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	<title>ProjectGorgon:Game updates/2025-06-09 - Revision history</title>
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		<title>imported&gt;BetaNotus at 18:53, 19 June 2025</title>
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		<updated>2025-06-19T18:53:16Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Update Notes: June 9, 2025==&lt;br /&gt;
Some quick fixes to yesterday&amp;#039;s update:&lt;br /&gt;
:- Fix tree billboards in Vidaria&lt;br /&gt;
:- Fix Mope&amp;#039;s mushrooms in Povus,&lt;br /&gt;
:- Fix framerate issue in Kur,&lt;br /&gt;
:- Fix floating roof models in Kur,&lt;br /&gt;
:- Fix certain new buffs giving 0.25x XP instead of 1.25x XP. Note: You must re-obtain the buff to benefit from this fix,&lt;br /&gt;
:- Add 2 new decoctions, for Arthropod and Ungulate Genetics&lt;br /&gt;
&lt;br /&gt;
==Update Notes: June 9, 2025==&lt;br /&gt;
The main focus of this update has been technical: we&amp;#039;re now using Unity 6! This is a major version change to our game engine, so expect the unexpected in terms of bugs. Please report weird things you find. &lt;br /&gt;
&lt;br /&gt;
Besides the version upgrade, we&amp;#039;ve also spent time on other technical aspects of the game, along with a random assortment of other fixes and changes and new stuff.&lt;br /&gt;
&lt;br /&gt;
(Statehelm is still in heavy development, and still 1-2 months away. This is a *big* city -- by far the biggest we&amp;#039;ve ever done! But it&amp;#039;s coming along nicely.)&lt;br /&gt;
&lt;br /&gt;
===Art/Props Fixes===&lt;br /&gt;
:- Serbule Inn facelift&lt;br /&gt;
:- Art revisions to Dark Chapel dungeon&lt;br /&gt;
:- Tweak waters in all outdoor zones to improve reflections and better reflect the sun/moon light&lt;br /&gt;
:- Fix graphical issue between fog and trees in Anagoge&lt;br /&gt;
:- Tweak rock collisions in Kur near Ratuk&lt;br /&gt;
:- Fix Rahu&amp;#039;s horizon&lt;br /&gt;
:- Fix infernal egg dropped appearances&lt;br /&gt;
:- Fix broken beds in Eltibule&lt;br /&gt;
:- Fix for sleeping underneath a bed in Ilmari instead of on top of it&lt;br /&gt;
:- Fairies should sleep more comfortably in beds now&lt;br /&gt;
:- Fix coffin in Truxartis&amp;#039; hideout&lt;br /&gt;
:- You can now strafe left/right while swimming and flying&lt;br /&gt;
:- Enemies will no longer get stuck on a certain rock in Necromancer&amp;#039;s Courtyard&lt;br /&gt;
:- Fix a few pathfinding issues in Povus Caves,&lt;br /&gt;
:- Fix some issues with water rendering in Povus Caves (and possibly other dungeons)&lt;br /&gt;
&lt;br /&gt;
===New/Changed Content===&lt;br /&gt;
:- A new puzzle has appeared in Rahu, providing Lore XP when solved for the first time,&lt;br /&gt;
:- Furlak in Rahu offers 2 new quests,&lt;br /&gt;
:- The quest &amp;quot;Stop the Aktaari! (Repeating)&amp;quot; now requires the player to have at least one level 70 combat skill&lt;br /&gt;
:- Ungulates are now slightly more abundant in the world, to ease the XP curve when leveling ungulate genetics&lt;br /&gt;
:- Add more charged boars to Dark Chapel,&lt;br /&gt;
:- Add dedicated rhino spots to Rahu &amp;amp; Fae Realm,&lt;br /&gt;
:- Analyzing wild horse genes gives double the experience as it used to&lt;br /&gt;
:- Add a new Item Sacrifice altar to Serbule Hills - it has existed in our data files for many years but was never actually turned on!&lt;br /&gt;
:- A lore item in Eltibule that was previously unobtainable can now be interacted with&lt;br /&gt;
:- Adjust wording of a Strange Altar in Vidaria to better indicate where to go to solve it&lt;br /&gt;
:- The unmarked altar in Vidaria can now be used every 30 days instead of 90&lt;br /&gt;
:- Reconfigure the way a certain 6-sided coin works&lt;br /&gt;
:- Ferris Blueheart is now too busy to chat with anyone below level 30 combat skills, and only accepts gifts from and hands out favors to those with level 70+ combat skills&lt;br /&gt;
:- Liamu no longer gives a Demonic Research Scroll as a favor-up gift&lt;br /&gt;
:- Increase spawn rate of Lesser Behemoths in Vidaria&lt;br /&gt;
:- Adjust spawns of Demonic Overseers and Justiciars in Vidaria, so at least 1 of each type is always present. They still abide by the laws of spawning, so you may have to wait a few minutes after killing one for another to show up&lt;br /&gt;
&lt;br /&gt;
===Monster Fixes===&lt;br /&gt;
:- Touch up appearances and animations for dozens of creature types. This includes:&lt;br /&gt;
::- Fixing animation bugs&lt;br /&gt;
::- Polish animations, in many cases speeding them up so they look more realistic&lt;br /&gt;
