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Project: Gorgon News

Update Notes: October 15, 2020

The Halloween event is live! This year it's much longer than before. If you encounter problems with any of the new quests, please remember to bug-report them.

Balance changes:
  • We've modestly increased the Power cost of most abilities. (We'll use level 80 abilities as examples since the changes are most noticeable at high level.) A typical high-damage level 80 ability costs 4 or 5 more Power than before. E.g. Barrage 7's cost changed from 48 to 52. A few abilities (ones in the highest "Power tier", an internal measurement) were increased more dramatically. Most dramatic is probably "You Were Adopted 6": its cost changed from 90 to 110 Power.
  • We've revised how quickly bosses respawn. Most bosses now respawn 5-10 minutes faster, with an average speed up of seven minutes. The exact change depends on how complex the boss's scripting is, and how easily we could revise things to be faster (without having to re-engineer the whole encounter). If you run into problems with this new respawn rate, please report them. (An example problem is if the boss's sidekicks respawn much faster or slower than the boss themselves.) NOTE: one of the ways we sped up boss respawns is by hastening the rate at which their corpses decay. Most boss corpses decay 2 minutes sooner than before.


Other changes:
  • Added lighting to Hogan's Basement
  • Added lighting to Goblin Dungeon
  • Treasure bug fix: giant bat Sonic Burst combo effect accidentally also boosted Giant Bat Base Damage for 10 seconds (which comes from a different combo)
  • Tweaked cow eyeballs
  • Nishika in Rahu has new hangouts that can teach you how to turn mountains of cheap meat into small amounts of low-quality animal fat
  • Tweaked spawn density in Hogan's Basement
  • Slightly tweaked game performance in some dungeons

Update Notes: September 17, 2020

Bug fixes/tweaks:
  • Fixed a bug that disabled several framerate optimizations (such as Culling Distance Multiplier)
  • Fixed label problem on candles: they said they lasted 45 minutes, but actually last 90
  • Fixed bug that let you place 2 buffing candles at once (this is mainly a sanity-check mechanism since players can only have one candle buff at a time anyway)
  • Fixed bug that let you place 6 decorative tealights instead of 5 (which was wildly exploitable)
  • Ultashk now demands Filthy Animal Fat instead of Candle Stumps to get past his gate
  • Some rats had gained the ability to fly; this is fixed
  • Winter Court Frostmakers didn't advance quests requiring you to kill Winter Court troops in the Fae Realm
  • Made Fae Ensigns' consoles opaque for purposes of line-of-sight checks (which also means they can't shoot through them)
  • Some Fae Ensigns were unable to hear calls for help
  • Fae Ensigns are more susceptible to mesmerisation
  • Coldfeather is a bit tougher
  • Captain Evergloam is a bit tougher
  • Fixed some more treasure buffs that kept working after switching combat skills
  • Fixed coloring on named grimalkin "Hissy" and "Chopjaw" (this is a temp patch until animal genetics are enabled, at which point each instance of these creatures will have a slightly different color chosen by their genetics; for now their coloration is always max-intensity)
  • Improved the new "Alarmer" behavior, which is used by Captain Evergloam (and entourage), as well as by security aboard the Wintertide. (Creatures with this behavior will have "Alarmer" listed in their portrait tags when selected.) Previously, Alarmers called for help whenever they used an ability. Now, they call for help as soon as they enter combat and every 4 seconds during combat, except when stunned, mezzed, or feared. (Note that this change makes Fearing an Alarmer creature very dangerous: they won't actually shout for help while fleeing, but they will shout as soon as they return to normal combat. So watch out for that.)
  • Changed which animals can drop animal fat. (The intent is that mammalian-type animals will drop fat as an organ.) Some creatures such as bees and dinosaurs were dropping fat, and no longer are. Other creatures such as fae bears and entourage panthers did not drop fat, and now do. A few creatures have changed what type of fat they drop. (The type of fat is based on the level and the general role of the creature; meat animals such as cows, goats, and deer will have the best fat drops for their level.)

