Project: Gorgon - Lemons
This is a minor bug-fix update.
  • Fix crash from clicking the Summon button in the recipe window
  • Fix text issues with popup UIs
  • Fix issue with chat button going onto 2 lines
  • Fix for manticores getting stuck in their crystals
  • Fix for Winter Turrets getting stuck inside rocks
  • Fix for spiders in Myconian Cave never coming down from their vantage points
  • Improve pathing in Rahu Sewers (though it's still not 100% up to par yet)
  • Reduce texture-memory usage in "Enter the Light" area; previously low-end PCs could hit out-of-memory crashes when entering this area
  • Fix bug where charmed enemies' pet-mode wasn't displayed correctly (should be assisting but was displayed as passive follow)
  • Fix broken unarmed treasure effect "Slashing Strike deals +64 damage and worsens the target's Slashing Vulnerability +16% for 60 seconds."
Project: Gorgon - Lemons
In this update we revise several combat skills and make improvements in many areas.

Note: We're still working on the upcoming city Statehelm; it's probably two major updates away. You may see new references to it in-game, but it's not accessible yet.

Unity Engine Upgrade
We've updated the game to use Unity 2022.3. This is a major version change, which usually causes some hiccups and weirdness -- we've tried to smooth everything out, but if you see new problems please let us know. In particular, Unity 2022.3 uses a new navigation system. If you find places where monsters or pets cannot traverse (when they could before), that's a bug we'd love to hear about!

This upgrade doesn't directly add a ton of new features, but it includes many subtle bug-fixes for various hardware configurations.

Lost Scapegoats Event Fixes
If you did the Lost Scapegoats event sub-quests before obtaining the main quest, the main quest will update properly the next time you talk to Miss Chievous. This applies to every sub-quest except for Miss Take - you'll have to go and talk to her again after obtaining the main quest.

UI Changes
  • Adjust UI defaults to look better on a 1920x1080 screen. Namely:
    • GUI Scale defaults to 1.5, and has a new maximum value of 3
    • Several window default sizes have been increased: Quest Log, Recipes, Item Info, Chat
    • Note: These changes will only affect new installations!
  • The setting "Chat Text Size" now affects the chat input font size
  • There's a new default chat tab called "Chat" with the following channels: Nearby, Global, Tell, Status, Error, Emotes, Trade, Help. This tab is selected by default for new players
  • New setting "Windows Text Size" affects the font size of the Quest Log, Recipes, & Item Info windows. More windows may be added in the future
  • New setting "Popups Text Size" affects the font size of the Summon Item, Split Stack, & Informational Popups
  • You can now ctrl-click on an item to view More Info about it
  • Slightly adjust text of the Word of Power popup
  • Slight changes to some of the windows, to make them look better and be easier to read
  • New setting, "Use Reflections", turns reflections on or off. Find it in Settings > Graphics > Advanced > Lighting & Shadows
Weather Witching Changes
Ability Changes
  • Summon Doomstorm: chance to consume necromancy dust reduced from 33% to 10%
  • Tsunami: Base Damage significantly increased (e.g. Tsunami 6 from 741 to 1007). Some treasure effects adjusted as a result of this formula change
  • Deluge: Base Damage significantly increased (e.g. Deluge 9 from 578 to 882). Some treasure effects adjusted as a result of this formula change
  • Summon Tornado: works in water
  • At level 50, weather witches gain a lore recipe to determine the current weather in all outdoor areas
Treasure Changes
  • "Tsunami Damage +116, Targets also take +20% damage from sentient weather phenomena for 30 seconds" => ... take +30% damage
  • "Tsunami deals +469 Nature damage over 7 seconds" => +560
  • "Tsunami Damage +179, Every other casting resets the timer on Summon Tornado (so it can be used again immediately)" => "Tsunami Damage +252, ..."
  • "Deluge deals +102 damage on contact and increases the target's Poison Vulnerability and Electricity Vulnerability +15% for 30 seconds (non-stacking)" => +18%
  • "Dampen deals Cold damage and debuffs the target so that it takes +90 damage from future Cold attacks for 10 seconds" => ...takes +12.5% damage from future Cold attacks
  • "Dampen debuffs the target so that it takes +90 damage from future Nature attacks for 10 seconds" => ...takes +12.5% damage from future Nature attacks
  • (Head, Chest) "Shocking Grasp Damage +114. Every other use has a 25% chance to stun the target" => "Shocking Grasp Damage +95. Shocking Grasp has a 100% chance to stun the target"
  • this treasure effect is now only available on Head-slot equipment. Chest-slot items that have this effect have become Legacy Items. You can use Transmutation to remove this treasure effect and make the item "un-Legacy", or speak with the Legacy Item Helper golem in Serbule to get a randomized replacement item
  • new: (Head): "When you use Summon Tornado 3 or higher, you summon a second tornado that is 2 ability-tiers weaker. In addition all summoned Tornadoes deal +15% Damage"
  • new: (Main-Hand, Ring): "Using Dampen, Lightning Bolt, Shocking Grasp, or Hailstorm while simultaneously channeling a different Weather Witching ability boosts your next attack (which is typically the channeled ability, unless it's not an attack) damage +34%"
  • new: (Chest) "Shocking Grasp Reuse Time -5.5 seconds"
Vampirism Changes
  • Dominate ability: no longer has a casting time
  • Sidebar ability "Giant Bat Form" no longer requires you to have the Vampirism skill active to cast it
  • Fixed bug that prevented rakshasa enemies from dropping blood
  • Treasure changes:
  • (Feet) "Enthrall Range +15 and Damage +138" => "Enthrall and Dominate Range +25"
  • (Feet, Necklace) "Dominate Reuse Time -10" => "Dominate Duration +10 and Reuse Time -10"
  • new: (Off Hand) "If you abort Dominate before it naturally expires, or if you use it on an Elite target, the target is stunned for 6 secs and it suffers +25% damage from all Indirect Damage sources for 30 seconds"
  • new: (Chest, Hands) "Dominate boosts its victim's Direct Damage +79% and Taunt +1000% while charmed"
  • new: (Ring) "Dominate boosts its victim's non-Rage attack damage +162% while charmed"
Animal Handling Changes
Animal Handling saw changes both to the skill itself, and to the various pets you can tame.

