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Update 28: Feeling Perky



[h3]Hello Miners,[/h3]

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


[h3]--- PATCH NOTES ---[/h3]

[h2]PERK SYSTEM OVERHAUL[/h2]
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.



[h3]New Perks - some Active, some Passive, some are both[/h3]
  • [h3]Beastmaster[/h3]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.
  • [h3]Born Ready[/h3]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.
  • [h3]Dash[/h3]This Active combat mobility Perk will quickly get you out of trouble with an extreme burst of speed for a short duration.
  • [h3]Jump Boots[/h3]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.
  • [h3]See You in Hell[/h3]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.
  • [h3]Shield Link[/h3]This co-op focused Active Perk lets you overcharge a teammate’s shield to 300% for about 15 seconds. It also has a passive effect: when you are close to a teammate it increases the shield recharge rate for both of you.
  • [h3]Temperature Insulation[/h3]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.
  • [h3]Thorns[/h3]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.
[h3]Old Perks converted into Active Perks[/h3]
  • [h3]Active Impact Compensators[/h3]We have transformed the old Passive Impact Compensators perk into something a little more powerful with fall damage reduction reaching 75% at Rank 3! As an Active perk, it now requires that you hold the Jump button while landing to activate the effect and there is a cooldown after each use.
  • [h3]Berzerker[/h3]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.
  • [h3]Field Medic[/h3]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.
  • [h3]Heightened Senses[/h3]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.
  • [h3]Iron Will[/h3]This is now an Active perk that can only be triggered once per mission. We gave Iron Will a longer duration and it now grants a movement speed bonus instead of a penalty. The effect also gives stronger melee attacks, a faster power attack cooldown, resistance to slow-down effects and all of your weapons will be automatically reloaded when you activate this perk, so you get up ready to take names and kick ass.
[h3]Modified Perks - all Passive[/h3]
  • [h3]Friendly[/h3]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.
  • [h3]Resupplier[/h3]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.
  • [h3]Second Wind[/h3]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.
  • [h3]Strong Arm[/h3]Now this Passive perk also grants a bonus to throwing heavy objects like Gems on top of it’s old bonus to throwing flares.
  • [h3]Unstoppable[/h3]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.
  • [h3]Veteran Depositor[/h3]We’ve given this old-boy an increase in the damage reduction radius and buffed the deposit speed to a maximum bonus of +50%.


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


[h2]SPACE RIG REDESIGN[/h2]
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.


[h2]PAINTJOBS & FRAMEWORKS [COMMUNITY REQUEST][/h2]
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.


[h2]BLANK CORES VS. RESOURCE CANISTERS [COMMUNITY REQUEST][/h2]
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.


[h2]QOL, BUGFIXES AND MISC.[/h2]
  • Lootbugs can now seek out and eat loose mineral chunks!!!
  • Overhauled the damage direction indicator
  • Added loadout selection to the Character Selection Terminal
  • Added loadout selection to the Character Selection screen when joining a mission in progress
  • Added new shield regeneration sound
  • Added a new headbutt attack to the Glyphid Oppressor
  • Added a new sound that plays if you have no flares when you try to throw one
  • Resupply Pods are now on a shared (short) cooldown to prevent multiple people accidentally ordering at the same time
  • M.U.L.E. and Bosco are now visible on the Terrain Scanner
  • Dwarves are now less attractive to walking enemies and more attractive to flying enemies when using a zipline
  • Added a first and third-person pickup animation to the Impact Axe
  • Added a first and third-person pickup animation to the Satchel Charge
  • Black Box objectives are now affected by gravity
  • Golden Bugs now drop a chunk of gold when they die instead of just adding it to the Team Depository
  • Space Rig: Fixed escape-holes around the window (shame on you!)
  • Increased the volume of the battery sounds for Cargo Crates
  • Improved the collider of the Cargo Crates
  • Cargo Crate outline is now visible on hold Tab from when you insert the first battery until the loot is collected for the local player
  • Fixed some networking problems with the Cargo Crate that made it have the wrong color for clients
  • Mactera Grabbers and Nayaka Trawlers can no longer grab Spitball Infectors and Brood Nexuses if they have been hit by a Pheromone Grenade
  • Fixed a bug that zipline can impact characters and enemies when it’s not supposed to, creating really short and silly ziplines
  • Fixed “Lead Storm” Powered Minigun getting extra heat if you fire in small bursts
  • Fixed Mactera Spawns not dropping Kursite if frozen
  • Fixed a bug that made some Omen Modular Exterminator module combinations rarer than others
  • Fixed Homing Drone modules of the Omen Modular Exterminator all tilting in the same direction when opened
  • LMG Gun Platform: Changed the Manual Targeting mod to the Hawkeye System mod which increases the effective range of the turret(s) on top of offering manual target prioritization
  • Proximity Mine now has a 3-minute lifespan after being triggered once
  • Disabled dwarves being outlined when shouting
  • Changed text from pickup to disarm when retrieving a Satchel Charge
  • [Translation] Fixed Weakpoint Stun Chance / Duration could not be translated correctly
  • Fixed a camera shake issue with the Resupply Pod when the terrain beneath it got removed
  • Fixed a crash caused by the Pheromone Grenade
  • Fixed a bug that caused a grenade to stick to the player's hands if you are grabbed while throwing a grenade
  • Customizable HUD: Perk HUD icons now hide/show along with player health bar
  • Loadout selector added to The Accessory Shop
  • New Molly Waypoint markers with direction indication
  • Chance to find an old Resupply Pod in the Salvage mission


