This update is a potpourri of tweaks, bug fixes, and new content. So let's get to it!
Gardening Almanac
Starting in this update, different gardens across the world will get daily Gardening bonuses. There are different bonuses each day; for example, today there might be a bonus to growing carrots in Gretchen's garden in Serbule Hills, and tomorrow there might be a bonus for growing daisies in Sun Vale.
Gardeners who want to take advantage of these bonuses can check out the new Gardening Almanac in Serbule, Rahu, and the Casino. This book can tell you about current and upcoming Gardening bonuses. The Serbule almanac is in the windmill.
Since it's possible for these gardening events to happen in Kur or Gazluk, we've added locations in those areas where it's possible to grow vegetables. However, while it's now TECHNICALLY possible, most players will run into practical difficulties due to the climate. Not all Gardening events are equally useful!
Shop Search Upgrade
You can now use the shop-search golems to search for equipment or augments that meet certain requirements. Just click the appropriate option on the golem's sidebar menu to begin. You can search by slot, skill, rarity, and level range.
This feature involved a lot of new code and could have bugs, so report them if you see them!
War Caches
We've added six more War Cache quests in this update. These are a bit harder than the earlier ones. (But are they too hard? If so, let us know!)
The rewards from spending "Sir Johnson Bucks" were previously guaranteed to be Epic (4-power) items. That ended up being too good for the work involved; new reward items are now Exceptional (3-power) with a chance for higher-rarity items.
Gazluk Keep
Gazluk Keep continues to be our testing ground for high-level group content. The following tweaks have been made in this update:
Bosses have significantly improved chances of rare-drop items. Chances of finding Exceptional (3-power) items are 2-4x higher, and chances of Epic (4-power) items and Legendary (5-power) items are about double. (The exact amount of change varies per boss.)
Certain types of orcs now have some Accuracy in their attacks, allowing them to overcome player Evasion. Affected orcs indicate this in their monster info (when selected). NOTE: this change also happens to affect a few monsters outside of Gazluk: "Orcish Thaumaturges" anywhere in the world now have Accuracy. Give them a pat on the back for powering up. (Even though it may be only temporary.)
Bug fix: Stolen War Golem eventually stops calling for backup after its enemies flee or are killed.
Live Events
We've added some major new tools for admin-run live events. We're continuing to improve the design of live events based on your feedback, so please continue to give feedback after any live event you participate in! Thanks!
Unarmed Skill Changes
Unarmed is the oldest skill (its internal ID is #1) and it has seen many permutations. It is intended to be a strongly defensive skill with a lot of control abilities, moderate damage potential, and powerful combos.
In a previous update we accidentally created a scenario where it was possible to use the skill's Epic Attack every 15 seconds, which added a huge amount of damage potential. As usual, we left it alone for a while to see what the ramifications were (lots of times, balance errors end up working out fine), but in this case it's obvious that this is not going to be sustainable into future higher levels, and it gets more overpowered every time we add a way to buff Epic Attacks. So we've nerfed the treasure effect responsible.
We're also working on making percentage-based mitigation treasure scale better between low and high levels, and Unarmed is the first skill to see those changes. Previously, low-level mitigation treasure was very weak (e.g. "3% of the physical damage you take is mitigated"), then it scaled to the original target power-level around level 50, and then kept going higher after that. Our plan for percentage mitigation now is that it will start off much stronger and cap out around level 50 or 60, and we're adding other effects to the treasure that can continue to scale past that level.
The Unarmed skill was created before Evasion existed, but it's a natural fit for the skill, so we've added a bit of Evasion to the treasure effects. In addition, the game engine can now support "side-effects" of Evading, and Unarmed is the first recipient of these effects. (For instance, one treasure effect is "Any time you Evade an attack, your next attack deals +133 damage".) As with any new tech, bugs are possible; please report them!
We've also tweaked most of the meditation combos. Those changes aren't documented individually here because it's too spammy, but in general the combo changes came in two flavors: boosts to damage, and replacing "Punch" steps with "Any Melee" steps.
Some other changes were made to add more synergy with other Trauma-damage skills.
Ability Changes:
Mamba Strike: This ability has changed from a Crushing attack to a Trauma attack that deals direct health damage. When the target's armor is low (below 33%), it now deals +33% immediate Trauma damage, instead of adding a Trauma damage-over-time effect. Reuse timer lowered from 8 sec to 6 sec.
Slashing Strike and Claw Barrage: We updated ability descriptions to mention that being an empty-handed animal with claws is sufficient to activate the ability. (The behavior is unchanged, it was just not well-documented. Currently only werewolves have claws.)
Treasure Changes:
"Bruising Blow deals +28% damage and hastens the current reuse timer of Bodyslam by 10 seconds" => Now hastens by 5 seconds. (This is the big nerf.)
"Headbutt deals +20% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)" => Now mitigates 15% for 10 seconds or until 400 damage is mitigated. All levels now mitigate 15% physical damage; the damage bonus and mitigation cap increase with each level.
"While using Unarmed skill, 36% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch, Jab, or Infuriating Fist" => now 25% at a 300% rate. (This effect previously scaled from 8%-36% mitigation with a constant 100% soak-reflect; it's now 13%-25% with a continuously increasing soak-reflect.)
"While using Unarmed skill, 22% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick at a 100% rate" => now 21% at a 280% rate. (This effect previously scaled from 8%-22% mitigation with a constant 100% soak-reflect; it's now 1%-21% with a continuously increasing soak-reflect.)
"Mamba Strike deals +250% Crushing damage and +400 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds" => "Mamba Strike damage +55%"
"Mamba Strike and Front Kick deal 95 Trauma damage over 15 seconds" => "Mamba Strike and Front Kick damage +80"
"Barrage and Headbutt ignite the target, causing them to take 130 damage over 20 seconds" => 212 damage over 8 seconds.
"Unarmed attacks have a 23% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated)." => "While Unarmed skill is active: you gain +4% Melee Evasion and any time you Evade a Melee attack you recover 64 Armor"
"Unarmed attacks have a 16% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack." => replaced: "While Unarmed skill is active: When you Evade an attack, your next attack deals +188 damage"
"Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +44 for 7 seconds" => +55 for 7 seconds
"Slashing Strike and Claw Barrage boost damage from Epic attacks +60 for 10 seconds" => +74
"Infuriating Fist taunts +460 and deals 150 Trauma damage over 12 seconds": This effect can no longer be found on Hands slot, only on Legs slot. Hand items with this effect have become Legacy items. (See below for instructions on what to do with Legacy items.)
New treasure effect for the Hands slot: "Infuriating Fist damage +103. Damage becomes Trauma instead of Crushing"
Slashing Strike: The damage-over-time is now applied over 6 seconds instead of 12.
"Slashing Strike deals +126 Trauma damage over 12 seconds" => over 6 seconds
"Infuriating Fist taunts +460 and deals 138 Trauma damage over 12 seconds" => over 6 seconds
"Cobra Strike and Mamba Strike Damage +38%" => +58%
"Cobra Strike and Mamba Strike restore 32 Armor to you" => 40 armor
"Bodyslam deals +37% damage and slows target's movement speed by 45%": This effect is no longer available on Hands, just Head. Items with this effect on Hands have become Legacy Items. (See below for instructions on what to do with Legacy items.)
New hands treasure effect: "Bruising Blow deals Trauma damage instead of Crushing, and targets suffer 12.5% more damage from other Trauma attacks for 20 seconds"
"While using Unarmed skill, 22% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch, Jab, or Infuriating Fist at a 100% rate" => now 18% at a 260% rate. (This effect previously scaled from 3%-22% mitigation with a constant 100% soak-reflect; it's now 10%-18% with a continuously increasing soak-reflect.)
"Headbutt and Knee Kick deal +138 armor damage" => "Headbutt and Knee Kick Damage +108"
New treasure effect for the chest and off-hand slots: New chest and off-hand treasure effect: "Headbutt Damage +44%"
Legacy Items
Legacy items are items that cannot be generated in-game anymore, typically due to changes to the treasure-effect tables. If you have a Legacy item, you can continue using it for 30 days before it becomes permanently broken. There is a small golem in Serbule (in a house near the well) called the Legacy Item Replacer. This golem can tell you why an item is Legacy, and can replace the item with a new randomly-generated item with the same rarity.
New to this update, you can also use Transmutation to remove the treasure effect that is making your item Legacy. After you've used Transmutation to change the offending effect into something else, log out and then log back in so that the game re-examines the item and removes the Legacy status. (If it works, the message "THIS IS A LEGACY ITEM" should disappear from the item description after relogging.)
Werewolf Treasure
We've taken a second look at a few treasure effects, especially the effects for Shadow Feint. We didn't correctly account for its dual-state nature and the effects were a bit too weak.
"Blood of the Pack restores 90 Health over 30 seconds to you and your allies" => over 10 seconds
"Shadow Feint causes your next attack to deal +144 damage if it is a Werewolf ability" => +192 damage
"When you teleport via Shadow Feint, you recover 50 Armor and your Sprint Speed is +3 for 10 seconds" => 83 Armor
"When you teleport via Shadow Feint, you recover 70 Health" => 100 Health
"Shadow Feint reduces the taunt of all your attacks by 35% until you trigger the teleport" => 46%
"Shadow Feint raises your Lycanthropy Base Damage +36% until you trigger the teleport" => +52%
Fixes to Damage Type Overrides
When a treasure effect changes the type of damage an ability deals, the game previously only partially implemented this: the target's vulnerabilities and resistances to the new damage type were calculated correctly, but it still used the original damage type when calculating total damage. For related reasons, the ability tooltip didn't completely show what was changing, only mentioning it at the bottom under "Other Effects".
This is fixed, both internally and in the displayed info. The tooltip will show the new damage type in green (indicating it is enchanted), and the damage is calculated based on that new damage type.
Sonic Damage Retired
We're retiring the "Sonic" damage type. It was basically only accessible from the Giant Bat and Bard skills, and Giant Bats can't be Bards, so there wasn't much synergy (except perhaps in groups). After playing with some ideas, we realized no upcoming new combat skills were going to do a lot of Sonic damage, either.
So we're converting all Sonic attacks to a different damage type to allow for more interconnectedness between skills. We've converted them all to Nature damage for now, although some may get changed to another damage type when we next focus on the individual skills involved.
Bard ability Blast of Fury damage type is now Nature.
Bard ability Blast of Defiance damage type is now Nature.
Bard ability Blast of Despair damage type is now Nature.
Giant Bat ability Screech damage type is now Nature.
Giant Bat ability Sonic Burst damage type is now Nature.
Bard Treasure change: "Thunderous Note deals +45% damage, and damage type is Sonic instead of Trauma" => Nature instead of Trauma
Bard Treasure change: "Thunderous Note causes the target to take +13% damage from Sonic attacks for 15 seconds" => Nature instead of Sonic
Giant Bat Treasure change: "For 30 seconds after using Drink Blood, all sonic attacks deal +45 damage" => all Nature attacks deal +45 damage
Bard Crafting: Bard Shirts and Bard Gloves now boost Nature damage, not Sonic damage.
