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Revision as of 10:48, 11 October 2014
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.
Update Notes: October 25, 2024
It's Halloween! In Project: Gorgon, that means the traditional annual incursion by Zhia Lian, goddess of Whimsy. Your characters will receive a quest when they log in to help them get started with the holiday. There are lots of activities and some pretty cool rewards! Now let's take a look at everything else in this update:
Not Vampires
Originally we wanted to launch a new Skill, Vampirism, along with this Halloween update. Unfortunately that skill needs to cook a little longer, and we didn't want it to delay our Halloween celebration any further. So vampires will make their debut in the next major update. We can't wait for you to play with them!
If you see in-game references to Vampirism, just treat those as teasers for now.
Horse Genetics
Last update introduced horse genetics, and an entirely different way of looking at your mounts. In this update we continue to iterate on this system with necessary tweaks and bug fixes.
- - A floating sphere deep beneath Povus teaches new high-level textile recipes for creating Mare Blankets that accelerate gestation. (These recipes will eventually be learned from an NPC in Statehelm.)
- - Dozens of genes are now quite rare in wild horses. As a result of increased gene rarity, wild horse stats in general are now lower - by about 10 points per stat.
- - Several horse breeds were missing some coat-related functionality; it has been added to pre-existing genes. It's very unlikely but this may affect the appearance of some horses. If it does, it will be an obvious change.
- - One of the Satincoat Scale genes now boosts friendliness when previously it gave nothing
- - Moved an attribute from horse gene 28E4 to 28F1, so 28E4 doesn't affect multiple attributes.
- - Wild Horses now display their virility alongisde other stats when you Pet them.
- - Wild horse hitboxes are more accurate.
- - Wild horses now take small breaks from running every now and again.
Mount Glamours
This update adds something else new and fun for mounts: mount glamours! This is similar to glamouring your equipment, but there are some big differences. A mount glamour is a new piece of mount equipment that overrides a horse's appearance. In other words, when your mount has a mount glamour item equipped, it will look like a different horse. This lets you show off your quest mounts - like Pantiflax - without giving up the superior stats of the horse you so carefully tamed, bred, or bought. (Note that Inella now gives the glamour version of Pantiflax rather than the mount version.)
If you received a quest mount in the past, you will need to turn it into a glamour item before you can apply it to your regular mount. You can access a Horse Glamourizer near Mythander in Eltibule.
New Inventory Slots
All players receive 4 new inventory slots. These correspond to the equipment slots for horses: saddle, saddlebag, reins, and horseshoes. All items that go in the new equipment slots for banners, horse cosmetics, and horse glamours give +1 Max Inventory when worn.
Background: What's this about?
New players sometimes ask why equipped items take up inventory slots. The answer is that it's just easier to manage your inventory that way! We wanted to give players the best of both worlds, so we simply increased the max-inventory size for each equipment slot. This change just updates our plan to accomodate the new equipment slots.
We didn't do the same thing for the cosmetic-only slots (banners, horse cosmetics, and horse glamours) because of... psychology. We've already heard some players express that they won't be using these slots because they won't "waste" precious inventory. Even if we gave you slots to compensate for them, a fair number of players simply wouldn't spend their equipment slots to making their horse look better. And we want players to be excited for our horse hats and other nonsense.
Instead, we've enchanted all the cosmetic-slot items to give you +1 Max Inventory slot when worn. This way, they effectively don't take up an inventory slot when worn.
Community Activity System
This is a new option to unlock 30-day slots in the Serbule Community Chest. Completing certain tasks or events will accumulate points that will be applied toward unlocking slots in the chest. Example: Completing any wave of the Povus nightly will contribute points toward an unlock. There are also other ways available in game to score points and more will be added over time. Slots unlocked by this system will be noted on the Community Chest screen as 'Community Activity'. The options to purchase slots with councils or LECs will remain available.
