#wiki-related-chatroom
1 messages · Page 45 of 1
i do, but the vertical one could be up- or downforce
It is for the attack that creates a chain of pillars from the ground that pushes you up.
For rage quake I mean.
For the other you can probably push you in any direction depending on where you are compared to the creature.
that makes sense, i've gotten pushed downward before
so if the vertical force is 700 and the horizontal one 600, that means that if you are positioned horizontally to the creatures as it attacks it has less knockback than if positioned vertically, yes?
In that case you could get pushed up to 6 m horizontally I think with no changes vertically.
yes i see. about 4 dwarf lengths.
then how does a launch force value of 300 factor in to this?
is it %?
I think launch force means it is vertically but always upward.
hell it might even take a negative number
I could try, but I don’t think it will change how it works.
If it does, it could be fun to see you dwarf sink deeper and deeper into the map.
if it takes -1 you can be teleported to the floor instantly by attacks xD
So far every time I tried to mod something with negative numbers it had no effects.
thanks for sharing this info btw, it helps me get a clearer picture of how the game and engine work.
it's still a bit like editing rules.ini apparently, for those who remember those days 🍻
I can confirm that spacerig gravity is separate than the modifier and that the modifier overrides it.
Not sure about moonrider, it wasn't around when I edited gravity but it plays exactly like the button, so my guess is that they are similar if not the same.
First draft for the creature attack template rework
Do you think some of the variable need to be renamed or are unclear?yml Direct Melee Attack: Damage Damage Type Maximum Range Maximum Angle to Attack (Tooltip: Maximum angle with the floor to start this attack) (Status Effect) AoE Melee Attack: Damage Damage Type Maximum Angle (Tooltip: maximum angle with the floor to start this attack) Attack Radius (Knockback Horizontal Force) (Knockback Vertical Force) Carving Attack: Damage Damage Type Maximum Angle to Attack (Tooltip: Maximum angle with the floor to start this attack) Attack Radius Carve Radius Progression per Carve Cloud: Damage Damage Type Interval Lifetime Radius (Status Effect) Spray: Damage Damage Type Interval Duration (Status Effect) Area Damage: Area Damage Area Damage Type Maximum Damage Radius Radius Minimum Area Damage (Status Effect) (Friendly Fire Modifier) Direct Damage: Damage Damage Type (Status Effect) Direct and Area Damage: Damage Damage Type Area Damage Area Damage Type Maximum Damage Radius Radius Minimum Area Damage DoT Attack: Damage Damage Type Interval Duration
What's progression per carve?
When doing successive carves, it represents how much meters the creature moves forward.
The variable name was CarveDistanceAdded, if you have a better name for it, I will replace it.
For the first carve yes, for the next one, the area carved is much smaller, usually about half for most creature because of that parameters.
🤔
Oppressor will carve a hole with a diameter 6 m, then move forward 3 m and carve again, so a big part of the carve will overlap with the previous one.
I still need to verify it it really work that way though, but it seems to be the case.
I think this 'dig a tunnel and move 3m into it' can be leftovers of former digging — iirc every carve was shorter back then
hmmm
wouldn't it work better to just say "as expected, anything that is affected by gravity will take longer to fall, however there are some exceptions" ? mutators page
There is two different list, one word is picked from each list.
Mission Names are randomly generated using two tables of words; a first name table for the first half and a last name table for the second half.
These tables have been sorted alphabetically and duplicates of names have been removed.
There is 48,351 different possible mission n...
What is this Rubik’s cube I found
@quick crest an object that gives 2000 exp when deposited
@austere fossil thanks
Korlok seeds are affected by gravity
Same for q'ronar projectiles
Neither for Bet-C though
Nedocyte eggs are affected as well
Gravity default value is -980
Low gravity mission value is -400
The Class and parameters are WorldSettings WorldGravityZ
Gravity recalibration button in the space rig is first a x(-1.5) then x0.1 gravity modifier.
(Bebe did most of the work for the gravity search, I just confirmed it.)
How many shards does the Korlok Weed drop again? Can't find it on the wiki.
https://deeprockgalactic.gamepedia.com/Korlok_Tyrant-Weed#Healing.E2.80.AFPod
The Heart-Clam drops Tyrant Shards when killed.
Two or three? Always the same?
The followup- lik (Tyrant Shard) Just tells the value / reward for one
It drops 3 by default iirc
I have yet to see a different number than 3.
can I or somebody add that? 🙂
I added it on the korlok page 10 min ago.
And as just wiki-user but not editor, do you think adding a sentence with the payout (always drops 3 tyrant shards, which each give 350 credits and 500 exp, for 1050 credits and 1500 exp total) makes sense?
I feel clicking on the follow up link just for that info odd
[I realise the follow up link is to separate the shard as a ressource]
plus the info is missing on the shard article :D
(Dunno if you like it more being posting here, or if I should just change it myself)
in my opinion yes, numbers and stats are always good
We could add it as long as we say it is before the hazard bonus.
Updated with the credit and xp cost, check if anything need to be changed.
guessing korlok page could use a shot of the boss with all the parts active ?
Yeah would be a good addition
Yes i agree on all points🍻
if anyone can get a nice shot but don't know how to add it I can do the latter btw, no worries
Oh I just saw, thanks a lot for the change 🙂 Perfect now ❤️
When was todo list updated last time?
Less than a week ago, but some stuff may be missing, I just add/remove something when people ask for it here or when I notice it is missing/done.
looks like someone created a big article on aiming, should be interesting to check / review that one
i can get a second set of eyes on it if you like
would be good to check for how easy it is to understand
what's the article?
oh, i wrote that
it's not ready for review yet, sorry
i still have to figure out one more equation and figure out how to get 5 pictures added to it
and i'm still waiting for the math extension to render the equations under Recoil
re easy to understand: it probably wont be.
like i wrote at the top, it's an in-depth technical explanation. i didn't write it to be accessible, i wrote it to be correct
that page is damn impressive already 👍
Hola, alguien que hable español? 🙂
@tranquil hazel 🇪🇸 Community Discord for Spanish Speaking DRG Players: https://discord.gg/kHSZXzz
ty
Do we have any info about when everything should work properly for the wiki btw?
The migration started quite a long time ago already and even extensions that seem to work on old pages like the math extension still don’t work properly when making new pages.
It was supposedly updated to work 26/08, will see how it is on other Wikis
I tried text replace again a couple days ago, I tell me the replace is successful, but no change was made to the page so it doesn’t seem to work either.
I ended up updating all of the OC table manually replacing with regex in a code editor.
nice.
yeah that's how i do it as well when i'm sure of how I want to change something
Recent change page works fine, but I only receive like 20-30% of the notification I should get and it has been that way since the migration.
gamepedia uses slack so you can always ask there. though it might be different now
since the wikia merger
yeah i had a full reset of the recent changes list last week (maybe 2 weeks ago) for some reason
Turns out most wikis don't use the Math extension, so hard to find a case of it working of being broken
I just check, wow gamepedia seems to have it, it is bugged as well for them.
Only by looking at old pages can I find examples but those do work
Ok so seems like it has old formulas cached and working
If you use the same formula, it works, you change anything, it breaks.
Yeah
I tried clearing the cache for the accuracy page, it didn’t help.
We can change the render mode but that has been broken for over a year for everyone
There may be ways around this permanently but will test them out first
Basic testing done; While it will mean the Maths we have will need to be rewritten to get around this we can do so in TeX, LaTeX, MathML or AsciiMath notation
Personal preference on which one is used
Isn’t the math extension already using LaTeX?