Council Pathfinder Helm now mitigates Nature, not Sonic.
Ratty Tactics Ring now boosts Nature, not Sonic damage.
Rattail-Ring of Screeching now boosts and protects against Nature, not Sonic.
All monsters that were vulnerable or resistant to Sonic have been changed. Most are now resistant/vulnerable to some new type instead.
All monster attacks that dealt Sonic damage now deal Nature damage.
Preventing Unintentional Quest Turn-ins
Having an NPC steal your good boots, when what you wanted was to give him your not-nearly-as-good boots, is a frustrating pain! So we've tweaked the behavior a little:
Equipment that is part of a Load-Out is never counted as part of a Quest or Work-Order.
Equipment that is in a Vendor-Locked folder is never counted as part of a Quest or Work-Order. (Note this only applies to equipment, not other items. This is so that players can still put regular quest items in vendor-locked folders to prevent accidentally selling them, and the items can still be turned in for the quest.)
These sound like small bug-fixes, but they involved a bit more work than it may seem. The changes have been tested, but as always, please be on the lookout for bugs or complications.
Footsteps
We've made major changes to the footstep sound-effect system to allow for more types of sounds, such as squishy sounds for sand and splash sounds when running in shallow water. More work is planned in this area eventually, including volume fixes and different sounds for different boot types. (Currently the game assumes you're always wearing metal boots.)
Other Changes
Fixed many teleportation arrival positions where the camera could get switched around to face the player instead of being behind the player.
Made configuring guild permissions a little more intuitive.
Fixed bugs that could prevent the "glowing" effect on high-tier loot (in the loot window).
Thimble Pete no longer notices if you are an animal while turning in a work order. (But still won't train animals.)
Small performance improvements to humanoids (both NPCs and Players).
Trolls' regeneration (when not on fire) is MUCH more potent!
Tweaked resistances and abilities of mummies.
Lore Adjustments
We've made a few small tweaks to game lore:
The "Rains in Ilmari" lasted for 2 years, not 20. (Exaggeration at its best!)
References to the "Red Mantis Gang" have been fixed to reference the "Red Wing Gang".
Removed a reference to the god Bogdelle because she has been retconned out of existence.
References to "Mirraverre" have been fixed to the correct spelling "Miraverre".
External Character References
We're working on some new ways for you to share your deeds and actions with the outside world. One thing we're working on is a "news ticker" that shows recent heroic exploits, such as killing a boss, completing a recipe for the 1000th time, maxing out a skill, that sort of thing. (It's not live yet -- we're still experimenting with it.)
We'll only be using your character's name, and possibly other in-game names such as your guild's name -- we'd never share any real-life information. But if you are uncomfortable with having your character name-dropped outside of the game, you can opt out: in the "Social" window, under the "RESTRICT" tab, turn off "External References".
And, of course, when you're in Incognito mode you're also left off of the news ticker, because you obviously want to be incognito! (As a reminder of how incognito works: you can log-in Incognito by holding down the SHIFT key at the character-selection screen. The "LOGIN" button will change to say "INCOGNITO LOGIN". This mode prevents your friends-list from being notified that you logged in, prevents you from showing up in /who lists and Guild-Online lists, etc. If you want to play incognito all the time, you can type "/incognito on" (without the quotes) into the chat window.)
Update Notes: May 9, 2019
This is a small update to add fixes and new features for future live events. Stay tuned to see them in action! There are also some other bug fixes:
[LIST]
<*> Fixed repeated Minotaur Vault rune in War Cache S-1
<*> Drinking a second Spider Punt Potion no longer gives the confusing message "Error: You already know that ability."
<*> Fixed a bug that prevented Spider Punt ability (or other sidebar abilities) from working if dragged onto the sidebar under certain conditions
<*> Fixed a related bug that could cause changes to the sidebar to stop being sent to the server (meaning your sidebar stopped working, and reverted to old contents when you logged out and back in)
<*> Collect Milk 2 & 3 incorrectly required Clobbering Hoof 6 as a prerequisite
<*> Sanja in Kur had incorrect training requirements for raising Lycanthropy skill cap
<*> Fixed bug that prevented slimes in War Cache D-3 from combining into each other, thus allowing infinite slimes
<*> Added missing warning screen for the Shower Slime in Gazluk Keep
<*> Fixed bug that caused volume UI sliders (and other number-sliders) in the Settings window to stop updating correctly if an invalid number was manually typed into the text field
<*> Fixed bug that prevented placing map pins in war cache D-4
<*> Added a missing Spider Punt Potion to war cache S-3
<*> Tweaked fire magic mod that added Rage to Super Fireball: it adds less Rage and has a slightly more clear description
[/LIST]
Update Notes: April 26, 2019
Ilmari War Caches
Decades ago, the Crone Hegemony built massive bunkers in the Ilmari Desert, bunkers which have since been buried deep in the shifting sands. But what the wind hides can be unhidden...
Ilmari War Caches are mini-dungeons with level 50-60 solo monsters. Each War Cache is designed to be a quick solo adventure. Each time you start a War Cache quest, you'll get a map that works much like a treasure map, except the treasure is an entrance portal. The map is used up when you enter -- you can't get back in if you have to leave, so you need to come prepared! (If you fail the quest you can just cancel it and get a new quest, but the next quest may send you to a different dungeon.)
However, these quests aren't time-limited: you can log out of these dungeons and log back in later. You just can't leave the dungeon and come back later, since leaving would fail the quest.
These are not instanced dungeons, so it's possible for other players to be randomly sent to the same dungeon. Any quest items that come from monster loot are cloned for each person that loots it. However, since this is primarily a solo experience, all the "puzzle" mechanics are instanced. This means when you flip a lever to open a gate, only your version of the lever flips and only your version of the gate opens. We did this to ensure that other players can't screw up your puzzle, intentionally or not.
Note that the "map fog" in War Caches erases itself when you leave, so if you repeat the war cache, you'll need to map it again. (Clearing this fog does not earn Cartography XP.) This is our way of saying "don't obsess over clearing every inch of map fog, just play!"
To get started with the War Caches, talk to Sir Johnson in Amulna.
We'd love to get your feedback on this experience! To report a problem with a particular quest, please refer to it by the indicator mentioned in the quest text, such as "War Cache T-1".
Note: Because these dungeons aren't instanced, and because we expect a lot of players will want to check them out immediately after the update, please expect some congestion at first and schedule your time accordingly.
Transmutation Cost Changes
We've changed the amount of Phlogiston and Durability consumed by Transmutation. Transmutation costs are now tied to the rarity of the item. This is generally a "buff"; costs are reduced in most cases. For reference, the rarity levels are Uncommon (green), Rare (blue), Exceptional (red), Epic (purple), and Legendary (gold).
Skill-Specific Effects: When you transmute an effect associated with a specific skill (e.g. "Unarmed Base Damage +20%"), the cost now depends on the rarity of the item:
Uncommon and Rare: 5 Durability and 25 Phlogiston
Exceptional: 10 Durability and 30 Phlogiston
Epic: 20 Durability and 35 Phlogiston
Legendary: 25 Durability and 35 Phlogiston
Previously, the cost for all Rarities was: 25 Durability and 35 Phlogiston
Generic Effects: When you transmute an effect that isn't tied to a skill (e.g. "Max Health +10"), the cost now depends on the rarity of the item:
Uncommon and Rare: 5 Durability and 10 Phlogiston
Exceptional: 10 Durability and 15 Phlogiston
Epic: 15 Durability and 20 Phlogiston
Legendary: 20 Durability and 20 Phlogiston
Previously, the cost for all Rarities was: 20 Durability and 10 Phlogiston
In addition, the phlogiston cost is reduced for low-level items:
15 less Phlogiston for items level 15 and under
10 less Phlogiston for items level 30 and under
5 less Phlogiston for items level 45 and under
Hammer Changes
The Hammer skill was somewhat heavily-impacted by the damage-formula changes in the last update, so we spent some time refining this skill. We've restructured some of Hammer's gear to have more favorable synergy with other effects, sometimes by changing small percentage bonuses to larger flat bonuses. We've also added a few new treasure effects (not listed here, as usual).
Concussion Debuffs: Certain hammer treasure effects apply Concussion debuffs which makes the victim "prone to random self-stuns".
- These debuffs are now a bit more effective. (Also note that these three debuffs stack with each other, although that isn't a new thing.)
- One of the aforementioned Concussion debuffs has been moved out of treasure and added to the basic Rib Shatter ability
Rib Shatter: This ability previously caused Trauma damage over time. But since Hammer doesn't have much Trauma synergy (and doesn't really have room for it in its treasure tables -- Hammer has a lot of other stuff going on!), Rib Shatter has been revised. It is now a heavier-hitting hammer attack that also causes the target to be prone to random self-stuns -- in other words, it applies the Mild Concussion debuff that used to be a treasure effect for Reverberating Strike.
Various treasure effects were adjusted or replaced as a result.
"Rib Shatter deals +220 Trauma damage over 10 seconds" => "Rib Shatter restores 40 Health to you"
Way of the Hammer: "For 10 seconds, all targets deal +15% Crushing Damage" => +35%
"Way of the Hammer boosts Slashing and Piercing Damage +17% for 10 seconds" => +34%
"Way of the Hammer boosts all targets' Electricity Damage +20% for 10 seconds" => +35%
Way of the Hammer is now marked as a Signature Support ability for the purpose of buffs that affect Signature Support.
The treasure effect "Hammer attacks deal +16% damage but generate +48% Rage" was incorrectly boosting hammer Base Damage, not regular damage. This has been fixed, making the effect typically generate more damage in high-level builds.
The cost of Pound To Slag was tweaked slightly, and its Reuse Timer changed from 50s to 45s. (Some treasure mods were recalculated very slightly as a result of the shortened reuse timer.)
Latent Charge: Delayed electricity damage now occurs after 5 seconds, not 8 seconds.
The treasure effect "Pound To Slag hastens the current reuse timer of Look at My Hammer by 5 seconds" was previously available for all levels 50+, and did the same thing at all levels. There are now higher tiers of this effect which also boost Pound To Slag damage. All pre-existing versions of this effect are still the level 50 one, but new gear can obtain higher versions now. (Note that this effect is still not available in gear below level 50.)
"Reckless Slam deals +33% damage and taunts -360" => "Reckless Slam deals +64 damage and taunts -285" (It deals about the same damage but synergizes more nicely with other Reckless Slam mods.)
"Reverberating Strike restores 38 armor to you and taunts -275" => " Reverberating Strike restores 96 armor after a 6-second delay"
"Hurl Lightning Damage +39% and Reuse Time -1 second" => "Hurl Lightning Damage +94 and Reuse Time -1 second"
"Reverberating Strike deals 70 direct health damage and applies the Mild Concussion status: target is susceptible to random self-stuns" => "Reverberating Strike Damage +85"
Lycanthropy
Lycanthropy is one of the oldest skills in the game, existing since "pre-pre-alpha". It's changed many times over the years of early development. (It went through a "tons of loot-activated combos" phase for a while, and a "super-fast-Bite" phase, and a "corpse-eating gives infinite healing" phase ... Good times!) But after our last batch of changes (way back in 2017!) we switched our attention to other skills.