Everything Else
- - Yoy in the Myconian Caves has a new favor which unlocks a new Mentalism ability. (Requires Myconian 17 and Mentalism 20, and may require a friend to complete the quest.) (Higher tiers of this ability can be trained from myconians Sem and Mope, for now.)
- - Fixed a bug that caused treasure effects not to work. These effects were ones that were triggered by the state of the target (such as "if target is not Elite").
- - Updated some Povus favors to require proper quantity of items. They previously only required half of the items crafted.
- - Sped up several humanoid animations.
- - Anatomy-Based Critical Hit Chance % attributes now display as percentages instead of decimals.
- - All Bladesmithing weapon recipes now require you to be near a forge.
- - Added a ladder to the Serbule Hills watchtower and sprinkle some items on its balconies.
- - Fixed a bug that broke movement completely if you tried to climb a ladder while already climbing it.
- - Saddlebags are now accessible in guild halls.
- - Fixed bug preventing moon phase from affecting genetics mutation chance.
- - Player bats can be clicked on again.
- - Fixed inverted permission for picking up others' items in guild halls.
- - You now get a stable slot at Racing 50 instead of 60.
- - Fixed graphical glitch with horse manes when teleporting within a zone.
- - Closed ceiling hole in deep Povus Caves.
- - Update Joeh's store.
- - Update Marna's Front-of-House.
- - New JSON file: abilitykeywords.json lists Attributes that apply to any Abilities that have a certain keyword. These have been broken out into separate listings to better reflect that abilities can dynamically add or remove keywords (e.g. when a Melee attack becomes a Burst attack due to an equipped piece of treasure).
- - VIPs, don't forget to claim your more-or-less-monthly gifts from the Persona panel! The November gift will become available on November 1.
Click here to return to the Game Updates page.
Update Notes: Oct 9, 2024
Server was rebooted to address issues some users have when loading into new areas. This is a temp fix that should resolve the issue while we search for the underlying client issues.
Click here to return to the Game Updates page.
Update Notes: Oct 4, 2024
This was a server-only reboot to fix the following bugs:
- - Horses and pets can now be transferred via pet cages
- - Pets now show "Bred by" when inspected
- - Mounting a horse now follows the same rules as summoning a pet: it must not be actively participating in breeding in any way
- - Fix bug causing horses to give out 2XP per analyze - the XP is now based on the level of the horse (which varies from area to area) and whether you succeed or fail at the analysis
- - Horses now flee after being released from the thieves
- - Fixed difficulty checks for taming wild horses based on their stats (e.g. Temperament affects tame chances, and was not being applied correctly)
- - Added 13 second reuse timer for all sparklers
Click here to return to the Game Updates page.
Update Notes: Oct 2, 2024
This is a minor bug-fix update:
- - Update outdated horse breed info located in "Horse Breeds: A Primer" lorebook
- - Using "Return to Guild Hall" when your guild doesn't have a Guild Hall no longer consumes guild credits
- - Unborn horses can no longer be mounted (and shame on anyone who tried)
- - NPCs once again use the "NPC" nameplate color
- - Fix flickering terrain in Serbule
- - Fix Archery mod display issue showing "Anatomy-Based Critical Hit Chance +0"
- - Remove misplaced bridge in Povus
- - Removed hidden unintended functionality from treasure effect "Mamba Strike boosts your Melee Evasion +10% for 10 seconds"
- - Added missing treasure effect "Mamba Strike deals +67 Damage and boosts your Melee Evasion +5.5% for 6 seconds"
Click here to return to the Game Updates page.
Update Notes: September 30, 2024
Horse Genetics
Long promised, and finally here! This is one of the most outlandish features we've added to the game: we've modeled the genetics of ridable horses, using over 1500 genes to create nearly-countless possible horses, including many real-world horse breeds as well as fantasy ones. When these horses mate, we use real-world genetics rules to create offspring that are a realistic mix of both parents. These genes control the horse's appearance, speed, temperament, and more.
