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Update Notes: June 30 - July 6, 2023

Update Notes: June 30, 2023
  • Update to fix problems with animation loops in yesterday's patch
Update Notes: July 4, 2023

A small update to fix some bugs:
  • Drowning & dehydration put you in combat again, so that regeneration doesn't prevent dying.
  • Fixed a bug that broke channeling as a bat almost-completely.
  • Fixed a bug where an error that prevents channeling causes you to be stuck in the animation (E.G. trying to harvest wood without a saw).
  • Fixed a bug causing NPCs to get stuck in dancing or instrument-playing animations.
  • The new treasure effect that causes Heart Thorn to deal Acid armor damage over time did not show in the ability tooltip.
  • The new treasure effect that causes Heart Thorn to deal Acid armor damage over time did health/armor damage, not armor damage as intended.
  • Using Premeditated Doom showed the effect icon for mod-activated healing even if you didn't have appropriate mod.
  • Treasure effect "Signature Debuffs deal +80 damage and restore 90 armor to you after a 10-second delay" could not show up on Uncommon crafted belts.
  • Added more detailed instructions on how to find Elmetaph to the barrier wall in the newbie dungeon.
  • Good Bait is now a level 30 recipe (instead of 45).
  • The meals Venison Psi-Mantis Style and Chicken Psi-mantis Style are now properly marked as containing fish.
  • Added a line to Words of Power 1 to make it more obvious that you have to manually jot them down.
  • New setting that keeps your current target selected if you click away from it (without clicking on another target): GUI > Targeting > Mouse Selection > Clear Target on Click. Note that it's only supported in the new UI.
  • Fixed a graphical issue with leather headgear.
  • Decreased the SFX volume for some Weather Witching abilities.
  • Fixed a bug causing the camera position to reset when zoning.
  • Fixed a bug in the old UI where letting go of left-click while holding in right-click would un-hide the mouse.
  • Set Near Clip Plane's minimum value to 0.1, to avoid occlusion issues (notably in the casino).
  • New feature: 5% of all randomly-rolled Legendary loot items will be "Foretold in Prophecy", gaining 60 additional crafting points. It will have additional benefits in the future.
Update Notes: July 6, 2023

Another quick update:
  • Rebalanced all abilities and treasure effects that generate/restore Power. We have a list of specific changes, but it's quite long so we'll save that for the discord-linked patch notes. The short version is that all such abilities and treasure effects are more potent to varying degrees. In many cases the Power restoration increase is pretty dramatic.
  • Fixed a bug that sometimes caused gathering animations to not play.
  • Skeletons now play the correct attack animations again.
  • Fixed sit/nap animations for Nightshade's bed, a moldy bed in the Carpal Tunnels, and Utimak's chairs.
  • Fixed an invisible boulder in Eltibule.
  • Added an Elite Training Dummy with 100k hit points to Serbule.
  • Lowered cost of Glamour Berries on Riston from 20 LEC to 5 LEC each (but they are now account-bound upon purchase)

Update Notes: June 29, 2023

This update primarily focuses on game balance issues and quality-of-life (QoL) issues. And it's time for summer... and the Steam summer sale!

Summer Sales

Project: Gorgon will be on sale for most of July, from June 29 to July 27, at a big discount - 75% off! We know that the $10 price point is more feasible for some potential new players, so if you have any friends left who haven't tried PG, this may be the time!

If you don't have any friends to invite, you can still get involved -- we just want your scintillating presence! There are lots of ways you can participate in-game during the sales, including special events for newbies and existing players alike, free redemptions each week, rotating buffs, and another VIP Challenge.

Balance Changes

This update has a lot of balance changes. We'll cover the systemic changes first. Then we'll break out individual skills that received multiple changes. If your favorite skill isn't listed here -- or if these changes aren't to your liking -- don't worry, there will be more changes to all skills in the future. In general we're trying to power up weaker skills while toning down the most problematic treasure effects. Please give us your feedback after you've played with these changes a while.

[h2]Transmutation Cost Changes[/h2]
We've been too stingy with Transmutation. Creating and experimenting with new builds is a big part of the game's fun, and it needs to be more accessible.
  • Decomposing an item into Phlogiston now yields an average of +100% more Phlogiston. (But note that there's more randomness in the yield than before.)
  • Durability costs for using Transmutation are now as follows:
    • Legendary: was 25%, is now 8%
    • Epic: was 20%, is now 6%
    • Exceptional: was 10%, is now 5%
    • Rare and Uncommon: unchanged. (Was 5%, is now 5%)
  • Note that it no longer matters whether the transmuted slot is "generic" or not for purposes of durability cost. (But it still affects phlogiston cost.)

[h2]Power-Cost Changes[/h2]
The Power system isn't pulling its weight in terms of gameplay, so Power costs have been increased across the board. The magnitude of this change depends on the internal "cost tier" of the ability. For some abilities the change is modest (and a few even got cheaper), but for many abilities it's quite noticeable, especially at high level.

We're a little worried that this change will have unintended consequences in middle level ranges -- if you find this to be too big a squeeze, let us know.

