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Update Notes: May 27, 2018

This is a hotfix update to fix some bugs in Friday's major update. (A "hotfix" is just our term for any update that doesn't require you to download a new game client.)

  • "Bleeder Shiv" incorrectly boosted direct Poison damage by +500%. It was supposed to be a flat +5 boost. But while fixing the bug it was revised so that it no longer does any direct poison boost, instead it boosts indirect poison a bit more.
  • Note: the previous patch notes were incorrect; you DO earn extra XP for re-exploring Eltibule, but this is "phantom XP" that will disappear in a later update (when we make the Cartography skill do something meaningful).
  • Fixed data bug that prevented bard+priest gear from being generated.
  • Righteous Flame specified that it restored 0 Body Heat (which is true, but it doesn't need to tell you that).
  • The max-enchanted recipes for some items had the wrong prerequisites. This included: Crafted Cloth Shirts, Camouflaged Shirts, Cow Barding, Snail Coats, Bard Gloves, Crafted Winter Boots, and Spring Fairy Pants.
  • Fire Rats had the wrong internal settings. They now have fiery attacks, fire resistance, and if tamed they don't turn into a normal rat. (Previously-tamed rats are unchanged.)
  • Gloria Stonecurl was not appropriately peeved by the presence of necromancy pets.
  • Some weapons could not be augmented (this is fixed retroactively for existing weapons): Mutterer's Katar, Flask of Chills, Pounding Cestus.
  • The recipe "Amazing Cloth Pants (Max-Enchanted)" created max-enchanted Great Cloth Pants instead.
  • The recipe to install Dirk augments required Fire Dust instead of Fish Scales, which is what off-hand weapons are supposed to use for some reason.
  • Added the missing augmentation-installation recipes for bardic lutes and horns.
  • The various recipes for Bard Leggings generated lower-level gear effects than intended. (This can’t be fixed retroactively; existing items are unchanged.)
  • Previously, pets could attack monsters that were 'mezzed' if at least half the mezz duration had elapsed (the same time in which players can break the mezz). Now pets never directly attack mezzed or feared targets. Note that as a side effect, this means you cannot order your pet to attack a mezzed or feared enemy; pets now consider them "invalid targets".
  • Fixed a bug that prevented monsters in some areas from fighting. (Fixed in an earlier reboot.)


We'll have a bunch more bug fixes in a full client update soon.

Update Notes: May 25, 2018

There's a new combat skill in this update! The Priest skill is primarily a healer and is especially powerful in groups. Unlocking Priest requires either Compassion 25 or Psychology 25. A priest in Kur Mountains' inn area can assist you in learning the skill.

The Knife Fighting skill has also been improved. There is a new kind of knife for your off-hand. Off-hand knives are called Dirks. All pre-existing knives are main-hand knives, collectively called Daggers. You can wield a Dirk, a Dagger, or both when using the knife skill. If you wield two knives at once, you can take advantage of a few new treasure effects and a new dual-wielding-only knife ability found on loot scrolls.

General Combat Changes
  • Burst attacks (or "AoEs", that is, attacks that hit multiple enemies) now deal reduced damage if they hit more than 3 enemies at once. The damage drops off rapidly as the number of enemies hit increases. Note that this only applies to direct damage from the attack; debuffs and other special effects are applied at full potency to all targets
  • DOTs (damage over time effects) incorrectly calculated their damage amount on every tick, instead of just once at the start of the DOT. This meant that if you poisoned a monster, then drank a +5 indirect poison potion while the monster was still poisoned, the remaining poison in the monster would magically do +5 damage per tick! While this this might sound like a beneficial bug, it actually made many small buffs worthless. For instance, Poisoner's Cut boosts indirect damage for 5 seconds, which is enough time to use one or two abilities. But due to this bug, after 5 seconds, the poison you'd just applied to enemies suddenly became weaker. This bug has been fixed so that DOTs behave like you'd expect: the damage of the DOT is calculated once, right when it's applied. (Note that this involved significant code refactoring, so please be on the lookout for weird behavior that may have cropped up.)
  • Treasure and spell effects that boosted a certain damage type by a flat amount ("All Electricity attacks deal +7 damage") worked correctly in combat but the damage was not shown in the abilities' tooltips in the client
  • Abilities with casting times (now called "Channeling Times") now show their channel times in the ability info tooltips
  • Abilities that have Extra Taunt were displayed incorrectly; e.g. an ability that taunted +300 would be listed as adding +30000% taunt


