This update primarily focuses on game balance issues and quality-of-life (QoL) issues. And it's time for summer... and the Steam summer sale!
Summer Sales
Project: Gorgon will be on sale for most of July, from June 29 to July 27, at a big discount - 75% off! We know that the $10 price point is more feasible for some potential new players, so if you have any friends left who haven't tried PG, this may be the time!
If you don't have any friends to invite, you can still get involved -- we just want your scintillating presence! There are lots of ways you can participate in-game during the sales, including special events for newbies and existing players alike, free redemptions each week, rotating buffs, and another VIP Challenge.
Balance Changes
This update has a lot of balance changes. We'll cover the systemic changes first. Then we'll break out individual skills that received multiple changes. If your favorite skill isn't listed here -- or if these changes aren't to your liking -- don't worry, there will be more changes to all skills in the future. In general we're trying to power up weaker skills while toning down the most problematic treasure effects. Please give us your feedback after you've played with these changes a while.
Transmutation Cost Changes
We've been too stingy with Transmutation. Creating and experimenting with new builds is a big part of the game's fun, and it needs to be more accessible.
Decomposing an item into Phlogiston now yields an average of +100% more Phlogiston. (But note that there's more randomness in the yield than before.)
Durability costs for using Transmutation are now as follows:
Legendary: was 25%, is now 8%
Epic: was 20%, is now 6%
Exceptional: was 10%, is now 5%
Rare and Uncommon: unchanged. (Was 5%, is now 5%)
Note that it no longer matters whether the transmuted slot is "generic" or not for purposes of durability cost. (But it still affects phlogiston cost.)
Power-Cost Changes
The Power system isn't pulling its weight in terms of gameplay, so Power costs have been increased across the board. The magnitude of this change depends on the internal "cost tier" of the ability. For some abilities the change is modest (and a few even got cheaper), but for many abilities it's quite noticeable, especially at high level.
We're a little worried that this change will have unintended consequences in middle level ranges -- if you find this to be too big a squeeze, let us know.
And for low-level players, it's more important than ever to remember to eat both a meal and a snack! That's the best way to recover Power between battles. Another tip: while plentiful, raw fruit is a low-potency meal, so eat something better when you can.
Favor Rewards
Favor Quests now reward more Favor (averaging +50 Favor per quest).
Hang Outs that reward Favor now reward significantly more Favor (about +90%).
Inventory Slots
New players now have 8 more Inventory Slots than before. These slots were previously earned by leveling up Endurance. (Endurance previously gave out 30 Inventory Slots at level 100; it now gives out 22.) For existing players: If you've already gotten all the extra Inventory Slots from Endurance, you won't see a change. If you haven't, you will gain access to the Inventory Slots you hadn't earned yet.
Deer
First a note about formatting. When a treasure effect has changed, the format we use is:
(SlotsThisCanShowUpOn): "Old level 100 version of this effect" => changed level 100 version
Now the actual deer changes:
(Head, Necklace): "Summoned Deer Rage Attack Damage +183" => "... In addition, if it deals Indirect Nature damage (such as via Insect Egg implantation), damage is +20 per tick"
(Hands, Necklace): "Deer Kick implants insect eggs in the target. (Max 4 stacks.) Future Deer Kicks by any pet deer or player deer will cause target to take 390 Nature damage over 5 seconds" => This effect has been re-coded so that the attacking deer's indirect nature buffs are added to the damage dealt. It can also now be found on Ring (as well as Hands and Necklace)
New treasure effect (Feet): "Bounding Escape dispels any active Slow or Root effects on you and grants you immunity to similar effects for 15 seconds"
New treasure effect (Head): "Forest Challenge deals Psychic damage, and damage is +200"
New treasure effect (Hands): "King of the Forest deals Psychic damage, and damage is +120"
Summoned deer pets now periodically use an Antler-Slash move in between Deer Kick moves. This was done to somewhat reduce the number of Egg Infestation stacks per deer (when those mods are used)
Pummeling Hooves: This ability is now considered a Kick (for purposes of buffs and combos).
Fixed a bug that caused the "Forest Caller's" treasure effect to not show up for all item levels.
Druid
Removed treasure effect (Legs, Hands): "Fill With Bile heals 92 health and 92 armor" => This treasure mod has been replaced with the new effect below. The new effect can only be on Hands, not Legs, so if you previously had it on Legs, that piece of gear leg-gear is now Legacy (because the new effect will be on your pants and shouldn't be!). Use transmutation to remove the effect and it'll stop being Legacy.
Replacement treasure effect (Hands): "Fill With Bile causes any Core attacks that deal direct Poison damage to deal +180 damage for 3 minutes. (This effect does not stack with itself.)" Note: this mod applies to Toxin Ball, Toxin Bomb, and Inject Venom.
New treasure effect (Legs): "Fill With Bile causes any Nice attacks that deal direct Poison or Acid damage to deal +180 damage for 3 minutes. (This effect does not stack with itself.)" Note: this mod applies to Acid Bomb, Spit Acid, Delerium, and Venomstrike.
(Chest, Legs) "Heart Thorn coats the target in stinging insects that deal 378 Nature damage over 12 seconds" => 480 damage over 8 seconds
(Hands, Legs) "Heart Thorn deals Poison damage (instead of Nature) and also deals 330 Poison damage over 12 seconds" => 440 damage over 8 seconds
New treasure effect (Necklace): "Heart Thorn causes target to suffer +19% damage from all Indirect Damage sources for 15 seconds"
(Head, OffHand) "Heart Thorn restores 90 armor to you" => "Heart Thorn coats the target in acid that deals 580 armor damage over 8 seconds"
(Hands, OffHand) "Pulse of Life restores 100 Health over 15 seconds" => 260 Health over 15 seconds
(Head) "Pulse of Life gives +18 Fire, Cold, and Electricity Mitigation (direct and indirect) for 15 seconds" => 22
(Hands, Feet) "Brambleskin deals +120 Nature damage to melee attackers" => This is now available on Main-Hand gear, as well as Hands and Feet
New treasure effect (Chest, Head) => "Brambleskin deals +34% damage to melee attackers"
New treasure effect (Legs): "Rotskin debuffs target's Indirect Nature Vulnerability -28% for 12 seconds"
(Chest, MainHand) "Cloud Sight covers the target in insects that deal 312 Nature damage over 12 seconds" => "304 Nature damage over 8 seconds"
Ability Toxinball: deals the damage over 8 seconds instead of 12
(Hands, Legs) "Toxinball deals +234 Poison damage to health over 12 seconds" => 224 damage over 8 seconds
Rabbit
(Chest, Ring) "Bun-Fu Kick Delayed Trauma Damage +221" => +358. The delayed trauma damage happens after 5 seconds instead of 8.
Long Ear ability: Removed the movement-speed debuff. Normalized buff duration to 15 seconds at all tiers.
Hare Dash no longer cancels Long Ear.
Love Tap ability: Revising to make this more interesting as a combat-opening "puller debuff". (Note that it already prevented help-shouting.) Ability no longer generates any Rage. Ability has bonus Accuracy. Hastened reset time of all tiers. In addition to increasing the target's rage-fill requirements, Love Tap now also Slows the target 45% for 10 seconds.
(Head, Main Hand) "Love Tap deals 415 Trauma damage after an 8-second delay" => 505 Trauma damage after a 4-second delay.
New treasure effect (OffHand): "Love Tap causes target to suffer +14% damage from future physical attacks (Slashing, Crushing, and Piercing) for 10 seconds"
Love Tap and Bun-Fu strike are considered bodypart attacks (for purposes of certain buffs).
New treasure effect (Feet, Necklace): "While Rabbit skill is active, all Kick abilities deal +25% damage, with a 15% chance to deal double damage"
Fixed leftover attributes that referenced "Bun-Fu Blitz" (now renamed to Bun-Fu Kick).
Spider
Spider: Incubate ability: it now takes 10 seconds to incubate an egg, not 15
(Hands, Main Hand) "For 12 seconds after using Infinite Legs, additional Infinite Legs attacks deal +28 damage" => "After using Infinite Legs, additional Infinite Legs attacks deal +58 damage" (The duration is now the same as the built-in buff for that tier of ability, i.e. 10 seconds at level 1 and 18 seconds and level 8.)
(MainHand, Ring): "Premeditated Doom restores 128 health after a 10-second delay" => "Premeditated Doom restores 231 health (or armor, if health is full) after a 10-second delay"
Removed Treasure effect (Head, Necklace): Premeditated Doom restores 200 armor after a 10-second delay => this treasure mod has been replaced with the one below. The new one can only be on necklaces, so if you had the old effect on Head gear, you now have the NEW effect on head gear... which is illegal, so your head gear has become Legacy. If you use transmutation to remove the effect it will stop being Legacy.
(Necklace): "Premeditated Doom boosts your Crushing damage +80 for 20 seconds"
(Head): "Premeditated Doom boosts your Direct Poison damage +97 for 20 seconds"
(Legs, Hands): "Gripjaw deals +42% damage and hastens the current reset timer of Grappling Web by 5 seconds" => 41.2% and 6 seconds
(Main Hand): "Spit Acid raises your Poison Damage +23% for 30 seconds (this effect does not stack with itself)" => "Spit Acid raises your Poison Damage +22% for 12 seconds"
(Head, MainHand): "Terrifying Bite causes the target to take +16% damage from Poison attacks" => +24%
(Hands): "While you are near your Web Trap, you recover 6 Power per second" => 10
(Hands, OffHand): "While you are near your Web Trap, you recover 13 Health per second" => 18
New treasure: (Head, MainHand): "Incubated Spiders' Rage attacks deal +1056 Poison damage over 12 seconds"
(Legs, Necklace) "Gripjaw restores 78 Armor to you" => "Gripjaw deals +78 Armor damage and restores 78 Armor to you"
Sword
Ability Hacking Blade: Trauma damage from this ability is generated over 6 seconds instead of 12.
