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v0.10.0 - Unity 6 game update compatibility, dodge assist, smart beacon, pathfinding rebuilt

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@Ali-Bueno Ali-Bueno released this 04 Jul 02:23
· 2 commits to main since this release

IMPORTANT: download the FULL package

The June 2026 game update moved Deep Rock Galactic Survivor to Unity 6 and broke all mods. This release restores full compatibility, but you must install DRGAccess-full.zip even to update: it includes an updated BepInEx loader and repaired assemblies that the new game version requires. The plugin-only package will only be enough for future updates on top of v0.10.0.

New features

  • Dreadnought Dodge Assistance: the mod tells you whether you are actually IN danger during boss attacks and which way to move — "In the charge path! Move left!" (repeated while in danger, "Safe" when out), "Spikes underfoot! Move up-right!", and "Move now!" if you stand still after a fireball telegraph. Attack areas come from the boss's real geometry.
  • Jump Zone audio cue: the Azure Weald bounce holes that fling you across the map now have an 8-bit "boing boing" positional beacon with proximity announcements and a preview menu entry.
  • Smart Beacon (EXPERIMENTAL, off by default): new toggle in Mod Settings (F1). Instead of every collectible category beeping at once, each detected target is scored by how much it matters right now and only the most important one plays, keeping its recognizable sound: loot crates and gear high, XP low, healing jumps the queue below 40% health, Bobby's fuel top priority in escort. Inspired by the Hades 2 accessibility mod's Target Scoring System. The toggle reads this explanation aloud in the menu; scoring will be tuned with feedback.
  • Supply pod loot cue: the landed supply pod with its reward now plays the loot-crate shimmer and announces "Supply pod loot nearby [direction]".
  • Beacon pathfinding rebuilt: Unity 6 broke the NavMesh system the mod used (it crashed the game at extraction), so the mod now runs its own pathfinding over the game's real block grid — mined blocks open paths, walls (including indestructible ones) block them. Guidance always ends at the pod ENTRANCE so following the sound leads you inside, and the F-key compass reports true path distance.
  • Gate keyboard navigation: gates are now reachable with normal arrow/d-pad navigation, like any mission node. No new keys.

Audio tuning

  • All cues ~2 dB louder; drop pod and supply pod beacons +1.5 dB extra (they got buried under combat chaos); XP tone range 8→14 m and about twice as loud.
  • No more BepInEx console window when launching the game.

Bug fixes

  • Escort Duty fixed (the TNT-phase detector silenced Bobby's drill beacon for the whole mission).
  • Positional audio restored after the game update renamed the player object.
  • Audio cues no longer die after clicking Retry — everything re-arms on retry, next stage, and new runs.
  • XP orbs that convert into "duds" over time still count for the XP tone.
  • Wall detection uses the game's real obstacle layers in-run; Bobby fuel warnings use the real maximum fuel; class unlock ranks and the end screen adapted to the updated game UI.

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