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Update Notes: June 10, 2022

Welcome to our 364th update! This one is jammed full of new features and bug fixes. Let's take a look!

Animal Travel Mode

Since our recent addition of mounts, animal-form players have been asking for their own mounts. But some types of animals should really be able to travel on their own! In this update, we've given those quadrupeds a new "travel mode" which makes them behave as their own horse.

Once a player meets the requirements, they can learn the appropriate technique from a trainer. After that, the Mount UI will appear (even if they don't have a horse in their stable), and they can "mount up" while in that animal form. This also lets these characters equip a saddlebag, if they have one. They can also earn Riding XP by "riding themselves." Don't think too hard about it.

A couple things to note:
  • Bounceweed now has a new effect on these animals, increasing their animal-form top "travel speed".
  • The particle on the animal form's footsteps while traveling is a placeholder.
  • Not all animal forms have a travel mode yet; others' travel methods are coming soon!

[h2]Werewolf[/h2]
  • Sanja in Kur teaches wolf players to enter travel mode. This requires Werewolf level 40.
  • The werewolf Hunting Speed abilities (1 through 3) are no longer sidebar abilities. They are now Riding abliities, meaning that you should place them on your ablity bar while "riding yourself" as a wolf. They are still unlocked via the werewolf altar as before.

[h2]Deer[/h2]
  • Silvia in Sun Vale teaches deer players to enter travel mode.
  • Silvia also teaches Bounding Speed, a deer-only Riding ability.

[h2]Cow[/h2]
  • Both Raul and the Suspicious Cow train player cows how to enter travel mode. This requires Cow 25 and Comfortable favor.
  • Both Raul and the Suspicious Cow train Cud Speed, a cow-only Riding ability.

[h2]Pig[/h2]
  • Norbert trains player pigs how to enter travel mode.
  • Norbert teaches Porcine Speed, a pig-only Riding ability.


Archery Changes

Archery is a combat skill that can be learned early. It's not the easiest skill to get into (as you must either learn to make your own arrows or buy them), but the intent is that the skill rewards the extra effort: it has strong damage plus a lot of battlefield control (e.g. stun/mezz/movement). Archery was a very popular skill in alpha, but fell off in popularity over time. The skill had only a couple of great skill pairings, and its treasure hasn't been as exciting as some newer skills' offerings.

In order to make Archery more appealing, we've kept the existing builds and skill pairings intact, and added a bunch more treasure effects. Some of the new effects synergize with older Archery treasure effects. Others were added to make the skill a better companion to other high-damage skills. We've also fixed some bugs in the skill's high-level treasure effects.

[h2]Removal of Basic Shot[/h2]
Archery's Basic Shot was about as standard as a basic-attack could be, but there was a variant version called Blitz Shot. Blitz Shot was faster, but had reduced range and increased Power cost. These two abilities have been combined into one, taking the best features of both.

Internally, we renamed Basic Shot to Blitz Shot, and deleted the old version of Blitz Shot. So if you were using Basic Shot before, you'll now see Blitz Shot on your ability bar. If you were using Blitz Shot before, there will be an empty spot on your ability bar... just put Blitz Shot back into the slot, and you're good to go.

But note: there's two new tiers of Blitz Shot! Previously there were 7 tiers (ranging from level 1 to 80). We've added two more tiers, for a total of 9. This way players get a new tier of Blitz Shot every 10 levels or so. The only down side is that if you're high-level in Archery, you'll need to learn these new tiers. They are trained by Floxie in the Fae Realm. This also affects Faebows: you'll need to learn the newest tiers of Blitz Shot before you can use "Blitz Shot (Energy Bow)".

Also note: as a minor side-effect, the level requirement for Long Shot 1 was changed from level 12 to 13. This will only matter if you happen to be exactly level 12 in archery: in that case, you've already learned Aimed Shot 1 prior to this update. Your character will still know the ability, but you won't be able to use it again until you reach level 13.

[h2]Note on minor Changes[/h2]
Many of Archery's treasure effects were bugged such that they didn't correctly scale past level 80 (or in some cases past level 70.) These bugs have been fixed, and pre-existing high level Archery gear will automatically have the corrected stats.

We also made lots of small changes to older treasure effects. All small number changes have been omitted for brevity, but all substantial changes are listed below. (As always, the most up-to-date numbers are available in the game's JSON data, so third-party tools will have all the latest numbers after they update.)

Also note that most of the numbers here are for the hypothetical level 100 versions.