Only got an input error when trying formulas we have on the wiki in their current format
It's the extension specific tags that would need to change
e.g. <math>n</math> -> \[n\]
Math seems to be working here if you're looking for more examples https://riskofrain2.gamepedia.com/Item_Stacking
Ah
But good to see it's a universal issue
Well first test kind of worked, it visualised just need to sort out alignment and such
Alright Looks good to me now
There are rendered by the browser but not as an image so you can affect them with CSS (Font size, spacing etc.)
nicee
I just realised that there does not seem to be a precise number for EXP-Reward nor credits earned for Machine events?
https://deeprockgalactic.gamepedia.com/Machine_Events
Introduced in Update 26: Endgame - Part 2, Machine Events are random events that can spawn inside normal Missions, providing a challenging interaction. Machine Events reward players with a credit and XP bonus, as well as either a Weapon Overclock or a Matrix Core Cosmetic if t...
indeed
if anyone gets a machine event, keep an eye on the xp rewards. im also gonna look through screenshots to see if i have any of xp rewards
Can someone else check if equasions are showing up in this section: https://deeprockgalactic.gamepedia.com/Accuracy#Recoil_Equations_Used
What does it not work on
Edge should be fixable just need to tell it's best render engine
Will look into chrome since most use that for the wiki
Yeah
Ah okay something must have gone wrong with it going public
Which hopefully makes it easier to fix
probably yes
It's very odd you edit common.js and it just does not load for anyone
when you try fixing it let me know and ill see if it went through
It feels like it has to be manually reviewed or something to take effect since right now it just does not get loaded when it worked just fine on my personal one
But if it had to be manually reviewed I would expect for that be noted down at least somewhere on that page or the help wiki but it's not
I know it has to be for Wikia wikis but we are not wikia
Hello
Angry rant as thing works for me but no one else, and all this is to get around fandom not wanting to fix an extension
But may all be working now
Edge & Firefox at least
Works on chrome as well.
Well looks like it just takes 10 mins to take effect then, good to know
But with that enabled all equations can be converted to the new system
<math>n</math> -> \[n\]
Thank you, Cyrob, for converting the extension to LaTeX
no, those look right to me...
Either me doing heavy handed edits or a mistake since MeatShield could not see the outputs
the [] on the note line
Does look off, but guess that is the right way to display it
🤷♂️
Oh, I was thinking the square was a missing symbol.
Could put ... in them maybe
Equations should never break now, the JS l added loads the Latest MathJax 3 version, but it can be changed to target a particular build if something was to break in the future
Also as part of testing I put the code for the skin viewer public so https://deeprockgalactic.gamepedia.com/Template:Weapon_Skin_Viewer is intractable, it just is not got the final bit to find images
well done cy
Putting Computer science degree to good use finally
same about me and my Math degree 😆
new leak is up :)
Ooo
it's pretty exciting ngl
bad turtle
x)
you leave that rick roll out of there


I'm now realizing how important it is to have an active wiki group. I greatly enjoyed, for example, Northgard or Crying Suns, but with the former's active editorbase being ~5 people, and the latter sitting with me being the only editor for weeks, the enthusiasm runs out rather quickly
:)
Yeah, also everyone here has their specialities which I think makes the wiki a whole lot better
You can file me under "pedant & nitpicker"
Need them all
wikis need nitpickers
😄
i for one appreciate them.
it's good that we have a healthy mix of dark lords of data, maestros of math and peddlers of pedantry
oh and of course grammar management
I liked writing the articles, but that isn't needed nearly as often and I suck with page formatting
well, if the text is structured properly the formatting should follow from there. personally i've upped my game a bit on this wiki with making sure it plays nice with mobile browsers
the page loading jankiness and ads on mobile though 😐
There are still pages to be made; I think Machine Events would benefit from being split up into individual pages
It is in the todo list.
Doing a bit on the final JS piece for the skin viewer and getting the dreaded JS [object Object] output, still should be able to finish it just always more complicated than expected
Well think I know how to do it it's just going to be the most ugly line of code I ever write
#JavaScriptProblems
I did not want it to be this ugly but it won't work unless it is
It works, I give it something like File:Deep Dive Terminal.jpg and it give me the exact url where it is hosted
i would expect that TCF's carve radius would be the same as its damage radius, 3m
which would be 6m across
Elythnwaen can look it up, though
i'll believe you. TCF isnt my forte
Well, it is diameter, so it is 3m by 3m by 3m.
So overall it is 6, will edit and test.
Yeah, 6m is right for overall size which means 3m from the center.
The carve radius is the same than the damage radius for TCF so it should be 3 m radius / 6 m diameter.
Do you think this kind of image would help to represent the maximum angle to start an attack?
Only one of them would be use at once and theses are just quick drafts.
Only theses 3 values are used in game so we can go for static images if we want to use a visual.
Something like that seems good
But guess it would be best to have the Glyphid be in the mid point of it
You mean at the intersection between the green and black?
Yeah like this:
Well with 180° the glyphid should be upside down, as for the choice, I was wondering between the swarmer and grunt.
The former fit the image better while the later is a more common enemi.
Yeah the image needs to be a front on view
But we should be able to get one of a grunt
Does it need to be upside down?
Since in-game with enemies attacking you the cones would be looking like this
My goal was to make a visual représentation of the angle restriction per attack type.
For me the clearest way would be to have the enemy being in a position matching the highest possible angle for that attack.
It is not for the attack area, it is for MaxSurfaceAngle ie if an attack can be launched or not depending on the angle of the surface the enemi is on.
Example for a swarmer:
Jump:
Damage: 2
Damage Type: Melee
MaxDistance: 2.3 m
MaxSurfaceAngle: 35°
Slash:
Damage: 2
Damage Type: Melee
MaxDistance: 2.3 m
MaxSurfaceAngle: 180°```
So it can slash you from below a platform, but he can’t initiate the jump attack from there.
Ah, yeah would be best like that then
Taking that into account, should we go for a front or side view for the grunt?
I would say side.
Yeah side would be best imo
I want my fully incubated dreadnought.
That would be cool to see
I have to check that topic, would a 3d Like image work better ?
I don’t think it would help much.
The image is mostly needed to show clearly what the 35 / 80 / 180° mean but sticking to 2d should be more than enough for that.
35 angle atk also works downwards ?
It should.
The main goal of that variable is to restrict the moveset of creatures so they don’t jump on you from the walls/ceiling from what I see.
Guessing that it should show both extremes, so 70 dg
I would draw it if I could rn
The goal would be to add it in the creature attack table for melee attacks, so assume the image will be pretty small.
"Click to enlarge" option ?
We can do that if needed, but it should be doable to make it visible enough even without that.
It will be for theses tables:
We need to add the angle, max distance and for some creatures the area damage image as well.
On PC we should be able to fit two tables like that next to each other for small creatures I think.
Well we will have a better idea after I redo at least the melee part/variable.
I will try to redo that this weekend.
I want my fully incubated dreadnought.
same
leak is up :)
Having a ghost image of it in the 2 extremes could be neat as well
your demonstration looks like a turtle x)
with 3 legs
not sure if on the plans / possible, but what about making the "Template:Weapon Skin Viewer" buttons highlight when you hover over / select them ?
Huh my message did not send, but yeah it's something I have planned, have a red outline in personal css but plan to have it look like in-game in the end
I tried to expand the attack template (working on a copy for now) to have the same look than the current health template.