Recipe Prerequisites


Many equipment-crafting recipes now have prerequisites, other recipes that you must already know before you can learn the new one. For instance, you must know the "Decent" version of a recipe before you can learn the "Nice" version, and must learn the "Nice" version before you can learn the "Quality" version.

There is one major exception to this rule: max-enchanted recipes. To learn max-enchanted recipes you don't need to know all the previous max-enchanted recipes in that line; you just need to know the base recipe. For instance, to craft a "Quality Leather Helm (Max-Enchanted)", you need to know how to craft "Quality Leather Helm", but you don't need to know how to craft "Nice Leather Helm (Max-Enchanted)".

Players who had already learned recipes "out of order" will still have the recipes in their list (so they don't have to re-learn it), but the recipes can't be used until their prerequisites are learned.

Player Titles


If you preordered a deluxe version of the game that includes a custom title (such as the Kickstarter 'Duke' package, or similar packages from Indiegogo or the Gorgon Shop), that title is now available! (Assuming that you filled out the backer form to tell us what title you want... we are still waiting on those forms for dozens of people.)

All characters on your account will automatically receive the title when you log in. You can also give your unique title to other players if you want to. There are two ways: you can use the new chat command /entitle to give your title to a nearby player (e.g. type "/entitle Bob" in chat, without the quotes, to give a player named Bob your title). In addition, you can create scrolls that bestow your title on whoever reads one -- these can be sold or given away. You can create 5 of these scrolls every 7 days. Use the command "/redeem CustomTitleScrolls" to get a stack of 5 scrolls. (You can use the command "/redeem" without anything else to see if your 7 days are up: if it says you have no redemptions available, you still have to wait!)

NOTE: Once given out, you cannot take the title away from someone. So take great care!

If you do NOT have a title and you think you should have a title, don't panic -- this is just the first pass, and there may be data errors or omissions. Just let us know and we'll straighten it out in the next game update!

Note: Player-owned titles are colored yellow for now, but we are still deciding on colors, so that may change.

Graphics Changes
  • Each race now has slightly customized out-of-combat idle stances (all animations are works in progress)
  • Fixed weird jerky foot movement in some Unarmed Combat animations
  • Fixed the shininess of several metal armors that were set up as leather instead of metal
  • Improved culling of distant particles
  • Previously if you set your "Shadow Distance" to 0 in the preferences, the game engine still did some of the computations needed for shadows, even though none could possibly be seen. Now if you set it to 0, all shadow processing is disabled
  • New special setting ForceHardShadows makes the game use a simpler system for generating shadows, which can improve framerate. However, note that this is automatically enabled for all graphics levels up to and including "2: Fair". So this does nothing unless your graphics quality level is 3 or higher.
  • Fixed the "T pose" of female avatars (when humanoids were past the animation cut-off distance, and had not yet had a chance to animate at all, they were supposed to be in a pose with arms extended, called the "T pose". Males were, but females were instead partially embedded in the ground)
  • Serbule only: adjusted the animation cutoff for fellow players so that they stop animating at about 35 meters instead of 70 meters. This is roughly equivalent to setting your "Entity Animation Distance Modifier" to 0.5 in the previous update, except that this only affects players, and only in Serbule.
  • New special setting PlayerAnimationCutoff=100: sets how close other players need to be in order for you to see them animating. (Distance is in meters. Note that this value is multiplied by your 'Entity Animation Distance Multiplier', which can be changed in the advanced graphics settings.) By default, the game determines this setting on a per-area basis, with values ranging from 35 to 80.
  • If you had manually overridden the "Entity Animation Distance Multiplier" graphics setting, it has been un-overridden, reverting back to the default for your graphics level. We did this because we changed the underlying distances that this setting modifies (see above), so it's unlikely you'd still want it to be set at whatever you had it set at! (You can, of course, override it again as you see fit.)
  • Fixed the Thentree Helmet, which was using the wrong texture and looked like a monstrosity


