Game updates

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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: http://cdn.projectgorgon.com/welcome.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.

June 15 Hotfix

This minor update addresses issues that can be fixed without the need for a new game client. Other issues will be fixed in the next client snapshot.

Skill and Ability Changes

- The bard treasure effect "Entrancing Lullaby deals x Trauma damage after a 20 second delay" actually fired twice: once immediately and once after 19 seconds. It now fires once after 20 seconds
- The rabbit ability Bun-Fu Kick is supposed to deal extra Trauma damage after an 8 second delay; it was actually applying trauma damage twice: once immediately, and once after 7 seconds. It now fires once after 8 seconds
- The rabbit ability Thump is now tagged as a Kick for purposes of unarmed gear that boosts kicks
- The rabbit ability Bun-Fu Kick is renamed Bun-Fu Blitz to better indicate that it is NOT a Kick (for purposes of unarmed gear that boosts kicks)
- Cinnamon the rabbit now teaches higher-level versions of Rabbit Scratch, Thump, Bun-Fu Blitz, Rabbit's Foot, Hare Dash, and Play Dead

Loot Changes

- Snowdeer now give Great Venison (not low-level Venison) when butchered
- Misery Gazelles now give Great Venison. (Misery Yaks, their lower-level cousins, still give regular Venison.)
- Ciervos, the sentient boss deer, now gives Great Venison. You monster.
- The higher level "carnivore stomach contents" loot tables have been updated to reflect the new meat types. For instance, Polar Bears now occasionally drop Great Steak instead of occasionally dropping low-level Steak
- "Snow Oxen" now spawn in Gazluk (mostly in the valleys). They give Great Steak. They also give Great Animal Skins when skinned. They are, however, surprisingly dangerous
- Feral Cows and Feral Bulls had misc-item loot drops for level 30 animals, instead of level 20 animals
- Fixed a loot table error on Seaweed and Muntok Peppercorns, which were dropping only 25% as often as intended from many types of monsters. For the record, these items drop from all level 40-50 non-carnivorous animals, including Biting Vines, Sand Dogs, Snowdeer, Angry Giant Bats, Mountain Sheep, Gnashers, and others. They can also be found on some other types of monsters including Polar Bears, Trolls, and Tor-Uraks. Muntok Peppercorns can also be found on any orc. However, the exact drop rate for each monster varies (based on what other things it can drop), so experimentation is wise

Favor and Gifting Bugs

- Yalox claimed to like Desserts, but actually liked Books instead. Now likes Desserts, not Books
- "Ancient Sketchbooks" and "Spoons" count as antiques for gift-giving purposes (but not especially good ones)
- Druidic Assault Staves are marked as non-storebought items for gift-giving purposes (this is important because stock storebought weapons are valueless as gifts)
- Heartshrooms are tagged as mushrooms for gift-giving and storage purposes
- Laura Neth recognizes her own free Snacking Bread, and no longer appreciates it as a gift
- Crafted cloth slippers now count as "slippers" and "clothing" for gift-giving purposes
- Iocaine Powder counts as a poison for gift-giving purposes

Other

- The cash value of most foods and drinks has increased
- The /isearch command incorrectly labeled items in Silvia's storage as being in Raul's storage
- You needed level 2 in Corpse Talking to actually talk to Corpses, instead of level 1 as intended
- It was possible to learn Corpse Talking from Jumjab without being Friends
- Fixed bug with Guild Audit Logging: it did not record new members correctly
- Monsters with special behavior that triggered after a certain amount of damage (such as deer, or bosses like Lord Sedgewick and the Forgotten Loading Golem) were not using their special behavior
- Lowered the difficulty of most floors of the "labyrinth" dungeon. It was previously intended for a group of 6 very-well-prepared level 60 players; now it should be more viable for a group of 4-6 players with levels between 50 and 65. The dungeon's "iconic encounters" were maintained (such as the boss maze), but in those cases the number of "trash monsters" was reduced. However, these changes are just preliminary guesswork based on very little feedback. So more feedback is needed for this dungeon: which parts are too hard, which too easy, rewards too good, rewards not good enough: let us know! If your guild is trying to decide what dungeon to run this week, choose this one! And then give us feedback.

