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://cdn.projectgorgon.com/news.txt
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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: https://cdn.projectgorgon.com/news.txt
  
 
If you are returning to the game and want short summaries of what was changed, see [[Quick Notes]].
 
If you are returning to the game and want short summaries of what was changed, see [[Quick Notes]].
  
 
For information on possible future content, please see [[Knowledge of the Future]].
 
For information on possible future content, please see [[Knowledge of the Future]].
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[[:Category:Game_updates|Click Here for a complete archive of Game Updates]]
 
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[[:Category:Game_updates|Click Here for a complete archive of Game Updates]]
 

Latest revision as of 08:45, 13 March 2023

Recent updates

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: https://cdn.projectgorgon.com/news.txt

If you are returning to the game and want short summaries of what was changed, see Quick Notes.

For information on possible future content, please see Knowledge of the Future.

Click Here for a complete archive of Game Updates


Update: March 12, 2024

Just a quick update today with a lot more map updates and improvements, some knife balancing (which is just as dangerous as it sounds), and a host of bug fixes and tweaks. Let's dive in!

Map Fixes & Tweaks

Last update, we made major revisions to our map and mini-map. We asked for feedback -:- and we got it! With your copious feedback and commentary, we've fixed a lot of bugs and added a lot more improvements, including:

- The map's zoom slider returns!
- Added several customization options to the map, accessible by clicking on the new gear icon.
- The map sidebar can now be attached to either the left or right side of the map.
- Auto-following of the map can now be disabled, so you can freely explore the map while moving.
- Minimap resizing & disabling is now more obvious via the gear icon.
- Zone name & current time are now shown when the map sidebar is collapsed.
- NPC Vendors now display their currently available councils and, if applicable, how long until their councils reset in their map info.
- Party member names are now shown when their map icon is hovered over.
- When a map pin is selected or created, its label text field is auto-focused.
- Most portals throughout the world now show up as portal icons when targeted.
- Fixed a bug with party member map icons breaking.
- Your pet no longer prevents placing of map pins.
- Map pins can now be deleted by right-clicking on them.
- Map pins can be added directly on the minimap.
- Minimap resizing now saves.
- Fixed a bug that would sometimes cause map pins to not save properly.
- Fixed nameplate placement of portals.
- Removed fae molluscs & cows from maps.
- Uriana and the Wintertide Portal, both in Fae Realm, now display on the map.
- NPCs now disappear from the map when they de-spawn.
- Added a new map filter for Events.

We think the new map is a pretty good upgrade -- but your feedback has made it a thousand times better than it would have been alone. Thank you!

Knife Tweaks

Knife sees some loving refurbishment this update, with a host of changes to abilities and treasure -:- plus a bunch of all-new treasure!

