Holy hammer cooldown reduced to 5 seconds, and mana cost is increased to 40 mana
You can now disable debug messages in the main menu, if you don't want to receive them
Fixed the bug with honored reputation not showing as max
Added paladin helmet to holy monastery intendant
You can now see duration of each applied effect. Fixed the bug when effects refreshed their duration after save/load
Fixed few small bugs
Patch 0.28c
The game was updated with version 0.28c:
Fixed few inconviniences that happened while using the controller (building mode)
Increased Paladin Seal duration
Fixed a couple of bugs that been occurring after using oblivion potion
Leeches damage decreased
Few small bugs fixed
Update 0.28a
The game was updated with update 0.28a:
Engine update
An important task was completed during this update. I've been making the game on quite outdated at this point version of the engine, and finally managed to update it. This will hopefully bring few inprovements, mainly with stability and optimization int the long run, but might cause some issues during this transition period. As the immediate effect, this allows you now to directly turn off/on individual screen effects like bloom/motion blur/AO and change quality settings in the game. The coloring of the game is also slightly changed because of this. 60 fps lock is now also removed, and replaced with vsync that can be enabled/disabled.
Removing crafting trainers and recipes from the game
I decided to remove crafting recipes and trainers from the game. Now, after you improve crafting skill, you will instantly be able to craft all items with that crafting level, and you will also be able to preview them in skill window. Crafting recipes is an "old-school" game mechanic, but I found out that it doesn't really add anything special to the game. For the new players it adds more confusion, and for veteran players it's just a small waste of time to run to the trainer and learn recipes.
Updates:
Blood magic is added to the game. This type of magic doesn't use mana, so it can be used with non-magic characters. Instead it uses player's own health to perform spells, dealing damage, and then restore it with a bunch of other abilities. As a synergy, the damage of performing a spell can also trigger things like rage or defensive shield. The damage of blood magic doesn't scale from any type of stat, but instead is percentage-based or player-level dependant.
A huge change was made to the way basic stats influence your health/damage/mana. Previously, during stats calculation, things like strength added to the damage/health first, and them you received bonuses from items/effects. Now you get strength modifiers AFTER all items stats. For example, previously you had: melee damage: 100%(base)
150%(strength) + 200%(items) = 350%. Now you will have: (100%(base)+200%(items))
(150%(strength) = 450% Same goes for health/mana/ranged damage/magic damage What it's does is essentially makes basic stats less influential during early game and much more influential during late game. I decided to change that because previously after certain point it made your base stats choices almost meaningless, and it seemed wrong to me.
characters with 4 strength can now slam the ground from the air with the melee weapon
characters with 4 agility can now attack in mid-air with melee or bows
Melee attacks with axes/maces/sword now have two different combo animations. Spears now have 3-attack combos too
Changed and improved jump and run animations
Charm, Bargain and Pressure are now all passive abilities
Elemental magic now has new mastery ability - Invoke elemental form
Elemental attack with wind element is changed for the better
Improved and changed sound design of a lot of magic effects
Block ability now knocks down enemies similiar to the parry and movement speed decrease was removed
Characters stats window changed
Enchant weapon and enchant shield duration increased
Waypoints are now shown on the map
You can now track current main story chapter
Werewolf attacks now have slice effects
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Update 0.27a
Hello everyone! The game was just updated with version 0.27a.
Volflar fields zone update
A huge update for the volflar zone is added, with a few new mysteries, quests, dungeons and caves, a lot of improved and changed world design, new companion and more. Check it all out now!
Manual controller choosing
You can now manually pick between keyboard and controller, even if controller is plugged in. This was added due to heavy requests from some people, and you will need to change it yourself for your system.
Other changes:
You will now be able to see all passive bonuses you receive from skill trees in the skills window
Clicking show quest toggle on the world map now will also disable/enable available quests, in addition to quest objectives on the map
Added show world objects toggle there also, to disable world events/challenges/world bosses icons
Fixed few minor bugs
Improved roadmap
I've recently put an updated version of the current roadmap, and some of you probably arleady saw it. It will show my current plans for the new content addition for the next few months, with approximate dates. Please remember that it is subject to change, and I will notify you if I decide to change some things. Also please remember that a lot of few small improvements ofcourse are not there, only huge content updates.
Steam cloud saves support added
Hello everyone!
The game will now support steam cloud saves feature. It will automatically share .es3 savefiles between your devices.
Update 0.26a
Hello everyone!
The game was just updated with version 0.26a:
Controller support
The game will now support controller input everywhere, except building mode. If controller is plugged in, the game will force controller input over keyboard and mouse, so just unplug it, if you want to play with mouse and keyboard. I was able to put almost all out of numerous Gedonia keys into gamepad controls, only exceptions were companion control button (V), and Holster weapon (Z). I also made some changes, for example sprint is now toggle, that requires only one click and will last until you are moving or have stamina, without the need to hold sprint button continiously.
