Difference between revisions of "Game updates"
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This page includes the five most recent game updates. You are welcome to tidy up the formatting and add wiki links, but please keep any discussion in the Talk pages as these Game updates are meant to be verbatim from the launcher update notes. Game updates can be found on the launcher, or at the following link: http://projectgorgon.com/welcome.txt | This page includes the five most recent game updates. You are welcome to tidy up the formatting and add wiki links, but please keep any discussion in the Talk pages as these Game updates are meant to be verbatim from the launcher update notes. Game updates can be found on the launcher, or at the following link: http://projectgorgon.com/welcome.txt | ||
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| + | For information on possible future content, please see [[Knowledge of the Future]]. | ||
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Gorgonzola: This DPL call pulls the 5 most recent game updates directly into the page. | Gorgonzola: This DPL call pulls the 5 most recent game updates directly into the page. | ||
Revision as of 10:48, 17 August 2015
This page includes the five most recent game updates. You are welcome to tidy up the formatting and add wiki links, but please keep any discussion in the Talk pages as these Game updates are meant to be verbatim from the launcher update notes. Game updates can be found on the launcher, or at the following link: http://projectgorgon.com/welcome.txt
For information on possible future content, please see Knowledge of the Future.
Note: Bug - There's a bug in the current build that prevents monsters (and pets) from moving around in several outdoor areas. We're making a new build to address this which will be ready in a few hours. In the mean time please avoid cheesing the monsters -- remember, it's Christmas and the monsters have families too.
Update Notes: December 18, 2025
It's that time of year again: Ri-Shin! When the thankful people of Alharth decorate trees in the name of the god of trees, to honor that one time when he saved humanity. And elfanity. (But not rakshasanity, as they hadn't arrived yet. Rakshasa can participate anyway.) In each city, look for townsfolk wearing festive Ri-Shin hats and see how you can help with the festivities!
The people of Alharth also celebrate the new year by giving their Friends gifts. The first time you speak to townsfolk who have at least Friend favor-level, you'll receive a gift. These gifts range from "it's the thought that counts" to extraordinarily generous, depending on the gifter. Some gifts are equipment with randomized treasure effects, so you should have your preferred combat skills active when you speak to them.
Character-Creator Preview:
Version 2 of the New Character Model Creator (Preview) is now available!
There are some significant changes to the models in this version, including a plethora of new colors and adjusted hairstyle options. If you've saved a model preset in the past, please revisit it now to ensure it still looks the way you want it to. We've done our best to preserve the look, but with so many new options some things have likely changed.
This is basically the version of the creator we'll launch with, so we won't be making any more dramatic updates to it. But you should still submit bug reports and suggestions - we can always make improvements in the future, and we'll of course fix bugs as time permits.
Here is a list of the major changes, with some extra details where applicable:
- - Dozens of new color options for everything - skin, hair, eyes, etc.
- - Many people have requested full freedom on colors, and for both technical & story limitations we cannot allow that. Our system tracks colors as palette indexes, and to overhaul that would be a massive undertaking - so we cannot offer e.g. saturation sliders.
- - Finalized hairstyles and add a few new ones - including some popularly requested ones!
- - Space Buns, pigtails, and Rakshasa Dreads have all made a comeback. Rejoice!
- - Some previous hairstyles are no longer available. We spent some time deciding what types of styles should belong to which races, and some of the old hairstyles did not match. - If you selected one of the no-longer-available styles in one of your presets, we tried to convert it to the most similar now-available style.
- - If you've been using the creator for a while, you'll notice that hair has gone from 2-tone to 1-tone colors. This is intentional. We are limiting base characters to only a single color, but we have plans to introduce 2-tone back into the game in the future, available via a different means. So you'll still have complete hair color freedom... eventually!
- - A bunch of new sliders!
- - New face sliders: Lower Face Depth, Chin Rotation, Eyes Depth, Eye Shape (Inner Eye, Outer Eye, Upper Eyelid, Lower Eyelid), Nose Rotation, Nose Twist, Mouth Rotation
- - New body sliders: Neck, Upper Arm, Lower Arm, Belly, Breast, Hips, Upper Leg, Lower Leg
- - Rakshasa ears are now scalable and rotatable. Rejoice a second time!
- - Fae now have "Foliage", which are plants and flowers that stick out of their heads and bodies. There is still some visual weirdness with this that will be addressed in the future.
- - Several UI improvements, which we'll continue to make until launch (and probably after)
Other Changes
Mastercrafted Boost Recipes:
- - the foretold/mastercrafted item enhancement recipes are temporarily disabled while we address some feedback received during the recent Statehelm beta.