I plan to allow it to loop so attacks with 2 or more component can be displayed, for that the table will have one title only, a separator will be put and the rest will repeat below.
Still WIP, but with how it look for now, I think I will be able to split the detail section into two to use the right part to display the AoE image.
Here is a small example of the table look with the Swarmer/Spawn jump attack.
Yeah I think that would work best
I will try to get an example up for an area melee and combined single target + aoe range between today and tomorrow so we can test stuff.
should these guys be on the dense biozone page as well?
they dont have a name in game if you point the laser pointer at it
im going to post all of the types ive gotten so far. i think i might have gotten all of them for biozone tbh
needs some updates telling what the icons mean
ex: what the green one means, which is molly
i believe all the biome features for biozone are in there
what other biome features do we need?
The dna things in radioactive zone
And not sure if some are missing from fungus bogs.
alright. someone actually made a page about those dna things
and they can happen in other biomes but less commonly
it's named all weird because it messes with the wiki name format because of all the weird characters
for https://deeprockgalactic.gamepedia.com/ERR://19%25T isn't that stuff supposed to be part of the main article ?
yeah idk. they had even more stuff that was like not trivia
i am going to go back in and add that to the main article
also what even is jet black, quick search says that is used for hair
wouldn't just black / pitch black work
also need better testing for the light absorption, so we can say for sure if it happens or not
jet black is like saying super black. pitch black is sort of an equivalent
or what causes the ilusion
light absorption thing isnt really true
it reflects light though, if you put a flare next to it, it creates shiny bits
well, if you guys use the term
¯_(ツ)_/¯
updated this page
it now actually has all the features
made the tables collapsible so the page isn't ages long
can we add how many hits they take to destroy / how many HP they have?
i noticed rocky mountains doesn't work on the orange coral orbs and some other biome objects
takes more than 1 hit to dig through
If have the command to check the hp of all destructible stuff if you want.
noice

btw today i discovered you can destroy steam geysers and not take damage
GetAll SimpleHealthComponent MaxHealth```The first one can be used to check if you are hitting the good think, it shows the remaining health of any component, base is 1000.
The second one is just the health value, it doesn’t scale with hazard.
if you position yourself well
throw a grenade at em
and use the pickaxe
shoot em
scout has neither option
First version is ready, still need to do some tweaks and split the table to bottom part to integrate the area damage graph.
This is how it look for now:
interesting
I will add some conditional renaming of the category to better match the different attack type.
Life damage amount > damage per tick for clouds and dots
Duration > Lifetime for clouds
If you are still up to make the images for the different angles (35° / 80° / 180°) I will add them.
Assume it can take about the same place than the haz 1 to 5 value more or less.
I mean, that was just a mockup , not my speciality, how many pixels would it be though
~235px wide would be the max (so a bit less if we want some margin).
I will do it otherwise once I am done with the rest of the template.
The template is ready for tests, I added all the current creatures attacks, with all info filled in my profile so I can test and see if it works or not:
https://deeprockgalactic.gamepedia.com/index.php?title=User:Elythnwaen4628&profile=no
Not yet displayed stats are the following (all of theses are already set in the example in my profile so updating the template will allow to see the changes directly):
carveRadius
radius
maxDamageRadius
minAreaDamage
The current attack template for tests is here:
https://deeprockgalactic.gamepedia.com/Template:Creature_Attack_2
Looks good so far
It took me a while to get all of that working so I will work on getting the area damage displayed properly later.
I wanted to get most of them rendered to know how much space I would have.
That's fair
I think I've finished adding content to the Accuracy page now. would some of you fine folks be willing to read through it and give feedback on its readability and clarity? the goal of this page is to clearly communicate to the reader how to translate from internal variables of DRG into real-game accuracy changes, with a secondary goal of being easy to understand. i know that "clarity in writing" isn't my strong suit, thus why i'm asking for review 😅
just slap in images to boost clarity, checking it later
something on my todo list once i finish updating my program is to screen-cap some gifs of how it all works
but that's at least a day away
(screen shot below) ??????? so why not just give Gunner a stock ammo count of 1200, instead of 2400 .................. or cut the damage in half and have all bullets Deal Damage. This confuses me and I am a gunner main...
If the game came out as 2400 ammo and the Damage halfed (per EVERY bullet) from the very beginning then nobody would really know and it would still look cool (imo)
The attack template is almost ready for release, I just need to fix some alignement problem with the area damage template.
I think I will modify the area damage template so itis just used the image with scaling option and leave the text for the child template.
For the biggest AoE:
And the smallest:
The last case is where I want to fix the text position.
Yeah all the others look great
I will have to rewrite a part of the area damage template and page for that so I will leave it for another day.
Once that is done, I think the template will be complete.
Will be a nice improvement once done
https://deeprockgalactic.gamepedia.com/index.php?title=User:Elythnwaen4628&profile=no
Let me know if there is anything else to change other than the radius text position, all creatures attacks are there.
And everything else should be complete.
wait, no damage % ?
Ah, hum, I just messed up the unit.
The blue line is supposed to be % and not meters.
I think it is just that, checking now.
Yes, just fixed it, that blue number should be in %.
the data were the good one, I just messed up when adding the unit in the display.
wow ely. that looks pretty sweet 
Have we tested to see if Better Motor Traction for the Zipline Launcher actually works?
Wow Elyth, that looks incredible
For some reason I feel like falling with safety zipline causes more damage than landing on its own
Need more tests with different ziplines and preferably engi
Just checked it, falling 9 meters on both types results in the same amount of damage
I think this mod doesn't work correctly because time it remains on you after releasing is too low to protect from actually high damage
Anyways, found 0.25 related to this mod. Possibly it's -25% damage
Wonder if it's bugged maybe and just not noticed till now
I just checked you were right, it is an additive 25% fall damage resistance so as you said a base -25% taken if you don’t have anything else that stack with it.
The area damage template is ready to be updated, I will change it tomorrow so I can update the area damage page just afterward to avoid breaking the area damage page.
has anyone done a deep dive into how fall damage reduction truly works, including how Tunnel Rat, Scout armor, etc interact?
having a mod that tells the current player speed should help ?
could the link get added to that bit up there?
just kinda annoying having to scroll to the bottom link to get onto the wiki
@floral drift For fall damage, all of them are additive with each other.
Tunnel rat is -60% (supposed to be -30% but apply twice).
Scout armor is -33%.
Zipline is -25%.
Grappling gun is -25% as well, in fact it uses the zipline status file.
Do we have the voicelines of the dwarfs somewhere? i can only find the lines for mission controll (https://deeprockgalactic.gamepedia.com/Mission_Control/Quotes)
Im looking for these, but for the dwarfs preferable in their respective pitch 😄
The pitch is altered by the game in realtime so we only have the baseline voices
The work on the area damage template is done and it is now fully integrated in the creature attacks.
I just need to replace the current template and copy them to their respective pages now.
Though it may be possible to have a interactive element on the page that alters the pitch of the baseline audio, it would be complicated JS so not promising that I'll do it
Ooo, can't wait for all to get swapped over to the new look
The only missing change would be the creature attack angle, but the info is already there as a number so we can add that anytime later.
https://deeprockgalactic.gamepedia.com/Old_and_Unused Just want to point out Hydra is probably Korlok Tyrant-weed now since that's the name in crowdin strings
There's been many left over and taken out features throughout the iterations of Deep Rock Galactic, this article is dedicated to documenting them. Keep in mind that the game is still in early access, meaning anything listed below could be part of a future update, take the spoi...
