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.)
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.
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.
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!
Strange things are going on in Alharth. You'll receive more information as soon as you log in.
Slow-Boxes Optimization Turned Off By Default
If you have noticeably worse framerate after this update, read on:
In this update we disabled one of the experimental optimizations known as "slow boxes". This optimization *does* improve framerate when lots of selectable things are on-screen, but the improvement often isn't worth it: the targeting selection-boxes can move around randomly, which can be deadly in combat situations. We've turned this optimization off while we improve it. If you want to re-enable it (which might be needed on low-end machines in busy areas), open up the settings window in-game, click "Special", and type SlowBoxes into the special settings box. This will reactivate the slow boxes optimization.
(The old special setting NoSlowBoxes no longer does anything, since slow boxes are off anyway.)
Changes to Damage Formula
We've corrected a problem with how damage is calculated for target-conditional modifiers that increase damage by a percentage. Target-conditional modifiers are things that only apply if the target is a certain way. For instance, "+X% damage to non-Elite targets", "+X% damage to undead", "+X% damage when the target's rage meter is 66% or higher", etc.
Previously, if these modifiers added a percentage of damage to your attack, that percentage wasn't added to your other percent-boosters like other mods; instead it was multiplied separately, very late in the calculation process. These percent-boosters are now included with other regular percent-boosters.
In other words, if you had two mods, "+25% damage all the time" and "+25% damage if the target is Elite", the combination will now result in +50% damage. Previously that combination would result in +56% damage, because they were multiplied together instead of added together.
"Dangerously Improve Weapon" Recipes Return
The three blacksmithing recipes to "dangerously" improve an item have returned. (The "danger" is that the item may shatter and be destroyed.) The chance for the item to be destroyed has increased from 2% to 3%, and the weapon now gains simple damage, not regular damage. Simple damage is not multiplied by any other gear mod benefits, but it is still multiplied by the enemy's vulnerabilities, or lack thereof.
There is now a cap of 300 simple damage that can be added to an item, and to prevent these items from being used as insanely overpowered newbie gear, the weapon must be at least level 30.
Weapons that were dangerously improved with the old recipes have been updated to use simple damage and have a cap of 300.
To sum up, the recipes now read like this: Add +2 Simple Sword Damage to a sword, up to a maximum of +300. The sword must have enchantments of at least level 30. Simple damage is added to the total damage after all other multipliers. This recipe does not use Enhancement Points, but there is a 3% chance the weapon will shatter and be destroyed. (Must be near a forge.)
Item Rafflers & Item Vendors Changes
Ultra Item Rafflers with timers set to greater than 1 hour could sometimes be garbage-collected by the server before their timer was up (causing a winner to be immediately chosen from the people who had already bought a ticket). Large-Capacity Item Vendors and Fancy Item Vendors that are deployed in busy areas will now last longer before being garbage-collected by the server (and unsold items mailed back to the owner).
A note about how these work: when there are a lot of items in an area, the server deletes old items based on internal priorities. If the server decides to delete a vend-o-matic, the remaining unsold items are mailed to the creator. If a raffler is destroyed before all tickets are sold, a winner is immediately chosen from among the sold tickets. If no tickets were sold, the raffle items are mailed to the creator.
Most gadgeteering items will last about an hour in a busy area, but can last much longer in areas that don't have a lot of items on the ground. The above-mentioned high quality vend-o-matics will typically last 90 minutes in busy areas.
Other Changes
All pet damage is increased noticeably. This is especially true of necromancers' skeletal pets. The most dramatic example is high-level skeletal mages, whose base damage increased by more than 50%. (The adjustments in this update are a "bulk" formulaic change; further adjustments will be made in the future.)
As of the last update, Elite monsters that are killed with only area-effect attacks are no longer combat-locked. But if a group killed an Elite with ONLY area-effect attacks, the elite would incorrectly act like non-elite for turn-based looting. Non-combat-locked elites now "faux lock" themselves to the group of the main killer when they die so that the group's turns are honored.