[h2]Treasure and Ability Changes[/h2]
  • Changed treasure effect: "Long Shot boosts your Armor Regeneration (in-combat) +16 for 15 seconds" => "Long Shot and Hook Shot Damage +121"
  • Changed treasure effect: "Restorative Arrow restores an additional 126 Health over 30 seconds" => "Restorative Arrow restores 58 Power"
  • Changed treasure effect: "Restorative Arrow boosts target's Nice Attack and Epic Attack Damage +188 for 10 seconds" => "Restorative Arrow covers the target in a barrier that mitigates 40 damage from Crushing, Slashing, Piercing, Acid, and Fire attacks. Lasts for 20 seconds or until it has absorbed 200 total damage."
  • New treasure effect for off-hand: "Restorative Arrow targets yourself and all allies within 30 meters and restores +52 Health, but reuse time is +10 seconds"
  • New treasure effect for off-hand: "Hook Shot Damage +132. Non-Elite targets do not call for help."
  • New treasure effect for feet, necklace: "Long Shot increases target's vulnerability to Trauma and Acid +10% for 20 seconds. (Max of 2 stacks.)"
  • New treasure effect for hands, necklace: "Hook Shot increases target's vulnerability to Fire and Poison +10% for 20 seconds. (Max of 2 stacks.)"
  • New treasure effect for head, feet: "Hook Shot and Bow Bash deal +200% damage to Stunned targets."
  • new treasure effect for legs, ring: "Poison Arrow deals +480 Poison damage over 12 seconds"
  • New treasure effect for head: "Blitz Shot deals +59 damage, and the damage type becomes Poison."
  • New treasure effect for ring: "Direct Poison and Acid Damage +124 while Archery skill active."
  • New treasure effect for necklace: "Direct Fire Damage +124 and Indirect Fire Damage +16 (per tick) while Archery skill active."
  • New treasure effect for hands: "Multishot deals +99 damage, and the damage type becomes Fire."
  • Buffed effect: "Aimed Shot deals 132 additional health damage over 12 seconds" => 270 over 12 seconds.
  • Buffed effect: "Multishot restores 90 Health to you after a 15 second delay" => 132 health after an 8 second delay.
  • Buffed effect: "Long Shot restores 61 health to you after a 15 second delay" => 86 health after an 8 second delay.
  • Buffed effect: "Fire Arrow suddenly deals an additional 400 indirect Fire damage after a 12 second delay" => 500 after a 6-second delay.
  • Ability change: Hook Shot base damage increased slightly at all tiers.


Cow Changes
  • Chew Cud, Moo of Calm, Stampede: these abilities can be used while stunned.
  • Changed treasure: "Stampede boosts your Slashing/Crushing/Piercing Mitigation vs. Elites +8 for 30 seconds (stacks up to 5 times)" => +16
  • Changed treasure: (Hands, Feet) "Chew Cud increases your mitigation versus Crushing, Slashing, and Piercing attacks +18 for 10 seconds" => "Chew Cud increases your mitigation versus Crushing, Slashing, Piercing, and Fire attacks +18 for 10 seconds. Against Elite enemies, mitigates +18 more"
  • Changed treasure: (Chest, Ring) "Chew Cud increases your mitigation versus Crushing, Slashing, and Piercing attacks +18 for 10 seconds" => "Chew Cud increases your mitigation versus Crushing, Slashing, Piercing, and Cold attacks +18 for 10 seconds. Against Elite enemies, mitigates +18 more"
  • Changed treasure: "Stampede boosts your Slashing/Crushing/Piercing Mitigation vs. Elites +8 for 30 seconds (stacks up to 5 times)" => +20
  • New treasure: (Ring): "Stampede boosts your Fire/Cold/Electricity Mitigation vs. Elites +20 for 30 seconds (stacks up to 5 times)"
  • New treasure: (Necklace): "Stampede deals +860% damage if used while you are stunned"
  • Changed treasure: "Cow's Bash heals you for 66 health" => "Cow's Bash heals you for 66 health and reuse timer is -1 second"
  • Changed treasure: "While Cow skill is active, you regenerate +40 Health every 5 seconds and resist +20 damage from Elite Crushing, Slashing, or Piercing attacks" => now resist all Elite damage types (not just Crushing/Slashing/Piercing)
  • Changed treasure: "Chew Cud's chance to consume grass is -42%" => "Chew Cud restores +80 Armor. Chance to consume grass is -42%"
  • Changed treasure: "Graze boosts your out-of-combat sprint speed by 8.5 for 30 seconds" => "Graze boosts your out-of-combat sprint speed by 3 for 50 seconds"
  • New treasure: (Necklace) "Stampede deals +1050% damage if used while you are stunned"


