1. Project: Gorgon
  2. News

Project: Gorgon News

Update Notes: March 27, 2025

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

Update Notes: March 26, 2025

In this update we revise several combat skills and make improvements in many areas.

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

Unity Engine Upgrade

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

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

Lost Scapegoats Event Fixes

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

UI Changes
  • Adjust UI defaults to look better on a 1920x1080 screen. Namely:

    • GUI Scale defaults to 1.5, and has a new maximum value of 3
    • Several window default sizes have been increased: Quest Log, Recipes, Item Info, Chat
    • Note: These changes will only affect new installations!
  • The setting "Chat Text Size" now affects the chat input font size
  • There's a new default chat tab called "Chat" with the following channels: Nearby, Global, Tell, Status, Error, Emotes, Trade, Help. This tab is selected by default for new players
  • New setting "Windows Text Size" affects the font size of the Quest Log, Recipes, & Item Info windows. More windows may be added in the future
  • New setting "Popups Text Size" affects the font size of the Summon Item, Split Stack, & Informational Popups
  • You can now ctrl-click on an item to view More Info about it
  • Slightly adjust text of the Word of Power popup
  • Slight changes to some of the windows, to make them look better and be easier to read
  • New setting, "Use Reflections", turns reflections on or off. Find it in Settings > Graphics > Advanced > Lighting & Shadows
Weather Witching Changes

[h2]Ability Changes[/h2]
  • Summon Doomstorm: chance to consume necromancy dust reduced from 33% to 10%
  • Tsunami: Base Damage significantly increased (e.g. Tsunami 6 from 741 to 1007). Some treasure effects adjusted as a result of this formula change
  • Deluge: Base Damage significantly increased (e.g. Deluge 9 from 578 to 882). Some treasure effects adjusted as a result of this formula change
  • Summon Tornado: works in water
  • At level 50, weather witches gain a lore recipe to determine the current weather in all outdoor areas

[h2]Treasure Changes[/h2]
  • "Tsunami Damage +116, Targets also take +20% damage from sentient weather phenomena for 30 seconds" => ... take +30% damage
  • "Tsunami deals +469 Nature damage over 7 seconds" => +560
  • "Tsunami Damage +179, Every other casting resets the timer on Summon Tornado (so it can be used again immediately)" => "Tsunami Damage +252, ..."
  • "Deluge deals +102 damage on contact and increases the target's Poison Vulnerability and Electricity Vulnerability +15% for 30 seconds (non-stacking)" => +18%
  • "Dampen deals Cold damage and debuffs the target so that it takes +90 damage from future Cold attacks for 10 seconds" => ...takes +12.5% damage from future Cold attacks
  • "Dampen debuffs the target so that it takes +90 damage from future Nature attacks for 10 seconds" => ...takes +12.5% damage from future Nature attacks
  • (Head, Chest) "Shocking Grasp Damage +114. Every other use has a 25% chance to stun the target" => "Shocking Grasp Damage +95. Shocking Grasp has a 100% chance to stun the target"
  • this treasure effect is now only available on Head-slot equipment. Chest-slot items that have this effect have become Legacy Items. You can use Transmutation to remove this treasure effect and make the item "un-Legacy", or speak with the Legacy Item Helper golem in Serbule to get a randomized replacement item
  • new: (Head): "When you use Summon Tornado 3 or higher, you summon a second tornado that is 2 ability-tiers weaker. In addition all summoned Tornadoes deal +15% Damage"
  • new: (Main-Hand, Ring): "Using Dampen, Lightning Bolt, Shocking Grasp, or Hailstorm while simultaneously channeling a different Weather Witching ability boosts your next attack (which is typically the channeled ability, unless it's not an attack) damage +34%"
  • new: (Chest) "Shocking Grasp Reuse Time -5.5 seconds"
Vampirism Changes
  • Dominate ability: no longer has a casting time
  • Sidebar ability "Giant Bat Form" no longer requires you to have the Vampirism skill active to cast it
  • Fixed bug that prevented rakshasa enemies from dropping blood
  • Treasure changes:
  • (Feet) "Enthrall Range +15 and Damage +138" => "Enthrall and Dominate Range +25"
  • (Feet, Necklace) "Dominate Reuse Time -10" => "Dominate Duration +10 and Reuse Time -10"
  • new: (Off Hand) "If you abort Dominate before it naturally expires, or if you use it on an Elite target, the target is stunned for 6 secs and it suffers +25% damage from all Indirect Damage sources for 30 seconds"
  • new: (Chest, Hands) "Dominate boosts its victim's Direct Damage +79% and Taunt +1000% while charmed"
  • new: (Ring) "Dominate boosts its victim's non-Rage attack damage +162% while charmed"
Animal Handling Changes