Getting horses:
There are simple new events in each outdoor area (except Rahu, for now) which run every hour or so. Defeating the Horse Thieves in these events will release a handful of wild horses, and more horses can spawn in the vicinity after the event ends. What can you do with these horses?
- - If you don't know the Riding skill, you can attempt to "pet" wild horses which will eventually teach you Riding. (You can also just train Riding the usual way, which is faster, but costs Councils.)
- - If you have the Riding skill, you can attempt to tame these horses (if you have their favorite food).
- - If you have the Animal Husbandry skill, you can speak to a stablemaster to breed two tamed horses (a male and female) together.
- - If you have the Genetics skill, you're a very high-level player and you likely already know who to speak to in order to unlock the new Ungulate Genetics sub-skill. With this skill and the right equipment, you can view the actual genome of horses, both in the wild and in your stables.
- - Once you have bred a new horse, you can use animal crates to package them for transfer or sale to other players.
If you already purchased a horse from Mythander, you may be wondering what happened to that horse. Nothing has happened to it, but it cannot be used for breeding.
There are more details to discover, but we'll leave them for you to figure out!
Other Horse:- and Genetics-Related Changes:
- - You now gain an additional stable slot when reaching level 25 and 50 in Racing skill.
- - Reduced individual gene mutation chance by an order of magnitude, from 0.1% to 0.01%.
- - Genes mutations are more likely during the full moon.
- - Backers who purchased a Thoroughbred Breeder or Horse Lord Shop package can now claim the two horses of good genetic stock that are included in those packages. Make sure you have two empty stable slots!
- - Improved various genetics and breeding-related UIs.
Instanced Guild Halls (Soft Launch)
We're hard at work on Statehelm, the last major city that needs to be added to the game before we can officially "launch" (leave Steam Early Access). One of the big features in Statehelm is being able to lease your own instanced apartment, and/or Guild Hall for your guild. That feature requires a ton of new tech, so in this update we're testing that tech by letting guilds lease Guild Halls in the Red Wing Casino.
To get a Guild Hall for your Guild, find the door near Riston in the casino. There is a 100,000-Council fee and your Guild will need to be at least level 1. (There will also be a daily rental fee eventually, but we're waiving those fees during this soft launch.)
When you enter the Guild Hall you'll see a console near the door. This allows you to enter "Edit Mode", which lets you "install" items, moving and placing them as desired. When you leave Edit Mode, the items become locked in place. The Guild Hall available in the casino is very bare-bones, so you will need to provide your own lighting and decorations.
Decorations like torches and tables can be crafted from recipes trained by Leah Bowman and Amutasa. You can also purchase basic decorations (like wall torches) from a Guild Sign if you are willing to spend Guild Credits on them. Many game-world items, such as chairs, paintings, and so on, can be "installed" into the Guild Hall also. You can always Uninstall items to retrieve them back into your inventory.
Other things to know:
- - The casino Guild Hall has a limit of 50 installed items at a time.
- - You can drop items on the floor in a Guild Hall and they will never be auto-destroyed. You can have at most 50 items on the ground before being unable to drop more.
- - There are several new Guild Permissions related to the Guild Hall; guild leaders may want to review these
- - There are two new Guild Chests that can be installed and accesses in the Guild Hall. These chests can be purchased from a guild sign. Once set up in the guild hall, you can purchase slots in that chest in the same way as other guild chests.
Note: this is the first time we've ever had instanced areas in Project: Gorgon. Adding this required significant new technology. And while we're 99% sure all of this new code is perfectly debugged, we don't recommend dropping any precious heirloom items on the ground in your Guild Hall during this soft launch.
Treasure Effect Changes
Archery:
We've made some big improvements to Archery! To help you adjust to these changes the Transmutation costs for Archery will be reduced this month.
- - New treasure effect: (Chest) "After using Fire Arrow, your next Archery attack will simultaneously shoot a Fire Arrow 10 at a target within 8 meters of that attack's main target. This extra Fire Arrow consumes ammunition as normal."