Higher tiers of the ability Spade Assault did not correctly have the lower tiers as prerequisites.
Fixed a scenario where you could skin an illusion of a dead werewolf if you were really, really quick.
Fixed weird particles appearing when drake worms burst out of the ground.
Fixed a client display bug that caused some damage attributes to not be updated after equipment was taken off. This was only a tooltip display bug.
Fixed a server-side rounding error with base-damage multipliers that could cause attacks to deal 1 less damage than the client tooltip indicated it should.
Stuffed toy bears can now be deployed for others to be able to hug. (The bear is not destroyed; only one bear can be deployed per 15 minutes per player.)
The map in the casino was shifted over a bit to include the new party room. The fog is reset, and any map pins in the casino will be off by a small amount. Sorry about that!
Added signs to the Red Wing Casino to help guests navigate more easily.
The Red Wing Casino is now open! You can find the entrance to this "teleportation-accessible luxury resort destination" in Rahu. (And perhaps there are easier ways ...) To help us test the games in the casino, type the command /redeem RedWingTickets in chat to receive some free game vouchers!
Storage Cleanup
In this update we've tried to clean up a lot of storage-related weirdness. For example, one big problem was that many ingredients couldn't be stored in storage for "ingredients" -- because every ingredient had to be manually flagged by us and we often missed some. Now we've switched to automated tagging of ingredient types.
We've also cleaned up the categories. Several NPCs stored "Ingredients for any skill," but now that all ingredients are being tagged automatically, this is far too large a category -- nearly everything is an ingredient for something! In practice, only food items were reliably tagged as ingredients in the past (and not even all of those), so "ingredients for any skill" storage were effectively cooking storage. As such we've converted "ingredients for any skill" storage into "food or cooking ingredients" storage in this update.
We've also changed the storage of Joeh in Serbule. He offered a large amount of storage for equipment, but Serbule is the newbie town. Newbies don't have a lot of extra equipment to store and it's a much better idea for them to sell or gift any excess equipment instead of trying to store it! So Joeh was actually hurting our newbie experience by teaching newbies that they should hoard low-level gear. Joeh now has storage for any type of item, but fewer storage slots than before. (Tyler Green remains unchanged because his equipment storage doesn't open up until players reach Best Friends favor level, at which point they aren't likely to be newbies.)
We've added more Equipment-specific storage in the new casino area (along with tons of other new storage), but it's been tweaked a bit: Equipment storage now also lets you store ammunition. This includes things like arrows (obviously) but also includes anything consumed by an ability: throwing knives, first aid kits, diamonds (used by a certain ability), and many others. The intent is to let you store all the items for a particular combat skill in one place.
In all cases where a storage vault changed, existing items are still there. If you take those items out, however, you won't be able to put them back in if they no longer meet the requirements for that storage.
Specific notes:
Laura Neth: "ingredients for any skill" ==> "Food or Cooking Ingredients"
Selaxi: "ingredients for any skill" ==> "Food or Cooking Ingredients"
Julius Patton: "Food or Cooking Ingredients" ==> "Food, Cooking, or Brewing Ingredients"
Joeh: "Equipment" ==> "any item". Max slots reduced from 64 (at Like Family) to 40.
Tyler Green: "Equipment" ==> "Equipment and Ammunition"
Charles Thompson: "Alchemy [potions]" ==> "Potions and Alchemy Ingredients"
Monster Crits
High-level monsters needed to do a bit more damage, and high-level combat also needed to be a bit less predictable. So instead of just buffing monster damage as we've done in the past, this time we've introduced monster crits. Monsters now have a chance to critically-hit for double damage. The chance is based on the monster's internal combat level. For every level after 30, monsters gain 0.25% chance to crit. This means that by level 70, they have a 10% chance to crit for double damage. Elite and Boss monsters have an extra +5% chance to critically-hit. (This is a flat bonus that's the same at every level. This means that even newbie bosses will occasionally lay the smackdown. It's for your own good! Dying builds character.)