Ability Many Cuts: This ability now deals Trauma damage to health (instead of dealing Slashing armor damage over time); amounts increased.
(Head, Legs) "Precision Pierce deals +40 direct health damage and further reduces target's Rage by 300" => +63 damage; -350 rage
(Feet, Main Hand) "Hacking Blade deals +240 Trauma damage over 12 seconds" => over 6 seconds
(Necklace, Off Hand) "Hacking Blade and Debilitating Blow deal 162 Trauma damage over 12 seconds" => over 6 seconds
(Chest) "Flashing Strike deals +35% damage and gives you 50% resistance to Darkness damage for 4 seconds" => for 7 seconds
(Main-Hand, Necklace): "Many Cuts and Debilitating Blow deal +166 damage to Arthropods (such as spiders, mantises, and beetles)" => "Many Cuts and Debilitating Blow deal +134% damage to Arthropods (such as spiders, mantises, and beetles)"=> Also, this effect can now only be found on Necklaces. (Main-hand weapons with this effect are now Legacy, until it's removed from them via Transmutation.)
(Legs, Main Hand) "Many Cuts deals 236 armor damage" => "Many Cuts deals +228 Trauma damage over 6 seconds"
(Feet) "Many Cuts deals +25% damage and stuns targets that have less than a third of their Armor remaining. However, Power cost is +33%" => "Many Cuts deals +12% damage and stuns targets that have less than a third of their Max Rage."
(Head, Feet) "If target has less than a third of their Armor remaining, Many Cuts knocks them back and deals +40 damage" => "Many Cuts deals +86 damage and if target has less than a third of their Max Rage, also knocks them back."
New treasure effect (MainHand): "Debilitating Blow deals +75 damage and causes target's Rage attacks to deal -20% damage for 10 seconds"
(Chest, Off-Hand) "Finishing Blow restores 128 armor to you" => "Finishing Blow deals 530 Psychic damage after a 4 second delay"
New treasure effect (Hands, Feet) : "All Sword abilities deal +13% damage to targets with less than 33% of their Max Rage."
(Legs) "Decapitate deals +100 damage and terrifies the target for 4 seconds" => +255 damage and terrifies for 7 seconds
(Chest, Off-Hand) "Decapitate restores 197 armor to you" => "Decapitate increases your Max Health +137 for 60 seconds (and heals 137)"
Other Skill & Ability Changes
Fire Magic: (Hands, Feet): "Indirect Fire Damage +48% when skill Fire Magic active" => +38%
Necromancy: (Hands, Necklace): "Indirect Fire Damage +48% when skill Necromancy active" => +30%
Shield: (Chest, Ring): "While Bulwark Mode is enabled you recover 34 Armor every second" => "... every 3 seconds"
Shield: Elemental Ward ability: protective buffs last for 20 seconds instead of 30
Warden: (Hands, Feet): "Indirect Fire Damage +77% when skill Warden active" => +42%
Unarmed: Abilities Cobra Strike, Mamba Strike, and Slashing Strike have a new innate benefit: "Dispels the strongest Damage-over-Time effect you are currently suffering from"
Hammer: removed artificial Power-cost increases for this skill, resulting in a 5-10% cost decrease. However, this decrease is completely overshadowed by the major Power-cost rescaling explained above. (But Hammer users can now rest easy knowing their skill no longer has artificially-high Power costs.)
Note on Legacy Gear
Some gear for a few skills may now be marked as Legacy. This can happen when effects on the item are no longer allowed to show up on that type of gear. Legacy items become unusable after 30 days. But! You can fix these items (making them non-Legacy again) by using Transmutation to remove the now-invalid treasure effect. If you're unsure exactly why the item is Legacy, visit the Legacy Item Helper golem in Serbule. It can examine your item and give you more info.
To facilitate this, these skills will enjoy much cheaper Transmutation costs for the next month or so: Deer, Spider, and Druid. And Sword. (We're including Sword because of the significant gameplay changes it's seen this update.)
Monster Changes
The creatures variously known as "Garden Tenders", "Sand Dogs", and "Snow Leapers" (depending on their variety) are now immune to slow and root effects.
Orcs: Sword-wielding orcs previously had a Parry move which drained a tiny amount of Power. This Parry move now reduces Core Attack damage by 75% for 10 seconds.
Orcs: Melee-range orcs can now throw a knife up to 20 meters. They use this when slowed or rooted.
Slimes are now immune to slow, root, fear, and mesmerize effects. (But notably not knockbacks.)
Monster tornadoes are now immune to slow and root effects.
Angling
Dramatically increased the amount of XP earned by catching high level fish. (All levels of fish are affected, but will be most noticeable after level 50.)
Quest "Angling: Toxic Blooms": The toxic blooms only appeared during nighttime hours, but should appear at all hours.
Adjusted the level & distribution of fishing zones in Povus.
Added some more types of angling fish to Povus zones.
Grapefish on the line are now purple.
Fixed an Angling visual effect with transparency issues.
Quest "Angling: Vicious Eels": Fixed the description; it had been "Angle Invasive Ice Fish". The fishing pool on the northeast side of the main Sun Vale island previously gave a quest that rewarded you with the "Angling (Advanced)" ability. This ability's level has been lowered to level 30, and is now given out by a lower-level pool: the one on the north end of the main island. (The northeast-side quest still exists, but now gives bait and XP as a reward.)
Note: the "Catch And Release (Advanced)" ability is still level 45; it will changed to 30 (and moved to a level 30 pool) in a future update
Catching junk like crates and bottles now gives better XP at higher levels.
UI
You can now search for items with Ctrl+F! Note: This is a new keybind, located in Settings > Keys > Interface > "Search for Item".
Adjusted vitals-change animation speed so larger changes will animate quicker.
Fixed bug causing "Save Changes" popup to show erroneously due to some custom chat channel preferences.
Settings tooltips now only show when you hover over the name of the setting.
Closing the Settings window without saving changes will now properly update the window the next time it opens.
Fixed bug preventing the settings "Save" button from enabling when modifying some graphics overrides.
New setting to disable enemy AOE ranges from appearing: "GUI > Windows & HUD > Abilities & Items > Show Enemy AOE Areas". Defaults to true.
Better handling of AOE Range opacity, and default the setting to 0.5 instead of 1 (resulting in dimmer AOEs).
Renamed "Reset Camera Position" keybind to "Re-Align Camera to Character".
Fixed bug that sometimes caused party-member nameplates to get stuck on the screen.
Target of target's avatar portrait is now controlled via the "Avatar Portraits" setting.
Right-clicking on your target to use it will no longer use the thing behind it.
Fixed bug causing the cursor to not change properly when your hovered target disappears.
Drastically decreased the time dropping & picking up items stops you for (especially for humanoids).
Defaults Changes
In this update, we also changed a slew of default settings for the UI in order to make things a little more useful and familiar for new players. Note that these defaults only affect new players!
Keybinds:
Open Inventory: I, B
Open Skills & Abilities: K, Ctrl+D
Open Social Window: O, Shift+Ctrl+S
Open Crafting: C, Ctrl+R
Open Quest Log: L
Open Chat: Ctrl+C
Other:
Chat no longer closes when pressing Esc.
Ability Tooltips appear near the cursor, not in the top corner of the screen.
Change tooltip font size from 11 -> 12.
Skills, Abilities and the Quest Log start out as larger windows.
The "Tip" window (that shows tutorial messages) is centered on the left of the screen.
Channeling bar is centered above the character's head.
Other Changes
Added an "Observation Golem" to Anagoge to help direct lost players.
Added a "Training Golem" to Anagoge Records Facility to point out some hidden-but-useful game settings for new players.
Demo players can no longer be sent pigeon mail. (This was a bug.)
Golf: Fixed a number of bugs, refined the golf UI, and tweaked some functionality for a (hopefully) improved experience.
Fixed bugs with fairy chimes not properly updating.
Fixed the sometimes-broken nib barters on Shala.
Adjusted minigolem hitboxes to be more exact.
Improved handling of looping animations for most animals.
Toned down some Battle Chemistry visual effects.
Prevented particles from sticking around in certain conditions.
An assortment of graphics touch-ups in the character select & create screens.
Updated a number of icons.
Damage from falling, dehydration, and drowning will no longer put you into combat.
Fixed a bug causing playable animals to not rotate properly when strafing when ground alignment was turned off.
This is a small update to fix some of the bugs we introduced in the June 1 update. It also includes some other balance changes and bug fixes as well. (Sometimes bug fixes sprawl. One thing leads to another and so on, and suddenly you're making changes to Deer.)
Angling
- Animals can no longer angle: you must have hands to angle. - The ability Catch and Release now gives 25% _bonus_ xp rather than just 25% xp. - Clicking on Fish Tacos recipe in chat can no longer crash the client. It was the sour cream: the Fish Tacos recipe incorrectly indicated that it consumed half of a sour cream. It now correctly requires 1 sour cream, with a 50% chance it'll be consumed. - Canceling angling (by pressing the ability) no longer consumes another piece of bait. - Fish should no longer be selectable when they are attached to a fishing line. - Fixed broken Dorado fish. This should help complete the angling quest in Ilmari. - Angling ability descriptions no longer say they are test animations. - Lungfish now look like lungfish (more or less) while on a fishing line. - The Perch Fillet in the Loot Master Game is no longer just a blank white square. - Fixed the reversed east/west text of the angling quest in Serbule Hills. - Fixed missing particles on several "non-fish" angling targets.