- - New treasure effect: (Legs) "After using Mangling Shot, your next Archery attack will simultaneously shoot a Mangling Shot 9 at a separate target within 8 meters of that attack's main target. This extra Mangling Shot consumes ammunition as normal."
- - (Hands, Feet) "Fire Arrow deals +26% damage and taunts +1475" => "Fire Arrow deals +160 damage and taunts +1475"
- - (Head, OffHand) "Archery Base Damage +50%" => "Archery Base Damage +50%, Anatomy Critical-Hit Chance +3%"
- - (Legs, Feet) "Blitz Shot Damage +46%" => "Blitz Shot Damage +53% and Critical Hit Chance +10%"
- - (Ring) "Heavy Shot deals +18% damage and reuse timer is -5 seconds" => "Heavy Shot deals +18% damage and reuse timer is -6 seconds"
- - New treasure effect: (Chest, Necklace) "Heavy Shot Damage +390"
- - New treasure effect: (Legs) "Aimed Shot deals +88 damage, has +13.5% Critical Hit Chance, and also grants this Critical Hit Chance bonus to your next Archery attack"
- - New treasure effect: (Hands) "When an Archery attack Critically Hits, you erupt in a burst of acid, dealing 89 Health and 89 Armor Damage to all foes within 8 meters. This effect is increased by treasure that boosts Acid Arrow."
- - New high level loot-drop treasure augment: (Feet) "Acid Arrow and Poison Arrow hasten the current reuse timer of Fire Arrow by -5 seconds"
- - (Head, OffHand) "Max Power +42 when skill Archery active" => "Archery attacks that Critically Hit restore 43 Power and boost your Anatomy Critical Hit Chance +1% for 20 seconds"
- - New treasure effect: (MainHand) "Anatomy-Based Critical Hit Damage +48.5% while skill Archery active"
- - New treasure effect: (OffHand) "Archery attacks that Critically Hit deal 396 Poison damage over 12 seconds. This amount is further increased by treasure that boosts Poison Arrow's damage-over-time"
This may be a good time to mention that Critical Hits are determined once per attack, based on the primary target. If an area-effect attack is a Critical Hit, it deals bonus damage to ALL targets regardless of their anatomy/phrenology/etc type. (This is kind of weird, and might change, but that's how it works right now.)
Fire Magic:
- - "When you are near your Fire Wall, you heal 12 Health per second." => "When you are near your Fire Wall, you heal 15 Health per second. Fire Wall reuse time is -3 seconds."
- - "Fire Walls deal +65 damage per hit." => "Fire Walls deal +52% damage per hit. Fire Wall reuse time is -3 seconds."
- - "Fire Walls have +220 Max Health." => "Fire Walls have +220 Max Health. Fire Wall reuse time is -3 seconds."
- - "Fire Walls' attacks taunt +310%." => "Fire Walls' attacks taunt +310%. Fire Wall reuse time is -3 seconds."
- - "Frostball, Scintillating Frost, and Defensive Chill boost your Nice Attack Damage +83 for 7 seconds" => for 10 seconds
- - "Molten Veins restores 145 health to any Fire Walls within 10 meters" => "Molten Veins and Flesh to Fuel restore 145 health to any Fire Walls or other pets within 10 meters"
- - Fire Mages can train new fire wall variant spell research recipes from a floating sphere in Povus. (These recipes will eventually be obtained from an NPC in Statehelm.)
- - Scintillating Frost now once again has a frostier ball than Frostball.
