Game updates/2025-06-09
From Project: Gorgon Wiki
Contents
Update Notes: June 9, 2025
The main focus of this update has been technical: we're now using Unity 6! This is a major version change to our game engine, so expect the unexpected in terms of bugs. Please report weird things you find.
Besides the version upgrade, we've also spent time on other technical aspects of the game, along with a random assortment of other fixes and changes and new stuff.
(Statehelm is still in heavy development, and still 1-2 months away. This is a *big* city -- by far the biggest we've ever done! But it's coming along nicely.)
Art/Props Fixes
- - Serbule Inn facelift
- - Art revisions to Dark Chapel dungeon
- - Tweak waters in all outdoor zones to improve reflections and better reflect the sun/moon light
- - Fix graphical issue between fog and trees in Anagoge
- - Tweak rock collisions in Kur near Ratuk
- - Fix Rahu's horizon
- - Fix infernal egg dropped appearances
- - Fix broken beds in Eltibule
- - Fix for sleeping underneath a bed in Ilmari instead of on top of it
- - Fairies should sleep more comfortably in beds now
- - Fix coffin in Truxartis' hideout
- - You can now strafe left/right while swimming and flying
- - Enemies will no longer get stuck on a certain rock in Necromancer's Courtyard
- - Fix a few pathfinding issues in Povus Caves,
- - Fix some issues with water rendering in Povus Caves (and possibly other dungeons)
New/Changed Content
- - A new puzzle has appeared in Rahu, providing Lore XP when solved for the first time,
- - Furlak in Rahu offers 2 new quests,
- - The quest "Stop the Aktaari! (Repeating)" now requires the player to have at least one level 70 combat skill
- - Ungulates are now slightly more abundant in the world, to ease the XP curve when leveling ungulate genetics
- - Add more charged boars to Dark Chapel,
- - Add dedicated rhino spots to Rahu & Fae Realm,
- - Analyzing wild horse genes gives double the experience as it used to
- - Add a new Item Sacrifice altar to Serbule Hills - it has existed in our data files for many years but was never actually turned on!
- - A lore item in Eltibule that was previously unobtainable can now be interacted with
- - Adjust wording of a Strange Altar in Vidaria to better indicate where to go to solve it
- - The unmarked altar in Vidaria can now be used every 30 days instead of 90
- - Reconfigure the way a certain 6-sided coin works
- - Ferris Blueheart is now too busy to chat with anyone below level 30 combat skills, and only accepts gifts from and hands out favors to those with level 70+ combat skills
- - Liamu no longer gives a Demonic Research Scroll as a favor-up gift
- - Increase spawn rate of Lesser Behemoths in Vidaria
- - Adjust spawns of Demonic Overseers and Justiciars in Vidaria, so at least 1 of each type is always present. They still abide by the laws of spawning, so you may have to wait a few minutes after killing one for another to show up
Monster Fixes
- - Touch up appearances and animations for dozens of creature types. This includes:
- - Fixing animation bugs
- - Polish animations, in many cases speeding them up so they look more realistic
- - Add idle animations that trigger every once in a while, making the world feel more alive
- - Randomize many creatures' idle animation speeds, so 2 of the same type of creature standing next to each other will no longer remain completely in-sync
- - AI-driven monsters now adjust between their walk and run animations; previously they always used just the walk animation
- - Most non-bipeds now stick to the ground realistically (based on your Non-Bipedal Ground Alignment setting, of course),
- - Big Golems now explode when destroyed, and their individual pieces obey physics (this is tied to a new setting which can be turned off, and is off at low graphics settings :- "Death Physics")
- - Speed up some bat attacks so they are faster than global cooldown (this impacts both monster bats and player bats)
- - Fae bees, bears, and rhinos have their original anatomies once again, instead of Fae anatomy. Changing their anatomies had unintended consequences on their behavior as pets.
UI/Settings Fixes
- - Fix missing "Genes" button for some pets in stables,
- - Fix "0 Quests" being reported in the quest window,
- - Long character names no longer wrap in the target UI,
- - Work Order for "Awesome Throwing Knives" is now correctly labeled "Superb Throwing Knives",
- - Fix typo in Ratkin Digestif error message (disgesting -> digesting)
- - The Lore Skill's report should now be completely up-to-date, and all Max Lore XP values should be accurate.
- - Improve shadow rendering; they should not flicker as badly in outdoor zones
- - Shadow Distance setting is now capped at 500 (previously 1000)
Skill and Ability Fixes
- - Corpse Talking 51-60 unlock now accepts Shamanic Infusion as an alternative to Necromancy level requirements
- - There is now an alternative method of unlocking Corpse Talking 61-70, which does not require Priest levels
- - Ratkin Digestifs now last through zoning, and correctly give Power Regen instead of Health Regen
- - Increase health restored for Reconstruct 7 (200 -> 230), so it's not the same as Reconstruct 6
- - Druid treasure effect "While Druid skill is active: abilities that have Burst targeting deal +X Nature damage over 8 seconds" was dealing Poison damage by mistake
- - Butterfly Harnesses were racial-slot equipment instead of belt-slot equipment as intended
- - Druid treasure effect "Rotskin deals X Nature damage to health over 12 seconds" now displays correctly in the ability tooltip, and actually does direct health damage
- - Treasure effect "Embrace of Despair becomes a Sonic ability and deals Nature damage instead of Psychic. Sonic Ability Damage +45% while Vampirism skill active" was accidentally affecting Eclipse of Shadows instead
- - Treasure effect "Bite attacks deal +24% damage and hasten the current reuse timer of Blood Mist by 2 seconds" only worked for the two bite attacks in the Vapirism skill; now works for all bite attacks
- - Treasure effect "Song of Bravery has a 30% chance every 4 seconds to grant listeners a Moment of Bravery: all attacks deal +50% damage for 5 seconds" actually boosted damage by 25%, not 50%. We've split the difference and now the description and effect both agree that it adds +33% damage
Skill Synergy Bonus Levels
Added some new synergy bonus levels:
- - Unarmed: Endurance 60, Cow 75, Deer 75, Pig 75, Rabbit 75, Lycanthropy 75, Giant Bat 75,
- - Sword: Calligraphy 75, Bladesmithing 25, Bladesmithing 50, Bladesmithing 75,
- - Lycanthropy: Rabbit 70 (know your prey), Pig 70, Howling 50,
- - Rabbit: Survival Instincts 60,
- - Fire Magic: Jewelry Crafting 70, Ice Magic 80, Alchemy 60,
- - Ice Magic: Ice Conjuration 25