Name | Project: Gorgon | ||
Developer | Elder Game, LLC | ||
Publisher | Elder Game, LLC | ||
Tags | |||
Release | 2018-03-12 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  91  | ||
Steam Rating | n/a | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  20,000 .. 50,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 0 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 0 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | P:G Linux [7.37 G] | ||
DLC | Project: Gorgon VIP Membership |
Just a quick update today with a lot more map updates and improvements, some knife balancing (which is just as dangerous as it sounds), and a host of bug fixes and tweaks. Let's dive in!
We think the new map is a pretty good upgrade -- but your feedback has made it a thousand times better than it would have been alone. Thank you! Knife Tweaks Knife sees some loving refurbishment this update, with a host of changes to abilities and treasure -- plus a bunch of all-new treasure! [h2]Knife Ability Changes:[/h2]
[h2]Knife Treasure Changes:[/h2]
[h2]Knife New Treasure:[/h2]
[h2]Legacy Equipment:[/h2] If you use transmutation to remove the effect that caused a piece of equipment to become Legacy, it will stop being Legacy. You can also take Legacy items to the "Legacy Item Helper" golem in Serbule for a randomized replacement item. [h2]Cheap Transmutation:[/h2] To help Knife fans adjust to these changes, transmutation costs for Knife will be cheaper this month. Transmute away! Hardcore Living Last update we introduced a new skill, Hardcore Living, for our Hardcore players. Unfortunately, we also introduced some bugs with it. In this update we've got the bugs under control, and even better, the level-up benefits on this skill are significantly improved... But there's a catch: If you stop being Hardcore, you automatically forget the Hardcore Living skill and lose its benefits. You do keep your unlocks, though, so you will only need to unlock higher tiers of Hardcore Living once. Other Tweaks & Fixes
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Welcome to another exciting PG update! Can you believe it's late February already? Today's update has the usual set of additions, improvements, fixes and tweaks, of course -- but the biggest news is an extensive update to the map system! (You know, that sounded more exciting in my head.) Let's take a look!
We're excited to develop these ideas further with the ultimate goal of making it easier to set your own goals and explore the world of Alharth in your own way. And we're eager for all your feedback on the new map! VIP Program Recently, many players have been reaching out to us to ask how they might continue to support PG now that they've purchased the game. There are a few different ways: for example, the Gorgon Shop sells backer packages that are meant for this purpose specifically and which include some neat features like extra character slots or a custom title. Or if you prefer, you can also donate money directly to us. Our community has been amazingly generous; it's impossible to say just how much the extra support has helped us. But we've noticed that many players aren't aware of the other program that's available if you'd like to kick in some extra monetary support: the VIP program. VIPs pay a small monthly charge through Steam, and in return they get a bunch of small benefits and fun stuff, like extra character slots and regular gift redemptions. (Backer pacakges usually include some VIP time as well.) In this update we've tried to make it more obvious what being a VIP entails (without being too annoying about it) by adding a small button on the sidebar that opens the VIP panel. We've also added a cool new system for VIP emotes in this update. These are emotes -- slash commands that make your character do an animation -- that can only be used by current VIP members. The first one we're introducing is /flex; we'll be adding more very soon. And VIP members: Don't forget to check your redemptions regularly! You may find some fun little gifts in there. (You can find those in the Persona panel on the right-hand sidebar, under the icon of a present. Or you can type /redeem in chat.) "Hardcore Living" There's a new skill, "Hardcore Living". Hardcore players earn XP in this skill when you kill a monster whose level is at least as high as your Hardcore Living skill. There are already some inherent benefits to leveling this skill, but its primary purpose will come in the future: we plan to use it as a "gating skill" on Hardcore gear. Currently, Hardcore gear mostly uses Endurance as its gating skill, and that seems weird. (We haven't updated Hardcore gear to require this new skill yet -- we wanted to give you time to level this skill first.) Monster Adjustments
Abilities & Combat & Loot
Other
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Welcome to our first update of 2024! Today we say farewell to the Ri Shin celebration, and hello to a host of improvements, changes, fixes... and a new high level dungeon.
We've also buffed the "tough solo" monsters. These are typically named monsters that are intended to be soloable, such as Salmpo, the Mauler, or the named creatures in desert War Caches. These creatures gained about 12% more Max Health and Max Armor by level 80. In addition, we revised monster self-buff reaction abilities:
[h2]Other Monster Changes[/h2]
Aktaari Event Adjustments
Glamour Changes In this update, we've made some changes to the way glamouring works. Glamours allow you to change the look of your equipment. (Other games often call this transmogrification.) Previously, you used items -- Glamour Gourds or Glamour Berries -- to do this. Now when you use a Glamour Berry or Glamour Gourd, you receive 1 "Glamour", which is a new pseudo-currency stored in your character. (If you have any, you can see it in the Persona window, under Currencies and Pseudo-Currencies). The Glamour recipe now costs 1 Glamour to use, instead of directly using berries or gourds. This has two benefits: first, you don't have to store unwieldy gourds anymore! Just consume the items to get the Glamours out, and then spend the Glamours whenever you want. Second, this makes it easier for us to give VIP players free Glamours every month, without saddling them with a ton of gourds. Cargo Suits We've added "cargo suits" explicitly for mule characters. The crafting recipes can be found on the usual tailoring trainers. These garments give you lots of extra inventory similar to having a perfect set of "pocket gear". Crafting them costs the same amount of resources as full pocket gear. The big benefit is that these suits have no equip requirements, and never will, so they can be worn by any character. In a future update we'll be adding Endurance requirements to high level gear that doesn't have any other requirements. Don't worry, there'll be plenty of info and warning about this change in the future -- we'll be making this transition as painless as possible. We wanted to release these now to help you prepare. Long story short: if you're planning to make a "mule" character, we recommend using these garments rather than crafting "no reqs" max-pocket gear. Other Tweaks & Bug Fixes [h2]Combaty Stuff[/h2]
[h2]Other Stuff[/h2]
Update: January 12, 2024 - Part 2 A quick update to fix some bugs:
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This is a quick bug-fix update.
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Happy holidays from Project: Gorgon! Today we celebrate the turning of the season, from bountiful autumn harvest to gift-giving extravaganza. In other words, we're finally done with Halloween - it's time for presents! If you've become Friends with any townsfolk in the game, they will have gifts for you the next time you speak with them. (Make sure to have your favorite combat skills active when you talk to them, in case their gift is a randomly-generated treasure item!)
UI Changes/Fixes
Other Changes/Fixes
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This is a pretty little update chock full of bug fixes and gameplay tweaks. Let's see what we've got!
To help you adjust to these changes, transmutation costs for Sword will be reduced through December. Group XP Changes We've increased the bonus XP you earn for being in a group up to 100% for each participating group member. This means that if you're in a group of players that kill a monster, the monster is now worth 100% of its total XP to every group member! This is an experiment. The intent is to remove barriers to grouping -- now, it's inarguably mathematically better to group up than to compete for kills. Are there major down sides to this? We dunno -- guess we'll find out! This does not otherwise change how XP is calculated (in terms of XP dropoff, skill level discrepancies, personal XP bonuses, etc). Other Bug-Fixes and Tweaks
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This is a small update that fixes a number of bugs, as well as tweaking and extending the new content from our last update.
Non-Dungeon-Related Fixes
We'll be back with more fixes and updates soon! |
It's here! After a rather longer wait than we intended, we are proud to share this new update with you. It's got everything -- dungeons, skills, puzzles, and a scary holiday party.
UI
Other
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This minor update includes some neat new stuff, as well as a horde of tweaks and fixes.
Gameplay Fixes & Tweaks
UI Tweaks & Fixes
Other Stuff
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And a few more new treasure effects for battle chemistry healing:
Bugfixes and Improvements
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This update sees some serious upgrades for Battle Chemists, improvements to pet and enemy AI, an XP system tweak, and - as always - a lot of bug fixes large and small.
With that out of the way, here's the golem-related changes:
[h2]Mutations[/h2] Mutations are the Battle Chemist's signature buff. Mutation abilities go on your sidebar. You use these abilities on yourself and your allies, and they provide potent buffs that last an hour. There's only one small catch: you can only have one Mutation on you at a time. For that reason, all available Mutations need to be pretty good, or else you'd use a better one instead! We've whittled down the previous five Mutations into three: Extra Toes grants nimbleness and speed and makes your Kicks dramatically better. Extra Skin protects you from damage, and Extra Heart helps you regenerate Power and, to a lesser extent, Health. Here's the details:
[h2]Splashin' Chemicals[/h2] While Battle Chemistry isn't intended to be a damage powerhouse, it still had room for improvement in terms of synergizing with other combat skills. Each of the skill's three main bomb abilities now has a treasure effect that adds a corresponding damage-over-time (DoT) effect. Note that these DoTs are a little special: unlike most DoTs which tick every 2 or 3 seconds, these DoTs tick every second. As a result, flat indirect damage boosts are more potent for these specific DoTs. Since Extra Toes is all about kicking, it seemed a shame that the Unarmed skill couldn't take full advantage of it for themselves (because they'd need to hold a beaker). So we've added new Alchemist's Claw craftable weapons specifically to enable this skill combination. (They're kind of a pain to craft, though -- not intended for beginners.) We've also added craftable staff-beakers so you aren't as reliant on the handful of random loot items that enabled that combination before. There are also new crafted items that allow spiders, giant bats, and pigs to use Battle Chemistry! These recipes are rather difficult, though, and may require the assistance of an expert crafter (with hands). Here's the change list:
Game Systems Changes [h2]Pet Logic[/h2]
[h2]New Experimental Gameplay System: Monster Gang Buffs[/h2] Many monsters can now notice when they're ganging up on a target. When these monsters notice they're fighting alongside others, they will sometimes choose to stop fighting and buff themselves. This buff takes 5 seconds to cast, leaving them helpless during that time. Different types of monsters have different buffs; some are mild while others are pretty strong. The intention of this system is to add some variance to larger battles. These buffs all have the same visual cue: the monster will be surrounded briefly in a green bubble with an up-arrow floating over it. [h2]XP Dropoff Change[/h2] A few months ago, we made some changes to how much XP you earn from enemies above and below your level. we asked for your feedback on how this affected you, and based on that feedback we've revised how killing higher-level monsters works. Previously if your combat skill was more than 25 levels above the monster's level, you earned 0 XP. Now the monster's XP will downscale up to 100 levels of difference, effectively letting players kill any monster in the game and get a level-appropriate amount of XP for doing so. Note that after downscaling, higher-level monsters will earn roughly the same amount of XP as same-level monsters. So there's no big incentive to hunt monsters that are dramatically higher-level than you... there's just no punishment for doing so. Everything Else [h2]VIP Challenge[/h2] The VIP Challenge that ran during the Summer Sales didn't do as well as we had hoped. We really wanted to give you more stuff! But we understand that money is tight for a lot of us. As a consolation prize ... err, participation prize, anyone who was a VIP member during the VIP Challenge has a new redemption available. You can find your special redemptions by clicking on the Persona tab on the right-hand sidebar, and then clicking on the icon of a present on the bottom right of that panel. [h2]Combat[/h2]
[h2]Other[/h2]
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This is a relatively small update with some relatively large changes. In brief: based on player feedback, we're reverting some of the recent balance changes we made to Power generation and consumption. In addition, we've also taken some time to optimize performance in some areas to improve framerate. And, of course, there are bug fixes.
Optimizations This update includes a number of optimizations in specific problem areas that should improve graphics performance and framerate. Optimization is an ongoing process; it hasn't been a high priority while we are in Early Access, but as we move closer to launching it becomes more important. We made a start on some of the more notorious spots for bad performance in this update and we'll continue with other problem areas as time permits.
New Backer Package Incoming As you may know, you can visit the Gorgon Shop to purchase an optional 'backer package' to help support Project: Gorgon. These packages have some nice benefits, from a free horse to spontaneous snack cakes. They also include VIP time, which comes with some of its own nice benefits, like extra inventory. (You can read more about the VIP program here.) One of the problems with all of our old backer packages (what we now call Primary Packages) is that you can only apply one package to your account. Players who wanted to purchase another backer package to show their continued support couldn't do that -- until now. We're now introducing our first Gorgon Shop Add-On Backer Package - the Summer 2023 Add-On! As the name implies, you can purchase an Add-On package in addition to a Primary package and get the benefits of both. But you don't have to use the Add-On as an add-on: you can purchase it even if you don't have to have a Primary Package yet, and you'll be able to add a Primary later if you wish. But note that you can only purchase one of each Add-On package! So the new rule is: You may have one Primary Package and one of each Add-On package per account. The Summer 2023 Add-On package is very much intended as a way for players to support the game, with a planned price of $75 USD. Here are the planned benefits:
PLEASE NOTE: The Summer 2023 Add-On package will be available in a few days, and the details are still subject to change until then. In addition, please keep in mind that the Orc player race is not yet available; you won't actually be able to make an Orc until we finish developing them. You can claim the other rewards immediately. If the new package is popular, we'll explore adding more of them in the future. Other Stuff
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Update Notes: June 30, 2023
Update Notes: July 4, 2023 A small update to fix some bugs:
Update Notes: July 6, 2023 Another quick update:
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This update primarily focuses on game balance issues and quality-of-life (QoL) issues. And it's time for summer... and the Steam summer sale!
[h2]Power-Cost Changes[/h2] The Power system isn't pulling its weight in terms of gameplay, so Power costs have been increased across the board. The magnitude of this change depends on the internal "cost tier" of the ability. For some abilities the change is modest (and a few even got cheaper), but for many abilities it's quite noticeable, especially at high level. We're a little worried that this change will have unintended consequences in middle level ranges -- if you find this to be too big a squeeze, let us know. And for low-level players, it's more important than ever to remember to eat both a meal and a snack! That's the best way to recover Power between battles. Another tip: while plentiful, raw fruit is a low-potency meal, so eat something better when you can. [h2]Favor Rewards[/h2]
[h2]Inventory Slots[/h2] New players now have 8 more Inventory Slots than before. These slots were previously earned by leveling up Endurance. (Endurance previously gave out 30 Inventory Slots at level 100; it now gives out 22.) For existing players: If you've already gotten all the extra Inventory Slots from Endurance, you won't see a change. If you haven't, you will gain access to the Inventory Slots you hadn't earned yet. [h2]Deer[/h2] First a note about formatting. When a treasure effect has changed, the format we use is:
Now the actual deer changes:
[h2]Druid[/h2]
[h2]Rabbit[/h2]
[h2]Spider[/h2]
[h2]Sword[/h2]
[h2]Other Skill & Ability Changes[/h2]
[h2]Note on Legacy Gear[/h2] Some gear for a few skills may now be marked as Legacy. This can happen when effects on the item are no longer allowed to show up on that type of gear. Legacy items become unusable after 30 days. But! You can fix these items (making them non-Legacy again) by using Transmutation to remove the now-invalid treasure effect. If you're unsure exactly why the item is Legacy, visit the Legacy Item Helper golem in Serbule. It can examine your item and give you more info. To facilitate this, these skills will enjoy much cheaper Transmutation costs for the next month or so: Deer, Spider, and Druid. And Sword. (We're including Sword because of the significant gameplay changes it's seen this update.) [h2]Monster Changes[/h2]
Angling
UI
[h2]Defaults Changes[/h2] In this update, we also changed a slew of default settings for the UI in order to make things a little more useful and familiar for new players. Note that these defaults only affect new players! Keybinds:
Other:
Other Changes
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This is a small update to fix some of the bugs we introduced in the June 1 update. It also includes some other balance changes and bug fixes as well. (Sometimes bug fixes sprawl. One thing leads to another and so on, and suddenly you're making changes to Deer.) |
Welcome to June, and also the latest Project: Gorgon update! This update contains a new much-requested skill, Angling, as well as new UI features, quests, balancing, and a ton of bug fixes. |
In this minor bug-fixing update: |
Welcome to update #383! Today we have some more tweaks and additions that expand upon the major changes we made in the last update. Plus, as usual, a bunch of bug fixes. Let's get to it!
We've made an experimental change to the lowest-rarity magic loot: [h2]Mastercrafted Items[/h2] In the last major update, we temporarily removed the concept of "over-maximized" gear -- that is, Legendary max-enchanted items which were effectively "Legendary+". In this update, we've brought this concept back (but at a much lower power level). We've also set up the groundwork to allow us to improve these items in the future when overall high-level balance is in better shape. These "max-enchanted-beyond-Legendary" items are now called "Mastercrafted" items, and have the following benefits over regular Legendary items:
Newly-crafted Mastercrafted items will have these benefits. (This replaces the "get a second free Legendary" reward used in the last update.) Pre-existing (legacy) Mastercrafted items also have these benefits, but they still have the OLD benefit too (of an extra treasure effect). The Legacy Item Helper can remove that extra power, and then the pre-existing items won't be legacy anymore -- they'll be just like newly-crafted items. [h2]Legacy Item Helper[/h2] Pre-existing Mastercrafted items still have one too many treasure effects on them, and in this patch they're marked as Legacy items. This means that you can continue to use them for 30 days, after which they stop being wearable. (NOTE: they will not *be deleted* after 30 days -- they just *stop being wearable* until you have the item repaired.) We've beefed up the old "Legacy Item Replacer" golem in Serbule -- giving it a new name, the "Legacy Item Helper". Hand your Legacy item to this golem and it will explain why the item is Legacy and offer ways to fix it:
Remember: The golem can work with broken items, so even if you don't get a chance to fix your legacy item before it breaks - **don't** throw it away! [h2]Other Crafting Tweaks/Fixes[/h2]
[h2]Ability UI Improvements[/h2]
Abilities now automatically change their rank when skills change, when either entering or exiting a skill level disparity. For example: This new auto-reranking of abilities can be disabled quickly by right-clicking the Ability hotbar and choosing Settings > Disable Ability Auto Re-Rank. It can also be toggled in the Settings panel, under GUI > Features > Abilities & Items > Auto Re-Rank Abilities. In addition:
You can toggle all of these options by right-clicking the ability hotbar and choosing Settings > Show Ability Ranks or Settings > Show Hotbar Hotkeys. These options can also be accessed in the Settings panel, under the GUI > Features > Abilities & Items submenu. [h2]More UI Fixes[/h2]
[h2]Other Fixes & Tweaks[/h2]
Update Notes: April 6, 2023, part 2 In this bug-fixing update:
Known Bugs: Some items are being shown as Legacy when they shouldn't:
If you run into another situation where an item unexpectedly becomes Legacy, please report it in-game, and include the item in your bug report. (Including the item is very important!) We'll fix these issues before the 30 day Legacy timer winds down, so after reporting the bug, you can just continue using the item like normal. |
This minor update fixes bugs and refines the new systems from last week's update. We'd also like to use these patch notes to give extra behind-the-scenes info for long time players about why the recent gameplay changes are happening, and where we're headed.