Changes to Deer
After review, it seems like Deer has good bones and interesting potential, but it could use some buffing. - "Deer Kick deals +X damage and grants you -10% Fire Vulnerability for 10 seconds" => for 60 seconds - "Combo: Deer Bash+AnyMelee+Any Melee+Deer Kick: final step hits all enemies within 5 meters and deals +X damage." => combo is now Deer Bash+Any Melee+Deer Kick - Ability "Deer Bash" base damage increased significantly (288 => 400) - Revised correlated mod downward a bit: "Deer Bash Damage +72%" => "Deer Bash Damage +66%" - "Forest Challenge damage is +158 and reuse time is -1 second" => "Forest Challenge and King of the Forest damage is +116 and reuse time is -1 second" - "King of the Forest has a 90% chance to deal +200 damage" => "King of the Forest damage +100. There is a 22% chance to summon a deer ally for 30 seconds" - Ability "Summon Deer" tiers 2-5: all tiers now have reset time of 30 seconds - "Summoned Deer have +73 armor" => "Summoned Deer deal +61 damage and have a +10% chance to crit" - "Pummeling Hooves has a 60% chance to deal +78% damage and taunt +500" => "Pummeling Hooves deals +60 damage and restores 80 Health over 8 seconds" - "Deer Bash has a 60% chance to deal +134% damage" => "Deer Bash deals +100 damage and has a 24% chance to deal +134% more damage" - New treasure effect: (Head): "Forest Challenge deals +100 damage and you take -15% damage from Elite attacks for 20 seconds"
UI & Graphics
- AoE range indicators should work in all areas now. - Doubled the speed at which vitals bars animate. - Dying now enables the cursor in Action Mode. - Skills now remember if they are expanded or collapsed when zoning. - New setting: "AOE Area Opacity" located in GUI > Windows & HUD > Abilities & Items - Fixed a bug causing Show/Hide durationless effects to cause a short framerate dip. - Fixed a bug preventing players from booting up in the Old UI. - Fixed broken combat numbers in the Old UI. - Fixed a bug that caused animals to get stuck dancing. - Channeling an ability while playing a bard song should no longer cancel the bard song animation. - Acid Bomb & Freezing Mist effects now display even when nobody is hit by them. - Added explode-y effects to Toxin Bomb & Mycotoxin Formula to make them feel more... explode-y. - Removed some mud from pig dances until we can make it look better.
Other
- Increased bonus XP earned for killing monsters in a group. The bonus depends on the number of group members that helped fight the monster. Bonuses for (1, 2, 3, 4, 5, or 6) group members changed from (+0%, +25%, +33%, +50%, +66%, +75%) to (+0%, +33%, +66%, +100%, +133%, +166%). Note that this was actually in the June 1 update, we just forgot to tell you. - The Warden mod "When privacy field deals damage, it also ignites the suspect, dealing 64 damage over 8 seconds" will no longer ignite the user of Privacy Field. - Jesina's dialog did not change after you received the Nexus Adjunct Matter Aligner. - Jesina can now give players a replacement Nexus Adjunct Matter Aligner if they have misplaced theirs. - Percy Evans now refuses gifts of the Nexus Adjunct Matter Aligner. - The lowest-tier versions of "Summon Sandstorm" and "Summon Doomstorm" now use the same cooldown timer as all other summoned storm abilities. - Doomstorms did not make any ambient sound. - Summon Doomstorm 2+ and Summon Sandstorm 2+ abilities were grouped with Summon Sandstorm abilities in the ability window. This has been fixed. - When you had multiple stacks of ammo, ammo would be consumed from the largest stack, thereby slowly depleting all the stacks at an even rate. This felt weird; now ammo is consumed one stack at a time, starting with the first ("leftmost"?) stack in your inventory. - Increased the chance of wolfsbane spawning in the Werewolf Forest in Kur Mountains. - Mushroom boxes & box recipes were using a fishing pole icon. (They always have, but the old icon was too murky to make out.) - Potion of Random Resistance and Potion of Universal Resistance incorrectly gave back an empty bottle after drinking. - A handful of old icons have been updated.
Welcome to June, and also the latest Project: Gorgon update! This update contains a new much-requested skill, Angling, as well as new UI features, quests, balancing, and a ton of bug fixes.
Main Story
We've expanded the main story quest-line by a few steps. If you've already reached the point in the storyline where you were asked to have dinner with Jessina (via a hang out), the hang out is now available, and you should log in to see that your character has a "reminder quest" to hang out with Jessina.
New Camera Types
Players come to us from different games with different control schemes and camera views, and they often ask us if we can imitate the camera styles they're used to. So we gave it a try! We know that getting movement behavior just right can be tricky, so *please* give us feedback on how these work for you.
There are now 3 camera types to choose from, located in Settings > Controls: - Traditional Camera: How the camera has always worked. Right-click rotates your character, left-click rotates only the camera. Mouse is always available. - Free Camera: Camera control is completely separate from character control. Mouse is always available. - Action Camera: Mouse movement always controls character. Mouse cursor is only available when a UI window is open, or when the Toggle Cursor key is pressed (configurable). NOTE: only available in the new selection system!
AoE Visibility
Area-of-Effect abilities that are centered on the caster now have a visualization for their range. - When an ability is used, the AOE range briefly displays on the ground as a circle. - When an AOE ability icon is hovered over, its AOE range displays on the ground for as long as it's hovered over. - Visibility is configurable via Settings > GUI > Windows & HUD > Abilities & Items > "Show Beneficial AOE Areas" & "Show Detrimental AOE Areas". By default they are "Party Members Only" & "Self Only" respectively. Detrimental enemy AOEs will always display. - Many "aura"-type pets display their aura ranges in a similar fashion, such as a druid's Healing Sanctuary or a fairy's Fae Conduit. These should also follow the visibility settings described above. - Note: as of this update, all AoE abilities are centered on the caster, except for two Weather Witching abilities that are explicitly centered on the target. Previously, all AoEs were centered on the target, but the game didn't say that anywhere, and most players assumed it was centered on the caster! So this seems much more intuitive. But if there are specific AoE abilities that you feel should be centered on the target instead of the caster, please let us know and we'll consider it.
Angling
Traditionally, fishing in Project: Gorgon has involved scooping fish up out of the water with your bare hands -- what we might call 'tickling' the fish. And that's fine, as far as it goes. It takes real skill! But not all fish can be caught this way. (And more importantly, players have told us that an MMO "needs" to have traditional fishing in order to feel like a complete MMO.)
So we've expanded Fishing with a new sub-skill: Angling. All you need is a fishing pole, some bait, and a body of water with catchable fish. (Also Fishing 15. And hands!) In order to get started, talk to Roshun the Traitor in Serbule.
The precise mechanics of Angling aren't spelled out in the game at the moment. Since this game focuses on exploration, we expect players to be able to figure out how Angling works. Please let us know what parts of the system were hard to figure out, and we'll work to make those bits more obvious.
Skills & Abilities
From here out (and probably through the rest of beta), we'll be making small balance changes. We don't want to overnerf/overbuff things, so most changes will be relatively modest, and then we'll re-evaluate and adjust further after more observation.
Warden: We've revised the formulae used for damage reflection, which resulted in nerfs to Privacy Field. On the other hand, multiple bug fixes actually increase the Warden's power significantly in other ways. - Privacy Field abilities: reduced base ability damage (Privacy Field 5 changed from 196 -> 138) - Treasure: "Privacy Field deals +60 damage to all melee attackers, and the first melee attacker is knocked away": 60 => 42 - Treasure: "Privacy Field also deals its damage when you are hit by burst attacks, and damage is +86": 86 => 47 - Treasure: "Privacy Field also deals its damage when you are hit by ranged attacks, and damage is +57": 57 => 48 - Treasure: "When Privacy Field deals damage, it also ignites the suspect, dealing 156 damage over 12 seconds": => 156 => 80. Note: previously this effect did not work at all, so this is technically a huge buff, not a nerf! - Treasure: "While Privacy Field is active, melee attacks that hit you have a 100% chance to restore 20 Power to you" : 100% chance => 75% chance. Note: previously this effect did not work at all, so this is technically a huge buff, not a nerf! - Treasure: "Apprehend deals +48 damage and hastens the current reuse timer of Controlled Burn by 2 seconds (so it can be used again more quickly)" : 2 seconds -> 1.5 seconds. Note: previously this effect did hasten Control Burn at at all, so this is technically a huge buff, not a nerf! - Controlled Burn: area-of-effect reduced from 15 meters to 10 meters. - Aggression Deterrent: area-of-effect reduced from 10 meters to 6 meters.
Weather Witch: - New ability Summon Sandstorm: This is a variant of Summon Tornado intended to be more convenient in groups. It does not knock back foes, instead dealing bonus Armor damage. All tiers of this ability can be learned from the Sand Seer in Ilmari. - New rare ability Summon Doomstorm: This is a variant of Summon Tornado. It does not knock back foes. Instead it deals Darkness damage. Damage is improved over base version. This pet is marked as undead for purposes of ability targeting. In other words, heals that don't work on undead don't work on this pet either. Buffs that work on undead DO work on this pet. For now, all tiers of this ability can be found as loot scrolls. - Fixed bug that caused high-level summoned tornados to move incredibly fast. Normalized tornado speeds. - Summoned tornadoes accidentally had vulnerability stats for Cold Spheres. They now correctly have vulnerability stats for Tornadoes.
