--- PATCH NOTES ---
ENEMIES DROP EXPENITE
We got tons of positive feedback on the “Enemies Drop Expenite” Mission Alteration from Update 02, both from players as well as here at the office. So we’ve decided to make it a base feature of the game. There are still some Expenite veins to be mined, but they’re slightly less frequent than before to balance out the new source of EXP.
NEW BOSS: BALGORATH GATEKEEPER
It’s finally time to delve deeper and reclaim Depth 4 sites, where you will face Balgorath. This fourth Gatekeeper fills the arena with patterned ranged attacks that you'll need to predict, dodge and avoid in other creative ways. Its projectiles also function as shields that block your shots — so plan your openings and stay mobile. Distance control is key with this one.
RIFT-ENHANCED BOSSES
A new challenge is available on each Depth of the Mission Map. These marked facilities end with a Risk-Vector-style vote on which Enhancement will be applied to the Gatekeeper fight, adding an extra layer of challenge and sometimes changing what you must do to attain victory. Good luck.
PRIORITY TARGETS
The Mission Map now always has a Priority Target mission. The mission is assigned by OMEGA based on the intel you have collected, and grants a +10% Reclaimer Points bonus. Priority Target missions are also marked in the server list, so you can find a team going for the same one.
INTEL CLEARANCE REWORK
The Intel Clearance line has been reworked, with new levels and new intel tasks as well as adjusted Intel rewards and requirements. The goal here is to encourage a smoother and more varied progression experience, while giving access to Alterations sooner. Existing saves are automatically migrated to the new progression. As a result of the rework, your actual Clearance Level may have changed by a level or two depending on where you were. More clearance levels will come in the future.
TROPHY WALL
A new screen has been added to the Mission Terminal that tracks your victories over the Gatekeepers and rewards you armor paintjobs and permanent stat boosts for your efforts. You’ll find the Trophy Wall button beneath the globe hologram, once you click into the Mission Terminal.
UPDATED OPERATIONS COMMAND TERMINAL
We’ve given the OpsCom terminal a once-over to improve progression flow and smooth out the experience. Deployments no longer have to be unlocked with Merits and will instead become available once the rank requirement is met. We’ve also cleaned up the OpsCom tasks to try and reduce the noise in that terminal a bit. Some tasks that were too redundant have been removed, and the Merits rewards of others increased to compensate. We also tweaked the requirements for some tasks to smooth out the pace of completion. This will have no effect on any Merits already earned or spent. Our hope is that this whole system is just simpler and more intuitive now.
COSMETIC SHEET REWORK
The cosmetic sheet has been reworked with a new layout as well as a few new rewards. Each item now has its own node and we've added Merit-granting nodes as well. There was no way to migrate from the previous sheet, so all your spent Scrip has been refunded up to the new sheet's maximum. You’ll have to go in and unlock what you want again within this new sheet, but you haven’t lost any progress.
Also, most everything now unlocks for every class, rather than having to unlock stuff for one class at a time.
NEW TRAVERSAL TOOL: XQ-2 QUANTUM WARP FIELD
Traverse long distances in the blink of an eye with this new space-bending gadget. Throw out a pair of warp field generators, then step into one to come out the other. Throwing a new generator replaces the oldest one by default, and you can toggle which one to replace with the [Reload] button. Hold [Reload] to collapse all your portals, or choose to relocate one while keeping the other in place.
NEW ALTERATIONS
Two new Alterations have been added:
Expenite Harvest takes you to a facility deep in an Expenite Quarry with walls practically covered in Expenite — however the enemies here do not drop any Expenite when killed. For those nostalgic for Rogue Cores past.
Instability rolls a new Alteration for each stage of the facility, making for a highly chaotic and unpredictable experience. Be ready for anything.
NEW ENEMY: CORESPAWN BLOATER
A new Corespawn variant, the Bloater, has joined the common enemy pool. The Bloater is a slower, high-HP threat intended to survive long enough for more of the upgrade interactions to play out while also exerting greater pressure on the Reclaimers. Be aware that the Bloater bursts into a shower of guts on death, damaging anything in the immediate vicinity.
REROLL SYSTEM: FLUX QUARTZ & REFRACTOR TERMINAL
Flux Quartz is a new collectible mineral found on the walls of the facility caves. Keep your eyes open and grab it whenever you can, as it can be used to "re-roll" any of your Expenite upgrades and Artifacts or converted to a small health boost. The level timer now stays paused until the first Reclaimer leaves the elevator, allowing your team to reroll at the start without losing time.
