMUNITY REQUEST] Added wrapability to 'Show infoscreen on startup' text to enable longer translations without overlapping UI elements
- [COMMUNITY REQUEST] Added wrapability to subheader text on the Memorial Wall screen to enable longer translations
- Added subtitles to the noise that is made when throwing to fix an issue with blank subtitles
- Added subtitles to a defense callout to fix an issue with blank subtitles
- Added subtitles to coughing and grunting noises to fix an issue with blank subtitles
- Added subtitles to dashing noises to fix an issue with blank subtitles
- Added subtitles to the Burning Love reactions to fix an issue with blank subtitles
- Added subtitles to the Gut Wrecker reactions to fix an issue with blank subtitles
- Added subtitles to the Mactera Brew reactions to fix an issue with blank subtitles
- Added localizability to Mastery Unlock pop-ups
- Added localizability to Liquid Morkite Well on the Laser Pointer
- Added localizability to Deep Dive Instructions in the Deep Dive Terminal
- Added localizability to missing strings on the Restore Save overlay
- Fixed typos in the subtitles when transferring Lost Equipment coordinates to the Terrain Scanner
- Fixed a typo in the quotes for Fungus Bogs biome
- Fixed typos and incorrect capitalization in the subtitles when the Drop Pod is called
- Fixing another save has more progress popup, even though another save does NOT have more progress
- Fixed typos in all subtitles related to upgrading Bosco, perks or equipment
- Fixed a typo in the subtitles when waiting for departure in the Drop Pod
- Fixed typos in subtitles when waking up in the cabin and in the Medbay
- Fixed a typo in the subtitles when mining
- Fixed typos in the subtitles when using the zipline
- Fixed an excess space in the subtitles when a Resupply Pod has arrived
- Fixed typos and excess spaces in the subtitles when slapping the leprechaun at the Space Rig
- Fixed typos and excess spaces in the subtitles when slapping dice
- Fixed inconsistent capitalization of the Sentry Gun in subtitles
- Fixed a typo in Mission Control's dialogue when the Fuel Cells are connected to the Drop Pod
- Fixed excess spaces in the subtitles when Doretta requires repair
- Fixed typos, inconsistent capitalization and excess spaces in all subtitles in Refinery mission
- Fixed typos in the subtitles when Doretta is under attack
- Fixed typos in the subtitles when pressing the gravity button on the Space Rig
- Fixed typos in the subtitles when picking up a pickaxe overcharger
- Fixed typos in the subtitles when placing the Gunner's Shield Generator
- Fixed a typo in the subtitles when power attacking
- Fixed typos in subtitles when petting
- Fixed typos in subtitles for all perk activation shouts
- Fixed typos in the subtitle when the player is caught by a Cave Leech
- Fixed typos in the various subtitles when the player is out of fuel, ammo or grenades
- Fixed a typo in Mission Control's introduction to Point Extraction mission
- Fixed a typo in Mission Control's announcement of the Drop Pod's arrival in Point Extraction missions
- Fixed excess spaces in the subtitles when the M.U.L.E. is returning to the landing zone
- Fixed typos, inconsistent capitalization and excess spaces in the subtitles of all Machine Event dialogue
- Fixed an excess space in the subtitles when forging overclocks
- Fixed inconsistent capitalization in subtitles for forging
- Fixed a typo when the player is caught by a Mactera Grabber
- Fixed inconsistent spelling of the Lootbug across subtitles, perk descriptions, milestones and the Miner's Manual
- Fixed an excess space in the subtitles when firing the Flare Gun
- Fixed an excess space in the subtitles when interacting with the Jukebox
- Fixed typos in the subtitles when depositing in the M.U.L.E.
- Fixed typos in the subtitles when Heightened Senses is activated
- Fixed a typo in the subtitles when mining Red Sugar
- Fixed a typo in the subtitles when grinding pipes
- Fixed a typo in the subtitles when using the Scout's Grappling Hook
- Fixed a typo in the subtitles when the Gunner's shield is recharged
- Fixed typos, inconsistent capitalization and excess spaces in the subtitles of all grenade warning
- Fixed typos in the subtitles when the player takes friendly fire
- Fixed typos, inconsistent capitalization and excess spaces in the subtitles of all Escort Duty Mission Control dialogue
- Fixed description of the Dreadnought cocoon on the Laser Pointer
- Fixed inconsistent descriptions for Salvage Mission items on the Laser Pointer
- Replaced the Dreadnought cocoon icon on the Laser Pointer with the colored variant
- Fixed a typo in the subtitles for the Dreadnought Laser Pointer callout
- Fixed a bug that caused Mission Failure text to overlap with other UI elements on the Mission Complete screen in certain languages
- Fixed a typo in a pop-up message that warns the player of potentially overwriting an existing Save Slot
- Fixed typos, inconsistent capitalization, and excess spaces in the subtitles of all Laser Pointer callout dialogue
- Fixed typos and inconsistent capitalization in the subtitles for all killcry callout
- Fixed typos in the subtitles for all gunsling reaction
- Fixed typos and inconsistent capitalization in the subtitles of miscellaneous in-mission dialogue
- Fixed typos and inconsistent capitalization in subtitles for Mineral Trade dialogue
- Fixed various miscellaneous typos reported by the community on Jira
- Fixed typos in all subtitles in the Tutorial Level
- Fixed typos in subtitles for gunslinging reactions
- Fixed typos in subtitles for various generic dialogue
- Fixed various typos and inconsistent capitalization in all subtitles for Mission Control dialogue in Deep Dives
- Fixed a typo in the subtitles for Mission Control dialogue when all Aquarqs are collected
- Fixed typos and excess space characters in subtitles when reacting to the environment
- Fixed typos in the subtitles when reacting to flies
- Fixed typos in the subtitles when browsing The Shop for new gear
- Fixed typos in the subtitles for coughing noises
- Fixed typos in the subtitles for character-specific dialogue
- Fixed typos in all subtitles for Fuel Cannister dialogue
- Fixed a typo in the subtitles when ordering Bosco to fire his rockets
- Fixed an excess space character in the subtitles when ordering Bosco to mine
- Fixed a typo when ordering Bosco to light
- Fixed a typo in the subtitles when ordering Bosco to fetch something
- Fixed a typo in the subtitles when carrying a heavy object
- Fixed various typos when ordering beer
- Fixed typos and capitalization across all bar-related subtitles
- Fixed another typo in the subtitles when consuming a Blacklock Lager
- Fixed a typo in the subtitles when consuming a Blacklock Lager
- Fixed a typo in the subtitles when consuming a Blacklock Lager
- Fixed a typo in the subtitles when reacting positively to a beer
- Fixed inconsistent capitalization in more Mission Control dialogue
- Improved the wording of the tutorial hint that describes how to replay the Tutorial Level
- Fixed a typo in the tutorial hint that describes how to replay the Tutorial Mission
- Fixed a typo in the loading screen hints
- Fixed inconsistent naming of the Resupply Pod across chat alerts, tutorial hints, UI, and the Laser Pointer
- Fixed inconsistent capitalization in Mission Control dialogue for assignments and promotions
- Fixed inconsistent capitalization in Mission Control dialogue on the Space Rig
- Fixed inconsistent capitalization in Mission Control dialogue in Point Extraction Mission
- Fixed inconsistent capitalization in incoming Supply Drop alerts
- Fixed inconsistent capitalization in Misson Control tutorial dialogue
- Fixed inconsistent capitalization in Mission Control wave alerts
- Fixed more cases of inconsistent capitalization in Mission Control dialogue
- Fixed typos and inconsistencies in Mission Control's dialogue in Elimination Missions
- Fixed inconsistent capitalization in Misson Control's dialogue when all Alien Eggs are collected
- Fixed typos and inconsistencies in Mission Control's dialogue when an objective is completed
- Fixed inconsistent capitalization in Mission Control's dialogue when the M.U.L.E. has docked
- Fixed a typo in Mission Control's introduction to Mining Expedition
- Fixed inconsistent capitalization in Mission Control's dialogue for Mission Selection
- Fixed inconsistent capitalization in Mission Control's dialogue in Salvage Mission
- Fixed a typo in the chat alert when the M.U.L.E. can be called back to the Drop Pod
- Fixed a typo in the subtitles when throwing snowballs
- Fixed an excess space character in the Saves Menu
- Fixed a typo on the Dirt Diggers screen of the Miner's Union Terminal
- Fixed several cases of inconsistent resource descriptions on the Laser Pointer
- Fixed a typo in the description of Dystrum on the Laser Pointer
- Fixed typos in the description of Magnite on the Laser Pointer
- Fixed a typo in the description of Hollomite on the Laser Pointer
- Fixed several cases of inconsistent capitalization of all news headlines
- Fixed several cases of excess space characters at the end of news headlines broadcasted on certain terminals in the Space Rig
- Fixed a typo in Mission Control's introduction to Salvage Missions
- Fixed another typo in Mission Control's announcement of all mini M.U.L.E.s being fixed
- Fixed a typo in Mission Control's announcement of all mini M.U.L.E.s being fixed
- Fixed another typo in one of the quotes for the Magma Core biome
- Fixed a typo in the subtitles when killing an innocent Cave Angel (how dare you!)
- Fixed a typo in the subtitles when marking a Core Infuser with the Laser Pointer
- Fixed typos in the Control Customization Menu
- Fixed typos in the Controls Options
- Fixed a typo in Mission Selection
- Fixed a typo when marking a Brewing Ingredient with the Laser Pointer
- Fixed a typo in one of the quotes for the Magma Core biome
- Fixed a typo in Mission Control's introduction to the second stage of a Deep Dive
- Fixed a typo in the subtitles when placing a Satchel Charge
- Fixed a typo in the Web Spitter entry of the Miner's Manual Bestiary
- Fixed a typo in the news headlines shown on certain terminals in the Space Rig
- Fixed a typo in the Glyphid Dreadnought Twins entry of the Miner's Manual Bestiary
- Fixed a typo in the news headlines shown on certain terminals in the Space Rig
- Fixed a typo in the description of the Compact Feed Valves overclock for the CRSPR Flamethrower
- Fixed a typo in the news headlines shown on certain terminals in the Space Rig
- Fixed a typo in the subtitles when marking a Dreadnought Hiveguard with the Laser Pointer
- Fixed several typos in the subtitles when reacting to damage from thorns
- Fixed several typos in the subtitles when depositing in the M.U.L.E.
- Fixed a typo in the UI Options menu
- Fixed a typo in the biome description of Hollow Bough
- Fixed typos in Swarmer Tunnel shouts
- Fixed a typo in the description of the Disabled Inertia Inhibitor upgrade for the Deepcore 40mm PGL
- Fixed a crash that could sometimes occur when the armor of the Dreadnought was destroyed
- Fixed an issue where you could not join games, if you had just joined a game and failed because someone joined the game at the same time as you and got in quicker making the server full

KNOWN ISSUES
- You are only able to enable 25 mods at a time because of an issue that prevents joining multiplayer sessions past this cap. This limit is temporary and will be increased as soon as we have a solution. Solo play is unaffected by this cap.