Animal Handling saw changes both to the skill itself, and to the various pets you can tame.

[h2]Ability Changes[/h2]
  • Ability Clever Trick is now marked as a Survival Utility ability, which allows some buffs to apply to it
  • Changed the level that you get "Sic 'Em" from 9 to 3. Changed the level that you get "Feed Pet" from 3 to 4. Since newly-trained Animal Handlers are automatically raised to level 3, this means Animal Handlers will always have an offensive combat ability they can put on their bar. (You need to use an Animal Handling ability at least once per minute to earn Animal Handling XP, but previously newbies only had "Feed Pet" available at level 3, and it wasn't intuitive that they needed to feed their pet before battle to earn XP.)
  • Ability "That'll Do" no longer has a casting time. Reset time is 15s instead of 30s
  • Added a new ability "Mark Target". This ability will eventually be trained by an NPC in Statehelm, but in the short term it can be learned from Crelpin in the Fae Realm.

[h2]Treasure Changes[/h2]
  • (Chest) "Direct Cold Damage +20% when Animal Handling skill active" => "Direct Cold Damage and Direct Darkness Damage +20% when Animal Handling skill active"
  • (Head) "Direct Electricity Damage +20% when Animal Handling skill active" => "Direct Electricity Damage and Fire Damage +20% when Animal Handling skill active"
  • (Hands) "Direct Piercing Damage +20% when Animal Handling skill active" => "Direct Piercing Damage and Direct Slashing Damage +20% when Animal Handling skill active"
  • (Head, Main Hand) "Animal Handling pets' Sic 'Em abilities taunt +1500" => +2000
  • (Legs, Main Hand) "Animal Handling pets deal +20% damage when they critically hit" => +50%
  • (Legs, Necklace) "Animal Handling pets taunt as if they did +200% additional damage" => +400%
  • (Chest, Ring) "Animal Handling pets taunt their opponents 40% less" => 57% less
  • (Necklace, Ring) "Animal Handling pets' damage-over-time effects (if any) deal +162% damage per tick" => +200%
  • (Legs, OffHand) "Animal Handling pets recover +21 Armor every five seconds (whether in combat or not)" => "Animal Handling pets have +11% Max Armor, and every second they recover Armor equal to 2% of their Max Armor"
  • (Hands, MainHand) "Animal Handling pets' Clever Trick abilities deal +24% damage" => +27%
  • (OffHand, Ring) "Animal Handling pets' basic attacks deal +15% damage" => +26%
  • (Main Hand, Necklace, Legs) "For 19 seconds after using Clever Trick, pets' basic attacks have a 15% chance to deal double damage" => 30% chance. Also fixed bug that caused high tiers of this effect to only last as long as the lower tiers.
  • (Legs, MainHand) "Animal Handling pets' healing abilities, if any, restore +53% health" => +73%
  • new: (Chest, Ring) "Mark Weakness Damage +193"
  • new: (Main Hand, Feet) "Mark Weakness Damage +75%"
  • new: (Hands) "When Mark Weakness is used on a target that has less than 33% of their max Rage, it triggers again, targeting an enemy within 8 meters of the first (using Mark Weakness 9)"
  • new (Off-Hand) "Mark Weakness further increases target's Pet Vulnerability +16%. Reuse time -4 seconds."
  • new (Necklace, Legs) "Mark Weakness causes your next attack to deal +182 damage if it is a Psychic attack"
  • new (Head) "Psychic Damage +18% while Animal Handling skill active; Crushing Damage +18% while Animal Handling skill active"

