▶
Update Notes: November 8, 2019
In this update we're experimenting with new kinds of seasonal content. Here we're using "Fall foods" as the experimental base, but we might expand this idea to many other types of crafting (and other "seasons") in the future. Or we may change this design dramatically, or even throw it all out, depending on your feedback. After you've had a few weeks to play with this, please let us know what you think!
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!
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)
[ 2019-11-08 11:14:14 CET ] [ Original post ]
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.
New Seasonal Content Experiment
In this update we're experimenting with new kinds of seasonal content. Here we're using "Fall foods" as the experimental base, but we might expand this idea to many other types of crafting (and other "seasons") in the future. Or we may change this design dramatically, or even throw it all out, depending on your feedback. After you've had a few weeks to play with this, please let us know what you think!
- There are two new seasonal ingredients available for a limited time. Cranberries and turkeys can be found in Serbule, Serbule Hills, and Eltibule, among other places.
- In addition, the pumpkin seedlings (which dropped from undead during Halloween) continue to drop from a wide range of herbivorous and omnivorous animals in the 25-55 level range. This includes ferocious boars, many types of slime, most rhinos, polar bears, tundra deer, mountain sheep, Gaz-Uraks, and many others. (And even a few sentient creatures such as trolls.)
- There are 21 new food recipes that involve the new seasonal ingredients. These recipes can be found on a broad range of animals (with the best chances being from herbivorous/omnivorous animals).
- In addition to the new recipes, the handful of pumpkin recipes from Halloween can also still be found in loot, although the chances are much lower than during Halloween. (And the other Halloween items no longer drop.)
- There are also new Work Orders for all of the new foods (and the Halloween pumpkin foods). These work orders will only show up during this "season", and they have a much larger cash reward than normal work orders of their level. They can also be completed every 5 days instead of every 30 days. You can find these work orders at the work-order signs in Serbule, Redwing Casino, and the Fae Realm. (They won't always show up, but when they do, they will be at the bottom of the work-order list.)
- A few of the Halloween pumpkin foods already had work orders (such as Basic Pumpkin Pie). They've been turned into "seasonal" work orders
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!
- Changed how we emulate gravity underwater. Previously you would instantly sink in deep water, but now you are slightly buoyant: you'll very slowly float upwards toward the surface. This means that if you wish to reach the bottom of a deep body of water you will need to use the Down movement key (default F) to swim down. To swim up for breath use the Up key (default R) -- or you can use the jump button underwater as a "swim up" button.
- You now recover your breath automatically when you are swimming on the surface of the water, and breath recovers much more quickly than via the old "hopping in and out of the water" technique. (But still not as fast as when standing on solid ground.)
- "Breath" meter is more granular while losing breath
- Fixed various problems, bugs, and glitches in the swimming system
- Fixed problems with indoor water pools
- Note: the river in Kur continues to behave oddly; this is a known issue that will be addressed when the final art for Kur is ready. All OTHER water should behave reasonably sanely now
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)
- Out-of-Combat Health Regen (per tick): 273
- Out-of-Combat Power Regen (per tick): 222
- In-Combat Health Regen (per tick): 48
- In-Combat Power Regen (per tick): 32
- Metabolism Regen (per tick): 5 -> 6
- Max-Health Boost: 0 -> 160
- Max-Power Boost: 0
- Out-of-Combat Health Regen (per tick): 273 -> 193
- Out-of-Combat Power Regen (per tick): 160
- In-Combat Health Regen (per tick): 32
- In-Combat Power Regen (per tick): 32 -> 48
- Metabolism Regen (per tick): 0 -> 2
- Max-Health Boost: 160 -> 0
- Max-Power Boost: 80
- Out-of-Combat Health Regen (per tick): 273
- Out-of-Combat Power Regen (per tick): 222
- In-Combat Health Regen (per tick): 48 -> 80
- In-Combat Power Regen (per tick): 48
- Metabolism Regen (per tick): 5 -> 3
- Max-Health Boost: 113 -> 220
- Max-Power Boost: 0
- Out-of-Combat Health Regen (per tick): 273 -> 193
- Out-of-Combat Power Regen (per tick): 268 -> 160
- In-Combat Health Regen (per tick): 32
- In-Combat Power Regen (per tick): 48 -> 64
- Metabolism Regen (per tick): 0
- Max-Health Boost: 160 -> 80
- Max-Power Boost: 160
- Items removed from storage vaults now auto-stack with compatible items in your inventory
- Fixed bug that prevented carrots from receiving garden bonuses during carrot-specific events
- Fixed a Deer combat particle that played at full volume no matter how far away you were from the Deer player
- Spriggan Nuts now stack (to 99)
- Treasure effect "Stun Trap reuse timer is N seconds faster" was bugged (it actually lowered Power cost by N instead of reset time)
- Treasure effect "Lethal Force deals +N damage and reuse time is -3 seconds" was also bugged in the same way (it lowered Power cost instead of reset time)
- Treasure effect "Stun Trap deals +N damage, and there's a 50% chance you'll place an extra trap" was bugged and never generated an extra trap
- Iceheart Sustenance Oil counts as a Max-Health potion for gifting purposes
- The Sacred Grotto is now marked as a cave for craft purposes
- Meat-eaters in the Sacred Grotto are now a little more aware of what's being stored by their fellow Wardens
[ 2019-11-08 11:14:14 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
GAMEBILLET
[ 6115 ]
GAMERSGATE
[ 1862 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB