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.

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.



Click here to return to the Game Updates page.

Update Notes: April 1, 2017

Improved runtime asset-management system

The reason for this update is a new internal feature: an improved runtime asset-management system. (Well, it's not entirely new -- much of the code was written back in early development, when we were using Unity 4, but it broke in Unity 5. It just started being viable again in Unity 5.4+).

This system reduces memory usage by hundreds of megabytes. It also improves startup time for the game. But the main benefit is for players with low-end PCs and [non-gaming] laptops. They were crashing from running out of memory, and that hopefully won't happen anymore. In fact, you may be able to increase your graphics settings from "Fastest" to "Fast" or "Simple", because you should have more texture memory to spare. But it will depend on the individual machine.

Players that comfortably ran the game in the highest graphics level before will only see minor improvements (a few more FPS in some cases). And those players may notice that it actually takes a few seconds LONGER than before to load a new area. But it's for the greater good, people. Deal with the pain.

Known Issue #1: There are some FPS hiccups when you first enter a new area. The problem should correct itself a few seconds later when all assets finish loading. (We will eventually do more of this loading during the "loading screen" so that the loading doesn't impact your gameplay.)

Known Issue #2: You may see plain cubes instead of real graphics on the character selection window and the stable master preview. This is temporary and will fix itself after you login or load your pet, respectively. There may be related error messages on the screen; these can be ignored unless you have other problems in the game.

Other Fixes:

- Monsters played their death sounds multiple times.
- The Next/Previous Player keyboard commands didn't work.
- The orc flags in Gazluk were pink. (Their shader doesn't work in Unity 5.2.2, so the flags have been temporarily removed until the shader can be rewritten.)
- The bathtub in Eltibule Keep could not be sat in.
- You could learn Push Onward 7 without knowing Push Onward 6.
- The bard loot mod "All songs restore armor to YOU every 4 seconds" was instead restoring health.
- Added a new gem for Bard skill. (Azurite, found via blue mineral surveys.)
- Upscaled the textures on bears to their intended resolution. (They were still at "web resolution" from pre-alpha 1... poor bears.)
- Various other minor monster-graphics fixes.


The next client snapshot will improve the group-monster-locking system -- we just didn't have time to work on it this week. It will also have some new content...


PS - By the way, April 1 is the real-world anniversary date of Citan and Srand. We do not condone April Fools' jokes! (But that's mostly because April Fools is such a tired meme.)




Click here to return to the Game Updates page.

March 25 Update

This snapshot features the Bard skill, ready for testing and feedback!

Bard Skill

You can learn the skill from Rappanel in South Serbule. (He's in the inn.) As you advance in Bard skill, you will also need to improve other skills, including performance, vocabulary, and poetry appreciation. Rappanel should give you enough information to proceed at each stage. We need feedback on how easy/hard it is to advance as a bard! We also need feedback on the bard's general abilities and playability. Keep in mind that the bard is designed to be a support character. It is definitely possible to solo with the bard, but it's not going to be as fast as some other skills.

Note: the bardic music tracks are draft versions, not the finalized versions. There are small issues with the looping of some tracks, plus some pops and crackles in a few sound effects. These small issues will be fixed soon.

One other note: Bardic music is implemented as a "performance". This has many subtle ramifications, but one useful feature is that if you tire of hearing the bardic songs, you can go into the Configuration window's Audio tab and reduce the number of audible performers to zero.

Looting Changes

- Hunting groups are now capped at six players instead of 10
- When fighting elite and boss monsters, only the first group that attacks it will be able to loot it. (It will become "locked" to the first attacker's group, with a little lock icon visible to other groups to let them know.) Each member of the locked group will get their own share of treasure, just as before, but non-group members don't get any loot.
- Solo monsters now become "open-lootable" once the original looter closes the corpse. (Meaning that any other player can take leftover loot, autopsy, bury the corpse, etc.)
- Clicking on a boss's corpse can now dispel the boss curse even if you don't have loot permissions for the boss
- Previously when a monster was killed, only the player who had done the highest damage to the monster was recorded as having killed it for certain purposes (such as special behavior badges). Now, anyone who did damage to the creature is counted as a killer

Balance Changes

- Archery critical hits did way too much damage. Crits weren't properly taken into account when the last skill revisions were made. For now, we have removed treasure that enhances archery criticals, so they are "just" a +25% bonus to damage.
- The archery gear mod that boosted critical hit damage is now a +Max Power mod instead
- The mentalism and psychology gear mods that boosted critical hit damage now ONLY work for phrenology-based criticals and do not boost Archery crits in any way. Their labels were adjusted accordingly
- The Archery ability Restorative Arrow was designed to heal an ally, not yourself. But due to a bug, it was possible to heal yourself by manually selecting yourself with the F1 key. This ability has been revised so that it can work on yourself as well as allies, so it isn't necessary to manually target yourself to heal yourself.
- The Archery ability Hook Shot and the Spider ability Grappling Web no longer suppress monster shouts, meaning that when they are used, the monster's nearby allies are alerted. (That method of "silent ranged pull" is too problematic -- it's too hard to make properly challenging content for it.) We realize this makes the abilities less useful overall, so they may be replaced or dramatically changed during the next major skill revamp pass

Gazluk Keep Changes

We've made some more balance changes to Gazluk Keep, in part due to the group-size changes mentioned above. But it's likely that we'll need to make further changes to the monster difficulty in here. Please continue to send in feedback!