The controller support is still being tested, some things might not work properly, so if you have any inconvinences or problems while playing using gamepad, tell me on the forums.
Other stuff:
Changes:
Energy spread and energy ball skills are changed. Now, instead of energy spread you will have elemental attack, which will give you different types of attacks for each element and allow for more dynamic battles while using magic. Elemental attack will be primal attack skill for elemental mages from now on.
Energy ball is replaced with the skill called magic overload. There was a problem with a main damaging skill being in arcane skill tree, which is described as having no damage abilities, and it also forced some people to put skill points in it. Magic overload skill with allow you to increase your damage with a cost to your mana, and it's a great risk/reward ability.
Most of the skill trees, other than crafting and speech, will give you passive minor stat bonuses, when you put more skills into researching them. For example, defense skill tree will give you 5 health for each point and 1 armor for each 3 points, elemental tree will give you elemental damage etc.
Sprint is now toggle, as mentioned before, speed bonus is increased, but it running will drain more stamina
experience required to level up after level 30 is slightly increased
Now you will need some level requirements to summon more skeletons, you will need level 3 to summon 2 skeletons for example, level 9 to summon 3 etc.
shadowwave now aggros enemies and it's damage is reduced
Werewolf rage now will increase only if you hit someone, and will decrease with time, if you are not hitting anyone
Increased responsiveness of some enemies. Some enemies will now have a chance to get into block stance right after receiving damage, preventing stunlock
Absorb element now ill replace existing absorb element, instead of not applying at all
Default savename will now be using your character name
Few bugs and issues fixed
UPDATE: There were a couple of critical errors in this update, so I rolled it back for the previous version for a few hours, and will add improved version soon. Thank you for understanding
Happy new year!
Hello everyone! I wanted to wish everyone a happy new year and good luck in 2021!
2020 was very important year for me and for Gedonia. I've had somewhat of a smooth launch for the game, and overall it was huge success for me, to get such an ambitious project going so well. These 6 months the game was still finding its footing, and I wanted to once more thank everyone who participated in development by giving their feedback, opinions and suggestions. I've been quite overwhelmed with the positive reception the game had, and I hope I won't disappoint you guys in the future.
I also hope that now, when some of the core issues the game had are figured out, the development will go smoother and more efficient than ever. I have some really cool ideas, and I can't wait for you all to see them implemented.
I will take a week long break for a new year holidays to spend some time with the family, and after that, will return to development, and start working on controller support and other things from current roadmap.
Update 0.25a
Hello everyone!
There has been few bugs and gameplay issues that required fixing, before new content additions. I will be working on those and more before the end of the year.
Abilities changes:
Shadow wave skill now has 30 sec. cooldown and doesn't require mana. Area of effect is increased
Skeletons health and damage rebalanced, now they are weaker at the start, but they receive more health and dmage bonus from dark magic attribute.
Ice skeletons now have better mass aggro
You can now place only 3 traps at the time, and they can't be too close with each other
Dodge roll range and speed increased
You can now do power jump while running
Arrows can now deal critical damage
Werewolf basic health regeneration decreased
New abilities for werewolf, now he can stack "werewolf rage", and after certain amount can ravage enemies and restore health
While sprinting, werewolf secondary becomes powerful charge attack
Charge knocks enemies down more effectively
Enemies changes:
Autododge by chance is removed from the game, only dodge roll is left for enemies
Increased rate of attack for enemies
Charged abilities like charge, earth slam or explosive projectile now correctly stop when enemy is stunned, knocked or dead
Exp rewards from petrified souls at the starting area nerfed
Health of the frogs from the starting are decreased
New loot for enemies in the starting area, new chests in bandit camps
Giant wasp stats rebalanced
Monastery at the starting location now sell loot starting from friendly reputation
Removed few hills near black goat world boss
Interface changes:
Bigger indicatior of unspent skill points
You can now categorize active and completed quests in journal
All available quests now shown on the map even if you didn't explore the zones
You can now toggle roof showing in building mode
Changes to joining faction interface
Added quest map indicators for starting faction quests
You can now resize your UI in options
minimap scale is correctly saved
Also fixed bugs with falling under the ground sometimes while entering dungeons, and other small bugs and issues
Optimization patch 3
Hello everyone! The game was updated with new optimization patch, that improves overall perfomance and fixes few small bugs. One of the big changes that was introduced in the previous patch was the limit of companions increasing from 4 to 5.
This will be the last major perfomance only patch at the moment, next I will focus on updating the Volflar zone and other stuff from my roadmap, however some optimization will also be added in the future with those patches.
Optimization patch 2
Hey everyone! The game was just updated with a second optimization patch, which also includes few small bugfixes. By now you should start noticing improvements in perfomance, but there is still a lot of work to do at this front.