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: 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 Notes: February 20, 2025

Welcome to our first major update of 2025! It's a big one.

Vidaria

This update introduces a new outdoor area, Vidaria. Conceptually, the Vidaria region abuts the capital city of Statehelm (which is not implemented yet). Vidaria has long been the breadbasket for Statehelm, a verdant land with lots of farms. However, recent demonic invasions have caused numerous issues. Vidaria is a work in progress. We've already added a ton of stuff, but there's even more to come!

Vidaria is full of level 90-95 content. It can be reached from portals in the north of Gazluk or western Povus.

Vampirism

Vampirism is a new combat skill for high-level players. This is considered a "preview" version of Vampirism: we need feedback on the skill before we can lock it down more. So please provide feedback!

In terms of its group-combat role, Vampirism can be used as a straight damage-dealer or it can serve in a crowd-control role. We've never tried to do a crowd-control skill because it would be inherently overpowered when soloing. In this case, we just accepted that Vampirism is overpowered when soloing, and added a tricky down side that needs to be navigated. We aren't sure if the pros and cons balance out at the moment -:- we'll use your feedback to help gauge that.

It's possible for Vampirism to be "cured" via a method that can be discovered by vampires. This cure will probably be removed from the game eventually, but in the short term we wanted an "emergency exit" option in case this first version of the skill is too punitive or too problematic. Even so, neophyte vampires can't easily access this cure, so you shouldn't think of this as an easily reversible act.

Vampirism can be discovered and unlocked by exploring Vidaria.

Other New Content To Know About

- Tryaka in Povus has something new for players with a combat skill of 70+
- There's now a way to access the closed off section of the Ranalon Den. (Might want to bring a friend.)
- new flowers have started appearing in Gazluk and Povus
- Note: Lavender seeds require Gardening 100, which is currently unobtainable (and will be until Statehelm launches). Thus, the seeds can be collected but not used yet. Lavender the flower has been added to some loot tables temporarily to provide a source of lavender
- Riston in the Red Wing Casino has something new to explore for qualified players


Animal-Form Travel Boosts

Animal mount forms now gain bonuses based on your level in the animal skill, since they do not benefit from horse genetics. At max level, each animal is now better than the best horses at a particular trait, but worse than the best horse at most other traits. Pigs are the exception - they are well-rounded instead. Because animal stats vary by level, some lower-level animal players may see a slight debuff to certain stats until they get higher level, at which point they'll be better than they ever were before. Overall, it should be a noticeable buff across the board.

Combat and Treasure Changes/Fixes

- Necromancy Treasure Changes:
- "Necromancy Base Damage +50%" -> "Necromancy Base Damage +50%; Summoned Skeletons deal +10% direct damage"
- "Summoned Skeletal Archers and Mages deal +70 direct damage" => now affects all types of summoned skeleton
- "Summoned Skeletal Swordsmen have +149 armor and -20% Crushing/Slashing/Piercing Vulnerability" => now affects all types of summoned skeletons
- changed Organic Armor Suit Bonus: "Combat Refreshes (from Basic Attacks) reset 3 seconds faster." => now reset 5 seconds faster
- Psychology: multiple sources of the mod "Tell Me About Your Mother causes target's attacks to deal -X damage for 60 seconds" now stack :- i.e. if you have the mod on a hat and boots, their damage reduction values stack. But multiple applications of the debuff do NOT stack.
- Fix bug causing "Eclipse of Shadows Range +X" showing up twice on a specific enchantment
- Enhanced Windstep Shoes and Enhanced Amulet of the Rugged Traveler are now more enhanced!
- Most crafted armor, jewelry and some weapons will now have an endurance requirement if two combat skills are not present on the item.
- Warden treasure effect "While Privacy Field is active, melee attacks that damage you have a 75% chance to restore X Power to you" now actually restores power instead of health
- If a target is hit by multiple Stun, Slow, or Root effects within 1 second, the latter effects don't affect diminishing returns for future ones
- Tweaked the timeouts for Stun diminishing return logic to better reflect the current game style. (Previously, stun diminishing-returns could last up to 30 seconds, which is an eternity of combat in the modern game.)