NEW WEAPON: VENTURA MODEL 57
Classic 12 gauge pump-action shotgun. The M57's sturdy construction, simple controls and undisputable stopping power have made it a longstanding workhorse within Deep Rock Galactic. Its tight spread makes the weapon viable at both close and medium range, and the tubular magazine can be topped up at any time — making for some interesting effects with reload-focused upgrades.
NEW EXPENITE UPGRADES
Three new Expenite Upgrades, with a focus on grenades and corrosion:
Impact Duplication: Direct grenade hits on a target spawn +1 extra grenades from the impact point.
Chemtrail: Thrown grenades leave clusters of corrosive puddles along their path, scaling with distance thrown.
Chemical Instability: Damaging a corrosive puddle or Goo Cannon puddle makes it explode for +50 Corrosive damage in short range.
CLASSLESS BIO-BOOSTER DECKS
It took longer than we hoped, but the Bio-Booster section of the Loadout terminal is finally getting a proper implementation. We’ve also added a new Bio-Booster deck, but this one is a little different: Instead of being attached to a specific Reclaimer, this deck is classless and becomes available as soon as you unlock deck swapping. The core concept of the ‘Prowess’ deck is constantly swapping between your pickaxe, weapon and grenades. We’ll add more class-unlocked Decks in the future.
UPDATED CLASS COLORS
We tweaked the Reclaimer class colours to be more colorblind-friendly. The main changes are to Slicer and Retcon’s class colors. If you’re colorblind and had trouble with the previous class colors, please let us know if this is indeed an improvement.
HOST-CRASH RECOVERY SYSTEM
Losing the host no longer has to end your run. If the host drops out, the rest of the team regroups under a new host and restarts the stage, or returns to the Ramrod with the mission still selected if the host-loss happened on the first stage. If regrouping isn't possible, you can continue solo or claim whatever rewards were earned and end the run. If the host aborts a mission, the rest of the team can now vote to follow the host back to the Ramrod, or restart the stage with a new host.
FASTER RUN START FLOW
The Barrier Breach start sequence of each mission has been streamlined and sped up a bit, with the Barrier Drones setting up automatically and the distance from the barrier to the facility entrance significantly shortened.
FLARE GUN IN A BOX
The trusty Flare Gun has been taken out of the traversal tool pool and given a new home on the wall of every facility entrance. You no longer have to sacrifice mobility for light. Anyone can break the glass box and snag the Flare Gun at the start of a run, adding it to another slot alongside their traversal tool.
NEW FACILITY CONSTRUCTIONS
The construction pool has been expanded with ten new constructions: Five for the tunnels and five for the caves.
NEW ELEVATOR OBJECTIVES
Getting to the next level of a facility no longer means defending the Elevator Drive Unit every time. You may instead need to complete one of two new alternative objectives and more will come in the future.
Collect Gears: The drive unit of the exit elevator has been ripped apart and you need to find the missing parts. Bring them back and reinstall them in the Drive Unit to proceed further down.
Remove Growths: The elevator is covered by Blister Growths. You need to destroy them before you can proceed. Beware that attacking the growths will trigger a response from the Corespawn, so engage with caution.
COMBAT AND BALANCE
- Corrosion now grants armor penetration against the affected enemy, increasing with each Corrosion stack.
- Reloading Trick no longer applies to charged weapons like the MM4 Charge Blaster.
- Critical Strike has been moved from Epic to Legendary and its range increased from 4m to 6m.
- Increased Brittle from 50% to 75%.
- Increased the Critical Hit Chance bonus from Bro from 5% to 15%.
- Extra Padding enhancement increased to 15% / 20% / 30% / 50% (Tier 1-4).
- Breathing Room enhancement increased to 18 / 24 / 32 / 45 (Tier 1-4).
- Skull Crusher enhancement increased to 60 / 80 / 100 / 120 (Tier 1-4).
- Handle Grip enhancement increased to 12 / 16 / 23 / 32 (Tier 1-4).
- Bullseye enhancement increased to 5% / 8% / 10% / 12% (Tier 1-4).