[h2]Background Info: Crafting vs. Looting[/h2] The old max-enchanting system existed for too long, and we should have changed it long ago. I'm sorry about that. I don't apologize for most nerfs -- this is beta, and there will be lots more nerfs -- but I apologize for this being such a surprise. The old max-enchanting system made it seem like we wanted crafted gear to always be better than looted gear. But that is definitely not the case. I want crafted gear to be the best choice for some builds, but looted gear should be the best choice for at least half of the game's builds. I want Project: Gorgon to have exciting loot! I want to find a legendary item in a high level dungeon and be super excited. I do not want to be in a high-level dungeon only to farm "mats" (materials) so that a crafter can craft my gear at some future date. I know some games do that, but It's not what I want for my game. However, I do expect crafting to play a big role in max-level play. (And yes, farming mats to play a role as well.) The existing armor-crafting recipes are mainly there to help you level and create something useful. (And in some cases, to create the best possible gear for certain builds.) At max level, these skills will also offer repeatable buff recipes -- e.g. armorsmiths can "reinforce" a piece of armor for a time, giving it a buff. Weapon crafters can "sharpen" the weapons, etc. This will give max-level players a repeating reason to visit crafters (or be one themselves). The potency of these buffs will be similar to a "generic" treasure mod, but it will wear off after enough use. The intent is for those buffs to last for quite a while, but eventually to need reapplying. It doesn't really make sense to implement these buffs until we've implemented level 100+ content. But that's where we're headed. Weather Witching Fixes
UI and Graphics Fixes
Other Fixes
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This patch fixes bugs in yesterday's patch:
Thanks for your reports! We're still investigating some issues with the XP curve (seems slower than intended), as well as working to repro a few minor bugs. But if you're experiencing a new BIG bug and it wasn't fixed here, please let us know ASAP! |
As winter winds its way towards spring, we have another exciting update full of bug fixes, improvements, and big changes. The experimental selection UI is finally becoming a real boy, XP curves are getting lots of work done, and there's a brand new combat skill to learn.
Combat XP Changes We've made lots of improvements to how combat XP is earned. We'll discuss the changes and the reasons for them next. [h2]XP Curve Rework[/h2] We've adjusted the combat XP level-curve so that you need a LOT more XP to level up each level, and monsters are worth dramatically more XP with each level, too. The goal here is to encourage players to fight monsters closer to their level. The number of same-level monsters you need to kill hasn't changed (much). In other words, when you're level 80, killing a hundred level 80 monsters will advance the XP bar just as much (or more likely, more) towards level 81 as before. So what's changed? Previously, instead of killing those 100 level 80 monsters, you could kill 250 level 40 monsters to get the same amount of XP. Players often found this to be much easier and faster than fighting monsters of your same level, so players tended to stay in the same low-level hunting areas for way too long. This causes lots of problems: your gear doesn't keep up with your level, for one thing. And it's super boring to grind the same dungeon for 40 levels, too! NOTE: Your existing skill levels are unchanged. This affects earning XP going forward and is not retroactive. [h2]Monster XP Values Rework[/h2] We've also done lots of work to make monster XP awards more logical and fair. The XP amounts for monsters were pretty arbitrary before, mostly focusing on the amount of Health the monster has. This caused "glass cannon" monsters, which are some of the deadliest, to be worth pitiful amounts of XP, while damage-sponge monsters were worth 200% to 300% more. All monster XP values have been revised to take health, armor, damage, and special features (such as evasion) into account. [h2]XP Scaling Changes[/h2] Now that monster XP scales non-linearly, we also need a cutoff for earning XP above your level. Why? Consider the case of a high-level player grouping with a newbie: high level monsters are now worth so much XP that the newbie would insta-level by 10+ levels per monster defeated! We don't think it's bad for high level players to "carry" newbies, but there need to be reasonable limits. Now, if the monster you defeat is more than 5 levels higher than one (or both) of your active combat skills, the amount of XP you earn in that skill is reduced. If the monster is 25+ levels above your skill level, you earn 0 XP in that skill. [h2]Treasure-Effect Scaling Changes[/h2] We've also re-enabled a feature we implemented last year. (It was buggy so we had to turn it off.) If your two active combat skills are more than 25 levels apart, your equipment's random treasure effects will now downscale automatically. For instance, if your active skills are level 50 and level 1, that's more than 25 levels apart. Your "effective gear level" is your lower skill plus 25, so in this case any treasure effects that have level requirements above 26 will be reduced to lower-level versions where available. This does not yet affect "white-label" effects, that is, the innate features of your gear. So in the previous example, your treasure effects would downscale to level 26, but you would still have all the Max Armor of a level 50 player. This makes you functionally invincible against level 26 creatures, of course, so it's something we'll be slowly working on over additional updates. [h2]Feedback Needed[/h2] With this many changes, we expect there to be problems. Bugs with some XP tables, perhaps, or special scenarios we haven't thought of. Please let us know what you run into and we'll get things fixed up. In the short term if you are unsure of whether an XP-curve issue is a bug or a feature, you can communicate with the devs via the discord channel. (Normally we ask that you submit bugs via the in-game bug-report button... and we STILL want you to do that! But if you aren't sure if something is a bug, feel free to ask.) We also realize that this change will push players to find new hunting grounds, and some level ranges may not have adequate dungeons available. That's a good thing! We need to know where those problem areas are so we can fix them. Weather Witching With all these combat-XP changes, it seemed like a good time for a new combat skill. Weather Witching was planned long ago, then was scrapped, but now it's back! This is a chaotic magical skill that requires a bit of finesse to use optimally. But most importantly, it's a lot of fun. To get started, find a pair of elves in Serbule Hills -- they're camping in an old hunting lodge. For animal players, first the bad news: Weather Witching is unavailable to most animals. But the good news: several animals saw improvements this update, including Spirit Fox and Werewolf. (See below.) Butterflies are the special case: they can use weather witching via a magical item that can be purchased from Yavazek in Animal Town. New Buff/Debuff Requirement: Keep It On Your Bar If a buff or debuff effect is applied due to an ability, that effect will now be dispelled if you take that ability off your ability bar. The goal is to prevent players from gaining the benefits of too many abilities at the same time (by switching load-outs between fights). This restriction does not apply when you are on a mount. Max-Enchanted Recipe Change The meaning of "Max Enchanted" recipes has changed. Previously, these recipes increased the number of powers on the item by 1. Now, they increase the Rarity of the item by one tier. Since each rarity level increases the number of powers by 1, this is effectively the same thing, except for when the item is naturally a Legendary item. Since a Legendary item can't have its rarity increased, we give an alternative reward: the crafter creates two Legendary items instead of one. (We're working on something more exciting for the future, possibly giving the max-enchanted Legendary an additional 20 crafting points, or something like that.) Existing Max-Enchanted Legendary items, meaning items that have 1 power more than is now possible to obtain, will eventually be obsoleted -- you can think of them as Legacy items. However, we haven't yet marked them as Legacy items because that would start a 30-day countdown before the items break, and that's sooner than we need them gone. Before we mark them as "officially Legacy", we'll add a way to let players "demote" these overpowered items (by removing a power) so that they can still use them. (We will also auto-upgrade existing max-enchanted non-Legendary items so that the have a higher rarity in the future, normalizing things so that 1 rarity tier = 1 ability mod.) Channeled Ability Changes In the past, the Priest skill's channeled abilities had a weird unintended side-effect: you could cast another ability while you were channeling the first ability, so long as the other ability was fast and didn't require movement. This was unintentional, and that "feature" was mostly lost when animations changed. However, it does seem like a fun idea and we want to try it officially! Since Weather Witching also has some channeled abilities, this seemed like the right time to try this mechanic out. So now if you use a channeled ability, and you time it right, you can perform another ability while the channeling is happening. The second ability can't require movement, and not all abilities can work this way, but most can. This is an experiment where we're looking for fun gameplay, not balance per se. It's likely that this change makes Priest overpowered, and also makes some Priest treasure-effects pretty useless. We can revise that kind of stuff if the idea seems worth keeping. Spirit Fox Changes
Skills & Abilities
Everything Else [h2]Selection UI[/h2] After months of gathering feedback and making changes, we have officially promoted the new selection UI - it's no longer experimental! The setting to use the new UI is enabled by default, but you can change this in the Settings panel, under GUI > Mouse Selection > Use New Selection UI. (In a future patch, after we're certain we have any major bugs dealt with, this setting (and the old UI) will be removed completely.) [h2]Target of Target[/h2]
Another exciting change in this update: You can now see your target's target! [h2]Chat Commands[/h2]
We have slightly revamped how custom chatroom chatting works: We've also added a help button to the chat window - a little question mark in the upper right - which shows the same info as typing /help. [h2]Other UI Stuff[/h2]
[h2]Graphics & Such[/h2]
[h2]Other[/h2]
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This fixes some issues in yesterday's update.
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New Year, New Database Code
We continue to build out and improve the Experimental Selection UI. Changes in this update: Other UI Changes
Graphics & Animations
Other Tweaks & Fixes
We'll be back soon with more! |
Ri-Shin Celebration
UI, Graphics & Animation:
Other Fixes & Tweaks:
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There's a new version for Linux that addresses the "super brightness bug". (Other OSes won't have a patch to download at all.) |
MacOS users have a new version of the game which fixes problems that prevented the game from running. (Users on other operating systems won't see a new download.) |
Welcome to another beautiful fall season! Zhia Lian's tricks and treats are behind us, and we're ready for the tofurkey. In addition to Thanksgiving, this update also contains a lot of bug fixes large and small - plus a special new dungeon for the most powerful players to test their might. So let's get to it!
Other Changes
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Welcome to the yearly Zhia Lian event - aka Halloween! You'll receive two quests from Zhia Lian when you log in after the update. Completing these quests will unlock more and more -- there's about a hundred quests in all, including three brand new group quests for high-level players. This update also contains some small bug fixes and tweaks.
Other:
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This is a small bug-fix update that covers some important initial bugs (as well as some pretty minor stuff that got fixed in passing).
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Welcome to our latest update! There's a lot of important changes, so we'll dive right in. It was hard to prioritize all the different changes, so please at least skim over the topics to make sure you know what you need to know!
If one of your active skills is Animal Handling, we also cap your pet's level. If your Animal Handling skill is more than 25 levels higher than your other active skill, we automatically reduce the level of your pet to the lower-level skill plus 25. If a pet is already summoned and your skills are changed in a way that would result in its level lowering, it is automatically unsummoned. Necromancy Summon Change Another important change we wanted to call out: Necromancers no longer need to be in a graveyard to raise standard skeletons. Instead, you need Necromancy Powder, which is created by powdering bone in a graveyard late at night.
New AoE Buff Logic We had to cancel our recent Boss Invasion event due to server lag. We've made some internal optimizations to fix this, but one of the most important fixes has gameplay ramifications. (And it's something we should have fixed long ago... it just wasn't a priority until now.) The biggest performance problem was area-of-effect (AoE) buffs! When several hundred players (and their pets) were grouped into a tiny clump, these buffs would apply to hundreds of entities -- so many that it actually takes a noticeable amount of time on the server. When a bunch of players in this clump are all applying buffs at the same time, it generated lag. AoE buffs are balanced around the idea that they might apply to an entire hunting group of six players (and their pets). Definitely not hundreds! That's a performance problem as well as a game-balance problem. So we've tried to fix it. But we also want buffs to continue to work intuitively in 95% of day-to-day situations. Here's the new rule: AoE buffs and heals affect at most seven players (and their pets). If there are more than 7 players in range, the caster and their group-mates are prioritized first. If the caster is targeting another player that isn't in their group, that player is also always included. (This is so you can continue to offer "drive by assistance" in dungeons.) After that, players are picked randomly until seven are chosen. For simplicity, we count seven players, and automatically include those players' pets. e.g. If a player and their pet are both within range, the pet will get buffed if the player does. If a pet is in range but the player isn't, that pet still counts as one player (for purposes of picking seven). We hope that this system will be invisible most of the time, only being a problem when there are more than six players fighting the same monster. (In those cases, the nerf is intentional.) If this rule causes unforeseen gameplay problems, we'll revisit it. Monster Hatred Calculation Change We wanted to call out a small but important change: Indirect damage effects (such as Damage-over-Time effects, Damage-Reflect effects, and Delayed-Damage effects) previously did not generate monster hatred, but now do. Each point of indirect damage generates as much hate as a point of direct damage. This is an experimental change. We'll be watching closely, and we'd love to hear your feedback after you have a chance to play with this some. Changes to Mentalism Treasure We've made some relatively small changes to Mentalism.
Other Treasure Changes There are various other treasure changes, including a nerf of Warden's Privacy Field ability.
In addition, all treasure effects should now persist through zoning and logout. The following effects previously were not doing that and have been fixed:
Mounts All animals forms should now be able to ride horses or use a unique travel mode.
Mount Fixes & Tweaks:
Butterfly Changes
Other Animal Forms Tweaks & Fixes
VIP Challenge Limited Edition Vanity Pet - The Ice Hen The reward from the VIP Challenge is here! If you logged in during the Challenge, then you can collect your limited edition vanity pet from now until November 30th. The Ice Hen is our first interactive vanity pet, released in remembrance of The Great Egg Famine of 2018. Your personalized Ice Hen has a chance to lay eggs at a higher rate than wild chickens. Now you have the power (and the chicken) to help ensure we never run short of eggs ever again! You can collect your pet in game by opening the Persona panel (it's the face icon towards the bottom of your right-hand bar) and then clicking the gift box icon at the bottom, or you can type /redeem in chat. Once you have redeemed your Ice Hen, you can summon it by clicking the "Manage Cosmetic Pets" button on your Persona panel. Do not procrastinate collecting this gift, because after November 30th this pet will never be offered again! More Backer Package Benefits Many of the backer packages (from Kickstarter, IndieGoGo, or the Gorgon Shop) comes with small in-game benefits. In this update, we've hooked up a couple more of those features. Players who purchased a package that included free Lycanthropy/Teleportation skills, or the ability to create a stack of Duke's Cakes, can now access those rewards through the redemption panel. Again, you can collect your rewards by opening the Persona panel (it's the face icon towards the bottom of your right-hand bar) and then clicking the gift box icon at the bottom, or you can type /redeem in chat. Please note that the Teleportation rewards can be redeemed on *all* of your characters, while the Lycanthropy benefit can only be redeemed on a single character, so choose wisely! Redeeming the stack of Dukes Cakes works very similarly to redeeming player title scrolls -- any character on the account can redeem the cakes, but only once a week. In addition, players who purchased a Grand Duke or Archduke backer package can now send out their proclamations and decrees all across the land -- that is, make short world broadcasts. Each proclamation can be up to 255 characters long, you may make up to three proclamations, and each proclamation has a 7 day timeout period. A Council Proclamation Form can be found in Hulon's house in Serbule Keep. Player-broadcast proclamations are not considered official and do not have any effect on gameplay. They also include a short disclaimer so that they can easily be told apart from admin or game system broadcasts. New Selection UI We're working on a new selection UI, and in this update you can start helping us test it (if you want to)! The new UI changes the way that selected objects are highlighted and the way their information is displayed when they are selected. You can switch to using the new selection UI by going to Settings->Special and adding the line "ExperimentalSelectionUI" (without quotes) to the special settings box. After you have done that, a new header will appear in Settings->GUI called "Experimental Selection UI". All new-UI settings will go under here, although there's currently only 1 setting. This is an experimental change, so please give it a try and then give us your feedback! Other UI Changes
World Draw Distance Changes Previously, several graphics settings were only supported in older areas (such as Serbule) and not newer areas (such as Povus). The following settings now work in both old and new areas: tree-draw distance, tree billboard distance, grass distance, and grass density.
All graphics presets have new default values for tree-draw distance, tree billboard distance, grass distance, and grass density. This may slightly impact FPS. Note that any overrides for tree-draw distance, tree billboard distance, grass distance, or grass density that you may have set have been reset to their default values, and will need to be re-adjusted. Other Animation & Graphics Changes
Other Bug Fixes & Tweaks
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This is a minor update to make adjustments to the Summertime Experience event which starts tomorrow. There are a few other changes and bug-fixes:
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This is a minor update. It addresses the following bugs:
And non-bug changes that happened to be ready:
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Welcome to our 364th update! This one is jammed full of new features and bug fixes. Let's take a look!
[h2]Werewolf[/h2]
[h2]Deer[/h2]
[h2]Cow[/h2]
[h2]Pig[/h2]
Archery Changes Archery is a combat skill that can be learned early. It's not the easiest skill to get into (as you must either learn to make your own arrows or buy them), but the intent is that the skill rewards the extra effort: it has strong damage plus a lot of battlefield control (e.g. stun/mezz/movement). Archery was a very popular skill in alpha, but fell off in popularity over time. The skill had only a couple of great skill pairings, and its treasure hasn't been as exciting as some newer skills' offerings. In order to make Archery more appealing, we've kept the existing builds and skill pairings intact, and added a bunch more treasure effects. Some of the new effects synergize with older Archery treasure effects. Others were added to make the skill a better companion to other high-damage skills. We've also fixed some bugs in the skill's high-level treasure effects. [h2]Removal of Basic Shot[/h2] Archery's Basic Shot was about as standard as a basic-attack could be, but there was a variant version called Blitz Shot. Blitz Shot was faster, but had reduced range and increased Power cost. These two abilities have been combined into one, taking the best features of both. Internally, we renamed Basic Shot to Blitz Shot, and deleted the old version of Blitz Shot. So if you were using Basic Shot before, you'll now see Blitz Shot on your ability bar. If you were using Blitz Shot before, there will be an empty spot on your ability bar... just put Blitz Shot back into the slot, and you're good to go. But note: there's two new tiers of Blitz Shot! Previously there were 7 tiers (ranging from level 1 to 80). We've added two more tiers, for a total of 9. This way players get a new tier of Blitz Shot every 10 levels or so. The only down side is that if you're high-level in Archery, you'll need to learn these new tiers. They are trained by Floxie in the Fae Realm. This also affects Faebows: you'll need to learn the newest tiers of Blitz Shot before you can use "Blitz Shot (Energy Bow)". Also note: as a minor side-effect, the level requirement for Long Shot 1 was changed from level 12 to 13. This will only matter if you happen to be exactly level 12 in archery: in that case, you've already learned Aimed Shot 1 prior to this update. Your character will still know the ability, but you won't be able to use it again until you reach level 13. [h2]Note on minor Changes[/h2] Many of Archery's treasure effects were bugged such that they didn't correctly scale past level 80 (or in some cases past level 70.) These bugs have been fixed, and pre-existing high level Archery gear will automatically have the corrected stats. We also made lots of small changes to older treasure effects. All small number changes have been omitted for brevity, but all substantial changes are listed below. (As always, the most up-to-date numbers are available in the game's JSON data, so third-party tools will have all the latest numbers after they update.) Also note that most of the numbers here are for the hypothetical level 100 versions. [h2]Treasure and Ability Changes[/h2]
Cow Changes
Psychology Changes
Staff Changes
Shield Changes
Ice Magic Changes
Other Balance Changes/Fixes
Boss Encounter Revisions Some high-level boss encounters have been tweaked as follows: [h2]Gazluk Healing Suit Tester:[/h2]
[h2]Gazluk Clutchmaster:[/h2]
[h2]Productivity Expert:[/h2]
[h2]Arkura:[/h2]
[h2]Shower Slime:[/h2]
[h2]Zukelmux the Intransigent:[/h2]
[h2]Beakhorse:[/h2]
[h2]Captain Evergloam's Bridge:[/h2]
[h2]Coldfeather:[/h2]
[h2]Hotfeather:[/h2]
[h2]Dalvos's Astral Projection:[/h2]
[h2]Chet Thunder:[/h2]
[h2]Gue and Wormback:[/h2]
[h2]Eeaeiikik and Funguile:[/h2]
[h2]Everhorn and Shockybug:[/h2]
[h2]Vemuta's Area:[/h2]
[h2]Imarak:[/h2]
[h2]Guzyerp:[/h2]
[h2]Peacemaster Guztok:[/h2]
Deathcore Penalty The Death Penalty sign in Serbule Keep now lets you switch to "DEATHCORE" death penalty. DEATHCORE death penalty is not really intended for regular use; it's for special situations, such as a guild all agreeing to participate together. In DEATHCORE penalty, you simply cannot respawn at all. If other players know how to resurrect people, they can still resurrect you, and special items such as Eternal Greens can still respawn you. Other than that, though, if you die, you will stay dead forever! There are no additional benefits for using DEATHCORE over Hardcore. There will never be any extra reason to enter DEATHCORE mode except for the challenge and the bragging rights. Discord Integration If you use Discord a lot, you'll be excited to know that we've added some basic Discord integration. There is a new "Discord Integration" tab in Preferences where players can decide what info is displayed about them in Discord (while they are playing the game): their character name, guild name, and/or general location. The default setting is to not display any info in Discord, so if you're not interested in this feature you can just ignore it. There's also a new chat command /discord to quickly join the official Project: Gorgon Discord server! UI Improvements/Fixes
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This is a bug-fix update. The purpose is mainly to fix a UI bug when viewing alcohol casks, but we've also included some other fixes and changes that were ready to go.