High-Level Monster Adjustments

- Boosted high-level solo monster Max Health a bit. The change starts to affect monsters at level 70+. Some example comparisons may be the best way to describe the change. For all of these examples, imagine an "average" solo creature.
- previous level 80 monster Max Health: 3902, now 4118
- previous level 90 monster Max Health: 4882, now 5523
- previous level 95 monster Max Health: 5372, now 6318
- so the change is noticeable, but is intended to be conservative given the way that player damage multiplies at high level
- Max Armor was also slightly changed, but in this case was to correct some weird old calculations. Impact is negligible at all levels

Everything Else

- Fix bug causing text to disappear on Linux (we hope)
- Fix misaligned lake water in Serbule
- Multiple stacks of a temporary effect on a monster now only shows the effect with the longest remaining duration
- Added 20% Boost potions for Spirit Fox and Weather Witching, both of which are taught by Ragabir
- Orc Rangers in Povus orc camps now count towards Mope's favor
- Gain synergy-bonus levels in Flower Arrangement when reaching: Nature Appreciation 70, Nature Appreciation 90, Artistry 25, Artistry 50, Gardening 75, Plant Anatomy 39, Jewelry Crafting 60, Psychology 55
- Add an extra check for a player being stuck in an animation loop. Previously the check only applied to combat-related animation loops, now it applies to all
- Eating fish now count towards the Vegetarian and Vegan behavior badges, and towards player cows' milking effects
- Fixed collision on some brick floors and pillars in Nightmare Caves.
- Moved a drakeworm spawn to no longer be stuck behind an invisible wall in Nightmare Caves.
- Potential fix for Forthragarian Overseer getting stuck in a certain wall.
- Removed a leftover wall in Elven Judgment
- Fixed more monsters stuck inside of rocks in Ilmari.
- Fixed collision and "ghost pillars" at Zeratak's building in Serbule.
- Removed a lone pillar that was on a wall just outside of Serbule Keep.
- Mobs in Boss Gauntlet should no longer get stuck in acid pits.
- Fixed a specific corner in Fungal Fortress so that Fun Guys should no longer get stuck
- Mythander no longer sells Prototype Horses, he sells genetically-generated horses that are similar to wild ones found in Eltibule
- Horse Glamourizer NPC can now turn Proto mounts into horse glamours
- increased the maximum number of installable items in the casino guild hall from 50 to 100

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January 29, 2025: Steam Authentication Issue Resolved

Tonight Valve rolled out an update to their Steam Authentication APIs which (to be non-technical) has a bug. As of this writing, their API is still behaving incorrectly, but we've worked around the bug on our end, so you should be able to log in again. If you still have problems with Steam authentication please let us know in Discord!

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Update Notes: December 17, 2024, part 2

- The server was rebooted to address a bug where some players could not receive Ri-Shin quests. As a side-effect of this fix, players who had completed Ri-Shin quests during the first few minutes that the server was online will need to re-complete them. Apologies! - In addition, fixed a bug that allowed fairies to create infinite fairy lights.

Update Notes: December 17, 2024

This is a minor game update to start the Ri-Shin in-game seasonal event. Look for townsfolk wearing red ri-shin hats -- these people have seasonal quests.