(Non-AH) Pet Crits
Some of the pet skills are in an awkward place right now because high-level player damage is still so high that pets can't contribute very usefully. We're still working on high-level player damage scaling. In the short term, the tech for these new monster crits give us an interesting way to buff pets a bit.
For every pet-level above 30, the pet gains 0.25% chance to crit. Note this is not YOUR skill level, but the pet's level. (Each summoned pet has an inherent level; to get a higher-level pet you need to use a higher-level summoning ability.) Pet crits deal +100% damage at level 30, plus 1% more for every level above that.
Example: the pet summoned by Raise Skeletal Archer 4 is level 47. Thus it has a 4.25% chance to critically-hit, and crits deal 217% damage.
Example: the spider summoned by Incubate 5 is level 70. Thus it has a 10% chance to critically-hit, and crits deal 240% damage.
This change may not be permanent, but it will help high-level pets in the short term. Note that this applies to all pets EXCEPT animal-handling pets. Animal-handling pets use a different critical-hit mechanic already. So this affects necromancy pets, baby spiders, summoned deer, minigolems, etc.
Other Changes & Fixes
Monsters no longer notice players before the player's loading screen finishes.
Area-of-effect attacks no longer "loot-lock" monsters hit by the burst.
Added a button to sort storage vault contents. (This uses the same sort order as the inventory-sort button does.)
About 200 new Work Orders have been added to the game; there is a new Work Order sign in Red Wing Casino, and all existing boards have at least a few new ones.
In addition, many old Work Orders have been moved from one city to another (to try to make things a little more sensible... but it still needs more reorganization in the future). You may want to check your active Work Orders in case they now need to be delivered to a different city than before!
Some melee abilities were not flagged as melee, so buffs/debuffs applicable to melee attacks did not work on them: Phoenix Strike, Bun-Fu Strike, Rabbit Scratch, Doe Eyes.
Some burst attacks were not flagged as bursts, so buffs/debuffs applicable to burst attacks did not work on them: Wave of Darkness, Song of Discord, various minigolem abilities.
Druid ability Cloud Sight did not benefit from equipment that boosted druid base damage by a percentage.
Stopped damage-reply effects (such as Fire Shield Potions) from activating due to friendly damage (e.g. from Restorative Arrow).
"Fight Me You Fools" had untyped damage instead of Crushing damage.
Some healing abilities that normally deal 0 damage (since they're heals) could inflict damage when flat damage-type boosts were added (e.g. a Ring of Psychic Pestering, which adds +2 psychic damage, would cause some mentalism heals to deal 2 damage).
Corrected the Causes of Death from Priest attacks.
The sidebar ability Fish Gut has been completely redesigned: it no longer uses fish scales as ammo and instead uses a skinning knife (with a 5% chance the knife will be lost). Creatures with Fish anatomy take double damage. This is considered a (non-bleed-inducing) variant of Gut for purposes of equipment and combos.
Renumbered the IDs of poetry appreciation effects to allow room for new effects in the future; if you had a poetry appreciation buff on, it has been dispelled - sorry!
Recipes for exotic mushroom substrate have fewer ingredients but only yield half as much substrate.
The cow ability Chew Cud now only consumes regular "Grass", and not other grasses such as "Evil Grass" or "Barley". This is because chewing something besides regular Grass is pretty much always a mistake, and sometimes a tragic one (like when you chew up your Eternal Greens).
For similar reasons, the ability Organ Displacement now only takes basic Aquamarines, not things with aquamarines in them (such as Aquamarine Rings).
For similar reasons, the ability Resuscitate now only takes basic Diamonds, not fancy diamonds (such as Winterprize) or equipment with diamonds in them.
The recipe for some alchemy potions has been simplified: Persona Reducer Potion, Memory Inhibitor Potion.
Reduced the ingredients needed for high-level Shamanic Infusion recipes.
Fixed recipe icons that did not match the items generated by the recipe.