Click here to return to the Game Updates page.

June 9 Update #2

This minor update fixes bugs in this morning's major update.
- Fixed bugs with the /isearch command when trying to search storage crates
- Fixed an error message when accessing Hulon the Hoarder
- Removed the barter menu option from Nishika (she has no barters)
- Bellema Deftwhisper let you buy the level 70 Transmutation unlock before you had reached level 60
- Fixed scenarios where garden rabbits could consume vegetation from extreme distances
- Shared-account storage was accidentally boosted to 100 slots. This has been reverted. (Shared-account storage increases are in the works, but not ready yet.)
Known issues:
- The "black flicker" bug is back again; a new client patch will fix it later today
- The "eat corpse" option was not correctly moved to the bottom of the corpse actions list; this will be addressed at a future date

June 9 Update

Storage Improvements

Inventory and storage management in Project: Gorgon is important - but not very polished yet. Much of that will improve after the new UI is in place, but in the meantime we did wedge in a few useful additions to storage management.
First, you can now find objects in a couple of zones that allow you to view and interact with items in any storage in that zone:
- Serbule: A bookshelf in the building next to Hulon the Hoarder's shop lets you manage items in any Serbule-specific storage you have unlocked.
- Rahu: A table in Ichin the Ice-Master's shop lets you manage items in any Rahu-specific storage you have unlocked.
- Kur Mountains: A table near Nightshade lets you manage items in any Kur Mountains storage you have unlocked.
Eventually this feature will work in all zones and be built into the interface.
Second, we've exposed some of the back-end functionality that needs to be in place for the eventual storage UI. The slash command /isearch can help you find items that you've misplaced in a storage container.
Typing "/isearch sword" into the chat bar will search all your storage vaults, chests, and NPC storage for items with the word "sword" in their name - and tell you what and where those items are. You can use "/isearch" by itself for more instructions.
NOTE: The storage system has been heavily changed internally, and there may be bugs. If you see unexpected behavior when accessing your stored items, please report the bugs immediately!

Guild Levels & Logs

A while back, we added the ability to 'level up' your guild through guild quests. In this update, we expand on that with some new guild features.
Guilds can now purchase additional guild storage for each guild level above 0. (Note that the number of slots available at each guild level is different per chest, and sometimes per level as well.) The cost of additional slots is quite high; it is intended to be a shared task among guild members.
A guild's level now determines the number of people that can be in the guild, as follows:
- Level 0 through 5: 150 people
- Level 6: 175 people
- Level 7: 200 people
- Level 8: 225 people
- Level 9: 250 people
- Level 10: 275 people
- Level 11: 300 people
- Level 12: 325 people
- Level 13+: 350 people
As a courtesy to large existing guilds, if your guild already had 150+ players in it as of this morning, your guild's max size is "grandfathered" to 250 players until it reaches rank 9.
And finally, high-ranking guild members can now view an "audit log". The log shows structural changes to the guild: who joined (and who invited them), who quit (or was kicked out), who changed the message of the day, and who changed what guild settings.
By default only rank 9 or 10 guild members have permission to view the log, but it can be configured in the same way as other guild permissions.
The command to access the log is "/guild auditlogs" to view the current weeks' logs, or "/guild auditlogs old" to view last weeks' logs. Logs roll over on Monday.
This log is not currently accessible via the Guild Management Signs - the slash commands are the only way to access it.
When viewing the log, there is a "save to file" button that allows guild leaders to save the log to their hard drive. The file will be written as a .txt file to your screen shot directory.
We need feedback on this! Tell us what you want to see in the log and what format it should take!

Food & Recipe Changes

This update includes quite a lot of changes to food items and food recipes. The goals of these changes are to:
1. Link the value of foods (both in councils and in the gift-value to NPCs) more closely to the value of the ingredients, rather than just being a multiplier of the recipe level. (But level still plays a part!)
2. Ensure that all recipes are worth more than the sum of their ingredients. (This was already 90% true, but some low-level recipes were huge net-losses in value.)
3. Use higher-level (and higher-value) meats in high-level recipes to prevent high-level players from feeling the need to mass-slaughter newbie monsters. (And higher-level players that need a few pieces of low-level meat can get it with the new butchering recipes.)
4. Normalize the "difficulty" of recipes so that a lot more of them are worth using, and as well as fix a few outlier recipes that were much too easy.
As a result of these changes, ALL foods have changed in value to some extent. Some recipes have also changed; the complete list of changed recipes is available on the forum.