Yes HydraWeed is the internal name for the korlok.
There is two things I would like to change for the creature attack template, but I am not sure how to do them:
Link the graph to the area damage page (not sure how to do it since it is a div).
Allow the attacks to be displayed in 2 columns if the page is wide enought.
guessing all of that requires knowledge of templates that I don't have
The first one doesn’t, knowledge in html/css could be enought.
I basically need to add a wiki link to a div (instead of an image/text as we usually do).
When a Glyhpid Exploder see a dwarf that is not full health it will rush to him, moving at ×1.5 Speed for 3 s.
Any suggestion on how to reword that?
It can activate several time, I don’t know the downtime.
The condition seems to be any dwarf on sight that is below 100% health.
The buff is ×1.5 movement speed for 3 s
So you want the div/picture to be a hyperlink?
Yes, I think this would be the best place to place a link
The changes are live btw if you want to test something, all glyphids are done.
I know how to do it html-wise
Either just have it in a <a> (html tag for link)
Or as part of the div set it to onclick link
Also cursor: pointer; in the style to show it's a link
There is already a div surounding the whole 'image' for alignment and margin so I think the second solution would work best.
Just not sure if wikiparse will let it stay, will test it out
As expected it cuts the onclick
cursor: pointer; Works though so will keep that to show people to click it
@weary sonnet Would you want the link to open in a new tab?
I will leave the choice to you, I think it would be better, but it is not mandatory.
Okay it's all set up check in 10mins and it should work
All attacks have been added to the individual creature pages.
Good to hear they are all done
I will focus on armor and breakable weakpoint next.
It should be a lot faster than the attack data.
Some info is still missing for creature attack, it was all sent in the dev questions.
Once I am done with armor/breakable weakpoint next will be review of the creature pages to check for any outdated/wrong content but at this point the page should be done data wise.
Area Damage link seems to be working now
Works for me on chrome.
Even works on the Area damage page itself :P
It's set to apply on anything with the AreaDamage class so you can enable disable it by adding / removing it
Well I think I will leave it like that, the other use planned for that is the weapon infobox/OC breakdown.
So a link is still usefull there.
Bug anatomy question: how would you call the two front leg vs the six on the back?
I will need that for the armor.
In dogs the front legs are called forearms
seems to be just legs, doing some research, problem being that glyphids don't exist, but we can find something similar, maybe
Won't any eight-legged spiders do?
nay
For me it would be the same than either insect or spiders.
And I would say spiders for glyphid.
For spiders they are all just legs
Only special thing is the bits near the mouth called pedipalps but they are not used for walking
"front legs" would work ?
The goal for me is mostly to be able to differentiate the 2 bigger legs on the front from the other to describe the difference in armor and where it is located.
Front legs could work I think.
I was asking there since I wanted to know the most appropriate word for that.
exactly why I changed foreleg to front leg
but we can try finding someone that is a specialist on biology for that one
lots of changes done by Ely today, think they need some checking or are they fine changes ?
ok 😄
For Omega:
I think the review can wait for theses changes, I will reread most of theses when I will add the armor / breakable weakpoint info.
A review will be needed on all individual creatures pages once I am done adding all data and checking for wrong/outdated info so I think you should wait for that so you don’t have to check them all twice.
If you still want to check them, check for logic error (like the min damage in m instead of % that you found yesterday) or scale error (ie 275 m instead or 2.75 m radius).
I think they are fine but a typo is still possible.
For anyone (I will do it after armor and breakable weakpoint, but if some of you can do part of the job it would be nice):
As for the content, a description for some of the attacks could be useful in some cases.
It could include a description for non damaging 'attacks' that appear in the MM (ie breeding, laying eggs, mineral chomp…).
A short description of the differences for the variants could help (I can add anything related to stat change).
The text currently in the individual creature page is in a single block more often than not and should be split into several sub category to match the differents part of the page.
With the MM there is now some lore for the creatures and some of their abilties have been explained lore wise, so the current wiki description may need to be rewritten to match that (some of the current description are a completle contradiction of what the MM say).
https://deeprockgalactic.gamepedia.com/File:ERR---19%25T--.png
Wrong category for that one, but I am not sure where it should go. Not in resource images at least. Nevermind, I think I found it, it now belong to [[Category:Biome Feature Images]]
perfect, also looks like U32 will have some weapon balance, gonna keep an eye on that one
Not much actually
where did you get that
Translation strings
how is that related
There may be other numbers tweaked that don't need string changes
The description for them changing indicates a change in how they work
are patch notes translated ?
Oh yeah that could also be it, they do get translated
how is that related
@glacial topaz Patchnotes also require translation...
you ever seen them include "Subata damage changed from 12 to 14" and similar things ?
Can't recall it. But they are here for now.
can an admin change the pagename for update 32 to Update 32: Roughnecks At Work
Sure thing
We do not leak translation stuff pre release
huh?
@wary cove That's not translation stuff
I know
? Then why
Actually would be nice for the Wiki team to have access to spoilers of upcoming stuff, removing a bit the spanner in the works that is working in the dark constantly, would allow up to get stuff prepped ready for when things release
I heard quite a few complaints about when the wiki is not got anything on new feature x of update that came out in the last 72 hours
There tends to always be some bits that are forgotten off patchnotes
One day when I have a lot of free time I may be able to make something that find most of them automatically
that would be really nice
Many possible ways of doing it, may use the advances the modding community has made to creates a mod that just data mines to get all the numbers the wiki needs, and from that tracking changes is easy, but would need to look into it
lmao tater stahp

triggerhappy
Are there any info on how turrets choose their targets?
Yeah, think that's the case for both Engi & Point Extraction turrets
It even overrides Manual Targeting.
Could you clarify this statement? Are you referring to Hawkeye System?
He means hawkeye will only work if there are no enemies it can shoot right now
I kind of doubt this but I haven't tested it myself so...
I'll have to double check but if there are enemies within a certain distance to the turret, it will shoot those rather than the painted target with Hawkeye.
Centre the table on the page or the text inside it?
It does go back to shooting normally if the painted target gets out of range either by distance or terrain and will shoot it once it returns if it is still painted.
centering it on the page. i did find something on it on a mediawiki forum that im gonna try
i've only observed Hawkeye System failing to shoot painted targets when the turret lacks LoS to said target. i haven't noticed it prioritizing non-painted targets even when it has LoS to painted. i'd be curious to hear what your test results are.
There is different ways to do it depending on how you want text around it to act
there's no text
im trying to center a group of four youtube embeds for the new leaks
wow what i tried did some weird stuff
What shape do you want them to be?
can you outrun a leech without dash ?
Can use a div to centre them if you want
that isn't 100% true, is it ?
"because Bosco is easily able to kill Cave Leeches"
If they are nearby they can
easily on all hazards ? I remember it takingbosco on haz4 several seconds to do that or something
From my experience, on haz 3 Bosco is able to kill a Leech before it has depleted your shields
surprised complexity don't have names and just use "1,2,3"
just remember to check it out
surprised complexity don't have names and just use "1,2,3"
I suggest the devs (and the wiki) adopt the terms coined in this review https://youtu.be/BJfalpKx54Y?t=240, namely "one long stretch of neverending torment" and "complete and utter spaghetti f||uck||ery"
what?
yay my namechange on fandom finally carried over to gamepedia :D
also on launch i can do patch notes while you guys work on new content
@shell frigate what is the style content you used in the div tag
Probably was: display: flex; align-items: center;
Patch notes is just whoever does it first
ye
Though one of the Wiki admins will need to update the front page with the update
yeah
im going to write up the format we are going to need on my user page and wack it in notepad and post it here if anyone else gets to it before i do
Alright
Should do
:)
Ehy, guys, I am going crazy over a technicality, so I thought you might know the answer.