Giant Bat: - "Your Confusing Double deals +67% damage with each attack": 67% => 45% - "Confusing Double summons an additional figment. Each figment deals +77 damage with each attack": 77 => 50 - "Confusing Double Reuse Timer -15": -15 => -10
Fire Magic: - "Fire Breath hits all targets within 8 meters and deals +30.5% damage, but reuse timer is +3 seconds and Power cost is +33%" => "Fire Breath hits all targets within 8 meters and deals +60 damage, but reuse timer is +3 seconds and Power cost is +40"
Settings
- The "Reset" button in Settings now resets the currently-selected tab to its default settings. The old functionality, undoing all current changes, is still doable by simply closing the window. - Added new experimental settings for Tab Targeting. You can find them in settings under GUI > Targeting > Tab Targeting (Experimental). -- Combat Range: Control the max range of tab targeting when you are in combat. -- Combat Lock: If your current target is in combat, only other in-combat enemies will be targeted via tab, unless none are in view. -- Prioritize Unlooted Corpses: When tabbing through corpses, should all un-looted corpses be targeted before looted corpses? -- You can now tab through targets as quickly as you can press the button. - Overwriting a keybind that's already bound now shows a confirmation prompt, including the name of the keybind being overwritten. - Reorganized and renamed several Settings, to make them more intuitively grouped and easier to find.
UI Changes
- "Controls" settings have been organized into Camera & Character controls, with sub-menus.- Allow clicking through entities in the new UI, similar to how it works in the old UI. If you click on something that's already selected, it selects the entity behind it (if there is one). - Reduced precision of click-selecting entities, so they can be selected without hovering directly over them. - All stat bars (and globes) now smoothly animate when they change, instead of statically changing to the new value. - Item stack size font now resizes properly for vaults (including saddlebag). - Fixed nameplate placement for mounted humanoids. - Fixed bug causing mouse cursor to disappear completely if mouse-dragging while zoning. - Fixed bug that caused very large tooltips not to display sometimes. - Removed hover-text about avatar portraits coming soon -- because they're here now! We live in the future! - Ability tooltips now display Special Values before Special Info, as those make more sense grouped together with the other numerical data. - Polished the lootable-corpse particles a bit. - Nameplates now fully fade out with distance instead of just the names. - Better handling of left-clicking nothing to deselect your current target. - Improved display of Crafting button when no hotkey is assigned. - Fixed quest window display bug when objective count number was very large. - Removed the "1" from the item slot in the bug report window. - Fixed bug causing stack sizes of items in the sidebar to get out of sync.
Graphics & Animation
- Wolves & cows now animate at proper speed when going up and down hills. - Replaced wolf's Hunting Speed animation with a howl animation. - Polished bard animations, so they flow together better now. The play-lute animation now always plays when you are playing a bard song, even if you use other abilities while playing the song. - Improved instrument-playing animations. - New VFX (animations, particles, & shader effects) for all Battle Chemistry abilities. - You can no longer auto-move while jumping. Doing so previously resulted in some very strange-looking animations. - Fixed weird animation bug when trying to do certain things while sitting or kneeling. - Failure to interact with something now returns the player to idle stance. - Fixed bug with Thentree armor causing weird shadows on male characters. - Mage Armor is now more polished, a bit darker, and has glowier gems - Fixed bug that would cause a dancing pig's mud to stick around forever. - Fixed bug where mounting while dancing would continue some dancing effects. - Improved texture for Spring Fairy armor. - Fixed face cam for Pigeons.
Other Bug Fixes & Tweaks
- Some legacy equipment that should have been Mastercrafted wasn't. Those items should be fixed now. - When you un-legacy equipment by pulling an invalid power off of it at the transmutation table, the legacy and broken state of that equipment is now properly updated. - Fixed bug allowing recipe items to be summoned from anywhere. - Updated Shadow Feint tooltip to display the correct AOE distance for blinking back to position. - Phrenology-based Mentalism & Psychology bonuses to critical chance now properly affect heals. - Improved logic related to channeling abilities; this should hopefully fix stuck-in-channel bugs. - Modified Mutation Injection ability descriptions to make it a bit clearer how they work. - Lycanthropy ability "Become Wolf": the skill check to disable wolf mode is no longer downleveled when your combat skills are downleveled. - Newly learned abilities, Wild Endurance, & First Aid should now correctly auto-rerank. - Dying by falling through the world now shows a special button in the death window, "Teleport to Last-Touched Ground", which teleports your dead body to the last ground you were standing on. While this isn't an ideal solution, it should allow you to be revived in party situations - Fixed bug causing skeleton warrior pets to repeatedly retreat a short distance when fighting something. - Astounding Cloth Shirt (Max-Enchanted) and Camouflaged Astounding Shirt (Max-Enchanted) recipes now require the correct ingredients. - Pressing spacebar while in an animal-mount form will no longer play the horse neighing sound. - Fixed typo in Evasion Boots (Enchanted) recipes. - Changed icon color for Acid Bomb to more of an acid-y color (and match the new VFX). - Acid Boost Potion recipe now correctly states that it lasts 30 minutes. - Fixed typo in quest "Holistic Wellness: Yarn" (twelve -> twenty-four balls of yarn). - The tsys mod, "Psi Health Wave grants all targets +X Mitigation vs. Electricity, Acid, and Nature attacks for 20 seconds" now displays in the effects list when it's active. - Fixed Dwarven Fixer causing screen brightness (instead of hiding it). - "Toxic Flesh" tooltip now takes poison damage buffs into account. - Using Objective Orienteering on "The Borghild Lead" quest now leads to the correct area. - Fixed typo in quest "The Borghild Lead" (south -> north). - Harry now hints more strongly that his Minor Panacea will not cure ALL curses, just a specific one. - The quest "Goblin Avenger: Ratkin!!!" now correct gives 10 Xedrite. - JSON users: Note that in skills.json's level-up rewards, "Ability" can now refer to a single ability or an array of abilities.
The Legacy Item Helper golem can now detect when an item can be made un-Legacy by increasing the item's rarity, and can increase rarity to fix those items. This means you can now give the Legacy Item Helper your non-Legendary max-enchanted items, and it will fix them by just bumping their Rarity up one tier.
Fixed shields becoming Legacy when they have shield wax on them.
Scaled item stack size text with icons.
Treasure effect "Reconstruct causes the target to take X less damage from attacks for 10 seconds" is now 30 seconds.
Welcome to update #383! Today we have some more tweaks and additions that expand upon the major changes we made in the last update. Plus, as usual, a bunch of bug fixes. Let's get to it!
Changes to Uncommon and Rare Equipment
We've made an experimental change to the lowest-rarity magic loot:
Uncommon (green) items now have two additional generic powers (for a total of 3 powers, but only 1 is specific to a skill).
Rare (blue) items now have one additional generic power (for a total of 3 powers, but only 2 are specific to skills).
In addition, we've created new generic treasure effects aimed at improving low- and mid-level player capabilities.
Mastercrafted Items
In the last major update, we temporarily removed the concept of "over-maximized" gear -- that is, Legendary max-enchanted items which were effectively "Legendary+". In this update, we've brought this concept back (but at a much lower power level). We've also set up the groundwork to allow us to improve these items in the future when overall high-level balance is in better shape.
These "max-enchanted-beyond-Legendary" items are now called "Mastercrafted" items, and have the following benefits over regular Legendary items:
Mastercrafted items have 40 more Crafting Points than non-Mastercrafted items.
There is a new recipe that lets you restore a Mastercrafted item's transmutation durability as often as desired (for a hefty cost in prisms). The recipe can be learned from Sona in Gazluk.
Newly-crafted Mastercrafted items will have these benefits. (This replaces the "get a second free Legendary" reward used in the last update.)
Pre-existing (legacy) Mastercrafted items also have these benefits, but they still have the OLD benefit too (of an extra treasure effect). The Legacy Item Helper can remove that extra power, and then the pre-existing items won't be legacy anymore -- they'll be just like newly-crafted items.
Legacy Item Helper
Pre-existing Mastercrafted items still have one too many treasure effects on them, and in this patch they're marked as Legacy items. This means that you can continue to use them for 30 days, after which they stop being wearable. (NOTE: they will not *be deleted* after 30 days -- they just *stop being wearable* until you have the item repaired.)
We've beefed up the old "Legacy Item Replacer" golem in Serbule -- giving it a new name, the "Legacy Item Helper". Hand your Legacy item to this golem and it will explain why the item is Legacy and offer ways to fix it:
If the item can be fixed by removing a power from it (because it's got more than the prescribed number of powers), the golem prompts the user for which power they want to remove, and removes that power.
If the item can be fixed by just transmuting a power off of the item, the golem tells the player this. The player can choose to go and transmute the item, or just get a replacement from the golem (like before).
For any other causes of Legacyness, the golem can only replace the item with a new one as before (for now). Hopefully, though, the new wording and warnings will make this less scary and error-prone!
Remember: The golem can work with broken items, so even if you don't get a chance to fix your legacy item before it breaks - **don't** throw it away!
Other Crafting Tweaks/Fixes
There are new recipes that let you reset a piece of armor's crafting points by wiping the item's enhancements, pockets, augments, etc. These are difficult high-level recipes. For now they can be trained from Felmer in the Fae Realm.
Revised some "rubywall" generic treasure mods to be less terrible. (They still don't scale very well, by intention. They're just less terrible than before.)
Fixed a bug where an item could have the same skill for both chosen skills, resulting in an item with bonuses for only one skill, causing it to immediately become a Legacy item.
Drima, Sir Johnson's assistant, has raised the price on all equipment from 2 "Sir Johnson Bucks" to 3. The items are now guaranteed to be Epic+ rarity (instead of Exceptional+).
Fixed a bug that prevented you from taking off equipment when your skills were temporarily down-ranked to the point that you no longer met the equip reqs of the item. (This could also generate errors when trying to use loadouts.)
