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Added temporary status effects and equipped completely new consumables with them.

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Status Effects


A new system has been implemented that allows for putting temporary status effects on any character. Currently, this system is used with the new consumables, but is in no way constrained to that.


Here are some effects, that are currently implemented with consumables:

  • Regenerating: Hitpoint regeneration bonus.
  • Fierce: Attack damage bonus.
  • Blessed: Stronger defenses.
  • Refreshed: Stamina regeneration bonus.
  • Sly: Critical hit chance bonus.
  • Mighty: Stronger knockback.
  • Haste: Move speed bonus.
  • Frenzy: Attack speed bonus.
  • Bleeding: Negative hitpoint regeneration override.
  • Wimpy: Attack damage penalty.
  • Cursed: Weakened defenses.
  • Exhausted: Negative stamina regeneration override.
  • Blinded: Critical hit chance penalty.
  • Depressed: Weaker knockback.
  • Frozen: Impaired move speed.
  • Diseased: Attack speed penalty.

This new system allows for exciting additions in the future, like casting magic spells, weapons that deal effects on enemies and even groups of NPCs that buff and heal each other and debuff players.

Consumable Overhaul


One general addition to consumables is the cooldown. Burning through stacks of berries and cheese in mere seconds doesn't work anymore. Cooldowns apply per-item-type. That means that there are seperate cooldowns for berries, fish, cheese and so on. Those cooldowns appear in the upper left of the screen.


Simple Consumables
Those can be found in the wilderness, for example by cutting berry bushes.


Normal Consumables
Those are usually found in NPC loot and can be bought at merchants to some extent.


Simple and normal consumables have very basic effects, such as instantly healing hitpoints or stamina.

Special Consumables
Special consumables can only be obtained by the new farming feature. Currently there are eight different special consumables implemented – one for each plant color:

  • Caviar – black plants
  • Lobster – red plants
  • Spinach – green plants
  • Beer – yellow plants
  • Blue Mussel – blue plants
  • Candy Bar – magenta plants
  • Synthetic Meal – cyan plants
  • Tofu – white plants

Special consumables come in one of three different rarities: common, uncommon and rare. They drop from plants with certain grow speeds.

  • Common: Drop from fast growing plants.
  • Uncommon: Drop from medium growing plants.
  • Rare: Drop from slow growing plants.

The consumable’s rarity defines its effect strength and duration. Rare consumables are the most powerful ones.
Note: similar effects don’t stack. The strongest active effect of one kind applies.


Beware of side effects!
Special consumables not only apply a beneficial effect to the consumer, but yield a chance to apply a negative side effect as well. Side effect chances are added up on consumption and apply as long as the effect lasts. Side effects range from minor discomforts to dangerous death-bringing hazards.
New Skill: Strong Stomach (combat)
Luckily, along comes a brand new skill that reduces the chance of side effects kicking in.

Additional Update Notes

  • New destructibles, that yield basic consumables, can be found.
  • Old berries, cheese, fish and rich meal items have been deleted serverwide, because their definition files were deprecated.
  • The exact RGBA-values are now shown via tooltip when hovering over the color bars in editor mode.
  • Container windows are opened at the same position they have been closed at (per client session).
  • Skills display improved - important numbers are highlighted and the overall skill effects per branch are shown.
  • Automatic stacking into inventory sub-containers - When pressing Q for quick-item-pickup, the game now looks for incomplete stacks of that item, also in containers you have in your inventory. This'll prove a very useful feature due to the higher amount of different items in NPC loot. You can now vastly increase you inventory size while maintaining easy stacking on quick-pickup!

-Rammy

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