Detailed Knife Changes


The knife skill underwent many subtle adjustments over multiple iterations. It's possible that small tweaks were made that are not reflected in this list. (But we probably found them all.)
  • You can now wield a new kind of knife, called a Dirk, in your off-hand. You can wield either an off-hand knife or a main-hand knife (or both) to use Knife Fighting attacks
  • Boosted how much Poisoner's Cut increases indirect (dot) damage
  • There is a new Knife ability called Duelist's Slash. This is a variant of Slice that requires two knives equipped (dual-wielding). The ability can be found via loot scrolls
  • When a monster is Feared, it is treated as "not looking at anyone" for the purpose of abilities that do more damage if the target isn't focused on you.
  • When a monster is Mezzed, it is treated as "not looking at anyone" for the purpose of abilities that do more damage if the target isn't focused on you. (This was supposed to be true before, but was bugged in some cases.) [Note: previously there was a typo in this patch note that said it worked on Stunned enemies instead of Mezzed. Stunning an enemy does not prevent them from looking at you; this is intentional and is not going to change.]
  • Knife abilities no longer generate the error message "The target is looking at you!" (even when it's true), because it was spammy and unnecessary
  • Fixed several bugs related to the monster-looking-at-you system
  • Lisi the fairy (in Sun Vale) now trains some Knife special abilities (instead of Bahdba): Poisoner's Cut, Backstab, and Surprise Throw.
  • Lisi no longer trains level 60 knife; that's Rick Snapley (in New Prestonbule)'s job!
  • Flia the fairy (in Serbule) also had redundant training for some Knife abilities; these are removed
  • Lisi the fairy sells a couple of knife-related skill belts that had previously been unavailable
Knife treasure changes:
  • Changed "Gut deals +48 damage and if target is not focused on you, also reduces rage by 800" => "Gut deals +48 damage and if target is not focused on you, Gut's trauma damage is increased 50%"
  • Changed "Indirect Poison Damage +X%" => this now buffs both indirect Poison damage and indirect Trauma damage
  • Changed "Poisoner's Cut deals 120 Poison damage over 10 seconds" => this mod was replaced due to technical limitations (the ability's purpose is to buffs DoTs, but it couldn't buff its own DoT, which is stupid). The mod now adds a Poison DOT to Slice instead.
  • Changed "Fending Blade restores 24 Health to you immediately and reduces the target's Rage by 320 after a 10 second delay" => now a 5 second delay
  • Changed "Slice ignores mitigation from armor and deals +65 direct health damage" => now deals +76 regular damage, not direct health damage (mainly a stylistic change)
  • Changed "Surge Cut deals +146% damage" => "Surge Cut deals 205 Trauma damage over 10 seconds"
  • Changed "Indirect Poison damage reduction +16 while Knife Fighting skill active" => "When wielding two knives, all Knife Fighting attacks have a 40% chance to restore 33 Power"
  • Changed "Projectile Accuracy Boost +19% while Knife Fighting skill active" => "Thrown Knife attacks deal +39% damage and reuse timer is -1 second"
  • Changed "Venomstrike has a 33% chance to deal 80 direct health damage and stun the target" => "Venomstrike has a 46% chance to stun the target and deal +48 damage"
  • Changed "Blur Cut has a 50% chance to deal +160% damage" => " Blur Cut deals 105 Poison damage over 10 seconds"
  • There are a couple of new treasure effects to flesh out the skill's repertoire
  • When viewing a Knife ability that deals damage over time, you can now press the Alt key (the "more info" key) to see additional details about the DOT, including how many times it "ticks". These changes were made to the Knife skill first as a prototype and when we're happy with them we'll adjust all DOTs in the game to display in this manner


Changes to Other Skills' Treasure Mods


Note: in the newest developer blog, we discussed an upcoming adjustment to percentage-based-damage treasure mods. This change has NOT been made yet because it needs more internal testing; it will happen in a future update.