Psychology Changes
  • Ability change: Soothe: all tiers have higher base damage; reuse timer changed from 15s to 13s; Power cost increased
  • Ability change: Cause Terror: all tiers have higher base damage
  • Ability change: But I Love you: all tiers have higher base damage
  • New treasure: (hands) "Fast Talk targets all enemies within 10 meters and Power cost is -18"
  • New treasure: (chest and feet) "But I Love You and Cause Terror Damage +58%"
  • Changed treasure: "Fast Talk heals you for 74 armor" => "Fast Talk reduces target's rage by -1190 and reuse timer is -2 seconds"
  • Changed treasure: "Inspire Confidence restores +104 Health after an 8 second delay" => "Inspire Confidence restores 60 Power over 9 seconds to all targets"
  • Changed treasure: "Soothe further reduces target's Rage by 1210" => "Soothe reuse timer is -1 second and it further reduces Rage by 1370"
  • Changed treasure: "Fast Talk taunts -540 and reduces Rage by 900" => "Fast Talk taunts -2196"
  • Changed treasure: "Inspire Confidence increases the damage of all targets' attacks +16 for 30 seconds" => +69 for 30 seconds
  • Changed treasure: "Tell Me About Your Mother restores 177 Armor to you" => "Tell Me About Your Mother restores 123 Health (or Armor if Health is full)"
  • Changed treasure: "Soothe boosts the healing from your Major Healing abilities +56 for 10 seconds" => "For 10 seconds after using Soothe, your Major Healing abilities restore +68 Health and your attacks generate -30% Rage"
  • Changed treasure: "But I Love You boosts your Nice and Epic Attack Damage +91 for 8 seconds" => 10 seconds (fixes description typo; actual effect was already 10 seconds)
  • Changed treasure: "Cause Terror Damage +214" => "Cause Terror deals +214 damage and restores 46 Health to you"


Staff Changes
  • Blocking Stance: Reduced bonus mitigation vs. elites by 50%. Thus Blocking Stance 1 now mitigates +5 and +5 more vs. elites; previously it mitigated +5 and +10 more vs. elites.
  • Changed treasure: "Deflective Spin restores 82 Health instantly and provides +58 Mitigation from all Elite attacks for 15 seconds" => restores 82 health and provides +37 mitigation from all Elite attacks for 10 seconds
  • Changed treasure: "Blocking Stance mitigates +15 physical damage (Crushing, Slashing, Piercing) for 30 seconds. Against Elite enemies, mitigates +30 more" => "... Against Elite enemies, mitigates +15 more"
  • Deflective Spin ability: "You take X% less damage from all attacks for 15 seconds." => 10 seconds
  • Changed treasure: "Deflective Spin costs -11 Power and mitigates +13 damage from each attack for 15 seconds" => "Deflective Spin damage +100. Targets' next attack deals -10% damage"


Shield Changes
  • Shield: "While Bulwark Mode is enabled you recover X Power per second" -> "While Bulwark Mode is enabled, abilities cost -X Power to use"
  • Shield: "Elemental Ward mitigates +40 elemental damage (Fire, Cold, and Electricity) for 30 seconds" => "Elemental Ward mitigates +40 elemental damage (Fire, Cold, and Electricity) for 30 seconds. Against Elite attackers, mitigates +40 more"
  • Shield: "Slashing Mitigation +8, Piercing Mitigation +7, Crushing Mitigation +7 while Shield skill active" => "While Shield skill active: Mitigate Slashing +16, Piercing +14, and Crushing +14. Versus Elite attackers, these values are doubled"
  • Take the Lead abilities: now boost sprint less. (Take the Lead 6 was +10.5, now +6.5)
  • "Take the Lead boosts your sprint speed by an additional +5 and you recover 48 Power after a 15 second delay" => "Take the Lead boosts your movement speed +3 and you recover 58 Power after a 15 second delay"


Ice Magic Changes
  • Ice Armor: now has reduced mitigation vs. elites. (Was 27 and 54 more vs. Elites; is now 27 and 27 more vs. Elites)
  • New treasure: (Chest, Hands) "Blizzard Damage +150 and you gain Elite Resistance +10% for 20 seconds"
  • "Ice Spear heals you for 58 health after a 15-second delay" => "Ice Spear heals you for 80 health after a 7-second delay"
  • (head, feet) "Frostbite causes all target's attacks to deal -22 damage (this effect does not stack with itself)" => "Frostbite causes all target's attacks to deal -22 damage, and their Rage attacks are further reduced by 10%"
  • Ice Veins, Ice Armor, Cryogenic Freeze: these abilities can be used while stunned