Update Notes: September 10, 2020

New Dungeons

The main feature of this update doesn't need a lot of patch notes: there's two new dungeons to explore! One is a group dungeon that can be reached from the Fae Realm. The other is a solo experience inside Hogan's Keep (which will require you to be on good terms with Hogan to get in). There's also a new skill that can be learned in one of them.

We plan to do a little bit more with each dungeon (decorations, a few lore notes, side quests, etc.), but these are ready for you to test! We're particularly interested in feedback regarding problems with dungeon flow or monster difficulty (too easy/too hard).


Aurest Missions

The Autumn Resistance is looking for mighty heroes who are willing to work for Councils. Each day there's a different high-level group dungeon available from the local Aurest leader, who can be found in the casino (usually near the bar).

To speak with Lady Alethina, you'll need to be famous enough for her to have heard of you (Notoriety 25), and have two combat skills level 50+. And on some days, the daily mission has a higher level requirement than 50.

There are 7 different Aurest missions (so far). Each day a new mission is chosen randomly, leaving out the ones that ran the past four days. So you won't see the same quest too quickly in a row.

Goblin Dungeon Revamp

We've remade the "Goblin Dungeon" (under Castle Eltibule) with a new art set. The original dungeon was just too ugly: it was made during pre-alpha with placeholder art, and the textures were too low-res to be saved.

But we didn't want to make a NEW dungeon, we wanted to keep the old dungeon! So this is actually a replica of the old dungeon's layout. It uses approximately the same spawns, loot, monsters, etc. just with different dungeon art.

The old dungeon was unfurnished, so this replica is too. We'll definitely be fixing that, but first we want to make sure everything still works, more or less as it did before. If it doesn't, please let us know.

Combat Balance Changes
  • Animal Handling pets have reduced health and armor (not very noticeable at low level, but reduced by 20-40% at level 80, depending on the specific pet)
  • Significantly nerfed the damage of Elite and Boss monsters (by about 70-120 damage per attack, for level 80s).

    • (But note that their Rage attacks weren't nerfed! They deal approximately the same damage as before.)


Manticore Changes

    Manticores are involved in one of the new Aurest missions, and have been refactored for that purpose.
  • Nerfed the hell out of manticores' stats
  • Nerfed loot also
  • Changed respawn rate to be more typical (to make it plausible for a group of level 55s, say, to farm them)
  • Hegemonic Storage Keys drop much more often, although the amount of loot from the hegemonic chests is reduced a bit


Other Changes
  • Fixed animation issue with golems that made them seem to blip around as they walked
  • Fixed animation issue with trolls that made them keep running when they should have stopped
  • Frost Hippogriffs, which were previously just blue versions of regular Hippogriffs, now have more distinctive attacks
  • Solving the vault puzzle in a War Cache now also gives out 1-4 sacks of Councils, as well as a random piece of gear as before
  • Emotes like /wave and /cry now have a different message when you have something selected, versus when you have nothing selected
  • Added "/thank" and "/cheer" emotes (which just perform a waving animation for now)
  • You can no longer butcher Striga for meat (because they are sentient)
  • Fixed display issue that caused all Elite/Boss monsters to have the Thick Armor descriptor. (This wasn't technically a bug, because all Elites do get some thick armor automatically. But this made it impossible to differentiate typical elites from elites that have a LOT of thick armor. Now only the thickest elites are so labeled.)
  • Recipe for Forensic Analysis Kit now requires a higher-quality first aid kit
  • Tweaked Qatik's Casino Excursion quests to actually require you to pick up the items requested
  • "Labyrinth" dungeon tweaks: entrance is easier, Asterion is nerfed a bit, final maze has a somewhat more reasonable monster distribution, added a map
  • Laura Neth now accepts work orders from animals
  • Fixed bug with treasure generation on Fairy Dirks
  • The emergency-exit portal at the bottom of the Wolf Den dungeon could not be selected (except at a very odd angle)
  • Fixed a bunch of ability buffs that could persist even after the caster switched combat skills. In some cases this could be exploited by rapidly switching loadouts to gain the benefits from more than two combat skills at once. We've fixed many of these type of bugs, although we're still rooting them out of nooks and crannies of the game and some probably still remain. Please report them! It is never intentional for you to keep the benefits from a combat skill that's no longer active.
  • Fixed a few abilities and treasure effects that boosted Movement Speed when they were supposed to boost Sprint Speed. (The difference is that Movement Speed also boosts fly/swim speed, and prevents roots/slows from being as effective.)
  • Moderately increased the cash value of higher-level magic items. (Only applies to newly-generated weapons.)
  • Fox Outpost defense crystals no longer shoot foxes on sight (other fox tweaks to come, just didn't fit in this update!)

