Update 23: Horrors of Hoxxes

Release Date
 External Link(s)

 — DRG Update Page

**Update 23: Horrors of Hoxxes** introduced 9 all-new enemy types, new modifications to each class' utility tools, brand new MK5 Armor sets, and an overhaul to the Glyphid Dreadnought boss enemy. It was released on March 21st, 2019.

### New Features

#### 9 New Enemies

* Glyphid Menace
	+ This distant cousin of the Glyphid Acidspitter is both smarter, faster, and more aggressive. It’ll burrow into the ground between firing off devastating volleys of corrosive goo, making for a high-priority target when spotted.
* Glyphid Warden
	+ This mysterious Glyphid sends out regenerative waves of spores to its nearby kin, reinvigorating and buffing them. Better take it out quick.
* Glyphid Bulk Detonator
	+ A sickening horror of the deep. It’s Bulky and it Detonates. You’ll know it when you see it - and then you’ll likely die. You have been warned.
* Nayaka Trawler
	+ The first species encountered of this awful breed of Hoxxes wildlife. The Trawler has been observed in the Sandblasted Corridor Region and it burrows through sand at high speeds, aiming to catch prey in its’ extended maws as it passes. Don’t stand in front of it.
* Glyphid Grunt Slasher
	+ A more durable and fast version of its weaker cousin, the Grunt. Plus...its long-bladed legs deal thrice the damage. Nasty buggers!
* Glyphid Grunt Guard
	+ Another variation of the Glyphid Grunt. This one is heavily armored and has twice the health but is a bit slower than a normal Grunt.
* Radioactive Glyphid Praetorian
	+ In the Radioactive Zone, Praetorians have mutated and now do radiation damage! Better keep your distance.
* Radioactive Glyphid Exploder
	+ Exploding with radiation! ‘Nough said!
* Radioactive Glyphid Swarmers
	+ They glow in the dark and are radioactive - they’re small enough that the radiation they emit isn’t enough to affect a healthy dwarf, however.

#### Glyphid Dreadnought Rework

* New behavior:
	+ If the players are hidden in a small hole, the Dreadnought will now destroy the terrain until it gets to them. Can’t stop me now!
* New attack:
	+ Swarmer Egg. Besides the fireball, the Dreadnought will shoot a projectile full of swarmers. If hits the players, it will also cover them with pheromones, turning them into the target of new enemy swarmer spawns.
* Regenerating armor:
	+ Make sure to attack it while it’s vulnerable. Health values have been modified to conform to this new system.
* AI Improvements
	+ All its attacks and behaviors have been tweaked. The Dreadnought is now more aggressive, more responsive, and more dangerous. Management wishes you luck.

An all-new Boss Health Bar lets you know when you are facing a serious challenge. For the moment it’s only for the new and improved Dreadnought, but it’s almost like we have plans to use it for more things in the future, isn’t it? :>

#### Utility Tool Modifications

* LMG Gun Platform
	+ Number of turrets, target prioritization, build speed, scan angle. You are a special snowflake and now your automated killing machine can be too.
* Satchel Charge
	+ Have you ever thrown down a Satchel Charge only to regret it immediately? Well, now you can install a kill switch for safe disarming and retrieval. Plus many other mods like carve size and fear effects.
* Flare Gun
	+ More flares? Longer burn time? Auto-reload? Illuminate the situation with these and other mods.
* Shield Generator
	+ Customize the size, duration and recharge time of your happy place.