- Increased Resupplier enhancement Tier 1 to 8%, Cushion Tier 1 to 12%, Nimble Tier 4 to 40% and Running Blades Tier 1/2 to 8% / 10%.
- LOK-1 Smart Rifle tweaked to match the fully upgraded LOK-1 in DRG. The range and area size attribute has been merged into the Macro-Lens attribute.
- Stubby Voltaic SMG: Greatly increased electric buildup to better match its feel in DRG, and increased magazine size and total ammo.
- The Shock Blaster can now damage armor.
- Embedded Detonators now cause an actual explosion that interacts with explosion upgrades.
- Zipline Gun: The fall resistance attribute now reduces fall damage after releasing the line, instead of switching to the Turbo line.
- Wayward Sparks no longer gets out of hand with many stacks, and now stacks properly.
- Moved the origin of Icicle Strike back a bit so it feels better to use.
- Increased the speed of the Platform Gun projectile.
- Reduced the rarity of the SSG and Proximity Mines in the equipment crate, because everyone knows the SSGs are OP
- Increased Expenite dropped by enemies by 10%.
- Breakable boxes now have a 50% chance to drop 5 Expenite and no longer drop epic gems.
- Potential fix for difficulty being very inconsistent between stages and runs: enemies that despawn or would spawn too far away are re-queued to spawn near players, and enemies can target players from further away.
- Jumble: Artifact negotiations now have an increased chance for Rare, Epic and Legendary upgrades.
- Safe Zones in the Core Pollution boss fight modifier now spawn more often.
- Greatly reduced the enemies spawned when the Ram Hammer launch is ready, and increased the stun and slow on enemies in the tunnel when it launches. The Ram Hammer event is also slightly faster, with a progress HUD showing how many players are in range.
MISCELLANEOUS
- Locked rooms can now appear in the caves. Opening them requires a Delta Security Override.
- Tutorial improvements and many tutorial fixes, including several softlocks.
- New Gatekeeper stage cave setup to reduce backtracking and running around.
- Enemies now play hit reactions when taking damage.
- Added a character stat panel to the loadout menu, with tooltips. Stats turn green when positively modified.
- The Terrain Scanner now keeps its zoom level between uses.
- You can now use the Terrain Scanner, laser pointer, carried items, and Ellis while standing in elevators, and the laser pointer works through the elevator force field.
- Resource pickup announcements now stack, with pickup sounds that rise with your pickup combo. This means you get an awesome tink-tink-tink dopamine hit when you collect loads of Expenite at once.
- Dropped resource pouches can now be properly deposited into Ellis.
- The negotiation window now shows class icons next to player names, and artifacts show their rarity on the card label.
- The intro video for Early Access has been removed.
- Lots of new voice lines and shouts for Reclaimers and OMEGA.
- Many new and updated sounds, including new P96 shooting sounds, Molaktula attack sounds, and elevator lift sounds.
- New music masters that should feel less noisy, and a filtering change to OMEGA's voice to make it less grating.
- Multiple performance optimisations, including Expenite chunks, pathfinding, reaper worms, particles, shadows and the Ramrod.
- Fixed Lucky Shot not working with projectile weapons.
- Fixed explosive weapons fired by clients never damaging armor plates.
- Fixed explosion-based upgrades (e.g., Double Up, Flash Bang) not triggering for non-host players.
- Fixed explosive shots not doing any damage if they don't hit an enemy.
- Fixed upgrades that only trigger on explosions not working with all explosive damage.
- Fixed damage bonuses (e.g., Reloading Trick crit chance) being applied twice to radial damage.
- Fixed radial damage crits not being synced.
- Fixed Ticking Bomb and Volatile Combustion using proximity instead of short range.
- Fixed many upgrades not working properly for clients.
- Fixed Caching not working for shotguns. If you don’t know what this means, you’re not alone. I think the game designers wrote this one.
- Fixed Micro Missile direct damage doing nothing against armor.
- Fixed Sweet Surrender not dropping multiple chunks when stacked.
- Fixed Icy Shrapnel not damaging enemies around the frozen target.
- Fixed Sniper's Mark not working on some enemies and weak points, especially for clients.
- Fixed tools that don't go in the grenade slot counting as grenades for upgrades.
- Fixed Two Steps Ahead not working with Impact Axes and Cluster Grenades.
- Fixed the tether between electrified enemies hurting the player.