Returning, finally, to Lycanthropy, we've found that it has some overpowered damage combinations, but also had a bunch of crufty stuff. Some of that crufty stuff was left over from previous versions of the skill (like one Piercing ability in a skill that's now focused on Crushing/Slashing/Trauma), or abilities that were prototyped in the 2017 revision but didn't pan out like we'd hoped (like See Red, which just ended up being a random mishmash of buffs and heals). Other problems were due to engine limitations that are now fixed -- the new version of Shadow Feint is much closer to what was originally imagined, but couldn't be implemented at the time.
So there are a bunch of changes here which will take some time to get used to. These changes do nerf the most common damage combination currently in max-level use, but despite that, we expect this will not feel like that big of a nerf after players adjust to the new skill. (And in many cases will be a buff.) It's also simply more fun to play than before.
General:
Sanguine Fangs damage changed from Piercing to Crushing.
"Sanguine Fangs suddenly deals 280 Trauma damage after a 12-second delay" => 8-second delay
Sanguine Fangs base direct damage increased. Some treasure effects revised as a result.
Blood of the Pack has a faster animation.
"Werewolf Claw, Double Claw, and Pouncing Rake Damage +22%" => " Werewolf Claw, Double Claw, and Pouncing Rake Damage +50"
"All Werewolf attacks have a 31% chance to deal 64 Trauma damage over 8 seconds" => 47% chance
"All Werewolf attacks have a 31% chance to deal 64 Trauma damage over 8 seconds" => "Werewolf Max Health +35"
Skulk: Skulk's base damage boost was too high, and some of its loot was also too powerful.
Skulk: The "next attack" bonus damage is reduced significantly. (For example, Skulk 4 now gives +223, instead of +359.)
"Skulk grants you +35 Mitigation against all attacks" => +24 Mitigation
"Skulk causes your next attack to deal +70% damage if it is a Crushing attack" => +43% damage
"When Skulk is used, you recover 52 Health and all enemies within 10 meters are taunted -1375" => taunted -700
Skulk now has a faster casting time and a different in-use particle
See Red: See Red had some treasure that was a little overpowered, but most of its treasure (and its inherent buff) were underwhelming. Since werewolves already have several other nice 30-second-reset abilities, See Red just felt a little out of place.
So in this update we've tried something new. The ability has been entirely re-envisioned: instead of a self-buff, it's now a melee attack. Its treasure still provides a broad range of utility, though, and with the shorter reset time (10 sec instead of 30), it's more versatile.
See Red is now a Trauma attack with a 10-second reuse timer and a lower Power cost.
See Red no longer buffs Piercing/Slashing damage.
All treasure effects revised:
"See Red restores 132 Armor" => "For 8 seconds after using See Red, all other Lycanthropy attacks deal 116 Trauma damage over 8 seconds"
"See Red grants you Melee Evasion +18%" => +14%
"See Red increases the damage of your next attack by +260" => +95
"See Red restores 54 Health and costs -20 Power" => "See Red deals +36 damage and Power cost is -16"
"See Red heals you for 85 health" => 38 health
Because the ability is now an attack, it needed more ability tiers than when it was a buff. The ability previously went up to See Red 4, and now goes to See Red 7. Sanja trains up to See Red 5, and the last two are taught from the Altar of Norala. If you had the old See Red 3 or 4, you still have them, but they are now for a lower level than before; you will need to obtain the new tiers.
Shadow Feint:
Shadow Feint: This ability is now a toggle. Use it once to enter "feint mode." You will see a small indicator showing where you will teleport back to. Use again to teleport back. The range of the ability has decreased from 40m at all levels to 30/35/40m. Teleport time window shortened.
Shadow Feint Has faster animation, and the 1-second channeling delay was removed.
All Shadow Feint treasure effects were overhauled:
"After using Shadow Feint, your Lycanthropy Base Damage increases +36% for 30 seconds or until you are attacked" => "Shadow Feint raises your Lycanthropy Base Damage +36% for 20 seconds or until you trigger the teleport"
"After using Shadow Feint, your Sprint Speed increases +3 for 15 seconds and your next attack deals +120 damage" => " Shadow Feint boosts the damage of your next attack +144 if it is a Lycanthropy ability" (note that the old version also only buffed Lycanthropy abilities; it just didn't say so)
"Shadow Feint heals 130 health and 130 armor when you teleport" => "When you teleport via Shadow Feint, you recover 70 Health"
"Shadow Feint boosts your In-Combat Armor Regeneration +35 for 20 seconds" => "When you teleport via Shadow Feint, you recover 50 Armor and your Sprint Speed is +3 for 10 seconds"
Beast Metabolism:
Werewolves no longer need to be "out of combat" to eat corpses.
Inherent recovery-per-level from corpses is a little higher.
Previously, raising the Beast Metabolism skill only increased the duration of the recovery buff. It now also slightly increases the amount of healing and power recovered (per tick). This can be further boosted by treasure effects.
Norala Altar Buffs:
Boosted potency of Max Health buffs from +10/20/30/40/50 to +10/20/35/50/75 and added a sixth tier that goes to +100.
Boosted potency of Corpse Eat Healing buffs from +4/7/10/12/15/18 to +4/8/12/16/20 and added a sixth tier that goes to +25.
The fifth tier of Max Power buffs is reduced in cost from 3 tokens to 2.
The fifth tier of Physical Mitigation is reduced in cost from 2 tokens to 1.
Clarified labels to indicate that "Werewolf Damage Boost %" increases Base Damage.
Training: It costs fewer altar points to learn abilities and raise your level cap at the Altar of Norala. This is still the primary way you're expected to raise the skill level cap. (Keep in mind that the altar lets you buy level-cap increases before you reach your max level.) If you don't want to wait until a full moon, you can now also train with Sanja in Kur. This is VERY expensive, however!
Sanja also temporarily teaches the new tiers of See Red, to help existing werewolves adapt to the changes. She will stop training these in the next update after the full moon -- they are normally learned from the Altar of Norala.
Other Skill & Ability Changes
Bard: "All bard songs restore X Health [or Armor] to YOU every 4 seconds" => fixed bugs that allowed these treasure mods to get applied multiple times when switching songs.
Bard: Fixed a bug that caused some song-oriented treasure effects to apply themselves for 60 seconds after you had manually toggled the song off.
Priest: The ability Invigorate claimed to restore Power but restored that amount of Health instead. Now it restores Power as intended. (Treasure effects were already correct, only the base Power healing from the ability was wrong.)
Spider: Due to changes to the game engine, the treasure effect "Web Trap sets a teleport spot. If you are hit 6 times within 30 seconds you'll automatically teleport back to that spot. (Must be within 40 meters of teleport spot.)" no longer worked. Since it was really not very useful, we didn't try to make it work and just replaced it. It is now: "While you are near your Web Trap, you recover 4 Power per second".
Treasure effects that boost Spore Bomb, Stake the Heart, Fish Gut, and Crossbow attacks are more potent.
Many pieces of equipment that innately boost a damage type by a percentage (e.g. Spring Fairy Shoes, which have inherent bonuses to Nature and Electricity damage) have been buffed.
Monster Balance Changes
Monsters' critical hits were dealing too much damage when their Rage Attacks critically hit, potentially killing a player instantly. This was most prevalent in Elites, but a few solo-oriented monsters were also too dangerous.
We're adjusting things a bit: now when monsters' Rage Attacks critically hit, they no longer deal +100% damage, but instead deal +50% damage and also heal the monster for 25% of its Max Health. If the monster is an Elite or Boss, Rage Attack crits also heal 100% of the monster's Armor.
Non-Rage-attack crits continue to boost +100% damage as before.
Note that this change also automatically applies to any pets that have Rage Attacks (such as Necromancy minions).
Rage and Crit Bug Fixes While working on critical hit damage for monsters' Rage attacks, we encountered and fixed some other bugs related to critical hits and Rage.
Due to a data-processing bug, abilities that are supposed to generate extra Rage in enemies had stopped doing so. This was broken for a fairly long time (over 6 months), but is now fixed. Affected abilities should once again show this info in the ability info window.
This affects:
Most Fire Magic abilities
Battle Chemistry's Toxin Bomb
Mentalism's Mindreave
Archery's Fire Arrow
Priests' Flamestrike and Righteous Flame
Shambling Corpses' health-reaping attacks
Skeleton Mages' fire attacks
Pet Fire Walls' attacks
The melee attacks of fiery pet rats
In addition:
Several Psychology abilities were not correctly marked as receiving critical hits from Phrenology; this is now fixed.
Crossbow abilities now gain the same chance to "critically hit" that bows do, based on your Anatomy skill and the target's anatomy type. Crossbows gain a +50% damage mod when they crit. (This isn't a bug fix, it's a small power-up.)
Several monsters did not deal full intended damage with their Rage attacks: Worghests, Gazluk Elite Tacticians, Ratkin hammer-users
Gazluk-Only Balance Change: Gazluk Keep continues to be our testing ground for changes to high-level group content, since it's the highest-level group dungeon at the moment. We believe high-level group monsters need a large increase in Max Health to make group combat play out as intended, so we're experimenting with that in GK.
Elite monsters in Gazluk Keep now have between 3000 and 4000 extra health, and bosses have up to 6000 extra health. This is an interim step -- it's probable that group monsters need even more health than this, but other changes are probably needed before we crank it all the way up. So this is an experiment so we can gather feedback and see what the ramifications are.
Other Changes and Fixes
Desert Environments: If you are entirely out of hydration in the desert there is now a small chance every second that you will die of dehydration. Stay hydrated! Going into a NPC's building, such as Arlan's shop or Makara's tent, will stop dehydration. In fact as a convenience, being anywhere within the city walls of Amulna prevents dehydration.
Fixed a bug with Crafted Nimble Boots and Crafted Nimble Pants, which evaded much more often than the listed times.
The tailoring recipes that add +1% damage of a particular type to shirts and pants have been changed to add +2% damage instead. This change is retroactive. (Note: there was a "round off" bug which could cause these recipes to effectively add +0.9% instead of +1%. This bug has been fixed for new uses of the recipe, but unfortunately it could not be fixed retroactively. So if your old gear added e.g. +5.7% damage, it now adds +11.4% damage, not +12% damage as you might expect.)
You can no longer use Practical Summoning to summon items that have less than 100% durability. (In other words, you can summon a pristine firkin, but not one with 70% durability remaining.) This is a temporary limitation. Previously, summoning partially-used items magically repaired their durability, which was unintentional.
You can no longer use the "Reuse Liquor Barrel" or "Reuse Beer Keg" recipes on NPC-brewed liquor (such as Spiked Egg Nog or Burn-Throat).
Brewing results that raise Max Armor for a particular race were incorrectly labeled as raising Max Health for that race. These now correctly say that they boost Max Armor. (Just to clarify, there are ALSO brewing results that raise Max Health for a particular race, and these are unchanged. The bug was that the armor-boosting ones were labeled as health-boosting.)