[h2]Dev Commentary[/h2]
Notes on a weird treasure effect: "For X seconds after using Clever Trick, pets' basic attacks have a X% chance to deal double damage":
  • Note that some pets have better inherent Basic Attack damage than others. Pets that aren't damage-focused, including most Bears and some Rats, have better Basic Attacks than damage-centric pets such as Cats. (This is because the cats' damage bonuses are applied elsewhere, usually to their Sic 'Em and/or Clever Trick attacks.) So Basic Attack-boosting treasure is a way to improve the damage of less damage-focused pets.
  • If you equip multiple copies of this effect, the percentage-chances aren't added together; instead each is rolled separately. If you have two copies equipped and they both trigger on the same attack, the pet would deal 400% more damage than normal.
  • If you use these treasure effects, it's recommended that you also use the effects that boost pets' Basic Attack Damage!
  • Also consider the treasure effects that boost pets' Critical Hit Damage. Most pets have about a 10% Critical Hit Chance with all their attacks. (Chance is based on the pet's Enthusiasm.) When their Basic Attacks crit, the crit damage is also doubled, which can stack with this effect.
  • Typical builds that use this effect only use one or two copies of it (because other treasure effects are more important). Three copies are available to provide build flexibility

[h2]Animal Handling Pet Ability Changes[/h2]
Animal Handling pets have three abilities: a basic attack, a Sic 'Em attack, and a Clever Trick. (You can examine your pet to see what abilities it uses.) We've revised most of the Sic 'Em and Clever Trick abilities as follows:
  • Bear Taunt: is now an 8m Burst attack. High-level versions of Bear Taunt have a percentage-based taunt bonus instead of a flat bonus
  • Bear Stun: is now an 8m Burst attack
  • Bear Ultra: is now an 8m Burst attack. Base damage is higher
  • Bear Warmth: self-taunt buff is now percentage-based instead of a small flat amount
  • Bear Self-Heal: restores same amount of health, plus restores even more armor
  • Bee Inject: increased damage over time (by more than double at higher-level tiers)
  • Bee Poison Vuln: lasts 30 seconds instead of 15; range increased to 40m
  • Wasp Blast: damage increased; ranged increased to 40m
  • Wasp Ranged Slow: damage significantly increased; range increased to 40m
  • Wasp Ranged Debuff: damage increased; range increased to 40m
  • Wasp Burst Pierce: damage increased
  • Big Cat Kill: now an 8m Burst slashing attack
  • Big Cat Ultra-Kill: deals more damage; deals its full damage directly to both Health and Armor (doubling effective damage and bypassing armor mitigation)
  • Big Cat Root: now a Burst 8m effect
  • Raking Claw (Slashing Debuff): now a Burst 8m effect; debuff lasts longer
  • Big Cat Heal: retains its instant heal and also has a heal-over-time effect that restores twice as much (total) health over 10 seconds
  • Grimalkin Puncture: bleed damage dramatically increased
  • Grimalkin Flee: added massive built in taunt plus an increased temp-taunt to more reliably pull target away
  • Rat De-Rage: base damage is higher
  • Rat Heal: now is a 20m burst heal that targets the pet, owner, and any other allies
  • Rat Poison Vuln: now a 8m burst attack
  • Rat Burn: fire DoT damage dramatically increased