::- Add idle animations that trigger every once in a while, making the world feel more alive&lt;br /&gt;
::- Randomize many creatures&amp;#039; idle animation speeds, so 2 of the same type of creature standing next to each other will no longer remain completely in-sync&lt;br /&gt;
::- AI-driven monsters now adjust between their walk and run animations; previously they always used just the walk animation&lt;br /&gt;
::- Most non-bipeds now stick to the ground realistically (based on your Non-Bipedal Ground Alignment setting, of course),&lt;br /&gt;
:- Big Golems now explode when destroyed, and their individual pieces obey physics (this is tied to a new setting which can be turned off, and is off at low graphics settings :- &amp;quot;Death Physics&amp;quot;)&lt;br /&gt;
:- Speed up some bat attacks so they are faster than global cooldown (this impacts both monster bats and player bats)&lt;br /&gt;
:- Fae bees, bears, and rhinos have their original anatomies once again, instead of Fae anatomy. Changing their anatomies had unintended consequences on their behavior as pets.&lt;br /&gt;
&lt;br /&gt;
===UI/Settings Fixes===&lt;br /&gt;
:- Fix missing &amp;quot;Genes&amp;quot; button for some pets in stables,&lt;br /&gt;
:- Fix &amp;quot;0 Quests&amp;quot; being reported in the quest window,&lt;br /&gt;
:- Long character names no longer wrap in the target UI,&lt;br /&gt;
:- Work Order for &amp;quot;Awesome Throwing Knives&amp;quot; is now correctly labeled &amp;quot;Superb Throwing Knives&amp;quot;,&lt;br /&gt;
:- Fix typo in Ratkin Digestif error message (disgesting -&amp;gt; digesting)&lt;br /&gt;
:- The Lore Skill&amp;#039;s report should now be completely up-to-date, and all Max Lore XP values should be accurate.&lt;br /&gt;
:- Improve shadow rendering; they should not flicker as badly in outdoor zones&lt;br /&gt;
:- Shadow Distance setting is now capped at 500 (previously 1000)&lt;br /&gt;
&lt;br /&gt;
===Skill and Ability Fixes===&lt;br /&gt;
:- Corpse Talking 51-60 unlock now accepts Shamanic Infusion as an alternative to Necromancy level requirements&lt;br /&gt;
:- There is now an alternative method of unlocking Corpse Talking 61-70, which does not require Priest levels&lt;br /&gt;
:- Ratkin Digestifs now last through zoning, and correctly give Power Regen instead of Health Regen&lt;br /&gt;
:- Increase health restored for Reconstruct 7 (200 -&amp;gt; 230), so it&amp;#039;s not the same as Reconstruct 6&lt;br /&gt;
:- Druid treasure effect &amp;quot;While Druid skill is active: abilities that have Burst targeting deal +X Nature damage over 8 seconds&amp;quot; was dealing Poison damage by mistake&lt;br /&gt;
:- Butterfly Harnesses were racial-slot equipment instead of belt-slot equipment as intended&lt;br /&gt;
:- Druid treasure effect &amp;quot;Rotskin deals X Nature damage to health over 12 seconds&amp;quot; now displays correctly in the ability tooltip, and actually does direct health damage&lt;br /&gt;
:- Treasure effect &amp;quot;Embrace of Despair becomes a Sonic ability and deals Nature damage instead of Psychic. Sonic Ability Damage +45% while Vampirism skill active&amp;quot; was accidentally affecting Eclipse of Shadows instead&lt;br /&gt;
:- Treasure effect &amp;quot;Bite attacks deal +24% damage and hasten the current reuse timer of Blood Mist by 2 seconds&amp;quot; only worked for the two bite attacks in the Vapirism skill; now works for all bite attacks&lt;br /&gt;
:- Treasure effect &amp;quot;Song of Bravery has a 30% chance every 4 seconds to grant listeners a Moment of Bravery: all attacks deal +50% damage for 5 seconds&amp;quot; actually boosted damage by 25%, not 50%. We&amp;#039;ve split the difference and now the description and effect both agree that it adds +33% damage&lt;br /&gt;
&lt;br /&gt;
===Skill Synergy Bonus Levels===&lt;br /&gt;
Added some new synergy bonus levels:&lt;br /&gt;
:- Unarmed: Endurance 60, Cow 75, Deer 75, Pig 75, Rabbit 75, Lycanthropy 75, Giant Bat 75,&lt;br /&gt;
:- Sword: Calligraphy 75, Bladesmithing 25, Bladesmithing 50, Bladesmithing 75,&lt;br /&gt;
:- Lycanthropy: Rabbit 70 (know your prey), Pig 70, Howling 50,&lt;br /&gt;
:- Rabbit: Survival Instincts 60,&lt;br /&gt;
:- Fire Magic: Jewelry Crafting 70, Ice Magic 80, Alchemy 60,&lt;br /&gt;
:- Ice Magic: Ice Conjuration 25&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[ProjectGorgon:Game updates|Click here to return to the Game Updates page.]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[Category:Game updates]]&lt;/div&gt;</summary>
		<author><name>imported&gt;BetaNotus</name></author>
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