The following changes are side-effects of bug fixes or tweaks to how DOTs are calculated. There are more DOT-related treasure changes necessary; they will happen in a future update.
  • Battle Chemistry treasure that boosted specific golem abilities did not work for the past few updates (e.g. "Your golem minion's Poison Bomb deals +50 damage")
  • Ice Magic treasure that boosted the Cold Sphere's Rage Attack did not work for the past few updates
  • "Virtuoso's Ballad restores X Armor" => this accidentally restored Power instead
  • Changed "Heavy Shot and Heavy Multishot Damage +33%" => "Heavy Shot and Heavy Multishot Damage +21%"
  • Changed "Mangling Shot deals +9.5% damage and 330 Trauma damage over 20 seconds" => "Mangling Shot deals 330 Trauma damage over 10 seconds"
  • Changed "Mangling Shot causes target to take +14% damage from Piercing for 10 seconds" => "Mangling Shot causes target to take +11.5% damage from Piercing for 10 seconds"
  • Fire Arrow's burn (damage over time) changed from 300 over 20 seconds to 210 over 15 seconds (this change was made so that archery DOT treasure mods can stack more elegantly in the future)
  • Healing Injection, Revitalize: these Minor Heal abilities did not benefit from buffs that boost the healing of Minor Heals
  • Strategic Preparation: this ability is supposed to have a 1.5 second channeling time, but due to a bug the channel only took 1.0 second


Miscellaneous Fixes
  • Increased size of chat history log
  • Fixed bug with dummy items from vendomatics
  • Brewing: brewing effects that caused you to deal extra damage vs. specific types of enemies did not work
  • Fixed a bug that caused some buffs to stick around for an arbitrary length of time after the caster had left the area (most obviously with Battle Chemistry mutations, since they last the longest). The intent is that any buffs that come from an ability (and that last longer than a few seconds) should abort if the buff's caster is not in the same server area as the person they buffed, OR if the caster switches to a different combat skill.
  • Revised the heuristic that determines druid event size. When very few druids are online (at the moment of premonition), druid events will be easier and shorter
  • Bellema Deftwhisper now likes Peridots, not Lapis Lazuli. People change.
  • The weapon "Gut-Ache's Chopper" did not have crafting points and could not be augmented; this has been fixed (retroactively for existing weapons)
  • Changed the map orientation, arrival point, and some of the spawns, in Eltibule. (The map had gotten turned all around; while fixing it we also tweaked and improved some spawns.) As a result the fog has been reset; apologies for the inconvenience! You will not earn Cartography XP for fog that you already cleared in Eltibule, but you will resume earning Cartography XP once you've cleared more fog than you had previously cleared.
  • Fixed monster AI issues that slowed down server processing

May 2018 Developer Blog

Hi, I'm Eric ("Citan") Heimburg, the lead developer of Project: Gorgon. It's been a while since I did a dev blog -- while we were crunching on the UI rewrite, and then the Steam integration, there wasn't a lot to say besides "we're still doing that thing we already talked about." But now that we have some space, it's time for a dev blog!

Before I start, though: What's a dev blog? It's a developer diary, a look at where we are right now. It's meant to give you some insight into how we're thinking and what we want to do. But the details aren't solidified yet. Dates and times, core details ... once or twice I've even mothballed entire systems that just don't work, right after having talked excitedly about them in the dev blog.

So I apologize in advance for any inadvertent misinformation. I'm an optimistic person -- you don't start making an MMO by yourself if you're a pessimist -- and I want to convey some of what I'm excited about. And your feedback is a valuable byproduct of that -- we often change direction based on what people say here.

Let's get started!

Client Optimizations


Framerate in Serbule is bad! We know. This isn't something that will get fixed overnight. There are some small optimizations coming, but nothing that will fundamentally fix the FPS issues. There's no magic code fix that will make everything good; it will take a bunch of steps to fix. But never fear -- those steps are in progress!

Animation Overhead

If you log into Serbule right after the server reboots, you will have a pretty good framerate. Not great framerate on lower-end machines -- see below for why -- but not abysmal, either. I get 60fps in Serbule on my personal test server... because it's a server with nobody else on it.