And for low-level players, it's more important than ever to remember to eat both a meal and a snack! That's the best way to recover Power between battles. Another tip: while plentiful, raw fruit is a low-potency meal, so eat something better when you can.

[h2]Favor Rewards[/h2]
  • Favor Quests now reward more Favor (averaging +50 Favor per quest).
  • Hang Outs that reward Favor now reward significantly more Favor (about +90%).

[h2]Inventory Slots[/h2]
New players now have 8 more Inventory Slots than before. These slots were previously earned by leveling up Endurance. (Endurance previously gave out 30 Inventory Slots at level 100; it now gives out 22.) For existing players: If you've already gotten all the extra Inventory Slots from Endurance, you won't see a change. If you haven't, you will gain access to the Inventory Slots you hadn't earned yet.

[h2]Deer[/h2]
First a note about formatting. When a treasure effect has changed, the format we use is:
  • (SlotsThisCanShowUpOn): "Old level 100 version of this effect" => changed level 100 version

Now the actual deer changes:
  • (Head, Necklace): "Summoned Deer Rage Attack Damage +183" => "... In addition, if it deals Indirect Nature damage (such as via Insect Egg implantation), damage is +20 per tick"
  • (Hands, Necklace): "Deer Kick implants insect eggs in the target. (Max 4 stacks.) Future Deer Kicks by any pet deer or player deer will cause target to take 390 Nature damage over 5 seconds" => This effect has been re-coded so that the attacking deer's indirect nature buffs are added to the damage dealt. It can also now be found on Ring (as well as Hands and Necklace)
  • New treasure effect (Feet): "Bounding Escape dispels any active Slow or Root effects on you and grants you immunity to similar effects for 15 seconds"
  • New treasure effect (Head): "Forest Challenge deals Psychic damage, and damage is +200"
  • New treasure effect (Hands): "King of the Forest deals Psychic damage, and damage is +120"
  • Summoned deer pets now periodically use an Antler-Slash move in between Deer Kick moves. This was done to somewhat reduce the number of Egg Infestation stacks per deer (when those mods are used)
  • Pummeling Hooves: This ability is now considered a Kick (for purposes of buffs and combos).
  • Fixed a bug that caused the "Forest Caller's" treasure effect to not show up for all item levels.

[h2]Druid[/h2]
  • Removed treasure effect (Legs, Hands): "Fill With Bile heals 92 health and 92 armor" => This treasure mod has been replaced with the new effect below. The new effect can only be on Hands, not Legs, so if you previously had it on Legs, that piece of gear leg-gear is now Legacy (because the new effect will be on your pants and shouldn't be!). Use transmutation to remove the effect and it'll stop being Legacy.
  • Replacement treasure effect (Hands): "Fill With Bile causes any Core attacks that deal direct Poison damage to deal +180 damage for 3 minutes. (This effect does not stack with itself.)" Note: this mod applies to Toxin Ball, Toxin Bomb, and Inject Venom.
  • New treasure effect (Legs): "Fill With Bile causes any Nice attacks that deal direct Poison or Acid damage to deal +180 damage for 3 minutes. (This effect does not stack with itself.)" Note: this mod applies to Acid Bomb, Spit Acid, Delerium, and Venomstrike.
  • (Chest, Legs) "Heart Thorn coats the target in stinging insects that deal 378 Nature damage over 12 seconds" => 480 damage over 8 seconds
  • (Hands, Legs) "Heart Thorn deals Poison damage (instead of Nature) and also deals 330 Poison damage over 12 seconds" => 440 damage over 8 seconds
  • New treasure effect (Necklace): "Heart Thorn causes target to suffer +19% damage from all Indirect Damage sources for 15 seconds"
  • (Head, OffHand) "Heart Thorn restores 90 armor to you" => "Heart Thorn coats the target in acid that deals 580 armor damage over 8 seconds"
  • (Hands, OffHand) "Pulse of Life restores 100 Health over 15 seconds" => 260 Health over 15 seconds
  • (Head) "Pulse of Life gives +18 Fire, Cold, and Electricity Mitigation (direct and indirect) for 15 seconds" => 22
  • (Hands, Feet) "Brambleskin deals +120 Nature damage to melee attackers" => This is now available on Main-Hand gear, as well as Hands and Feet
  • New treasure effect (Chest, Head) => "Brambleskin deals +34% damage to melee attackers"
  • New treasure effect (Legs): "Rotskin debuffs target's Indirect Nature Vulnerability -28% for 12 seconds"
  • (Chest, MainHand) "Cloud Sight covers the target in insects that deal 312 Nature damage over 12 seconds" => "304 Nature damage over 8 seconds"
  • Ability Toxinball: deals the damage over 8 seconds instead of 12
  • (Hands, Legs) "Toxinball deals +234 Poison damage to health over 12 seconds" => 224 damage over 8 seconds

