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Update 32 - Hotfix 9



[h3]Hello Miners,[/h3]

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

[h3]--- PATCH NOTES ---[/h3]
  • 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

ROADMAP UPDATE



[h3]Hello, Miners![/h3]
Now that we're hopefully done hot-fixing Update 32, it is time to brief you on the upcoming updates for Deep Rock Galactic. In other words: a new revision of our Living Roadmap.

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

[h3]UPDATE 33 DELAYED TO JANUARY 2021[/h3]
While Update 32 ended up taking quite a while longer to get out of the door than we initially projected, we hope you all agree with us that it was worth the wait. But it did end up being delayed almost a full month, and that of course has an impact on Update 33. However, instead of cutting content for U33, we've decided instead to push the delivery date to end-of-January 2021. So, now you might be thinking: what about the in-game Yuletide event? No worries, we will activate an event during the Holiday season...and it might even have a few "cool" surprises for you all.



[h3]UPDATE 33: NEW BIOMES, NEW ENEMIES, AND MORE[/h3]
Now, back to Update 33. The headline for the update is the two new biomes. Since we announced this back in May, we've been drawing concepts and bouncing ideas off of each other, and we've finally settled on a pair of worthy finalists: The enigmatically named CAUSTIC MIRE and AZURE WEALD.

Early concepts for Caustic Mire

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

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

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

[h3]UPDATE 34 AND BEYOND[/h3]
When we sit down to decide what to include in an update, it tends to be healthy mix of reading and analyzing your feedback, as well as listening to our own wishes and desires. Historically, those things tend to pretty much align across the board, which is a very good sign for us. That said, we are careful about announcing things that we haven't yet done some internal concepts or prototypes on, so while we still haven't officially announced something like Female Dwarves or a purpose for Error Cubes in an update, it doesn't mean that we have given up on it. As always, it's our goal to never overpromise on something we can't deliver with our limited manpower, and when we do things we want to do them properly, in the way that fits the game best.

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



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

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

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

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

Rock and Stone, Miners!

with love
- The Ghost Ship Crew

Update 32 - Hotfix 8

[h3]Hello Miners,[/h3]

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

[h3]--- PATCH NOTES ---[/h3]
  • 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 the 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.

Update 32 - Hotfix 7



[h3]Hello Miners,[/h3]

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

[h3]--- PATCH NOTES ---[/h3]
  • 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.

Update 32 - Hotfix 6



[h3]Hello Miners,[/h3]

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

[h3]--- PATCH NOTES ---[/h3]
  • 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.
  • Fixed 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