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ProjectGorgon:Game updates

From SAS Gaming Wiki
Revision as of 18:26, 7 February 2026 by imported>BetaNotus
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

This page includes the five most recent game updates. You are welcome to tidy up the formatting and add wiki links, but please keep any discussion in the Talk pages as these Game updates are meant to be verbatim from the launcher update notes. Game updates can be found on the launcher, or at the following link: https://cdn.projectgorgon.com/news.txt

If you are returning to the game and want short summaries of what was changed, see ProjectGorgon:Quick Notes.

[[ProjectGorgon::Category:Game_updates|Click Here for a complete archive of Game Updates]]

Vampires

There's a new Steam patch which should fix the issue of the sun burning you at night. This was a "stealth hotfix", meaning that the version number is still the same as the last update (so we didn't have to take the server offline). If you don't see a Steam patch and are still burning at night, restart Steam to see the patch.

Update Notes: March 25, 2026

This one's mostly bug-bashing, and some proto-localization setup work.

Player-Created Translations: First Steps

Thank-you to those of you who've been talking with us about supporting player-created translations! We have the first step of those plans in this update: the game can support player-made translations (via a "side-loading" process for now), and some of the game's text is exposed for translation. The instructions for creating your own language pack are at https://cdn.projectgorgon.com . Let's communicate about this over discord -- I'll create a new thread.

Only a small part of the game's text is currently exported for translation. We focused on often-repeated text like skill names, item descriptions, quests, and so on. In future updates we'll need to export all the UI text, tons of NPC dialog, and strings for all the game's weird systems. There's a lot more to do, but we're excited to get your feedback on this first iteration.

Fixes and Changes

- fix match-3 icons for certain fish
- Character Models: Fix reversal of opacities for makeup and lipstick
- Character Models: eyebrows are now actually what you chose at character creation
- Fix bug causing environmental lighting to change 5-60 seconds after entering a new zone
- Fix Grim Jim's quest pt 4 - he now actually needs a Trophy Hippo Hide
- Fix typo on Michael Irasce's description
- Cynthia Rolfe actually sells the swill she mentions selling
- added priest prodigy training altar
- Fix bright pink mirror in Statehelm
- Fix wrong icon numbers for Mycotoxin Formula & Acid Bomb
- Fix sprint speed and duration for Bounding Escape 7 & 8
- new source of potash can be obtained from muck in Povus
- the quest to become a werewolf now requires that you don't die before finishing it. (Prevents zerging the wolves, proving your worthiness)
- integrate new Vidaria music from Connor Brace
- change to Unity version 6000.3.11f1 (a new minor version with bugfixes)
- Fix yet another instance of desyncing
- Remove some stuck-in-rock mobs in Serbule, Eltibule, Ilmari, and Phantom Ilmari
- Fix some pathing issues in Ilmari & Phantom Ilmari
- Fix some floating objects in Serbule & Eltibule
- Fix some occlusion issues in Serbule
- Fix all-white buildings in Vidaria
- Kalaba's fire no longer burns you when you're on the nearby stairs
- Battle Chemistry golems can now actually use all of their high-level abilities
- The Quest Log UI's hangout timer is now accurate
- Fix Glajur's quest "Necromancy Goblets"
- Fix Irkima's hangout "Cover for Irkima..."
- The books in the Nonfiction Writing Table are once again alphabetized
- Revision of biomes in Statehelm and Eltibule
- Fix shader issues causing loss of performance when shadows were enabled
- make Bottle of Brine easier to click on
- increased the combat refresh potency (amount of health/armor/power restored) by organic armor by a whopping 25%
- Rebeccah the Whisperer has a new favor which teaches you a new way to get soda ash.
- Fix broken thunder sounds
- Fix an issue causing performance slowdown in dungeons
- It's been broken a while, but the in-game moon once again visually represents the current real-world moon phase
- Ability "Stake the Heart 2" and higher now stun incorporeal entities (like ghosts) as well as corporeal undead
- Rakshasa fire mages deal less fire DoT damage per tick with their regular attacks, making it easier to fully nullify the DoT with resistance buffs/potions
- You can only bake 5 loaves of bread at a time (instead of infinite amounts)
- some new item icons
- Unora Veilmoor now has item preferences for favor
- Fixed training unlock typos on Grim Jim and Sam Veilmoor
- Slightly increased the number of spawned Errana Eggs for the egg hunt
- Changes to Garden Invasion event
- You no longer need to return to Sie Antry to complete the quest, allowing players to spread out to more gardens in the world easier
- The cooldown for Sie Antry's quest increased to 6 hours, previously 3 hours
- You now earn 1 Live Event Credit for EACH completion of Sie Antry's quest
- fixed overzealous respawn rates for a few bosses
- fixed timing issue with Dreadfin Absolum event in Statehelm (a/k/a the ranalon event)
- Fix overlapping text in Battle Chemistry golem training options
- Improve handling of dynamic text lengths in the training UI
- Add lights to some particularly dark spots in Rahu
- Various and plentiful adjustments to the sky
- Revision to weather visuals
- normalized monsters' chances to "become vulnerable" based on species. Now all monsters can become vulnerable, with the exception of gadgets and mechanisms (like energy crystals or turrets)
- some monsters, such as ghosts, previously could not Become Vulnerable at all, but now can
- standing in the casino fighting pit enables PvP as before, and also: increases Max Health x10000% (but doesn't heal you), grants 25% direct damage resistance, regenerates 10% of your health/armor/power every 5 seconds in combat, disables jumping, and disables flying. (We're just experimenting with ways to make arena PvP more entertaining. Let us know what you think. Should it give more resistance? Probably.)
- Fransesca Muradrake now has item preferences for favor and proper favor requirements for training
- Sir Fisk now has item preferences for favor and proper favor requirements for training