[h2]Rabbit[/h2]
  • (Chest, Ring) "Bun-Fu Kick Delayed Trauma Damage +221" => +358. The delayed trauma damage happens after 5 seconds instead of 8.
  • Long Ear ability: Removed the movement-speed debuff. Normalized buff duration to 15 seconds at all tiers.
  • Hare Dash no longer cancels Long Ear.
  • Love Tap ability: Revising to make this more interesting as a combat-opening "puller debuff". (Note that it already prevented help-shouting.) Ability no longer generates any Rage. Ability has bonus Accuracy. Hastened reset time of all tiers. In addition to increasing the target's rage-fill requirements, Love Tap now also Slows the target 45% for 10 seconds.
  • (Head, Main Hand) "Love Tap deals 415 Trauma damage after an 8-second delay" => 505 Trauma damage after a 4-second delay.
  • New treasure effect (OffHand): "Love Tap causes target to suffer +14% damage from future physical attacks (Slashing, Crushing, and Piercing) for 10 seconds"
  • Love Tap and Bun-Fu strike are considered bodypart attacks (for purposes of certain buffs).
  • New treasure effect (Feet, Necklace): "While Rabbit skill is active, all Kick abilities deal +25% damage, with a 15% chance to deal double damage"
  • Fixed leftover attributes that referenced "Bun-Fu Blitz" (now renamed to Bun-Fu Kick).

[h2]Spider[/h2]
  • Spider: Incubate ability: it now takes 10 seconds to incubate an egg, not 15
  • (Hands, Main Hand) "For 12 seconds after using Infinite Legs, additional Infinite Legs attacks deal +28 damage" => "After using Infinite Legs, additional Infinite Legs attacks deal +58 damage" (The duration is now the same as the built-in buff for that tier of ability, i.e. 10 seconds at level 1 and 18 seconds and level 8.)
  • (MainHand, Ring): "Premeditated Doom restores 128 health after a 10-second delay" => "Premeditated Doom restores 231 health (or armor, if health is full) after a 10-second delay"
  • Removed Treasure effect (Head, Necklace): Premeditated Doom restores 200 armor after a 10-second delay => this treasure mod has been replaced with the one below. The new one can only be on necklaces, so if you had the old effect on Head gear, you now have the NEW effect on head gear... which is illegal, so your head gear has become Legacy. If you use transmutation to remove the effect it will stop being Legacy.
  • (Necklace): "Premeditated Doom boosts your Crushing damage +80 for 20 seconds"
  • (Head): "Premeditated Doom boosts your Direct Poison damage +97 for 20 seconds"
  • (Legs, Hands): "Gripjaw deals +42% damage and hastens the current reset timer of Grappling Web by 5 seconds" => 41.2% and 6 seconds
  • (Main Hand): "Spit Acid raises your Poison Damage +23% for 30 seconds (this effect does not stack with itself)" => "Spit Acid raises your Poison Damage +22% for 12 seconds"
  • (Head, MainHand): "Terrifying Bite causes the target to take +16% damage from Poison attacks" => +24%
  • (Hands): "While you are near your Web Trap, you recover 6 Power per second" => 10
  • (Hands, OffHand): "While you are near your Web Trap, you recover 13 Health per second" => 18
  • New treasure: (Head, MainHand): "Incubated Spiders' Rage attacks deal +1056 Poison damage over 12 seconds"
  • (Legs, Necklace) "Gripjaw restores 78 Armor to you" => "Gripjaw deals +78 Armor damage and restores 78 Armor to you"

[h2]Sword[/h2]
  • Ability Hacking Blade: Trauma damage from this ability is generated over 6 seconds instead of 12.
  • Ability Many Cuts: This ability now deals Trauma damage to health (instead of dealing Slashing armor damage over time); amounts increased.
  • (Head, Legs) "Precision Pierce deals +40 direct health damage and further reduces target's Rage by 300" => +63 damage; -350 rage
  • (Feet, Main Hand) "Hacking Blade deals +240 Trauma damage over 12 seconds" => over 6 seconds
  • (Necklace, Off Hand) "Hacking Blade and Debilitating Blow deal 162 Trauma damage over 12 seconds" => over 6 seconds
  • (Head, Necklace) "Flashing Strike deals +269 damage to undead" => +580
  • (Chest) "Flashing Strike deals +35% damage and gives you 50% resistance to Darkness damage for 4 seconds" => for 7 seconds
  • (Main-Hand, Necklace): "Many Cuts and Debilitating Blow deal +166 damage to Arthropods (such as spiders, mantises, and beetles)" => "Many Cuts and Debilitating Blow deal +134% damage to Arthropods (such as spiders, mantises, and beetles)"=> Also, this effect can now only be found on Necklaces. (Main-hand weapons with this effect are now Legacy, until it's removed from them via Transmutation.)
  • (Legs, Main Hand) "Many Cuts deals 236 armor damage" => "Many Cuts deals +228 Trauma damage over 6 seconds"
  • (Feet) "Many Cuts deals +25% damage and stuns targets that have less than a third of their Armor remaining. However, Power cost is +33%" => "Many Cuts deals +12% damage and stuns targets that have less than a third of their Max Rage."
  • (Head, Feet) "If target has less than a third of their Armor remaining, Many Cuts knocks them back and deals +40 damage" => "Many Cuts deals +86 damage and if target has less than a third of their Max Rage, also knocks them back."
  • New treasure effect (MainHand): "Debilitating Blow deals +75 damage and causes target's Rage attacks to deal -20% damage for 10 seconds"
  • (Chest, Off-Hand) "Finishing Blow restores 128 armor to you" => "Finishing Blow deals 530 Psychic damage after a 4 second delay"
  • New treasure effect (Hands, Feet) : "All Sword abilities deal +13% damage to targets with less than 33% of their Max Rage."
  • (Legs) "Decapitate deals +100 damage and terrifies the target for 4 seconds" => +255 damage and terrifies for 7 seconds
  • (Chest, Off-Hand) "Decapitate restores 197 armor to you" => "Decapitate increases your Max Health +137 for 60 seconds (and heals 137)"