- - we've also postponed converting your equipment to the "new system", so your items are unchanged.
UI Change
- - UI Setting change: "Show Interactible Names" is now "Interactible Names", a dropdown to show All, Important Only, or No interactibles. Default is "Important Only", which hides certain clutter-inducing interactible nameplates.
- - The new setting does not access the old setting's value, so you'll have to re-set it if you want to
- - Hovering over an object whose nameplate is hidden now shows its nameplate while it's hovered over
Everything Else:
- - if a player dies with their primary active combat skill higher than level 30 but they don't know Transmutation, the death box has a special message suggesting they learn the skill by talking to Kalaba or Makara
- - Galdyr's Tasty Energy Flask generates less sugar
- - Fixed missing steps in quest "Aurest Mission: Gazluk Assassination"
- - most spore bomb recipes create +1 spore bomb
- - value of spore bomb items decreased
- - some NPCs did not correctly limit their training options based on favor level. These NPCs have been fixed: Malgath, Poe, Syndra, Gribburn
- - Fix bug causing newly-acquired skills to not show up in the Skills window
- - First Aid 10 now requires a higher tier of First Aid Kit
- - revisions to toolcrafting recipe for Amazing First Aid Kit. Replace ingredient Coarse Cotton Yarn x2 with Healing Potion x1
- - revisions to toolcrafting recipe for Astounding First Aid Kit. Now takes an additional ingredient: Healing Potion Extreme x1. Requires higher tier of skinning knife. Yields 2 kits instead of 1
- - higher tiers of Field Surgery casting time is 2 seconds instead of 3 seconds
- - reduced potency of crafted werewolf barding a bit
- - gain bonus synergy levels in Ice Magic by reaching Cooking 80, Geology 45, Nature Appreciation 80, Rabbit 55, Rabbit 80
- - Taunty Fire Wall is no longer weaker than regular walls; is much more taunty
- - changed treasure effect: (Feet, MainHand) "Molten Veins and Flesh to Fuel restore 145 health to any pets (including Fire Walls) within 10 meters" => within 20 meters
- - new fire magic effect: (Feet, Legs) "Fire Walls' attacks deal +100 direct damage and they gain Burst Evasion +43%. Fire Wall reuse time is -3 seconds."
- - changed treasure effect: (Hands, Ring) "Fire Walls' attacks taunt +310%. Fire Wall reuse time is -3 seconds." => "Fire Walls' attacks taunt +310%. They gain Melee Evasion +20% and heal +100 Health every 5 seconds. Fire Wall reuse time is -3 seconds."
- - Fire Walls gain damage vulnerabilities and resistances
- - Exotic Firewall Research recipes have an additional exotic firewall to discover
- - Fix scenarios where pets/monsters could get stuck and unable to move
- - Added more debug information. If your pet still gets into a position where it can't move, please examine it, screenshot the "debug info" at the bottom of the examine window, and paste it in the corresponding pet thread in Discord. Thanks!
- - increased potency (and withdrawl effects) of cranium powder
- - increased potency (and in some cases addictiveness) of pineal juice
Click here to return to the Game Updates page.
Update Notes: November 13, 2025
This is a minor update to end the Zhia Lian event and start the Harvest Season event. There were also a few fixes ready to go, plus a new skill and big changes to Cartography.
Fixes
- - Fix for "World Interactions" not providing Lore XP
- - Fix for dying XP: now when you die from a specific cause, you cannot get XP from that cause again for 1 day (and in some cases, 10 days). Previously, you could only get XP from it again within 1 day, and then you were locked out of gaining any more XP for that cause.
- - Fix bug causing party frames to duplicate sometimes
- - Additional adjustments to character-creator preview (with more to come; this is a WIP snapshot)
Assessment
when a player examines another player, they previously saw all of that player's badges in alphabetical order. Now, the number of visible badges is determined by the player's Assessment skill level. To raise the Assessment skill you need only examine other players. Results are no longer listed in alphabetical order, instead listed in order of subjective impressiveness-level, so that if you have a low Assessment skill you see only the most impressive badges.
Cartography
Previously, the Cartography skill was using placeholders for the total number of map squares that can be cleared on each map. We've analyzed player data to see how many map squares are really accessible on each map during regular play. We've discarded the outliers, which are usually players who were able to get out-of-bounds in one way or another.
This means that in some cases, the game may show that you've cleared more than 100% of a map's fog. Congratulations, you are truly an intrepid explorer! But you get nothing beyond bragging rights: you can't earn additional Cartography XP for a map once you've reached 100% for it.
