Fixed the bug with some of the keybindings not being saved
Fixed Interface clipping issues, the game will now be playable on every aspect ratio
Fixed quality setting not being saved
Fixed bugs with tear of the ocean quest
Fixed bug with barbarians on the border with golden forest
Fixed bug key for the shackles for warrior's prisoner quest
Fixed bug with endless discovery of dungeon zones
Fixed deer collider
Fixed bug with too many mesages when pushing some abilities
Fixed bear animation bug
Fixed bug with opening dialog for cow slayer quest
Fixed issues with dungeons disappearing in some places
Fixed bug with mage faction quest
Fixed bug with luring the guard with assassin quest
Fixed minor localization issues
Fixed bug with some scenes not loading
Fixed bug with wrong names or posion recipes
Gameplay changes:
Arcane bread nerfed - now restores less mana and health, not stackable
All elements except beast element now require 5 mana to apply
Fire element damage range is decreased
Added unstuck button in the bottom right corner
You can now put marker on your map which will show you destination
You can now sleep in most beds in houses, which will restore your health and give you rested buff
Encouraging speech nerfed - healing removed, now it only adds health and armor
You can now damage and kill retreating enemies
Learning skill now requires confirmation
Added defaults button in keybindings
Difficulty slider is now more gradual
I've changed code ragarding resolution options, so your resolution might reset. Go into video options at the start and change it
Thank you for reading this post, stay tuned for updates. 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
Update 0.102b
The game was just updated with version 0.102b:
Bug fixes:
Fixed the bug when companion relationships didn't save properly
Fixed the bug when you could put weapons in secondary weapon slot that didn't suit it
Fixed the bug when items that were put on action panel didn't save properly
Captain Philips now should be available for talking after you fight him
Fixed the bug With enemies stuck behind doors on arena
Fixed the bug with whirl using on wrath of the sea quest
Fixed the bug with pickpocketing
Spells that require target now correctly work with locking on target
Changes:
Added more light in caves
Dot effects now don't stagger enemies
Added more info in some quest descriptions
Added more light in caves
Thank you for reading this post, stay tuned for updates. 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
Gedonia is available on Steam Early Access
And we are live!!!
The game is now out on Steam Early Access and should be available for purchase with a 25% discount. I want to thank all people who were supporting me during development. I am hoping I will be able to live up to your expectations.
There is a long road ahead fro this game. I have huge plans for it, and I hope it will be the best game I ever did. Right now the game has about 10% of the content I plan to implement eventually. I have huge ambitions for the main story of the game, I want it to be different, captivating and emotional for the players, so I will take my time with it.
I've posted a roadmap for future updates on the forums, which I will update frequently, so if you want to know what is going to be added to the game next at any given time, check it out.
Hop on to my twitter to keep up with the updates and development, and join our discord to discuss the game and ask me questions!
Please share your feedback, I will read everything! Thank you for your attention.
#Devlog 16 - 10 days till Early Access release
Hello guys! There are only ten days left until Gedonia hits Early Access on June 1st, so I wanted to give a quick update about my current plans.
This will be my last devlog, after this, I will transition to patch notes and maybe some other news, to keep you updated about the game's development. My current plan is to try to make weekly updates with new content, and small patch fixes each day or two, if necessary. My main goal in the first month or two after the release will be adding improvements and bugfixes, before adding any new content. I want to make the game stable enough first, so that I could focus on new content after this, not worrying about bugs and crashes.
The game won't have main storyline implemented in any significant way at release, I am still developing the story, and it is planned much further down the line.
I decided to make a price slightly lower than I originally wanted. The reason is that I want more people to jump on to Early Access, to get more feedback and help with the development. So the price will be 12$, with a starting discount it will be around 9$.
See you at the release guys, take care!
Thank you for reading this post, stay tuned for updates. 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
#Devlog 15
Hello guys! I'm back from my trip, and I want to share what I've been working on this past month.
New trailer
[previewyoutube="tWhjz-0ozSQ;full"]
I've made a new trailer for early access release of the game, in it you can see a lot of new content that been added to the game recently, glimpses of building system, new combat and other stuff.
Building system
I've been working hard on the building system for the game, and it's almost ready. You will be able to build 3-storey house, decorate it with furniture and different props, build a farm to grow plants for alchemy, mine to get ore etc. There will be enough variety on the start of the game to build cozy house, huge mansion or stone tower.
Removal of perks, spell books and other changes
I've been working hard on bug fixing, balance changes and other stuff. One of the biggest changes was removal of perks from the starting screen, I've decided that they were not as impactful or important for the gameplay that I wanted. Most of the mechanics will be moved to spell books and abilities, so gameplay-wise you won't miss a lot. Spell books will be powerful or less powerful abilities, that could be found or bought from the vendors, and only used one time. They could be very complex or simple, for example water ball is now in spell book.