There were also some bugs fixed:

- added a bunch of missing NPCs to game's exported JSON data in npcs.json
- fix bug with Bard treasure effect that boosts Direct Nature and Indirect Nature. This effect was appearing as a Druid effect instead of a Bard effect.
- summoned fairy lights now continue to exist when you load into new areas. They previously had a timeout of 10 minutes; timeout is now permanent (ie until manually dispelled)
- fixed bugs that caused monsters to be able to attack and kill fairy lights
- Bottle of Goat Milk item is now considered dairy if drunk
- A few high level recipes that used multiple stacks of Almonds have been revised to use a single stack of (higher-level) Walnuts. This aims to make the recipes more practical. Affected recipes: Evu Nut Salad, Candied Evu Fruit
- bug fix: several Calligraphy recipes (such as "Secrets") increased Sword Base Damage %, and now instead increase Sword Damage %
- gain bonus levels to Calligraphy when reaching Bladesmithing 60 and Bladesmithing 80
- bugfix: fixed animation stance for skeleton swordsmen (they used a no-shield stance but have a shield)
- treasure effect "Bard Blast abilities cause target to suffer X Nature damage over 8 seconds" -> this was ticking twice as often as intended, unintentionally dealing double damage
- treasure effect "Song of Bravery further reduces ability costs -X and increases Direct Damage +Y%" => this accidentally negated damage instead of increasing it
- Fixed a few crafting recipes that required a stack of 0 of one of their ingredients
- Mentalism Mind Worm ability: the base ability damage-over-time amounts were too high due to a display bug. We've corrected the display bug and raised thedamage some from the originally-intended values (though still lower than the old displayed values)

We're still working on a major update with a bunch of new content, so stay tuned!

Click here to return to the Game Updates page.

Update Notes: November 23, 2024

- Server was rebooted to fix an issue with Combat Wisdom being given out for incorrect monsters.

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Update Notes: November 22, 2024

This is a minor update to begin our Thanksgiving-themed event. There were also some fixes and revisions ready to go, so they're included here. (We're still working on the upcoming "major update" that will include Vampirism.)

Bard Skill Revisions

The changes here ensure that bardic songs can be powered up at high level so that they remain very impressive group and/or solo buffs. In addition we've added new ways to make the horn "blast" abilities more useful, both when used in conjunction with a lute or when used with a melee weapon such as a sword or axe.