Each square of fog is now worth more XP than before, allowing players to actually reach Cartography level 100. (In fact, players can go beyond level 100, up to level 105, if they get 100% in every single mappable area. This was done so that players who aren't extremely anal-retentive can still reach level 100. The levels beyond 100 currently grant no additional rewards.)
We've recalculated everyone's Cartography skill level with these new XP values. Your map fog is NOT cleared or altered in any way -- we just re-evaluated how much XP you should have for clearing the amount of fog you've cleared.
Finally, and most importantly, leveling the Cartography skill actually does something now! As you level up you will receive up to +25 inventory slots, +4 stable slots, and various other nice things.
Click here to return to the Game Updates page.
Update Notes: November 2, 2025
This is a minor bug-fix update:
- - Fix bug preventing some in-game windows from popping up after using the new character creator
- - fix bright red turkey pet
- - Demo players can no longer get the Zhia Lian Whimsical Challenge quests (since they mostly can't actually participate in them)
- - Add a "Toggle Armor" button to character-creator preview
- - Fix bug causing saved character-creator submissions to disappear whimsically
- - Minor adjustments to rakshasa head in character-creator preview
Scene geometry fixes:
- - Plug hole in rock wall in Serbule Caves (#17031)
- - Remove trees from rocks in Vidaria (#16991)
- - Adjust lights near sculpture in Goblin Caves (#17047)
- - Adjust collider on head sculpture in Serbule (#17057)
- - Adjust swarmer spawns in Vidaria (#17062)
- - Raise terrain to cover towers in Serbule Keep (#17068)
- - Removed Occlusion Data from Eltibule causing occlusion issues (#17181)
- - Close terrain rocks with colliders in Vidaria (#17111)
- - Change water asset on Ri Shin Shrine in Kur (#17203)
- - Adjust ice elemental spawns in Kur so they don't spawn inside colliders (#17195)
- - Rebake Occlusion Culling in Kur Mountains (#17208)
- - Change Giant Statue Layer to Terrain in Serbule (#17204)
- - Plug hole in rock wall in Area Cave 1 (#17213)
- - Increase detail on giant stone hands and head in Serbule (#17199)
- - Plug hole in rock terrain in Eltibule (#17132)
- - Add palisades to Sir Taggart's Camp in Vidaria (#17164)
- - Remove deposit spawns from atop camp tents in Kur (#17175)
Click here to return to the Game Updates page.
Update Notes: October 31, 2025
This is a minor update to fix a few annoying bugs. We also have a preview of our new character creator for you to try out. If you're so inclined you can help us find good character presets for others to use! You will be credited in-game for the look if we use it. You can access the character creator preview right after logging in, before choosing your character.
Other fixes/changes:
- - Fix map issue causing minimap to not scale or follow properly. The fix for this also fixes the party UI duplication bug
- - Remove colliders from trees in Sun Vale causing people to fall through the ground. (Temp fix; the trees need to be replaced)
- - Fix terrain flickering in Serbule Hills
- - Recipes to improve mastercrafted hammer or club have been split into two recipes, one for hammer and one for club. The previously-existing recipe applies to hammers and the new recipe for clubs is in loot
- - The recipe "Blacksmithing: Improve Prophesied or Foretold Staff via Crafting" has become a Carpentry recipe
- - Fix bug with mod "If attack kills an enemy via direct damage, gain X Power and Hasten Current Reuse Timer of Pound To Slag -Y", it now properly affects Pound to Slag
- - Zhia Lian Whimsical Challenge changes
- - Main tier quests now require 250 items
- - New set of quests that only require 125 items for low population time slots
- - Added special display icon for the Serbule Spider Invasion to note when the event is in progress
Click here to return to the Game Updates page.
Update Notes: October 22, 2025
This is a minor update to start the Zhia Lian Celebration. Zhia is waiting impatiently for you to log in so that she can communicate with you.
This update also has bugfixes including some important stability improvements. Finally, it includes a bunch of nerfs because we want to get all the nerfs out of the way before launching new systems in Statehelm (Very Soon (TM)). Even more finally, it includes a revision to monster looting rules.
Boss Monster Loot Changes
Most named "boss" monsters have a 3 hour "loot timer", meaning that if you kill the monster again within 3 hours, you get much lower-quality loot. In this update we're expanding the timer to also change how loot permissions work.
Attacks by a player that has already looted the monster recently no longer "group-lock" the monster to that player's hunting group. (Other players in the hunting group can still lock the monster by attacking, provided they haven't looted it recently.)
In cases where the monster dies without any group locking it, the old behavior was that the person who did the most damage gets first dibs on loot. That's still the rule, but with the extra caveat that players who have already looted the monster recently are never chosen over players who haven't.
