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Update Notes: September 20, 2019
In this update we focused on providing players with more survivability options, and one part of the game that wasn't pulling its weight (in terms of importance to players) is the Combat Refresh. Every 15 seconds, your Basic Attack triggers a "Combat Refresh" that restores extra health, armor, and/or power. The amount you recover is partially based on the level of your Basic Attack, but the biggest increases come from your armor: every piece of armor increases the health, armor, and/or power recovered from a Combat Refresh. The amounts are based on the material the armor's made of: cloth, leather, metal, or organic. In this update, we've boosted these numbers quite a lot. For purposes of comparing old to new values, we'll imagine a hypothetical set of level 80 armor of each material. First we list how much this hypothetical set added to your Combat Refresh before this update, then we list the new amounts for this update. Cloth:
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:
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:
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:
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!
Carpentry: More recipe-book cash values have been normalized (in this case, generally making rare recipe books more valuable).
Added right-click shortcuts to turn animal skins into leather rolls (assuming you know the appropriate Tanning recipe).
A new rare-drop recipe allows you to combine gold nuggets into gold ore.
Solgribue has a new blacksmithing recipe to melt golden acorns.
Solgribue has a new ring-crafting recipe available.
Solgribue has new blacksmithing recipes to add pockets to metal and organic armor.
Added new code to prevent items that enable Necromancy from randomly having Priest treasure effects, or vice versa.
UI: When you right-click the sidebar and choose "Choose Special Abilities", the ability list previously only showed abilities that can ONLY be on the sidebar (such as, say, Dig Deep). But there are other abilities that can OPTIONALLY be on the sidebar, such as Raise Skeletal Archer or Hunter's Stride. Now when you right-click the sidebar and choose "Choose Special Abilities", these abilities are now listed, too. (These abilities are also listed under their specific skill, as before.)
Nightshade now trains a new recipe to augment wands. This recipe can augment the only two wands in the game, "The Galvanizer" and the Fairy Wand of Cold. (We're still in the process of figuring out how wands will work and how they differ from the staves; these wands are prototypes.) Previously neither of them could be augmented.
Added "acidic shield-wax" recipes to Armor Patching trainers: Tyler Green, Arlan, and Pegast. These were intended to be added last update, but weren't, so now they are.
[ 2019-09-20 12:54:04 CET ] [ Original post ]
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!
Combat Refresh Boost
In this update we focused on providing players with more survivability options, and one part of the game that wasn't pulling its weight (in terms of importance to players) is the Combat Refresh. Every 15 seconds, your Basic Attack triggers a "Combat Refresh" that restores extra health, armor, and/or power. The amount you recover is partially based on the level of your Basic Attack, but the biggest increases come from your armor: every piece of armor increases the health, armor, and/or power recovered from a Combat Refresh. The amounts are based on the material the armor's made of: cloth, leather, metal, or organic. In this update, we've boosted these numbers quite a lot. For purposes of comparing old to new values, we'll imagine a hypothetical set of level 80 armor of each material. First we list how much this hypothetical set added to your Combat Refresh before this update, then we list the new amounts for this update. Cloth:
- Old: 96 health, 144 power
- New: 320 health, 280 power
- Old: 160 health, 48 power
- New: 240 health, 240 armor, 96 power
- Old: 60 armor
- New: 320 armor
- Old: 36 health, 36 armor, 36 power
- New: 96 health, 96 armor, 96 power
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:
- 3+ Cloth Items: If your power is below 20% of max, your Basic Attack restores Power equal to 20% of your Max Power. (Max once per minute.)
- 3+ Leather Items: If your health is below 33% of max, your Basic Attack restores Health equal to 33% of your Max Health, plus your Combat Refresh Healing amount. (Max once per minute.)
- 3+ Plate Items: If you are out of armor (below 10% of max), your Basic Attack restores Armor equal to Combat Refresh Armor amount. (Max once per minute.)
- 3+ Organic Items: Your Combat Refresh happens every 12 seconds (instead of every 15 seconds).