### Other Notes

* Model Improvements
	+ Cave Leech model updated and improved
	+ Naedocyte Shocker model updated and improved
	+ Third person terrain scanner animation
	+ New mallet model
* Armor Sets
	+ Management has approved the introduction of an all-new set of armor for the most experienced employees to procure - the mighty Mark 5!
	+ First person animations now display the correct armor
	+ Supporter upgrade armor now appears shinier and more golden than before
* Resupply Pod Improvements
	+ New Drilling sound effect when the Resupply Pod approaches
	+ Model improvements for the Resupply Pod beacon
	+ Resupply Pods now deal 1000 damage when landing (formerly instant kill)
* Bosco AI Improvements
	+ It will now try to position himself below cave leeches, and not above them
	+ It will be less glued to the floor when fighting except versus cave leeches
	+ It will not fire if something other than enemies is blocking his line of sight
	+ Doubled the frequency of Bosco checking if he should get out of the way

**Enemy Changes**

* Q'ronar Shellback
	+ Rolling periods are now shorter so it will open up more often to shoot (which almost means more chances for players to shoot it).
	+ Armor resistance and base health reduced.
	+ It can only be found in Salt Pits now. Radioactive Exclusive Zone didn’t feel like a healthy place to settle down.
* BET-C Battle M.U.L.E
	+ BET-C’s grenades have proper models and improved shaders
	+ BET-C now moves away if there are players too close to her for a few seconds
	+ BET-C no longer turns into an unkillable murder machine if the parasites die too quickly
* Miscellaneous Tweaks
	+ Enemies now only use melee attacks that are in range to actually do damage
	+ Grabber only screams if its target is valid
	+ Chance of getting a generic scripted wave increased compared to special scripted waves
	+ Tweaked all the Glyphids blood particles. They are now much more visible
	+ Glyphids have received several new attack animations
	+ Glyphid Warriors have been renamed to Glyphid Grunt, because that’s what everyone kept calling them. Also, it fits. :>

**Mission Tweaks**

* Difficulty
	+ Difficulty reduced a bit on 2-3 player games on Hazard Level 3-5
* Elimination
	+ The location of the cocoons will no longer be displayed using an icon, now they appear on the terrain scanner
	+ Cocoons are more evenly distributed throughout the map
	+ New debris has been added in the vicinity of the Cocoons, in case you had trouble spotting the 15 ton, pulsating, gurgling, alien egg
* Salvage Operation
	+ Defense Zones have been increased a bit in size
* Egg Hunt
	+ Reduced Egg Collection goals depending on Cave Complexity from 5, 8, 10 to 4, 6, 8
* Point Extraction
	+ Slightly increased spawn rates
	+ Wave music added to the announced waves

### Fixes and Improvements

* Fix crash related to people joining and being immediately grabbed
* Fix spelling error in Mini-gun upgrade
* Fix DisableMasterEQ setting to work correctly
* Work on reducing server list backend load
* The Cryo Cannon’s feedback sounds have been made louder and easier to hear
* The One Year Celebration is over! If you missed getting the One Year Celebration hat while it was available, tough beans!
* Also, Management has returned beer prices to normal. Drink responsibly (because it’s expensive!).
* Sand and Ice geysers should no longer blow you out of the Drop Pod
* Fixed Mixer Praetorians not working properly
* Fixed Mixer spawning 4 times the amount of enemies it was intended
* Fixed Mixer viewer name not properly working
* Introducing new enemies to Mixer integration: Mactera Spawn, Mactera Grabber, Mactera Bomber, Acid Spitter, Web Spitter, and Shellback
* Introducing new assists to Mixer integration: Resupply of ammo
* Introducing mixer integration in the Space Rig: Buy the streamer beers, explode confetti
* Exploders’ footsteps sound volume increased
* Reduced the spawn amount of radioactive crystals
* Better attenuation for the jukebox
* Scout Grenade IFG FX tweaked
* Chatbox: System Messages now green and bold, general line height slightly lowered.
* Mission success music reactivated
* Fix Linecutter performance
* Fixed a bug that caused players with Ironwill to not show as downed in their player portraits after dying
* Fixed trader terminal assignment showing that you completed it one mission too early
* Tweaked sounds for shield
* Fixed the cave leech sense bug that caused the sensing UI to get stuck on a players screen
* Enemies’ health bars now display status effects such as being electrocuted, etc. They also show temperature variations so players can now know how far from bursting into flames or freezing they are.
* The glowing bits around embedded crystals like, Aquarq, Jadiz etc. now only glow when said item is close. No more returning to already mined spots!

