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Update Notes: April 26, 2019
Decades ago, the Crone Hegemony built massive bunkers in the Ilmari Desert, bunkers which have since been buried deep in the shifting sands. But what the wind hides can be unhidden... Ilmari War Caches are mini-dungeons with level 50-60 solo monsters. Each War Cache is designed to be a quick solo adventure. Each time you start a War Cache quest, you'll get a map that works much like a treasure map, except the treasure is an entrance portal. The map is used up when you enter -- you can't get back in if you have to leave, so you need to come prepared! (If you fail the quest you can just cancel it and get a new quest, but the next quest may send you to a different dungeon.) However, these quests aren't time-limited: you can log out of these dungeons and log back in later. You just can't leave the dungeon and come back later, since leaving would fail the quest. These are not instanced dungeons, so it's possible for other players to be randomly sent to the same dungeon. Any quest items that come from monster loot are cloned for each person that loots it. However, since this is primarily a solo experience, all the "puzzle" mechanics are instanced. This means when you flip a lever to open a gate, only your version of the lever flips and only your version of the gate opens. We did this to ensure that other players can't screw up your puzzle, intentionally or not. Note that the "map fog" in War Caches erases itself when you leave, so if you repeat the war cache, you'll need to map it again. (Clearing this fog does not earn Cartography XP.) This is our way of saying "don't obsess over clearing every inch of map fog, just play!" To get started with the War Caches, talk to Sir Johnson in Amulna. We'd love to get your feedback on this experience! To report a problem with a particular quest, please refer to it by the indicator mentioned in the quest text, such as "War Cache T-1". Note: Because these dungeons aren't instanced, and because we expect a lot of players will want to check them out immediately after the update, please expect some congestion at first and schedule your time accordingly.
We've changed the amount of Phlogiston and Durability consumed by Transmutation. Transmutation costs are now tied to the rarity of the item. This is generally a "buff"; costs are reduced in most cases. For reference, the rarity levels are Uncommon (green), Rare (blue), Exceptional (red), Epic (purple), and Legendary (gold). Skill-Specific Effects: When you transmute an effect associated with a specific skill (e.g. "Unarmed Base Damage +20%"), the cost now depends on the rarity of the item:
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 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:
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:
[ 2019-04-26 06:34:40 CET ] [ Original post ]
Ilmari War Caches
Decades ago, the Crone Hegemony built massive bunkers in the Ilmari Desert, bunkers which have since been buried deep in the shifting sands. But what the wind hides can be unhidden... Ilmari War Caches are mini-dungeons with level 50-60 solo monsters. Each War Cache is designed to be a quick solo adventure. Each time you start a War Cache quest, you'll get a map that works much like a treasure map, except the treasure is an entrance portal. The map is used up when you enter -- you can't get back in if you have to leave, so you need to come prepared! (If you fail the quest you can just cancel it and get a new quest, but the next quest may send you to a different dungeon.) However, these quests aren't time-limited: you can log out of these dungeons and log back in later. You just can't leave the dungeon and come back later, since leaving would fail the quest. These are not instanced dungeons, so it's possible for other players to be randomly sent to the same dungeon. Any quest items that come from monster loot are cloned for each person that loots it. However, since this is primarily a solo experience, all the "puzzle" mechanics are instanced. This means when you flip a lever to open a gate, only your version of the lever flips and only your version of the gate opens. We did this to ensure that other players can't screw up your puzzle, intentionally or not. Note that the "map fog" in War Caches erases itself when you leave, so if you repeat the war cache, you'll need to map it again. (Clearing this fog does not earn Cartography XP.) This is our way of saying "don't obsess over clearing every inch of map fog, just play!" To get started with the War Caches, talk to Sir Johnson in Amulna. We'd love to get your feedback on this experience! To report a problem with a particular quest, please refer to it by the indicator mentioned in the quest text, such as "War Cache T-1". Note: Because these dungeons aren't instanced, and because we expect a lot of players will want to check them out immediately after the update, please expect some congestion at first and schedule your time accordingly.