- Verified dependencies does not always reenable when joining a server with it active
- Hidden mod on mod.io do not automatically update to new versions
- Disabled mods are sometimes re-enabled after leaving a mission
- Corrupt mod files are not handled/aborted, but are stuck in a loop trying to redownload and extract. This can be worked around by unsubscribing to the faulty mod.
⛏️ MODDING SUPPORT - Hotfix 1 live now! ⛏️
Hello Miners,
This small hotfix ensures your Server List filters are no longer reset when you close the Mission Terminal and addresses an issue with disabled mods re-enabling after returning from a mission. Read all the details below and then get back to work, miners!
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed an issue that caused Server List filters to reset when you exit the Server List
- Fixed an issue that changed Main Saves to Sandbox in some cases
- Fixed a bug that caused the ‘Continue’ timer to be 15 seconds rather than the usual 10
- Fixed an issue that caused disabled mods to sometimes re-enable after leaving a mission
- Fixed an issue with Deep Dive Server List settings not refreshing on open
- Added localizability to the pop-up that appears when the player is asked to change to a Sandbox Save Game
- Added localizability to the ‘Modded’ tag in the ESC menu
- Added localizability to ‘Active Save’ on the Saves Menu
KNOWN ISSUES
----------------------------
- You are only able to enable 25 mods at a time because of an issue that prevents joining multiplayer sessions past this cap. This limit is temporary and will be increased as soon as we have a solution. Solo play is unaffected by this cap.
- Verified dependencies does not always reenable when joining a server with it active
- Hidden mod on mod.io do not automatically update to new versions
- Corrupt mod files are not handled/aborted, but are stuck in a loop trying to redownload and extract. This can be worked around by unsubscribing to the faulty mod.
MODDING SUPPORT - Patch 1 live now! 
Hello Miners,
This patch includes a bunch of QoL improvements and some bug fixes for modding support. You get clearer info about what mods a host is running before joining, and we have improved the whole experience around switching to and from a Sandbox save.
We are still looking into raising the mod cap. This turned out not to be a trivial task. And, we are also evaluating if there should be an ‘optional’ tag for Approved mods that don’t require everyone in a session to have it installed. More info to come.
With love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Mods not packaged for the current version of the game will be disabled on game launch to prevent crashes. Mods creators can set the compatible game version on mod.io. Players with an incompatible mod installed are still allowed to enable a mod from a previous game version, but warned when they do so.
- You can now load Regular Saves while on a Sandbox Save. Loading a Regular Save will now disable Sandbox Mods automatically.
- Pop up asking whether you want to change to a Regular Save will appear when all Sandbox mods are disabled.
- You can now cancel changing to a Sandbox save when installing and enabling Sandbox mods. Cancelling will automatically disable all Sandbox mods.
- Players on Sandbox saves can now see all other public servers in the Regular and Deep Dive Server list.
- Players on Sandbox saves joining Regular or Approved modded games will be prompted to change to a Regular save and their mods will be disabled on join.
- Changed text from 'Modded Save Game' to 'Sandbox Save'
- Prevented some illegal characters in save game names to prevent save game corruption.
- Added code to ensure that main saves can not be Sandbox saves. (Note: Changing names and/or info manually on files in the Save Games folder can cause this to break and can irreversibly corrupt your save).
- Added enable/disable all functionality to the Modding Menu.
- Added Cancel button in the Modding Menu to cancel enabling/disabling mods.
- Added ‘Show Only Modded Servers’ filter to the Server List.
- Added icons when joining a Modded server that show which mods are being downloaded and which you already have installed.
- Added that Approval Categories for mods are shown in Join Dialog and Sever List tooltip.
- Added mod info when hovering over mod name in Joining Dialog for Modded Servers.
- Disabled cancelling the joining progress, while downloading and installing mods in order to prevent corruption of mod files.
- Mods with one or more dependencies now get automatically disabled if the mod(s) they depend on are not enabled or not installed.
- Added a small tooltip on the Moddin Menu, when a mod cannot be enabled because of a missing dependency.
- Fixed a bug that caused dependencies to not enable/disable properly on join and leave.
- Fixed a bug that caused players with Approved mods enabled to hang forever in “joining” - when joining a Regular server for the second time after launching the game.
- Fixed a bug that made it so you could not join password protected modded games through the Server List
- Fixed that the modname sometimes got cut off on the Modding Menu.
- Fixed that the modded text on the chat was not localizable.
- Fixed that the Player Rank icon became stretched when Player Rank was above 999
- Fixed a crash that occurred if a backup save was not detected.
- Fixed blueprint mods spawning one time for every player who joins a mission
- Added slovak language
MODDING SUPPORT - Hotfix 1.1
- Fixed a crash that happened clicking the checkbox to enable a mod that another mod has as dependency
MODDING SUPPORT - Hotfix 1.2
Hello Miners,
This is a small fix and added functionality for the mod game version control and a few fresh translations 🙂
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Added Checkbox to Modding menu to disable/enable auto disabling of mods with outdated game version tag. Note: Disable at your own risk - some mods can crash when we do updates to the game (if that happen they will automatically get disabled on reboot regardless of this setting)
- Removed prompt when enabling mods with outdated game version tag.
- Added icon and tooltip next to mods that have been disabled on start because their game version tag is outdated.
- Added newest translations and pushed translatable strings.
- Fixed a bug that caused Approved mods to sometimes not disable on join if the Host had uninstalled the mod (without disabling it first).
- Fixed a crash that happened clicking the checkbox to enable a mod that another mod has as dependency.
Small Fix
- Fixed Cloud Save not retrieving saves properly when clicking "Restore Save"
Small Fix
- Fixed a crash that would cause the live game to crash when experimental would go live if you switched between the 2 versions.
Small fix
- Fixed that the game would crash if you opened the game without steam being open
Small Fix
- Actually fixed a crash that would cause the live game to crash when experimental would go live if you switched between the 2 versions.
SEASON 01: RIVAL INCURSION
Hello Miners,
We are proud to announce our BIGGEST update thus far - Season 01: Rival Incursion. Yes, that’s right - we are, for now, moving to do themed seasons instead of just updates. Season 01 includes four new primary weapons, a new challenging boss-fight mission, and our take on a 100% FREE battle pass called a Performance Pass that will reward you with a truckload of new unique cosmetics during Season 01.
Read the patch notes below for all the juicy details and then head over to the FAQ (https://www.deeprockgalactic.com/season01-faq) for answers to all of your questions regarding Seasons and Performance Pass.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
URGENT COMPANY BRIEFING
Alright, Miners - listen up! We have confirmation: We are no longer alone out here.
A month or so ago, our deepscans started picking up energy signatures massing on the outer edge of the system. Within a week, automated scout ships penetrated the upper atmosphere of Hoxxes IV and started taking readings. Soon after, they started sending down supplies and construction materials - hectotons of it, across dozens of shuttles. Now, we are seeing full-fledged data collecting facilities being raised down in the caves - OUR caves.
In short, our dominion over Hoxxes is no longer total. Someone else is moving in on company territory.
NEW CONCEPT: SEASONS
With the introduction of a themed Season, several of the new features will only last in their current form while the season is running. Season 01 is currently expected to last for 4 to 5 months, so everybody will get a chance to experience the content. When the season ends, each of the season-related features will change somewhat, but never be truly gone.
Season Terminal
In the Space Rig, you will now find a new terminal aptly named the Season Terminal. This is where you can read Management’s all-hands briefing on the recent event, hand in your season-related loot, track your progression in the Performance Pass, and claim your rewards.
Towards the end of the Season, and probably a month in advance, a countdown will be displayed in the Season Terminal, so the end of the season will be known to all. This will also signal the start of the next season.
SEASON 01: PERFORMANCE PASS
In light of this rival incursion, Management has begun a brand-new incentive program to distinguish our most dedicated employees. This is called the Performance Pass and it’s Deep Rock Galactic’s take on a 100% free Battle Pass. Season 01 brings you 100 levels of unlocks, challenges to complete, and bonuses to collect - all completely free.
Performance Points and Season Challenges
Earning Performance Points is how you advance through Season 01’s 100 levels. You earn these simply by completing missions, alongside hefty bonuses paid out for completing Season Challenges.
Your current Season Challenges can be tracked and managed in the Season Terminal. You can at most have three active Challenges at a time, and you will get a new Challenge each day. Most of the Challenges will be completed alongside your regular work in the mines, but one of them requires handing in the hard-to-get Data Rack, which can be obtained by completing the new mission, Industrial Sabotage.
Furthermore, during missions, you may recover Data Cells for even further bonuses. Do so by chasing down a Rival Prospector Drone and destroying it - or find a rival Data Deposit, hack it, and recover the Data Cell inside.
Company Scrips and Cosmetic Tree
Some Season levels grant you rewards directly, while others grant you Scrips. Scrips are Company Credit tokens that let you unlock a single field of your choice on the new and poetically named Cosmetic Tree.
The Season Level rewards and the Cosmetic Tree are packed with brand new Beards, Helmets, Pickaxe Parts, Paintjobs, satchels of Crafting Materials, and fat stacks of cold, hard cash - and to top it off, a brand new Weapon Framework for every gun available.
At Season End
The Performance Pass and the claimable rewards will be available while Season 01 is running. Afterward, any unclaimed cosmetics rewards will go back into the game as random rewards and other yet-to-be-implemented features for the future.
SEASON 01: NEW MISSION “INDUSTRIAL SABOTAGE”
A number of mysterious prospecting facilities have recently been discovered on Hoxxes! The operations appear to be fully automated, and we do not yet know who is behind the incursion. The presence of a Rival Company on Hoxxes is unacceptable.
To complete this dangerous mission, you must locate the rival corporation’s towering Data Vaults, hack the connected Power Stations to take down the impenetrable Force Fields, and face off against the terrifying Caretaker and its minions before making off with the ultimate prize: The rival corp’s encrypted Data Rack!
Before Management lets you loose against our prospecting rivals, you need to prove yourself ready by completing the new assignment, SPEC OPS: SABOTAGE TRAINING. This assignment will be available for any miner that has completed the CONQUER HOXXES assignment. Furthermore, Management advises you to familiarize yourself with the mission details in the Miner’s Manual section before descending into the darkness.
At Season End
During Season 01, this new Industrial Sabotage mission will always be available on the Mission Map. When Season 01 comes to an end, the mission will likely be much less frequent and integrated into the game in a different way.
SEASON 01: NEW MISSION EVENTS
During regular missions, you may encounter the Rival Prospector Drone. The rival company is obviously trying to aggressively expand its operations. You must destroy these drones on sight, and collect their Data Cells.
