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Gedonia News

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.

Optimization patch 2

Hey everyone! The game was just updated with a second optimization patch, which also includes few small bugfixes. By now you should start noticing improvements in perfomance, but there is still a lot of work to do at this front.

Optimization patch 1

Hey everyone!

I've added a first from the series of patches which aim to improve optimization of the game, and hopefully get rid of the stuttering issues in the end.

I've also added this patch to fix the corrupted assemby issue popping out for some players

Update 0.24a

The game was just updated with version 0.24a:

Combat improvements:

  • Basic attack speed rebalanced
  • Now the majority of the enemies will have at least a second of animation before attacking, so you can react to it
  • Now if you attack and can't reach the focused, the character will do a dash towards the target
  • Fixed the bugs when sometimes melee attacks went through the nemy not dealing any damage
  • Added input queueing and improved responsiveness of the combat
  • Added active parry. Now if you have melee weapon equipped and no secondary ability assigned, clicking right mouse button will perform a quick parry that can block incoming damage and knock the enemy down


Items changes:

  1. Added stats to the first tier of crafted armor
  2. All heavy armor now slightly decreases movement speed. This was done due to the balancing reasons (heavy armor being better that leather for melee in almost any instance) and for roleplaying reasons (it makes more sense that heavy armor would slow the character down due to its weght)


Abilities changes:

  1. Ferocity:
    1. New levels of passive abilities, enrage ability
    2. Warscream now doesnt have rage animation, because it sometimes interfered with attack animations
    3. Changed animations for abilities while dual daggers equipped
  2. Combat mastery:
    1. New ability - throw a weapon
    2. New level of lasso ability
    3. New passive - stamina bonus
    4. New levels of passive abilities
  3. Archery:
    1. New levels of explosive arrow, evasive move, multishot and passive abilities
  4. Banditry:
    1. New ability - shadow dance
  5. Defense:
    1. Increased cooldown of shield slam
  6. Arcane magic:
    1. New passives for mana regeneration
    2. You can now use blink in dungeons
  7. Elemental magic:
    1. New ability - energy spread
  8. Nature magic:
    1. New mastery ability: werewolf form
    2. New ability: grow defender flower
  9. Holy magic:
    1. New mastery ability: divine weapons
    2. New levels of passive abilities
  10. Dark magic:
    1. You can now summon elemental skeletons only with level 2 of raise abilities
    2. All skeletons models were changed
    3. Mage skeletons with different elements now have different models and abilities
    4. New mastery ability: Summon abomination




Other changes:
  1. Tooltips are improved and now show mana cost, stamina cost and cooldown
  2. You can now buy 10 items with one click, by pressing left shift
  3. Fixed the bug with the horse disappearing after oblivion potion
  4. Fixed few small bugs



Next thing I want to work on is the stuttering issue. This will require quite a lot of optimizational work with core engine, so it will take longer time.