Other Fixes and Changes

- The next two weekends will feature new, slightly more complex "events" than our regular weekend events (which are usually just buffs). Please report bugs and give feedback on them!
- Fixed the bug where apple/grape trees could not have their lumber chopped out of them until they had been in an out-of-fruit state for at least 5 seconds.
- UI elements - like inventory, chat, etc. - no longer display over top of the loading screen.
- Added /blog and /forum as in-game shortcuts to the blog and forum websites.
- You can now quit your guild via /guild quit.
- The moon phase check will now tell you the actual moon phase in addition to how many days are left until the moon is full.
- The name of the creature you are looting now appears at the top of the Search Corpse window.
- Docile animals that instinctively flee from players (e.g. deer) no longer keep players "in combat" unless the animal is injured in some way. Note that it doesn't matter whether the damage was from that particular player or not; a damaged fleeing animal = in combat, an unharmed fleeing animal = not in combat.
- The water you see when you "Enter the Light", as well as the water in the Myconian Cave, is once again clear and clean.
- Beneficial and negative Auguries now have different icons.
- The icons for Green and Red Pepper Seeds now have properly tinted icons.
- Harvesting grown barley is supposed to yield 0-2 plantable seeds, as well as edible barley. Due to a bug, it could never yield 2 seeds. It can now.
- Various low-level Cheesemaking ingredients (butter, sweet butter, etc.) are worth more.
- Instant Snacks now restore significantly more Power.
- Fainor sells vinegar.
- Butchering Humongous Boars and Charged Boars now yield Great Pork Shoulder instead of low-level Pork Shoulder.
- Deinonychuses can now be butchered for basically-useless Dinosaur Meat. (They have no organs at the moment.)
- Selaxi teaches the recipe for Great Bacon.
- Nishika and Rugen in Rahu can now train butchers in how to pare down meats from a higher-tier meat to a lower one. For instance, you can turn Great Venison into Venison, or Stringy Insect Meat into Sinewy Insect Meat. Butchers can also chop out the toxic parts out of Paralytic Chicken, resulting in Great Chicken.
- You can gain a new bonus level of Butchering by raising Knife skill to 10.
- Several knife abilities have higher base damage. Some Knife treasure mods were altered as a result.
- You can raise the Transmutation level cap by training with Bellema Deftwhisper in a cave in Gazluk. NOTE: this is a temporary assignment for Bellema; a new NPC in that cave will train them soon!
- Changed the requirements for unlocking Ice Magic; it can now be completed with either the quest and Fire Magic 25, or the quest and [redacted new skill] 25.

Click here to return to the Game Updates page.

May 18 Update #2

- Fixed an issue where the loading screen flickered (a "black flicker") when new assets were being loaded during gameplay
- The ambient noises in Serbule are now tied to the ambient volume slider

This was a client-only update, and the server did not reboot. If you are experiencing the black flicker, you need to re-run the patcher and get this patch!

Graphics:

- Fixed several crashing bugs.
- Fixed situations where the game could become unresponsive during long loads, causing the OS to think the game had crashed (and display the "Do you want to keep waiting?" dialog).
- Improved the loading screen to show more information. (This is still a temporary loading screen; a "real" one with a progress bar will be added during the GUI overhaul.)
- Disabled Unity's new multi-threaded rendering mode because it was causing spurious crashes. (This may mean your FPS is reduced, especially if you have a many-core machine and a powerful graphics card.) We'll try it again after the next Unity update.
- Some gameplay effects, such as night-vision, could not be seen in Serbule if you were playing on low graphics settings or had manually disabled "Color Correction Curves". Color adjustment is now always on in Serbule and the : "Color Correction Curves" override does nothing there. (But it still does something in some other areas, so we're leaving the override in the game for now.)

