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Gedonia 2 News

Patch 0.25.2

[p]Hello everyone! The game was updated with version 0.25.2[/p][h2]More UI improvements[/h2][p][/p][p]We're keep working on improving the game UI, and in this update with changed journal UI, crafting UI, and other small UI windows. We will keep working on more UI improvements in teh future[/p][p][/p][h2]New passives for summons and companions[/h2][p]I've added a few new passives for leadership, nature magic and dark magic skill trees that should improve survivabiliy of your minions. There was a bug, that was causing defense not calculating correctly for your minions, which should be fixed now, and your minions should have much better survival after this patch.[/p][p][/p][h2][/h2]

Update 0.25.10

[p]Hello everyone! The game was updated with version 0.25.10[/p][h2]UI updates[/h2][p][/p][p][/p][p]For the past couple of weeks we've been working hard on improving UI experience. It's a slow and difficult process, which involves a lot of small details, that's why progress was a little slower than usual. We've updated most of the game UI elements, the biggest one ofcourse is Skill menu, which now has all the abilities on one window, without needeng to open a bunch of sub-menus. This will hopefully improve character building experience overall. We will continue improving UI in future updates, based on your feedback.[/p][p][/p][h2]New abilities[/h2]
  • [p]New ability for Storm magic: Blizzard[/p]
  • [p]New ability for Storm magic: Weather master[/p]
  • [p]New ability for Storm magic: Focused thunderstrike[/p]
  • [p]New ability for Earth magic: Tremorlings[/p]
  • [p]New ability for nature magic: Titanroot strike[/p]
  • [p]New ability for Archery: Focused aim[/p]
  • [p]New passive improvements for most magic skill trees[/p]
  • [p]Magical strike is temporary removed from the game, and will be replaced with more powerful version later[/p]
[p][/p][h2]Other changes and fixes[/h2]
  • [p]I've decided to remove randomized melee combos. While originally it was intended to provide variety for melee combat, which it did, especially at lower levels, it's still irritating and less reliable for some players, who like to always predict the way their character attacks. So I left only one type of melee combo for each weapon, which would hopefully make combat more predictable and easier to master.[/p]
  • [p]You can now create a sleeping bag in adddition to the camping fire, to sleep while traveling[/p]
  • [p]Farming spots now correctly remove resources, when you clear them[/p]
  • [p]World events require less objectives, depending on difficulty, which should make them less grindy on higher difficulties[/p]
  • [p]Fixed the bug where one waypoint wasn't teleporting to the second zone properly[/p]
[p][/p][h2]Free city and future updates progress[/h2][p]We are working hard on the big Free City Update, and I wanted to share some of the stuff we've made:[/p][p][/p][p]New cloak designs[/p][p][/p][p]New cloth models:[/p][p][/p][p][/p][p]Free city Slums:[/p][p][/p][p][/p][p][/p][p]Thank you for your support! Check out my youtube channel (I might post previews of new updates there, or might not): Check out our social media links: [/p][p]http://discord.gg/XQjSzCN[/p][p] [/p][p]https://www.reddit.com/r/gedonia[/p][p] [/p]

Update 0.25.1

[p]Hello everyone! The game was updated with version 0.25.1[/p][p][/p][h2]Farming and building update[/h2][p][/p][p]You can now build farms on your house yard, which will allow you to grow different resources over time, and gather them. The process is a little more involved, compared to the first game. Now you can fertilize the plant/gatherable over time to get a chance for more resources you gather in the end, and there are different visual stages of growing. More resources will be added over game development.[/p][p][/p][p]There is also a second house plot you can now purchase, which will allow to build a house on water, and get more fish and different corals.[/p][p][/p][p]Other changes for building:[/p]
  • [p]Added home teleportation stone[/p]
  • [p]Added few new decorations and floor types for building[/p]
  • [p]Fixed few small issues iwth interface[/p]
[p][/p][h2]Abilities changes[/h2]
  • [p]New nature magic ability: Florescence[/p]
  • [p]New dark magic minion: Skeletal dragon[/p]
  • [p]New archery ability: Incarnations of archery[/p]
  • [p]Changed animation and effects for charge, now it deals more damage but to a single target[/p]
  • [p]Berserk now correctly adds more rage[/p]
  • [p]Electromagnetic shield now lasts 60 seconds[/p]
[p][/p][h2]Controller support[/h2]
  • [p]Improved controlling in building mode with gamepad[/p]
  • [p]You can now bind LT + Y [/p]
  • [p]Fixed few interface labels that work with gamepad[/p]
[p][/p][h2]Other changes:[/h2]
  • [p]Character creation screen will now allow you to show detailed characteristics for the stats you choose, which will give you more info about creating a character[/p]
  • [p]Added map for Skaldebra[/p]
  • [p]Enemies can now swim[/p]
  • [p]You can now gather water from the wells[/p]
  • [p]You can now pet cats[/p]
  • [p]Nezulu abilities now work correctly[/p]
  • [p]Fixed few small bugs and issues[/p]
[p][/p]
Working on free city
[p]I've also started working on updating Free city zone. The final version of the zone will be bigger than the current one, and I plan to pu atleast 5-6 hours of content there, so it will be a huge update. As I release smalle updates over time, I will also post progress of working on the city, so stay tuned for that.[/p][p][/p][p][/p]