Ability Changes
  • Ability Clever Trick is now marked as a Survival Utility ability, which allows some buffs to apply to it
  • Changed the level that you get "Sic 'Em" from 9 to 3. Changed the level that you get "Feed Pet" from 3 to 4. Since newly-trained Animal Handlers are automatically raised to level 3, this means Animal Handlers will always have an offensive combat ability they can put on their bar. (You need to use an Animal Handling ability at least once per minute to earn Animal Handling XP, but previously newbies only had "Feed Pet" available at level 3, and it wasn't intuitive that they needed to feed their pet before battle to earn XP.)
  • Ability "That'll Do" no longer has a casting time. Reset time is 15s instead of 30s
  • Added a new ability "Mark Target". This ability will eventually be trained by an NPC in Statehelm, but in the short term it can be learned from Crelpin in the Fae Realm.
Treasure Changes
  • (Chest) "Direct Cold Damage +20% when Animal Handling skill active" => "Direct Cold Damage and Direct Darkness Damage +20% when Animal Handling skill active"
  • (Head) "Direct Electricity Damage +20% when Animal Handling skill active" => "Direct Electricity Damage and Fire Damage +20% when Animal Handling skill active"
  • (Hands) "Direct Piercing Damage +20% when Animal Handling skill active" => "Direct Piercing Damage and Direct Slashing Damage +20% when Animal Handling skill active"
  • (Head, Main Hand) "Animal Handling pets' Sic 'Em abilities taunt +1500" => +2000
  • (Legs, Main Hand) "Animal Handling pets deal +20% damage when they critically hit" => +50%
  • (Legs, Necklace) "Animal Handling pets taunt as if they did +200% additional damage" => +400%
  • (Chest, Ring) "Animal Handling pets taunt their opponents 40% less" => 57% less
  • (Necklace, Ring) "Animal Handling pets' damage-over-time effects (if any) deal +162% damage per tick" => +200%
  • (Legs, OffHand) "Animal Handling pets recover +21 Armor every five seconds (whether in combat or not)" => "Animal Handling pets have +11% Max Armor, and every second they recover Armor equal to 2% of their Max Armor"
  • (Hands, MainHand) "Animal Handling pets' Clever Trick abilities deal +24% damage" => +27%
  • (OffHand, Ring) "Animal Handling pets' basic attacks deal +15% damage" => +26%
  • (Main Hand, Necklace, Legs) "For 19 seconds after using Clever Trick, pets' basic attacks have a 15% chance to deal double damage" => 30% chance. Also fixed bug that caused high tiers of this effect to only last as long as the lower tiers.
  • (Legs, MainHand) "Animal Handling pets' healing abilities, if any, restore +53% health" => +73%
  • new: (Chest, Ring) "Mark Weakness Damage +193"
  • new: (Main Hand, Feet) "Mark Weakness Damage +75%"
  • new: (Hands) "When Mark Weakness is used on a target that has less than 33% of their max Rage, it triggers again, targeting an enemy within 8 meters of the first (using Mark Weakness 9)"
  • new (Off-Hand) "Mark Weakness further increases target's Pet Vulnerability +16%. Reuse time -4 seconds."
  • new (Necklace, Legs) "Mark Weakness causes your next attack to deal +182 damage if it is a Psychic attack"
  • new (Head) "Psychic Damage +18% while Animal Handling skill active; Crushing Damage +18% while Animal Handling skill active"
Dev Commentary
Notes on a weird treasure effect: "For X seconds after using Clever Trick, pets' basic attacks have a X% chance to deal double damage":
  • Note that some pets have better inherent Basic Attack damage than others. Pets that aren't damage-focused, including most Bears and some Rats, have better Basic Attacks than damage-centric pets such as Cats. (This is because the cats' damage bonuses are applied elsewhere, usually to their Sic 'Em and/or Clever Trick attacks.) So Basic Attack-boosting treasure is a way to improve the damage of less damage-focused pets.
  • If you equip multiple copies of this effect, the percentage-chances aren't added together; instead each is rolled separately. If you have two copies equipped and they both trigger on the same attack, the pet would deal 400% more damage than normal.
  • If you use these treasure effects, it's recommended that you also use the effects that boost pets' Basic Attack Damage!
  • Also consider the treasure effects that boost pets' Critical Hit Damage. Most pets have about a 10% Critical Hit Chance with all their attacks. (Chance is based on the pet's Enthusiasm.) When their Basic Attacks crit, the crit damage is also doubled, which can stack with this effect.
  • Typical builds that use this effect only use one or two copies of it (because other treasure effects are more important). Three copies are available to provide build flexibility
Animal Handling Pet Ability Changes
Animal Handling pets have three abilities: a basic attack, a Sic 'Em attack, and a Clever Trick. (You can examine your pet to see what abilities it uses.) We've revised most of the Sic 'Em and Clever Trick abilities as follows:
  • Bear Taunt: is now an 8m Burst attack. High-level versions of Bear Taunt have a percentage-based taunt bonus instead of a flat bonus
  • Bear Stun: is now an 8m Burst attack
  • Bear Ultra: is now an 8m Burst attack. Base damage is higher
  • Bear Warmth: self-taunt buff is now percentage-based instead of a small flat amount
  • Bear Self-Heal: restores same amount of health, plus restores even more armor
  • Bee Inject: increased damage over time (by more than double at higher-level tiers)
  • Bee Poison Vuln: lasts 30 seconds instead of 15; range increased to 40m
  • Wasp Blast: damage increased; ranged increased to 40m
  • Wasp Ranged Slow: damage significantly increased; range increased to 40m
  • Wasp Ranged Debuff: damage increased; range increased to 40m
  • Wasp Burst Pierce: damage increased
  • Big Cat Kill: now an 8m Burst slashing attack
  • Big Cat Ultra-Kill: deals more damage; deals its full damage directly to both Health and Armor (doubling effective damage and bypassing armor mitigation)
  • Big Cat Root: now a Burst 8m effect
  • Raking Claw (Slashing Debuff): now a Burst 8m effect; debuff lasts longer
  • Big Cat Heal: retains its instant heal and also has a heal-over-time effect that restores twice as much (total) health over 10 seconds
  • Grimalkin Puncture: bleed damage dramatically increased
  • Grimalkin Flee: added massive built in taunt plus an increased temp-taunt to more reliably pull target away
  • Rat De-Rage: base damage is higher
  • Rat Heal: now is a 20m burst heal that targets the pet, owner, and any other allies
  • Rat Poison Vuln: now a 8m burst attack
  • Rat Burn: fire DoT damage dramatically increased
Other Pet Changes
Almost all Animal Handling pets had some changes to (hopefully) improve their utility in their intended role. The biggest changes are to their abilities as listed above. Pets also may have received Max Armor, Max Health, or damage changes. Those changes are too numerous and minor to be listed here (sorry), but below are changes that are more dramatic than just stat-changes:
  • Bees with melee poison attacks now deal Poison damage-over-time with every basic attack (with shorter and weaker effect than their special move, but scaling at all levels)
  • Chopjaw's regeneration has been reduced. Previously it regenerated 361 health per second at level 100. This was a bug; it was using monster-regen instead of pet-regen. Chopjaw now recovers 15% of its Max Health every second, which by default is 89 health/sec at level 100. This value can be buffed by using equipment or abilities that boost the pet's Max Health.
  • Freeze Wasps' basic attack is now ranged
  • Shooty wasps now have all ranged attacks (some had melee-range basic attacks)
  • Grottofang has nature resistance instead of cold resistance
Everything Else
  • revised pet AI logic for "Aggressive" and "Aggressive Seeker" pets so that they attack a nearby enemy immediately upon existing, even if their owner is not in combat. Previously they could not detect foes that weren't actively in combat with themselves or their owner.
  • To help players adjust to the skill changes in this update, the following skills will have discounted Transmutation costs through April: Weather Witching, Animal Handling
  • The Serbule Community Chest is now known as the Serbule Dynamic Safebox. The name has changed, but everything else is the same.
  • Elven Lily, Red Rose, & Cedar Wood are now a bit more abundant, and each now spawns somewhere in the world
  • Game now specifies that Denton Razor likes "Elvish" jewelry
  • Upgrade fat dropped by Vidarian Hogs
  • The footpath in Vidaria no longer counts as being in water
  • Vidaria Orc Invasion event now shows up on the map
  • Add a note to a strange panel in Vidaria to denote that it doesn't do anything yet
  • more locations are accessible via teleportation coordinates
  • Elite and Boss monsters have increased Critical-Hit Chance (from a flat 5% chance to up to 8% for some epic bosses)
  • fix bug that allowed Battle Chemistry mutations to stay on pets even when the caster stopped using the Battle Chemistry skill
  • fix bugs that caused you to lose/gain Body Heat, Flight Power, Breath, Radiation, Cleanliness, Peaceableness, and Hydration while the client was still loading a new area
  • Fix Eltibule and Vidaria trees not providing shade for vampires
  • Fix for Corey the Croaker not actually providing a hangout
  • Fix Makara's dialogue not progressing
  • you can now train Corpse Talking if you have either Necromancy 20 or Shamanic Infusion 20
  • monsters who hunt by scent no longer track dead players
  • fixed certain abilities such as Castigate that could not be used in water unless you were standing on the bottom of the lake or pool
Project: Gorgon - Lemons
This is a bug-fix update.