Bard ability changes:
- Song of Discord: base damage increased a bit at all tiers
- Song of Resurgence: base healing amount increased
- Song of Bravery: power-cost reduction increased at all tiers (by roughly double)
- Blast of Defiance: "reaps Health and returns it as Health" => "reaps Health and returns it as Health (or Armor if Health is full)"
- Moment of Resolve: now restores Health (or Armor if Health is Full). Previously it restored Armor.
- Moment of Resolve: physical damage mitigation lasts 8 seconds instead of 5 seconds
Changes to bard treasure:
- "Song of Bravery boosts allies' Basic Attack and Core Attack damage +67" => +151
- "Thunderous Note costs -20 Power and range +6 meters" => "Thunderous Note costs -30 Power and damage is +10%". Note: previously this effect was on Necklace and Hands slots. It is now only available on Necklace slot equipment. If you have gloves with this effect on them, they have become Legacy. You can use Transmutation to roll the effect off of your gloves, or you can get a randomly generated replacement. Speak to the Legacy Item Helper golem in Serbule for more information.
- "Blast of Defiance reaps +22% of the Health damage to you as health. The reap cap is +100" => "Blast of Defiance reaps +22% of the Health damage to you as health (or armor if health is full). The reap cap is +150"
- "Song of Resurgence also restores 10 Power every 4 seconds to each target in range" => 16
- also, fixed bug that caused this effect to incorrectly add in benefits from Song of Resurgence health-restoration effects
- "Song of Discord deals +X damage and has a 5% chance to stun each target every 2 seconds" => 10% chance to stun
- "Song of Discord has a 53% chance to deal +25% damage to each target every 2 seconds" => 33% chance to deal +100% damage
- "Song of Discord Damage +20%" => +26.5%
- "Song of Discord reduces targets' Rage by -238 every 2 seconds" => "... and deals +55 damage"
- new effect: (Chest, OffHand): "Song of Discord deals +100% damage to targets with less than 33% of their Max Rage"
- new effect: (Head) "Thunderous Note deals +84 damage and is considered a Bardic Blast ability."
- new effect: (Hands) "Every 2 seconds while Song of Discord is active, your Bardic Blast ability damage is boosted +10.5% for 30 seconds"
- (Head, MainHand) "Song of Bravery has a 15% chance every 4 seconds to grant listeners a Moment of Bravery: all attacks deal +25% damage for 5 seconds" => 25% chance to boost all attacks by 50%
- dev note: this was originally coded in an old-school way, where each slot's effect triggers separately. This seems like the most fun approach here, so that hasn't been changed. What this means is that if you have both the Head and Main-Hand versions of this effect, you don't have one 50% chance to get a moment of bravery, but rather two 25% chances. If both effects trigger, damage is boosted twice.
- also note: there is a new tier of this effect for level 90+ gear, with 30% chance instead of 25% chance
- new effect: (Legs, Ring) "Direct Nature Damage +24% and Indirect Nature Damage +48% while Bard skill active"
- new effect: (Legs) "Song of Bravery further reduces ability costs -20 and increases Direct Damage +11.5%"
- "Song of Bravery causes allies' Combat Refreshes to restore +92 Armor" => +143
- "Moment of Resolve dispels any Stun effects on allies and grants them immunity to Stuns for 8 seconds." => "In addition, Moment of Resolve can be used while Stunned."
- "Song Of Resurgence Healing +22" => +30
- new effect: (Ring) "Melee abilities boost your Bardic Blast ability damage +15.5% for 30 seconds"
- new effect: (Ring) "Blast of Fury Damage +182"
- "Blast of Defiance reaps 23% of the Armor damage done (up to a max of 150), returning it to you as armor" => "Blast of Defiance Damage +120 and Reuse Time -2 seconds"
- "Blast of Fury deals +52% damage and knocks the target back, but the ability's reuse timer is +2 seconds" => "Blast of Fury deals +28% damage and knocks the target back"
- new effect: (Ring, Necklace) "Blast of Fury Damage +120 and Reuse Timer -1 Second"
- new effect: (Legs, Chest) "Bard Blast abilities cause target to suffer 280 Nature damage over 8 seconds"
- new effect: (Legs) "Melee abilities boost your next attack +62.5% if it is a Bardic Blast ability"
- "Whenever you take damage from an enemy, you gain Bard Base Damage +10% for 15 seconds. (Stacks up to 10x)" => "Whenever you take damage from an enemy, your Bardic Blast abilities deal +10% damage for 20 seconds. (Stacks up to 12x)"
Bard item changes:
- Bard horn weapons that boosted "Bard Base Damage %" now instead boost "Bard Damage %". (This is a buff as it is generally a larger bonus for high-level players, and the same bonus as before for low-level players.)
- Rakshasa Lute has been revised to reduce Moment of Resolve reuse time
- Fairy Lute now also reduces Moment of Resolve reuse time
- Starlute now also reduces Virtuoso's Ballad reuse time

Changed Necromancy Treasure Effects

This is a snapshot of the Necromancy skill which is still under minor development -- that is, there may be some more changes that coincide with the future launch of the Vampirism skill.