Hammer
- - (Legs, Necklace) "Rib Shatter deals +210 damage to targets that are knocked down" => "Rib Shatter deals +140 Damage. If target is Knocked Down it deals a further +44% damage"
- - (Chest, Feet) "Seismic Impact deals +70% damage to targets that are Knocked Down" => "Seismic Impact deals +160 Damage. If target is Knocked Down it deals a further +49% damage"
Unarmed:
- - (Chest, Hands) "Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +67 for 7 seconds" => +105
- - (Necklace) "Cobra Strike Damage +100" => "Cobra Strike deals +100 damage and boosts your Melee Evasion +14.5 for 7 seconds"
- - New treasure effect: (Main-Hand) "Mamba Strike deals +67 damage and boosts your Melee Evasion +5.25% for 6 seconds"
- - (Head, Off-Hand) "Mamba Strike Damage +59 and Reuse Time -1 sec" => "Mamba Strike Reuse Time -2 seconds". This effect is now only available on Off-Hand items. Head items with this treasure effect have become Legacy. You can transmute this effect off of the item to un-Legacy it, or you can get a random replacement item. Visit the Legacy Item Helper golem in Serbule for more assistance.
- - New treasure effect: (Head) "Mamba Strike boosts your Melee Evasion +10% for 10 seconds"
- - (Off-Hand, Head) "Slashing Strike boosts your Melee Evasion +5.25% for 5 seconds" => "Slashing Strike deals +64 damage and boosts your Melee Evasion +5.25% for 5 seconds"
- - New treasure effect: (Ring) "Slashing Strike deals +64 damage and worsens the target's Slashing Vulnerability +16% for 60 seconds (this effect does not stack with itself)"
Weather Witching:
- - New treasure effect (Main Hand): "Storm Shield targets all ally pets within 20 meters, but ability reuse time is increased +5 seconds"
Writ Challenge Wrap-up
Our first Writ Challenge went really well, and we will be adding it to our event rotation to be an annual Summer event. From now until the end of November 17th, you may /redeem your Writ Challenge Rewards Pack. This contains all Non-Community Chest rewards that were unlocked during the challenge: 10 Glamour Credits, Limited Edition Cosmetic Pet, 6x Orran's Super Inventory Expander Potion, Liquid Super Buffs (24 Hours), and a Sparkler Crate. Please note that the Liquid Super Buffs will self destruct 60 days after claiming, so don't forget to use it!
Other Bug Fixes & Tweaks
- - Sun Vale: Ranalon Guardians are higher level to match the rest of the area (were level 23, now 35).
- - Fixed bug with the AI configuration for several types of skeletal archers. These archers were supposed to flee if their target got too close, but they didn't.
- - Some NPCs were supposed to give out higher-level versions of their reward-items at certain times (such as Christmas or when increasing Favor Level), but they was configured incorrectly so those items had the NPC's base level. This is usually lower than the intended level
- - Slightly improved distribution of stats across the bee genome to increase available virility and intelligence.
- - Change wording of Recall Heart's Home so that it's accurate: "Sends you to the Teleportation Circle that you have recalled to the highest number of times" -> "recalled from"
- - New setting: "Cloth Physics": Provides more control over cloth physics simulating, allowing you to enable it only for yourself, for other players, or for everything (or turn it off completely). Found in Settings > Graphics > Advanced > Animation & Physics.
- - New setting: "Easy-Drop Items": Allows dropping items by dragging them out of the inventory window. Previously this was hidden, it is now accessible from inside the Inventory window's Settings (the gear at the top right).
- - New setting: "Mute Guild Quest Sounds": Mutes update sounds for guild quests. Found in 2 areas: Settings > Sound > Other, and by right-clicking on the floating "Quests" HUD element.
- - Contextual keybinds in Settings are now organized a bit better into subcategories: Corpse Actions, Build Mode, & Other
- - Several new items have been added to Riston in the Red Wing Casino and the guild credit shop.
- - Sparklers last longer (from 7.5 seconds -> 11 seconds).
- - Multicolored Sparklers' emitted light now changes color.
- - Watcher pets now float off the ground a bit more.
- - Fae Dragon pets no longer continuously divebomb while idling; they only do it every once in a while.
- - Improved a *lot* of visuals in Serbule Hills
- - Fixed bug that could cause the server to hang up on players during long loading screens.
- - Giant bats are slightly cuter. (You may need to re-bat to see this change.)