[h2]Other Skill & Ability Changes[/h2]
  • Fire Magic: (Hands, Feet): "Indirect Fire Damage +48% when skill Fire Magic active" => +38%
  • Necromancy: (Hands, Necklace): "Indirect Fire Damage +48% when skill Necromancy active" => +30%
  • Shield: (Chest, Ring): "While Bulwark Mode is enabled you recover 34 Armor every second" => "... every 3 seconds"
  • Shield: Elemental Ward ability: protective buffs last for 20 seconds instead of 30
  • Warden: (Hands, Feet): "Indirect Fire Damage +77% when skill Warden active" => +42%
  • Unarmed: Abilities Cobra Strike, Mamba Strike, and Slashing Strike have a new innate benefit: "Dispels the strongest Damage-over-Time effect you are currently suffering from"
  • Hammer: removed artificial Power-cost increases for this skill, resulting in a 5-10% cost decrease. However, this decrease is completely overshadowed by the major Power-cost rescaling explained above. (But Hammer users can now rest easy knowing their skill no longer has artificially-high Power costs.)

[h2]Note on Legacy Gear[/h2]
Some gear for a few skills may now be marked as Legacy. This can happen when effects on the item are no longer allowed to show up on that type of gear. Legacy items become unusable after 30 days. But! You can fix these items (making them non-Legacy again) by using Transmutation to remove the now-invalid treasure effect. If you're unsure exactly why the item is Legacy, visit the Legacy Item Helper golem in Serbule. It can examine your item and give you more info.

To facilitate this, these skills will enjoy much cheaper Transmutation costs for the next month or so: Deer, Spider, and Druid. And Sword. (We're including Sword because of the significant gameplay changes it's seen this update.)

[h2]Monster Changes[/h2]
  • The creatures variously known as "Garden Tenders", "Sand Dogs", and "Snow Leapers" (depending on their variety) are now immune to slow and root effects.
  • Orcs: Sword-wielding orcs previously had a Parry move which drained a tiny amount of Power. This Parry move now reduces Core Attack damage by 75% for 10 seconds.
  • Orcs: Melee-range orcs can now throw a knife up to 20 meters. They use this when slowed or rooted.
  • Slimes are now immune to slow, root, fear, and mesmerize effects. (But notably not knockbacks.)
  • Monster tornadoes are now immune to slow and root effects.
Angling
  • Dramatically increased the amount of XP earned by catching high level fish. (All levels of fish are affected, but will be most noticeable after level 50.)
  • Quest "Angling: Toxic Blooms": The toxic blooms only appeared during nighttime hours, but should appear at all hours.
  • Adjusted the level & distribution of fishing zones in Povus.
  • Added some more types of angling fish to Povus zones.
  • Grapefish on the line are now purple.
  • Fixed an Angling visual effect with transparency issues.
  • Quest "Angling: Vicious Eels": Fixed the description; it had been "Angle Invasive Ice Fish".
    The fishing pool on the northeast side of the main Sun Vale island previously gave a quest that rewarded you with the "Angling (Advanced)" ability. This ability's level has been lowered to level 30, and is now given out by a lower-level pool: the one on the north end of the main island. (The northeast-side quest still exists, but now gives bait and XP as a reward.)
    • Note: the "Catch And Release (Advanced)" ability is still level 45; it will changed to 30 (and moved to a level 30 pool) in a future update
  • Catching junk like crates and bottles now gives better XP at higher levels.
UI
  • You can now search for items with Ctrl+F! Note: This is a new keybind, located in Settings > Keys > Interface > "Search for Item".
  • Adjusted vitals-change animation speed so larger changes will animate quicker.
  • Fixed bug causing "Save Changes" popup to show erroneously due to some custom chat channel preferences.
  • Settings tooltips now only show when you hover over the name of the setting.
  • Closing the Settings window without saving changes will now properly update the window the next time it opens.
  • Fixed bug preventing the settings "Save" button from enabling when modifying some graphics overrides.
  • New setting to disable enemy AOE ranges from appearing: "GUI > Windows & HUD > Abilities & Items > Show Enemy AOE Areas". Defaults to true.
  • Better handling of AOE Range opacity, and default the setting to 0.5 instead of 1 (resulting in dimmer AOEs).
  • Renamed "Reset Camera Position" keybind to "Re-Align Camera to Character".
  • Fixed bug that sometimes caused party-member nameplates to get stuck on the screen.
  • Target of target's avatar portrait is now controlled via the "Avatar Portraits" setting.
  • Right-clicking on your target to use it will no longer use the thing behind it.
  • Fixed bug causing the cursor to not change properly when your hovered target disappears.
  • Drastically decreased the time dropping & picking up items stops you for (especially for humanoids).