Other Balance Changes/Fixes
  • Animal Handling: treasure effect "Animal Handling pets recover +X Armor every five seconds" now actually recovers the armor.
  • Bard: Fixed bugs that allowed abusable "stacking" of bard song healing.
  • Bard: Added damage type (trauma) to Song of Discord description.
  • Fairy Magic: The treasure mod 'Fae Conduit's Power cost is -X and reuse timer is -Y seconds' now actually reduces the reuse time.
  • First Aid: Reset time changed from 30s to 20s for Treat Disease [1-4], Set Broken Bone, Moss Bone Repair, and Soberize.
  • Rabbit: effects that change Bun-Fu Blast and Bun-Fu Strike damage to cold will no longer revert the damage type later on.
  • Unarmed: New treasure effect: (Hands): "Cobra Strike, Mamba Strike, and Slashing Strike deal +50 damage and can be used while stunned. Doing so removes the stun effect from you."
  • All metal armor has been rebalanced to give slightly less Max Armor and slightly less Armor recovery from combat refresh. In exchange, it now has modest Power recovery from combat refresh.
  • Pulling a target toward you (with E.G. Hook Shot) will no longer fling the target off into the distance if you are standing on top of one another.
  • Bonus pet health and armor from treasure effects will now persist through the pet's death.
  • After zoning, pets will now have the correct state selected in the UI instead of always Follow.
  • The werewolf altar buffs to increase physical mitigation have been changed into percentage-based vulnerability buffs.
  • Transmutation costs will be reduced for the next month for Archery, Cow, Staff, Psychology, Shield, and Ice Magic skills


Boss Encounter Revisions

Some high-level boss encounters have been tweaked as follows:

[h2]Gazluk Healing Suit Tester:[/h2]
  • The healing crystals now have a much more pronounced effect on the boss's regeneration. When all 8 crystals are up, he recovers 100% of missing health every 5 seconds.
  • Healing Crystals now have 8000 max health each instead of 125.
  • Destroyed crystals respawn more quickly.
  • Nearby "Healing Suit Technicians" are now Elite.

[h2]Gazluk Clutchmaster:[/h2]
  • More eggs spawn at the beginning of the encounter.
  • Eggs have more health (but still not all that much).
  • When eggs hatch, they now spawn an Elite urak that wanders.
  • Eggs respawn more quickly.

[h2]Productivity Expert:[/h2]
  • The expert's assistants are now Elite, and more numerous.

[h2]Arkura:[/h2]
  • Arkura has been upgraded from a named Elite to a Sub-Boss, with commensurate bonuses to health, damage, and annual compensation.
  • Some of Arkura's skeleton minions have been replaced by (elite) Mutterer Cabalists.
  • Arkura and her minions have exceptional help-shouting capability.

[h2]Shower Slime:[/h2]
  • Has more health and lots more regeneration.

[h2]Zukelmux the Intransigent:[/h2]
  • Zukelmux's summoned backup are now Elite.

[h2]Beakhorse:[/h2]
  • Beakhorse is a bit more powerful (especially the beak).

[h2]Captain Evergloam's Bridge:[/h2]
  • The captain and her crew have all been promoted one or two tiers of potency. This makes Captain Evergloam an Epic Boss.
  • This does not change their loot, because their loot was already epic-tier for some reason.

[h2]Coldfeather:[/h2]
  • Security crystals have more health (but remain extremely vulnerable to knockback).

[h2]Hotfeather:[/h2]
  • Hotfeather has more health and offensive power.
  • Hotfeather and friends have larger help-shout radii.

[h2]Dalvos's Astral Projection:[/h2]
  • Summoned assistants are more powerful and numerous.

[h2]Chet Thunder:[/h2]
  • Chet Thunder is stronger.

[h2]Gue and Wormback:[/h2]
  • Both have been promoted from Elites to Basic Bosses.

[h2]Eeaeiikik and Funguile:[/h2]
  • Eeaeiikik has been promoted from Elite to Basic Boss.
  • Funguile is a bit stronger.

[h2]Everhorn and Shockybug:[/h2]
  • Both have been promoted from Elites to Basic Bosses.

[h2]Vemuta's Area:[/h2]
  • Vemuta has been promoted from Basic Boss to Epic Boss.
  • Some of the myconian students in each teaching cluster are now elites. (Randomly picked, with higher chances of elites in Vemuta's cluster.)

[h2]Imarak:[/h2]
  • Imarak has been promoted from Basic Boss to Epic Boss.
  • Imarak's adds are a bit stronger.
  • Young mantises in general are stronger.