Ability UI Improvements
Abilities now automatically change their rank when skills change, when either entering or exiting a skill level disparity. For example:
If you change from Necro 60/Bard 60 to Necro 60/Shield 10, all Necro abilities on your hotbar will de-rank to level 35 abilities.
If you change from Necro 60/Shield 10 to Necro 60/Staff 55, all Necro abilities on your hotbar will up-rank to level 60 abilities.
If you change from Necro 60/Bard 60 to Necro 60/Staff 55, Necro abilities on your hotbar will not change ranks.
This new auto-reranking of abilities can be disabled quickly by right-clicking the Ability hotbar and choosing Settings > Disable Ability Auto Re-Rank. It can also be toggled in the Settings panel, under GUI > Features > Abilities & Items > Auto Re-Rank Abilities.
In addition:
Individual abilities on your hotbar can now be changed quickly by right-clicking an ability and selecting "Change Ability".
You can now disable the display of the hotkey assigned to that hotbar slot.
The rank of an ability is now displayed on its ability icon.
You can toggle all of these options by right-clicking the ability hotbar and choosing Settings > Show Ability Ranks or Settings > Show Hotbar Hotkeys. These options can also be accessed in the Settings panel, under the GUI > Features > Abilities & Items submenu.
More UI Fixes
Pressing alt will now show any currently-hidden overhead labels in the new UI.
Changed the names of some ability groups in the Skills and Abilities window so they are more generic, such as "Tame Rat" -> "Tame Animal".
Polished lots of ability tooltips to rearrange how some data is presented on them, mostly the Special effects.
Many abilities cannot be used in the air. Attempting to do so will now behave like any other cannot-use-ability case: the icon will gray out and the error will display in the tooltip.
The "Search Corpse" button on pets now properly updates to "Check" when the pet is revived.
Combat Info no longer shows Player levels (which were always showing as 0 anyway).
Fixed a UI bug that would cause all items to display as sellable if the vendor reset timer somehow goes negative.
Fixed a bug causing items to sometimes not float to the correct location when the inventory is open and any bag besides the first one is selected.
Added a new beta command, **/reloadchar**, that will reload your character's appearance. This should fix many animation issues that arise because it re-initializes the whole character, including their animations. (You should still report any bugs you run into, but this command is a quick way to fix yourself - after you send in a report!)
Other Fixes & Tweaks
Fixed issue that could cause players to fall through the world when using the new selection system.
Fixed a rare bug when switching areas that could cause a player character to effectively "roll back" to a version of their character that is about 1 minute in the past, losing any progress from the previous minute.
The mod "Reconstruct causes the target to take X less damage from attacks for 30 seconds" now correctly states 10 seconds.
Butchering an Ice Runner now gives the player a Raw Paralytic Chicken instead of a plain Raw Chicken. Note that the butchering requirement has been raised from 10 to 35 (to match Ice Runners' target level). In addition, Ice Runners have a small chance of dropping Raw Paralytic Chicken as loot.
Tyler Green in Serbule Hills will now install low-level augments at Neutral favor. (Before it required Friends.)
Moved the Council Proclamation Form to its own fancy little table on the other side of the room so it won't be in Hulon's way.
Animal illusion forms can no longer milk cows.
Bulwark Mode now turns off when you change form.
Summoning recipe ingredients now takes your saddlebag into account.
Fixed a bug causing HP to sometimes get out of sync when hit by projectiles.
The special teleportation scroll "Teleportation: Recall Gazluk Animal Camp", which can now be found rarely in loot, was teaching the special teleport destination "Recall Serbule Docks" instead. This has been fixed.
Ukorga's tanning rack can be selected. This fix also fixes items falling through the floors in the houses in Kur Mountains.
It's no longer freezing inside Ukorga's house.
The quest "Cleo's Lost Books" from Cleo Conyers now tells the player to go east, not west.
Newbie players can find a free butcher knife at the top of Elmetaph's tower. (Previously there was a small chance to find a butcher knife in Lawara's chest; this has been removed)
There has been a small change to the flow in the Anagoge Records Facility (the dungeon on the newbie island). There's a new barrier between the second and third floors that requires the player to talk to Elmetaph. This should not affect existing players who have already made it to Serbule Hills.
Added a new emote! /kneel
Added new dance animations for Cow, Pig, and Wolf dance variants. Cows speed up or slow down depending on the variant. Pig dances now involve a lot more mud. And some Wolf variants now come with glowy eyes!
Polished Cow, Pig, and Wolf animations in general, adding some new ones and making them flow together more smoothly.
Fixed grass pop-in issues in several zones.
Fixed a bug where channeling while jumping breaks your character.
Fixed a bug causing the Unarmed combat stance to sometimes show up when it shouldn't (for example, while playing a Bard song).
Failure to revive a pet no longer plays the kick animation.
Update Notes: April 6, 2023, part 2
In this bug-fixing update:
Items should no longer erroneously report stack sizes of 1.
Fixed alcohol becoming Legacy. (Any booze that went Legacy is un-Legacied.)
Fixed crafted Uncommon belts having three treasure effects -- belts are still only supposed to have 1. (Any existing 3-effect crafted belts have become Legacy.)
Remove text from cosmetic pet icons.
Cows now use a subtler animation for many non-cow abilities.
Added rank numbers to spontaneous fireballs.
Known Bugs: Some items are being shown as Legacy when they shouldn't:
We're investigating reports that shield wax can make a shield become Legacy -- but only until the wax wears off
Max-enchanted non-Legendaries are being reported as Legacy because they have more effects than they're supposed to. In the next update, we'll improve the Legacy Item Helper golem so that it can fix these items by increasing their rarity. (e.g. the fix for a max-enchanted purple is to turn it into a normal yellow.) Hold on to those items for now.
If you run into another situation where an item unexpectedly becomes Legacy, please report it in-game, and include the item in your bug report. (Including the item is very important!) We'll fix these issues before the 30 day Legacy timer winds down, so after reporting the bug, you can just continue using the item like normal.
This minor update fixes bugs and refines the new systems from last week's update. We'd also like to use these patch notes to give extra behind-the-scenes info for long time players about why the recent gameplay changes are happening, and where we're headed.
You can skip all the "Background Info" sections if you just want to read about the changes in this update!
XP Changes:
Background Info: Goals of the XP Changes
The recent XP changes had two different goals. The first goal is to prevent players from staying in the same hunting area for too long. Previously, since XP amounts was relatively flat across levels, players could stay in one spot (such as the goblin dungeon in Eltibule) for many, many levels because it was easy and effective. This left players weak because they were only finding level 30 equipment all that time. And farming the same dungeon for 30 levels is boring game design.
The other goal is to require players to actually use a skill to level it. Previously, experienced players would level one pair of combat skills to 80, and then they could level literally ALL other combat skills in a fraction of the time it was supposed to take. They just paired a new level 1 skill with one of their level 80 skills. They never needed to find gear for those lower levels, or visit lower-level dungeons at all. That's awful game design because it obsoletes almost all of the game's content.
Ideally, if a level 80 player switched to using two new level 1 combat skills, they'd effectively be a combat newbie -- aside from the cheaty powers on their sidebar. Thus they would need to return to Serbule or somewhere similar to level up a bit, then head to appropriate level 20 areas, then 30, then 40, etc. That's our eventual goal after more iterations. It doesn't really work yet because not everything scales yet. For instance, Max Armor doesn't scale yet, so your gear still gives you all the armor of a level 80 player even if your combat skills are level 1. Finding good solutions to all these scaling issues will take time.
Background Info: Leveling Speed
The intent with the last update was to keep the relative XP value of monsters the same, so that a level N player killing a level N monster would give the same relative advancement as it did before the update. However, there were many bugs (and "surprise game-system interactions") which made that not work. We've fixed those issues, but we've also abandoned that goal! After reviewing the old XP curve more carefully, it had problems that made leveling happen too fast.
Even though there have been a lot of fixes in this update, leveling should feel somewhat slower than before. Leveling needed to slow down so that players are more likely to find level-appropriate gear before they level up too far.
Now that we've fixed a bunch of bugs, we'd like more feedback on how the curve works! We'll keep refining things as needed.
In this update: Revised XP Dropoff Rate (When Killing Higher-Level Monsters)
In the last big update, we added a new rule that if you kill monsters higher than your level, you get reduced XP. In this update, we've refined the rates at which XP drops off.
In the last update, if you killed a monster 5 levels above you (or less), you got 100% of the XP. This was a big problem because monster XP rates now increase VERY dramatically: about 10% per monster level! An average level 50 monster is worth 1373 XP, while a level 55 monster is worth 2249 XP. By killing monsters exactly 5 levels above their level, players could advance at almost double speed.
On the other hand, after 10 levels, the old curve dropped off very quickly, such that you got essentially 0 XP for monsters more than 15 levels above you. This seemed a bit too punitive, at least given the current content landscape.
Now, the XP dropoff is 10% per level, which approximates the 10% monster XP increase per level. So no matter what level you are, you get about the same amount of XP for that higher-level monster, up to 25 levels above it. Here are some examples:
Suppose you are level 49 and are fighting a level 50 monster worth 1373 XP. Since the monster is 1 level higher than you, the penalty would be 10%, and you would receive 1236 XP. (This is approximately how much a level 49 monster would be worth.)
Suppose you're level 45 and are fighting that level 50 monster worth 1373 XP. Since the monster is 5 levels higher than you, the penalty would be 10%, then 10% of THAT value, then 10% of THAT value, then 10% of that value, then 10% of that value. The level 50 monster worth 1373 XP becomes 811 XP when killed by a level 45 player. (A typical level 45 monster would be worth 861 XP, so you can see the math isn't perfect, but it stays in the same ballpark.)