[h2]Defaults Changes[/h2]
In this update, we also changed a slew of default settings for the UI in order to make things a little more useful and familiar for new players. Note that these defaults only affect new players!

Keybinds:
  • Open Inventory: I, B
  • Open Skills & Abilities: K, Ctrl+D
  • Open Social Window: O, Shift+Ctrl+S
  • Open Crafting: C, Ctrl+R
  • Open Quest Log: L
  • Open Chat: Ctrl+C

Other:
  • Chat no longer closes when pressing Esc.
  • Ability Tooltips appear near the cursor, not in the top corner of the screen.
  • Change tooltip font size from 11 -> 12.
  • Skills, Abilities and the Quest Log start out as larger windows.
  • The "Tip" window (that shows tutorial messages) is centered on the left of the screen.
  • Channeling bar is centered above the character's head.


Other Changes
  • Added an "Observation Golem" to Anagoge to help direct lost players.
  • Added a "Training Golem" to Anagoge Records Facility to point out some hidden-but-useful game settings for new players.
  • Demo players can no longer be sent pigeon mail. (This was a bug.)
  • Golf: Fixed a number of bugs, refined the golf UI, and tweaked some functionality for a (hopefully) improved experience.
  • Fixed bugs with fairy chimes not properly updating.
  • Fixed the sometimes-broken nib barters on Shala.
  • Adjusted minigolem hitboxes to be more exact.
  • Improved handling of looping animations for most animals.
  • Toned down some Battle Chemistry visual effects.
  • Prevented particles from sticking around in certain conditions.
  • An assortment of graphics touch-ups in the character select & create screens.
  • Updated a number of icons.
  • Damage from falling, dehydration, and drowning will no longer put you into combat.
  • Fixed a bug causing playable animals to not rotate properly when strafing when ground alignment was turned off.

Update Notes: June 10, 2023

This is a small update to fix some of the bugs we introduced in the June 1 update. It also includes some other balance changes and bug fixes as well. (Sometimes bug fixes sprawl. One thing leads to another and so on, and suddenly you're making changes to Deer.)

[h3]Angling[/h3]
- Animals can no longer angle: you must have hands to angle.
- The ability Catch and Release now gives 25% _bonus_ xp rather than just 25% xp.
- Clicking on Fish Tacos recipe in chat can no longer crash the client. It was the sour cream: the Fish Tacos recipe incorrectly indicated that it consumed half of a sour cream. It now correctly requires 1 sour cream, with a 50% chance it'll be consumed.
- Canceling angling (by pressing the ability) no longer consumes another piece of bait.
- Fish should no longer be selectable when they are attached to a fishing line.
- Fixed broken Dorado fish. This should help complete the angling quest in Ilmari.
- Angling ability descriptions no longer say they are test animations.
- Lungfish now look like lungfish (more or less) while on a fishing line.
- The Perch Fillet in the Loot Master Game is no longer just a blank white square.
- Fixed the reversed east/west text of the angling quest in Serbule Hills.
- Fixed missing particles on several "non-fish" angling targets.

[h3]Changes to Deer[/h3]
After review, it seems like Deer has good bones and interesting potential, but it could use some buffing.
- "Deer Kick deals +X damage and grants you -10% Fire Vulnerability for 10 seconds" => for 60 seconds
- "Combo: Deer Bash+AnyMelee+Any Melee+Deer Kick: final step hits all enemies within 5 meters and deals +X damage." => combo is now Deer Bash+Any Melee+Deer Kick
- Ability "Deer Bash" base damage increased significantly (288 => 400)
- Revised correlated mod downward a bit: "Deer Bash Damage +72%" => "Deer Bash Damage +66%"
- "Forest Challenge damage is +158 and reuse time is -1 second" => "Forest Challenge and King of the Forest damage is +116 and reuse time is -1 second"
- "King of the Forest has a 90% chance to deal +200 damage" => "King of the Forest damage +100. There is a 22% chance to summon a deer ally for 30 seconds"
- Ability "Summon Deer" tiers 2-5: all tiers now have reset time of 30 seconds
- "Summoned Deer have +73 armor" => "Summoned Deer deal +61 damage and have a +10% chance to crit"
- "Pummeling Hooves has a 60% chance to deal +78% damage and taunt +500" => "Pummeling Hooves deals +60 damage and restores 80 Health over 8 seconds"
- "Deer Bash has a 60% chance to deal +134% damage" => "Deer Bash deals +100 damage and has a 24% chance to deal +134% more damage"
- New treasure effect: (Head): "Forest Challenge deals +100 damage and you take -15% damage from Elite attacks for 20 seconds"