[h2]Guzyerp:[/h2]
  • Guzyerp has been promoted to Epic Boss, with commensurate loot improvements.
  • Nearby bears are a bit tougher.

[h2]Peacemaster Guztok:[/h2]
  • Guztok's hobgoblins are a bit tougher in general.
  • Guztok is more epic.
  • Guztok now calls for Elite backup after taking a little damage.


Deathcore Penalty

The Death Penalty sign in Serbule Keep now lets you switch to "DEATHCORE" death penalty. DEATHCORE death penalty is not really intended for regular use; it's for special situations, such as a guild all agreeing to participate together.

In DEATHCORE penalty, you simply cannot respawn at all. If other players know how to resurrect people, they can still resurrect you, and special items such as Eternal Greens can still respawn you. Other than that, though, if you die, you will stay dead forever!

There are no additional benefits for using DEATHCORE over Hardcore. There will never be any extra reason to enter DEATHCORE mode except for the challenge and the bragging rights.


Discord Integration

If you use Discord a lot, you'll be excited to know that we've added some basic Discord integration.

There is a new "Discord Integration" tab in Preferences where players can decide what info is displayed about them in Discord (while they are playing the game): their character name, guild name, and/or general location. The default setting is to not display any info in Discord, so if you're not interested in this feature you can just ignore it.

There's also a new chat command /discord to quickly join the official Project: Gorgon Discord server!


UI Improvements/Fixes

Update Notes: April 27, 2022

This is a bug-fix update. The purpose is mainly to fix a UI bug when viewing alcohol casks, but we've also included some other fixes and changes that were ready to go.

We've heard some reports of issues with golf balls occasionally "glitching" in various ways. We're still investigating these, and will fix them as soon as we can. If you have a reproducible situation that causes problems, please bug-report it!

[h2]Glamour Gourds in the Guild Shop[/h2]
You can now purchase "Glamour Gourds" with Guild Credits (from any Guild Sign). These work like Glamour Berries, with a few caveats. When you buy a Glamour Gourd, it is automatically attuned to your account. Glamour Gourd items also don't stack in inventory. (The latter is a technical limitation because attuned items can't be stackable.)

We're using these Gourds instead of Glamour Berries because we want to avoid reselling for now. We want these items to be a reward for doing guild quests, not a way to make Councils off of other players. It's possible that we're being overly cautious here, in which case we'll make further changes in the future.

[h2]Other Changes/Fixes[/h2]
  • Alcohol items now show their effect information when examined.
  • Fixed the start and goal beacons for holes 8 and 9 in Pennoc's Pennant.
  • Rebalanced reward tiers for Pennoc's Pennant based on initial scoring this round. (This only affects the reward tiers you haven't received yet, of course.)
  • Improved legibility of the recipe UI window.
  • Fixed skill reward text-wrapping UI issue.
  • In addition to Glamour Gourds (discussed above), you can also buy Portal Summoning Devices with Guild Credits (sold at any Guild Sign).
  • Increased the cost of Extra-Gigantic Coin Sacks at the Guild Signposts. Cost increased from 2 to 4 Guild Credits.
  • You can now occasionally find Live Event Credit Vouchers (worth 10 Live Event Credits) when playing the high-stakes match-3 game in the casino.
  • Added a Portal Summoning Device for Fungal Fortress that is available through Riston and the Guild Sign.
  • Fixed client bug that could cause items in your storage vault to display incorrectly if you clicked and dragged really fast.
  • Riston now sells VIP Tokens, as well as Povus Teleportation Devices, for Live Event Credits.

Project: Gorgon is on Sale for Half Price!

Project: Gorgon is on sale for 50% off! We've been working hard to polish and improve the game, and now we want to share it with new players -- at a discount!

If you're still on the fence about joining us, why don't you check out our free demo? The demo lets you play a BIG portion of the game, and your demo character will auto-upgrade to a real character when you buy the game. It's a great way to explore the breadth of content that PG has to offer.

If you checked us out during Alpha but haven't been back since we started Beta, this is a great time to see what's changed. We've been smoothing out newbie game flow, removing irritants that frustrate players, improving general quality of life, and making the game's content more accessible, discoverable, and useful. Not to mention all the features and content that we've added recently, like horseback riding, animal husbandry, and a big new level 80+ outdoor zone.

Just for extra fun, we've got some newbie-accessible events lined up for the next two weeks, including an Easter-themed bunny invasion, a golf tournament, and a risk-free chance to try out an animal form.

See you in Alharth!

Hotfix Notes: April 16, 2022

This is a quick patch to address some bugs in today's earlier update, including a fix for teleportation.