You can now right-click raw fish in your inventory and choose "Fillet Fish" to quickly bring up the appropriate fillet recipe. (Assuming you know how to fillet that type of fish, of course.)
Breaking down Treant Wood now requires Carpentry 50 instead of Carpentry 20.
Swapped the icons for Sunstone and Morganite to better match the gem descriptions, and the dye color they create.
Fixed a bug where malachite attuned to the Rabbit skill did not work correctly in recipes if the malachite was placed in the second gem slot.
Torgan correctly appreciates gifts of Awesome Metal Slabs.
Lady Windsong's favor "Escaped Snail Meat" bestows a special druid ability Rotflesh, but if you were not eligible for the ability (generally because you didn't yet know Rotskin 6, its prerequisite), you did not learn the ability. This is fixed retroactively, so if you've completed the quest the ability is now in your list. (But you still have to learn Rotskin 6 before you can actually use it!)
The Amulna residents Falkrin Overstrike and Alravesa the All-Hunter are still not fully written, despite having important roles to play. They can now be found in the dining area above Selaxi's shop, where they can at least have a drink while they wait.
The Guardian Rhino's curse "Gored Pockets" changed from -10 Inventory to -5 Inventory. Players who had the old curse will find they are magically cured; this "free cure" is just a side-effect of an internal version number change, and not something we typically need to do when tweaking a curse. But hey: free cure! You're welcome.
Sentient tornadoes are now more dangerous. They gain innate Projectile Evasion and Melee Evasion, and they a different set of resistances and vulnerabilities than before. However, they are very vulnerable to Burst attacks.
Fixed a bug that prevented Ice Cocks from breaking more than one toe at a time. (It was supposed to stack to x9 originally; it now stacks to x3 because 9 is too much.)
The "Slaughterer of Spiders" behavior badge was tied to generic animal killing, not spiders. (Meaning it was the same as the Slaughterer of Countless Animals badge.)
Made it easier to maintain the "Slaughterer of X" badges -- they no longer require you to have killed more of that monster type than other kinds of monster. (They still have the requirement that you have killed 1000+ in your lifetime, and 500+ in the past 30 days real-time or 24 hours game time. Meaning that they "wear" off and you lose them if you stop murdering that type of foe.)
If you attempt to use an ability but the server doesn't think the reset timer is up, the game client is updated to show the ability's remaining time needed, rather than showing the ability as having been just-used.
Improved the performance of "floaty numbers" (damage and healing numbers). Lots of floaty numbers could cause framerate lag.
Also, floaty damage numbers for your character now float overtop your character's head, like they do for other characters. Previously they floated down from the "portrait box" in the top-left corner, but it was very hard to notice them. If you prefer the old format you can enable it in Special Settings by typing the word PortraitFloaties into the text box.
Fixed bug where changing the font size of "Size of Combat Numbers (Self)" did not get saved to preferences.
Fixed map issues in Gazluk Keep (such as weird pointer direction and lack of map fog).
Optimized memory usage and loading times in Gazluk Keep. These changes should help people whose computers crash when loading into this area. Note: it's now a VERY bad idea to use the "NoCull" Special Setting while in Gazluk Keep, because the Keep now relies very heavily on occlusion culling for performance.
Updated the contents of the Live Event Reward Chests (located behind the Serbule inn) so that newer types of equipment have a chance of being found in them.
Command /shop opens a web page to the Gorgon Shop.
Update Notes: February 20, 2019
Welcome to another large Project: Gorgon patch! This is a dense update with a lot of moving parts, including balance changes, new powers and abilities, and a large new dungeon. And these are some really long update notes... so let's get to it!
Rahu Sewers
This update includes a new solo-oriented dungeon, the Rahu Sewers. This dungeon hides many secrets and is home to new types of level 60 creatures. Some of these monsters pose new challenges to overcome, and the dungeon itself holds various tools to help you overcome them. (Along with the many tools that already exist in the game!)
The sewer is balanced around players who have decent level 50-55 equipment. We know that it can be difficult for solo players to get gear in the level 50-55 range -- that's something we'll be working on in a future update! If you don't feel that your equipment is up to par, you might consider some pick-up duoing with another player in the short term. (And remember: being in a group boosts the XP you both earn, too!)
While the dungeon is intended for solo (or duo) play, there are also a few Boss monsters tucked away as challenges for pick-up groups. They aren't pushovers, though. If you run into a boss warning screen, don't get complacent: the boss curses here are real!
A few NPCs in Rahu have favors connected to the sewer, although you need to meet certain requirements before those favors are accessible.
Game Balancing Changes
There are quite a lot of changes in this update that touch on high-level game balance and underlying damage formulas. This section gets really dense, so feel free to skip ahead if your eyes start to glaze over. (If you do skip ahead, just remember: There may be bugs. If it seems weird, report it!)
We want to get you up and running with these changes quickly in order to help us gather data and feedback, and to find the less obvious bugs. So for the next week(-ish), transmutation tables will not consume enhancement points when you transmute an item. This will give you a chance to re-configure your equipment a bit more quickly and easily.
In conjunction with these changes, we've also reduced the health of all Elite/Boss monsters by 12% to 30% (depending on the level and tier of Elite/Boss). This adjustment is really just an initial estimate on our part, though; there have been a large number of combat changes, so it's difficult to predict how much damage player groups will be able to deal at top level. This is one of the areas where we'll be gathering feedback, and we will buff or nerf monsters as needed.
Percentage-Damage Treasure Rebalance Treasure effects that boost a specific ability (such as "Finishing Blow Damage +25%") are now a bit weaker. A typical ability that had two percentage-based treasure buffs will be reduced in damage by about 8%. But it's difficult to talk about a "typical ability" in this game! The exact impact will depend entirely on what treasure buffs you use. (And the other combat changes described below will affect it further.)
To give a feel for what this change means, here are some examples from the Sword skill. Other skills have changed in a similar fashion. (Note that the numbers used here are for level 80 treasure effects, which cannot yet be found in-game. That's the worst case scenario, so the actual change for you will be a bit less than you see here.)
"Flashing Strike and Hacking Blade Damage +33%" => "Flashing Strike and Hacking Blade Damage +29%"
"Parry and Riposte Damage +54%" => "Parry and Riposte Damage +49%"
"Precision Pierce deals +188% damage but its reuse timer is increased +4 seconds" => "Precision Pierce deals +145% damage but its reuse timer is increased +3 seconds"
"Parry and Riposte Damage +24% and Power Cost -8" => "Parry and Riposte Damage +20% and Power Cost -8"
Damage-Type Calculation Changes This update also changes how damage-type-specific buffs are calculated. Previously, these were added very late in the calculation process. This meant that a flat damage-type buff such as "Slashing Damage +5" would indeed add 5 to the damage, but the +5 wouldn't get multiplied in with other ability multipliers. This is different from most flat bonuses which are added in before multiplicative bonuses. On the other hand, percentage damage-type buffs such as "Slashing Damage +10%" benefitted from this setup, because they were a separate multiplier piled on top of everything else.
Damage-type-specific buffs are now calculated exactly the same way as other buffs: flat boosts are added to the ability's damage first, then all multiplicative boosts are added together before multiplying by the flat amount. This means that flat damage-type boosts ("Slashing Damage +5") are more effective, since other ability multipliers now include them. But percentage damage-type buffs ("Slashing Damage +10%") are weaker because that percentage buff is now lumped in with other percentage-damage buffs.
Whether this is a "nerf" or a "buff" depends on the particular treasure and abilities you use. Treasure like "Double Hit causes your next attack to deal +100 damage if it is a Crushing attack" is more potent, but treasure like "Piercing Damage +16% when Animal Handling Skill Active" is weaker. We didn't make this change specifically to nerf or buff anything -- we changed it so that it'd be easier to understand and remember, for both players and developers! (In fact, many of the existing treasure effects were designed with the assumption that it worked this way already, because we'd misremembered how damage-type calculations worked. Hence the programmer mantra: "Having fewer special cases is better!")
We've made some changes to specific abilities and skills as a result of this change -- as described in the lengthy notes below -- and we will make additional revisions in future updates as necessary.
Base Damage Changes Base Damage Multipliers are one of the few special cases we intend to keep around. Base Damage Multipliers increase your ability's damage, but they aren't supposed to be multiplied by anything else. In theory, if your Sword attack does 100 damage and you have "Sword Base Damage +10%" treasure, the treasure should never add more than 10 damage, no matter what other bonuses you may have. But due to the way the game engine worked, some bonuses multiplied the base damage: damage-type bonuses (such as "Fire Damage +5%" equipment) and damage-type vulnerabilities (such as when monsters are inherently weak to fire).
Since we were fixing damage-type calculations, this seemed the best time to also fix the base-damage calculations. Now, Base Damage Multipliers will no longer get multiplied by anything else. (Theoretically -- bugs are always possible! Did we mention that you should report any bugs you see?)
There's an upside to this change: every combat skill except Animal Handling has a treasure effect that boosts base damage for that skill. For Sword skill, this is "Sword Base Damage +26%", for Unarmed it's "Unarmed Base Damage +26%", etc. These effects needed a bit of a boost, but the system change needed to happen first. Now that that's done, these treasure effects can scale up:
All combat skills: Highest tier of "Skill Base Damage +X%" changed from +26% base damage to +40% base damage.
We intend to use Base Damage in more interesting ways in the future.
(A note on terminology: there used to be a related concept called "Base Damage Bonuses", which were flat bonuses such as "Sword Base Damage +5". These bonuses would get added to damage after certain other multipliers were already applied. We removed this special case several updates ago. Those bonuses are now just regular bonuses, like "Sword Damage +5". They get added in with all other flat bonuses first, before any multipliers. This change was made a while ago, but some treasure effects still used the old labels. We've cleaned up the game's terminology to be more consistent.)
Ability Damage Formula Recap As of now, here's how ability damage is calculated:
Start with ability's base damage.
Add all additive (a/k/a "flat") damage buffs (universal damage boosts, skill-specific boosts, damage-type-specific boosts, boosts just for Kicks or Bombs, etc.).
Now sum together all percentage buffs (universal multipliers, damage-type-specific multipliers, multipliers for a specific ability, multipliers for Epic Attacks, etc.) and multiply by the previous step.
Now multiply by target's vulnerabilities and resistances (universal vulnerability, damage-type-specific vulnerabilities).
Now add in bonus damage from Base-Damage Multipliers (reduced if the target is resistant to the damage type).
Now reduce damage by the target's Mitigations (armor mitigation, universal damage reduction, damage-type-specific mitigation, etc.). If mitigation is negative, they take that much extra damage instead
This gives a general idea of how it's supposed to work. If it seems complicated, well... it is. But it was a lot more complicated before this update!
There are literally hundreds of ways to get boosts and buffs, though, so there's lots of space for mistakes or omissions. If you find problems, especially problems where the ability tooltip wildly disagrees with the actual damage done, please assume these are bugs and report them!