[h3]UI & Graphics[/h3]
- AoE range indicators should work in all areas now.
- Doubled the speed at which vitals bars animate.
- Dying now enables the cursor in Action Mode.
- Skills now remember if they are expanded or collapsed when zoning.
- New setting: "AOE Area Opacity" located in GUI > Windows & HUD > Abilities & Items
- Fixed a bug causing Show/Hide durationless effects to cause a short framerate dip.
- Fixed a bug preventing players from booting up in the Old UI.
- Fixed broken combat numbers in the Old UI.
- Fixed a bug that caused animals to get stuck dancing.
- Channeling an ability while playing a bard song should no longer cancel the bard song animation.
- Acid Bomb & Freezing Mist effects now display even when nobody is hit by them.
- Added explode-y effects to Toxin Bomb & Mycotoxin Formula to make them feel more... explode-y.
- Removed some mud from pig dances until we can make it look better.

[h3]Other[/h3]
- Increased bonus XP earned for killing monsters in a group. The bonus depends on the number of group members that helped fight the monster. Bonuses for (1, 2, 3, 4, 5, or 6) group members changed from (+0%, +25%, +33%, +50%, +66%, +75%) to (+0%, +33%, +66%, +100%, +133%, +166%). Note that this was actually in the June 1 update, we just forgot to tell you.
- The Warden mod "When privacy field deals damage, it also ignites the suspect, dealing 64 damage over 8 seconds" will no longer ignite the user of Privacy Field.
- Jesina's dialog did not change after you received the Nexus Adjunct Matter Aligner.
- Jesina can now give players a replacement Nexus Adjunct Matter Aligner if they have misplaced theirs.
- Percy Evans now refuses gifts of the Nexus Adjunct Matter Aligner.
- The lowest-tier versions of "Summon Sandstorm" and "Summon Doomstorm" now use the same cooldown timer as all other summoned storm abilities.
- Doomstorms did not make any ambient sound.
- Summon Doomstorm 2+ and Summon Sandstorm 2+ abilities were grouped with Summon Sandstorm abilities in the ability window. This has been fixed.
- When you had multiple stacks of ammo, ammo would be consumed from the largest stack, thereby slowly depleting all the stacks at an even rate. This felt weird; now ammo is consumed one stack at a time, starting with the first ("leftmost"?) stack in your inventory.
- Increased the chance of wolfsbane spawning in the Werewolf Forest in Kur Mountains.
- Mushroom boxes & box recipes were using a fishing pole icon. (They always have, but the old icon was too murky to make out.)
- Potion of Random Resistance and Potion of Universal Resistance incorrectly gave back an empty bottle after drinking.
- A handful of old icons have been updated.

Update Notes: June 1, 2023

Welcome to June, and also the latest Project: Gorgon update! This update contains a new much-requested skill, Angling, as well as new UI features, quests, balancing, and a ton of bug fixes.

[h3]Main Story[/h3]
We've expanded the main story quest-line by a few steps. If you've already reached the point in the storyline where you were asked to have dinner with Jessina (via a hang out), the hang out is now available, and you should log in to see that your character has a "reminder quest" to hang out with Jessina.

[h3]New Camera Types[/h3]
Players come to us from different games with different control schemes and camera views, and they often ask us if we can imitate the camera styles they're used to. So we gave it a try! We know that getting movement behavior just right can be tricky, so *please* give us feedback on how these work for you.

There are now 3 camera types to choose from, located in Settings > Controls:
- Traditional Camera: How the camera has always worked. Right-click rotates your character, left-click rotates only the camera. Mouse is always available.
- Free Camera: Camera control is completely separate from character control. Mouse is always available.
- Action Camera: Mouse movement always controls character. Mouse cursor is only available when a UI window is open, or when the Toggle Cursor key is pressed (configurable). NOTE: only available in the new selection system!

[h3]AoE Visibility[/h3]
Area-of-Effect abilities that are centered on the caster now have a visualization for their range.
- When an ability is used, the AOE range briefly displays on the ground as a circle.
- When an AOE ability icon is hovered over, its AOE range displays on the ground for as long as it's hovered over.
- Visibility is configurable via Settings > GUI > Windows & HUD > Abilities & Items > "Show Beneficial AOE Areas" & "Show Detrimental AOE Areas". By default they are "Party Members Only" & "Self Only" respectively. Detrimental enemy AOEs will always display.
- Many "aura"-type pets display their aura ranges in a similar fashion, such as a druid's Healing Sanctuary or a fairy's Fae Conduit. These should also follow the visibility settings described above.
- Note: as of this update, all AoE abilities are centered on the caster, except for two Weather Witching abilities that are explicitly centered on the target. Previously, all AoEs were centered on the target, but the game didn't say that anywhere, and most players assumed it was centered on the caster! So this seems much more intuitive. But if there are specific AoE abilities that you feel should be centered on the target instead of the caster, please let us know and we'll consider it.

[h3]Angling[/h3]
Traditionally, fishing in Project: Gorgon has involved scooping fish up out of the water with your bare hands -- what we might call 'tickling' the fish. And that's fine, as far as it goes. It takes real skill! But not all fish can be caught this way. (And more importantly, players have told us that an MMO "needs" to have traditional fishing in order to feel like a complete MMO.)