Update Notes: July 16, 2020

This is a minor update in terms of new stuff, but it's a major update internally -- after a lot of work, we've upgraded to the latest LTS Unity version! With luck, you'll notice better performance. (And a heartfelt thanks to the brave Beta Testers who helped us make this work!)

In terms of new content, there's a new animal form for experienced players to discover. It can be found deep in a cave in Kur. (We consider this the "preview edition" of this new animal form; all mechanics are implemented, and most of the treasure, but not much in the way of NPC interactions yet.) We also want to remind players to always take warnings in item descriptions seriously!

Changes to Settings

We're using a new version of the Unity engine. It performs better for most hardware configurations. (Benefits will vary based on your hardware and OS.)

Because a lot of the graphics settings changed subtly, we decided to wipe all game settings. So you'll need to reconfigure everything! We apologize for the inconvenience -- it shouldn't happen again for at least a year (when the next LTS stable Unity engine is released).

Important Files:
  • The filename of the game's settings file has changed. It used to be GorgonConfig.txt. For new versions of the game, it's GorgonSettings.txt.
  • Previously, the game's log was saved to a file named output_log.txt on Windows. That file is now Player.log. This is the log that we usually request when debugging.
  • In Windows, both of these files can be found at: C:\Users\YourUserName\AppData\LocalLow\Elder Game\Project Gorgon
SphereCull: The SphereCull "special setting" has been promoted to a regular setting. It is now shown as a checkbox on the Graphics setting window. By default, spherical culling is turned on; to turn it off, uncheck that checkbox. (Typing SphereCull in the special settings window no longer does anything.)

3D window viewport size: The rarely-useful "3D window viewport size" settings (there were four separate sliders for x, y, width and height) have been demoted to Special Settings. To set these values, go to the Special Settings window and add, e.g. 3DWindowX=0.25 to make the camera not render on the left-most 25% of your screen. (See the in-game Special Settings help for more information.)

UI Fixes & Changes
  • Another attempt to tame the Settings window's complexity: the features of the GUI section are now broken up into sub-sections that can be expanded or collapsed.
  • Added the ability to set the color of different types of overhead labels. (Experimental)
  • Fixed bug where resizing a game panel or window would not persist in its new size after restarting the game.
  • Fixed bug where talking in Party chat while not in a Party would go to the Global channel. (This now displays an error message instead.)
  • Fixed bug where chat tabs would switch to speaking on Global channel after switching to a new area.
  • The game now saves the channel you want to talk on as part of its settings, so it will remember them when restarting the game (as long as you were speaking on a channel that is actually received in that room -- this is a safety precaution).
  • When you click the chat-channel-chooser button to pick which channel you're talking in, the listing shows only the channels that are actually displayed in that tab.
    (Well, actually the other channels are still displayed, in a special sub-listing, because we didn't want to remove old functionality without feedback. So! Do you use the sub-listing to speak in a channel that isn't displayed in the active tab? If so, why? Would you be sad if it went away? Let us know!)
Combat XP Tweak

If you're only actively using one of your two combat skills, you no longer get a "bonus" of XP in your active skill. Let's step back and explain how XP is earned: basically, if the monster is worth 100% of its XP, each of your two skills get 50% of that... but if one of the skills hasn't been actively used within a minute, it doesn't earn anything. (That behavior is unchanged.)

Previously, half of that thrown-away XP was added to the first skill's earned XP as a bonus. But this code was easily abusable by pet classes, and the only thing we really wanted to keep from this setup was the "double-bar trick". So now, we just explicitly support that trick:

If you really just want to level a single skill, you can assign both skill bars to the same skill. When both your bars are for the same skill, that skill earns 75% of the monster's total XP instead of only 50%. (This behavior is unchanged, we're just documenting it.)