Hellfire adjustments:
  • You are now engulfed in purple flames when you are standing in an area that is applying Hellfire to you
  • Demons that apply Hellfire now say so under their name when targeted
  • Being dead in a zone of Hellfire no longer continues to apply Hellfire stacks to you
  • Ferris Blueheart now offers a daily hangout to remove some Hellfire. What a nice guy!
  • Hellfire stacks now show in your buff bar even when you are hiding Permanent Buffs
Vidaria adjustments:
  • Fix bug causing you to respawn at a random location in Vidaria, instead of the nearest respawn point
  • Kormathrux the Helix Devourer (the horse thief boss) no longer curses you
  • Astonishing Skulls can now be found on the undead in Vidaria
  • adjustments to dynamic activities in Vidaria - monsters' detection, shout, and chase radius is a bit smaller
  • Slightly increase spawn rate of engineers in the back half of the Vidaria Orc Camp
  • Fix bugs in the Crazed Animal and Gargoyle events in Vidaria
  • Vidaria events now show up on the map when they are active (make sure you have Events selected in your filters!)
  • Orcish Mining Pick recipes now work like other crafted gear recipes, and Engineer Crall has many more recipes to teach as a result
  • Optimize Vidaria crater smoke particles
  • Fix wrong favor-increase text for Korbok
Vampirism adjustments:
  • fixed display bug in Blood Mist tooltip; it showed that it dealt damage without any treasure effects. (Ability does no damage without treasure effects)
  • Treasure effect "While in Blood Mist form, you erupt in a fountain of vile blood every 2 seconds, damaging all enemies within 5 meters" was broken, is now fixed
  • Treasure effect "Bite attacks deal +24% damage and hasten the current reuse timer of Blood Mist by 3 seconds" => by 2 seconds
  • Vampire 81-90 can now be unlocked
  • Enable vampire rune in Vidaria farmhouse
  • Vampire Runes can now be interacted with in the Old Targeting UI
Other:
  • New currencies (Vidaria Renown, Blood Oaths) now show up on vendor screens, displaying how much of that currency you currently have
  • Fix bugs in the Golf window GUI
  • Potential fix for Combatant-related exceptions on subservers (a/k/a "dead monsters chasing players")
  • Gain a synergy level of Toolcrafting when reaching Gadgeteering 55
  • Fix for "You're appreciating a performance" not going away when it should
  • Fix for some NPCs no longer receiving gifts, and instead responding with something along the lines of "I don't know what to do with that"
Project: Gorgon - Lemons
This is a minor bugfix update to yesterday's major update.
  • Fix issues preventing users from redeeming VIP gifts
  • Fix barters in Povus
  • Add icons for new currencies
  • Reduce cash reward for Xogrite work orders (400k -> 160k)
  • Vidaria adjustments:
    • Hellfire craters are more obviously dangerous now, with a demonic texture added to them
    • Tweak the northwestern lake to improve monster pathing
    • NPCs in Vidaria now talk to animals -- for now (some will eventually require introductory quests before they speak with animals)
    • Ferris Blueheart now sells Hellfreeze in exchange for Vidaria Renown
    • When standing in hellfire, you now accumulate 1 stack of Hellfire every 5 seconds (up from 1 stack per 2 seconds)
    • Minor Panaceas now cure all Hellfire stacks
    • Epic Bosses in Vidaria are now no-lock
  • Vampirism adjustments:
    • Reduced chance of blood loss in sunlight
    • Improved potency of Lifeblood
    • When you become a vampire you get a small stack of Lifeblood
    • Note: it's not explained in-game anywhere yet but the more blood you have, the less likely you are to lose blood in sunlight. Keeping the blood meter at 60 or above gives you the best base protection
Project: Gorgon - Lemons
Welcome to our first major update of 2025! It's a big one.

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

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

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

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

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

Vampirism can be discovered and unlocked by exploring Vidaria.

Other New Content To Know About
  • Tryaka in Povus has something new for players with a combat skill of 70+
  • There's now a way to access the closed off section of the Ranalon Den. (Might want to bring a friend.)
  • New flowers have started appearing in Gazluk and Povus
  • Note: Lavender seeds require Gardening 100, which is currently unobtainable (and will be until Statehelm launches). Thus, the seeds can be collected but not used yet. Lavender the flower has been added to some loot tables temporarily to provide a source of lavender
  • Riston in the Red Wing Casino has something new to explore for qualified players
Animal-Form Travel Boosts
Animal mount forms now gain bonuses based on your level in the animal skill, since they do not benefit from horse genetics. At max level, each animal is now better than the best horses at a particular trait, but worse than the best horse at most other traits. Pigs are the exception - they are well-rounded instead. Because animal stats vary by level, some lower-level animal players may see a slight debuff to certain stats until they get higher level, at which point they'll be better than they ever were before. Overall, it should be a noticeable buff across the board.