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Project: Gorgon is on sale for 50% off! We've been working hard to polish and improve the game, and now we want to share it with new players -- at a discount! |
This is a quick patch to address some bugs in today's earlier update, including a fix for teleportation.
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Continuing our focus on improvements for new players, this update makes some changes to Transmutation. We are also premiering our new glamour mechanics (which some other games call transmogrification). And we have exciting news - we're going on sale for half off!
[h2]P:G is on Sale![/h2] Project: Gorgon will be 50% off from April 18 at 10am PDT (1pm EDT) to May 2 at 10am PDT (1pm EDT)! This is a bigger discount than we've done before, because the game is in better shape than ever and it's time to get more players involved! (And as we talked about in the latest dev blog, we need more mid-to-high level players to help us balance combat. You can read the dev blog on our forum, or you can read it in-game by typing /blog in chat!) So this is a great time to get friends into Project: Gorgon! If your friends are on the fence, remember that our free demo lets you play a BIG portion of the game, and your demo character will auto-upgrade to a real character when you buy the game. [h2]Transmutation[/h2] Transmutation is an important skill that we expect all high-level players to take advantage of. It allows you to randomly replace treasure effects on your equipment, fine-tuning them to your specific gameplay style. But for such an important skill, it's been pretty obscure. Higher level combat requires transmutation in order to keep up with the difficulty curve. But transmutation was hard to find on your own at the appropriate level, and confusing to boot. We found that players who discovered how to use transmutation to their advantage tended to stick around, while players who missed it tended to stop playing when they couldn't keep up. This is a huge problem, so we've made some changes: Previously, you learned Transmutation after becoming friends with Makara, a hermit in the Ilmari Desert (a level 50+ area). Makara is still the advanced Transmutation trainer, but now you can learn the basics from Kalaba in Eltubule, a level 20+ area. Kalaba offers to teach you Transmutation after you complete his second panther-killing quest; he teaches the basics and has Favors that give more XP, recipes, and prisms. Eventually these favors culminate in a request to meet Makara in the Ilmari Desert for advanced Transmutation training. (If you have previously learned Transmutation through Makara, you won't be affected by this change.) In addition, some of the mechanics of Transmutation have been tweaked to remove some of the frustration: now when you use Transmutation to replace a power on an item, you won't roll the old power again immediately after. We track the last two replacements on each item and prevent them from being rerolled. (Since we weren't storing this info until now, existing items have no history, but it will get filled in as you transmute.) We also realized that new players often don't even know what an enchantment *is*, because items have their own built-in powers (which are non-fungible) as well as enchantments which can be changed. We've redesigned equipment tooltips to help make this more intuitive. (See below for more on that.) Other related changes:
[h2]Glamour Berries[/h2] Glamour Berries are a nifty cosmetic feature that let you make your equipment look like other equipment. This can be really useful when your tired of wearing non-matching armor! (Some other MMOs call this process "transmogrification", but that word seemed too close to "transmutation", so we call it "glamouring".) Glamour Berries are magical fae fruit that can permanently make any one piece of gear look like another piece of gear. This is only an illusion, though -- the glamour has no effect on the item's stats or behavior. This includes NPC behavior: NPCs automatically "see through" glamours, so they will react to you as if you were wearing the original item. For instance, if you're wearing "hideous" clothing that's been glamoured into something beautiful, NPCs will still think you look hideous. Here's other important details:
The VIP Program gift for April is 12 Glamour Berries -- check the Redemptions button on the Persona window (or type /redeem in chat) to get them. Glamour Berries can also be purchased for 20 Event Tokens from Riston in the Red Wing Casino, or rarely found in the high-stakes casino Match-3 games. In the next update (or soon thereafter) we'll also be adding a way to obtain some with Guild Credits. Related changes:
[h2]Item Tooltips[/h2] Items - weapons and armor and potions and foods and all sorts of items - are extremely important. They're information-dense, and getting all that information into a readable, comprehensible form can be really tricky. We've rewritten the item information blocks that are shown when you hover over an item (called "tooltips") to help make some of that info more understandable. These tooltips are a work in progress, so we'll be reacting to your feedback and suggestions, and we really need your bug reports! Changes:
Known Issues:
[h2]UI Features and Bug-Fixes[/h2]
[h2]Physics & Graphics[/h2]
[h2]Other Changes[/h2]
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This is a minor bug-fix update to fix issues with our latest major update.
We'll be back with more fixes and features soon! |
In this update we've done a ton of polishing and bug-fixing, and we have some new content for the Eltibule region.
Graphics & Animation
Abilities and Treasure Effects
Other Bug Fixes
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This is a bug-fix update. Here are the fixes:
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This update introduces mounts! There are also a LOT of new user-interface features. Read the "UI Improvements" section carefully, it's full of useful stuff!
UI Improvements
Animations & Graphics
VIP Changes
Favor Fixes
Mount-Related AI Changes
We've made some small changes to how monsters react to players when they are on a horse. We'll be refining these ideas in the future. Other Changes
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In celebration of the new year and the outstanding level of support we have received from the PG community, we want everyone to start off the new year with a little something in their pockets! So, for ONE DAY ONLY (Jan 1), we have turned on a whole bunch of our special event buffs and cranked them to max, including double combat and crafting XP!!! These buffs will turn off at midnight server time (US EST), so get out there and grind it up while you can! Enjoy the super buffs and we thank you again for playing and supporting Project: Gorgon! Happy New Year! |
New Dungeon
Combat Changes
Other Changes
Bonus Levels
Merry Christmas, and we'll be back with more updates soon! |
It's time for Alharth's holiday season! All the townsfolk that you've befriended (meaning you have Friends favor-level or higher) will have gifts for you when you speak to them. Make sure to have your favorite combat skills active, because if they give you equipment, it will likely be tailored to those skills.
Animations
Other
We'll be back with another update soon! |
Happy Thanksgiving! It's harvest season in Alharth and you know what that means: turkeys are hiding in all the bushes, and there's classic fall foods to eat. High-level crafters should visit Ricatu in Povus to learn to craft some new kinds of food! We also have many fixes and improvements for you.
UI
New Tab-Targeting Option Tab-targeting will sometimes target something far away rather than something that is right next to you. This is because we take the monster's "hated target" into account -- for example, an archer who is attacking you from far away will be selected before a docile monster that's closer to you. We believe this is usually desirable behavior, but some players have found it confusing or inappropriate for their needs, so we've added a special setting, RemoveHateFromTabTargeting, which causes tab-targeting to completely ignore monster-hate and sort targets solely by distance. Give it a try (by adding that word to the "Special Settings" box in the Settings window) and let us know if the new behavior is useful! Other
Food Tweaks Non-cheese food items have been buffed to also provide direct damage mitigation. The numbers we're using here are very preliminary -- we're not as focused on the exact balance of the idea as much as figuring out if this idea is useful. We want both cheese and non-cheese foods to be valuable, and we'll also need to accomodate one more planned food-making skill, Baking, in the future. All this food should have uses or at least niches where they're valuable. So expect more iteration on food buffs! MacOS Visual "Fog" Bug We're aware that certain MacOS users (mainly those with the latest laptops) can't play the game because the 3D world is opaque. We're unable to reproduce the problem. Our guess is that it's a video driver problem for specific macs, but since we don't know if/when Apple will update their drivers, we'd like to find a work-around. Since we can't reproduce it, we're taking the "shotgun approach": we have three potential work-arounds, and hopefully one of them will help. While in-game, open the Settings window and find the Special Settings tab. In the text box, type the words MacHack1 MacHack2 MacHack3 and save your settings. This will enable all three hacks. The effect should be immediate: you'll instantly either be able to see stuff... or you won't. If none of these work, we'll try some more hacks soon! If the hacks DO help, please let us know which one(s) are needed. You can remove each of the words in the settings box to turn off the corresponding hack. Remove MacHack3 first and see if the problem comes back; if not, try removing MacHack2 or MacHack1. It may be that several combinations of hacks remove the problem -- that info would also help us narrow it down. These hacks are VERY hacky. They disable major graphical systems (like the entire weather system!). The game will definitely be uglier with these hacks on, but hopefully the game will be playable. And once we know of a hack that helps, we can start refining the hack with less-aggressive mini-hacks. Once we have some clues to start with, we may reactivate the Steam "beta" channel to iterate on the problem more quickly. Thanks for your patience! |
We're back with another update! This one's a little earlier than expected because we wanted to fix a Halloween-event bug (the quest "Skeleton Dance?"). The Halloween event will run for another week or so, into November, so there's still plenty of time to finish the quest lines!
[h2]UI Improvement: See Active Buffs on Targets/Party Members[/h2] You can now see active buffs/debuffs on targets and party members. They are customizable via settings under "GUI > Features > Effects Display", and some of the options are available by right-clicking the party or target displays. They follow the usual Anatomy level requirements, so you need to have level 25 of the appropriate Anatomy skill to view them, even on party members. [h2]Other Changes[/h2]
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Halloween is here! Zhia Lian, the demanding god of Whimsy, has new higher-level tasks for you to take on. The Halloween event now has over 90 quests! So get out there and see what whimsical random things she wants now! Just remember the first rule of the Cult of Zhia Lian ...
Animations
Other Stuff
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Today's update is a big one. There's a new high-level zone, several new skills to find, and a metric tonne of UI fixes and improvements. Please keep in mind that with as many changes as are in this update, we are really relying on you for feedback to help us identify problems and bugs. Thank you!
Psychology We've revised Psychology a bit in this update:
Werewolf There are some werewolf skill/treasure changes in this update:
Animal Armor Changes
Staff, Shield, and Cow Nerfs We're still evaluating the efficacy of the defensive combat skill changes made earlier in the year. We aren't ready to evaluate their use in solo combat (because solo monsters may still become more powerful in the future) but they definitely seem overpowered in terms of Elite monsters. One culprit is that we gave out too much percentage-based Elite invulnerability, so we've nerfed/replaced some of those effects. We'll continue to evaluate these skills as we move forward. [h2]Staff[/h2]
[h2]Shield[/h2]
[h2]Cow[/h2]
Synergy Level Changes
Misc Treasure Changes
Sky and Camera Changes We consolidated our camera-FX stacks, so now all areas use the same camera system. And this camera-stack has new color tuning and other features which hopefully make the game look better. We are also using a new sky system in most zones. Each area has its own weather setup ranging from clear skies to heavy clouds to fog (although never rain or snow). Again, please report any bugs or weirdnesses you see with these new systems! September/October VIP Gift We've added our first gift specifically for VIP members: the recipe "Dye Making: Dye My Rabbity Fur Blue". You don't need to actually log in and claim this reward immediately -- as long as your account has VIP at some point (from now until the end of October), the redemption will be available any time. This is a cosmetic recipe only: you must be a rabbit already to dye your fur blue. It requires blue dye. This special appearance will become available to non-VIPs in the future (via a learnable recipe), after a period of VIP exclusivity. UI Fixes and Improvements
Player Shops
Particles, Animations, and Other Visual Things
Misc. Crafting
Other
Hotfix Notes: September 27-28, 2021 We've rolled out some quick-fixes for bugs that arrived with yesterday's major update. (A couple of these were fixed last night, consolidated here for convenience).
We'll be back soon with more fixes and improvements! |
We've got a quick and dirty update for you today -- a smorgasbord of bug fixes and improvements that we've put together in the background while we continue to work hard not only on Animal Husbandry, but on a whole new high-level zone! But while those features are in active development, they aren't ready yet -- and we didn't want to wait any longer on fixing these annoying bugs. Here's the list:
UI Improvements
Other Changes
We'll be back soon with more bug-fixes and new content! |
This update has a lot of different stuff. In it we've added... wait, let's just do a bullet list. That'll be easier. In this update, we have:
VIP Membership Program This update introduces our new VIP Membership program. We've been talking about VIP for years -- all the way back to the Kickstarter campaign -- so we are very excited to get it going! VIP is an optional monthly subscription plan that helps players support the game's development while getting useful benefits in return. The most notable benefits are extra slots: more character slots, inventory slots, and transfer slots. Read all about the VIP plan, and the reasons for it, in our blog post (see the news links above these patch notes for a button that jumps to the blog post.) As of this patch, the VIP Program is "soft-launched". We're still waiting on final Steam store-page approval, so it may be a week or two before it's possible to subscribe via Steam. But if you have VIP time as part of a backer package, or if you own a VIP Token, you can access VIP now. If you have a backer package, you can redeem your time from the redemption window -- look for the icon on the bottom right of the Persona window. If you have a VIP Token, just use that item in-game to receive 30 days of time. A note about "package upgrading": in the past we've often been able to help players upgrade their backer packages (e.g. by paying more to switch to a fancier package). We can still offer this service in some cases, but keep in mind that if you Redeem any features from the package (such as VIP time), it will definitely not be possible to swap it for a better package. Pigeon Mail You can now send mail to other players via 'pigeon mail' -- hard-working and well-trained carrier pigeons that can fly all over the world delivering messages. And you can even attach an item to your message! The mail will be delivered in about 60 seconds if the player is online, or the next time they log in if they are offline. Speak with Irkima in the Red Wing Casino to send a pigeon. The cost to starts at 100 Councils, and increases if you send multiple messages too close together. (The birds get tired!) Attaching an item costs an additional 100 Councils, but Irkima will waive the fee for his Close Friends. If an item isn't delivered after 7 days, it is returned to you. You can't send messages to people who are ignoring you, of course, and you can turn off receiving mail entirely if you prefer in the 'Social' window, under 'Restrict'. ('Social' is the icon on the right-hand bar that looks like three little people.) Unarmed Changes We've talked in the past about various potential changes to the Unarmed skill, but now that we've taken a closer look, it doesn't really need a major overhaul: it's got a good mix of tanking, damaging, and controlling abilities which lets it pair successfully with multiple skills, and there are some interesting choices to make when building Unarmed loadouts. So there aren't many huge changes here. Mainly, we've added new options to make some build styles work better. There's also a few damage changes (both up and down). After these changes there are still a few underwhelming treasure effects, but most of those, like the damage-over-time effects, are earmarked for future game-mechanics changes, so they've been left alone for now. The following changes use numbers from (currently hypothetical) level 100 gear.
