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Gedonia News

Update 0.28a

The game was updated with update 0.28a:

[h2]Engine update[/h2]

An important task was completed during this update. I've been making the game on quite outdated at this point version of the engine, and finally managed to update it. This will hopefully bring few inprovements, mainly with stability and optimization int the long run, but might cause some issues during this transition period. As the immediate effect, this allows you now to directly turn off/on individual screen effects like bloom/motion blur/AO and change quality settings in the game. The coloring of the game is also slightly changed because of this. 60 fps lock is now also removed, and replaced with vsync that can be enabled/disabled.

[h2]Removing crafting trainers and recipes from the game[/h2]

I decided to remove crafting recipes and trainers from the game. Now, after you improve crafting skill, you will instantly be able to craft all items with that crafting level, and you will also be able to preview them in skill window. Crafting recipes is an "old-school" game mechanic, but I found out that it doesn't really add anything special to the game. For the new players it adds more confusion, and for veteran players it's just a small waste of time to run to the trainer and learn recipes.

[h2]Updates:[/h2]

  • Blood magic is added to the game. This type of magic doesn't use mana, so it can be used with non-magic characters. Instead it uses player's own health to perform spells, dealing damage, and then restore it with a bunch of other abilities. As a synergy, the damage of performing a spell can also trigger things like rage or defensive shield. The damage of blood magic doesn't scale from any type of stat, but instead is percentage-based or player-level dependant.
  • A huge change was made to the way basic stats influence your health/damage/mana. Previously, during stats calculation, things like strength added to the damage/health first, and them you received bonuses from items/effects. Now you get strength modifiers AFTER all items stats. For example, previously you had:
    melee damage: 100%(base)
  • 150%(strength) + 200%(items) = 350%.
    Now you will have:
    (100%(base)+200%(items))
  • (150%(strength) = 450%
    Same goes for health/mana/ranged damage/magic damage
    What it's does is essentially makes basic stats less influential during early game and much more influential during late game. I decided to change that because previously after certain point it made your base stats choices almost meaningless, and it seemed wrong to me.
  • characters with 4 strength can now slam the ground from the air with the melee weapon
  • characters with 4 agility can now attack in mid-air with melee or bows
  • Melee attacks with axes/maces/sword now have two different combo animations. Spears now have 3-attack combos too
  • Changed and improved jump and run animations
  • Charm, Bargain and Pressure are now all passive abilities
  • Elemental magic now has new mastery ability - Invoke elemental form
  • Elemental attack with wind element is changed for the better
  • Improved and changed sound design of a lot of magic effects
  • Block ability now knocks down enemies similiar to the parry and movement speed decrease was removed
  • Characters stats window changed
  • Enchant weapon and enchant shield duration increased
  • Waypoints are now shown on the map
  • You can now track current main story chapter
  • Werewolf attacks now have slice effects



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Update 0.27a

Hello everyone!
The game was just updated with version 0.27a.

[h2]Volflar fields zone update[/h2]
A huge update for the volflar zone is added, with a few new mysteries, quests, dungeons and caves, a lot of improved and changed world design, new companion and more. Check it all out now!

[h2]Manual controller choosing[/h2]
You can now manually pick between keyboard and controller, even if controller is plugged in. This was added due to heavy requests from some people, and you will need to change it yourself for your system.

[h2]Other changes:[/h2]

  • You will now be able to see all passive bonuses you receive from skill trees in the skills window
  • Clicking show quest toggle on the world map now will also disable/enable available quests, in addition to quest objectives on the map
  • Added show world objects toggle there also, to disable world events/challenges/world bosses icons
  • Fixed few minor bugs


[h2]Improved roadmap[/h2]

I've recently put an updated version of the current roadmap, and some of you probably arleady saw it. It will show my current plans for the new content addition for the next few months, with approximate dates. Please remember that it is subject to change, and I will notify you if I decide to change some things. Also please remember that a lot of few small improvements ofcourse are not there, only huge content updates.

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.