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Update Notes: March 10, 2026

Project: Gorgon · Community Announcements · March 10, 2026

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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 made other changes to the casino:

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):

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

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