Transmutation Cost Changes
We've changed the amount of Phlogiston and Durability consumed by Transmutation. Transmutation costs are now tied to the rarity of the item. This is generally a "buff"; costs are reduced in most cases. For reference, the rarity levels are Uncommon (green), Rare (blue), Exceptional (red), Epic (purple), and Legendary (gold). Skill-Specific Effects: When you transmute an effect associated with a specific skill (e.g. "Unarmed Base Damage +20%"), the cost now depends on the rarity of the item:
- Uncommon and Rare: 5 Durability and 25 Phlogiston
- Exceptional: 10 Durability and 30 Phlogiston
- Epic: 20 Durability and 35 Phlogiston
- Legendary: 25 Durability and 35 Phlogiston
- Previously, the cost for all Rarities was: 25 Durability and 35 Phlogiston
- Uncommon and Rare: 5 Durability and 10 Phlogiston
- Exceptional: 10 Durability and 15 Phlogiston
- Epic: 15 Durability and 20 Phlogiston
- Legendary: 20 Durability and 20 Phlogiston
- Previously, the cost for all Rarities was: 20 Durability and 10 Phlogiston
- 15 less Phlogiston for items level 15 and under
- 10 less Phlogiston for items level 30 and under
- 5 less Phlogiston for items level 45 and under
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.
- "Rib Shatter deals +220 Trauma damage over 10 seconds" => "Rib Shatter restores 40 Health to you"
- Way of the Hammer: "For 10 seconds, all targets deal +15% Crushing Damage" => +35%
- "Way of the Hammer boosts Slashing and Piercing Damage +17% for 10 seconds" => +34%
- "Way of the Hammer boosts all targets' Electricity Damage +20% for 10 seconds" => +35%
- Way of the Hammer is now marked as a Signature Support ability for the purpose of buffs that affect Signature Support.
- The treasure effect "Hammer attacks deal +16% damage but generate +48% Rage" was incorrectly boosting hammer Base Damage, not regular damage. This has been fixed, making the effect typically generate more damage in high-level builds.
- The cost of Pound To Slag was tweaked slightly, and its Reuse Timer changed from 50s to 45s. (Some treasure mods were recalculated very slightly as a result of the shortened reuse timer.)
- Latent Charge: Delayed electricity damage now occurs after 5 seconds, not 8 seconds.
- The treasure effect "Pound To Slag hastens the current reuse timer of Look at My Hammer by 5 seconds" was previously available for all levels 50+, and did the same thing at all levels. There are now higher tiers of this effect which also boost Pound To Slag damage. All pre-existing versions of this effect are still the level 50 one, but new gear can obtain higher versions now. (Note that this effect is still not available in gear below level 50.)
- "Reckless Slam deals +33% damage and taunts -360" => "Reckless Slam deals +64 damage and taunts -285" (It deals about the same damage but synergizes more nicely with other Reckless Slam mods.)
- "Reverberating Strike restores 38 armor to you and taunts -275" => " Reverberating Strike restores 96 armor after a 6-second delay"
- "Hurl Lightning Damage +39% and Reuse Time -1 second" => "Hurl Lightning Damage +94 and Reuse Time -1 second"
- "Thunderstrike Damage +38%" => "Thunderstrike Damage +128"
- "Reverberating Strike deals 70 direct health damage and applies the Mild Concussion status: target is susceptible to random self-stuns" => "Reverberating Strike Damage +85"
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:
- Sanguine Fangs damage changed from Piercing to Crushing.
- "Sanguine Fangs suddenly deals 280 Trauma damage after a 12-second delay" => 8-second delay
- Sanguine Fangs base direct damage increased. Some treasure effects revised as a result.
- Blood of the Pack has a faster animation.