The problem comes when there's a hundred or so other people nearby. This creates bottlenecks in two areas: animations and UI.

The underlying animation bottleneck is a limitation of the graphics engine we use, Unity. Animations in Unity are all calculated in a single thread of the CPU, so when the game has to render 100 animating players, your performance will always be bad. And there's frankly nothing I can do to magically fix that.

In the longer term, this is a problem that Unity itself will fix. Unity added a feature called "graphics jobs" which fixes the animation bottleneck. Unfortunately, the feature is still labeled "Experimental", and the last time we tried to use it (late last year), it caused random crashes for random people. They've made bug-fixes since then, but it's still labeled Experimental, so I'm hesitant to inflict it on players again. But when this feature is finally ready for primetime, it will basically solve the animation performance problem.

In the meantime, what can we do? Well, we can reduce the number of characters that are animating. In fact, try this now: in the Settings window, under graphics options, click "Show Advanced Options" and then set the "Entity Animation Distance Multiplier" to its minimum value. This will cause players to stop animating when they're farther away from you, and you can see how it affects your framerate in busy areas.

One avenue I'm exploring is creating a fancy heuristic option that quietly disables animations on some players when the screen gets too busy. Getting that to work well is a hard problem, though, and it doesn't make sense to try to write this until after our upcoming Mecanim Update (see below).

UI Overhead

The UI system has to do a lot of calculations to tell if you can click on something. These calculations are not simple, and when there's 50+ selectable players on the screen, those calculations really slow things down. I've added some simple hacky workarounds to improve framerate already -- you might have noticed how sometimes the labels over the heads of people trail behind the people themselves? Yeah, that's one of the optimizations to keep it from costing too much CPU. But a "real" fix will require a more intensive rewrite. That rewrite is waiting on some other things, but eventually the UI system will handle the problem more effectively -- and then the labels will keep up with the people more reliably.

Serbule Assets

Not all of Serbule's problems are due to having a lot of players in one tiny spot, though. Serbule itself is still a messy place. Throughout our long alpha, Serbule was the testing ground for new technology and design ideas. It's suffered several cataclysmic rewrites that entirely changed the map... and I expect there will be one more cataclysmic rewrite in its future. Some of the expensive parts of Serbule include:

Sky: The sky may just look like a sky, but it's actually a dynamic weather system. With the flip of a switch we can activate rain, snow, sleet, lightning, fog, high winds, and more! But those features reduce performance, even when they're disabled. (And of course they have a bigger impact on performance when they're enabled, which is why they aren't.) The sky is based on a conglomeration of some 3rd-party Unity sky libraries that just haven't proven to be efficient enough. I've been making optimizations to them, but ultimately I suspect we'll need to replace the whole thing with a different system. (This sky system is also used in Serbule Hills, and is some of the reason for FPS slowness there. Other areas use an older sky system that's very cheap but very primitive.)

Ground: The ground itself is not very expensive, and the trees in Serbule are Speedtree trees -- reasonably fast -- but the grass, little rocks, and other small details are too expensive. There are 3rd-party graphical libraries we can use here to improve things, eventually.

Buildings: Serbule has a lot of buildings in it, and they ARE optimized... but unfortunately they're optimized for an earlier version of Unity. That's one of the problems with making a game for five years: there's lots of moving targets in terms of performance. The building geometry uses too many draw-calls and there's not much I can do to fix them in code -- the assets themselves will need adjusting or replacing. That's something we're starting to plan.

So Serbule will continue to be a place where we experiment -- but now we're experimenting with new engine components for weather, grass, and so on. When we're happy with those underlying components, we'll either fix or replace the actual art of Serbule.

Fixing Overcrowding by Spreading Players Out, a/k/a "Serbule is for newbies!"

There's a lot of stuff we'll be doing to improve framerate over the coming months, but there's also a more fundamental problem. Serbule is the newbie town. New players show up here and learn how to play. They kill pigs and stuff right outside the gates. And Serbule is also, unfortunately, the only major hub city until level 60. There are many other mini-hubs in the world with vendors, storage, and supplies, but players aren't flocking there. Nothing is as central, as accessible, or as full-featured as Serbule.