Click here to return to the Game Updates page.

Update Notes: March 11, 2026

A quick bugfix update:

- Fix grass-related performance issues
- Address some performance hiccups related to vegetation calculation
- Fix bug causing framerate spike when a new character model disappears
- Fix Serbule well collider
- Fix Serbule fountain collider
- Bear On the Barn has once again become Bear In the Barn
- minor lighting tweaks in casino
- Disable some fancier camera-based lighting tricks for now until they can be reimplemented for Unity 6.3. (You will probably not notice the difference)
- The number of not-visible nameplates that updates per frame has been doubled, and is now configurable by the setting "Nameplates Processed per Frame" (from 25-1000, default is 100)
- New special setting: "MaxNameplateLoads", determines how many brand-new nameplates can spawn at once. Defaults to 5
- Fix bug with a Wind Ward mod sometimes causing lag spikes
- Bard Prodigy unlock now requires Like Family with Ormond Neth as intended
- Weather Witching Prodigy no longer requires level 100 in Shield to unlock
- Fix some spawn positions in Serbule and Eltibule
- Adjust tree LODs in Serbule/Eltibule


Click here to return to the Game Updates page.

Update Notes: March 10, 2026

This is primarily a tech update: we've changed major versions of the Unity engine to address some crash bugs. But of course there's lots of other stuff too:

New Unity Version

To fix some issues, we've upgraded to Unity 6.3 LTS. This is a major version upgrade (though hopefully the last one for a year or so). All Unity version upgrades are scary and prone to cause (or reveal) exciting new bugs; please report any that you see!

In conjunction with this change we have made significant changes to the vegetation and environmental render pipeline. It's expected that there will be some minor issues (such as weird color grading) here -- again, please report problems.

Redwing Casino Changes

We've added a new shopping mall to the Red Wing Casino! This is sort of a "sneak peek" version: it's still being fleshed out, but it's nice enough already that we wanted to get feedback and, more importantly, give people access to all the new stalls. There are 200 new player-vendor stalls here, in addition to the existing 50 stalls that were previously in other parts of the casino. The upper floor of the casino requires only that you have Retail Management trained; the lower floor requires Retail Management 10 to hire.

We've also nade other changes to the casino:

- Cashfall Match-3 gives out a bit more money for chain reactions
- Lootmaster Match-3 mode now costs 450c per game rather than 500c
- the "Lootmaster Deluxe" match-3 game was previously only found in the advanced gaming room. It can now also be found on the regular casino floor.
- A new match-3 game variant called "Sea of Gems" can only be found in the advanced gaming room
- when betting on arena battles, your max-bet used to be 5000 plus an additional 2500 for every 9 levels of Gaming you have. This has changed to be 5000 plus 2500 for every 5 levels. This changes the max bet at level 50 from 17500 to 30,000
- When betting on arena battles, only one character per account can bet at a time
- added a spotlight in the arena that turns on while battles are happening

Search Golem Improvements

We've also made changes to shop-search golems. (These apply to the shop golems in all areas, not just the casino):