Now we'll go to the extreme end: suppose you're level 45 and you've managed to solo a level 70 monster worth 12,498 XP. Since you are 25 levels below the monster, we apply the 10% penalty 25 times, and the level 70 monster ends up being worth 897 XP when killed by a level 45 player. (The final cutoff is still 25 levels -- if the monster had been level 71 instead of level 70, you would receive 0 XP because it's more than 25 levels above you.)
This revision means that you can hunt in places up to 25 levels above you and get appropriate XP, without giving overmuch XP to players who can kill those higher-level monsters (such a by being in a group with higher-level players).
These XP curves and ideas are still in heavy development, so expect more changes as we refine our goals and implementation.
PS - remember that monster XP is split between your two active combat skills! Half of the XP goes into each skill, and the penalty is calculated per-skill. So if you kill a a level 50 monster worth 1000 XP, half of that 1000 is given to your first active combat skill (and possibly reduced as explained above, if that skill is higher than the monster's level). The other half is given to your other active combat skill (and is reduced if it's higher).
Background Info: Max-Enchanted Change
I (Citan, head dev) want to apologize to the long-time players who have max-enchanted legendaries. This is definitely a nerf, and it's intentional, because I can't balance the game when the power disparity is as large as it is at high levels. Mod potency is multiplicative, and those 9 extra mods really are a big deal in terms of overall power scaling. (Even when treasure mods aren't literally multiplicative they still have a pseudo-multiplicative effect on your character's potency -- for instance, by making characters much more versatile than they should be.)
We made this change now, months BEFORE launching new levels, because the expectation is that you will need new gear at higher level. We're not marking those items as Legacy yet because we don't need to do that yet -- you can keep using them for now and we'll mark them as Legacy before we raise the level cap. The change was made now to give you time to prepare for the change, and to stop crafters from making more gear that would ultimately get nerfed.
To answer questions that players have asked:
We'll provide a way to pick one mod to remove from you max-enchanted legendaries, making them non-Legacy so you can keep using them.
Mega-raffle gear that's max-enchanted legendary will be treated like other max-enchanted legendaries.
We're not going to "grandfather" existing level 80 max-enchanted legacies. In many cases, that one extra treasure mod on a level 80 item makes it better than a level 100 item with one fewer mod. That would mean players with these grandfathered items don't need to replace them until we launch level 100+ content! That is problematic for balancing in many ways.
Background Info: Crafting vs. Looting
The old max-enchanting system existed for too long, and we should have changed it long ago. I'm sorry about that. I don't apologize for most nerfs -- this is beta, and there will be lots more nerfs -- but I apologize for this being such a surprise. The old max-enchanting system made it seem like we wanted crafted gear to always be better than looted gear. But that is definitely not the case.
I want crafted gear to be the best choice for some builds, but looted gear should be the best choice for at least half of the game's builds. I want Project: Gorgon to have exciting loot! I want to find a legendary item in a high level dungeon and be super excited. I do not want to be in a high-level dungeon only to farm "mats" (materials) so that a crafter can craft my gear at some future date. I know some games do that, but It's not what I want for my game.
However, I do expect crafting to play a big role in max-level play. (And yes, farming mats to play a role as well.)
The existing armor-crafting recipes are mainly there to help you level and create something useful. (And in some cases, to create the best possible gear for certain builds.) At max level, these skills will also offer repeatable buff recipes -- e.g. armorsmiths can "reinforce" a piece of armor for a time, giving it a buff. Weapon crafters can "sharpen" the weapons, etc. This will give max-level players a repeating reason to visit crafters (or be one themselves). The potency of these buffs will be similar to a "generic" treasure mod, but it will wear off after enough use. The intent is for those buffs to last for quite a while, but eventually to need reapplying.
It doesn't really make sense to implement these buffs until we've implemented level 100+ content. But that's where we're headed.
Weather Witching Fixes
Weather Witching + Warden equipment is now a valid combination that can be found in loot and treasure. (Although note that only butterflies can use such equipment!)
The following Weather Witching treasure buffs were bugged such that they disappeared as soon as you used an ability:
"While Wind Ward is active, you gain +N% Melee Evasion"
"While Wind Ward is active, you gain +N% Burst Evasion"
The following Weather Witching treasure debuffs were similarly bugged, and disappeared as soon as the monster used an ability:
"Dampen deals Cold damage and debuffs the target so that it takes +N damage from future Cold attacks for 10 seconds"
"Dampen debuffs the target so that it takes +N damage from future Nature attacks for 10 seconds"
"Deluge deals +N damage on contact and increases the target's Poison Vulnerability +15% for 30 seconds (non-stacking)"
"Deluge deals an additional N nature damage over 7 seconds. For 7 seconds, target has a 15% chance to Miss with any Melee attack."
The following abilities can now be used underwater or in shallow water: Dampen, Deluge, Tsunami, and Hailstorm.
Hailstorm is now a Signature Debuff ability.
The effect "Summoned Tornadoes move much faster and their attacks deal +N% damage": tornado speed is buffed +6 instead of +9.
The effect "Summoned Tornado attacks deal +N damage and cause the target to take 15% more damage from Electricity for 10 seconds (non-stacking)": this debuff was stacking incorrectly. Is now non-stacking as intended.
The treasure mod "Shocking Grasp Damage +N. Every other use has a 25% chance to stun the target" will no longer generate extraneous error messages.
Corrected recipe text for level 80 Weather Witching research: there are four level 80 spells, not five.
UI and Graphics Fixes
Nameplates of entities that update (such as growing garden plants) will no longer get stuck on the screen.
When the thing you have selected updates, the button will update too when applicable (such as trees/bushes running out of fruit).
Nameplates no longer get in the way of dragging to move the camera.
Fixed selection problems with the following: Beer Barrels, some Chests, Writing Benches, Firefly Boxes, Zombie Hands, Urns, & Jack-o-Lantern turrets.
The Animal Town transfer chest, grapevines in Serbule Hills, and the New Prestonbule portcullis are selectable with the new UI.
Fixed mouse-cursor-changing logic so the mouse should no longer disappear.
The escape key no longer sends chat messages.
When the party leader changes, the new leader's party frame will jump to the top of the list.
New UI now respects the "Use Floaty Numbers" and "Auto-Move to Interactors" settings.
Modified the logic of looping animations. This should fix bugs where the character gets stuck in an infinite looping animation.
Added missing water bubble icon. This affected multiple items, including Kraken Potions and Water-Breathing Potions.
Grass Draw Distance setting is now properly clamped between 50 and 500.
Fixed visibility of some graphics dropdowns.
Ability tooltips now use proper number formatting for any "special" numbers, such as Cur Tempest Energy or the amount that Blast of Defiance Reaps.
Fixed the Damage Over Time calculation in ability tooltips, so it now matches the actual damage done.
Portrait combat numbers will no longer get stuck when zoning.
Effect stack text now scales with effect icon size.
Fixed bug causing text overflow for some ability tooltips.
Changed color of highlight around items that are usable in the current-selected recipe to orange.
Other Fixes
Fixed bug that broke storage switching if certain crafting recipes were open.
Fixed bug preventing "That'll Do" from activating properly, leaving the character in a weird, very slow condition.
Fixed bug that caused alcohol toxins to not wear off if you moved to a different area or logged out drunk.
Fixed more logic bugs that could cause a piece of equipment's instant effects to be re-applied at inappropriate times. (a/k/a "Sometimes when my instrument is equipped, my skill bar changes to Performance".)
Fixed a bug that was causing armor set buffs to wear off when zoning.
Illusive Guise and Insidious Illusion sidebar abilities don't need to be kept on the sidebar to maintain the buffs.
Fixed a bug that caused Fairy Magic abilities to bypass the 25-level skill disparity cap.
Fixed a bug that caused Crossbow and Endurance sidebar abilities to bypass the 25-level skill disparity cap. For now, the other sidebar abilities (such as Stake the Heart and Spade Assault) are usable regardless of combat level disparity. We'll revisit this after a while to see if it's a good idea.
Comfortable Bed in Serbule and Rustic Bedroll in Serbule Hills are now slept in properly. In addition, the Rustic Bedroll no longer shoots the camera through the ground.
Adjusted the colliders on humanoids. This might help prevent Velkort from getting stuck on his flame buddy.
Foxes won't get stuck in certain areas as easily anymore.
Sir Arif now lets animals turn in delivery quests to him.
Endurance previously used a placeholder XP table. It now uses an XP table tailored to modern monster damage output. This makes it dramatically easier to level Endurance compared to a few patches ago.
Repeatable kill-quests that reward Combat XP now scale the same way monsters do. In other words, completing a level 80 kill quest now scales down the XP reward if you're lower than level 80, the same way higher-level monster XP is scaled
Fixed some monster-pets (monsters spawned by other monsters) that were worth XP.
Fixed gift-giving window & related windows not working.
Spiders can use non-spider abilities again.
Fixed the "sometimes while my horn is equipped my skill bar changes to stringed instruments" bug.
Player Work Orders will no longer immediately expire.
Creature levels now display at anatomy level 5 instead of 50. (This is a temporary hack -- we have other ideas on how to display level disparity in the future)
Certain First-Aid abilities are now exceptions to the new rule that you must keep the ability on your bar to maintain a buff. Affected abilities are: "Soberize", "Emergency Alcohol Treatment", and "Field Prophylactic".
Fixed bug preventing humanoids from playing music.
Saving settings will no longer cause nameplates to get stuck on the screen.
Fixed bug causing nameplates to multiply infinitely.