Combat and Treasure Changes/Fixes
  • Necromancy Treasure Changes:
    • "Necromancy Base Damage +50%" -> "Necromancy Base Damage +50%; Summoned Skeletons deal +10% direct damage"
    • "Summoned Skeletal Archers and Mages deal +70 direct damage" => now affects all types of summoned skeleton
    • "Summoned Skeletal Swordsmen have +149 armor and -20% Crushing/Slashing/Piercing Vulnerability" => now affects all types of summoned skeletons
  • Changed Organic Armor Suit Bonus: "Combat Refreshes (from Basic Attacks) reset 3 seconds faster." => now reset 5 seconds faster
  • Psychology: multiple sources of the mod "Tell Me About Your Mother causes target's attacks to deal -X damage for 60 seconds" now stack - i.e. if you have the mod on a hat and boots, their damage reduction values stack. But multiple applications of the debuff do NOT stack.
  • Fix bug causing "Eclipse of Shadows Range +X" showing up twice on a specific enchantment
  • Enhanced Windstep Shoes and Enhanced Amulet of the Rugged Traveler are now more enhanced!
  • Most crafted armor, jewelry and some weapons will now have an endurance requirement if two combat skills are not present on the item.
  • Warden treasure effect "While Privacy Field is active, melee attacks that damage you have a 75% chance to restore X Power to you" now actually restores power instead of health
  • If a target is hit by multiple Stun, Slow, or Root effects within 1 second, the latter effects don't affect diminishing returns for future ones
  • Tweaked the timeouts for Stun diminishing return logic to better reflect the current game style. (Previously, stun diminishing-returns could last up to 30 seconds, which is an eternity of combat in the modern game.)
High-Level Monster Adjustments
  • Boosted high-level solo monster Max Health a bit. The change starts to affect monsters at level 70+. Some example comparisons may be the best way to describe the change. For all of these examples, imagine an "average" solo creature.
    • Previous level 80 monster Max Health: 3902, now 4118
    • Previous level 90 monster Max Health: 4882, now 5523
    • Previous level 95 monster Max Health: 5372, now 6318
    • So the change is noticeable, but is intended to be conservative given the way that player damage multiplies at high level
    • Max Armor was also slightly changed, but in this case was to correct some weird old calculations. Impact is negligible at all levels
Everything Else
  • Fix bug causing text to disappear on Linux (we hope)
  • Fix misaligned lake water in Serbule
  • Multiple stacks of a temporary effect on a monster now only shows the effect with the longest remaining duration
  • Added 20% Boost potions for Spirit Fox and Weather Witching, both of which are taught by Ragabir
  • Orc Rangers in Povus orc camps now count towards Mope's favor
  • Gain synergy-bonus levels in Flower Arrangement when reaching: Nature Appreciation 70, Nature Appreciation 90, Artistry 25, Artistry 50, Gardening 75, Plant Anatomy 39, Jewelry Crafting 60, Psychology 55
  • Add an extra check for a player being stuck in an animation loop. Previously the check only applied to combat-related animation loops, now it applies to all
  • Eating fish now count towards the Vegetarian and Vegan behavior badges, and towards player cows' milking effects
  • Fixed collision on some brick floors and pillars in Nightmare Caves.
  • Moved a drakeworm spawn to no longer be stuck behind an invisible wall in Nightmare Caves.
  • Potential fix for Forthragarian Overseer getting stuck in a certain wall.
  • Removed a leftover wall in Elven Judgment
  • Fixed more monsters stuck inside of rocks in Ilmari.
  • Fixed collision and "ghost pillars" at Zeratak's building in Serbule.
  • Removed a lone pillar that was on a wall just outside of Serbule Keep.
  • Mobs in Boss Gauntlet should no longer get stuck in acid pits.
  • Fixed a specific corner in Fungal Fortress so that Fun Guys should no longer get stuck
  • Mythander no longer sells Prototype Horses, he sells genetically-generated horses that are similar to wild ones found in Eltibule
  • Horse Glamourizer NPC can now turn Proto mounts into horse glamours
  • Increased the maximum number of installable items in the casino guild hall from 50 to 100
Project: Gorgon - Lemons



A roaming caravan of master crafters have stopped at the Red Wing Casino for a few days of rest, restocking, and a chance to study some of the local crafts. They have rented the Theater Room for their staging area. Go pay them a visit and see if they can help you advance your craft skills faster!
Project: Gorgon - Lemons
This is a minor update to begin our Thanksgiving-themed event. There were also some fixes and revisions ready to go, so they're included here. (We're still working on the upcoming "major update" that will include Vampirism.)