Remember to report the gear, abilities, and buffs involved, plus the monster you're attacking -- the monster is very important since it can have vulnerabilities and resistances. You can 'attach' an item to a bug report, which is handy, but we don't yet have the ability to include screenshots in your in-game reports. So if you want to include a screenshot, please make an in-game report and then also e-mail the screenshot to support@projectgorgon.com, or post the screenshot to the forum. Thanks!
Fire Magic One of Fire Magic's core combat abilities was pretty irrelevant: Fire Bolts simply didn't have much purpose anymore, given the availability of better area-effect attacks. After some prototyping a replacement, we ended up with ... an ability that's pretty much exactly like the Shield ability "Fire Shield". But it's more potent, and hey - it stacks with Fire Shield! (... which also received some improvements in this update. See below.)
- The ability Fire Bolts has been replaced with a new ability, Molten Veins. All equipment that affected Fire Bolts has been revised to affect Molten Veins -- albeit in different ways, since the abilities are entirely different.
Other Fire Magic changes:
Wall of Fire costs less Power, and treasure effects that boost Wall of Fire are more potent.
"25 seconds after summoning a Fire Wall, you regain 77 Health" => "You heal 10 Health per second when you are near your Fire Wall"
"All fire spells deal up to +36 damage (randomly determined)" now has a much higher random boost (+115).
"Scintillating Flame and Scintillating Frost stun and deal +100% damage to Vulnerable targets": This effect was previously found on three gear slots: Hands, Head, and Main-Hand Weapon. It is now only found on Hands. (This was done to make room for new treasure effects, since the stun didn't stack anyway.) If you had gear with this effect on Head or Main-Hand Weapon, the item has become Legacy and will need to be replaced with the "Legacy Item Replacer" golem in Serbule.
Druid Healing Sanctuary, intended to be one of the most potent tools in the druid's arsenal, was finnicky and annoying to use. And due to technological limitations of pet-buffing -- which have since been fixed -- the treasure effects were mostly kinda dumb. So:
The requirement for the Healing Sanctuary itself to be "in combat" (meaning that it could detect an enemy nearby) has been removed.
The requirement for the healing recipient to be "in combat" has also been removed.
"Healing Sanctuary immediately restores 80 health to you upon summoning" => "Healing Sanctuary restores 16 Power with each heal"
"Healing Sanctuary immediately restores 115 armor to you upon summoning" => "Healing Sanctuary restores 40 Armor with each heal"
There are also new treasure effects for Healing Sanctuary.
Other Druid changes:
Brambleskin deals more damage to enemies, especially at higher levels.
"Brambleskin heals you for 82 health" => "Brambleskin deals +96 Nature damage to melee attackers"
Pulse of Life is now fully marked as a Minor Heal ability. (Some minor-heal buffs already applied to it, but not all.)
Rotskin's damage debuff is more potent (-48 mitigation vs -22) and treasure can further improve the debuff. However, multiple Rotskin debuffs no longer stack. (If multiple druids cast Rotskin on a target, only the strongest debuff is used.)
"Rotskin hits all targets within 10 meters and deals X direct health damage" => "Rotskin hits all targets within 10 meters and further debuffs their mitigation -X"
Shield Since we were adjusting the damage-reflection abilities of Druid and Fire Magic, we also adjusted Shield's damage reflection ability, Fire Shield.
Fire Shield now deals more damage when melee attackers hit you. Reset time is 20 seconds instead of 60. Power cost is increased.
A new treasure effect increases the potency of Fire Shield's reflection; other Fire Shield treasure effects tweaked.
Other Shield changes:
"Shield Team grants all allies X% evasion of burst attacks for 10 seconds": The higher-level versions of this effect were the same as the level 50 version; they now grant higher percentage evasion.
"Shield Team grants all allies +8 mitigation of all physical attacks (Crushing, Slashing, or Piercing) for 20 seconds" => +16 mitigation
Other Skill & Treasure Changes
Various: A number of abilities have slightly adjusted base damage and power costs; their treasure effects have been revised as a result.
Various: A dozen or so treasure effects that restore health or armor were buffed to heal 5-20 more health or armor. (formula change)
Various: Several treasure effects of the type that 'generates no Rage, and reduces Rage by X' have slightly reduced Rage reduction numbers. (formula change)
Various: An assortment of treasure effects had higher tiers that were identical to lower tiers. These have all been fixed.
Various: Numerous treasure effects gained a skill prerequisite that they were missing. For example, the Giant Bat mod "Sonic Damage +X%" is now "Sonic Damage +X% When Giant Bat Skill Active". (bug fix)
Healing Sigils' AI was changed to work similarly to the druid's Healing Sanctuary: they can now heal without needing to have line of sight to a nearby enemy.
Animal Handling: "Sic Em causes your pet's attacks to generate -X Rage for 10 seconds" has improved rage reduction. (bug fix)
Archery: "All Archery attacks deal +52 damage but cost +4 Power" => "Archery Damage +70"
Giant Bat: "Screech has a 60% chance to deal +X% damage": Higher-tier versions now have a significantly lower damage percentage number. (bug fix)
Hammer: Reckless Slam removed less than the amount of armor listed in the ability description. This has been fixed.
Lycanthropy: "Taunt from Attack Damage -33%" => "Taunt from Attack Damage -27.5% while Lycanthropy skill active" (formula change, plus fixing missing skill requirement)
Rabbit: Treasure effects that boost Carrot Power are more powerful. (formula change)
Shamanic Infusion: Added missing earlier-tier prerequisites (e.g. the third tier of a recipe is supposed to require you to already know the second tier, etc.).
Shamanic Infusion: You now receive bonus synergy levels in Shamanic Infusion when you reach Alchemy 42, Animal Handling 32, Battle Chemistry 41, Mycology 55, Anatomy 50, and Anatomy 70.
Sword: "Precision Pierce deals +X% damage but its reuse timer is increased +4 seconds => " ... reuse timer is increased +3 seconds" (side-effect of formula change)
Sword: "Sword Damage +16" => "Sword Damage +70"
Belt Changes
Belts that you find in loot now have a chance to be Uncommon rarity -- green tier, that is, with one treasure effect. The effect is always a generic power that isn't tied to any particular skill.
Any belt-creation recipe that requires a trophy skin also now generates Uncommon belts.
Recipe for Great Hardcore Belt was changed to require a trophy skin (to generate Uncommon belts).
"Lucky Belts" for specific classes are now just called "Belts" (e.g. "Lucky Belt of the Swordsman" is now just "Belt of the Swordsman"). These belts once affected random-loot generation, but that was long ago. Now they boost damage, so the "lucky" terminology seemed weird.
All formerly-lucky belts increase Base Damage Multipliers a bit more than before (10% for single-skill and 7% for double-skill).
Belts that actually affect treasure in some way are still called "Lucky".
Added missing belts/recipes for rabbit and priest belts.
Quest-Item Fixes "Quest Items" are items that are only needed for a certain quest. (Their icons have a thin red border.) If a special monster drops one of these items, each player that can loot the monster is supposed to be able to pick up their own copy of the quest item -- or, if the monster only has a chance to drop the quest item, each player has their own separate chance. A few monsters didn't behave this way: "Mr. Squeaky", James Eltibule, and Mudtusks. These monsters now drop quest items per-player as intended.
Another problem was that solo-oriented quest monsters could be buried or eaten by the first person that looted them, thereby preventing other players from looting their quest items. So quest-item-dropping monsters can no longer be buried or eaten.
Spawn Precognition There are new rituals (recipes) that allow you to detect where a newly-spawned enemy will appear a few seconds before it actually arrives. Ashk in Rahu teaches two of these rituals. The first, allowing you to see respawning monsters 3 seconds before they appear, can be learned if you've completed the Eye of Fate favor and have Meditation 25 or Shamanic Infusion 25.
Other Changes
Added "Accuracy Boost" stats to the Miscellaneous Enchantments tab of the persona screen. (Only shown if you have any accuracy buffs.)
Shamanic Infusion now requires much less XP to level, and recipes earn more XP. Now the first-time completion of a recipe (of your current level) will always raise your level by at least 1, and usually raise it by 2. (Existing skill levels are unchanged.)
The drug Sharpen has been revised so that it is significantly more potent. However, the higher tiers of Sharpen now have Survival Instincts requirements.
Cooking: Recipe "Tart Applesauce" has been changed to actually use tart (green) apples.
Necromancy: skeleton mages no longer flee to create distance between themselves and melee assailants.
Fixed recipe for "Amazing Cloth Pants (Max-Enchanted)", which incorrectly required Maximized Sardonix x2, among other problems. It now correctly requires Vervadium x1 like other level 70 crafting recipes.
Fixed some work order scrolls whose level requirement (to read the scroll) did not match the actual work order's level requirement.
Replaced the weird yellow "sewer rat" model with a different model (which is also temporary, but much less terrible in the meantime).
Fixed a small (100 m square) chunk of the Ilmari desert where nothing could be selected.
Fixed various monsters whose combat sounds were too loud (because they were not using 3D positioning, so were always at max volume regardless of distance).
Fixed a bug that caused fire walls to make combat sounds repeatedly when not in combat. This also fixes some Sigil-Scripting sigils that had the same problem.
The "Proto-Druid" and "Proto-Wolf" titles can no longer be earned. (They were actually supposed to stop when alpha ended.)
Update Notes: January 9, 2019
Player Work-Order Board: Browse Categories
The "browse recent orders" option on Player Work-Order boards now lets you see orders for just a particular category of thing, such as arrows or gems. This helps work-order fulfillers see a broader picture of demand for their particular skill.
We've created a lot of browse categories just to see what ends up being useful to players, and we'll evolve them based on usage. (If a work order doesn't show up in the category you expect, such as a crystal order not showing up in the Crystals section, please report it as a bug.)
Zombie Changes
Necromancer's zombies were too hard to keep alive, even with necromancer-provided healing. There are a few changes to help alleviate this:
zombies' inherent self-bleed is reduced by about 75%
zombies now reap 25% of the health damage they deal (meaning that every time they deal damage to an enemy's health, they are healed by 25% of the health damage they dealt)
Training Changes
Battle Chemistry: the trainer in Rahu now uses the Training system for golem conditionals and abilities, instead of selling them as books. This makes it easy to tell which ones you've learned: only ones you haven't learned yet will show up!
Tanning: previously the easiest way to learn Tanning was to complete a favor for Kleave. This is too hidden for such an important low-level skill, so Kleave's training menu now has an entry to Learn Tanning for 500 Councils, which she teaches at Comfortable. (If you prefer, you can still learn it by completing the favor. This will save you a few hundred Councils in Training costs.)
Learning the first level of Tanning (from whatever method) now teaches the first Tanning recipe. (The other Tanning recipes are still taught by Kleave.)