[h2]Other Pet Changes[/h2]
Almost all Animal Handling pets had some changes to (hopefully) improve their utility in their intended role. The biggest changes are to their abilities as listed above. Pets also may have received Max Armor, Max Health, or damage changes. Those changes are too numerous and minor to be listed here (sorry), but below are changes that are more dramatic than just stat-changes:
  • Bees with melee poison attacks now deal Poison damage-over-time with every basic attack (with shorter and weaker effect than their special move, but scaling at all levels)
  • Chopjaw's regeneration has been reduced. Previously it regenerated 361 health per second at level 100. This was a bug; it was using monster-regen instead of pet-regen. Chopjaw now recovers 15% of its Max Health every second, which by default is 89 health/sec at level 100. This value can be buffed by using equipment or abilities that boost the pet's Max Health.
  • Freeze Wasps' basic attack is now ranged
  • Shooty wasps now have all ranged attacks (some had melee-range basic attacks)
  • Grottofang has nature resistance instead of cold resistance
Everything Else
  • revised pet AI logic for "Aggressive" and "Aggressive Seeker" pets so that they attack a nearby enemy immediately upon existing, even if their owner is not in combat. Previously they could not detect foes that weren't actively in combat with themselves or their owner.
  • To help players adjust to the skill changes in this update, the following skills will have discounted Transmutation costs through April: Weather Witching, Animal Handling
  • The Serbule Community Chest is now known as the Serbule Dynamic Safebox. The name has changed, but everything else is the same.
  • Elven Lily, Red Rose, & Cedar Wood are now a bit more abundant, and each now spawns somewhere in the world
  • Game now specifies that Denton Razor likes "Elvish" jewelry
  • Upgrade fat dropped by Vidarian Hogs
  • The footpath in Vidaria no longer counts as being in water
  • Vidaria Orc Invasion event now shows up on the map
  • Add a note to a strange panel in Vidaria to denote that it doesn't do anything yet
  • more locations are accessible via teleportation coordinates
  • Elite and Boss monsters have increased Critical-Hit Chance (from a flat 5% chance to up to 8% for some epic bosses)
  • fix bug that allowed Battle Chemistry mutations to stay on pets even when the caster stopped using the Battle Chemistry skill
  • fix bugs that caused you to lose/gain Body Heat, Flight Power, Breath, Radiation, Cleanliness, Peaceableness, and Hydration while the client was still loading a new area
  • Fix Eltibule and Vidaria trees not providing shade for vampires
  • Fix for Corey the Croaker not actually providing a hangout
  • Fix Makara's dialogue not progressing
  • you can now train Corpse Talking if you have either Necromancy 20 or Shamanic Infusion 20
  • monsters who hunt by scent no longer track dead players
  • fixed certain abilities such as Castigate that could not be used in water unless you were standing on the bottom of the lake or pool

Update Notes: February 26, 2025

This is a bug-fix update.