And that's bad content design. If there's 500 players online, 200 of them should not be in the same small area.

So I think we'll need to prioritize adding another hub town between Serbule and Rahu, a home base for players after they get past the Serbule levels. There are two upcoming areas that might work: the elven city past Sedgewick Forest, and the dwarven city hidden in the mountains. These areas are currently slated to be mini-hubs (not much more elaborate than Amulna, another mini-hub), but we can expand one of them into a full city, and start reducing the game's emphasis on Serbule.

To be clear, there's no new city in development yet! There's lots of planning to do first. But it'll probably need to happen before we implement Statehelm, the level 80 hub.

Server Optimizations


There are many kinds of lag -- in fact, the word "lag" is not a technical term, it's just a slang word that players use. (That's why, when you report that you're having "lag", we always have to ask what specific problem you mean. Framerate drops, monster "rubberbanding", and slow NPC response times are three completely unrelated problems which players just call "lag".) We've talked about framerate problems, but the server can cause delays and slowdowns too.

Master Server Bottlenecks

After the last content update, I spent the next few weeks looking into the causes of server bottlenecks, and I managed to fix a bunch of them. This was a high priority for me because the master server shouldn't be under any real strain. It can easily handle 500 players without breaking a sweat, but it was getting jammed up pretty often. Why?

Well, the reason is bugs in the code. They're subtle bugs, though, that only show up when enough players try to do certain things at once. For instance, there was a bug where if enough players were downloading the contents of a storage vault at once, other NPCs in the area would stop interacting with players until one of the storage vaults finished downloading. (In java parlance, the NPCs were synchronizing on the wrong object.)

I've already found and fixed the most glaring and damaging of these bugs. You may have noticed that the server was rebooted every night for about a week -- each day I would add more logging to track down these problems, then the next day I would retrieve the logs, find bugs, fix them, and repeat. There are still some more synchronization problems in there somewhere which I haven't found yet, because they happen too rarely. But I'll track them all down eventually, and the remaining bugs are rare -- they aren't causing a lot of trouble (or else I'd be able to find them).

Sub-Server Problems

There's another component to server "lag", though: the sub-servers. These are separate processes that connect to the master server and control the monsters, pets, and NPCs in an area, making them move around and do things that the master server requests. There's a bunch of sub-servers, and they can sometimes get disconnected -- either due to a network problem or because they crashed from a code bug. When that happens, players often don't notice. The sub-server automatically restarts and reconnects.

But sometimes players DO notice, because their performance gets really bad. Why? What's happening? Well, that's a funny story. You see, there's a very fancy redundant system: when a monster needs to move but the sub-server is gone, the main server says "no problem. I'll just deputize a random player to do the work." It randomly chooses a nearby player and makes their game client perform the calculations to move the monsters! This is a powerful tool that we use internally during development and testing. And I figured, why not use it as an emergency backup system in the live game? It's not really much of a security risk to have a random client drive a random monster for a few seconds at a random moment. So what's the down side?

If your machine is a beast, like our development machines are, there's no real down side -- the overhead is unnoticeable. But if your machine is running near its capacity, even a little bit of extra work can drop your performance into the pits. And when there's only one player in an area (like when you're the only person in a big dungeon), that player's client gets tasked with moving ALL the active monsters nearby, which can be way too much CPU load for lower-end machines. If there's lots of players around, the work is spread between them randomly, which results in less CPU cost for each player, but can cause latency problems. If you ever see a monster "rubberbanding" (zooming around between several locations) it's usually because some player with a terrible ping has been tasked with driving the monster.

Overall, using this system as a backup seems to be causing a lot more problems than it's solving. I've been meaning to make improvements to it for a while -- maybe it could take your ping into account, and maybe keep track of how much CPU load it's using on each deputized computer, to keep from overtaxing people... but at the moment it doesn't make sense to focus on that. So in the next update, I'm just going to disable it. When a subserver disconnects, monsters and pets will just stand perfectly still for a moment until the subserver resyncs. I suspect that will be a lot less disruptive. We'll see how it goes!