[h2]KNOWN ISSUES[/h2]
  • Beer mugs disappear when thrown and reappear in the Drop Pod
  • Some weapon paintjob/framework combinations are work in progress


[h2]EXPERIMENTAL BUILDS - CHANGELOGS[/h2]

Preview of Update 28: Feeling Perky

[h2]Hi Miners,[/h2]
It's time to take a look at Update 28: Feeling Perky. The main features of this update are the New Perk System, the first part of the Space Rig Overhaul, and an expansion on how we handle skins for customizing the look of your weapons. Let’s dive in!



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

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

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

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

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

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


[h2]Passive and Active Perks[/h2]
With the launch of Update 28, you will be starting the game with 2 Perk slots: 1 Passive and 1 Active. The Perk Tree will allow you to unlock two more Passive Perks and any promoted dwarf will get a second Activated Perk slot. When fully unlocked, your dwarf will be able to equip 3 Passive and 2 Active Perks.

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



[h3]Passive Perks[/h3]
Passive Perks are pretty much what the Perks used to be. Equip one of these and you get a passive increase to a given stat - such as Deep Pockets, that allow you to carry more minerals. No interaction or activation needed - equip it and the benefit is just there. Nice and simple.

[h3]Active Perks[/h3]
Active Perks however, requires activation from you, and generally have either a Cooldown on their use, or limited uses - sometimes even both! And since they are limited use, this allows us to make Perks with significantly more powerful effects than we’ve seen so far, or to make less powerful ones be usable more often.

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



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



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.


[h2]Space Rig Overhaul[/h2]

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


[h2]Weapon Skins and Meshes[/h2]
Sometimes good things come out of a bug, and the next new feature I want to highlight is one of those. As some players have pointed out and shared images of, we had a glitch in the Equipment Terminal that allowed you to quickly switch some of the weapon skins together.

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



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


[h2]Wrapping up the game and our next focus [/h2]
So that’s the meat of Update 28. We are currently in a state where we are working hard on getting the game ready for 1.0. One of the biggest outstanding topics is what we refer to as “Onboarding” and is all about Tutorials and getting a great and smooth start when you play Deep Rock Galactic for the first time. Another topic is the upcoming Miner’s Manual which will give you more insight into the world of Deep Rock Galactic as well as play-tips and instructions to play missions among many other things. And last but not least we’ll be doing a ton of quality of life improvements and bugfixes to the game all over the place.

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

[h3]Rock and Stone, Miners![/h3]
Mikkel Martin Pedersen,
Game Director of DRG


UPDATE 27: HOTFIX 3

[h2]Hi Miners,[/h2]
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.

[h3]--- PATCH NOTES ---[/h3]
  • 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


Happy Holidays and Rock and Stone!

UPDATE 27: HOTFIX 2

[h3]Hi Miners,[/h3]

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!


[h3]--- PATCH NOTES ---[/h3]
  • 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 a 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


Rock and Stone!

Update 27: Little Big Things

[previewyoutube][/previewyoutube]

Hello Miners!

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

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

- The Ghost Ship Team


--- PATCH NOTES ---

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

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

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


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


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


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


SMALL NEW ANIMATIONS
----------------------------
After introducing the recent pickup animations, we got inspired and have added a handful of other ones as well to better describe the actions happening. New animations added for:
  • Ledge Grab
  • Interacting with a Terminal
  • Hanging pose when on a Zipline
  • Throwing of carriable objects
  • ...and maybe some more?


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



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


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

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


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

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


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



UI & HUD
----------------------------
We are doing a lot of minor visual improvements all over the UI and HUD and will continue to do so in the coming time. For now, we’ve been focusing on making Unlocks and Rewards feel more satisfying and informative.
  • The mission map has received parallax scrolling to make it feel more dynamic
  • Ammo Status UI has been updated and better shows your ammo status


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