Deep Rock Galactic

Deep Rock Galactic Dev Tracker




07 Oct

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So, you played a mission with the Haunted Cave mutator, but no ghost spawned? Or was the mission just named Haunted/Spooky caves? The ghost should spawn at the very beginning, shortly after deployment.

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Actually, you wrote "Kock and Stone".


06 Oct

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Originally posted by Zuthuzu

While we're at it, is there any hope for the better wardrobe? As it stands currently, cosmetic shoppe supports preview via mouseover, which is awesome and neat. But once you've bought the item, you're forced to do the tedious arrow clicking over and over and over again. It's frustrating.

There is. It's on our list. The wardrobe is probably one of our oldest living pieces of our code, and in dire need of an overhaul. xD

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Can't speak for the rest of the team, but I will in no way confirm or deny that I am indeed an enormous 40k fan.


05 Oct

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Originally posted by Dwarfurious

Community would riot and i'd be selling the torches :V

Bad moderator. NO!

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Originally posted by Dwarfurious

Not gonna happen

Why not?

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It is not implemented yet, but we are planning to implement a preview function for the cores.

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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.


04 Oct

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Hi Miners,
As you can see we are busy hotfixing update 25 and we are not done yet!

With hotfix 7 we have tried (again!) to fix the black screen issue some people are experiencing - fingers crossed it is fixed now. The other big topic is that we discovered a bug in the logic for spawning enemies and since we fixed it more enemies have been spawning than was meant to. We have tried to normalize the difficulty now, but will continuously be monitoring the difficulty.

Another thing to notice is that when we do changes to anything related to missions and cave generation the Deep Dives may change, but you can still only reap the rewards for completing the Deep Dives once.
Cheers,
-The Ghost ship Crew

  • Attempt to rebalance difficulty levels and enemy spawns
  • Additional fix for the black screen issue
  • Fix minehead not deploying correctly after latejoining
  • Fixed Praetorian breath attack not ...
Read more
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    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/548430/announcements/detail/1602643489925167645]here[/url].
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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.


03 Oct

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I had this when I connected my mouse through a USB port in my monitor.

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Not yet! We're testing away!

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Always floored by your stuff /u/Karl_Co

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Originally posted by nickademus

Unsure, but I’ve always had this problem. Even with different types of headsets. Old one was a generic, newer is a Corsair wireless that uses a USB dongle.

We use discord when I’m with people I know.

I keep trying the windows mic settings, but there really isint much there.

Is There a text settings file maybe?

Is it the same computer?

Have you played other Unreal Engine games with voice chat?

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This is now it!

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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)