Leatherworking: Kleave now teaches her Leatherworking recipes from the Training menu, like a normal trainer. (She previously sold books of leatherworking recipes instead)
Other Changes
the ability Set Broken Bone did not have the intended 33% chance to consume the Master First Aid Kit. (Instead the kit was always consumed.)
added another background music track to Red Wing Casino
Spider: Treasure effect "Premeditated Doom channeling time is -1 second and boosts your Indirect Poison damage +X (per tick) for 20 seconds" was bugged. Data errors caused this effect to use the level 80 version for all levels 60-80
the game now tries a bit harder to ensure that summoned and deployed items (such as tapped kegs, growing vegetables, motherlodes, etc.) are in an accessible location, and not trapped underground or in a wall. Note that as a side-effect, they can now spawn up to 12 meters away from you (instead of 5 meters as previous), and can now appear above or below you in some cases, so you may need to look around for them
removed terrifying error about speed-hacking when you try to turn off a toggleable ability too quickly (such as giant bats' Echolocate). You can now turn off abilities like this instantly, without having to wait for the ability's reuse timer to be up.
fixed a bug where the Party chat channel could be dropped from custom chat tabs when leaving a party
as a side-effect of cleaning up some old treasure system mechanics, the drop-chances of some treasure effects have changed. Most notably, effects that boost base-damage (e.g. "Sword Base Damage +X%") used to drop at a rate 15x higher than regular mods; they now drop 5x as often. (During pre-alpha those effects were extremely crucial and they needed to show up a lot, but they're more "optional" now.)
Update Notes: December 20, 2018
Ri-Shin Winter Celebration
Winter is here, and humans and their friends across Alharth have begun celebrating the winter festival dedicated to Ri-Shin, god of plants and trees. Many towns and communities are looking for help to make their areas a little more festive, and you may find that your NPC friends have New Years' gifts for you as well!
"Dangerous Improvement" Recipes Disabled
When we opened the Red Wing Casino a few updates back, we introduced blacksmithing recipes to "dangerously improve" some types of weapons. This was a bit of an experiment for us as we looked at different ways to meet our goal of helping level-40 players improve their gear.
After watching the recipes in action and tweaking them a bit, we've realized that this implementation will probably never meet our goals: it just requires too many resources for level-40 players to afford. And since "dangerously improved" weapons were overpowered in the hands of higher-level players, it didn't make sense to leave them in the game as they were.
We apologize for having to remove this experiment. We're still prototyping replacement systems that will meet our goals better, and when we've chosen that new system, we'll attempt to update your equipment in whatever way seems to make sense. We'll do our best to preserve the time and effort that you've put into your "dangerously improved" weapons and translate that into the new system.
In the meantime, we've left the non-working enhancements encoded into your weapons; you may seem them listed as "Do Nothing +X". Similarly, the recipes are still in your recipe list, labeled as "OBSOLETE", until we decide how the new system will work.
Treasure Effect Location Fixes
Several treasure effects were misconfigured, making them unavailable on randomly generated items. These have never actually been seen in the game before. So really, it's like they're brand new effects! Other treasure effects were only available in some of the locations or on some of the objects they were intended to cover.
Bard:
Some treasure effects for main-hand weapons could only be found on Lutes, and some effects for off-hand weapons could only be found on Horns.
Battle Chemistry:
"Toxic Irritant boosts your Nice Attack Damage +X for 8 seconds" is now available on rings and main-hand weapons.
Druid:
"Toxinball Damage +X%": This was intended to be findable on necklaces and main-hand equipment, but couldn't be found on main-hand equipment.
Ice Magic:
"Tundra Spikes deals +X% damage, gains +Y accuracy, and lowers targets' Evasion by Z for 20 seconds": This mod comes on two equipment slots, but the evasion-debuff aspect of the mod did not stack with itself.
"Ice Spear heals you for 46 health after a 15 second delay": This was intended to be findable on gloves and off-hand items, but couldn't be found on off-hand equipment.
Knife:
Many treasure effects for main-hand weapons could only appear on Daggers. Now that dirks can be wielded in the off-hand, it's now reasonable to have a sword with Knife effects!
"Poisoner's Cut boosts indirect poison +X per tick" is now available on pants and off-hand weapons.
"Gut deals +X% damage and reuse timer is -1 second" is now available on shirts and necklaces.
Pig:
"Grunt of Abeyance restores X Power to all targets": This was intended to appear on necklaces and main-hand equipment, but couldn't be found on main-hand equipment.
Staff:
"Phoenix Strike deals +10% damage and triggers the target's Vulnerability" is now available on staves.
Werewolf:
"All Werewolf attacks have a X% chance to deal Y Trauma damage over 8 seconds": This was intended to appear on helmets and main-hand equipment, but couldn't be found on main-hand equipment.
Unarmed:
All main-hand treasure effects could not be found on daggers (but could be found on other weapons such as swords).
Other:
Fixed several dozen Feet-slot treasure effects that could not be found on animal shoes (such as Deer Shoes).
Fixed a handful of other cases where certain treasure effects could not be found on certain specific types of equipment.
Skill Revisions
Several skills have gotten a bit of holiday love! For the following skill changes, we've tried to avoid turning gear "Legacy". (Legacy items are invalid items; they stop working and have to be replaced after 30 days.) To do that, retired treasure effects have been replaced with new effects that use the same equipment slots as the old. As a side-effect of squeezing new effects in wherever they can fit, it's possible that your gear will have effects for entirely different abilities than it had before! Sorry about that. We try to avoid that, but sometimes it's unavoidable.
Necromancy:
Necromancy has never been especially powerful at high-level, in large part due to a bunch of buggy treasure effects. You could build some interesting "darkness blaster" necromancers, but at high-level the pets were generally useless. We started out just fixing the bugs, but then decided to go a lot further: the majority of Necromancy's treasure effects have been altered with an eye toward creating interesting pet-oriented playstyles and skill combinations.
Ability Changes:
"Create Super Zombie": This ability has been removed! It is now merged into the Raise Zombie ability (which was previously called Create Shambling Corpse).
"Create Shambling Corpse" was renamed "Raise Zombie". (It was already called in some parts of the game.) You can now use Raise Zombie even while you have a zombie alive, in which case it buffs and heals the existing zombie. The reuse timer on Raise Zombie is increased to 60 seconds and the Power cost is higher. All gear pertaining to zombies has been revised, and many new gear effects have been added for zombies.
Wave of Darkness: Changed from a 20m burst to a 10m burst. Changed base reuse time from 30 seconds to 18 seconds. All treasure mods that affected Wave of Darkness have been rebalanced as a result.
Provoke Undead: The inherent damage boost is slightly larger. Also, all treasure effects that were supposed to boost the damage from Provoke Undead were bugged and did (almost) nothing. These effects have been fixed and significantly revised, and new effects were added as well.
Treasure Changes of Note:
Since there were almost no Necromancy treasure effects that were entirely unchanged, this just lists the ones that changed significantly in function. Many other effects were rebalanced but not fundamentally changed, and a bunch of other Necromancy effects were entirely removed to make room for new ones. (See below.)
"Provoke Undead causes target undead to deal +X% damage for 10 seconds" => was bugged and did not work. It has been refactored to deal +X% damage but also deal Y damage to your minions over a 10 second period.
"Provoke Undead causes target undead to deal +X% damage for 10 seconds, but also take Y Health damage after a 10-second delay" => also did not work correctly. It has been refactored to deal damage immediately, not after a delay.
"Provoke Undead causes target undead to deal +X% damage with their Fire/Ice/Electricity attacks (if any) for 10 seconds" => also didn't work correctly. It has been refactored into a flat global damage bonus instead of an elemental percentage bonus.
"Life Steal targets all enemies within 10 meters and deals +X damage but reuse timer is +3 seconds" => was tweaked a bit because the +X flat damage wasn't useful. It is now: "Life Steal targets all enemies within 10 meters and steals +X health, but reuse timer is +3 seconds and Power cost is +Y".
"Wave of Darkness heals you for 66 health" => was replaced with a new effect: "Wave of Darkness damage +X and reuse timer is -1 second".
"Rebuild Undead restores X health/armor to your undead after a 15 second delay" => now has a 10-second delay.
"Summoned Skeletons deal +X direct damage with each attack, but take Y% more damage from any cold attacks" => damage bonus is a percentage instead of flat.
"Summoned Skeletal Archers and Mages deal +X direct damage, but take +50% more damage from any slashing, piercing, or crushing attacks" => damage bonus is a percentage instead of flat.
"Summoned Skeletal Archers deal +X direct damage with each attack" => now also applies to Skeletal Mages.
"All Summoned Skeletons deal +X damage with each attack, but are instantly destroyed by ANY Nature attack" => damage bonus is a percentage instead of flat, and this effect no longer applies to skeleton swordsmen.
"Death's Hold causes target to take +X% damage from Slashing for 15 seconds" => was quite overpowered, or would have been if it worked. It works now but has reduced efficacy.
"Rebuild Undead restores X health/armor to your undead after a 10 second delay" => accidentally healed the necromancer, not the undead minions.
Retired Necromancy Treasure Mods:
All of these have been replaced with entirely new effects.
"Death's Hold deals +X damage and Stuns target after a 15 second delay": This effect was almost always useless. It has been replaced.
"Necromancy Base Damage +%": The skill actually had two of these mods for a total of 4 slots' worth. This didn't seem to fit the Necromancy skill as it is currently envisioned, so two of those slots have been repurposed to boost Skeleton pet damage instead.
"Summoned Skeletal Archers and Mages regenerate +X health every update, both in and out of combat": Most tiers of this ability did not work on the right kinds of skeleton. It was fixed, but then completely replaced with a new effect.
"Summoned Skeletal Mages deal +X direct damage with each attack": This effect has been merged with a different one (above), so it was repurposed for a new effect.
"Create Super Zombie also heals yourself for 192 health, 192 armor, and 38 power": This has been replaced with a new effect that buffs Raise Zombie.
"Create Zombie also heals yourself for X health": This has been replaced with something that actually makes zombies better.
"Provoke Undead causes target undead to recover 66 Armor": Although it was one of the only Provoke Undead treasure effects that actually worked, it was thematically inappropriate for the ability. It has been replaced.
"Heal Undead restores +X Health/Armor and boosts targets' Slashing damage +Y for 8 seconds": The amounts here were so small as to be useless. Replaced.
Cow:
Cows' gear configuration posed a slightly thornier problem. While it was possible to build robust tanky builds, it required a lot of gear before it started to work: there were separate treasure effects for crushing, slashing, and piercing protection, and a typical "tank" would need all three -- and at high level they would probably want two of each. And since all six of those effects appeared on only Hands and Feet gear, cow gear ended up feeling pretty uninspired. We've changed those effects around, and also tried to address some other problematic play aspects and build limitations.
"Chew Cud boosts Crushing Mitigation +22 for 10 seconds" => "Chew Cud boosts Crushing/Slashing/Piercing Mitigation +14 for 10 seconds". In addition, this effect is now available on 4 slots instead of 2.
"Chew Cud boosts Slashing Mitigation +22 for 10 seconds" => was replaced with a new effect.
"Chew Cud boosts Piercing Mitigation +22 for 10 seconds" => was replaced with a new effect.
"Stampede Damage +X" => "Stampede Taunt +X" (for a much bigger X).