While exploring the caves, you should also lookout for any Data Deposits left behind by the rival company. Get in close, hack the deposit with your new Hacking Device, and recover the Data Cell inside.
Please make sure to bring back the Data Cells from these encounters, and hand them in at the Season Terminal for a quick Company Scrip bonus. The Data Cells also provide you with a Performance Point bonus, so it doubles up!
At Season End
These new mission events will be active while Season 01 is running, and they will be somewhat frequent. Afterward, they will be much less frequent or even removed.
NEW WEAPONS
To help with the fight against this new lethal threat, Management has approved four new Weapon Contracts - which of course includes a full slew of Gear Modifications to buy, and 26 brand new Overclocks to find and unlock. You can get licensed for all four in the usual manner at the Assignment Board, but given the highly advanced nature of these new weapons, you will need to have attained Level 20 for the respective class.
ENGINEER: LOK-1 SMART RIFLE
Take a standard, high-grade assault rifle, bolt a semi-sentient AI Core to the side of it, and rig it up with several sophisticated tracking packages. Arm the resulting abomination with prototype rounds that interface directly with the onboard systems, and you have the aptly named LOK-1 Smart Rifle - a glorious bit of kit any Engineer worth their salt would be happy carrying.
DRILLER: CORROSIVE SLUDGE PUMP
The Corrosive Sludge Pump is what happens when the maintenance staff is left with too much time on their hands. A complicated network of piping, distillation bottles, and safety valves results in a very capable device indeed - lobbing globs of corrosive waste at those you disapprove of has never been so fun!
SCOUT: DRAK-25 PLASMA CARBINE
The DRAK-25 is among the newest additions to the DRG arsenal and is a bit of a technological marvel. Capable of laying down a blistering hail of superheated plasma without hardly ever blowing up in your hands, and comparatively cheap to manufacture! Management was quick to approve and sign off on this design.
GUNNER: “HURRICANE” GUIDED ROCKET SYSTEM
The Hurricane has quickly gotten a reputation for being a very crowd-pleasing weapon - unless we're talking about the crowd it is being aimed at. It stows a weapons package usually reserved for heavy-duty tripods into something a hearty dwarf can carry with ease and has even been upgraded with sophisticated tracking software.
NEW ENEMIES: RIVAL TECH
The Rival operations are fully automated and fiercely defended by a variety of robotic entities. Reports have confirmed that they are susceptible to small-arms fire but are quite resilient. R&D recommends targeting the less robust vent areas, identifiable by a bright orange glow.
PATROL BOT
The Patrol Bot is a defensive robot from a Rival Company, with versatile traversal options in combat, covering both ground and air. It shoots a plasma laser from the particle accelerator placed inside its "head" - which is also more vulnerable due to the many vents. Its synthetic exterior makes this a durable, tough enemy, but the firewall protecting its AI software is easy to bypass, making it a perfect target for your state-of-the-art Hacking Device.
SHREDDER
The Shredders are small flying robots, that travel in packs and roam Rival Prospecting Facilities looking for intruders. A lone Shredder poses little danger, but together they can shred a dwarf to shreds in shreconds!
CARETAKER
R&D reports sightings of these giant structures above our new Rival's data vaults, hidden behind a giant impenetrable shield. The few miners who have returned alive report that the structure is the Facility Caretaker, an extremely dangerous machine that furiously protects the valuable data hidden underneath it. Bring your strongest arsenal for this beast!
BURST TURRET
The Burst Turret is protected by an impenetrable barrier, and lies in wait for intruders. They're set up around Rival Prospecting Facilities to protect the Power Stations that keep the shield around the vault intact. Once its sensors pick up intruder movement, it will lower its barriers and attack!
SNIPER TURRET
The Sniper Turret protects the Power Stations that keep the shield around the Data Vault intact. Once an intruder enters a room with a Power Station, these turrets will immediately set their sights on their target, and shoot them with a powerful plasma laser shot.
REPULSION TURRET
The Repulsion Turret emits a barrage of Plasma Force Fields, which apply an extreme amount of force to anything it comes into contact with. Although completely immobile, the turret is protected by a barrier when inactive, and the huge amount of Plasma Force Fields it emits can't be shot through.
PROSPECTOR DRONE
A Prospector Drone sent by a Rival Company and programmed for curiosity and thorough work, it researches every nook and cranny around areas of Hoxxes for mining potential. If attacked, it will call for help from its fellow drones, and flee to avoid its precious data being lost in the depths.
NEW MISSION EQUIPMENT: HACKING DEVICE
R&D has been hard at work cracking the rival robots. You now have a handheld hacking device that will let you hack rival patrol bots and make them fight for you. The hacking device will be active when in close proximity to a hackable robot.
**NEW COSMETIC DLC: RIVAL TECH PACK **
To commemorate the release of Season 01, we will also be releasing a new DLC Pack - aptly named “RIVAL TECH”. The Rival Tech Pack will let you deck out all your guns in theme with our new enemies - no reason to let all those nice bits go to waste, after all!
On top of the set of new unique Weapon Frameworks for all your weapons, the pack comes with a matching Paintjob for your Armors, as well as a Rival Tech Paintjob for all other weapons and your favorite Pickaxe.
NEW FRAMEWORKS FOR THE NEW WEAPONS
A full set of 24 new framework variations for the four new weapons have been added to the pool of items you can find in the Cargo Crates. Also, if you own the MegaCorp DLC, you will get 4 new framework variations added automatically.
**[COMMUNITY REQUESTS] **
MORE LOADOUT SLOTS
The update, of course, also includes all the usual under-the-hood improvements and additions - and yes, we heard you, that also means a few more Loadout Slots for you to toy around with! We have added two more Loadout Slots for a total of five. We trust you will spend them wisely.
CALLING THE M.U.L.E. 2.0
When calling Molly, if she isn’t present on the mission, the dwarves will have unique shouts to let you know she is not there. There will also be unique shouts for when Molly is on the way to the Drop Pod.
We have also added an icon next to the portrait of the player who’s calling for the M.U.L.E.
POWER DRILLS WITH ANGLOMETER
We got inspired looking through the community-made mods, and have added an anglometer to the Reinforced Power Drills crosshair.
ENABLED VR PLUGINS
Speaking of modding, we have enabled the SteamVR and OculusVR plugins to allow modders to play with them. Have fun!
CLIPPING ISSUES
Last but not least, a bunch of minor clipping and collision issues on the Space Rig have been fixed.
MISC
- Added an option to show detailed network stats to UI options
- Added Industrial Sabotage to the Miner’s Manual
- Added Rival Tech enemies to the Miner’s Manual
- Added new idle animations for holding a rifle
- Added a small janitor room in the basement of the Space Rig and left something in it
- Added Laserpointer shouts to the Mini M.U.L.E.s in Salvage Missions and Deep Dives
- The revival of downed teammates is now prioritized over other nearby events that share the same key input, e.g. building pipes, petting Steeve, etc.
- Updated Mission Icons on the Mission Terminal
- Added the ability to get more and older Cloud Saves, from the Restore Saves menu
- Expanded the cave variety for all Escort Missions
- The distance between the caves can now be shorter than before, reducing travel time
- Reduced cave size and complexity for the Medium Length & Average Complexity mission (the one used in deep dives)
- Added a Medium Length & High Complexity mission that has larger and more complex caves
- Added a Long & Average Complexity mission that has 2 stops, but smaller and less complex caves
- Updated lighting in Vanity terminals to match better with the lighting on the Space Rig
- Added basic support for PS4 controllers on Windows
- Added modded server information to Steam Rich Presence
- Added shouts for when the M.U.L.E. is not in a mission or returning to the Drop Pod
- Supply Pods now give a small push to players who are caught under them to prevent being inside of the pods after being revived
- The game now posts a "Player X has been kicked" message instead of "Player X left the game" if a player is kicked from the game
- Tweaked mission weights to make Refinery and Escort missions appear in the same numbers as Elimination / Salvage
- Tweaked the player resource inventory UI
- Added localizability to Danger Level on Mission Terminal monitors
- Added friendly fire sounds to the Cryo Cannon and the Flamethrower
- Added useable text to the Fuel Canister
- Slightly reduced the fire resistance of all Glyphid Dreadnought variants
- Flamethrower can now ignite all poison gas clouds
- Gave the old MK1 and MK2 armors a bit of love and polish
- Made small adjustments to mission rewards to improve the consistency across the various mission types
- The XP reward for completing the primary and secondary mission objectives now
scales based on the mission length and complexity; this gives a more consistent progression no matter what sort of missions you like to play - Fixed inconsistent spelling of the M.U.L.E.
- Fixed slight clipping into the wall on the back of the Character Select computer in the cabin. Well spotted!
- Beautified various tooltips on the Save Menu
- Fixed a bug that converted Main Saves to Sandbox Saves
- Fixed a typo in the mission objective text when the Drop Pod needs refueling
- Fixed a bug that caused the "Thunderhead" Heavy Autocannon crosshair to reset
- Fixed a bug that caused the "Thunderhead" Heavy Autocannon crosshair to not always match equipped upgrades
- Fixed a bug that enabled the Tritilyte Deposit to block access to the Drop Pod
- Fixed a bug that prevented the Dreadnought Hiveguard from spawning Glyphid Sentinels if you damaged it too fast
- Fixed a bug that sometimes caused the Dreadnought projectile to not collide with the player correctly
- Fixed a bug that caused the Subata 120 magazine to face the wrong direction
- Fixed a crash that sometimes occurred when the Fuel Canister was picked up by another player after the first pick up
- Fixed a crash that sometimes occurred when activating Iron Will
- Fixed a bug that sometimes caused gear stats to not update after purchasing a gear modification
- Fixed a typo in the quotes for the Fungus Bogs biome
- Fixed a bug that caused the recoil stat in the Equipment Terminal to not show the correct values
- Fixed a bug that caused the Incendiary Grenade to not show duration in the stats
- Fixed a text scaling issue on the Forge to enable longer translations
- Fixed a bug that caused the Subata 120 to have a floating shadow in first person
- Fixed M1000 Classic and Bulldog magazines getting skin textures applied when they should not
- Fixed a bug with the third-person mining animation not rotating the arm correctly with the pickaxe to match the pitch of the character
- Fixed a bug that caused Mineral numbers to be out of sync at the Mineral Trade Terminal
- Fixed a bug where Cargo Crate batteries would be out of sync on clients
- Fixed a bug where players automatically throw objects after picking them up
- Fixed a bug that enabled dwarves to build turrets while carrying a Fuel Cannister
- Fixed a bug that allowed you to equip a weapon while depositing minerals in the M.U.L.E.