Monsters and Mantids
  • Monsters toughened up! All monsters beyond level 2 have a bit more health and deal a bit more damage. (More tweaks and random encounters are still in the works.)
  • Fixed several events with missing messages (where it would just say "null" instead of a message).
  • Fixed golem encounter bug that could lead to fighting a fairy instead of a golem.
  • The "skillcode" column on the leaderboard now encodes chosen perks. (Not retroactive for existing leaderboard entries.)
Treasure Fixes
  • Treasure effect "Warning Jolt restores X Armor and taunts +Y" restored Health instead of Armor.
  • Treasure effect "Warning Jolt restores X Power and attack range is increased 5 meters" restored Health instead of Power.
  • Treasure: "Deadly Emission Damage +X and Reuse Timer -1 second" didn't correctly shorten the reuse timer.
  • Treasure: "Barrage and Headbutt ignite the target, ..." did not work for the Claw Barrage variant of Barrage.
  • Some treasure effects that buff kicks did not apply to rabbits' "Thump" or spiders' "Infinite Legs".
  • Priest treasure change: "Direct Fire Damage +35 while Priest skill active" => now +100.
  • Necromancy: new off-hand treasure effect: "Death's Hold causes target to take +9% damage from Darkness for 15 seconds"
Other Changes
  • Added a new animal form. It can be discovered deep in a cave in Kur.
  • Kelim required only level 50 to unlock 60-70 Gardening; he now requires level 60.
  • The notoriety message for defeating Betra the Cold incorrectly referred to her as Murdebok the Valiant.
  • Yogzi has recipes for a few missing skill belts.
  • Backfat now charges the usual royal jelly fee for first aid techniques.
  • Pets now follow closer to their owners.
  • Fixed bug that prevented pet grimalkin from being summoned by animal handlers.
  • Undead creatures are now 50% vulnerable to Darkness damage (instead of 0%). This applies to pets as well as monsters.
  • Spider's "Insidious Illusion" reset time changed from 1 hour to 20 minutes.
  • Werewolf quests from the Altar of Norala now abort right after the full moon ends (instead of aborting right before the next full moon, as they did before).
  • Alchemy: several "Max Health +N" potions had too short of a duration and were fixed to last 1 hour.
  • "Toxin Resistance Potion" is now considered a resistance potion for gifting purposes.
  • "Steroid Drink" is now considered a max-health potion, not a restorative potion, for purposes of gifting.

Update Notes: May 28, 2020

This update is heavy on UI improvements. There's also some new things to discover in Sun Vale (which we won't spoiler here since it's exploration content). Plus a broad assortment of other stuff... read on!