Patch 0.24.4

The game was just updated with patch 0.24.4:

  • Mercenaries and story-based companions were slightly buffed. Mercenaries now have bonus attack evasion chance that increases with their level, more health, damage and attack speed.
  • Fixed sprint toggle not working
  • Strength now correctly slightly increases jump height
  • Improved jump responsiveness. Previously jump sometimes didn't work on inclinded surfaces or on top of some models, now it should always work
  • Added some hints for shark event is Skaldebra quest
  • Fixed some visual bugs with models
  • Fixed grappling hook triggering while interface is on sometimes
  • Improved ship models in Skaldebra to prevent rat models clipping in quest event
  • Fixed wrong save id for pirate hat that caused it to load incorrectly as other item
  • Fixed new experience scroll not removing an item upon use
  • Fixed missing itcons for some items
  • Added bonus melee damage for pirate dagger
  • Fixed ballista in fishermen quest causing error window

Update 0.24.1

Hello everyone! I am very excited to announce that the game was updated with version 0.24a!

This is a huge content update, which I've been tirelessly working on for the past 3 weeks. It adds atleast two hours of content for one playthrough and brings a lot of changes and improvements to the game. Please remember that new dialogue lack voice over at the moment, because it's still being recorded.

[h2]Faction war on Tranquil Strand[/h2]

Now you can particpate in a war between three factions: Fishermen, Lazarian and Pirates. Joining each faction will give you unique rewards and new content to complete. The Lazarian Temple is now submerged by default, and you will need to raise it from the ocean to enter it. This was always the original intention, but I've just left it open to give players some difficult content to complete, while faction wars were being finished.

[h3]Fishermen:[/h3]

To join this faction, talk to the Elder Wally near the entrance to Aramoore, and you will be able to defeat Lazarian and make the coast safe for Fishermen, and allow mage academy to research the Lazarian temple, and also you will participate in Fishermen Festival quest.


[h3]Lazarian:[/h3]


To join this faction, look for a shark on the beach not far away from the temple. After you join the faction, you will be able to help Lazarian completely destroy all opposing factions and gain full control over the zone. This will allow you to gain access to new improved Lazarian buildings and get a quest to recruit a unique Lazarian companion.

[h3]Pirates:[/h3]

To join this faction, you will have to talk to the pirate Kirk on the beach, the one you talked with for Pirate's Code quest. After joining this faction you will be able to asault other factions in the zone, and even visit new unique pirate town called Skaldebra and complete quest there.

[h2]Willsborough fort[/h2]

You will now be able to help rangers of the Golden Lion to clear the old fort from th bandits and explore depths of the dungeon, hidden underneath it. After clearing the dungeon you will be able to rebuild the forst and gain access to unique set of armor from rangers.

[h2]Gameplay changes[/h2]

  • All companions wont' collide with player models anymore
  • Fixed quest Dog's honor for rebel faction
  • Added coral spawns in the second zone
  • Posions now correctly apply to bows
  • Added fish spots in the water, which should improve your fishing chances
  • Reduce knock resistance for the games in the goblins siege event


[h2]Balance changes:[/h2]

  • I've dramatically reworked rage mechanics for Melee. Now, instead of being a stackable effect, rage has it's own bar and has 3 stages of effectiveness. Powerful melee abilities like annihilation now don't consume rage, but instead decrease cooldown, depending on the current amount of rage you have. New powerful passive abilities added that depend on amount of rage. Killing Frenzy was is reworked completely. all these changes now give huge survivability for warriors and allow to defeat enemies on higher difficulity quite effectively
  • New passives for grappling hook abilities
  • You can now activate flying in mid-air
  • New passive for acrobatics in archery
  • Shield of wind now correctly blocks projectiles
  • Stealth now applies cooldown upon exiting, instead of entering stealth
  • Bosses now have better chances to see player in stealth
  • Shocking song now stuns enemies and overall is more powerful
  • Striking notes damage increased
  • New passive for bard attacks that allows to get chords with attacking enemies
  • New abilities for music skill tree
  • New powerful golem for nature skill tree


I've also fixed a lot of smaller bugs and issues.

[h2]What's next?[/h2]

I am planning to take a little break, because I never really had one for the past 8 months, preparing for release, fixing the game after and working on this update. After that I plan to start working on the Free City update, Shapeshifting and Husbandry skill trees. Ofcourse there will be small updates with changes and improvements, while we work on a big Free City Update.

Here are the first concept arts for the citizens of Free City and also First look on 4 out of 6 Shapeshifting forms we plan to implement.


Werewolf form:


Mystical werewolf form:


Minotaur form:


Fiery minotaur form:



Thank you for your support!

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:
https://twitter.com/OlegKazakov1990

http://discord.gg/XQjSzCN

https://www.reddit.com/r/gedonia