- (OffHand) "Death's Hold causes target to take +10.7% damage from Darkness for 15 seconds" => +11.57%
- (MainHand, Ring) "Summoned Skeletons deal +18% direct damage, but take +50% more damage from cold attack" => deal +24% direct damage, but take +50% more damage from cold attacks
- (Feet, OffHand) "Summoned Skeletons have +130 armor" => "... and suffer -20% damage from Burst attacks"
- (Chest, OffHand) "Summoned Skeletons have +93 health" => "... and suffer -20% damage from Burst attacks"
- (Feet, OffHand) "Summoned Skeletal Swordsmen have +149 armor and +10 Crushing/Slashing/Piercing Mitigation" => "+149 armor and -20% Crushing/Slashing/Piercing Vulnerability"
- (Hands, Ring) "Summoned Skeletal Archers and Mages deal +50 direct damage" => +70
- (Head, MainHand) "Provoke Undead restores 64 Health to you and causes your attacks to taunt +20% for 10 seconds" => "Provoke Undead restores 83 Health to you (or Armor if Health is full) and causes your attacks to taunt +58% for 20 seconds"
- (Feet, Ring) "Provoke Undead deals 72 damage to your minions, who then deal +72 damage for 10 seconds" => deal +129 damage for 10 seconds
- (Feet, MainHand) "Provoke Undead causes your minions to deal +29% damage for 10 seconds, but also take 175 damage over 10 seconds" => +46% damage
- (OffHand, Necklace) "Provoke Undead causes your minions to deal +43 damage for 10 seconds" => "Provoke Undead's Reuse Time is -5 seconds and it boosts your minions' damage +48 for 10 seconds"
- (Feet) "Heal Undead restores +22 health/armor and grants target undead +17 Mitigation from all attacks for 8 seconds" => "Heal Undead causes target undead to take -39% damage from Elite attacks for 8 seconds"
- (Legs, MainHand) "Heal Undead restores an additional 156 Health/Armor over 12 seconds" => "... and also hastens the current reuse timer of Rebuild Undead -5 seconds"
- (Chest, Ring) "Using Raise Zombie on an existing zombie raises its Max Health +195 for 60 seconds (and heals +195)" => for 5 minutes

Other Changes and Fixes

- To help you adapt to changes in this update, transmutation costs for Necromancy and Bard skills are reduced.
- Fixed bug with Archery treasure effect: "Blitz Shot Damage +X% and Critical Hit Chance +Y%". The critical-hit chance bonus was not applying.
- Fixed bug with Archery treasure effect: "Aimed Shot deals +X damage, has +Y% Critical Hit Chance, and also grants this Critical Hit Chance bonus to your next Archery attack". The critical-hit chance bonus was not applying to Aimed Shot
- added display of buffed critical-hit chance to ability tooltips
- Bug fix: Bladesmithing sharpening kits no longer add a Bladesmithing level-requirement to the item. They now apply a Sword, Knife, or Unarmed level requirement, as appropriate. Note that this fix can only apply to newly-used kits; weapons sharpened prior to this update will still have a Bladesmithing prerequisite until they are re-sharpened.
- the JSON file `abilitykeywords.json` has a new structure. (Sorry)
- jack o'lanterns and a few other art items can now be "installed" in guild halls
- fixed bug that caused elven judgment student key trunk to give no loot to party members except the one who receives the poison. (All party members should be able to get loot, just not the poison)
- fixed many Effect descriptions to have precise buff amounts in them. (This is shown in a tooltip when you hover over an Effect.)
- changed Weather Witching treasure effect: "Deluge deals +102 damage on contact and increases the target's Poison Vulnerability +15% for 30 seconds (non-stacking)". This effect now debuffs both Poison Vulnerability and Electricity Vulnerability. (It was bugged to debuff Electricity, and when fixing that, we decided it can just debuff both.)
- bugfix: fixed recipe for "Dwarven Stout (1 glass)" so that it better matches ingredient ordering from "Dwarven Stout Keg"
- fix pet skeletons not persisting across Areas. (And btw we can't currently implement spiders persisting, so that's why they don't. But it's on the todo list.)
- Horse Apple Bushes no longer have collisions
- Norbert no longer treats druids as animals, unless they are in an actual animal form. Previously you would see the countdown and it would get stuck at 0 and not let you progress - now he just directs you to speak with Spot
- Field Surgery 4 now requires Field Surgery 3 instead of 2
- Brugo the Wise now actually gives a gift at Best Friends favor
- Adjust graphics sliders: Shadow Distance & LOD Bias now have max values of 1000 and 10 respectively, and Ultra setting respects these maximums
- Lower flash brightness of certain get-hit effects
- Fix Gardening uncap icon in Floxie's training menu
- fixed bug that caused game UI to show incorrect ability reset times when certain unrelated buffs or debuffs were applied to them

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