Weren't new voicelines for pinging Sylicate harvesters introduced a while back? All I hear are generic enemy marked voice lines.
Did I just imagine those?
Because I could have sworn the dwarfs saying something along the lines of "look out for the slug" or something like that
Nothing in translation platform
Maybe you should try downloading older versions
So there were voice lines!
I think I might have to create a bug report for it, I don't think it's intentional them not being used
I don't know what you are showing there though
I'm showing that there's nothing related
What's that "fuzzy slugs" for then?
Eyebrows
Uh, weird
Tx for answering though.
sylicate harvester does not have voicelines
Question, what does affect the spawn rate of silicate harvesters?
Trying to find one on experimental
i don't know the spawn rate, but i know that they're limited to specific biomes
off the top of my head, i think it's Fungus Bogs, Dense Biozone, and Radioactive Exclusion Zone?
the wiki article confirms that it's those 3
Yeah, I checked there already. Still haven't found one
i often notice Silicate Harvesters on Salvage missions because they always seem to trundle through the Uplink when i'm trying to defend
that's not to say they spawn more often on Salvage, but rather Murphy's law dictates that they must spawn in order to annoy 😆
Trying to also up the difficulty to see if it's a thing
Only prob I have to not have bosco to hear pinged entities quotes
you can disable bosco in the bosco terminal
then the ping voicelines are the same as multiplayer
(I suggest bringing IW/heigthened senses if you do disable bosco)
Yeah, figured that myself
you can disable bosco in the bosco terminal
@floral drift I knew that. I expressed myself incorrectly, I meant to say it's harder without bosco, but I can't afford to bring it
ah, my apologies
Fukken hell, bastard doesn't want to show up
interesting that engineer got a bunch of text added, going to check it in detail later
As should be expected, the Gunner's weapons have the most damage potential of any Dwarf.
hmmmmm
might want to clarify it's mostly in his primaries, but otherwise I don't think it's technically wrong
but it is kind of wrong
Is it? Default minigun has 12,000
12k being larger than another number isn't an opinion
It could definitely be miscontrued
As should be expected, the Gunner's weapons have the most damage potential of any Dwarf.
ah
im going to tweak it
how about this
Out of the four classes, the Gunner has the biggest guns

"The Engineer is the closest thing in Deep Rock Galactic to a support class." thoughts on that ?
also not so sure about the "grants access to distant resources" for the platform gun, not sure that is the focus, and it isn't the job of the grappling hook / zipline
opinion: i don't think that any one class is the "most" support-like of the 4
between drills, flaregun, zipline, shield, platforms, it all works together to support each other
i think that as a community we need to stop thinking of the classes in terms of "best combat, best support" etc. those terms apply to other types of game balance, but not very well to DRG's balance
yeah the class pages have some issues in the form of opinionated descriptions
also, i think the "Grenade" bit on this table should really be "Throwables"
Deep Rock Galactic provides their employees with a huge arsenal of Equipment to choose from, designed to assist the Dwarves in extracting resources and eliminating threats. All of the classes carry several items of Equipment at once - a Primary Weapon, a Secondary Weapon, two ...
oops
agreed. throwables is the more generic term
i can do that
it also lists "Throwable" underneath all of them
^
i think im going to make the class equipment into templates
Sounds good
great opportunity for me to learn how to make them
what's a template with good documentation?
an example
found one
well, they are all created
going to do final testing
they work great on edge, chrome, and firefox
they existed already :|
oh well. mine actually has documentation so i guess the old ones can get deleted
also the name for my version is more concise
idk how i didnt notice they existed already though
from you memories is that possible for deep dive to be like a double egg?
the current understanding is that all primary and secondary objectives in Deep Dives are distinct from each other in type
so, no "Salvage 3 mules + Salvage 2 Mules" or "Mine 250 Morkite + Mine 150 Morkite" etc
yes good thanks, 'im adding that to the wiki, also Point can't be a secondary
yep
also the secondary salvage don't have the repairing drop
and from what the devs said on friday's stream it sounds like the 2 new mission types will be like PE; able to be in DDs but only as primary
yep
probably yes, gonna add that
hm
maybe dont add update 32 content onto main pages until it's confirmed
but you could add it to the update 32 page
oh yes of course i meant with the actual content 😄
oh. ye
It's because the lower image seems to be the 4th Relic mesh with the Megacorp paintjob
which we need to fix
That should be an easy fix we should have images of all combos
Current display will be replace once all the paintjob viewer stuff is done
has anyone done tests or found the HP value of Driller Satchel Charges with T3.B equipped? how much damage they have to take before detonating?
I think any damage is enough, but not sure...
any damage? as in 1 hp? 😮
I think so...
1 hp afaik
There is a few attacks doing less than 1 damage actually, like the swarm blader projectile: 0.1 typeless damage scaling with hazard and numbers of players.
Well good luck for testing if that can trigger a satchel charge.
The detpack seems to have a set health and is using simple health component (ie non scaling health like most of the destructible biome features) so we can use that to check its health actually.
20 Health not scaling with anything for the Satchel Charge.
And 25 for acid cloud, I wonder if it is to give us some time to run away in case of sticky flames.
1 health for the the charge projectile of EPC.
i found that shooting the bombs for the tritylite machine event in mid air can help if the deposit is too far away (especially vertically)
have managed to destroy one from below this way, just throwing the bombs didn't work
https://deeprockgalactic.gamepedia.com/Health#Creatures
added links to creature pages, will add icons for them there as well (as used in the bottom of page nav menu)
https://deeprockgalactic.gamepedia.com/Template:Creatures_nav this one specifically
also reordered the list to exactly match the order of enemies in the creature nav template
and added cave cruiser and larva
20 hp Satchel Charge, got it. thanks Elyth!
is that something worth adding to the SC wiki page?
We can add it as an hoverover, not sure if it is important enough to be worth adding in a more visible manner.
put it in trivia if not sure
it feels like a "trivia" to me
I would add it as an hoverover here as well unless you think it is a bad idea / redundant with the trivia.
🤔 i'd say start with hoverover
if someone msgs this channel down the line asking the same things i did, maybe move it to trivia afterwards for more visibility
is that fair?
The UI has space for a maximum of 6 different objects in the pocket. Is it possible to carry more?
Let's say you're carrying morkite, nitra, gold, ebonuts, jadiz and croppa. Can you pick up a malt star?
Afaik you can carry as many different types as you want.
When I tested the morkite/gold beer multiplier I deep a full mission without depositing just fine and all I modded was the deep pocket perk.
this part was removed on salvage operation so now it won't mention you get nitra for repairing them anymore
but... that's a good thing to mention. it's part of Salvage missions' balance; fewer nitra and gold veins in exchange for mini-mules' contents
is that trolling ? can I remove that one from Karl?
What is initial zhukovs armor damage modifier?
so mini mules do give nitra?
i never noticed
the other part about excavating legs triggering enemies is just wrong
in that case i'll put the nitra thing back
minimules give somewhere around 40-55 gold and nitra upon being repaired
i haven't taken the time to actually test those values, sorry
excavating legs is not what triggers the wave
from my tests, it seems to be proximity based. once you get within X meters of a minimule, 60 seconds later the wave spawns
but again, i haven't tested what X distance is
last night it also seemed to spawn a second wave upon completion of repair, but that may have just been poor timing of a wave spawn
all in all, there's a lot of stuff to test
Swarm page also got a bunch of changes
@sand lantern the default is 100% , I didn't include it on the template if it uses the default value, see ?
fixed
Thanks
since im on wiki patrol now do i get notifications for every single edit made on the wiki?