Solo Monster Upgrade For several patches we've been working toward being able to upgrade solo monsters' stats. We're finally ready to start doing that! In this update we've changed the health and armor of all creatures over level 40. Previously an "average" level 70 solo monster had 1163 armor and 2373 health (total of 3536 health+armor). That "average" creature would now have 1588 armor and 2922 health (4510 health+armor). So an average level 70 creature gained about 1000 health+armor. Since group monsters are implemented as superpowered solo monsters, they are also affected by this change. (An "average" level 70 group monster would also have 1000 additional health+armor.) This is just the first pass, and although it's definitely a noticeable change (at high level), the numbers still probably need to go higher. But before we increase these numbers further, we need to play with these changes and get feedback on what skills are breaking down, what's (still) insanely overpowered, what's newly frustrating, etc. In the future we'll be making more changes to solo monsters: we'll (probably) raise their health and armor even more, and we'll also be taking a look at individual monsters' special attacks, XP values, Max Rage, and damage-type vulnerabilities. We're also considering some mechanics changes (such as revisions to DoT damage), and possibly new AI combat tactics to react to perching and AoE-camping. And, of course, we'll also be revising player combat skills and loot effects in tandem with these changes. In other words, there's lots more balancing work to do! Your feedback has been and will continue to be extremely valuable. Non-Fiction Writing One of the benefits of the VIP program is the new Autodidacticism skill, which lets players slowly earn XP while offline. This is done by performing a Hangout with a textbook instead of with an NPC. This isn't a fast way to earn XP compared to just playing the game, but it's useful for players who can't play often, or who want to level an "alt". As you can imagine, there are many limitations to this skill, and one of them is that VIPs must find the necessary books to hang out with. And where do these textbooks come from? The new Non-Fiction Writing skill! There are new NPCs in Rahu (Hirochi and Wintria) who can help you unlock the skill, provided you have at least level 50 in Calligraphy. Non-Fiction Writing is done via offline hangouts, each of which takes two real-time days. The resulting books can then be used by VIP players who meet the requirements of the book. Each textbook is for a certain skill and a certain level range. To write the book, your level in the book's skill needs to be 25 higher than the book. In addition, your level in Non-Fiction Writing has to be at least as high as the book's level. So to write a level 11-20 Sword book, you'd need level 11 in Non-Fiction Writing, and level 36 in Sword. Because of this requirement to be 25 levels higher than the book, it won't be possible to create the highest-level books right now. Most skills don't go higher than level 80 or 85-ish (depending on how many bonus levels are available for each skill), so the highest textbooks would be for level 55 or 60. This limitation will naturally disappear as we raise the level cap. If you aren't a VIP, you won't be able to use the books you create, but you can gift them to NPCs or sell them to other players. (Remember to check the player work-order boards for book requests!) Books lose durability when used in Autodidactic hangouts, and are used up after 20 days of use. Tips on rarity: your first books will probably be terrible, and will have crappy stats (namely a penalty to earned XP). But as you level up in the skill, it's possible to create higher-rarity books which have XP bonuses. These range from Uncommon (green) books with a 5% XP bonus, all the way up to (extremely rare) Legendary books with a 25% XP bonus. Your chance of a bonus is based in part on your Non-Fiction Writing level: the higher it is above the book's level, the better, capping out at 25 levels above the book's level. It's relatively easy to create Uncommon and even Rare books (with a +10% bonus) but higher-rarity books require both high skill-level and random luck. Limited book options: in this first launch of Non-Fiction Writing, we've only implemented books for a few dozen skills. This is just due to the sheer amount of data-wrangling involved -- we'll add textbooks for the other skills when we're more confident that we've got the XP numbers right. Right now, you can write books for any combat skill, as well as for any auxiliary combat skill (such as First Aid), and a small number of crafting skills (like Carpentry). To figure out what books you're able to write, just use Hirochi's Non-Fiction Writing Table (after learning the skill). This table will list all the books you're eligible to write given your skill levels (and which books have been implemented). Autodidacticism If you've just enabled VIP, all of the features will be pretty obvious, with one exception: Autodidacticism. This is a new skill which only VIPs can use. It allows you to earn XP while you're offline. (With many caveats, such as a limit of two characters on your account at once -- see the blog for all details. Key restrictions are also explained in-game.) You don't need to explicitly unlock Autodidacticism - you can automatically use the skill while you're a VIP. However, your level in the skill will start at zero, so at first you'll only be able to read beginner's books -- books for the lowest levels of a skill. For instance, if you've never leveled up the Sword skill, you can buy the "Sword Levels 0-10" book from Hirochi. It requires Autodidacticism 0, so you can read that book. To do so, use Hirochi's study nook. This will begin a Hangout lasting for a specified number of days. Once that many days of offline time has elapsed, you can log in and receive your XP. But what if you are a long-time player and have already leveled every skill? You can't use the "Sword Levels 0-10" book if your Sword skill is higher than 10. How do you earn Autodidacticism XP? Hirochi comes to the rescue! Hirochi has a sequence of hangouts which will give you Autodidacticism XP. You can repeat these hangouts as often as necessary. Hirochi sells books for many combat skills, up to level 30. Wintria Irasce sells books for a few non-combat skills. All other books have to be created by players using the new Non-Fiction Writing skill. Experimental Optimizations Enabled by Default The recently-added experimental optimizations seem stable, so we're enabling these optimizations by default for new installations. If you already had the game installed there is no change, although we recommend you go and manually turn on these optimizations if you haven't already done so. (It's in the Settings window, Graphics sub-section, "Experimental Optimizations" checkbox. The optimizations won't fully kick in until you log out or teleport to a new game area.) These optimizations give a noticeable framerate upgrade for most computers, but there is one visual side-effect: creatures more than 100 meters away are not rendered at all. If you find this limiting, you can just disable the Experimental Optimizations checkbox in the settings, or you can change the max-distance with a custom setting: in the Settings window, click on "Special", then add the line AppearanceRange=200 to the text field. This will render creatures up to 200 meters away, which is usually plenty far. Storage UI Improvements We've added a button to the bottom right of the storage UI labeled 'Deposit any items that are already stored'. Clicking this button checks to see if any items in your inventory are also in the storage (stacks of apples, for example) and if there is room for those items to fit in the storage -- and if so it deposits all the items for you. It first tries to fill up any partial stacks that are already in the storage, then uses empty storage slots. In addition to this new feature, there are other improvements:
Other UI Improvements Many other areas of the UI also received attention in this update:
UI Bugfixes And of course many UI bugs needed squishing:
Other Changes and Fixes
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All About the VIP Membership Program
Steam Subscription: You will (soon) be able to buy a VIP Membership subscription from Steam. Due to Steam's approval process, subscriptions will not be available immediately on Monday -- it may be a week or two before they can be purchased. We'll have several price points depending on whether you pay monthly, quarterly, semi-annually, or annually. Here's our planned pricing: [table] [tr][th]Months[/th][th]Price[/th][th]Price/Month[/th][th]$$$ Saved[/th][th]Discount[/th][/tr] [tr][td]1[/td][td]$11.99[/td][td]$11.99[/td][td]$0.00[/td][td]0%[/td][/tr] [tr][td]3[/td][td]$29.99[/td][td]$10.00[/td][td]$5.98[/td][td]17%[/td][/tr] [tr][td]6[/td][td]$54.99[/td][td]$9.17[/td][td]$16.95[/td][td]24%[/td][/tr] [tr][td]12[/td][td]$99.99[/td][td]$8.33[/td][td]$43.89[/td][td]31%[/td][/tr] [/table] Backer Plans: Many of our backer plans, such as the Kickstarter backer plans or the plans we sell on our website, include VIP time. Players who have this benefit can use the Redemption window in-game to claim the included VIP time. (Look for the button on the bottom right of the Persona window.) Once you've redeemed the VIP time, it will start ticking down daily. (So if you want to save your VIP time until the game is out of beta, just don't redeem the VIP time until then!) This VIP time is non-transferable: only the account who has the special package can claim the VIP time from the backer package they purchased. If you purchased a backer package and don't see a redemption (after Monday's update): don't panic, we can fix it! We probably need a bit of info from you to connect your account to your package. Email us at support@projectgorgon.com and we'll figure it out. VIP Tokens: These tokens are in-game items that can be consumed by a player to claim 30 days of VIP membership time. The tokens themselves can be used on your own account or given to others. VIP tokens can come from various sources in-game. Overlap: What happens if you have VIP time from several sources? What happens if you have a Steam subscription *and* time from a VIP token? Do the days from your VIP token keep counting down? Can you lose any time? (Short answer: No.) When using up your VIP membership time, Steam subscriptions are counted first. While you have a subscription, you are not using time from any backer packages or VIP tokens that you may have claimed. That VIP time will be applied if your subscription lapses. VIP Member Benefits An account with an active VIP plan gets the following:
All About Slots With a VIP membership, you gain access to all sorts of slots: character slots, inventory slots, and item-transfer-chest slots. Those extra slots are not permanent, so if your VIP plan ends, they go away. But you never lose stuff permanently! If those slots were in use, they become "overflow" slots, meaning that you can't access them, but they're still there. As you free up space, they become visible. Inventory: if your VIP plan ends and leaves your character carrying too much, you'll be "overburdened". (This is exactly the same as if you had drunk a potion of inventory-expansion, and it wore off while you were carrying extra items.) You'll be able to access the normal number of items, and the rest will be hidden until you make space. As you drop, sell, or otherwise remove items from your inventory, the "overflowing" items appear automatically. Transfer slots: just as with regular inventory, if your VIP plan ends and leaves your transfer slots overflowing, you will only be able to see the regular number of items in the chest -- the rest will be hidden. As you remove visible items, the hidden items reappear one by one. (You cannot add items to a chest while it's overflowing, so all you can do is remove items until it stops overflowing.) Character slots: if your VIP plan ends and leaves you with more than 4 characters, only the 4 most-recently-played characters will be accessible. The others will be hidden. If you choose to delete any of those characters, one of your hidden characters will appear in the now-empty slot. (In Monday's patch we've revised the UI to make it obvious which characters are in "regular" slots and which are in VIP slots. So if your VIP is going to lapse, you'll be able to easily plan and organize which characters should stay visible.) Summary: You never permanently lose access to your extra items or characters. They're still hidden in the background until you make room for them -- or until you have a VIP membership again! Autodidacticism (and Non-Fiction Writing) Autodidacticism - in addition to being a hard word to spell - is a new skill available only to VIP members that lets you gain XP while offline. It's intended to help players who can't play as often as they'd like, or who want to slowly level "alt" characters. Of course, we're worried about this skill giving VIP players too big of a gameplay advantage over non-VIP players. We don't expect that to be a problem due to the many limitations and restrictions on the skill (see below), but even so, we'll keep an eye on the rate of advancement. We want Autodidacticism to be a "secondary" way to level skills, so if it ends up feeling like the easiest or most efficient way to level a skill, we'll fix it. Autodidacticism is a non-combat skill. To use the skill, you basically hang out with a book. You can visit an in-game library -- in Rahu, and eventually Statehelm -- where there are study tables to hangout with your chosen textbook. This is a real hangout, so you cannot hangout with an NPC at the same time -- it's one or the other. You can choose whether to hang out for one, three, or five days. But the duration isn't too important, since -- just like a regular hangout -- you can interrupt these without penalty: the hangout timer will stop while you're logged in, and resume when you log out again. So where do you get these textbooks? Well, NPCs sell books for some skills, but books for most skills (and most level ranges) come from players who write them. There's another new skill called Non-Fiction Writing which is used to make these books. Non-Fiction Writing Non-Fiction Writing is not a VIP-specific skill. Any player can learn this skill and create textbooks, provided they have at least 50 levels in Calligraphy to unlock the skill. (And they need time, since writing a textbook is done via a multi-day hangout as well.) But the resulting textbooks can only be used by VIPs. Each textbook is for a certain skill and a certain level range. To write the book, your level in the book's skill needs to be 25 higher than the book. In addition, your level in Non-Fiction Writing has to be at least as high as the book's level. So to write a level 11-20 Sword book, you'd need level 11 in Non-Fiction Writing, and level 36 in Sword. Because of this requirement to be 25 levels higher than the book, it won't be possible to create the highest-level books right now. Most skills don't go higher than level 80 or 85-ish (depending on how many bonus levels are available for each skill), so the highest textbooks would be for level 55 or 60. This limitation will naturally disappear as we raise the level cap. Limitations to Keep in Mind There are other wrinkles to using Autodidacticism:
The amount of XP you earn depends on the skill. At low level, the books are very efficient, but as you level up (and the XP curve gets steeper), books become less efficient. In general, combat skills earn XP faster than non-combat skills, much like they do in-game. In fact, you can easily out-level the low-level books: it might only take one 5-day session to raise your Sword skill from 0 to 10, so your skill will be higher than the book's level-range before the textbook is used up. (You can then sell it, give it away to someone else with VIP, or use it with another character.) Whereas for high-level textbooks, 20 days of offline time may not be enough to out-level the book's range: in some cases you may need multiple high-level textbooks for the same level range. These skills are brand new, and as with all new skills, you should expect changes while we experiment with them. Again, the goal is to make Autodidacticism a useful auxiliary leveling mechanism... but not TOO useful, and not TOO annoying to use, either! We'll find the sweet spot eventually, though it may take some iteration. Special Reports VIP players can access special reports, including:
These reports are actually available to all players right now, VIP or not, so that we can test them and gather more feedback about them. They will continue to be available to everyone for another patch or two, and then they'll become VIP-members-only. VIP Is a Big Deal... But Never Mandatory Releasing the VIP service is a huge milestone for us, because it represents a new stage of the game's development. We've talked about the VIP plan for years, but didn't want to implement it until we were in a solid place technically, where we could leave the "prototype" stage and enter the "production" stage. And we're finally ready to enter that stage! That's super exciting for us, and hopefully for you! We've been extraordinarily careful with the funds we've earned from backers and purchasers, and it's let us develop the game slowly for many years -- and in fact we can continue to make the game at our current rate of development indefinitely. But we're finally in a place where it makes sense to hire several more people and widen our production capacity. This is incredibly exciting: we're talking about better graphics, more content, and lots more polish. (We're honest with ourselves and know this will never be as polished as a "AAA" game... but we can eventually come pretty close!) Not Mandatory But Useful In terms of game systems, we have two goals for VIP:
These goals are somewhat in conflict, so our first attempt at the VIP feature-set may not work out. If we don't meet both of these goals initially, we'll keep working on VIP until we do. Thank you for everything you do to help us make this crazy game. We'll have more details about VIP (and book-writing) in the patch notes of Monday's update. |
This is a quick bug-fix patch to address some issues in the March 25 update:
Lastly, a reminder: enable Experimental Optimizations in the Settings->Graphics window to turn on a significant new optimization! (Even if you had enabled Experimental Optimizations before, you will need to re-enable it, because you are "opted out" of new experiments.) |
Welcome to another exciting Project: Gorgon update! This one has been in development for longer than usual - we usually aim for an update every month. But we've been working on bringing our animation system into the modern day and that took a bit longer than planned.
VIP Panel You can now find a VIP tab in the Settings window. Nothing on this panel actually requires that you be a VIP member yet - we're testing out some of the features before we launch the VIP program and we'd like to get your feedback. (Just remember that these features will eventually become VIP-only.) [h2]Special Reports:[/h2]
In the " Special Reports" section of the VIP panel, you can export a lot of information about your character and the items you have in storage. There are a couple of reports and formats depending on what you need, including: [h2]Combat Logging:[/h2] In the "Combat Logging" section of the VIP panel, you can enable and configure combat logging. When this is enabled, details about combat will be displayed in the 'All' chat tab. There is also a new "Combat" channel which you can enable in any chat tab. This combat info will also be recorded into the chat logs if you've enabled chat logging (also in the VIP panel). Note that this is a first-pass attempt at combat logging and is fairly primitive. We may do another more complicated version that only writes to file -- writing every single point of DoT damage to the in-game chat log is far too spammy to ever be useful. [h2]Chat Logs & 'Book' Mode:[/h2] You can also configure chat-logging and book-logging in the VIP panel. These previously used the special settings LogChat and BookSaveToFile. Those settings have been retired; you can safely remove them from your Special Settings window. Please explore these new features and give feedback! But be aware that these features will eventually become VIP-only. New Performance Optimization We are excited about our newest performance optimization! This one will be especially dramatic on lower-end PCs, but all players should see at least a small improvement. This is still experimental, so it's off by default. To enable it, open the Settings window. In the Graphics section, check the "Experimental Optimizations" box, then click save, then logout and back in. Details:
Fix for Mouse-Cursor Centering Some players found it unintuitive that the mouse-cursor was repositioned in the center of the screen after dragging the camera with a mouse-drag. We've fixed this issue, but unfortunately the fix is only available on Windows so far. (But we are optimistic that this will be possible for the other OSes eventually.) We've been testing this for a while now and it's worked well, but let us know if you discover problems. If you need to turn it off (or if you just like the old behavior better): open the Settings window in-game, find the Special Settings section, and add the word RecenterCursor to the settings box. (Note that this only does something on Windows OSes; other OSes are always in recenter-cursor mode.) Transmutation Change for Fairy Magic Previously if you transmuted a Fairy Magic power on an item, you would always roll another Fairy Magic power. And if you re-rolled a Mentalism power, same thing, you would always re-roll a different Mentalism power. This made it impossible to replace Mentalism powers with Fairy Magic powers, or vice versa. Now, if you have an item that originally had a Fairy Magic power on it, transmutation will randomly choose between both Fairy Magic and Mentalism powers for all replacements on the item. This allows you to add more Fairy Magic powers, or to remove Fairy Magic powers. This works by using a hidden attribute set on the item during its creation. If the item was originally created with at least one Fairy Magic power, it'll always be possible to transmute Fairy Magic on/off the item. But if the item didn't originally have a Fairy Magic power, transmutation can never roll Fairy Magic powers. (But what if you want to add Fairy Magic to an item that doesn't have it? For now, we've added a "back door" way to activate this. If you add a Fairy Magic augment to a Mentalism item, it'll be eligible for Fairy Magic transmutations. You can remove or replace the augment when you're done transmuting.) Graphics & Such [h2]Head-Look:[/h2] Project: Gorgon now supports 'head-look' - your character can turn their head to look toward the thing you have selected. It's still a little rough; this is the "first gen" version of the feature. (Also, it only works for bipeds so far, sorry animals!) This feature is enabled/disabled by default based on your graphics quality level. For graphics levels below Good, head-look is off by default. For Good and Great graphics levels, it is on by default but only applies to the local player - you will only see your own head movements, no one else's. For Amazing and Ultra, head-look is on for all bipeds - including other players and humanoid monsters like orcs. (Note that most NPCs don't yet use this tech.) You can change this setting in the Advanced Options section of Graphics in the Settings menu. [h2]Screenshots:[/h2] The "super res" screenshot feature had stopped generating high-res screenshots due to an incompatibility with the newest Unity camera post-processing system. For now we have disabled post-processing for high-res screenshots, so they won't have all the bells and whistles, but at least they'll generate correctly! We'll review this workaround when Unity next improves their postprocessing system. Screenshots that you take are now saved in a dedicated screenshots folder. You can see where that folder is, and open it, in Settings->GUI->Features. [h2] Other graphic-y things:[/h2]
UI Tweaks and Fixes
Skills Changes
Other Changes
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It's time for holiday festivities! In addition, there are big changes to Elite and Boss monsters in this update. There are also revisions to the Ice Magic and Deer skills. And, of course, various other things as well. Read on for more info.
[h2]Elite/Boss Loot Changes[/h2] We've also added some additional rewards for killing Elites/Bosses. When you loot an Elite, you'll now automatically "find some Councils" on the corpse. The amount is based on the monster's level, with some random variance. Bosses also drop extra money in the form of Council Coinpurses. (And bosses with curses drop more money sacks.) Finally, the most deadly tiers of bosses have a higher chance to drop high-rarity gear. (These quick generalized changes were made because we didn't want to revise every monster's custom loot table just yet. But hey, maybe it's fun enough to remain permanent. Let us know what you think after you've had some time to try it out.) Ice Magic Changes Ice Magic is supposed to be a versatile wizarding toolkit: it can provide exceptional crowd control, potent survival tools, and decent damage, depending on which abilities you use. Its crowd-control abilities were already top-tier, so we've focused on other aspects of the skill in this update. There's a few nerfs and a lot of buffs. [h2]Fire Magic Over-synergy[/h2] The biggest nerf to Ice Magic is actually a change to a Fire Magic treasure mod:
We realized this mod was overpowered shortly after it was introduced, but it was a "let's wait and see if this is actually a serious problem" scenario. A lot of accidentally-overpowered treasure turns out to be fine, and sometimes an accident like that can really make everything "click" and help define a skill. But not this time. It was hamstringing our ability to make Ice Magic more powerful on its own, so it had to be reduced to a more reasonable level. (And it's still probably the most powerful cross-skill synergy mod in the game.) [h2]Cryogenic Freeze[/h2] Cryogenic Freeze needs to take its rightful place in the Ice Magic survival toolbox. It has TREMENDOUS mitigation, and it's intended to be something of a "freebie" for Ice Mages: it's useful without needing to invest lots of treasure mods into it. The only cost is that you have to make room for it on your ability bar. (And treasure makes it more versatile and useful.) Of course, Cryogenic Freeze has the extreme down-side that you are completely frozen and cannot move. But now instead of a forced 10-second lockdown, you can control the duration precisely.
[h2]Ice Armor, Ice Veins, and Shardblast[/h2] Ice Armor has been buffed up a bit. We've also worked to make Ice Veins and Shardblast more useful. You can now use either one to reset Ice Armor's timer, allowing you to immediately put your armor back on. Which, in turn, allows you to take advantage of Ice Armor's healing mods again! This "Ice Armor loop" technique can be very powerful but requires a lot of treasure mods to reach full potential. It's also possible to use Ice Armor in a more passive role, and there are mods to support that style also (such as the ones that boost Cold damage).
[h2]Cold Sphere Changes[/h2] Cold Sphere's old Rage attack (at high level) was a 10-second root. This was too much of a good thing and it's now a 5-second root at all levels. We've tried to make Cold Sphere useful in two different scenarios: for Ice Mages who are using a different skill as their primary damage source, they can invest in Cold Sphere mods to get a bit of extra damage on the side (plus its innate root is always handy). For players who ARE using Ice Magic as their primary damage-dealer, Cold Sphere's damage-boosting mods are often not worth using, but there's a new mod that gives it a Cold-vulnerability debuff. This makes Cold Sphere an interesting (but not mandatory) option for any Ice Mage.