[h2]Kalaba Logic Fix:[/h2]
We fixed a bug that let you start Kalaba's quest "Phlogiston Basics" from his Favor menu, before he taught you Transmutation. If you did this, he wouldn't actually teach you Transmutation! If this has happened to you (meaning you have this quest but you don't know the recipe the quest refers to), just cancel the quest in your quest journal. That will fix the NPC logic and you'll be back to normal. Kalaba will give you this quest automatically after teaching you the skill (after you finish his two panther-related quests and he asks you about a "business opportunity").

[h2]Werewolf Fix:[/h2]
Werewolves were randomly losing their Norala buffs and Tokens of Norala. We can't reproduce this bug, but we think we fixed the root cause. We'll keep an eye on things to make sure. We don't have an easy way to restore the exact number of Norala Tokens you lost, so we've just decided to give every werewolf a dozen extra tokens during this full moon. Type `/redeem` in chat and you'll see a redemption called "Werewolf Fix: 12 Tokens of Norala".

[h2]Other Bug Fixes:[/h2]
  • Fixed: some recipes (including common Teleportation recipes) could not be used
  • Fixed: some portals in Serbule Crypt had sunk into the ground
  • Fixed: some title scrolls caused client errors when dropped on the ground

Update Notes: April 16, 2022

Continuing our focus on improvements for new players, this update makes some changes to Transmutation. We are also premiering our new glamour mechanics (which some other games call transmogrification). And we have exciting news - we're going on sale for half off!

[h2]Known Issues:[/h2]
  • Some recipes aren't able to be used right now, most notably certain teleportation recipes. We'll be fixing this in a client patch later this evening.

[h2]P:G is on Sale![/h2]
Project: Gorgon will be 50% off from April 18 at 10am PDT (1pm EDT) to May 2 at 10am PDT (1pm EDT)! This is a bigger discount than we've done before, because the game is in better shape than ever and it's time to get more players involved! (And as we talked about in the latest dev blog, we need more mid-to-high level players to help us balance combat. You can read the dev blog on our forum, or you can read it in-game by typing /blog in chat!)

So this is a great time to get friends into Project: Gorgon! If your friends are on the fence, remember that our free demo lets you play a BIG portion of the game, and your demo character will auto-upgrade to a real character when you buy the game.

[h2]Transmutation[/h2]
Transmutation is an important skill that we expect all high-level players to take advantage of. It allows you to randomly replace treasure effects on your equipment, fine-tuning them to your specific gameplay style. But for such an important skill, it's been pretty obscure.

Higher level combat requires transmutation in order to keep up with the difficulty curve. But transmutation was hard to find on your own at the appropriate level, and confusing to boot. We found that players who discovered how to use transmutation to their advantage tended to stick around, while players who missed it tended to stop playing when they couldn't keep up. This is a huge problem, so we've made some changes:

Previously, you learned Transmutation after becoming friends with Makara, a hermit in the Ilmari Desert (a level 50+ area). Makara is still the advanced Transmutation trainer, but now you can learn the basics from Kalaba in Eltubule, a level 20+ area. Kalaba offers to teach you Transmutation after you complete his second panther-killing quest; he teaches the basics and has Favors that give more XP, recipes, and prisms. Eventually these favors culminate in a request to meet Makara in the Ilmari Desert for advanced Transmutation training. (If you have previously learned Transmutation through Makara, you won't be affected by this change.)

In addition, some of the mechanics of Transmutation have been tweaked to remove some of the frustration: now when you use Transmutation to replace a power on an item, you won't roll the old power again immediately after. We track the last two replacements on each item and prevent them from being rerolled. (Since we weren't storing this info until now, existing items have no history, but it will get filled in as you transmute.)

We also realized that new players often don't even know what an enchantment *is*, because items have their own built-in powers (which are non-fungible) as well as enchantments which can be changed. We've redesigned equipment tooltips to help make this more intuitive. (See below for more on that.)

Other related changes:
  • Added a Transmutation table to Kalaba's work area in Eltibule.
  • The Transmutation level requirement for "Distill Rare Magical Item (0-30)" is now 5 (instead of 10).
  • The Transmutation level requirement for "Repair Transmutation Damage 1" is now 10 (instead of 5).
  • We now allow transmuting when shield wax is on an item.
  • Fixed a bug with the transmutation animation swipe not working correctly.
  • Changed "power" to "enchantment" in the Transmutation window, for consistency.

[h2]Glamour Berries[/h2]
Glamour Berries are a nifty cosmetic feature that let you make your equipment look like other equipment. This can be really useful when your tired of wearing non-matching armor! (Some other MMOs call this process "transmogrification", but that word seemed too close to "transmutation", so we call it "glamouring".)