- after getting search results, there is a new "pop out results into new window" button. this button opens a new GUI window that can remain open even after you stop talking to the golem. You can click on shop names in this window and a glowing path will guide you to that shop
- changes to golem search: if no equipment slots are selected, assume ALL slots are desired. If no skills are selected, assume ALL skills are selected. And so on. Default to nothing selected, to make it easier to customize as needed
- when searching for an item by name, we previously omitted equipment. (Because there is a separate equipment search that allows more specialized searching.) This behavior feels surprising so equipment is no longer omitted
- search results were previously fully randomized. They are now randomized by grouping, meaning that all the stalls that are in the same stall-group are listed together. The stall groups are still ordered randomly, but they are weighted such that stall groups with more matching stalls are more likely to be listed first. In the long term, this subtly encourages players to open stalls in the same stall-group as similar stalls. (And is also a side-effect of how we coded it, but it seemed beneficial so we're calling it a feature.)

Boss Timing Changes

We've increased respawn rate of bosses used by casino dailies. In most cases this means they now respawn 60 seconds after their corpse disappears. This was not a trivial change because the boss' allies and "adds" (that is, their buddies that appear mid-combat) were scripted with the expectation that the boss wouldn't respawn more than once every 5 minutes. These encounters had to be revised in various ways. A common revision was to make some of the boss' entourage respawn immediately the moment the boss respawns, to ensure the boss is never alone.

In addition, some non-boss spawners were sped up in affected dungeons. These were mostly for spawners that seemed pointlessly slow in the modern game.

Monster Recovery Changes

Elite monsters can be "locked" to a particular group that first attacks them. This "locked" status doesn't get reset until the monster has recovered ALL of their health. However, in the modern version of the game, most monsters regenerate at the insanely low rate of 1 health per 5 seconds out of combat. This meant that monsters could remain locked for a VERY long time, even though the people who locked it had long since left (or died).

As of this update, monsters who have been out of combat for a while (10-15 seconds, not including time spent being crowd-controlled) will automatically recover all their Health and Armor. This allows Elite monsters to clear their lock status and other combat history quickly.

(Note: it is intentional that monsters do NOT lose their accumulated Rage when they reset like this. They can still be pissed off about the earlier attack, and their feelings are valid.)

Everything Else

- Fix for more instances of the "desync bug" causing entities to not appear to be where they actually are
- More scenery changes to Serbule, Eltibule, Ilmari
- Optimize vegetation in Serbule
- Flesh Lumps are worth significantly fewer Councils (25 instead of 75). They are still the same amounts of chewy and regenerating and shameful, though.
- Bread snacks and Bread meals no longer stack with other types of snacks and meals. This was a bug that was pretty OP but we wanted to let people have fun with it for a bit. But time's up
- The quests "Statehelm: Ratkin Muggers" and "Statehelm: Myconian Vagabonds" could previously be completed every game-night. They can now be completed once every 8 realtime hours
- Added new favor quests for Sourgum in Statehelm
- Windows: using the /wiki command in-game now opens the browser in a way that doesn't cause Steam to think your browser is a part of Project: Gorgon. (This could cause your Steam game time to be inflated, because Steam counted the time your browser was open even after the game was closed.)
- the Scion of Discord once again has his group-chat curse on his rage attack
- Fix bug causing some raffles to not display their cash prize
- Creatures can now start in their dead animation, rather than appearing and animating dead despite being already-dead for quite some time
- Improve UI and animations for character deletion
- Humanoid characters now enter into an optimized state at a certain distance, controlled by 2 settings: "LOD Bias" and "Character LOD Bias"
- Optimize nameplate update logic to reduce framerate spikes
- Disable shadow casting for fae foliage and jewelry
- Decrease animation processing for humanoids that are currently not visible
- Adjust cloud visuals so it's more obvious when there is sun vs no sun, for fletching boxes & vampires
- Fix bug causing titles to sometimes display a tag (e.g. "<color=cyan>")
- Fixed incorrect requirement to train Battle Chemistry Prodigy
- Fix bug causing some bald characters to sink into the ground and stop animating
- The "Placeholder NPC" for Battle Chemistry has a name and no longer offers to teach Battle Chemistry for free "to help test it". It now costs 10,000 Councils to learn (in addition to needing Alchemy 50.)
- Minigolem targeting logic change: for attacks like Taunting Punch, the golem previously attacked the enemy that did the most damage to it. Now, it tries to attack its owner's selected target (if that target is an enemy, not dead, and not mesmerized). If that doesn't work it falls back to attacking the enemy that did the most damage to it.
- Strom Farblood can now train Battle Chemistry golem abilities above level 80
- tweak bipedal animation issue with the transition from jumping to landing


We'll be back soon with more changes and improvements!