[h2]Other Ice Magic Changes[/h2] Added a bit more damage overall. Nerfed one of Frostbite's mods, but don't be misled: it's still an extraordinarily good debuff. (And it will only become more powerful as combat duration increases! In fact, we may need to tone it down some more later.)
[h2]One-Tier Mods Changed (*)[/h2] You may notice a couple of asterisks above. Those are treasure mods that previously only had one "tier" of effect. The revised versions add more tiers to each mod, allowing the mods to become slightly more powerful at high level. This resulted in a slight quirk: pre-existing items with these mods are still stored as having the first tier of the mod. This means even high-level items will have the lowest-tier version of these mods. This isn't really a huge deal in terms of potency, but if you want to fix it, you can Transmute the mod off the item and then Transmute it back on -- it will be the appropriate tier when it's re-added. (And this month, Transmutation is cheap for the Ice Magic and Deer skills.) Deer Changes The earliest animal forms were all experimental designs, and Deer was originally the prototypical "off-tank" skill. Then we decided that off-tanks weren't useful in a game without raids, so Deer was revised in a few other directions. But the most recent revision made Deer fairly tanky again, so let's build on that. Here's a fresh idea: what if Deer was like an "off-tank"? In old-school MMO terminology, an off-tank can act as a tank for an elite enemy (or multiple solo enemies), but may have trouble tanking some bosses -- although dedicated healers can help there. What makes them unique, though, is an ability to take over aggro for anyone... including a tank! (Hence the name "off-tank", because they can pull monsters off the tank.) We'll try to give Deer that ability and see what it's like. There's new treasure that gives you a new sidebar ability "Feign Injury", which "temp taunts" a target. Temp taunting works like regular taunting, except it decays at a rate of 20% per second. So a temp taunt of +10,000 would be 10,000 Taunt at first, then a second later would be recalculated as 8,000, then a second later as 6,400, etc. So this ability should help Deer get aggro from anyone, anywhere... at least for a few seconds. An off-tank should also have solid taunting and survivability, and deal decent damage. So that's what we'll try to do here. In addition, the Deer skill has always had incredible mobility (which is what makes them an interesting off-tank), and we want to keep that too. [h2]Rethinking Deer Pet[/h2] Deer players can summon an ally deer to aid them. Previously these deer had an innate 300% taunt multiplier and were intended to be sort-of off-tanks themselves, sharing tanking duties with the player deer. We recently gave these summoned deer the benefits of our experimental genetics system, which could randomly give these pets incredible health and armor. Better for tanking! But yet... at high level, a well-equipped player deer can easily out-taunt and out-tank a pet deer. This just feels like an unwieldy design. We've dropped the idea that these pets are tanks, and focused them on damage. They no longer have an innate taunt bonus or souped-up genetics. However, they have higher base damage, and the pet's taunting-related treasure effects have been changed into a damage boost. There are also new treasure mods that summon additional deer for a few seconds at a time. This makes for a fun solo build, although it's somewhat mod-intensive and also pretty chaotic. But a fun kind of chaotic! (For those who don't want chaos, we've also bumped up Deer's more traditional murder methods.) It's useful to know that every attack your pet deer makes is considered a "deer kick". This is relevant for one specific treasure mod:
This mod is unchanged, except that it no longer stacks more than four times: twice for each piece of equipment it can show up on. (That's *not* a limit of 4 stacks of damage, it's 4 stacks of the debuff that applies the damage!) Also, we've reworded the effect to clarify that pet deer can trigger the damage. [h2]Removed treasure mods[/h2] We've tried hard to avoid breaking existing equipment by repurposing obsolete Deer effects with new ones. However, in one place this was impossible. A head-slot mod was removed without any replacement. If you had this mod on a piece of head gear, that item has become "Legacy", meaning it will stop working after a month. You can fix this by using a Transmutation table to remove the mod off of your helm, or you can speak to the Legacy Golem in Serbule to receive a randomly-generated replacement item. (Transmutation of Deer treasure is much cheaper this month, to help you adjust to these changes.) [h2]Specific Deer Changes[/h2]
Live Event Token Prize Changes We've revised some of Riston's special prizes so that they use abilities instead of items. For those that have already purchased a Vendor Fox in a Box or the Small Box of Space, the summoning item in your inventory has been converted to a skill book that will teach you the new ability. This skill book can only be used once, so use caution if you must transfer this skill book to another character on your account. Also with this change, you will have to purchase these items per character now if you wish to have it on more than one character on your account. [h2]Other important notes: [/h2]
As time goes by, we will slowly be adding more and more items, abilities and services to the game that will require Live Event Tokens. For this update, we have added a new 50 token prize! Find Riston in the Red Wing Casino to check it out! Other Changes In This Update
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With this update, the Halloween event comes to an end. But there is a silver lining: it's cranberry season! Also look for special seasonal recipes (they can drop as loot scrolls) throughout the month.
Elemental Ward:
Other Treasure Changes
Staff Changes Staff is another extremely defense-oriented combat skill. It was already pretty good at that role, although its Elite-tanking options were a little limited. As explained above, the skill's two signature defensive abilities, Deflective Spin and Blocking Stance, were heavily revised. This will take some getting used to, but will hopefully end up being more fun in the long run. (With good gear, of course! These abilities now benefit more directly from their treasure.) Deflective Spin
Blocking Stance
Other
Cow Changes No huge changes here, but some new treasure. Many of these are mix-and-match tools for tanking high-level Elite enemies. Since Cow is a true "tank" skill, properly prepared Cow players should obviously be able to tank Elite monsters... but we also recognize that not all cattle dream of leading a herd into battle. So we've tried to combine the new Elite-specific buffs with buffs that are useful for solo play. For technical reasons (to avoid "breaking" any existing equipment), some treasure effects had to be shuffled around a bit, e.g. treasure that lowered an ability's Power cost may have switched to a different slot. So your existing equipment may have unexpected buffs. (But at least they won't be marked as Legacy Items.) Remember that Cow gear can be Transmuted cheaply for the next few weeks!
Rabbit Changes Rabbit isn't a tanky skill, so this is a bit off-focus for the rest of the skill changes, but there's a rabbit-themed live event coming up soon, so we've made some changes to make high-level builds a little more fun and impressive, whether combined with Unarmed or Ice Magic.
Spirit Fox Changes Just bug-fixes this time around. The fox's treasure tables aren't completely full yet, so there's room to add more special treasure effects, but we haven't decided what yet. (Perhaps we'll add tools to synergize with another skill... what skill pairing would you like to see?)
Nimble Gear Nerf These crafted garments triggered too often and have been toned down. (This is actually a reversion of a buff from a while back. Nimble gear isn't intended for tanking, and the shorter reset times ended up being too good.)
"Monster Shout Suppression" Indicator Certain abilities prevent a monster from shouting for help. For instance, if you mesmerize a monster, it does not call for backup. A handful of crowd-control abilities have this feature, and a few surprising abilities have it also. We've been considering how this feature might evolve in the future, and suddenly realized this info wasn't actually visible in-game anywhere. So it is now! The following abilities now indicate that they prevent the target from shouting for help. Remember that this is only a display change; these abilities already did this.
A few other abilities gain this power from treasure effects, namely Werewolf's Sanguine Fangs and Knife Fighting's Marking Cut. In those cases, it was already displayed. Other Changes
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The Halloween event is live! This year it's much longer than before. If you encounter problems with any of the new quests, please remember to bug-report them.
Other changes:
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Bug fixes/tweaks:
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New Dungeons
Manticore Changes
Manticores are involved in one of the new Aurest missions, and have been refactored for that purpose. Other Changes
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This is a minor update in terms of new stuff, but it's a major update internally -- after a lot of work, we've upgraded to the latest LTS Unity version! With luck, you'll notice better performance. (And a heartfelt thanks to the brave Beta Testers who helped us make this work!)
SphereCull: The SphereCull "special setting" has been promoted to a regular setting. It is now shown as a checkbox on the Graphics setting window. By default, spherical culling is turned on; to turn it off, uncheck that checkbox. (Typing SphereCull in the special settings window no longer does anything.) 3D window viewport size: The rarely-useful "3D window viewport size" settings (there were four separate sliders for x, y, width and height) have been demoted to Special Settings. To set these values, go to the Special Settings window and add, e.g. 3DWindowX=0.25 to make the camera not render on the left-most 25% of your screen. (See the in-game Special Settings help for more information.) UI Fixes & Changes
Combat XP Tweak If you're only actively using one of your two combat skills, you no longer get a "bonus" of XP in your active skill. Let's step back and explain how XP is earned: basically, if the monster is worth 100% of its XP, each of your two skills get 50% of that... but if one of the skills hasn't been actively used within a minute, it doesn't earn anything. (That behavior is unchanged.) Previously, half of that thrown-away XP was added to the first skill's earned XP as a bonus. But this code was easily abusable by pet classes, and the only thing we really wanted to keep from this setup was the "double-bar trick". So now, we just explicitly support that trick: If you really just want to level a single skill, you can assign both skill bars to the same skill. When both your bars are for the same skill, that skill earns 75% of the monster's total XP instead of only 50%. (This behavior is unchanged, we're just documenting it.) Monsters and Mantids
Treasure Fixes
Other Changes
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This update is heavy on UI improvements. There's also some new things to discover in Sun Vale (which we won't spoiler here since it's exploration content). Plus a broad assortment of other stuff... read on!
Chat
Particle-Spam Limiter To help cut down on "particle spam" in busy towns, there's now a rate-limiter on how many unimportant gameplay particle-effects will be displayed. The limit is determined by your graphics quality level, or you can manually set it in the Settings window: it's an advanced Graphics setting called "Max Low-Pri Particles Per Second". What is a "low pri particle"? It's a particle-effect from a buff or ability that doesn't seem like it will directly affect you much: buffs and heals cast on other players (who aren't in your current group). Buffs and heals cast on you are never considered "low-pri", so even if you set the limiter to zero, you'll still see particles when people cast spells on you. We hope that this automatic limiter will prevent framerate problems in busy areas. (After a few tweaks to its algorithm, probably.) But there's also a second tool at your disposal. This one is intended for use in VERY busy areas (such as during live events). Type /particlespam in the chat box to turn on an aggressive particle-blocker. It will block all buff/heal particles cast by any player aside from you and the people in your current Group. (Unlike the automatic limiter, this command WILL hide spells that are cast on you by other players. This can be confusing in combat situations, so we don't recommend leaving this on for regular play.) You can return to normal by typing /particlespam in the chat window again. If you want to ALWAYS be in no-particle-spam mode, you can instead add the word NoParticleSpam to the Special Settings box in the Settings window. This setting supercedes the chat command. Also, as a general optimization, we no longer render "low-pri" particles on players that are very far away (specifically, players that are far beyond your Animation Cutoff distance). Monster Buffs
Bee Hive Encounter Revisions The "poke the hive" group encounters in the fae realm have been revised to be much easier. We still recommend a group of 5-6 level 70+ players, although it is possible for a very coordinated (or very well-geared) small group to handle some of them. These encounters are not well-tested. That's your job! We'd love your feedback on these encounters after you've tried them out a few times. Since we need detailed balancing feedback, you'll need to know how things are supposed to work. So the rest of this section is a spoiler! When you poke a hive, it spawns a first wave of solo enemies. After a few seconds, if your group is still alive and nearby, you'll see a note that more reinforcements are on their way. A bit after that, you'll see another note about more reinforcements. When you see those messages, it means the reinforcements are 10-20 seconds away from arriving, depending on their movement speed. They take a while to spawn in, and then have to travel to the hive. If you have the ability to perceive creatures before they spawn, you can detect these reinforcements before they spawn in. No wave of enemies has more than one elite/boss creature in it. However, the waves are short and speed is still important to avoid monster pile-ups. Positioning is also important: the hive only summons reinforcements as long as 3+ players remain close to the hive (specifically within 30 meters). If there aren't enough (living) players in the area when it's time to call reinforcements, you'll instead see a message that they've been called off. (The already-spawned reinforcements will still fight to the death, however.) The encounter ends after the third wave -- the reward is the loot from the monsters themselves. The solo monsters have higher-than-normal chances for honeycombs, even for creatures that normally don't drop honeycomb. The elite monsters have high chances of dropping Royal Jelly (although not as high as in the earlier incarnation of these encounters). We want these encounters to be frantic, and feel dangerous, but not feel insane. In other words, they should be fun. The hives nearest town are intended to be relatively easy, and the later ones should be more difficult. One of the biggest unknowns is how much time should elapse between each round of reinforcements. If your feedback indicates that certain hives are too hard, we can slow down the reinforcements, or reduce the number of enemies per round. One other thing -- the elites in these encounters now have a chance to drop Fairy Soul Anchors. They are rare and drop as a bonus item (meaning that they don't reduce the amount of "regular" loot received). Fairy Soul Anchors are useless to non-fae, and always will be, but they drop for players of all races to allow fairies a way to purchase them from other players. Monsters and Mantids After receiving your detailed feedback on this casino game (thank you!), we've revised it to have more choices, more diversity, and a bit faster playing speed.
Fairy Tweaks
Previews of Animal Husbandry We're working on a complex system for breeding and selling pet animals. It's not ready yet, so we've "turned it off" for this update. However, there are lots of little details (and bugs) that still made it into the update.
Bug Fixes/Other Stuff
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This update had a short timetable because we wanted to release these fairy bug-fixes ASAP. Even so, we were able to fit in a few other changes and rebalances. We'll be back soon with more content for fairies and non-fairies alike!
We're working on more fairy content, as well as more fairy-specific NPC text, for the next update. General Fixes
Diminishing Returns for Stuns When a monster (or player) is stunned multiple times in rapid succession, the latter stuns have a shorter duration than normal. (In MMO jargon, this general concept is referred to as "crowd-control diminishing returns.") Project: Gorgon already had diminishing returns for stuns, but in this update, we've made 'em diminish faster and more predictably. Previously, a stun couldn't be shortened to less than about 2 seconds duration. Now if you get stunned enough, the duration can go all the way to 0 seconds. Monsters have a faster rate of stun-reduction than players do, but both players and monsters have significantly faster stun-reduction than in the previous update. Elite/boss monsters with stun attacks are special: their stuns are never reduced below 2 seconds duration, no matter how often their target has been stunned. Flat-Footed Debuff Duration: Stuns also apply the "Flat-Footed" debuff, which disables all Evasion. Previously this debuff lasted for 8 seconds and now lasts for 6 seconds. (Note: it lasts 6 seconds regardless of the length of the actual stun; even a 0-second stun leaves you Flat-Footed for 6 seconds. We may scale the duration in the future.) Physics-Exploit Fixes We've rewritten the system that determines if a monster is being "perched", meaning that it can't possibly reach you due to geometry or pathing issues, while you sit back and safely whale away on it. We've also revised how monsters react when this happens. Previously, the monsters would either try to run away, or some monsters could use special ranged attacks they normally don't get to use. But that's much too complicated and error prone. For now, the monster response is very simple: if a monster is being exploited to death, it just magically heals to full, with a chat message indicating what happened. The code should be more reliable now, but this sort of system usually needs some fine-tuning. So if you get false positives, don't take it personally! Just let us know so we can tune the code. Other Balance Changes
There was some complex code involved in fixing Song of Discord, as well as the related perching fixes. And with fancy code comes fancy bugs. Please be on the lookout for monster AI problems that may have been introduced in this update. We're a tiny team and your bug reports are very valuable to us! Thanks! |
This is a big update with a lot of changes, and these update notes are pretty in-depth. The big news is the playable fairy race, but we also have major Animal Handling changes and a big set of monster rebalancing, plus more smaller tweaks, additions, and bug fixes than you can shake a wing tassel at. Buckle up!