General User Interface Changes

We've made a lot of general tweaks and changes to the user interface in this update. Some are experimental while others are basically just bug-fixes.
  • The "overhead labels" GUI options are now enabled by default. This change will override your old settings, meaning that if you don't want overhead labels on, you'll need to go into the Settings window and turn them off again. (Sorry about that.)
  • The "avatar portrait" GUI option is now enabled by default. We've made a lot of improvements to the portraits in this update, and while there's still a lot to do, we asked ourselves "Would you rather have portraits enabled, or a pointless blank space in the UI?" And for the first time, we decided portraits were better than nothing. So they're enabled! (But you can still turn them off in the settings, of course.)
  • The "Close Last Panel" keyboard command (default Escape key) no longer closes the Pet UI. (Experimental, feedback desired! The old behavior just felt wrong most of the time.) You can still close the pet UI by pressing the pet-UI key (default P) or pressing the pet icon on the bottom bar.
  • Another experimental tweak to the "Close Last Panel" keyboard command (default Escape key): if no closeable panels are found, it tries to clear your current selection instead. If you have no selection, it shows the system menu, as before.
  • The Recipe window now has back/forward history buttons (to let you view the previous recipe you were looking at)
  • Floaty damage numbers that affect both health and armor at the same time have been combined into one number. If the damage was split between health and armor, it will be shown in orange. If the damage was applied entirely to health, it will be shown in red. (If you prefer the old format you can use the special GUI setting DualFloaties to get the old behavior back, at least for now. This may end up being obsoleted unless lots of players indicate that they prefer it.)
  • Hide permanent effect icons: you can now remove clutter from your effect-icons bar by hiding your "permanent" effects (ones without a timer duration, such as Armor Bonuses and Curses.) There's a little "..." icon in the effect bar to turn them on and off.
  • Some permanent effects that previously didn't have an effect icon (to avoid adding too much clutter) now have an icon. Most notably, Spawn Premonition buffs are now shown.
  • Changed the visual effects for monsters who feel vulnerable. (Still a work in progress.)
Chat
  • You can now customize the colors of each chat channel. These options are in the Settings window, in the GUI section. (You can also set whether the text is bold or italic, which is actually slated to be a feature of our VIP subscription plan, alongside a bunch of other fancy GUI options. We're not actually sure if this tiny feature will end up being VIP-only, but if it does, consider this a preview.) Known issue: if you join a new chat room while the Settings window is open, you will need to close and reopen the Settings window for that new chat room to appear in the color list.
  • You can now share recipes in chat. On the Recipes window, right click the name of a recipe and choose "Share in Chat"
  • When sharing items or recipes in chat, you no longer have to type a message. You can just say the item (or recipe) without further commentary if desired.
  • In an attempt to make item/recipe sharing a little bit more comprehensible, there's a new "Send Chat" option shown when you click the "+1 Item" button on the chat window. The "Send Chat" option is the same as pressing Enter while typing chat text: it sends whatever's been typed, along with the chosen items/recipes.
  • Made the Chat window behave a bit more like other windows in a few ways. Most noticeably, there is a close button on the window now. More subtly, the window is no longer in the "background" behind other windows. This means that it can now appear on top of other windows. It's hard to explain, and not that important, but if you're wondering "wait, did this change?" then you're not insane, yes it did.
Particle-Spam Limiter

To help cut down on "particle spam" in busy towns, there's now a rate-limiter on how many unimportant gameplay particle-effects will be displayed. The limit is determined by your graphics quality level, or you can manually set it in the Settings window: it's an advanced Graphics setting called "Max Low-Pri Particles Per Second".

What is a "low pri particle"? It's a particle-effect from a buff or ability that doesn't seem like it will directly affect you much: buffs and heals cast on other players (who aren't in your current group). Buffs and heals cast on you are never considered "low-pri", so even if you set the limiter to zero, you'll still see particles when people cast spells on you.

We hope that this automatic limiter will prevent framerate problems in busy areas. (After a few tweaks to its algorithm, probably.) But there's also a second tool at your disposal. This one is intended for use in VERY busy areas (such as during live events). Type /particlespam in the chat box to turn on an aggressive particle-blocker. It will block all buff/heal particles cast by any player aside from you and the people in your current Group. (Unlike the automatic limiter, this command WILL hide spells that are cast on you by other players. This can be confusing in combat situations, so we don't recommend leaving this on for regular play.)

You can return to normal by typing /particlespam in the chat window again. If you want to ALWAYS be in no-particle-spam mode, you can instead add the word NoParticleSpam to the Special Settings box in the Settings window. This setting supercedes the chat command.

Also, as a general optimization, we no longer render "low-pri" particles on players that are very far away (specifically, players that are far beyond your Animation Cutoff distance).

Monster Buffs
  • High-level monsters have more health. The change starts at level 40, though it probably won't be noticeable until significantly higher level. By level 80, however, the change is noticeable, giving monsters around 20%-40% more Max Health. As an example, a level 77 fire spider's health increased from 2013 to 2898, gaining 885 health. Max Rage also increased proportionately. This change is aimed at solo monsters, although it also affects group monsters by the same amount. (e.g. if there were a Boss version of the aforementioned level 77 fire spider, it might have 20,000+ health, but regardless, this change would only add 885 to it, the same as if it were a solo monster.)
  • Scray's delayed acid damage is a bit more painful.
  • Bees and wasps with poison-DoT rage attacks now deal a bit more poison damage per second.
  • Werewolf enemies whose rage attack is a healing-howl: the heal is now a meaningful amount, although still not especially impressive.
  • Sharks were accidentally using generic forest-animal attacks (in fact, their bites could inflict lice!) They now have unique attacks: they have a crippling opener move, and their rage-attack is a bleed.
Bee Hive Encounter Revisions

The "poke the hive" group encounters in the fae realm have been revised to be much easier. We still recommend a group of 5-6 level 70+ players, although it is possible for a very coordinated (or very well-geared) small group to handle some of them.