Click here to return to the Game Updates page.

Update Notes: February 26, 2026<

Another quick bugfix update.

Character Deletion Purgatory

When you delete a character, there's now a timer during which you can recover that character. The character is in a "dying" state in the mean time. You can only have one "dying" character at a time.

The first time you delete a character, it stays in this purgatory state for 1 hour. The second deletion lasts 2 hours, then 8, and then 1 day for all subsequent character deletions.

This is intended to counteract newbie-cheesing, which is where players create new characters over and over to accumulate the gems and other convenience-items that we give to new characters. It also has the benefit of letting you undo an accidental character deletion.

Other Fixes

- Fix scenario where other players appear to be in the wrong place
- Fix bug that breaks everything when the "MaxActiveLoads" special setting is set to 0 or below
- Fix jittery camera when auto-moving to a destination
- Fix shield orientation on skeletons
- re-enable pre-alpha account linking on Arisetsu for returning pre-alpha players
- fixed some Statehelm skill-level unlocks that didn't have an alternate-currency price
- various server internal fixes

Click here to return to the Game Updates page.

Update Notes: February 21, 2026

This is a bug-fix update with a few little other things attached. Other things first:

Monster Density Adjustments

This update continues our revamp of outdoor spawn density, this time revisiting Kur Mountains, Sun Vale, and Ilmari Desert. The spawners will now maintain a minimum density level regardless of the number of players in the area. In addition, overall monster density and loot/harvestable density is increased.

These areas are also using new and improved "don't spawn a monster on player's heads" logic. Due to how our spawners work this logic is not infallible, but it's improved. This new logic has also been applied to Serbule, Serbule Hills, and Eltibule spawners.

A historical note on the Ilmari desert: originally this area was less about hunting monsters and more about being a bleak and dangerous path through the desert: it provided a hostile environment between war caches. The dehydration mechanic and the dense bunches of monsters made it a very dangerous place.

This design has not stood the test of time, most notably because we added horses and you can just ride past the monsters while sipping water from your saddle. So we're starting to re-envision the desert to be more practical for hunting, more diverse, and more rewarding. (But don't worry, it's still pretty dangerous.)

Log Format Changes

Special reports (such as the VIP character dump, skill reports, item dumps, etc) now have the server name embedded in their filename. Many reports also have the server name in the JSON itself. The chat log also mentions which server you log into, and notes whenever you switch game areas.

Graphics Fixes

- Revert changes to tree rendering in Serbule, to fix performance hits
- Remove shadow-casting from most lights in central Serbule, temporarily until we can do more performance work in there
- Further adjustments to tree LODs in Serbule
- Disable player hair rendering & physics at a certain distance, controllable by a new setting, "Character LOD Bias"
- Fix bug causing particles to not show in the item preview window
- Entity nameplates now stream in instead of all instantiating at once. This should reduce drastic framerate dips when high-density areas come into view. (For the settings-tweaker crowd, the rate at which they stream in is controlled by the "MaxActiveLoads" special setting)

Other Fixes

- Fix bug causing party voice chat to sometimes leak into other servers(!)
- Select Next Pet and Select Previous Pet keybinds now work if you only have a single pet
- when you enter a code into the Account Package Golem, it automatically brings up the redemptions window so that you don't have to fish for it in the menus
- Move one of Eltibule's respawn points into Hogan's Keep, away from monsters
- Double the drop rate of Icy Frog Skins on Frostbelch Frogs (changing from "infuriatingly low drop rate" to "pretty annoying drop rate" as intended)
- Touch-up navigation paths in Povus to help prevent monsters getting stuck in walls
- when a player accidentally puts a first aid kit or armor patching kit on their ability bar instead of the First Aid or Patch Armor ability, the item now gives a more helpful explanation about what's gone wrong than "That item cannot be used"
- Pasha in Ilmari now gives the Zoomer horse glamour instead of the old proto horse version
- Medium Prisms can be found in various sources of desert loot
- Some of the types of sand needed for glassblowing can now be found in Sun Vale and/or Ilmari
- Several glassblowing resources are still not (practically) available; this will be fixed soon
- Almanac users rejoice: gardening plants no longer self-destruct when an area is under heavy load
- Fix bug causing some looping animations to not play
- Adjust humanoid optimization logic to hopefully reduce crashes
- fixed bug with message about having already looted a boss when you hadn't
- fixed bug with orange and white mineral survey recipes in Vidaria not working

Click here to return to the Game Updates page.