Knife Ability Changes
- Surprise Throw: changed from having a 45-second reset time to 12 second reset time; treasure revised accordingly, see below. (Note: this change is a *dramatic* buff to the ability's total DPS and usefulness, although the treasure numbers below may make it seem like a nerf.)
- Poisoner's Cut: buffs from this ability last 8 seconds instead of 5 seconds
- Fending Blade: innate Rage reduction is increased
- Venomstrike: deals its Poison damage over 10 seconds instead of 12
- Surge Cut: reset time changed from 20 seconds to 10 seconds. It is now a Minor Heal ability instead of a Survival Utility ability. Treasure effects recalibrated/rewritten.
- Bug fix: Fan of Blades is now marked as a Burst attack instead of a Ranged attack
Knife Treasure Changes
- (Head, Necklace) "Surprise Throw Damage +78%" => +40%
- (Chest) "Surprise Throw deals +43% damage and stuns the target if they are not focused on you" => +134 damage and stuns the target if they are not focused on you. Also, this effect is now only available on Chest, not Legs. Items that already have this effect on Legs will now be Legacy. (See below.)
- (Hands, Ring) "Surprise Throw restores 143 Power if the target is not focused on you" => "... restores 80 Power if the target is not focused on you"
- (Legs, OffHand) "Fan of Blades, Hamstring Throw, and Surprise Throw deal +44% damage and reuse timer is -1 second" => "... deal +25% damage and reuse timer is -1 second"
- (Legs, Feet) Backstab deals an additional 695 Trauma damage over 10 seconds if the target is not focused on you. => 1400
- (MainHand, OffHand) "For 5 seconds after using Opening Thrust, all knife abilities with 'Cut' in their name deal +28 damage" => +60
- (Head, MainHand) "Blur Cut restores 52 Health after a 15 second delay" => "Blur Cut restores 35 Health"
- (Chest, Feet) "Slice deals 175 Poison damage over 10 seconds" => 275
- (Head, Legs) "Fending Blade deals +64 damage and reduces Rage by 600" => +102 damage
- (Feet, Ring) "Fending Blade restores 32 Health to you immediately and reduces the target's Rage by 400 after a 5 second delay" => "Fending Blade restores 41 Health to you and reduces the target's Rage by 400"
- (MainHand, Ring) "Venomstrike deals an additional 240 Poison damage over 12 seconds" => 375 over 10 seconds
- (Hands, OffHand) "Venomstrike has a 50% chance to stun the target and deal +60 damage" => "Venomstrike deals +100 damage and has a 50% chance to stun the target"
- (Chest, Feet) "Gut deals an additional 260 Trauma damage over 10 seconds if the target is not focused on you" => 440
- (MainHand, OffHand) "Gut deals +60 damage and if target is not focused on you, deals +25% Trauma damage over 10 seconds" => "Gut deals +80 damage and if target is not focused on you, deals +40% Trauma damage over 10 seconds"
- (MainHand, Necklace) "Surge Cut restores +95 Health to you" => 72 health
- (Chest, Legs) "Surge Cut restores 120 Armor to you" => "Surge Cut restores 67 Power to you"
- (Head, Ring) "Surge Cut deals 265 Trauma damage over 10 seconds" => 305
- (Chest, Legs) "Blur Cut deals 145 Poison damage over 10 seconds" => 215
- (Necklace) "Marking Cut deals +146 armor damage and does not cause the target to shout for help" => this effect is now only available on Necklaces. Existing off-hand items with this effect have become Legacy. (See below.)
- (Legs) "Slice ignores mitigation from armor and deals +101 damage" => this effect is now only available on Legs. Existing off-hand items with this effect have become Legacy. (See below.)
- (Head, MainHand) "Backstab steals 121 health from the target and gives it to you" => "Backstab deals +198 direct damage. You recover 198 Health (or Armor, if Health is full) over 12 seconds."
- (OffHand, MainHand) "For 5 seconds after using Opening Thrust, all knife abilities with 'Cut' in their name deal +60 damage" => For 10 seconds
- (Chest, Hands) "Opening Thrust has a 25% chance to cause all Knife abilities WITHOUT 'Cut' in their name to have a 38.5% chance to deal +39% damage for 10 seconds" => "For 10 seconds after using Opening Thrust, all Knife abilities gain +20 Accuracy and have a 20% chance to deal +25% damage"
Knife New Treasure
- (Head) "Fan of Blades, Hamstring Throw, and Surprise Throw deal +100 damage and can Critically Hit based on your Anatomy skill levels"
- (OffHand, Necklace) "When wielding two knives, Knife Fighting attacks with 'Cut' in their name deal +43% damage"
- (Chest, Feet) "Poisoner's Cut boosts Direct Poison Damage an additional +79 per attack"
- (OffHand, Ring) "Knife abilities with 'Cut' in their name leave a Lasting Mark in the target for 30 seconds. When the target dies, each Lasting Mark hastens the active reset time of Backstab by 3 seconds, or if Backstab isn't on your ability bar, you instead recover 36 Power and your next Slice attack deals +80 damage."
- (Hands) "Backstab deals +83% Direct Damage to Elite targets"
- (Legs, Feet) "Surprise Throw boosts your Epic Attack Damage +206 for 30 seconds if target is not focused on you"
- (Head, Ring) "Taunt from Attack Damage -33.5% and Rage From Attacks -10.5% while Knife Fighting skill active"
- (Hands) "Duelist's Slash hits all targets within 8 meters and deals +82 damage"
- (OffHand) "Slice deals +86 damage and causes target to suffer +86 damage from future attacks for 30 seconds"
- (MainHand) "Backstab deals +85% Direct Damage if target is stunned"
- (Legs) "Marking Cut deals +60 damage and grants +85 Accuracy to your next Knife ability"
- (Ring) "Duelist's Slash deals +82 damage and for 12 seconds afterwards all melee Knife abilities can Critically Hit based on your Anatomy skill levels."
Legacy Equipment

If you use transmutation to remove the effect that caused a piece of equipment to become Legacy, it will stop being Legacy. You can also take Legacy items to the "Legacy Item Helper" golem in Serbule for a randomized replacement item.