Hellfire adjustments:
  • You are now engulfed in purple flames when you are standing in an area that is applying Hellfire to you
  • Demons that apply Hellfire now say so under their name when targeted
  • Being dead in a zone of Hellfire no longer continues to apply Hellfire stacks to you
  • Ferris Blueheart now offers a daily hangout to remove some Hellfire. What a nice guy!
  • Hellfire stacks now show in your buff bar even when you are hiding Permanent Buffs
Vidaria adjustments:
  • Fix bug causing you to respawn at a random location in Vidaria, instead of the nearest respawn point
  • Kormathrux the Helix Devourer (the horse thief boss) no longer curses you
  • Astonishing Skulls can now be found on the undead in Vidaria
  • adjustments to dynamic activities in Vidaria - monsters' detection, shout, and chase radius is a bit smaller
  • Slightly increase spawn rate of engineers in the back half of the Vidaria Orc Camp
  • Fix bugs in the Crazed Animal and Gargoyle events in Vidaria
  • Vidaria events now show up on the map when they are active (make sure you have Events selected in your filters!)
  • Orcish Mining Pick recipes now work like other crafted gear recipes, and Engineer Crall has many more recipes to teach as a result
  • Optimize Vidaria crater smoke particles
  • Fix wrong favor-increase text for Korbok
Vampirism adjustments:
  • fixed display bug in Blood Mist tooltip; it showed that it dealt damage without any treasure effects. (Ability does no damage without treasure effects)
  • Treasure effect "While in Blood Mist form, you erupt in a fountain of vile blood every 2 seconds, damaging all enemies within 5 meters" was broken, is now fixed
  • Treasure effect "Bite attacks deal +24% damage and hasten the current reuse timer of Blood Mist by 3 seconds" => by 2 seconds
  • Vampire 81-90 can now be unlocked
  • Enable vampire rune in Vidaria farmhouse
  • Vampire Runes can now be interacted with in the Old Targeting UI
Other:
  • New currencies (Vidaria Renown, Blood Oaths) now show up on vendor screens, displaying how much of that currency you currently have
  • Fix bugs in the Golf window GUI
  • Potential fix for Combatant-related exceptions on subservers (a/k/a "dead monsters chasing players")
  • Gain a synergy level of Toolcrafting when reaching Gadgeteering 55
  • Fix for "You're appreciating a performance" not going away when it should
  • Fix for some NPCs no longer receiving gifts, and instead responding with something along the lines of "I don't know what to do with that"

Update Notes: February 21, 2025

This is a minor bugfix update to yesterday's major update.
  • Fix issues preventing users from redeeming VIP gifts
  • Fix barters in Povus
  • Add icons for new currencies
  • Reduce cash reward for Xogrite work orders (400k -> 160k)
  • Vidaria adjustments:

    • Hellfire craters are more obviously dangerous now, with a demonic texture added to them
    • Tweak the northwestern lake to improve monster pathing
    • NPCs in Vidaria now talk to animals -- for now (some will eventually require introductory quests before they speak with animals)
    • Ferris Blueheart now sells Hellfreeze in exchange for Vidaria Renown
    • When standing in hellfire, you now accumulate 1 stack of Hellfire every 5 seconds (up from 1 stack per 2 seconds)
    • Minor Panaceas now cure all Hellfire stacks
    • Epic Bosses in Vidaria are now no-lock
  • Vampirism adjustments:

    • Reduced chance of blood loss in sunlight
    • Improved potency of Lifeblood
    • When you become a vampire you get a small stack of Lifeblood
    • Note: it's not explained in-game anywhere yet but the more blood you have, the less likely you are to lose blood in sunlight. Keeping the blood meter at 60 or above gives you the best base protection

Update Notes: February 20, 2025

Welcome to our first major update of 2025! It's a big one.

Vidaria

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

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

Vampirism

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

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

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

Vampirism can be discovered and unlocked by exploring Vidaria.

Other New Content To Know About
  • Tryaka in Povus has something new for players with a combat skill of 70+
  • There's now a way to access the closed off section of the Ranalon Den. (Might want to bring a friend.)
  • New flowers have started appearing in Gazluk and Povus
  • Note: Lavender seeds require Gardening 100, which is currently unobtainable (and will be until Statehelm launches). Thus, the seeds can be collected but not used yet. Lavender the flower has been added to some loot tables temporarily to provide a source of lavender
  • Riston in the Red Wing Casino has something new to explore for qualified players
Animal-Form Travel Boosts

Animal mount forms now gain bonuses based on your level in the animal skill, since they do not benefit from horse genetics. At max level, each animal is now better than the best horses at a particular trait, but worse than the best horse at most other traits. Pigs are the exception - they are well-rounded instead. Because animal stats vary by level, some lower-level animal players may see a slight debuff to certain stats until they get higher level, at which point they'll be better than they ever were before. Overall, it should be a noticeable buff across the board.