Mac & Linux Users:

Mac: You no longer need to "turn off your trees" to play in Serbule. However on some Macs, you may still need to shrink the size of the game window in order to get a good frame rate. This is especially true if you have a Retina display on a lower-end MacBook: the video card can't drive all the pixels efficiently. (Sort of like a Cadillac being driven by a motorcycle engine -- it will be slow.)
We'll continue to try to improve game performance, but that wasn't the focus of this update. This update is about making the game not crash!
Known issue for Mac users: The night sky is extremely bright.
Linux: We've identified some issues that were likely causing problems for Linux players. We haven't tested these fixes on Linux because we don't yet have Linux QA machines (and Linux isn't officially supported yet) ... but there's a good chance that things are somewhat better now.

Preferences File:

The filename for the preferences file has changed. Previously, preferences were stored in GorgonPrefs.txt. Now they are stored in GorgonConfig.txt instead. The first time you log in after this update, the old file will be imported and then saved to the new filename. The old file will not be auto-deleted. We did it this way because the file format has changed and we want to have the option to roll back to an earlier version of the client if necessary.
HOWEVER. Due to the change in the preference-file format:
- The camera turning and zooming speeds have been reset to their defaults. You will need to re-set these from the Configuration panel.
- Similarly, if you overrode Water Quality, you will need to override it again.

Sorry for the hassle!

Brewing:

- If you had Cheesemaking barrels aging, they counted against your maximum number of brewing barrels.
- You were able to age a third barrel of hard liquor if your Cheesemaking skill was above 40. It is now fixed so that you need Brewing skill level 40 to age a third barrel.
- If you tried to place more than the maximum number of brewing barrels, the extra barrels would be placed but then immediately disappear.
- Hard liquor casks could be aged anywhere, not just in caves as intended.
- The favor "Mushrooms for Beer" required a different kind of mushroom than listed.
- The favor "Collecting Keg Orders" could not be completed because Durstin Tallow did respond correctly.
- Beer and hard liquor now count as "drinks" in terms of NPC behavior. Vendors that buy drinks will buy beer and hard liquor, and NPCs that like (or hate) drinks will now respond appropriately when gifted with these.
- The recipe "Sift Through Grass For Barley Seeds" now gives less XP.

Other Changes:

- Cows have jump animations, plus a greater variety of dance animations.
- Giant bats and werewolves now have dance animations, although some are placeholders. (Sorry, deer! We'll hack some placeholder dances in for you soon.)
- Daniel Murderdark's skeleton's trade options now require more skulls.

Click here to return to the Game Updates page.

Update Notes: May 11, 2017

Changes and fixes for the May 9 graphical update

This update contains changes and fixes for the May 9 graphical update to Serbule, including everything from crashing bugs to slimy tigers. Not all crashing bugs are fixed, but many of the changes here will help us get better data so we can debug other problems.

We are still working hard on crash reports – we want to get everyone who is affected back in the game! Plus, we need to get it all worked out before we update the graphics in other zones. So please test out this update, try all the work-arounds, and send us your crash logs! (The thread "PROJECT: GORGON SUPPORT - TROUBLESHOOTING - READ FIRST!" in the Support & Suggestions section of the forum is great place to start!)

(Sorry, Mac users – there's no fixes in here specifically for you, but some of the changes may help anyway.)

Making "safe mode" a little safer: when you start the game in safe mode from the launcher, the "auto-adjust quality" option is disabled. (The check-box in the configuration screen is ignored until your next restart). Sky reflection probes are now disabled in "Fantastic" quality level, as well as all others, because very few computers can handle generating them. But if you have a beast of a machine you can still enable the setting manually, and results are very nice, especially at night. We may add an "Ultra" quality level in the future with this feature active. Since sky reflection probes are disabled by default, we changed the reflection-probe refresh rate from once every 10 seconds to once per second. This is much more expensive, but it gives a consistent framerate hit instead of causing "hiccups" every ten seconds. You can change this rate in the Special Settings tab. If you don't mind an occasional framerate hiccup, try "ReflectionProbeFPS=0.01".