- "Werewolf Claw, Double Claw, and Pouncing Rake Damage +22%" => " Werewolf Claw, Double Claw, and Pouncing Rake Damage +50"
- "All Werewolf attacks have a 31% chance to deal 64 Trauma damage over 8 seconds" => 47% chance
- "Double Claw deals +114 armor damage" => "Double Claw deals +88 damage"
- "All Werewolf attacks have a 31% chance to deal 64 Trauma damage over 8 seconds" => "Werewolf Max Health +35"
- Skulk: The "next attack" bonus damage is reduced significantly. (For example, Skulk 4 now gives +223, instead of +359.)
- "Skulk grants you +35 Mitigation against all attacks" => +24 Mitigation
- "Skulk causes your next attack to deal +70% damage if it is a Crushing attack" => +43% damage
- "When Skulk is used, you recover 52 Health and all enemies within 10 meters are taunted -1375" => taunted -700
- Skulk now has a faster casting time and a different in-use particle
- See Red is now a Trauma attack with a 10-second reuse timer and a lower Power cost.
- See Red no longer buffs Piercing/Slashing damage.
- "See Red restores 132 Armor" => "For 8 seconds after using See Red, all other Lycanthropy attacks deal 116 Trauma damage over 8 seconds"
- "See Red grants you Melee Evasion +18%" => +14%
- "See Red increases the damage of your next attack by +260" => +95
- "See Red restores 54 Health and costs -20 Power" => "See Red deals +36 damage and Power cost is -16"
- "See Red heals you for 85 health" => 38 health
- Shadow Feint: This ability is now a toggle. Use it once to enter "feint mode." You will see a small indicator showing where you will teleport back to. Use again to teleport back. The range of the ability has decreased from 40m at all levels to 30/35/40m. Teleport time window shortened.
- Shadow Feint Has faster animation, and the 1-second channeling delay was removed.
- "After using Shadow Feint, your Lycanthropy Base Damage increases +36% for 30 seconds or until you are attacked" => "Shadow Feint raises your Lycanthropy Base Damage +36% for 20 seconds or until you trigger the teleport"
- "After using Shadow Feint, your Sprint Speed increases +3 for 15 seconds and your next attack deals +120 damage" => " Shadow Feint boosts the damage of your next attack +144 if it is a Lycanthropy ability" (note that the old version also only buffed Lycanthropy abilities; it just didn't say so)
- "Shadow Feint heals 130 health and 130 armor when you teleport" => "When you teleport via Shadow Feint, you recover 70 Health"
- "Shadow Feint boosts your In-Combat Armor Regeneration +35 for 20 seconds" => "When you teleport via Shadow Feint, you recover 50 Armor and your Sprint Speed is +3 for 10 seconds"
- Werewolves no longer need to be "out of combat" to eat corpses.
- Inherent recovery-per-level from corpses is a little higher.
- Previously, raising the Beast Metabolism skill only increased the duration of the recovery buff. It now also slightly increases the amount of healing and power recovered (per tick). This can be further boosted by treasure effects.
- Boosted potency of Max Health buffs from +10/20/30/40/50 to +10/20/35/50/75 and added a sixth tier that goes to +100.
- Boosted potency of Corpse Eat Healing buffs from +4/7/10/12/15/18 to +4/8/12/16/20 and added a sixth tier that goes to +25.
- The fifth tier of Max Power buffs is reduced in cost from 3 tokens to 2.
- The fifth tier of Physical Mitigation is reduced in cost from 2 tokens to 1.
- Clarified labels to indicate that "Werewolf Damage Boost %" increases Base Damage.
Other Skill & Ability Changes
- Bard: "All bard songs restore X Health [or Armor] to YOU every 4 seconds" => fixed bugs that allowed these treasure mods to get applied multiple times when switching songs.
- Bard: Fixed a bug that caused some song-oriented treasure effects to apply themselves for 60 seconds after you had manually toggled the song off.