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

Bard ability changes:
  • Song of Discord: base damage increased a bit at all tiers
  • Song of Resurgence: base healing amount increased
  • Song of Bravery: power-cost reduction increased at all tiers (by roughly double)
  • Blast of Defiance: "reaps Health and returns it as Health" => "reaps Health and returns it as Health (or Armor if Health is full)"
  • Moment of Resolve: now restores Health (or Armor if Health is Full). Previously it restored Armor.
  • Moment of Resolve: physical damage mitigation lasts 8 seconds instead of 5 seconds
Changes to bard treasure:
  • "Song of Bravery boosts allies' Basic Attack and Core Attack damage +67" => +151
  • "Thunderous Note costs -20 Power and range +6 meters" => "Thunderous Note costs -30 Power and damage is +10%". Note: previously this effect was on Necklace and Hands slots. It is now only available on Necklace slot equipment. If you have gloves with this effect on them, they have become Legacy. You can use Transmutation to roll the effect off of your gloves, or you can get a randomly generated replacement. Speak to the Legacy Item Helper golem in Serbule for more information.
  • "Blast of Defiance reaps +22% of the Health damage to you as health. The reap cap is +100" => "Blast of Defiance reaps +22% of the Health damage to you as health (or armor if health is full). The reap cap is +150"
  • "Song of Resurgence also restores 10 Power every 4 seconds to each target in range" => 16
    • Also, fixed bug that caused this effect to incorrectly add in benefits from Song of Resurgence health-restoration effects
  • "Song of Discord deals +X damage and has a 5% chance to stun each target every 2 seconds" => 10% chance to stun
  • "Song of Discord has a 53% chance to deal +25% damage to each target every 2 seconds" => 33% chance to deal +100% damage
  • "Song of Discord Damage +20%" => +26.5%
  • "Song of Discord reduces targets' Rage by -238 every 2 seconds" => "... and deals +55 damage"
  • New effect: (Chest, OffHand): "Song of Discord deals +100% damage to targets with less than 33% of their Max Rage"
  • New effect: (Head) "Thunderous Note deals +84 damage and is considered a Bardic Blast ability."
  • New effect: (Hands) "Every 2 seconds while Song of Discord is active, your Bardic Blast ability damage is boosted +10.5% for 30 seconds"
  • (Head, MainHand) "Song of Bravery has a 15% chance every 4 seconds to grant listeners a Moment of Bravery: all attacks deal +25% damage for 5 seconds" => 25% chance to boost all attacks by 50%
    • Dev note: this was originally coded in an old-school way, where each slot's effect triggers separately. This seems like the most fun approach here, so that hasn't been changed. What this means is that if you have both the Head and Main-Hand versions of this effect, you don't have one 50% chance to get a moment of bravery, but rather two 25% chances. If both effects trigger, damage is boosted twice.
    • Also note: there is a new tier of this effect for level 90+ gear, with 30% chance instead of 25% chance
  • New effect: (Legs, Ring) "Direct Nature Damage +24% and Indirect Nature Damage +48% while Bard skill active"
  • New effect: (Legs) "Song of Bravery further reduces ability costs -20 and increases Direct Damage +11.5%"
  • "Song of Bravery causes allies' Combat Refreshes to restore +92 Armor" => +143
  • "Moment of Resolve dispels any Stun effects on allies and grants them immunity to Stuns for 8 seconds." => "In addition, Moment of Resolve can be used while Stunned."
  • "Song Of Resurgence Healing +22" => +30
  • New effect: (Ring) "Melee abilities boost your Bardic Blast ability damage +15.5% for 30 seconds"
  • New effect: (Ring) "Blast of Fury Damage +182"
  • "Blast of Defiance reaps 23% of the Armor damage done (up to a max of 150), returning it to you as armor" => "Blast of Defiance Damage +120 and Reuse Time -2 seconds"
  • "Blast of Fury deals +52% damage and knocks the target back, but the ability's reuse timer is +2 seconds" => "Blast of Fury deals +28% damage and knocks the target back"
  • New effect: (Ring, Necklace) "Blast of Fury Damage +120 and Reuse Timer -1 Second"
  • New effect: (Legs, Chest) "Bard Blast abilities cause target to suffer 280 Nature damage over 8 seconds"
  • New effect: (Legs) "Melee abilities boost your next attack +62.5% if it is a Bardic Blast ability"
  • "Whenever you take damage from an enemy, you gain Bard Base Damage +10% for 15 seconds. (Stacks up to 10x)" => "Whenever you take damage from an enemy, your Bardic Blast abilities deal +10% damage for 20 seconds. (Stacks up to 12x)"
Bard item changes:
  • Bard horn weapons that boosted "Bard Base Damage %" now instead boost "Bard Damage %". (This is a buff as it is generally a larger bonus for high-level players, and the same bonus as before for low-level players.)
  • Rakshasa Lute has been revised to reduce Moment of Resolve reuse time
  • Fairy Lute now also reduces Moment of Resolve reuse time
  • Starlute now also reduces Virtuoso's Ballad reuse time
Changed Necromancy Treasure Effects
This is a snapshot of the Necromancy skill which is still under minor development -- that is, there may be some more changes that coincide with the future launch of the Vampirism skill.
  • (OffHand) "Death's Hold causes target to take +10.7% damage from Darkness for 15 seconds" => +11.57%
  • (MainHand, Ring) "Summoned Skeletons deal +18% direct damage, but take +50% more damage from cold attack" => deal +24% direct damage, but take +50% more damage from cold attacks
  • (Feet, OffHand) "Summoned Skeletons have +130 armor" => "... and suffer -20% damage from Burst attacks"
  • (Chest, OffHand) "Summoned Skeletons have +93 health" => "... and suffer -20% damage from Burst attacks"
  • (Feet, OffHand) "Summoned Skeletal Swordsmen have +149 armor and +10 Crushing/Slashing/Piercing Mitigation" => "+149 armor and -20% Crushing/Slashing/Piercing Vulnerability"
  • (Hands, Ring) "Summoned Skeletal Archers and Mages deal +50 direct damage" => +70
  • (Head, MainHand) "Provoke Undead restores 64 Health to you and causes your attacks to taunt +20% for 10 seconds" => "Provoke Undead restores 83 Health to you (or Armor if Health is full) and causes your attacks to taunt +58% for 20 seconds"
  • (Feet, Ring) "Provoke Undead deals 72 damage to your minions, who then deal +72 damage for 10 seconds" => deal +129 damage for 10 seconds
  • (Feet, MainHand) "Provoke Undead causes your minions to deal +29% damage for 10 seconds, but also take 175 damage over 10 seconds" => +46% damage
  • (OffHand, Necklace) "Provoke Undead causes your minions to deal +43 damage for 10 seconds" => "Provoke Undead's Reuse Time is -5 seconds and it boosts your minions' damage +48 for 10 seconds"
  • (Feet) "Heal Undead restores +22 health/armor and grants target undead +17 Mitigation from all attacks for 8 seconds" => "Heal Undead causes target undead to take -39% damage from Elite attacks for 8 seconds"
  • (Legs, MainHand) "Heal Undead restores an additional 156 Health/Armor over 12 seconds" => "... and also hastens the current reuse timer of Rebuild Undead -5 seconds"
  • (Chest, Ring) "Using Raise Zombie on an existing zombie raises its Max Health +195 for 60 seconds (and heals +195)" => for 5 minutes
Other Changes and Fixes
  • To help you adapt to changes in this update, transmutation costs for Necromancy and Bard skills are reduced
  • Fixed bug with Archery treasure effect: "Blitz Shot Damage +X% and Critical Hit Chance +Y%". The critical-hit chance bonus was not applying.
  • Fixed bug with Archery treasure effect: "Aimed Shot deals +X damage, has +Y% Critical Hit Chance, and also grants this Critical Hit Chance bonus to your next Archery attack". The critical-hit chance bonus was not applying to Aimed Shot
  • Added display of buffed critical-hit chance to ability tooltips
  • Bug fix: Bladesmithing sharpening kits no longer add a Bladesmithing level-requirement to the item. They now apply a Sword, Knife, or Unarmed level requirement, as appropriate. Note that this fix can only apply to newly-used kits; weapons sharpened prior to this update will still have a Bladesmithing prerequisite until they are re-sharpened.
  • The JSON file `abilitykeywords.json` has a new structure. (Sorry)
  • Jack o'lanterns and a few other art items can now be "installed" in guild halls
  • Fixed bug that caused elven judgment student key trunk to give no loot to party members except the one who receives the poison. (All party members should be able to get loot, just not the poison)
  • Fixed many Effect descriptions to have precise buff amounts in them. (This is shown in a tooltip when you hover over an Effect.)
  • Changed Weather Witching treasure effect: "Deluge deals +102 damage on contact and increases the target's Poison Vulnerability +15% for 30 seconds (non-stacking)". This effect now debuffs both Poison Vulnerability and Electricity Vulnerability. (It was bugged to debuff Electricity, and when fixing that, we decided it can just debuff both.)
  • Bugfix: fixed recipe for "Dwarven Stout (1 glass)" so that it better matches ingredient ordering from "Dwarven Stout Keg"
  • Fix pet skeletons not persisting across Areas. (And btw we can't currently implement spiders persisting, so that's why they don't. But it's on the todo list.)
  • Horse Apple Bushes no longer have collisions
  • Norbert no longer treats druids as animals, unless they are in an actual animal form. Previously you would see the countdown and it would get stuck at 0 and not let you progress - now he just directs you to speak with Spot
  • Field Surgery 4 now requires Field Surgery 3 instead of 2
  • Brugo the Wise now actually gives a gift at Best Friends favor
  • Adjust graphics sliders: Shadow Distance & LOD Bias now have max values of 1000 and 10 respectively, and Ultra setting respects these maximums
  • Lower flash brightness of certain get-hit effects
  • Fix Gardening uncap icon in Floxie's training menu
  • Fixed bug that caused game UI to show incorrect ability reset times when certain unrelated buffs or debuffs were applied to them
Project: Gorgon - eheimburg
This is a minor client-only bugfix update to improve stability.