Only on pages that are on your watchlist.
If you want to see every recent change you can check here: https://deeprockgalactic.gamepedia.com/Special:RecentChanges
By default any newly created page will not be on your watchlist, sae for any page that you have not visited yet.
wow that is weird, i added all those links in a single go
@glacial valve i just spent the last 3 hours testing Salvage missions, here are my findings:
-
There are 2 wave triggers per mini-mule.
-
Trigger A is proximity based. According to the Laser Pointer I had to be within 2m of the mini-mule for it to happen. After proximity trigger goes off, anywhere from 12-30 seconds later a medium-large wave spawns. However, most of the time it was around 15-18 seconds. I'm not sure what the mechanics are under the hood that affect the timing of this, but my guess is that the AI game manager has to wait for the next "wave opportunity" before spawning it.
-
Trigger B is attached to one of the 4 legs that spawn around each mini-mule. I think it's straight RNG, like 4Egg Hunts having 1 swarm/3 waves. After the "booby-trapped" leg is pulled out of the terrain, almost immediately a medium-small wave spawns.
-
Upon repairing a mini-mule, the reward is 40-60 nitra and 40-60 gold. The RNG rolls are separate from each other (as in, you'll get different values of nitra and gold per mini-mule). In the 30 mini-mules i repaired I never got a value lower than 42 for either mineral, but GSG is in the habit of making their values multiples of 5, and the average i was getting was 50 which suggests the 40-60 range to make 50 the mean.

i just feel bad that 2/3 things i said 3 hours ago were so wrong. "60 seconds later" and "not tied to taking legs out of terrain" 😆
oh well, science marches on
do tests, change opinion ✅
wow that is weird, i added all those links in a single go
yeah idk it was wack
anybody know what requirements are needed for a wiki post about updates
i wanted to add new update for microsoft version changing its network framework and engine upgrades, changing network framework from UWP to playfab
what exactly are you envisioning?
an entirely new page? or what?
as for requirements, it just needs to accomplish its goal and not look like a mess
@weary sonnet can you add "add new assignments for cosmetics" to the to do list and remove "add new biomes features" afaik that is done
Do hosted missions that nobody joined count for the "It's my party" achievement?
Technically, it should
Unless it's taking the same approach with the Bosco achievement where even if you're alone in the party from start to end, it's not considered a "solo" mission because you didn't set it as such in the first place
Is there still an employee of the month screen in the bar. I read the wiki but couldn't find it
Ok I must be blind
thanks for the heads-up. do we have an easy way to count how many wiki pages DRG uses, and how much "Cargo" the wiki uses?
that might help us guess how long it would be in read-only mode when the time comes
so it's going to lock up the wiki for a couple days?
dang
i dont think anything else will be affected besides the search? Search will change to use UCP search
is this correct or just need better explanation ? , compressed granite
"The lowest depth that has been reached is the depth of -1478m. Once a dwarf is below that depth, they glitch out of the game and can no longer play for the duration of the mission."
It doesn’t make much sense to me since it would be a relative depth.
ie compared to the other dwarfs playing.
So there is no need to be so accurate.
removal or change the wording ?
What kind of range does plasma cutter have?
probably just remove. I also feel like I've been in missions where the depth meter has said 2,000+ meters before, so I have doubts about that specific number actually being meaningful
@tranquil hazel you mean line width ? that one appears on its stats
presumably they mean meters it will fly before dissipating
I would say removal as well.
I would expect it to be infinite or "close" to
Breach Cutter, not EPC
why EPC
excluding Spinning Death OC, Distance of Breach Cutter projectile = ((Delay before opening) + (Listed Projectile Lifetime)) * 10m/sec
so with no upgrades, that's (0.2 + 1.5) * 10 = 17m
oh, so quick deploy technically reduces range by a bit? interesting
in a way, yeah. my current understanding is that the Projectile Lifetime starts ticking once the line opens up. the total range of damage is still 15m, but Quick Deploy just makes it start where the gun model is, instead of 2m ahead of you
ew, short range
🤔 15m isn't really that "short" in comparison to things like Boomstick or Zhukovs
are you comparing it to the upgraded Projectile Lifetime, which doubles the range?
M1000, subata,
Hello, I'm translating some pages for the french wiki, and stumbled upon the Beast Master wiki code. It comes with a perk table, and I dunno which words I can translate in it + the first sentence
Beast Master is one of the 23 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the sixth row of perks and there are 4 tiers; each tier requiring 3 / 5 / 7 / 9 perk points respectively for a total of 24.
isn't showing up in the wikicode
Also, for the Hover Boots perk, the burning damage stuff is still up to date ? I don't see any mention of it in the game
From Hover Boots english wiki, Tips section:
"Play more cautiously whenever this perk is not active, as it is unusable while it is on cooldown."
Can this tip be rewritten somehow?
I'd suggest "Play more cautiously whenever this perk is not active, as you'll take full fall damage from any jump"
This perk has such a long cooldown that I'm not sure it's a good advice to get into a reckless playstyle in the first place 😄
@plush night
Ah, if you want to translate the perks, I would advice you to translate the Perk table template first.
https://deeprockgalactic.gamepedia.com/Template:Perk_table
For Hover Boots, it still do heat damage below you when you activate it, even if it is not in the description.
Thanks (again) !
new update notes are a dream to read. so many QoL fixes
We'll be busy after the 8th 🪨
hello, some images arent loading properly and just show alt text
Does anyone know a fix?
We'll be busy after the 8th 🪨
oh yeah
@tranquil hazel that could just be a problem on your end? send me a link to the article
@low hamlet I took overclocks page as an example https://deeprockgalactic.gamepedia.com/Weapon_Overclocks but it occurs on nearly every page
try using a different browser and see if the problem persists
Version 85.0.4183.121 (Official Build) (64-bit)
if it does, system issue. if it doesnt, chrome issue
yeah it's strange because I can still access the image file pages and there it just loads fine
might be some wierd data saving thing but my connection is fine
is it occurring on other browsers?
nice!
haha thanks for the help tough!
want to get a head start on new pages?
wow. reading this page is like, there really arent very many of us
Well it's also been a lull due to the lack of updates
i'm not on that list either, because i haven't made a wiki account
Any reason for not making one?
no "reason", just prefer to not create accounts with websites, companies, restaurants, etc if i dont have to
couple edits on Autocannon and Minigun, created Fear and Accuracy. that's it really
There area a few reason to do so; active editor accounts have ads removed, we can set auto patrol so your edits aren't flagged for patroling (But that does not affect you in any way) and lastly would be having it a measure of activity to give the wiki editor role
i'm not really looking to gain the Wiki Editor role -- my focus is on doing tests and figuring out how mechanics work with an emphasis on the weapons
i share my information in here and in some select wiki edits to help improve the community's knowledge
whatever floats your boat :)
Yeah that's fair, just listing reasons in case you were not aware
i appreciate that 🙂
i forgot how to do mode:nolines
help
nvm
im stoppid
make the leaks section on the update page more organized :)
It's a lot of leaks
yep
thanks @floral drift, have had someone similar when I did a lot on the Helldivers wiki and it's invaluable
That's a lot of active users compared to my favorite wiki 😔
what do you mean we're not your favorite wiki 
uh oh 
wait, should we be already be posting the experimental content on the wiki ?