So we've expanded Fishing with a new sub-skill: Angling. All you need is a fishing pole, some bait, and a body of water with catchable fish. (Also Fishing 15. And hands!) In order to get started, talk to Roshun the Traitor in Serbule.

The precise mechanics of Angling aren't spelled out in the game at the moment. Since this game focuses on exploration, we expect players to be able to figure out how Angling works. Please let us know what parts of the system were hard to figure out, and we'll work to make those bits more obvious.

[h3]Skills & Abilities[/h3]
From here out (and probably through the rest of beta), we'll be making small balance changes. We don't want to overnerf/overbuff things, so most changes will be relatively modest, and then we'll re-evaluate and adjust further after more observation.

Warden:
We've revised the formulae used for damage reflection, which resulted in nerfs to Privacy Field. On the other hand, multiple bug fixes actually increase the Warden's power significantly in other ways.
- Privacy Field abilities: reduced base ability damage (Privacy Field 5 changed from 196 -> 138)
- Treasure: "Privacy Field deals +60 damage to all melee attackers, and the first melee attacker is knocked away": 60 => 42
- Treasure: "Privacy Field also deals its damage when you are hit by burst attacks, and damage is +86": 86 => 47
- Treasure: "Privacy Field also deals its damage when you are hit by ranged attacks, and damage is +57": 57 => 48
- Treasure: "When Privacy Field deals damage, it also ignites the suspect, dealing 156 damage over 12 seconds": => 156 => 80. Note: previously this effect did not work at all, so this is technically a huge buff, not a nerf!
- Treasure: "While Privacy Field is active, melee attacks that hit you have a 100% chance to restore 20 Power to you" : 100% chance => 75% chance. Note: previously this effect did not work at all, so this is technically a huge buff, not a nerf!
- Treasure: "Apprehend deals +48 damage and hastens the current reuse timer of Controlled Burn by 2 seconds (so it can be used again more quickly)" : 2 seconds -> 1.5 seconds. Note: previously this effect did hasten Control Burn at at all, so this is technically a huge buff, not a nerf!
- Controlled Burn: area-of-effect reduced from 15 meters to 10 meters.
- Aggression Deterrent: area-of-effect reduced from 10 meters to 6 meters.

Weather Witch:
- New ability Summon Sandstorm: This is a variant of Summon Tornado intended to be more convenient in groups. It does not knock back foes, instead dealing bonus Armor damage. All tiers of this ability can be learned from the Sand Seer in Ilmari.
- New rare ability Summon Doomstorm: This is a variant of Summon Tornado. It does not knock back foes. Instead it deals Darkness damage. Damage is improved over base version. This pet is marked as undead for purposes of ability targeting. In other words, heals that don't work on undead don't work on this pet either. Buffs that work on undead DO work on this pet. For now, all tiers of this ability can be found as loot scrolls.
- Fixed bug that caused high-level summoned tornados to move incredibly fast. Normalized tornado speeds.
- Summoned tornadoes accidentally had vulnerability stats for Cold Spheres. They now correctly have vulnerability stats for Tornadoes.

Giant Bat:
- "Your Confusing Double deals +67% damage with each attack": 67% => 45%
- "Confusing Double summons an additional figment. Each figment deals +77 damage with each attack": 77 => 50
- "Confusing Double Reuse Timer -15": -15 => -10

Fire Magic:
- "Fire Breath hits all targets within 8 meters and deals +30.5% damage, but reuse timer is +3 seconds and Power cost is +33%" => "Fire Breath hits all targets within 8 meters and deals +60 damage, but reuse timer is +3 seconds and Power cost is +40"

[h3]Settings[/h3]
- The "Reset" button in Settings now resets the currently-selected tab to its default settings. The old functionality, undoing all current changes, is still doable by simply closing the window.
- Added new experimental settings for Tab Targeting. You can find them in settings under GUI > Targeting > Tab Targeting (Experimental).
-- Combat Range: Control the max range of tab targeting when you are in combat.
-- Combat Lock: If your current target is in combat, only other in-combat enemies will be targeted via tab, unless none are in view.
-- Prioritize Unlooted Corpses: When tabbing through corpses, should all un-looted corpses be targeted before looted corpses?
-- You can now tab through targets as quickly as you can press the button.
- Overwriting a keybind that's already bound now shows a confirmation prompt, including the name of the keybind being overwritten.
- Reorganized and renamed several Settings, to make them more intuitively grouped and easier to find.

