Original Post — Direct link

What changes have you noticed that was not in the patch notes? I've found:

- Flying nightmare AoE size decreased

- LURE grenade; # of bug aggro decreased, bugs attacking you prior to LURE unaffected

- Platforms disintegrate on point extraction mine-head & salvage op uplink/fuel pod

- Elimination and Point Extraction icon color changed

- Class specific glow sticks. Gunner has green glow stick but white class icon in server browser.

- More aggressive mactera and projectile speed increase on higher hazard - u/quanstrom

- Tiny mineral veins added - u/ForTheWilliams

- THE GLOBE BEHIND THE MISSION TERMINAL IS NO LONGER SOLID!!!11!!1!! - u/bukkaktopuss

The icon color change is really messing with my mind, I have to think twice now before selecting mission. Elimination was red, now yellow. Point Extract was greenish-yellow, now green. I really think there was no need to change the color.

External link →
about 5 years ago - /u/Mike_GSG - Direct link

Yeah, some more patch-note escapees... sorry about that. Please let me know if you find more.

+ Flying Nightmare did indeed get a radius decrease

+ LURE is no longer grabbing ALL the bugs in the area (The bugs attacking you can be attracted by the LURE but it is no-longer guaranteed) and multiple LURES do stack so you can distract more bugs by throwing more LUREs.

+ Platforms not sticking to machines is intended

+ The icon colours did get tweaked

+ White gunner class icon but green flares is intended

- Mactera projectile speed has not been increased but the Mactera are now better at switching targets which has made them more effective. Projectile speed increasing with Haz Lvl is intended and was in-game before Update 25.

- The tiny mineral veins are not something new we added, it is just a possibility of the cave gen system. If you are getting a lot more of them than before please grab a screenshot or video.

+ Removing the hologram collider is intended (It's a hologram after all), also people were getting stuck there.

And remember, DRG is a work in progress and stuff will keep changing especially while weapon balancing is still ongoing.

about 5 years ago - /u/Robert_GSG - Direct link

I can't answer all of these, but some I can:

- Elimination and Point Extraction icon colors were changed to avoid conflict with the overlaying Mutator icons. The colors they are now are still up for debate though, and may well change again in the future. Same thing goes for the icons themselves. Things like these remain under construction.

- I've just changed the global Gunner-color into green. Expect it to go in with one of the next hotfixes.

- The Globe behind the mission terminal is a hologram and is obviously not solid. Any miner saying differently or claiming it was ever solid in the first place is suffering from space delusions and can expect a call from HR.

about 5 years ago - /u/Mike_GSG - Direct link

Originally posted by Wesley_H

Is there a definite number LURE can attract? Does it now have an effective radius as well?

No definite number and the radius depends on individual bugs (its the bugs that detect the lure and chose to attack it)

about 5 years ago - /u/Robert_GSG - Direct link

Originally posted by Wesley_H

Gunner color hotfix much appreciated.

Wouldn't Elimination now clash with the yellow anomalies? Red was fitting for Elimination since it gave the dangerous dreadnought vibe.

Perhaps green for the anomalies, orange for warnings and Point Extraction back to yellow-green. Tough choices, not much options left on the color wheel ;)

BTW, what made volatile guts be in anomalies instead of warning? All the other anomalies can be seen as positive for the dwarves.

The reason for Volatile Guts to be an Anamoly, is because we see it primarily as a player advantage - unlike Exploder Infestation where they deliberately go for you, with Volatile Guts you should have a much greater chance to use the enemies to explode each other.

about 5 years ago - /u/Robert_GSG - Direct link

Originally posted by Wesley_H

I suppose it can be seen that way. I've played with volatile bugs twice in haz 4 and once in haz 5 so they were exploding close up most of the time since they move faster. The grunts are practically like exploders coming to us.

BTW, can the brief white flash when they explode be toned down or removed? It's quite hard on the eyes. Just having the greenish explosion effect seems good.

I'll have a look at the flash on monday. I doubt the flash is on purpose, though - it sadly sounds like an annoying bug we've been struggling to eliminate fully.

about 5 years ago - /u/Mike_GSG - Direct link

Originally posted by Wesley_H

That's very useful info. Would it be right to assume that bigger the bug, bigger the radius?

Nope bug size has no relation to their "player detection range"