Ability "Tough Hoof" has been revised. "If the target attacks and damages you within 5 seconds, you regain X health" => is now "Each time the target attacks and damages you within 8 seconds, you regain X health". The ability's damage is a bit lower and reuse timer is 12s instead of 10s. Treasure effects have changed also.
There is also a new ability for Cows, as well as a bunch of new treasure effects. The new ability can temporarily be learned from Raul in Animal Town. (Although not permanently, as he finds it extremely uncouth.)
Deer:
Cuteness Overload is now marked as an Epic Attack for purposes of equipment that boosts Epic Attacks.
"Summoned Deer deal +X damage" => damage is now percentage-based instead of flat.
"Deer Kick deals X armor damage and reduces target's rage by Y" => accidentally dealt Health damage instead. It has been refactored to just deal regular damage.
"Deer Kick implants insect eggs in the target. Future Deer Kicks by any deer cause target to take X Nature damage over 5 seconds" => didn't work. It now works as intended. In addition, all attacks made by player-summoned deer are now considered "Deer Kicks" for the purposes of this treasure effect.
"Deer Bash heals X health" => accidentally restored Armor instead.
Plus a new ability and a number of new treasure effects! The new ability can temporarily be learned from Jumper in Animal Town.
Rabbit:
The rabbit skill was unfinished: it had basic treasure effects but the selection was very shallow, which especially caused problems at high level. We've added two new abilities and dozens of new treasure effects to give Rabbit players a wider range of builds. Rabbits are the only animal form that can access Ice Magic, so some of the new rabbit treasure synergizes with it. We've also deepened the possibilities for melee rabbits (when combined, presumably, with Unarmed) and added more tools to build supportive Mentalist rabbits.
We've also worked harder to make Carrot Power the defining feature it was meant to be. Rabbits love veggies and we want rabbit players to love veggies too, thanks to their powerful game effects! There were two problems with carrots: they was too expensive to use routinely, and the effects didn't really justify that hassle. So we've tackled the problem from both directions, making rabbit abilities consume far fewer carrots (especially with gear effects), as well as buffing up the potency and versatility of the ability's treasure options. (And remember that the ability's requirement for "carrots" can also be met with carrot-flavored rabbit treats, which can be bartered in Animal Town. This is how you turn other veggies into "carrots"!)
Other changes:
Reuse timer of Hare Dash changed from 30 to 25.
Reuse timer of Play Dead now gets faster with each tier of the ability.
"Carrot Power Boosts Direct Cold Damage" => now boosts direct and indirect cold damage.
Fixed effect-ordering bug where the Play Dead effect that boosted Psychic damage did not apply to the Play Dead effect that dealt Psychic damage.
Plus two new abilities and a large new assortment of new treasure effects! The new abilities can temporarily be learned from Cinnamon in Animal Town, although they will be taught by a different NPC in the future.
Spider:
Abilities:
Incubate is no longer marked a Nice Attack. Spit Acid is now a Nice Attack.
Incubate can now be placed on the sidebar.
Baby spiders' rage attacks now have significantly better poison DoTs, and the spiders have smaller rage bars so they can use their poison a bit more often.
Spit Acid now destroys more armor on immediate impact.
Inject Venom's poison DoT deals more damage in a much shorter time window (12s instead of 20s).
Premeditated Doom reset time changed from 40s to 20s. Durations of various treasure effects adjusted accordingly.
Treasure:
"Incubated Spiders deal +X direct damage with each attack" => now boosts damage by a percentage instead of a flat number
"Spider Bite has a 50% chance to deal +X damage" => now works for both Spider Bite and Infinite Legs, and it boosts damage by a percentage instead of a flat number.
"Combo: Gripjaw+any+any+Inject Venom deals +X damage and +Y over 20 seconds" => now deals +X% damage instead of a flat boost. The Damage-over-Time aspect has been dropped, but it was awful and you won't miss it.
"Spider Bite deals +X% damage" => has been replaced with "Combat Refresh restores +Y Power while Spider skill active".
"Premeditated Doom restores X health" => restores health after a 10-second delay.
"Premeditated Doom restores X armor" => restores armor after a 10-second delay.
"Infinite Legs restores X health" => now also applies to Spider Bite.
"Spider Bite restores X health" => was made obsolete because the Infinite Legs version now applies to both abilities. So it has been replaced with a completely new effect, one that buffs Premeditated Doom.
"Infinite Legs restores X armor" => has been replaced with "Infinite Legs deals +X% damage and reuse timer is -0.5 seconds".
"Grappling Web causes the target to take +X% damage from Poison attacks" => now correctly stacks with itself when the effect is present on two equipment slots.
"Poison Mitigation +X while Spider skill active" => now also mitigates Acid.
"Acid Mitigation +X while Spider skill active" => has been replaced with a new treasure effect for Spit Acid.
Plus various rebalances and new treasure effects to flesh out the spider's arsenal.
Other Stuff
Abilities that summon pets now list the treasure effects that will apply (just as other types of abilities do).
You can now click on your pets in-game and examine them to see a rudimentary report of their combat stats at that moment. (Previously this was only available to Animal Handling pets.)
Sammie Grimspine in Serbule Hills sells Skinning Knives to her Friends. (This is a backup method for demo players who lose the knife they get from Ivyn's favor reward.)
Fixed equipment-crafting bug where using two of the same gem could generate Legacy items.
Fixed bug preventing Rabbit treasure mods from being extracted into Malachites.
Equipment-crafting recipes are changed so that using two of the same gem now usually results in gear for that skill + generic enhancements (rather than being for that skill + a randomly-picked skill) .
Fixed a bug where Death Avoidance gear did not always take your remaining armor into account before activating.
Update Notes: December 5, 2018
This is a quick touch-up to last week's update.
Inventory window: did not show the special overlays shown on top of quest items and broken hardcore items.
Practical Summoning: manually typing a number did not always correctly change the number summoned.
Recipe Sorting: the "Sort by Times Used" option did not work in some situations
Inventory window: showed incorrect status messages in the chat history when locking/unlocking a folder.
Fixed the level requirement on about two dozen work orders. These work orders' rewards are unchanged, only the level requirement was incorrect.
Fixed physics bug that could cause oversized monsters to fall through the world
Today's update contains a huge array of new features, bugfixes, and quality of life improvements.
Crafting UI
Practical Summoning: You can now learn "Practical Summoning", an advanced teleportation technique that allows you to teleport recipe ingredients from nearby storage vaults into your inventory while you are crafting.
When you learn Practical Summoning, it adds a special feature to the Crafting UI. If you don't have an ingredient on hand, the Crafting UI will display a "Summon" button. Pressing this button will attempt the teleport. You can also right-click a recipe ingredient and choose Summon Ingredient.
To learn this technique you will need Teleportation level 12. For now, Irkima in the Red Wing Casino teaches this to his Friends for a price of 10,000 councils. (It will likely be moved in the future when more practical summoning techniques are added.)
Auto-Repeat & Recipe Delay: We've tweaked auto-repeat crafting: the "repeating recipe" progress bar, which is displayed to give players a few seconds to cancel the recipe, will no longer be shown if the recipe already has a suitable built-in delay. For instance, carding cotton at a cotton gin takes 3 seconds, so the "repeating recipe" progress bar isn't needed -- there's already time for you to abort the auto-repeat.
We've also removed the inherent recipe delay from many intermediate recipes, including most tool-creation recipes and all textile-creation recipes except for carding cotton. In addition, the inherent recipe delay of in-the-field decomposition recipes changed from 5 seconds to 3.
Other:
You can now sort your recipe list in three ways: alphabetically, by recipe level, or by most-used recipes. There is no button for this UI feature yet; to access it, just right-click the name of a recipe in the list in the Crafting UI.
You can now mark recipes as Favorites by right-clicking the recipe name in the list. There is a new drop-down option at the top of the list to show only favorite recipes.
When crafting an enchanted item, the crafting window now shows info about the base item (the unenchanted version of the resulting item).
Inventory UI
Vendor Lock: If you've unlocked at least 1 extra inventory folder, you can now right-click the folder and choose "Vendor Lock" to keep the contents of that folder hidden from the vendor sales screen. Items from vendor-locked folders simply won't be shown in the sales list at all, just as items used in a Loadout are not shown.
Inventory Hints: The inventory panel now offers you hints about items that are useful for your current situation. For example, when you are giving a gift to an NPC, the UI will highlight appropriate gifts in the inventory window with an animated overlay.
Similarly, when you are viewing a storage vault that can only store certain types of items, items you are allowed to store in that vault are highlighted. Likewise with consignment: the items you are allowed to consign with that vendor are highlighted.
Sorting Tweaks: We've refined the Inventory Sort button to automatically recognize new categories of items. The goal is for similar types of items to clump together when sorted. For example: mushrooms now sort next to each other, different stages of cotton sort together, silk sorts together, skinning knives appear near other tools, throwing knives sort together, and many more.
Other:
Added an "Update this Loadout" button to loadout window; this button just replaces the contents of the loadout with the currently-active abilities and gear.
Added a spot on the inventory window that you can drag items onto to get More Info. This is the same as right-clicking the item and choosing More Info.
Fixed several subtle mouse-click bugs with the inventory window. Most notably, you couldn't drag items around in inventory while you were "in combat".
Cleaned up confusing error messages and sometimes-buggy behavior with the Split Stack window. (BTW, did you know you can quickly split a stack of items by clicking the inventory item while holding down the SHIFT key?)
Main UI
Drag Lock: If you want to prevent accidentally messing up your ability bars, there's a new option for you in the Settings window under the GUI tab. Just disable the option "Allow dragging things off of ability bars". You'll still be able to drag icons from the Abilities window ONTO your bars; you just won't be able to drag them OFF of the bars.
Effect Wiggle: Beneficial effects that last more than 5 minutes will now "wiggle" when the effect is nearly over. This is intended to alert you that important buffs (such as Food) are wearing off, and that you had probably better do something about that.
Other:
Added a new setting to let you turn off the player stats bar that's usually in the top-left corner. This is for players who would prefer to just use the stats globes to track their health/armor/etc.
The sidebar now has a right-click menu item to bring up the Special Abilities list, similar to the option already available on the bottom bars.
Fixed bugs with the sidebar's contents getting changed or lost when using potions and effects that increased the number of sidebar slots (such as Gur-Horta)
Fixed bug where changing the horizontal/vertical layout of the ability bars was not always saved in the settings for the next time the game started.
On the character selection screen, if the character is not Hanging Out with someone, it instead shows the area the character is in.
Miscellaneous
Steam Family Sharing: We no longer support Steam's Family Sharing feature, which lets other family members "borrow" your games while you aren't playing them. This was being used by a few people to create extra "mule" characters for free.
Very few players are affected by this change, but if you are affected and you need help sorting things out, just drop us an e-mail at support@projectgorgon.com. (And remember that if you want to let someone try out the game, you just can point them at the free demo!)