"Use New Selection UI" setting should be properly respected when restarting the game.
Cursors on linux should no longer be gigantic.
There is a new setting for disabling cursor changes when hovering over things: Settings > GUI > Mouse Selection > Change Cursor on Hover
Fixed bug where Animal Handling pets couldn't follow your commands because they had -1 Power
added Shock Dust to level 20 powders loot table (it is also in the level 30 and 40 powder tables)
reset version of Drunkenness effects (which may help users suffering from infinite drunkenness)
Thanks for your reports! We're still investigating some issues with the XP curve (seems slower than intended), as well as working to repro a few minor bugs. But if you're experiencing a new BIG bug and it wasn't fixed here, please let us know ASAP!
As winter winds its way towards spring, we have another exciting update full of bug fixes, improvements, and big changes. The experimental selection UI is finally becoming a real boy, XP curves are getting lots of work done, and there's a brand new combat skill to learn.
Preface: Bugs!
We already know about several bugs and are working on a fix for them:
the Give Gift menu option doesn't work for most NPCs. We will fix this within 24 hours.
nameplates in the new UI get "stuck" when you switch on/off the new UI system. We will fix this within 24 hours -- in the short term you can fix it by restarting the game.
new beds in Serbule Hills look weird when you sleep in them. We will fix this in a future update.
Combat XP Changes
We've made lots of improvements to how combat XP is earned. We'll discuss the changes and the reasons for them next.
XP Curve Rework
We've adjusted the combat XP level-curve so that you need a LOT more XP to level up each level, and monsters are worth dramatically more XP with each level, too. The goal here is to encourage players to fight monsters closer to their level. The number of same-level monsters you need to kill hasn't changed (much). In other words, when you're level 80, killing a hundred level 80 monsters will advance the XP bar just as much (or more likely, more) towards level 81 as before.
So what's changed? Previously, instead of killing those 100 level 80 monsters, you could kill 250 level 40 monsters to get the same amount of XP. Players often found this to be much easier and faster than fighting monsters of your same level, so players tended to stay in the same low-level hunting areas for way too long. This causes lots of problems: your gear doesn't keep up with your level, for one thing. And it's super boring to grind the same dungeon for 40 levels, too!
NOTE: Your existing skill levels are unchanged. This affects earning XP going forward and is not retroactive.
Monster XP Values Rework
We've also done lots of work to make monster XP awards more logical and fair. The XP amounts for monsters were pretty arbitrary before, mostly focusing on the amount of Health the monster has. This caused "glass cannon" monsters, which are some of the deadliest, to be worth pitiful amounts of XP, while damage-sponge monsters were worth 200% to 300% more. All monster XP values have been revised to take health, armor, damage, and special features (such as evasion) into account.
XP Scaling Changes
Now that monster XP scales non-linearly, we also need a cutoff for earning XP above your level. Why? Consider the case of a high-level player grouping with a newbie: high level monsters are now worth so much XP that the newbie would insta-level by 10+ levels per monster defeated! We don't think it's bad for high level players to "carry" newbies, but there need to be reasonable limits.
Now, if the monster you defeat is more than 5 levels higher than one (or both) of your active combat skills, the amount of XP you earn in that skill is reduced. If the monster is 25+ levels above your skill level, you earn 0 XP in that skill.
Treasure-Effect Scaling Changes
We've also re-enabled a feature we implemented last year. (It was buggy so we had to turn it off.) If your two active combat skills are more than 25 levels apart, your equipment's random treasure effects will now downscale automatically. For instance, if your active skills are level 50 and level 1, that's more than 25 levels apart. Your "effective gear level" is your lower skill plus 25, so in this case any treasure effects that have level requirements above 26 will be reduced to lower-level versions where available.
This does not yet affect "white-label" effects, that is, the innate features of your gear. So in the previous example, your treasure effects would downscale to level 26, but you would still have all the Max Armor of a level 50 player. This makes you functionally invincible against level 26 creatures, of course, so it's something we'll be slowly working on over additional updates.
Feedback Needed
With this many changes, we expect there to be problems. Bugs with some XP tables, perhaps, or special scenarios we haven't thought of. Please let us know what you run into and we'll get things fixed up. In the short term if you are unsure of whether an XP-curve issue is a bug or a feature, you can communicate with the devs via the discord channel. (Normally we ask that you submit bugs via the in-game bug-report button... and we STILL want you to do that! But if you aren't sure if something is a bug, feel free to ask.)
We also realize that this change will push players to find new hunting grounds, and some level ranges may not have adequate dungeons available. That's a good thing! We need to know where those problem areas are so we can fix them.
Weather Witching
With all these combat-XP changes, it seemed like a good time for a new combat skill. Weather Witching was planned long ago, then was scrapped, but now it's back! This is a chaotic magical skill that requires a bit of finesse to use optimally. But most importantly, it's a lot of fun. To get started, find a pair of elves in Serbule Hills -- they're camping in an old hunting lodge.
For animal players, first the bad news: Weather Witching is unavailable to most animals. But the good news: several animals saw improvements this update, including Spirit Fox and Werewolf. (See below.) Butterflies are the special case: they can use weather witching via a magical item that can be purchased from Yavazek in Animal Town.
New Buff/Debuff Requirement: Keep It On Your Bar
If a buff or debuff effect is applied due to an ability, that effect will now be dispelled if you take that ability off your ability bar. The goal is to prevent players from gaining the benefits of too many abilities at the same time (by switching load-outs between fights). This restriction does not apply when you are on a mount.
Max-Enchanted Recipe Change
The meaning of "Max Enchanted" recipes has changed. Previously, these recipes increased the number of powers on the item by 1. Now, they increase the Rarity of the item by one tier. Since each rarity level increases the number of powers by 1, this is effectively the same thing, except for when the item is naturally a Legendary item.
Since a Legendary item can't have its rarity increased, we give an alternative reward: the crafter creates two Legendary items instead of one. (We're working on something more exciting for the future, possibly giving the max-enchanted Legendary an additional 20 crafting points, or something like that.)
Existing Max-Enchanted Legendary items, meaning items that have 1 power more than is now possible to obtain, will eventually be obsoleted -- you can think of them as Legacy items. However, we haven't yet marked them as Legacy items because that would start a 30-day countdown before the items break, and that's sooner than we need them gone. Before we mark them as "officially Legacy", we'll add a way to let players "demote" these overpowered items (by removing a power) so that they can still use them.
(We will also auto-upgrade existing max-enchanted non-Legendary items so that the have a higher rarity in the future, normalizing things so that 1 rarity tier = 1 ability mod.)
Channeled Ability Changes
In the past, the Priest skill's channeled abilities had a weird unintended side-effect: you could cast another ability while you were channeling the first ability, so long as the other ability was fast and didn't require movement. This was unintentional, and that "feature" was mostly lost when animations changed.
However, it does seem like a fun idea and we want to try it officially! Since Weather Witching also has some channeled abilities, this seemed like the right time to try this mechanic out.
So now if you use a channeled ability, and you time it right, you can perform another ability while the channeling is happening. The second ability can't require movement, and not all abilities can work this way, but most can.
This is an experiment where we're looking for fun gameplay, not balance per se. It's likely that this change makes Priest overpowered, and also makes some Priest treasure-effects pretty useless. We can revise that kind of stuff if the idea seems worth keeping.
Spirit Fox Changes
Power Glyph: this is now correctly marked as a Survival Utility ability (bug fix).
New treasure effect: (Chest) "Galvanize Reuse Timer -10.5 secs"
New treasure effect: (Necklace, Legs) "Galvanize boosts targeted pets' non-Rage attacks +X for 45 seconds"
New ability: Infectious Instincts: usable only on an allied pet, this boost's the damage of the pet's next attack. Learnable from a Completely Normal Fox deep beneath Kur.
New treasure effect: (Head, Ring) Infectious Instincts boosts target pet's next attack +160
New treasure effect: (Chest, OffHand) Infectious Instincts boosts target pet's non-Rage Attack damage +58 for 12 seconds
New treasure effect: (Hands, Feet) Infectious Instincts grants target pet +43 Mitigation vs. elemental (fire, cold, and electricity) damage for 20 seconds
New treasure effect: (Legs, Necklace) Infectious Instincts grants target pet +29 Mitigation vs. physical (slashing, crushing, and piercing) damage for 20 seconds
New treasure effect: (Necklace): "Galvanize grants pets Health (or Armor if Health is full) equal to the amount of Power generated +105"
After one too many complaints from stablemasters, we've decided that Spirit Foxes are no longer allowed to ride horses. Instead, they should seek out Mittens in Kur to learn how to fast-travel directly as a spirit fox. (Requires Spirit Fox 25, Friends, 1000g)
Skills & Abilities
Getting stunned should no longer interrupt an attack that's usable while stunned.
Fire Magic: There are only two "Flare Fireball" abilities, but they were numbered "Flare Fireball 2" and "Flare Fireball 4". Renumbered to 1 and 2, respectively.
Fire Magic: The ability "Flare Fireball 4" (now renamed to "Flare Fireball 2") was a level 50 ability learned at level 55. Ability is now level 55 (with slightly higher base damage).
Ice Magic: Cold Spheres now have a small amount of Armor.
Lycanthropy: New treasure effect (Necklace): "If you are reduced to 0 health while Shadow Feint is active, it automatically triggers and cancels the damage. In addition, Shadow Feint boosts your accuracy +N until triggered."
Lycanthropy: New Altar of Norala options: "+1 Non-Combat Sprint Speed" (costs 3). Purchasing this unlocks the second tier version "+1 Non-Combat Sprint Speed & +1 Movement Speed" (costs 3).