High-quality water algorithms are now disabled for ALL graphics levels. This is because they crash on some machines. However, they are not really that expensive and they make the water look much better - so if you have a powerful machine, change the Water Quality graphics override to 4. And if it crashes after that, turn it back down. The advanced graphics option "Camera Far Clip Plane" now does nothing in Serbule. Serbule is using a different system. However, this option still works in other areas for now.

Other Serbule fixes:

- Serbule's map has been made more usable. Not pretty, but more usable. Serbule's landscape is still a work in progress and so this is just a temporary map.

- Night sky is brighter. It is too bright on some devices ... but this is still a work in progress because it looks different on every video card.

- The early morning sun's rays are slightly less blinding. (But still bright, because morning suns are bright.)

- Removed "night time slime" from some monsters such as bears and tigers.

- Removed foliage and exposed dirt in Serbule keep's shop stall area.

- Restored collision physics to Serbule barn.

- Restored collision physics to the building near the Serbule docks.

- Fixed physics of the sides of stairs in Serbule buildings.

- Fixed various other building glitches. Not all of them have been fixed, and most likely not all of them have been found yet, so keep those reports coming!

- The windmill in Serbule turns again!


Brewing:

Brianna Willer's favor quests were given out by Tadion the blacksmith instead, and gave favor with him. If you have not yet turned in the favor, you will need to re-get it from Brianna. If you already completed it, it can't be completed again, but Tadion did give out the correct non-favor rewards anyway (mostly hops for brewing).

Casks of potato vodka and applejack take 1 hour to ferment, not 1 minute. (That was supposed to be for internal testing only!)

Barley would let you harvest it multiple times. On the down side, it would never give new barley seeds. Both of these have been fixed.


Hiral in Sun Vale still sells Pixie Sugar and Sugarcane Seeds as a sort of "emergency backup" if you can't find any, but he's now realized that he can charge WAY more for these emergency items, and has multiplied the price.


Kegs of beer can no longer be used forever.


The "reuse beer keg" recipe now returns a firkin, not a kilderkin.


Click here to return to the Game Updates page.

Update Notes: May 9, 2017

Graphics:

Serbule has had a great deal of its art overhauled and improved. As a side-effect, some items and NPCs are in slightly different places. But everything should still exist. (Please report it if it doesn't!)

There are also many code optimizations that should help with performance. These should help everywhere - not just Serbule - but you are more likely to run into problems in Serbule.

THERE ARE SEVERAL GRAPHICS PROBLEMS YOU SHOULD KNOW ABOUT:

1: If your game crashes after the update (or takes 3+ minutes to load the area, which is a kind of crash), try this work-around FIRST:
Open the Options menu. This is gear-shaped icon towards the bottom of the right-hand sidebar.
Hit the button for Graphics, then the Advanced Overrides button at the bottom of that panel.
Click the Override checkbox next to "Water Quality" and move the slider to 2.
The higher values of Water Quality -- quality levels 3 and 4 -- can cause crashes on some video drivers, and this is the current workaround. (You are basically disabling reflections in the water.)


If the game crashes immediately after you log in, leaving you unable to change the configuration settings before it crashes, USE A DIFFERENT CHARACTER, OR start the game in Safe Mode from the launcher.
It can also be helpful to reboot after a crash, because video drivers are crap.
If your game continues to crash after you try this work-around, please follow the steps on the wiki for reporting a client crash: http://wiki.projectgorgon.com/wiki/H...a_Client_Crash


2: If you are running on Fantastic and get a severe framerate hiccup every few seconds, you need to turn off "sky reflection probes" in the advanced options:
Open the Options menu. This is gear-shaped icon towards the bottom of the right-hand sidebar.
Hit the button for Graphics, then the Advanced Overrides button at the bottom of that panel.
Click the Override checkbox next to "Sky Reflection Probles" and click the Enable button so that it is disabled.


3: If the game is too dark at night, enable "Brighter World":
Open the Options menu. This is gear-shaped icon towards the bottom of the right-hand sidebar.
Hit the button for Graphics.
Check the "Brighter World" checkbox.