It's fine on pages that are exclusively for U32
E.g. the new missions & the update page itself
hmmm... sure
Does BC have instant DMG?
50 Fire on contact, yes
Thanks
FYI, it triggers on the first contact only, so no double dipping with Return to Sender, and Spinning Death removes it completely
I'm thinking about the problems which caused BC to become so OP
I was translating the Resupplier perk, and I found this in the tips:
The extra health gained from the resupply can be further increased with the [[Sweet Tooth]] perk. When combined, these two perks can almost fully restore a Dwarf's entire Health pool.<br>
Does Sweet Tooth really have an interaction with Resupplier ? I tought ST only worked on Red Sugar
Also, on the Vampire perk page, there's clickable links to Glyphid Spawn and Naedocyte Hatchlings, but in the Bestiary they are reunited with (respectively) glyphid swarmers and naedocyte shockers, so is it worth to translate such pages ?
On the english version their pages are now separated.
I would advice you to do proper link and use a redirect in that case (redirect from spawn to swarmer and from hatchling to shocker if their pages don’t exist). That way when the Glyphid Spawn page is created on the french wiki you can just remove the redirect and it would work.
As for sweet tooth, I will test that, I have a doubt, but I don’t think it works.
'kay, will do that. Also, in the Area Damage and creature Armor, there's graphics. Do you know which program were used for it ?
I created them myself with inkscape.
I still have the original files, I will send them to you so you can just edit them to change just what you need to.
Oh, many thanks for that !
Sweet tooth doesn’t work at all with resupply, I will remove that part from the english wiki.
@weary sonnet could you send the files my way as well, since I am the admin on the spanish wiki of the game, please? I will appreciate that.
I'm trying (more struggling than trying) to "translate" the area damage page, and thus the template for the french wiki, but i took that
| maximumDamageRadius = 1.5
| radius = 2.5
| scale = 15
}}```
And made this ```{{Dégâts de Zone
| RayonDmgMax = 1.5
| Rayon = 2.5
| Échelle = 15
}}```
Because the second one is understandable for non-english speaking people
The template is giving me a hard time because it's lots of HTML, and dunno which entry of radius should I replace with "Rayon" (for exemple, i'll have to change the 3 variables)
Do you suggest me to revert my changes and just put a description in french, or can you help me with the template ? 🙂
I can help you with the template once I am done with my work, so in max 30 min.
@plush night , you need to translate the template page first, so that it recognizes the translations you are doing when actually applying it into the wiki page. Not sure if Elythnwaen has already helped you. If he hasnt, let me know to give you a brief course about how it works.
He helped me, and i figured how it works, so no worries, I've got that, but will type here if I have another prob in the future, thanks for helping tho ! :)
Np, good luck 🙂
what is up with that one ?
Seems like in the description below it says 6/12/18/24 (in units of 6), so I assume he corrected it to match that.
any difference between displayed value and actual value used in game ?
thought it was something about that
Not sure about the actual ingame value
The good value should be 18 drakoniid is right, I just checked in game.
who is carl
Karl is a mythical figure in DRG lore
That's spam man.
The wiki says that repairing a minimule rewards the resources it was carrying. Does it really? I never noticed that.
It does, you get like 50 nitra and gold when you repair a mini mule
a few questions about the scout smg, does Gyro Stabilisation affect base accuracy too, and if so how much? and the battle cool mod, how much accuracy does it give exactly? i cant find anything about this on the wiki
well thats not exactly true, on the description of the Battle Cool Mod it says that Gyro Stabilisation does effect base accuracy, but it doesnt say by how much
Is the use of both "spread" and "accuracy" what's confusing you?
@rough pike Scout/GK2/Mod/1/A "Gyro Stabilisation" makes the first shot have a crosshair radius of zero, and reduces all subsequent shots' radii by 0.45 degrees radius.
Scout/GK2/Mod/5/B "Battle Cool" raises Spread Recovery Speed from 8.1 to 100 for 1.5 seconds after a kill. As a result, the crosshair size reduces down to Base Spread size (0.45 degrees, or 0 with T1.A) within 0.042 seconds (pretty much before the next bullet gets fired)
on a random note, after months of using gyro stabilisation i swapped it out for the T1 +RoF and accuracy isn't noticeably affected for me, but i'm killing everything MUCH faster now.
I do use floating barrel
Is there any info on lower acceleration speed limiter for zipline?
oh earlier this week I tried to put platforms on a tree (rock-tree) and they disappeared like when you try to place them against the extraction pod
Because it's not a terrain
Does the game round up or down for damge numbers that end up in percents?
Or does it not round at all
could you clarify the question a bit? which stat are you looking at, Base Spread, Armor Breaking, something else?
i can't really think of a "damage" stat that is percentage except for the conditional damage boosts from Conductive Bullets, Volatile Bullets, Minigun T4.A and Autocannon T5.A
in general, numbers are rounded either to the nearest tenth or the nearest whole number, and it's proper to round N.5 up to N + 1
sorry, was playing. With certain damage increasers (Such as the thunderheads bonus damage when max revved) my damage numbers go into percents
Specifically, the area damage i have goes from 12 to 16.6
ah, now i understand your question.
to the best of my knowledge, damage does not get rounded and the healthbars of enemies uses doubles, which lets them use decimal places
Does the fear chance on Scout's boomstick proc per shot or per pellet?
Yeah
Yeah, per shot afaik since you can shoot the floor and scare.
Interesting.
Yeah, so it's not several fear rolls per bug, it's one fear roll for several bugs
Per shot
Yep.
i do not believe that to be correct
Scout/Boomstick Stun Chance is per pellet, not per shot
T5.B Proximity Fear is per shot, though, in a 5m radius around Scout
So there are two independent rolls caused by two different sources?
In case Fear The Boomstick is enabled
to the best of my current understanding, each pellet rolls its own 30% chance to stun for every enemy that pellet hits. if T4.A is equipped too, then each pellet could roll RNG up to 4 times, once per enemy it hits.
No, he talked about stun and fear, not two sources of fear ;)
Fear is an entirely separate RNG roll, yes
Oops sorry, forgot to equip eyes today
For as simple as the Boomstick's concept is, it has surprisingly complex mechanics
Hello, i'm translating the Creature Armor Page, and it's written:
that scales with Hazard Level, using the normal difficulty scaling (same as Glyphid Grunt).
I'm afraid I don't understand what's the "normal difficulty scaling"
I understand it's some sort of standard, but which stat does it use ?
This part commes from the Creature Health template.
https://deeprockgalactic.gamepedia.com/Template:Creature_Health
Normal scaling means it only scales with hazard but not with difficulty, so it mostly apply to swarm enemies (swarmers, grunts, slasher, guards, spitters, exploders…
The other types of scaling include:
Neutral for non scaling critter like maggots, lootbugs, cave vines…
Special for enemis that scales with both hazard and player count (praets, breeder, bomber, spitball…)
Boss for dread and bet-C
Boss2 for korlok
Omen for the guntower even health.
It each case it represent the resistance multiplier for a given creature at that difficulty.
For heavy armor plates, they scale following the same rules as normal enemies or have a set armor strength that give them a % chance to break depending on the damage daelt.