Treasure and Skill Changes


So there's lots of engine work going on under the hood. But there's also a lot of very visible new stuff going into the next update: lots of skill and treasure changes. These fall into three categories.

Percentage-Based Treasure Mod Descaling

We aren't yet at the point where we're fine-tuning skills and treasure mods. I'll be fixing a few of the most problematic individual abilities and treasure effects, but most of the fine-grained balancing will happen later. Right now I'm still trying to get the "big picture" balancing done. And in the big picture, player DPS is out of whack at high level.

The problem comes from treasure effects that multiply a specific ability by a percent, such as "Fire Bolts Damage +37%". The percentages for these mods are designed in a very naïve way: they assume they're the only buff you have for that ability. To use Fire Bolts as an example, on my balancing spreadsheets that 37% mod is calculated as adding about 100 damage -- which is what it adds if you have no other mods for the level 60 Fire Bolt spell.

But, of course, there are lots of other mods that boost Fire Bolts, and during actual gameplay that 37% generates a much bigger number. This is all very intentional: the basic calculations are naïve on purpose so that you can find ways to crank up your damage. That's part of the fun of building gear sets!

The problem is the calculations are TOO naïve. There are more ways to boost damage than I originally planned, and the resulting big numbers are causing problems when making content. Those problems aren't too bad right now; it's a bit tough to create content that works for lots of builds, but it's still doable. But it will become a severe problem by the time we reach level 125 content. I need to ratchet the damage percentages down a few notches. This doesn't have to happen immediately, but I figure we should get this sort of thing out of the way ASAP, so that we have as much time during beta as possible to analyze the results and make more adjustments.

But fixing this problem is a little bit worrisome. The changes need to be made to the "average build" as if that's a real thing ... but it's not. If I drop the "average" player's overall damage by 25%, and drop monster health similarly, then the "average" player won't be affected much. But in this game full of weird unique builds, player damage is all over the spectrum. These changes will affect different builds very differently. Most skill combinations would still be fine -- maybe a bit slower to kill things, which is fine, as some are too fast anyway -- but some skill builds which are on the lower end of the damage spectrum might become unplayable.

To limit the number of unforeseen problems, I think we'll do the change in two or three steps. In the next update I'll lower those percentage-mods a little bit, and adjust monsters a bit. Then we'll see how it feels, and I can react to problems while they're still relatively small. In a future update I'll do it again, lowering mods and monsters some more. And then a third time if necessary. The downside is there'll be repeated "nerfing patches", which are always stressful and annoying. But the upside is that none of the nerfing patches is super traumatic.

Another option is to do all these broad changes at once, then help players to recover from it. During alpha when we had to make huge stat changes, we created a special "Cheap Transmutation Week" event, where Transmutation didn't consume durability. This let high-level players efficiently re-roll their gear to replace mods they no longer wanted. We could do that again, or something similar.

So there are two ways: slow incremental changes, or we could rip the band-aid off and do it all at once, then help accelerate the healing. Much more dramatic, but maybe less annoying overall? I haven't decided yet, but I am leaning toward the slow incremental plan.

Either way, this change will mostly affect players in the 50+ range, because that's when the mod-stacking becomes problematic. If you're lower level than that, you'll see changes, but not all that much.

Off-Hand Knife

We now have some basic animations for wielding a knife in the off-hand, and off-hand knives should be in the next update!

The Knife skill can still be used by wielding a Dagger in the main-hand (and all existing knives will be considered Daggers). We'll also be adding new off-hand knives (called just "Knives", or maybe "Shivs" or "Stilettos" or something similar, to easily differentiate them from the main-hand weapons.) You can wield a main-hand knife, an off-hand knife, or both -- and I may add a few tricks for people who want to wield two at once.

The more interesting thing to me, though, is the number of other skill combinations this opens up, such as Sword+Knife or Knife+Ice Magic or Druid+Knife. Lots of synergies to explore! Knife was always meant to have both off-hand and main-hand options, so this will help it reach its full potential.

