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!) In terms of new content, there's a new animal form for experienced players to discover. It can be found deep in a cave in Kur. (We consider this the "preview edition" of this new animal form; all mechanics are implemented, and most of the treasure, but not much in the way of NPC interactions yet.) We also want to remind players to always take warnings in item descriptions seriously!
Changes to Settings
We're using a new version of the Unity engine. It performs better for most hardware configurations. (Benefits will vary based on your hardware and OS.) Because a lot of the graphics settings changed subtly, we decided to wipe all game settings. So you'll need to reconfigure everything! We apologize for the inconvenience -- it shouldn't happen again for at least a year (when the next LTS stable Unity engine is released). Important Files:
- The filename of the game's settings file has changed. It used to be GorgonConfig.txt. For new versions of the game, it's GorgonSettings.txt.
- Previously, the game's log was saved to a file named output_log.txt on Windows. That file is now Player.log. This is the log that we usually request when debugging.
- In Windows, both of these files can be found at: C:\Users\YourUserName\AppData\LocalLow\Elder Game\Project Gorgon
UI Fixes & Changes
- Another attempt to tame the Settings window's complexity: the features of the GUI section are now broken up into sub-sections that can be expanded or collapsed.
- Added the ability to set the color of different types of overhead labels. (Experimental)
- Fixed bug where resizing a game panel or window would not persist in its new size after restarting the game.
- Fixed bug where talking in Party chat while not in a Party would go to the Global channel. (This now displays an error message instead.)
- Fixed bug where chat tabs would switch to speaking on Global channel after switching to a new area.
- The game now saves the channel you want to talk on as part of its settings, so it will remember them when restarting the game (as long as you were speaking on a channel that is actually received in that room -- this is a safety precaution).
- When you click the chat-channel-chooser button to pick which channel you're talking in, the listing shows only the channels that are actually displayed in that tab. (Well, actually the other channels are still displayed, in a special sub-listing, because we didn't want to remove old functionality without feedback. So! Do you use the sub-listing to speak in a channel that isn't displayed in the active tab? If so, why? Would you be sad if it went away? Let us know!)
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
- Monsters toughened up! All monsters beyond level 2 have a bit more health and deal a bit more damage. (More tweaks and random encounters are still in the works.)
- Fixed several events with missing messages (where it would just say "null" instead of a message).
- Fixed golem encounter bug that could lead to fighting a fairy instead of a golem.
- The "skillcode" column on the leaderboard now encodes chosen perks. (Not retroactive for existing leaderboard entries.)
Treasure Fixes
- Treasure effect "Warning Jolt restores X Armor and taunts +Y" restored Health instead of Armor.
- Treasure effect "Warning Jolt restores X Power and attack range is increased 5 meters" restored Health instead of Power.
- Treasure: "Deadly Emission Damage +X and Reuse Timer -1 second" didn't correctly shorten the reuse timer.
- Treasure: "Barrage and Headbutt ignite the target, ..." did not work for the Claw Barrage variant of Barrage.
- Some treasure effects that buff kicks did not apply to rabbits' "Thump" or spiders' "Infinite Legs".
- Priest treasure change: "Direct Fire Damage +35 while Priest skill active" => now +100.
- Necromancy: new off-hand treasure effect: "Death's Hold causes target to take +9% damage from Darkness for 15 seconds"
Other Changes
- Added a new animal form. It can be discovered deep in a cave in Kur.
- Kelim required only level 50 to unlock 60-70 Gardening; he now requires level 60.
- The notoriety message for defeating Betra the Cold incorrectly referred to her as Murdebok the Valiant.
- Yogzi has recipes for a few missing skill belts.
- Backfat now charges the usual royal jelly fee for first aid techniques.
- Pets now follow closer to their owners.
- Fixed bug that prevented pet grimalkin from being summoned by animal handlers.
- Undead creatures are now 50% vulnerable to Darkness damage (instead of 0%). This applies to pets as well as monsters.
- Spider's "Insidious Illusion" reset time changed from 1 hour to 20 minutes.
- Werewolf quests from the Altar of Norala now abort right after the full moon ends (instead of aborting right before the next full moon, as they did before).
- Alchemy: several "Max Health +N" potions had too short of a duration and were fixed to last 1 hour.
- "Toxin Resistance Potion" is now considered a resistance potion for gifting purposes.
- "Steroid Drink" is now considered a max-health potion, not a restorative potion, for purposes of gifting.
[ 2020-07-16 14:02:58 CET ] [ Original post ]
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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.
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