The intent of this rule is to reduce friction in places where multiple groups are hunting the same boss monster. It's still "first come first served" for groups who haven't killed it yet, but hopefully this will prevent the same group from needlessly re-tagging the boss. This change also makes it safe for players to stick around and help later groups kill the boss without danger of screwing up looting permissions.
Bug Fixes
- - More fixes for audio panel related to in-game voice chat features
- - graphical performance improvements mainly to help users with low-end graphics cards
- - Reinstall the out-of-bounds barrier in Serbule
- - Adjust sunlight brightness in multiple areas
- - Fix bug preventing the following augment from dropping: "Look At My Hammer causes your next ability to deal double direct damage"
- - Fix "Word of Power: Elemental Immunity"
- - Reduce visual clutter of trees in Kur Mountains
- - Fix bug causing item rafflers to permanently affect your deployed count when they disappear before being configured
- - Pulse of Life no longer deals damage to the target
- - bugfix: loot generation: Sword skill is now compatible with Druid skill
- - Upgrade Unity version to fix a Unity exploit
- - A new "bad network" icon is displayed in the effect bar when your connection to the server is poor enough to impact gameplay. The intent is to give players more info about what's going on when weird things are happening. This in turn can help us understand reported issues
- - fix issues with pet follow logic, especially when their master is flying or standing in inaccessible locations
- - Portal Summoning Device - Nightmare Caves now drops you at the true beginning of the Nightmare Caves
- - Beginners Buttermilk and Black Soup are now stackable to 5 (previously 1)
Nerfs!
We've nerfed some systems and treasure effects that are too problematic to work around. Nerfs are always cases where we the devs messed up we couldn't find a fix aside from nerfing. I apologize for these mistakes and the impact they'll have on you. The bright side is that the nerfs below are all the planned nerfs prior to the game leaving Early Access.
Nerfs In the Future?
In the past couple of years of development, we've settled onto a pattern of only nerfing things after observing their impact on the game for a long time -- at least six months. This has the upside of showing us that most things we initially want to nerf don't really need nerfing. But the downside is that when we do end up nerfing things, they've been in the game a long time and are commonly used.
Going forward the plan is to have six-month "Nerf Updates". These biannual updates will include any necessary nerfs. These updates will also be when we make major changes to combat skills, ones that require players to revise their characters. The hope is that by bundling big changes into these semi-annual updates we can provide more predictability and less FUD.
Changes to "When X Skill Active" Treasure
When a treasure effect says that it buffs an attribute while a particular skill is active, that previously just meant that the skill was one of your two active combat skills. In this update, "active" also means "usable":
- - Warden gear requires you to be in an animal form
- - animal-form combat skill gear requires you to be in that specific animal form
- - gear for a weapon skill requires you to be wielding that weapon
- - gear for Priest and Necromancy check that there aren't any disallowed items equipped
Psychology
- - Psychology treasure effect: (Hands, Feet) - "Mock deals +125% damage, taunts +500, and hits all targets within 20 meters, but reuse timer is +1.5 seconds" => "Mock hits all enemies within 20 meters and taunts +1000, but damage is halved and reuse timer is +1.5 seconds"
- - This effect was previously available on Hands and Feet; it is now only available on Hands. Feet-slot items that have this effect have become Legacy items. You can use Transmutation to remove this effect and un-Legacy-ify the item. Alternatively you can visit the Legacy Item Helper golem in Serbule for a random replacement item.
- - New psychology power: (Feet): "Bonus Taunt to All Attacks +2180 while Psychology skill active"
We realize this is a major change for some players and apologize for the annoyance of having to revise your character. To facilitate this, Psychology transmutation is set to be cheaper this month.
Crossbow
- - Crossbow treasure effect: (MainHand, OffHand, Ring): "Crossbow Ability Reuse Time -12 seconds" => "Crossbow Ability Reuse Time -5.75 seconds and Damage +240"
Changes to 'Teleport Alts'
- - if a player uses Elmetaph's newbie quest to teleport to a spot deep inside the dungeon, their bind point is now at the entrance to that dungeon. (This mostly affects spots deep inside Errruka's Cave.)
Rebalance to Foretold Item Boosts
We're also going to refactor the potency of Foretold/Mastercrafted specific boost recipes. This change was planned for this update, but we've postponed it because we found a way to implement it that is less obtrusive and annoying -- we'll be able to just alter the items in-place. This will happen in the next update.
Coming Soon...
We're working furiously on a bunch of big updates that will arrive in the coming weeks, including a major character-art revision. Next week we'll have a way for you to help us test those changes before they go live. Stay tuned for more info, and happy Halloween.