Damage Over Time (DoT) Ability Changes

One balancing problem with the Knife skill is that it relies on DoTs (damage-over-time or "bleed" effects), and DoTs don't scale very well at high level. Why don't they scale? Well, in part that's because of what I mentioned above: monsters are getting out of whack to compensate for very high player damage. Bleed damage scales linearly, and there aren't too many ways to multiply how much damage they do. So in part, bleeds will be fixed by toning down direct damage. But there will also need to be new ways to buff bleeds and poisons.

So part of the work I'm doing for Knife is rethinking how DoTs scale, and adjusting Knife's abilities and treasure mods to work better at high level. I also need to make improvements to how DoTs are displayed on abilities, because right now they don't take your buffs into account correctly. (For instance, the "Gut" ability always says it deals "25 trauma damage over 10 seconds", even if you have trauma-damage buffs that actually make that number much higher.) Reworking this logic will make Knife a lot easier to use and understand -- and in a future update, we'll backfit those improvements to other skills that use DoTs.

New Skill: Priest


The next update will also introduce a new core combat skill, the Priest. This is a support skill that focuses on group healing and recovery, with a smattering of other things for variety.

We call it "Priest" for short, but the skill is specifically "Priest of Arisetsu". Arisetsu is the Goddess of Hope and Warmth, and she will be the patron deity of anyone that uses Priest abilities. Becoming a priest involves making a vow to Arisetsu that you will help her in the direst of times, "when all hope is dying in the world"... but practically speaking, that's not a day-to-day occurrence. Unlike "druid emergencies", there won't be any "priest emergencies" except, perhaps, during special events -- maybe a weekend event, or something like that.

Arisetsu is a well-liked and easygoing god, and anyone can become a Priest of Arisetsu. The only thing Arisetsu refuses to tolerate is the undead, and you can't use the Necromancer and Priest skills at the same time. Other than that, you can pair it with anything.

Priest has the most targeted healing potential of any skill, but some of the Priest's heals have a short "channeling time." If the priest is attacked while channeling, the spell aborts. In other words, Priests work best in a group, where they don't have to be on the front lines. But like most skills, Priest has versatility and room for customization. There's some unique debuffing abilities, some potent undead-killing tools, and a couple of fiery attacks related to Arisetsu's "warmth" aspect. These should allow for some interesting skill combinations. In fact, I'm excited to see someone try to make Fire Magic+Priest work as a deadly solo offensive combo! ... But in general, Priest is a support skill.

Mecanim Update On The Horizon


We have a custom animation synchronization system that's built on top of Unity's original animation engine. Well, a few years ago Unity added a new animation engine (called "Mecanim"), and we're working on upgrading all our code and assets to use mecanim. This is a big undertaking that involves a ton of work, and the work is being done in a separate branch of the code until it's ready. It won't be ready for at least a few updates... but when it's finally ready, it'll be a big deal.

First, it will let us finally fix some of the annoyingly terrible animation glitches that we just can't fix right now due to the rigidity of our old animation setup. Second, it will let us blend animations better, allowing for more reasonable-looking combat animations. Third, we're plugging in new animation features necessary for mounts. (Just to be clear, mounts will take additional work on top of the mecanim update. But that will be one of the big features we focus on after.)

I don't have any kind of an ETA on the Big Mecanim Update yet, but it's on the horizon.

(Unfortunately for us, the Mecanim system uses a single-threaded implementation under the hood, the same as the older Unity animation system. So switching to Mecanim won't magically improve the game's framerate in crowded areas... but mecanim looks a LOT better! That's the point of this update: laying the groundwork for better-looking animations.)

Other Changes


The next update will be in about two weeks -- hopefully less, actually, but let's say two weeks.

Time permitting, we'll also be tweaking some other skills, nerfing some problematic abilities and buffing a few others. But that's not the primary focus of the next update, so it may get pushed out to a different update.

I also want to make some incremental quality-of-life improvements to the UI, but I doubt too much of that will fit into this update; we'll see how it goes.

That's it for now. I'll be back soon with another dev blog. Thanks for playing and supporting us!