Glamour Berries are magical fae fruit that can permanently make any one piece of gear look like another piece of gear. This is only an illusion, though -- the glamour has no effect on the item's stats or behavior. This includes NPC behavior: NPCs automatically "see through" glamours, so they will react to you as if you were wearing the original item. For instance, if you're wearing "hideous" clothing that's been glamoured into something beautiful, NPCs will still think you look hideous.

Here's other important details:
  • Any piece of armor can be glamoured to look like any other piece of armor that goes in the same equipment slot. Main-hand and off-hand items can be glamoured to look like similar items (e.g. you can glamour a sword to look like another sword, but not a hammer or a shield).
  • Glamoured items can't be dyed (because glamours hide the original paint, so dyes wouldn't do anything).
  • You can glamour a piece of gear as often as you like, as many times as you like.
  • Glamouring the equipment doesn't attune the equipment; in fact, attunement doesn't affect glamouring at all.
  • Glamours can be copied: if you glamour an item to look like another glamoured item, the new item will have the same glamour as the other item.
  • If you glamour an item to look like something that is animal-only (such as Werewolf Armor), the glamour will only be active when worn in that animal form. It will look un-glamoured in other forms.
  • We haven't yet implemented UN-glamouring, so the effect is very permanent! (But you can always apply a different glamour on the item.)

The VIP Program gift for April is 12 Glamour Berries -- check the Redemptions button on the Persona window (or type /redeem in chat) to get them. Glamour Berries can also be purchased for 20 Event Tokens from Riston in the Red Wing Casino, or rarely found in the high-stakes casino Match-3 games. In the next update (or soon thereafter) we'll also be adding a way to obtain some with Guild Credits.

Related changes:
  • Due to internal changes, certain "head gem" items, such as the Orbiting Gem, are no longer shown on your character when you're in an animal form -- they are only visible when you're a biped. The old behavior was accidental, but it was fun, so we expect to add new animal-specific floating gem items soon. Affected items are: Orbiting Gem, Rohina's Mind Gem, Monger's Boon, Ever-Hateful Jack O' Lantern, Ever-Glaring Jack O' Lantern, and Fae Navy Communicator.


[h2]Item Tooltips[/h2]
Items - weapons and armor and potions and foods and all sorts of items - are extremely important. They're information-dense, and getting all that information into a readable, comprehensible form can be really tricky. We've rewritten the item information blocks that are shown when you hover over an item (called "tooltips") to help make some of that info more understandable. These tooltips are a work in progress, so we'll be reacting to your feedback and suggestions, and we really need your bug reports!

Changes:
  • There's now a "short description" right underneath the item name that tries to point out the most important aspect(s) of the item. Some items do not have a short description.
  • "Attributes", "Enchantments", "Augment" and "Shamanic Infusion" for equipment are now grouped together in a display that's easier to digest and (hopefully) makes the underlying mechanics more obvious.
  • Augment rarity is now displayed in the tooltip.
  • Augment tooltips now explicitly indicate the required rarity of the item it can be placed in.
  • Dynamic stats (durability, doses, waxes, & craft points) are now more obvious when they show up.
  • Added an indicator to tooltips for items that can be used, such as "Right-click to Drink".
  • Shield short descriptions are now accurate (instead of "Level X OffHandShield").
  • Crystal color now displays in the tooltip.

Known Issues:
  • When you raise the Tooltip Font Size to the higher ranges allowed by the slider, equipment tooltips don't fit on the screen well. We'll be working on this in future iterations.

[h2]UI Features and Bug-Fixes[/h2]
  • Added an "Always compare items?" setting under GUI/Features. This auto-compares items without having to hold the Alt key. Defaults to off.
  • Added a purchase confirmation to player-vendor purchases. The amount over which the confirmation presents itself is set by the "Purchase Confirmation Amount" setting, under GUI/Other. Default is 10,000 councils.
  • Active combat skill levels are now displayed on the bottom bar.
  • Skill tree collapse states are now character-specific.
  • Skills are now added to the Skills & Abilities window when you first earn XP in them, instead of when they first hit level 1.
  • We now show skill levels in the skill list on the Skills & Abilities window.
  • We now display your new skill level in the pop-up message when leveling up.
  • Loot Mode is now displayed properly in the UI; previously it would reset every time you logged in.
  • Monster info should no longer get cut off in the combat info window.
  • Inventory items can be used via double-click while the Crafting window is open.
  • We now account for XP mods when displaying the addition in the crafting XP bar.
  • Sped up the minimum crafting repeat time from 2 seconds to 0.5 seconds.
  • The "repeat" feature of the Crafting window now takes into account durability and consumption rate when calculating the max number of times you can repeat the recipe.
  • The quest tracker respects the "Show Quest Tracker" setting again.
  • Tracked quests are now saved properly.
  • The quest log now displays the associated NPC's name in the list of quests.
  • The chat channel of the current tab will now remember when it is switched via a command, such as '/p' or '/n'. So if you switch to another tab and then back, you will remain in that channel. This should reduce mistells.