You will also be able to pick multiple faction quest chains from separate window at any time, but only the ones who are allied with each other.
Thank you for reading this post, stay tuned for updates. 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
Devlog #14
Hello everyone! These past weeks I've been mostly doing a lot of technical stuff and bug fixing, so there isn't much news to tell right now. That's why I decided to make a couple of videos, showing off some environment art and some combat in new zones with new enemies. Check these out!
Other than that, the development is going well, and I think I'm on track to release the game on time.
Thank you for reading this post, stay tuned for updates. 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
Gedonia will come to Early Access on June 1st!
Mark your calendars, Ladies and Gentlemen! Gedonia will come to Steam Early Access on June 1st!
I plan to implement two complete leveling zones in this version, and two game modes, and also all basic features of the game. Stay tuned for updates!
Devlog #13 - plans
Hello guys! Second alpha testing is over, and I wanted to thank everyone who participated in it and shared his thoughts and feedback. I've got a few pretty good ideas of how to improve the combat, based on these, especially melee combat.
What is next? Well, I am going to start to gear up to early access release of the game. I am still planning a release window of late spring-early summer for the game. Currently, at ea release, the game is planned to have: 1) Two full starting locations implemented, with two dozens quests. 2) Three dungeons, 3) First couple missions of the story campaign, 4) Two bonus game modes and a couple of new massive gameplay mechanics that I will talk about below. All of this should provide about 6-8 hours of gameplay, which I think would be pretty good for the start.
I've also finished almost all abilities, that weren't implemented in the demo, there is a lot of cool stuff, like for example these paladin abilities:
Housing
I have plans to implement a housing system in the game. It's a huge feature, but I think it would be possible to implement it. You won't be able to build anywhere in the world, because you will only have one pre-designed spot for building your house, but in terms of layout, you will be able to place walls/floors/decorations however you want. You will get your house through the quest, and it will be your base hub for crafting, selling your loot, and also gather resources because you will be able to farm crops and animals, mine ore or chop wood, and all that good stuff.
Climbing system
Another cool system that I plan to implement in the game will be the climbing/parkour system. I'm sure you are all familiar with it from other adventure/action games, so there isn't anything revolutionary here, but I think it will complement the exploration and traversal of the environment nicely. You can expect different styles and speed of climbing depending on your agility, of course, expect agile character wall running, wall jumping etc.
Thank you for reading this post, stay tuned for updates. 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
Start of the second alpha demo testing
Hello guys ! I am happy to announce that second alpha testing has started!
You can get the deom on the site https://www.gedoniagame.com/
Or join our discord http://discord.gg/XQjSzCN
This is goinf to be smaller testing, than the previous one, it will be focused on one aspect of the game - updated action combat
Most of the skills are implemented right now, except most necromancy ones, so you can experiment with different character build and tell me your thoughts on the forums!
Thank you for reading this post, stay tuned for updates. 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
Devlog #12 - Combat development update
Hello guys! In this devlog I wanted to share current progress I've made with new improved combat system for the game and share some of my plans.
Here is a video update, showing what I have right now in action:
[previewyoutube="KwvguPEqDpA;full"]
The combat now is more action-oriented, you will need to aim your attacks and dodge hostile attacks
There will be a variety of different moves and abilities for your character, which will depend of your build. The whole ability system wll be overhauled.
In general, the game is now less dependant on stats, and more on abilities and actions. For example, previously, enemy on level 1 had 100 health and simple attack action, and enemy on level 20 had 15000 health and pretty similiar attack with a couple of simple abilities added. Now with the new system, enemy on level 1 will have 100 health and enemy on level 20 will have 300 health, but it will also have much more varied powerful abilities and moves than before. So, in theory, you will be able to defeat level 20 by level 1 character, if you are skilled enough. This obviously, cheapens a sense of progression a little, but I will try to balance it out and still make it substantial enough.
Enemies can now parry and block your attacks.
Enemies have poise meter, that you will be able to fill with your attacks or different abilities, which will then knock enemies down. Knocked enemies will receive more damage, and you will be able to instantly finish them with special ability.
You are now able to lock-on to the target like in most action games
You now have 5 slots for abilities and 4 slots for items in combat
I plan to allow you to learn abilities from skill upgrade window, instead of looking for the trainer, I think this will work better
It is a very early version right now, so I still need a lot of stuff to add for it to be tested properly. All abilites and enemy abilities not added yet, and a lot of other things.
Thank you for reading this post, stay tuned for updates. 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