Cheap Transmutation

To help Knife fans adjust to these changes, transmutation costs for Knife will be cheaper this month. Transmute away!

Hardcore Living

Last update we introduced a new skill, Hardcore Living, for our Hardcore players. Unfortunately, we also introduced some bugs with it. In this update we've got the bugs under control, and even better, the level-up benefits on this skill are significantly improved... But there's a catch: If you stop being Hardcore, you automatically forget the Hardcore Living skill and lose its benefits. You do keep your unlocks, though, so you will only need to unlock higher tiers of Hardcore Living once.

Other Tweaks & Fixes

- Slightly increased the drop rate of barley seeds when harvesting barley.
- Bug fix: Battle Chemistry: (Ring) "Toxic Irritant causes the target to suffer +15.5% from Acid Damage (including Toxic Irritant) for 15 seconds." => This effect did not work (in fact it debuffed the caster instead of the target). It's been revised as follows: "Toxic Irritant boosts your Acid Damage (including from Toxic Irritant) +15.5% for 15 seconds. (This effect does not stack with itself.)"
- Khyrulek's curse damage no longer benefits from the victim's Trauma buffs.
- Fixed a bug that could cause monsters to react to damage they suffer after death. (Which could cause doors to be opened/closed incorrectly.)
- Community Chest slots in Serbule can now actually be purchased with Live Event Credits.
- Deer are no longer invisible up close.
- Fixed a bug causing the party UI to stick around if you switch characters.
- Using /nap while in wolf form no longer infiniloops.
- Fixed a bug with channeled abilities causing you to infinitely loop an animation the next time you perform an emote.
- Fixed a bug where someone playing music near you would later cause your own animations to interrupt your music playing.
- Bird forms' music-playing is no longer interrupted by other animations.
- If you are Friends with Irkima in the Red Wing Casino, you might want to check in with him. (Requires one 70+ combat skill.)
- VIPs now have access to a few more special emotes, including a real head scratcher. And don't forget to check out the VIP redemption for March if you haven't already! Pity you can't glamour that bug ...


Click here to return to the Game Updates page.

Update: February 23, 2024

Welcome to another exciting PG update! Can you believe it's late February already? Today's update has the usual set of additions, improvements, fixes and tweaks, of course -- but the biggest news is an extensive update to the map system! (You know, that sounded more exciting in my head.) Let's take a look!

Updated Map System

One of PG's charms is the sheer amount of exploration available. It's a big world filled with hundreds of people and places to remember, each with their own lore and likes and history to explore. There are hundreds of skills to learn, thousands of items to collect, trade, or gift :- the world is wide open! But keeping track of all of that in a way that makes it fun for you to explore the world and set your own goals :- especially in relation to NPC management :- has been a bit of a long-standing problem for us.

To address that, we've taken a hard look at the map system in Project: Gorgon and made some pretty sweeping improvements. The in-game map now lets you view NPCs, portals, meditation pillars, and teleport platforms as you discover them; even better, you can now find some of the most critical info about NPCs in your area at a glance -:- which can really help you decide what you want to focus on.

Let's look at the details:

- NPCs: After meeting an NPC for the first time, they'll show up on your map. Their list of known services and item preferences are displayed, showing more and more information as you uncover them. Your current favor level with that NPC is displayed, alongside any new unlocks you'll get when you level up their favor. You can also take custom notes on any NPC.
- Teleport Platforms: You can now see Teleport Platforms on the map, with how many times you've used each one.
- Meditation Pillars: You can now see Meditation Pillars on the map, with the corresponding Combo that's granted when you meditate at one.
- Portals: You can now see portals to other areas/dungeons on the map.
- Filters: Don't want all the new info cluttering up your map? Simply turn them off!
- Pin Customization: There's now a more intuitive UI for customizing your own map pins, with extra color options.
- Pets: Your pets now show up on the map, and can be clicked on to see which one has fallen behind.
- Minimap: The minimap has gotten a visual upgrade. You can easily toggle between seeing all pins, personal pins only, or no pins at all on the mini-map.