These encounters are not well-tested. That's your job! We'd love your feedback on these encounters after you've tried them out a few times. Since we need detailed balancing feedback, you'll need to know how things are supposed to work. So the rest of this section is a spoiler!

When you poke a hive, it spawns a first wave of solo enemies. After a few seconds, if your group is still alive and nearby, you'll see a note that more reinforcements are on their way. A bit after that, you'll see another note about more reinforcements. When you see those messages, it means the reinforcements are 10-20 seconds away from arriving, depending on their movement speed. They take a while to spawn in, and then have to travel to the hive. If you have the ability to perceive creatures before they spawn, you can detect these reinforcements before they spawn in.

No wave of enemies has more than one elite/boss creature in it. However, the waves are short and speed is still important to avoid monster pile-ups. Positioning is also important: the hive only summons reinforcements as long as 3+ players remain close to the hive (specifically within 30 meters). If there aren't enough (living) players in the area when it's time to call reinforcements, you'll instead see a message that they've been called off. (The already-spawned reinforcements will still fight to the death, however.)

The encounter ends after the third wave -- the reward is the loot from the monsters themselves. The solo monsters have higher-than-normal chances for honeycombs, even for creatures that normally don't drop honeycomb. The elite monsters have high chances of dropping Royal Jelly (although not as high as in the earlier incarnation of these encounters).

We want these encounters to be frantic, and feel dangerous, but not feel insane. In other words, they should be fun. The hives nearest town are intended to be relatively easy, and the later ones should be more difficult. One of the biggest unknowns is how much time should elapse between each round of reinforcements. If your feedback indicates that certain hives are too hard, we can slow down the reinforcements, or reduce the number of enemies per round.

One other thing -- the elites in these encounters now have a chance to drop Fairy Soul Anchors. They are rare and drop as a bonus item (meaning that they don't reduce the amount of "regular" loot received). Fairy Soul Anchors are useless to non-fae, and always will be, but they drop for players of all races to allow fairies a way to purchase them from other players.

Monsters and Mantids

After receiving your detailed feedback on this casino game (thank you!), we've revised it to have more choices, more diversity, and a bit faster playing speed.
  • when your Gaming skill is 15, you can now tip your game master. Game masters provide hastier service for big tippers.
  • when your M&M character reaches XP level 2, 3, and 5, you'll pick a Perk from a random selection of Perks. Perks are small buffs and benefits.
  • when your dice-roll ends in death, you no longer receive your tickets and rewards before the dice are finished rolling. Instead, press the "Continue" button to receive your rewards.
  • the ante for playing the regular game has increased from 500 to 650, and Pro tables increased from 750 to 900. Expected average earnings for skilled players are still a bit higher than before, though.
  • the ability Prey deals +2 damage and heals -1 health (at all tiers)
  • the ability Lurk deals -1 damage (at all tiers) to injured enemies
  • the code for the random-encounter system was rewritten in this update, and all the encounters were converted to a new system. It's possible there are bugs -- if you find them, please report them!
  • there are some new random encounters, with more to come
Fairy Tweaks
  • All beehives in the fae realm now have a quest available to fairies. (Previously, most of the hives were "coming soon".) Each hive can now be completed once every 5 days instead of every 1 day. The item rewards are also tweaked: they now sometimes give valuable items (such as royal jelly) instead of fairy Soul Anchors, although the most common reward item is still a Fairy Soul Anchor. All 12 of the hive quests give 200 Fae racial XP upon completion.
  • Most items made of ice now melt less quickly. (Raw ice is about half as likely to melt each tick.)
  • Using the Fairy Wing Potion was much more tedious than intended because the potion chose randomly between 30+ different wings. There are now five different fairy wing potions, each covering only one or two styles of wing. This way, when you know which shape you want, you can more easily find it in the color you want by brewing the appropriate potion. These new recipes are unlocked by raising Fey racial skill.
Previews of Animal Husbandry

