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
Roadmap stage 2
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:
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!
Update 0.30a
New open world zone - Poisonous swamp
New zone for 30-40 lvl added called Poisonous swamp. It contains 3 new quests, 2 world events, 1 new boss, new enemies and resources and new dungeon. A new tier of crafting items for each crafting type was added to the game too.
Other changes:
A couple of new main storyline missions were added to the game.
Agressiveness and responsiveness of enemies were increased
Some optimization work to reduce stuttering was done
Added new crafting stations and merchants in Stawford and Ertoron cities
A couple of small interface improvements
Small improvements to companion AI in small dungeons
Fixed a bug with loot window disappearing sometimes first time you loot
Basic rates of reputations you gain are increased
Abilities changes:
Blood demon now lasts 40 seconds, his damage scales up from all types of damage (magic, melee and ranged). His hunger mechanic is replaced with rage, which allows him to spam Hemorrhage, while he has rage
Light hammer cooldown is increased to 15 seconds, mana price is decreased to 30, and amount of targets it hits is increased to 3 and 5 on level 1 and 2.
Elemental attack with light and dark elements (Holy bolts and shadow bolts) cooldown decreased and bolts now AOE
Judgement periodic damage is increased
Dungeon mode changes:
Home base layout is changed, and you can now build your own house in dungeon mode too.
Added item imrovement system, which will allow you to permanently bless your items with chosen blessing
Returning to base now will not cancel your current campaign and clear your blessings.
You can now fly in dungeon mode
Added a couple of new blessings
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Patch 0.29d
The game was updated with patch 0.29d:
I've made a couple of optimizations for the open world loading, which will hopefull really improve perfomance and reduce stuttering, while travelling in open world. Please tell me your experiences in the comments
You cannot use blessing statues when enemies re around now, or in combat. All blessing statues have guards near them.
Desert canyon map layout changed in dungeons mode
Boosses in dungeon mode will have more health in late game
Patch 0.29c
A game was updated with version 0.29c:
You can now specify types of blessings you want to receive in dungeon campaign
Loot rarity is now tied to the difficulty of the campaign, but overall chances of better loot are increased
You can now increase level/rarity of the item only one time per item
Oblivion potion was added to the alchemy merchant in Ertoron market
Holy hammer now hits 2 enemies at level 1 and 3 enemies at level 2
Werewolf damage now scales more from the nature magic and a little bit from the melee damage bonus. You can now attack in melee with melee by holding attakc butoon and not just clicking
Added sprinting to blood demon
Elemental form damage increased by 33%, and it scales better with elemental magic stat
Fixed few minor bugs and issues
Patch 0.29b
The game was updated with versiom 0.29b:
Gold price for difficulty raise and refresh of the campaign was decreased
Campaign difficulty now also adds enemies pack size and enemies speed
Some of the blessings can now be stacked up indefinetely, some of them rebalanced
You will now get more weapons and armor and less other items from enemies, and less experience
Fixed few minor bugs
Update 0.29a
Hello everyone! The game was just updated with version 0.29a.
Dungeon mode update
I've added a huge update to the dungeons mode, which will hopefully make it more interesting and replayable, and give you more control over the way you play it. Before talking about it, I wanted to reassure, that open world mode is still primary one, and I will only focus on dungeon mode once in a few months. Now, let's talk about changes.
Reworking maps
The way you complete dungeons was completely overhauled. Previously, you had 4 main types of dungeons with a boss fight, which had the same type of content and only minor layout and graphical differences. This became stale after a while, and sense of progression was quite weak. Now, you have dynamically generated "campaign", which consists of a number of different zones and dungeons and its own stats, perks and difficulty, all of which you can influence in some way. At the end of each campaign you will have a boss fight, which also can be made easier or harder.
Each zone on in the campaign has different stats and perks, which you can preview in the campaign window.
The whole campaign has a difficulty stat, which can be increased indefinitely, and it influences enemies health, damage and loot quality.
You can further customize and improve loot of the campaign by assigning "trophies" to it, which drop from bosses at the end of the campaign.
You can replay one campaign over and over, each time with increased difficulty after finishing it, if you like the layout, or you can finish it and get the new one.
You will now have landscape zones in addition to dungeons
Reworking blessings system
I came up to the conclusion, that current blessing system is flawed. It can be broken with save/load abuse, and quickly turns your character into overpowered mode, which makes the game too boring. I've remade it.
You will now only have blessings during the campaign. The moment you exit the campaign, die or load the save, all your blessings will be gone.
You will get blessings much more often during gameplay, blessing scrolls will be dropped often, and there will be statues around the maps that will provide you blessings.
If you decide to start current campaign over with increased difficulty, you will keep you blessings. So after a couple of runs, you will still get to this cool overpowered state of the character, but the way you get to this will be different each time, and the difficulty will match.
Each blessing window will offer you 9 blessings instead of 4, so you will find something useful most of the time. I've also added about 30 new cool blessings
Other changes to the dungeon mode
Added merchant at the start that will sell white equipment
A lot of the stats on the equipment were rebalanced. Mainly some of mana bonuses on +magic damage items were too big, which was overpowered. Also changed stats on trinkets to make them more interesting.
Enemies now distributed in packs a little more consistently. Animals with animals, bandits with bandits etc.
Other changes
You will now start in open world with 30 arrows instead of 5
Added new passive ability in archery tree that will allow you to spend less arrows
Exploding arrow won't hit allies anymore
Rain of arrows damage increased by 33%
Rend now works with arrows
Enemies won't use abilities through walls anymore
Enemies can't block while they are stunned or knocked down anymore
Dual weapons now have slice effects
Added new passive in banditry tree - multistab
Added new passive in banditry tree - backstabbing shadow
Elemental attacks with beast element now correctly drains mana
Bloody attacks now have internal heal amount, which will be restored over time. This means that you won't be able to constantly spam it all the time and heal, you will need it to restore in about 1 minute.
Divine weapon cooldown decreased to 4 minutes instead of 5
You can now disable automatic focusing on the enemies in melee and smallstep to them. This will make aiming a little more harder, but will give you more freedom, and will change melee battles quite a bit overall.
Paladin seal damage bonus increased
Fixed shadowwave skeleton healing
Multiplayer info
Now, let's talk about multiplayer in Gedonia. Multiplayer was the most requested feature in the game from day one, and, even though I was not originally planning to add it, over time, I give it some though. There is a couple of key points I need to talk about here, and I will need your opinion here.
I will only start working on multiplayer side of things after the singleplayer is closer to release, when the major bulk of the content is done and it is stable. Ofcourse, I was originally intending full release sometime in 2022, but won't be able to deliver it then, so the full release date will be a little bit later. That is a question for you, will you be ok with extended time in early access with multiplayer addition or not? Please respond in the comments.
There will be two possibilites of multiplayer modes. First, and most probable one, will be 4-5 player multiplayer mode based on the dungeons mode. It will be generally easier to implement and scale gameplay and difficulty-wise.
Second, which is much less likely one, is 2-player coop for the open world. I will say you right now, even if it sounds awesome, I only have a vague idea of how I would able to make this. It will be much more restricted type of a game for a player who joins others world, you won't be able to really solve any quests, or might even not be able to talk to people, only fight and travel together. We'll see.
long story short - I can do it, but I need your opinions.
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Update 0.28f
The game was updated with version 0.28f:
Main quest tracking now shows required levels
Fixed the bug with mouse sesitivity changing after loading
Fixed the bug with controller not working while using shapeshifted forms
Blood demon can now use hemorrhage
Bosses that couldn't be stunned now also cannot be knocked down
Fixed the bug with constant double jump in dungeon mode