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Gedonia News

Steam cloud saves support added

Hello everyone!

The game will now support steam cloud saves feature. It will automatically share .es3 savefiles between your devices.

Update 0.26a

Hello everyone!

The game was just updated with version 0.26a:

[h2]Controller support[/h2]

The game will now support controller input everywhere, except building mode. If controller is plugged in, the game will force controller input over keyboard and mouse, so just unplug it, if you want to play with mouse and keyboard.
I was able to put almost all out of numerous Gedonia keys into gamepad controls, only exceptions were companion control button (V), and Holster weapon (Z). I also made some changes, for example sprint is now toggle, that requires only one click and will last until you are moving or have stamina, without the need to hold sprint button continiously.

The controller support is still being tested, some things might not work properly, so if you have any inconvinences or problems while playing using gamepad, tell me on the forums.

[h2]Other stuff:[/h2]

Changes:

  • Energy spread and energy ball skills are changed. Now, instead of energy spread you will have elemental attack, which will give you different types of attacks for each element and allow for more dynamic battles while using magic. Elemental attack will be primal attack skill for elemental mages from now on.
  • Energy ball is replaced with the skill called magic overload. There was a problem with a main damaging skill being in arcane skill tree, which is described as having no damage abilities, and it also forced some people to put skill points in it. Magic overload skill with allow you to increase your damage with a cost to your mana, and it's a great risk/reward ability.
  • Most of the skill trees, other than crafting and speech, will give you passive minor stat bonuses, when you put more skills into researching them. For example, defense skill tree will give you 5 health for each point and 1 armor for each 3 points, elemental tree will give you elemental damage etc.
  • Sprint is now toggle, as mentioned before, speed bonus is increased, but it running will drain more stamina
  • experience required to level up after level 30 is slightly increased
  • Now you will need some level requirements to summon more skeletons, you will need level 3 to summon 2 skeletons for example, level 9 to summon 3 etc.
  • shadowwave now aggros enemies and it's damage is reduced
  • Werewolf rage now will increase only if you hit someone, and will decrease with time, if you are not hitting anyone
  • Increased responsiveness of some enemies. Some enemies will now have a chance to get into block stance right after receiving damage, preventing stunlock
  • Absorb element now ill replace existing absorb element, instead of not applying at all
  • Default savename will now be using your character name
  • Few bugs and issues fixed


UPDATE:
There were a couple of critical errors in this update, so I rolled it back for the previous version for a few hours, and will add improved version soon. Thank you for understanding


Happy new year!

Hello everyone! I wanted to wish everyone a happy new year and good luck in 2021!

2020 was very important year for me and for Gedonia. I've had somewhat of a smooth launch for the game, and overall it was huge success for me, to get such an ambitious project going so well. These 6 months the game was still finding its footing, and I wanted to once more thank everyone who participated in development by giving their feedback, opinions and suggestions. I've been quite overwhelmed with the positive reception the game had, and I hope I won't disappoint you guys in the future.

I also hope that now, when some of the core issues the game had are figured out, the development will go smoother and more efficient than ever. I have some really cool ideas, and I can't wait for you all to see them implemented.

I will take a week long break for a new year holidays to spend some time with the family, and after that, will return to development, and start working on controller support and other things from current roadmap.

Update 0.25a

Hello everyone!

There has been few bugs and gameplay issues that required fixing, before new content additions. I will be working on those and more before the end of the year.

Abilities changes:

  • Shadow wave skill now has 30 sec. cooldown and doesn't require mana. Area of effect is increased
  • Skeletons health and damage rebalanced, now they are weaker at the start, but they receive more health and dmage bonus from dark magic attribute.
  • Ice skeletons now have better mass aggro
  • You can now place only 3 traps at the time, and they can't be too close with each other
  • Dodge roll range and speed increased
  • You can now do power jump while running
  • Arrows can now deal critical damage
  • Werewolf basic health regeneration decreased
  • New abilities for werewolf, now he can stack "werewolf rage", and after certain amount can ravage enemies and restore health
  • While sprinting, werewolf secondary becomes powerful charge attack
  • Charge knocks enemies down more effectively


Enemies changes:

  • Autododge by chance is removed from the game, only dodge roll is left for enemies
  • Increased rate of attack for enemies
  • Charged abilities like charge, earth slam or explosive projectile now correctly stop when enemy is stunned, knocked or dead
  • Exp rewards from petrified souls at the starting area nerfed
  • Health of the frogs from the starting are decreased
  • New loot for enemies in the starting area, new chests in bandit camps
  • Giant wasp stats rebalanced
  • Monastery at the starting location now sell loot starting from friendly reputation
  • Removed few hills near black goat world boss


Interface changes:

  • Bigger indicatior of unspent skill points
  • You can now categorize active and completed quests in journal
  • All available quests now shown on the map even if you didn't explore the zones
  • You can now toggle roof showing in building mode
  • Changes to joining faction interface
  • Added quest map indicators for starting faction quests
  • You can now resize your UI in options
  • minimap scale is correctly saved


Also fixed bugs with falling under the ground sometimes while entering dungeons, and other small bugs and issues

Optimization patch 3

Hello everyone!
The game was updated with new optimization patch, that improves overall perfomance and fixes few small bugs. One of the big changes that was introduced in the previous patch was the limit of companions increasing from 4 to 5.

This will be the last major perfomance only patch at the moment, next I will focus on updating the Volflar zone and other stuff from my roadmap, however some optimization will also be added in the future with those patches.