Oh, I didn't know about that, but now it's much more clear for me. Thanks !
praetorian page, why is this here ?
also, that one for black box " If the progress bar is completely depleted, you will be able to retry the Black Box."
platform gun "It is unclear if the melting is intended or if it is a side effect of inheriting the properties of Deep Snow."
Platforms melting is intended, you can restart the black box multiple times in the same DD / EDD mission.
praetorian one ?
¯_(ツ)_/¯
For praetorian I don’t think we should call it a weakness to on fire.
Their burn temperature and douse fire temperature is the same, but they cool down much faster so they actualy take less damage than normal praets.
oh whoa
Wait, so fire is less effective on frost praetorians than cold?
They are harder to freeze (freeze temperature is -250 vs -150 for the regular praets) but they stay frozen the same time since their unfreeze temperature is also 100° lower.
Not sure which one end up being better in the end.
The fire dot will do 60% less damage vs frost praets.
Freezing a frost praets will cold 2/3 (~67%) more cold, so more ammo.
Them being less vulnerable to both elements is a little counter-intuitive, I must admit
Agreed.
If you want their stats at a glance:
Note that the temperature don’t have a unit in game/in the files it is just heat/cold I just added one so I don’t mix it with the damage type.
I'm aware. I remember an argument someone started because the temperatures in DRG going below -273 broke their immersion
the whole point is more about why is a weakness being explained on the area that explains their attacks
I completly missed the point.
If it was true it should be directly under the Glacial Strata Variant header.
But since it isn’t really a weakness, in that we should just remove it I think.
praetorian page, why is this here ? also, that one for black box " If the progress bar is completely depleted, you will be able to retry the Black Box."
@glacial topaz i am going to be adding info for the variants. also, the black box info is correct. you are able to retry it :)
Let it be added to the correct place, got a crash right before going to fix it
I would say center.
Center's better
better table design
it's wider so it'll go better centered on the page with another table next to it
should i have the name and unlock content centered as well?
No, I think the conventional layout is that headers are centered and contents is left-aligned.
Unless the contents is a single character (like a code) or a small number
Icons yeah
so keep it left aligned :)
it does mean less work for me
macros are actually the best thing when coding lol
much better
changes are live :)
https://deeprockgalactic.gamepedia.com/Armor_Skins
i also have plans for the gallery as well
maybe something similar to what i did in weapon skins gallery
Car Pool achievement is only awarded to the host, and while all 4 players must be on the Harvester, only the host must kill 5 bugs.
Source: did it just now
This property is also shared by The A-Team and Time Well Spent
Source: I remember being salty after kicking 25 barrels into the pod and my friend, the host, got both achievements while I got neither
bug ?
Possibly
much better
@low hamlet good work man
added a tiny bit of padding to the 2nd and 3rd columns and set their (second row) headers to align with their column contents (i.e. left-aligned)
i approve of changing the gallery to match the weapon skins one @low hamlet
(missed it before but great idea)
yep. it should be pretty easy as well since it'll basically be the same
just leaving this here, as I will be busy today for sometime and won't be able to adjust things myself, but this change needs a review https://deeprockgalactic.gamepedia.com/index.php?title=Morkite&curid=879&diff=19868&oldid=19822
this one could be improved a bunch too https://deeprockgalactic.gamepedia.com/index.php?title=Cargo_Crate&curid=2347&diff=19866&oldid=19847
Undid the first edit due to being experimental content
Changed indentation of the last one but the numbers seem off
Maybe I'm forgetting basic statistics but pretty sure the baseline number would be 672 (112x6) not 956
Saying the chance it will take X Missions should be better
Closest thing to that that is not a 0.000x% chance would be the 50% chance to take less than 672 missions & 50% to take more
hello fellow wiki editing people
how does one get the role, by the way?
Hello, just being a consistently active Wiki Editor for long enough
I started actively editing last month
When patrolling I saw plenty of edits from him indeed.
If you keep it up, I would expect you to maybe even get it before the end of the month
I'll be helping out when the update hits for sure
oh hey Punchy
we've both been making lots of edits lately, I see
I'm new-ish to editing the wiki
I made like 3 edits before last month
my first edit was about a year ago, soon after I started playing the game
since then the farthest I've gotten in the game is promoting my Gunner
I think just noticed that the Frozen status prevents dropping gold with Golden Bugs, can anyone confirm?
should work like that, also don't freeze crassus to death xD
Confirms it doesn't work like that, a frozen lootbug will drop gold on live, needs confirm on exp (regular lootbug, did not test on golden ones)
He's talking about Golden Bugs, not LootBugs :)
My bad then
Just tested out in the Golden Bugs PE, and Shattered Freezed mobs drops gold
Armor break supposedly got fixed in experimental, so now the breaking shot does full damage.
I added some info about what happens when the drop pod lands on a resupply pod, since it happened to me once
hmm
I wonder what happens if you call in a resupply on top of where the drop pod is about to land, so that the resupply tries to land on top of the drop pod...
I checked, it is really fixed on experimental.
The resupply just phases through the pod, landing at the original location and falling down if the pod carves out the original area.
I wonder if that AB change opens up any breakpoints for M1000 and the like.
ah, so a similar end result to when the drop pod lands on the resupply pod
Yes.
It does open a few breakpoint on m1000 stock and with hipster at least.

looks like we need an updated image for the resupply beacon
the image on the page is an older version
Added to the list.
Is it true that if you finish a mission with resources in the pockets, they count for the mission total, or did I dream that?
It is true, the exception being that secondary objective in your pocket can’t validate the secondary mission objective.
Great, thanks
Also large resources being carried in hand do not count.
That was my hunch, I assume while they are in chunk form they aren't resources, but a different entity
That only becomes resources when deposited
Pretty much.
just spent like 30 minutes trying to get the green barrel into the hoop game cause i didnt ctrl+f and it disappears if you fail

is there anything that says its different to all the other barrels
or can i stop being paranoid
Is there a DRG-world wiki? Are there elves or humans? Countries or corps other than DRG? Is there a graghip novel, short story or straight up novel planned for this game?
https://deeprockgalactic.gamepedia.com/Deep_Rock_Galactic_Wiki ?
and nothing for books and stuff on it afaik
lol, why would we have a wiki channel without a wiki
I've been reading this wiki but it is mostly game-rules. Was interested in a world-oriented wiki 😄
In there if there's lore, it's the current stuff, no wide world or history
there isn't really lore
or well known .characters
Shame. I would've loved a short story about a greebeard vs vateran. You can joke about how absurd this line of work is, but I'd like to read a story about a character that does it, and see what t takes to make a decision to work for DRG in a world where there's alternatives. This whole mindset of a dwarf is endlessly amusing (when written right) and this game just does it so much justice.
Wish there was more story.
The developers mostly do what's called implied setting
You have to glean little pieces from the phrases the dwarves exchange or from what Mission Control says or does
you will have to make it up yourself for the most part
Seen that. I think sooner or later someone will start to collect that to create a repository of all the DRG knowledge. I did these things when I had more time for dekving into games
Tha's the thing - I'd like to make stuf up but stay within the existing lore.
Wish there was some easy to access compendium of what we already know about the world, but there's none for now
and I got some pieces from playing, but I play more LEGO star wars with (my) kids these days than I play real games.
there is one page about karl on the wiki about lore
as well as this vlog which was a reference for that page apparently
Second Vlog!
See the first Vlog here: https://www.youtube.com/watch?v=eafAk4XrgSc
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you could sift through it as well
yes I will thatnk a lot 👍
no problem :)
Funny you should link that, I've been going through the vlogs this evening