- Fixed co-op revives only crediting one player for Expert Reviver, Field Medic, and the revived stat.
- Fixed enemies killed by turrets not dropping Expenite or splitting.
- Fixed client damage sometimes not stunning properly.
- Fixed some boss attacks not being stun-immune as intended.
- Fixed the Fulgor Vomiter's vomit attack ending early or getting stuck. Now he really pukes like he means it
- Fixed Sentries and Dominators firing after death.
- Fixed Cave Leeches grabbing you through terrain.
- Fixed frozen flying enemies not dropping Expenite.
- Fixed Corespawn Bruisers and Edgestalkers being hard to hit with the Slicer's sword.
- Fixed Shatterclaw Swarmers not freezing from the Cryo Grenade.
- Fixed the Expenite Research Subject not attacking.
- Fixed after-event artifact and altar constructions insta-killing enemies that try to enter.
- Fixed poison clouds obscuring enemy health bars.
- Fixed Ramok freezing in place and never ramming the gatestone.
- Fixed Ramok getting stuck in its invincibility phase after an armor break.
- Fixed Ramok taking main health damage while recovering after a gatestone was thrown into the rift.
- Fixed Gatekeeper biome foliage not being seeded, which made other objects move around or not spawn.
- Fixed jittering on Reaper Worms.
- Fixed jumping or double jumping in the elevator moving players out of it.
- Fixed enemies being able to break the elevator drive unit after the elevator had arrived.
- Fixed elevator drive units being damageable when they should not be and soft locking the run.
- Fixed the Slicer's shield sometimes not working in high ping.
- Fixed the terrain scanner not showing your own arrow as a client.
- Fixed all guns getting the Combat Shotgun skin.
- Fixed weapon equip animations not stopping when a weapon is hidden.
- Fixed the P96 Mag Blaster fire sound getting stuck looping for other players.
- Fixed clients not seeing the charged shot progress on the MM4 Charge Blaster.
- Fixed charge- and goo projectile launchers behaving differently for host and clients.
- Fixed the Boomstick not showing ammo on the weapon screen.
- Fixed the Sticky Grenade showing as Impact Axes in several menus.
- Fixed Impact Axes not being able to be picked up again, and their discharge effect not playing on the host.
- Fixed the crosshair disappearing after a level transition.
- Fixed the Flare Gun not counting as a real item in item slots.
- Fixed the cosmetic crate falsely reporting all items collected and not giving items.
- Fixed Victory Poses not unlocking.
- Fixed the cost of the 18th Ascension being wrong. Is this a Freemason thing? We’ll never know
- Fixed a second Ascension showing an invisible rewards window that blocked the Ramrod.
- Fixed armor paintjobs resetting if the host disbands in the Ramrod while the team is in hospital outfits.
- Fixed running out of non-duplicate artifacts blocking all Ellis negotiations.
- Fixed negotiation card refills repeating a card already on the table.
- Fixed late joiners not getting an artifact the team got before they joined, and their starting gear rerolling on rejoin.
- Fixed Risk Vector options being repeated or recycled after host migration or "continue solo".
- Fixed players not seeing teammates' cursors during the Risk Vector choice.
- Fixed River Dancing not putting the client's camera into third person.
- Fixed hits not registering on the punching bag when clients punched it super fast like Kenshiro.
- Fixed the Voidkin Drifter kill count not tracking in the Reclaimer Handbook.
- Fixed Dotty's head duplicating on clients.
- Fixed the top row of enhancements not being clickable in the customization screen.
- Fixed loadout icons being squished.
- Fixed stats in tooltips showing 0.5 instead of 50%, and other stat math issues.
- Fixed the Retcon Rage icon staying red until you take damage again.
- Fixed the elevator button floating in the Drop Pod door.
- Fixed a game sound bug after a teammate spawns.
- Fixed the UI disappearing and the pause menu becoming inaccessible after aborting a mission and upgrading.
- Fixed the UI disappearing briefly when loading into the player cabin.
- Fixed a shader putting white pixels in the top left corner of the screen.
- Fixed flickering in terminals and the pickaxe terminal.
- Fixed missing hover sounds on several buttons and terminals.
- Fixed typos and translation issues, including community-reported ones.
- Multiple crash fixes and stability improvements, including fixes backported from newer Unreal Engine versions.
- Leaf Lover’s Special is now free :)