There is one new very minor feature: if you hold down the SHIFT key on your keyboard while pressing the Quit button in-game, the game will open an Explorer window to the folder that contains the game's log file. If you are experiencing problems logging in, we may ask you for your player log, and this is an easier way to find it.
Project: Gorgon - Lemons
It's Halloween! In Project: Gorgon, that means the traditional annual incursion by Zhia Lian, goddess of Whimsy. Your characters will receive a quest when they log in to help them get started with the holiday. There are lots of activities and some pretty cool rewards! Now let's take a look at everything else in this update:

Not Vampires
Originally we wanted to launch a new Skill, Vampirism, along with this Halloween update. Unfortunately that skill needs to cook a little longer, and we didn't want it to delay our Halloween celebration any further. So vampires will make their debut in the next major update. We can't wait for you to play with them!

If you see in-game references to Vampirism, just treat those as teasers for now.

Horse Genetics
Last update introduced horse genetics, and an entirely different way of looking at your mounts. In this update we continue to iterate on this system with necessary tweaks and bug fixes.
  • A floating sphere deep beneath Povus teaches new high-level textile recipes for creating Mare Blankets that accelerate gestation. (These recipes will eventually be learned from an NPC in Statehelm.)
  • Dozens of genes are now quite rare in wild horses. As a result of increased gene rarity, wild horse stats in general are now lower - by about 10 points per stat.
  • Several horse breeds were missing some coat-related functionality; it has been added to pre-existing genes. It's very unlikely but this may affect the appearance of some horses. If it does, it will be an obvious change.
  • One of the Satincoat Scale genes now boosts friendliness when previously it gave nothing
  • Moved an attribute from horse gene 28E4 to 28F1, so 28E4 doesn't affect multiple attributes.
  • Wild Horses now display their virility alongside other stats when you Pet them.
  • Wild horse hitboxes are more accurate.
  • Wild horses now take small breaks from running every now and again.
Mount Glamours
This update adds something else new and fun for mounts: mount glamours! This is similar to glamouring your equipment, but there are some big differences. A mount glamour is a new piece of mount equipment that overrides a horse's appearance. In other words, when your mount has a mount glamour item equipped, it will look like a different horse. This lets you show off your quest mounts - like Pantiflax - without giving up the superior stats of the horse you so carefully tamed, bred, or bought. (Note that Inella now gives the glamour version of Pantiflax rather than the mount version.)

If you received a quest mount in the past, you will need to turn it into a glamour item before you can apply it to your regular mount. You can access a Horse Glamourizer near Mythander in Eltibule.

New Inventory Slots
All players receive 4 new inventory slots. These correspond to the equipment slots for horses: saddle, saddlebag, reins, and horseshoes. All items that go in the new equipment slots for banners, horse cosmetics, and horse glamours give +1 Max Inventory when worn.

Background: What's this about?
New players sometimes ask why equipped items take up inventory slots. The answer is that it's just easier to manage your inventory that way! We wanted to give players the best of both worlds, so we simply increased the max-inventory size for each equipment slot. This change just updates our plan to accommodate the new equipment slots.

We didn't do the same thing for the cosmetic-only slots (banners, horse cosmetics, and horse glamours) because of... psychology. We've already heard some players express that they won't be using these slots because they won't "waste" precious inventory. Even if we gave you slots to compensate for them, a fair number of players simply wouldn't spend their equipment slots to making their horse look better. And we want players to be excited for our horse hats and other nonsense.

Instead, we've enchanted all the cosmetic-slot items to give you +1 Max Inventory slot when worn. This way, they effectively don't take up an inventory slot when worn.

Community Activity System
This is a new option to unlock 30-day slots in the Serbule Community Chest. Completing certain tasks or events will accumulate points that will be applied toward unlocking slots in the chest. Example: Completing any wave of the Povus nightly will contribute points toward an unlock. There are also other ways available in game to score points and more will be added over time. Slots unlocked by this system will be noted on the Community Chest screen as 'Community Activity'. The options to purchase slots with councils or LECs will remain available.

Everything Else
  • Yoy in the Myconian Caves has a new favor which unlocks a new Mentalism ability. (Requires Myconian 17 and Mentalism 20, and may require a friend to complete the quest.) (Higher tiers of this ability can be trained from myconians Sem and Mope, for now.)
  • Fixed a bug that caused treasure effects not to work. These effects were ones that were triggered by the state of the target (such as "if target is not Elite").
  • Updated some Povus favors to require proper quantity of items. They previously only required half of the items crafted.
  • Sped up several humanoid animations.
  • Anatomy-Based Critical Hit Chance % attributes now display as percentages instead of decimals.
  • All Bladesmithing weapon recipes now require you to be near a forge.
  • Added a ladder to the Serbule Hills watchtower and sprinkle some items on its balconies.
  • Fixed a bug that broke movement completely if you tried to climb a ladder while already climbing it.
  • Saddlebags are now accessible in guild halls.
  • Fixed bug preventing moon phase from affecting genetics mutation chance.
  • Player bats can be clicked on again.
  • Fixed inverted permission for picking up others' items in guild halls.
  • You now get a stable slot at Racing 50 instead of 60.
  • Fixed graphical glitch with horse manes when teleporting within a zone.
  • Closed ceiling hole in deep Povus Caves.
  • Update Joeh's store.
  • Update Marna's Front-of-House.
  • New JSON file: abilitykeywords.json lists Attributes that apply to any Abilities that have a certain keyword. These have been broken out into separate listings to better reflect that abilities can dynamically add or remove keywords (e.g. when a Melee attack becomes a Burst attack due to an equipped piece of treasure).
  • VIPs, don't forget to claim your more-or-less-monthly gifts from the Persona panel! The November gift will become available on November 1.
Project: Gorgon - Lemons
Horse Genetics
Long promised, and finally here! This is one of the most outlandish features we've added to the game: we've modeled the genetics of ridable horses, using over 1500 genes to create nearly-countless possible horses, including many real-world horse breeds as well as fantasy ones. When these horses mate, we use real-world genetics rules to create offspring that are a realistic mix of both parents. These genes control the horse's appearance, speed, temperament, and more.