- Fixed Inferno OC description not matching the OC’s penalties
- Fixed a bug where the Embedded Detonators OC wouldn’t trigger with no reserve ammo left
- Fixed a bug that enabled downed dwarves to expose OMEN Exterminator weakpoints if they were downed on a Maintenance Access Platform
- Fixed a bug that caused the dwarf character to be offset to the left in The Shop
- Fixed a bug that caused the mannequin dwarf to disappear in Vanity icons
- Fixed missing space in 'Pick up' useable text across all assets that used it
- Fixed a bug that caused the "Warthog" Auto 210 expanded ammo bags modification to not actually expand ammo bags. Silly ammo bags.
- Fixed a bug that prevented the Mactera Brundle charge-up from having sound while its armor was intact
- Fixed a bug where Iron Will would not trigger if the HUD was toggled off
- Fixed a bug that caused mods in the mods folder to not be enabled even though the game version check was disabled
- Fixed a bug that caused local mods to be marked with an outdated warning in the Modding Tab
- Fixed a bug with Bosco not returning to his speedy self after picking up heavy stuff
- Fixed a bug where sometimes you could not create a new save, even though you had less than the max number of Save Slots used
- Fixed a bug where the loadout overview in the ESC menu would not update if the ESC menu was closed while the overview was expanded
- Fixed a bug that caused loadout icons to be active while the purchase pop-up for modifications was in focus
- Fixed a bug that caused Fuel Cannister progress to only update when 100% full
- Fixed a bug that prevented BET-C from attacking you if you had already been downed once
- Fixed a bug where Cloud Saves would not be loaded properly
- Fixed a bug with font sizes in the chat
- Fixed a bug with some players not having a Main Save (a new one is now automatically created if the player for some reason does not have an available Main Save; if the player has more than one Main Save, we ask them to delete Main Saves)
- Fixed a bug where Iron Will activation would activate See You In Hell, and vice versa
- Fixed a bug where the Maintenance Access Platforms would not highlight which OMEN Exterminator module would be exposed if you stand on it while starting the Machine Event
- Fixed a bug that caused Experimental and Sandbox tags to not be visible
- Fixed a bug related to picking up carriables after throwing another
- Fixed a bug that caused Homing Drones from the OMEN Exterminator to be way faster than intended
- Fixed a bug that with Save Games sometimes being converted to a Sandbox Save, when loaded from the regular saves popup
- Fixed a bug that allowed the drinking animation to be interrupted by tipping Lloyd
- Removed wrong tooltip for 'Show Sandbox Label' option
- Changed Heat Radiance text to say "Burn everything around you" instead of "heat up," to reflect what it actually does
**Season 01: Patch 01 **
Hello Miners,
Patch 1 fixes a bunch of issues reported since Season 1 went live, everything from spelling mistakes to tweaking the difficulty of Industrial Sabotage. There are also some that crash when starting the game. We are doing everything we can to try and solve these issues quickly, but some might take longer than others to fix.
Cheers,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed a crash that happened when hovering the new Industrial Sabotage challenge after the first 10 completions at the mission selection screen.
- Fixed a bunch of bugs with items disappearing when Rock and Stone
- Fixed client authoritative projectiles impact not registering on server if impact time is shorter than the clients ping. Dormant projectiles are now now longer net dormant for the owning client.
- Added network to spaceball goal cooldown timer (was not initialized on clients)
- Fixed a bug that caused downed dwarf rejoining a game to fall through map
- Fixed bug in escape menu, where hitting ESC + A or ESC + D left users stuck with mouse cursor, no menu and no way to get back to the game.
- Deepdives endscreen only showed performance points for the last mission
- Particle impact effects changes, fixed hard lights, on autocannon, missile launcher, sniper and patrol bot impact and phase bomb explosion
- Fixed Ragdoll collision vs energy shield
- Added Cooldown modifier to RandomCooldown decorator
- In the overclock equip UI: Made more room for +/- text lines
- Tweaked line height on 'New Items Available' banners
- Fixed dlc icon visible for items with unowned dlcs in paintjob/framework/wardrobe/pickaxe menus
- Tweaked DLC icon
- Fixed black visor of Dark Future helmet - no longer all black
- Fixed several floating/clipping meshes on the Space Rig
- Fixed missing distance between beer ingredients inventory on the Bar Menu
- Fixed long beer names pushing the price off screen on the screen near the bar
- Prospector Event: Added correct randomization in Prospector when it spawns dirt samples. Made nitra and gold guaranteed to spawn. Health Bar is now grey for clients when Prospector is immune to damage.
- Added more Nitra to the spawn pool on the Prospector
- Patrol bot numbers now scale based on hazards as well
- Added missing detonator settings on some enemies
- Fixed Challenge info does not show on late join character selection screen
- Shader tweak: Attempt to fix too-bright materials on Power Station
- Air geyser reworked, now also works properly for clients. They do however work a bit differently so the feel won't be the same as before.
- Fixed promotion mission control speak not audible
- Raised the cap for enabled mods to 50
- Hopefully fixing the issue where mods would make the game crash repeatedly.
- Fixed a bug, where modio terms of service would be empty until actually fetched from the modio servers.
- Adding the last updated date, to the specific mod on the mod menu
- Removed Deep Dive button from server list
- Fixed Sabotage mission not shown in discord presence
- Gk2 bullet trails appear too early and outside of the gun when walking sideways
- Pheromone canister locked past level 10 - Unlock logic was inverted so you could unlock it before required level or if you were promoted.
- Fixed some cases of weak points not glowing. (Mostly on bosses)
- Shield Generator now shows reduced recharge time stats as green
- Drills no longer overheat when out of fuel
- You can now freeze enemies with cryo cannon around pipes
- Fixed the "heat" around the minehead and refinery also affecting enemies. Making it more difficult to freeze them there.
- Fixed effect radius of several grenades showing in CM instead of Meters
- Fixed Fire status effect stays on the health bar when a Patrol Bot is hacked
- Added Spacerig loadout map
- Fixed Engineer has two identical rival tech armor paint-jobs
- Bosco moss crawler skin should now match correct paintjob
- Fixed inconsistent spelling in shouts for the M.U.L.E. and Bosco
- Fixed a typo in a Mission Control shout in the Industrial Sabotage mission
- Fixed a typo in the usable text when Hack-C needs a reboot
- Fixed typos and missing spaces in the Privacy tooltips
- Fixed a typo in the infobox on the Season Terminal
- Fixed a typo in the usable text for Cargo Crates.
- Fixes for Arabic
- Added localizability to Reward Unlocked text on the Season Terminal
- Added localizability to the text when no assignment is selected on the Assignment Board
- Added localizability to the use text for the Engineer's Sentry Gun
- Added localizability to fee text on the Miner Community Terminal
- Added localizability to the Season Terminal screens
- Added localizability to Season Terminal console screen that displays current level
- Added localizability to small screens in the Drop Pod
- Youngling rolling sound: fixed attenuation
- Killcry shout twin arbalest delay fix
- Refinery rocket was too loud
- Updated Season terminal reroll sound
- Weak Point death audio on patrol bot
- Added missing sound to rolling drone death head explode
- Enabled photosensitive mode for beacons (placed when calling down supply pods etc).
- Toned down blinking for non photosensitive mode.
- Fixed issue with Power Station in Industrial Sabotage being extra bright in Photosensitive Mode.
- Season menu bug fix: when reaching level 10 (20,30..), the menu will now show the correct row with claimable reward. Only after the player has claimed the reward the new row with current progression will be shown.
- Slightly adjusted xp to performance point conversion to increase reward for longer and more difficult missions
- Changed Hurricane Micro missile launcher missiles to use Client prediction for determining what it hits.This should make damage more reliable for clients with higher latency.
- Reconnected Micro Missile Launcher weak point stats so they show up in the equipment terminal
- Only the first shot of the micro missile launcher buck shot was being predicted
- Changed armor break stat so it only shows when upgraded on the DRAK Plasma Carbine.
- Fixed Corrosive Sludge Pump flaps are out in weapon preview. (They are only out when charging)
- Dying on the vault will leave your body inside the extruded vault when it opens up. Reviving is possible but you will still be stuck inside.
- Cargo Crate Batteries should no longer spawn inside the caretaker
- Reduced the harassing drone wave enemy count that comes while you connect the hacking pods to the power stations to reduce the time/ammo sink
- Tweaked some timings on the phase bomb and repulsion fields attacks on the caretaker
- Sniper turrets no longer gets invulnerable while hiding
- Caretaker kills all enemies quickly as soon as it dies to prevent players getting killed right after the fight
- Added more caretaker scaling based on player numbers to make solo fights a little easier
- Rival Tech projectiles now scale based on hazard level with haz 4 having the same velocity as before
- Added more timer scaling based on hazard to make the fight easier on haz 1 and 2
- Added hazard scaling to tentacle cooldowns and the electrocution attack
- Doubled the distance at which a tether can connect to the Data Deposit.
Season 01: Patch 02
Hello Miners,
We have fixed a couple of crashes including what we believe is a fix for the crash on load for many windows 7/8 players. We also made a number of improvements to missions and fixed some weapon issues.
Cheers,
The Ghost Ship Crew
--- PATCH NOTES ---
- [COMMUNITY REQUEST] The Minehead is now visible on Terrain Scanner
- The Minehead in Point Extraction now has an outline when using the Laser Pointer (similar to the platform in Refinery)
- Fix for crash on load for win 7/8 players
- Unified shortcuts for switching characters in various terminals. You can now use A/D or Q/E for switching
- Buying a DLC will now show a notification next to the unlocked vanity items and skins
- Fixed a crash related to fading lights
- Fixed a crash related to late joining
- Fixed some rare crashes related to the modding system
- Fixed a crash that would sometimes happen, when getting info of a mod from modio
- Attempt to fix crash related to end of level
- Fixed a bug that caused Tritilyte Deposit - Nanite Bomb Dispenser to land inside Data Vault - Force Field (added more precise check for important locations)
- Fixed a bug that caused magnificent long moustaches to not layer on top of beards but instead clip through
- Fixed a bug that caused the Omen towers health bar to always be grey for clients, even if module was vulnerable
- Fixed colour for details on armor paint job that were not right
- Fixed material setting for the rim on tech trooper helmet to the right setting
- Fixed some skinning issues on the Scout’s MK2 Armor
- Fixed the generated icons that sometimes were missing geometry
- Fixed the colour on the Supply Pod beacon (now back to yellow)
- Fixed Personal Drop Pod beacon being visible for too long (player landing could see it)
- Fixed Sniper Turret laser beams were not flashing right before firing
- Fixed burst turrets thinking they were folded out too early, resulting in them firing in a seemingly random direction
- Added Player collision to the facility turrets
- Removed collider on Repulsion Turrets that were not needed
- Added a range indicator when you pick up the first Transmitter Node around the Hacking Pod
- The Patrol Bot now has new navigation software that allows it to fly closer to the cave ceiling without poking its head through it.