Combat and Treasure Changes/Fixes
  • Necromancy Treasure Changes:

    • "Necromancy Base Damage +50%" -> "Necromancy Base Damage +50%; Summoned Skeletons deal +10% direct damage"
    • "Summoned Skeletal Archers and Mages deal +70 direct damage" => now affects all types of summoned skeleton
    • "Summoned Skeletal Swordsmen have +149 armor and -20% Crushing/Slashing/Piercing Vulnerability" => now affects all types of summoned skeletons
  • Changed Organic Armor Suit Bonus: "Combat Refreshes (from Basic Attacks) reset 3 seconds faster." => now reset 5 seconds faster
  • Psychology: multiple sources of the mod "Tell Me About Your Mother causes target's attacks to deal -X damage for 60 seconds" now stack - i.e. if you have the mod on a hat and boots, their damage reduction values stack. But multiple applications of the debuff do NOT stack.
  • Fix bug causing "Eclipse of Shadows Range +X" showing up twice on a specific enchantment
  • Enhanced Windstep Shoes and Enhanced Amulet of the Rugged Traveler are now more enhanced!
  • Most crafted armor, jewelry and some weapons will now have an endurance requirement if two combat skills are not present on the item.
  • Warden treasure effect "While Privacy Field is active, melee attacks that damage you have a 75% chance to restore X Power to you" now actually restores power instead of health
  • If a target is hit by multiple Stun, Slow, or Root effects within 1 second, the latter effects don't affect diminishing returns for future ones
  • Tweaked the timeouts for Stun diminishing return logic to better reflect the current game style. (Previously, stun diminishing-returns could last up to 30 seconds, which is an eternity of combat in the modern game.)
High-Level Monster Adjustments
  • Boosted high-level solo monster Max Health a bit. The change starts to affect monsters at level 70+. Some example comparisons may be the best way to describe the change. For all of these examples, imagine an "average" solo creature.

    • Previous level 80 monster Max Health: 3902, now 4118
    • Previous level 90 monster Max Health: 4882, now 5523
    • Previous level 95 monster Max Health: 5372, now 6318
    • So the change is noticeable, but is intended to be conservative given the way that player damage multiplies at high level
    • Max Armor was also slightly changed, but in this case was to correct some weird old calculations. Impact is negligible at all levels
Everything Else
  • Fix bug causing text to disappear on Linux (we hope)
  • Fix misaligned lake water in Serbule
  • Multiple stacks of a temporary effect on a monster now only shows the effect with the longest remaining duration
  • Added 20% Boost potions for Spirit Fox and Weather Witching, both of which are taught by Ragabir
  • Orc Rangers in Povus orc camps now count towards Mope's favor
  • Gain synergy-bonus levels in Flower Arrangement when reaching: Nature Appreciation 70, Nature Appreciation 90, Artistry 25, Artistry 50, Gardening 75, Plant Anatomy 39, Jewelry Crafting 60, Psychology 55
  • Add an extra check for a player being stuck in an animation loop. Previously the check only applied to combat-related animation loops, now it applies to all
  • Eating fish now count towards the Vegetarian and Vegan behavior badges, and towards player cows' milking effects
  • Fixed collision on some brick floors and pillars in Nightmare Caves.
  • Moved a drakeworm spawn to no longer be stuck behind an invisible wall in Nightmare Caves.
  • Potential fix for Forthragarian Overseer getting stuck in a certain wall.
  • Removed a leftover wall in Elven Judgment
  • Fixed more monsters stuck inside of rocks in Ilmari.
  • Fixed collision and "ghost pillars" at Zeratak's building in Serbule.
  • Removed a lone pillar that was on a wall just outside of Serbule Keep.
  • Mobs in Boss Gauntlet should no longer get stuck in acid pits.
  • Fixed a specific corner in Fungal Fortress so that Fun Guys should no longer get stuck
  • Mythander no longer sells Prototype Horses, he sells genetically-generated horses that are similar to wild ones found in Eltibule
  • Horse Glamourizer NPC can now turn Proto mounts into horse glamours
  • Increased the maximum number of installable items in the casino guild hall from 50 to 100