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Update 0.32a

Hello everyone!

The game was just updated with version 0.32a

In this update I've implemented a number of pretty huge changes, in an effort to make the combat better, fluid and more responsive overall. It's still not final, ofcourse, and will require some testing, I am really interested in your opinions.

[h2]Melee combat[/h2]

The biggest change with melee is reworking of the stamina system. Originally, I intended stamina to throttle combat, preventing player to infinitely stunlocking enemies wiht melee attacks, but there was a number of problems with that approach, the biggest one is stamina starving preventing you to effectively use of your combat abilities.
Now you won't use stamina for simple attacks, you will only use it for melee abilities like powerful strike or whirlwind. Consequently, the enemies stagger reactions were reworked, now you will knockback them at the end of the combo, giving them a chance to attack back. Enemies are now also more aggressive, they are quicker to attack after stagger, and also a lot of them have improved effects before attacking. Stamina will restore slower, you will have lesser stamina overall, running will consume less stamina, and your basic melee damage was reduced by about 30%.

Some of the abilities can now be performing in the middle of the attack, and the input queue was smoothed out to make the combat more responsive. For example you can use warscream when you are attacking, and it will not break your attack sequence, it will just apply an effect.

There were also a number of additional impact effects added in melee to improve audio-visual feedback.

[h2]Abilities trees changes[/h2]

I've added a bunch of changes to the abilities, mainly streamlining and focusing a lot of them into certain playstyles. All the talents are now divided into categories, to make it easier to choose what you want to focus on.

[h3]Ferocity:[/h3]

Most of the main abilities in ferocity tree were improved in damage, and got cooldowns removed, so you can use them freely while you have stamina. Biggest change for this tree is execute, which was reworked into passive, which would allow you to perform cool executions on enemies. The implementation of this still could be somewhat clunky, and I will polish it more in the future, also would glad to hear your feedback.

[h3]Combat mastery:[/h3]
Combat mastery was changed the most out of all ability trees. Since the beginning the tree was a little confusing in regards of its purpose. I tried to streamline it, and focus it into 3 small groups: Improving your basic combo attacks, a couple of defesive and control abilities, and magic-melee abilities. There is a lot of cool stuff there, and I'm really interested in your opinions.

[h3]Elemental magic:[/h3]
Elemental magic was changed a lot. Previously, you could cast spells while on the run, and you had a lot of abilities that can only be casted at close distance. To balance this, none of the magic had any knockdown impact. While this made mage a very dynamic playstyle, it also made magic feel floaty and non-impactful and it was also very dangerous to run around in close range with enemies, seeing how mages couldn't really take huge hits.
Now all of the elemental spells will root you in place with animation, they were redesigned to be casted at huge distance and they will apply a huge stagger effects on enemies. Also a lot of cool casting effects were added. So elemental magic is now about engaging enemies at long long distance and keeping them there.
Also most of the spells with other elements were streamlined into raw damage, so you could viably make build like raw dark magic caster, or raw holy damage caster. So, now, if you want to go nature magic for example, you can learn more of the nature tree abilities and get summons/buffs/heals, or you can learn more elemental tree abilities and use it with nature element to get raw nature caster. Same goes for dark and light.

[h3]Nature magic:[/h3]
Nature magic was changed a lot too, mainly focusing it into two playstyles - werewolf one and plant summons. Now you will be able to use most of the nature spells in werewolf form, things like drain water or bark and thorns. Absorb element spell was replaced with cool beast style attack spell instead, and fill the earth spell was reworked.

[h3]Dark magic:[/h3]
The biggest change with dark magic was to make summons dynamically scale their damage/health with your current dark magic and overall magic power, so you can't just summon minions with dark magic armor and then change it to melee armor for example, your minions will become weaker. This also makes minions scale with your magic power buffs nly when they are active. And also... I've replaced useless dark scream spell with summoning HUGE AWESOME BONE DRAGON instead (Seriously, this thing is really cool)

[h3]Holy magic:[/h3]
Holy magic was buffed a lot with a bunch of damage increases, cool new abilities and passives. Mainly paladin seal was improved a lot.

[h3]Archery:[/h3]
Archery was a little bit nerfed in terms of raw damage, and slo-mo in the air now requires stamina to do. I've also streamlined enchant arrow into one type of arrow - frozen one, and it is more effective now.

[h2]Improved grass shading[/h2]

I've also finally added a change I wanted to add a long time ago - improved grass shading. This should make grass look better and moore performant, add cool new effects like reactions of player walking around, better wind wavering and weather reactions.

[h2]Other changes:[/h2]

  • Basic attributes are now more infuential on your damage
  • An option to disable screen shake was added
  • Changes to keybinds change process
  • You can now rename your companions (And your dog, yes)
  • Traning dummy was added to the house building, which will show your DPS when you attack it
  • New effects of player damage and voicelines when you have no mana/stamina
  • Added new guardian armor to warrior faction merchant
  • A bunch of new interface improvements
  • A lot of small bug fixes




Check out my youtube channel (I might post previews of new updates there, or might not):
https://www.youtube.com/channel/UCMfMlahJzjpMeLrrfRvL05A

Check out our social media links:

Update 0.31a

Hello everyone!

The game was just updated with version 0.31a:

  • New main storyline cutscenes were added to the game
  • Simple mouth movements were added to the characters in cutscenes
  • Additional options of vsync were added to the game
  • World loading range options were simplified to normal/increased
  • Blood magic skill now adds health for each point spent
  • Fixed few small bugs and issues


[h2]Roadmap stage 2[/h2]

I am excited to reveal my current development plans for the game for the next few months. You can check it out here:



As you can see, I plan a huge rework of the combat system as a next update. I've gathered a lot of useful feedback regarding combat, and I want to take my time improving it a lot, with the focus on impactfulness and balance. I will probably post a few videos with previews during development on my youtube channel here:

https://www.youtube.com/channel/UCMfMlahJzjpMeLrrfRvL05A

Other than that, there are a lot of cool stuff planned in the next updates, so stay tuned for that. I wanted to thank everyone who participated in the polls I had recently and posted your feedback on forums/discord.

Check out our social media links:

Patch 0.30j - companions update

The game was just updated with version 0.30j:

  • Max number of companions was increased to 12
  • Navigation of companions and enemies in complex locations (dungeons in open world and dungeons mode) was improved. Now you can complete most of the dungeons in open world like abandoned manor or overgrown cave with companions. NPCs can even open doors now.
  • New function and button was added to teleport all companions to player (Shift + V)
  • Now when you click V on the enemy, the companions will immediately start attacking him only
  • Current companions status now shows who they are attacking at the moment
  • Fixed bug with the dark pact not killing all summoned enemies

Please take a minute to help me improve the game

Hello everyone!

Right now I am still working on improving a perfomance in open world mode, but I plan to do a combat update after this. I wanted to ask you to answer a couple of simple polls I prepared to get a better understanding of current state of battle system in the game.

Which melee abilities you mostly use:

https://strawpoll.com/ybrh4qx3b

What is your opinion on current stamina system:

https://strawpoll.com/c355zervf

Which type of play generally you prefer:

https://strawpoll.com/bsyg9afbq

Thank you for your participation!

Update 0.30d

Hello everyone!

These past days I've been constantly updating the game with small patches, which aim to improve perfomance, stability and fix the bugs you recently spotted in the game. I will continue to upload these small fixes in the next few weeks, because I want to make the game as stable as possible, before continuing working on the new content.

Thank you for your support!