4: Graphics have changed. For general performance problems, try turning off all your old overrides and set your graphics quality to at least Good. You can bump up the quality and test out the overrides from there.
(Also note that there are now several more intermediary levels of "Water Quality". If you had manually overridden your water quality to be at max value, you should change it, because the old max value is now just mediocre.)


BONUS 5: "Help, my character is stuck and I can't log in!"
Normally the best thing to do here is to log in with a DIFFERENT character (or make a new one -- the newbie island's graphics requirements are intentionally low), then lower your graphics and turn off all advanced overrides, and then try to log in again with your stuck character. But if nothing works and you really want to un-stick your character, you can use the special /unstickchar command. Log in with a different character, and type this into the chat box (no quotes): "/unstickchar OtherPerson", where OtherPerson is the name of your stuck character. That character will be teleported to the newbie island,


6 Having issues related to FPS? Your frame rate is highly tied to your resolution. To improve your FPS, you can try one or more of the following:
Lowering the full-screen resolution within Project: Gorgon.
Setting Project: Gorgon to 'Windowed Mode' and adjusting the window size manually.



Brewing:

This update introduces the new skill of Brewing!

Brianna Willer teaches Brewing. She lives in a makeshift farm in South Serbule. (It's makeshift because South Serbule is going to get a graphical revamp soon, so her house is very temporary.)

HOWEVER, she hates strangers and won't talk to new people right off the bat. When you have reached Close Friends with Therese in Serbule, Therese will give you an introduction to Brianna.

(If you were already Close Friends or better with Therese, just speak with her to get your character flagged with the necessary permission to speak with Brianna.)

Brewing requires Gardening level 35. By that point, you will likely already have Therese's favor high enough to secure an introduction. (If you are already well above level 35 gardening and do not have Close Friends favor with Therese, we would like to know that as feedback.)

Also note: Beer taps and wine creation are not yet implemented for Brewing.


Skill, Ability, Recipe Changes:

The druid altar now requires you to have at least one combat skill at level 50 to become a druid. This is to prevent new players from taking the sacred vow of druidism just for the convenient travel powers, then getting angry or frustrated at the requirements of druidism. There will be other means of travel in the game, including mounts, other types of flight, teleportation, and more. Druidism is not for everyone.

- Druids can earn new bonus skill levels by reaching Deer level 21, Deer level 61, Staff level 47, and Shamanic Infusion level 25.

- Bards can earn a bonus level by reaching Dance level 9.

- Battle Chemists can earn a new bonus skill level by reaching Sigil Scripting 25.

- Giant Bats can gain new bonus levels by reaching Necromancy 45 and Nature Appreciation 24.

- Animal Handling can gain new bonus levels by reaching Anatomy 15, Anatomy 25, and Compassion 25.

- A few abilities that could not really be learned yet (due to their high level) have been removed from trainers to prevent confusion.

- Kelim in Amulna can raise your Gardening level cap to 70.

- You now earn less Transmutation XP when distilling high-rarity items. (Instead of 500xp for distilling top-tier items, it now caps out at 250xp.)

Note: if you are trying to transmute something that is higher than level 50, it is likely to fail because the skill is still capped at 50. The skill's level cap will be fixed in the next snapshot.

- Malvol in Hogan's Keep's Inner Sanctum trains Thrusting Blade 4 (level req 62).

- Mox Warcut can now train two new First Aid abilities for treating alcohol poisoning

- The training cost for food recipes has been lowered by about a third at high level. (For instance, a level 50 food recipe used to cost 4800 and now costs 3300.)

- Laura Neth's recipe training costs now use the usual price scale instead of all costing 5000. Also, she has two new vegan meal recipes.

- George Madler trains the recipes for advanced types of spider-silk textiles

- Changed recipes for spider silk textiles to require fewer expensive ingredients

- Fixed incorrect favor-requirements to learn meditation recipes from Ashk the Answerer. (All meditations previously required Like Family.)

- The suspicious cow has a new utility recipe available.

- Kohan and Ufkar in Rahu can train levels 51-70 of the various augmentation crafting skills. They each have skills they're good at, which are taught at the usual price. The ones they're bad at cost much more to train.