BookSaveToFile: Remember the old save-reports-to-file feature that was lost when we replaced the UI? No? Well, we've re-implemented it. If you add BookSaveToFile to your special settings, the "book" UI window will have a button that saves the contents to a file on your hard drive. This feature is intended to let players save reports such as the results from '/isearch' or '/guild who' so they can reference this information outside of the game. (Please note that this convenience feature may eventually be restricted to people who have the VIP subscriber plan.)
Other:
At the Guild Management Sign, the Roster option can now be sorted by rank/name (the default, as before) or by Last Time Online.
When using the Eject Guild Members option, that popup list is sorted by Last Time Online. (We assume that if you're making room in the roster, you probably want to eject people who haven't been online recently.)
Fixed a bug with Dwarven Fixer: It did not correctly block the bright-lights screen effect of Delerium Tremens (the nastiest withdrawal state of an alcoholic). If you have Dwarven Fixer in your system already, you may need to drink another dose to get the fixed effect.
Dwarven Fixer now lasts 3 hours instead of 1.
Fixed several scripted scenarios where the game said you were lit on fire, but you weren't actually lit on fire (such as when trying to break into Ivyn's chest or when giving the wrong answer to the creepy crystal).
Fixed various scripting bugs that caused players to receive items with impossibly-high stack sizes instead of receiving multiple stacks of the item.
Fixed bugs when using the /leave command to leave a chat room that was in use in more than one chat channel.
Improved the heuristics for closing chat tabs automatically.
Fixed bug that caused the Group window to sometimes lose track of a party member (showing blank health/armor/power bars for them).
Miscellaneous performance optimizations related to the user interface.
Added new icons for resource items that are commonly confused with other resource items.
Added missing titles from player packages. If your account still doesn't have a title and it should, please e-mail support@projectgorgon.com ASAP so we can get you sorted out.
Dev Blog: November 15, 2018 - The Demo Is Live!
I wanted to give you an update on our plans for near-future game updates. But first, let's talk about the demo!
Project: Gorgon Demo Is Available!
We're happy to announce that the "demo" version of Project: Gorgon is available. This has taken a while, but we knew it was important for this game. Project: Gorgon is pretty unusual, and you can't really tell if it's going to be your thing until you try it. So now you can! (You can download it from our Steam store page here -- just click "Download Demo" on the sidebar.)
I wanted to make sure the demo encompassed more than just the tutorial area, to really give demo users a feel for how the game plays. So the demo lets players explore Anagoge (the newbie island), Serbule, and Serbule Hills, as well as most of the dungeons in those areas. Demo characters can unlock new skills as usual, and they can raise any of their skills up to level 15. This gives demo'ers a broad sampling of the game's content to explore. Once they buy the actual game, demo characters automatically become "real" characters without any restrictions, so it's quick and painless to transition from the demo to the regular game.
We also worked hard to prevent "demo abuse". Since players could theoretically create as many demo characters as they want (limited only by the number of Steam accounts they want to create), there are a lot of potential abuse scenarios, such as harassment, market-manipulation, muling, even power-leveling. (Power-leveling? Really?! Yes... at least, in limited forms. Imagine someone using in a bunch of demo characters to play music for their main character's garden -- that's technically power-leveling, since music makes plants grow faster!)
Let's go over the CANs and CANNOTs of the demo. Demo users:
CANNOT join a guild
CANNOT trade with other players
CANNOT send or receive money via /tip
CANNOT pick up items dropped on the ground (except items they themselves dropped)
CANNOT milk other players (or be milked, if they become a cow)
CANNOT listen to poetry orations or recite poetry
CAN unlock and use regular storage
CAN sell items at vendors, but CANNOT buy other players' used items
CANNOT buy consignment items or place their own consignments
CANNOT purchase from player stores or open their own stores
CANNOT play any instrument, but CAN listen to performances
CANNOT place or complete player-work-orders
CANNOT use deployed gadgeteering items such as vending machines and rafflers
CAN add friends (it prompts the other player to confirm, as normal)
CAN join hunting groups (and can chat in hunting group chat)
CAN speak in Local chat, and in Group chat (when they're in a group)
CAN speak in a new chat room called Demo
CAN listen, but CANNOT speak, in all other chat rooms (including Global, Trade, and Help)
CANNOT send private messages (PMs) unless both the sender and recipient are in the Demo chat room (see below)
We want to let our amazing community help Demo players if they get stuck or have questions, but it has to be easy to opt in and out. That's why we've tied private messages to the new Demo chat room. If you want to help Demo players, simply join this chat room. (Right-click a chat tab, choose Edit Chat Tab, and add "Demo" to the tab's channels. Or you can type /join Demo to quickly create a new chat tab for it.) While you're in the Demo chat room, you'll also be able to communicate via PMs with demo users. If you leave the Demo room (by closing the Demo chat tab), demo users will be unable to PM you further (and vice versa).
Demo users are still bound by the same code of conduct as regular players, and demo users that are abusive will be gagged or banned as usual. And you can always use /ignore to ignore obnoxious users. But since it's so easy to create new demo characters, we wanted this extra layer of abuse-protection for our community. To sum up: If you're happy to help demo users, join the Demo chat room. If it becomes too distracting, just leave that chat room.
No design is ever perfect on the first try, so I'm sure we'll need to tweak these rules after we see what problems demo users run into. But I think this is a good first version.
Upcoming Game Improvements
We've talked before about the next big engineering task, which is rewriting the animation code to use Unity's newer 'Mecanim' system instead of our current home-brewed system. This coding work has been outsourced to our partners, who are developing it in a separate code branch. Unfortunately, it's taking longer than anticipated, and I'm not yet sure when the new animation system will be ready to integrate into the game. That also means horses are delayed, because the mounts need Mecanim.
In the mean time, we're working on other parts of the game: improving the UI, fixing bugs, adding missing content, and revising game systems. Plus adding a few more new game systems to keep it interesting.
Improving the UI
The next update has some iterative improvements to the UI. For instance, it seems that a lot of players never find the "More Info" feature for items. (You currently find it by right-clicking an item and choosing 'More Info', and it can tell you things like who to gift the item to... no note-taking necessary!) I'll be adding an alternative way to get to that info so that it's easier to discover.
More substantively, there's a new little feature called Practical Summoning. This is designed to make it a little easier to manage crafting ingredients. I can't count the number of times I've been trying to craft something and realized I forgot an ingredient and have to run and get it from storage.
Once your character masters Practical Summoning, there's a new button in the crafting window to summon missing ingredients. (As shown by the "Summon..." link in this in-development screenshot.) Clicking that button lets you summon items from nearby storage areas -- all the storage in the current town you're in, more or less.
There are a few caveats -- namely, it only works on fixed ingredients, not ingredients that you drag and drop into recipe slots. And it can't help you put stuff away after you're finished crafting. But I'm enjoying it and I think it'll be a nice little quality-of-life improvement. You'll be able to learn this trick from a mantis in the casino -- it costs a few thousand Councils and requires Teleportation level 12.
The next update also fixes a bunch of annoying UI bugs, and there are some other new UI features that I don't want to talk about yet (because they may not work out... they're still being prototyped as I write this). And there are, of course, many more UI improvements to come in the future, too.
Fleshing out Content
Over the next few months we'll be taking a look at the higher-level areas: Kur, Ilmari, Rahu, and Gazluk. These areas all need more points of interest, more things to discover, most stuff to do! There are also a bunch of unfinished NPCs in these areas, and even entire storylines that just haven't made it into the game yet, plus some missing dungeons (a few larger ones, but mostly smaller soloable ones).
Some areas will also see heavy revision for technical reasons. In particular, the terrain of Rahu will probably need to be remade. It was created via a different method than the other outdoor areas, as an experiment. We'd hoped this new method would work better than it did. (But hey, that's what experiments are for.) We'll be revising it to use the technique we used in other outdoor areas.
I'm not sure what new content will be in the very next update yet (if any!). But I wanted to give you an idea of what we'll be working on for the next couple of updates. (Plus, of course, there's the Christmas event! It will be based on last years' alpha event, but with more stuff.)
Revising Game Systems
This game has a lot of game systems. A LOT of game systems. Many are pretty nicely fleshed-out, but some are basically just prototypes that need a lot of revision. I have a long list of systems that need to be improved. Some of those systems include mushroom farming, "dangerous improvement" recipes, guild features, and several combat skills.
Some of these things just need tweaks and refinement, while others may go back to the drawing board entirely.
Note: All This Will Take Several Months!
I don't want to give the idea that all of this stuff will happen in the very next update, which is only about a week away. The next update is mostly UI stuff. We like to work in short sprints of two or three weeks, so we'll be rolling these changes out piecemeal over several months. This way you get access to the features ASAP, and we get timely feedback.
A big advantage of this work style is that we can pivot to new priorities very quickly. And we often do just that! When the new animation system is ready, it'll probably be higher-priority than a lot of these tasks, so unfinished tasks on this list may go to the back burner. However it goes, I'll keep you posted!
This is a small bug-fix update. The Halloween event is NOT over yet -- it will run through the middle of the week (Wednesday or Thursday).
Fixed navigation issues with the boardwalks in Serbule and Anagoge Island
Fixed bugs that prevented the thick green "queued ability" overlay from showing up on a queued ability
Fixed bug where the faces of some male elves were lighter-colored than their bodies
Fixed bug with human and elf female eyelashes (they looked creepy in some light conditions)
Tried to work around weird behavior with Windows 10 firewall: if you log out or disconnect due to being AFK too long, the firewall would sometimes decide the game wasn't allowed to use the internet anymore and constantly break any connections to the server, requiring you to restart the game to log back in. The cause of this is unknown (Microsoft does not document much of anything about how their firewall app works or why), but we've made some changes based on hunches and we'll see if it helps.
Worked around Unity 2017 bug that caused the lowest graphics tiers (Bad, Abysmal, and Retro-Terrible) to be less efficient than they should be
Partially worked around a Unity engine bug involving shadows (where performance gets worse at certain times of day when facing certain directions outdoors). This is a partial fix, meaning the issue persists but is reduced. There is a side-effect, though: interactive elements such as monsters, NPCs, signs, lamps, chairs, etc., are no longer lit by the sun or moon. Usually this is completely unnoticeable, but sometimes it can be really surreal: "why is that lamppost not casting a shadow?!" If it's distressing, you can disable this fix by opening Settings and adding EntityShadows to the special-settings box. (There are better ways to address this problem in bleeding-edge versions of Unity, so we anticipate that this workaround is temporary.)
We'd like players to test out a new experimental graphics feature: spherical culling. To enable it, open the Settings window in-game and add SphereCull to the Special Settings window. Normally the game uses frustum culling, meaning anything that's not right in front of the camera isn't rendered. This is theoretically optimal: why render stuff that's not on the screen? But it has side-effects. One problem is that when you spin around in a circle, a lot of art assets have to be swapped in and out of video memory, which can cause framerate to drop momentarily. Spherical culling means everything in a circle around you is rendered. This may have a lower framerate overall, but it will greatly reduce "turning lag". Please try it out and report your experiences with it (especially bugs, such as missing water or other things being invisible)! And remember: you may need to lower your settings to effectively use this, especially if you've overridden settings like view distance or animation distance!