Pet Treasure Changes:
Elite/Boss Monster Changes In this update, Elite and Boss monsters have more health and armor. They also have larger Rage bars, which means they can't perform their Rage Attacks as often. The changes are most dramatic in the high-level areas outside of Gazluk Keep and the Fae Realm. For instance, the level 65 boss called the Ratkin King previously had 18k health and now has 23k health. Elites in Gazluk Keep and the Fae Realm already had special boosts to their stats, so they didn't receive much buffing compared to monsters in other high-level areas. We've removed those "artificial" boosts, and given all monsters comparable benefits. We've also made some other systemic changes that affect monster balance (both for regular monsters and elites), which are described below. A note about Gazluk Keep: I mentioned recently on the forums that I feel Elites/Bosses drop a bit too much high-rarity loot, and I'm considering lowering them a bit, but that didn't happen in this update. However, when removing the hacked-in artificial boosts for Elites in Gazluk Keep, we found several bugs where Elites received the boosts intended for Bosses instead of Elites. This meant they were proportionally a bit tougher than intended, and they also dropped much more Exceptional, Epic, and Legendary gear than intended. These errors have been fixed as part of the clean-up process. (This primarily affected Elite orcs in hallways.) Changes to Monster Regeneration Some monsters have Regeneration. The way this works has changed. Previously, regeneration happened only every 5 seconds, so if a fight was shorter than that, no regenerating happened. Monsters now regenerate every second. At higher level, monsters regenerate more overall, too. To counter regeneration you can use indirect damage, such as damage-over-time effects. This was always the case, but the formula has changed to make damage-over-time more effective in countering regeneration. Another problem with regeneration was that it was difficult to tell when it was happening. So this new system of regeneration uses healing. This way you can see the healing numbers coming from the monster, and at least know what the heck is going on. Changes to Elite Monster "Rage Crits" When a monster makes a Rage attack, it has a chance to "critically hit" and receive extra buffs. The behavior for non-elite monsters is unchanged: a Rage Crit for a regular monster restores 25% of their health instantly. The behavior for elites/bosses has changed: previously they healed 25% of their health and 100% of their armor. Now, they recover no health and only 25% of their armor. But in addition, they gain a "Rage Shield" buff which increases their damage by 10% and shields them from 50% of direct attack damage for 7 seconds. (We're trying different mechanics to see what may work best; expect more changes in the future. Also remember that since elites have larger Rage bars now, they have fewer Rage attacks and thus fewer Rage Crits overall.) Changes to Monster Armor, and "Thick Armor" Monsters Some monsters have "thick armor". This is when a monster's armor reduces the damage it receives more than normal. Monsters like rhinos, uraks, and snails get this feature. The intent is to make these monsters MUCH tougher to just blast away at. This makes armor-removal abilities more valuable, as well as making damage-over-time and direct-health-damage abilities more interesting. But it's never really met that goal, and it needs to. In fact, all monster armor needed some improvement. The old system used small flat mitigation boosts. The new system uses percentage mitigation. This applies to all monsters -- and makes all monsters a bit tougher. Normal monsters now mitigate 20% of all direct damage when their armor bar is full. This mitigation drops as their armor is removed, so when they're at half armor they mitigate 10%, and when their armor is gone they have no extra mitigation at all. Monsters with "Thick Armor" mitigate 50% of direct damage at max armor, scaling down to 0% as their armor is removed. Elites/bosses have a bonus to this, between +10% and +20%, depending on the tier of eliteness. This stacks with thick armor, so a thick-armored Elite can have as much as 70% resistance when their Armor bar is full. Attacks that directly lower health or armor aren't mitigated. So an attack that removes 500 armor always removes 500 armor. Armor-Damage Formula Tweaks We've tweaked the formula for armor-damage from treasure, which caused various treasure effects to change (mostly very slightly). Treasure changes:
Changes to "Thorns" Damage Damage-reply effects ("thorns") no longer bypass armor when dealing instant damage. This does not apply to Damage-over-Time effects, only instant damage. The following abilities and items are affected:
Druid Changes
Shield Item Fixes
Staff Treasure Changes
Augments In Loot Augments can now be found in loot from monsters. Augments are much more likely to drop from animals (e.g. bears and wolves) than from sentient enemies such as goblins. The skills you have active will influence the types of Augments you find (e.g. you'll find more Ice Magic augments while using Ice Magic), but there is also a large randomness factor. The goal of adding augments to loot is to make augments more available to low-level players. For this reason, augments are more likely to be found on low-level monsters than high-level monsters. (At higher level we expect player-augmenters to make up the difference; the plan is that when we eventually have level 125 monsters, they won't drop augments at all -- only player augmenters will be able to make max-level augments.) For the non-Augmenters out there: augments are items that contain a random treasure effect, like you'd find on a piece of magical equipment. They can be installed into a piece of equipment to add their power to the item. If you find an augment, you can take it to any equipment-shop NPC who can install it for a fee. Both crafted and loot items can have augments installed into them. (Installing an Augment costs 100 crafting points, and all items have at least 100 crafting points.) Player Augmenters can install augments, and they can also destroy the augment currently in your item and restore the item's crafting points, allowing you to install a new augment. This option is not yet available from NPC shopkeepers, who can only install them. At low-level, though, our advice is not to worry about removing augments: you'll soon outgrow that level 20 sword, so if you find a level 20 augment that's useful, install it now, and expect to replace the sword (and the augment!) with better stuff soon. In conclusion, you should use augments. Augments are powerful. Ice Throwing-Knife Changes Ice Throwing Knives have been removed from the game. Instead, knife-throwing abilities can now use either regular throwing knives or clumps of Crystal Ice. Crystal Ice is no longer sold by vendors; instead, there is a new Ice Conjuration recipe that turns any food item into Crystal Ice. You can learn this recipe from Ichin in Rahu. (If you already knew how to craft Simple Ice Throwing Knives, you automatically know this new recipe instead.) Fairies have their own alternate methods for creating crystal ice. (They can use the Ice Conjuration recipe if they want to, but their method also generates fae energy, so is better for fairies.) Hoplology You now gain a bit more armor-restoration from Hoplology at low-level, and the rewards also now scale past 50. (It's always been possible to raise the skill higher than 50, but there were no rewards above level 50.) At level 50 Hoplology, you regain 24 Armor with every Staff attack (up from 15). At level 90, you regain 52 Armor with each Staff attack. There are not yet rewards above level 90. It now takes more XP to level Hoplology above level 30. Already-earned levels are unaffected, but your next level may need more XP than before. Burying Players To help alleviate "tombstone spam" in crowded areas, players can now bury other players' tombstones after their grave has been mourned enough. Here's how it works: if you mourn a tombstone and it's been mourned by enough other players before you, you'll be asked whether you want to bury the corpse or not. If you do, the tombstone will go away and you'll receive a small amount of Compassion XP (but not more than once per gameplay hour, to prevent abuse). You will only be asked if you want to bury a corpse if you have a shovel. The number of people that need to mourn the tombstone (before it can be buried) depends on several factors, including some randomness. Spammy deaths (such as "Suicide by Poison") can be buried after only a few mourners, whereas unusual deaths require more mourning. Hardcore deaths (by non-suicidal means) require more mourners than non-hardcore deaths. But in any case, hardcore players should remember that their tombstone is just a convenience: you can still repair your items even if the tombstone is gone. Just stand in the general area where your tombstone was and double-click your broken items to repair them. Metal Armor Set-Bonus Change The "set bonus" for wearing 3+ pieces of metal armor has changed. It now gives a point of universal direct mitigation for every 50 points of Max Armor. So a player with 600 Max Armor would reduce all attacks by 12 damage. Viewing Buffs/Debuffs on Monsters There's new benefits for raising your Anatomy skills: when you reach level 25 in any anatomy skill, you can see any active buffs/debuffs on monsters of that anatomy type. For now, this info is displayed in the Combat Info window (the same place that the monster's vulnerabilities are shown). When you reach level 50 in an anatomy skill, the Combat Info window also shows a few extra stats. This information is also available when you examine another player, as long as you have at least 25 of the relevant anatomy type. e.g. you need 25 Elf Anatomy to see the effects on an elven player. (If your relevant anatomy skill is less than 25, the window is disabled for that player, since there's no info to show.) Other Tweaks & Fixes
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Say Hello to Playable Fairies
It's useful to think of these as "physical attributes" because they're tied to physically being a fairy. If a fairy gets cursed and turns into a cow, for instance, these things go away, replaced with whatever physicality the new form has. In other words, fairies turned into cows do not naturally fly! Fairies and Death When fairy characters physically die, they respawn at their lifestone in the fae realm. In game terms, this means that when fairies press the "Respawn" button after death, they respawn in the fae realm, not in whatever area they died in. They also can't "Enter the Light." This ironically makes fairy deaths more punitive than other player deaths. Story-wise, other races don't "really" die: they're saved from death at the last instant by a mysterious force. (You meet him when you Enter the Light. The mysterious force's name is Richter.) But story-wise, fairies aren't prodigies and don't have this protection. When fairies die, they really do die -- except being immortal, they're reborn at their lifestone. This aspect of being a fairy is true regardless of what physical form the fairy has. A fairy turned into a cow is reborn as a cow in the fae realm. There are many ways for fairies to prevent this. Fairies can benefit from all the regular resurrection methods available to anyone, such as the Resuscitate ability from First Aid, or eating Eternal Greens. Fairies can also use their Fae racial powers to create an item that lets them respawn in the local area like other races would. Skill Bonuses for Fairies That covers most of the bad stuff involved in being a fairy. Let's look at some of the good stuff! Story-wise, new fairies have had a convenient memory-wipe like new-player humans, elves, and rakshasa. But thanks to thousands of years of practice, fairies still retain some combat memories. Fairies start with four combat skills at level 30: Ice Magic, Knife Fighting, Animal Handling, and Mentalism. They also get special bonuses for each of those skills -- some bonuses are small, some large. Let's go over each. Ice Magic: Since the fae realm is controlled by the Winter Court, fairies are currently very in-tune with Ice Magic. It comes quite naturally to them. For game purposes, this means fairies don't have to perform research to learn new Ice Magic spells. Instead, they automatically learn a new Ice Magic spell each time they level the skill, and a few spells are learned from fairy trainers. Knife Fighting: Fairies can create "crystal ice" with their racial skill (see below) and use it in knife-throwing abilities like Hamstring Throw and Fan of Blades, so they dont need to carry metal throwing knives. They also learn an alternate version of the ability Slice which uses thrown ice. There are also a few new treasure effects that may be useful to knife-fighting fairies, although those are available to all races. (Note that the in-game prototype skill "Ice Conjuration" has been obsoleted; fairies don't have to turn their crystal ice into "Ice Throwing Knives"; they just throw the ice directly. Less inventory hassle.) Animal Handling: Fairies start the game with two free pets already in their stable, a bee and a wasp. These pets weren't mind-wiped like the fairy was, and they still remember how to fight! They are level 100 pets with maxed loyalty Bond Levels. (Animal Handling pets are capped to the player's Animal Handling level, so at first they behave as level 30 pets, since fairies start with level 30 Animal Handling. But they don't need any training or bonding time; whenever the fairy levels up, the pets can immediately be re-summoned at a higher level.) The bee and wasp pets are similar to ones that are found in the fae realm. So other races CAN tame these pets, but not until they reach a pretty high level. In addition, fairies can choose to resurrect dead Animal Handling pets using their fae racial magic instead of needing to use First Aid Kits. Mentalism: Saving the best for last, perhaps: there's a new combat sub-skill for Mentalism called Fairy Magic. (Note: "Fairy Magic" isn't the same as Fae racial magic!) Fairies can put both Mentalism abilities and Fairy Magic abilities on their Mentalism bar, mixing and matching as desired. Fairy Magic has new abilities such as Fairy Fire, Astral Strike, and Fae Conduit, plus new treasure effects. Fairy Magic adds more diversity to the types of builds possible with Mentalism. Fae Racial Skill Lastly, there is a new racial skill for fairies, representing things that only fairies can do. This involves several new mechanics. Fairies have a new energy meter for Fae Energy, similar to the Metabolism meter. They can use Fae Energy in several ways, usually in conjunction with two new material resources, Crystal Ice and Fairy Dust. Fairies learn how to turn junk items into Crystal Ice, and how to turn unwanted magical equipment into Fairy Dust. As a side-effect, these transformations also generate Fae Energy to fill up their energy meter. Fairies can use Crystal Ice directly as thrown weapons (with the Knife Fighting combat skill). They can also directly consume Fairy Dust, which acts as an instant healing item and a flight-speed buff. But the most impressive fairy tricks involve combining ice, dust, and fae energy together. Fairies eventually learn how to create temporary items such as health kits, utility knives, short-lived food, and more. This "fairy stuff" is made partially from ice and so eventually melts if not used, but can act as sources of common items, or at least backups. The fae racial skill is also where we've stashed other "fairy things" ... powers and abilities that magical beings like fairies ought to have. Some powers are basically cosmetic, such as summoning colored lights or changing the color of their wings. Others are precious convenience features, such as being able to teleport without needing expensive materials. Fae can also craft a few unique items that other races may want, such as potions that randomly (and permanently) change hair color or beard shape. Balancing Pros and Cons All told, fairies have to be more careful when fighting, and they have to travel a bit lighter than other races. But these negatives are offset by positive benefits and unique combat tricks. My hope is that playing a fairy feels like a fresh way to play, with different things to think about and consider. There are a lot of different aspects to the race's balance, so it's likely to be a bit bumpy at first. But we'll work out the kinks over time. Being a low-level fairy is also notably harder than being a high-level fairy. That's just sort of how it goes, I'm afraid: since fairies get new tricks as they level up, they can eventually take more risks and have less downtime. I'm trying to counterbalance that a bit by giving low-level fairies some extra gifts from quests. For instance, some "pocket pants" help newbies cope with reduced inventory space, and there are alternative ways to unlock a few skills early on (such as Transmutation). But even after unlocking the later tricks and features, fairies will always need to be more careful than other races. So if playing a fragile yet powerful spellcaster -- or a tiny flying knife-wielding maniac -- sounds fun, then this is the race for you! Combat-Balance Blog Soon There are also a bunch of combat-mechanics changes coming in the same update as fairies. This includes changes to pets, to monster stats, and to monster behaviors and traits (such as the "Thick Armor" monster trait). I'm working on a blog post about those changes which should be ready soon! The actual update will be ready "soon" too, though, so if the update arrives before the blog, I'll just work some of the background info into the patch notes. (I'm hoping to get both things done by the end of February, but testing and tweaking is taking a while, and the patch may end up being in the first week of March instead.) |
[This blog post is from the developer, Citan.] |
[This blog post is from the developer, Citan] |
Today's Deal: Save 33% on Project: Gorgon!* |
This is a smallish update with bug fixes and design iterations. We've also added Treasure Cartography to Sun Vale.
Sushi Changes Following up on the previous update notes, we're going to try the "nigiri is basically like potions" approach and see how that feels. Nigiri changes:
In an attempt to make sushi recipes more predictable, we've changed Sushi Roll recipes to use the same herb needed by the corresponding nigiri recipe. For instance, Eel Nigiri now requires Oregano, so Eel Sushi Roll also requires Oregano (instead of Seaweed). Also, Cavefish Sushi Roll became level 40 food instead of level 35. [h2]Other Instant-Snack Changes[/h2] It seems best to be consistent with the idea that instant-snack foods have no usage delay. (In fact, loot items like Rattus Root and Raw Oyster were supposed to be instant already.) The following instant-snack foods are now truly instant:
We expect there will be further changes to instant-snack food as we continue to iterate on the design. Other Changes
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Holiday Event
Stun Trap was too overpowered and has been nerfed a bit. Sushi Roll Nerfs Sushi Roll items have been reduced in effective food level. Theyre intentionally higher-level than their ingredients would suggest... but they went too far, being so overpowered that they made most other cooking recipes irrelevant. They've been toned down a bit while still trying to retain their purpose:
Note that the Nigiri recipes from Sushi Preparation have not been changed at this time, although they're also MUCH higher-level than their ingredients would suggest. (Nigiri is instant-healing food which is so good that it basically obsoletes healing potions at high level.) There are pros and cons to having a food item be better than healing potions. One of the cons is that we don't really have room to give Alchemists the ability to brew healing potions. Those potion recipes couldn't possibly be easier or more convenient than "slap two fish slices on storebought rice"! But on the other hand, it's fun flavor for sushi to be the best in-combat healing item. We're still considering the options, and leaving it alone for now. Other Changes
Thanks! Thanks for helping us make the game better with your feedback! If you type "/redeem DevGift2019" into the chat box (without the quotes) you'll receive a unique title and some XP potions. This is our way of saying thank-you for your patience and support! (If you've been around for many years you may have an additional novelty title to redeem; use "/redeem" to see a list of available redemptions.) |
This is a bug-fix update, more or less. (The Fae Realm changes might not be "bug fixes" exactly, but close enough!)
Flight Changes
Fae Realm
UI Fixes
Other Fixes
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This update brings some changes and experiments to the game. There's new Fall foods, changes to swimming, and changes to the stats of food.
Swimming Changes In preparation for upcoming content we've made improvements/changes to how swimming works. Please play with these changes and give us feedback and bug reports!
Food Changes We've rebalanced food a bit to make Meals more useful. This mainly involved moving some of the power of Snacks into Meals. Snacks once lasted only 15 minutes, and so were much more potent than meals. But in a previous update we changed Snacks to last as long as Meals (and even receive the Gourmand bonuses that Meals receive), and we're pretty happy with that change. And the total potency of Meals+Snacks combined was in the right ballpark -- it's just that most of that potency was coming from the Snack, and the Meal was largely irrelevant. This is obviously dumb and needed fixing. We've also made other small rebalances to food stats, including some changes to Cheese stats. Cheese received both minor nerfs and minor buffs. (And since eating a Cheese Meal plus a Cheese Snack was already often over-healing while out of combat, nerfing those numbers isn't as noticeable as buffing the in-combat regen. But the in-combat regen buff was small... so... basically it's a wash.) Explaining the overall changes is tricky. The changes affect food at all levels, but we'll use some hypothetical level 80 food as an example. That will show the changes the most dramatically. Tldr: For players that already ate both a meal and a snack, the changes will probably not be very noticeable. If you only ate Snacks before, though, you will definitely notice how empty your stomach is now. Level 80 (Non-Cheese) Meal: (arrows indicate changes in this update; no arrow means no change)
Level 80 (Non-Cheese) Snack:
Level 80 Cheese Meal:
Level 80 Cheese Snack:
Other Changes:
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This is a minor bug-fix patch:
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Happy Halloween! The Halloween event has begun! You will receive a quest when you log in to get you started.
Giant Bat Changes This skill had a lot of abilities with different damage types (piercing, slashing, darkness, nature, electricity), and treasure that involved yet more damage types (mostly trauma). This wide spread of damage types meant Giant Bat could take advantage of a lot of different monster weaknesses, but made it difficult to "stack" damage-type buffs. We think the "sweet spot" is a little smaller, so we've consolidated some of these, and also added a bit more treasure that can change damage types. Ability category changes: We've also had to reorganize the skill's ability tags (e.g. Core Attack, Nice Attack, etc.) This has several effects -- most obviously, things that affect a certain category will benefit different abilities. But these changes also change the "treasure budget" for these abilities. For example, Smouldering Gaze switched from a Nice Attack to an Epic Attack, allowing the loot to be more powerful. (This also has down sides, notably Power cost increases.)
Ability Changes
Treasure Changes
New Treasure
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This update brings a smorgasbord of new mechanics, new content, tweaks and fixes. The Fae Realm gets some more polish, there are new recipes and new treasure effects to check out, armor sets are a thing (sort of), and lots more. So let's get to it!
Leather:
Plate:
Organic:
Just to make sure it's clear: your armor doesn't need to all be made of the same material to get Combat Refresh bonuses! We're just using the "full suit" numbers to make it easier to understand what's changed. Each individual piece of armor adds a portion of the above numbers to your Combat Refresh, so if you're wearing a mixture of different materials, your total Combat Refresh bonus will be a mixture of the numbers shown above. But what if you ARE wearing a full suit made of the same material? In that case, see below... Armor-Material Set Bonuses In this update, we're experimenting with bonuses for players who wear all (or mostly all) of the same type of armor. There are five main armor slots: head, chest, legs, feet, and hands. If at least three of these are made of the same material (cloth, leather, metal, or organic), your Basic Attack has a special bonus:
The game doesn't tell you about these set bonuses anywhere at the moment -- so it's a good thing you read these patch notes! Once you have enough pieces for the bonus, the bonus shows up on the ability description for your Basic Attack like normal, but nothing in the game tells you that wearing 3 pieces of same-material gear will give you that bonus. This reflects the fact that this system is extremely experimental and may be removed or dramatically altered. Keep that in mind as you try it out, and tell us what you think about it! New Skill-Agnostic Treasure Effects In this update we worked to improve skill-agnostic (a/k/a "generic") treasure effects. We've added new treasure effects, mostly focusing on defensive and support options that can be easily worked into existing skill builds. It may be worthwhile to check the ability tags on the skills you use, because sometimes the categorization can be surprising. For instance, the Deer skill's Minor Heal is also an attack; Battle Chemistry's Major Heal is an area-effect group heal; the sidebar ability First Aid is a Major Heal; almost all combat skills have a Signature Debuff, even if they're not particularly debuffy; etc. Due to the diverse nature of these abilities, in a few cases the treasure won't be useful to a particular skill -- for instance, Mentalism's Signature Debuff deals no direct damage, so the treasure that boosts Signature Debuff damage by +25% isn't helpful. (But the armor-damage still applies.) The numbers shown below are for the level 80 version of each effect:
In addition, we tweaked the potency of some existing generic treasure effects and added level 80 versions of some effects that didn't have any. Notable changes include:
Mentalism Changes Mentalism didn't receive the full "revamp" treatment in this update: we experimented with some new ideas, but they haven't panned out so far. But there were a number of buffs and revisions. Abilities:
Treasure effects:
One thing that the in-game text doesn't do a good job of explaining is that most of Mentalism's heals, including the health/armor/power waves, are subject to phrenological "critical heals". This works similarly to phrenological "critical hits" for damage: if you're healing an elven player and your Elf Phrenology skill is 50, you have an 8% chance to "critically heal" that player. (Note that this applies to Psychology's heals as well!) By default a critical heal increases the healing by 25%, but treasure effects can boost this number very dramatically. Since every "tick" has a separate chance to critically-heal, high-level Mentalists who use stacked Healing Waves (for instance) will see a big improvement to their total group healing by using gear with "Psychology/Mentalism Critical Hit Damage +X% when skill Mentalism active". (And, of course, by raising their phrenology skills to 50.) We're considering replacing this system with something that's more intuitive... and a little easier to balance. The current system doesn't do anything at low level, when you probably haven't even discovered Phrenology, and yet by very high level, it starts to become too powerful. (In fact, this is one of the reasons we've held off on raising Phrenology skills above level 50.) So it's possible this entire system will change, but that's how it works right now! Fae Realm We've fixed a bunch of bugs and made some tweaks to content in the Fae Realm. We have more content in the works for the area in future updates, and we're still actively evaluating and tweaking the combat and training details, so please keep sending in the feedback and bug reports!