Bottles of Fertilizer now stack to 5.
Rennet now stacks to 5.
NPCs that like specific flowers (e.g. Brianna Willer likes Dahlias) now really like bouquets containing just that flower (Dahlia Bouquets in this case).
Fae Felt can now be dropped by all killable fairy enemies. It is an extremely rare drop for low level fairies such as fairy slaves, and an uncommon drop for higher level fairies.
Crazed Alphas are more dangerous.
Fixed missing icons (shown as all-white squares) when viewing player raffle boxes or vend-o-matics.
NPCs that interact with lamps (such as Sir Coth does at night) can once again actually turn said lamps on/off.
Slightly shrank the default NPC dialog font text from 18pt to 16pt. (This does not affect existing installations. You can always manually change the font size in Settings->GUI->Font Sizes.)
This is a server-only update to fix some networking and database performance problems.
The only gameplay change is the following:
Bard treasure mod: "Whenever you take damage from an enemy, you gain Song of Discord Damage +6% and Song of Resurgence Healing +6 for 20 seconds." => This now stacks up to 12x (instead of infinitely)
Bard treasure mod: "Whenever you take damage from an enemy, you gain Bard Base Damage +8% for 15 seconds." => This now stacks up to 10x (instead of infinitely)
That's it for now, but we're hard at work on a new content update which will be ready in a few weeks. More info soon!
You can now find Catalog Golems in the hall of player-run shops in Serbule Keep! These adorable little constructs will be happy to search the player vendors for specific items on your behalf, and let you know which shops have what you need.
The golems can't tell you how much the price is, and they don't deliver the goods, but they also don't demand tips. So stop by and take advantage of this free service today!
Augment-Installation Services
Some NPCs can now install Augments for you! By using one of these NPCs, you do not need to have learned the various Augment Installation recipes from Nightshade. Learning Nightshade's recipes will eventually be a cost-savings for max-level players who do a lot of augment-installing, but at the current max level of 70, most players will find it cheaper to just use these NPCs.
The following NPCs can install Augments for you:
Joeh in Serbule can install level 0-20 Augments for 50 Councils.
Kalaba in Eltibule can install level 21-40 Augments for 250 Councils.
Urzab in Amulna can install level 41-60 Augments for 650 Councils.
Rick Snapley in Gazluk can install level 61-80 Augments for 1000 Councils.
Torgan in Gazluk can install level 61-80 Augments for 900 Councils. You must know Orcish.
Preta in Sun Vale can install level 0-50 Augments for 350 Councils. You must be Close Friends or better.
Tyler Green in Serbule Hills can install level 0-25 Augments for free. You must be Friends or better.
Amutasa in Rahu can install level 0-70 Augments for 650 Councils. You must be Friends or better.
Nightshade in Kur can install level 0-100 Augments for 2000 Councils.
Skill Changes
These changes are a continuation of our DoT (Damage-over-Time) ability revamps. We are now mostly finished with the conversion, except for a few DoTs with special behavior that can't be converted. Those handful of unique DoTs will use the older system for the foreseeable future. (And of course we may have missed some or made mistakes!)
Archery
Treasure: Mangling Shot deals 330 Trauma damage over 10 seconds => 462 Trauma damage over 12 seconds
Ability: Fire Arrow deals damage over 15 seconds => same damage but over 10 seconds
Crossbow
Ability: Fiery Bolt 6: Deals 468 damage, plus 230 damage over 20 seconds => 418 damage, plus 288 damage over 12 seconds
Druid
Treasure: Cloud Sight covers the target in insects that deal 170 Nature damage over 15 seconds => 252 Nature damage over 12 seconds
Fixed bug that caused Heart Thorn and Poisoned Thorns DOTs to deal 5 more damage per tick than listed.
Treasure: Rotskin deals 190 Trauma damage to health over 15 seconds => 282 damage over 12 seconds
Treasure: Toxinball deals 114 Poison damage over 12 seconds => 186 over 12 seconds. Also note: this treasure effect was bugged and previously didn't work at all. Now it works.