- Fixed a bug that made you remain unequipped when dropping a carriable
- Weapon is no longer hidden when sometimes exiting use montage
- You no longer get disarmed when dropping a carriable, and no longer deposit with a weapon while depositing a gem
- Fixed a bug that caused the Subata 'Mactera Toxin-Coating' modification to not show bonus value against Mactera enemies
- Fixed a bug with the Zhukov's sound that made it play a short firing sound after firing
- Fixed a bug that caused damage registration issues for the Hurricane’s Plasma Burster OC for clients
- Fixed a bug that caused ammo to be consumed and fired, but not deal damage if you were downed while acquiring locks with LOK-1 Smart Rifle
- Fixed a bug that made the LOK-1 Smart Rifle add more than max locks if you start to fire while shooting with max locks
- Fixed a bug were if the LOK-1 Smart Rifle shots were interrupted by sprinting, next use would not lock on to enemies
- Fixed a bug that caused the LOK-1 Smart Rifle to not work on the OMEN Exterminator for clients
- Tweaked the LOK-1 Smart Rifle gunsling animation to minimize jitter.. It's still there, but it's much improved.
- Fixed the Season Challenge timer. It unintentionally counted from you logging in (example: you log in 28 hours after a new challenge timer, you would get 1 new challenge and a new 24 hour timer. The 4 hours extra should be counted towards next challenge, so the timer now would say 20 hours)
- Fixed the Season Challenges text in the Mission Map and Character Selection Terminal lacking margin
- Fixed up pathfinder collision on the Data Deposit
- Scripted and normal waves are now disabled during the Data Deposit event
- Increased limit of patrol bots that can be alive before Prospector steps out of the immunity state.
- Prospector stays in an immunity state when the limit of alive Patrol Bots (not hacked) has been reached, instead of only exceeded.
- Tweaked the wave difficulty for solo players that fight the Prospector. It should now be easier.
- Tweaked the Shredder wave difficulty during the Prospector Season Event
Known issue:
- Changing weapons while carrying objects causes a purely visual issue, leaving your weapon floating mid-air.
- Do not Rock & Stone while putting filled Canisters back into Doretta - It makes you unable to use E. This is the only time it is acceptable not to Rock & Stone!!
**
Season 01: Patch 03
**
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.
-INDUSTRIAL SABOTAGE-
- 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


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
Season 01: Hotfix 03.1
Hello Miners,
We have fixed a crash when joining, made several fixes to the Grappling hook and fixed that your beer disappeared when saluting - Management was furious and people were shot out of launch tubes.
Cheers,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed grappling gun not working from zipline
- Grappling gun momentum upgrade was not triggering
- Fixed Grapple Auto-switch to previous weapon
- Grappling gun audio fixes
- Fix Crash in DynamicReverb when joining missions
- Fixed Acid Spitter projectile doing damage twice.
- Fixed One of the Glyphid Swarmer attacks doing damage twice.
- Fixed Grappling hook use inconsistent with holdt to sprint vs toggle
- Fixed Saluting with beer in hand deletes the beer
- Fixed Embedded detonators OC and other reload OCs triggering effects excessively
- Fixed Zhukov's Embedded Detonators Overclock being excessively loud
Season 01: Patch 04
Hello Miners,
Here’s Patch 04 for you! A bunch of minor fixes and some exciting weapon tweaks! Also Bosco should be over his rebellious phase and once again behave like the good drone that he is ❤️
Cheers,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed a crash related to late joining
- Fixed a bug that caused the Laserpointer crosshair to display prematurely
- Fixed a bug that caused BET-C to not attack anything
- Fixed a bug that caused Ejector Cacti plant projectiles to be wonky for clients
- Fixed a bug with mouse clicks not registering because of custom DPI scaling in Windows and running windowed fullscreen
- Fixed a bug that caused you not to be directed to the Miner’s Manual to read more, when clicking on a warning or anomaly if a Deep Dive was selected or active
- Fixed a bug that caused Elevator Plant death noises to only play for the host in a multiplayer session
- Fixed a bug that caused Nayaka Trawlers to play its vulnerable state sound from the start
- Fixed a bug that caused completed objectives to not give any XP on mission failure. Now they correctly give 25% XP
- Fixed a bug that caused weapon frameworks to not automatically get default paintjob after equipping Rival Tech Framework with default paint job
- Fixed a bug that caused the SelfDamage damage modifier to only work for hosts
- Fixed a bug that caused input icons to display as NONE when the primary slot is not bound in key binding options
- Fixed a soft lock that could happen in Industrial Sabotage if a Glyphid Bulk Detonator died close to the Hacking Pod
- Fixed a bug that caused flammable gas to sometimes get destroyed by normal damage
- Fixed a bug that caused Oculus to take over the audio on the startup screen if connected
- Fixed outdated pictures in the Miners Manual
- Fixed several small bugs related to destroying enemy armor as a client.
- Fixed a bug that caused a weird clockwise moving line to show while holding a Data Cell
- Fixed a bug that caused the Caretaker’s Tentacles to be able to shoot through walls if their heads were submerged in the terrain
- Fixed a bug that caused the notification for new Bosco items to show on the Equipment Terminal instead of the Drone Modification Terminal
- Fixed a bug that caused the tunnel entrance to not always be connected to the cave
- Fixed a crash when player is not connected to internet related to HttpResponse being null and missing return statement in failure case
- Fixed a bug that caused level reward icons and preview for beards and hats to not always be correct
- Fixed a bug, where some mods would have an unknown status category, even though it was already enabled
- Fixed that modding your game, would remove the supporter or streamer badge from the chat
- Fixed a bug that caused beard and hair color on icons in the season menu levels to not update after changing colors at the wardrobe
- Fixed a bug that caused the Engineer’s Platforms to fail to expand on some surfaces (where they otherwise should’ve been able to expand)
- Fixed a bug that made Bosco attack Steeve 😔
- Fixed a bug that made Bosco sometimes attack the player 😒
- Bosco now needs to be told to attack the Huili Hoarders
- Shock Trooper helmet now with neck guard underneath so skin isn't visible
- Fixed an edge case where use wouldn't unhide weapon
- Fixed a bug where Momentum modification for grappling hook would apply on weapon switch
- Fixed a crash related to the Scout’s Grappling Hook
- Fixed a bug that caused Grappling Hook to be inconsistent with hold-to-sprint vs toggle
- Fixed a bug that prevented the Grappling Hook from working from ziplines
- Fixed a bug that caused multiple Grappling Hook sounds playing on top of each other
- Added third person Grappling Animations
- Added a new shadow under DLC button on Season Terminal
- Attempt to fix issues with neck guard and beard colors
- Added Slovak localization files
- Tweaked the "New Dives In" time format to be more readable in the Deep Dive Terminal
- Tweaked power cable path in Industrial Sabotage missions
- The Prospector now ignores damage when very far away from players, as a failsafe to avoid it being killed by the environment without player involvement
- The Escape Menu no longer switches to the Status menu after the override key binding popup is shown
- Escape Menu now closes when pressing back in Miner’s Manual top level
- Removed collision from the Pumpjack antenna to prevent players from getting stuck on top of them
- Made the turret drones look a bit nicer when they spawn the sniper turrets in the caretaker fight
- Attempt to fix Glyphid Hiveguard getting stuck after its weak stage
- Enemy death low sound fix (now louder crunches)
- You can now also scroll season levels with the controllers right thumbsticks left and right movement
- Several ingame icons altered to no longer resemble the Red Cross symbol
- Removed mission music playing in the loadscreen for late joining players
- Updated the hacking progress bar ui to reflect the state of the hacking pod
- Improved the burrow logic for Glyphid Menace. It will now freeze / unfreeze correctly when burrowing.


-
WEAPON FIXES AND TWEAKS-
-
Fixed animations on the weapon not stopping when doing rock and stone
-
Fixed a bug that caused turret Whip projectiles to not reliably hit/detonate and remain stuck in mid air!
-
Fixed a bug that caused Embedded Detonators OC and other reload OCs triggering effects excessively
-
Fixed a bug that caused the Zhukov's Embedded Detonators OC to be excessively loud
-
Adjusted the weapon frame of the CRSPR Flamethrower
-
Sticky flames from the CRSPR Flamethrower and the Incendiary Grenade now ignite gas clouds and Corrosive Sludge Pump puddles
-
Reduced the amount of heat required to ignite gas clouds so that the Scout’s Boomstick can ignite them in one shot
Hurricane GRS
- Increased the rate at which the T5 Nitroglycerin Compound damage bonus grows. The max damage bonus remains the same as before.
- Fixed a bug that caused wrong stat info for the updated Napalm upgrade on the Hurricane Guided Rocket System
- Fixed a bug in the interaction between Plasma Burster OC and T5.C Nitroglycerin Compound upgrade (for real this time)
- Increased the heat conversion of the Napalm-Infused Rounds upgrade for the Hurricane Guided Rocket System
Plasma Burster OC
- Reduced the direct damage penalty to be the same as the area damage penalty
Minelayer OC
- Changed text to better explain how it works
- Increased the mine damage bonus
- Extended mine lifetime
- Reduced ammo penalty
LOK-1
- T5 Fear Frequency upgrade no longer requires a full lock and instead increases the fear strength and range based on the number of shots fired in a burst
- Fixed LOK-1 "scanning" UI gets stuck on screen if you sprint while trying to lock
- Fixed LOK-1 Tracer starting too far back.
Neuro Lasso OC
- Reduced the lock on time penalty
Corrosive Sludge Pump
- Fixed T5 Fluoroantimonic Acid upgrade bug that was increasing the puddle DoT DPS multiple times
- Reduced T5 Fluoroantimonic Acid upgrade direct hit DoT bonus
- Increased base DPS of the direct hit DoT
- Increase base DPS of the puddle DoT
- The Goo puddles of the Corrosive Sludge Pump now combust using the temperature system which means most heat sources can set them on fire and the fire can propagate through adjacent puddles and gas clouds
- Moved the Potent Goo Mix upgrade from T3 to T2 where it becomes a more interesting option
- Fixed bug where the puddle bonuses from upgrades would expire faster than the base DoT and slowdown effects (they now all expire at the longer base time)
Hydrogen Ion Additive OC
- This was a very powerful Clean OC as it offered 2 upgrades worth of bonuses (another option would be to turn it into a balanced OC and add a downside, would love to hear opinions on that)
- Reduced direct hit DoT DPS bonus
- Reduced direct hit Slowdown bonus
- Changed the wording of the OC bonuses to clarify that it does not affect puddles
Drak-25 Plasma Carbine
Fixed "hot" projectiles (Plasma Carbine Thermal Exhaust Feedback OC and EPC Plasma Burn upgrade) not igniting gas and puddles
Known issues:
Kicking a player while they are pushing a button can cause all E actions to be inaccessible for the whole team - so please, for your own sake, refrain from doing so
Season 01: Hotfix 04.1
Hello Miners,
A quick fix making the Corrosive Sludge Pump less broken in multiplayer, and fixing a crash for players with poor internet
Cheers,
The Ghost Ship Crew
--- PATCH NOTES ---
- Fixed Goo puddles not spawning for clients
- Fixed goo bomber special projectile not stopping dropping puddles when it runs out of fuel.
