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Update Notes: January 12, 2024
First, about the original Gauntlet: at the end of 2022 we released "Boss Gauntlet '22", which was intended to be a temporary super-hard encounter that would be removed later on. Then we remembered how we hate throwing good content away. So now it's permanent! (Yes, you predicted this back in '22. Shush.) The 20 original bosses of Boss Gauntlet '22 are now called "Boss Gauntlet 1". These bosses have had their level raised to the new maximum of 95, and some of the encounters have been beefed up a little based on feedback. We're excited to introduce Boss Gauntlet 2, with even more bosses and even crazier scenarios for your group to deal with. You can enter Boss Gauntlet 2 by completing the first one -- a door will open and let you in. Alternatively, there's a portal machine in the beginning of Boss Gauntlet 1. Using this machine will let you jump directly to the new gauntlet. It costs Hubris to activate the portal. Completing Boss Gauntlet 2 for the first time will net you 25 Live Event Credits, same as the first Gauntlet. (A note for those who ran the original Gauntlet '22: there used to be five hidden bosses; these have been taken from their hidden rooms and added to Gauntlet 2.) Most of our group-play content is intended to be enjoyable with pick-up groups, where you join up with whoever you happen to meet in the dungeon. But Boss Gauntlets are intended for a dedicated group, typically a guild, who want a very difficult challenge to overcome. If our usual group content is more your style, there's good news: we're hard at work on the final portion of Errruka's Cave, which will be a level 95 group experience. Coming soon!
Elite and Boss monsters now have a bit more health and armor. The amount varies by monster tier and level, but to give some generalizations:
In this update, we've made some changes to the way glamouring works. Glamours allow you to change the look of your equipment. (Other games often call this transmogrification.) Previously, you used items -- Glamour Gourds or Glamour Berries -- to do this. Now when you use a Glamour Berry or Glamour Gourd, you receive 1 "Glamour", which is a new pseudo-currency stored in your character. (If you have any, you can see it in the Persona window, under Currencies and Pseudo-Currencies). The Glamour recipe now costs 1 Glamour to use, instead of directly using berries or gourds. This has two benefits: first, you don't have to store unwieldy gourds anymore! Just consume the items to get the Glamours out, and then spend the Glamours whenever you want. Second, this makes it easier for us to give VIP players free Glamours every month, without saddling them with a ton of gourds.
We've added "cargo suits" explicitly for mule characters. The crafting recipes can be found on the usual tailoring trainers. These garments give you lots of extra inventory similar to having a perfect set of "pocket gear". Crafting them costs the same amount of resources as full pocket gear. The big benefit is that these suits have no equip requirements, and never will, so they can be worn by any character. In a future update we'll be adding Endurance requirements to high level gear that doesn't have any other requirements. Don't worry, there'll be plenty of info and warning about this change in the future -- we'll be making this transition as painless as possible. We wanted to release these now to help you prepare. Long story short: if you're planning to make a "mule" character, we recommend using these garments rather than crafting "no reqs" max-pocket gear.
A quick update to fix some bugs:
[ 2024-01-12 21:27:05 CET ] [ Original post ]
Welcome to our first update of 2024! Today we say farewell to the Ri Shin celebration, and hello to a host of improvements, changes, fixes... and a new high level dungeon.
Boss Gauntlet 2
First, about the original Gauntlet: at the end of 2022 we released "Boss Gauntlet '22", which was intended to be a temporary super-hard encounter that would be removed later on. Then we remembered how we hate throwing good content away. So now it's permanent! (Yes, you predicted this back in '22. Shush.) The 20 original bosses of Boss Gauntlet '22 are now called "Boss Gauntlet 1". These bosses have had their level raised to the new maximum of 95, and some of the encounters have been beefed up a little based on feedback. We're excited to introduce Boss Gauntlet 2, with even more bosses and even crazier scenarios for your group to deal with. You can enter Boss Gauntlet 2 by completing the first one -- a door will open and let you in. Alternatively, there's a portal machine in the beginning of Boss Gauntlet 1. Using this machine will let you jump directly to the new gauntlet. It costs Hubris to activate the portal. Completing Boss Gauntlet 2 for the first time will net you 25 Live Event Credits, same as the first Gauntlet. (A note for those who ran the original Gauntlet '22: there used to be five hidden bosses; these have been taken from their hidden rooms and added to Gauntlet 2.) Most of our group-play content is intended to be enjoyable with pick-up groups, where you join up with whoever you happen to meet in the dungeon. But Boss Gauntlets are intended for a dedicated group, typically a guild, who want a very difficult challenge to overcome. If our usual group content is more your style, there's good news: we're hard at work on the final portion of Errruka's Cave, which will be a level 95 group experience. Coming soon!
Monster Changes
Elite and Boss monsters now have a bit more health and armor. The amount varies by monster tier and level, but to give some generalizations:
- A typical level 80 Elite now has 12% more Max Health and Max Armor.
- A typical level 80 boss now has 20% more Max Health and Max Armor.
- The hardest tier of bosses now have 25% more Max Health and Max Armor.
- These abilities previously stunned the monster that used them for 5 seconds and then applied a buff.
- Now, the monster stands still (but not stunned!) for 5 seconds, then uses the ability.
- If the monster is killed, stunned, mesmerized, feared, or knocked back during those 5 seconds, the buff is aborted.
- Important Bugfix: Monsters no longer consider dead allies when calculating whether they have enough friends to perform a self-buff.