Giant Bat
Treasure: Virulent Bite deals 115 trauma damage over 10 seconds => 222 Trauma over 12 seconds
Treasure: Virulent Bite has a 50% chance to deal +76% damage plus 120 trauma damage over 10 seconds => This effect has been overhauled. It is now: "Virulent Bite deals 192 Trauma damage over 12 seconds and also has a 25% chance to deal +76% direct Piercing damage"
Hammer
Treasure: Latent Charge deals +200 Electricity damage after an 8 second delay => 240 after an 8 second delay. Also note: this treasure effect was bugged and actually took 15 seconds to activate, not 8 as intended. This is fixed.
Lycanthropy
Ability: Sanguine Fangs 6: Deals 120 damage over 8 seconds => 140 over 8 seconds
Treasure: Sanguine Fangs deals +144 Trauma damage over 8 seconds => 224 over 8 seconds
Treasure: All Werewolf attacks have a 31% chance to deal 48 Trauma damage over 8 seconds => 64 damage over 8 seconds
Treasure: Sanguine Fangs suddenly deals 240 damage after a 15 second delay => 280 damage after a 12-second delay
Spider
Treasure: Grappling Web deals 224 Poison damage over 12 seconds => 300 over 12 seconds
Misc
Various meditation combos that dealt DoT (damage-over-time) damage have been adjusted to new DoT balance.
Various monsters with DoT (damage-over-time) attacks have been adjusted to new DoT balance.
Other Changes and Fixes
Fixed bugs with Skill tree UI not retaining state.
The item-tooltip for Augments now lists the skill level requirement of the augment.
Augment-Installation recipes no longer have an extra-ingredient cost (e.g. fish scales, fire dust, etc.).
When extracting an Augment from an item, you can now extract generic (non-skill-specific) powers by using any of the "desert gems": Turquoise, Sapphire, Emerald, Morganite, Sunstone, Tiger's Eye, Opal, Goshenite, Danburite, and Ruby. Previously these gems did nothing when used with extraction, so for now they are all assigned to generic-augment extraction. Eventually some of these gems will be needed for other things, though. So just to make it official, Sunstones and Goshenites are the permanent generic-augment-extraction gems. Some of the others may be reassigned to do other things in the relatively-distant future -- 3+ months from now.
Adding augments to items no longer affects how much phlogiston or other resources are obtained when decomposing or distilling the item.
Using Shamanic Infusion on an item now adds a Shamanic Infusion requirement equal to the level of the recipe. (Previously all infusions accidentally installed a requirement of Shamanic Infusion level 1, even for max-level infusions.) This fix does not affect existing items... UNTIL those items are used in transmutation. Transmutation (and a few other crafting processes) automatically recalculate the item's wield-requirements, and this can cause the correct Shamanic Infusion requirement to appear.
Fixed Fire Shield Potions and Acid Shield Potions so that their reflection does not stack if you drink multiple potions.
Fixed ingredient errors in crafted Priest Staff recipes.
Fixed rounding and calculation problems that caused a number of converted DOT effects (from the last update) to deal 1 or 2 more damage per tick than intended (and more than the tooltip said it would deal).
Enchantments that boosted movement-speed attributes by a fractional amount were displayed as adding a whole number. For instance, items that add +0.5 to Sprint Speed would say they added "Sprint Speed +0". (This was only a display bug.)
Fixed invalid locations where monsters could spawn, notably under Marna's shop in Serbule.
Additional texture memory optimizations.
Removed yellowish hue to the specular layer of Elvish Armor. (This will affect how the armor looks when dyed. It should look closer to the dye color, and less yellow. Unless you dyed it yellow, in which case... who knows.)
Fixed texture error with female dwarf NPCs that made their faces look extra wrinkled and weird.
The 3rd-party tools JSON for treasure mods now includes the minimum level-requirement for each tier of each treasure mod.
Added a bit more documentation for the 3rd-party tools files.