- Priest: The ability Invigorate claimed to restore Power but restored that amount of Health instead. Now it restores Power as intended. (Treasure effects were already correct, only the base Power healing from the ability was wrong.)
- Spider: Due to changes to the game engine, the treasure effect "Web Trap sets a teleport spot. If you are hit 6 times within 30 seconds you'll automatically teleport back to that spot. (Must be within 40 meters of teleport spot.)" no longer worked. Since it was really not very useful, we didn't try to make it work and just replaced it. It is now: "While you are near your Web Trap, you recover 4 Power per second".
- Treasure effects that boost Spore Bomb, Stake the Heart, Fish Gut, and Crossbow attacks are more potent.
- Many pieces of equipment that innately boost a damage type by a percentage (e.g. Spring Fairy Shoes, which have inherent bonuses to Nature and Electricity damage) have been buffed.
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:
- Most Fire Magic abilities
- Battle Chemistry's Toxin Bomb
- Mentalism's Mindreave
- Archery's Fire Arrow
- Priests' Flamestrike and Righteous Flame
- Shambling Corpses' health-reaping attacks
- Skeleton Mages' fire attacks
- Pet Fire Walls' attacks
- The melee attacks of fiery pet rats
- Several Psychology abilities were not correctly marked as receiving critical hits from Phrenology; this is now fixed.
- Crossbow abilities now gain the same chance to "critically hit" that bows do, based on your Anatomy skill and the target's anatomy type. Crossbows gain a +50% damage mod when they crit. (This isn't a bug fix, it's a small power-up.)
- Several monsters did not deal full intended damage with their Rage attacks: Worghests, Gazluk Elite Tacticians, Ratkin hammer-users
Other Changes and Fixes
- Desert Environments: If you are entirely out of hydration in the desert there is now a small chance every second that you will die of dehydration. Stay hydrated! Going into a NPC's building, such as Arlan's shop or Makara's tent, will stop dehydration. In fact as a convenience, being anywhere within the city walls of Amulna prevents dehydration.
- Fixed a bug with Crafted Nimble Boots and Crafted Nimble Pants, which evaded much more often than the listed times.
- The tailoring recipes that add +1% damage of a particular type to shirts and pants have been changed to add +2% damage instead. This change is retroactive. (Note: there was a "round off" bug which could cause these recipes to effectively add +0.9% instead of +1%. This bug has been fixed for new uses of the recipe, but unfortunately it could not be fixed retroactively. So if your old gear added e.g. +5.7% damage, it now adds +11.4% damage, not +12% damage as you might expect.)
- You can no longer use Practical Summoning to summon items that have less than 100% durability. (In other words, you can summon a pristine firkin, but not one with 70% durability remaining.) This is a temporary limitation. Previously, summoning partially-used items magically repaired their durability, which was unintentional.
- You can no longer use the "Reuse Liquor Barrel" or "Reuse Beer Keg" recipes on NPC-brewed liquor (such as Spiked Egg Nog or Burn-Throat).
- Brewing results that raise Max Armor for a particular race were incorrectly labeled as raising Max Health for that race. These now correctly say that they boost Max Armor. (Just to clarify, there are ALSO brewing results that raise Max Health for a particular race, and these are unchanged. The bug was that the armor-boosting ones were labeled as health-boosting.)
- You can now right-click raw fish in your inventory and choose "Fillet Fish" to quickly bring up the appropriate fillet recipe. (Assuming you know how to fillet that type of fish, of course.)
- Breaking down Treant Wood now requires Carpentry 50 instead of Carpentry 20.
- Swapped the icons for Sunstone and Morganite to better match the gem descriptions, and the dye color they create.
- Fixed a bug where malachite attuned to the Rabbit skill did not work correctly in recipes if the malachite was placed in the second gem slot.
- Torgan correctly appreciates gifts of Awesome Metal Slabs.