- The old recipe for "Boring Fruit Cocktail" has changed and is lower-level. A new recipe, "Slightly Sub-Par Fruit Cocktail", takes its place as a level 15 food recipe.


Loot Profile Notes:

Loot-profile changes: "Nature" treasure profiles have been redone. This affects most herbivorous animals and some types of omnivores.

The general idea is that a particular type of thing (for instance, pears or nutmeg or red aster seeds) will appear on monsters in a range of about 30 levels. Previously, some items could be found at all levels, and some could only be found on a few select monsters -- it was completely arbitrary. Hopefully this change makes hunting for specific items more rewarding, once you find the level range where the item now drops.

But changing loot profiles is an iterative process and some items may now be too rare or too common; if so, please report them. (But note that carnivore loot is only somewhat overhauled -- that's coming soon.)


Other Stuff:

For performance reasons, Gazluk Keep has been moved to a new internal area. If you were in Gazluk Keep prior to the update, you will log in and fall to your death. When you respawn, you should be in the dungeon under the Ilmari desert, quite far from Gazluk, so you will have to travel back to Gazluk Keep. (Hardcore players, do not be alarmed; your items do not break from deaths of this type.)


Improved the game's texture manager to allow it to unload armor textures when they are no longer being used by anyone in the area. (Previously this only occurred when switching areas, and players with low-end machines who stayed in Serbule for too long could run out of memory and crash.)


- Gear mods that caused Song of Bravery to boost basic attacks, core attacks, or armor refresh only worked on the bard, not allies.

- Moo of Calm 5 had identical stats to Moo of Calm 4.

- Some treasure mods for Song of Discord did not display on the ability's tooltip. (They still worked, they just did not display.)

- Hired shopkeepers in Serbule's keep now show their location identifier, such as "A-4" or "C-12". This can be used by shop owners to advertise where their shop is.

- The /zapresources emergency-fix-it command has been updated to handle casks of alcohol

- Addiction to cranium powder, bounceweed, and pineal juice now recedes at a much faster rate. (Although it still takes real-time days for serious addiction to be broken.)

- The in-game advancement notes for cheesemaking now indicate that at level 40 you gain the ability to age a third barrel of cheese. (This was undocumented before.)

- You can no longer plant both 2x green pepper bushes and 2x red pepper bushes at the same time -- they share the same slot, so you can plant up to 2 total of either kind. (This will also be true of similar-typed vegetables in the future; for instance, scallions and onions will share the same slot. Those other vegetables just aren't in-game yet.)

- Melandria in Gazluk Keep is now implemented with favors, hangouts, etc.

- Gazluk special abilities required 5 pieces of armor from the suit, not 4 as specified.

- Daniel Murderdark's skeleton now has the barter options he was supposed to have.

- Removed spurious "You can't do that: the entity no longer exists" errors.

- Triffids look like triffids again.

- Most "town" enemies in the back parts of Rahu have reduced help-shout distance.

- Hydration Punch has only a 25% chance to use up the manticore tail tip, instead of a 100% chance.

- Improved the distribution of resource spawns in Serbule woods. In addition, there are new types of spawns for apples, grapes, and strawberries.

- You can now see two rows of effect icons at the top of the screen instead of just one (allowing a total of 20 effect icons to be seen).

- You no longer earn XP for dissecting (or otherwise mucking with) the corpses of dead pets.

- Fixed an aggro bug that could cause elite and boss monsters to hate the wrong player, ignoring taunts and damage done.

- Blankets could remove some aspects of hypothermia, but not all.

- Blankets can no longer be used while you are in water.

- Gazluk Trooper Shields look less wrong when equipped on your character.

- Brain-bugs had a very eclectic assortment of droppable items. They are now more like other non-carnivorous animals. (For instance, they drop seeds and fruit and sometimes junk-items.)

- Drums no longer use the lute icon.

- Zoning and logging out no longer break ownership of your plants when gardening.

- The elite snails in the depths of Gazluk Keep no longer cause boss-music to play.

- Work orders should now correctly display what type of storage crate they require.



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