- Elites and bosses in Gazluk Keep have been toned down a bit, especially in terms of their Max Health. However, their Rage attacks are more powerful than before
- Different kinds of orcs now have different resistances and vulnerabilities. (This affects orcs in other areas too!)
- The Elite Infiltrators in Gazluk Keep were able to use Hook Shot on players. This was too disruptive because it could be "chained" by multiple orcs, pulling a player a very long distance, usually to their doom. Elite Infiltrators have a new debuff ability instead, plus some projectile evasion
- Gazluk Keep hallway monsters now respawn MUCH more slowly -- instead of completely refilling within 10 minutes, it now takes 30 minutes to fully refill
- Gazluk Keep's hallways are using an experimental new spawner feature that tries to avoid respawning monsters "on top" of players. It remembers where the last monster in the area died, and tries to spawn new monsters away from that spot. This should reduce the chance that a monster will respawn right next to where players were just fighting. (But it can still happen -- there are only so many possible spawn spots for monsters of each type, and since monsters can wander around, it gets very complicated. This is just an attempt to cut down on the chances.)
- Orcs in Gazluk no longer have a chance to drop guano. (It still drops from all giant bats and striga.)

Other Gameplay Changes

- For toggle abilities (such as "Howl Mode" or "Raven Form") that have Power costs to activate, you no longer have to pay the Power cost again to deactivate it
- Fixed issue when backstabbing mesmerized creatures, where the extra damage would only apply if used in the first few seconds of the mez effect
- Fixed bug where partially-completed Combos would stay in mid-complete state for a very long time, instead of expiring quickly as intended
- Fixed bugs which kept monsters "in combat" for too long, preventing them from healing or resetting their aggro lists
- Fixed more situations where stationary monsters (e.g. turrets) could keep players in-combat indefinitely (until they were beyond the theoretical max range of the turret)
- Tombstones now change appearance based on your Dying skill level (among other things). Low-level tombstones are smaller than the old ones; high-level tombstones are about the same size
- Various types of monsters now have resistance or vulnerability to Sonic damage
- A note about Sonic damage: bards have abilities that deal Sonic damage. This is a new damage type, similar to Fire or Crushing. Giant Bats also have abilities with "Sonic" in their name, but these abilities do Trauma damage. : Those abilities will eventually be revised to deal Sonic damage, but for now, they are unchanged. (Until more synergies for the new damage type are in place.)
- The list of Fire Magic abilities that boost Body Heat has been increased, and the potency of the restoration improved. The following spells now restore body heat in cold environments: Fire Breath, Ring of Fire, Defensive Burst, Flesh to Fuel, Wall of Fire. Also, just a reminder that Landri the Cold can teach cold-protection spells for Fire Magic, not just for Ice Magic. Cold Protection reduces the chance of losing body heat.
- Many variety of Panther had incorrect loot and harvesting stats (e.g. the level 15 panthers in Eltibule had level 35 skinning requirements; razorslash panthers dropped herbivore stomach contents instead of carnivore, etc.)
- NPCs who liked egg dishes liked them a bit more than intended. Egg dish gifts now yield about 20-30% less Favor than before

Other Client Changes

- Upgraded to Unity 5.5.2
- Fixed some bugs with particle leakage. These bugs could cause performance slowdowns or crashes if you stayed in the same area for long periods
- General particle performance improvements
- Fixed numerous bugs with the animation system, such as player avatars staying in a combat pose after combat has ended, and many others
- Some modest client speed-up optimizations for areas with large numbers of monsters (such as outdoor areas or Gazluk Keep)
- Added a master volume slider in the Config options
- Added a Mute checkbox in the Config options
- There is a new hotkey command to mute/unmute the volume. It does not have any key assigned by default, but you can assign a key to it in the Configuration window

TESTING NOTES

This update made lots of changes under the hood. Here's things to watch out for:

- Boss music behaving weirdly (e.g. cutting out or changing tunes unexpectedly)
- Particles no longer showing up
- Loot mods that used to work no longer working
- Weird new graphical issues

Click here to return to the Game Updates page.

March 8 Hotfix

This hotfix addresses a few data issues with the March 4 update.

Gazluk Keep Changes:

- Half the time when using the entrance to the "labyrinth" dungeon, you would enter Gazluk Keep instead.
- Elite monsters in Gazluk Keep have been boosted by 1 eliteness level, which equates to about +4000 max health in most of their cases.
- The bosses and named elites in Gazluk Keep have been increased by 1 or 2 bossiness levels, which will equate to a 20% to 50% increase in their max health, and a small increase in armor and damage.
- The bosses and named elites in Gazluk Keep have higher chances for extraordinary, epic, and legendary loot.
- Gazluk Armory Chests now have slightly better loot, but require 3 Gazluk Armory Keys instead of 1.
- Elite Gazluk officers now have a chance to drop a few new miscellaneous items that can be stacked in high numbers. This should reduce the amount of equipment dropped from hallway troops a bit, which speeds up play because you don't have to manage your inventory as often.
- The Shower Slime boss in Gazluk Keep is the appropriate level now. Note: this boss still doesn't have a warning screen until the next client update, so be careful!

We'll continue to fine-tune the difficulty of Gazluk Keep based on your continued feedback -- so keep sending it in! Please remember that the difficulty is based on a group size of six.

Other Changes:

- The "Galvanizer" staff can no longer be generated with melee-staff treasure mods.
- The "Tactician's Halberd" and the various craftable Melee Staves will no longer be generated with fire-magic or ice-magic treasure mods.
- Recipes for special Gazluk abilities are now considered ability scrolls for purposes of selling.
- Treat Disease 3 can now cure instances of the Glowy Yellow Crystal Sickness.
- Fixed a bug that caused you to earn too much XP and Combat Wisdom when in groups.

These bugs can't be fixed in a hotfix, but will be included in the next full update:

- The flicker on the classic mage robes style helm.
- A giant mushroom is blocking the way in the Kur Wolf Cave.

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