Character customization options were updated, you can now choose gender of your hero, bodytype, skin color. Hair and beard models were updated and a lot of new face models were added.
2 new ability slots added to the game, on R and T by default. I've only added two because I am still trying to manage the amount of available abilites, because of the controller support planned in the future
Spear animations improved
Nercromancy changes:
Summoned skeletons now last forever, but take the amount of your maximum mana, while they are suumoned. You can decrease the percentage with ability upgrades. This is desinged to make necromancy less OP and more convinient
Weak curse is changed to the ability shadowwave, which acts similair but is more effective and convinient to use
Trance ability is replaced by the ability Dark Pact, which allows you to kill your summoned skeletons in exchange for healing and mana restore
Other abilities changes:
Holy hammer's damage now scales depending on your main weapon damage, and the hammer instantly returns back after hitting targets
Parry skill now parries a number of melee attacks with 100% chance, instead of all melee attacks with 25% chance, which makes it more reliable
Slightly reduced attacks speed bonus from ferocity mastery ability
Building walls of your house now doesnt require floors underneath
Fixed few bugs
Buffed stats of items in dungeon mode with speed bonuses (+move speed and attacks speed)
Slightly increased basic movement speed
The next update will not be soon, because I plan a huge content update for the open world
Follow me on twitter for more info: https://twitter.com/OlegKazakov1990 Join the discord to talk to me and discuss a game: http://discord.gg/XQjSzCN And check out our subreddit: https://www.reddit.com/r/gedonia
Update 0.18a
The game was just updated with version 0.18a
Necromancer faction questline was added to the game
Minimap is returned in the game and now can be toggled between minimap and compass from the main menu options
Added a couple of simple caves with enemies in the open world
Finished southern mountain ridge in endless fields zone (between endless fields and volflar fields), added new enemies and caves with loot there
Volflar fields and Desert zones are now for level 22-30, and endless fields is for level 14-22, increased power of the enemies in those two zones and added a couple of new stronger enemy types
New travelling NPCs added to the game, bards that will sing you songs which will give you buffs, and travelling sages that will ask you to solve riddles
Fixed a few small bugs and interface issues
Follow me on twitter for more info: https://twitter.com/OlegKazakov1990 Join the discord to talk to me and discuss a game: http://discord.gg/XQjSzCN And check out our subreddit: https://www.reddit.com/r/gedonia
Update 0.17g, three months in Early Access
The game was just updated with version 0.17g
Dungeon mode events - random modificators for a level with different positive and negative effects for a playthrough
New bosses, enemies and blessings for dungeons mode
Few small bugs fixed
Three months for early access
It's been almost three months since Gedonia came out in Early Access, and I wanted to thank you all guys for your support and also share my thoughts and a little bit about my plans later down the road.
This is the last huge update for dungeons mode for now, I will probably return to it sometime next year, but other than that, it's all open world from now on. In latest month or two I managed to build up a foundational part of the game more, which will serve as a basis for a new content in the future updates. Things like cooking update and mastery abiities for example. There are still a couple of huge missing features planned for the game, mainly controller support and character customization expansion. I will try to work on them in the next month.
Other than that, the faction quest chains require completion still, and I have a huge plans to introduce new types of content to the world to make it feel more alive, can't say anything more yet.
One huge problem for the game is perfomance spikes when moving into new areas, this requires a lot of optimization work, which I will get to as soon as I finish foundations for the game.
So there are a lot of plans for the future, a lot of cool story ideas, quests and dungeons planned, so stay tuned for this, it will only get better. It makes me so happy to see people come up with guides, post screenshots of their houses and characters in community hub and discuss the game. Keep it up, everyone.
Follow me on twitter for more info: https://twitter.com/OlegKazakov1990 Join the discord to talk to me and discuss a game: http://discord.gg/XQjSzCN And check out our subreddit: https://www.reddit.com/r/gedonia
Update 0.17a
The game was just updated with version 0.17a
Bandit faction questline is added to the game
Journal is reworked, now it contains your quests instead of notes, and you can set to track these quests or not
First cutscene is reworked, and voice acting is added to all story cutscenes so far
You can now participate in battles on Arena with Ertoron with randomized fighters from dungeon mode
A couple of light sources added to Ertoron which will be activated during the night
High-level enchantments and item improvements added, ingridients are only available for the dungeon mode for now
Attack speed and dps now correctly updates in the character stats screen
Follow me on twitter for more info: https://twitter.com/OlegKazakov1990 Join the discord to talk to me and discuss a game: http://discord.gg/XQjSzCN And check out our subreddit: https://www.reddit.com/r/gedonia
Update 0.16a
Update 0.16a was added to the game:
Mastery abilities added to all skill trees. These are powerful passives that improve your playstyle, and they require 5 skill points to learn. A lot of coll stuff like dual-wielding, moving while shooting etc.
Minimap is removed and changed to radar system, similiar to TES series. I've felt that this way it si more useful, please tell me your thoughts
New loading screen and loading tips
Monastery faction questline is added. You won't be able to continue the questline if you are already completed the first quest before the update, you will need to start over on fresh character, which is an unfortunate side effect of early access. To make this not happen in the future, other questslines which are not implemented completely yet arent available to start now
New type of farm for your house - food farm, which will allow you to grow ingridients for cooking
Rain of arrows now cannot be improved by arrow enchantments but it deals better more reliable damage by default
Traps dont cost mana anymore
Paladin seal now costs 10 mana instead of 20
Fixed few bugs and issues
Follow me on twitter for more info: https://twitter.com/OlegKazakov1990 Join the discord to talk to me and discuss a game: http://discord.gg/XQjSzCN And check out our subreddit: https://www.reddit.com/r/gedonia
Update 0.15h - big cooking update
The game was just updated with version 0.15h:
Big cooking update:
Now you will be able to cook custom meals from ingridients with different stats. Added a lot of new stuff to gather in the world, like mushrooms in the forests, nests with eggs in the mountains etc.