We're excited to develop these ideas further with the ultimate goal of making it easier to set your own goals and explore the world of Alharth in your own way. And we're eager for all your feedback on the new map!

VIP Program

Recently, many players have been reaching out to us to ask how they might continue to support PG now that they've purchased the game. There are a few different ways: for example, the Gorgon Shop sells backer packages that are meant for this purpose specifically and which include some neat features like extra character slots or a custom title. Or if you prefer, you can also donate money directly to us. Our community has been amazingly generous; it's impossible to say just how much the extra support has helped us.

But we've noticed that many players aren't aware of the other program that's available if you'd like to kick in some extra monetary support: the VIP program. VIPs pay a small monthly charge through Steam, and in return they get a bunch of small benefits and fun stuff, like extra character slots and regular gift redemptions. (Backer pacakges usually include some VIP time as well.) In this update we've tried to make it more obvious what being a VIP entails (without being too annoying about it) by adding a small button on the sidebar that opens the VIP panel.

We've also added a cool new system for VIP emotes in this update. These are emotes -- slash commands that make your character do an animation -- that can only be used by current VIP members. The first one we're introducing is /flex; we'll be adding more very soon.

And VIP members: Don't forget to check your redemptions regularly! You may find some fun little gifts in there. (You can find those in the Persona panel on the right-hand sidebar, under the icon of a present. Or you can type /redeem in chat.)

"Hardcore Living"

There's a new skill, "Hardcore Living". Hardcore players earn XP in this skill when you kill a monster whose level is at least as high as your Hardcore Living skill. There are already some inherent benefits to leveling this skill, but its primary purpose will come in the future: we plan to use it as a "gating skill" on Hardcore gear. Currently, Hardcore gear mostly uses Endurance as its gating skill, and that seems weird.

(We haven't updated Hardcore gear to require this new skill yet -- we wanted to give you time to level this skill first.)

Abilities & Combat & Loot

- Abilities that have a chance for critical hits now display this info in their ability tooltips.
- Minor change to Hammer treasure effect: (Necklace, Ring) "Reckless Slam deals +89 damage and taunts -345" => "Recklass Slam deals +105 damage"
- Alchemical item "Aiming Potion" now applies to critical hits from anatomy criticals as well as phrenology criticals.
- Alchemy items "Telka's Teeth": all tiers now last 15 minutes.
- Improved some loot drop unique stats for Boss Gauntlet bosses.
- Fixed AI bug: during the first second of combat, monsters could choose to use their self-buff even if no other allies were supporting them.
- New skill, Hardcore Living skill. This skill will be used as a gating skill for some hardcore equipment and features, much as Endurance is often used as a gating skill.
- Changed treasure effect: "Long Shot increases target's vulnerability to Trauma and Acid +10% for 20 seconds. (Max of 2 stacks.)" => now also debuffs Poison
- Changed treasure effect: "Tundra Spikes stuns all targets after a 6 second delay" => 8-second delay. (The top tiers of this effect were reduced because the delay was too short to take full advantage of.)
- New treasure effect: Archery: (Chest, OffHand): "Acid Arrow deals 365 Poison damage after a 6-second delay"
- Low-level item "Ring of Critical Hits" now applies to anatomy criticals as well as phrenology crits. (Just because it should.)
- Orc monsters' reaction to being slowed or being unable to chase their attacker is to throw a Khopis; this Khopis now slows their opponent.
- Aktaari that are slowed or unable to successfully chase their attacker use a new slowing spittle attack.
- "Bounding escape dispels any active Slow or Root effects..." now works on Ice Cocoon.
- Spriggan Weeds have unique combat behaviors (instead of using generic animal logic).
- Fixed scaling on high-level Provoke Undead & Raise Zombie abilities.
- The Big Slime in Carpal Tunnels should no longer summon level 90 slimes.