- Fixed disabled for music playing on clients that are late joining (wasn't working and causing music not to play)
- Fixed a crash related to network issues during start menus
Season 01: Hotfix 04.02
- Fixed a bug that caused scouts to move in unexpected ways when using the grappling gun near edges
Season 01: Patch 05
Hello Miners,
Here it is, the final patch for Season 1 (unless something goes horribly wrong of course...but it always never does…). We have fixed several crashes, weapon issues and attempted to make Hiveguards aggressively guard again. But most importantly, clients can pet Hack-C again for that moral support.
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Attempted fix for cascade particles LOD crash
- Fixed crash when late joining
- Potential fix for voice chat related crash during seamless travel
- Attempted PhysX crash fix
- Attempt to fix crash involving Corrosive Sludge Cannon particles
- Fix to Hollow Bough sometimes crashing during level generation
- Fixed crash occurring in Deep Dive end screen
- Fixed Patrol Bot movement logic when going from flying to rolling so it does not snap up and down
- Fixed a weakpoint on the Bulk Detonator that did not glow when hit
- Attempt to fix Hiveguard not being hostile after spawning, breaking the mission since it cannot be killed
- Deposit text now hides correctly for clients while the M.U.L.E. is being deployed
- Fixed a bug that caused holding a Transmitter Node while a Power Station is getting connected has a chance to change weapon view and prevent tool use
- Fixed a bug that caused the Transmitter Nodes to be out of sync when clients threw them at walls
- Fixed clients being unable to pet Hack-C
- Scoring Spaceball in the barrel hoop now only awards 1 point to prevent exploits
- Fixed a bug causing platform carving to let players see through the map
- Fixed a bug causing the gun to be drawn on top of pickaxe when you start pickaxing in the middle of a grapple
- Fixed a bug that caused Scout's Grappling Hook range indicator has trouble gauging grappling range
- Fixed the grappling hooks cooldown sound was not setup correctly, making it not respect audio settings
- Fixed a bug that caused Grapple Hook exit velocity server/client be to inconsistent
- Fixed a bug that caused Grappling Hook auto-switch setting to be non-functional
- Readjusted tracers for all weapons so they don't start behind the barrel
- Fixed a bug that prevented Armor Breaking from working on some weapons
- Fixed a bug that caused Armor Breaking to not work against light armor
- Fixed a bug that caused Persistent Plasma OC to not work in multiplayer
- Fixed the Sludge Blast overclock for the Corrosive Sludge Cannon triggering muzzle and sound particle for each sludge fired, causing unnecessary performance loss.
- Fixed a typo in the Volatile Impact Mixture OC for the Corrosive Sludge Pump
- Fixed Corrosive Sludge Puddles heating up enemies without actually being on fire themselves
- Fixed a typo in the Neuro-Lasso OC for the LOK-1 Smart Rifle
- Fixed a bug that caused pickaxe power attack cooldown to display green numbers in the Equipment Terminal as the cooldown gets longer
- Fixed that Bosco's T5B Fast Regeneration mod's benefit was highlighted as a downside
- Fixed Bosco Rocket cooldown showing wrong upgrade number color
- Fixed Pickaxe power attack cooldown upgrade showing wrong upgrade number color
- Fixed a mismatch in text and speech when Mission Control congratulates the player on a promotion
- Fixed a typo in the description of the Heat property
- Fixed a bug with text on the Hacking Tool not being localizable
- Players can now see underscores in usernames with underscores ( _ ) in the mission complete screen
- Removed default binding from raw input. So raw input only handles PS4 and PS5 controllers, while Xbox controllers are still handled by XInput.
- Added DLC menu tab, which will let players preview DLC videos and go to store pages
Season 01: Patch 06
Hello Miners,
Here it is again, the final final patch of Season 1. Probably.
With love,
The Ghost Ship Crew
---PATCH NOTES---
- Fixed a crash related to physics that sometimes happened to Hosts
- Fixed a crash related to particles
- Fixed a bug that for non-hosts caused the Grappling hook to sometimes not prevent fall damage even when you stopped momentum
- Fixed a bug that caused the armor breaking modification on the breach cutter to not break armor properly
Season 01: Patch 07
Hello Miners,
Remember when we said it was the last patch, two patches ago? Deep Rock Galactic remembers..
With love,
The Ghost Ship Crew
---PATCH NOTES---
- Fixed rare late join crash
- Fixed Rare crash
- Testing some additional logging
Season 01: Patch 08
Hello Miners,
Just adding some logging and fixed button after season level 100 showing ? icon.
With love,
The Ghost Ship Crew
---PATCH NOTES---
- Fixed button after season level 100 showing ? icon
- Testing some additional logging
Season 01: Patch 09
Hello Miners,
Removed extra logging again, and attempt to fix a crash
With love,
The Ghost Ship Crew
---PATCH NOTES---
- Attempt to fix crash related to Acid Spitter and Glyphid Menace
- Removed additional logging
Season 01: Patch 10
Hello Miners,
Deep Rock has finally invested in some pesticides and eliminated a bug where squashing a Fester Flea would sometimes cause a game crash. I guess Management was right when they warned us they are capable of clogging up costly mining equipment… Pest control, out.
With Love,
The Ghost Ship Crew Pest control
--- PATCH NOTES ---
- Fixed a crash related to the particle effects when squashing a Fester Flea or a Glyphid Swarmer
- Improved crash reporting
** Season 01: Patch 11**
Hello Miners,
Management appears to be hauling new decorations to the Space Rig in preparation of the forthcoming Hoxxes Lunar Festival. Peculiar energies are rumoured to be released during the Lunar Convergence of the Hoxxes system, so be prepared… In the meantime, enjoy these small “quality of life” additions, including improved readability on both small and large monitors and a brand new voice chat indicator for yourself if voice chat is enabled!
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
- Increased font size throughout the game for better readability on large or high resolution monitors. This will be further improved in future updates.
- More mission assignments and their prerequisites are now visible by default to populate the Assignment Terminal for new players
- Added a voice chat indicator for yourself if voice chat is enabled
- The cursor is now hidden during the Mission Complete screen until the Continue button is visible
**Season 01: Patch 12 **
Hello Miners,
Here’s a small patch with a fix for a crash we have been hunting for a while - as well as stopping an unstoppable perk bug - and a banner that we are very excited about. 👀
With Love,
The Ghost Ship Crew
--- PATCH NOTES —
-Fixed a Crash related to Menace and Acid Spitter
-Fixed the Unstoppable Perk’s faster speed bonus not being listed in the correct order
-Added a banner to the Kickstarter for the DRG Board Game to the gameinfo screen.
Season 01: Patch 13 
Hello Miners,
We’ve moved some barrels, now they shouldn’t fall into the launch bay unless someone kicks them. We also added preparations for The Great Egg Hunt event which will start April 7th,19.00 CET and end April 19th, 19.00 CET.
With Love,
The Ghost Ship Crew
--- PATCH NOTES —
- Moved some barrels
- Fixed that players could join after the primary objective final stage was started on Salvage and Facility
- Added The Great Egg Hunt event
SEASON 02: RIVAL ESCALATION
Hello Miners,
As the title implies, our Rivals are still going strong in their efforts to disrupt our mining operations - and in fact, they are escalating their efforts! But what does that mean for you, the loyal employees of Deep Rock Galactic? Read on to find out!
With Love,
The Ghost Ship Crew
--- PATCH NOTES ---
SEASON EVENT: RIVAL SIGNAL
Rivals are setting up new communications equipment, which must be shut down! In the all-new RIVAL SIGNAL Season Event, you must interrupt the operation of the Rival Communications Router, hack its Antenna Nodes and shut it down before the timer runs out and the entire thing discharges a lethal energy blast! Timing and precision will be of the essence if you want to obtain the Data Cell stored inside the Router!
NEW WARNING: RIVAL PRESENCE
Hordes of Rival robots are clustering in the caves, seemingly just waiting to spring on anything carrying the DRG insignia. Some will likely see this as a welcome distraction from the usual teeth and claws of the Glyphids, but Management still doesn’t recommend underestimating these cybertronic abominations.
NEW ENEMY: RIVAL NEMESIS
ScanCom has been picking up new readings in the caves, and disturbing rumors have started trickling in from the surface. Our Rivals have unleashed something down there, something specifically designed to lure you in, hunt you down, and terminate you with extreme prejudice. Beware, Miners - the Rival Nemesis is on the prowl.
NEW PERFORMANCE PASS
By popular request we have roughly doubled the amount of Season Event Bonuses to collect by completing the various Season Events down in the caves! Bonuses for everyone!
Also, we’ve added a brand new Season Challenge, where you have to complete missions with the RIVAL PRESENCE WARNING, paying out phat stacks of Performance Points and precious Scrip.
All of that of course results in rewards - both from simply gaining levels in the Performance Pass, as well as spending Scrip in the Cosmetic Tree. We got some good stuff for you - Resource Caches, Beards, Paintjobs, Helmets, and yet another full set of Weapon Frameworks for all guns.
As always all elements of the Performance Pass are completely free and any rewards you were unable to claim in the previous season can be found in Cargo Crates, Lost Packs, Cosmetic Cores, and The Shop.
NEW SECONDARY WEAPONS
NISHANKA BOLTSHARK X-80
The Scout has picked up this extremely versatile crossbow designed for large game, built especially to fire a wide selection of projectiles. Acid-bolts, electric bolts, fire bolts, triple bolts, you name it. It is time to go hunting.
SHARD DIFFRACTOR
Meanwhile, the Engineer has come up with the SHARD DIFFRACTOR. To keep it from detonating like a thousand pounds of TNT, the thing is limited to short, controlled bursts - but don’t let that depress you: It’s powered by a 12-pound chunk of Ommoran Heartstone, and is able to vomit forth beams of raw energy as thick as your leg, reducing anything in its path to a mound of cinders.
ARMSKORE COIL GUN
The Gunner gets the ARMSKORE COIL GUN - a hand-carryable, fully-fledged electromagnetic accelerator. It fires solid tungsten spheres with enough force to punch clean through solid rock. The only limit to this pocket-sized war crime is the battery pack - which is sizable.
COLETTE WAVE COOKER
And finally, the Driller has been given the COLETTE WAVE COOKER. An ingenious mix of lab equipment and kitchen utensil, the Wave Cooker does exactly what its name implies: Point it at something organic, and watch it cook from the inside out until it bursts in a gout of viscous fluids. Recipe book not included.
