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!) The Ri-Shin event is also underway -- look for townsfolk wearing red santa hats (err Ri Shin Hats) for more information. There's one in each town or settlement. In addition, we have a bunch of improvements, tweaks, bug fixes, etc.
Combat Changes/Fixes
- Transforming into an animal no longer changes your active skills if one of them is already the appropriate animal skill. For example, changing into Deer while Bard and Priest are active will change one to Deer; changing into Deer while Bard and Deer are active won't change either.
- High-level deer-summoning mods now summon the appropriate level deer.
- Chemistry Staves now support Druid mods.
- Fixed the mod "Finishing Blow causes your next attack to deal +X damage if it deals direct Psychic, Trauma, or Poison damage"; it now actually affects Trauma and Poison damage, and the Psychic damage is reduced to what it should be.
- Fixed the mod "If Finishing Blow or Decapitate kills its target, you gain +X% direct damage for 15 seconds".
- Fixed a bug causing lower-level enchantments to be transmuted for Weather Witching and Druid.
- Increased healing amount of Healing Mist 10 (110->120).
- Changed James Eltibule's Sword damage boost from 0.1 back to 17.
- Nissim no longer teaches Debilitating Blow 4 - it was only getting in the way of his Psychology lessons, after all.
- We're still not sure what could cause players to not retain the repeating aktaari quest, but added a backup system that will reapply the quest whenever players are in the Aktaari lobby area.
- Revised a certain boss encounter a bit. Should be a piece of cake now :) :) :)
UI Changes/Fixes
- You can now view item levels and rarities overlaid on the item icons in your inventory. Toggle this view by clicking the "Show item rarities & levels" button in the inventory window, next to the "Show Equipped Items" button.
- Important monster buffs, such as Damage Reflection, now show up first in the list of Active Effects on the target.
- The Damage Reflection buff on monsters now has a unique icon.
- Fixed icons for Fire Magic unlocks at Sand Seer & Bendith.
- Added "(or better)" to the arrow requirements of some Archery abilities.
- Dropping an item onto another in inventory or storage now always puts that item in the dropped slot, never the slot before it.
- Acid Sigil icon is now green.
- Your current equipment now has a yellow border in the compare-item view, to make it more obvious.
Other Changes/Fixes
- Fixed a bunch of level 90 crafting recipes that had placeholder material ingredients.
- You can now raise Textile Creation to level 70 via trainer spheres beneath Povus.
- Some corrected item-creation recipes now require Enhanced Yarn; you can learn the recipe from the same trainer sphere in Povus.
- Fixed some items that would let you learn their recipe but not their ability, thereafter breaking the item for the original learner. (We're still working on a way to fix those characters already affected by the issue and will have something in the next update.)
- Cosmetic pets now stay alive when you switch areas or log off (so you don't need to resummon them).
- When you have a cosmetic pet active and summon a different pet, the first pet is automatically dispelled (rather than making you dispel it manually first).
- Updated directions for getting to the Sacred Grotto.
- Removed an extraneous warning sign from Serbule Hills.
- New JSON file is available on the cdn (at https://cdn.projectgorgon.com/), called tsysprofiles.json. See the updated index page for more information.
- Updated JSON file: tsysclientinfo.json now includes the internal names of each tsys power, so they can be mapped with the new profile JSON file.
[ 2023-12-13 19:52:36 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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