In addition, there is a new work order board near Solgribue's work station. The NPC who accepts completed orders is not in town, however -- he appears during nighttime at the second mushroom circle. Other Changes & Fixes Carpentry:
Mining:
Other: |
The Fae Realm
Shield Ability Change In addition, there is one Shield ability change:
Level Cap Increases All combat skills can now be raised to level 80 (plus bonus levels). Additionally, many auxiliary-combat skills and non-combat skills have higher level caps. Most of these caps can be raised by training with the fairies of the Fae Realm. Fae Realm trainers require a substance called Royal Jelly in addition to cash. For the most expensive training, this pricing works in players' benefit: e.g. instead of charging 500,000 Councils to raise a combat skill level-cap, they charge 400,000 Councils and 3 Royal Jelly -- and 3 Royal Jelly is easier to come by than 100k councils. However, in other cases the fairies have simply added a Royal Jelly cost without significantly reducing the cash cost. We have explained to the fae that this is not how prices are expected to work, but fairies are ancient, stubborn creatures who are immune to Haggling. They insist that "mortals will be fine" and "this Royal Jelly is really important" and "you need to stop being so greedy, human". We will continue to monitor the cost issues, but our advice for high-level players is to carefully choose your training priorities. Of course, you were doing that already. Some NPC trainers already taught abilities in the mid-70s level range. These abilities are now learned via new 70-80 trainers in the fae realm. The NPCs continue to train them also, but the favor requirement is Soul Mates, which is extremely difficult to achieve. The design intent is that any ability training that requires Soul Mates can also be learned from some other method. Other level cap increases:
New Bonus Skill Levels
Training Changes
Health & Power Advancement Previously, you received +1 Max Power for each level above 50 in your active combat skills. You now receive a point every other level in the 50s, then receive no further Max Power increases after level 60. For a player with two level 70 combat skills, this amounts to a change of -30 Max Power in total, counting both skills. Most animal-form skills (except werewolf and bat) are a special case: they use a different power advancement curve, and their Max Power starts dropping off in the 60s instead of the 50s.
Recipe XP Drop-off When you complete a recipe that is significantly lower than your skill level, you will now earn less than the full XP for that recipe. This is a pretty gradual process: for most recipes, the XP doesn't drop to 0 until your skill level is more than 50 levels above the recipe's level. The Recipe window now shows you how much XP you'll earn for repeat completions. (Note that this number doesn't include weird one-off XP awards, such as the Teleportation XP bonus for binding to a new teleport spot -- it just shows the basic XP earned from the recipe.) Not all recipes work this way because it just doesn't make sense in some cases. And a few recipes have slightly different drop-off rates. The intent isn't to make it super-hard to level up, just to push players away from using way-too-easy recipes at very high levels. If you feel a skill is now much too hard to level up (perhaps because of a lack of recipes in a particular level range), please let us know so we can address it! This doesn't apply to the first-time use of a recipe, which intentionally awards a large bonus. That large bonus is always the same regardless of your skill level. Other Skill & Ability Changes
Other Changes & Fixes Trade Window
Monster Vulnerabilities Note that only changes are listed here, not full vulnerability/resistance lists.
Misc
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This update is a potpourri of tweaks, bug fixes, and new content. So let's get to it!
Gazluk Keep Gazluk Keep continues to be our testing ground for high-level group content. The following tweaks have been made in this update:
Live Events We've added some major new tools for admin-run live events. We're continuing to improve the design of live events based on your feedback, so please continue to give feedback after any live event you participate in! Thanks! Unarmed Skill Changes Unarmed is the oldest skill (its internal ID is #1) and it has seen many permutations. It is intended to be a strongly defensive skill with a lot of control abilities, moderate damage potential, and powerful combos. In a previous update we accidentally created a scenario where it was possible to use the skill's Epic Attack every 15 seconds, which added a huge amount of damage potential. As usual, we left it alone for a while to see what the ramifications were (lots of times, balance errors end up working out fine), but in this case it's obvious that this is not going to be sustainable into future higher levels, and it gets more overpowered every time we add a way to buff Epic Attacks. So we've nerfed the treasure effect responsible. We're also working on making percentage-based mitigation treasure scale better between low and high levels, and Unarmed is the first skill to see those changes. Previously, low-level mitigation treasure was very weak (e.g. "3% of the physical damage you take is mitigated"), then it scaled to the original target power-level around level 50, and then kept going higher after that. Our plan for percentage mitigation now is that it will start off much stronger and cap out around level 50 or 60, and we're adding other effects to the treasure that can continue to scale past that level. The Unarmed skill was created before Evasion existed, but it's a natural fit for the skill, so we've added a bit of Evasion to the treasure effects. In addition, the game engine can now support "side-effects" of Evading, and Unarmed is the first recipient of these effects. (For instance, one treasure effect is "Any time you Evade an attack, your next attack deals +133 damage".) As with any new tech, bugs are possible; please report them! We've also tweaked most of the meditation combos. Those changes aren't documented individually here because it's too spammy, but in general the combo changes came in two flavors: boosts to damage, and replacing "Punch" steps with "Any Melee" steps. Some other changes were made to add more synergy with other Trauma-damage skills. Ability Changes:
Treasure Changes:
Legacy Items Legacy items are items that cannot be generated in-game anymore, typically due to changes to the treasure-effect tables. If you have a Legacy item, you can continue using it for 30 days before it becomes permanently broken. There is a small golem in Serbule (in a house near the well) called the Legacy Item Replacer. This golem can tell you why an item is Legacy, and can replace the item with a new randomly-generated item with the same rarity. New to this update, you can also use Transmutation to remove the treasure effect that is making your item Legacy. After you've used Transmutation to change the offending effect into something else, log out and then log back in so that the game re-examines the item and removes the Legacy status. (If it works, the message "THIS IS A LEGACY ITEM" should disappear from the item description after relogging.) Werewolf Treasure We've taken a second look at a few treasure effects, especially the effects for Shadow Feint. We didn't correctly account for its dual-state nature and the effects were a bit too weak.
Fixes to Damage Type Overrides When a treasure effect changes the type of damage an ability deals, the game previously only partially implemented this: the target's vulnerabilities and resistances to the new damage type were calculated correctly, but it still used the original damage type when calculating total damage. For related reasons, the ability tooltip didn't completely show what was changing, only mentioning it at the bottom under "Other Effects". This is fixed, both internally and in the displayed info. The tooltip will show the new damage type in green (indicating it is enchanted), and the damage is calculated based on that new damage type. Sonic Damage Retired We're retiring the "Sonic" damage type. It was basically only accessible from the Giant Bat and Bard skills, and Giant Bats can't be Bards, so there wasn't much synergy (except perhaps in groups). After playing with some ideas, we realized no upcoming new combat skills were going to do a lot of Sonic damage, either. So we're converting all Sonic attacks to a different damage type to allow for more interconnectedness between skills. We've converted them all to Nature damage for now, although some may get changed to another damage type when we next focus on the individual skills involved.
Preventing Unintentional Quest Turn-ins Having an NPC steal your good boots, when what you wanted was to give him your not-nearly-as-good boots, is a frustrating pain! So we've tweaked the behavior a little:
These sound like small bug-fixes, but they involved a bit more work than it may seem. The changes have been tested, but as always, please be on the lookout for bugs or complications. Footsteps We've made major changes to the footstep sound-effect system to allow for more types of sounds, such as squishy sounds for sand and splash sounds when running in shallow water. More work is planned in this area eventually, including volume fixes and different sounds for different boot types. (Currently the game assumes you're always wearing metal boots.) Other Changes
Lore Adjustments We've made a few small tweaks to game lore:
External Character References We're working on some new ways for you to share your deeds and actions with the outside world. One thing we're working on is a "news ticker" that shows recent heroic exploits, such as killing a boss, completing a recipe for the 1000th time, maxing out a skill, that sort of thing. (It's not live yet -- we're still experimenting with it.) We'll only be using your character's name, and possibly other in-game names such as your guild's name -- we'd never share any real-life information. But if you are uncomfortable with having your character name-dropped outside of the game, you can opt out: in the "Social" window, under the "RESTRICT" tab, turn off "External References". And, of course, when you're in Incognito mode you're also left off of the news ticker, because you obviously want to be incognito! (As a reminder of how incognito works: you can log-in Incognito by holding down the SHIFT key at the character-selection screen. The "LOGIN" button will change to say "INCOGNITO LOGIN". This mode prevents your friends-list from being notified that you logged in, prevents you from showing up in /who lists and Guild-Online lists, etc. If you want to play incognito all the time, you can type "/incognito on" (without the quotes) into the chat window.) |
This is a small update to add fixes and new features for future live events. Stay tuned to see them in action! There are also some other bug fixes:
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Ilmari War Caches
Generic Effects: When you transmute an effect that isn't tied to a skill (e.g. "Max Health +10"), the cost now depends on the rarity of the item:
In addition, the phlogiston cost is reduced for low-level items:
Hammer Changes The Hammer skill was somewhat heavily-impacted by the damage-formula changes in the last update, so we spent some time refining this skill. We've restructured some of Hammer's gear to have more favorable synergy with other effects, sometimes by changing small percentage bonuses to larger flat bonuses. We've also added a few new treasure effects (not listed here, as usual). Concussion Debuffs: Certain hammer treasure effects apply Concussion debuffs which makes the victim "prone to random self-stuns". - These debuffs are now a bit more effective. (Also note that these three debuffs stack with each other, although that isn't a new thing.) - One of the aforementioned Concussion debuffs has been moved out of treasure and added to the basic Rib Shatter ability Rib Shatter: This ability previously caused Trauma damage over time. But since Hammer doesn't have much Trauma synergy (and doesn't really have room for it in its treasure tables -- Hammer has a lot of other stuff going on!), Rib Shatter has been revised. It is now a heavier-hitting hammer attack that also causes the target to be prone to random self-stuns -- in other words, it applies the Mild Concussion debuff that used to be a treasure effect for Reverberating Strike. Various treasure effects were adjusted or replaced as a result.
Lycanthropy Lycanthropy is one of the oldest skills in the game, existing since "pre-pre-alpha". It's changed many times over the years of early development. (It went through a "tons of loot-activated combos" phase for a while, and a "super-fast-Bite" phase, and a "corpse-eating gives infinite healing" phase ... Good times!) But after our last batch of changes (way back in 2017!) we switched our attention to other skills. Returning, finally, to Lycanthropy, we've found that it has some overpowered damage combinations, but also had a bunch of crufty stuff. Some of that crufty stuff was left over from previous versions of the skill (like one Piercing ability in a skill that's now focused on Crushing/Slashing/Trauma), or abilities that were prototyped in the 2017 revision but didn't pan out like we'd hoped (like See Red, which just ended up being a random mishmash of buffs and heals). Other problems were due to engine limitations that are now fixed -- the new version of Shadow Feint is much closer to what was originally imagined, but couldn't be implemented at the time. So there are a bunch of changes here which will take some time to get used to. These changes do nerf the most common damage combination currently in max-level use, but despite that, we expect this will not feel like that big of a nerf after players adjust to the new skill. (And in many cases will be a buff.) It's also simply more fun to play than before. General:
Skulk: Skulk's base damage boost was too high, and some of its loot was also too powerful.
See Red: See Red had some treasure that was a little overpowered, but most of its treasure (and its inherent buff) were underwhelming. Since werewolves already have several other nice 30-second-reset abilities, See Red just felt a little out of place. So in this update we've tried something new. The ability has been entirely re-envisioned: instead of a self-buff, it's now a melee attack. Its treasure still provides a broad range of utility, though, and with the shorter reset time (10 sec instead of 30), it's more versatile.
All treasure effects revised:
Because the ability is now an attack, it needed more ability tiers than when it was a buff. The ability previously went up to See Red 4, and now goes to See Red 7. Sanja trains up to See Red 5, and the last two are taught from the Altar of Norala. If you had the old See Red 3 or 4, you still have them, but they are now for a lower level than before; you will need to obtain the new tiers. Shadow Feint:
All Shadow Feint treasure effects were overhauled:
Beast Metabolism:
Norala Altar Buffs:
Training: It costs fewer altar points to learn abilities and raise your level cap at the Altar of Norala. This is still the primary way you're expected to raise the skill level cap. (Keep in mind that the altar lets you buy level-cap increases before you reach your max level.) If you don't want to wait until a full moon, you can now also train with Sanja in Kur. This is VERY expensive, however! Sanja also temporarily teaches the new tiers of See Red, to help existing werewolves adapt to the changes. She will stop training these in the next update after the full moon -- they are normally learned from the Altar of Norala. Other Skill & Ability Changes
Monster Balance Changes Monsters' critical hits were dealing too much damage when their Rage Attacks critically hit, potentially killing a player instantly. This was most prevalent in Elites, but a few solo-oriented monsters were also too dangerous. We're adjusting things a bit: now when monsters' Rage Attacks critically hit, they no longer deal +100% damage, but instead deal +50% damage and also heal the monster for 25% of its Max Health. If the monster is an Elite or Boss, Rage Attack crits also heal 100% of the monster's Armor. Non-Rage-attack crits continue to boost +100% damage as before. Note that this change also automatically applies to any pets that have Rage Attacks (such as Necromancy minions). Rage and Crit Bug Fixes While working on critical hit damage for monsters' Rage attacks, we encountered and fixed some other bugs related to critical hits and Rage. Due to a data-processing bug, abilities that are supposed to generate extra Rage in enemies had stopped doing so. This was broken for a fairly long time (over 6 months), but is now fixed. Affected abilities should once again show this info in the ability info window. This affects:
In addition:
Gazluk-Only Balance Change: Gazluk Keep continues to be our testing ground for changes to high-level group content, since it's the highest-level group dungeon at the moment. We believe high-level group monsters need a large increase in Max Health to make group combat play out as intended, so we're experimenting with that in GK. Elite monsters in Gazluk Keep now have between 3000 and 4000 extra health, and bosses have up to 6000 extra health. This is an interim step -- it's probable that group monsters need even more health than this, but other changes are probably needed before we crank it all the way up. So this is an experiment so we can gather feedback and see what the ramifications are. Other Changes and Fixes
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Welcome to another large Project: Gorgon patch! This is a dense update with a lot of moving parts, including balance changes, new powers and abilities, and a large new dungeon. And these are some really long update notes... so let's get to it!
Damage-Type Calculation Changes This update also changes how damage-type-specific buffs are calculated. Previously, these were added very late in the calculation process. This meant that a flat damage-type buff such as "Slashing Damage +5" would indeed add 5 to the damage, but the +5 wouldn't get multiplied in with other ability multipliers. This is different from most flat bonuses which are added in before multiplicative bonuses. On the other hand, percentage damage-type buffs such as "Slashing Damage +10%" benefitted from this setup, because they were a separate multiplier piled on top of everything else. Damage-type-specific buffs are now calculated exactly the same way as other buffs: flat boosts are added to the ability's damage first, then all multiplicative boosts are added together before multiplying by the flat amount. This means that flat damage-type boosts ("Slashing Damage +5") are more effective, since other ability multipliers now include them. But percentage damage-type buffs ("Slashing Damage +10%") are weaker because that percentage buff is now lumped in with other percentage-damage buffs. Whether this is a "nerf" or a "buff" depends on the particular treasure and abilities you use. Treasure like "Double Hit causes your next attack to deal +100 damage if it is a Crushing attack" is more potent, but treasure like "Piercing Damage +16% when Animal Handling Skill Active" is weaker. We didn't make this change specifically to nerf or buff anything -- we changed it so that it'd be easier to understand and remember, for both players and developers! (In fact, many of the existing treasure effects were designed with the assumption that it worked this way already, because we'd misremembered how damage-type calculations worked. Hence the programmer mantra: "Having fewer special cases is better!") We've made some changes to specific abilities and skills as a result of this change -- as described in the lengthy notes below -- and we will make additional revisions in future updates as necessary. Base Damage Changes Base Damage Multipliers are one of the few special cases we intend to keep around. Base Damage Multipliers increase your ability's damage, but they aren't supposed to be multiplied by anything else. In theory, if your Sword attack does 100 damage and you have "Sword Base Damage +10%" treasure, the treasure should never add more than 10 damage, no matter what other bonuses you may have. But due to the way the game engine worked, some bonuses multiplied the base damage: damage-type bonuses (such as "Fire Damage +5%" equipment) and damage-type vulnerabilities (such as when monsters are inherently weak to fire). Since we were fixing damage-type calculations, this seemed the best time to also fix the base-damage calculations. Now, Base Damage Multipliers will no longer get multiplied by anything else. (Theoretically -- bugs are always possible! Did we mention that you should report any bugs you see?) There's an upside to this change: every combat skill except Animal Handling has a treasure effect that boosts base damage for that skill. For Sword skill, this is "Sword Base Damage +26%", for Unarmed it's "Unarmed Base Damage +26%", etc. These effects needed a bit of a boost, but the system change needed to happen first. Now that that's done, these treasure effects can scale up:
We intend to use Base Damage in more interesting ways in the future. (A note on terminology: there used to be a related concept called "Base Damage Bonuses", which were flat bonuses such as "Sword Base Damage +5". These bonuses would get added to damage after certain other multipliers were already applied. We removed this special case several updates ago. Those bonuses are now just regular bonuses, like "Sword Damage +5". They get added in with all other flat bonuses first, before any multipliers. This change was made a while ago, but some treasure effects still used the old labels. We've cleaned up the game's terminology to be more consistent.) Ability Damage Formula Recap As of now, here's how ability damage is calculated:
This gives a general idea of how it's supposed to work. If it seems complicated, well... it is. But it was a lot more complicated before this update! There are literally hundreds of ways to get boosts and buffs, though, so there's lots of space for mistakes or omissions. If you find problems, especially problems where the ability tooltip wildly disagrees with the actual damage done, please assume these are bugs and report them! Remember to report the gear, abilities, and buffs involved, plus the monster you're attacking -- the monster is very important since it can have vulnerabilities and resistances. You can 'attach' an item to a bug report, which is handy, but we don't yet have the ability to include screenshots in your in-game reports. So if you want to include a screenshot, please make an in-game report and then also e-mail the screenshot to support@projectgorgon.com, or post the screenshot to the forum. Thanks! Fire Magic One of Fire Magic's core combat abilities was pretty irrelevant: Fire Bolts simply didn't have much purpose anymore, given the availability of better area-effect attacks. After some prototyping a replacement, we ended up with ... an ability that's pretty much exactly like the Shield ability "Fire Shield". But it's more potent, and hey - it stacks with Fire Shield! (... which also received some improvements in this update. See below.) - The ability Fire Bolts has been replaced with a new ability, Molten Veins. All equipment that affected Fire Bolts has been revised to affect Molten Veins -- albeit in different ways, since the abilities are entirely different. Other Fire Magic changes:
Druid Healing Sanctuary, intended to be one of the most potent tools in the druid's arsenal, was finnicky and annoying to use. And due to technological limitations of pet-buffing -- which have since been fixed -- the treasure effects were mostly kinda dumb. So:
Other Druid changes:
Shield Since we were adjusting the damage-reflection abilities of Druid and Fire Magic, we also adjusted Shield's damage reflection ability, Fire Shield.