PHAZYONITE
From now on, you can choose to pay for Cosmetics with Phazyonite instead of Credits and Minerals, in case you are saving up for specific upgrades.
Phazyonite can be found in the caves of Hoxxes as you go, and you will also earn it from the newly implemented Cosmetic Mastery system in the Shop.
How does that work? Simple: Increase your Cosmetic Mastery by buying stuff.
And not to worry, shoppers - the system will work retroactively. Everything you’ve already bought will be counted towards your Cosmetic Mastery progression.
Our goal is for players to buy cosmetics without sacrificing beer, upgrades and promotions. We hope it helps, especially with many of the previous season’s cosmetics landing in the shop. We have no plans for monetizing this in any way.
A-B CHOICE ON FORGE MASTERY REWARDS
Previously, Forge Mastery granted completely random Infused Matrix Cores. Now, you’ll be given a choice - two Character Classes are picked at random, you pick which of them get the Core. Some choice is better than no choice, as they say.
MEDICAL GOWN
For those dwarves returning unsuccessfully from missions, we have finally received a shipment of medical gowns. For the sake of overall morale and sanity, we urge all employees to keep their underwear on when waking up in one of these.
WEAPON BALANCE
CORROSIVE SLUDGE PUMP
- Increased the base fire rate
- Increased base ammo
- Reduced base magazine size slightly
- Reduced base normal shot damage
- Significantly improved the strength of the base corrosive effect DoT
- Increased normal and charged shot corrosive damage conversion
- Increased base puddle size slightly
- Equipment terminal will now display puddle radius as an actual value
- Added the T5 Ingredient X armor melting mechanic to the base weapon and removed the upgrade. The mechanic will no longer “melt” destructible weakpoints such as the Goo Bomber Sacks. As always, anyone who purchased the upgrade will have the credits and minerals refunded.
Modification Tweaks
- Increased the projectile velocity bonus of the T1 Better Air Pressurizer
- Reduced the damage bonus of T2 Potent Goo Mix
- Reduced the max ammo bonus of the T3 More Goo Canisters
- Increased the charge time reduction bonus of the T4 Improved Spooling Mechanism
- Increased the DoT bonus for the T5 Fluoroantimonic Acid slightly
Overclock Tweaks
Sludge Blast OC
- Removed clip size penalty
- Changed ammo penalty from percentage to a flat value
- Removed charge time penalty
- Increased fragment damage conversion slightly
AG Mixture OC
- Increased projectile velocity bonus
Volatile Impact Mixture OC
- Increased the damage bonuses and changed them from flat values to percentages
- Increased the DoT duration penalty
DRAK-25 PLASMA CARBINE
- Reduced base projectile speed
- Reduced base fire rate slightly
Modification Tweaks
- Increased projectile speed bonus of the T1 Particle Accelerator upgrade
- Increased the fire rate bonus of the T1 High-volume Plasma Feed upgrade
Overclock tweaks
Impact Deflection OC
- Changed from Clean to Balanced
- Added a rate of fire penalty
Aggressive Venting OC
- Changed from Balanced to Clean
- Removed all penalties
- Reduced the overheat recovery bonus slightly
Rewiring Mod OC
- Reduced the ammo penalty
DEEPCORE GK2
Electrifying Reload OC
- Replaced damage penalty with an ammo penalty
JURY-RIGGED BOOMSTICK
Shaped Shells OC
- Replaced the pellet count penalty with a small ammo penalty
PHEROMONE GRENADE
- Increased the max number of enemies that can attack a target affected by pheromones
- Extended the pheromone effect duration
- Enemies affected by pheromones now can fight back when attacked by normal enemies. (previously they could only target other pheromone-affected enemies)
COMMUNITY REQUEST
-
Dwarves can now laserpoint each other to get each other's attention!
-
The Industrial Mask from Season 01 performance pass has been moved from headwear slot to beard slot so that it can now be used with other headwear.
-
Loadouts for Server Mods:
The Modding menu now has 4 load-outs where you can save lists of installed mods, in order to quickly enable different mod configurations. You save a loadout by clicking the checkbox next to the mods the same way you would if you wanted to enable them, clicking on the loadout you want to save to, and clicking save. You enable a loadouts modlist by clicking a loadout where a list is saved and clicking load. -
Optional/Required by all tags for Server Mods:
Mods can now be tagged as either optional or Requiredbyall on mod.io.Optional tag if for mods that only need to be installed and enabled by the server's host in order to work.
RequiredByAll tag is for a mod that requires all players to have the mod enabled and installed in order for it to work.
Untagged mods are by default Optional.
-Mods tagged with RequiredByAll will be installed and enabled on join - like it has worked until now.
-Mods tagged with Optional will be listed on join, but will not be installed on join unless you opt to do so by clicking the X on the mod.
MISC.
- Taking down Rival operations is paramount and so management has increased the payout for Industrial Sabotage missions.
- Owned Matrix Cores shown in the forge are now sorted more granularly, making it easier to get an overview of what overclocks you have for each class/weapon etc.
- Fixed that activating Field Medics "Instant Revive" also fired the equipped weapon.
- Increased the speed bonus of using/building most items when more than one dwarf is doing it. This does not include Repairing Doretta, which has not been changed and works by a different system.
- Fixed an issue where some unequipped items would become visible again.
- Cursor is now hidden during Mission Completed end screen, until the Continue button is visible
- Updated Unreal engine version to 4.27.2
- Optimized debris placement
- Fixed a bug with resource placement in caves, they should now be better distributed in the caves.
- Fixed bug in motivational terminal animation
- [KPI Terminal] Orange hover-border around Milestones is back
- Added Mission Stat counting cosmetic mastery level ups. Changed xp calculation so it is always based on credit + minerals cost.
- Fixed the Caretaker rotating inconsistently for clients
- Enemies with very low health's health bar now still shows a sliver of life, instead of a completely black bar to avoid confusion
- Added a new damage type “Piercing” for the Nishanka Boltshark
- Added a bit of Cold resistance and Fire weakness to the Mactera Ice Bomber
- Reduced Corrosive resistance for all Dreadnoughts, and the Grunt Guard
- Fixed issue with enemies that had dynamic materials and then where dissolving
- Fixed that the Glyphid Praetorian weakpoint lights up after it has been killed
- Fixed that glyphids were sometimes showing default animation pose for a few frames before digging out of ground when spawning.
- Fixed inventory issues with charging gems, throwing it with salute and picking it up again during salute. Also fixes the issue with weapons sometimes floating in mid air.
- Fixed Salute logic - You are no longer able to salute while doing Hold E interactions, the dwarves do not have hands for doing both at the same time.
- Added an info button on the mission map after selecting a mission that takes you to the mission description in the miners manual
Fonts and text
- Fixed bug on Space Rig Team Display where text would be overlapped by the Player Icon
- Attempt to rescale Team Display and Resource Counters back what it was previously
- Assignment Popup reverted to old layout
- Perks window font tweaks
- Season marker on items tweaked, font sizes reduced, small layout tweaks
- Font size reduced, some minor layout changes
- Fixed typo on monitor
- Smaller font size on XP readout inside terminals
- Fixed "Up for Promotion!" being slightly off screen
Modding
- Fixed a bug where hosting hidden mods could soft lock the game on joining
- Added progress bar for checking dependencies of mods on joining
- Changed the way that Mods are shown as out of date after an update to the game. It will now follow major versions instead of minor versions, as there are limited issues between minor updates to the game
- Made the class icons on the server list, savemenu, tree of vanity and season screen moddable.
- Added ‘requiredbyall’ and optional functionality to downloading mods on joining a modded session
NOTE: Most mods currently on mod.io will probably break due to Engine update. Please be patient with modders.
Glyphid Menace
- Fixed armor on top of head, all parts could not be destroyed and the particle for when it was destroyed was too small and the wrong color.
- Improved collision on top and back to better match the mesh.
- Fixed weakpoints not glowing correctly when hit.
- Added particles when a weakpoint is destroyed.
Season 02: Hotfix 01 
Hello Miners,
We forgot the DLC pickaxe paint job, oopsie whoopsie! Happy Season 02.
With Love,
The Ghost Ship Crew
— PATCH NOTES —
- Edited icon for dlc pickaxe paint job and added the dlc pickaxe paint job
- Fixed Phasionite spawning in deep dives. It should not do that.
- Shard Diffractor: Added support for photo sensitive mode on impact particles. Do not point SD towards the eyes.
Season 02: Patch 01 
Hello Miners,
We hope you’ve had fun avoiding the metallic embrace of the Rival Nemesis and gotten a chance to try out all the new secondary weapons over the weekend!
This patch includes several tweaks and fixes, including a fix to an ammo-exploit for the Nishanka Boltshark, and a fix to wave music that was not playing during the Hacking Event in Industrial Sabotage missions.
We have also increased the Fuzzy Dice slapping speed to more appropriate levels. Thank us later.
With Love,
The Ghost Ship Crew

--- PATCH NOTES —
- Reduced Rival Presence Warning win requirements by 2 when all Scrips have been earned from the challenge.
- Extended the cooldown for Nemesis spawn a bit
- Rival Nemesis now only gets alerted when it sees the players or takes damage
- Fixed Nemesis being able to grab hacking pod
- Fixed Nemesis being able to grab Hack-C (and the hacking pod)
- Fixed issue where the Nemesis had a much higher chance to spawn repeatedly in Rival Incursions than what was intended
- Fixed Dorrettas drill doesn't move/lacks effects when drilling are missing for late joining clients.
- Fixed the wristband of the Medical Gown attire not being visible in first-person
- Fixed not being able to see more than one of each type of resource Matrix Core that you own
- Fixed clients not seeing the Ommoran Hearthstone being strapped to the M.U.L.E.
- Fixed a bug that prevented wave music from playing during the Hacking Event in Industrial Sabotage mission
- Fixed a bug that caused Bulk Detonators to not explode if killed by the Colette Wave Cooker
- Fixed incorrect colors on the Traversal Miners Manual page
- Fixed a bug that caused the Medical Gown to still be equipped when joining servers
- Fixed certain impact effects not working when hit by Pickaxe
- The Shop: Items now correctly update if they are affordable after Cosmetic Mastery level up.
- Fixed a bug that caused Impact Axes to be stuck in the air after an enemy has been killed with them
- Fixed client Impact Axes not being attached correctly to enemies
- Fixed that you can apply new mods via the mod loadout slots when in a mission
- Fixed Special bolts ammo count incorrect tooltip
- Fixed a bug where starting the game with no internet connection would get you locked on a black screen.
- Fixed Armor Paint Jobs that were not set up correctly to be found in lost packs.