We're working on a complex system for breeding and selling pet animals. It's not ready yet, so we've "turned it off" for this update. However, there are lots of little details (and bugs) that still made it into the update.
  • The Stable window has been rewritten in preparation for the upcoming Animal Husbandry system. You'll notice that the new version indicates whether your pet is male or female. This will be important for breeding purposes, but won't have any other effect.
  • The Stable window will say that your pets are "Unregistered" -- this can be ignored for now
  • The Item Info window has a new tab labeled "Preview". This will be how you examine a pet who's stored in a travel-cage item. For now, it does nothing.
  • Some animals are currently using genetics internally. This includes cats, wasps, bees, deer, and a few others. These genes can affect the creatures' stats: they may have more or less max health than normal, or have evasion, toughness, etc. However, the genomes these animals are using are junk genes, intended only for testing.
  • Two types of creatures, deer and bees/wasps, not only use genetics internally, but externally as well: their genes affect their visual appearance. You'll notice that different individuals have unique colors, sizes, and (in the case of bees), deformities, particles, or other strangeness. Again, these animals' genomes aren't permanent, they're just for testing the system. (Especially the deer's appearance genes, which currently generate rainbow-colored deer.)
  • Pets are NOT using genes at this time, so when you tame a wasp (for example), you'll get a standard wasp, ignoring the genes of the creature you tamed.
  • Some animals have the wrong colors (e.g. Hissy isn't red). This is temporary and will be fixed.
Bug Fixes/Other Stuff
  • Worked around a Unity UI bug that could cause your mouse cursor to get "stuck" in the center of the screen whenever it touched the edges of a GUI window.
  • Basic ambient sound-effects added to Fae Realm
  • Some words of power that said they lasted 15 minutes only lasted 5 minutes
  • The crossbows "Hunting Crossbow" and "Double Crossbow" were incorrectly flagged as having a necromancy gem; the gem is now removed.
  • Archery ability Snare Arrow's description indicated that it used 5 arrows, but only actually needed 1. The description was incorrect and has been fixed
  • Food item "Gobbledygook" was incorrectly marked as a meat dish
  • The "Bridge Bully" has been relocated to a more recognizable bridge
  • Velkort's pet flame now acts as a waste disposal service for the town of Serbule: you can discard junk in it.
  • Fixed bugs that could cause the wrong icon to be shown on the "casting" progress bar
  • Fixed exploitable bug: high-level Fairy Magic abilities could be used even when paired with a very low-level skill (It didn't honor the max-25-level-difference cap between your active skills.)
  • Tamed Blinding Wasps' special abilities were both named "Wasp Ranged Debuff" -- one of them is now renamed "Wasp Burst Pierce". Behavior is unchanged, only the label was wrong
  • Fixed bugs where Objective Orienteering abilities could report "The quest objective is not anywhere in this zone" when they were, in fact, in the zone, just very far away. This bug could happen for quests in Sun Vale or Ilmari Desert.
  • Fixed a bug that caused Combos to be aborted when you triggered a Combat Refresh
  • Tweaked spawn range of motherlodes in Kur to prevent spawning off the map
  • Fixed display errors where your Friends list would occasionally show incorrect amounts of time since your friends were last online.
  • Some types of clothing did not show up in the "paper doll" in the Persona window (and some still don't... still working on it)
  • Changed the default LOD Bias value for the graphics level "5: Amazing". It is now 3 instead of 1000. (3 sounds small, but it's actually quite dramatic: it's a 300% increase in how far away the game will render things in their highest level of detail.) The value of 1000 was only intended for "6: Ultra", which still uses that default. 1000 is so high that it essentially turns off the level-of-detail system entirely, always rendering everything at max resolution, even if it's miles away. This is dumb, but Ultra.
  • Fixed login issue: if you were disconnected due to internet problems, then tried to reconnect, you could get a message telling you to try again, but no means of trying again (forcing you to restart the game). If this happens now, the client waits a few seconds on the "try again" error screen, then switches back to the login screen so you can try again.