### Post-Update Hotfixes

Hotfixes are small patches meant to fix bugs, improve balancing and include minor additions.

#### Hotfix 1

*25th March 2019*

* Enemies
	+ More granular scaling of Dreadnought's difficulty across hazard levels
	+ Fix for enemies in attack stance sometimes ignoring shield (and other blockers)
	+ Fixed: Naedocyte Shockers leave an empty health bar upon death
	+ Tweaks to enemy types distribution
	+ Nayaka Trawler impact+supply pod sound distance fixed
	+ Nayaka Trawler no longer infinity grabs the player
	+ Fix crash when joining a game in progress while someone is grabbed by Mactera Grabber
	+ Tweaks to reduce Nayaka Trawler's speed
	+ Nayaka Trawler's damage reduced
	+ Nayaka Trawler is now scaling health based on player count
	+ Hooked up sound for Trawler so it does not use the supply drop pod impact sound for bumping into players :-)
	+ Better distribution of grunt Slashers and Guards + Glyphid Warden and Trawler is rarer
	+ Fixed Caveleech biting sounds being heard over big distances.
	+ Lowered chance of Slasher and Guard spawns
* Weapons and Tools
	+ Fixed the flare duration upgrades for the regular flares.
	+ IFG particles on enemies made more intense
	+ Fixed SMG Electrocution Bonus was showing 1 when it should show +20%
	+ Fix crash when joining a game related to Line Cutter
	+ Fixed a bug that caused clients to not be able to see the upgraded damage radius on the Satchel Charge
	+ Fixed shield generator icon not always being removed after cool down
	+ Fixed an issue that caused the player to turn when reopening the terrain scanner after closing the terrain scanner during a turn to face operation
	+ Fixed a bug that caused you to get stuck in the terrain scanner camera mode if you swapped guns while using the terrain scanner
	+ Fixed a problem that caused the ammo for Satchel Charge and carried sentry gun ammo to display incorrectly on clients if they were upgraded
* Bosco
	+ Made it easier for Bosco to hit the cave leech
	+ Bosco's digging animation now stops if you send him from one dig operation to another
	+ Bosco now looks for a place that has line of sight to his target before firing his rocket
	+ Bosco ability los checking now actually works... oops
* Resources
	+ Improve how resource veins are generated in rooms. Mostly affects point extraction where they should be distributed further out into the room
* Assignment
	+ Change Weapon Assignment Milestone to 1,3,5 so that you can actually complete the last one.
* Mixer
	+ Fixed minor issue with mixer resupply
	+ Making mixer dreadnought a bit less dangerous

#### Hotfix 2

*27th March 2019*

* Loot bug showing health bar again
* Possible flaregun intensity fix
* Fixed a collision issue with the Supply Pod beacon that caused the hologram to block alot of shots/projectiles
* Wardens now only summon enemies if they no longer have anyone to buff nearby, but they summon a group instead of only 1.
* Glyphid warden now takes 3x damage instead of only 2x on weak point
* Bulk Detonator and Glyphid Warden a bit rarer
* Fixed spawn diversity for Haz 1-3
* Fixed Sound attenuation for Trawler

#### Hotfix 3

*29th March 2019*

* Fix enemies suddenly appearing out of terrain when they could not reach you.
* Fix enemies pathing through air
* Wardens weak points glow when they take damage.
* Warden doesn't leave invisible collision behind when it dies
* Fix for the scout grenade triggering twice
* Tweaks to slightly reduce the difficulty of the Dreadnought for 2 and 3 players games in order to match 1 and 4 players experiences
* IFG made more blue

### Trivia

* Developers accidentally included "Added Resource Pouch that is dropped by players when they leave the game so the resources they carry are not lost. It has to be brought to molly." patch note in Hotfix 1 which wasn't actually added until Update 24.