[h2]Physics & Graphics[/h2]
  • The "High-Quality Anti-Aliasing" graphics option now uses a different anti-aliasing algorithm that doesn't cause as many visual artifacts. (The old one could cause a type of unintentional "motion blur".)
  • We now properly set camera effects (vignetting, blur, etc.) when entering a new area.
  • Fixed a bug that caused heavy framerate loss when certain static objects were selected in the world.
  • Removed the "Overhead Name Fade Distance" setting for now, as it didn't actually do anything.
  • The change in moving upward to falling during a jump is now smooth instead of instant. (The jump physics still isn't 100% realistic but it should look a little better now.)
  • Added particles to Fire Shield ability to make it more obvious when the effect ends.
  • Polished fairy Free-Flutter animation.
  • Fixed several bed sleeping animations.
  • Polished Brambleskin particles.
  • Animated Crafting XP & NPC Favor bars.
  • We now do better handling of your currently-selected entity's appearance changing (such as Vendor Fox coming out of its box).
  • Fixed mounting/dismounting bug that would enable infinite jumping.
  • Reduced lag, and fixed a bug that caused the screen brightness to change, when mounting the first time.
  • Prevented ice fishing holes from falling through the ice or being un-clickable.
  • We now only reduce selection box size when entities are behind the player. This should make things like large doors and trees easier to click on.

[h2]Other Changes[/h2]
  • Added keybinds for corpse actions, such as Autopsy, Bury, etc. They default to keys 1-6, and can overlap with non-corpse keys (such as ability keys). The corpse action keybinds are used only when the corpse window is open.
  • Added a "Loot All" hotkey for corpses that defaults to Spacebar.
  • Werewolf-altar buffs now last until the next Full Moon (instead of the next Waxing Gibbous Moon). Note: since this patch is happening DURING a full moon period, things are a little weird - if you logged in yesterday as a werewolf, your timer is currently set to end on the next Waxing Gibbous Moon. If you log in today or tomorrow, your timer will be updated so the buffs last until the next Full Moon.
  • Werewolf's "Lunacy" buff ("You feel powerful.") now buffs Max Health +30% instead of +30.
  • Fixed bug with treasure effect "Tundra Spikes deals +19% damage, gains +8 Accuracy, and lowers targets' Evasion by -16 for 20 seconds". The evasion debuff did not stack with itself (if you had this effect on two pieces of gear).
  • Uncommon items in loot now glow green, but do not have an associated humming sound.
  • Characters now have some control over their jumps while mid-air (e.g. jumping with no momentum and then moving forward).
  • Higher-level poisoned blades can now be used for lower-level Poison Knife abilities.
  • Loot bonus related Words of Power now last 1 hour instead of 15 minutes.
  • Dead pets can now always be interacted with.
  • Enemies can no longer sink into the floor.
  • Corpses of sheep and floating skulls can now be walked through.
  • Fix typo in Spider Speed effect.
  • Sarina, the enslaved fairy in the Goblin Dungeon, no longer just pretends she is leaving after you free her. She now uses a nearby teleporter to leave. It's also now possible for multiple players to finish the quest by talking to her as she leaves (or before she leaves) rather than having to re-kill the goblin boss.
  • You can now loot fruit trees even if your inventory is full (in which case your inventory will become overflowing). You cannot loot fruit trees when your inventory is overflowing.
  • Bone Meal can now be stored in gardening-related storages.
  • Work Orders for Healing Potion Omegas are now correctly labeled Mycology instead of Alchemy.
  • Work Orders for werewolf armors are now correctly labeled Armorsmithing instead of Blacksmithing.
  • Cloth enhancements now require a tanning rack.
  • Changed references to "Enhancement Points" to "Craft Points" for consistency. "Craft Points" is shorter and thus easier to display in the UI.
  • Changed Serpentine to an Orange Crystal instead of Orange + Green.
  • Hiral now gives juices at each favor level-up.
  • Added durations to pineal juice descriptions.
  • Torches in Eltibule now turn off when they're not lit.