Getting horses: there are simple new events in each outdoor area (except Rahu, for now) which run every hour or so. Defeating the Horse Thieves in these events will release a handful of wild horses, and more horses can spawn in the vicinity after the event ends. What can you do with these horses?
  • If you don't know the Riding skill, you can attempt to "pet" wild horses which will eventually teach you Riding. (You can also just train Riding the usual way, which is faster, but costs Councils.)
  • If you have the Riding skill, you can attempt to tame these horses (if you have their favorite food).
  • If you have the Animal Husbandry skill, you can speak to a stablemaster to breed two tamed horses (a male and female) together.
  • If you have the Genetics skill, you're a very high-level player and you likely already know who to speak to in order to unlock the new Ungulate Genetics sub-skill. With this skill and the right equipment, you can view the actual genome of horses, both in the wild and in your stables.
  • Once you have bred a new horse, you can use animal crates to package them for transfer or sale to other players.
If you already purchased a horse from Mythander, you may be wondering what happened to that horse. Nothing has happened to it, but it cannot be used for breeding.

There are more details to discover, but we'll leave them for you to figure out!

Other Horse- and Genetics-Related Changes:
  • You now gain an additional stable slot when reaching level 25 and 50 in Racing skill.
  • Reduced individual gene mutation chance by an order of magnitude, from 0.1% to 0.01%.
  • Genes mutations are more likely during the full moon.
  • Backers who purchased a Thoroughbred Breeder or Horse Lord Shop package can now claim the two horses of good genetic stock that are included in those packages. Make sure you have two empty stable slots!
  • Improved various genetics and breeding-related UIs.

Instanced Guild Halls (Soft Launch)
We're hard at work on Statehelm, the last major city that needs to be added to the game before we can officially "launch" (leave Steam Early Access). One of the big features in Statehelm is being able to lease your own instanced apartment, and/or Guild Hall for your guild. That feature requires a ton of new tech, so in this update we're testing that tech by letting guilds lease Guild Halls in the Red Wing Casino.

To get a Guild Hall for your Guild, find the door near Riston in the casino. There is a 100,000-Council fee and your Guild will need to be at least level 1. (There will also be a daily rental fee eventually, but we're waiving those fees during this soft launch.)

When you enter the Guild Hall you'll see a console near the door. This allows you to enter "Edit Mode", which lets you "install" items, moving and placing them as desired. When you leave Edit Mode, the items become locked in place. The Guild Hall available in the casino is very bare-bones, so you will need to provide your own lighting and decorations.

Decorations like torches and tables can be crafted from recipes trained by Leah Bowman and Amutasa. You can also purchase basic decorations (like wall torches) from a Guild Sign if you are willing to spend Guild Credits on them. Many game-world items, such as chairs, paintings, and so on, can be "installed" into the Guild Hall also. You can always Uninstall items to retrieve them back into your inventory.

Other things to know:
  • The casino Guild Hall has a limit of 50 installed items at a time.
  • You can drop items on the floor in a Guild Hall and they will never be auto-destroyed. You can have at most 50 items on the ground before being unable to drop more.
  • There are several new Guild Permissions related to the Guild Hall; guild leaders may want to review these
  • There are two new Guild Chests that can be installed and accesses in the Guild Hall. These chests can be purchased from a guild sign. Once set up in the guild hall, you can purchase slots in that chest in the same way as other guild chests.
Note: this is the first time we've ever had instanced areas in Project: Gorgon. Adding this required significant new technology. And while we're 99% sure all of this new code is perfectly debugged, we don't recommend dropping any precious heirloom items on the ground in your Guild Hall during this soft launch.


Treasure Effect Changes

Archery:
We've made some big improvements to Archery! To help you adjust to these changes the Transmutation costs for Archery will be reduced this month.
  • New treasure effect: (Chest) "After using Fire Arrow, your next Archery attack will simultaneously shoot a Fire Arrow 10 at a target within 8 meters of that attack's main target. This extra Fire Arrow consumes ammunition as normal."
  • New treasure effect: (Legs) "After using Mangling Shot, your next Archery attack will simultaneously shoot a Mangling Shot 9 at a separate target within 8 meters of that attack's main target. This extra Mangling Shot consumes ammunition as normal."
  • (Hands, Feet) "Fire Arrow deals +26% damage and taunts +1475" => "Fire Arrow deals +160 damage and taunts +1475"
  • (Head, OffHand) "Archery Base Damage +50%" => "Archery Base Damage +50%, Anatomy Critical-Hit Chance +3%"
  • (Legs, Feet) "Blitz Shot Damage +46%" => "Blitz Shot Damage +53% and Critical Hit Chance +10%"
  • (Ring) "Heavy Shot deals +18% damage and reuse timer is -5 seconds" => "Heavy Shot deals +18% damage and reuse timer is -6 seconds"
  • New treasure effect: (Chest, Necklace) "Heavy Shot Damage +390"
  • New treasure effect: (Legs) "Aimed Shot deals +88 damage, has +13.5% Critical Hit Chance, and also grants this Critical Hit Chance bonus to your next Archery attack"
  • New treasure effect: (Hands) "When an Archery attack Critically Hits, you erupt in a burst of acid, dealing 89 Health and 89 Armor Damage to all foes within 8 meters. This effect is increased by treasure that boosts Acid Arrow."
  • New high level loot-drop treasure augment: (Feet) "Acid Arrow and Poison Arrow hasten the current reuse timer of Fire Arrow by -5 seconds"
  • (Head, OffHand) "Max Power +42 when skill Archery active" => "Archery attacks that Critically Hit restore 43 Power and boost your Anatomy Critical Hit Chance +1% for 20 seconds"
  • New treasure effect: (MainHand) "Anatomy-Based Critical Hit Damage +48.5% while skill Archery active"
  • New treasure effect: (OffHand) "Archery attacks that Critically Hit deal 396 Poison damage over 12 seconds. This amount is further increased by treasure that boosts Poison Arrow's damage-over-time"
This may be a good time to mention that Critical Hits are determined once per attack, based on the primary target. If an area-effect attack is a Critical Hit, it deals bonus damage to ALL targets regardless of their anatomy/phrenology/etc type. (This is kind of weird, and might change, but that's how it works right now.)