[h3]UI Changes[/h3]
- "Controls" settings have been organized into Camera & Character controls, with sub-menus.- Allow clicking through entities in the new UI, similar to how it works in the old UI. If you click on something that's already selected, it selects the entity behind it (if there is one).
- Reduced precision of click-selecting entities, so they can be selected without hovering directly over them.
- All stat bars (and globes) now smoothly animate when they change, instead of statically changing to the new value.
- Item stack size font now resizes properly for vaults (including saddlebag).
- Fixed nameplate placement for mounted humanoids.
- Fixed bug causing mouse cursor to disappear completely if mouse-dragging while zoning.
- Fixed bug that caused very large tooltips not to display sometimes.
- Removed hover-text about avatar portraits coming soon -- because they're here now! We live in the future!
- Ability tooltips now display Special Values before Special Info, as those make more sense grouped together with the other numerical data.
- Polished the lootable-corpse particles a bit.
- Nameplates now fully fade out with distance instead of just the names.
- Better handling of left-clicking nothing to deselect your current target.
- Improved display of Crafting button when no hotkey is assigned.
- Fixed quest window display bug when objective count number was very large.
- Removed the "1" from the item slot in the bug report window.
- Fixed bug causing stack sizes of items in the sidebar to get out of sync.

[h3]Graphics & Animation[/h3]
- Wolves & cows now animate at proper speed when going up and down hills.
- Replaced wolf's Hunting Speed animation with a howl animation.
- Polished bard animations, so they flow together better now. The play-lute animation now always plays when you are playing a bard song, even if you use other abilities while playing the song.
- Improved instrument-playing animations.
- New VFX (animations, particles, & shader effects) for all Battle Chemistry abilities.
- You can no longer auto-move while jumping. Doing so previously resulted in some very strange-looking animations.
- Fixed weird animation bug when trying to do certain things while sitting or kneeling.
- Failure to interact with something now returns the player to idle stance.
- Fixed bug with Thentree armor causing weird shadows on male characters.
- Mage Armor is now more polished, a bit darker, and has glowier gems
- Fixed bug that would cause a dancing pig's mud to stick around forever.
- Fixed bug where mounting while dancing would continue some dancing effects.
- Improved texture for Spring Fairy armor.
- Fixed face cam for Pigeons.

[h3]Other Bug Fixes & Tweaks[/h3]
- Some legacy equipment that should have been Mastercrafted wasn't. Those items should be fixed now.
- When you un-legacy equipment by pulling an invalid power off of it at the transmutation table, the legacy and broken state of that equipment is now properly updated.
- Fixed bug allowing recipe items to be summoned from anywhere.
- Updated Shadow Feint tooltip to display the correct AOE distance for blinking back to position.
- Phrenology-based Mentalism & Psychology bonuses to critical chance now properly affect heals.
- Improved logic related to channeling abilities; this should hopefully fix stuck-in-channel bugs.
- Modified Mutation Injection ability descriptions to make it a bit clearer how they work.
- Lycanthropy ability "Become Wolf": the skill check to disable wolf mode is no longer downleveled when your combat skills are downleveled.
- Newly learned abilities, Wild Endurance, & First Aid should now correctly auto-rerank.
- Dying by falling through the world now shows a special button in the death window, "Teleport to Last-Touched Ground", which teleports your dead body to the last ground you were standing on. While this isn't an ideal solution, it should allow you to be revived in party situations
- Fixed bug causing skeleton warrior pets to repeatedly retreat a short distance when fighting something.
- Astounding Cloth Shirt (Max-Enchanted) and Camouflaged Astounding Shirt (Max-Enchanted) recipes now require the correct ingredients.
- Pressing spacebar while in an animal-mount form will no longer play the horse neighing sound.
- Fixed typo in Evasion Boots (Enchanted) recipes.
- Changed icon color for Acid Bomb to more of an acid-y color (and match the new VFX).
- Acid Boost Potion recipe now correctly states that it lasts 30 minutes.
- Fixed typo in quest "Holistic Wellness: Yarn" (twelve -> twenty-four balls of yarn).
- The tsys mod, "Psi Health Wave grants all targets +X Mitigation vs. Electricity, Acid, and Nature attacks for 20 seconds" now displays in the effects list when it's active.
- Fixed Dwarven Fixer causing screen brightness (instead of hiding it).
- "Toxic Flesh" tooltip now takes poison damage buffs into account.
- Using Objective Orienteering on "The Borghild Lead" quest now leads to the correct area.
- Fixed typo in quest "The Borghild Lead" (south -> north).
- Harry now hints more strongly that his Minor Panacea will not cure ALL curses, just a specific one.
- The quest "Goblin Avenger: Ratkin!!!" now correct gives 10 Xedrite.
- JSON users: Note that in skills.json's level-up rewards, "Ability" can now refer to a single ability or an array of abilities.

Got feedback? Want to discuss these changes? Please join us on our Discord: https://discord.gg/projectgorgon

Update Notes: April 11, 2023

In this minor bug-fixing update:

  1. Fixed broken item displays for quests.
  2. The Legacy Item Helper golem can now detect when an item can be made un-Legacy by increasing the item's rarity, and can increase rarity to fix those items. This means you can now give the Legacy Item Helper your non-Legendary max-enchanted items, and it will fix them by just bumping their Rarity up one tier.
  3. Fixed shields becoming Legacy when they have shield wax on them.
  4. Scaled item stack size text with icons.
  5. Treasure effect "Reconstruct causes the target to take X less damage from attacks for 10 seconds" is now 30 seconds.