Difference between revisions of "Game updates/2016-08-13"
From Project: Gorgon Wiki
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: The main purpose of doing an update today was to get these crash-fixes live. But there were a few other small things that happened to be ready to go. | : The main purpose of doing an update today was to get these crash-fixes live. But there were a few other small things that happened to be ready to go. | ||
===<b>Totemic Infusion</b>=== | ===<b>Totemic Infusion</b>=== | ||
− | : A new crafting skill can be learned from an NPC in [[South Serbule]]. (Look for him on the meditation pillar near the lake.) This skill is intended for low-level players as an introduction to item enhancements. The recipes give completely predictable benefits with no random elements, because you don't stay a newbie long enough for random elements to make sense on your newbie gear. Totemic infusions use 100 enhancement points on an item just like an Augment, which means you can't use both on the same item. (But what newbie is going to Augment their newbie gear?) The totemic infusions come in several tiers, and while Augments will probably be more powerful in the general case, there are many scenarios where totemic infusions are the most practical choice (such as when you're in the 40s and realize you need a lot more armor to survive in Kur, or when you're in the 30s and trying to bridge the gap in dungeon difficulties). | + | : A new crafting skill can be learned from an NPC in [[Serbule Hills|South Serbule]]. (Look for him on the meditation pillar near the lake.) This skill is intended for low-level players as an introduction to item enhancements. The recipes give completely predictable benefits with no random elements, because you don't stay a newbie long enough for random elements to make sense on your newbie gear. Totemic infusions use 100 enhancement points on an item just like an Augment, which means you can't use both on the same item. (But what newbie is going to Augment their newbie gear?) The totemic infusions come in several tiers, and while Augments will probably be more powerful in the general case, there are many scenarios where totemic infusions are the most practical choice (such as when you're in the 40s and realize you need a lot more armor to survive in Kur, or when you're in the 30s and trying to bridge the gap in dungeon difficulties). |
===<b>Other Changes:</b>=== | ===<b>Other Changes:</b>=== |
Latest revision as of 14:22, 17 June 2021
August 13 Update
- This update incorporates the latest patch for the Unity engine. It should fix the bug that caused graphics drivers to crash, and it should also improve framerate in outdoor areas (for those of you who had dramatic nose-dives in framerate after the last update). It's unclear whether the patch also fixes the other crashing-bug we've seen reported, but since I can't easily repro the crash after this patch, I'm mildly optimistic.
- The main purpose of doing an update today was to get these crash-fixes live. But there were a few other small things that happened to be ready to go.
Totemic Infusion
- A new crafting skill can be learned from an NPC in South Serbule. (Look for him on the meditation pillar near the lake.) This skill is intended for low-level players as an introduction to item enhancements. The recipes give completely predictable benefits with no random elements, because you don't stay a newbie long enough for random elements to make sense on your newbie gear. Totemic infusions use 100 enhancement points on an item just like an Augment, which means you can't use both on the same item. (But what newbie is going to Augment their newbie gear?) The totemic infusions come in several tiers, and while Augments will probably be more powerful in the general case, there are many scenarios where totemic infusions are the most practical choice (such as when you're in the 40s and realize you need a lot more armor to survive in Kur, or when you're in the 30s and trying to bridge the gap in dungeon difficulties).
Other Changes:
- - Fixed a few hangouts and favor rewards that gave out stacks of things that aren't actually supposed to be stackable
- - Fixed a bug that caused some members of a performance to not be heard
- - Fixed a bug where the duration of your player-music buffs could suddenly drop when performers stopped playing
- - Fixed names of storage-crate work orders to match the renamed storage crate sizes
- - Fixed icon on Shock Nibs (was using frost nib icon)
- - Freezing Mist ability has the correct icon again (instead of Healing Mist)
- - Shadow Feint has its own icon (temporary art, just so that it's distinct)
- - Gretchen Salas is supposed to wander around insulting the people in the central Eltibule courtyard before returning to her home. However, one of the central courtyard inhabitants, Thimble Pete, was moved to Hogan's Keep a while back. When she chose to talk to Pete, she would trek off cross-country, becoming quite difficult to find. This dialog is now spoken to George Madler, so once again all of her dialog should be to inhabitants of the central courtyard. FYI, when working correctly, Gretchen should always be relatively near central Eltibule. If you can't find her, it may be useful to know that she always visits her home after talking to the keep inhabitants, so you can wait for her to show up at her home. (Her house is the shack outside of the keep walls with vegetables growing behind it.)