Fire Magic:
  • "When you are near your Fire Wall, you heal 12 Health per second." => "When you are near your Fire Wall, you heal 15 Health per second. Fire Wall reuse time is -3 seconds."
  • "Fire Walls deal +65 damage per hit." => "Fire Walls deal +52% damage per hit. Fire Wall reuse time is -3 seconds."
  • "Fire Walls have +220 Max Health." => "Fire Walls have +220 Max Health. Fire Wall reuse time is -3 seconds."
  • "Fire Walls' attacks taunt +310%." => "Fire Walls' attacks taunt +310%. Fire Wall reuse time is -3 seconds."
  • "Frostball, Scintillating Frost, and Defensive Chill boost your Nice Attack Damage +83 for 7 seconds" => for 10 seconds
  • "Molten Veins restores 145 health to any Fire Walls within 10 meters" => "Molten Veins and Flesh to Fuel restore 145 health to any Fire Walls or other pets within 10 meters"
  • Fire Mages can train new fire wall variant spell research recipes from a floating sphere in Povus. (These recipes will eventually be obtained from an NPC in Statehelm.)
  • Scintillating Frost now once again has a frostier ball than Frostball.
Hammer
  • (Legs, Necklace) "Rib Shatter deals +210 damage to targets that are knocked down" => "Rib Shatter deals +140 Damage. If target is Knocked Down it deals a further +44% damage"
  • (Chest, Feet) "Seismic Impact deals +70% damage to targets that are Knocked Down" => "Seismic Impact deals +160 Damage. If target is Knocked Down it deals a further +49% damage"
Unarmed:
  • (Chest, Hands) "Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +67 for 7 seconds" => +105
  • (Necklace) "Cobra Strike Damage +100" => "Cobra Strike deals +100 damage and boosts your Melee Evasion +14.5 for 7 seconds"
  • New treasure effect: (Main-Hand) "Mamba Strike deals +67 damage and boosts your Melee Evasion +5.25% for 6 seconds"
  • (Head, Off-Hand) "Mamba Strike Damage +59 and Reuse Time -1 sec" => "Mamba Strike Reuse Time -2 seconds". This effect is now only available on Off-Hand items. Head items with this treasure effect have become Legacy. You can transmute this effect off of the item to un-Legacy it, or you can get a random replacement item. Visit the Legacy Item Helper golem in Serbule for more assistance.
  • New treasure effect: (Head) "Mamba Strike boosts your Melee Evasion +10% for 10 seconds"
  • (Off-Hand, Head) "Slashing Strike boosts your Melee Evasion +5.25% for 5 seconds" => "Slashing Strike deals +64 damage and boosts your Melee Evasion +5.25% for 5 seconds"
  • New treasure effect: (Ring) "Slashing Strike deals +64 damage and worsens the target's Slashing Vulnerability +16% for 60 seconds (this effect does not stack with itself)"
Weather Witching:
  • New treasure effect (Main Hand): "Storm Shield targets all ally pets within 20 meters, but ability reuse time is increased +5 seconds"

Writ Challenge Wrap-up
Our first Writ Challenge went really well, and we will be adding it to our event rotation to be an annual Summer event. From now until the end of November 17th, you may /redeem your Writ Challenge Rewards Pack. This contains all Non-Community Chest rewards that were unlocked during the challenge: 10 Glamour Credits, Limited Edition Cosmetic Pet, 6x Orran's Super Inventory Expander Potion, Liquid Super Buffs (24 Hours), and a Sparkler Crate. Please note that the Liquid Super Buffs will self destruct 60 days after claiming, so don't forget to use it!


Other Bug Fixes & Tweaks
  • Sun Vale: Ranalon Guardians are higher level to match the rest of the area (were level 23, now 35).
  • Fixed bug with the AI configuration for several types of skeletal archers. These archers were supposed to flee if their target got too close, but they didn't.
  • Some NPCs were supposed to give out higher-level versions of their reward-items at certain times (such as Christmas or when increasing Favor Level), but they were configured incorrectly so those items had the NPC's base level. This is usually lower than the intended level
  • Slightly improved distribution of stats across the bee genome to increase available virility and intelligence.
  • Change wording of Recall Heart's Home so that it's accurate: "Sends you to the Teleportation Circle that you have recalled to the highest number of times" -> "recalled from"
  • New setting: "Cloth Physics": Provides more control over cloth physics simulating, allowing you to enable it only for yourself, for other players, or for everything (or turn it off completely). Found in Settings > Graphics > Advanced > Animation & Physics.
  • New setting: "Easy-Drop Items": Allows dropping items by dragging them out of the inventory window. Previously this was hidden, it is now accessible from inside the Inventory window's Settings (the gear at the top right).
  • New setting: "Mute Guild Quest Sounds": Mutes update sounds for guild quests. Found in 2 areas: Settings > Sound > Other, and by right-clicking on the floating "Quests" HUD element.
  • Contextual keybinds in Settings are now organized a bit better into subcategories: Corpse Actions, Build Mode, & Other
  • Several new items have been added to Riston in the Red Wing Casino and the guild credit shop.
  • Sparklers last longer (from 7.5 seconds -> 11 seconds).
  • Multicolored Sparklers' emitted light now changes color.
  • Watcher pets now float off the ground a bit more.
  • Fae Dragon pets no longer continuously divebomb while idling; they only do it every once in a while.
  • Improved a *lot* of visuals in Serbule Hills
  • Fixed bug that could cause the server to hang up on players during long loading screens.
  • Giant bats are slightly cuter. (You may need to re-bat to see this change.)

Update Notes: September 30, 2024, Patch #2
This update fixes some issues with the update earlier today:
  • Fix bug causing the scroll wheel to no longer zoom the camera in and out
  • Fix bug preventing vegetation and terrain features from appearing in some areas
  • Fix for horse feathering not appearing
  • Reduce size of Wall of Coldfire's icon
  • added missing portal entity for Nightmare Cave Summoning Device
  • Update the book "Secrets of the Ungulates" so it requires Non-Ruminant Anatomy instead of Ruminant Anatomy
  • Watcher Pet now hovers slightly higher from the ground
  • Adjusted mount points for hats on new Giant Bat model
  • Fixed bug that prevented evasion-reply effects from working
...

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