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:
- Main-Hand: "Core Attacks deal +32 damage and hasten your current Combat Refresh delay by 1 second"
- Main-Hand: "Basic Attacks restore 12 Power"
- Off-Hand: " Nice Attacks deal +64 damage and hasten your current Combat Refresh delay by 1 second"
- Head: "Nice Attacks deal +40 damage and cause the target's next Rage Attack to deal -25% damage (debuff cannot stack with itself)"
- Head: "Major Healing abilities also restore 112 Armor"
- Hands: "Signature Support abilities restore 80 Armor to all allies within 20 meters"
- Chest: "Major Healing abilities restore +78 Health"
- Chest, Waist: " Signature Debuffs deal +80 damage and restore 96 Armor to you after a 10-second delay"
- Legs, Off-Hand: "Minor Heals restore 71 Armor"
- Legs, Feet: "Major Healing abilities have a 65% chance to restore an additional 152 Health"
- Feet: "Core Attacks deal +41 damage and reduce the Power cost of your next Minor Heal ability by -22"
- Necklace: "Signature Debuffs deal +25% damage and also deal 108 Armor damage"
- Ring: "Minor Heals restore +33 Health and reduce the damage of the next attack that hits the target by 20%"
- Ring: "Signature Support abilities restore 32 Power to all allies within 20 meters"
- "Patch Armor restores +77 Armor" => +110 Armor
- "First Aid restores +55 Health" => +74 Health
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:
- Electrify is no longer taught by Mu. Instead, mentalists automatically learn the first two tiers (at levels 22 and 36), and the next tiers are trained by Rohina in Sun Vale, with the highest tier (Electrify 5) trained by Raina in the Fae Realm.
- Armor Wave now restores armor every 3 seconds (instead of every 4 seconds), effectively boosting armor restoration by 25%.
- Power Wave now restores power every 8 seconds (instead of every 10 seconds), effectively boosting power restoration by 20%.
- "Psi Armor Wave 6" now restores 18 armor/tick instead of 15 armor/tick. (This effect was bugged and used the value for Armor Wave 5.)
- "Psi Armor Wave and Psi Adrenaline Wave restore 90 armor to all targets after a 25 second delay" => 158 armor
- "Psi Health Wave and Psi Armor Wave instantly restore 76 armor to you" => 84 armor
- "Psi Power Wave and Psi Adrenaline Wave restore 34 power to all targets after a 25 second delay" => 54 power
- "Psi Power Wave and Psi Armor Wave cause all targets' melee attacks to cost -6 Power for 20 seconds" => -8 power. (This effect was bugged and the level 60 variant was used for levels 70 and 80 as well.)
- "Psi Health Wave, Armor Wave, and Power Wave grant all targets +6 Psychic Damage for 60 seconds" => +42 psychic damage
- "Psi Power Wave instantly restores 28 power to all targets" => 31 power
- "Psi Power Wave and Psi Adrenaline Wave instantly restore 26 power to you" => 32 power
- "Revitalize restores +20 Health and removes ongoing Trauma effects (up to 22 dmg/sec)" => (up to 26 dmg/sec)
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!
- Lethargy Puck's warning screen was not reliably activating.
- Fixed recipes for "Dinobites" and "Rustic Meatsterpiece" to use the type of dinosaur meat found in the Fae Realm.
- Changed pear and peach trees to drop higher-tier wood; this also increases the level requirements to chop the wood.
- Increased the number of special lootable items that spawn only during the day or only during the night (such as certain butterflies, flowers, and mushrooms). There are now 300% to 400% as many of these items in existence at any given moment. This is largely a "bulk" change, and more individual tweaking is likely needed. Play with it for a while and if something seems excessively common or extremely rare, please let us know!
- Dramatically increased the chance to find rare level 80 recipe scrolls. (They're still pretty rare, but this fixes a bug that made them INSANELY rare.)
- Trolls' auto-healing has been nerfed a bit. (This applies to trolls in all areas.)
Other Changes & Fixes
Carpentry:
- Solgribue now trains Carpentry levels 71-80, along with recipes for various carpentry items.
- Jara in Serbule no longer trains recipes for chairs. (They were already also trained by Paul Vaughn in Serbule Hills.)
- A couple of high-level Carpentry recipes that were taught by Jara and Paul Vaughn are now taught by Amutasa in Rahu.
- Urzab now raises the level cap for Surveying and Mining to 70, and has new recipes for motherlodes in Gazluk.
- The new resource "Semi-Real Hassium" can be found as a rarely-occurring resource all throughout Gazluk, and can also be bartered for with Fluffikins.
- Fluffikins now has identical barters for both glowy yellow crystals AND safety-coated glowy yellow crystals.
- Awesome Metal Slabs are now called Superb Metal Slabs. (We are renaming "Awesome" items to "Superb" because we have too many other descriptors that start with "A"!)
- Superb Metal Slabs can now be located outdoors in Gazluk or in various Gazluk caves (albeit quite rarely).
- Removed physics from motherlodes so that you cannot get stuck inside them when they spawn.
- "Expert Metal Nodes" can no longer be found randomly spawning in Gazluk or associated caves. (They are junk metal at that level, and there's already enough junk spawning.)
[ 2019-09-20 12:54:04 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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