- Lady Windsong's favor "Escaped Snail Meat" bestows a special druid ability Rotflesh, but if you were not eligible for the ability (generally because you didn't yet know Rotskin 6, its prerequisite), you did not learn the ability. This is fixed retroactively, so if you've completed the quest the ability is now in your list. (But you still have to learn Rotskin 6 before you can actually use it!)
- The Amulna residents Falkrin Overstrike and Alravesa the All-Hunter are still not fully written, despite having important roles to play. They can now be found in the dining area above Selaxi's shop, where they can at least have a drink while they wait.
- The Guardian Rhino's curse "Gored Pockets" changed from -10 Inventory to -5 Inventory. Players who had the old curse will find they are magically cured; this "free cure" is just a side-effect of an internal version number change, and not something we typically need to do when tweaking a curse. But hey: free cure! You're welcome.
- Sentient tornadoes are now more dangerous. They gain innate Projectile Evasion and Melee Evasion, and they a different set of resistances and vulnerabilities than before. However, they are very vulnerable to Burst attacks.
- Fixed a bug that prevented Ice Cocks from breaking more than one toe at a time. (It was supposed to stack to x9 originally; it now stacks to x3 because 9 is too much.)
- The "Slaughterer of Spiders" behavior badge was tied to generic animal killing, not spiders. (Meaning it was the same as the Slaughterer of Countless Animals badge.)
- Made it easier to maintain the "Slaughterer of X" badges -- they no longer require you to have killed more of that monster type than other kinds of monster. (They still have the requirement that you have killed 1000+ in your lifetime, and 500+ in the past 30 days real-time or 24 hours game time. Meaning that they "wear" off and you lose them if you stop murdering that type of foe.)
- If you attempt to use an ability but the server doesn't think the reset timer is up, the game client is updated to show the ability's remaining time needed, rather than showing the ability as having been just-used.
- Improved the performance of "floaty numbers" (damage and healing numbers). Lots of floaty numbers could cause framerate lag.
- Also, floaty damage numbers for your character now float overtop your character's head, like they do for other characters. Previously they floated down from the "portrait box" in the top-left corner, but it was very hard to notice them. If you prefer the old format you can enable it in Special Settings by typing the word PortraitFloaties into the text box.
- Fixed bug where changing the font size of "Size of Combat Numbers (Self)" did not get saved to preferences.
- Fixed map issues in Gazluk Keep (such as weird pointer direction and lack of map fog).
- Optimized memory usage and loading times in Gazluk Keep. These changes should help people whose computers crash when loading into this area. Note: it's now a VERY bad idea to use the "NoCull" Special Setting while in Gazluk Keep, because the Keep now relies very heavily on occlusion culling for performance.
- Updated the contents of the Live Event Reward Chests (located behind the Serbule inn) so that newer types of equipment have a chance of being found in them.
- Command /shop opens a web page to the Gorgon Shop.
[ 2019-04-26 06:34:40 CET ] [ Original post ]
Project: Gorgon
Elder Game, LLC
Developer
Elder Game, LLC
Publisher
2018-03-12
Release
Game News Posts:
106
🎹🖱️Keyboard + Mouse
Very Positive
(2062 reviews)
The Game includes VR Support
Public Linux Depots:
- P:G Linux [7.37 G]
Available DLCs:
- Project: Gorgon VIP Membership
- Project: Gorgon - Extra Character Slots Pack
GO ON AN ADVENTURE
Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) featuring an immersive experience that allows the player to forge their own path through exploration and discovery. We don't guide you through a world on rails, and as a result, there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill-based leveling system that bucks the current trend of pre-determined classes, allowing the player to combine skills in order to create a truly unique playing experience.
AN IMMERSIVE WORLD
When you play Project: Gorgon, we want you to feel as if you’re immersed in a whole new virtual world. Rather than trying to manage this with just graphics and excessive backstory, we’ve designed the game with dozens of gameplay features that make you feel like you’re really there interacting with the world, such as:
- Each non-player (NPC) you meet has their own goals and interest, and reward players that choose to be their friend.