Other Monster Changes
- Tornados have faster cooldown on their lightning bolt attack.
- "Turret Crystals" -- those crystal enemies that shoot beams at you -- have faster attack speed.
- Gazluk Healing-Suit Tester is weaker (receives less healing from nearby crystals).
- Orcs' Electricity Sigils are a bit more potent.
- Ranalon Guardians of all levels have a bit more Max Health.
- Tornado Spiders can fly (although they still prefer walking).
- Mantis Teachers in Mope's dungeon are a bit tougher.
Aktaari Event Adjustments
- The "Aktaari Queen" event now starts at the same time each game day, at 9am (game time), rather than starting at whatever game-time the first player showed up. This should help players plan better.
- Elite Aktaari (guardians and bosses) are now a bit tougher, and are marked as "no-lock", meaning that their loot is available to all players that help kill it (instead of just the first hunting group that attacked it, as before).
- Moved a teleport destination in Aktaari caves to an earlier point in the cave -- after the giant blocks but before the acid pit rather than after the acid pit.
- Fixed "air tube" type apparatus in several dungeons, including Aktaari caves. They were using testing values that caused the air to refill in 10 seconds instead of the intended reset of 2-3 minutes (depending on the dungeon).
Glamour Changes
In this update, we've made some changes to the way glamouring works. Glamours allow you to change the look of your equipment. (Other games often call this transmogrification.) Previously, you used items -- Glamour Gourds or Glamour Berries -- to do this. Now when you use a Glamour Berry or Glamour Gourd, you receive 1 "Glamour", which is a new pseudo-currency stored in your character. (If you have any, you can see it in the Persona window, under Currencies and Pseudo-Currencies). The Glamour recipe now costs 1 Glamour to use, instead of directly using berries or gourds. This has two benefits: first, you don't have to store unwieldy gourds anymore! Just consume the items to get the Glamours out, and then spend the Glamours whenever you want. Second, this makes it easier for us to give VIP players free Glamours every month, without saddling them with a ton of gourds.
Cargo Suits
We've added "cargo suits" explicitly for mule characters. The crafting recipes can be found on the usual tailoring trainers. These garments give you lots of extra inventory similar to having a perfect set of "pocket gear". Crafting them costs the same amount of resources as full pocket gear. The big benefit is that these suits have no equip requirements, and never will, so they can be worn by any character. In a future update we'll be adding Endurance requirements to high level gear that doesn't have any other requirements. Don't worry, there'll be plenty of info and warning about this change in the future -- we'll be making this transition as painless as possible. We wanted to release these now to help you prepare. Long story short: if you're planning to make a "mule" character, we recommend using these garments rather than crafting "no reqs" max-pocket gear.
Other Tweaks & Bug Fixes
Combaty Stuff
- Hammer: new treasure effect: (Head, Off Hand): "Hammer attacks that kill an enemy via direct damage restore 46 Power to you."
- Hammer: new treasure effect: (Ring): "Direct Electricity Damage, Direct Fire Damage, and Direct Cold Damage +20% while Hammer skill active"
- Knockdowns are now separate from Stuns for purposes of diminishing returns. This means you can Stun, then Knockdown an enemy, and have full duration from both.
- Weak slow effects no longer affect diminishing returns for subsequent strong slows/roots.
- Bugfix: Some sources of indirect damage did not reduce monster regeneration as intended.
- Bugfix: Unarmed treasure effects that absorb damage and redirect it into your attacks were bugged: they stopped working when you logged out or switched areas, and wouldn't work again until you re-equipped the item.
- Bugfix: "Raise Skeletal Ratkin Mage 7" raised the same level of pet as "Raise Skeletal Ratkin Mage 6".
Other Stuff
- Emoting (such as watering plants or waving) should no longer interrupt music playing.
- Stephie Blackhammer in Povus no longer offers barters; instead she has daily crafting quests
- When each phase of the Povus nightly event is completed, any leftover monsters from that phase de-spawn much more quickly
- An augment's associated skill could clash with the skills of the mods already on the item, causing the transmutation system to think no mods were available due to skill incompatibility. This will no longer occur.
- Crafting Electric Cyan Dye now requires real ingredients instead of just Masterwork Metal Slabs.
- Crafting Caravan: Added level 90 tasks to all applicable Caravan NPCs.
- Crafting Caravan: Changed the required items on two tasks to bring them in-line with their level range.
- Fixed a bug causing hard-core broken gear to not display properly when horse-equipped gear also breaks.
- When selecting a title in the GUI list, tooltips explain how that title was earned.
- Fixed tooltip display issue with damage from Bun-Fu Kick's delayed damage.
- Using some Fireworks and Confetti Bombs now triggers an appropriate emote. (Except for Small Confetti Bombs; those are just too quick to look right.)
- Restored some info to various sources JSONs.
- VIPs: Don't forget to check your redemptions! (It's the little gift box icon at the bottom of the Persona panel, which you can find on the right-hand sidebar - third button from the bottom. Or just type /redeem in chat.)
Update: January 12, 2024 - Part 2
A quick update to fix some bugs:
- Revised both versions of the "Healing Suit Tester" encounter in various ways (but making them easier overall).
- Fixed an exploitable bug with a Finishing Blow treasure effect that incorrectly boosted indirect damage. This is fixed on the server, but tooltips can still be wrong in-game until the next client update.
[ 2024-01-12 21:27:05 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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