All baked meat food now works as quicker health restoration option instead of stat bonuses effects
Simple dish, nourishing dish are now upgrades of main cooking mechanic
Nature magic updates:
Bark and thorns is now only added for 60 seconds, and it absorbs certain amount of damage before disappearing
Absorb element now applies for 20 minutes instead of 20 seconds but you can only have 1 buff of this type at a time
Drain water now has 20 second cooldown, when you are swimming
Dungeon updates:
Added blessings statue that will give you blessing scrolls
Added new dungeon type Bloody rooms with endless depth (no bosses in that one)
New enemy types
After reaching the end of the dungeon, the enemies will be shown on the map
Update 0.15a - spears and torches
The game was just updated with version 0.15a
Two new weapon types - spears and torches. Spears are two-handed melee weapons with no combos, but increased range of attack. Torches are secondary weapons that can be equipped instead of shields. These can have melee bonuses or magical bonuses (later an option to equip staff with a torch will be added). Unfortunately this addition will mean that your weapons in dungeon mode will change, really sorry about that, but this is probably the last time
Elemental effects are reworked, specifically ice, fire and lightning. Previous when you applied effects from ice nova and iceball for example, the replaced each other, now all elemental effects will stack.
Ice effects will be stacking and slow down your enemies until they get to 20, then they will freeze the enemey completely. This will work with iceballs, ice elements auras, ice enchants on weapons and shields and ice nova
Fire effects will maintain current fire effect going with maximum damage. For example if you apply fire from fireball with 20 damage per second, then basic aura from fire element will maintain this effect, and if you set the enemy on fire from basic aura with 1 damage per second and then hit them with fireball, the effect with the highest damage will be applied
All lightning effects will be stacking effect "charge" that will decrease magic resistance of enemies, and then stun them for 6 seconds when it gets to 50 stacks
Angry strike is reworked. Now it's a passive that will allow you to create strike projectiles when you get enough rage
Two handed weapons properly work with attack speed now
Cursed prison layout changed, now it will include the tomb inside the main dungeon
New enemies in open world - mountain worms
Fixed drops in dungeon mode
New enemies and boss in dungeon mode
Now enemies can't damage you with melee if you kill them
Also the game now has 33% discount so it's a great time to check it out!
Follow me on twitter for more info: https://twitter.com/OlegKazakov1990 Join the discord to talk to me and discuss a game: http://discord.gg/XQjSzCN And check out our subreddit: https://www.reddit.com/r/gedonia
Update 0.14d - respawining enemies
The game was just updated with version 0.14d
I've been originally against respawning enemies in the open world, because I didn't wanted people to grind the game if they run out of content to do, but rather put it away or play other mode. I'm still against it, however I was thinking about the argument that the world feels empty and dead after you kill all enemies in it, and that is something I would not want for the game. So now I've made that all basic enemies in the world aka animals/bandits/elementals and resource spots like ore/plants/crystals will respawn every 2 hours of playtime. This might be removed when game enters full release, or not, we'll see.
Poisons are reworked. Now they apply permanent poison enchantment on the current weapon, and their chance of applying is 50% each hit or shot. Apply poison ability is made passive, and it will make the chance 100%. This way you will have the same damage output for the poisons, but you won't need to bother with applying it all the time, and poisons are more usable if you don't have banditry skills invested
Now when bow is equipped, it will show currently used arrows in secondary ability slot
Fixed few small bugs
Follow me on twitter for more info: https://twitter.com/OlegKazakov1990 Join the discord to talk to me and discuss a game: http://discord.gg/XQjSzCN And check out our subreddit: https://www.reddit.com/r/gedonia
Patch 0.14c
The game was updated with patch 0.14c
Added divine anvil in the dungeons mode that will allow you to improve your items
Fixed bug with dungeon map not updating at first
All elements are now applied for 10 minutes instead of 60 seconds, Encouraging speech and bark and thorns are applied for longer
Fixed certain bug with new mysteries
Added new dungeon layouts for islands type dungeons
Fixed few small bugs
Update 0.14a - few dungeons changes
The game was just updated with version 0.14a:
Dungeon mode changes:
You now have a home base in dungeon mode, from which you can travel to any dungeon type with different portals
Maximum depth now is 7, and dungeons have different layouts for different depths (some arent in the game yet)
Bosses now can only be encountered at depth 7, and they are always drop dungeon blessing scroll
Unlocking new depths now scales with player levels, so it cheaper on lower levels and higher on higher levels
Dungeon map added, with M button
Other changes:
Fixed few bugs with quests
Now not every ability use removes food effects, only attacking magic like energy ball, focus the element, etc
Fixed embroidery adding mana with intellect <1
Fixed bug with buyout items not showing sometimes
New mysteries in Endless Fields
Added a way to respec - potion of oblivion. You can buy recipe in Ertoron
I wanted to share with you guys that I am going to work more heavily on Dungeons mode, than Open world in the next month. The reason is that I want to create base for this mode quicker, so later in development I could just add new enemies and items to it, not bothering with it too much, and people could play it while new content for open world is coming.
I am focusing on finishing up the story at the moment, and later in development there will be periods of time when I would work on time demanding stuff like cutscenes, facial animations, voice over etc. So it is important to have this secondary mode that can be replayed casually. But in the overall scheme, it is a secondary mode for the game, not the primal one.
Follow me on twitter for more info: https://twitter.com/OlegKazakov1990 Join the discord to talk to me and discuss a game: http://discord.gg/XQjSzCN And check out our subreddit: https://www.reddit.com/r/gedonia