- You can drop items on the ground, and other players can pick them up. What’s so great about that? Imagine laying down a trail of literal (virtual) breadcrumbs to guide your friends (or lure your enemies) into the woods.
- Shopkeepers keep inventory, so you can buy items that other players have sold to them. Want to help out new players? Sell your cast-off items to the shopkeeper in the new player zone and watch the new players go to town.
- If you are on fire, you can jump into a lake to put it out. This type of mechanic can have a subtle effect on your strategies, especially when you are fighting a fire mage!
- You can inscribe messages onto items, write books, and even leave notes for other players. Make your name as an in-game poet, or pronounce your greatness to the world!
UNIQUE EXPERIENCES
In Project: Gorgon you kill monsters - a lot of them - and you take their loot. In order to keep the experience fun and interesting, we’ve developed unique combat experiences to keep the fights feeling fresh. The loot is randomly generated, monsters have unique abilities, and dungeons have puzzles, traps, and terrifying bosses! The combat skills are entirely free-form. You can learn as many combat skills as you want, and use any two of them at the same time to create your own personal “class.” Project: Gorgon features dozens to choose from, including:
- Battle Chemistry: Create huge explosions, inject yourself with mysterious mutagens or program a pet golem!
- Unarmed Combat: Grapple and control enemies using a situational-aware combo system that varies based on where you are and what day it is.
- Animal Handling: Tame animals and train them to become ferocious fighters. Then breed your best and sell their offspring to other players.
- Necromancy: Seek out corpses and graveyards to raise an undead army. No graveyard around? Well, there are always the corpses of your friends.
- Cow: Got turned into a cow by that boss? That sucks. But learn some kicks and how to stampede, and you'll be right back out there kicking grass in no time!
- That’s just a few! There’s also Sword Fighting, Combat Psychology, Staff Fighting, Sigil Scripting, Mentalism, and more.
Player Choices are important in Project: Gorgon. You can learn as many skills as you want, but sometimes power comes with downsides. You can become infected with lycanthropy and gain access to very powerful skill sets. As a lycanthrope, you are able to roam the world in a pack or as a lone wolf; however, when there is a full moon (which is tied to the real world lunar calendar) you are stuck in your beast form. There’s no cure for lycanthropy.
You can become a Druid - which will give you great power, but you have to vow to drop everything when there’s an emergency involving nature. It could be a forest fire, a monster invasion or even a pesky insect. Nature never lets you ignore your duties, ever.
New opportunists come open, but others will be closed. Can you bear heavy burdens in exchange for greater power?
JOIN THE COMMUNITY
The community is a critical aspect of Project: Gorgon. We strive to maintain a strong, engaged community, supporting our players through:
- Live Events with a focus on story.
- Mechanisms For player-created quest content.
- Player housing (limited and instanced).
- Player-managed shops and vendor stalls.
- In-game communication tools like bulletin boards.
- Bookshelves where you can write and submit your own books and stories (and players can vote on their favorites).
HELP DEFINE THE GAME
During our beta ("early access") period, your feedback helps improve the game, from small things like bug-reports to large things like new skill suggestions, monster ideas, and more! We've already used hundreds of player-provided suggestions during our alpha period, and we'll use even more suggestions during beta as we get into the down-and-dirty details of combat, crafting, and exploration.
MINIMAL SETUP
- OS: Ubuntu 18.04
- Processor: Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: ATI Radeon HD 3870 / NVIDIA 8800 GT / Intel HD 4000 Integrated GraphicsNetwork: Broadband Internet connection
- Storage: 10 GB available space
- OS: Ubuntu 18.04
- Processor: Quad Core Processor 2.4GHz or fasterMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: AMD Radeon R9 / NVIDIA GeForce GTX 1070Network: Broadband Internet connection
- Storage: 10 GB available space
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