Other

- Added new basic emotes: /bow, /point, /yes, /no, /agree, /nod, /disagree
- New command: /target <entity name> targets the closest entity whose name matches or contains the text. This is rudimentary right now, and does not affect the order of tab-targeting. /ta is an alias.
- Added 2 new hotkeys: Select Next Pet & Select Previous Pet.
- Right-clicking a pet's state (Attack, Follow, etc.) now sets that state for all active pets.
- When a pet is selected, its name now highlights in the pet window.
- Item rarity and level overlay now applies to storage & merchant UIs.
- Vendor item prices now update in real-time, if e.g. you buy back all of the items you previously sold the vendor, or a player updates their store's pricing.
- Attempting to Stow an item with a max carryable amount into a maxed stack no longer deletes the item.
- Added right-click menu options for turning mushrooms into powders.
- Fixed right-click menu options for Hides (to easily convert them to leather rolls).
- Low level Werewolf Hind Leg Guards (Enchanted) recipes only require the non-enchanted versions now.
- Fixed teleport platform in Serbule Hills that would cause Foxes to fall under the world.
- Kur now uses dark versions of map icons.
- Fixed bug causing Book UI button text to overflow the button.

Click here to return to the Game Updates page.

Update: January 15, 2024

This is a quick bugfix and tune-up for the January 12 update.

AI and Monster Fixes:

- Bug fix: ranged attackers will once again move closer to their enemy if all their attacks are out of range
- Fixed various other minor bugs with monster AI
- Bug fix: "Security Golem" type monsters are weaker
- Monster change: some high-level Scray monsters could debuff attackers that used fire/electricity/cold attacks on them. This cool debuff has been given to all Scray of every level

Boss Gauntlet Adjustments:

- fixed Dementia Puck and Ynigix having incorrect level
- Empusa no longer wanders around (preventing her from potentially walking into earlier or later boss events); tweaked Empusa encounter
- fixed some misfiring event triggers
- buffed some bosses that were too weak

Click here to return to the Game Updates page.

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.

Update: January 12, 2024

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.

We've also buffed the "tough solo" monsters. These are typically named monsters that are intended to be soloable, such as Salmpo, the Mauler, or the named creatures in desert War Caches. These creatures gained about 12% more Max Health and Max Armor by level 80.

In addition, we revised monster self-buff reaction abilities:

- 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.)

Click here to return to the Game Updates page.

Update Notes: December 13, 2023

This is a quick bug-fix update.

Bug Fixes & Tweaks

- Battle Chemistry Fix: "Bomb attacks deal +50 damage and cause your next Healing Mist to restore +60 Health over 30 seconds" => this was actually boosting healing 6x more than intended. Corrected to match description.
- Battle Chemistry Fix: "Bomb attacks deal +61 damage and cause your next Healing Mist to restore +50 Armor over 15 seconds" => this was actually boosting healing 5x more than intended. Corrected to match description.
- Summon Deer 6 now requires Summon Deer 5 instead of 4.
- Fixed: When analyzing the genetics of a corpse, XP earned was based on the level of the player rather than the level of the corpse being analyzed.
- Survival Instincts: Lend Grace 5 is now grouped with its other Lend Grace buddies.
- Three-Nostriled Barrier now remains open appropriately.
- Swollen Hands curse no longer prevents you from wearing a helmet.
- Glamour Berries from Riston are now usable (and more generally, attuned ingredients can be used in crafting).
- Tomato plants grow much slower.
- Renamed some "Amazing" hat recipe-teaching items to "Astounding".
- Human-Style Pizza with Tofu is now correctly labeled as a meal.
- Added a comma to food-related crafting recipes, to separate the recipe level from the type of food it creates (meal, snack etc.).
- Evu Fruit is now affected by foraging bonuses.
- Bug fix: Added missing titles for some long-term animal form behavior badges (e.g. while you have the Eternal Fox behavior badge, you also now have the Eternal Fox player title).
- Fixed typos for Snowleaf & Irkima.
- Fixed a spot in the Serbule Hills Goblin Logging Camp that was easy to get stuck in.
- Fixed selection colliders & face cams for Osslars and Gricklings.
- Fixed some wands that were appearing as big white cubes.
- Bug fix: Festive Holiday Maggot is more festive.
- This is the 400th published build of Project: Gorgon! As a thank you for reading the patch notes, use the command /400 in chat to receive a dumb title.

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