- Fixed a bug where Rival Barrier Turret would keep hundreds of particle systems alive when shooting - Making the game a slideshow.
- Fixed “Q” weapon swap not working after equipping nonselectable items (laser pointer, minimap, pickaxe, etc.)
- Added video for the Robot Rebellion DLC in the DLC menu
- Some Crash fixes
- Several optimization tweaks
- Optimized Animationsetup - reducing CPU time for a lot of enemies.
- Fix Shard Diffractor not giving aoe damage on clients when hitting terrain
- Fixed a bug that caused Colette Wave Cooker impact sounds to be playing for clients while it was not firing
- Fixed a bug that caused the gear stat display for the Nishanka Boltshark X-80 to show an incorrect amount of ammo in the Equipment Terminal
- Fixed infinite ammo exploit for the Nishanka Boltshark X-80
- Fixed a bug that caused the Nishanka Boltshark X-80 to be off-center in the Equipment Terminal preview
- Fixed gear stat entries for damage and radial damage for the Nishanka Boltshark X-80
- Disabled decals on niagara particles by default
- Turned down the priority of petting
- Mod loadout slots can now be cleared with right-click
- Copper Patinate weapon paint job leather channel was accidentally changed to gray, it has now been changed back to brown
- Fixed Steamy Award hat that was made available by mistake - oopsie whoopsie!
- Fixed Assault rifle sound being weird
- Increased Fuzzy Dice slapping speed. 🎲 🎲
Season 02.01: Hotfix 01
Hello Miners,
The armor paint jobs went a bit wild in the Lost Packs - Here’s a hotfix for it, so you won’t waste time claiming buggy loot. 👀
With Love,
The Ghost Ship Crew
--- PATCH NOTES —
- Fixed a bug that rewarded class-specific paint jobs to the wrong class when found in a Lost Pack
- Fixed a bug where you could not buy Equipment Upgrades for classes you did not currently have selected if your selected class was lower lvl / had not unlocked a similar upgrade tier.
Season 02: Patch 02 
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.
Season 02: Patch 03 
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 ❤️
- Attempted fix for flickering textures on enemies
- Some small performance optimizations
- Some Audio optimization
** Season 02.03: Hotfix 01 **
Hello Miners,
We found and fixed a crash related to the crossbow.
With Love,
The Ghost Ship Crew
— PATCH NOTES —
- Fixed a crossbow related crash
Season 02: Patch 04 
Hello Miners,
The patch pod has arrived! We fixed the issue that got a lot of people stuck in black screen after the logos (and a bunch of other stuff). Thank you for your patience while we were figuring it out. You're pretty Rock and Stone, Miners. 
With Love,
The Ghost Ship Crew
— PATCH NOTES —
- Fixed some cases where the modding support integration caused the game to not load past the videos in the beginning
- Fixed some cases where certain saves caused the game to not load past the videos in beginning
Weapon changes
Drak-25 Plasma Carbine
- Reduced the base ammo a bit
- Reduced the ammo bonus from the T2 Larger Battery upgrade
- Increased the ammo bonus of the Shield Battery Booster OC
- Reduced the overheat duration penalty of the Thermal Exhaust Feedback OC
X-80
- Moved some of the reload speed bonus and ammo switch speed bonus from the T3 Stabilizing Arm Brace upgrade to the base weapon
- Increased the base special Taser ammo
- Increased the base special Chemical Explosion ammo
- Increased the base duration of the Taser bolt
- Significantly increased the base duration of the Chemical Explosion bolt effect, giving a longer window in which to kill the affected enemy
- Significantly increased the explosion damage from an enemy killed while affected by the Chemical Explosion bolt and changed the damage type to Explosive


Coil Gun
- Moved some trail DoT from the T5 Electric Trail upgrade to the base weapon
- Reduced the base charge speed slightly and increased the bonus of the T1 Optimized Magnetic Circuit upgrade
- Significantly increased the effect strength and radius of the T3 Fear Trajectory upgrade
- Increased the explosion damage from the T5 Necro-Thermal Catalyst upgrade
- Removed the reload penalty from the Re-atomizer OC and changed it from Balanced to Clean
- Significantly reduced the damage penalty of the Backfeeding Module OC and reduced it's ammo bonus slightly
Zhukov NUK17
- Slightly increased the damage bonus of the T5 Conductive Bullets upgrade
- Increased the damage bonus of the Gas Recycling OC
Voltaic SMG
- Moved some of the electrocution chance bonus of the T1 Upgraded Capacitors upgrade to the base weapon
- Moved some of the recoil reduction of the T2 Recoil Dampener upgrade to the base weapon
Shard Diffractor
Endothermic Explosion OC
- Renamed the Endothermic Explosion OC to Plastcrete Catalyst and tweaked the description to better clarify it's mechanics
- Made the visual effects better reflect the AoE range increase when shooting at platforms
- Fixed the explosion effect not matching the size of the explosion
- Explosion now fully consumes all plastcrete within its effect radius
- Reduced the time it takes to trigger the explosion and made the weapon auto-cycle after an explosion is triggered


Colette Wave Cooker
- Moved some shot width from the base weapon to the T1 Concave Lens upgrade
- Reduced the effect of the T3 Temperature Amplifier upgrade on both the target and surrounding enemies
- Reduced the ammo bonus of the Mega Powersupply OC
Blistering Necrosis OC
- Weakpoint bonuses now apply when shooting blistering necrosis blisters.
- If a boil from blistering necrosis is on a weak point that gives a higher damage multiplier than 1.5x the boil will copy the weak points multiplier.
- Damage transferred from shooting blisters is no longer dependent on how much health the blisters have left.
- Removed the cap for how much damage the blisters can transfer to the enemy at once.
HURRICANE Guided Rocket System
- Increased the bonus of the T1 Increased Blast Radius upgrade
- Increases the projectile velocity and turn rate bonuses of the T2 Bigger Jet Engine upgrade
Weapon Fixes
- Fixed taser arrows electric arc not damaging the enemy which the arrow is stuck in
- Fixed issue where arrows and other projectiles would start floating
- Fixed Crossbow also switching to special arrows when picking up stuck arrows.
- Fixed The Nishanka Boltshark X resupplies special bolts incorrectly
- Fixed Nishanka Boltshark X-80 bolts are doing less damage for clients.
- Banshee module for crossbow now takes fear resistance into consideration
- Fixed Bolts are consumed when hitting Pipes in refining mission instead of bouncing off
- Fixed an issue where electric bolts would cause the game to freeze
- Fixed coilgun not being able to damage the caretaker


Tweaks
- Fixed season challenge timer - season challenges now have 21 hours timer cooldown, down from 24 hour, for more flexibility
- Barrels now have a short cooldown before you can kick it again
- Increased the amount of holomite required to complete the secondary objective
- Updated grappling gun to disallow use through walls, and correctly correspond with UI
New Features
- Implemented NVidia Reflex
Enemies
- Fixed Bulks not exploding as you would expect in missions with Volatile Guts anomaly
- Fixed grabbers not releasing the victim properly if they were released too fast on a spotty connection
- Fixed that Dead dreadnoughts would collide with the players
- Attempt to fix the case where Arbalest twin dreadnought would become invisible when killing its twin while it was burrowing
- Added more scaling to how lethal the Nemesis is based on hazard and number of players
Missions
- Fixed that Salvage would sometime not spawn enough mule legs’
- Fixed that some tunnels would be too narrow
- Fixed cave generation scaling issue - where cave features like slanted crystals in salt caves would become larger than intended
Cosmetics
- Fixed that Ears would pop through the flight commander hat
- Set Hex helmet head visibility set from neck to none
Mods
- Mods will now not be marked as causing a crash if you quit the game normally.
Misc
- Fix attempt for escape pod sometimes not dropping down
- Fixed exploding barrel event lasers not animating
- Fixed the icon over the lost pack being upside down... whoops!
- Fixed barrier turret not spinning when the host wasn't looking at it
- Fix for Barbaric Bosco Paintjob using the wrong material
- Added async loading of season briefing
- Client interaction system fixes for high ping
- Updated spaceball physics
- Attempt to fix case where hearthstone progress bar was not showing
🧯 Season 02.04: Hotfix 01🧯
Hello Miners,
Hotfix en route. Hang in there.
With Love,
The Ghost Ship Crew
— PATCH NOTES —
- Fixed Beastmaster, Steeves are tamable again
- Fixed Shard Diffractor T5 Dazzler Module upgrade not working
- Fixed press any key screen sometimes opening twice.
- Fixed the Shard Diffractor Plastcrete Catalyst OC carving 5m radius spheres in Ice - too hot yo! 🔥
- Reverted barrels to pre-nerf state
- Added information in the modding menu, shows if the mod.io servers are down
Season 02: Patch 05 
Hello Miners,
Mods, Bismor and Dwarfs should be back to normal now, whoops
With Love,
The Ghost Ship Crew
— PATCH NOTES —
- Fixed low res textured materials such as Bismor and Croppa
- Fixed characters blinking in and out of existence when wearing some headwear that hides most of the head.
- Fixed exothermic reactor triggering inconsistency for clients, now works same as host
- Making initialization of mods already on the system independent from the modio system.
Season 02: Patch 06
Hello Miners,
Management has considered its past mistakes and added more gold to the tutorial for our greenbeards. Several balance tweaks have been made to difficulty and to weapons, but most importantly, Dreadnought twins should now be 43% less buggy and 31% more killable
Note: Based on projection. Loss of life attempting to engage Dreadnoughts are not covered under company insurance
With Love,
The Ghost Ship Crew
— PATCH NOTES —
- Fixed inconsistencies in Nemesis difficulty scaling
- Fixed fire and booster module audio on release for HPC and Microwave
- Rival Signal Event: Extended the event time limit and the time available to hack an antenna node.
- Rival Signal Event: Fixed the timer not showing consistently for clients and host, reduced the rate at which waves spawn towards the end of the event to reduce the pressure a bit on players who are having a hard time, and slowed down the wire-cutting minigame a little as some players have been having a lot of difficulty with it.
- Rival Incursion Warning: Increased the payout bonus for missions with the warning, extended the time between Rival waves, and further spread out the turrets surrounding the Turret Controller so they are less clumped up
- Wave Cooker: Fixed Gamma Contamination OC incorrectly interacting with the T1 Shot Width upgrade
- Fixed electric bolt arcs not interacting with all-electric damage bonus upgrades and OCs
- Fixed shark grabber collision being very inconsistent
- Hacking tool no longer receives decals
- Added more obvious gold in the tutorial mission
- Fixed Boscos missing blinking lights on little guns
- Fixed a case where one of the dreadnought twins could stay invisible forever.
Modding:
- Fixed modding behaving weirdly when the mod.io user has been deleted or closed.
- Fixed mods not automatically updating to the latest version when new versions of the mod were available
Season 02: Patch 07