Lycanthropy Pro Tip: Stat boosts from the Altar of Norala work in any form, not just in wolf form
Removed ability-usage delay for butterflies.
Added contextual hotkey for Analyze Genes.
Everything Else
Selection UI
After months of gathering feedback and making changes, we have officially promoted the new selection UI - it's no longer experimental! The setting to use the new UI is enabled by default, but you can change this in the Settings panel, under GUI > Mouse Selection > Use New Selection UI. (In a future patch, after we're certain we have any major bugs dealt with, this setting (and the old UI) will be removed completely.)
Target of Target
Another exciting change in this update: You can now see your target's target!
At Anatomy level 25 (for each sub-anatomy, E.G. "Fae Anatomy"), you'll be able to see your target's current target, as well as their current health, armor, and if they are enraged. Clicking on the target will select it.
The existing Target UI has been adjusted a bit to fit the new target-of-target UI. Most notably, Real-Time Effects and the Combat Info button have been moved.
Seeing Real-Time Effects on a target has been moved from sub-Anatomy level 25 to 35.
Chat Commands
We have slightly revamped how custom chatroom chatting works:
'/c <message>' no longer exists.
'/c <room>' sets your current chatroom to <room>.
'/c <room> <message>' sets current chatroom to <room> and sends <message> to it.
'/cc <room> <message>' sends <message> to <room> without setting it to the current chatroom.
'global', 'nearby', and 'guild' can now all be used with the /c commands.
We've also added a help button to the chat window - a little question mark in the upper right - which shows the same info as typing /help.
Other UI Stuff
The strength of the highlight when hovering over an entity can now be controlled via GUI > Mouse Selection > Overlays > Hover Highlight Strength.
New selection UI now shows distance to current target when you hold in alt.
New selection UI now handles the "Hold to Bypass Clicking Players & Pets" key.
New Selection UI now respects all of the "Overhead Info" settings.
Improved the new click-selection algorithm, so entities should be easier to click on.
Updated selection hitboxes & facecam avatars for a long, long list of creatures.
Fixed a bug that caused the cursor graphic to get stuck if a nameplate disappears while you're hovering over it.
Added "Show/Hide Hotbar Globes" to hotbar & player stats right-click menus.
Added "Show/Hide Metabolism Bar" to player stats right-click menu.
Organized Graphics settings and changed several sliders to dropdowns.
Right-clicking on the active-skill hotbar is now easier; if you click the space between ability icons it will still show the full context menu.
Ability Tooltips now show multiple "Other" effects in a more concise format.
Fixed bugs that prevented some Privacy Field mods from showing up in the Ability Tooltip.
When you use an ability on a party member, that ability's icon will once again appear on their party frame to indicate that it went through.
Party frames can now be resized and re-padded, under "Settings/GUI/Features/Party Frames", "Party Frame Scale" and "Party Frame Spacing".
Fixed bug that prevented right-clicking on a party member who is not in the same area as you.
Added outlines to party names.
Added max-use info to recipe window.
Right-clicking a craftable item in a quest objective now shows the "Jump to Recipe" option for Enchanted recipes.
Moved the settings "Scale Names with Distance" and "Overhead Name Fade Distance" under a new section, "Old Selection UI", which is only visible when using the old selection UI.
Added button to GUI Settings that resets all window positions & sizes to their default, in case a window goes off-screen or any other GUI weirdness happens.
Graphics & Such
Fixed several instances of armor being invisible on one side (such as being able to "see through" the inside of a helmet, or spring fairy leggings).
Fixed some helmets that would allow the wearer's scalp to poke through.
Fixed bug that caused some particles to appear on invisible creatures.
Personal Rainstorm effect is now easier on the eyes.
Added mount trails to Cow & Pig.
Fixed bug with fae feet when chopping wood.
Added turning-while-standing-still animation to humanoids (out of combat only).
Added smoke VFX to hags.
Revamped Fire Rat visual; they now glow and have a flame at the end of their tail.
New visuals for Fire Sheep.
Fixed Biting Vines death animation.
Fixed graphical glitch with Drakeworms.
Faces of Death now stop animating when they die.
NPC hares should no longer sink into the ground.
Wolves no longer float above the ground.
Fixed bug causing dead players to stand back up.
Other
Bottled items in stacks now have a right-click option to "Empty All Bottles" (if their stack size is greater than 1).
When crafting, fillable ingredients are now highlighted in your inventory.
Fixed a bug that prevented work order cancels from returning councils.
Fixed a bug preventing level 0-10 Industry and Foraging textbooks from being read when you don't have those skills yet.
Gifts of equipment to NPCs are now worth notably less Favor.
You can now deploy ice fishing gear properly on the lake near the Necromancer's Tower in Kur Mountains.
Ice fishing lakes in Kur Mountains once again give a variety of fish, including some species that weren't available there before.
Campfires in Kur are a little safer now to cut down on campfire murders. (Does not include the orc camp fires.)
Northern, Pure, & Augmented Bounceweed now affect foxes.
Lowered council value of fairy starter gear.
Removed coin purses from Fae Newbie Chest and moved them to a reward for completing the Fae starter arc.
Fire Sheep are more deadly when they explode.
Fixed bug that prevented players from seeing a notification message when an item gets used up in combat.
The JSON file npcs.json has a bit of new information in it: item preferences now have a "Desire" field which will be "Love", "Like", "Neutral", "Dislike", or "Hate". This information corresponds to what is displayed in-game when you learn an NPC's likes and dislikes. (You could kinda-sorta figure this out before from the "Pref" value, but that's becoming less and less accurate -- in fact, the "Pref" field will eventually be removed from npcs.json when the client stops referencing it. If you're using that field, please switch to using the "Desire" field where possible.)
A number of JSON files have had changes to their format: sources_items.json, sources_recipes.json, sources_abilities.json. They now include additional information, some of which is not yet used by the client (but will be in the future)
The JSON file sources_items.json is now documented in the CDN's help page. (The file format is now reasonably stable. Yay!)
The Ri-Shin Celebration is over for another year, and the residents of Alharth have put away their red fur-trimmed hats. But don't worry - we have a lot of exciting additions in store this year!
This particular update, however, we had to start 2023 off slow: we've done a bunch of internal database code updates. It's very unsexy server work, but it's very important! It's possible there are new bugs related to database features -- things like storage vaults, player shops, player mail, etc. If you find a bug, PLEASE report it in-game via the '!' button at the top of your right-hand toolbar. (Reporting this way also includes your exact location in case that's relevant to the bug you found.)
But even while we were focused on that boring stuff, we managed to get some nice fixes and tweaks into this update!
New Party Frames
One quality of life improvement in this update is new party frames! (That's the UI that lets you monitor and select your party members when you are in a group.) We've revamped party frames to be more compact and easier to read, and the right-click menu for party frames is now more organized and has several new options including "Leave Party". All party-frame settings can also be found grouped together under Settings->GUI->Features->Party Frames. The non-compact (default) version of party frames now also has working face cam.
But the big change: You can now hover-cast on a party member. If you hover over their party frame and use an ability, it will cast on the targeted player (assuming they are a valid target for the ability). This is a setting which is off by default, but can be enabled in the new party frame right-click menu under "Settings".
Experimental Selection UI
We continue to build out and improve the Experimental Selection UI. Changes in this update:
Entities can now be targeted & interacted with via their nameplates. This is a setting that defaults to Enabled, located in GUI->Experimental Selection UI->Nameplate Configuration->Select Via Nameplate.
Humanoid nameplates now follow the creature's movements more readily.
Humanoid selection colliders are now shaped to the humanoid rather than being a big box that surrounds them.
Humanoid Skeleton (Archer, Mage, etc.) improvements: they are now easier to select in the experimental UI, their shoulders jut out a bit more, and their neck bones attach to their spine.
Mouse selection is now more lenient.
Crafted chairs can now be selected.
Other UI Changes
Combat Info polish: The window is now available for all combatant targets (NPCs and players) all the time, and more clearly indicates what the next info unlock is.
Anatomy skills now list more specifics instead of "More Combat Info Shown". For example, "See Abilities in Combat Info".
Increased hitbox of nameplates.
The Keys Settings menu is now grouped into categories.
The "Quest UI sounds" setting now saves properly.
Changed confirmation popup animation.
Graphics & Animations
Improved VFX for Phoenix Strike.
Slightly sped up Many Cuts animation.
Added some new animations for Sword attacks, Shield attacks, and Multishot.
Added unique animations to humanoids when being knocked back or forward.
Added knockdown animation to humanoids.
Humanoid hands are now placed more realistically when sitting.
Equipped weapons should be visible in hands more reliably now.
Fixed meditation hover-hands (hands will be in the meditator's lap now).
Camera zoom level now persists between play sessions.
Other Tweaks & Fixes
Playable animal colliders are now the same size as humanoids, so they can fit in all the same areas. This should let them escape pit traps in the Gauntlet.
Jumping is now more responsive. For regular jumping, you can now turn mid-air (but your momentum continues in the direction you jumped in). For steerable jumping, you can now control it via the movement keys.
Flying while jumping will no longer shoot you into the air.
Energy Bow Blitz Shot should now receive all the same mod bonuses as regular Blitz Shot.
Fixed icon for Blitz Shot (was using the Aimed Shot icon).
Red Wing Casino: Added an attendant mantis in the high-stakes table room. She announces the winners of each arena battle as a convenience to the high-rollers. (The announcer Kuzavek's voice doesn't travel that far.)
Fixed a bug that prevented some monsters from using their special abilities (such as healing or buffing themselves)
Fixed a bug with player shops when using the for-guild-members feature
Dramatically reduced the chance of spontaneous Olugax sightings