Other Shield changes:
Other Skill & Treasure Changes
Belt Changes
Quest-Item Fixes "Quest Items" are items that are only needed for a certain quest. (Their icons have a thin red border.) If a special monster drops one of these items, each player that can loot the monster is supposed to be able to pick up their own copy of the quest item -- or, if the monster only has a chance to drop the quest item, each player has their own separate chance. A few monsters didn't behave this way: "Mr. Squeaky", James Eltibule, and Mudtusks. These monsters now drop quest items per-player as intended. Another problem was that solo-oriented quest monsters could be buried or eaten by the first person that looted them, thereby preventing other players from looting their quest items. So quest-item-dropping monsters can no longer be buried or eaten. Spawn Precognition There are new rituals (recipes) that allow you to detect where a newly-spawned enemy will appear a few seconds before it actually arrives. Ashk in Rahu teaches two of these rituals. The first, allowing you to see respawning monsters 3 seconds before they appear, can be learned if you've completed the Eye of Fate favor and have Meditation 25 or Shamanic Infusion 25. Other Changes
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Player Work-Order Board: Browse Categories
Training Changes
Other Changes
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Ri-Shin Winter Celebration
Battle Chemistry:
Druid:
Ice Magic:
Knife:
Pig:
Staff:
Werewolf:
Unarmed:
Other:
Skill Revisions Several skills have gotten a bit of holiday love! For the following skill changes, we've tried to avoid turning gear "Legacy". (Legacy items are invalid items; they stop working and have to be replaced after 30 days.) To do that, retired treasure effects have been replaced with new effects that use the same equipment slots as the old. As a side-effect of squeezing new effects in wherever they can fit, it's possible that your gear will have effects for entirely different abilities than it had before! Sorry about that. We try to avoid that, but sometimes it's unavoidable. Necromancy: Necromancy has never been especially powerful at high-level, in large part due to a bunch of buggy treasure effects. You could build some interesting "darkness blaster" necromancers, but at high-level the pets were generally useless. We started out just fixing the bugs, but then decided to go a lot further: the majority of Necromancy's treasure effects have been altered with an eye toward creating interesting pet-oriented playstyles and skill combinations. Ability Changes:
Treasure Changes of Note: Since there were almost no Necromancy treasure effects that were entirely unchanged, this just lists the ones that changed significantly in function. Many other effects were rebalanced but not fundamentally changed, and a bunch of other Necromancy effects were entirely removed to make room for new ones. (See below.)
Retired Necromancy Treasure Mods:
All of these have been replaced with entirely new effects. Cow:
Cows' gear configuration posed a slightly thornier problem. While it was possible to build robust tanky builds, it required a lot of gear before it started to work: there were separate treasure effects for crushing, slashing, and piercing protection, and a typical "tank" would need all three -- and at high level they would probably want two of each. And since all six of those effects appeared on only Hands and Feet gear, cow gear ended up feeling pretty uninspired. We've changed those effects around, and also tried to address some other problematic play aspects and build limitations. Deer:
Rabbit: The rabbit skill was unfinished: it had basic treasure effects but the selection was very shallow, which especially caused problems at high level. We've added two new abilities and dozens of new treasure effects to give Rabbit players a wider range of builds. Rabbits are the only animal form that can access Ice Magic, so some of the new rabbit treasure synergizes with it. We've also deepened the possibilities for melee rabbits (when combined, presumably, with Unarmed) and added more tools to build supportive Mentalist rabbits. We've also worked harder to make Carrot Power the defining feature it was meant to be. Rabbits love veggies and we want rabbit players to love veggies too, thanks to their powerful game effects! There were two problems with carrots: they was too expensive to use routinely, and the effects didn't really justify that hassle. So we've tackled the problem from both directions, making rabbit abilities consume far fewer carrots (especially with gear effects), as well as buffing up the potency and versatility of the ability's treasure options. (And remember that the ability's requirement for "carrots" can also be met with carrot-flavored rabbit treats, which can be bartered in Animal Town. This is how you turn other veggies into "carrots"!) Other changes:
Spider: Abilities:
Other Stuff
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This is a quick touch-up to last week's update.
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Today's update contains a huge array of new features, bugfixes, and quality of life improvements.
Inventory UI Vendor Lock: If you've unlocked at least 1 extra inventory folder, you can now right-click the folder and choose "Vendor Lock" to keep the contents of that folder hidden from the vendor sales screen. Items from vendor-locked folders simply won't be shown in the sales list at all, just as items used in a Loadout are not shown. Inventory Hints: The inventory panel now offers you hints about items that are useful for your current situation. For example, when you are giving a gift to an NPC, the UI will highlight appropriate gifts in the inventory window with an animated overlay. Similarly, when you are viewing a storage vault that can only store certain types of items, items you are allowed to store in that vault are highlighted. Likewise with consignment: the items you are allowed to consign with that vendor are highlighted. Sorting Tweaks: We've refined the Inventory Sort button to automatically recognize new categories of items. The goal is for similar types of items to clump together when sorted. For example: mushrooms now sort next to each other, different stages of cotton sort together, silk sorts together, skinning knives appear near other tools, throwing knives sort together, and many more. Other:
Main UI Drag Lock: If you want to prevent accidentally messing up your ability bars, there's a new option for you in the Settings window under the GUI tab. Just disable the option "Allow dragging things off of ability bars". You'll still be able to drag icons from the Abilities window ONTO your bars; you just won't be able to drag them OFF of the bars. Effect Wiggle: Beneficial effects that last more than 5 minutes will now "wiggle" when the effect is nearly over. This is intended to alert you that important buffs (such as Food) are wearing off, and that you had probably better do something about that. Other:
Miscellaneous Steam Family Sharing: We no longer support Steam's Family Sharing feature, which lets other family members "borrow" your games while you aren't playing them. This was being used by a few people to create extra "mule" characters for free. Very few players are affected by this change, but if you are affected and you need help sorting things out, just drop us an e-mail at support@projectgorgon.com. (And remember that if you want to let someone try out the game, you just can point them at the free demo!) BookSaveToFile: Remember the old save-reports-to-file feature that was lost when we replaced the UI? No? Well, we've re-implemented it. If you add BookSaveToFile to your special settings, the "book" UI window will have a button that saves the contents to a file on your hard drive. This feature is intended to let players save reports such as the results from '/isearch' or '/guild who' so they can reference this information outside of the game. (Please note that this convenience feature may eventually be restricted to people who have the VIP subscriber plan.) Other:
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I wanted to give you an update on our plans for near-future game updates. But first, let's talk about the demo!
We want to let our amazing community help Demo players if they get stuck or have questions, but it has to be easy to opt in and out. That's why we've tied private messages to the new Demo chat room. If you want to help Demo players, simply join this chat room. (Right-click a chat tab, choose Edit Chat Tab, and add "Demo" to the tab's channels. Or you can type /join Demo to quickly create a new chat tab for it.) While you're in the Demo chat room, you'll also be able to communicate via PMs with demo users. If you leave the Demo room (by closing the Demo chat tab), demo users will be unable to PM you further (and vice versa). Demo users are still bound by the same code of conduct as regular players, and demo users that are abusive will be gagged or banned as usual. And you can always use /ignore to ignore obnoxious users. But since it's so easy to create new demo characters, we wanted this extra layer of abuse-protection for our community. To sum up: If you're happy to help demo users, join the Demo chat room. If it becomes too distracting, just leave that chat room. No design is ever perfect on the first try, so I'm sure we'll need to tweak these rules after we see what problems demo users run into. But I think this is a good first version. Upcoming Game Improvements We've talked before about the next big engineering task, which is rewriting the animation code to use Unity's newer 'Mecanim' system instead of our current home-brewed system. This coding work has been outsourced to our partners, who are developing it in a separate code branch. Unfortunately, it's taking longer than anticipated, and I'm not yet sure when the new animation system will be ready to integrate into the game. That also means horses are delayed, because the mounts need Mecanim. In the mean time, we're working on other parts of the game: improving the UI, fixing bugs, adding missing content, and revising game systems. Plus adding a few more new game systems to keep it interesting. Improving the UI The next update has some iterative improvements to the UI. For instance, it seems that a lot of players never find the "More Info" feature for items. (You currently find it by right-clicking an item and choosing 'More Info', and it can tell you things like who to gift the item to... no note-taking necessary!) I'll be adding an alternative way to get to that info so that it's easier to discover. More substantively, there's a new little feature called Practical Summoning. This is designed to make it a little easier to manage crafting ingredients. I can't count the number of times I've been trying to craft something and realized I forgot an ingredient and have to run and get it from storage. Once your character masters Practical Summoning, there's a new button in the crafting window to summon missing ingredients. (As shown by the "Summon..." link in this in-development screenshot.) Clicking that button lets you summon items from nearby storage areas -- all the storage in the current town you're in, more or less. There are a few caveats -- namely, it only works on fixed ingredients, not ingredients that you drag and drop into recipe slots. And it can't help you put stuff away after you're finished crafting. But I'm enjoying it and I think it'll be a nice little quality-of-life improvement. You'll be able to learn this trick from a mantis in the casino -- it costs a few thousand Councils and requires Teleportation level 12. The next update also fixes a bunch of annoying UI bugs, and there are some other new UI features that I don't want to talk about yet (because they may not work out... they're still being prototyped as I write this). And there are, of course, many more UI improvements to come in the future, too. Fleshing out Content Over the next few months we'll be taking a look at the higher-level areas: Kur, Ilmari, Rahu, and Gazluk. These areas all need more points of interest, more things to discover, most stuff to do! There are also a bunch of unfinished NPCs in these areas, and even entire storylines that just haven't made it into the game yet, plus some missing dungeons (a few larger ones, but mostly smaller soloable ones). Some areas will also see heavy revision for technical reasons. In particular, the terrain of Rahu will probably need to be remade. It was created via a different method than the other outdoor areas, as an experiment. We'd hoped this new method would work better than it did. (But hey, that's what experiments are for.) We'll be revising it to use the technique we used in other outdoor areas. I'm not sure what new content will be in the very next update yet (if any!). But I wanted to give you an idea of what we'll be working on for the next couple of updates. (Plus, of course, there's the Christmas event! It will be based on last years' alpha event, but with more stuff.) Revising Game Systems This game has a lot of game systems. A LOT of game systems. Many are pretty nicely fleshed-out, but some are basically just prototypes that need a lot of revision. I have a long list of systems that need to be improved. Some of those systems include mushroom farming, "dangerous improvement" recipes, guild features, and several combat skills. Some of these things just need tweaks and refinement, while others may go back to the drawing board entirely. Note: All This Will Take Several Months! I don't want to give the idea that all of this stuff will happen in the very next update, which is only about a week away. The next update is mostly UI stuff. We like to work in short sprints of two or three weeks, so we'll be rolling these changes out piecemeal over several months. This way you get access to the features ASAP, and we get timely feedback. A big advantage of this work style is that we can pivot to new priorities very quickly. And we often do just that! When the new animation system is ready, it'll probably be higher-priority than a lot of these tasks, so unfinished tasks on this list may go to the back burner. However it goes, I'll keep you posted! Thanks for supporting us! - Citan (Eric) PS - we could really use your help getting word out about the demo. It can be downloaded via the "Download Demo" link on our Steam store page: https://store.steampowered.com/app/342940/Project_Gorgon/ Discuss this blog post on our forum |
This is a small bug-fix update. The Halloween event is NOT over yet -- it will run through the middle of the week (Wednesday or Thursday).
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Halloween
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Red Wing Casino
Monster Crits High-level monsters needed to do a bit more damage, and high-level combat also needed to be a bit less predictable. So instead of just buffing monster damage as we've done in the past, this time we've introduced monster crits. Monsters now have a chance to critically-hit for double damage. The chance is based on the monster's internal combat level. For every level after 30, monsters gain 0.25% chance to crit. This means that by level 70, they have a 10% chance to crit for double damage. Elite and Boss monsters have an extra +5% chance to critically-hit. (This is a flat bonus that's the same at every level. This means that even newbie bosses will occasionally lay the smackdown. It's for your own good! Dying builds character.) (Non-AH) Pet Crits Some of the pet skills are in an awkward place right now because high-level player damage is still so high that pets can't contribute very usefully. We're still working on high-level player damage scaling. In the short term, the tech for these new monster crits give us an interesting way to buff pets a bit. For every pet-level above 30, the pet gains 0.25% chance to crit. Note this is not YOUR skill level, but the pet's level. (Each summoned pet has an inherent level; to get a higher-level pet you need to use a higher-level summoning ability.) Pet crits deal +100% damage at level 30, plus 1% more for every level above that.
This change may not be permanent, but it will help high-level pets in the short term. Note that this applies to all pets EXCEPT animal-handling pets. Animal-handling pets use a different critical-hit mechanic already. So this affects necromancy pets, baby spiders, summoned deer, minigolems, etc. Other Changes & Fixes
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This is a server-only update to fix some networking and database performance problems.
That's it for now, but we're hard at work on a new content update which will be ready in a few weeks. More info soon! |
Catalog Golems
Skill Changes These changes are a continuation of our DoT (Damage-over-Time) ability revamps. We are now mostly finished with the conversion, except for a few DoTs with special behavior that can't be converted. Those handful of unique DoTs will use the older system for the foreseeable future. (And of course we may have missed some or made mistakes!) Archery
Crossbow
Druid
Giant Bat
Hammer
Lycanthropy
Spider
Misc
Other Changes and Fixes
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Hi guys! The next update is coming in just a few days. I've been focusing pretty heavily on the update, but I had some time today, so I wanted to give you a status update. |
This is primarily a bug-fix update. It includes important server-side bug-fixes, plus other fixes and improvements that happened to be ready to go.
UI Fixes and Improvements
Skill Changes We're in the process of converting all damage-over-time (DoT) effects in the game to use a new system that stacks better and has more information in ability-tooltips. (We're about 2/3 finished with that conversion as of this update.) While doing this technical conversion, we're also recalculating DoT treasure effects using new formulae and guidelines that should make DoTs more useful and understandable. (One of these guidelines is that a DoT that lasts more than about 12 seconds is too long.) We're also trying to normalize DoT tick count to every 2 seconds. Some DoTs would "tick" (deal damage) every second, while others ticked every 2 seconds, or 3, 4, or 5 seconds. This was done to work within other existing balance ideas, but when all DoTs behave so differently, it's too hard for players to understand what's going on and how to make their DoTs better. So we're unifying most of these DoTs to deal damage every 2 seconds. Most DoTs will deal increased damage under the new balance guidelines, although a handful of DoTs that had 1-second ticks may effectively be weaker (depending on what per-tick buffs you had). Aside from DoT changes, there are some other bug-fixes and problem-adjustments that were easy to fix while doing the conversion. Animal Handling:
Archery:
Battle Chemistry:
Druid:
Fire Magic:
Giant Bat:
Hammer:
Mentalism:
Necromancy:
Pig:
Priest:
Shield:
Spider:
Staff:
Sword:
Unarmed: Note: Slashing Strike's damage was calculated incorrectly; this affects the ability and all treasure effects related to it.
Additional skill and ability changes, including tweaks to how area-of-effect attacks work, will be in the next update (in a few weeks). The treasure-mod rebalancing discussed in the May 2018 Dev Blog will still happen, but we're delaying it for bit while we collect more up-to-date gameplay metrics. Eltibule Changes
Miscellaneous
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This is a hotfix update to fix some bugs in Friday's major update. (A "hotfix" is just our term for any update that doesn't require you to download a new game client.)
We'll have a bunch more bug fixes in a full client update soon. |
There's a new combat skill in this update! The Priest skill is primarily a healer and is especially powerful in groups. Unlocking Priest requires either Compassion 25 or Psychology 25. A priest in Kur Mountains' inn area can assist you in learning the skill.
Recipe Prerequisites Many equipment-crafting recipes now have prerequisites, other recipes that you must already know before you can learn the new one. For instance, you must know the "Decent" version of a recipe before you can learn the "Nice" version, and must learn the "Nice" version before you can learn the "Quality" version. There is one major exception to this rule: max-enchanted recipes. To learn max-enchanted recipes you don't need to know all the previous max-enchanted recipes in that line; you just need to know the base recipe. For instance, to craft a "Quality Leather Helm (Max-Enchanted)", you need to know how to craft "Quality Leather Helm", but you don't need to know how to craft "Nice Leather Helm (Max-Enchanted)". Players who had already learned recipes "out of order" will still have the recipes in their list (so they don't have to re-learn it), but the recipes can't be used until their prerequisites are learned. Player Titles If you preordered a deluxe version of the game that includes a custom title (such as the Kickstarter 'Duke' package, or similar packages from Indiegogo or the Gorgon Shop), that title is now available! (Assuming that you filled out the backer form to tell us what title you want... we are still waiting on those forms for dozens of people.) All characters on your account will automatically receive the title when you log in. You can also give your unique title to other players if you want to. There are two ways: you can use the new chat command /entitle to give your title to a nearby player (e.g. type "/entitle Bob" in chat, without the quotes, to give a player named Bob your title). In addition, you can create scrolls that bestow your title on whoever reads one -- these can be sold or given away. You can create 5 of these scrolls every 7 days. Use the command "/redeem CustomTitleScrolls" to get a stack of 5 scrolls. (You can use the command "/redeem" without anything else to see if your 7 days are up: if it says you have no redemptions available, you still have to wait!) NOTE: Once given out, you cannot take the title away from someone. So take great care! If you do NOT have a title and you think you should have a title, don't panic -- this is just the first pass, and there may be data errors or omissions. Just let us know and we'll straighten it out in the next game update! Note: Player-owned titles are colored yellow for now, but we are still deciding on colors, so that may change. Graphics Changes
Detailed Knife Changes The knife skill underwent many subtle adjustments over multiple iterations. It's possible that small tweaks were made that are not reflected in this list. (But we probably found them all.)
Knife treasure changes:
Changes to Other Skills' Treasure Mods Note: in the newest developer blog, we discussed an upcoming adjustment to percentage-based-damage treasure mods. This change has NOT been made yet because it needs more internal testing; it will happen in a future update. The following changes are side-effects of bug fixes or tweaks to how DOTs are calculated. There are more DOT-related treasure changes necessary; they will happen in a future update.
Miscellaneous Fixes
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Hi, I'm Eric ("Citan") Heimburg, the lead developer of Project: Gorgon. It's been a while since I did a dev blog -- while we were crunching on the UI rewrite, and then the Steam integration, there wasn't a lot to say besides "we're still doing that thing we already talked about." But now that we have some space, it's time for a dev blog! |
This is a bug-fix update.
Animal Handling Fixes:
Content Fixes:
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This update contains a smorgasbord of optimizations, bug fixes, and new content.
Animal Handling Equipment-Mod Changes The following treasure mods were changed. Existing gear has been automatically updated to use the new effects.
General Changes
Fixes to Treasure Mods
"Special Settings" Changes
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